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Old 08-25-22, 10:09 PM   #5011
Rigel44
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Quote:
Originally Posted by propbeanie View Post
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.
Thanks for the reply and tips - I like the idea of moving the crew out of the station when on surface as well. Nice to know the mod team is still working some of these issues but for now there are work arounds to them so all is well. Thanks again!

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Old 09-04-22, 06:40 PM   #5012
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Default Installation Information

I'm not sure if this is listed somewhere else, but there's a thing about installing this mod on the Steam version of SH4 that is not listed in the installation information. That thing is: when installing the mod on the Steam version of the game, you have to do it under the "Program Files (x86)", which does go against the information provided by the mod (that being to not install the mod in that folder, and to instead do it within the SH4 file listed under "documents").

Again, this could be listed somewhere else on the forum, I just wanted to throw this out here in case anyone is having problems installing this mod on the steam version of the game.
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Old 09-04-22, 07:44 PM   #5013
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Do not install the game in the default Steam installation of "C:\Program Files (x86)", and do NOT install it in "C:\Users \UserName \Documents \SH4" or any other folder under "Documents". Both of those folders are heavily guarded by Microsoft Windows against any and all "un-authorized" changes. Anything "legacy", which would mean any DirectX v9 game, whether Silent Hunter or any other title, has the same "restrictions". This is not to say that the games are bad, or that JSGME is bad. The reason being that Windows will rollback any "system file" changes, which includes cfg, ini, exe, dll, and others, to their previous state. This results in a partial mod activation which can be worse than playing an unmodded version of the game, since the potential for crash is greatly increased.

If you have Steam, you HAVE to have a Steam Game Library folder that is NOT in a Windows protected folder. To accomplish this, you have to follow Steam's advice at Moving a Steam Installation and Games in their Knowledge Base section. But if you have a 2nd viable hard drive, you can create a 2nd Steam Library folder on it, and install the game there. In all cases though, a player should install the game in a folder of their own creation, such as C:\Games\...". Steam itself will still be in the Programs Files folder system, but the game cannot be.

A person does have to empty any previous Save folder, which is found at "C:\Users \UserName \Documents \SH4", in order for the modded game itself to re-create when you start the game after applying the mod. The game, for the most part, runs off of data in the Save folder. A player can use MultiSH4 to create a new 3-character named folder for their Saves...

If you do not follow instructions given with the mod in the first post in this thread, or on the download page, or in the pdf files in the mod's Support folder, you most likely will have a modded game plagued with CTD and all manner of frustration. This advice applies for ALL SH4 and SH3 mods, not just FotRSU.
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Old 09-07-22, 11:35 AM   #5014
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Default Help with installing

Game wont run when I go to start a mission or even training it crahses. I dont even know how or if I got 1.5 i bought it off steam
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Old 09-07-22, 12:57 PM   #5015
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Quote:
Originally Posted by GrayWolf3rdXO View Post
Game wont run when I go to start a mission or even training it crahses. I dont even know how or if I got 1.5 i bought it off steam

OK, don't have to ask what the source of it is... as you already mentioned that pertinent info.



So, how do you have the pathway for Steam's games library set up, exactly.? You did run SH4 after install, so as to allow for it to finalize set up of everything it needs, I trust. On doing that, run.... for the 1st time, you should see v1.5 on the original splash screen while it boots up. The other way to know is in the folder, hovering over the SH4.exe... it should read, as follows:

File version: 1.5.0.0




On checking the library, through Steam's game launcher after signing into it in the games listing of installed games, should see "Silent Hunter: Wolves of the Pacific Uboat Missions" & clicking on that, should pull up an info screen on the right that reads: Play, rather than install.




Hope this info... helps clear things up on what version f SH4 that you're... rolling with.










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Old 09-07-22, 07:26 PM   #5016
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Quote:
Originally Posted by GrayWolf3rdXO View Post
Game wont run when I go to start a mission or even training it crahses. I dont even know how or if I got 1.5 i bought it off steam
In addition to MM's comments, if you have downloaded the Fall of the Rising Sun Ultimate mod, you can look in the Support folder of the mod for several pdf files that can either be opened in a web browser, Adobe Acrobat Reader, or several other various programs such as newer versions of MS Word. Specifically look for "Install Notes For SH4.pdf", which is written for a disk install, but very similar for a Steam or Ubisoft download install. Also of use would be "Activating Fall of the Rising Sun Ultimate Edition.pdf" for information on activating the mod. You could also use the "01_FotRSU_TableOfContents.pdf" file, which will load links for multiple pdf files found with the mod. Once properly set-up, you can have each of the files you click on open in a new tab in Acrobat Reader.

