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Old 06-10-20, 06:06 PM   #1276
XenonSurf
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Originally Posted by propbeanie View Post


a) Yes, that is possible to do... I checked several subs, and most go to the Attack map with that, but looking at a Sargo boat, there are a few things "extra" on the table, and we might include a couple of those in the other boats, and have more clickable links, so that there can be an Attack Map and a Navigation Map link. Since the map on the table appears to be a Navigation Map, we'll do that change, and make a clipboard (if I can cut it out of the Sargo) as the Attack Map link, and add a 2nd coffee cup for Crew Management... Sound good?

b) There is NOT a compatible mod for that, though there is a plan for that, but it is further off in the future than it was even yesterday. We want to attempt to get the guns behavior back to Stock when it comes time for an upgrade there, since most folks are familiar with recovering the gun crew in the Stock game. That has to come first. In FotRSU, it is not always possible since the guns are "glued" to the deck, yet the game still has a tendency to wipe-out the gun crew in about 1/3 of the upgrades... In any case, it will be a while.

Thanks Propbearnie, that sounds good indeed, it's nice that you and your team is going on working with FOTRSU
For immersion, I'm quite often moving inside the sub and I rarely use the attack map except to setup a serie of torpedos to fire, here this map is helpful, except from that I'm more using the NavMap also for plotting intercept lines etc.
And for the back deck gun, I can surely wait, if not I take the Narwhal class sub, one of the few subs with 2 deck guns, I'm happy it's in the mod.
Greetings,
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Old 06-10-20, 08:31 PM   #1277
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any way to make the campaign more challenging? seems that I shouldn't be able to rack up 390,000 of sunk ships in 6 war patrols .


Granted, I didn't have the more duds addon activated, which I am going to use with a new career, but the IJN escort ships seem.... almost oblivious. I was able to infiltrate the IJN task force headed for midway and sail right into the middle of them on the surface at night, then simply follow with them as if I were a part of their fleet. I trailed them for about 3-4 (in game) hours before lining up a shot and sinking a battleship, then escaping without any damage. During that whole time, they only were aware of my presence after I had sunk their battleship.


Were the Japanese escorts in the Pacific theater really that bad? that's borderline negligence.
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Old 06-11-20, 12:37 AM   #1278
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SHO Re: Text order confirms not matching audio confirms... update...

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Originally Posted by propbeanie View Post
There is nothing in the 101_prBetaPatch_v1.1 that would interfere with that. Changing the order of whole line of text in the menu.txt file wouldn't matter, since the game finds it by the number, but if you changed the relationship "1011=Ahead two thirds" and "1012=Ahead one third", to
1011=Ahead one third
1012=Ahead two thirds
that would matter, and would make the difference. There is a menu.txt in the mod though, so when you changed versions and deleted the Save folder, it should have put it back the way it needs to...
I deleted the save game folder, after unloading the mods, went back to the unzipped downloads, used them for reference & went back into the menu.txt and set them back to the way it read in the 1011 & 1012 lines.. then saved & closed it out.

After that, reactivated the mods, started up & can report that text confirms now match up with the audio confirms for ''Ahead 1/3 - Ahead 2/3'' orders.
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Old 06-11-20, 07:36 AM   #1279
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Originally Posted by propbeanie View Post
Do you have LAA properly activated on the SH4.exe file? Do you have the patch applied on top of FotRSU? Do you happen to remember your orders for your 3rd patrol? Thanks

Hey! Thanks for taking the time to answer! I do have LAA properly activated. I know as I was originally getting CTD after I installed before I activated the LAA.



I do not have the patch you linked applied at this time. I tried to do it just now but got a CTD. It may be me failing to install it properly, if you could help there that would be great. Modding isn't a strong suit of mine, or really any suit.



Edit: I applied the patch through JSGME and I think I have it done correctly. I'm not sure how to tell though. I can start a new game but my saves are still dead.





As for my orders, I had done 2 normal objectives, perform patrol in the circled area for 3-5 days or whatever. Sank a merchant or 2 in each area before radioing in. I received orders to head to another area, with no circle, just the marker, and standby for further orders. My save was made as I was headed to that area.


Thanks!
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Old 06-11-20, 08:22 AM   #1280
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Default Can you register your DVD version with Steam?

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Ok, thank you. The thing is that I have the dvd version and dont like the idea of buying the core game twice in order to have it in steam...

