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Old 05-25-24, 07:51 PM   #5971
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Originally Posted by propbeanie View Post
What dates are you encountering the unescorted merchants? What dates was the Tang sailing in the book you read? FotRSU has mostly singles, with a chance for doubles or more early in the war. You will still find a few convoys then. As time progresses, you see fewer and fewer unescorted singles, and more and more escorted convoys. You might also find groups of 2 or more DD-type ships out looking for submarines. Actually, they're just traveling from one end of a run to another to catch the next convoy for escort duty... with that said:

Did you empty the Save folder (defaults to C:\Users \UserName \Documents \SH4) before playing the modded FotRSU game? If you did not empty the save folder, then you have the Stock game mingled with the FotRSU mod. I ask this because FotRSU has one German "Troopship Modern Class" sailing east of Mindanao late 1942 to mid 1943 (with just a few in the mod), sometimes with a freighter, but also the possibility of an escort. Odds are usually an escort. They are going from Japan to western New Guinea. So if your install and activation are good, and the time frame is right, you got lucky again. There were convoys that ended up without escort due to missed rendezvous points, or ships sunk or whatever, plus it might be a straggler. Never look a gift horse in the mouth - just sink it and look for more.

That makes a lot of sense. I'm in late 1942 at the moment, and the Tang book starts in late 1943.


I did completely empty my save folder, so I don't have any sort of mod conflict going on. I suspect my ease of play this career is more due to me having gotten the hang of manual targeting, and FOTRSU not making me subject to the whims of Admirals Fife and Hart, and their crappy patrol focuses.


Thinking about it, that was absolutely the first German I came across: A solo German Troopship Modern Class east of Mindano. I did come across another German-flagged Greek merchant a few days later, east of Luzon. And I've definitely run into the pairs of destroyer escorts. I've actually gotten fairly good at taking at least one of them out, though my last two FOTRSU careers ended at their hands... er... depth charges.
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Old 05-25-24, 09:00 PM   #5972
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This is on of the saves that is bugged? any and all saves after the refit removes the gun crew after going from 3inch to 4inch but okay here's all my saves.

https://drive.google.com/file/d/1HKO...ew?usp=sharing

0000000a is the one I provided some saves in there are me trying to trouble shoot my self.
0000000b and 0000000c are the video saves.
Well, every time you think you've seen it all, someone else shows you something new... I have never seen the issue you have Zyhgar... The crewmember section is really strange. CrewMemberSlot 1 starts fine, but then instead of doing the crewmember description and rank, it lists CrewmemberSlot 2, 3 and 4, with no actual crewmember descriptions or rank... I'll take the Saves I made earlier to find the differences between the running boats, and bring them both back in to port and dock and Save, then see what the crewmember listings look like, and get back with you tomorrow my time...
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Old 05-25-24, 09:12 PM   #5973
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That makes a lot of sense. I'm in late 1942 at the moment, and the Tang book starts in late 1943.


I did completely empty my save folder, so I don't have any sort of mod conflict going on. I suspect my ease of play this career is more due to me having gotten the hang of manual targeting, and FOTRSU not making me subject to the whims of Admirals Fife and Hart, and their crappy patrol focuses.


Thinking about it, that was absolutely the first German I came across: A solo German Troopship Modern Class east of Mindano. I did come across another German-flagged Greek merchant a few days later, east of Luzon. And I've definitely run into the pairs of destroyer escorts. I've actually gotten fairly good at taking at least one of them out, though my last two FOTRSU careers ended at their hands... er... depth charges.
That German/Greek ship might be an auxilary cruiser, with the potential to have multiple guns to pound you... maybe even torpedoes. Very aggressive.
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Old 05-26-24, 12:19 AM   #5974
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That German/Greek ship might be an auxilary cruiser, with the potential to have multiple guns to pound you... maybe even torpedoes. Very aggressive.

Oh, I noticed! I hit it with a torpedo, then battle surfaced on the thing and it nailed me on its first shot! There followed a 2 hour running gun fight while it burned and my damage control party worked frantically. I think if I hadn't taken the 4 inch gun upgrade I wouldn't have sunk it. As it is, I'm hugely lucky that I managed to retain all my fuel!
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Old 05-26-24, 02:54 PM   #5975
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Originally Posted by Zyhgar View Post
This is on of the saves that is bugged? any and all saves after the refit removes the gun crew after going from 3inch to 4inch but okay here's all my saves.

https://drive.google.com/file/d/1HKO...ew?usp=sharing

0000000a is the one I provided some saves in there are me trying to trouble shoot my self.
0000000b and 0000000c are the video saves.
My saves are all fine upon return to port... so my supposition is that your crewmember descriptions from the damage control team, which is where you take your gun crews from, got mingled with the gun crew slots PRIOR to your coming into port... I'm trying to edit my save file to look like yours from when you left port, and then come back in and see what happens... more later.


