SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-02-21, 01:06 PM   #1
Mad Mardigan
Admiral
 
Mad Mardigan's Avatar
 
Join Date: Sep 2016
Location: Grand Rapids, Mi.
Posts: 2,327
Downloads: 491
Uploads: 0


radar

Quote:
Originally Posted by Bubblehead1980 View Post
That is surprising, Area 8 is a pretty busy area for most of the war, Singapore-Home Islands and several other convoys lanes converge there for approaches to Bungo Suido. You are in January 1943 if I recall? Checked the file, yea a lot of traffic but judging from your description, probably were not far enough out to sea. Should definitely have better luck in Luzon Strait.


I probably need to do an intel file (README) with coordinates of shipping lanes. In future patch will adjust the patrol are marker to the proper location, the current one is the default TMO marker.
Ahoy, Bubblehead1980...

Just a side note report...

For setting up, I did go with having vickers03's interior mod added in.. & it worked fine, though... it did have 1 issue. Got to the patrol area for Seawolf that I was given.

In hat, I ran into a merchie... can't recall the name of that ship, a B?* Maru ship, I'll see if I can take a look through the rec man & find the exact name for that ship... to pin it down definitively.

The issue was... shot 4 torps at it... & all of them, ran right through it... as if the ship was.. casper the ghost. I did manage to sink it, though I had to do so with the DG.

1 thing I did notice, was that I had a nearly moonless night & was able to get within 1500 from it & never got sighted. NOT until I lit it up with the DG.

Have to say, I am loving the ability to get in close to attack....

The reason I added vickers mod in, was owing to clicking on the door leading from the control room leading forward into the bow area & instead of seeing a U.S. interior, I saw instead... a Uboat radio/sonar/kaleun's bed area....

The vickers mod I used was the last 1 that vickers released... though earmarked for FotRS-U v1.46,, it did work with your mod set up... outside of that lil' snafu with the torp's, that is... No idea if or how many other ships in your set up, may also have had that... snafu that I ran into on that 1 ship, though.

I closed out & took it out, (Yes, I did follow protocol & dumped the game save folder... edited it to weed out the old info while retaining the settings to keep the main settings in regards to the middle options on the main page so as to NOT have to reset them. That also applies to clearing out the top 2 folders & the config settings for JSGME in the mods folder, as well.) thereby having to restart My careers in the S class & Sargo boats... but, a small price to pay.

Knowing this info, may assist you or another, in reworking vickers mod to be able to be integrated into your mod set up....

Thought you might want to know that info... an so, am passing it along.

M. M.

__________________
Mad Mardigan is offline   Reply With Quote
Old 10-02-21, 01:53 PM   #2
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by Mad Mardigan View Post
Ahoy, Bubblehead1980...

Just a side note report...

For setting up, I did go with having vickers03's interior mod added in.. & it worked fine, though... it did have 1 issue. Got to the patrol area for Seawolf that I was given.

In hat, I ran into a merchie... can't recall the name of that ship, a B?* Maru ship, I'll see if I can take a look through the rec man & find the exact name for that ship... to pin it down definitively.

The issue was... shot 4 torps at it... & all of them, ran right through it... as if the ship was.. casper the ghost. I did manage to sink it, though I had to do so with the DG.

1 thing I did notice, was that I had a nearly moonless night & was able to get within 1500 from it & never got sighted. NOT until I lit it up with the DG.

Have to say, I am loving the ability to get in close to attack....

The reason I added vickers mod in, was owing to clicking on the door leading from the control room leading forward into the bow area & instead of seeing a U.S. interior, I saw instead... a Uboat radio/sonar/kaleun's bed area....

The vickers mod I used was the last 1 that vickers released... though earmarked for FotRS-U v1.46,, it did work with your mod set up... outside of that lil' snafu with the torp's, that is... No idea if or how many other ships in your set up, may also have had that... snafu that I ran into on that 1 ship, though.

I closed out & took it out, (Yes, I did follow protocol & dumped the game save folder... edited it to weed out the old info while retaining the settings to keep the main settings in regards to the middle options on the main page so as to NOT have to reset them. That also applies to clearing out the top 2 folders & the config settings for JSGME in the mods folder, as well.) thereby having to restart My careers in the S class & Sargo boats... but, a small price to pay.