I've a number of other games that I bought pre-Steam but Steam has a facility where you can enter the serial number and it gives you ownership of a steam version of the game. That allows you to buy DLCs without having to repurchase the base game.
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Old 06-11-20, 08:47 AM   #1281
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Default My hull damage was repaired in Freemantle

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Originally Posted by Fritz Klum View Post
Hey - this may sound like a dumb question, but:
does hull damage get repaired upon returning to base in this mod? I think that happens in the stock version of the game, but not sure if it happens in mod. Reason being, I took a bit of damage from some harbor submarine nets around Truk naval base, and am hoping it will be able to be repaired.

Its not a huge amount - 3 points - but it still peeves me a bit.
I took about 24 points of hull damage to my Tambor class sub due to a close encounter with a troop transport in really shallow waters.

When I ended my patrol in Freemantle (Nov 1942) the damage was repaired and my hull was back up to 100% when I left on my next mission.

Quote:
Originally Posted by torpedobait View Post
I am in the Gato out of Perth/Fremantle still in mid-1944. In port every new load out is all Mark 10’s. Also, at this late date in the war my AA is still the .50 machine gun. I should have at least a twin 20mm, if not a Bofors by now, don’t you think?
1) For what it's worth my Tambor class sub also gets filled with Mark10s when I end a patrol in Freemantle. However, if I stop for a quick refit at that sub base in extreme NW Australia I get the Mark15s and it saves me a bit of swapping out.
2) I've still not seen any SJ radar on offer though my last patrol ended in Late 42. Does anyone know when it kicks in?
3) Was offered the Bofurs AA gun and swapped it in. Tried it on a junk more as an experiment than anything else but after emptying two clips of HE ammo and seeing no damage I gave up. I was pretty close and don't think I missed all that much. Does that seem right?



-- Other odds & ends --
4) Reported earlier that I was only seeing a very few medals after each patrol for my crew. Got about 6 after ending my 5th patrol. So I guess that that IS working fine.
5) Pretty much emptied 5 boatloads of Mark15s. Only got 1 reported dud so far. That's using magnetic triggers and setting the depth of merchants to 20+ . Only one ran under the target ship. There have been a few misses of course. Not sure what the dud rate the mod is using is set at, but I'm using the base mod, none of the extra duddy torpedoes.
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Last edited by Havan_IronOak; 06-11-20 at 09:09 AM.
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Old 06-11-20, 09:16 AM   #1282
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Quote:
Originally Posted by Fritz Klum View Post
any way to make the campaign more challenging? seems that I shouldn't be able to rack up 390,000 of sunk ships in 6 war patrols ...
The Japanese escorts really were that bad initially, but they got up to speed just fine when allowed to by the command structure. We attempted to allow a night surface attack, but it sounds like it went too far... and "yes" there will be add-in mods that will crank up the AI response. We are after consistency right now.

Quote:
Originally Posted by Mad Mardigan View Post
I deleted the save game folder... started up & can report that text confirms now match up with the audio confirms for ''Ahead 1/3 - Ahead 2/3'' orders.
Excellent!

Quote:
Originally Posted by dbcrutch12 View Post
Hey! Thanks for taking the time to answer! I do have LAA properly activated. I know as I was originally getting CTD after I installed before I activated the LAA...
... Edit: I applied the patch through JSGME and I think I have it done correctly. I'm not sure how to tell though. I can start a new game but my saves are still dead.

As for my orders, I had done 2 normal objectives, perform patrol in the circled area for 3-5 days or whatever. Sank a merchant or 2 in each area before radioing in. I received orders to head to another area, with no circle, just the marker, and standby for further orders. My save was made as I was headed to that area.
Bad information was written into your Save folder. It sounds like the assignment you were given. Do you have any idea about where the location of the "Star" was? I know that you had a mission that when you got into the area, it would tell you to sink ships, but were you ordered toward the coast of Indo-China, or Formosa? Philippine Sea? etc...

Quote:
Originally Posted by Havan_IronOak View Post
I've a number of other games that I bought pre-Steam but Steam has a facility where you can enter the serial number and it gives you ownership of a steam version of the game. That allows you to buy DLCs without having to repurchase the base game.
Good info to know! Thanks!

