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Old 08-29-20, 09:57 AM   #1696
KaleunMarco
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Originally Posted by the beast View Post
One more thing though.

This I notice when I am submerged and at periscope depth. This has happened to me in all of my boats, but at select times.

Any idea as to what is causing this?
the double marker has been an issue for quite some time.
i am interested to hear if there is a fix, also.
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Old 08-30-20, 11:45 AM   #1697
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Originally Posted by KaleunMarco View Post
the double marker has been an issue for quite some time.
i am interested to hear if there is a fix, also.
I don't know about a "fix", but there is a mod that will eliminate the marker altogether. I prefer it without the marker, frankly.

My Mods:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.2_EN
399_NoScrollNavMap
449_FOTRSU Umark Removal
450_Lite Fog v2 + 300' Underwater Visability
901_strategic_map_symbols
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Old 08-30-20, 02:39 PM   #1698
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Quote:
Originally Posted by the beast View Post
... One more thing though.


This I notice when I am submerged and at periscope depth. This has happened to me in all of my boats, but at select times.

Any idea as to what is causing this?
Quote:
Originally Posted by KaleunMarco View Post
the double marker has been an issue for quite some time.
i am interested to hear if there is a fix, also.
Quote:
Originally Posted by torpedobait View Post
I don't know about a "fix", but there is a mod that will eliminate the marker altogether. I prefer it without the marker, frankly.

My Mods:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.2_EN
399_NoScrollNavMap
449_FOTRSU Umark Removal
450_Lite Fog v2 + 300' Underwater Visability
901_strategic_map_symbols
The list of what can cause that, is the usual list of suspects, the main one being Time Compression. I can induce that in Stock by the use of anything over 2048 and having certain Options Graphic Settings put to full-on. I can also get that by shelling out to the desktop, of which Windows 10 is apparently famous for, without you even seeing it happen, other than a little "stutter" as it takes the focus away from the game to do a Windows Update check, and then returns focus to the game. Sly little minions, MS are... but seriously, anything that upsets the graphics stream in the game, and it seems to get confused with where the marker is supposed to be, even though it is already there... might also have something to do with the mod / game's cam file, or the marker file's alpha channel... we might have to put Moonlight onto this...
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Old 08-30-20, 03:59 PM   #1699
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I've been playing around in the Single Missions; unfortunately my notes on specific issues were lost. The principal issues were one game attempting to end prematurely with a catastrophic but not mortal hit on the Akagi, which was the focal point of the mission. I continued the game, assuming the Akagi had taken mortal damage and was sinking very slowly as she limped ahead, only to have to torpedo it again several minutes later after attacking another CV. The other issue related to air contacts not displaying properly on the NavMap of one mission, possibly the Ryukaku (I think Ryukyus is the intended term). I can attempt to identify the individual missions if requested.

Just took a peek at the BOM mission. Why on earth are there three Shokakus there?
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Old 08-30-20, 04:45 PM   #1700
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Just too let you all know

Vickers great officer Quarters mod dont work in Fotrsu 1.2

the deck gun is gone when using the mod


best regards!
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Old 08-30-20, 05:09 PM   #1701
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Originally Posted by propbeanie View Post
Too late now, you two nut cakes! The ASW AI has been beefed-up. You don't even get 2 seconds of periscope exposure and they're putting 6.2 inch munitions down your mirrored tube, and making new hatches for water ventilation in your conn... then the extra escorts will drop ash cans down onto the cigarette deck and turn it into a poop deck for you...

But actually, we have four different AI altering mods laying about, that we've been testing a while. They aren't as "deaf" in the one, which really causes issues getting away, so is too much right now. There used to be a Tokko's Revenge mod, and this is beyond that... - we'll do like a v1.21 here in a few days with some skin fixes and a few campaign file adjustments, then get to attempting another full release with a few surprises attached...

But still... I don't know what it is, but I have no difficulty in getting depth-charged... constantly even at times, in spite of 50rpm, less than a knot in speed, below the thermal, silent running - and I will invariably find the super sub hunter from H. E. double hockey stix and his cousin Killem Ahl, along with a handful of their buddies that they called over from another convoy, so that they can do the Mexican Hat Dance on us for several hours, causing damage after damage, that we don't always recover from... Some of the ASW vessels are definitely weaker than others, but some are just downright persistent... Thing is, quite a few folks complain about the airplanes, but those are easy for me. Don't be seen. If you're seen, go down for a bit. Come back up. If they're there again, go down for the rest of the day, then run away at night, and find someplace else to play. Airplanes were almost a constant thing at times in real life - at least from what I've read, but depth chargings didn't always happen, and sometimes the charges that were dropped were off by a good bit... like thousands of yard away...



