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Old 04-13-23, 02:21 PM   #1381
Laffertytig
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1st patrol completed from fremantle in mid 42 without any issues or ctd's happy days.

That's apart from those damn m14 torpedos! i must have had at least 8 torps all run deep below ships even with the shallow settings.

i'm aware of the issues these torpedo's has up until 43 so think i'l try the m10's and see how i go.

Couple of questions,

I play with manual targeting and no map contacts but i do miss having the sonar lines while trying to evade destroyers, any mods available that mod back in the sonar lines?

Also, the recognition book doesn't give ship length, any mods that add that info?
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Old 04-13-23, 03:17 PM   #1382
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I cannot think of a mod with the lines, but the files are "ContLine.dds" and "DashLine.dds" in the Data \Menu \Gui folder. However, if you are using the game's menu choice of No Map Contacts, then that "blanks" them, though I do not know how... Look in that folder now before you do anything, and see if maybe the game makes the files empty. If they do, then you can just replace them. If they are not in the folder, same difference, just put files with the lines in there. However, if they are "turning them off" internally, then I do not know to get around that... unless - use a blank file for all of the ship and plane "shp" files, and turn map contacts back on. With the blank shp files, you'll not see the contacts, but you will have the lines... eh - rats, there are those "zoomed-in" "Unit*" files also... in the Data \Menu \Gui \Units folder... you'll have to "blank" those also.

As for the Ship Length figures, the game does not use those. CapnScurvy's Optical Targeting Correction (OTC) mod did alterations to the RecMan in the menu_1024_768.ini file, and displayed the figures. We are attempting to enable that particular aspect of OTC in FotRSU, and if Bubblehead1980 wants to, he could copy off of us to put it in TMO_BH, though the menu_1024_768.ini file is quite complex and scary to work on... In the meantime, you could try CapnScurvy's mod for TMO 2.5, and see if it will work in Bubblehead's version. I can't think of any reason why it wouldn't, but you never know...
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Old 04-13-23, 06:49 PM   #1383
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Quote:
Originally Posted by Laffertytig View Post
1st patrol completed from fremantle in mid 42 without any issues or ctd's happy days.

That's apart from those damn m14 torpedos! i must have had at least 8 torps all run deep below ships even with the shallow settings.

i'm aware of the issues these torpedo's has up until 43 so think i'l try the m10's and see how i go.

Couple of questions,

I play with manual targeting and no map contacts but i do miss having the sonar lines while trying to evade destroyers, any mods available that mod back in the sonar lines?

Also, the recognition book doesn't give ship length, any mods that add that info?


Quote:
Originally Posted by propbeanie View Post
I cannot think of a mod with the lines, but the files are "ContLine.dds" and "DashLine.dds" in the Data \Menu \Gui folder. However, if you are using the game's menu choice of No Map Contacts, then that "blanks" them, though I do not know how... Look in that folder now before you do anything, and see if maybe the game makes the files empty. If they do, then you can just replace them. If they are not in the folder, same difference, just put files with the lines in there. However, if they are "turning them off" internally, then I do not know to get around that... unless - use a blank file for all of the ship and plane "shp" files, and turn map contacts back on. With the blank shp files, you'll not see the contacts, but you will have the lines... eh - rats, there are those "zoomed-in" "Unit*" files also... in the Data \Menu \Gui \Units folder... you'll have to "blank" those also.

As for the Ship Length figures, the game does not use those. CapnScurvy's Optical Targeting Correction (OTC) mod did alterations to the RecMan in the menu_1024_768.ini file, and displayed the figures. We are attempting to enable that particular aspect of OTC in FotRSU, and if Bubblehead1980 wants to, he could copy off of us to put it in TMO_BH, though the menu_1024_768.ini file is quite complex and scary to work on... In the meantime, you could try CapnScurvy's mod for TMO 2.5, and see if it will work in Bubblehead's version. I can't think of any reason why it wouldn't, but you never know...
jumping here...which i hate to do once PB launches into one of his explanations....

i am speaking from experience here.

Ducimus/Scruvy's TMO 2.5 mods are no longer compatible with TMO_BH. BH has made many modifications to the TMO set of files and it is no longer safe to go into that water. you can try to mix TMO and BH mods but it inevitably leads to the land of CTD.

when using the Gameplay Option of No Map Contacts, SH4 manipulates a set of game-time options that turn off certain icons without touching the various files within the game folders themselves.

I cannot conceive of a way that one cannot play with both No Map Contents and set a mod-condition where one could see sonar/radar scan lines unless...... you created yourself a mod that removed all ship and sub .dds and .tga from every ship subfolder in \Data\Sea and then played with No Map Update turned off, you might get to see the sensor lines and not the ship icons.
once or twice, i tried to remove files via JSGME but i could not figure it out. Maybe PB knows how to use JSGME to remove files via modding. Suffice it to say, task of creating that "ship icon removal" mod would be truly laborious.

i do not use the Ship Recognition Manual in TMO_BH so i cannot help you there.