I cannot fathom how the crew got transposed into an incorrect compartment though...
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Last edited by propbeanie; 05-26-24 at 03:05 PM.
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Old 05-26-24, 04:38 PM   #5976
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OK Zyhgar, I may have found the issue. In your Save folder, using the folder you will take the sub out with next time (00000004??), after the re-fit, look for the section "UserPlayerUnit 1.Compartment 6.WeaponSlot 1", and the last line in that is "IDLinkWeaponLoaded=", and yours has "NULL, NULL". After 1942-08-01, your boat should have a "3in50calUS, NULL" in that line instead. After that section, you are missing the actual Weapon section, so paste this between that last line, and the "UserPlayerUnit 1.Compartment 6.CrewMemberSlot 1" header of the next section:
[UserPlayerUnit 1.Compartment 6.WeaponSlot 1.Weapon]
ID=3in50calUS
NameDisplayable=3inch .50 Caliber Cannon
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=3inAPUS,3inHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=4
ExternalLinkName3D=3_50_Soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.206513
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,13.0046
Save the file, and then try to load that Save. Unfortunately, there is no "naming" shown in the Save data as text, so I am guessing that info is in the binary files. In your search folders though, that "IDLinkWeaponLoaded=" and the following "UserPlayerUnit 1.Compartment 6.WeaponSlot 1.Weapon" section are why you do not have any gun crew member slots in the game - there is no gun to put them on... Usually when this happens, there is a partial gun listing. Yours is completely missing... I found that only in the 00000004 folder of the set you posted.
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Old 05-26-24, 05:23 PM   #5977
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Originally Posted by propbeanie View Post
OK Zyhgar, I may have found the issue. In your Save folder, using the folder you will take the sub out with next time (00000004??), after the re-fit, look for the section "UserPlayerUnit 1.Compartment 6.WeaponSlot 1", and the last line in that is "IDLinkWeaponLoaded=", and yours has "NULL, NULL". After 1942-08-01, your boat should have a "3in50calUS, NULL" in that line instead. After that section, you are missing the actual Weapon section, so paste this between that last line, and the "UserPlayerUnit 1.Compartment 6.CrewMemberSlot 1" header of the next section:
[UserPlayerUnit 1.Compartment 6.WeaponSlot 1.Weapon]
ID=3in50calUS
NameDisplayable=3inch .50 Caliber Cannon
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=3inAPUS,3inHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=4
ExternalLinkName3D=3_50_Soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.206513
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,13.0046
Save the file, and then try to load that Save. Unfortunately, there is no "naming" shown in the Save data as text, so I am guessing that info is in the binary files. In your search folders though, that "IDLinkWeaponLoaded=" and the following "UserPlayerUnit 1.Compartment 6.WeaponSlot 1.Weapon" section are why you do not have any gun crew member slots in the game - there is no gun to put them on... Usually when this happens, there is a partial gun listing. Yours is completely missing... I found that only in the 00000004 folder of the set you posted.
I was trying to trouble shoot my self with 00000004 and 0000000a.
00000004 is the save with the stern mounted version of the 4inch 0000000a is the save with the bow mounted version of the 4inch so maybe that's why there's missing bowgun code? I didn't edit any of the code myself this was all generated via just saving the game.
I was trying to see if saving and loading by switching between the bow and stern gun versions would just fix the bug like the oxygen bug would be fixed after a fresh save.

I'll edit the 0000000a when I can (will be leaving home after posting.).
Quote:
Originally Posted by propbeanie View Post
My saves are all fine upon return to port... so my supposition is that your crewmember descriptions from the damage control team, which is where you take your gun crews from, got mingled with the gun crew slots PRIOR to your coming into port... I'm trying to edit my save file to look like yours from when you left port, and then come back in and see what happens... more later.


I cannot fathom how the crew got transposed into an incorrect compartment though...
I did put a permanent gun crew on the deck gun at the start of the game so there was always crew assigned to the gun and I hired more crew for DC.
Is that the issue?

