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Old 05-29-18, 05:55 PM   #6016
captcrane
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Hey guys so far lovin it! Doing the S boat thing I like the weather report just too cool. (yes TMO has it too) As far as zee planes not as many as with GFO but they are persistent and not to be trifled with. And pretty darn accurate. I did have the compressed air leak that was mentioned a few posts ago. Didn't last too long though got sunk trying to attack a task force in daylight. Gotta tell you it was awesome. The sound to your game is awesome! My walls were shakin the earth was quaking damn it was fun while it lasted! The battle was just too cool but gonna be more careful with my targets from now on. Can't wait till I get faster torpedos. Bottom line it's freakin awesome I knew it would be a blast when I saw I P overboard

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Old 05-29-18, 06:07 PM   #6017
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Default Can't get manual control of sonar working

Just got started with new install of .71 beta and started from Midway, Jan '42 on a Gato. Go to sonar station but can't rotate the sonar with the mouse.
Something changed?
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Old 05-29-18, 07:14 PM   #6018
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Originally Posted by jldjs View Post
Just got started with new install of .71 beta and started from Midway, Jan '42 on a Gato. Go to sonar station but can't rotate the sonar with the mouse.
Something changed?
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Originally Posted by hauangua View Post
Hi problem..
8 December 1941 start by Pearl harbor Hidrophone of Gar not work .. with mouse or keyboard .. not work ... (all stop) just with Gar I have this problem ... with others submarine (porpoise .. etc ..) hydrophone work good
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Originally Posted by propbeanie View Post
Give a Tambor boat a try, if you would, and see if it does the same thing...

Edit; btw, I get the same thing. The Gar is a Tambor boat, but without the HORs engines that breakdown all of the time... The Gar boat that the game gives is the "Gar" itself, first in the series... We'll figure it out... or I should say: "CapnScurvy shall be called upon, and he will probably figure it out"... it could well be something in the CareerStart or Flotillas files that doesn't activate that boat correctly... It is the newest Class of sub at the beginning of the game...
From previous page. It is being looked into. My suggestion is a work-around, not a fix...
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Old 05-29-18, 09:19 PM   #6019
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Originally Posted by propbeanie View Post
From previous page. It is being looked into. My suggestion is a work-around, not a fix...
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Old 05-29-18, 09:47 PM   #6020
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Wow! I only understood about 60% of the release notes but will help if I can. If testers are needed I'll give it a try. If I need my base version of SH4 to work I will either have to fix my Steam version or find my CD. Both are possible.
It sounds like you guys put years of yourselves into this mod and I'm sure it will be well received.
Thanks for all your hard work....
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Old 05-30-18, 08:12 AM   #6021
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Is there a crash dive key? The usual "C" is not working for me, and I don't see it either in the F1 list of keys.
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Old 05-30-18, 09:01 AM   #6022
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Quote:
Originally Posted by propbeanie View Post
Petes are noted... After reaching radar depth, in some of the boats you sometimes have to come up another couple-three feet to get the radar to come back on, dependent upon sea state. Also, if the plane is already "in visual" range, your periscope will pick it up, and you will NOT get a radar contact report... A very frustrating limitation of the game... One way to "see" is to put your scope up and look at the nav map as you get to the Periscope Depth area, as your boat comes on up. If you "see" a triangle coming your way, "Crash Dive! Crash Dive!"...



You should already have the radar onboard (except maybe the "S" boats), though you'll not see a 3D "set" drawn on your boat - ANOTHER limitation of the game (where are you SH1??) - sorry, mini-rant there... The "sets" you see on the radar screen are both SJ... Anyway, next patrol, go ahead and click on the Radar On / Off button, or hit the <T> key, and see if you don't get a "Turning SD Radar On" message in the text box. Another limitation of the game is that there is no way to indicate that you have the radar turned on or off, other than by hitting the key or button, and checking the message displayed in the text box... so sad. Also, I'm beginning to think that we might have too many Pete's poking their noses in too many US Fleetboats' business...



... velly intellesting (as Arte Johnson used to say)... Capn?



