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-   -   [REL] Knights of the Sea Depths II: Ace Edition (https://www.subsim.com/radioroom/showthread.php?t=250525)

Kongo Otto 11-04-21 07:36 AM

Quote:

Originally Posted by SnipersHunter (Post 2777058)
Are you Georg Haeder on YouTube? Love your videos! :Kaleun_Applaud:

Yes, that's me and thanks for watching my stuff.

:Kaleun_Salute: :Kaleun_Cheers:

SnipersHunter 11-06-21 02:12 AM

The reason for the crash in submarine school was the target ship. When exchanging it there is no crash. Will be fixed with the next patch :Kaleun_Salute:

attwater 11-08-21 03:55 AM

1 Attachment(s)
Hi Niume
If i can help :03:



For the next patch :
During the game with the XXIII:

- Game crash when the submarine is hit by a plane bomb ???

- Propeller texture to change to put it in bronze

- U-2322 begins its mission in Stavanger on February 4, when in reality the submarine left Horten on February 6.

- Mark-14 torpedoes instead of German torpedoes. :hmmm:

- 1 torpedo in reserve whereas in reality the type XXIII only carried 2 torpedoes already installed in the tubes.
- Where is damage control team ???




During the game with a VIIC:
- The mines explode, but the submarine has no damage, you surprise me, the .zon file is empty :wah:
- Damage control team which stands on the Deck watch at a depth of 100 meters ???? It's crazy.


Attwater

Niume 11-08-21 07:11 AM

Quote:

Originally Posted by attwater (Post 2777725)
Hi Niume
If i can help :03:



For the next patch :
During the game with the XXIII:

- Game crash when the submarine is hit by a plane bomb ???

- Propeller texture to change to put it in bronze

- U-2322 begins its mission in Stavanger on February 4, when in reality the submarine left Horten on February 6.

- Mark-14 torpedoes instead of German torpedoes. :hmmm:

- 1 torpedo in reserve whereas in reality the type XXIII only carried 2 torpedoes already installed in the tubes.
- Where is damage control team ???




During the game with a VIIC:
- The mines explode, but the submarine has no damage, you surprise me, the .zon file is empty :wah:
- Damage control team which stands on the Deck watch at a depth of 100 meters ???? It's crazy.


Attwater

Damage control team is the men at the compartment.
I am not sure if it's realistic.

I get damaged by depth charges in type VIIC.

attwater 11-08-21 09:10 AM

No depth charges, but Naval mine, in Data Library, the file .ZON is empty.


Damage control team don't exist for type XXIII.

dex 11-14-21 06:58 AM

about air cover,Luftwaffe
 
best regards Niume...probably the best option and very interesting is air cover like in Dark Waters....I think in Dw mod exist and warship cover...I didn t play Dw for a long time...Please bring back something of that in future update...
All the best Niume

Niume 11-15-21 10:20 AM

Quote:

Originally Posted by dcb (Post 2777015)
Hi again Niume, thanks a lot for the answer.


Okay, i got the message about explosions, I'll wait to see how they behave during missions.


Regarding the WP commands, they are present in the Commands.cfg file, the section that lists the WP commands. I remember they were useful in SH3, as a middle option between full manual targeting and automatic targeting (some sort of mild cheat when playing manual targeting, without activating the auto targeting). I also remember it had the respective buttons in the SH3 interface, but not 100% sure about that, as i haven't played SH3 in ages.



[Cmd344]
Name=WP_Solution_to_target
Ctxt=1
MnID=0x3F130003
Str=1074

[Cmd345]
Name=WP_Fire_torpedo
Ctxt=1
MnID=0x3F130004

[Cmd346]
Name=WP_Compute_solution
Ctxt=1
Str=1076



As for the sub damage model, do you think something can be done regarding the underwater collisions I mentioned earlier? Just indicate me the file to edit and i'll try to do it myself, don't want to bother you with this if you don't feel like it.


Thanks again, pal, and all the best :Kaleun_Cheers:

I gave the mentioned commands hotkeys it doesn't work. Atleast from my testing the collision works fine.

