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Old 06-26-20, 12:38 PM   #1396
DanielCoffey
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Bug Report : Destroyer Escort Evarts has overlapping objects on deck

The NDE_Evarts has the Quad Torpedo Launcher on the upper aft deck. The same location also has the two lifeboats AND a crew member. All these objects overlap and the Launcher could not realistically be used with the boats in their current position.


Please let me know when you have resolved this overlap as it affects the silhouette for the vessel.


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Old 06-26-20, 02:17 PM   #1397
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I couldn't find it in the documentation, so I'm wondering how to solve the following "issue."


My GameplaySettings.cfg in the save game folder is set for TRUE for manual targeting.



Middle of the night, pouring rain, tracking a target via hydrophone. Firing from aft tubes, with a dang-near 90 degree intercept angle. Unable to lock up the target even though I can see it visually. Attempted to fire from aft tubes with the PK off. I received "Can't compute solution for aft tubes."


I don't recall - do I need to send a range and bearing at 180 degrees to the TDC even with the PK off in order to set the TDC to know it is firing from the aft tubes?


Aftermath - ended up sinking an 11,000 ton auxiliary cruiser using about 15 rounds of HE from the deck gun...
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Old 06-26-20, 03:34 PM   #1398
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Quote:
Originally Posted by 3catcircus View Post
Aftermath - ended up sinking an 11,000 ton auxiliary cruiser using about 15 rounds of HE from the deck gun...
from the movie Major League:

[Willie Mays Hayes has just made an unnecessarily flashy play to end the inning]

Lou Brown: Nice catch, Hayes. Don't ever f#ckin' do it again.
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Old 06-26-20, 03:39 PM   #1399
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Quote:
Originally Posted by mikesn9 View Post
... The basics: FOTRSU with patch 1.1, mission from pearl started May 3, 1942, Tambor. Returning to pearl, June 6 1942, almost there when Sonar man says a merchant moving slow (stopped actually).

I looked at it, it was a Whale Factory American flagged sitting there about 6 1/2 to 7 miles SW of pearl with decks under water, superstructures above.
Approximate location from the map coordinates 158,1 W 21,17(and a half) N
...
Yes, I got the radio message about Midway, right after I did a quick refit on the way home.
There had been some rainy weather about 10-15 days west of pearl.
Saw 1 IJN destroyer way west of pearl, many days out. came home at TC 1536, sometimes 2048.
I cannot find a US flagged Whale Factory that is supposed to be in that area. There is only one in the layer, and it is not near there, and does terminate where it is supposed to. I'll try a few more times to find the ship. There are T tankers in the area though...

Quote:
Originally Posted by Havan_IronOak View Post
... RSM, is the Radio Station Manager and KGMB is a radio mod (The station out of Honolulu) NewPatObjs2 is the mod that y'all told me about to fix my issue with the No Mission Objective bug
...
Today I have been making sure to be surfaced at 1TC with nothing going on for at least one of my saves before exiting SH$. I'm also an inveterate "save-scummer" meaning that i sometimes have over 100 saves that I end up deleting when I stop playing some games. (I'm at over 100 now for SH4 and that's after weeding out a bunch of the oldest) It does help though if someone wants to see additional info on any problems I report.

I tried setting the replay flag and making a second copy of the same save but that doesn't seem to work... Is that correct? Not really a problem as I tend to format my savegames as Alex T. Sinkstof 1943 03 30 0000 for a save that I make where the game date and time are part of the save name...
Get rid of the NewPatObjs2 and use 101_prBetaPatch_v1.1.7z instead - but only when in port! I would not keep that many Saves. The game starts to have issues when your Save file gets large, which really happens when you use the "Replay" tick box. Once you hit that tick box, the rest of your Saves after that for that career carry the wait of the Replay with them. They will be ~HUGE~, which does contribute to bad Saves... Only use Replays for SingleMissions, or "Cinematic" captures.

Quote:
Originally Posted by Moonlight View Post
I'll have a Number 9 a Number 11 and a Number 17 please, oh yes and a side order of a midget submarine to do the mopping up with, games turning into a joke Mr beanie. These ships and boat were searching for me NNE of Hachiio Jima, the destroyer type ships I can understand but, a bloody midget submarine is taking the game to Hollywood movie level old boy.

