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Old 12-19-19, 11:10 AM   #31
Kaxii
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Originally Posted by propbeanie View Post
Are you sure you are in the v1.5 folder? I know Steam does a v1.3, and v1.5 is a separate download. Be sure you have the correct one, although I thought the error was different with that...
I think so, Steam only installed one folder, and when running it stock using the in folder .exe I can play the Uboat missions and it says 1.5.
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Old 12-19-19, 06:52 PM   #32
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Originally Posted by Kaxii View Post
I think so, Steam only installed one folder, and when running it stock using the in folder .exe I can play the Uboat missions and it says 1.5.
... and that is the folder where the sh4.exe is, that has the MODS folder with Dark Waters in it? Is your JSGME.exe in that folder also?
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Old 12-20-19, 04:15 AM   #33
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Default Tips Dark Waters

Tips Dark Waters (based OM V720)

- Make sure to set your resolution to 1920X1080.

- Make sure your monitor refresh rate is the same as in game graphics settings.

- Best play is no more than 1024 time compression (for planes to spawn and weather to change)

- For optimal eye candy, best is to avoid Post process filters, Full scene glare, Light shafts, Volumetric fog (giving bad results with Nvidia cards).

- Turm upgrades are only designed for types VIIC and IX B and C. If troubles when turm upgrade, read the solution at end of post #1.

- Always make a save before docking home harbor (around 50km away) or docking by yourself. A save after each kill may be wise thing also (but not mandatory). Some remaining CTDs may (or hopefully may not) happen. We are still tracking them down.

- Avoid hunting in harbors. OM is designed for high sea hunting.

- When docked after patrol, make sure to reload external torpedoes manually in bunker! Otherwise you’ll start next patrol with missing torpedoes...

- When rough sea and difficulties to stay on deck view (mainly types II) raise a bit periscope and watch targets as on deck.

- Avoid convoys attacks when calm sea unless long distance shots, escorts listening are better on flat sea.

- If difficulties to watch target at periscope depth when rough sea, give your sub 1 meters higher than periscope depth.

- If target locking can’t stay on, wait to get closer! Target is still too far away.

- Scan by yourself the horizon, you may spot ships faster than your crew in light fog, mostly at career start when crew skill is low.

- For better repairs, switch your full healthy crew to the damaged compartments. This will increase the repairs time.

- Wounded crew will recover slowly after few days, be patient, and the yelling will be gone away.

- Some ships are harder to sink than others. There is a sweet spot to hit for 1 torp kill. Some ships may take hours to sink (as in RL).

- Kiub is very easy to use when manual targeting is set in difficulties. Target speed and AOB are the most important factor for good kill. Distance is only important for estimated impact. Using U-Jagd for target speed and only visual AOB estimation usually give very good results.

- Planes are easy at war start, but getting harder and harder along the war. Don’t try to fight them unless in U-Flak Boat career... Some bombs/charges can explode 20/30m depth! Best is to crash dive as soon as plane is spotted (as it was in RL). Later in war, they will detect you even at night and become your worst nightmare.

- If playing in Mediterranean Sea you can activate the MedEnv mod at bunker. But you can also keep current Atlantic environment without problem, if you don’t like the Med colors. Same for Pacific.

- If playing VIID career, make sure to read the use of the SMA mines at end of post #1.

- If difficulties to drag and drop AA crew to slots in crew management page, just hit NumPad + Del (suppr) to hide the HUD. The annoying big dials will disappear.
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Old 12-20-19, 05:01 AM   #34
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DARK WATERS V2 IS OUT!!
See end of post #1.

IMPERATIVE CAREER RESTART MANDATORY !

- More crew visible inside all U-Boats
- New crew with new animations (from Ducimus mod, thanks to him) depending battle stations on or off
- Xmas tree now lighting when diving in all U-Boats (command room and conning tower) green when above water, red when underwater.
- Alert lights and indicators lights now working correctly in all type II (impossible in other types for the moment, unless screwing up interior lighting)
- global interior lighting re-worked in all U-Boats, and new red light.
- camera focus adjusted for all U-Boats interiors
- Sea and Land folder fixed to avoid some remaining CTDs. Many thanks to our friend S7rikeback!

Few Pictures of new features here: https://www.subsim.com/radioroom/sho...8&postcount=57

Good hunting and happy Christmas to all!

(I'll be off until 2020 now)

Last edited by Fifi; 12-20-19 at 05:44 AM.
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Old 12-20-19, 01:15 PM   #35
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wolf_howl15

downloading now....pity about that Konvoy I just attacked
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Old 12-21-19, 05:19 PM   #36
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July 7
BE3456
20:00+

2nd run on same konvoy, only this time all escorts looked like this



almost complete under
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Old 12-21-19, 08:06 PM   #37
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When I get a chance here, I'll run through the files with Fifi, and we'll attempt to chase those kinds of gremlins out. What we have discovered in FotRSU, is that any little thing "off" with a given grouping in the game, can cause bad spawns like that, almost like the ship was dropped into the water, instead of being spawned into it, so it took on a bit of water and took damage when it was created somewhere near your location. From what we've seen previously, it could be a bad configuration date, where that particular ship might not be appropriate for the group at that time of the war, ie: an Evarts being used in 1941. The game at times will run right over a "date" restriction of that type, and attempt to spawn the ship anyway.... Other times, when the group was built, the MaxSpeed for the slowest ship in the group was set at 12 knots. Well, someone comes along later and goes, "ya know, that Medium Tanker was really only capable of 9.5 knots in real life. I think I'll change it!" while the guy who did the campaign files has the group set at 11 knots, which will now exceed that Medium Tanker's 9.5 knot MaxSpeed. It's like the little dog in Vacation, where "Poor little guy. Probably kept up with you for a mile or so... tough little mutt... ee-yup... sob"... (Disclaimer: I am not laughing at animal cruelty - just gallows humor [end disclaimer]).



