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-   -   I have returned..TMO update (https://www.subsim.com/radioroom/showthread.php?t=250483)

1Patriotofmany 10-05-21 11:19 PM

Finally got it working! I had to put the folder in the main steam folder and I had forgotten to enable LAA, in any case when ever I put the game in an outside folder it never works for any of the mods installed. Very hard, I'm having prematures ect. I might have to play baby settings. Anyway my steam is in a programs x86 folder but on an E: drive instead of the default C: all three mods I've installed work. now. Thanks again! This is very very dark nights in the mod. Should be easier to approach on the surface like they really did. Thanks for all the time you put into this bubblehead!

Bubblehead1980 10-06-21 12:59 AM

Quote:

Originally Posted by 1Patriotofmany (Post 2772816)
Finally got it working! I had to put the folder in the main steam folder and I had forgotten to enable LAA, in any case when ever I put the game in an outside folder it never works for any of the mods installed. Very hard, I'm having prematures ect. I might have to play baby settings. Anyway my steam is in a programs x86 folder but on an E: drive instead of the default C: all three mods I've installed work. now. Thanks again! This is very very dark nights in the mod. Should be easier to approach on the surface like they really did. Thanks for all the time you put into this bubblehead!



Glad to hear you got things working, glad to help. Enjoy the mod and let me know about your patrol experiences in the mod.

TMO is at its core, a difficulty mod, so definitely a challenge, even for experienced players.

Yes, the nights are definitely dark now, this was done for reality as it gets pretty quite most nights on the open ocean and so could pull off realistic surface attacks in manner subs actually did.

Torpedoes definitely will malfunction now unless you have malfunctions disabled in the options. The malfunctions reflect the historical issues with the Mark 14 torpedo from start of the war until September 1943...

1. Run 10+ feet deeper than set. This was mostly resolved in late 1942 and nearly completely solved by mid 1943 with new production models of MK 14 torpedo. In the sim issue gets better in late 42 but persists , albeit it less frequency until mid 1943 and rare after June 1943. the Mark 10 torpedo runs 4-6 feet deeper until February 1942. The Mark 18 torpedo in first six months after available has depth control issues as well.


2. Premature explosions. Just as in real life, the magnetic detonators tend to prematurely explode. By default, the sim associated this with wave height but I disliked this as the issue was not wave height, it was a sensitive exploder not properly tested and tuned to account for variations in magnetic signatures in the actual areas would be used in combat. I changed it to no matter the sea state, torpedo has a certain chance of prematurely detonating, which has proven a more realistic portrayal of the issue.


3. Duds, much as in real life the dud torpedo problem is masked (mostly) by the magnetic detonators until they are disabled, then will get a high percentage of duds until September 25, 1943. This is when the first torpedoes with new firing pins were deployed on patrol. Duds problem solved. Trying to fire "glancing" hits with torpedoes, where their angle at impact is 45 degrees or less (not easy ) will lessen duds.



4. Gyro failures are a bit more common. Sometimes gyros failed and torpedoes did not track properly.


5. Circle runs. A real issue during the war, especially Mark 18 , but Mark 14 during early days. Two US (Tang and Tulibee) submarines are known to have been lost to circle running torpedoes during the war, possible several others were as well.


Torpedo issues were part of the US sub experience during the war and are in TMO as well, I would encourage you to run the sim with them enabled once fee comfortable. This keeps tonnage levels during early part of the war. Every patrol thus far in my first career since completing mod, I have only sunk one or two ships on patrol and it is a struggle to get that lol. Missed out on a aircraft carrier and several other merchant vessels in four patrols due to premature but also brought about some of the best encounters in this sim in early war. Below is a link to a written account of one engagement on my last patrol with screenshots. Scroll down to my last post "SS-183 vs KIGAN MARU"

https://www.subsim.com/radioroom/sho...93#post2772793

1Patriotofmany 10-09-21 07:57 AM

I'm having a hell of a time trying to get your TMOwTW working right though, I may have posted this already, my mind is a sieve today after work. I've tripled check everything, I get random crashes soon into the start of a campaign. Weird I have regular TMO working but can't get it's counterpart to work! I'll give that one more try. Dang computers. This is on a 7 machine, I can't even get SH4 vanilla to work on win10 let alone any mods even with all the posts on how to run it on 10.

Bubblehead1980 10-09-21 08:10 AM

Quote:

Originally Posted by 1Patriotofmany (Post 2773366)
I'm having a hell of a time trying to get your TMOwTW working right though, I may have posted this already, my mind is a sieve today after work. I've tripled check everything, I get random crashes soon into the start of a campaign. Weird I have regular TMO working but can't get it's counterpart to work! I'll give that one more try. Dang computers. This is on a 7 machine, I can't even get SH4 vanilla to work on win10 let alone any mods even with all the posts on how to run it on 10.

Hi,


TMO wTW (TMO with Training Wheels) is not my mod. My mod is Trigger Maru Overhauled 2.5 UpdateBH Revised Final.

TMO wTW is an older mod and may not be compatible with V 1.5 of SH 4 and coudl be causing the CTD or if you have mods not compatible with TMOwTW enabled, likely the issue as well.





My mod can be found here at this link:

https://www.subsim.com/radioroom/dow...o=file&id=5965


Don't forget the Revised Readme at this link:

https://www.subsim.com/radioroom/dow...o=file&id=5970


THe required ship packs are available in the SH 4download section under ships

mikesn9 10-09-21 11:06 AM

I was running TMOwtw on SH4 v 1.5.