I took your advice on the thermal layer and went 56ft below it, N9 and N11 passed by above to port and starboard, pinging away as though it was going to go out of fashion they were, well that got the attention of N17 and he didn't play by your rules Mr beanie, as soon as he got to know about my whereabouts he was coming in for the kill. I took some damage from his side throwers but I had the common sense to hit flank and to start going deeper, if I hadn't you'd be getting a much different report, I went down to 400ft and those ships never found me again.
So a combination of the techniques, dependent upon who you encounter. As for the midget, remember that those little dudes are "Elite Destroyer Escorts" at heart, as are all of the other AI submarines, and are like rabid dogs that will kill themselves in their effort to get at the enemy...

Quote:
Originally Posted by Mios 4Me View Post
USS Cabrilla assigned to Patrol Area 4 immediately following sea trials in June 1943:

- AA crews remained merrily on station at 33 meters.

- Despite heavy seas, the skipper was determined to finish an Ada Maru by gunfire. Whenever the crew was forced back inside, toggling the key to order them back outside repeatedly resulted in an unwanted order to dive.

- No home port has yet been indicated, though we expect that to change soon.

This career was started after all contents of the Save Folder were deleted.

EDIT: After completing the assignment, we headed into Tokyo Bay on July 4th and I saved halfway up the north-south stretch of passage. Continuing on, there was a Hatsuharu firmly ashore at Yokosuka - not just on the docks, but on the ground south of them. Not sure if it had spawned there or ran itself aground at very high speed, but there was no smoke.

There was no sign of the TF that had been there the previous morning, just a burning ship aground on the point beyond, possibly a whalechaser.

When I went back to this Save point, it repeatedly failed to load, despite taking every precaution I've read about here. I went back to the previous Save, which was back in Area 4, and left station early to investigate that TF, arriving off Tokyo Bay on 6/29. Again, the TF icon was there in the morning but gone when I sneaked in.
Any grouping might "terminate" anywhere in there, from Tateyama Bight, all the way up to Tokyo itself, so if you don't catch it on the way in, you might not get another chance. Ships can be aground and or part of a dock for any one of a number of reasons. We'll check the HarborTraffic in the area. As for the crew staying at their battle stations, that is indicative of either bad Save data pulled back in, or jumping out to Windows with those infamous key combinations. I have tried several similar starts as yours, and I do not get any crews on any boats doing any "do it or die" routines...

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Originally Posted by Mad Mardigan View Post
... Just out of curiosity, are ships in game, supposed to be trying out for the part of Casper the friendly ghost...??? Don't know if this is happening in career side or NOT.. but decided to try the training side of things, for dumps & giggles.. and noted a very odd incident when I did so. In the navigation portion, tooling about in a Porpoise class boat.. sailed past a Troopship Queen Mary & literally was seeing the island.. right straight through it... I went to free roam mode, to investigate this.. and sure enough, NO matter what angle but 1.. I was able to see everything on the other side through it...
Yes, the Empress has new clothes! Or not... That is part of the technique to have it change "skins" when it is supposed to, but sometimes, she forgets to get behind the view screen and complete her "change". We've been trying to "fix" that, without having to dump her - which would be rather rude to do to a queen that did all she did in the SoWesPac theatre... She does take torpedoes, and does sink from them, I assure you...

Quote:
Originally Posted by DanielCoffey View Post
Bug Report : Destroyer Escort Evarts has overlapping objects on deck

The NDE_Evarts has the Quad Torpedo Launcher on the upper aft deck. The same location also has the two lifeboats AND a crew member. All these objects overlap and the Launcher could not realistically be used with the boats in their current position.

Please let me know when you have resolved this overlap as it affects the silhouette for the vessel.
For the time being, leave off the lifeboats, and do NOT take that sailors picture... We'll get to that. From what I can find of pictures of the class, the torpedo tubes were not on the vessels in the Atlantic, only another AA platform, so we'll have to get into that ship deeply. There are no lifeboats on them though, only rafts...

Quote:
Originally Posted by 3catcircus View Post
I couldn't find it in the documentation, so I'm wondering how to solve the following "issue."

My GameplaySettings.cfg in the save game folder is set for TRUE for manual targeting.

Middle of the night, pouring rain, tracking a target via hydrophone. Firing from aft tubes, with a dang-near 90 degree intercept angle. Unable to lock up the target even though I can see it visually. Attempted to fire from aft tubes with the PK off. I received "Can't compute solution for aft tubes."

I don't recall - do I need to send a range and bearing at 180 degrees to the TDC even with the PK off in order to set the TDC to know it is firing from the aft tubes?
There are two sets of GamePlay Settings in the game, remember. One for the Campaign, accessed through the Captain's Office while in port, prior to going out on patrol, and the other from the Main menu, that is used for the SingleMissions, Multi-Missions, and QuickPatrols.

