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Old 02-26-20, 10:09 AM   #496
propbeanie
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Quote:
Originally Posted by NeonsStyle View Post
The one thing that peeves me on every mega mod, is most of them
assume you know what it does. I have FOTR, and TMO and the Documentation never mentions what these mods do. It's not very conducive to downloading. there's lots of instructions on using them (though that's not hard).

If you have a mega mod, just describe what it does at the very beginning of your post.
Wow... It adds ships airplanes land units etc changes campaign functionality,etc, as most major mods do.

https://www.subsim.com/radioroom/sho...93#post2635993

and there are readme files in the mod's Support folder...


To Clarify With A Small Example:
Code:
FotRSU		       Stock
ADB_B5N2_Kate		ADB_B5N2_Kate
ADB_D3A1_VAL		ADB_D3A1_VAL
ADB_D4Y3		ADB_Kyushu_Q1W1
ADB_G4M_Betty		ADB_USDiveBomber
ADB_G4M_BettyBaka	AFB_A6M2_Zero
ADB_G4M_BettyDive	AFB_Beaufighter
ADB_IL2		        AFB_USFighter
ADB_Kamikaze		AFS_F1M_Pete
ADB_Kyushu_Q1W1	        ALBS_G4M_Betty
ADB_USA_24Banshee	ALBS_H6K
ADB_USDiveBomber	ALBS_H8K
AFB_A6M2_Zero		ALBS_USSearchPlane
AFB_A6M5		ALB_HeavyBomber
AFB_Beaufighter		AS_Ar_196
AFB_F4U_Corsair		AS_Sunderland
AFB_F6F		        ATB_USTorpedoBomber
AFB_FW_190A5		
AFB_HurricaneMk1		
AFB_Ki44		
AFB_Ki61		
AFB_Ki84		
AFB_La_7		
AFB_Martlet		
AFB_MesserschmittBF109		
AFB_MosquitoTsetse		
AFB_NakajimaN		
AFB_p38j		
AFB_P40_D		
AFB_P40_Kittyhawk		
AFB_P40_Tomahawk		
AFB_P40_Warhawk		
AFB_P47		
AFB_P51_Mustang		
AFB_RAAFSpitfireAU		
AFB_SeverskyP_35		
AFB_USFighter		
AFB_Wildcat		
AFS_E13A_Jake		
AFS_F1M_Pete		
ALBS_G4M_Betty		
ALBS_H6K		
ALBS_H8K		
ALBS_OS-2U		
ALBS_OS-2U2		
ALBS_PBY5		
ALBS_PBY5A		
ALBS_PBYCatalina		
ALBS_USSearchPlane		
ALB_B17Fortress		
ALB_B17FortressA		
ALB_B24LevelBomb		
ALB_B24Liberator		
ALB_B25_Mitchell		
ALB_Beaufort		
ALB_Gr.2Halifax		
ALB_HeavyBomber		
ALB_Junkers.Ju.52		
ALB_Mk.3		
ALB_MK.VIHalifax		
ALB_PV1		
ALB_PV2		
ALB_Wellington		
ALB_Whitley		
ASW_B6N2		
ASW_H6K4		
ASW_H8K2		
AS_Ar_196		
AS_Sunderland		
ATBS_Swordfish		
ATB_Avenger		
ATB_USTorpedoBomber		
B17_Combat_Box_12		
B17_Combat_Box_18-99		
B17_Combat_Box_36		
B17_Squadron_9		
		