In the Main.cfg is this:
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=4
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=8
RadioReport=8
Particles=8
PrayState=8
HunterState=32
3DRender=32
Maximum=2048
So it has not been changed. If you don't do a "clean" re-install, into an empty folder, you won't overwrite all of the files, or if there was anything left in the Save folder from another mod, you can end up with what I call "cross-contamination"...
First, if I do have the SD radar, it did not show on the ship's diagram, and could not be added in port - there were no sets available to select. I'll have to go back and start a new career with the same dates, home port, boat, etc. and check to see if actually works via the message box. I'll let you know.

As for the main.cfg shown above, why does changing the max tc to 8192 not show up in the game? I changed it in both the base game and the mod version, set both to Read Only, but I am still limited to 2096 even after reloading the game. Have you plugged it in somewhere else?

Anyway, back to the testing...

UPDATE: Ok, I guess I have to take it all back regarding the SD radar on the Sargo. Now when I load the new career damned if it isn't there on the ship diagram, and without even testing it, I'm certain it will work if turned on. I must be going crazy, or it's an age thing. Sigh.
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Old 05-30-18, 10:22 AM   #6023
yyzBegonia
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Quote:
Originally Posted by propbeanie View Post
Petes are noted... After reaching radar depth, in some of the boats you sometimes have to come up another couple-three feet to get the radar to come back on, dependent upon sea state. Also, if the plane is already "in visual" range, your periscope will pick it up, and you will NOT get a radar contact report... A very frustrating limitation of the game... One way to "see" is to put your scope up and look at the nav map as you get to the Periscope Depth area, as your boat comes on up. If you "see" a triangle coming your way, "Crash Dive! Crash Dive!"...
Ummmmm... What if I'm playing without map contact update?

BTW, propbeanie I just found something unusual. I encountered an Old Hansa freighter without escort right outside my home port Surabaya on 3rd February:

I was playing without map contact, the mark and line is the calculated position and course of the ship, as you can see it was heading towards SW in which the Allies port exactly located on its own:

A defecting Japanese merchant? Anyway I still attacked and sunk it by the principle of unrestricted submarine warfare
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Old 05-30-18, 10:50 AM   #6024
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Is there a crash dive key? The usual "C" is not working for me, and I don't see it either in the F1 list of keys.
OK, we're going to have to take back what I said now, and give it to CapnScurvy, or cdrsubron7... sigh... - on the "SH4_Q-Ref_Card_Front.jpg" in the game's folder, it says to press the <Ctrl> and <C> keys, and you'll get a "Crash Dive!"


Quote:
Originally Posted by l02turner View Post
Wow! I only understood about 60% of the release notes but will help if I can. If testers are needed I'll give it a try. If I need my base version of SH4 to work I will either have to fix my Steam version or find my CD. Both are possible.
It sounds like you guys put years of yourselves into this mod and I'm sure it will be well received.
Thanks for all your hard work....
Have away at it! We can add you to the "official list", if you'd like, or you could just be someone who expresses their opinion and displeasure at us for the Persistent Pete airplanes... - It is a Public Beta, so any and all comments are appreciated. Just give us as much detail as you can when you report issues, please.


Quote:
Originally Posted by torpedobait View Post
... UPDATE: Ok, I guess I have to take it all back regarding the SD radar on the Sargo. Now when I load the new career damned if it isn't there on the ship diagram, and without even testing it, I'm certain it will work if turned on. I must be going crazy, or it's an age thing. Sigh.
We'll blame it on the age... that's what I do, anyway - and at this point in my life, it's finally working as an excuse. It helps when you look old - ain't that right, Capn? ... As for the TC change, you can change the file all you want to, until the cows come home as they say, but it'll not change a thing until it propagates into the Save folder info... If you're not too far along in a Career, start over, or just delete the whole Save folder -OR- (horrors shiver) edit the same settings in the Save folder - but back up the files first! aanker is the resident "expert" on that (Save folder editing) as far as I'm concerned, but I'm sure there are others that know where to look - 'cause I sure don't...


