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Old 08-20-22, 08:39 PM   #4996
propbeanie
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Quote:
Originally Posted by jldjs View Post
Patrol start from Brisbane Oct '42 to Slot, 5 days. After 5 days no mission complete indication. Returned to Brisbane but could not dock. Refueled, went back to patrol area, sited task force, reported it and received orders to leave area and report to base for fuel and arms. Again tried to enter base and dock but couldn't. See screen image of this below.
Using FoTRsU 1.8 which has been flawless on previous miisions. Any ideas?

[pic]
Quote:
Originally Posted by jldjs View Post
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
JayMyKey=2 "my laptop keyboard key assignments"
304_NoJapaneseAirRadar=3
399_NoScrollNavMap=4
454c_EasyAOB_InputTargetDistanceOnTBT=5
901_Strategic_Map_Symbols=6
Easier_AI for FotRSU=7
Webster's Better Air Patrols=8

[pic]
OK, the Gato has
AvailabilityInterval= 1942-10-21, 1943-11-17
... so where did you get the Gato from? Also, your mod list does not have the install path of where the game is on your hard drive, so where is it? You have JayMyKey in the mod list? what does that do? Does it interfere with key assignments in the game? What is the Easier_AI mod? If it is not in the v1.8 AddInModzPak, it is not compatible. Same with Webster's Better Air Patrols. While there are no IDs that conflict in that, it does change the air response, and is not "tuned" for the extra, smaller airbases in FotRSU... Also, did you empty the Save folder after you activated FotRSU, and are you over-writing previous Saves? My guess is that you accepted a Gato boat too early, and you are now stuck in the Twilight Zone. If you have a Save from before you accepted the Gato, you can re-start from there...
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Old 08-21-22, 10:17 AM   #4997
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“Where did I get the Gato?”
Returned from previous patrol, from Brisbane, in a Gar. Since that patrol was so successful I accepted the new boat offered which is the Gato.
The JayMyKey changes the stock keyboard assignments to match my laptop keyboard.
The Easier_AI changes the range of AI gun fire to 6000 km so I can better enjoy surface attacking.
And yes I always start a new Save folder when first using v1..8, so your explanation of accepting the new Gato to soon must be it. So, why was it offered to soon? I’ve seen this explanation in your replies for other boats so is it bug at Brisbane? In my past playing I’ve never based out of Brisbane .
I think I saved the return to Brisbane from that previous patrol so I’ll try and recover with that.
Thanks.
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Old 08-21-22, 12:05 PM   #4998
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Quote:
Originally Posted by jldjs View Post
“Where did I get the Gato?”
Returned from previous patrol, from Brisbane, in a Gar. Since that patrol was so successful I accepted the new boat offered which is the Gato.
The JayMyKey changes the stock keyboard assignments to match my laptop keyboard.
The Easier_AI changes the range of AI gun fire to 6000 km so I can better enjoy surface attacking.
And yes I always start a new Save folder when first using v1..8, so your explanation of accepting the new Gato to soon must be it. So, why was it offered to soon? I’ve seen this explanation in your replies for other boats so is it bug at Brisbane? In my past playing I’ve never based out of Brisbane .
I think I saved the return to Brisbane from that previous patrol so I’ll try and recover with that.
Thanks.
what you have done seems normal.

WHEN did you upgrade from Gar to Gato while based in Brisbane?