		
AI_Fleetboat		CMD_small_boat
AI_Fleetboat_Static	Float_Plane_H6K
AI_Pigboat_Static	Iceberg
AI_Uboat9d2		IcebergM1
APD_Manley		IcebergM2
AuxSubchaser		IcebergM3
CHGunBoat01		IcebergS1
CHGunBoat02		IcebergS2
CMD_small_boat		IcebergS3
COKaibokan		JPFish01
Float_Plane_H6K		JPFish02
Iceberg		        JPGunBoat01
IcebergM1		JPGunBoat02
IcebergM2	        NAMC
IcebergM3		NATF
IcebergS1		NBB_Colorado
IcebergS2		NBB_Fuso
IcebergS3		NBB_Iowa
IJN_SubTender		NBB_Ise
JPFish01		NBB_Ise2
JPFish02		NBB_KGeorgeV
JPGunBoat01		NBB_Kongo
JPGunBoat02		NBB_Nevada
JP_ShinshuMaru		NBB_New_Mexico
M35Hansa		NBB_North_Carolina
M35R		        NBB_Pennsylvania
NA25Daihatsu		NBB_Tennessee
NACA3		        NBB_TennesseeEarly
NADaihatsu		NBB_West_Virginia
NAMC		        NBB_Yamato
NAMJP	        	NCA_Baltimore
NAS_Canopus		NCA_Deutschland
NATF		        NCA_Furutaka
NAuxCru		        NCA_Kent
NBB_AH		        NCA_Maya
NBB_Alabama		NCA_Mogami
NBB_Bismarck		NCA_Northampton
NBB_Colorado		NCA_Takao
NBB_Fuso		NCL_Agano
NBB_Iowa		NCL_Brooklyn
NBB_Ise		        NCL_Cleveland
NBB_Ise2		NCL_Dido
NBB_KGeorgeV		NCL_Fiji
NBB_Kongo		NCL_Kuma
NBB_Missouri		NCL_Naka
NBB_Montana		NCL_Omaha
NBB_Nagato		NCO_Flower
NBB_Nelson		NCVE_Akitsu
NBB_Nevada		NCVE_Attacker
NBB_NewJersey		NCVE_Bogue
NBB_New_Mexico		NCVE_Casablanca
NBB_North_Carolina	NCVE_Taiyo
NBB_Pennsylvania	NCVS_Chitose
NBB_Queen_Elisabeth	NCV_Hiryu
NBB_Ramillies		NCV_Shokaku
NBB_Revenge		NCV_Taiho
NBB_Tennessee		NCV_USEarlyWar
NBB_TennesseeEarly	NDD_Akizuki
NBB_Tirpitz		NDD_Asashio
NBB_West_Virginia	NDD_Clemson
NBB_Yamashiro		NDD_Fletcher
NBB_Yamato		NDD_Fubuki
NBC_GrafSpee		NDD_J
NBC_Repulse		NDD_Minekaze
NCA_Aoba		NDD_Mutsuki
NCA_Baltimore		NDD_Shiratsuyu
NCA_Deutschland		NDD_Somers
NCA_Furutaka		NDD_Tribal
NCA_Haguro		NDD_V&W
NCA_Kent		NDE_Buckley
NCA_Lutzow		NDE_Evarts
NCA_Maya		NDE_JCB
NCA_Mogami		NDE_River
NCA_Mogami2		NFD
NCA_Myoko		NFishingTrawler
NCA_Northampton	        NF_boat
NCA_P26b		NKLCS_Nagara
NCA_Pensacola		NKLSS_Hakusika
NCA_Pensacola_II	NKMCS_Akita
NCA_Portland		NKMCS_Heito
NCA_Quincy		NKMCS_Zinbu
NCA_SaltLakeCity        NKMSS_Biyo
NCA_Takao		NKMSS_HogIsland
NCA_Tone		NKMSS_Kinposan
NCA_Tuscaloosa		NKMSS_WarMelody
NCDaihatsu		NKPMCS_Express
NCL_Agano		NKSCS_Taihosan
NCL_Atlanta		NKSQ_
NCL_Brooklyn		NKSSS_Kasagisan
NCL_Cleveland		NKSs_
NCL_Dido		NLCVP
NCL_Fiji		NLifeboat_01
NCL_Isuzu		NLifeboat_02
NCL_Katori		NLL
NCL_Katori_ASW		NLST
NCL_Kuma		NML_Okinoshima
NCL_ModLeander		NMS_No13
NCL_Naka		NOL_Nippon
NCL_Omaha		NOL_Schliemann
NCL_Tenryu		NOM_Buzyun
NCL_Yubari		NOM_Paula
NCO_Bathurst		NOS_Haruna
NCO_Flower		NOTMs_
NCVE_Akitsu		NPC_Black_Swan
NCVE_Attacker		NPC_Black_Swan_Elite
NCVE_Bogue		NPL_Conte_Verde
NCVE_Casablanca	        NPL_Horai
NCVE_Kaiyo		NPL_Kiturin
NCVE_Ryuho		NPS_Tyohei
NCVE_Shoho		NPT_Br
NCVE_Taiyo		NSampan01
NCVS_Chitose		NSampan02
NCVS_Nisshin		NSampan03
NCVS_Yoshino		NSC_SubChaser
NCVW		        NTR
NCV_Akagi		NTRW_
NCV_Enterprise		NVV
NCV_Hiryu		Sub_Depot_Ship
NCV_Hiyo		Survivor
NCV_Illustrious		
NCV_Kaga		
NCV_Saratoga		
NCV_Shinano		
NCV_Shokaku		
NCV_Soryu		
NCV_Taiho		
NCV_Unryu		
NCV_USEarlyWar		
NCV_USSEssexCV9		
NDA_Sirtori		
NDD_1936A		
NDD_1936B		
NDD_1936C		
NDD_A&B		
NDD_Akatsuki		
NDD_Akizuki		
