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Old 09-11-22, 11:25 PM   #1186
StealthRabbit
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Originally Posted by Bubblehead1980 View Post
Well once it becomes abandonware, I do believe there will be a new cycle of modding, esp to fix things we can't fix currently by "normal" modding. However, doubt it will be as prolific as would have been say five or ten years ago. I look forward to the day.

Why there are more U Boat sims than fleetboats? I would say primary reason stems from the WW II era itself. Everyone knew about U Boat threat from both Allied and German propaganda, and it was seared into the collective consciousness of the known world. On the other hand, US Submarine Service was and remains mostly the "Silent Service" , they received relatively little coverage, promotion, and propaganda compared to U Boats, so not seared in the way U Boats are. Movies like Das Boot, countless documentaries etc have also contributed to this.
With this, there is a (perceived anyways) default larger market for U Boats, especially outside the US.
I have thought that exact same thing about the collective consciousness of the two different theaters of WWII. In the Atlantic propaganda galore from both sides, and in the Pacific, not hardly a whisper of nothin' about nothin'. That plus the aforementioned large and willing market, equals one half of one lone sub sim game (the U.S. Fleetboat side of SH-IV) being MODed to the n'th degree because it is the only one of it's kind since 2007. 15 years. Just 3 more and it graduates high-school.

I do have an in-game periscope question.
Does it matter how high the periscope is out of the water? Is it easier for it to be seen if it's all the way up, and harder too see if it's lower down close to the water? Or does the game only register if it's out of the water, or not out of the water, without there being any degrees of seeibility... or visibility. I don't think seeibility is a word. So far for my whole sub sim career/life I have been keeping the periscope as low to the surface of the water as possible, just in case it knows.

Our subs don't even have periscopes on them anymore do they? Now they're called Photonic Masts. Sounds like something that would be on a spaceship.

“Raise the delfector shields and power up the Photonic Mast. Lock on to the closest ship and fire at 100% Photonic power.”

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Old 09-12-22, 01:59 AM   #1187
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I have thought that exact same thing about the collective consciousness of the two different theaters of WWII. In the Atlantic propaganda galore from both sides, and in the Pacific, not hardly a whisper of nothin' about nothin'. That plus the aforementioned large and willing market, equals one half of one lone sub sim game (the U.S. Fleetboat side of SH-IV) being MODed to the n'th degree because it is the only one of it's kind since 2007. 15 years. Just 3 more and it graduates high-school.

I do have an in-game periscope question.
Does it matter how high the periscope is out of the water? Is it easier for it to be seen if it's all the way up, and harder too see if it's lower down close to the water? Or does the game only register if it's out of the water, or not out of the water, without there being any degrees of seeibility... or visibility. I don't think seeibility is a word. So far for my whole sub sim career/life I have been keeping the periscope as low to the surface of the water as possible, just in case it knows.

Our subs don't even have periscopes on them anymore do they? Now they're called Photonic Masts. Sounds like something that would be on a spaceship.

“Raise the delfector shields and power up the Photonic Mast. Lock on to the closest ship and fire at 100% Photonic power.”

-StealthRabbit

Yes, it is rather annoying SH 4 is the only "modern" WWII PTO sub sim and we just have to keep modding it until reaches a point, can't be modded any further.

I have concerns about running it on newer machines as time goes on as I noticed a lot people with newest windows for example having issues. I have a older desktop at home that I use exclusively for SH 4, kept it around just to run the sim. While it runs great but the PC is getting older as have had it since 2010.

We deserve a properly done SH 6 to make up for SH 4 but doubt it will happen.


Yes, it does matter how far your scope is out of the water. Some time back I did numerous tests to see if it mattered. I thought it did after years of running SH 4 and TMO but was not sure.After multiple specific tests, I found it does in fact matter. More periscope exposed, easier for enemy to post your sub. In fact, the stock periscope depth for Gato, Balao, Tambor, Tench, Gar was 60 ft. This carried over into TMO. I changed it to the historically accurate 64 ft which for the above boats does not leave so much scope exposed.

A lot of factors come into play for AI spotting player periscope such as time exposed (longer scope is up, more chance to be spotted) distance from target, sea state, light (day or night time, moonlight etc) skill level of enemy unit, type of enemy unit(escorts have sharper lookouts than merchant vessels, generally)


When I am close for a attack I raise the attack scope manually in increments (insert/delete key, unless have a custom key layout) to where the scope just pokes out of the water and the blur caused by water on scope clears...if not using external cam...just go to conning tower view and look at the scope as it raises and just where the handles fold out, then stop. This simulates a real life method captains used where they kneeled and "rode" the scope up to point just where the head was just above the water. Fluckey (among others) mentioned this in his book. I keep observations (as captains did) short..about 8 seconds each or less. I rarely get my scope spotted even at 1000 yards or less on a clear day with calm seas using this tactic.