if you accepted it before the end of October, 1942, THAT is probably the issue.
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Old 08-21-22, 01:45 PM   #4999
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Originally Posted by propbeanie View Post
OK, the Gato has
AvailabilityInterval= 1942-10-21, 1943-11-17
...
Quote:
Originally Posted by jldjs View Post
“Where did I get the Gato?”
Returned from previous patrol, from Brisbane, in a Gar. Since that patrol was so successful I accepted the new boat offered which is the Gato.
The JayMyKey changes the stock keyboard assignments to match my laptop keyboard.
The Easier_AI changes the range of AI gun fire to 6000 km so I can better enjoy surface attacking.
And yes I always start a new Save folder when first using v1..8, so your explanation of accepting the new Gato to soon must be it. So, why was it offered to soon? I’ve seen this explanation in your replies for other boats so is it bug at Brisbane? In my past playing I’ve never based out of Brisbane .
I think I saved the return to Brisbane from that previous patrol so I’ll try and recover with that.
Thanks.
As KaleunMarco says, the date of acceptance is the key. If you took delivery of the new boat prior to 1942-10-21 as above, then that could well be almost 100% of the trouble. It is not a "bug" at Brisbane anymore than at Fremantle or Pearl, or anywhere else the $%^#$% game "awards" the player with an early "New Command". We have moved the Availability dates backward and forward multiple times, and it matters little where we put the dates, nor does it matter if we put early missions in place for that "just-in-case", because while you won't CTD now, and you might get assigned one of those early missions, they usually will not complete and you cannot dock the boat, even if you do wait for a proper AvailabilityInterval (as the game calls it). It just will not work properly. On the chance that it does eventually allow you to dock, upon doing so, you are summarily "Retired"... Now, I can't do anything "early" or "late" in the game with modding, but the game itself sure can, and it makes a mess of things. This is also why we used to see inappropriate ships that did not exist at the time, being assigned to convoys and (usually) not having skins on them. We split some of the classes assigned as escorts into smaller groups for "early" and "later" assignments, which has minimized that particular trouble, but we cannot find a way around the Stock games issue of giving out early boats as an "award" to the high-score player... The ONLY alternative is to make ALL boats available 19380101, and even if we did that, the game would probably try to assign it to you 1937-09-31...

As for your keyboard thingie, can you load that with a bat file prior to playing the game, or is that purpose-build as an SH4 mod. If it is built that way, does it change any key assignments? If it does, that can contribute to SH4 issues also, since the FotRSU key assignments are different from stock, and slightly different from TMO also... If all the EasierAI does is change the cfg file, you should be OK with that.
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Old 08-21-22, 01:58 PM   #5000
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Originally Posted by propbeanie View Post
As KaleunMarco says, the date of acceptance is the key. If you took delivery of the new boat prior to 1942-10-21 as above, then that could well be almost 100% of the trouble. It is not a "bug" at Brisbane anymore than at Fremantle or Pearl, or anywhere else the $%^#$% game "awards" the player with an early "New Command". We have moved the Availability dates backward and forward multiple times, and it matters little where we put the dates, nor does it matter if we put early missions in place for that "just-in-case", because while you won't CTD now, and you might get assigned one of those early missions, they usually will not complete and you cannot dock the boat, even if you do wait for a proper AvailabilityInterval (as the game calls it). It just will not work properly. On the chance that it does eventually allow you to dock, upon doing so, you are summarily "Retired"... Now, I can't do anything "early" or "late" in the game with modding, but the game itself sure can, and it makes a mess of things. This is also why we used to see inappropriate ships that did not exist at the time, being assigned to convoys and (usually) not having skins on them. We split some of the classes assigned as escorts into smaller groups for "early" and "later" assignments, which has minimized that particular trouble, but we cannot find a way around the Stock games issue of giving out early boats as an "award" to the high-score player... The ONLY alternative is to make ALL boats available 19380101, and even if we did that, the game would probably try to assign it to you 1937-09-31...

As for your keyboard thingie, can you load that with a bat file prior to playing the game, or is that purpose-build as an SH4 mod. If it is built that way, does it change any key assignments? If it does, that can contribute to SH4 issues also, since the FotRSU key assignments are different from stock, and slightly different from TMO also... If all the EasierAI does is change the cfg file, you should be OK with that.
Yes that's all the Easier_AI MOD does. The keyboard thingie I've been using it throughout playing SH4 on this laptop. I always start with COmmands.cfg that comes with each version of the release, and modify it. I don't know about using a bat file!
Thanks for explaining the early delivery issue with new boats. I'll pay better attention to those boat release dates. Lastly, thanks to you and the other FotRSU modding team this release is by far the best, most stable playing version of SH4 i've played and I've been playing SH4 and many of its Mods (TMO, etc) for past 12 years!, and yes I am old, or should I say a "super senior" in golfing terms.
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Old 08-21-22, 02:07 PM   #5001
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- yes, "Super-Senior" is the correct term to use, so as to not affect the youngsters around here too much. The game seems to be catching up in age to us FAST... - glad you like FotRSU. We are working on releasing a "patch" for a few nigglies found by a few other players, but the coordination required between the team members can at times take longer than the actual building of a patch... lol

Edit: btw, "batch file", as in KeyStart.bat, or whatever... but since you are using the game's Command.cfg, you do have to start it in the game, so a bat or batch file to start it is a moot point... JSGME is the appropriate start method.
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Last edited by propbeanie; 08-21-22 at 02:12 PM. Reason: Keys and Commands
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Old 08-23-22, 10:19 AM   #5002
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Default 3 Patrols in 41-early 42 and no dud torpedoes???

