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Old 08-11-21, 02:06 AM   #3741
propbeanie
CTD - it's not just a job
 
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Quote:
Originally Posted by torpedobait View Post
Still in a career in V1.46, arriving Pearl Harbor 7/31/43 to take command of USS Balao (SS-285). Was able to add fore and aft 40mm AA guns, and after fitting out the rest of the boat saved the game while in port at Pearl. Exited the game and made the appropriate crewman changes in the last Save Game, which worked just fine. I now have two crewmen on each gun.

My question is: Will it ever be possible to change the game so the manual changes to the Save Game file will no longer be required?

And one more question: Is there a way to make a mod to change a Save Game file via a load by JSGME?

I'm guessing the answer to both will be "No", because building the Save Game files is probably a UBI-coded process, not one controlled by files accessible to Modders. I'm hoping I'm wrong, but I'm not optimistic about it.

I guess I could always create a text file with the crewman changes that I can later copy into an appropriate Save Game file when needed.

Thanks for your time.
The answer to both is most likely "no", since no two computers are alike and the game makes some strange changes to the Save section while you're playing, and also when you Save. JSGME works from one folder, and populates to the folder structure in the mod. It would be a bit difficult to "program" that into use for the Save folder structure. The removal of the "AdditionalRepository" text is the most common gun crew problem you will encounter, but not the only one, of course. You have to see what you have (or don't have) in your folder and file Save structure before you do any edits. Following along with one of the 3 methods in the "NewColetrainsAndOthersDGfix.pdf" file covers most of what you'll find, including a missing gun. My favorite is the third, of course ( ) - ahem... lol


Quote:
Originally Posted by Torpex77 View Post
First and Most Important..Thank You for this awesome Modificaion!! So far its looking, AND working great! I did Have a repeatable CTD with the wardroom mod so i simply disabled it.
No issues setting it up and getting it to work! Solid work Guys I am playing it slow because..well..I dont know what to expect! How cool is that!!

Back in the SH1 Days there were alot of Old WWII SUBVETS alive and I made it my job to pick their brains for knowledge. I did all this before Neal scooped me up and made me a Subsim Subject matter expert. I was wrapping up my last tour before retirement from Subs (3 Fast Attacks) so I really enjoyed helping with realism updates back before I left to be a full time single parent in 2002 or 2003. I even made a SH1 Sound Mod..LOL

So So I have only one "submarine" feedback/suggestion. The creaking sounds..is there any way to stop them, or is that a hard code thing? I know quite a bit about WWII Subs and steel, and a few creaks is fine..but not constantly or the sub would surface and look like a raisin..LOL Definately not at PD and absolutely not like Hollyweird depicts in U571. Leaks..YES as Packings and seals were mostly waxed or tarred cord or twine. Rubber O-Rings weren't invented and flanges used cork or sheet rubber.

Any How, I dont want to disturb the mod so I dont mind trying to modify the sound for myself. If thats not too involved..lol

Thank You, and a HUGE Thank You for Trying to make FOTRS Historically accurate within the confines of SH4.
We thank you for thanking us, by golly! (Long Live Silent Hunter - the original!!!) The sounds you are referring to are "Creaks_Level1.wav", Creaks_Level2.wav", "Creaks_Level3.wav" and "Creaks_Level4.wav", found in the Data Sound folder. If I remember correctly, "1" starts and PD, the 2 at like 100-120, and I forget where 3 & 4 kick in. But the last two especially sound like the tube is getting twisted into a pretzel... lol - Those are, for the most part, what was with the original MadMax FOTRS mod, other than being turned down in level a bit, and all shortened to be less that 15 (actually, 14 to be "safe") seconds in time. If you exceed 15 seconds by any slice of a microsecond, you will introduce sound issues into the game. The background ambient sounds can be just about any length, while any FX files have to be less that 15 seconds. Do what you want with the files, but it will cost you! You have to share what you make... lol


Quote:
Originally Posted by Mad Mardigan View Post
Ahoy, propbeanie... s7rikeback...

At 1st, was undecided on where to ask this... but, on reflection, since the 1st base mod is the FotRS-U v1.6x preview... I reckon it's incumbent to post here... so... here goes.

Ok, Have a copy of SH4 set up, so as to run an S class boat career & not have it intermixed in with My other career that I started off in a Sargo boat.

That said, am in an S-18 boat, based out of D.H. 1 patrol under the belt & out on My 2nd patrol.. & is May of '42.

My 1st patrol out... I ended up with 3... 3 shakedown patrol objectives.. weird I thought but, managed to complete all of them & docked after radioing in on the completion of the 3rd such orders & got nice job, patrol where ever or head back to base.

I took the option to head back to base & dock, so ending patrol 1 with a Jyunsen B sub sank to My credit.

There in, lies My quandary, after successfully ending patrol 1 & the getting prepared to head out for patrol 2...
Of which, propbeanie... I dm'ed you here with the basics on that.. which I'll recap here.

On resupplying, & getting My sailing orders... I clicked on the map to see what the particulars where for My next sortie.

Told to stay on My toes, as IJN movement was to be expected (in short, info about the IJN plans to attempt to take Midway, since the date is the beginning of May with My being in port. which would jibe with the date of the attack on Midway.)

Any way, told to patrol an area South of Umnak Isle. for 3 days solid. In the letter that showed on getting the patrol orders, at the end it stated:

Objective: Null

Odd, in & of itself, as I have never seen that crop up like that before now.

But, I knew that I was to patrol for 3 days, so.. off I went. On the clipboard, for that particular Objective, the only thing there in relation to that objective, was the spy glass icon that clicking on that, will auto jump you to the Nav map & the area, you're to patrol.. that's it, which it did that job brilliantly.

I thence patrolled the assigned area, for the required 3 days 'solid' & got an all clear bell of completion.

Having completed the objective... I thence radioed in for new orders... when low & behold.. I get tasked to do a 4th... 4th shakedown cruise, yet again... say wha... what gives...????

Some how, I do NOT think that this is standard & methinketh that there is... ''Something rotten in the state of Denmark.''

If need be, I can forward all info...

Standing by... & signing off for now.

End report.

M. M.

We should probably have a disclaimer with the Aleutian campaign in that a player should NOT do a Status Update if they are east of the IDL. The distance from more action is quite far, and there are only so many missions to the east and south of Dutch Harbor that can be done. You probably overloaded the poor game - stressed it, you did!... - we'll probably go ahead and add a couple of journeys toward Kiska or Adak early also, since they were assigned in real life, although the boats didn't make it very far, due to high seas and willowaws... They had to turn back and return to Dutch Harbor for repairs...

I would like you to zip your Save folder if you can though, and upload it somewhere and send me a link, please. I would like to see that "NULL" if possible. It sounds like it was on the Mission Orders page before you sailed, correct? If so, that means whoever built that mission failed to put a Mission Objective synopsis in the tsr portion of the mission files, like "ObjectiveOne = Patrol South of Umnak for three (3) days continuous" - I wonder who would have done that?... Since the mission completed, that would be my guess. Thanks for the heads-up!
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