When you are shooting in adverse weather, you most likely will NOT get a lock, no matter how close you are. You have to "trick" the TDC with the PK. You can see you've got a 90, so aim like a Fast 90 shot, pointing the periscope in the proper direction, and turn the PK on to get the correct tubes fired up. I think you can then turn it off if you want. Move the scope to where you'll shoot, and wait for the "shadow" in the rainy night to pass the wire. "Topedo in the water!" - I think that's correct... I'd have to try it myself again... I did have pix of hitting the "Wounded Bear" somewhere around here...
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Old 06-26-20, 06:33 PM   #1400
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Based on your feedback above, I again deleted all the Save files through the game interface and rebooted the computer. Then I started a new career, again choosing new construction in 1943. When I'd organized the crew, I started the game, only to be ordered to patrol Area 4 instead of conducting sea trials as previously.

Is there any way short of a full deletion and reinstallation of the game and mod to be sure my game isn't corrupted?
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Old 06-26-20, 06:50 PM   #1401
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[QUOTE=propbeanie;2679331]I understood that yours was after an attempted upgrade to the ST, and that things did not function correctly afterwards... ??



Details! What submarine, where did you sail from, what date it first started? etc., please...


Quote:
Originally Posted by Kresner View Post
First of all, an enemy visual contact should take you back to 1x TC, not 8x. Second, using the long-range of 32k yards on the radar will miss a LOT of potential targets and / or closing enemy on the attack. If they are not detected, your TC will not drop. Even at the short-range setting on the radar, the units will "miss" contacts, and they will sometimes give you a contact further out. I do not know if this is purposeful "modeling" from Stock (intermittent operation - bad tubes, etc.), or just a function of "bandwidth" (literally), where the size of the beam goes out. Your boat goes up and down as it traverses waves, and the enemy ships go up and down as they traverse waves. Similar to the visual contact, sometimes your boat is in a trough and the enemy is in a trough, neither of you can "see" the other. Other times, both are on swell peaks, and sighting is much easier. Even still, the AOB, size of the object, etc., all play a part in "detection".

Another thing, just because you have SJ does not automatically give you good air contacts. At least, not until the "Improved SJ" comes online later, and it is still not reliable. You definitely still need the SD radar as a "supplement". You still will not "see" the triangle on the NavMap though, until the plane is "sighted" and identified as an airplane. It will be "Unknown Airplane" until its type is recognizable. Even to this day, radar is not the be-all end-all for detection nor identification. It's a radio wave, and as such is influenced by forces of the earth, as well as forces of man...

One thing players want to do is keep radar on at all times so that they're not "surprised" by a Zeke coming out of the sun or some-such. But it did happen in real life, all the men on Deck Watch duty, all the radar stations fully manned, etc., and you can read in some of the War Patrol Reports of a skipper noting in his report something to the effect of "Had to Crash Dive 1440 on 6th of June due to Betty coming out of the clouds unexpectedly. Bombs dropped caused minor damage to Observation Scope. No injuries incurred..." etc. Radar is a tool, and it was in its infancy during WWII. Not to say there isn't something odd going on in the game at times that could well be an issue. We have been and will continue to look into the radars.

Just remember, the SD is air search only, and does NOT have a screen for its display, other than the NavMap if you have contacts on. If you don't, then you have to be quick on the draw to mark where the contact is. There also is no indicator, and no way to add one, as to whether the device is on or off, other than the text message you receive. Use either the <T> key, or the menu button. Don't forget that you can scroll through the text list, or that it is easy enough to turn off, then on again (or vice versa), to view its status. The SJ is what you "see" at the Radar Stations, both the A-Scope and the PPI, if your boat has the PPI (Plan Position Indicator) active. Those station screens are there, even if you do not have either of them. The A-Scope comes first, the PPI second, then the Improved SJ later. The SJ radar is turned on and off with the <Ctrl-T> combination of keys, and you DO NOT get a text message acknowledging the same. You have to look at the Menu Buttons on the Radar Screen. The radar also displays on the NavMap if you have contacts on. If you don't have contacts on, you can use the PPI - again, if active - to view your contacts. If you don't, the A-Scope is it, which only shows the range easily. You have to pay attention to the indicators for the bearing. Again though, without map contacts on, you have to be quick on the draw. In all cases, you have to monitor more than one screen in the game... The NavMap is the most useful, but NOT 100% reliable for contact displays, especially if you are using TC. A contact via radar will only be quick "blip", and if you are at anything higher than say 4x, that "blip" comes and goes in less than a blink of an eye... It's not until a contact is within 8k yards that you might have a reliable contact, and even then... ya never know...
Thanks for your detailed reply, just to add that my problem is only with the surface radar SJ (ships) the air contacts no problem.

