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-   -   Beginners Mod List For SH4 Including Download Links (https://www.subsim.com/radioroom/showthread.php?t=233131)

THEBERBSTER 09-13-17 09:49 AM

Hi RR
Thanks for the endorsement.
Took your advice and got it stickied.
Can I still edit the mod from the downloads section if I need too?
I do not know how that side of it works.
Peter

Jimbuna 09-13-17 10:23 AM

Quote:

Originally Posted by Rockin Robbins (Post 2512265)
Well done, Chief! Salute! (Jimbuna is not only moderator at Subsim, but also Chief of the Boat for the Grey Wolves)

Your most welcome sir :salute:

Rockin Robbins 09-13-17 01:44 PM

Quote:

Originally Posted by THEBERBSTER (Post 2512270)
Hi RR
Thanks for the endorsement.
Took your advice and got it stickied.
Can I still edit the mod from the downloads section if I need too?
I do not know how that side of it works.
Peter

Absolutely, you can edit the download. Pull up the page in your browser and you'll have the option to edit that looks like you can only edit the text. That's wrong, and you can replace the file from that screen and update the text all in one operation.

THEBERBSTER 09-13-17 02:01 PM

Hi RR
Thanks for the information.
Peter

Onkel Neal 10-01-17 09:43 AM

Added
http://www.subsim.com/radioroom/down...o=file&id=5298 :Kaleun_Thumbs_Up:

KaleunMarco 11-10-17 11:59 AM

CTD on torpedo hit
 
peter,

i got a CTD at the first torpedo hit playing the GFO+Beginners Mod list. I wish i could provide more specific info but there was no extraordinary condition.
s-18 out of manila, dec 12, 1941, location just west of the convoy college, firing standard mark-10 torpedos. the failing module was SHcollisions.act.
brand new install of SH4 1.5 from CDROM. New install of JGSME. All previous SAVEGAMES deleted.

any ideas?:timeout::06:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

1 Game Fixes Only Mod v1.1
2 New Orders Bar Menu
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM (V3.0)
8 Webster's Upgraded Deck Gun v2
9 Webster's New sonar view for v1.5
10 MaxOptics IV for GFO 1.1
11 Eye Patch for Stock
12 Webster's Improved US Torpedo v3
13 Pacific Sound Mod
14 Stop The Shouting
15 sobers compass mod_version color
16 3000 Yard Bearing Tool (1920x)
17 Magnified Hud Dials for v1.5_Large
18 Webster's Eliminate Floating Plankton
19 Remove grain effect

THEBERBSTER 11-10-17 02:13 PM

Hi mb
I hope this is just an isolated case for you.
I have never had a ctd with the GFO mega mod to date.
The only difference between us is I have never used v3 of 12 Webster's Improved US Torpedo v3 only v2.
I will try and track down some targets and see how I get on.
I have a Porpoise class out of Manila December 1941 and have just completed a special mission.
Peter

KaleunMarco 11-10-17 02:54 PM

Quote:

Originally Posted by THEBERBSTER (Post 2524544)
Hi mb
I hope this is just an isolated case for you.
I have never had a ctd with the GFO mega mod to date.
The only difference between us is I have never used v3 of 12 Webster's Improved US Torpedo v3 only v2.
I will try and track down some targets and see how I get on.
I have a Porpoise class out of Manila December 1941 and have just completed a special mission.
Peter

ok. i'll back out US Torpedo v3 and install v2 and see if that makes a difference.
btw, i am playing a career patrol not a mission. do you think that makes a difference.

THEBERBSTER 11-10-17 03:08 PM

Hi mb
Quote:

i am playing a career patrol not a mission. do you think that makes a difference.
AFAIK only possibly in the length of time it takes you to complete the mission may be a problem if it is timed where as a career is on going.

Incidentally mod number 2 can be disabled as it is already included in number 10.
Peter

KaleunMarco 11-10-17 03:23 PM

Quote:

Originally Posted by THEBERBSTER (Post 2524557)
Hi mb
AFAIK only possibly in the length of time it takes you to complete the mission may be a problem if it is timed where as a career is on going.

Incidentally mod number 2 can be disabled as it is already included in number 10.
Peter

so new orders bar is included in max optics?

KaleunMarco 11-10-17 03:25 PM

Quote:

Originally Posted by mark bonamer (Post 2524554)
ok. i'll back out US Torpedo v3 and install v2 and see if that makes a difference.

v2 torp makes no difference at all:i still get the same CTD.
could it be the detonator? i am using the magnetic exploder option on the shot.

KaleunMarco 11-10-17 04:48 PM

Quote:

Originally Posted by mark bonamer (Post 2524566)
v2 torp makes no difference at all:i still get the same CTD.
could it be the detonator? i am using the magnetic exploder option on the shot.

detonator doesnt make a difference and neither does the torpedo-mod version. SHcollisions.act does not know how to handle the Mk10 torpedo detonation on a target and abends. i'm stumped. :06:
i am going to try it without a torpedo mod and see what happens.

THEBERBSTER 11-10-17 05:33 PM

Hi mb
Quote:

so new orders bar is included in max optics?
Yes.

I am using Mark 14 torpedoes.
I shot 3 torpedoes at this target without a game problem.
1 dud 2 hits.
Medium Modern Split Freighter 3269T
https://s1.postimg.org/5hhi9k2ltr/Me...ter_3269_T.png

What is your installation path?
Peter

KaleunMarco 11-10-17 05:55 PM

Quote:

Originally Posted by THEBERBSTER (Post 2524584)
Hi mb
Yes.