Quote:
Originally Posted by yyzBegonia View Post
Ummmmm... What if I'm playing without map contact update?
hmmmm... - I'd forgotten that I quit playing like that, if I remember, just because of this situation several years ago in TMO with Ducimus's Evil Airplanes... I'd forgotten about that. Better get some eyes up top fast then, and skip stopping at the radar depth, because the game, in all of its frustrating weirdness, just assumes, whether your periscope is up or not, that you can "see" the plane, so therefore, it will not report the "radar contact" to you. The game only uses one or the other... maybe someone else knows how to proceed with that?...

Quote:
Originally Posted by yyzBegonia View Post
BTW, propbeanie I just found something unusual. I encountered an Old Hansa freighter without escort right outside my home port Surabaya on 3rd February:
- picture -
...
- picture -
A defecting Japanese merchant? Anyway I still attacked and sunk it by the principle of unrestricted submarine warfare
I'll definitely look into that. Too early to be in that area! Now, was it something from the "Merchants" layer, or the "Convoy" layer, since in early war layers, I've made it to where you can get single ships from the "Convoys" also... Again:
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Old 05-30-18, 11:41 AM   #6025
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Default Rescent issues

I'm going to address some of the player issues that's come since the 0.71 release. Although, several have been already found to be "error's" on the player end.....I'll not get into those.

**..Time Compression over 2048? No, a player should see only 2048. This is what I see when playing the game.....this is what it's set for:



=======

**.. Hydrophone use on the S-Class subs? The Sonar antenna is on the bottom of the hull....it will work either at the surface or submerged. Either manually to take an active "ping" of a target ship or by your Sonar man giving you his reading. Remember this is considered to be "Active" sonar.

However, the Hydrophone receiver is on the subs deck, it will only work when submerged following historical realism:



This is true throughout the war for the S-Class subs.

Initially the Narwhal and Porpoise will also require you to be submerged in order to have the Hydrophone receiver pick up "Passive" sounds (their original receiver is also mounted on the deck, however, looking differently than above). They will automatically upgrade to hull mount receivers on September 1, 1942 allowing for the Hydrophone to be used surfaced after this date (like all the other subs).

Understand, we have not addressed the issue of having all ships being heard by the player with the Hydrophone manual use. I know how to fix it but, it will take time to go through all ships to correct the issue that's been a stock game problem from the start.

=======

**..Damage Control Team not fixing issues like the leaking pipe. I'm not looking over your shoulder as your playing the game so I'm only guessing at what you're doing, or NOT doing during game play? So let's review.

To have a Damage Control Team actually fix something, you need to do a couple of things. Ultimate now starts with a large group of crew in the DCT slot on the Crew Management page. Your Deck Gun Crew's (both Main and AA crewmen) are there and not at their stations. To activate these guns you'll need to place them into their slots in order to have the guns fire when you "activate" them (having them do their job when you tell them to "Fire at Will"). This was done to protect the crew from harm if your sub is under attack and submerged, yet the gun crews are exposed as if they were topside at their stations....it's a Stock game thing, and that's been our "work around" to this lack of protection issue.

Since crewmen are already in the Damage Control Team slot you need to put them to work by using the following HUD Buttons to "activate" them:



Use the top most row of "tabs", and click the "Clipboard" looking icon. Next, click the button for the Damage Control Team....it will turn red when "activated".

If you go to the Crew Management page you'll find the DCT group will have a green bar signifying the groups "efficiency" at its task. This green bar will not be present if you haven't "activated" the team to start their work:



Just having crewmen positioned in their respective "slots" is not enough to have them do their assigned job.....you need to "activate" them with the HUD Buttons. When the green efficiency bar is present, their ready and capable to do their job at hand.

========

**..Crash Dive capabilities. Use the "Ctrl+D" key, or the HUD Button to take you quickly to 160 ft, then automatically level off. The "D" (Dive") key will take you down to whatever depth you decide to level off at, however the decent is not as fast as the "Crash Dive" mode. Be aware the depth of the "D" key decent is unlimited....nothing is going to stop you from killing yourself if you allow the pressure to build at extreme depths and you find you won't be able to return to the surface, even with an "Ctrl+S" Emergency Surface blowing all tanks!! Caution at depths greater than 400 ft is required!!