Another issue that I mentioned was, the radar does not detect battleships, only escorts of taks forces, in the center (mark 1) should be the Yamato but it is empty[IMG][/IMG]

My issues with the radar and the crash was only with these latest versions of FOTRS, I am going to reinstall SH4 and use LLA.

- Now this is not a game bug, but when I attack a convoy or taks force, the ships, instead of fleeing quickly or dispersing, they go slowly, sometimes they return or stop while the convoy leader ship is sinking, this allows me to sink several merchant ships2 or more battleships, cruisers, it is unreal, ships should escape quickly (no destroyers obviously)
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Old 06-27-20, 09:37 AM   #1402
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The patch is not downloadable...
And it would be nice if both barrels of a twin 20mm fire!
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Last edited by padi; 06-27-20 at 09:54 AM.
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Old 06-27-20, 10:24 AM   #1403
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Quote:
Originally Posted by Mios 4Me View Post
Based on your feedback above, I again deleted all the Save files through the game interface and rebooted the computer. Then I started a new career, again choosing new construction in 1943. When I'd organized the crew, I started the game, only to be ordered to patrol Area 4 instead of conducting sea trials as previously.

Is there any way short of a full deletion and reinstallation of the game and mod to be sure my game isn't corrupted?
No, there is no way to "without-a-doubt" determine that unfortunately. The game does not have error-checking internally like most modern software, probably as a function of it having been built during the WinXP and DirectX v9 days, and "efficiency" was a heavily emphasized premium. Any error-checking would have added a ton of overhead to the game's bandwidth when running, and FPS did not mean "First Person Shooter" back then, but rather "Frames Per Second"... One thing I failed to mention previously is that the "timing" in the New Construction starts is all wrong now, and we do have to go back through those missions and do some further editing. This is why you are slipping through to a mission assignment right away. Even when we had the dates doing the training correctly, just as in TMO, there were still issues with the "Transfer" function, which is why in later versions of TMO and RSRDC your were prompted to request a "Transfer" after completing your 3rd training mission. We will most likely overhaul completely the "Mare Island" facility, and go with San Diego, Mare Island and Treasure Island starts for overhauled submarines and new construction for a future release, such that they would be like a regular game Start, and have automatic transfers... maybe... preliminary testing works, but the mod has to be "finalized" before we do that. For this next release though, I'll try to get it to where you at least get one or two, maybe all three training missions, at least for the first run through "New Construction". If you do that Gato, and then do the Balao set later, the Save game remembers you having done the Gato set, and then will bypass those same missions for the Balao, which can seem odd, but does go along with the game's not repeating missions already run. There is a work-around for that though - maybe... Just remember though, "New Construction" has always been a problem child, ever since Ducimus introduced it in TMO, and is actually more a function of the "DaysInBase" setting than the player going too fast or too slow through the missions...

Quote:
Originally Posted by Kresner View Post
...Thanks for your detailed reply, just to add that my problem is only with the surface radar SJ (ships) the air contacts no problem.

Another issue that I mentioned was, the radar does not detect battleships, only escorts of taks forces, in the center (mark 1) should be the Yamato but it is empty...

My issues with the radar and the crash was only with these latest versions of FOTRS, I am going to reinstall SH4 and use LLA.

- Now this is not a game bug, but when I attack a convoy or taks force, the ships, instead of fleeing quickly or dispersing, they go slowly, sometimes they return or stop while the convoy leader ship is sinking, this allows me to sink several merchant ships2 or more battleships, cruisers, it is unreal, ships should escape quickly (no destroyers obviously)
The radar will miss ships with each pass, trying to be "realistic", and is a function of the Stock game even. I have not gotten into the actual settings in the dat and sim files for the radars yet, since I am still tracing through all of the "active" dates for the submarines. There is a LOT to trace through in the game, not just FotRSU, as I am comparing FotRSU to Stock and to TMO and to RFB in an attempt to "compromise" the FotRSU settings to something "smoother". This is taking a majority of my time right now, and definitely leads to blurry eyes and screams of terror, along with massive doses of confusion and hysteria... All of the radars are "packages" that have more than just the actual radar involved, which further complicates things. With all of that, I am concentrating on just the Gato for now, and making better progress working through like that. I doubt we'll have changes for this next release, so be aware that the FotRSU is more like the real McCoy in that it is functional, but at times, unreliable - "what? a PBY comes out and drops us a new tube, and you say it ~still~ doesn't work?"... sigh

