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Old 07-24-21, 08:00 PM   #46
KaleunMarco
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Originally Posted by Mad Mardigan View Post
Ahoy, KM...

Fred's 24 hour clock, found here:

https://www.subsim.com/radioroom/sho...d.php?t=194248

I believe I grabbed the mediafire download, iirc...

M. M.

yeah, that is the one i d/l.
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Old 07-26-21, 08:35 PM   #47
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Default S_boat not assigned to proper missions

started career driving an S-42 Boat out of Brisbane.
June 1942.
about to start mission three and it is the same mission as the first two, ID94, Sink Luzon Strait 01.
the issue is that S_boats shouldn't be assigned Luzon missions according to the Flotilla Definitions.
they should be assigned to either Solomon Sea or Bismarck Sea missions.
in fact, no boat based at Brisbane should be assigned an Luzon mission...according to the Flotilla file.
i have reviewed the Flotilla.UPC file and everything seems fine however having said that i think i will go back and look for punctuation errors, upper/lower case misses, etc.
BUT, this is definitely hinky.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\GFO\MODS]

101 GFO_Game Fixes Only Mod v1.1
140 Webster's New Orders Bar Menu for v1.5
150 RSRDC_SH15_V400
160 RSRDC_V4XX_Patch1
180 MaxOptics IV for GFO 1.1
300 Stop The Shouting
820 Screen Scroll Fix

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Old 07-26-21, 11:04 PM   #48
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Quote:
Originally Posted by KaleunMarco View Post
started career driving an S-42 Boat out of Brisbane.
June 1942.

if you like the suspense of the s-boats try my s-boat mod. it takes away the indestructible shield the stock game gives them. my mod makes them more realistic in that they were in real life death traps that shouldnt have even still been in service. there are documents that show it was a 50/50 odds it would sink on its own from being 30 yr old rust buckets vs getting attacked


Quote:
Originally Posted by KaleunMarco View Post
i have reviewed the Flotilla.UPC file and everything seems fine however having said that i think i will go back and look for punctuation errors, upper/lower case misses, etc.
BUT, this is definitely hinky.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\GFO\MODS]

101 GFO_Game Fixes Only Mod v1.1
140 Webster's New Orders Bar Menu for v1.5
150 RSRDC_SH15_V400
160 RSRDC_V4XX_Patch1
180 MaxOptics IV for GFO 1.1
300 Stop The Shouting
820 Screen Scroll Fix

that could be something in RSRD mod, lurker rewrote a large portion of the campaign files so maybe there was something in there with a typo
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Old 07-27-21, 09:31 AM   #49
KaleunMarco
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Quote:
Originally Posted by Webster View Post
that could be something in RSRD mod, lurker rewrote a large portion of the campaign files so maybe there was something in there with a typo
i had the same thought but i'll be d@mned if i can't spot it.
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Old 07-30-21, 02:40 PM   #50
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Quote:
Originally Posted by Webster View Post
the title says it all - GFO mod users complaints, dislikes, and requests

i want to hear what you dont like about it and what doesnt work or has issues as well as what you would like to see added to it

im trying to put a list together of issues and things so f i do and updated GFO

but keep in mind the core theme of GFO is just fixing the known bugs and issues with the gae rather then change the dificulty, game play, or customizing the game
Ok, Webs, here are the first two items for you to consider.
please keep in mind that these (and all future suggestions) are observations and not criticisms.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\GFO\MODS]

101 GFO_Game Fixes Only Mod v1.1
140 Webster's New Orders Bar Menu for v1.5
180 MaxOptics IV for GFO 1.1
300 Stop The Shouting
400 Screen Scroll Fix
420 - 3000 Meter Bearing Tool (1920x)

i scrapped RSRD mods because they are messed up and went back to Stock+GFO+a couple of non-sequiturs.

firstly, S-boat conning tower availability dates are overlapping and out-of-sync which will cause the two later tower configs to not be applied as upgrades.

secondly, the Huge European Liner aka ConteVerde has a unit type =109 in its .CFG and Names.Cfg but in the .MIS Campaign Files it has a unit type= 103. this causes the ship type to be dropped from the Campaign file spawns during play and allows some Troop Convoys to consist of only Escorts.

thirdly, i updated the US Boats UpgradeClass to more closely align with their relative dates of service. Here is the roster i am playing:
0 - S-boats
1 - Porpoise
2 - Salmon + Sargo
3 - Tambor + Gar
4 - Gato
5 - Balao

i am restarting an S42 career in Brisbane, June 1942, so the first batch of suggestions will be centered on that combination.