NDD_Asashio		
NDD_Bagley		
NDD_Benham		
NDD_Benson		
NDD_C&D		
NDD_Clemson		
NDD_Fletcher		
NDD_FletcherII		
NDD_Fubuki		
NDD_FubukiII		
NDD_Gearing		
NDD_Hatsuharu		
NDD_J		
NDD_Kagero		
NDD_Kamikaze		
NDD_Mahan		
NDD_Matsu		
NDD_Menaki		
NDD_Minekaze		
NDD_Momi		
NDD_MomiII		
NDD_Mutsuki		
NDD_Narvick		
NDD_Porter		
NDD_Shimakaze		
NDD_Shiratsuyu		
NDD_Sims		
NDD_Smith		
NDD_Somers		
NDD_SU1		
NDD_Sumner		
NDD_Tribal		
NDD_Type7y		
NDD_V&W		
NDD_Wakatake		
NDD_Yugumo		
NDD_ZClass		
NDE_Akikaze		
NDE_BType		
NDE_Buckley		
NDE_Chidori		
NDE_ChidoriII		
NDE_CType		
NDE_DType		
NDE_Evarts		
NDE_JCB		
NDE_Kisaragi		
NDE_Parker		
NDE_ParkerII		
NDE_PB102		
NDE_River		
NDE_Tachibana		
NECT_Hansa		
NFD		
NFF_Tacoma		
NFishingTrawler		
NF_boat		
NKGHAN		
NKGHAP		
NKLCS_Nagara		
NKLSS_Hakusika		
NKLSS_Hansa		
NKMCS_Akita		
NKMCS_Hansa		
NKMCS_Heito		
NKMCS_Zinbu		
NKMSS_Ada		
NKMSS_Aden		
NKMSS_Ansyu		
NKMSS_Biyo		
NKMSS_HogIsland		
NKMSS_JP		
NKMSS_Kinposan		
NKMSS_WarMelody		
NKMSS_WM		
NKPMCS_Express		
NKSCS_Taihosan		
NKSQ_		
NKSSS_Kasagisan		
NKSs_		
NKSS_CAT		
NKSS_Yae		
NLCVA		
NLCVP		
NLifeboat_01		
NLifeboat_02		
NLL		
NLST		
NLUS_Bremen		
NL_B		
NL_C		
NL_T01		
NML_Okinoshima		
NMS_No13		
NOL_Nippon		
NOL_Nippon2		
NOL_Schliemann		
NOM_Buzyun		
NOM_Paula		
NOS_Haruna		
NOTMs_		
NOTM_T2		
NPC_01		
NPC_461		
NPC_Black_Swan		
NPC_Black_Swan_Elite		
NPL_Conte_Verde		
NPL_Hap		
NPL_Hikawa		
NPL_Horai		
NPL_Kiturin		
NPL_RC		
NPPE_		
NPPQ_		
NPS_Tyohei		
NPT_Br		
NPT_Schnellboat		
NSampan01		
NSampan02		
NSampan03		
NSC_SubChaser		
NSHOS		
NSS_A1		
NSS_AM		
NSS_C3		
NSS_Jyunsen1		
NSS_Jyunsen_B		
NSS_Kaidai4		
NSS_Ko		
NSS_Sen_Taka		
NSS_Sen_Toku_I		
NTR		
NTRW_		
NTUS_		
NUSTUG		
NVV		
NVV2		
OldCorvette		
PhotoTarget		
PhotoTarget2		
Rescue_Raft		
Rescue_Raft01		
STUG		
Sub_Depot_Ship		
Survivor		
T07B		
T07US		
USGunBoat01		
Whalechaser
This is just a table of the folder names of the Air folders above and the Sea folders below, to show the additions to those particular folders, as compared to the Stock game. There are configuration changes to all of the above, in addition to similar additions and alteration in the Land folder, the Cfg folder, Library, etc. that all influence the way the game looks and reacts. The mod is built on TMO v1.7, which modified just about every aspect of the Stock game. FOTRS modified just about every aspect of TMO v1.7, and FotRSU combines all of the various FOTRS versions, and modifies just about every aspect of them. In other words, it is about impossible to describe "what the mod does", other than "it modifies the game".
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Last edited by propbeanie; 02-26-20 at 01:43 PM. Reason: Addition of Table
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Old 02-26-20, 03:48 PM   #497
merc4ulfate
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Quote:
Originally Posted by NeonsStyle View Post
The one thing that peeves me on every mega mod, is most of them
assume you know what it does. I have FOTR, and TMO and the Documentation never mentions what these mods do. It's not very conducive to downloading. there's lots of instructions on using them (though that's not hard).

