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Old 07-10-22, 11:20 AM   #1456
Jeff-Groves
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Here ya go.

http://www.navalgrid.com/
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Old 07-10-22, 11:22 AM   #1457
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That's the one!
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Old 07-10-22, 04:25 PM   #1458
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Thanks for all the answers, the SH 4 world including the KM map in DW does not exactly correspond to the real world positions in documentation, unfortunately.. SH 4 earth is flat etc.

I was hoping to load it in ME , so could accurately place convoys and have proper corresponding sighting reports etc.
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Old 07-10-22, 04:32 PM   #1459
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Quote:
Originally Posted by propbeanie View Post
There is a web site, which I cannot find just now (my "search" skills have apparently deteriorated), that describes the grid's layout in lat/long terms for some of the major divides, and describes the distances between the lines... You can then use the bottom border of the ME to see your mouse pointer's lat/long location, and do some "rough" routing that way. Note though, that there were some missions lurker did, as well as several that we did with Fifi that are off by several kilometers, and sometimes hundreds of kilometers, so that is why some of the "orders" text is not accurate. Some are due to the grid system and its idiosyncrasies, and others are due to math calculation issues ( ) on the part of the modders... Sometimes, you just have to guess, then run the mission, see where everything is, and then go back into the mis / tsr file and change the text to match the actual game display, or vice versa... One final point, lurker did a LOT of 'historical' convoys in there, so look really close at their GroupNames and make certain he hasn't already done the heavy lifting, and all you need to do is add-in a few AI subs. I do not recall if he put the documentation of the convoys in the mod the way he did RSRDC, but it wouldn't surprise me if he did. Look in the Documentatioin and Support folders of OM. The Documentation folder is NOT transferred to the game folders path the way Data and Support are, but would only be found in the mod folder.

Yes, aware of the "in game" coordinates displayed at bottom of screen. Problem I noticed when creating TMO is those coordinates do not always correspond to real world positions due to the differences in the SH 4 map and real Earth.


I've looked all through the traffic layers in DW and far as I can tell Lurker did not do the historic convoys in North Atlantic layers I am working on. They are all random generated groups that spawn every so many hours with a 70-80 percent chance to spawn. The readme mentioned due to the scale/number of convoys he did not take the RSRD approach. In the Arctic convoy layers, some are historic, spawn only one once etc but in the Atlantic Convoys traffic layers (Lant Convoys 41 for example) they are all random groups. I am adding historic as I did in TMO where they spawn once. Currently working on HX 72 in September 1940 and then want to add HX 79 and SC-7 in October 1940. Want to add the sighting reports etc and set the AI subs up to be present. Although at this time don't have a submerged model nor ones the fire torpedoes, hope to have that at some point. Anything they will add immersion to the attack and distract escorts while player attacks. Still researching for 42-45
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Old 07-10-22, 04:38 PM   #1460
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Quote:
Originally Posted by Jeff-Groves View Post
Excellent. Thanks for the link
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Old 07-11-22, 10:04 AM   #1461
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The real KM grid was created with a Mercator map, which is what SH4's NavMap is. The game's KM grid does not have all of the idiosyncrasies that the real one does, but it is very close. As for the Lat Long coordinates in SH4, remember that they use the decimal system n the ME, and not the minutes / seconds, so if you see -153.74, you are going west from the Meridian, probably somewhere just east of Pearl Harbor (depending upon the Latitude of course), but that the .74 would equate to roughly 44 minutes, 24 seconds, or round it to 45 minutes. I have not seen too many locations off by much. Just remember that everything is "flat" Mercator, even when you are on the boat. As you say though, a KM grid that can be imported into the ME would have been a really nice touch for them to do... It might be possible to do, but I cannot wrap my brain around it just yet. Maybe someone else has some ideas??
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Old 07-11-22, 01:18 PM   #1462
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Default TOOL HELPER/RULER

Japlance, FYI your suggestion did not work, but I over rote with "Bigger Better Protractor" mod and that did work. Again, Thank You for your reply.
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Old 07-11-22, 02:25 PM   #1463
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Default Ending patrol #4

Gooday all, I am using Dark Waters_V6, need some help please. How do I end Patrol #4? I have been given and completed 4 patrol objectives, but system will not let me end patrol. Every time I complete objective and go to a port with anchor, it will only give me option to Rearm/Refit or postpone. Thanks in advance for any help given.
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Old 07-11-22, 02:51 PM   #1464
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Quote:
Originally Posted by Larry View Post
Gooday all, I am using Dark Waters_V6, need some help please. How do I end Patrol #4? I have been given and completed 4 patrol objectives, but system will not let me end patrol. Every time I complete objective and go to a port with anchor, it will only give me option to Rearm/Refit or postpone. Thanks in advance for any help given.
How... about posting your mod list of activated mods, here... in a reply back.... hmmm...

