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Old 06-10-20, 08:03 AM   #526
propbeanie
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Quote:
Originally Posted by Levyathan89 View Post
Could be that. Although I also saw this glitch with other mods such as RFB and without recording anything. Well, who knows.

Btw those escort lights going on and off was a glitch, too? I genuinely believed this was them signaling each other with morse code and I thought "wow, what a cool effect" haha
No, not the ship's lights, the ship's crew. You will see them "light" a few times also, to where you can see them on-deck much easier. The ship's lights, do a Morse Code kind of thing does simulate them communicating "I've got the bugger right here at 10° somewhere off my starboard bow! Come hurry, and we'll cross his location!"

I wonder if the loss of "texture" on your boat's crew is connected with the injuries?
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Old 06-10-20, 09:52 AM   #527
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I am having trouble installing this mod. I reinstalled SH4 (I do not own any expansions)


I installed JGSME into the install dir, then I unzipped the dark waters mod into the MODS folder, activated it with JGSME and launced.


I get errors like: "File not found: data/menu/data/black80.tga"


and the game doesn't ever finish loading. Did I do something incorrectly?
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Old 06-10-20, 10:28 AM   #528
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Originally Posted by shrub77 View Post
I am having trouble installing this mod. I reinstalled SH4 (I do not own any expansions)


I installed JGSME into the install dir, then I unzipped the dark waters mod into the MODS folder, activated it with JGSME and launced.


I get errors like: "File not found: data/menu/data/black80.tga"


and the game doesn't ever finish loading. Did I do something incorrectly?
As far as i can tell, no, seems right for install.
Make sure to install LAA (Large Adress Aware) to give you more RAM, and run exe as admin and win7 compatibility. Uncheck the Read only box in exe properties too (for LAA to work)
If you have missing files, the download mighty be corrupted ...you should re-download again.
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Old 06-10-20, 11:57 AM   #529
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That error message you get shrub77 indicates that you have v1.4 of the game, and you need v1.5 for the Dark Waters mod to function correctly. Version 1.5 of the game has the U-Boat Missions Add-On. I cannot find that anywhere currently. If you are in the US though, the Ubisoft Store has Silent Hunter 4 Gold Edition for $3.40US, which is a really good deal. That is the full v1.5 of the game with the UBoats in it...
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Old 06-10-20, 12:20 PM   #530
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Almost all is lying in Env folder, and scene.dat.
You also have some env textures in misc folder.
But waves shapes, sea color (above and under) are in scene.dat
Not easy to get exact color to your liking because sky color interacts sea color! (As well as reflection)
Sky color from memory is in Env folder.
The Env folder and the scene.dat is the same, shaders must be too, but picture is different.
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Old 06-10-20, 03:21 PM   #531
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Originally Posted by propbeanie View Post
That error message you get shrub77 indicates that you have v1.4 of the game, and you need v1.5 for the Dark Waters mod to function correctly. Version 1.5 of the game has the U-Boat Missions Add-On. I cannot find that anywhere currently. If you are in the US though, the Ubisoft Store has Silent Hunter 4 Gold Edition for $3.40US, which is a really good deal. That is the full v1.5 of the game with the UBoats in it...

Thanks for the response. I have purchased the uboat addon on steam and my game is now at 1.5


I can launch the game but when i start a campaign, right before i load in i get a "unknown error" pop up.


So my install is:



activate Dark waters in JGSME, launch SH4 in steam.



Start uboat campaign, july 1941, type viic in 1st flotille, start campaign at sea, launch, then the error appears


any idea?
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Old 06-10-20, 04:27 PM   #532
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Back off the Dark Waters mod, and make certain the stock game runs correctly. Was you original game a Steam copy, and what folder do you have it installed in?
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Old 06-11-20, 05:10 PM   #533
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So - when I hit F1, the speeds tab shows shooting bearings vs target speed for a 90 degree attack, to use when the TDC is broken (or where you are having difficulty obtaining good AOBs due to weather).