I just finished 3 patrols in a Sargo class sub starting in Manila December 41 then on to Albany WA. I am playing with high realism (exception being external views that I enjoy for cinematic effect and screen shots). To my surprise, even with manual targeting I am achieving a very high hit rate but even more surprising is that I have not had one dud in 46 torpedoes fired. Is there something up with my config?

I only have FotRSU enabled as a mod.
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Old 08-23-22, 10:38 AM   #5003
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Default Medals

Is there a medal mod that work with FotRSU? I got a purple heart on return from my 3rd patrol for outstanding success. Clearly not what would have been awarded as there was never any "wounded" status on the sub. I had a bronze and silver star from the first two patrols. Maybe a Navy Cross having sunk almost 100K tons in the 3 patrols. I searched on medal mods and see one for stock and one for other mods but wanted to know if there is one that works with FotRSU. Thanks for any feedback
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Old 08-23-22, 02:18 PM   #5004
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Originally Posted by Rigel44 View Post
I just finished 3 patrols in a Sargo class sub starting in Manila December 41 then on to Albany WA. I am playing with high realism (exception being external views that I enjoy for cinematic effect and screen shots). To my surprise, even with manual targeting I am achieving a very high hit rate but even more surprising is that I have not had one dud in 46 torpedoes fired. Is there something up with my config?

I only have FotRSU enabled as a mod.
Be sure that you have things set the way you in the career. When you are in the base Captain's Office, to the left of the desk is a "file cabinet", and on top of it is a wooden civvy radio console. Click on that and you'll get the options for the career. This is modifiable for each career you might have running, and is separate from the one on the main menu, which is for Sub School, Single Missions and War Patrols (plus multi-player). The FotRSU mod by default has that set to "off", with the tickbox empty. But even with that set, the base FotRSU dud rate is lower than the stock game's setting. To get something closer to "realistic", you would have to use "650_LotsaDudz" from the "AddInModzPak_v18" collection. If that's too many (and for me, it frustratingly is), then use the "650_MoreDudz" mod, which is more than "650_OriginalFOTRS_Dudz". The "MoreDudz" for me seems about right, usually. Use only one at a time, hence them all three having a "650_" designation.

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Is there a medal mod that work with FotRSU? I got a purple heart on return from my 3rd patrol for outstanding success. Clearly not what would have been awarded as there was never any "wounded" status on the sub. I had a bronze and silver star from the first two patrols. Maybe a Navy Cross having sunk almost 100K tons in the 3 patrols. I searched on medal mods and see one for stock and one for other mods but wanted to know if there is one that works with FotRSU. Thanks for any feedback
FotRSU has CapnScurvy's "Medal Fix" in it already. The "Purple Heart" is similar in function to the "Philippines Campaign" medal, in that it is reserved for lower-scoring patrols that do OK, not for good patrols. Look closer at your Captain's Log, and you might see that you sank a Russian "neutral", or a hospital ship, or (horrors) a friendly. The Japanese were "famous" for putting Hospital ships in regular convoys, and would have the lights out on them. I have had more than one patrol ruined by hitting and sinking them, usually quite by accident with a "miss" on a different ship. I have also been fortunate in hitting them with "duds" before also... lol - The "neutral" and hospital ship are worth a 1x negative amount of renown, while a "friendly" will ding you 10x a negative amount. They will affect your "patrol rating" also, which is what the medals and other "awards" are based upon. With CapnScurvy's medal fix in the mod, you will find it a bit more difficult to get higher than the Navy Cross.
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Old 08-23-22, 09:54 PM   #5005
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Originally Posted by propbeanie View Post
Be sure that you have things set the way you in the career. When you are in the base Captain's Office, to the left of the desk is a "file cabinet", and on top of it is a wooden civvy radio console. Click on that and you'll get the options for the career. This is modifiable for each career you might have running, and is separate from the one on the main menu, which is for Sub School, Single Missions and War Patrols (plus multi-player). The FotRSU mod by default has that set to "off", with the tickbox empty. But even with that set, the base FotRSU dud rate is lower than the stock game's setting. To get something closer to "realistic", you would have to use "650_LotsaDudz" from the "AddInModzPak_v18" collection. If that's too many (and for me, it frustratingly is), then use the "650_MoreDudz" mod, which is more than "650_OriginalFOTRS_Dudz". The "MoreDudz" for me seems about right, usually. Use only one at a time, hence them all three having a "650_" designation.


