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Old 04-19-22, 07:30 PM   #1
Jean Led
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Quote:
Originally Posted by Mad Mardigan View Post
Just... outta curiosity...

You are, using multiSH4... with your different SH4 mod sets there (namely KSD II: Ace & Oper. Monsun: Dark)... I pray, Yes...???

If not, then that can & could well, cause issues... if they are trying to share the same save folder.





M. M.

I- I dont.


Issue was prior and ksd as its own save file in documents. I put them far away from each other now
But thank you for mensioning that .. Multish4 thing, it saves me me future headaches for when I jump into us subs
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Old 04-19-22, 10:05 PM   #2
Mad Mardigan
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Quote:
Originally Posted by Jean Led View Post
I- I dont.


Issue was prior and ksd as its own save file in documents. I put them far away from each other now
But thank you for mensioning that .. Multish4 thing, it saves me me future headaches for when I jump into us subs


Welcome.







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Old 04-20-22, 02:53 PM   #3
Jean Led
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Default UPDATE ON BUG

update with the save bug I had.


It seem that whenever I tried to approach the convoy in a certain area the game would ctd no matter what.


I tried went further on its predicted path and intercepted 100 km further away, and no bug, I could make my attack. ( had 3 torps left, first was a dud and other two missed because they had time to hit the break as I didnt time them properly)


I kept making saves along the way, reached my port without a crash


I think if the weather is demanding ( fog and rain probably) + large convoy there is a very high chance of ctd.
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Old 05-27-22, 02:08 PM   #4
Fritz Klum
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this mod looks interesting. I'll give it a try.


On another note, how would you say it compares to Dark Waters? I've been using Dark waters for SH4 ato for a while now.
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Old 05-29-22, 12:20 PM   #5
Kapitän
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Default New on KSDII Ace

Hello Fellow Kaleuns,

I'm in the process of learning this version of the game and already received a lot of information in another thread in the "Wolves of the Pacific" page and now moved over here, since it is dedicated towards this particular Mod.

As I'm going along, I come across some items that are somewhat different from what I have seen up until now, and would appreciate any information that is available.

1. How does one select the "Combat Support Unit", do they show up on the Nav Map (F5)?

2. "Toggle ON/OFF Auto Torpedo Reloading": It doesn't seem to matter if it is ON or OFF, the torpedoes will get reloaded either way. Is that normal game behavioru?

3. Battery Charging: When selecting "Battery Charging", it seems to take a VERY long time until the are charged (if at all). Is this also normal game behaviour?

4. Also, seem to notice that the periscope - even if only about 1m above the water line - will be seen by by merchants or escorts alike, at a distance of about 900m (in 1940 and assuming that ASW vessels have no radar installed yet). Is this also your experience?

5. In Sh3, there is a kind of "Semi-Manual-Torpedo-Targeting" possible, whereas one can select the support of the Weapons Officer but still has the option for manual targeting if desired. Is this also the case here with KSDII Ace?

Many thanks!
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Old 05-29-22, 02:39 PM   #6
Bubblehead1980
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Are realistic/historically accurate night surface attacks possible in this mod?


Including getting inside the convoy on the surface?


I am coming over from US side of things, I made this possible in TMO, wondering if possible in this mod since was a huge part of U boat operations. Hoping it is, I'm tired of modding lol.
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Old 05-30-22, 01:44 PM   #7
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In General I would unfortunately say no, usually you get spotted. You can’t get as close as they did in real life.
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Old 06-01-22, 06:07 AM   #8
John Pancoast
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Quote:
Originally Posted by Bubblehead1980 View Post
Are realistic/historically accurate night surface attacks possible in this mod?


Including getting inside the convoy on the surface?

Fwiw, this was not a common tactic. A very, very few did it (only two I can think of).......sometimes, not even always. In terms of "realism" of the mod, the lack of wolfpack attacks is a far greater issue than this.
But that is because of the game's structure, not the mod maker(s), who have done an outstanding job with what they have available.
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Old 06-01-22, 02:06 AM   #9
Niume
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Quote:
Originally Posted by Kapitän View Post
Hello Fellow Kaleuns,

I'm in the process of learning this version of the game and already received a lot of information in another thread in the "Wolves of the Pacific" page and now moved over here, since it is dedicated towards this particular Mod.

As I'm going along, I come across some items that are somewhat different from what I have seen up until now, and would appreciate any information that is available.

