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Old 11-19-19, 08:41 AM   #91
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Originally Posted by mikesn9 View Post
Thanks, Prop.
what about the sonar reports with no ships there?
One thing to keep in mind with Sonar Contact reports is the "accuracy" is not there for several reasons. If you use TC and get a report, it takes the game a bit to come out of TC, and depending upon the amount of TC and the contact, you might only drop to 8x TC. Also, even at a normal 1x TC, your sonarman will "lose" and then "regain" sonar contacts. Each of those will be a 'new' Sonar Contact if visual has not been established yet. Hence, it could have been that.

However, a very frustrating side-effect with Sonar Contacts can especially be seen in what I was working on for Photo Recon missions, where the PhotoTarget we were using does "x-mit" Sonar, which could be helpful to the sub skipper in finding the Target, except when you have 30 or more PhotoTargets in use along the beaches of an atoll, or in a situation such as you encountered - which contact is what?? Is it a ship, or a PhotoTarget... So, coming into Engebi, you may well have had the ship Sonar Contact (eventually visible), and a PhotoTarget or two Sonar Contact. You will not "see" the PhotoTarget though until you get in really close, and even then, that is just an "ID visible". You don't ever truly "see" the actual target... and at that, sometimes involves getting into water less than 70 foot deep - which is prime territory for an airplane to spot your boat at PD - "Back Emergency!"... no solution has been found yet, so treat the foto stuff as low-priority.
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Old 11-19-19, 12:06 PM   #92
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Default SH4 Wolve of the Pacific GOLD EDITION

Specifically, the Gold Edition, are there any conflicts with FotRS UE?

Asking for an acquaintance who's got it installed, runs then crashes to desktop. That's as much as I know. Any likely reasons it might crash?

I've been told that Gold Edition is a v1.5; is this correct?
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Old 11-19-19, 12:49 PM   #93
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Originally Posted by von Zelda View Post
Specifically, the Gold Edition, are there any conflicts with FotRS UE?

Asking for an acquaintance who's got it installed, runs then crashes to desktop. That's as much as I know. Any likely reasons it might crash?

I've been told that Gold Edition is a v1.5; is this correct?
First of all, after 1.5 installed, apply LAA (included in FOTRSU pack) to your sh4.exe file. And put sh4.exe under W7 compatibility. Without this, you securely will go to CTD in the start.

Regards.

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Old 11-19-19, 01:07 PM   #94
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Fitzcarraldo, Thank you.
I'll pass this on.
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Old 11-19-19, 01:26 PM   #95
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These are my imressions after a first patrol in the asiatic fleet in my s-boat starting Dec of '41. I'm liking this new version so far.

Destroyers seem to be much better at locating me, though I have yet to try my flank speed at 100' experiment in this version. From what I've gathered, there will be no getting away with that anymore.

The thermocline is very powerful from what I can see. I was able to run at full speed while reloading torpedoes at 200'.

The highlight of the patrol was sinking a Kongo class battleship. I was patrolling Lingayen Gulf and had already let one convoy of warships get away due to their changes in direction and my boats pitiful speed. A lone destroyer patrolling the area didnt help matters, but a couple days of hunting and I removed him from the picture.

Then another batch of warships showed up. This group was moving quite slowly compared to the last maybe 6 or 7 knots on average. This was great for me since, once again, I'd get into position only for the group to make a turn, putting me out of range for my mk 10 torpedoes. This time I had the speed to intercept them again.

A few times of this and I was able to get myself in position for an attack. The enemy group, presumably from getting out of the gulf and back to open sea, had picked up speed. If i didn't get something this time, they'd be gone for good.

I could only fire 4 mk 10's at once so I wasn't aiming for the battleship, since I knew that would probably not be enough to take it out. Instead, I picked out a nice European oiler in the back of the formation, made the calculations, waited till it was as.close as it would get (2000 yards), rechecked, and let all four fishes loose.

In a stroke of pure luck, the battleship steamed right into the path of the torpedoes, getting hit by all four. Knowing it wouldnt be enough, I dived to 200' and began to reload while getting closer to the now wounded target. I continued to track the target on hydrophones and quickly noticed that it had slowed to a crawl, allowing me to slow down as well.

I got 3 of my last four fish reloaded and noticed the escorts were far enough away for me to take another shot. After ordering a full stop, and a pause on loading the final torpedo, it was back to periscope depth. After quick calculations on a much closer and slower moving target, i fired. All three hit, but alas, the monster still lived. Well, time to get back down and load that last fish.