Lol yes as of the new Virginia class (and future boats I presume) , no periscopes, they have photonic masts. To my knowledge all of the older boats like LA class, Seawolf, Ohio etc. have traditional periscopes, although its possible some have been retrofitted with photonic masts, I have not read of it.

I supposed they have a "main viewing screen" along lines of star trek lol so when captain wants to see something, says "on screen" lol.

Few photos I've seen of Virginia Class control room, looks like something out of Star Trek.
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Old 09-12-22, 03:35 PM   #1188
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Originally Posted by Bubblehead1980 View Post
Yes, it is rather annoying SH 4 is the only "modern" WWII PTO sub sim and we just have to keep modding it until reaches a point, can't be modded any further.

I have concerns about running it on newer machines as time goes on as I noticed a lot people with newest windows for example having issues. I have a older desktop at home that I use exclusively for SH 4, kept it around just to run the sim. While it runs great but the PC is getting older as have had it since 2010.

We deserve a properly done SH 6 to make up for SH 4 but doubt it will happen.


Yes, it does matter how far your scope is out of the water. Some time back I did numerous tests to see if it mattered. I thought it did after years of running SH 4 and TMO but was not sure.After multiple specific tests, I found it does in fact matter. More periscope exposed, easier for enemy to post your sub. In fact, the stock periscope depth for Gato, Balao, Tambor, Tench, Gar was 60 ft. This carried over into TMO. I changed it to the historically accurate 64 ft which for the above boats does not leave so much scope exposed.

A lot of factors come into play for AI spotting player periscope such as time exposed (longer scope is up, more chance to be spotted) distance from target, sea state, light (day or night time, moonlight etc) skill level of enemy unit, type of enemy unit(escorts have sharper lookouts than merchant vessels, generally)


When I am close for a attack I raise the attack scope manually in increments (insert/delete key, unless have a custom key layout) to where the scope just pokes out of the water and the blur caused by water on scope clears...if not using external cam...just go to conning tower view and look at the scope as it raises and just where the handles fold out, then stop. This simulates a real life method captains used where they kneeled and "rode" the scope up to point just where the head was just above the water. Fluckey (among others) mentioned this in his book. I keep observations (as captains did) short..about 8 seconds each or less. I rarely get my scope spotted even at 1000 yards or less on a clear day with calm seas using this tactic.



Lol yes as of the new Virginia class (and future boats I presume) , no periscopes, they have photonic masts. To my knowledge all of the older boats like LA class, Seawolf, Ohio etc. have traditional periscopes, although its possible some have been retrofitted with photonic masts, I have not read of it.

I supposed they have a "main viewing screen" along lines of star trek lol so when captain wants to see something, says "on screen" lol.

Few photos I've seen of Virginia Class control room, looks like something out of Star Trek.
I am starting to get the idea that you and I play SH-IV in a very similar way. It's all about immersion. I have always used the periscope in the exact same way... except for the very limited exposure above the water like you and the real captains did it. I try not to leave it exposed for more then 90 seconds and so far I have been spotted maybe twice which is not bad considering how often I play, which has been ALLOT, especially as of late.

I am not counting the 2 or 3 times I accidentally left the air search radar up which was spotted with disastrous results. Apparently that thing is very VERY easy to see.

I have always thought it would be nice to have an indicator panel that displayed a light that would be on if the air search radar was up, and to show what torpedo doors are open. That sounds more like a “Behind The Curtain” type of a MOD though, but I could be wrong. I know on the real boats there was the “Christmas Tree”, but in the game it's only for looks.

I just recently made a decision that when ever I decide to get a new computer I am going to keep the one I am using now and it will become the dedicated SH-IV machine. It's new and fast enough to run the game no problem, but not so new to have some of the very strange problems that seem to be happening with the newest machines and operating systems.

From everything I have read moving the control room down one deck on our new Virginia class subs has been a huge improvement as far as situational awareness and overall efficiency... or so some of the captains say. I can't imagine what the control room on the yet to be built Columbia class SSBN will be like. Modern day submarines are the closest thing to spaceships. Maybe on the new Columbia class they will actually put in a STAR TREK style captains chair. It possibly wouldn't be the most practical thing, but we would have the coolest subs in the world.

