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Old 05-11-23, 04:42 AM   #5461
Alexsandr7822
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Hello everyone, my name is Corsair Andy! Streaming your modification. represented by the Russian community. Ran into a flyout off the coast of Attu! 2 times in a row in the same place when approaching the island... The game tries to unload the game as a result of flying out on the desktop.
The game version SH4 1.5 + Uboat Misson FoRS 1.7v. On misson: Boat class Porporise. Mission patrol near Kuril Islands October 1942. After completing the main task report to headquarters give the next mission to patrol near the island of Attu.

Streaming footage :

The time stamp departure is 56:52.
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Old 05-11-23, 07:09 AM   #5462
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Another observation. I see whole bunch of new weapons such as MK23, MK18. However, MK18's cost is in red font while others are in blue. I am at the end of May 1943. Is it legit to see all these weapons showing up? Also why the price is in red?

Questions on some the special abilities:
1. What does perfect pitch do? There is no description of any kind
2. Is there any way to change a crew's specialization? I promoted one of the officers on watch and he was randomly assigned "perfect pitch", which is useless for watch crew, so I had to move him to sensor department, but he is still specialized in watch.
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Old 05-11-23, 08:44 AM   #5463
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Quote:
Originally Posted by Alexsandr7822 View Post
Hello everyone, my name is Corsair Andy! Streaming your modification. represented by the Russian community. Ran into a flyout off the coast of Attu! 2 times in a row in the same place when approaching the island... The game tries to unload the game as a result of flying out on the desktop.
The game version SH4 1.5 + Uboat Misson FoRS 1.7v. On misson: Boat class Porporise. Mission patrol near Kuril Islands October 1942. After completing the main task report to headquarters give the next mission to patrol near the island of Attu.

Streaming footage : [video link above]

The time stamp departure is 56:52.
I am tracing through the files now, looking for the possible cause of your CTD, concentrating on what happens between October and December 1942. Did you happen to note the date in the game of the crash? Do you remember the wording of your Patrol off Attu assignment? I can see them in the video, if I could only read Russian... lol - I cannot quite see the date in your video on my computer display, even at full-screen... lol - I have old man eyes...

btw, do you have your translations for the FotRSU mod in a mod of your own that others could download? Onkel Neal could get you some space here on SubSim for you to post your translation mod for others to use, or post a link to a site of your own.

Edit: I forgot to ask you your mod loadout. Can you list the mods you have loaded through JSGME please? Especially, do you have Nippon Maru or Nihon Kaigun loaded, and the associated Roster mods, such as Combined Roster? I found your Patrol assignment, which is "Patrol Attu 01F" with orders to patrol for five days. Since there are not any Triggers or Events associated with it, and there is only the one Objective and Patrol Marker (the green circle), it is not the source of the trouble, which only leaves something spawning most likely north and west of your location as you come into the Agattu Strait, south and east of Attu Island.


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Originally Posted by Wolfcat View Post
Another observation. I see whole bunch of new weapons such as MK23, MK18. However, MK18's cost is in red font while others are in blue. I am at the end of May 1943. Is it legit to see all these weapons showing up? Also why the price is in red?

