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Old 04-22-09, 09:03 AM   #1141
AVGWarhawk
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Quote:
Originally Posted by Captain von Keldunk View Post
About installing something with jsgme nothing happening,

You may have double folders problem like this
Mod A (Name of mod)
Mod A (Name of mod second time)
Data (start of modded files)

This is how it should be
Mod A (Name of mod)
Data (start of modded files)

Hope this helps
I'm thinking the game was loaded to the X86 files which can cause conflicts with adding mods. Time for a root folder creation and loading the game there. Let see what Red reports back on installation location of SH4
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Old 04-22-09, 01:20 PM   #1142
sortofredhead
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Thanks for your responses. I did another reinstall of JSGME and in fcat now got it to work and it works just fine. Thank you all for your help!
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Old 04-22-09, 02:00 PM   #1143
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Originally Posted by AVGWarhawk View Post
Ok, first, if your scope is up, your soundman will not find contacts for you. Bring down your scope and the sonarman should find and call out contacts. Number two, if you click the track closest warship button and there is no warships...of course the sonarman will say, 'no sound contact'. You need to press the track closest sound contact and the sonarman will find the nearest merchant. There are two separate buttons for tracking either warships or merchants. I found this out the hard way myself. I kept clicking track closest warship when I had a merchant in my sights...the sonarman kept saying, 'no sound contact'. I was shaking my head wondering what is up with my sonarman. Then I clicked the track closest sound contact...my sonarman came alive

Thanks for the reply. Think your missing a key point about the "no contact" message I posted.

The message in game is saying "No contact on bearing XXX", which is not correct. The sonar man is actively tracking the target just fine, however the text message is saying "No contact on bearing XXX". If the sonarman was not tracking the target due to periscope or war/merchant tracking, the message should be "No contact found", however the mesage is "No contact found on bearing XXX". The sonar man keeps sending me contacts, but when I go to the sonar station to manually listen to the screws myself...there is nothing there. Yet, I can see the ship with in 5000 feet and the sonarman is tracking the ship with "no contact on bearing XXX" messages. The "no contact on bearing XXX" is just part of the message, the sonarman is also saying the estimated speed of the target. The bugged messages look more like this

"No contact on bearing XXX, slow speed, closing."


I know for sure this is a bug, tested this for many hours last night. Further proof that this is a bug:

When a vessel is encountered that is missing the sound data (I think the hydro and mix sounds of the props), if I save the game with that problem ship in sonar range, the game crashed to desktop every time I try and reload that save game. I went through the ship configs with Silent Editor, but am not seeing anything that looks wrong.

The problem seems to be limited to the ships from RSRD where there is 2 entries in the recognition manual for the same ship type. Ie, there is a normal HogTypeA ship, but RSRD also adds another ship that is identical to HogTypeA but is called MARU SOMETHING. Note, that in this campaign where I am testing, I sunk the MARU SOMETHING on my first patrol and the sound worked correctly. However, the MARU SOMETHING is now gone from the recognition manual and everytime I encounter a ship type like the MARU SOMETHING (THe Hog Island type) the sound is now broke. The Hog Island type is still in the recognition book.

I have encountered this bug on more then one occasion for the HogTypeA merchant ship in particular.
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Old 04-22-09, 03:07 PM   #1144
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Umm, I posted the incorrect message I am getting in game. My bad, apologies for the confusion.


The message I am getting in game is :

"No sound contact bearing XXX, speed slow, closing".

Normally, would see:

"Merchantship contact bearing XXX, speed slow, closing".


Guess should post this in RSRD, seems to be related to the extra ships added with unique names from RSRD.
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Old 04-22-09, 03:37 PM   #1145
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Originally Posted by sortofredhead View Post
Thanks for your responses. I did another reinstall of JSGME and in fcat now got it to work and it works just fine. Thank you all for your help!
Cool
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Old 04-22-09, 03:38 PM   #1146
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Quote:
Originally Posted by Fragtzack View Post
Thanks for the reply. Think your missing a key point about the "no contact" message I posted.