If you have a mega mod, just describe what it does at the very beginning of your post.
Did you even read the files??

01_FotRSU_TableOfContents.pdf

Tells you everything you might want to know.

I'm not sure just how thorough these mod Devs need to be but if you can not find what what you are looking for in the SUPPORT folder then I'd say your asking the wrong questions.
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Old 02-27-20, 06:02 AM   #498
Torpedo
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Default gauges do not work

Hi all!
My gauges do not work and I have installed FalloftheRisingSun_UltimateEdition_v1.004.a_EN. My career starts with a Porpoise from Pearl Harbor at 8 December 1941. The first two saves OK, but with the third save the gauges don't work. I have 32Gb RAM, Win10 64, the computer is new and updated with updated top hardware. I read that with a new submarine the problem disappears, but the problem disappears forever or can it reappear again? What can I do to fix it? I have activated SH5 with LAA from the beginning and I only use my career, no museum, mission ...
I don't think the problem depends on the Porpoise because in any mission the Porpoise has all the gauges working. It seems that saves have problems, but I don't know how to solve them.
Does it happen to others too? And how did you solve it?
I have tried to research this problem in the forum but have not yet seen solutions. And sorry for my very bad english!
Thanks for any suggestions!
Torpedo

Last edited by Torpedo; 02-27-20 at 06:44 AM.
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Old 02-27-20, 09:08 AM   #499
propbeanie
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Your English is fine Torpedo. The situation you describe can have several underlying causes. The most consistent way to induce the gauges to quit is to have an AI Submarine that shares the same parts as your submarine, comes within the "spawning range" of your submarine, which is somewhere between 24 and 32 km, depending upon whose data you believe concerning the "spawning range". This occurs from having the parts of the submarines "conflict" with each other. In FotRSU, we are reasonably certain we have eliminated this type of issue, by having separate parts and 3D models of the submarines and their parts for all of the AI submarines.