Questions on some the special abilities:
1. What does perfect pitch do? There is no description of any kind
2. Is there any way to change a crew's specialization? I promoted one of the officers on watch and he was randomly assigned "perfect pitch", which is useless for watch crew, so I had to move him to sensor department, but he is still specialized in watch.
I have not seen the red and blue fonts... I'll have to look into that. What is the date you are in the office and seeing that? As for "Perfect Pitch", we thought we had most of the Special Abilities turned down enough to where you would not see them (hence, no description), other than the battery charge and medic specialists... - Perfect pitch is for the sonar / hydrophone operators though, and they can ID a ship quicker. The "specialization" comes with promotions. If you promote the crew in-base between patrols, you can choose the specialization. If the game does the promoting, it is a "random" thing, and some of the game's choices are somewhat inappropriate, such as giving the on-deck watchmen a sonar or torpedo specialty... The specialization is from when the character goes from PO1 to CPO. The officer's already have their specialization from the game, and generally are considered "jack-of-all-trades" people, so definitely a roll of the dice assignment. When submerged, you could move him to the conning tower or control room, where ever your hydrophone station is on your particular boat. When you go to surface, put him back on the watch. PIA, but workable.
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Last edited by propbeanie; 05-11-23 at 09:33 AM.
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Old 05-11-23, 10:23 AM   #5464
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The date is late May- early Jun of 1943. MK18 price is in red font, but doesn't seem to have any negative effects. Anyway, so a crew cannot have dual specialization, right?
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Old 05-11-23, 10:42 AM   #5465
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OK. For reference on the Torpedoes, we used Torpedoes of the United States of America on the NavWeps site, but made things a bit earlier, and differences between the various boats. As for the Special Ability, if I remember correctly, it is only one per character, but that Special Ability does not always match their specialty, such as what you've seen with the officer of the watch getting the Perfect Pitch. I have had a torpedo man get the medic ability, and swapped him to the Damage Team, so I could move him throughout the boat easier, and not lose a torpedo man when he might be needed, replacing him, of course, prior to the next patrol. An officer is not easy to replace in SH4 though...
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Old 05-12-23, 09:06 AM   #5466
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CO2 level is somewhat unrealistic. There were numerous accounts that WWII submarines can stay submerged for a long time without significant CO2 issue. One Japanese submarine was able to stay underwater for 2 days before CO2 level reached 6%. A German submarine was chased and depth charged by a group of British destroyers for 36 hours. American subs are much bigger and roomier than German counterparts. In-game, you stay underwater for more than 12hrs then CO2 level can creep up to 10%. Feels a bit unrealistic.
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Old 05-12-23, 01:16 PM   #5467
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Definitely not an accurate rendition in SH4. The US boats, while bigger, also had a much bigger crew, and did not have a scrubber like the German boats. All had an O2 "bleed", where they could put O2 from tanks in the atmosphere, but that did increase the internal boat atmospheric pressure. But they could stay under for more than 24 hours also. The main problem with the SH4 game is that the warning message pops up, but that's all it is - a warning... it is colored yellow. The actual "you have to surface" message is in red and says something like "CO2 level is critical", and you do have to surface pretty much immediately. The warning message could actually say something like "Smoking lamp is out! CO2 level is getting high", then have another, the "warning" message, about 1/2 to the critical... that would be more useful... but alas, they have those two triggers, and that is it. Of course, it behooves the skipper to stay on top of the situation and make the decision for himself...
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Old 05-14-23, 02:09 AM   #5468
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[QUOTE=propbeanie;2867321]I am tracing through the files now, looking for the possible cause of your CTD, concentrating on what happens between October and December 1942. Did you happen to note the date in the game of the crash? Do you remember the wording of your Patrol off Attu assignment? I can see them in the video, if I could only read Russian... lol - I cannot quite see the date in your video on my computer display, even at full-screen... lol - I have old man eyes...

btw, do you have your translations for the FotRSU mod in a mod of your own that others could download? Onkel Neal could get you some space here on SubSim for you to post your translation mod for others to use, or post a link to a site of your own.

Edit: I forgot to ask you your mod loadout. Can you list the mods you have loaded through JSGME please? Especially, do you have Nippon Maru or Nihon Kaigun loaded, and the associated Roster mods, such as Combined Roster? I found your Patrol assignment, which is "Patrol Attu 01F" with orders to patrol for five days. Since there are not any Triggers or Events associated with it, and there is only the one Objective and Patrol Marker (the green circle), it is not the source of the trouble, which only leaves something spawning most likely north and west of your location as you come into the Agattu Strait, south and east of Attu Island.

