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Old 02-14-23, 01:17 PM   #1351
KaleunMarco
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Default Super large Savefolders

has anyone experienced super large savefolders while playing a career-mission?

what i mean is that, a save folder while in port is approx 259 kB.
the first save while playing the mission creates a save folder that is 162MB. (MEGA)
the mission is a pre-war mission out of Cavite with very little ship action from any navy or merchant marine.
it seems as if the largest file being saved is the SaveFile.rep and it continues to grow until it reaches 909 MB and then...CTD.
since the mission has very little ship interaction and no attacks what is being saved in this file that takes up so much memory?

maybe i am asking the wrong question.

let's leave it with my original question: has anyone else experienced this and what did you do to fix it?


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100 Trigger Maru Overhaul 2.5 UpdateBH V2.0
120 Nav Map Make-Over TMO Update 2.0
130 NMMO Patch TMO Update V2.0
140 Radio Messages TMO Update 2.0
150 BBPearlHarbor Pre War TMO
160 Pre-PearlHarborPatch TMO Update V2.0
170 Subron50AddOn
210 AAtoDeckguns+Radio
220 DecoysTMO&DC_Reset_To_Stock
400 Webster's 300' Underwater Visability for v1.5
500 jimimadrid Torpedos
510 Jimimadrid SubManagement


P.S. i traced the source of the problem to a modified Narwhal.Sim file change. i had bumped the EPropulsion speed from 8.75 to 9 kts and that caused the app to create these huge savefolders, tickling 1 GB.
i have performed this manner of change with other modsets in the past and the only change that was noticed was that my sub went a bit faster underwater.
took me all day to find this and i still cannot explain it. it is what it is, i suppose. another example of fine programming-and-design from UBI.
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------------------------------------------------------------
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LAA enabled
Dell XPS with 32 GB Ram running Win10

Last edited by KaleunMarco; 02-15-23 at 11:29 AM.
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Old 02-14-23, 03:02 PM   #1352
jimimadrid
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Default

Quote:
Originally Posted by Pagan_PL View Post
I have a big problem!

In TMO the clock is half way visible on the right side of the screen, when activated. In original game - was on right, left place of the screen. So, in 4K resollution it is completly out of the screen and it is impossible to see it.

Please, tell me if there is any possible fix for this!

Thank You.



You have to change following line in the Data\Menu\Menu_1024_768.ini
(Can be done with the normal editor)


Search for [G29 I2]
Change:

Zone= 412 768 234 225 0 1 0x29000000 1.23 0 0x29020000 -1 0 -300 0
to:

Zone= 412 768 234 225 0 1 0x29000000 1.1 0 0x29020000 -1 0 -300 0




Hope this helps.
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Old 02-14-23, 11:55 PM   #1353
Belmondo
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Default

Quote:
Originally Posted by KaleunMarco View Post
has anyone experienced super large savefolders while playing a career-mission?

what i mean is that, a save folder while in port is approx 259 kB.
the first save while playing the mission creates a save folder that is 162MB. (MEGA)
the mission is a pre-war mission out of Cavite with very little ship action from any navy or merchant marine.
it seems as if the largest file being saved is the SaveFile.rep and it continues to grow until it reaches 909 MB and then...CTD.
since the mission has very little ship interaction and no attacks what is being saved in this file that takes up so much memory?

maybe i am asking the wrong question.

let's leave it with my original question: has anyone else experienced this and what did you do to fix it?


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100 Trigger Maru Overhaul 2.5 UpdateBH V2.0
120 Nav Map Make-Over TMO Update 2.0
130 NMMO Patch TMO Update V2.0
140 Radio Messages TMO Update 2.0
150 BBPearlHarbor Pre War TMO
160 Pre-PearlHarborPatch TMO Update V2.0
170 Subron50AddOn
210 AAtoDeckguns+Radio
220 DecoysTMO&DC_Reset_To_Stock
400 Webster's 300' Underwater Visability for v1.5
500 jimimadrid Torpedos
510 Jimimadrid SubManagement
Hello, where can i download these mods
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Old 02-15-23, 11:21 AM   #1354
KaleunMarco
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Quote:
Originally Posted by Belmondo View Post
Hello, where can i download these mods
These mods are part of the TMO_BH download zipped file. Find them on Pg 1 of this thread.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100 Trigger Maru Overhaul 2.5 UpdateBH V2.0
120 Nav Map Make-Over TMO Update 2.0
130 NMMO Patch TMO Update V2.0
140 Radio Messages TMO Update 2.0
150 BBPearlHarbor Pre War TMO
160 Pre-PearlHarborPatch TMO Update V2.0
170 Subron50AddOn
210 AAtoDeckguns+Radio
220 DecoysTMO&DC_Reset_To_Stock
This mod is in the MODS forum here @Subsum. It was originally built for Ducimus' version of TMO and it seems to work with BH's TMO.
400 Webster's 300' Underwater Visability for v1.5
these two mods can be found in their own threads in this Forum and in the MODS Forum.
500 jimimadrid Torpedos
510 Jimimadrid SubManagement
__________________
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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Old 02-15-23, 04:27 PM   #1355
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Default

Quote:
Originally Posted by KaleunMarco View Post
has anyone experienced super large savefolders while playing a career-mission?

what i mean is that, a save folder while in port is approx 259 kB.
the first save while playing the mission creates a save folder that is 162MB. (MEGA)
the mission is a pre-war mission out of Cavite with very little ship action from any navy or merchant marine.
it seems as if the largest file being saved is the SaveFile.rep and it continues to grow until it reaches 909 MB and then...CTD.
since the mission has very little ship interaction and no attacks what is being saved in this file that takes up so much memory? ...