I'm thinking that if the Los Angeles class and Ohio class subs had been designed and built with STAR TREK type captains chairs, I would have gone to Annapolis and become a NAVY officer just so some day I could become the Captain of a U.S. NAVY submarine, just to sit in that chair and give orders like Captain Kirk.

Did you serve on a Los Angeles or Ohio class sub?
I was born and grew up in Detroit and have always thought it should have been the Michigan class SSBN, and NOT Ohio. Just sounds better.
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Old 09-12-22, 04:51 PM   #1189
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I am starting to get the idea that you and I play SH-IV in a very similar way. It's all about immersion. I have always used the periscope in the exact same way... except for the very limited exposure above the water like you and the real captains did it. I try not to leave it exposed for more then 90 seconds and so far I have been spotted maybe twice which is not bad considering how often I play, which has been ALLOT, especially as of late.

I am not counting the 2 or 3 times I accidentally left the air search radar up which was spotted with disastrous results. Apparently that thing is very VERY easy to see.

I have always thought it would be nice to have an indicator panel that displayed a light that would be on if the air search radar was up, and to show what torpedo doors are open. That sounds more like a “Behind The Curtain” type of a MOD though, but I could be wrong. I know on the real boats there was the “Christmas Tree”, but in the game it's only for looks.

I just recently made a decision that when ever I decide to get a new computer I am going to keep the one I am using now and it will become the dedicated SH-IV machine. It's new and fast enough to run the game no problem, but not so new to have some of the very strange problems that seem to be happening with the newest machines and operating systems.

From everything I have read moving the control room down one deck on our new Virginia class subs has been a huge improvement as far as situational awareness and overall efficiency... or so some of the captains say. I can't imagine what the control room on the yet to be built Columbia class SSBN will be like. Modern day submarines are the closest thing to spaceships. Maybe on the new Columbia class they will actually put in a STAR TREK style captains chair. It possibly wouldn't be the most practical thing, but we would have the coolest subs in the world.

I'm thinking that if the Los Angeles class and Ohio class subs had been designed and built with STAR TREK type captains chairs, I would have gone to Annapolis and become a NAVY officer just so some day I could become the Captain of a U.S. NAVY submarine, just to sit in that chair and give orders like Captain Kirk.

Did you serve on a Los Angeles or Ohio class sub?
I was born and grew up in Detroit and have always thought it should have been the Michigan class SSBN, and NOT Ohio. Just sounds better.

Yes, does sound like we operate in a similar manner. When I am playing a actual career as opposed to testing, I play quite seriously (maybe too serious sometimes ..according to my girlfriend and a ex lmao) but that is what keeps this sim on my drive pushing 20 years after its release, with the proper mod set up and mindset of player, can be quite immersive.

My favorite career of all time in SH 4 was my final test run through of TMO Update V1.0. I started out with USS Drum in new construction in early 42, then kept the boat the entire war, just changed the Captains at proper times to match history. The patrols all matched Drum's historical patrol areas (I plan to release a exclusive USS Drum career one day) for most part. I learned a lot about how SH 4 works through that career.

I was quite invested as it took several months to play the patrols and remember a couple times in 43 and 45 when I nearly lost the boat due to intense depth charge attacks, it was quite a emotional rollercoaster lmao. I made to the end though, only time have survived the entire war in a Gato class in TMO. I actually did a patrol report for each one, posted them in the patrol logs thread.



Yes, have heard nothing negative regarding the movement of the control room in the Virginia Class boats. A Captains chair would be a interesting touch lol.

Well the Christmas Tree in game is tied to the boat being surfaced or submerged. SH 4 considers a submarine submerged at 40 feet, watch the Christmas tree this is (except for S Boats) when the lights change from red to green. The lights on the torpedo fire control panels correspond to being surfaced or submerged as well.

Yes, the SD mast is quite visible to the enemy, especially if left up for prolonged periods of time. Yes, to get a SD display planel/scope of any type would require a under the hood change. UBI failed to give us a functioning SD scope and panel, which is unfortunate for those of us who run without map contacts.