You're absolutely right! The problem is in the unit, which the game can not simply load. I looked in the comping file and found the most suitable file to consider is Aleutians_traffic
That's where we need to go from here. As in the spawning area within a radius of 30 km falls precisely these ships from this file. I'll test it separately. Yes I did the translation itself, the modifications are only on the interiors of the boats plus the background music. It is worth noting that in the modding is not the first year, and understand the file structure of the game. The rest of the mods that you listed I have not stand.

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Old 05-14-23, 08:43 AM   #5469
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@propbeanie Remember we talked about some Betty bombers are audible on sonar? I tested it extensively (now I have enough AA power to battle out on surface). It turns out, I believe, that it's not any particular bomber. It's torpedo carrying bombers. All Japanese torpedo carrying bombers are audible on sonar. I believe that sonars cannot differentiate air or water. As long as a torpedo shows up, regardless whether in air or in water, it would show up on sonar. I battled out with torpedo carrying Betty and Jill on surface. Multiple of them. You can hear them long before they came within visual range (as a matter of fact as soon as they show up on radar). Then they come down to low level, drop their torpedoes and come around to strafe me. Other types of bombers don't have this issue.

Oh another question. Now I have an upgrade option for some radar warning equipment (APR-1/SPA-1). But the problem is I can't install it anywhere on my boat. The upgrade costs about 1500, but there doesn't seem to be a place on Balao where you can install it.

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Old 05-14-23, 10:20 AM   #5470
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Quote:
Originally Posted by Alexsandr7822 View Post
You're absolutely right! The problem is in the unit, which the game can not simply load. I looked in the comping file and found the most suitable file to consider is Aleutians_traffic
That's where we need to go from here. As in the spawning area within a radius of 30 km falls precisely these ships from this file. I'll test it separately. Yes I did the translation itself, the modifications are only on the interiors of the boats plus the background music. It is worth noting that in the modding is not the first year, and understand the file structure of the game. The rest of the mods that you listed I have not stand.
Basically, the only file that influences the sea traffic in the area is the AleutiansTraffic file. All of the "battle" engagements are in the file also. If I understand you correctly, you only have FotRSU v1.7 and your language files as mods then, and are not using the Nippon Maru or Nihon Kaigun add-ins? Are you editing vickers03's interior files, or adding your own changes to regular FotRSU? Although, I cannot think of an interior change that would affect the sea traffic... - I have not found any ships that are non-compliant with FotRSU as of yet, but I am still looking. Another possible source could be the Japanese AirBase nearby, so the AirGroup configuration for that also needs to be checked. If you find anything amiss, please let us know!


Quote:
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@propbeanie Remember we talked about some Betty bombers are audible on sonar? I tested it extensively (now I have enough AA power to battle out on surface). It turns out, I believe, that it's not any particular bomber. It's torpedo carrying bombers. All Japanese torpedo carrying bombers are audible on sonar. I believe that sonars cannot differentiate air or water. As long as a torpedo shows up, regardless whether in air or in water, it would show up on sonar. I battled out with torpedo carrying Betty and Jill on surface. Multiple of them. You can hear them long before they came within visual range (as a matter of fact as soon as they show up on radar). Then they come down to low level, drop their torpedoes and come around to strafe me. Other types of bombers don't have this issue.

Oh another question. Now I have an upgrade option for some radar warning equipment (APR-1/SPA-1). But the problem is I can't install it anywhere on my boat. The upgrade costs about 1500, but there doesn't seem to be a place on Balao where you can install it.
So you are finding that the torpedoes themselves are being detected... I wonder if there is a way to "trigger" the torpedo's motor to not run until either launch or contact with water?... This game has some really strange behaviors... but I do know that the torpedo is running while being carried, because you can see it... The Betty planes are supposed to be carrying the torpedo inside the bomb bay doors, and so is the Avenger... alas, making animated bomb bay doors, while most likely possible, is a gargantuan task...

