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Old 03-24-19, 01:59 PM   #7801
Fifi
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Managed to infiltrate a task force sailing to Luzon on my second patrol.
2 battleships, 2 heavy cruisers, few destroyers and a huge tanker of what i was able to see in the darkness...with very bad sea.
Fired 4 fishes with my Porpoise to the Kongo at 1800/2000m.
2 hits, 2 premature detonation. Dived 70m before DD was coming, but it seems they couldn’t find me. So decided to fire my 2 stern ones, and i succeeded...but the battleship was still alive almost stopped.
Each time, only one DD tried to spot me without success. Back at 70m depth, waiting for the sinking...that never come!
The battleship was sailing away only at 1 knot, and wasn’t very annoyed by escorts, so decided a last approach.
Fired 3 more (after a long reload) and finally with those last 3 hits, he finally sunk.
Deep slow escape, and heading for new Surabaya base...with 32000 tons in the pocket

Didn’t find escort very nasty, maybe because of bad sea (15M/S) or maybe because of low skill level
Anyway still was fun, and i like the way it took 7 torpedoes to sink a battleship.
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Old 03-24-19, 02:11 PM   #7802
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Default S-Boats, Mark 14 torpedoes and sim.cfg file

"Sim.cfg file is not bad, and much more controls AI behavior. We said previously that this version would be tougher than the previous ones."

It was. Destroyers from Lingayen invasion convoy spotted my periscope at night or heard my S-Boat running silent at 3 knots at about 7,000 yards in calm seas (6 mps ) and came straight for me. First pass at 165' caused significant damage and I kept going lower until I hit 320' when lights started popping and I started taking hull damage. Blew ballast and I ordered flank speed. Leveled off at 200' and tried to creep away at 1 knot. Each time I heard the engine sound of an escort making attack run I ordered flank speed. So doing, I was able to avoid further damage on most attack runs. One of the attacks destroyed both periscopes. I made it to port in Surabaya after sinking one 4,000 ton ship with 3" deck gun (never heard of an S-Boat with a 3" gun, since they were all built with 4" guns). Pretty much same results as I would have gotten in TMO. Only way to succeed there is to attack in very rough seas (15 mps), at which point escorts cannot locate you at 165' and have a lot trouble finding you at periscope depth.

"It's "beta". All ships are set to "Elite" now. We'll fine-tune things for that for the next release."

That explains it.

"Myself, I like a tougher escort screen. You don't."

I play with no map updates. I like simulations to be authentic. The God's eye view is not. Nor are "tougher" escorts. I suppose tougher escorts and tramp steamers who can pop wheelies make it more challenging game. But, i try to play SH4 as a simulation and not a game. In an ideal world, the escorts would be half blind, as in RFB, S-Boats would break down constantly as in no simulation on the market and a six patrol career would net zero to maybe 36,000 tons of shipping. That way, I could compare my record with the historical, instead of running up half a million and getting 6 free pin balls.

"We'll fix that and have some adjustability later."

That would be nice.

"However, we do have to look into the torpedo issue further I suppose. Just to be certain, did you empty your Save Game folder (usually "C:\Users \UserName \Documents \SH4\")?

Yes.

"Did you do a "fresh" install of SH4?"

No.

"Let us know how you did your new v0.81 please."

I copied the new build minus the sound folder over the old FOTRS folder. I have a separate installation for each mod. Will reinstall all and report.

Thanks.

Last edited by Michael Wood; 03-24-19 at 04:10 PM.
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Old 03-24-19, 02:12 PM   #7803
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Default how many sailors are on this barge?

i love when i run into these situations.


transiting the pacific between area 4 and area 4A when i encounter a Daihatsu Landing Craft...in the middle of the Pacific.
ok, it's meat on the table.
using External View i see a craft barely large enough to carry a 6x6 and i see three guys as crew.

my gun crew puts a few rounds into her and she's fish bait. two of the three deck hands are dead.

then i see two life boats with 5 guys in each one! where did they come from?





this reminds me of the old office joke: if you do not believe in the resurrection of the dead then you see this place at quiting time.