On the way back down, I'm hearing these little explosions. I figured it must be those destroyers depth charging some phantom contact, although it doesn't quite sound like that.

Before I can puzzle it out, there is a massive KABOOM! That was quickly followed by the message confirming the ship is going down. The little explosions must've been a chain of sympathetic detonations going off until something really big went up. From there it was a pretty easy escape.

That might have been the most satisfying sinking I've ever pulled off in this game. I have to thank all those who made this mod for breathing new life into this game and making the aforementioned experience possible.
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Old 11-19-19, 04:02 PM   #96
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First of all, congrats to mod team for what looks like an outstanding mod.

I say “looks like” because I haven’t been able to get it to run, despite following the directions “religiously”, LAA step included, on both my desktop (Win 10) and my laptop (Win 7). Went through the whole process twice on each, but when I try to run FotRSU, I get as far as the loading splash screen, the progress bar completes, then the program hangs up.

Now I’m going to ask/admit a dumb question. Is FotRSU absolutely limited to SH4 v1.5, or can it work with v1.4? Because the latter is what I’ve been using, he said with his forehead still smarting from the headslap.. so much for “religiously”.

So advice please, does attempting to use SH4 v1.4 lead to the kind of problem I’m describing? Because if so, I’m going to have to find a copy of v1.5.

Thanks

Mike
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Old 11-19-19, 04:06 PM   #97
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Default v1.0.1 Update

1. There is a typo on the map used for the Solomon Campaign narrative I got when completing a patrol out of Midway on 11/13/1942. The map shows "The Spot" WNW of Savo Island; I'm betting that should read "The Slot".

2. This may not be a bug, but it is frustrating; I was under the impression that the surface SJ radar would be available mid-1942. After six successful patrols (including the first one) my GAR class still has not been offered this radar as of November 1942. I'd sure like to get it!

3. Also not a bug, per se, but something that was "fixed" in a TMO Mod, or perhaps one of Webster's, is the link in the Office to the Sub model still takes you to the crew display. It should take one direct to the Equipment display, should it not? It's only one more click by going through the crew display to get to the Equipment, but still...

Otherwise, I agree the Japanese warships are more aggressive this early in the war, but not too hard to evade if your tactics are sound and you have enough water under the keel. I did take a torpedo in the bow from a light cruiser that gave me 45% damage. I forgot about those little devils. I'm liking this version a lot.
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Old 11-19-19, 04:34 PM   #98
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Originally Posted by mikedora View Post
First of all, congrats to mod team for what looks like an outstanding mod.

I say “looks like” because I haven’t been able to get it to run, despite following the directions “religiously”, LAA step included, on both my desktop (Win 10) and my laptop (Win 7). Went through the whole process twice on each, but when I try to run FotRSU, I get as far as the loading splash screen, the progress bar completes, then the program hangs up.

Now I’m going to ask/admit a dumb question. Is FotRSU absolutely limited to SH4 v1.5, or can it work with v1.4? Because the latter is what I’ve been using, he said with his forehead still smarting from the headslap.. so much for “religiously”.

So advice please, does attempting to use SH4 v1.4 lead to the kind of problem I’m describing? Because if so, I’m going to have to find a copy of v1.5.

Thanks

Mike
The readme and ever discussion about the mod has been very specific. This mod is for SH4 v 1.5 only and make sure to add the LAA, Make sure the SH4.exe NOT read only and run it from a complete clean installation with no previous saves.
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Old 11-19-19, 04:36 PM   #99
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1.
To your number 2 question. To my knowledge upgrades are not only date specific but also dependent on renown and home port.
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Old 11-19-19, 05:30 PM   #100
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Thanks Mercfulfate,

Self-education has certainly taken place in this case. Now to get that v1.5..

Cheers

Mike
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Old 11-19-19, 08:07 PM   #101
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Originally Posted by torpedobait View Post
1. There is a typo on the map used for the Solomon Campaign narrative I got when completing a patrol out of Midway on 11/13/1942. The map shows "The Spot" WNW of Savo Island; I'm betting that should read "The Slot".
Where are you seeing that typo? On the NavMap? In the text box? In a bik movie the game plays? Here is a screenie of the "Campaign_NMS.mis" file that displays most of the location names:


I don't like that font, and the plan is to eventually change it...