Quote:
Originally Posted by Havan_IronOak View Post
...
-- Other odd comments--
1) I've not chimed in in a few days as I've been away but for what it's worth my Tambor class sub gets filled with Mark10s when I end a patrol. However, if I stop for a quick refit at that sub base in extreme NW Australia I get the Mark15s and it saves me a bit of swapping out.
2) I've still not seen any SJ radar on offer though my last patrol ended in Late 42. Does anyone know when it kicks in?
3) Tried the Bofurs AA gun on a junk more as an experiment than anything else but after emptying two clips of HE ammo and seeing no damage I gave up. I was pretty close and don't think I missed all that much. Does that seem right?
We do have the fix in for the Mark 10s. I thought I had done great, in that the S-Boats were loading Mark 10s - problem solved! Not so fast there bucko! The Fleet Boats started loading the Mark 10s also!... thanks to Moonlight, torpedobait and especially mazzi, the issue is back to "normal" (as normal can be)... As for the radar, an upgrade cannot be applied until it has the proper mounts... which come with a new conning tower. This also happens with the subs later in the game when the Observation Periscope gets the radar mount... We have to find a way for the conns to be in place, without absolutely ruining the new boat procedure... The Sampans are weird. Given time, we'll try to look into their damage model. Next time, try armor-piercing rounds. I know, it doesn't make any sense, but it does not look like ships are built to detect the ordnance, only the collision with same. The ordnance then imparts its damage-giving stuff... so some of the wooden ships are built a pinch too strong may-haps. I can't remember all of them, but it is more than the Sampans... Shoot at a lifeboat sometime, and watch it go flying through the air, but further than the Ko used to... lol - the duds... The 'normal' rate in FotRSU with no add-ins is rather low. You need to add one of the torpedo dud mods from the Extras folder if you want to get closer to what really happened. Even still, with the highest level I made, you still have over half of your torpedoes doing what they were designed to, in spite of BuOrd failing to test them...
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Old 06-11-20, 09:40 AM   #1283
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Icon14 Thanks for the speedy reply

Quote:
Originally Posted by propbeanie View Post
...We do have the fix in for the Mark 10s.

...As for the radar, an upgrade cannot be applied until it has the proper mounts... which come with a new conning tower.

...The Sampans are weird. Given time, we'll try to look into their damage model. Next time, try armor-piercing rounds.
... the duds... The 'normal' rate in FotRSU with no add-ins is rather low. You need to add one of the torpedo dud mods from the Extras folder if you want to get closer to what really happened.

Thanks again for a great mod and for dealing with all these questions. I'm really enjoying the game and just thought I'd add my two cents worth regarding the topics folks have raised in the last few days while I've been away. I'm having a great time and none of the minor stuff is really affecting that, just thought I'd mention it for the sake of others and to give you the additional data. I did spot the preference for Mark10s quite early on and probably should have mentioned it but it wasn't really an issue as I could easily swap them out and/or make a refit stop to ensure I was mostly full of Mk14s
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Old 06-11-20, 10:11 AM   #1284
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Bad information was written into your Save folder. It sounds like the assignment you were given. Do you have any idea about where the location of the "Star" was? I know that you had a mission that when you got into the area, it would tell you to sink ships, but were you ordered toward the coast of Indo-China, or Formosa? Philippine Sea? etc...
Actually I remember exactly although I'm not really sure why? It was "Sector 7" just NE of Takanabe. The lat/long of the star would be about 132°10'E and 32°3'N.
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Old 06-11-20, 10:52 AM   #1285
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I wonder if using high TC over x1024 in acceptable conditions (no traffic nearby, not in a port vicinity, no airplanes), if this would result in targets not being found or contact reports not being sent to me. I have the bad suspicion that I'm using high TC too often and maybe that's the reason why I'm not getting enough contacts. For now, after starting about 4 careers, I have found isolated ships or airplanes, but no convoys or task forces; the few contact reports I got were not possible to intercept and very far away from my operation area.


For example when departing from Pearl Harbor I move usually towards Midway to refuel, and use x2048 or even x4096 speed, all ok in this situation because I don't expect any enemy encounter. But as said, I wonder if using x2048 in other situations later around my patrol area would result in not giving me any contacts as opposed to use a TC of say x256, x512 or x1024. Or does it not matter?


Thanks to clarify for me,
cheers,
XS

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Old 06-11-20, 11:50 AM   #1286
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Quote:
Originally Posted by XenonSurf View Post
I wonder if using high TC over x1024 in acceptable conditions (no traffic nearby, not in a port vicinity, no airplanes), if this would result in targets not being found or contact reports not being sent to me. I have the bad suspicion that I'm using high TC too often and maybe that's the reason why I'm not getting enough contacts. For now, after starting about 4 careers, I have found isolated ships or airplanes, but no convoys or task forces; the few contact reports I got were not possible to intercept and very far away from my operation area.