See, there is these little circular "Rising Sun" flags on the NavMap to denote where the major bases are. That if you wanted to get "technical" with it, you would draw yourself a 500nm circle around those little airbase markers, and submerge by daylight hours when inside your circles, or do like a lot of the skippers did back then, and just submerge when the sun lightens the horizon, and don't surface until well after sunset... or just stay up top until you "see" an airplane. Just remember that they can come in below radar, and out of the clouds or sun, in spite of radar and a fully qualified watch crew... Go and be careful! Only problem is, someone set their "zoom" too small, and you have to know where they are, like at Truk, to be able to find them... We'll try to get them back to like the US "Star" marker for airbases. The GB and Aussie markers also see to be "off", shall we say?...

btw, I have found a few of those historical early "directives" like that, and some of them were really worded strangely. The ComSubs would come up with their "directive", and number them, beginning with 1 after each New Year, such as 42-1 or 43-52, etc. They were mostly typed-up and put on the bulletin board, and all skippers had to make a copy available to themselves and carry that copy with them on the boat, only to come in from patrol and get reprimanded for traveling submerged too much... lol - watcha gonna do?...
So when are you guys planning on releasing this new version with improved AI?
i am really looking forward to this update
Coming from a person with 0 % patience ... Sorry
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Old 08-30-20, 11:25 PM   #1702
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Quote:
Originally Posted by Mios 4Me View Post
I've been playing around in the Single Missions; unfortunately my notes on specific issues were lost. The principal issues were one game attempting to end prematurely with a catastrophic but not mortal hit on the Akagi, which was the focal point of the mission. I continued the game, assuming the Akagi had taken mortal damage and was sinking very slowly as she limped ahead, only to have to torpedo it again several minutes later after attacking another CV. The other issue related to air contacts not displaying properly on the NavMap of one mission, possibly the Ryukaku (I think Ryukyus is the intended term). I can attempt to identify the individual missions if requested.

Just took a peek at the BOM mission. Why on earth are there three Shokakus there?
First of all, if you have satisfied the requirments of a Single Mission, the mission will end, and you'll go to a Summary screen, at which you can go back into the scenario and continue, if you desire. That's the way the Single Missions work. If you could point to a particular mission you did, we could look at it and make certain it has a good "trigger" in it for the mission objective... ?? In the meantime, the airplane icons are naturally "buggy" in the game, and only one sensor at a time will "report". So you might see a "square" for an airplane on radar, and then when they come into view, you'll see a triangle, unless you zoom way in on the NavMap view, and then you'll see a teeny, tiny little airplane icon... but I digress... If it is getting dark, or raining or anything that obstructs the watch crew's view, they will "lose sight" of the plane, and it will then fall to the radar sensor to pick it back up, but your "sweep" may not catch it for a bit, so you might see the triangle icon disappear, and nothing to take its place. One other thing though, and that is the "Why on earth are there three Shokakus there?" question. There are no Shokaku in the FotRSU BOM file, only the Kaga, Akagi, and two Hiryu to represent the Hiryu and Soryu. No Shokaku... in dry dock for Coral Sea damage repairs... The Stock game has 3 Shokaku in it though... so, where did you find that BOM file?... hmmm... ?? lol - You might well have a corrupted Save folder, or only a partial activation of the mod.


Quote:
Originally Posted by Kieldk View Post
Just too let you all know Vickers great officer Quarters mod dont work in Fotrsu 1.2

the deck gun is gone when using the mod
We found the issue in that there were changes to the SubName.upc files for the new deck gun configuration in FotRSU v1.2. We'll get with vickers03 about that.

Quote:
Originally Posted by Kieldk View Post
So when are you guys planning on releasing this new version with improved AI?
Well, if some modder who shall remain nameless to protect my guilt hadn't messed-up the mix yesterday, we may well have been uploading it now... but, we just got finished with another attempt, and are starting some run-through tests, then we'll toss it to you guys for final Sea Trials soon. Of course, you do NOT want to look-up the definition of "soon"... lol... and if we run into further issues of things someone who shall remain nameless forgot, well-ell, we'll have to push back another day or two... This little fix-up should be backward compatible with v1.2 though. The AI in the base mod stays the same, but there is an add-in mod for alterations, with more planned, based upon what this one looks like.
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Old 08-31-20, 12:25 AM   #1703
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Originally Posted by propbeanie View Post
First of all, if you have satisfied the requirments of a Single Mission, the mission will end, and you'll go to a Summary screen, at which you can go back into the scenario and continue, if you desire. That's the way the Single Missions work. If you could point to a particular mission you did, we could look at it and make certain it has a good "trigger" in it for the mission objective... ?? In the meantime, the airplane icons are naturally "buggy" in the game, and only one sensor at a time will "report". So you might see a "square" for an airplane on radar, and then when they come into view, you'll see a triangle, unless you zoom way in on the NavMap view, and then you'll see a teeny, tiny little airplane icon... but I digress... If it is getting dark, or raining or anything that obstructs the watch crew's view, they will "lose sight" of the plane, and it will then fall to the radar sensor to pick it back up, but your "sweep" may not catch it for a bit, so you might see the triangle icon disappear, and nothing to take its place. One other thing though, and that is the "Why on earth are there three Shokakus there?" question. There are no Shokaku in the FotRSU BOM file, only the Kaga, Akagi, and two Hiryu to represent the Hiryu and Soryu. No Shokaku... in dry dock for Coral Sea damage repairs... The Stock game has 3 Shokaku in it though... so, where did you find that BOM file?... hmmm... ?? lol - You might well have a corrupted Save folder, or only a partial activation of the mod.
Bingo. It's completely corrupted: I went back to the career I'd paused for the Single Missions and my Tench now has only upgrades available that are appropriate for a very early war Tambor or similar. "Why, no, sir, I would not like to upgrade my twin 40 mm guns for 20 mms, thank you very much."