FotRSU has CapnScurvy's "Medal Fix" in it already. The "Purple Heart" is similar in function to the "Philippines Campaign" medal, in that it is reserved for lower-scoring patrols that do OK, not for good patrols. Look closer at your Captain's Log, and you might see that you sank a Russian "neutral", or a hospital ship, or (horrors) a friendly. The Japanese were "famous" for putting Hospital ships in regular convoys, and would have the lights out on them. I have had more than one patrol ruined by hitting and sinking them, usually quite by accident with a "miss" on a different ship. I have also been fortunate in hitting them with "duds" before also... lol - The "neutral" and hospital ship are worth a 1x negative amount of renown, while a "friendly" will ding you 10x a negative amount. They will affect your "patrol rating" also, which is what the medals and other "awards" are based upon. With CapnScurvy's medal fix in the mod, you will find it a bit more difficult to get higher than the Navy Cross.
Thank you for the quick reply - I will check my settings in the office and will also look to install "650_MoreDudz". Maybe if my difficulty setting isn't what I think it is it would explain the purple heart. I did sink a Konga BB and a merchant on that patrol for ~35,000 tons so I would think that as a good patrol. It took 7 torpedoes to finally get the BB under the waves!
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Old 08-24-22, 06:06 AM   #5006
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Originally Posted by Rigel44 View Post
Thank you for the quick reply - I will check my settings in the office and will also look to install "650_MoreDudz". Maybe if my difficulty setting isn't what I think it is it would explain the purple heart. I did sink a Konga BB and a merchant on that patrol for ~35,000 tons so I would think that as a good patrol. It took 7 torpedoes to finally get the BB under the waves!
When I use "moreDudz" in the trials of new construction 42', I need 10 fishes to sunk the badass Ensign Parker and his tin can. All the missed passed under the hull, with minimum depth setting. I was more angry than Ensign Parker...

Now I´m playing with the original duds

Best regards.

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Old 08-24-22, 02:24 PM   #5007
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fitzcarraldo, you now have me wondering if maybe I am getting the "650_MoreDudz" and "650_LotsaDudz" mods confused... Either one could be considered "realistic" but I lean more toward "frustrating"... lol - The main differences between the three mods is the frequency and the angles. The dates are all similar.
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Old 08-25-22, 12:22 PM   #5008
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Icon12 Dudz

Thanks for the info. I will do trials with both "650_MoreDudz" and "650_LotsaDudz" and see what I like. I did confirm in base using the gameplay options (click on the radio) that Dud Torpedoes was checked and that external view is the only thing that is not 100% reality. So the fact that I fired 52 torpedoes in 3 patrols without a single dud seems unusual - maybe I was just lucky
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Old 08-25-22, 01:10 PM   #5009
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Default PPI SJ Radar

I started a new career out of Pearl in a Gato Class - Mid 42. I was surprised to see that PPI SJ Radar was available to me. While the A scope SJ did start to trial in fall of 42 the PPI didn't really become available until well into 1943. Any idea where the dates of availability are controlled? I will just uninstall in my boat for now to stay true to history.
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Old 08-25-22, 02:44 PM   #5010
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The game, in spite of all efforts for upgrades, will at time balk on something as seemingly simple as the PPI screen... For whatever reason, an "Upgrade" for the "console" does not function reliably. You can get a new conning tower and all is well, but the activation of the A-Scope and the PPI can throw a wrench at the monkey. Also for maintenance sake, all boats with the June of 1942 start get surface radar, so that by the time an earlier-start player does maybe get a conning tower update, the antenna mounts properly and they can get radar.

You can use a similar technique as what you did with the radar for other items onboard, and if you don't like sonar reports when on the surface, remove the man at the station by placing him elsewhere, such as the Damage Control or Gun crew. You then should not get sonar reports on the surface. Just be sure to put him back when you dive...

We are attempting to "tighten" dates further for the next release, but definitely do NOT want to have an upgrade fail, as they do all too often in the stock game. Real skippers got cut towers and radar as soon as it was available, and did not have to wait for a point score or patrol rating from Ubisoft to get them... lol - this does involve even more testing, which will take a while.
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