Niume 11-18-21 02:58 PM

If everything goes to according to plan patch 1.2 should be released this weekend or Monday.:Kaleun_Salute:


Changelog
Reworked mission order flags
Reworked early war torpedo dud rates
More randomized ship routes
Bold decoys now appear earlier in the war, the twin flak gun will appear much later according to historical information 1942-10-01
Resupply ships and resupply uboats now are displayed on the map.
Changes to allied air bases
Snorkel smoke effect for non rwr snorkels(maybe in the future the RWR will be also included)
Improved blow ballast sound and crash dive
Wilhelmshaven port optimization
Tweaked airbases
Renamed VII to VIIA
bases in which flotillas are based in are showed in Campaign start screen

Niume 11-25-21 03:23 PM

The full game download link has been updated. It has all the latest patches.

marcospanik 12-27-21 04:55 PM

complete objective
 
Hello, I have similar problem that DEX had...I am in 7th Flotilla, Kiel, U-13 type IIB first patrol in aug/sept 1939...I am in operation area for few days and cannot complete the objective, I sunk one ship and I cannot sink more, because I spent all my torpedoes (2 were hits, 2 were duds, last one was miss or dud)...thank you for advice in forward.

Mad Mardigan 12-28-21 12:34 AM

Re: KSD II: Ace v1.2.1
 
Just dropped a download on the new version & have to say...

Mein Gott...

she is a beaut...

Just a few queries & I'll hope you'll not take them as criticisms... but, rather suggestions for just a bit of tweaking & improving the... experience.

For starters...

U boat diving, In SH3... when your sub begins its plunge beneath the water... is more... fluid &... natural feel & look.

Bow digs in deep & the stern is last to slip beneath/ It stays that way until it nears the ordered dive depth, where it dips a meter or so, deeper then levels & slowly on an even keel rises to level off at that depth.

If possible, see of some tweaking in that to do that... I would but have no idea where to even begin. Just a suggested improvement. Cam view (Interior, control room cam, that is... :yep:), would also bene, from a bit of adjustment to follow the dive movement, as well.

Watched the whole dive while in the sub school: nav training... so wasn't able to observe doing a crash dive, but... probably wouldn't hurt to see if that, as well, couldn't be tweaked a bit, too. :hmmm: :shucks:

Was used to the f9 taking 1, to the sonar/radio area on board the boat... but... when I tried that key out... instead of taking Me there, it slammed Me to being at the attack scope.

Any possible insight into, how to go about changing it to where you go to the sonar/radio instead... :hmmm:

Clicking on the area that led into the conning tower, used to take you into that area... yet won't now. As with the sonar/radio above... any insights into making it where you can again, there as well. :hmmm:

Did a new... intro (well, more of copy/dropping, really... :yep:) the 1 from 1Alex's GWX mod set, a copy/drop of the back1 from GWX's das boot menu & the music master menu loop, into a jsgme ready folder & giving it a das boot feel with the menu. That jsgme ready mod folder, also includes the DBSM & fix set for SH4... with a few tweaks that I worked out, carefully combing through various sound mods & gene splicing til I was satisfied...

Still, have some others that I need to go through & see of if they are worth adding into the mix.

But, that parts for later on. Everything to do with the last, is for giving a "in depth, feel as though you're there" in Das Boot...

With the tweaks I did for the intro, back1 vid & master menu loop... loving the look & sound of it. :yep:

If any would like a more... in depth mapping of what I did for that part, will be glad to answer any questions on that aspect. :shucks:

End query.

:Kaleun_Salute:

M. M.

SnipersHunter 12-28-21 04:02 AM

Quote:

Originally Posted by marcospanik (Post 2784951)
Hello, I have similar problem that DEX had...I am in 7th Flotilla, Kiel, U-13 type IIB first patrol in aug/sept 1939...I am in operation area for few days and cannot complete the objective, I sunk one ship and I cannot sink more, because I spent all my torpedoes (2 were hits, 2 were duds, last one was miss or dud)...thank you for advice in forward.


You can RTB, there should be no reprimands for not having passed the objective.

marcospanik 12-28-21 05:34 AM

Quote:

Originally Posted by SnipersHunter (Post 2785005)
You can RTB, there should be no reprimands for not having passed the objective.


thank you, will try that :up:

Niume 12-29-21 10:31 AM

Quote:

Originally Posted by Mad Mardigan (Post 2784987)
Just dropped a download on the new version & have to say...

Mein Gott...

she is a beaut...

Just a few queries & I'll hope you'll not take them as criticisms... but, rather suggestions for just a bit of tweaking & improving the... experience.