One of the other ways you might encounter this is from "shelling-out" to Windows while playing the game, accidentally or purposefully. The use of the <Windows> key, or the <Ctrl><Tab> or <Alt><Tab> key combinations to access either the Windows desktop or another application running in the background of the SH4 game, can and will cause various issues with your current game. Generally speaking, if you Save the game, fully exit the game to the Windows desktop, then re-start the game and Load that Save, the issues will usually disappear. In this situation, the game is an old 32-bit Windows XP application, and as such expects its "resources", such as temporary files and the audio and video streams, to be static, and "locked" to the SH4 application. From vista onwards in Windows versions, such resources are now "virtual", and Windows might move the addresses as the SH4 application loses the focus of the system. When SH4 once again gains the focus of the Windows system, it might not be able to find all of the resources it had previously. It then struggles with the display and audio streams being the most obviously affected aspects of the game. Do not leave the game while playing. If you need to do something else, Save the game and exit, then do what you need to do. When finished with that task, re-start the game and load your Save. This behavior is somewhat frustrating.

Another way this can happen is if the 4 Gig application you used in an attempt to flip the header bits in the SH4.exe application to enable Windows to "see" that SH4.exe is capable of addressing more than 2 gigabytes of system RAM, has failed. (Wow, that is a long sentence. ) The most common way that happens is if the SH4.exe file is listed as "Read-only" on its "Properties" page, not allowing another application to write to it. Navigate into your SH4 game folder, right-click on the SH4.exe file, and choose "Properties" from that context menu, and at the bottom of the initial "General" tab is the "Attributes" section. If there is a check mark in the "Read-only" box, click on that to clear the mark, and "OK" your way out of the dialogs. Run your 4 gig utility again, and see if that doesn't fix the issue. FotRSU has the LAA application included in its folder structure, but any of the various files of that nature are capable of doing the job of flipping those bits.
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Old 02-27-20, 09:20 AM   #500
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Quote:
Originally Posted by merc4ulfate View Post
Did you even read the files??

01_FotRSU_TableOfContents.pdf

Tells you everything you might want to know.

I'm not sure just how thorough these mod Devs need to be but if you can not find what what you are looking for in the SUPPORT folder then I'd say your asking the wrong questions.
I must say I admire your restraint.
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Old 02-27-20, 09:15 PM   #501
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Hi, I just did a fresh install of SH4/Uboat Missions and installed the mod per the instructions. When I start a new career, I get “ERROR: No primary objectives found!” when I try to start a patrol. Any ideas? Thanks.
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Old 02-28-20, 04:35 AM   #502
Torpedo
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Default gauges do not work

Hi propbeanie!
Thanks for your recommendations that I have always followed, but unfortunately they do not solve the problem of blocked gauges. Now I'm doing a test with the previous version FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN, new career, departure with a Porpoise from Pearl Harbor to the Straits of Kii Suido near Osaka. I made a lot of saves and all ok: the gauges work fine. So I tried to find out the differences between the last two versions of FOTRSU with the Total Commander program which is an excellent file manager with many possibilities and with WinMerge, but I still haven't been able to identify the differences that cause me the problem. For now I continue to use version 1.0.1g_EN to always check that the saves are not corrupt.
Thanks again and I will let you know as soon as I have secure news!
Torpedo
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Old 02-28-20, 10:08 AM   #503
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Quote:
Originally Posted by rodrigo496 View Post
Hi, I just did a fresh install of SH4/Uboat Missions and installed the mod per the instructions. When I start a new career, I get “ERROR: No primary objectives found!” when I try to start a patrol. Any ideas? Thanks.
As with all such reports, we need quite a bit more detail so that we can attempt to find your issue. I will say this though, that when that error message pops up, it usually means that I made a mistake in a Flotillas file assignment, or the hand-off in PatrolObjectives assignment file. The Flotillas file has a "code", such as "East China Sea" that it passed to the PatrolObjectives file, which list all of the files with "East China Sea" as their "code", and the game engine then goes through the list of all of those files and decides if you have been assigned a particular mission previously, it will skip, then "randomly" pull a mission from what is left. That "random" assignment then is brought back to the "patrol start" and "types" the mission orders on the screen. If any bad data is in that stream, it usually means that there is a modding error - which we want to ~eliminate~...

However, we need to know which port you attempted to start your initial career from, which boat you used, and what the date was of the Start. ie: "I am trying to start from Pearl Harbor in a Porpoise boat at the start of the war." That will allow us to drill right down to that particular section in the game files, and then only have to go through the Porpoise assignments for that time period. Please let us know where you were starting from.