Those kinds of errors though, are difficult to find, due to the number of Waypoints in just one file. Then there are the groups that are "placed" in the game, but the "zoom" isn't used in close enough to see that the fourth and fifth waypoints go across a teeny little island just off the coast of the origination harbor... Mathematically insignificant, but to Silent Hunter 4, it's not!... Then there is the "ship spacing" issue, where the game says it's OK to place one ship within 300 meters of another, while the ME has a 500 meter default, but what wer're finding is that it's not just ship length that to be added in, but also ship type and ship speed, as well as ship activity, such as the a DD set as escort needs to be set well away from the main body of the group, else its little "knuckles" and pirouettes could very well put it in the path of that Medium Tanker, struggling to keep up... All I need from you lederhosen is "what year was this occurrence? Thanks!
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Old 12-22-19, 11:49 AM   #38
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At beginning of 2020, I’ll release next Dark Waters V3 with type XXI re-worked to match other U-Boats standards, new funnel smoke for all ships.
Funnel smoke will be different for cargos/heavy warships/destroyers (actually they are all the same)
So with some practice, you should be able to identify ships category just via smoke ...as it was in RL.

The graphical bug problem with type VIIB 2 (1942/1945) will be corrected also. Dunno why this type suddenly had problem, as nobody touched its files...the joy of computers ...

HAPPY CHRISTMAS TO ALL

Last edited by Fifi; 12-22-19 at 01:16 PM.
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Old 01-01-20, 12:59 PM   #39
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DARK WATERS V3 IS OUT!!
See end of post #1

Best is start new career...

- Indicator lights working for type VII and IX, but fake (till i find a solution)
- Type XXI interior brought to other types level (lights, crew etc)
- Type VIIB2 turm bugged fixed
- Different smoke for cargo, destroyers, heavy warships. You should be able to identify ships by smoke with some practice.
- Belgium ships missing texture fixed (thanks S7rikeback)
- New add-on mod to restaure the U Mark when submerged
- Added AI_VIIUF asset (Submarine and German Roster folders), which can be in Dark Waters w/o U-Flak, no issue (thanks Propbeanie)
- Changed NAux_SmallLC, NAux_LC, NLCT, and NLCT_GE all to Type=15 for "Landing Craft". This also changes the Rosters for British, German & Russia.(Propbeanie)
- Added KSS.cfg to Roster Poland Sea for SingleMission files.(Propbeanie)
- Added a small "WH_CoastalTraffic.mis" file for 1939 to 1943 Western Hemisphere coastal traffic. Plans are for later splitting into "layer" files with more traffic, including fishing and other small coastal vessels.(Propbeanie)
- Edited RUM 400121 U22, RUM 400921 U100, RUM 430317 U338, RUM 430317 U600, RUM 430430 U515, RUM 440329 U223, and RUM 441224 U806 SingleMission files for conformity.(Propbeanie)
- Edited RUM 430522 U441, RUM 431004 U256, RUM 440210 U183, and RUM 440517 U183 SinglePatrol files for slight corrections.(Propbeanie)

We need testers for this version, please report here any campaign troubles, so we hopefully fix them as they come!
Our friend and tester KaleunMarco can't test everything, plus S7rikeback and propbeanie are also working on FOTRSU as everybody knows...thanks

Enjoy and good hunting...and best wishes for this new submarine year
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Old 01-01-20, 01:15 PM   #40
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Hi Fifi
Kappy New Year to you.
What type of testing you need?
If I can be of help just let me know.
Peter

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Old 01-01-20, 01:25 PM   #41
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Quote:
Originally Posted by THEBERBSTER View Post
Hi Fifi
Kappy New Year to you.
What type of testing you need?
If I can be of help just let me know.
Peter
Well, starting any campaign with any U-Boat at any date...and just let us know what could be wrong, or if any bug

I think we will need the U-Boat type, the date, the position and the ships involved in any encountered issue

Hopefully nothing really bad to report, lets keep fingers crossed...but we never know
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Old 01-02-20, 03:41 PM   #42
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Default Quiet Baltic Sea

Hi!
Good job!
Type2 interior is now more living than ever!
But..Baltic sea is very quiet.
I made three patrols there and no ships at all!
I have not more mods than Dark Waters v2.

Regards,Paroni
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Old 01-02-20, 03:49 PM   #43
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There isn't much traffic in the Baltic. We'll have to do some research for Fifi, and add to the layer... There are "shipping lanes" though, that you have to find.
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Old 01-02-20, 04:59 PM   #44
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Yes, not much but ships are sailing there
Best hunting spot remains the Skagerrak ...lot of ships crossing there.

Paroni, You should try version 3 if you still run V2!
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Old 01-02-20, 05:24 PM   #45
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Quote:
Originally Posted by Fifi View Post
Yes, not much but ships are sailing there
Best hunting spot remains the Skagerrak ...lot of ships crossing there.

Paroni, You should try version 3 if you still run V2!
Thanks,download v3 right away!
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