Using LAA or similar is absolutely necessary when playing, especially with FotRSU, but it will also improve the bone-stock game, in that it helps compensate for the newer OS demands of having the kitchen sink thrown into the mass of background tasks running on a "modern" computer, especially Windows 10. If you read CapnScurvy's thread "Windows10; Large Address Aware; SH4 Install" he mentions what we have in the "TipsForStableGameplay.pdf" found in the mod's Support folder. If you plan on doing an SH4 session in Windows 10, it behooves you do do any Windows Updates prior to starting the game, just so you are not "interrupted" by the process while in the single-core, DirectX v9 game "Silent Hunter 4", because Windows can and does ignore you playing that game, and will do whatever it wants to in the background, which can and does interfere with smooth, predictable play. Just sayin'... I have noticed a huge difference between "hiccups" in Windows XP, Windows 7 and Windows 10, with Windows 10 ~constantly~ interrupting, especially on my Win10 laptop, where it is very difficult to control the OS... My desktop is a quad-boot computer, which includes Linux, and "Yes", it is still possible to play FotRSU on Windows XP, so long as you have at least 4 gig of RAM on your computer, and edit a few files, but that's another story for inquiring minds... The game runs best on my desktop with Windows 7 64-bit. For me, it is only marginally acceptable in Windows 10, reminding me of a Windows XP 32-bit machine with a low-end graphics card at times, due to some of the "hitches" it throws...

As for the ships meandering around after you attack, that is a function of the game's "AI". We are still dealing, basically, with at best SH3 AI, maybe even still the SH2 AI, in that it is "Atlantic-centric". We are talking large convoys and a large amount of escorts for the ships, such that with the way the game AI was built, the ships would "gather together" at an indetermined location from the initial attack, bunch up, mosey about, and be surrounded by escorts, while other escorts would prosecute the ASW. This is done so that the convoy does not get too far away from the ASW prosecutors, and them then become "orphans"... they are, after all, attached to the "Convoy" or "Task Force". There is no "individual" in SH4, only "collectivism"... , so they all have to act in concert with each other, which can at times, spoil the effect. Other times, it works wonderfully, and if you didn't know better, you would think you were actually dealing with a human thought process...

Quote:
Originally Posted by padi View Post
The patch is not downloadable...
And it would be nice if both barrels of a twin 20mm fire!
I don't know what link you're attempting to use, but:

https://www.subsim.com/radioroom/sho...68#post2675868

is the post with it listed, and clicking on the link there gives me a download... As for the gun, you are NOT supposed to look at the details like that mister!... - That is an issue that has been on the back burner for a while... it may well have curdled...
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Old 06-27-20, 10:49 AM   #1404
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Originally Posted by propbeanie View Post
I cannot find a US flagged Whale Factory that is supposed to be in that area. There is only one in the layer, and it is not near there, and does terminate where it is supposed to. I'll try a few more times to find the ship. There are T tankers in the area though...

..

I had not removed the save game prior to reaching port. I re-loaded it, and this time I headed toward the ship in question, got a visual.. It matches the Whale Factory, ID'd by the game as Whale Factory on the periscope,


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Old 06-28-20, 12:15 PM   #1405
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Quote:
Originally Posted by propbeanie View Post
One thing I failed to mention previously is that the "timing" in the New Construction starts is all wrong now, and we do have to go back through those missions and do some further editing. This is why you are slipping through to a mission assignment right away. Even when we had the dates doing the training correctly, just as in TMO, there were still issues with the "Transfer" function, which is why in later versions of TMO and RSRDC your were prompted to request a "Transfer" after completing your 3rd training mission. We will most likely overhaul completely the "Mare Island" facility, and go with San Diego, Mare Island and Treasure Island starts for overhauled submarines and new construction for a future release, such that they would be like a regular game Start, and have automatic transfers... maybe... preliminary testing works, but the mod has to be "finalized" before we do that. For this next release though, I'll try to get it to where you at least get one or two, maybe all three training missions, at least for the first run through "New Construction". If you do that Gato, and then do the Balao set later, the Save game remembers you having done the Gato set, and then will bypass those same missions for the Balao, which can seem odd, but does go along with the game's not repeating missions already run. There is a work-around for that though - maybe... Just remember though, "New Construction" has always been a problem child, ever since Ducimus introduced it in TMO, and is actually more a function of the "DaysInBase" setting than the player going too fast or too slow through the missions...
Thanks for the background explanation. With a major revision underway likely addressing everything, I won't waste bandwidth with the errors encountered after my last post, one of which was a little startling by SH4 standards. If anyone would like details, however, please PM me.
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Old 06-29-20, 02:09 AM   #1406
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Bug Report : Missing cable on NDD_Minekaze