The message in game is saying "No contact on bearing XXX", which is not correct. The sonar man is actively tracking the target just fine, however the text message is saying "No contact on bearing XXX". If the sonarman was not tracking the target due to periscope or war/merchant tracking, the message should be "No contact found", however the mesage is "No contact found on bearing XXX". The sonar man keeps sending me contacts, but when I go to the sonar station to manually listen to the screws myself...there is nothing there. Yet, I can see the ship with in 5000 feet and the sonarman is tracking the ship with "no contact on bearing XXX" messages. The "no contact on bearing XXX" is just part of the message, the sonarman is also saying the estimated speed of the target. The bugged messages look more like this

"No contact on bearing XXX, slow speed, closing."


I know for sure this is a bug, tested this for many hours last night. Further proof that this is a bug:

When a vessel is encountered that is missing the sound data (I think the hydro and mix sounds of the props), if I save the game with that problem ship in sonar range, the game crashed to desktop every time I try and reload that save game. I went through the ship configs with Silent Editor, but am not seeing anything that looks wrong.

The problem seems to be limited to the ships from RSRD where there is 2 entries in the recognition manual for the same ship type. Ie, there is a normal HogTypeA ship, but RSRD also adds another ship that is identical to HogTypeA but is called MARU SOMETHING. Note, that in this campaign where I am testing, I sunk the MARU SOMETHING on my first patrol and the sound worked correctly. However, the MARU SOMETHING is now gone from the recognition manual and everytime I encounter a ship type like the MARU SOMETHING (THe Hog Island type) the sound is now broke. The Hog Island type is still in the recognition book.

I have encountered this bug on more then one occasion for the HogTypeA merchant ship in particular.
Not sure. One way to test is deactivate RSRD and see if this problem stops.
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Old 04-22-09, 05:22 PM   #1147
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Quote:
Originally Posted by Fragtzack View Post
Thanks for the reply. Think your missing a key point about the "no contact" message I posted.

The message in game is saying "No contact on bearing XXX", which is not correct. The sonar man is actively tracking the target just fine, however the text message is saying "No contact on bearing XXX". If the sonarman was not tracking the target due to periscope or war/merchant tracking, the message should be "No contact found", however the mesage is "No contact found on bearing XXX". The sonar man keeps sending me contacts, but when I go to the sonar station to manually listen to the screws myself...there is nothing there. Yet, I can see the ship with in 5000 feet and the sonarman is tracking the ship with "no contact on bearing XXX" messages. The "no contact on bearing XXX" is just part of the message, the sonarman is also saying the estimated speed of the target. The bugged messages look more like this

"No contact on bearing XXX, slow speed, closing."


I know for sure this is a bug, tested this for many hours last night. Further proof that this is a bug:

When a vessel is encountered that is missing the sound data (I think the hydro and mix sounds of the props), if I save the game with that problem ship in sonar range, the game crashed to desktop every time I try and reload that save game. I went through the ship configs with Silent Editor, but am not seeing anything that looks wrong.

The problem seems to be limited to the ships from RSRD where there is 2 entries in the recognition manual for the same ship type. Ie, there is a normal HogTypeA ship, but RSRD also adds another ship that is identical to HogTypeA but is called MARU SOMETHING. Note, that in this campaign where I am testing, I sunk the MARU SOMETHING on my first patrol and the sound worked correctly. However, the MARU SOMETHING is now gone from the recognition manual and everytime I encounter a ship type like the MARU SOMETHING (THe Hog Island type) the sound is now broke. The Hog Island type is still in the recognition book.

I have encountered this bug on more then one occasion for the HogTypeA merchant ship in particular.

  • RSRDC “does not” add any duplicable “HogTypeA ship” to SH4
  • You want to provide a “detailed” list of these “2 entries in the recognition manual “ that RSRDC is suppose to be adding to SH4
  • Before I proceed to even think about investigating this problem, you need to provide a “re-creatable on demand” example of this problem. The following info is required:
  • Which Task Force?
  • What type of sub?
  • What date?
  • What position?
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Old 04-22-09, 11:12 PM   #1148
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Maybe its something in Trigger Maru that added the additional entries to the recog manual. Unsure how to provide the details being asked such as task force. The problem was encountered with a gato sub and a gar sub.