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Old 07-30-21, 04:15 PM   #51
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If I'm not mistaken KM, those would be in the files Dan has for Webster, and are stock game issues. There are a couple of Photo Op missions that use the Conte Verde also...
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Old 07-31-21, 12:34 PM   #52
KaleunMarco
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Quote:
Originally Posted by Webster View Post
the title says it all - GFO mod users complaints, dislikes, and requests

i want to hear what you don't like about it and what doesn't work or has issues as well as what you would like to see added to it

i'm trying to put a list together of issues and things so f i do and updated GFO

but keep in mind the core theme of GFO is just fixing the known bugs and issues with the game rather then change the difficulty, game play, or customizing the game
discovered this today...
Hydrophone will not display a contact that is within 4000 yds despite the fact that there is audible sound at the sonar station.
here is the hydrophone display. note the solidly lit green light indicating sound contact but there is no corresponding contact type (merchant v warship) in the upper left area where confirmed contacts are displayed. without a confirmed contact, Kaleuns cannot ping for range to target.


here is the tactical situation. notice the merchant at approx 023-025 and 4000 yds distant. There is also a DD at approx 060 and it also has an audible sound at the hydrophone station but is not identified.
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Old 08-01-21, 12:15 PM   #53
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Quote:
Originally Posted by KaleunMarco View Post
discovered this today...
Hydrophone will not display a contact that is within 4000 yds despite the fact that there is audible sound at the sonar station.
im thinking thats part of the sound issues related to my maneuvering mod

hopefully that should be fixed when i remove my maneuvering mod from GFO
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Old 08-06-21, 06:36 PM   #54
KaleunMarco
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Quote:
Originally Posted by Webster View Post
the title says it all - GFO mod users complaints, dislikes, and requests

i want to hear what you don't like about it and what doesn't work or has issues as well as what you would like to see added to it

i'm trying to put a list together of issues and things so f i do and updated GFO

but keep in mind the core theme of GFO is just fixing the known bugs and issues with the game rather then change the difficulty, game play, or customizing the game
another item for the list:
in Flotillas, there are bad dates. 1 - 2/29, 1 - 11/31, and six 6/31


my first career started with a S42 in Brisbane. i accepted the offered upgrade to a Salmon. the next upgrade was to a Gato which means that the code skipped Tambor/Gar.

enemy ships that we hit, sink so fast that we cannot surface in time to watch them.
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Old 08-09-21, 10:10 AM   #55
KaleunMarco
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Quote:
Originally Posted by Webster View Post
the title says it all - GFO mod users complaints, dislikes, and requests

i want to hear what you dont like about it and what doesnt work or has issues as well as what you would like to see added to it

im trying to put a list together of issues and things so f i do and updated GFO

but keep in mind the core theme of GFO is just fixing the known bugs and issues with the gae rather then change the dificulty, game play, or customizing the game
webs,

not sure if you can remedy this but you asked.....

conning tower upgrades are not implemented...at all.
here is an example of a Gato, June 1943. She should be configured with a Late War conning tower but she still has an Early War conning tower.
NOTE: Ignore the periodic extra spaces within the UPC data below. Those are blips in the Forum GUI and are NOT present in the UPC file.


From CareerTrack.upc
CurrentDate=1943-06-01 00:22:02

From ActiveUserPlayerUnits.upc (and, of course, NSS_Gato.upc)
[UserPlayerUnit 1.UnitPartSlot 1]
ID=GatoConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=GatoConningTower
ExternalNodeName3D=Z01
IDLinkUnitPartIntervalDefault1=19000101,19420931,G atoConningEarlyWar
IDLinkUnitPartIntervalDefault2=19421001,19430331,G atoConningMedWar
IDLinkUnitPartIntervalDefault3=19430401,19441031,G atoConningLateWar
IDLinkUnitPartIntervalDefault4=19441101,19991231,G atoConningElite
IDLinkUnitPartLoaded=GatoConningEarlyWar

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart]
ID=GatoConningEarlyWar
NameDisplayable=Start of war Conning Tower
UnitPartInterval=1900-01-01, 1942-12-01
Type=GatoConningTower
ExternalLinkName3D=data/objects/Conning_Gato_01
HullTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_O01.tga
HullNormalmapTextureNameOverride=NULL
MenuSilhouetteTextureNameOverride=Gato_Class_01.tg a
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Old 08-09-21, 02:40 PM   #56
Webster
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Quote:
Originally Posted by KaleunMarco View Post
webs,

not sure if you can remedy this but you asked.....

yes i did ask, but keep in mind im no computer code guy or very understanding of how things work in the game vs whats broken.

if i cant do it with S3D or text file or texture edits then i cant do it

but yes keep it coming, maybe someone has the answers for it

my goal is fixing the game, thats all i care about, i dont care if its my mods or someone else that fixes it as long as it gets fixed.