I am using Mark 14 torpedoes.
I shot 3 torpedoes at this target without a game problem.
1 dud 2 hits.
Medium Modern Split Freighter 3269T
https://s1.postimg.org/5hhi9k2ltr/Me...ter_3269_T.png

What is your installation path?
Peter

my install path is:
C:\Ubisoft\SH4\Data


i'm shooting Mark 10's. (S-18 model, man)
the problem seems to be 12 Websters Torpedo v2 or v3.
i got three Mk10 hits without any torpedo mod.
here is the mod list that works.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

1 Game Fixes Only Mod v1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM (V3.0)
8 Webster's Upgraded Deck Gun v2
9 Webster's New sonar view for v1.5
10 MaxOptics IV for GFO 1.1
11 Eye Patch for Stock
13 Pacific Sound Mod
14 Stop The Shouting
15 sobers compass mod_version color
16 3000 Yard Bearing Tool (1920x)
17 Magnified Hud Dials for v1.5_Large
18 Webster's Eliminate Floating Plankton
19 Remove grain effect

i would have tried for a photo but there were two DD's who were thinking otherwise.

i looked over the torpedo mods and i didn't see anything that was unusual so as usual we are left scratching our heads. thanks for being patient and listening. i am going to press on with this install-mod-list and sink more ships. AMF.:salute:

KaleunMarco 11-10-17 07:23 PM

mark 14's loaded on S-18
 
peter,

how did mark 14's auto-load onto an s-18 while in port? this happened when i docked after my first manila mission in december 1941. i had 4 mk10's left from the patrol and the mk14's auto-loaded.
https://preview.ibb.co/jzngtG/sh4_20171110.jpg

propbeanie 11-10-17 08:42 PM

You would definitely have a tough time shooting those... It'd take a LOT of polishing of the tubes to get them to slip through... :roll:

Seems to me that changing a torp mod in a career didn't work too well, so you might have to start the career over mark.

THEBERBSTER 11-11-17 04:41 AM

Hi pb
Thanks for the info.
There was no torpedo choice at the beginning for me with my Porpoise only mk14's.
I have never captained a S18 so I was not aware that the same principal applied.

The mod 12 Webster's Improved US Torpedo v3 should not be causing problems, I have used it over the years with GFO without any problems to date as you can see from my picture.
As you are pointing out it would seem to be down to torpedo incompatibility with the S18 boat.
Peter

propbeanie 11-11-17 09:50 AM

The S18 / S42 boats (basically, the same boat) can only take Mark 10 torpedoes. They are a smaller torpedo than the Mark XIV, lengthwise and in diameter. The Mk14 wouldn't even fit on the rails probably, in a Sugar Boat...

The v2 torpedo file only changes the parameters of how big and how strong the damage inflicted by the torpedo is, by a 35% increase. All v3 does is change that to a 50% increase over stock. Neither mod should cause him an issue. Something else in going on, unless... In and of itself, the torpedo mod is not really a big deal, but it is part of the player's boat, and shouldn't be changed while in a career. If he activated the mod ~after~ starting a career, that may have been the issue to begin with. The second situationt that mark bonamer describes (inappropriate torpedo loading) is very similar to what used to happen with v1.3 of the game (or was it v1.2??... :o).

So the question to mark bonamer could be: "Did you activate / de-activate the torpedo mods after starting a career, and then continue with the same career?" However, I cannot remember the "root cause" of the old torpedo issues, and didn't SH3 also have that (inappropriate torpedoes loading)??... A mind is a terrible thing to lose. :har: - perhaps mark bonamer should also check the file structure of the mods, and be certain that he has the "Data" folder where it should be for all of the mods he has in the MODS folder.

THEBERBSTER 11-11-17 10:13 AM

Hi pb
It's a well known fact that the first patrol shold be done without making any upgrades or changes to the boat.
This rule of thumb is good for SH3-4-5.
Hopefully Mark will provide more information.
I think I might test out a new career with a S18 boat and see what happens.
On past experiences using these mods I do not think the problem is there but it will be interesting to see.
Peter

propbeanie 11-11-17 10:16 AM

I've already tried mine, and no issues. But I did a new career, so later today, I'll do similar and apply the mod after going out, and see what happens.

Edit 1530 hours: I have managed to get myself sunk three times in a row now... I've run up the West coast from Manila and tried to intercept the invasion fleet, and I've struck out all three times... The first try wasn't really close, but I did get to within 2800 yards of the middle of the Troop Transports and shot a four torpedo spead. All missed. Three DD came over to see me, and sank me with their first pass. I mean to tell you, dropped a can not only right above me, but right on me, and 210 foot, below the thermal layer... 2nd time, I was a little further East, and let the DD drive right over the top of me, while I was on silent running and below the thermal. Came up to PD, shot another four torpedo spread with almost a 90 degree AOB, this time from 1200 yards from one Transport, and 800 yards from the 2nd... All missed. "Say whuh?" you say! I know, I know... how?? Picked up their skirts and went beneath them, I guess. But they're Mark 10s... Anyway, just about the time #4 was leaving the tube, we took damage from a DD ramming us, taking the periscopes with him and causing massive quantities of flooding... then the boom boom came, and we never made it out of there in 30 minutes of trying... The third try, I don't really want to talk too much about... :har:... suffice to say, a night surface attack doesn't work so well in GFO... I'm just going to have to take my time on the approaches. I'll post back when I can actually hit something with a torpedo. :salute:


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