The NDD Minekaze has a missing cable on the port side of the forward mast. It can be noticed in S3D as well as a modelling tool. The model is also shared with the NDE Akikaze so fixing it once in the Minekaze will correct both vessels.

Node 134 - NDD_Minekaze_catarg_F

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Old 06-29-20, 07:10 AM   #1407
DanielCoffey
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Bug Report : Unlaunchable Lifeboats on NDD Clemson

The cranes on all three boats on the NDD Clemson (shared with NDE_PB102) face inwards and therefore cannot be used for launching the boats. They need rotating 180 degrees to be correctly oriented.

EDIT : Disregard this report. Apparently this is the correct orientation according to wikipedia so the hoists must have worked somehow.
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Old 06-29-20, 07:53 AM   #1408
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Bug Report : Missing cable on NDD_Mutsuki

There is a missing cable between the fore and aft masts on NDD_Mutsuki (shared with NDE_Kisaragi). Part of the cable is present at the very ends but the ends and pulleys are hanging in mid air.


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Old 06-29-20, 08:31 AM   #1409
KaleunMarco
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Default bug report

the captain's coffee maker has broken down again.
this is the umpteenth time it has been on the gripe list.
get the chief of the boat to get this fixed...NOW!
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Old 06-29-20, 08:49 AM   #1410
Havan_IronOak
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Default Special Abilities in FotRSU - Nevermind Found it

Was toying around with promotions to improve my understanding a bit and was surprised to find a couple of new Special Abilities that aren't very well described in-game.

Can someone point me to the mod file where such things reside so that I can understand them better? Nevermind. Found it! Sorta...



Can someone explain how the Master Engineer in ...\UPCCrewData\SpecialAbilities.upc gets expanded into what we see in-game?

These Special Abilities seem to be lacking adequate descriptions.

One shows as Ability-Active-Stalker-Name and has a description of Ability-Active-Stalker-Description
Another shows as Ability-Active-Sensors-Alert-Name and has a description of Ability-Active-Sensors-Alert-Description
Another shows as Ability-Active-Quick-Repair-Name and has a description of Ability-Active-Quick-Repair-Description
Another shows as Ability-Active-Medic-Name and has a description of Ability-Active-Medic-Description
Another is Ability-Watchman-Name with a description of Ability-Watchman-Description ( passive ability)
Another is Ability-Expert-Sonarman-Name with a description of Ability-Expert-Sonarman-Description (passive ability)
Another is Ability-Expert-Radarman-Name with a description of Ability-Expert-Radarman-Description (passive ability)
Yet another is Ability-Radioman-Name with a description of Ability-Radioman-Description ( passive ability)
And finally, Ability-Active-Bombard-Name with a description of Ability-Active-Bombard-Description

They say nothing about required compartments and these don't seem to be the ones that I've heard of before.

I had heard of:
MASTER ENGINEER Required compartment: ENGINES ROOM, CONTROL ROOM (Seen this one in FotRSU)
TIN CAN CROSSOVER Required compartment: DECK GUN (Seen this one in FotRSU)
MASTER TORPEDOMAN Required compartment: BOW TORPEDO ROOM, STERN TORPEDO ROOM
TORPEDO EXPERT Required compartment: BOW TORPEDO ROOM, STERN TORPEDO ROOM
PHARMACIST'S MATE Required compartment: ANY (Seen this one in FotRSU)
ENGINES EXPERT Required compartment: ENGINES ROOM (Seen this one in FotRSU)
BATTERY RECHARGE FIX Required compartment: ANY (Seen this one in FotRSU)
COMMAND PRESENCE Required compartment: CONTROL ROOM (Seen this one in FotRSU)
FUEL BALLAST Required compartment: CONTROL ROOM
AHEAD EMERGENCY Required compartment: CONTROL ROOM
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Last edited by Havan_IronOak; 06-29-20 at 10:46 AM. Reason: Added the nevermind
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