This can be accomplished by opening up jsgme, clicking 'tasks' in the center of it... selecting from the pop up menu, "Export activated mods list to..." highlighting that choice & selecting, "to clipboard."


This will allow you to paste that list in your reply back... allowing us to see what you're rolling with, exactly & see if there isn't a mod in there.. that should NOT be or a mod not in the right place in activation... perhaps...









M. M.
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Old 07-11-22, 03:25 PM   #1465
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Quote:
Originally Posted by Larry View Post
Gooday all, I am using Dark Waters_V6, need some help please. How do I end Patrol #4? I have been given and completed 4 patrol objectives, but system will not let me end patrol. Every time I complete objective and go to a port with anchor, it will only give me option to Rearm/Refit or postpone. Thanks in advance for any help given.


Year? Date? Possible your home port shifted. Look for the fouled anchor. Mid 1940 once France falls...2nd flotilla for example, transfers to Lorient.
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Old 07-11-22, 03:36 PM   #1466
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Quote:
Originally Posted by Larry View Post
Gooday all, I am using Dark Waters_V6, need some help please. How do I end Patrol #4? I have been given and completed 4 patrol objectives, but system will not let me end patrol. Every time I complete objective and go to a port with anchor, it will only give me option to Rearm/Refit or postpone. Thanks in advance for any help given.


Quote:
Originally Posted by Bubblehead1980 View Post
Year? Date? Possible your home port shifted. Look for the fouled anchor. Mid 1940 once France falls...2nd flotilla for example, transfers to Lorient.


Bubblehead, raises another salient point here, as well...

Basically, the more info you provide, beyond the "I'm upset because... A, or B... or even C, happened... with little to no real details", does make it downright difficult to pinpoint a cause & effect solution... to an issue.


So... in retrograde conclusion...

the more info, the better.








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Old 07-11-22, 03:48 PM   #1467
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Quote:
Originally Posted by propbeanie View Post
The real KM grid was created with a Mercator map, which is what SH4's NavMap is. The game's KM grid does not have all of the idiosyncrasies that the real one does, but it is very close. As for the Lat Long coordinates in SH4, remember that they use the decimal system n the ME, and not the minutes / seconds, so if you see -153.74, you are going west from the Meridian, probably somewhere just east of Pearl Harbor (depending upon the Latitude of course), but that the .74 would equate to roughly 44 minutes, 24 seconds, or round it to 45 minutes. I have not seen too many locations off by much. Just remember that everything is "flat" Mercator, even when you are on the boat. As you say though, a KM grid that can be imported into the ME would have been a really nice touch for them to do... It might be possible to do, but I cannot wrap my brain around it just yet. Maybe someone else has some ideas??

I understand that, but things are still off in many cases. I noticed this when building the campaign traffic for TMO Update, especially with historic contacts and Ultras. Real world coordinates often differ than those in the sim, so I would have to give slightly different coordinates in ULTRA's vs real world in order for things to work properly. Due to earth being flat, journeys often take longer than would have in real world, so have to alter start dates and times as well.

Im sure you are aware of this. For example, HX-79 departed Halifax on 9 September 1940 but if have it leave historic time in game, not possible for it bd proper position for historic engagement even at max speed, so have had to make it depart on 6 September in order to be in proper position for first contact with U-47 and for follow up attacks.
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Old 07-12-22, 12:20 AM   #1468
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Default Ending patrol #4

Mad Mardigan and Bubblehead1980 Thank you for the replies and my apologies. Again, Thank you in advance.