In the first post on the first page of this thread, you can click on some of the "Spoiler" tags and see some abbreviated install instructions. Similar can be found on the download page itself. As alluded to, do NOT install the game in a "Program Files" folder, but rather in a folder you create yourself, such as "C:\Games..." - Refer to "Moving a Steam Installation and Games for some information. Notice at the top of that page is a section "How do I change the default installation path for my games?" that might help you.
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Old 09-10-22, 01:08 PM   #5017
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USS Tautog, SS-199, Pearl Harbor Base, 13Sep42 0724 hrs, 140°18'E 35° 2' N.
Spotted Jyunsen Type 1 Submarine, course 228°, 10 knots.
Fired two Mark 14 torpedoes at magnetic setting with 20 foot depth at target. Observed two hits and target sunk. No sunken ship icon or credit in Captain's Log.

 


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Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
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JP_SoyoMaru_Sil Fix
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
454c_EasyAOB_InputTargetDistanceOnTBT
FOTRSU Position Keeper Tweak
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Old 09-10-22, 09:30 PM   #5018
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What is your "FOTRSU Position Keeper Tweak" mod? What files are changed by it? Were you able to "Lock" onto the target properly? Had you previously sunk a Jyunsen boat? If you have already sunk one the same patrol, a 2nd one is not always counted properly, which can happen with ships also.

My observation while testing the sinking of the AI subs is that they sometimes do not completely sink ("Actrually, I'm feeling much better now!"). I'm sure you have seen some ships get hit with two torps and they sink most of the way, but don't quite go down, and continue traveling on, while you scramble and try to get a torpedo loaded and put the ship down before it calls reinforcements in on you... similar happens with the submarines, but they seem to go deeper before they "die" and counted as sunk. When you leave the immediate area, they "de-spawn" and no longer exist... Technically, a submarine should sink most of the time with one torpedo, but when we tested some changes previously, you could then sink them with a couple of shots of a 20mm, which isn't correct either...

By the same token, I'll do some testing on the Type 1 tomorrow, and see what happens.
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Old 09-11-22, 08:38 AM   #5019
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Hey Propbeanie,

My answers are in red fonts.

Quote:
Originally Posted by propbeanie View Post
What is your "FOTRSU Position Keeper Tweak" mod? Tweaks the TDC's Position Keeper to be more readable. Torpedo Track needles are shorter. Indicator lines are red to make them more visible. The mod is in the download section of SUBSIM. If you think that is the problem, I'll remove it and get the mission a go again. What files are changed by it? Not sure but, this is what JSGME says when activated."PeriscopeDials_imperial.dds" has already been altered by the "100_FalloftheRisingSun_Ultimate_v1.8" mod.
"PeriscopeDials_metric.dds" has already been altered by the "100_FalloftheRisingSun_Ultimate_v1.8" mod.
"PeriscopeLeftPanel.dds" has already been altered by the "100_FalloftheRisingSun_Ultimate_v1.8" mod.
Were you able to "Lock" onto the target properly?Yes, until the a few moments after the torpedoes struck the Jyunsen boat. Had you previously sunk a Jyunsen boat?Yes, earlier in the patrol, but a different location, on the 12th at 07:04, 141° 07' E 36° 00' N. If you have already sunk one the same patrol, a 2nd one is not always counted properly, which can happen with ships also. I also think this may be the case, I just sank another Jyunsen boat on the 13th approximately 06:10 hrs at 139°28'E 35° 01 N. here wasn't a nav map icon of sunken ship or an entry in Captain's Log.

My observation while testing the sinking of the AI subs is that they sometimes do not completely sink ("Actrually, I'm feeling much better now!"). I'm sure you have seen some ships get hit with two torps and they sink most of the way, but don't quite go down, and continue traveling on, while you scramble and try to get a torpedo loaded and put the ship down before it calls reinforcements in on you... similar happens with the submarines, but they seem to go deeper before they "die" and counted as sunk. When you leave the immediate area, they "de-spawn" and no longer exist... Technically, a submarine should sink most of the time with one torpedo, but when we tested some changes previously, you could then sink them with a couple of shots of a 20mm, which isn't correct either...

By the same token, I'll do some testing on the Type 1 tomorrow, and see what happens.
Thank you!
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Last edited by Larrywb57; 09-11-22 at 10:34 AM. Reason: to fully answer 'what files are changed by it?' and additional information
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Old 09-11-22, 02:53 PM   #5020
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OK Larrywb57, your mod just changes the dials themselves, and not the functionality. If you don't mind, we'll look at the mod, and see about maybe incorporating that into the other "dials" mods in the 454 series of AddInModzPak mods.