For starters...

U boat diving, In SH3... when your sub begins its plunge beneath the water... is more... fluid &... natural feel & look.

Bow digs in deep & the stern is last to slip beneath/ It stays that way until it nears the ordered dive depth, where it dips a meter or so, deeper then levels & slowly on an even keel rises to level off at that depth.

If possible, see of some tweaking in that to do that... I would but have no idea where to even begin. Just a suggested improvement. Cam view (Interior, control room cam, that is... :yep:), would also bene, from a bit of adjustment to follow the dive movement, as well.

Watched the whole dive while in the sub school: nav training... so wasn't able to observe doing a crash dive, but... probably wouldn't hurt to see if that, as well, couldn't be tweaked a bit, too. :hmmm: :shucks:

Was used to the f9 taking 1, to the sonar/radio area on board the boat... but... when I tried that key out... instead of taking Me there, it slammed Me to being at the attack scope.

Any possible insight into, how to go about changing it to where you go to the sonar/radio instead... :hmmm:

Clicking on the area that led into the conning tower, used to take you into that area... yet won't now. As with the sonar/radio above... any insights into making it where you can again, there as well. :hmmm:

Did a new... intro (well, more of copy/dropping, really... :yep:) the 1 from 1Alex's GWX mod set, a copy/drop of the back1 from GWX's das boot menu & the music master menu loop, into a jsgme ready folder & giving it a das boot feel with the menu. That jsgme ready mod folder, also includes the DBSM & fix set for SH4... with a few tweaks that I worked out, carefully combing through various sound mods & gene splicing til I was satisfied...

Still, have some others that I need to go through & see of if they are worth adding into the mix.

But, that parts for later on. Everything to do with the last, is for giving a "in depth, feel as though you're there" in Das Boot...

With the tweaks I did for the intro, back1 vid & master menu loop... loving the look & sound of it. :yep:

If any would like a more... in depth mapping of what I did for that part, will be glad to answer any questions on that aspect. :shucks:

End query.

:Kaleun_Salute:

M. M.

Thank you for your insights. Could you share your sound mod? Maybe I will integrate some of them.

Mad Mardigan 12-29-21 01:43 PM

Quote:

Originally Posted by Niume (Post 2785253)
Thank you for your insights. Could you share your sound mod? Maybe I will integrate some of them.

By that, am thinking that you're asking about the menu reconfig that gives it a Das Boot feel, as well as the DBSM mod... with the tweaking I did to the original mod set.

Yeah, no problem... will see of pulling those jsgme ready modules, together then zip them. Afterwards, will drop the file into a share, either Mega or Mediafire... & send you the link for it.

:Kaleun_Salute:

M. M

Find below, the link for the jsgme ready mods that I pulled together... that I mentioned of... for a Das Boot feel to KSD II: Ace.

Enjoy. :Kaleun_Cheers:

https://www.mediafire.com/file/crdk3...+-+Ace.7z/file

Niume 01-09-22 05:21 AM

1.3 version has been released. It is recommended to start new career



Changelog for Patch 1.3
Campaign fixes

Deck gun damage has been increased by around 25%
Type IIB detection bug has been fixed.
Fixed some unhistorical destroyer appeareance dates
Uboat sim values are bring backed to KSDII_New_TTС_Submarine_KELLERMANN 1.2.1 values
Changes to allied airbases
Sim.cfg file tweaks taken from OM Dark Waters
Time compression settings tweak now max tc is 4028, and near land is 128.
Added an option for disabling u mark (edited)
Periscope detection values has been reduced to standard values

pauluss67 01-09-22 11:39 AM

ksd II ace edition problem
 
i downloaded ksd II ace and all 2 patches but when i launch the game i crash in desktop

Mad Mardigan 01-09-22 11:59 AM

Quote:

Originally Posted by pauluss67 (Post 2787090)
i downloaded ksd II ace and all 2 patches but when i launch the game i crash in desktop

To what folder location are you setting KSD II: Ace edition up in, pray tell...

