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04-18-20, 05:13 AM | #781 | |
Admiral
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Re: Demise of U.S.S. Sealion SS-195... reply
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Just realized, some info I missed making known when I originally posted, the exploder was set for mag det, depth I had 1 fish set for was rough guess, 3.5' to 4', again rough guess because anything below 5' on the depth setter, is not graduated that I can see of. The 2nd was set to go under by 2'-3' feet below it... Not sure if that will have any effect or not with the 1 I had set up for hitting the ship in the side, rather than going for a underbelly shot... the ship in question was drafted in the recog manual, as being 6'-6.5', as I recall. Can cross check that, if need be... just not right now, as am headed off to grab some rack time, after I send this reply off. I can check after I grab some navy mud, after surfacing my carcass from the rack. As for when the fish got there, the 1 I set to impact the ship near the waterline or side of the ship, impacted/went off near the aft, just before the props area. The underbelly shot, went off, just after the funnels and just before the 1st anti air gun heading aft from there... rough guess... both explosions were very much clearly evident, throwing up fireball as well as what am guessing would be water plumes clawing for the skies. As best as I know, those were clear cut dead on the $$$ & should have been by all rights, kill shots. Only reason I sent 2, was that I do have the dud factor selection in the options menu turned on. Know that with the Mk XIV's, they had serious issues during the war for a fair bit of time, before Bureau of Ordance got that snafu straightened out (18 months or more... ) so, to be safe... I sent 2... Just started a new career & still do have the career that ended with my demise, still hot listed in the load menu at the main menu.
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04-18-20, 05:43 AM | #782 | |
I break things
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I made a simple mission, with the newly edited files. After two torpedo hits... I will keep testing, to make sure, and make further adjustments if needed.
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04-18-20, 09:31 AM | #783 | ||||
CTD - it's not just a job
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As for the ship and not getting a sunk icon nor credit for it (those go hand-in-hand), we almost need for you to try and identify that ship somehow. If you happen to have a Save from just before that. Load the Save, fast forward (TCx whatever), identify the ship (no need to sink it again), then exit without Saving, and let us know. If you cannot accomplish that, no big deal. We are going through the Roster again before we release what we have for an update - which is NOT backwards compatible, ~again~, unfortunately. Quote:
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By the way folks - we do thank you for all of your observations. We have found issues that we were not aware of existing until you have pointed out your observantions of the mod in-action... Thanks! The mod is better for it. Last edited by propbeanie; 04-18-20 at 09:36 AM. Reason: War ded yu larn to sprell boih?... |
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04-18-20, 11:14 AM | #784 | |
Silent Hunter
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while patrolling near the Bonins in late 1944, i couldn't help but notice that there is a US Base on Iwo Jima...late in 1944. and sure enough, when i checked the Air Base file, there are two Air Bases (20 & 26) started on Iwo 12/1/44. March 1945 would be more accurate. Put it on the list of things-to-do.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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04-18-20, 03:31 PM | #785 | |
Admiral
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I can see of reloading that dead career & recheck, do know that Medium, Modern & split were part of the ship ID, it was ironically the same ship type I sank just prior to completing the patrol the Kowloon aka Hong Kong area for 10 days. As for actually seeing the ship in question, no go there, but... do have the credit report of sinking the identical ship in the log book, so I can verify the ship... no worries there. when I sank the twin, I made a funny observation of.. 'huh, deja vu.. didn't I already sink you already... *insert funny laugh here* ah well... no matter, I'll just sink you again.. *insert evil mad scientist cackle here* Edit: no ship sunk icon/no record ship sunk ID: Ship, in question was, as follows: Medium Modern Split Freighter... As for the lil' ship that refused to die... that bugger, was a Corvette Kanamura... End Edit As for the lil' mighty kryptonian ship that did.. aka the corvette canamaru/canamara... aka the ship that refused to die... puff smoke, fireball, water plume.. the whole ball of wax, all in generally as best I know of, in order that I have seen from SH3 to 4 & even that 5 reject that Ubi shoved out the door prematurely... the 1 I set for impact though.. watched that 1 porpoised out of the water numerous times on its way to the ship before impacting into it in the area I described. Just that 1 alone, would have finished off a RN flower or Black Swan & that ship was way smaller than them 2. Of course, I know.. different torp's, but mechanics still the same principle of the after effects... fire, death, destruction = ship sunk... Thanks for the recognition of helping, but modders are the ones doing the grunt work.. and again, for that... much thanks guys... ps Crazy notation, concerning the no sunk icon/record ship sunk in log book issue... ironic thing is, the Medium Modern Split Freighter I sank, prior to completing 'Patrol Kowloon aka Hong Kong 10 days' mission.. that ship showed an icon when I sank it & was recorded in the log book as a sink... yet, right after I completed the patrol 10 days mission aspect, I run across that same ship type, sink it but yet... no icon & no log book record of doing so... weird, huh... same ship type, different end results...