Knowing this info, may assist you or another, in reworking vickers mod to be able to be integrated into your mod set up....

Thought you might want to know that info... an so, am passing it along.

M. M.


Hmm strange, never had that issue and sunk every merchant on the roster at least once in testing. yes please track down the name of the merchant, give date, time, location, type of torpedo? . Biyo Maru? Banzai Maru? Heavy seas? Are you positive they ran through it or did the torpedoes run deep and appear to run through it with the wake heavy seas ? Torpedoes do run deep until mid 1943, with the worst of the issue from Dec 41-Dec 42, one of real life defects of MK 14 (and some other torpedoes) in first part of the war.


Are you running an environmental mod?

Not sure why the interior mod would cause it, but it is possible since I am sure it overwrites things with TMO 2.5.

I tried to use it with TMO 2.5 once and caused CTD but ran fine for me when ran FOTRS.

The "Captains Cabin" you saw in your boat was part of vickers original interior overhauls for TMO that were incorporated into TMO by Ducimus when he was active.Believe the cabin was added as Kind of a stop gap measure, obviously taken from a Uboat. Currently, it is only present on the older boats. The Gato/Balao/Tench/Tambor/Gar no longer have that since they have the 3D TDC and Realistic Radar. I mam guessing compatibility issues.


Far as the attack...glad to it worked as designed for you. Now in the sim, much as in real life, first indication to enemy ships they are under submarine attack is usually once they've already opened fire, especially at night. Subs are tough to spot on surface. Of course they see the muzzle flash etc

I'd be careful getting so close in deck gun action though, the skill level of the unescorted merchants is generally set pretty high, are many elite and veteran rated crews out there and they will shoot your boat full of holes.
Bubblehead1980 is offline   Reply With Quote
Old 10-02-21, 02:46 PM   #3
Mad Mardigan
Admiral
 
Mad Mardigan's Avatar
 
Join Date: Sep 2016
Location: Grand Rapids, Mi.
Posts: 2,327
Downloads: 491
Uploads: 0


radar

Quote:
Originally Posted by Bubblehead1980 View Post
Hmm strange, never had that issue and sunk every merchant on the roster at least once in testing. yes please track down the name of the merchant, give date, time, location, type of torpedo? . Biyo Maru? Banzai Maru? Heavy seas? Are you positive they ran through it or did the torpedoes run deep and appear to run through it with the wake heavy seas ? Torpedoes do run deep until mid 1943, with the worst of the issue from Dec 41-Dec 42, one of real life defects of MK 14 (and some other torpedoes) in first part of the war.
Biyo Maru, rough guess on the date was like.. 12/13/41, maybe the 14th... was after sailing time to get in the general area to do that photo recon objective I got @ Hailein, Formosa. As for sea state... was relatively calm, just some light swells. Oh, yeah.. am most definitely positive... they caspered right though it. (have the cam next/previous, reactivated owing to I like the ability so as to do screen shots...) & was considering doing a screenie of My 1st kill. So I watched it at close in range & saw it do so. Those 2, ran straight hot & normal... except for augering through with no detonation. Got later on "torp" missed" action report on them. I ran into that issue with FotRS-U (don't recall the specifics, exactly... only to recall that happened when I ran the torp attack mission in the school section... torps sailed right through that cruiser you're supposed to sink to complete that school mission... & that occurrence, was some time back... think like, pre v1.39 or early on v1.46 FotRS-U somewhere along that time frame... if My ol' rusty, dusty banged up HD of a brain is recalling the details rightly. ) Torp, was the only 1's on board before I sailed... Mk XIV's... On a side note... have deactivated & replaced the early on tnt mod with the updated version... before ya ask if I have or not...

Quote:
Originally Posted by Bubblehead1980 View Post
Are you running an environmental mod?

Not sure why the interior mod would cause it, but it is possible since I am sure it overwrites things with TMO 2.5.

I tried to use it with TMO 2.5 once and caused CTD but ran fine for me when ran FOTRS.
Nope... stock enviro that is with the set up... which looks fab, to be frank... Only complaint I have is... on the waves action... would be swell if it was doable to utilize the methods that 1 Alex has in their SH3 GWX set up... those waves look killer realistic that I felt I had to grab some dramamine pills... they are that good...

besides the interiors it does include a subs folder, with each of the U.S. boats in there... & likely includes a eqp. file an most likely a .dat or .sim file I'd think of course, won't know fo shure until looking... will take a peek inside & see what's what in there...