1. How does one select the "Combat Support Unit", do they show up on the Nav Map (F5)?

2. "Toggle ON/OFF Auto Torpedo Reloading": It doesn't seem to matter if it is ON or OFF, the torpedoes will get reloaded either way. Is that normal game behavioru?

3. Battery Charging: When selecting "Battery Charging", it seems to take a VERY long time until the are charged (if at all). Is this also normal game behaviour?

4. Also, seem to notice that the periscope - even if only about 1m above the water line - will be seen by by merchants or escorts alike, at a distance of about 900m (in 1940 and assuming that ASW vessels have no radar installed yet). Is this also your experience?

5. In Sh3, there is a kind of "Semi-Manual-Torpedo-Targeting" possible, whereas one can select the support of the Weapons Officer but still has the option for manual targeting if desired. Is this also the case here with KSDII Ace?

Many thanks!
1. This is left over feature from the stock. In the stock game you could call in Japanese warship.
2.This is not normal behavior. It works fine for me.
3. The battery charging is set to historical values. How long does it take for you to charge the battery from 50% to 100%?
4. At least for me I do not encounter this problem. What version of the modpack are you using?
5. Sadly, no SH4 does not have option for Weapons officer to calculate the torpedo solution like in Sh3. Either you choose manual torpedo targeting or automatic.


It seems that your install is corrupted. When installing modpack did you selected a fresh new folder? Remember this installer has everything included even the "base game". You just need to select where you want it to be installed on your computer
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Old 06-11-22, 04:11 AM   #10
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Quote:
Originally Posted by Niume View Post
1. This is left over feature from the stock. In the stock game you could call in Japanese warship.
2.This is not normal behavior. It works fine for me.
3. The battery charging is set to historical values. How long does it take for you to charge the battery from 50% to 100%?
4. At least for me I do not encounter this problem. What version of the modpack are you using?
5. Sadly, no SH4 does not have option for Weapons officer to calculate the torpedo solution like in Sh3. Either you choose manual torpedo targeting or automatic.


It seems that your install is corrupted. When installing modpack did you selected a fresh new folder? Remember this installer has everything included even the "base game". You just need to select where you want it to be installed on your computer

Hi Niume,

Thanks for your response! Yes, I did a fresh/first install of KSDII, downloaded the zip-folder from a download link provided here, unpacked and installed the game in a brand new folder. I suppose, something still could have gone wrong ...

About the points:
I'm now in Campaign mode with a IXD2 boat in 10.42, leaving Bordeaux and headed toward Brazil.

1. Okay, so calling on combat support units doesn't work in KSDII, correct?

2. Torpedo reloading: Seems to work now ... I guess, I just hadn't figured out how to do it yet.

3. Battery reacharging: Didn't have to recharge from 50% yet, only from about 95% and that went pretty quickly. Only thing is, I'm not sure how to read the gauges correctly: The pull out gauge shows max 350, while the one in the C/R shows 450. How do you do the battery capacitiy reading?

4. So, also here, I just experienced that ASW vessels that were already searching for me and I was tracking them from periscope depth, started firing at my position from about 1500m out, the periscope was just about at sea level, waves washing over it, clear sunny day, wind 5sm. Modpack version is 1.4.1.

5. Okay, clear, thanks!

I have a couple new observations:

6. I noticed something else, if I may: In the map view (F5) one can see the sensor fields of the ships. What I noticed is, that these seem to be much less than let's say in Sh3. For example, just now, the ASWs were showing a field of view of about 6000m, which seems very short. As one would expect, they spotted me at about 8000m, which led to the situation described in point 5. above. Can you confirm this as well?

7. When setting depth 20m from let's see 100m, the boat doesn't level out at 20m but continues to rise to periscope depth or more, even breaching the surface at times and I have to set for 20m at least twice to make the boat respond. Also, diving from being surfaced is super slow when diving normally (i.e., not crash diving). Is this behaviour perhaps, due to the fact that it is a big IXD2 boat?

8. Fuel gauge: Fuel consumption seems to be very low. Right now, I'm at about 10cbm in 24h, even at Half Ahead or Full Ahead. Doesn't seem very realistic ...

Just a general note: I'm in campaign mode now and making frequent game saves (about every 12 hours), which I then overwrite. Always worked fine with Sh3. Could this be a potential source of any adverse effects?

Thanks again for your help!
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Last edited by Kapitän; 06-11-22 at 04:58 AM.
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