P.S. i traced the source of the problem to a modified Narwhal.Sim file change. i had bumped the EPropulsion speed from 8.75 to 9 kts and that caused the app to create these huge savefolders, tickling 1 GB.
i have performed this manner of change with other modsets in the past and the only change that was noticed was that my sub went a bit faster underwater.
took me all day to find this and i still cannot explain it. it is what it is, i suppose. another example of fine programming-and-design from UBI.
The sim and cfg file figures should match... plus, if you had instituted the change after starting a career, it might cause issues, since the game runs a combination of Save folder and game folder for the Player's boat... most, but not all of it is in the Save folder... ??
- other than that, who know?? besides, "an SH4" thang...
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Old 02-15-23, 05:46 PM   #1356
KaleunMarco
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Quote:
Originally Posted by propbeanie View Post
The sim and cfg file figures should match... plus, if you had instituted the change after starting a career, it might cause issues, since the game runs a combination of Save folder and game folder for the Player's boat... most, but not all of it is in the Save folder... ??
- other than that, who know?? besides, "an SH4" thang...
yes, i agree and that is why the actions you have listed are table stakes.
they are a pain but they are necessary.
having taken those steps, there is no reasonable explanation for this behavior.
i was doing nothing that i had not successfully done in the past, albeit without the negative effect of superlarge savefolders.
madness.
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------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
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Old 02-16-23, 11:42 AM   #1357
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Default mines and CTD

BH,

i am driving a Narwhal in the Asiatic Prewar scenario.
i was returning to Cavite and did not pay attention to the MINEFIELD on the Nav Map and bang...found out about the mines.

the thing is, as we were taking damage and sinking, we were at TC=1 and then...CTD.

i DID search this forum and read about CTD at high TC when encountering mines but nothing with this use case.

any thoughts on the CTD at low TC when encountering mines and their damage?
__________________
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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Old 02-17-23, 08:54 PM   #1358
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Default

Quote:
Originally Posted by KaleunMarco View Post
BH,

i am driving a Narwhal in the Asiatic Prewar scenario.
i was returning to Cavite and did not pay attention to the MINEFIELD on the Nav Map and bang...found out about the mines.

the thing is, as we were taking damage and sinking, we were at TC=1 and then...CTD.

i DID search this forum and read about CTD at high TC when encountering mines but nothing with this use case.

any thoughts on the CTD at low TC when encountering mines and their damage?

I also had a CTD from those peshy mines awhile back. No idea why. I avoid the CTDs now by not hitting the mines.
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Old 02-17-23, 10:33 PM   #1359
KaleunMarco
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Quote:
Originally Posted by Captain Wreckless View Post
I also had a CTD from those peshy mines awhile back. No idea why. I avoid the CTDs now by not hitting the mines.
yeah, that's what the MINEFIELD GAP must be for.

so, we made it through the prewar missions except for the last one which occurred in December. after the Pearl Harbor attack i found myself with a Japanese merchie in the Convoy College. i take a bead on her and sink her.

only, there is no sinking registered and no sunken ship icon.
we surface and up pops a Japanese ship exactly where we left the merchie.
WTF!
there are a couple of explosions, the hard drive rattles a bit and bang...CTD.
so, i guess this version of TMO is off the menu until the wrinkles can be ironed out.
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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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Old 02-19-23, 06:18 PM   #1360
Roger Dodger
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Default Large Address Aware or 4gb patch needed?

BubbleHead:

The (v2) README states:

Make sure you have the Large Address Aware (LAA) or 4gb patch installed, if not, sim will CTD.

I have never used these programs before, and have never even heard of them. I never had any problems when using TMO v2.5 + RSRD. Do I really need either or both of them? Also, LAA is for a 32 bit OS/CPU. I have downloaded, but not installed the 4gb patch. I did not D/L the LAA program. Addendum: The README for the 4gb patch clearly states that this 'fix' is for Windows Vista 32bit, and not needed for 64 bit.

My PC is a Windows 10, 64 bit with Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz, 16GB RAM.

I've just started installing this MOD from a CLEAN install of SH4, even downloading a brand new copy of SH4 from Amazon.com/UBI (first un-installing my working copy of SH4, including deleting all registry entries). This question has stopped me cold, so I need an answer soonest.

Thanks so much in advance.
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Last edited by Roger Dodger; 02-19-23 at 06:33 PM.
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Old 02-19-23, 07:04 PM   #1361
KaleunMarco
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Quote:
Originally Posted by Roger Dodger View Post
BubbleHead:

The (v2) README states:

Make sure you have the Large Address Aware (LAA) or 4gb patch installed, if not, sim will CTD.