Quote:
Originally Posted by Bubblehead1980 View Post
The "Captains Cabin" you saw in your boat was part of vickers original interior overhauls for TMO that were incorporated into TMO by Ducimus when he was active.Believe the cabin was added as Kind of a stop gap measure, obviously taken from a Uboat. Currently, it is only present on the older boats. The Gato/Balao/Tench/Tambor/Gar no longer have that since they have the 3D TDC and Realistic Radar. I mam guessing compatibility issues.
Yeah, think that area is only up to Sargo... I would check the other boats past the Sargo in the school.. but is only the choice of using the Porpoise class boat in there...

Quote:
Originally Posted by Bubblehead1980 View Post
Far as the attack...glad to it worked as designed for you. Now in the sim, much as in real life, first indication to enemy ships they are under submarine attack is usually once they've already opened fire, especially at night. Subs are tough to spot on surface. Of course they see the muzzle flash etc

I'd be careful getting so close in deck gun action though, the skill level of the unescorted merchants is generally set pretty high, are many elite and veteran rated crews out there and they will shoot your boat full of holes.
With that bird, aka merchie... being as it was early on at the near start of hostilities... they were unarmed... but, your point is well taken... I do always check to see if they are armed or not, before I take to DG action... & most assurely NEVER with a war ship/s.... except if I know that I may (sic) die in game... then all bets are off... I'll go down fighting... Farragut style... Full speed ahead... D**n the torpedo's...
M. M.



post edit :

Ok, after doing a bit of... poking about, in the guts of vickers03's interior mod...

In the "library' folder, there are a couple of files there... that may have a bearing on the damages taken or not by other ships... maybe... jus' guessing here...

GraphHitPointsAll.dat

That as I am guessing, may be the cause of it... maybe... *shrugs* no idea, as I have no means, much less knowledge of .dat files...

Am more... knowledgeable where it pertains to .cfg & the like that work with using notepad to dink about there...
__________________
Mad Mardigan is offline   Reply With Quote
Old 10-03-21, 01:08 AM   #4
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by Mad Mardigan View Post
Biyo Maru, rough guess on the date was like.. 12/13/41, maybe the 14th... was after sailing time to get in the general area to do that photo recon objective I got @ Hailein, Formosa. As for sea state... was relatively calm, just some light swells. Oh, yeah.. am most definitely positive... they caspered right though it. (have the cam next/previous, reactivated owing to I like the ability so as to do screen shots...) & was considering doing a screenie of My 1st kill. So I watched it at close in range & saw it do so. Those 2, ran straight hot & normal... except for augering through with no detonation. Got later on "torp" missed" action report on them. I ran into that issue with FotRS-U (don't recall the specifics, exactly... only to recall that happened when I ran the torp attack mission in the school section... torps sailed right through that cruiser you're supposed to sink to complete that school mission... & that occurrence, was some time back... think like, pre v1.39 or early on v1.46 FotRS-U somewhere along that time frame... if My ol' rusty, dusty banged up HD of a brain is recalling the details rightly. ) Torp, was the only 1's on board before I sailed... Mk XIV's... On a side note... have deactivated & replaced the early on tnt mod with the updated version... before ya ask if I have or not...



Nope... stock enviro that is with the set up... which looks fab, to be frank... Only complaint I have is... on the waves action... would be swell if it was doable to utilize the methods that 1 Alex has in their SH3 GWX set up... those waves look killer realistic that I felt I had to grab some dramamine pills... they are that good...

besides the interiors it does include a subs folder, with each of the U.S. boats in there... & likely includes a eqp. file an most likely a .dat or .sim file I'd think of course, won't know fo shure until looking... will take a peek inside & see what's what in there...


Yeah, think that area is only up to Sargo... I would check the other boats past the Sargo in the school.. but is only the choice of using the Porpoise class boat in there...