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Old 04-14-23, 01:33 AM   #1384
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Thanks for the info guys.

I've not encountered a pack of dd's yet but i would imagine it would be way more difficult avoiding them all without seeing those sonar lines.

I'm curious about you saying you don't use the recognition manual in TMO_BH though, isn't that a necessary tool for manual targeting? Target speed for one thing, i've just been using the auto estimate button instead.
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Old 04-14-23, 02:45 AM   #1385
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I guess i spoke to soon about bugs. I'm driving a porpoise and now at the start of my 2nd patrol i'm unable to switch on my surface radar.

I've done a bit of forum searching and this looks to be related to a conning tower upgrade i received. I've ran the SH4 validator tool as admin and ran into a pile of errors. my SH4 file path is D:\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 4 Gold Edition

I've got no clue what to do at this point, would someone be very kind and take a look at the log file to see what the issue may be? I'm unable to upload the txt file due to size so i'l just post the errors. There are a bunch of ignores as well not sure if they are relevant. I have attached a text file of my mod list which i installed as per the instructions.


Classes errors:
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Air\AFB_Spitfire Mk.Vc\AFB_Spitfire Mk.Vc.eqp does not contain sequentially ordered entries (found duplicate [Equipment 17]) @ line number 86

Classes ignores:
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Land\LCD_LargeTurret\LCD_LargeTurret. eqp ignored
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Land\LCD_LargeTurret\LCD_LargeTurret. sns ignored
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Land\LCD_MediumTurret\LCD_MediumTurre t.eqp ignored
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Land\LCD_MediumTurret\LCD_MediumTurre t.sns ignored
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Ordnance\AntiSubNet\AntiSubNet.sns ignored
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Ordnance\Minefield\Minefield.sns ignored

DefSide errors:
no errors

DefSide ignores:
no ignores

Campaign errors:
:
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Campaigns\Campaign\PatrolObjectives\S peOps_Yap_Recon\SpeOps_Yap_Recon.mis:
no errors

Campaign ignores:
:
D:/Ubisoft/Ubisoft Game Launcher/games/Silent Hunter 4 Gold Edition\data\Campaigns\Campaign\PatrolObjectives\S peOps_Yap_Recon\SpeOps_Yap_Recon.mis:
no ignores

Saved campaign errors:
not coded thus not checked

Saved campaign ignores:
not coded thus not checked
Attached Files
File Type: txt Activated mods list.txt (429 Bytes, 3 views)

Last edited by Laffertytig; 04-14-23 at 06:03 AM.
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Old 04-14-23, 03:51 PM   #1386
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Quote:
Originally Posted by Laffertytig View Post
I guess i spoke to soon about bugs. I'm driving a porpoise and now at the start of my 2nd patrol i'm unable to switch on my surface radar.

I've done a bit of forum searching and this looks to be related to a conning tower upgrade i received. I've ran the SH4 validator tool as admin and ran into a pile of errors. my SH4 file path is D:\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 4 Gold Edition

I've got no clue what to do at this point, would someone be very kind and take a look at the log file to see what the issue may be? I'm unable to upload the txt file due to size so i'l just post the errors. There are a bunch of ignores as well not sure if they are relevant. I have attached a text file of my mod list which i installed as per the instructions.
yeah...about that list....resolving those errors is a long, winding, and dark hole.

back to the porpoise-radar issue...
Porpoise will start the war with SD (air) radar and be eligible for SJ (surf) June 1942. Is your game calendar past June of 1942?


lastly...thank you for including your modlist. next time you want to post your modlist, Open JSGME, click Tasks, Export, To Clipboard. then open your post here at Subsim, and use Ctrl+v to paste the list into your post. this is easier than saving and attaching a text file.

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Old 04-14-23, 05:26 PM   #1387
Laffertytig
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Yeah i can imagine. On a positive note though are are only a few and none seem related to this conning tower issue.

I done more forum digging and found a conning tower fix pdf but still not sure if that will fix the issue or what the downsides to it are or is that the fix that everyone else has used as i don't see many posts about this issue?

The career started in June 6th 1942, i got back to base at the end of june and the current date is 7th July. I deleted the saves i had made before docking so the only save i have is in port and after the upgrade happened so i assume the fix above wouldn't save this career?

Also, is this just a TMO issue or do all major mods have this issue?

Last edited by Laffertytig; 04-14-23 at 05:36 PM.
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Old 04-23-23, 12:37 AM   #1388
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Quote:
Originally Posted by Laffertytig View Post
Thanks for the info guys.

I've not encountered a pack of dd's yet but i would imagine it would be way more difficult avoiding them all without seeing those sonar lines.

Wait until you do early war missions in the PI. There is a DD breeding ground in the Babuyan Channel north of Luzon. I counted 35 there once.