Encountered another odd bug with TMO 1.7 today:

Did a campaign start from Dec10, 1942. Played from Pearl with a Gar. After midway, I got offered a new sub. So I took the new boat. The new boat is a gato(drum), but does not have the extra Crew Quarters slots which is provided by a sub-mod of TMO. Oddly enough, not only is the Crew Quarters gone for the campaign I was in, but starting any new campaign or missions and no boats have extra Crew Quarters any more. Bizarre.
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Old 04-23-09, 12:31 PM   #1149
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Getting a new boat during a campaign seems to be a definite bug with TMO1.7, the Crew Quarters sub-mod. This bug should be easily re-produced, all though it may take a while because you need to play a campaign and do well enough to get an early new boat.

I figured out how to fix the game after this bug occurs:

Install the Crew Quarters for TMO 1.7 mod.

All though TMO1.7 comes with Crew Quarters, something is over writing the data/submarine/<boat> configs when a new boat construction transfer happens. Installing Crew Quarters as a seperate mod from TMO1.7 after this bug occurs, replaces the files that was changed which fixes TMO to have crew quarters again for any new campaigns, missions, etc. But the saved games are still going to be missing crew quarters.

To fix your save game from the campaign if you wish to continue with your new boat, but want to have the crew compartment slots:

After installing Crew Quarters for TMO1.7:

--Create a new campaign, the boat choosen needs to be same boat as the campaign saved game you wish to fix. So, in my example my saved game campaign new boat is a gato in april 42, so I started a new campaign from April42, and choose the Gato. The purpose of starting a new game is simply to create a saved game file for the players boat that has the crew quarters configured. We then used that newly created saved game file(justthe boat saved game file, not all the saved game objects) as a template copy to fix the bugged campaign saved file.


--Exit the commander room and go to sea, the game will create an auto save file from this new campaign.

--Exit the game

--Find your SH4 save game folders under user/Documents/sh4/data/cfg/SaveGames/

--The saved games folders are not labeled by the name you gave. So, sort by time..the top saved game folder should be the new auto saved game.

--Go into that newly created saved game folder.

--Using ctrl-c, copy the whole ActiveUserPlayerUnits.cfg file.

--Now we need to find the saved game folder for the campaign you wish to fix and continue playing. To do so, we need to browse through CareerTrack.cfg file to determine the correct folder.

--Inside the CareerTrack.cfg file, scroll to the bottom to see our recent actions. You should be able to tell if this is the correct saved game or not you wish to fix.

--Once you locate the saved game folder you wish to fix, rename the ActivePlayerUnits.cfg in there to a backup name such as Copy_of_ActivePlayerUnits.cfg

--Now, copy in the ActivePlayerUnits.cfg from the new dummy campaign which we copied earlier with ctrl-c to this folder.

--Modify the following 3 lines in the new ActivePlayerUnits.cfg :

NameDisplayable=
StartUserPlayerUnitMissionDateTime=
CurrentUserPlayerUnitMissionDateTime=

--Look in your "copy_of_ActivePlayerUnits.cfg for the values to place above in the new ActivePlayerUnits.cfg


That is it. You can now continue your saved game campaign, and your new boat will have crew quarters.