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Last edited by Mad Mardigan; 04-18-20 at 05:21 PM. |
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04-18-20, 06:18 PM | #786 |
Admiral
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I remember reading somewhere that there is a small chance of a friendly ship attack, does this go for planes as well?.
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04-19-20, 11:49 AM | #787 | ||
CTD - it's not just a job
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Part 2 of this will be published whenever YouTube decides to finish it... It has evidence as to the main issue we have been experiencing, and "yes", I did manage to get a CTD... I think we found the true culprit. Maybe. What we have done previously has made the game with the mod much more efficient, and initial game loadings are now half of what they were, while missions loading is greatly reduced. The Museum now takes just over a minute and a half to load, all thanks to s7rikeback and Jeff-Groves in their tireless pursuit of all things "fluff" in the files... |
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04-19-20, 02:31 PM | #788 |
CTD - it's not just a job
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OK, here is Part 2 of the above video. In it, notice that radar picks-up an airplane on the fringe of its capability in the lower-right corner of the screen. The plane is traveling practically straight north, and seems to fly "under" the island's mountain. I try to chase after it, but never do find it. A bit later, it "reports" on SD radar again, to the north of the island, behind our sub, and then flies off the screen. A little later, it will report on SD again, flying south, and further to the east. This time though, I did get a "Radar contact, bearing..." message from the crew, and the plane then crashed into the mountain on the island. I tried to find the plane, but I was not able to. A while later, you see a "Rescue_Raft" reporting on land on the SD, south of the crash site... there is no way that was a visual report, it being on the other side of a ridge, and there is no "vocalization" of it being ID'd. Using the external camera, I could not find the raft either. But notice that it is spawned on land. I searched both above and below the scenery, multiple times. A while even-later, and there is the report of a "Radar contact, bearing", and I watch it fly into the mountain of the other island. Using the external camera, I go over there, and find the plane right away, hanging on the side of the "invisible" mountain, which of course, has not rendered because it is out of line-of-sight of the submarine's location. But notice how the "survivor" fell through to the water? This is under the "terrain". Notice also, on the NavMap that the game does not report a "Survivor", though we saw it there... Now, when I went to exit the scenario, the game crashed immediately after the request. No Main menu, just CTD. I also could not load a Save of the scenario... My guess is that the game is getting messed-up by our use of a modder-built Rescue_Raft, which if this is the case, is very disappointing. More testing is being conducted before we release the update, after maybe having removed said Rescue_Raft and all references to it in the Campaign (about 15 missions with multiple uses of the asset)... sigh...
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04-21-20, 09:53 AM | #789 | |
Frogman
Join Date: Dec 2010
Posts: 291
Downloads: 56
Uploads: 0
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If not, would it be possible to change the range scale on the deck gun, and map tools, to read feet instead of yards? Or make it user's preference which is displayed? For the deck gun, I understand the reticle art is probably set in stone/too much work to change. Maybe you could add an onscreen display showing both yards AND feet? Thanks!