Last edited by Zyhgar; 05-26-24 at 06:07 PM.
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Old 05-26-24, 06:26 PM   #5978
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Originally Posted by Zyhgar View Post
I was trying to trouble shoot my self with 00000004 and 0000000a.
00000004 is the save with the stern mounted version of the 4inch 0000000a is the save with the bow mounted version of the 4inch so maybe that's why there's missing bowgun code? I didn't edit any of the code myself this was all generated via just saving the game.
I was trying to see if saving and loading by switching between the bow and stern gun versions would just fix the bug like the oxygen bug would be fixed after a fresh save.

I'll edit the 0000000a when I can (will be leaving home after posting.).
The problem with the S-Class boats (18 & 42 both), is that they cannot mount an aft gun. There is an M01 node for the bow mount, but no node for an after gun. The real boats did not have the space to mount one back there, and did not have any reinforcement on the deck either. The gun itself is in the Compartment 6, which you might notice is different from the fleetboats, which use Compartment 7 (aft) and Compartment 8 (bow) for the deck gun (s). As for an oxygen bug, if you are referring to the oxygen not restoring upon surfacing, that is also a function of the game, in that it is an old WinXP, DirectX v9 game, and as such, thinks it is the only thing running on your computer. If you shell-out to Windows, or any background app interrupts your game-play, that will introduce all sorts of oddities into the gameplay, including the oxygen not restoring, the crew not resting and eventually collapsing a "Cannot comply" responses to orders. It can also introduce graphic anomalies, such as a smoke pillar following your boat around, or the watch crew staying at their stations when you are submerged. If you encounter any of that, Save the game, exit completely, start the game again, then load the saved game and continue. All such trouble should be gone. Windows does not always restore the game to the same state and addresses it was at before, and the game itself cannot follow along with the changes.

Quote:
Originally Posted by Zyhgar View Post
I did put a permanent gun crew on the deck gun at the start of the game so there was always crew assigned to the gun and I hired more crew for DC.
Is that the issue?
It might be, and wouldn't surprise me if it is, but that does not seem logical to my mind... The basic idea with the larger repair crew was to hold the deck gun and AA gun crews. They can stay at the gun positions, but those are exposed, just like the watch crew positions, and they can be injured much easier, since they are technically still outside the protection of the boat at those stations. It would be nice if the game would move them to protected interior places when submerged, but that was an oversight in the development cycle of the game - maybe... lol
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Old 05-26-24, 06:51 PM   #5979
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Originally Posted by propbeanie View Post
The problem with the S-Class boats (18 & 42 both), is that they cannot mount an aft gun. There is an M01 node for the bow mount, but no node for an after gun. The real boats did not have the space to mount one back there, and did not have any reinforcement on the deck either. The gun itself is in the Compartment 6, which you might notice is different from the fleetboats, which use Compartment 7 (aft) and Compartment 8 (bow) for the deck gun (s). As for an oxygen bug, if you are referring to the oxygen not restoring upon surfacing, that is also a function of the game, in that it is an old WinXP, DirectX v9 game, and as such, thinks it is the only thing running on your computer. If you shell-out to Windows, or any background app interrupts your game-play, that will introduce all sorts of oddities into the gameplay, including the oxygen not restoring, the crew not resting and eventually collapsing a "Cannot comply" responses to orders. It can also introduce graphic anomalies, such as a smoke pillar following your boat around, or the watch crew staying at their stations when you are submerged. If you encounter any of that, Save the game, exit completely, start the game again, then load the saved game and continue. All such trouble should be gone. Windows does not always restore the game to the same state and addresses it was at before, and the game itself cannot follow along with the changes.


It might be, and wouldn't surprise me if it is, but that does not seem logical to my mind... The basic idea with the larger repair crew was to hold the deck gun and AA gun crews. They can stay at the gun positions, but those are exposed, just like the watch crew positions, and they can be injured much easier, since they are technically still outside the protection of the boat at those stations. It would be nice if the game would move them to protected interior places when submerged, but that was an oversight in the development cycle of the game - maybe... lol
I do alt tab the game a lot sometimes, I'm too used to even in older games but never really had any issues with alt tabbing before other than like minor visual bugs that don't bother me.

I have tried that fix you sent me but it doesn't seem to recover the slots at all. I cannot figure it out this issue? I could try start new campaign and see if it happens again maybe its something to do with the refit? or just a one time bug.
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