Date-03 Mar 1940
Home Port- Wilhelmshaven (still showing Fouled Anchor)

MODS
Generic Mod Enabler - v2.6.0.157
[H:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

OM_DarkWaters_V6
900 DarkWaters V6_Errors-Mod
OM_FritzGraphicTweaks
OM_Fritz Fix
900_DW_SoWesPacMissionFix
OM_Plot_V415
410 Rockin Robbins EZ Plot V2.0
A Green Atlantic 8k Greener
00 enable snorkel in cfg file
jimimadrid Torpedos
Elite_Crew_Complete
Spaxs SH4 Uboat SPEECH FIX_V8
Silhouette and RecManual Mod v1.3
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)
Radio Berlin
SMALLER SEABED ROCKS
SMALLER SEA PLANTS MEDIUM
Webster's 300' Underwater Visability for v1.5
LESS WATER LIMBER HOLES
OM_MultiCmd_Keys
OM_UMark
Enable Type XVIII Career Start
Longer_Ship_Wake_V1_TMO1.7
EAXsoundsim_without_WebstersManeuver_STOCK_GFO_OM
Type_9D2_CamoTri_Malte
Webster's Better Waterline Colors for v1.5
Webster's Free Camera and Scope Fix for v1.5
Webster's No Crew Fatigue
Alternate OM Loading Screen
Bstanko6's Low Contrast Message Box
Bstanko's Night Filter
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Old 07-12-22, 05:58 AM   #1469
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Quote:
Originally Posted by DeathOrGlory View Post
Nice video, but is it really maximal difficulty when you're pausing the game to get range and AOB?
Since I do all the distance and AOB calculations by hand and I'm alone in my submarine (which is never the case in reality). I think I have the right to press the pause button my captain

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Old 07-12-22, 06:12 AM   #1470
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Default Graphic bug on DW

Hi all captains, I like it a lot and I have a lot of fun with this mod, but when I come across large convoys I have to reduce the graphics as much as possible otherwise I have lags and screens that freeze as you can see in this video at 46 mins. When the screen or I have freezes, I have to return to the desktop to stop freezing.

Fifi can you tell me how to resolve this issue?

Cordially. Captain_PUJOL

Here is my hardware configuration

Time of this report: 7/12/2022, 14:01:55
Machine name: DESKTOP-9K7QL6A
Machine Id: {D61750EE-4B39-4DF9-A71B-747F0021AF3D}
Operating System: Windows 10 Famille 64-bit (10.0, Build 19043) (19041.vb_release.191206-1406)
Language: French (Regional Setting: French)
System Manufacturer: To Be Filled By O.E.M.
System Model: To Be Filled By O.E.M.
BIOS: BIOS Date: 05/11/12 11:59:45 Ver: 04.06.05 (type: BIOS)
Processor: Intel(R) Core(TM) i7-2700K CPU @ 3.50GHz (8 CPUs), ~3.5GHz
Memory: 32768MB RAM
Available OS Memory: 32658MB RAM
Page File: 15428MB used, 22094MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 12
DX Setup Parameters: Not found
User DPI Setting: 96 DPI (100 percent)
System DPI Setting: 144 DPI (150 percent)
DWM DPI Scaling: Disabled
Miracast: Available, with HDCP
Microsoft Graphics Hybrid: Not Supported
DirectX Database Version: 1.0.8
DxDiag Version: 10.00.19041.1741 64bit Unicode