Now, all of that said, this can also happen if you did not clear the Save folder prior to starting the game with FotRSU activated. The first round of the mission assignments at the beginning of the game are all new assignments, replicating what particular boat's assignments in December 1941 were. If you did not empty the Save folder, your Flotillas and PatrolObjectives files were not overwritten when activating the mod (a combination of a Windows thing and the way JSGME works), and you therefore will possibly be assigned a mission that does not exist, even though all of the parts are there. The game runs a ~LOT~ off of the data in the Save folder.


Quote:
Originally Posted by Torpedo View Post
Hi propbeanie!
Thanks for your recommendations that I have always followed, but unfortunately they do not solve the problem of blocked gauges. Now I'm doing a test with the previous version FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN, new career, departure with a Porpoise from Pearl Harbor to the Straits of Kii Suido near Osaka. I made a lot of saves and all ok: the gauges work fine. So I tried to find out the differences between the last two versions of FOTRSU with the Total Commander program which is an excellent file manager with many possibilities and with WinMerge, but I still haven't been able to identify the differences that cause me the problem. For now I continue to use version 1.0.1g_EN to always check that the saves are not corrupt.
Thanks again and I will let you know as soon as I have secure news!
Torpedo
The v1.0.1.g does have issues with some of the airplanes. The stronger the computer, the easier it is to "survive" encountering such airplanes. They basically cause computer resource issues, since some of their configurations do not match the resources they actually have available, so the game continually attempts to outfit them properly. Sort of like getting stuck in an endless loop. But, you need gauges that function correctly in your submarine. The use of those two programs to make comparisons can be an exercise in futility though, since the files you are looking at, for the most part, are binary and not readily comparable. I'll dig some more into this. Yours and rodrigo496's problems are disturbing.

For the both of you, go to your SH4 FotRSU game folder, right-click on the "SH4.exe" file, and choose "Properties" from the context menu. That will open a Windows dialog for the file's properties, and at the bottom of that initial "General" tab will be "Attributes", and under that is "Read-only" with a check box. Make certain that is "empty", or white, with no check mark in it, and use the "OK" buttons to get out of there. If there was a check mark in the "Read-only" box, then run the LAA app on the "SH4.exe" file again and try to run the game once again. Also, copy your Save folder and temporarily move it elsewhere for this experiment. Then empty the Save folder in your Documents folder (generally "C:\Users \UserName \Documents \SH4" unless you have used MultiSH4 to change its name). After you have the Save folder copied elsewhere and the original emptied, try to run the game again, and see what you get. For Torpedo, having gauges until after the 3rd Save is perplexing. Do you happen to remember where you were, and what date it was in the game when you created that Save? Can you Load it into your game again (prior to doing the move and delete above, of course), and get the Latitude and Longitude coordinates, as well as the date in the game there? Thanks.
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Old 02-28-20, 07:14 PM   #504
Torpedo
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Quote:
Originally Posted by propbeanie View Post
As with all such reports, we need quite a bit more detail so that we can attempt to find your issue. I will say this though, that when that error message pops up, it usually means that I made a mistake in a Flotillas file assignment, or the hand-off in PatrolObjectives assignment file. The Flotillas file has a "code", such as "East China Sea" that it passed to the PatrolObjectives file, which list all of the files with "East China Sea" as their "code", and the game engine then goes through the list of all of those files and decides if you have been assigned a particular mission previously, it will skip, then "randomly" pull a mission from what is left. That "random" assignment then is brought back to the "patrol start" and "types" the mission orders on the screen. If any bad data is in that stream, it usually means that there is a modding error - which we want to ~eliminate~...

However, we need to know which port you attempted to start your initial career from, which boat you used, and what the date was of the Start. ie: "I am trying to start from Pearl Harbor in a Porpoise boat at the start of the war." That will allow us to drill right down to that particular section in the game files, and then only have to go through the Porpoise assignments for that time period. Please let us know where you were starting from.