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]

100_FalloftheRisingSun_Ultimate_v0.81_RC1_PublicBe ta_EN
200_Sounds
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Last edited by KaleunMarco; 03-24-19 at 04:38 PM.
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Old 03-24-19, 03:02 PM   #7804
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Originally Posted by propbeanie View Post
Your English is probably better than mine. I've learned entirely too much slang over the years, and how to mangle the King's English to a "T", to the point that no translator program can translate what I write. Just ask s7rikeback!

Anyway, it does sound like you are cross-contaminated. If you have a Steam version of the game, you do have to run the game first to set the license properly. Changing the video settings only before applying the mod, might cause an issue... [Thinking Out Loud] The mod will overwrite the game folder's Main.cfg... that may well be a problem there, since the game uses what it finds, and will not overwrite the Save folder's copy of Main.cfg...[/TOL] I would say then that you should delete the SH4 Save folder, back off the mod, then re-apply the mod and run the game, re-setting your video to the proper resolution, and all of the other Options on the menu. Quit the game so all of that takes, and try playing it again. If you notice any further issues, you might be stuck with having to do a clean re-install of the game, along with emptying the Save folder again.
OK, thanks, I will try that!
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Old 03-24-19, 03:05 PM   #7805
Michael Wood
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Default S-Boats and Mark 14 torpedoes

"Just to be certain, did you empty your Save Game folder (usually "C:\Users \UserName \Documents \SH4\")? Did you do a "fresh" install of SH4? If those steps aren't followed, you do end up with "chaffe" leftover from previous installs. The Save folder will cross-contaminate the game's folder upon the first run of the game... Let us know how you did your new v0.81 please."

Reinstalled Silent Hunter 4, installed 1.4 and 1.5 patches. Deleted SH4 save folder. Installed FOTRS v0.81.

1) Started new S-18 campaign in Manila.

2) Started first patrol at dock.

3) Fired four torpedoes.

4) Ended patrol.

5) Checked torpedoes in office.

6) Mark 10 torpedoes fired were replaced by Mark 14.
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Old 03-24-19, 03:24 PM   #7806
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Quote:
Originally Posted by merc4ulfate View Post
What was your time compression??
If you make new installation and start SH4
The game will create new sh4 folder.
Before launching the modded game for the first time make sure to delete the "SH4" old folder from documents. Otherwise Main.cfg will not be updated
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Last edited by hauangua; 03-24-19 at 03:44 PM.
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Old 03-24-19, 03:47 PM   #7807
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Originally Posted by hauangua View Post
Before launching the modded game for the first time make sure to delete the "SH4" old folder from documents. Otherwise Main.cfg will not be updated
Yes, I made that always, that's not the issue for sure.

Another question: I use the Uplay version, and I check the registry after each uninstall. I never found a SH4 related entry. Maybe Uplay cleans the registry after the uninstall?

Not only installation registry data, but also Uninstall registry data is nowhere to be found using Uplay. And that seems odd...
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Old 03-24-19, 03:58 PM   #7808
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Quote:
Originally Posted by hauangua View Post
If you make new installation and start SH4
The game will create new sh4 folder.
Before launching the modded game for the first time make sure to delete the "SH4" old folder from documents. Otherwise Main.cfg will not be updated
Ah, sorry, you said "before launching", I always delete the folder with each clean install. That's the issue, for sure.

Last edited by G97_BoKeRoN; 03-24-19 at 04:33 PM.
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Old 03-24-19, 05:31 PM   #7809
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Originally Posted by CapnScurvy View Post
I see what you're doing, you're NOT deleting your SH4 folder after adding Ultimate to the Stock game files.....you're still using the Stock game "main.cfg" and not Ultimate's version.
So that folder gets created before you ever play the game??

I had deleted the folder before the fresh install. I thought the game did not create that folder until AFTER the first play. Since I did not do a first play until after I loaded the mod I was not thinking about it.

It was deleted again and allowed the modded version to create a new folder.

The main.cfg now reads correctly.
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Old 03-24-19, 05:58 PM   #7810
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Originally Posted by merc4ulfate View Post
So that folder gets created before you ever play the game??