As you likely are aware, SD was non directional, only provided distance to aerial contact and contact's were tough to detect if flying below 1000 feet (I changed the SD radar in V2.0 to reflect the 1000 feet, reduced its range also) but they had a scope that showed range. Typically SD scope was in the control room on those retrofitted with the SD but those built after its introduction often had it in the conning tower along side the SJ radar's A and PPI scope. There were a lot of different setups, not as uniform as one would think, much like the conning tower silhouette and gun arrangements.

Unlike real life, by default in SH 4 the SD is always on, which is nonsense by the devs. In FOTRS, can turn the SD off, but don't have a retractable mast, as like many things in SH 4, its either/or, can't have both. I have no clue how to make this change and the modder who did this is no longer active in the community.

In real life, SD was kept over, with sweeps made at intervals, to prevent giving away position.






Well, I never served. Grew up in a Navy family and Navy city, I aspired to be a aviator after college, but knee injuries took military service off the table. At the time, it was one of the great disappointments in my life, but it all worked out in the end.
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Old 09-14-22, 02:05 AM   #1190
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BH,


Pre-war PH patrol 04;

I'm sitting in Brisbane Harbor, and have not gotten the icon to rearm/refuel or dock. Completed previous objectives. I'll play around with it and see if I can get it to pop up.


MissionTitle=
Obj 4 message=X UPON REFUELING AT BRISBANE PROCEED TO AREA OF TRUK ATOLL X PATROL AREA OFF ATOLLS WEST ENTRANNCE FOR TEN DAYS TO OBSERVE JAPANESE NAVAL ACITVITY IN AREA X REPORT CONTACTS IMMEDIATELY X TAKE ALL EFFORTS TO REMAIN UNDETECTED AS TENSIONS WITH JAPAN REMAIN HIGH X IF ATTACK YOU ARE AUTHORIZED TO RETURN FIRE TO THE EXTENT IT IS NECESSARY TO ENSURE THE SAFETY OF YOUR BOAT AND CREW X
Stark Order=
Objective 1=Depart for exercise
Objective 2=Proceed to Exercise Area off Palmyra Atoll
Objective 3=Proceed to Brisbane Australia, conduct simulated War Patrol en route.
Objective 4=Patrol within 100 nautical miles of designated area West of Truk Atoll
Objective 5=Rendezvous with Lexington (CV-2) Task Force South of Oahu
Palau=
Bungo Strait Message=
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Old 09-14-22, 12:24 PM   #1191
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Originally Posted by Bubblehead1980 View Post
Yes, does sound like we operate in a similar manner. When I am playing a actual career as opposed to testing, I play quite seriously (maybe too serious sometimes ..according to my girlfriend and a ex lmao) but that is what keeps this sim on my drive pushing 20 years after its release, with the proper mod set up and mindset of player, can be quite immersive.

My favorite career of all time in SH 4 was my final test run through of TMO Update V1.0. I started out with USS Drum in new construction in early 42, then kept the boat the entire war, just changed the Captains at proper times to match history. The patrols all matched Drum's historical patrol areas (I plan to release a exclusive USS Drum career one day) for most part. I learned a lot about how SH 4 works through that career.

I was quite invested as it took several months to play the patrols and remember a couple times in 43 and 45 when I nearly lost the boat due to intense depth charge attacks, it was quite a emotional rollercoaster lmao. I made to the end though, only time have survived the entire war in a Gato class in TMO. I actually did a patrol report for each one, posted them in the patrol logs thread.


<snip>


Well, I never served. Grew up in a Navy family and Navy city, I aspired to be a aviator after college, but knee injuries took military service off the table. At the time, it was one of the great disappointments in my life, but it all worked out in the end.
Silly me. Some how I got it in my head that you where in the NAVY. I tend to have a hard time keeping people straight when I can not associate a face to them like on these message boards. For me the profile pics and avatars just don't cut it.

Sometimes I'll get into a mission so much that when I get a torpedo hit (and detonation) when I really need it I will let out a “YES!” loud enough to surprise myself, which will cause my wife to smile and shake her head a little. Immersion is cool.

After reading threw some of the readme again I liked the sound of some of the special ops missions so I decided to start another career based down in Fremantle with SPYRON. I started in JUNE 1943 with a Gato. I got the U.S.S. Sunfish ss-281. My first 2 war patrols where regular “Sink 'em all” missions, and it appears the third war patrol will be the same as it has told me to head to the Fermosa area and I will then get my orders.

My question is about how often will I get special type missions rather then the standard “Sink 'em all” type? Is there a start date and sub class combo when starting my SPYRON career that has a higher likelihood of getting special ops missions? Or is it all just random?

And also...