I have never used these programs before, and have never even heard of them. I never had any problems when using TMO v2.5 + RSRD. Do I really need either or both of them? Also, LAA is for a 32 bit OS/CPU. I have downloaded, but not installed the 4gb patch. I did not D/L the LAA program. Addendum: The README for the 4gb patch clearly states that this 'fix' is for Windows Vista 32bit, and not needed for 64 bit.

My PC is a Windows 10, 64 bit with Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz, 16GB RAM.

I've just started installing this MOD from a CLEAN install of SH4, even downloading a brand new copy of SH4 from Amazon.com/UBI (first un-installing my working copy of SH4, including deleting all registry entries). This question has stopped me cold, so I need an answer soonest.

Thanks so much in advance.
jumping in here and pinch-hitting for BH.....

SH4 is not using your system's 16GB. Probably maxing at 2 MB, possibly less. Keep in mind that SH4 was designed in 2007 and it is running two code sets, an SH3-offshoot for the German Uboat missions and a hybrid code set for the Pacific theatre. Plus, the UBI designers did not design the memory usage very well and so it CTD's when it gets confused on usable memory.

using a 4GB memory enhancer such as LAA or the other one, whose name i cannot remember at the moment, will force SH4 to use up to 4 GB, cutting down on the opportunities of it running out of what it thinks is usable memory and then crashing to the desktop without any error messages.

so, you do not HAVE to use a 4 GB memory aid but it helps, a lot.
i use it for every installation i have for SH4 from Stock through TMO, FOTRSU and Dark Waters. the last two won't really run properly without a 4 GB memory utility. trust me on this.

don't worry about using a 32-bit vs 64-bit LAA...i have never noticed a difference with SH4.

either way, it's your decision.

good luck, Herr Kaleun.
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there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
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LAA enabled
Dell XPS with 32 GB Ram running Win10
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Old 02-19-23, 11:13 PM   #1362
Roger Dodger
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Icon14 Thanx for fast response

Thanx for getting back to me so fast. I'll go ahead and install the 4GBPatch. I'm always a little hinkey about installing any program that might change my system - gives me the Willies!

Have a great day!
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Old 03-14-23, 05:42 PM   #1363
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Hi Bubblehead,

Downloading your mod now, looking forward to trying this out. Been away from SH4 for quite a while and your mod looks like a good 'one stop shop' to get back into it!

A quick question. Does your mod include the OTC mod at all? Does anybody here use that mod with this?

I know they made a version for TMO 2.5, but not sure if it'll be compatible with your additions.

Do I *need* the OTC mod to be able to do manual targeting? I'm still not 100% sure on what exactly that mod does. I just know it seems to be important to use manual targeting and rangefinding correctly.
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Old 03-24-23, 04:31 PM   #1364
Nilus11
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So I'm playing a campaign in mid-1942 with this mod, and after multiple torpedo misses even when I think I have almost perfect data (I do play on full realism with no map contacts, so it's never perfect but I've gotten really close by comparing the TDC's position keeper with visual observations), I made a test single mission in 1942 to see if it's me or the torpedoes. And sure enough, at least half of the torpedoes I fire immediately drop to 60 or so feet. I appreciate the mod being brutally realistic, but is there any way to cope with the depth problem besides playing at a later date or just sucking it up and being prepared to constantly miss? I've learned to mitigate the defective exploder problem somewhat by firing at acute angles, but it seems like most of my torpedoes will also run deep, even when they're set at the very minimum depth.

Also, I read in this thread that having too many save games can be bad for stability. Is it a good idea to routinely clear out the save games folders in Documents/SH4, leaving only the latest save, as I've been doing?

Great mod btw, I especially love how dark the nights are. Every other subsim I've played is far too bright during nighttime, even during a new moon/overcast conditions when it should be pitch black.

Last edited by Nilus11; 03-24-23 at 04:51 PM.
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Old 03-24-23, 04:50 PM   #1365
KaleunMarco
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Quote:
Originally Posted by Nilus11 View Post
So I'm playing a campaign in mid-1942 with this mod, and after multiple torpedo misses even when I think I have almost perfect data (I do play on full realism with no map contacts, so it's never perfect but I've gotten really close by comparing the TDC's position keeper with visual observations), I made a test single mission in 1942 to see if it's me or the torpedoes. And sure enough, at least half of the torpedoes I fire immediately drop to 60 or so feet. I appreciate the mod being brutally realistic, but is there any way to cope with the depth problem besides playing at a later date or just sucking it up and being prepared to constantly miss? I've learned to mitigate the defective exploder problem somewhat by firing at acute angles, but it seems like most of my torpedoes will also run deep, even when they're set at the very minimum depth.

Great mod btw, I especially love how dark the nights are. Every other subsim I've played is far too bright during nighttime, even during a new moon/overcast conditions when it should be pitch black.
there is a "gameplay" option to negate the "dud" torpedoes but i do not think that the option negates the bad gyros, or the running deep, or the circle runners.

to cure all of the issues, you would need a small mod made for TMO_BH that specifically modifies all of the torpedo defects.

it has been done.
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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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