Quote:
Originally Posted by torpedobait View Post
2. This may not be a bug, but it is frustrating; I was under the impression that the surface SJ radar would be available mid-1942. After six successful patrols (including the first one) my GAR class still has not been offered this radar as of November 1942. I'd sure like to get it!
As merc4ulfate mentions, places other than Pearl are lower in the pecking order, with Fremantle being the last to get anything. The "Submarine Equipment Upgrades.pdf" file states that you will not receive it before June 1st, 1942, no matter what boat you're driving. Midway, it might be August or so, maybe July. If you transferred from Brisbane prior to your last patrol, it might be that you'll be stuck with a Brisbane date...

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Originally Posted by torpedobait View Post
3. Also not a bug, per se, but something that was "fixed" in a TMO Mod, or perhaps one of Webster's, is the link in the Office to the Sub model still takes you to the crew display. It should take one direct to the Equipment display, should it not? It's only one more click by going through the crew display to get to the Equipment, but still...
Purposeful, to take you to the most important page. Don't forget to move your Damage Control Team to the guns... else you might find that when you order "Blow the tanks! Battle Stations, Guns!" you pop to the surface and no one is at the guns... Ooops!...

Quote:
Originally Posted by torpedobait View Post
Otherwise, I agree the Japanese warships are more aggressive this early in the war, but not too hard to evade if your tactics are sound and you have enough water under the keel. I did take a torpedo in the bow from a light cruiser that gave me 45% damage. I forgot about those little devils. I'm liking this version a lot.
The torpedoes come at you if your scope is kept up long enough for guns to be shot at you, and if your boat is within range. As soon as you see small-arms fire, you know they see you, and it is possibly already too late - you might have one on the way... "Crash Dive!" fast. If you know where a torpedo is coming from, turn either toward or away from it, which ever is fastest, to comb the wake. If you have time, you could use the Sonar Station to find it... which is quite scary... Better still is little peeks, get the scope down. Do your calculating. Scope up, shoot two fast. Scope down, do more calculating, etc... You could compare the timing of the medium-sized gun turrets rotation to your location, as to how long it takes them to aim and fire a torpedo... It should take longer, and maybe we'll look into that aspect later, but for now, it is what it is.
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Old 11-19-19, 08:13 PM   #102
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Quote:
Originally Posted by mikedora View Post
First of all, congrats to mod team for what looks like an outstanding mod.

I say “looks like” because I haven’t been able to get it to run, despite following the directions “religiously”, LAA step included, on both my desktop (Win 10) and my laptop (Win 7). Went through the whole process twice on each, but when I try to run FotRSU, I get as far as the loading splash screen, the progress bar completes, then the program hangs up.

Now I’m going to ask/admit a dumb question. Is FotRSU absolutely limited to SH4 v1.5, or can it work with v1.4? Because the latter is what I’ve been using, he said with his forehead still smarting from the headslap.. so much for “religiously”.

So advice please, does attempting to use SH4 v1.4 lead to the kind of problem I’m describing? Because if so, I’m going to have to find a copy of v1.5.

Thanks

Mike
As mentioned, you definitely need v1.5, either by the addition of "The U-Boat Missions Add-On" (I cannot find one online), or a "Gold Edition", which is v1.5...

I would like to point-out to all, that there is a "01_FotRSU_Support_TOC.bat" in the game's 'root' folder that can be double-clicked to run the batch file, which will then fire-up the "01_FotRSU_TableOfContents.pdf" which has links to all sorts of pdf files in the Support folder, or you can just double-click on the "01_FotRSU_TableOfContents.pdf" in the Support folder. All sorts of information...
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Old 11-20-19, 10:28 AM   #103
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Where are you seeing that typo? On the NavMap? In the text box? In a bik movie the game plays?

As merc4ulfate mentions, places other than Pearl are lower in the pecking order, with Fremantle being the last to get anything. The "Submarine Equipment Upgrades.pdf" file states that you will not receive it before June 1st, 1942, no matter what boat you're driving. Midway, it might be August or so, maybe July. If you transferred from Brisbane prior to your last patrol, it might be that you'll be stuck with a Brisbane date...


Purposeful, to take you to the most important page. Don't forget to move your Damage Control Team to the guns... else you might find that when you order "Blow the tanks! Battle Stations, Guns!" you pop to the surface and no one is at the guns... Ooops!...


The torpedoes come at you if your scope is kept up long enough for guns to be shot at you, and if your boat is within range. As soon as you see small-arms fire, you know they see you, and it is possibly already too late - you might have one on the way... "Crash Dive!" fast. If you know where a torpedo is coming from, turn either toward or away from it, which ever is fastest, to comb the wake. If you have time, you could use the Sonar Station to find it... which is quite scary... Better still is little peeks, get the scope down. Do your calculating. Scope up, shoot two fast. Scope down, do more calculating, etc... You could compare the timing of the medium-sized gun turrets rotation to your location, as to how long it takes them to aim and fire a torpedo... It should take longer, and maybe we'll look into that aspect later, but for now, it is what it is.
1. The map typo is in the one displayed when a narrator gives an update on war progress to date upon arrival in port, but before the game takes you from your boat to the office. I don't know what the map format may be. The narratives are new (cool) and so are the displayed maps.