Please for the love of all that's holy... don't tell Me you went with either of Window's rabid pit-bull guard dawg's (namely UAC) locations of \Program files or... \Program files (x86)... also, is best to use a 4 Gig RAM assigner... be that either the 4GB patch kit (if that has not been applied pre-release of KSDII, no idea if it has... not calling that info up in the ol' databanks.. aka the ol' rusty, dusty, beat up hard drive otherwise known of as the brain...) or using Large Address Aware or LAA for short. LAA, to Me, is far simpler to use... 3 steps & done and it also has the added bene of using it to tell win to lock step (brute force) assigning your games/sims, auto access to being assigned 4 GB's of RAM. Don't mean they'll use all 4 of it, just that they are granted unrestricted access to it.

& 2ndly... there has been an updated version just released, by the way. Just so you know... :yep: :shucks:

:Kaleun_Salute:

M. M.

pauluss67 01-09-22 01:14 PM

Quote:

Originally Posted by Mad Mardigan (Post 2787093)
To what folder location are you setting KSD II: Ace edition up in, pray tell...

Please for the love of all that's holy... don't tell Me you went with either of Window's rabid pit-bull guard dawg's (namely UAC) locations of \Program files or... \Program files (x86)... also, is best to use a 4 Gig RAM assigner... be that either the 4GB patch kit (if that has not been applied pre-release of KSDII, no idea if it has... not calling that info up in the ol' databanks.. aka the ol' rusty, dusty, beat up hard drive otherwise known of as the brain...) or using Large Address Aware or LAA for short. LAA, to Me, is far simpler to use... 3 steps & done and it also has the added bene of using it to tell win to lock step (brute force) assigning your games/sims, auto access to being assigned 4 GB's of RAM. Don't mean they'll use all 4 of it, just that they are granted unrestricted access to it.

& 2ndly... there has been an updated version just released, by the way. Just so you know... :yep: :shucks:

:Kaleun_Salute:

M. M.

I downloaded a few minutes ago and installed the ksd II 1.3 version ... it's an .exe file ... I installed it in the default folder it creates
i just launch sh4.exe but nothing happens :(

Mad Mardigan 01-09-22 01:38 PM

Quote:

Originally Posted by pauluss67 (Post 2787104)
I downloaded a few minutes ago and installed the ksd II 1.3 version ... it's an .exe file ... I installed it in the default folder it creates
i just launch sh4.exe but nothing happens :(

:nope: :nope: :nope:

Never... ever... go with the default locality... EVER.

UAC, is called by Me... as Win's rabid pitbull, for a reason.

UAC, does NOT like any tampering or attempted tampering with files & such, in it's Darth Vader, Vulcan, King Kong iron fisted death grip... & mods & such that alter files & such inside of SH4... (much less any other game/sim, for that matter... :yep:) is by it's hard lined view... doing just that... tampering. In it's front yard.
\Program files (both the standard file location & it's other one, (x86) are UAC's personal fife dom.

Not only does that apply to standard games... (meaning those that do NOT rely on a games launcher, or it's follow on aka "library" (where any & all games you get from say... Steam, just to name 1 such critter... :shucks:) that you either get for free or can download & play, for free... hmph :hmmm:) applies.. as does Steam & any other like them... as well.

Best way to avoid UAC... is to NEVER install in those locations... at all. In My opinion.

Is far better, if you are blessed enough to have a rig that allows for 2 internal HD's, or barring that... 1 internal & (whatever # of externals, you care to run with, inserted here...) at minimum, 1 external hard drive.

If it's solo games that require no launcher & those launchers that have a library... put them on a drive that has no connection to Windows... for the launchers, should you have access to them... as am sure most do... make sure to install the launchers well outside of UAC's territory.

Hope that info helps.

As for installing... before running the .exe for that 1st time... right click on it, on the "General" tab, which is the default menu tab that opens... ensure that the .exe is NOT "read-only" enabled. If it is, simply uncheck mark the box & click "accept. After that, go into the "Compatibility" tab, look down the page to "Settings" & check the box tagged... "Run this program, as an admin"... click accept & then Ok.

That should be all that's needed to be done, there.

After that, you should be free & clear, to then activate the add in mods, just making sure to activate them after making sure that the base part of KSD II works as it should.

Think I mentioned of using either a 4GB patch, or LAA... before... that of course, should also be done to avoid some of the root causes for CTD's... caused when the RAM faces not having enough space to run... which can happen... as let's face it... SH4, is a well-seasoned & older game/sim...

Again, hope this info helps... :shucks: :yep: :up:

:Kaleun_Salute:

M. M.


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