Back with TMO Classic I really enjoyed Life Guard patrols/missions. Is there a start date, base, and sub class combo that has a higher likelihood of getting Life Guard missions when they are going to happen?

I was thinking a good name for your TMO would be...

TMO BH -Racing Amphibious Hover-Trucks and Cheering Angels Edition-

Just an idea...

Thanks again.
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Old 09-14-22, 04:05 PM   #1192
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Originally Posted by Captain Wreckless View Post
BH,


Pre-war PH patrol 04;

I'm sitting in Brisbane Harbor, and have not gotten the icon to rearm/refuel or dock. Completed previous objectives. I'll play around with it and see if I can get it to pop up.


MissionTitle=
Obj 4 message=X UPON REFUELING AT BRISBANE PROCEED TO AREA OF TRUK ATOLL X PATROL AREA OFF ATOLLS WEST ENTRANNCE FOR TEN DAYS TO OBSERVE JAPANESE NAVAL ACITVITY IN AREA X REPORT CONTACTS IMMEDIATELY X TAKE ALL EFFORTS TO REMAIN UNDETECTED AS TENSIONS WITH JAPAN REMAIN HIGH X IF ATTACK YOU ARE AUTHORIZED TO RETURN FIRE TO THE EXTENT IT IS NECESSARY TO ENSURE THE SAFETY OF YOUR BOAT AND CREW X
Stark Order=
Objective 1=Depart for exercise
Objective 2=Proceed to Exercise Area off Palmyra Atoll
Objective 3=Proceed to Brisbane Australia, conduct simulated War Patrol en route.
Objective 4=Patrol within 100 nautical miles of designated area West of Truk Atoll
Objective 5=Rendezvous with Lexington (CV-2) Task Force South of Oahu
Palau=
Bungo Strait Message=

Make sure you are close enough to Brisbane, you have to get 8-10 NM I believe. Let me know, if does not work Ill add it to the list of things to check into.
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Old 09-14-22, 05:26 PM   #1193
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Originally Posted by StealthRabbit View Post
Silly me. Some how I got it in my head that you where in the NAVY. I tend to have a hard time keeping people straight when I can not associate a face to them like on these message boards. For me the profile pics and avatars just don't cut it.

Sometimes I'll get into a mission so much that when I get a torpedo hit (and detonation) when I really need it I will let out a “YES!” loud enough to surprise myself, which will cause my wife to smile and shake her head a little. Immersion is cool.

After reading threw some of the readme again I liked the sound of some of the special ops missions so I decided to start another career based down in Fremantle with SPYRON. I started in JUNE 1943 with a Gato. I got the U.S.S. Sunfish ss-281. My first 2 war patrols where regular “Sink 'em all” missions, and it appears the third war patrol will be the same as it has told me to head to the Fermosa area and I will then get my orders.

My question is about how often will I get special type missions rather then the standard “Sink 'em all” type? Is there a start date and sub class combo when starting my SPYRON career that has a higher likelihood of getting special ops missions? Or is it all just random?

And also...

Back with TMO Classic I really enjoyed Life Guard patrols/missions. Is there a start date, base, and sub class combo that has a higher likelihood of getting Life Guard missions when they are going to happen?

I was thinking a good name for your TMO would be...

TMO BH -Racing Amphibious Hover-Trucks and Cheering Angels Edition-

Just an idea...

Thanks again.
-StealthRabbit
Difficult to say as it depends on the class of boat and date when in port and random assignment as well.


Tambor and Gar get the earliest SPYRON missions in Feb/Mar 1943 (based on their historical first spyron missions) Gato class eventually gets some once becomes active in the area. Once Narwhal class is available in Fall 1943, if using it will take on special missions exclusively, nearly all are supply missions and will get all of the Nautilus missions in 1944/45. I built these assignments based on the actual patrol reports of the boats that conducted SPYRON missions.

Vast majority are some form of supply drops, troop insertion/recovery in the Philippines and Borneo, missions they actually performed. Of course in some cases may be assigned to conduct patrol operations after completing assignment, depends on the boats.