Your having previously sunk a Type 1 sub, and then having a good lock until just after torpedo detonation with the 2nd, tells me that you definitely sank the 2nd sub also (no longer a valid target), but that for whatever reason the game has, if a 2nd vessel of the same type is sunk later in the same patrol, it does not always show in the log... it seems that you do indeed get the renown points, but that the game seems to drop the "duplicates" all too easily. I might try another experiment while testing for the next version of the mod, and see if a few ideas won't work to further reduce that issue. I have one idea we have already implemented for the next release, but there is another possibility that has to do further with the game's "naming convention", aka: nomenclature, of ships sunk. We'll see what happens in testing...
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Old 09-12-22, 08:56 PM   #5021
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Hi Guys, i have a problem with FORTS Mod, i played it a few years ago and liked it, it was still on my hard drive so i just played it tonight, everything seems normal exept one gamebreaking bug:


Whenever i am in combat with an enemy destroyer they go in sleeping mode, stop their engines and just float around without moving or doing anything.


For example my last Convoy attack near Tokyo, attacked an escort and hit 2 Freighters, the destroyer in front turns on their Lights and Sirens, shoots a few Flares and then stops all engines and just floats there, while the rest of the convoy flees.


had this on 2 occations already and never saw it before. Anyone has an idea how to fix it? Thanks.
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Old 09-12-22, 09:26 PM   #5022
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Are you using the v1.8 of the mod? If so, had you emptied the Save folder after activating the new version? The game runs a goodly portion of itself from data in the Save folder. That data will not "re-fresh" when you do a new mod configuration, unless you empty the folder and let the game re-create it.

Also, if there are only one or two escorts, that is sometimes "normal" behavior early war, where they attempt to put you off, aka: put the scare in you, by letting you know that they know you're out there - somewhere... not all of the escorts have sonar early, and that is usually the way they handle things, is to put themselves between you and the convoy, and attempt to "bait" you, so that they can hear you on the hydrophones. I don't think it is a purposeful thing on the programmer's part, it's just that the ship does not have all of the tools it needs, nor are there enough reinforcements to help sometimes. Next time you see that (or if you already know), get the escort type, and let us know which ship it is.
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Old 09-16-22, 07:10 PM   #5023
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Default Deck Guns As Antiaircraft Guns

This is most likely not a FOTRSU specific question, but I'm posting this here because I've only played FOTRSU (no vanilla SH4, no other mega mods) and know that some of the most knowledgeable SH4 folks routinely participate in this thread (lookin' at you PB). I've tried searching in this and other Sh4 related threads on my question but can't find where it is addressed. That said...

FOTRSU 1.8; started career at PH December 8, 1941; now late October 1944; sailing out of Saipan; and I've been rocking a Balao for last couple of missions. Had a 5" bow deck gun for last couple of missions, but just spent some reknown and bought myself a pair of 5" guns "front and back"...SWEET! Made necessary adjustments in upc file to get the 2nd set of gun crew members to appear correctly for the additional gun and have successfully engaged surface ships on current mission with both guns crewed and blazing away in auto fire. Their gunnery still sucks, but twice as many rounds downrange makes up for it. As expected, I can only take manual control of one of the 2 deck guns (unlike bow and stern AA guns). Just wanted to tell everyone that because it's pretty awesome.

So, here's my question...for at least the last few missions, my mission ammo loadouts have included main deck gun AA shells in addition to the regular AP and HE. That's cool, but there doesn't really seem to be any way to use them other than manually jumping into the gunner seat of the gun I can control, loading AA ammo, and trying to engage a plane myself? That seems like a total waste of time and good ammo. I can't see any way to get the crews of the main deck guns to engage aircraft...just like there is no way to get AA gun crews to engage surface targets. I realize that UBI probably just didn't think this through, but wondering why the AA ammo for deck guns if it has no practical use, or am I missing something?
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Old 09-16-22, 09:02 PM   #5024
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That was an early FotRSU experiment, but I left it when I was able to annihilate several sampans with one shot each. The problem with the shots is the fusing... you cannot set it yourself, which limits the practicality of doing that, but US subs did use AA ammo for anti-personnel also. We just left them in there, but for a sampan, you do have to be at just the right range - which I do not remember... 2500 yards?? It sure would be sweet to be able to send some 5" AA downrange on a zero, but your gun crew indeed will not do it... The irritating thing is that the AI subs will... sigh - what a game, eh?

btw, for the sampans, shoot 'em first, then ram them. You might clear the gun crews from the deck first. If you just ram them outright, you do not get the credit. Just be careful that you don't ram something with fuel or ammo on it...
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Old 09-17-22, 07:53 AM   #5025
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Quote:
Originally Posted by propbeanie View Post

btw, for the sampans, shoot 'em first, then ram them. You might clear the gun crews from the deck first. If you just ram them outright, you do not get the credit. Just be careful that you don't ram something with fuel or ammo on it...
i did what you suggest above, once, with Stock, a long time ago.
it was on the way back to Pearl at the end of a patrol.
normally, i avoid these types of craft but for some reason i decided to play "John Wayne".
after ramming, we limped back to Pearl with some unbelievable amount of hull damage and casualties.
we'll never do THAT again.

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