I'll need to look at the F1 "Help" Keyboard Shortcut setup, BUT I highly recommend players to print off the two keyboard layouts provided in the main folder of the game that's updated by Ultimate.

Sh4_Q-Ref_Card_Front.jpg:




Sh4_Q-Ref_Card_Back.jpg:




You should have these handy at all times during game play.

========

**..One other issue I wanted to address is the SD (air search) Radar and how it operates. As you all should know, the SD is equipped on all subs from the start of the war. It does go through an upgrade later, however there's not much you have to do to put it on the sub. You should also know the SD Radar DOES NOT work with the Radar Stations (PPI or A-Scope) but gives you a report of an Air Contact through the Message Text Box from your Radar man, and provides a visual icon on the Navigation Map of the plane in question (if the option for displaying the contacts are set on the Game Play option page). What's different with Ultimate is IF you want the SD to provide detection of planes, you need to turn the Radar "on" with the "T" keyboard key. The same key will toggle it "off" on the next click. Reading the Message Text Box will tell you in what state you have the SD Radar in....."on, or off":




The ability to turn "off" the SD was done to give a player the opportunity to not receive friendly plane detection while in safe areas of the Pacific. Since the SD does not provide "friend/foe" information, it will constantly give an alert to any plane detection. In doing so, your Time Compression will drop to zero if you wanted to increase speed in friendly territory by using it. Just remember to be surfaced, or at least at Radar Depth, and have the unit "on" when concerned with enemy plane activity. Having the sub submerged will not allow the SD or SJ Radar to work...…...Neither will operate if their turned "off", and the antenna's are below the water line.
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Old 05-30-18, 12:21 PM   #6026
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The actual problem with hydrophones is that the bearing indicator doesn't move.The hydrophone works, it rotates with HOME & DOWN keys, it detects sounds.Nevertheless, I suspect that the issue happens occasionally in all classes.
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Old 05-30-18, 01:07 PM   #6027
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Originally Posted by nionios View Post
The actual problem with hydrophones is that the bearing indicator doesn't move.The hydrophone works, it rotates with HOME & DOWN keys, it detects sounds.Nevertheless, I suspect that the issue happens occasionally in all classes.
This is a Stock game issue for the Gar/Gato/Balao subs and I'm surprised it's raised itself again.....I know I've had this fixed before!?!?


I've not looked at this particular issue since the 0.71 release (Why its come back is beyond me?) but we can get it fixed...again soon....if that's what its doing?

A work around is to follow the previously mentioned Ultimate Keyboard Layout information and simply use the Home/End keys to move the Sonar Bearing dial.
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Old 05-30-18, 01:32 PM   #6028
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Is this mod compatible with Operation Monsun, or does that not affect it? Thanks in advance!
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Old 05-30-18, 01:39 PM   #6029
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And folks, our goal is to kick Superman off the Japanese team in the near future. Lots of times in real life, submarines passed under Japanese destroyers above the layer and were not detected. Those days will return in SH4. Planes shouldn't be attacking you with deadly precision after seeing you almost from the horizon and we know that.


We'll be taking some of the game out of SH4 and replacing it with more simulation. And for those who enjoy the challenge we'll have ways to swap 'em back.
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Old 05-30-18, 01:52 PM   #6030
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Quote:
Originally Posted by CapnScurvy View Post
This is a Stock game issue for the Gar/Gato/Balao subs and I'm surprised it's raised itself again.....I know I've had this fixed before!?!?


I've not looked at this particular issue since the 0.71 release (Why its come back is beyond me?) but we can get it fixed...again soon....if that's what its doing?

A work around is to follow the previously mentioned Ultimate Keyboard Layout information and simply use the Home/End keys to move the Sonar Bearing dial.
The Home & End keys weren't working on the Gar for me - but they do on the others... Very strange. I'm trying a couple of ideas - but I'm probably barking up the wrong tree...
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