With that bird, aka merchie... being as it was early on at the near start of hostilities... they were unarmed... but, your point is well taken... I do always check to see if they are armed or not, before I take to DG action... & most assurely NEVER with a war ship/s.... except if I know that I may (sic) die in game... then all bets are off... I'll go down fighting... Farragut style... Full speed ahead... D**n the torpedo's...
M. M.



post edit :

Ok, after doing a bit of... poking about, in the guts of vickers03's interior mod...

In the "library' folder, there are a couple of files there... that may have a bearing on the damages taken or not by other ships... maybe... jus' guessing here...

GraphHitPointsAll.dat

That as I am guessing, may be the cause of it... maybe... *shrugs* no idea, as I have no means, much less knowledge of .dat files...

Am more... knowledgeable where it pertains to .cfg & the like that work with using notepad to dink about there...



I DM'd you about the issue to make sure you saw my response. Yes, I did testing in single mission and the campaign(did a quick edit to a "test" version of the mod I keep on hand. I knew where to find a BIYO MARU) and no such issues on my end. Biyo is a native SH 4 ship (believe it was the old split freighter) and renamed BIYO MARU in TMO. I kept most of the native TMO "maru" names (although I plan to rename them all at some point)

I could test with vickers interior mods another time, just had time earlier today to run that test. Based on what you have told me and looking over the files, I believe running the non-compatible interior mods caused the issue. As I mentioned in the README , use caution when using mods outside of those prescribed, overwrites can "break" then mod.

Plus side, vickers has said the TMO versions of his interior mods are in the works, so we will have the glory of other compartments at some point. In injunction with this update and the future updates I plan, hope it will really elevate TMO.
Bubblehead1980 is offline   Reply With Quote
Old 10-03-21, 02:27 AM   #5
Mad Mardigan
Admiral
 
Mad Mardigan's Avatar
 
Join Date: Sep 2016
Location: Grand Rapids, Mi.
Posts: 2,327
Downloads: 491
Uploads: 0


radar

Quote:
Originally Posted by Bubblehead1980 View Post
I DM'd you about the issue to make sure you saw my response. Yes, I did testing in single mission and the campaign(did a quick edit to a "test" version of the mod I keep on hand. I knew where to find a BIYO MARU) and no such issues on my end. Biyo is a native SH 4 ship (believe it was the old split freighter) and renamed BIYO MARU in TMO. I kept most of the native TMO "maru" names (although I plan to rename them all at some point)

I could test with vickers interior mods another time, just had time earlier today to run that test. Based on what you have told me and looking over the files, I believe running the non-compatible interior mods caused the issue. As I mentioned in the README , use caution when using mods outside of those prescribed, overwrites can "break" then mod.

Plus side, vickers has said the TMO versions of his interior mods are in the works, so we will have the glory of other compartments at some point. In injunction with this update and the future updates I plan, hope it will really elevate TMO.
Ahoy, Bubblehead1980...

Aye, got the DM & read it...

Yeah... took a shot at using it (vickers Interior mod, though slated for FotRS-U, (which is based off an earlier on version of TMO...) figured... what the hey...) Maybe, just maybe... it might work as is without too much hassle...

Have to say it was looking good, until I ran into that torp issue. *sighs* Ahh well, not a real big issue, wasn't terribly too invested in that career any way. So, no real big loss there. *shrug* was worth a shot.

Do have to say, outside of that, it did look fab, though...

Will eagerly look forward to a TMO based compatible copy of the Interiors mod.

I am, using vickers original no rust version of the 4K skins mod, along with the battle flags mods (just the conning tower portion of it, with the kill flags for now... when I get some kills, that is. won't go with the Interior battle flag portion of it until the updated Intriors mod for TMO is out...) & believe with those, are safe to use with your TMOverhauled v2.5 set up... as they're basically... eye candy.

M. M.

__________________
Mad Mardigan is offline   Reply With Quote
Old 10-03-21, 08:44 AM   #6
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by Mad Mardigan View Post
Ahoy, Bubblehead1980...

Aye, got the DM & read it...

Yeah... took a shot at using it (vickers Interior mod, though slated for FotRS-U, (which is based off an earlier on version of TMO...) figured... what the hey...) Maybe, just maybe... it might work as is without too much hassle...

Have to say it was looking good, until I ran into that torp issue. *sighs* Ahh well, not a real big issue, wasn't terribly too invested in that career any way. So, no real big loss there. *shrug* was worth a shot.