"Lifeguard League" missions are mostly for SUBPAC subs at the moment. First dedicated lifeguard mission was USS Skate (Balao Class) in October 1943, supporting carrier strikes on Wake Island. This assignment is scripted, air strikes included. Next major lifeguard op is the Feb 1944 strike on Truk. As time goes on into 1944 they become more common and in 1945 there are quite a few of them, associated with the operations of fast carrier task force. Like the SPYRON missions, depends on the date and class of boat. Gato and Balao tend to get most of them, but older boats like Sargo Salmon if using them in 1944/1945 will get lifeguard but in a more secondary role, such as supporting air strikes from Marianas by heavy bombers (B-29s in real life, but since do not have B-29 in SH 4, B-24 filling in) on Truk and other bypassed japanese bases that were left to "wither on the vine".
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Old 09-14-22, 05:30 PM   #1194
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Make sure you are close enough to Brisbane, you have to get 8-10 NM I believe. Let me know, if does not work Ill add it to the list of things to check into.

I was anchored right next to the Sub Tender.

I'm going to try and see if leaving port and then coming back will trigger it.


CW

+++++++++++


I just sailed out of port about 20 miles and then went in to 5 miles and never got the rearm/fuel message.
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Old 09-14-22, 09:36 PM   #1195
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Originally Posted by Bubblehead1980 View Post
Difficult to say as it depends on the class of boat and date when in port and random assignment as well.


Tambor and Gar get the earliest SPYRON missions in Feb/Mar 1943 (based on their historical first spyron missions) Gato class eventually gets some once becomes active in the area. Once Narwhal class is available in Fall 1943, if using it will take on special missions exclusively, nearly all are supply missions and will get all of the Nautilus missions in 1944/45. I built these assignments based on the actual patrol reports of the boats that conducted SPYRON missions.

Vast majority are some form of supply drops, troop insertion/recovery in the Philippines and Borneo, missions they actually performed. Of course in some cases may be assigned to conduct patrol operations after completing assignment, depends on the boats.

"Lifeguard League" missions are mostly for SUBPAC subs at the moment. First dedicated lifeguard mission was USS Skate (Balao Class) in October 1943, supporting carrier strikes on Wake Island. This assignment is scripted, air strikes included. Next major lifeguard op is the Feb 1944 strike on Truk. As time goes on into 1944 they become more common and in 1945 there are quite a few of them, associated with the operations of fast carrier task force. Like the SPYRON missions, depends on the date and class of boat. Gato and Balao tend to get most of them, but older boats like Sargo Salmon if using them in 1944/1945 will get lifeguard but in a more secondary role, such as supporting air strikes from Marianas by heavy bombers (B-29s in real life, but since do not have B-29 in SH 4, B-24 filling in) on Truk and other bypassed japanese bases that were left to "wither on the vine".
I think it's great that you make the missions based on the actual ones by the actual boats that actually happened... actually. Can't get more real then that.

I tend to do more PACFLEET campaigns, and the Gatos and Balaos are my favorite boats so it will be something to look forward too in that career... and luck of the draw when I come back into port. I'm sure after 70 or 80 careers out of Pearl I'll get a few lifeguard missions, and it should only take about a year to play that many... just kidding... kind of...

If I where to make a little mini-MOD to increase the number of deck gun rounds would that mess with anything else? Specifically would that mess with whatever you did to get the the 20mm and 40mm guns to shoot a surface targets?

This may be a silly question, however I know how temperamental SH-4 can be, and there may be ways some files interact with other files that I am not aware of so I figured it would not hurt to ask.

The only thing the MOD would change is the value that controls the number of rounds the deck gun has at the beginning of a patrol. My thinking is, if I where a Fleetboat Captain back in WWII, and my torpedoes kept not working the way they did, I would get my hands on as many rounds for the weapon that actually worked. Right now I have the 4' /50cal so I was going to add another 80 rounds. I don't think that sound too outlandish.

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Old 09-14-22, 10:01 PM   #1196
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Originally Posted by Captain Wreckless View Post
I was anchored right next to the Sub Tender.

I'm going to try and see if leaving port and then coming back will trigger it.


CW

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I just sailed out of port about 20 miles and then went in to 5 miles and never got the rearm/fuel message.

Lol ok did not realize you were actually there lol. May have something to do with pre war and availability date of the port needs adjusting.Ill check into it.
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Old 09-14-22, 10:49 PM   #1197
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Originally Posted by StealthRabbit View Post
I think it's great that you make the missions based on the actual ones by the actual boats that actually happened... actually. Can't get more real then that.

I tend to do more PACFLEET campaigns, and the Gatos and Balaos are my favorite boats so it will be something to look forward too in that career... and luck of the draw when I come back into port. I'm sure after 70 or 80 careers out of Pearl I'll get a few lifeguard missions, and it should only take about a year to play that many... just kidding... kind of...