CW
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Old 05-02-23, 05:04 PM   #1389
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Thank you BubbleHead for Darker nights! Much more interesting to get inside a convoy on the surface.
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Old 06-03-23, 07:08 PM   #1390
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I just got back in the SH4 after a few years away. I have it loaded on my laptop for over 10 years and have played it with TMO since it came out.

I know have a super nice desktop that I decided to load it on. I tired Fall of the Rising Sun but could never get past the CTD I was constantly getting when starting the campaign missions from outside the base so I moved back to TMO Update BH and so far so good. I took all the add on mods in TMO and installed them as well. It took me a few adjustments to make it happy but all seems well so far. I’d do have a few questions on somethings I remember that I’m not seeing

1. Wasn’t there a mod that installed the historic shipping lanes for the pacific ?

2. I thought I remembered in the map when you zoomed in close enough to your boat you got a circle with marked distances in 100 yard increments. Was that removed.

3. Is there any fix if running 4k to make the gauges, dials, buttons, etc… bigger to be readable or is it best to just go back to 1980 setting

Also, I was a member a long time back but no longer had the email to get my old sign in back so that’s why I have a new name……was ASO544

Thanks !!!
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Old 06-03-23, 09:10 PM   #1391
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Quote:
Originally Posted by E5USMC View Post
I just got back in the SH4 after a few years away. I have it loaded on my laptop for over 10 years and have played it with TMO since it came out.

I know have a super nice desktop that I decided to load it on. I tired Fall of the Rising Sun but could never get past the CTD I was constantly getting when starting the campaign missions from outside the base so I moved back to TMO Update BH and so far so good. I took all the add on mods in TMO and installed them as well. It took me a few adjustments to make it happy but all seems well so far. I’d do have a few questions on somethings I remember that I’m not seeing
welcome back to SH4. sorry you had troubles with FOTRSU as it is a great mega mod. Are you running with a 4GB memory enabler, such as Large Address Aware? you will need it for mods like FOTRSU as well as TMO_BH.

Quote:
Originally Posted by E5USMC View Post
1. Wasn’t there a mod that installed the historic shipping lanes for the pacific ?
you are remembering Run Silent Run Deep (RSRD). it was an add-on to Stock, GFO, as well as the original TMO (2.5 vs BH). RSRD reconfiged the shipping routes to mimic the actual IJN routes. Not sure it is compatible with TMO_BH. send a PM to Bubblehead1980 and ask him.

Quote:
Originally Posted by E5USMC View Post
2. I thought I remembered in the map when you zoomed in close enough to your boat you got a circle with marked distances in 100 yard increments. Was that removed.
you are remembering the 3000 meter bearing plotter. they are still around and available for d/l in the MODS forum.

Quote:
Originally Posted by E5USMC View Post
3. Is there any fix if running 4k to make the gauges, dials, buttons, etc… bigger to be readable or is it best to just go back to 1980 setting
i am sure there is a mod for larger gauges. what i am not sure is whether it is compatible with TMO_BH. you have to read the support doc for TMO_BH on page 1 of that thread and then read the support doc of the gauge mod. you might want to check out jimimadrid's recent user interface mods. they change a lot of the menu graphics. there may be one that shows larger gauges.

Quote:
Originally Posted by E5USMC View Post
Also, I was a member a long time back but no longer had the email to get my old sign in back so that’s why I have a new name……was ASO544
send a PM to Onkel Neal.

Thanks !!![/QUOTE]
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Old 06-07-23, 11:30 AM   #1392
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Anyone got tips to prevent CTDs in this mod? They seem to happen somewhat randomly, whether im on the Navmap at high time compression or just evading some DDs after attacking a convoy at 1x time compression.

SH4:Uboat Missions is installed outside of program files and I've used LAA to allow the program to use more memory. Thanks
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Old 06-07-23, 11:34 AM   #1393
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wildvanisle! & E5USMC!
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Old 06-07-23, 02:41 PM   #1394
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Quote:
Originally Posted by wildvanisle View Post
Anyone got tips to prevent CTDs in this mod? They seem to happen somewhat randomly, whether im on the Navmap at high time compression or just evading some DDs after attacking a convoy at 1x time compression.

SH4:Uboat Missions is installed outside of program files and I've used LAA to allow the program to use more memory. Thanks
many of us suffer from these, seemingly random, CTD's when playing TMO_BH.

try turning off Event Camera. that may help.
do you know where that option is?
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Old 06-07-23, 03:13 PM   #1395
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Quote:
Originally Posted by wildvanisle View Post
Anyone got tips to prevent CTDs in this mod? They seem to happen somewhat randomly, whether im on the Navmap at high time compression or just evading some DDs after attacking a convoy at 1x time compression.

SH4:Uboat Missions is installed outside of program files and I've used LAA to allow the program to use more memory. Thanks
Did you delete the Save folder (C:\Users \UserName \Documents \SH4) prior to starting the TMO-modded game? If not, you have a mix of whatever you had before, and TMO_BH. You could also use MultiSH4v1.5 and create a new Save folder with your own 3-character name.
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