2. Regarding the SJ radar: The game date is November 13, 1942, I'm out of Midway since the war started (no transfers); Was offered and accepted a new GAR class on 7/15/1942 after completing four patrols in original Tambor class - no radar offered for that boat either; now have completed six patrols total to date meeting all objectives; Total tonnage to date = 323,284; Renown = 5,015 after purchasing the Improved SD radar; still no SJ radar.

3. I'm ok with your thought on the Crew vs. Equipment links if that's the way the team wants it, but I personally am not in favor of the game making decisions about logistics when the Captain should be able to do it. If he/she fails to move crew around, then that's on the Captain. Just my opinion, and I bow to the will of the team.

4. The torpedo attack worked exactly as you said. It was raining and foggy. I had the scope up so I could see to about 400 yards. A light cruiser loomed out of the mist and started shooting at me before I could react. I got it with 2 quick snap shots, but not before it had damaged my scope and launched torpedos, one of which got me in the bow. My own fault for not taking the evasive maneuvers I knew about from past encounters in v0.90 rc2 and 3. I'm thinking it was a classic case of "target fixation".
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Old 11-20-19, 10:47 AM   #104
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1. The map typo is in the one displayed when a narrator gives an update on war progress to date upon arrival in port, but before the game takes you from your boat to the office. I don't know what the map format may be. The narratives are new (cool) and so are the displayed maps.

2. Regarding the SJ radar: The game date is November 13, 1942, I'm out of Midway since the war started (no transfers); Was offered and accepted a new GAR class on 7/15/1942 after completing four patrols in original Tambor class - no radar offered for that boat either; now have completed six patrols total to date meeting all objectives; Total tonnage to date = 323,284; Renown = 5,015 after purchasing the Improved SD radar; still no SJ radar.

3. I'm ok with your thought on the Crew vs. Equipment links if that's the way the team wants it, but I personally am not in favor of the game making decisions about logistics when the Captain should be able to do it. If he/she fails to move crew around, then that's on the Captain. Just my opinion, and I bow to the will of the team.

4. The torpedo attack worked exactly as you said. It was raining and foggy. I had the scope up so I could see to about 400 yards. A light cruiser loomed out of the mist and started shooting at me before I could react. I got it with 2 quick snap shots, but not before it had damaged my scope and launched torpedos, one of which got me in the bow. My own fault for not taking the evasive maneuvers I knew about from past encounters in v0.90 rc2 and 3. I'm thinking it was a classic case of "target fixation".
For #1 - That typo then is in a BIK movie, and probably from Stock. I'll see about the possibility of editing that, but don't hold your breath... #2 - You should have SJ radar by November, I would think... if you are in the Control Room when starting a patrol and press the <J> ("J") key, then press the combination of <Ctrl><T> and see if it turns on? Click the screen and move the view to where you can see the "Range" switch and the "Focused" and "Continuous" switch, and see what they do? We'll look into the Tambor, which is the Gar boat. #3 - There can only be one choice for which screen that goes to. We'll see about maybe an add-in for later... #4 - You were lucky you weren't rammed, eh? I've been run over a time or two (or more) over the years, when getting bit by that "target fixation" disease...

Edit: Just happened to think - what conning tower is on your submarine there torpedobait? Thanks!
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Last edited by propbeanie; 11-20-19 at 10:51 AM. Reason: Conn to Bridge - conn to bridge!
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Old 11-20-19, 12:03 PM   #105
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Default Preliminary Radar Results

OK, no "fails" in Single Missions. I still have to test the career mode, and see what not only the radar does, but also the conning tower...

Started with the Gar, July 1942 Midway, since that's what torpedobait had:



The Tambor, since it is the same boat:



The Tambor again, one year later:



The Tambor in July 1944:



In all of the above, when first coming into the game, the parabolic radar dish was rotating, and the NavMap showed radar contacts. If I went back outside, the rotation had stopped. Going to the station, or using the keys, I could turn it on and off just fine, or click on the menu's "Continuous sweep" button, or the switch on the console itself, and I would then have rotation again. Change stations, and it would apparently stop... We will have to consult with our resident animation expert(s) about that. More findings later.
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