If I where to make a little mini-MOD to increase the number of deck gun rounds would that mess with anything else? Specifically would that mess with whatever you did to get the the 20mm and 40mm guns to shoot a surface targets?

This may be a silly question, however I know how temperamental SH-4 can be, and there may be ways some files interact with other files that I am not aware of so I figured it would not hurt to ask.

The only thing the MOD would change is the value that controls the number of rounds the deck gun has at the beginning of a patrol. My thinking is, if I where a Fleetboat Captain back in WWII, and my torpedoes kept not working the way they did, I would get my hands on as many rounds for the weapon that actually worked. Right now I have the 4' /50cal so I was going to add another 80 rounds. I don't think that sound too outlandish.

-StealthRabbit

Well you will have to edit the files in the mod and then in the mod included which turns AA guns into deck guns. Otherwise should not be a problem.

I made a mod (need to release it) that upped the 5 inch 25 cal deck gun ammo from 150 rounds to 250 rounds for late war when deck gun use is more common and the AA gun ammo(for use as deck guns) to enable when player is assigned to a picket sweeps in the mod and engages a lot of small craft not worth a torpedo (subs really performed these missions off japan in 1945 , typically in advanced of carrier forces) or just to have because deck gun use in general was more common in later war

Realism wise, they may carried few extra rounds but have to keep in mind weight of the extra ammo, storage space(safe storage) etc. Torpedoes weighed roughly 2,000 pounds each x 24, plus crew, food stores, parts, fuel oil, ammo etc. but comes down to captains preference.

Take spyron missions for example, to make room and save weight for cargo, passengers, subs would usually only go to sea with torpedoes in their tubes, all reloads were removed. In the orders I put to only depart with so many torpedoes but when sim starts up it always starts up with full load even if removed when in port prior to departing. So if I use torpedoes, I do not reload tubes.
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Old 09-15-22, 12:33 AM   #1198
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Lol ok did not realize you were actually there lol. May have something to do with pre war and availability date of the port needs adjusting.Ill check into it.

I think the date was late Nov. I do know that doing that objective near Truk would have lead into the start of the war.
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Old 09-15-22, 01:04 PM   #1199
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Hello
I am patrolling near Truk on Jan '43 and the simulator freezes if I get close to the base. I reload the game several times and it always happens when approach to the base from the south. This is my list of active mods:

Generic Mod Enabler - v2.6.0.157

[C:\Games\Silent Hunter 4 Gold Edition\MODS]

01-Trigger Maru Overhaul 2.5 Update BH V2.0
02-Nav Map Make-Over TMO Update 2.0
03-NMMO Patch TMO Update V2.0
04-EAX_splash_clang_TMOV2.0
05-SubPacMessages
06-Pre-Pearl Harbor Patch TMO Update V2.0
11-AAtoDeckguns+Radio
12-DecoysTMO
13-Torpedoes Early_TNTV4B-Disable March43

And this is report on windows:

Record Name:Application
Source: Application Error
Date: 09/12/2022 20:57:47
Event ID:1000
Task Category100)
Level: Bug
Keywords: Classic
User: Not available
Team: DESKTOP-G4S0MJN
Description:
Faulting Application Name: sh4.exe, Version: 1.5.0.0, Timestamp: 0x476a5ca9
Faulting Module Name: Sound.act, Version: 0.0.0.0, Timestamp: 0x476a5c54
Exception code: 0xc0000005
Error Offset: 0x0000888d
Faulting Process ID: 0x2ec4
Error Application Start Time: 0x01d8c6d40ab74ffc
Faulting application path: C:\Games\Silent Hunter 4 Gold Edition\sh4.exe
Faulting module path: C:\Games\Silent Hunter 4 Gold Edition\Sound.act
Report Identifier: 9741620d-932c-407e-8cac-7f93b190cadf
Full name of the failing package:
Relative Application Identifier of the failing package:
Event XML:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Application Error" />
<EventID Qualifiers="0">1000</EventID>
<Version>0</Version>
<Level>2</Level>
<Task>100</Task>
<Opcode>0</Opcode>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2022-09-12T18:57:47.3403337Z" />
<EventRecordID>4675</EventRecordID>
<Correlation />
<Execution ProcessID="0" ThreadID="0" />
<Channel>Application</Channel>
<Computer>DESKTOP-G4S0MJN</Computer>
<Security />
</System>
<EventData>
<Data>sh4.exe</Data>
<Data>1.5.0.0</Data>
<Data>476a5ca9</Data>
<Data>Sound.act</Data>
<Data>0.0.0.0</Data>
<Data>476a5c54</Data>
<Data>c0000005</Data>
<Data>0000888d</Data>
<Data>2ec4</Data>
<Data>01d8c6d40ab74ffc</Data>
<Data>C:\Games\Silent Hunter 4 Gold Edition\sh4.exe</Data>
<Data>C:\Games\Silent Hunter 4 Gold Edition\Sound.act</Data>
<Data>9741620d-932c-407e-8cac-7f93b190cadf</Data>
<Data>
</Data>
<Data>
</Data>
</EventData>
</event>