For example when departing from Pearl Harbor I move usually towards Midway to refuel, and use x2048 or even x4096 speed, all ok in this situation because I don't expect any enemy encounter. But as said, I wonder if using x2048 in other situations later around my patrol area would result in not giving me any contacts as opposed to use a TC of say x256, x512 or x1024. Or does it not matter?


Thanks to clarify for me,
cheers,
XS
high TC certainly would affect contacts.
if we accelerate time-spent such that 1 sec of real time equals 2048 (or more) seconds of game time we will miss opportunities for intersection.
one of things we (SH4-Kaleuns) have discovered is that using TC over 1024 is perilous...for many reasons...you just mentioned another.
after years of struggling with unexpected CTD's, etc, i have restricted my TC to max of 1024.
i was going to repeat a flippant remark of Doc Brown from Back to the Future but i will stifle myself.
good luck with whatever you decide to do.
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Old 06-11-20, 12:04 PM   #1287
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Actually I remember exactly although I'm not really sure why? It was "Sector 7" just NE of Takanabe. The lat/long of the star would be about 132°10'E and 32°3'N.
This is why:



with your description of where you were, which Bungo Suido or Bungo Straits would have worked also, but the more detail we get, the closer we can get to finding where you were when an issue is encountered. In this case, I can now look at the boat assignments in the Flotillas file, making certain all the "I"s are dotted, and the "T"s crossed, with proper use of white space and commas and colons... Then I can go look in the PatrolObjectives file, based upon the call from the Flotillas file, and make certain there aren't anymore typos in that file, of which we did find a half-dozen just the other day, based upon another user's report. We may well have already fixed what you have encountered, and I might have decided that it is not a CTD-bringer, but it is apparently... After you have the patch applied though, if you have a Save prior to docking after your 2nd patrol, you could use that, and be able to then continue. Otherwise, unless you know how to find the assignment in the Save folder files, and properly correct it (I usually ruin my Save data whenever I try), you would have to "do over"... sorry. KaleunMarco and a few others are old-hands at doing stuff like that, but I am worse than inept...

Quote:
Originally Posted by XenonSurf View Post
I wonder if using high TC over x1024 in acceptable conditions (no traffic nearby, not in a port vicinity, no airplanes), if this would result in targets not being found or contact reports not being sent to me...
The use of "high" TC (what is considered "high" in this game??) can and does cause issues with all aspects of the game, resulting in some odd behavior. However, 1024x was long considered as "safe" in SH4, except on the weakest of machines, and 2048x used to be FotRSU's highest setting, then raised to 4096x. I do not recall what it is now... I do not go over 2048x myself, because I have had unexplained issues during testing when going higher. This is most likely a function of my machine's set-up. This is an old Core2Duo, quad-core at 2.something GHz with 8gig of RAM and 2x (plus) WD Black 7200 rpm hard drives and an nVidia GTX 560Ti video card, going into a 1920x1080 LCD monitor. I have seen things "flash" for that brief moment in time while in higher TC, and when I finally get my finger on the <Backspace> key and look, I have taken damage and the enemy is gone - whatever it was... But, I have also found that when I have been sighted by an airplane, that it might be a couple of days before I get "contacts" again. I did not think that was "modeled" in the game, but it sure seems like it sometimes. One last point though, is that it is very difficult to balance the campaign for the "in between" periods, where the game goes from the 42a to the 42b to the 43a layer, etc, and you can have "quiet" periods between the end of Feb 1942 to mid-March, again between Sept 1942 to mid October 1942, etc...
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Old 06-11-20, 12:19 PM   #1288
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Its August 24th 1942 and its my 5th patrol, a brand new career was started from Midway, the SH4 documents folder was deleted and the stock game files were checked with no changes reported from JSGME.
Activated mod list.
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
3000 Yard Bearing Tool (1920x)
Daniel Coffeys SilhouettesMerchant01, SilhouettesMerchant02, SilhouettesSmallVessels03, SilhouettesLiners04.

The problem with Mk10 loadouts are fixed, yay, hydrophone surface contacts is fixed too, yay again.
SD radar thingie has not displayed its green screen in either a Gar or a Gato from start of career, I've just been offered an Improved SD radar and thats not on display either, turning it on or off has never had it displaying in either boat. That surface radar thingie is on display but not lit up, whereas the SD thingie has just a black screen, is this as intended or have you borked the files again.

Something is not right with either the upgrade files, the 2 boats already mentioned or its Midway that's not set up right, there's probably a lot more files involved as well but I wouldn't know what they would be.