for me its not getting credit for fixing stuff or being a great modder, its about making the game more enjoyable for everyone
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Old 08-09-21, 05:15 PM   #57
KaleunMarco
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Quote:
Originally Posted by Webster View Post
yes i did ask, but keep in mind im no computer code guy or very understanding of how things work in the game vs whats broken.

if i cant do it with S3D or text file or texture edits then i cant do it

but yes keep it coming, maybe someone has the answers for it

my goal is fixing the game, thats all i care about, i dont care if its my mods or someone else that fixes it as long as it gets fixed.

for me its not getting credit for fixing stuff or being a great modder, its about making the game more enjoyable for everyone
how does one match up a piece of equipment to the equipment file (eqp) or an entry in Sensors_sub_US_sim?

for example, we were just upgraded to a Balao class boat.
the hydrophone is NSS_Hydrophone_Ball_02.
where would i find that in the Sensors_sub_US.sim file?
using my genius-level intellect i have narrowed it down to one of three entries. but which one? door #47, 49, or 53?

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Old 08-09-21, 06:57 PM   #58
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Quote:
Originally Posted by KaleunMarco View Post
another item for the list:
in Flotillas, there are bad dates. 1 - 2/29, 1 - 11/31, and six 6/31

my first career started with a S42 in Brisbane. i accepted the offered upgrade to a Salmon. the next upgrade was to a Gato which means that the code skipped Tambor/Gar.

enemy ships that we hit, sink so fast that we cannot surface in time to watch them.
The dates are like that throughout Stock. I cannot remember if that is in the files we have for Webster... - Don't forget that your "upgrade" to a new command is based upon renown points awarded, so if you did too well, you can indeed bypass a boat level and go to the head of the class(es). Sorry, bad pun. ~AND~ there are a limited number of UpgradeClass settings in Stock, having UpgradeClass=0 for the S-Boats, =1 for the Porpoise, Salmon, Sargo, Gar and Tambor, =2 for the Gato, and =3 for the Balao, which is probably the main reason you "skipped" so many boats.

Quote:
Originally Posted by KaleunMarco View Post
webs,

not sure if you can remedy this but you asked.....

conning tower upgrades are not implemented...at all.
here is an example of a Gato, June 1943. She should be configured with a Late War conning tower but she still has an Early War conning tower...

...
Remember that the conns only come if you have enough points for a New Command, but only when there is not a new boat available for a New Command - and the same patrol restrictions apply as with the boats. The conns might be "dated", but they are like several other aspects of the game, where the game does what it wants with the dates...

Quote:
Originally Posted by KaleunMarco View Post
how does one match up a piece of equipment to the equipment file (eqp) or an entry in Sensors_sub_US_sim?

for example, we were just upgraded to a Balao class boat.
the hydrophone is NSS_Hydrophone_Ball_02.
where would i find that in the Sensors_sub_US.sim file?
using my genius-level intellect i have narrowed it down to one of three entries. but which one? door #47, 49, or 53?

There is a "Slot" the equipment or weapon sits in on the boat in the SubName.upc file or the UnitParts#SubName.upc file, depending upon where it is supposed to reside. The ID for that slot used will link to the UpgradePackSlot below, which will have a link to the UpgradePacks.upc file, which has links to the Equipment and / or Weapons upc file(s), which is where you will find the "link" to the actual 3D asset - if there is one... It is def not easy to trace through that "spider web", as ETR3(SS) calls it... since you're asking for a specific item in the Sensors_sub.dat file, looking in the Equipment.upc for that particular "call" yields Equipment 22, Sonar Head Hoist, which links to UpgradePack31, UpackWCASonar, where it is invoked twice, along with the SonarWCAStack. After that, it is used in most of the SubName.upc files for an UpgradePackSlot to populate the Slot in the subs (Compartment 5. EquipmentSlot 6 in the Balao)... So there it is, frontwards and backwards, and I still don't understand it...
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Old 08-09-21, 07:50 PM   #59
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Default Many Thanks!!

I joined SubSim in 2009. I have downloaded several mods over the years, that have given me immense pleasure! I hang my head, because I did not extend my thanks as often as I should have. Please accept my heartfelt thanks, and my respect for your dedication to making an interesting game into something that is truly entertaining and almost educational. Many thanks to the dedicated modders and the critiquers.
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Old 08-14-21, 02:33 PM   #60
KaleunMarco
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Quote:
Originally Posted by Webster View Post
im thinking thats part of the sound issues related to my maneuvering mod

hopefully that should be fixed when i remove my maneuvering mod from GFO
what do you mean by maneuvering mod?
do you mean this one:
Webster's Ship Manuvering Fix for v1.4 and v1.5

is it compatible with GFO?
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