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04-21-20, 09:56 AM | #790 |
Frogman
Join Date: Dec 2010
Posts: 291
Downloads: 56
Uploads: 0
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Holy cow, I didn't realize you guys had included combined arms operations in this mod. That's awesome!
Right now I am still in the part of the war where the US is getting pushed back east, so there's no air support available where I'm patrolling.
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Windows 10 Pro (x64) |
04-21-20, 11:14 AM | #791 | ||
CTD - it's not just a job
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As to "combined operations", the game has always had that. It's just that the Stock game didn't "advance" the front lines the way the mods do. So long as there are resources available, you will get support from both Sea and Air. That's not to say they are the smartest bunch that come try to help you out... |
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04-21-20, 12:20 PM | #792 | |
Watch
Join Date: Dec 2018
Posts: 21
Downloads: 39
Uploads: 0
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Mr.propbeanie
i think i've encountered the similiar ctd like this gentleman Quote:
first thing: I'm using steam version of sh4 installed it on the D:\Games\Steamapps\... (not on the c:\program files) using current mod version 1.004.a ok.. it was June 2 1942 I've encountered a task force group not so near midway it was consist of CL nagara, CV Akagi, CV Kaga, BB Kongo, and others that i don't identified(i identified them with ID ship button so it were all true :v) ok first two attempt I targeted akagi at the back, magnetic, 22ish depth, set.. torpedoo loos! first one gonna hit.. it both ctd.. first two attempt i started felt suspicious because I got two ctd at the same situation. third attempt loaded saved again now i targeted Kongo because i didn't want to wait for akagi at the back.. same set with magnetic... first torpedo got ctd again. fourth attempt still Kongo now set to impact deep around 7feets.. ctd again ok i gave up >.< i still curious about that task group so i checked in mission editor opened BattleOfMidway.mis, i thought i met with JP Nagumo's Group because there's nagara,akagi,kaga,... but no Kongo 0_o did i get into different dimension so the battle of midway was somewhat different here's some pic that maybe help Mr.propbeanie to fix the ctd.. yeah ctd it's not just a job xd https://imgur.com/a/1jJah6u i don't know whats the problem, i just want to sink those fox sister man Last edited by wzartz; 04-21-20 at 12:36 PM. |
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04-21-20, 02:46 PM | #793 | |
Silent Hunter
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sorry, but that is what fixed it when i had the same issue. https://www.subsim.com/radioroom/showthr...26270&page=358 good luck.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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04-21-20, 03:12 PM | #794 |
Watch
Join Date: Dec 2018
Posts: 21
Downloads: 39
Uploads: 0
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welp.. a fresh car from the factory is more reliable than a second hand car
i think thats my fault for not doing fresh install i thought just switching through JSGME will do all the job, sorry mr.propbeanie for the troubles and thnx Mr.KaleunMarco for the suggestion i will do a clean install, and i will keep in touch in this forum if something still goes wrong well at least now i know where to intercept those CVs for the future hehe |
04-21-20, 04:20 PM | #795 |
CTD - it's not just a job
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"C:\Users \UserName \Documents \SH4" is oftentimes the "key". Be sure that after activating any new mod, that you delete the contents of that SH4 save folder. If you use MultiSH4, delete the one you made there. If you have Windows managing the Documents folder on another drive, delete it from there. Just be sure and delete the old Save folder, else you have a mix of everything that came before, and it is usually not FotRSU that you see...
The 2nd most important thing, and again, with just about any mod (some more than others), is to correctly activate LAA or some other memory utility on the sh4.exe file. Correctly. There are issues in the mod, and s7rikeback found a few more today, but even if we do our absolute best, the mod is still the product of humans, as is the game, so "subject to issues", to say the least. But don't sabotage yourself further by not activating the mod correctly. |
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