End of report and waiting patiently for some answers.
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Old 06-11-20, 12:39 PM   #1289
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Originally Posted by propbeanie View Post
This is why:

with your description of where you were, which Bungo Suido or Bungo Straits would have worked also, but the more detail we get, the closer we can get to finding where you were when an issue is encountered. In this case, I can now look at the boat assignments in the Flotillas file, making certain all the "I"s are dotted, and the "T"s crossed, with proper use of white space and commas and colons... Then I can go look in the PatrolObjectives file, based upon the call from the Flotillas file, and make certain there aren't anymore typos in that file, of which we did find a half-dozen just the other day, based upon another user's report. We may well have already fixed what you have encountered, and I might have decided that it is not a CTD-bringer, but it is apparently... After you have the patch applied though, if you have a Save prior to docking after your 2nd patrol, you could use that, and be able to then continue. Otherwise, unless you know how to find the assignment in the Save folder files, and properly correct it (I usually ruin my Save data whenever I try), you would have to "do over"... sorry. KaleunMarco and a few others are old-hands at doing stuff like that, but I am worse than inept...






Hey! I hate to lose that save but as I've already started a new one with the patch it is what it is. I hope my info helps iron out some of the issues. I'm glad folks like you take the time to make mods like this, it's way out of my depth! and for the record the mission was the "Proceed to area 7 and standby for further orders."


Thanks for all your help!
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Old 06-11-20, 01:21 PM   #1290
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Quote:
Originally Posted by Moonlight View Post
Its August 24th 1942 and its my 5th patrol, a brand new career was started from Midway, the SH4 documents folder was deleted and the stock game files were checked with no changes reported from JSGME.
Activated mod list.
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101_prBetaPatch_v1.1
3000 Yard Bearing Tool (1920x)
Daniel Coffeys SilhouettesMerchant01, SilhouettesMerchant02, SilhouettesSmallVessels03, SilhouettesLiners04.

The problem with Mk10 loadouts are fixed, yay, hydrophone surface contacts is fixed too, yay again.
SD radar thingie has not displayed its green screen in either a Gar or a Gato from start of career, I've just been offered an Improved SD radar and thats not on display either, turning it on or off has never had it displaying in either boat. That surface radar thingie is on display but not lit up, whereas the SD thingie has just a black screen, is this as intended or have you borked the files again.

Something is not right with either the upgrade files, the 2 boats already mentioned or its Midway that's not set up right, there's probably a lot more files involved as well but I wouldn't know what they would be.

End of report and waiting patiently for some answers.
The SD radar does not have a screen that lights. It does not have a screen at all. Only the SJ does - both the "A" scope and the PPI are for the SJ. You should get the SJ in June or later 1942, dependent upon your base.

Does the SD turn on & off as intended? Do you get a text message in the "Comm Box" informing you that as you press the <T> key, that it toggles it? A <Ctrl><T> combo does the SJ, or either or both can be controlled by the menu buttons. The SJ radar will sometimes have problems upgrading if you do not have the correct conning tower upgrade already in-place when it goes to upgrade. But all boats should show SJ radar after about June 1942, location dependent, then Improved SD sometime after March 1943, Improved SJ after June 1943, and then SV and ST after Jan 1945...

Part of the upgrading process is that most of the radars mount on specific masts, which go in specific places on specific sails. If you don't have the proper conning tower, you won't have the proper mast, resulting in a borked radar installation.

Quote:
Originally Posted by dbcrutch12 View Post
Hey! I hate to lose that save but as I've already started a new one with the patch it is what it is. I hope my info helps iron out some of the issues. I'm glad folks like you take the time to make mods like this, it's way out of my depth! and for the record the mission was the "Proceed to area 7 and standby for further orders."
Thanks for that. As info, I have not found anything wrong in any of files thus far, but I will run some automated "searches" tonight to be certain. I did have the correct file then to begin the hunt with... There are quite a few factors that contribute to the loss of a Save file, scariest of course being mod issues, but also, shelling out to Windows should be avoided, high levels of TC should be avoided (which is a very subjective matter, and very computer dependent). One person does fine, while another has all sorts of issues. The free space on the drive, as well as fragmentation level, and the speed of the drive, can all influence things, as well as whether you use write-caching on the drive and / or give the computer time to write the save data. Even still, with the best operating practices, the Saves can and do just quit functioning... Starting with a clean Save folder after mod activation is SOP, and not changing the mod after beginning a career should be also, but...
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