Card name: AMD Radeon RX 5700 XT
Manufacturer: Advanced Micro Devices, Inc.
Chip type: AMD Radeon Graphics Processor (0x731F)
DAC type: Internal DAC(400MHz)
Device Type: Full Device (POST)
Device Key: Enum\PCI\VEN_1002&DEV_731F&SUBSYS_0B361002&REV_C1
Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_E NUMERATOR|DN_NT_DRIVER]
Device Problem Code: No Problem
Driver Problem Code: Unknown
Display Memory: 24480 MB
Dedicated Memory: 8151 MB
Shared Memory: 16329 MB
Current Mode: 1920 x 1080 (32 bit) (60Hz)
HDR Support: Not Supported
Display Topology: Internal
Display Color Space: DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709
Color Primaries: Red(0.625000,0.339844), Green(0.280273,0.594727), Blue(0.155273,0.070312), White Point(0.283203,0.297852)
Display Luminance: Min Luminance = 0.500000, Max Luminance = 270.000000, MaxFullFrameLuminance = 270.000000
Monitor Name: Generic PnP Monitor
Monitor Model: SONY TV
Monitor Id: SNYEE01
Native Mode: 1920 x 1080(p) (60.000Hz)
Output Type: HDMI
Monitor Capabilities: HDR Not Supported
Display Pixel Format: DISPLAYCONFIG_PIXELFORMAT_32BPP
Advanced Color: Not Supported
Driver Name: C:\WINDOWS\System32\DriverStore\FileRepository\u03 80677.inf_amd64_dba19d925381d5ad\B380472\aticfx64. dll,C:\WINDOWS\System32\DriverStore\FileRepository \u0380677.inf_amd64_dba19d925381d5ad\B380472\aticf x64.dll,C:\WINDOWS\System32\DriverStore\FileReposi tory\u0380677.inf_amd64_dba19d925381d5ad\B380472\a ticfx64.dll,C:\WINDOWS\System32\DriverStore\FileRe pository\u0380677.inf_amd64_dba19d925381d5ad\B3804 72\amdxc64.dll
Driver File Version: 30.00.21023.1015 (English)
Driver Version: 30.0.21023.1015
DDI Version: 12
Feature Levels: 12_1,12_0,11_1,11_0,10_1,10_0,9_3,9_2,9_1
Driver Model: WDDM 2.7
Hardware Scheduling: Supported:False Enabled:False
Graphics Preemption: Primitive
Compute Preemption: DMA
Miracast: Not Supported
Detachable GPU: No
Hybrid Graphics GPU: Not Supported
Power P-states: Not Supported
Virtualization: Paravirtualization
Block List: DISABLE_HWSCH
Catalog Attributes: Universal:False Declarative:True
Driver Attributes: Final Retail
Driver Date/Size: 22/06/2022 02:00:00, 1849704 bytes
WHQL Logo'd: Yes
WHQL Date Stamp: Unknown
Device Identifier: {D7B71EE2-305F-11CF-4570-29796EC2D335}
Vendor ID: 0x1002
Device ID: 0x731F
SubSys ID: 0x0B361002
Revision ID: 0x00C1
Driver Strong Name: oem32.inf:cb0ae41454c51b94:ati2mtag_Navi10:30.0.21 023.1015:PCI\VEN_1002&DEV_731F&REV_C1
Rank Of Driver: 00CF2000
Video Accel: Unknown
DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeMPEG2_IDCT DXVA2_ModeH264_VLD_NoFGT {4245F676-2BBC-4166-A0BB-54E7B849C380} {6719B6FB-5CAD-4ACB-B00A-F3BFDEC38727} {9901CCD3-CA12-4B7E-867A-E2223D9255C3} DXVA2_ModeHEVC_VLD_Main {EA72396A-67EC-4781-BEDE-56F498F04EF2} {C152CA8F-738C-461B-AD89-FC292CF8F162} {514A356C-7027-4AFF-8A60-AFD2C1F672F1} DXVA2_ModeH264_VLD_Stereo_Progressive_NoFGT DXVA2_ModeH264_VLD_Stereo_NoFGT DXVA2_ModeVC1_VLD {CA15D19A-2B48-43D6-979E-7A6E9C802FF8} {7C74ADC6-E2BA-4ADE-86DE-30BEABB40CC1} DXVA2_ModeMPEG4pt2_VLD_AdvSimple_NoGMC {D1C20509-AE7B-4E72-AE3B-49F88D58992F} {84AD67F6-4C21-419A-9F0B-24F0578906C1} {725AD240-786C-471E-AD3C-38F739936517} {95664FF5-9E03-4C74-BB4F-9178D6035E58} {5EF7D40D-5B96-49E7-B419-23342094A4CF} DXVA2_ModeHEVC_VLD_Main10 {65D1FA41-58AF-453A-9CAB-5D981156DA9F} {2DB154B6-DBB2-4079-A3FF-60D7A898A6AB} {C74A3FD0-D713-4581-A02E-8EDFB112ACE3} DXVA2_ModeVP9_VLD_Profile0 DXVA2_ModeVP9_VLD_10bit_Profile2 {603A4756-A864-4F91-BB62-2C935B7A1391} {C58B9A06-7E89-11E1-BB00-70B34824019B}
Deinterlace Caps: n/a
D3D9 Overlay: Not Supported
DXVA-HD: Not Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
MPO MaxPlanes: 2
MPO Caps: ROTATION,VERTICAL_FLIP,HORIZONTAL_FLIP,RGB,YUV,BIL INEAR,HIGH_FILTER,STRETCH_YUV,STRETCH_RGB,IMMEDIAT E,HDR (MPO3)
MPO Stretch: 16.000X - 0.250X
MPO Media Hints: rotation, resizing, colorspace Conversion
MPO Formats:
PanelFitter Caps: ROTATION,VERTICAL_FLIP,HORIZONTAL_FLIP,RGB,YUV,BIL INEAR,HIGH_FILTER,STRETCH_YUV,STRETCH_RGB,IMMEDIAT E,HDR (MPO3)
PanelFitter Stretch: 16.000X - 0.250X


Last edited by CapitainEA; 07-12-22 at 07:05 AM.
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