Now, all of that said, this can also happen if you did not clear the Save folder prior to starting the game with FotRSU activated. The first round of the mission assignments at the beginning of the game are all new assignments, replicating what particular boat's assignments in December 1941 were. If you did not empty the Save folder, your Flotillas and PatrolObjectives files were not overwritten when activating the mod (a combination of a Windows thing and the way JSGME works), and you therefore will possibly be assigned a mission that does not exist, even though all of the parts are there. The game runs a ~LOT~ off of the data in the Save folder.



The v1.0.1.g does have issues with some of the airplanes. The stronger the computer, the easier it is to "survive" encountering such airplanes. They basically cause computer resource issues, since some of their configurations do not match the resources they actually have available, so the game continually attempts to outfit them properly. Sort of like getting stuck in an endless loop. But, you need gauges that function correctly in your submarine. The use of those two programs to make comparisons can be an exercise in futility though, since the files you are looking at, for the most part, are binary and not readily comparable. I'll dig some more into this. Yours and rodrigo496's problems are disturbing.

For the both of you, go to your SH4 FotRSU game folder, right-click on the "SH4.exe" file, and choose "Properties" from the context menu. That will open a Windows dialog for the file's properties, and at the bottom of that initial "General" tab will be "Attributes", and under that is "Read-only" with a check box. Make certain that is "empty", or white, with no check mark in it, and use the "OK" buttons to get out of there. If there was a check mark in the "Read-only" box, then run the LAA app on the "SH4.exe" file again and try to run the game once again. Also, copy your Save folder and temporarily move it elsewhere for this experiment. Then empty the Save folder in your Documents folder (generally "C:\Users \UserName \Documents \SH4" unless you have used MultiSH4 to change its name). After you have the Save folder copied elsewhere and the original emptied, try to run the game again, and see what you get. For Torpedo, having gauges until after the 3rd Save is perplexing. Do you happen to remember where you were, and what date it was in the game when you created that Save? Can you Load it into your game again (prior to doing the move and delete above, of course), and get the Latitude and Longitude coordinates, as well as the date in the game there? Thanks.
Hi propbeanie!
I write all the data I found in my save, but when I made the save, the gauges are all ok and it doesn't seem to me that I had an enemy warship detection. But anything is possible!
This is what I found by loading my save to my surprise of having a warship detection:

Sub: Porpoise
Mission: Patrol Sagami Nada
Date detection warship: December 28, 1941 15:52
My position: Long 139 30'E, Lat 34 50'N
My bow 270° W
Detection of warship in immersion from sonarman: 203°, distance 19730 mt.
With an external view, the warship is a Japanese submarine (never met until now and I didn't know it was in SH4).

I don't know if it was the presence of the Japanese submarine that interfered with the data of my submarine at the time of the save. The complete data of my submarine for the gauges are lost and are not recoverable, exiting SH4 and loading the save.
At this point I doubt that it is the presence of the Japanese submarine that blocks the position of the gauges.
The sh4.exe executable has been updated with LAA and I can start the simulator.
For my proof that it is not my PC that creates problems, I have reactivated FalloftheRisingSun_UltimateEdition_v1.004.a_EN and I have made a new career always from Pearl Harbor but with a Tambor and as a mission different patrols in the Marshall Islands. I made 6 saves: the gauges OK! And there was no Japanese submarine that could cause problems.
Torpedo

Last edited by Torpedo; 02-28-20 at 07:48 PM.
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Old 02-28-20, 11:19 PM   #505
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Thank you Torpedo. We'll look into any possible links between an IJN sub and a US Porpoise Class player's sub... I have my doubts though also, since it is an Axis sub, and if I'm not mistaken, keltos01 used the Type IXD2 as their "base" sub for the game.

Did you happen to get an ID on the sub, as to which Class it was? The most common type you would encounter around that area would be the Ko Hyoteki mini sub, but if you are in close enough, there might be a JyunsenB that would drive behind you around in there... So if you saw an airplane on its catapult... ?? btw - they carry and shoot torpedoes also! Mind your manners around them!
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Old 02-29-20, 01:41 AM   #506
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Some of my radio messages are always partial, especially the long ones. Full messages are not displayed. Not sure if this is the mod issue of the stock game issue? Or is there some way to read full message?