I had deleted the folder before the fresh install. I thought the game did not create that folder until AFTER the first play. Since I did not do a first play until after I loaded the mod I was not thinking about it.

It was deleted again and allowed the modded version to create a new folder.

The main.cfg now reads correctly.
But here's the thing, the other folders/files held within the Ultimate mod that are copied over into the "Documents/SH4" folder won't be carried over either! You're losing all of the modified .upc file's that Ultimate has changed because you're still using the Stock game files...….. IF you didn't delete the SH4 folder after JSGME "activation" of Ultimate's modifications.

I don't know how many of you guys are doing this....I'm suspecting just about all of you that come up with issues that aren't mod related. We can't look over your shoulders when you install your game; we can't look over your shoulders when you play....we don't even know what you've done to your computer that may or may not allow the game to even play correctly! But, believe me, most issues are self inflicted!
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Old 03-24-19, 06:01 PM   #7811
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So, I deleted again SH4 saves folder, deactivated all mods with JSGME, activated all mods again and launched a new game. Checking main.cfg in saves folder looks OK now:

[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=4
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=2
RadioReport=8
Particles=8
PrayState=8
HunterState=32
3DRender=32
Maximum=4096

Thanks for the help, friends!

Edit: maybe you should add a "Don't launch the game before adding mods" line on the instructions for incompetent skippers like me XD
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Old 03-24-19, 07:39 PM   #7812
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Originally Posted by CapnScurvy View Post
But here's the thing, the other folders/files held within the Ultimate mod that are copied over into the "Documents/SH4" folder won't be carried over either! You're losing all of the modified .upc file's that Ultimate has changed because you're still using the Stock game files...….. IF you didn't delete the SH4 folder after JSGME "activation" of Ultimate's modifications.

I don't know how many of you guys are doing this....I'm suspecting just about all of you that come up with issues that aren't mod related. We can't look over your shoulders when you install your game; we can't look over your shoulders when you play....we don't even know what you've done to your computer that may or may not allow the game to even play correctly! But, believe me, most issues are self inflicted!
If you never play the first game until after the mod has been activated then there would be nothing to delete correct?
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Old 03-24-19, 08:38 PM   #7813
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Quote:
Originally Posted by KaleunMarco View Post
i love when i run into these situations.

transiting the pacific between area 4 and area 4A when i encounter a Daihatsu Landing Craft...in the middle of the Pacific.
ok, it's meat on the table.
using External View i see a craft barely large enough to carry a 6x6 and i see three guys as crew.

my gun crew puts a few rounds into her and she's fish bait. two of the three deck hands are dead.

then i see two life boats with 5 guys in each one! where did they come from?

IMG...

this reminds me of the old office joke: if you do not believe in the resurrection of the dead then you see this place at quiting time.


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]

100_FalloftheRisingSun_Ultimate_v0.81_RC1_PublicBe ta_EN
200_Sounds
First of all, probably an old print-out KaleunMarco, but get rid of that "200_Sounds" mod. The "new" upload, available from page 1 of the thread here is a new, re-done version with no issues that we've found.

2nd of all, those are the stowaways on the Daihatsu, and we are kind of stuck with the game and the lifeboats used involved. It's an "automatic" thang. However, what we could probably do is change the percentage of "survivors" so that a lifeboat is no longer necessary... and I'd better go through the GENERIC calls for Type=108 it looks like. They are supposed to be staying near the shore, with short hops from New Britain to New Guinea and the like...


Quote:
Originally Posted by hauangua View Post
If you make new installation and start SH4
The game will create new sh4 folder.
Before launching the modded game for the first time make sure to delete the "SH4" old folder from documents. Otherwise Main.cfg will not be updated
Quote:
Originally Posted by merc4ulfate View Post
If you never play the first game until after the mod has been activated then there would be nothing to delete correct?
The Steam players will have to start the game so that their license will register properly with Steam, and then delete their Save folder either before (best time to do it) or after the FotRSU activation. Most others don't have that extra step on a "fresh" install. But that has to be a real, "fresh" install, which includes an un-install first, and if necessary, a deleting of all of the folders. Otherwise, files are left alone when the re-install application "sees" them leftover from the previous install. It's an old game... - This is where, if you ran the JSGME "Generate snapshot of game files", you could use that safely (usually) between versions, to check your install before re-modding... but the Save folder has to be empty before starting SH4 for the first time with a new version of FotRSU enabled.
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Last edited by propbeanie; 03-24-19 at 08:48 PM. Reason: ... in the middle of the ocean?...
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Old 03-24-19, 11:14 PM   #7814
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Quote:
Originally Posted by merc4ulfate View Post
OK new, fresh, clean install. No saves, no folder in my documents. Complete zero before new installation. 100_FalloftheRisingSun_Ultimate_v0.81_RC1_PublicBe , Mod loaded with JSGME.