The Radar Counter Measures APR-1 suite does not have any displayed mounting point on some of the boats, but goes in the radar column. It starts out rather expensive, but in a few months will be automatically put on your boat. The device can be a bother, constantly interrupting the TC when approaching your home port. For the next release, we might have relief for that aspect of it. I would leave the APR-1 alone for now, and the game will put it on your boat in a while.
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Old 05-14-23, 12:08 PM   #5471
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Quote:
Originally Posted by propbeanie View Post
The Radar Counter Measures APR-1 suite does not have any displayed mounting point on some of the boats, but goes in the radar column. It starts out rather expensive, but in a few months will be automatically put on your boat. The device can be a bother, constantly interrupting the TC when approaching your home port. For the next release, we might have relief for that aspect of it. I would leave the APR-1 alone for now, and the game will put it on your boat in a while.
Some are looking for that “relief”.

I no longer use the apr because it does not offer appreciative benefit vs the TC pain that it causes.
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Old 05-14-23, 06:10 PM   #5472
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Lucky, it cannot be installed onboard Balao for now. Happy that I checked with you first.

As for the torpedo bomber problem, I am pretty sure it's due to torpedo's running motor being detected. I guess the game cannot tell the difference between air and water, right? Also, how many torpedoes do these bomber carry? I believe there was a time I was tracking two contacts: one the real dropped torpedo in the water and the other still shifting with the aircraft. But I am not 100% certain about that. I will double check on that and report back. But overall the issue seems to be related to torpedo motor.
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Old 05-14-23, 10:00 PM   #5473
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Quote:
Originally Posted by propbeanie View Post
The Radar Counter Measures APR-1 suite does not have any displayed mounting point on some of the boats, but goes in the radar column. It starts out rather expensive, but in a few months will be automatically put on your boat. The device can be a bother, constantly interrupting the TC when approaching your home port. For the next release, we might have relief for that aspect of it. I would leave the APR-1 alone for now, and the game will put it on your boat in a while.
I'm wondering that when near home port, could we just remove the crew from the conn tower to prevent the constant warning by APR-1? It's a interesting device and it would be better to be preserved.
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Old 05-14-23, 11:39 PM   #5474
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Quote:
Originally Posted by Wolfcat View Post
Lucky, it cannot be installed onboard Balao for now. Happy that I checked with you first.

As for the torpedo bomber problem, I am pretty sure it's due to torpedo's running motor being detected. I guess the game cannot tell the difference between air and water, right? Also, how many torpedoes do these bomber carry? I believe there was a time I was tracking two contacts: one the real dropped torpedo in the water and the other still shifting with the aircraft. But I am not 100% certain about that. I will double check on that and report back. But overall the issue seems to be related to torpedo motor.
The player sub detecting the already running torpedo does make sense, especially with this game... Each plane though - in theory - can only 'drop' one. I have not looked into the animation involved, but it might be that the torpedo isn't actually dropped from the plane itself.


Quote:
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I'm wondering that when near home port, could we just remove the crew from the conn tower to prevent the constant warning by APR-1? It's a interesting device and it would be better to be preserved.
I did some extensive testing with manning the various positions in the boat, and if you do remove the crew from the positions, the efficiency of the compartment does drop, sometimes drastically, similar to the gun positions. But no, it does not eliminate the reports. It does however, slow them down usually, but you have to empty the compartment. Do not forget that you emptied the compartment if going on patrol...
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Old 05-15-23, 01:13 AM   #5475
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Quote:
Originally Posted by propbeanie View Post
I did some extensive testing with manning the various positions in the boat, and if you do remove the crew from the positions, the efficiency of the compartment does drop, sometimes drastically, similar to the gun positions. But no, it does not eliminate the reports. It does however, slow them down usually, but you have to empty the compartment. Do not forget that you emptied the compartment if going on patrol...
Thanks and the meaning of "For the next release, we might have relief for that aspect of it" is to remove APR-1 from the game? or it would become a optional addin mod?
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