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Old 02-29-20, 04:29 AM   #507
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Quote:
Originally Posted by propbeanie View Post
Thank you Torpedo. We'll look into any possible links between an IJN sub and a US Porpoise Class player's sub... I have my doubts though also, since it is an Axis sub, and if I'm not mistaken, keltos01 used the Type IXD2 as their "base" sub for the game.

Did you happen to get an ID on the sub, as to which Class it was? The most common type you would encounter around that area would be the Ko Hyoteki mini sub, but if you are in close enough, there might be a JyunsenB that would drive behind you around in there... So if you saw an airplane on its catapult... ?? btw - they carry and shoot torpedoes also! Mind your manners around them!
Hi propbeanie!
I took a screenshot on the Japanese submarine:
it's a "Type C3 Submarine" as a class and I'll post the image taken from the periscope:



I have not seen an airplane on its catapult and no other warship nearby.
I hope it can be useful to solve the problem, but it is not better to change the presence of Japanese submarines in the SH4 career option? I don't know if there were direct clashes between submarines throughout the Pacific War, but here in SH4 it would be less of a problem. This is just my opinion!
Torpedo

Last edited by Torpedo; 02-29-20 at 04:56 AM.
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Old 02-29-20, 07:01 AM   #508
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Quote:
Originally Posted by Torpedo View Post
Hi propbeanie!
I took a screenshot on the Japanese submarine:
it's a "Type C3 Submarine" as a class and I'll post the image taken from the periscope:



I have not seen an airplane on its catapult and no other warship nearby.
I hope it can be useful to solve the problem, but it is not better to change the presence of Japanese submarines in the SH4 career option? I don't know if there were direct clashes between submarines throughout the Pacific War, but here in SH4 it would be less of a problem. This is just my opinion!
Torpedo
I have sank quite a few of those.
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Old 02-29-20, 07:56 AM   #509
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Quote:
Originally Posted by merc4ulfate View Post
I have sank quite a few of those.
Ok it's nice to sink Japanese submarines but with the advantage of having these Japanese submarines there is the risk of having the gauges blocked in the command room in SH4. The addition of new Japanese submarines may have created some unexpected problems.
The important thing was to sink the merchant ships. This was the main task of the American submarines and other objectives were not so fundamental.
Torpedo

Last edited by Torpedo; 02-29-20 at 08:32 AM.
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Old 02-29-20, 09:36 AM   #510
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Quote:
Originally Posted by Wolfcat View Post
Some of my radio messages are always partial, especially the long ones. Full messages are not displayed. Not sure if this is the mod issue of the stock game issue? Or is there some way to read full message?

-pic-
There should be a scroll gutter on that clipboard window that allows you to scroll up and down through the messages.


Quote:
Originally Posted by Torpedo View Post
Hi propbeanie!
I took a screenshot on the Japanese submarine:
it's a "Type C3 Submarine" as a class and I'll post the image taken from the periscope:

-pic-

I have not seen an airplane on its catapult and no other warship nearby.
I hope it can be useful to solve the problem, but it is not better to change the presence of Japanese submarines in the SH4 career option? I don't know if there were direct clashes between submarines throughout the Pacific War, but here in SH4 it would be less of a problem. This is just my opinion!
Torpedo
The C3 would not have an airplane or catapult. There are four Classes of IJN subs in the game that do. You won't "see" them launch a plane, but they do spawn them.

Quote:
Originally Posted by Torpedo View Post
Ok it's nice to sink Japanese submarines but with the advantage of having these Japanese submarines there is the risk of having the gauges blocked in the command room in SH4. The addition of new Japanese submarines may have created some unexpected problems.
The important thing was to sink the merchant ships. This was the main task of the American submarines and other objectives were not so fundamental.
Torpedo
The US subs sank quite a few IJN subs, and were generally positioned for such by Ultra communications. Several US subs sank more than one during their "careers". Remember also, that Clark Gable thought it was Bungo Pete causing all of the havoc in Bungo Suido, but it was an IJN sub all along... |;^)
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