Should I delete the entire Save and Rich Save folders through file manager or delete the individual patrol files through the game save/delete screen?
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Old 08-31-20, 07:12 AM   #1704
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The 20mm's choices might stay on the left-hand menu... I don't remember, but if you have a BOM file with 3 Shokaku in it, then something happened with the activation... I'd be more inclined, hard drive space allowing, to do a "fresh install" with a known-good SH4 base, then apply the mod to that, and use MultiSH4 to create a new Save folder for that before getting rid of the Save folder in the other file set. If the Saves are corrupted, and cross-contaminated the install folder, then you would blow the whole Save folder structure away in the File Manager of Windows. But that still won't get rid of that incorrect (for FotRSU) Battle of Midway file in the game folder...
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Old 08-31-20, 05:13 PM   #1705
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Quote:
Originally Posted by propbeanie View Post
There are no Shokaku in the FotRSU BOM file, only the Kaga, Akagi, and two Hiryu to represent the Hiryu and Soryu. No Shokaku... in dry dock for Coral Sea damage repairs... The Stock game has 3 Shokaku in it though... so, where did you find that BOM file?... hmmm... ?? lol - You might well have a corrupted Save folder, or only a partial activation of the mod.:
Hi Propbeanie,

I've also noticed the same issue as above when I played the Battle of Midway in FOTRS Ultimate Edition v1.2 . I'm not seeing the Kaga, Akagi, and the two Hiryu that represent the Hiryu and Soryu. All 'three' carriers depicted in the mission are of the Shokaku class, just like they are in SH4 v1.5. And I haven't any corrupted save files either since I deleted them before I recently uninstalled and reinstalled my stock game, SH4 v1.5 along with a clean install of FOTRS Ultimate Edition v1.2 that was completely activated before I tried playing the mission again.

BTW, I found a curious rendering of the Fleet Carrier, Shinano Class in the museum as shown below:



At first, I thought it was added by the devs as a 'goof' on the players to see if anyone was paying attention. But after going through all the effort mentioned above to try and remedy the missing ship files for the Battle of Midway mission, there was no difference in the outcome for this ship rendering either. Also, after you click on to view the Shinano class, then move onto another type of ship while still in the museum, it crashes to desktop! Although I haven't seen the Shinano class carrier in the game itself, it may be having the same effect (CTD) after it appears on the scene.

Just calling them as I see them . . .

Navelintel
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Old 08-31-20, 08:15 PM   #1706
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If you guys are referring to "SM01 Battle of Midway", then you'll have to refer to it as such, otherwise, we assume you mean the campaign files. Anything SMXX is a Stock mission, left untouched by us for the most part, save to make the ship calls FotRSU compatible. If however, you are referring to the career Battle of Midway file, then there is this:
[Group 1.Unit 7]
Name=_Kaga
Class=CVKaga
Type=9
Origin=Japan

[Group 1.Unit 8]
Name=_Hiryu
Class=CVHiryu
Type=9
Origin=Japan

[Group 1.Unit 13]
Name=_Soryu
Class=CVHiryu
Type=9
Origin=Japan

[Group 1.Unit 20]
Name=_JP CV Akagi#1
Class=CVAkagi
Type=9
Origin=Japan
As for the Shinano, we did find that a few weeks ago and discussed it, and I believe it was mentioned a few pages ago, but s7rikeback has used everything in his arsenal short of dynamite, to blow that silly Halloween costume off the Shinano, and nothing has worked yet. You can either have a good looking hull and then transparent decking and conn, or you can have the psychedelic panteloons and bloomers showing, and a fine deck and conn, but thus far, not both together, unless you delete quite a bit of SH4 functionality from the ship. Notice the wake "in front of" the ship?... very strange.