Generic Mod Enabler - v2.6.0.157
[D:\SHMARCH2019\MODS]

100_FalloftheRisingSun_Ultimate_v0.81_RC1_PublicBe ta_EN


A few things to note.

I started at Pearl in the Narwhal. Dec 8 1941

Mission is agent insertion.

...

I create a new career. I do the same things. I reload the save out of Pearl ... the game loads then crashes as before.

Is this an issue with the Narwhal??? ...
Just to be certain merc4ulfate, what were your orders for the "Agent Insertion? Hokkaido or Honshu? Also, have you tried this again after doing another Save folder deletion, as discussed above? Thanks. Looking at the game files, on first choice, the game would send you to the Marshalls for a patrol. Next in line is a HonshuOps, and 3rd in line is a HokkaidoOps. No other calls are "active" for a first mission. But, we can rule the Marshalls out...

Quote:
Originally Posted by Michael Wood View Post
"Just to be certain, did you empty your Save Game folder (usually "C:\Users \UserName \Documents \SH4\")? Did you do a "fresh" install of SH4? If those steps aren't followed, you do end up with "chaffe" leftover from previous installs. The Save folder will cross-contaminate the game's folder upon the first run of the game... Let us know how you did your new v0.81 please."

Reinstalled Silent Hunter 4, installed 1.4 and 1.5 patches. Deleted SH4 save folder. Installed FOTRS v0.81.

1) Started new S-18 campaign in Manila.

2) Started first patrol at dock.

3) Fired four torpedoes.

4) Ended patrol.

5) Checked torpedoes in office.

6) Mark 10 torpedoes fired were replaced by Mark 14.
Checking into this also Michael Wood, but can you try again after another Save folder deletion? It looks like you have the correct sequence listed above though. Both of you guys will have to re-set everything in the Player and Game Settings... Thanks
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Old 03-25-19, 12:10 AM   #7815
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H
Quote:
Originally Posted by propbeanie View Post
First of all, probably an old print-out KaleunMarco, but get rid of that "200_Sounds" mod. The "new" upload, available from page 1 of the thread here is a new, re-done version with no issues that we've found.

2nd of all, those are the stowaways on the Daihatsu, and we are kind of stuck with the game and the lifeboats used involved. It's an "automatic" thang. However, what we could probably do is change the percentage of "survivors" so that a lifeboat is no longer necessary... and I'd better go through the GENERIC calls for Type=108 it looks like. They are supposed to be staying near the shore, with short hops from New Britain to New Guinea and the like...


Forgive my English before i no good explaination:

The Steam players will have to start the game so that their license will register properly with Steam, and then delete their Save folder either before (best time to do it) or after the FotRSU activation. Most others don't have that extra step on a "fresh" install. But that has to be a real, "fresh" install, which includes an un-install first, and if necessary, a deleting of all of the folders. Otherwise, files are left alone when the re-install application "sees" them leftover from the previous install. It's an old game... - This is where, if you ran the JSGME "Generate snapshot of game files", you could use that safely (usually) between versions, to check your install before re-modding... but the Save folder has to be empty before starting SH4 for the first time with a new version of FotRSU enabled.
Forgive my English before no good explaination
I play on Steam, I launch the stock game a first time, to check working good, after I delete the SH4 folder that was created in documents,then I install the Mod and launch the game again, if I don't do so in the game my speed will be 8192 ..I think important delete at least main.cfg as when SH5 installed MOD as TWoS .. now Vecko solved this problem but before it was necessary to delete main.cfg
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