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Old 06-24-23, 02:09 PM   #1401
KaleunMarco
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Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
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Quote:
Originally Posted by propbeanie View Post
Possible clue there in the Group header, where it has "EvolveFromEntryDate=true". What that does is it puts the ship wherever it would be on the date your boat enters the game. Not seen, but surmised is the last Waypoint (6??). It looks like it is set to Loop to Waypoint 1, correct? Make certain it is set to 100% of the time. If it is set below 100%, the group will take off across the ocean in a straight line beyond Waypoint 1.
i always thought that the EvolveFromEntryDate parm tracked the version of the Unit from its birth through its "evolution" as a unit, as game time progressed. i never once thought it would mean evolve its position in the game.

Quote:
Originally Posted by propbeanie View Post
Also, in the TMO files, the CLOmaha is not a "complete" ship, and relies on the Stock game's binary files, so look in your Sea NCL_Omaha folder and make certain all of the files are there. You should also make certain there is enough space between the Omaha and its escort ship, allowing at least 1000 yards between them, because the escort will do patrolling "knuckles", and it will need plenty of room to avoid the Omaha going into collision avoidance and then neither of them maintaining formation.
i thought this might be a problem also, however, in TMO_BH, the Omaha has just as many \Sea-folder files as any other CL, IJN or US.

i DID notice that in the Roster file (Omaha.cfg) that \Sea\Omaha.TGA files are referenced however there are NO corresponding TGA files in the \Sea\NCLOmaha folder. there are several sets of DDS graphic files, however. i do not think this is the issue in this particular problem.


Quote:
Originally Posted by propbeanie View Post
The ship is set to Neutral by default with the "Side=0" line, or 'friendly' with a "1", but you're both neutral prior to 19411207. The game should report sonar or radar contacts (if appropriate) and ship spotted, but once spotted, will not report sonar contact unless you submerge and can no longer "see" the ship. You guys could also try setting the ship to report its position after every 30 minutes, and try to see what it is doing...
neither the RGG nor the Group is spotted. by anyone. at any time.
and i did set the Report Position to 10 prior to my last run, which may have aided the appearance of the group/RGG icons.

i still cannot figure out why there is no second spawn when we are in close proximity to the group/RGG.

Quote:
Originally Posted by propbeanie View Post
You can also delete the lines SecondsUntilReport=-21.501501, HighPrioContact=false, TacticalUnit=false, AvailStartDate=19380101, AvailEndDate=194531, since they are not neeeded by the game. Anytime you run the Mission Editor though, it will put those last four lines back in.
BTW, setting High Priority Contact to true will cause the game to mark the group/RGG with a huge, visible icon, once it spawns. i've tested that before.
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