The ship is not called by the mod, since its only voyage was in November 1944 - an attempt to go from Yokosuka to Kure for final fitting (including water-tight doors), that Cdr Joseph Enright and the crew of the Archerfish interrupted with four of six torpedoes fired... For the time being with this next 'patch' release, the ship has been removed from the mod. It does take damage from torpedoes, and there are no problems with it operating as a ship, but the emperor's new clothes are just too garish. Once the crew gets a new paint job of dull dull grey gray applied, she will be returned to the livery, and a proper "final fitting journey" (with the emphasis on "final") will be added to one of the layers for any wannabee Archerfish skippers to attempt to chase, catch, attack, sink, and then get away safely from...
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Old 08-31-20, 09:12 PM   #1707
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Originally Posted by Navelintel View Post
Hi Propbeanie,

I've also noticed the same issue as above when I played the Battle of Midway in FOTRS Ultimate Edition v1.2 . I'm not seeing the Kaga, Akagi, and the two Hiryu that represent the Hiryu and Soryu. All 'three' carriers depicted in the mission are of the Shokaku class, just like they are in SH4 v1.5. And I haven't any corrupted save files either since I deleted them before I recently uninstalled and reinstalled my stock game, SH4 v1.5 along with a clean install of FOTRS Ultimate Edition v1.2 that was completely activated before I tried playing the mission again.

BTW, I found a curious rendering of the Fleet Carrier, Shinano Class in the museum as shown below:



At first, I thought it was added by the devs as a 'goof' on the players to see if anyone was paying attention. But after going through all the effort mentioned above to try and remedy the missing ship files for the Battle of Midway mission, there was no difference in the outcome for this ship rendering either. Also, after you click on to view the Shinano class, then move onto another type of ship while still in the museum, it crashes to desktop! Although I haven't seen the Shinano class carrier in the game itself, it may be having the same effect (CTD) after it appears on the scene.

Just calling them as I see them . . .

Navelintel

I had that issue too a while ago. Literally I sank two ships and I turn my back for a second and they are christmass trees.
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Old 09-01-20, 10:00 AM   #1708
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What thuh?... I'm seein' DOUBLE!!!
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Last edited by propbeanie; 09-01-20 at 02:24 PM. Reason: A repeater posterer
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Old 09-01-20, 10:06 AM   #1709
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Was that in v1.1 or v1.2 the beast, or maybe an earlier version? Do you remember which ship that is / was? lol thanks.


Oh!! Before I forget - do NOT use the Narwhal for the Beginning start, or December 7, 1941, since there is not an active mission assignment for it in the Flotillas / PatrolObjectives files for it to do, so the game crashes. We may have ruined our "backwards compatible" for the next release, and might end up adding more to the mod then, if a Save does not function correctly after "fixing" the Narwhal versus Tambor / Gar on the first Start... Also, has anyone used the Narwhal at all for a career, for January 1942 onwards, and does the game crash on you upon exit when using that Narwhal?... What dates did it happen on for you? The crash is not a "true" CTD, since it does not make it to the desktop, but rather as you exit the game, you end up with a black screen and a Windows error pop-up "This program has stopped functioning" kind of thang that you have to click on the "OK" button, which can be difficult to do if you move the mouse too fast, and can't see it scroll of that dialog... Let us know ASAP please! This was territory previously tested (quite a while back), and hasn't been re-visited because we haven't made any changes to the boat - however, it does cause an issue on "Exit"...
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Old 09-01-20, 12:13 PM   #1710
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Was that in v1.1 or v1.2 the beast, or maybe an earlier version? Do you remember which ship that is / was? lol thanks.


Oh!! Before I forget - do NOT use the Narwhal for the Beginning start, or December 7, 1941, since there is not an active mission assignment for it in the Flotillas / PatrolObjectives files for it to do, so the game crashes. We may have ruined our "backwards compatible" for the next release, and might end up adding more to the mod then, if a Save does not function correctly after "fixing" the Narwhal versus Tambor / Gar on the first Start... Also, has anyone used the Narwhal at all for a career, for January 1942 onwards, and does the game crash on you upon exit when using that Narwhal?... What dates did it happen on for you? The crash is not a "true" CTD, since it does not make it to the desktop, but rather as you exit the game, you end up with a black screen and a Windows error pop-up "This program has stopped functioning" kind of thang that you have to click on the "OK" button, which can be difficult to do if you move the mouse too fast, and can't see it scroll of that dialog... Let us know ASAP please! This was territory previously tested (quite a while back), and hasn't been re-visited because we haven't made any changes to the boat - however, it does cause an issue on "Exit"...


Sounds Like the new Update is just around the corner😃


Cant wait, and i havent tried the narhwal so cant tell you
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