Question, does the crew from your old boat transfer with you to a new boat? Or does taking a new boat mean a whole new crew?
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Old 04-23-09, 10:07 PM   #1150
sortofredhead
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Just played my firts mission, sank 1 boat and then evaded escort after awhile. But then surfaced and the CO2 alert stayed up. Then as I continued to sail I kept getting alerts that my O2 was getting lower. Then it finally told me I had to surface (although I was already surfaced!) and fainally gave me the your dead ending! I also noticed that after I surfaced originally I put the crew back on "watch" that i had place in the crew qurters and yet at the bridge view there were no other sailor figures omn the bridge. I ahve TMO 1.7 and the fixes and the TMO1.7 crew quarters mod. in retrospect it's almost as if the program never thought I had "surfaced". Is this a known bug?
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Old 04-23-09, 10:21 PM   #1151
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Quote:
Originally Posted by sortofredhead View Post
Just played my firts mission, sank 1 boat and then evaded escort after awhile. But then surfaced and the CO2 alert stayed up. Then as I continued to sail I kept getting alerts that my O2 was getting lower. Then it finally told me I had to surface (although I was already surfaced!) and fainally gave me the your dead ending! I also noticed that after I surfaced originally I put the crew back on "watch" that i had place in the crew qurters and yet at the bridge view there were no other sailor figures omn the bridge. I ahve TMO 1.7 and the fixes and the TMO1.7 crew quarters mod. in retrospect it's almost as if the program never thought I had "surfaced". Is this a known bug?
Its a known bug with the stock game. It is usually triggered by shelling out of the game. (alt+ tab) Couple of things to do, sometimes you can click the CO2 icon while submerged and the boat will surface and vent or the sure fix, save and exit to main menu and load the game and the boat will vent.
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Old 04-23-09, 10:27 PM   #1152
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Thank you and great mod btw!
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Old 04-24-09, 09:25 AM   #1153
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Strange thing happened while I played a test scenario yesterday with an S boat depth charged by Jap Minekaze DD Vet settings. I was able to re create this twice.

It happens when the trim pump gets damaged. Using externals, the stern gets heavy then the boat levels out, then stern heavy again. While this is going on, the compressed air gauge shows a loss. Compressed air within an hour was down to 12%. When I reached the surface, the diesel engines did not work. No save, played the scenario for a little over an hour. Some time compression to 32x. Fuel level was at 25%. Diesels were not damaged at all.

Other bugs cropped up as well: When I tried damage control, the guy who fixes the valves in the back of the control room is just a head with a levitating wrench!!! No body! . Also, the crew wont stop yelling even after the crisis is over....

Maybe this is just an S boat phenomena. I do play TMO 1.7. Maybe this has something to do with it?? I do love this mod tho!

Any ideas or suggestions...?

thanks
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Old 04-24-09, 12:57 PM   #1154
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Ok, I installed this last night and was blown away at all the diffrences... it was amazing but it's really quiet, there dosn't appear to be much ambiant noise at all. I can turn it up and get some noise but once I use a deck gun (sounds fantastic!) I have to adjust my volume a lot...

I waisted 7 fish trying to sink a maru... before deck gunning him to death... that cost me a permanet 25% hull damage and a dead crewman... in fairness though she knew I was there so I was trying to lead shots...

If I went an installed RFB what would be some of the immediate diffrences?

Also, I've read about the crew compartment bug but in my new campaign... but my sub crew area looks like stock... I don't have any new compartments...
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Old 04-24-09, 01:58 PM   #1155
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Quote:
Ok, I installed this last night and was blown away at all the diffrences... it was amazing but it's really quiet, there dosn't appear to be much ambiant noise at all. I can turn it up and get some noise but once I use a deck gun (sounds fantastic!) I have to adjust my volume a lot...
Mine is the same. I would prefer ambient noise to be quiet because in silent running you still hear the same ambient noise. Clanks and bangs during silent running would take away from the game IMO. I only turn down the volume for the cannon....if and when I use it.


Quote:
I waisted 7 fish trying to sink a maru... before deck gunning him to death... that cost me a permanet 25% hull damage and a dead crewman... in fairness though she knew I was there so I was trying to lead shots...
That will learn ya! Cannon, defensive IMO. You lost a man and damaged the boat...that will cost ya in port.


Quote:
If I went an installed RFB what would be some of the immediate diffrences?
Yes, a lot of differences. Too many to list.

Quote:
Also, I've read about the crew compartment bug but in my new campaign... but my sub crew area looks like stock... I don't have any new compartments...
This mod was made after TMO. You should not see these compartments unless you install it and have it working. I have not tried it myself.
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