I guess it's something to do with the sound. In fact, the screen freezes and the sound loops for a long time before CTD. Any idea?
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Old 09-15-22, 04:03 PM   #1200
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Quote:
Originally Posted by Pez volador View Post
Hello
I am patrolling near Truk on Jan '43 and the simulator freezes if I get close to the base. I reload the game several times and it always happens when approach to the base from the south. This is my list of active mods:

Generic Mod Enabler - v2.6.0.157

[C:\Games\Silent Hunter 4 Gold Edition\MODS]

01-Trigger Maru Overhaul 2.5 Update BH V2.0
02-Nav Map Make-Over TMO Update 2.0
03-NMMO Patch TMO Update V2.0
04-EAX_splash_clang_TMOV2.0
05-SubPacMessages
06-Pre-Pearl Harbor Patch TMO Update V2.0
11-AAtoDeckguns+Radio
12-DecoysTMO
13-Torpedoes Early_TNTV4B-Disable March43

And this is report on windows:

Record Name:Application
Source: Application Error
Date: 09/12/2022 20:57:47
Event ID:1000
Task Category100)
Level: Bug
Keywords: Classic
User: Not available
Team: DESKTOP-G4S0MJN
Description:
Faulting Application Name: sh4.exe, Version: 1.5.0.0, Timestamp: 0x476a5ca9
Faulting Module Name: Sound.act, Version: 0.0.0.0, Timestamp: 0x476a5c54
Exception code: 0xc0000005
Error Offset: 0x0000888d
Faulting Process ID: 0x2ec4
Error Application Start Time: 0x01d8c6d40ab74ffc
Faulting application path: C:\Games\Silent Hunter 4 Gold Edition\sh4.exe
Faulting module path: C:\Games\Silent Hunter 4 Gold Edition\Sound.act
Report Identifier: 9741620d-932c-407e-8cac-7f93b190cadf
Full name of the failing package:
Relative Application Identifier of the failing package:
Event XML:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Application Error" />
<EventID Qualifiers="0">1000</EventID>
<Version>0</Version>
<Level>2</Level>
<Task>100</Task>
<Opcode>0</Opcode>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2022-09-12T18:57:47.3403337Z" />
<EventRecordID>4675</EventRecordID>
<Correlation />
<Execution ProcessID="0" ThreadID="0" />
<Channel>Application</Channel>
<Computer>DESKTOP-G4S0MJN</Computer>
<Security />
</System>
<EventData>
<Data>sh4.exe</Data>
<Data>1.5.0.0</Data>
<Data>476a5ca9</Data>
<Data>Sound.act</Data>
<Data>0.0.0.0</Data>
<Data>476a5c54</Data>
<Data>c0000005</Data>
<Data>0000888d</Data>
<Data>2ec4</Data>
<Data>01d8c6d40ab74ffc</Data>
<Data>C:\Games\Silent Hunter 4 Gold Edition\sh4.exe</Data>
<Data>C:\Games\Silent Hunter 4 Gold Edition\Sound.act</Data>
<Data>9741620d-932c-407e-8cac-7f93b190cadf</Data>
<Data>
</Data>
<Data>
</Data>
</EventData>
</event>

I guess it's something to do with the sound. In fact, the screen freezes and the sound loops for a long time before CTD. Any idea?

Based on earlier reports similar to yours I believe the issue is a random generated group (RGG) set in the harbor traffic file inside truk lagoon has a typo causing it to regenerate at too high of rate...figure if accidentally set to 100 percent chance 24 hours (sometimes things default or are left but is anchored, when player comes within range can encounter hundreds or event thousands of ships, game can't handle making that many render in 3D, so it causes a freeze and CTD. A lot depends on date/year.

I have been out of town so unable to take a look and correct this as of yet. Once home, I will look into this.
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