Patriot, did you delete the Data file before starting TMOwtw?

1Patriotofmany 10-09-21 10:35 PM

Quite aware that TMO and TMOwTW are two seperate mods, got TMO working fine. With wheels was stumping me. Constant crashes. All solved now, uninstalled the original steam installation, reinstalled and somehow it found with the uboat expansion files that inluded the mods folder from other mods. Deleted the mods folder, then installed TMOwTW, success!!!!!!!!! All golden no crashes Working great. Frankly I'm not good enough to run TMO with no overview map of what's going on. Training wheels good, Bubble head reality bad for me as I don't want to die in five minutes ;)

1Patriotofmany 10-09-21 10:43 PM

Quote:

Originally Posted by mikesn9 (Post 2773393)
I was running TMOwtw on SH4 v 1.5.


Patriot, did you delete the Data file before starting TMOwtw?

I deleted so much stuff, I was hoping my wife's two barking dogs were deleted. It took a complete uninstall and reinstall of Steams wolves of the pacific and the wolves of the pacific uboat missions. Then some how the latter self found the latter files, and I had to delete the whole mods file. Then I did multiSH4, LAA , installed TMOwTW and activated. working beautifully! Frankly I'm not manly squid enough to run regular TMO. ALL SOLVED NOW! NO CRASHES, NO SAVE PROBLEMS, NO LOAD SAVE PROBLEMS!

Arlo 10-10-21 07:42 AM

Huh! Tama Maru!

When first identified from afar, my watch officer noted it as a 'Tama Maru.' Looking thoroughly through the ship recognition manual under merchants
9since 'marus' are typically merchants) I couldn't find it. Upon closer inspection through the scope, it was obvious that it was no merchant. A review of the manual under Japanese warships gave us a page. Interesting! (It killed us.)

https://i.imgur.com/rU5axGE.png

https://i.imgur.com/Brxg33V.png

Bubblehead1980 10-10-21 08:07 AM

Quote:

Originally Posted by Arlo (Post 2773521)
Huh! Tama Maru!

When first identified from afar, my watch officer noted it as a 'Tama Maru.' Looking thoroughly through the ship recognition manual under merchants
9since 'marus' are typically merchants) I couldn't find it. Upon closer inspection through the scope, it was obvious that it was no merchant. A review of the manual under Japanese warships gave us a page. Interesting! (It killed us.)

https://i.imgur.com/rU5axGE.png

https://i.imgur.com/Brxg33V.png


Ah, yes, You fell victim to a "Q-Ship" also known as a decoy ship. A merchant converted to a ASW vessel with best sound gear/sonar available at the time, depth charge launchers, heavy deck guns and auto cannon/machine guns, as well as a highly competent crew. Tough for even most experienced Captain. They are more prevalent in early war, but they are tough no what matter period of war and even for the most experienced captains.

How did it kill your boat? I assume depth charge? Provide date/time/location please? Boat depth?

Arlo 10-10-21 08:12 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2773525)
How did it kill your boat? I assume depth charge? Provide date/time/location please? Boat depth?

Yes. Our early version Gato couldn't dive deep or fast enough. :oops:

Bubblehead1980 10-10-21 08:40 AM

Quote:

Originally Posted by Arlo (Post 2773527)
Yes. Our early version Gato couldn't dive deep or fast enough. :oops:

Ah, yes. Nasty buggers they are. I was pleased when Ducimus introduced that to TMO way back, partially at my suggestion as I had asked about Q ships/decoys after reading about them. They were labeled as small split freighters then. First time I encountered one (long ago) in the sim was in early 1943 off Japan, attacked on surface at night what I thought was two small merchants, turned out to be the Q ship and a small freighter. The gunfire the Q ship can lay down is impressive. I took a near miss near the stern was was diving, did not hole the boat but did bust hull damage to from the 4 percent had from a severe depth charging earlier in patrol to 11. Then the q ship proceeded to attack my Tambor Class (USS Triton) for seven hours. I waited three more hours before coming to periscope depth and sure enough at 1200 yards, he was sleeping listening, and heard me, boom came in and hunted another hour or so, pushing me, with hull damage to 475 feet, in a Tambor. A close pattern made the hull collapse due to the depth, career over.


Second time was one on patrol caught me and hounded me until my battery power was exhausted from the high speed maneuvering have to do to stay away from its charges, was forced to surface. I surfaced, battled it out, rammed it t high speed amidships, and survived with heavy damage. Cant recall if it sunk or not but was disabled and did not pursue as sped away on surface dodging gunfire. I close surfaced very close if I recall, maybe 400 yards off and let loose with deck gun (something reminiscent of the John Wayne Submarine film "Operation Pacific" ) Actually, I remember writing up a post about it, because was shocked how it turned out, similar to the movie, which incorporated a lot of historical events (the ramming of a gunboat for example, was done by USS Growler in Feb 1943). May have to try and find the thread .

Generally I have avoided the q ships since then lol but had a few run ins, fortunately survived. The are pretty rare, especially in later war.


I hate you lost your boat, but as the designer of the update I am happy to see my ruse worked lol. I changed the name to TAMA MARU as a way to confuse the player and lure them into a trap, as Q ships did from time to time. This along with other things such as submerged enemy submarines that can fire torpedoes, friendly fire, mines than can get you on the surface, adds a lot of unknowns to being on patrol.

Also...the real TAMA MARU was a small freighter converted to a gunboat/q ship if I recall, which is why I chose the name.


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