I'd like to add a set of tables for a range of bearings (from 10 degrees to 170 degrees). What do I need to do to add .tga files to the speed tab?


BTW, the formula to determine shooting bearings I'm using is:


ARCTAN [Target Speed * SIN(ANGLE) / (Torpedo Speed + Target Speed * COS(ANGLE))]


I assume this formula works for U-boats like it works for the US boats?
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Old 06-12-20, 03:53 AM   #534
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I have a question regarding crew injuries:

How do I heal injured crew members? I've tried putting them in the same compartment as the medics or putting both the medic and the injured crew into the crew berthing section, but it didn't do anything as it seems. I let a day or so pass but those injured crew members didn't gain a single health point.
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Old 06-12-20, 04:52 AM   #535
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Quote:
Originally Posted by Levyathan89 View Post
I have a question regarding crew injuries:

How do I heal injured crew members? I've tried putting them in the same compartment as the medics or putting both the medic and the injured crew into the crew berthing section, but it didn't do anything as it seems. I let a day or so pass but those injured crew members didn't gain a single health point.
Injured crew recover very slowly even with medic inside sub...they can stay injured for week at least, but soon or later they recover ...as long as you don’t save/exit game! Otherwise they will completely recover after next save (of what i recall experienced)
You don’t have to move them in same compartment as medic. The medic work in all sub!
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Old 06-12-20, 06:00 AM   #536
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Otherwise they will completely recover after next save (of what i recall experienced)
Yeah, the funny thing is: everyone aboard the UBoat was injured by depth charges except the watch crew. After reloading, everyone had recovered, but my entire watch crew is now injured
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Old 06-12-20, 06:15 AM   #537
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Great
There are always some neutrals among...sometimes less...

Problem is:
If a ship of an neutral nation travels within a convoy of a belligerent nation (e.g. UK) then it isn't an neutral ship anymore, as this is a clear violation of its nations neutrality.
It also automatically implies that said ship of an neutral nation carries contraband of war (what else would be the reason to travel with an enemy convoy to begin with) which means it is aiding the allied war effort and therefore a legal target.
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Old 06-12-20, 06:52 AM   #538
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Originally Posted by Kongo Otto View Post
Problem is:
If a ship of an neutral nation travels within a convoy of a belligerent nation (e.g. UK) then it isn't an neutral ship anymore, as this is a clear violation of its nations neutrality.
It also automatically implies that said ship of an neutral nation carries contraband of war (what else would be the reason to travel with an enemy convoy to begin with) which means it is aiding the allied war effort and therefore a legal target.

I agree. Every ship in a convoy should be fair game. Except Americans (pre December 1941), because those were off limits, since Hitler wanted to prevent the US from joining the war after Germany had invaded the Soviet Union. The problem is that the game cannot distinguish between different sorts of Neutrals. I reality, some neutrals could be sunk without ramifications. But commanders that accidentaly attacked Spanish ships,for example, had to expect to be court-martialed.
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Old 06-12-20, 08:43 AM   #539
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Not related to the Dark Waters mod BUT in TWoS, the new update allows for you to sink neutral merchants if they are in British Waters and they are darkened.

I have to advance to the next campaign chapter for that change to take effect.
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Old 06-12-20, 12:13 PM   #540
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Quote:
Originally Posted by Levyathan89 View Post
I agree. Every ship in a convoy should be fair game. Except Americans (pre December 1941), because those were off limits, since Hitler wanted to prevent the US from joining the war after Germany had invaded the Soviet Union. The problem is that the game cannot distinguish between different sorts of Neutrals. I reality, some neutrals could be sunk without ramifications. But commanders that accidentaly attacked Spanish ships,for example, had to expect to be court-martialed.
I assume there is an editable value in a config file to give you zero loss of points for attacking neutrals?

I came across a convoy, shooting at a Fiji cruiser and a British merchant. A Norwegian flagged merchant got in the way of the British merchant and took the hit. I still ended up with an Iron Cross after that patrol. I'm assuming because the cruiser was worth twice as many points?
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