Do have to say, outside of that, it did look fab, though...

Will eagerly look forward to a TMO based compatible copy of the Interiors mod.

I am, using vickers original no rust version of the 4K skins mod, along with the battle flags mods (just the conning tower portion of it, with the kill flags for now... when I get some kills, that is. won't go with the Interior battle flag portion of it until the updated Intriors mod for TMO is out...) & believe with those, are safe to use with your TMOverhauled v2.5 set up... as they're basically... eye candy.

M. M.


The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry
lol.

Well, glad were not too invested in that career yet, load up a new one and let me know how it goes. I just started my third patrol in the USS Seal (Salmon Class), March 1942 now in Banda Sea (G6, M1-II) . Testing this patrol with torpedo fix I just released (tested in single missions previously) and the depth charge disturbance mod, which I have tweaked so they don't nerf TMO escorts sonar so much, but still provide that small window of escape, and make it so player does not have to go to 500+ feet every time to get away lol. Played last two patrols without it, TMO escorts are tough lol. Will see how it plays out
Bubblehead1980 is offline   Reply With Quote
Old 10-03-21, 02:03 PM   #7
4H_Ccrashh
Helmsman
 
4H_Ccrashh's Avatar
 
Join Date: Feb 2009
Posts: 110
Downloads: 472
Uploads: 0
Default

Started a campaign with the S-boat out of Cavite.

Went north to Luzon to attack enemy "phibs" at Aparri.

Twenty or so miles out I came across what appeared to be a single destroyer.

It was broad daylight around noon. What I should have done (this is after all TMO) was to dive the boat. But nooooooo.... dummy here wanted to look around a bit then dive.

Of course he saw me. As the scope went under he was coming right for me with a bone in his teeth.

Turns out he had friends. Five of them to be exact.

Five hours later (all run at normal time, no time skip) I managed to get away.

Counted over 400 charges dropped.

As they left the area I went to periscope depth to watch them leave.

Boy was I surprised to see TWELVE destroyers leaving. I guess as the cans ran out of depth charges they had called in reinforcements.

Needless to say with a damaged boat , I never made it to Aparri. Currently limping back to Cavite.

It is good to be home in TMO.
4H_Ccrashh is offline   Reply With Quote
Old 10-03-21, 02:19 PM   #8
Mad Mardigan
Admiral
 
Mad Mardigan's Avatar
 
Join Date: Sep 2016
Location: Grand Rapids, Mi.
Posts: 2,327
Downloads: 491
Uploads: 0


radar Re: Career...

Quote:
Originally Posted by Bubblehead1980 View Post
The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry
lol.

Well, glad were not too invested in that career yet, load up a new one and let me know how it goes. I just started my third patrol in the USS Seal (Salmon Class), March 1942 now in Banda Sea (G6, M1-II) . Testing this patrol with torpedo fix I just released (tested in single missions previously) and the depth charge disturbance mod, which I have tweaked so they don't nerf TMO escorts sonar so much, but still provide that small window of escape, and make it so player does not have to go to 500+ feet every time to get away lol. Played last two patrols without it, TMO escorts are tough lol. Will see how it plays out
Ahoy...

Yeah, restart is in S-18 & the Sealion... both just a couple of days outta Manilla.

S-18, with orders to head to Celebes sea & await further orders... Sealion, to head just a wee bit north of Aparri in the College area & also to await further orders... jus' hope My career isn't comprised of an over abundance of going to point X (X being what ever locality there.. take your pick here... ) & await further orders... jus' joshin' a bit but also with a smidge of seriousness as well.. I trust that there wasn't a overabundance of those kind of orders written into the objectives orders scripting... though, I recall early on it was mentioned that at the start of the war, there was a lotta orders, counterorders that flew about... before the higher ups, got their act together... at least on that score. so, to run into that early on... would be totally understandable.

A shame it took them soo bloody long to get their heads outta their aft quarters over the torp fiasco, though...

What's the word on that, the depth charge disturbance mod...?

Quote:
Originally Posted by Bubblehead1980 View Post
The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry
lol.
Tears, of joy... no doubt... think I'll probably shed a couple Myself...



M. M.
__________________
Mad Mardigan is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:17 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.