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Old 07-23-21, 02:58 AM   #31
Mad Mardigan
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radar Re: GFO mod load...

Webster...

Have GFO set up, used the following (all activated through jsgme for ease of deactivation if needed, of course...) :

Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\GFO+RSRDC\MODS]

1-Game Fixes Only Mod v1.1
2-RSRDC - SH1.5 v4.0.1
3-RSRDC v4.0.1-GFO Patch
MaxOptics IV - GFO 1.1
G1-Improved Stock Environment_v3
G2-ISE New clouds+Waves
G3-ISE Realistic Colors
G4-Webster's Smaller Rain for v1.5
NMMO Reverse Ocean Colors Add-on
Bigger Better Protractors
452_MoonlightzSonarLines
24 Hour Clocks
UStorp125plus150
Tracer Mod v3
Z1-Enhanced Sounds for SH4
Z2-New Sounds Interior-Officer Quarters mod
Z3-International Radio mod

I thought of using a couple of vickers03 mods

sub skins (4k)
interiors officers quarters
& a couple of other tweak mods, none that as I know of, mess with the menu.ini, that I know of at any rate.

M. M.



post edit:

USS Sculpin (SS-191) + vickers 4ksubskin mod & battleflag mod (just the conning tower emblem alone)

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Old 07-23-21, 03:35 PM   #32
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Quote:
Originally Posted by Mad Mardigan View Post
Webster...

Have GFO set up, used the following (all activated through jsgme for ease of deactivation if needed, of course...) :

Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\GFO+RSRDC\MODS]

1-Game Fixes Only Mod v1.1
2-RSRDC - SH1.5 v4.0.1
3-RSRDC v4.0.1-GFO Patch
MaxOptics IV - GFO 1.1
G1-Improved Stock Environment_v3
G2-ISE New clouds+Waves
G3-ISE Realistic Colors
G4-Webster's Smaller Rain for v1.5
NMMO Reverse Ocean Colors Add-on
Bigger Better Protractors
452_MoonlightzSonarLines
24 Hour Clocks
UStorp125plus150
Tracer Mod v3
Z1-Enhanced Sounds for SH4
Z2-New Sounds Interior-Officer Quarters mod
Z3-International Radio mod

I thought of using a couple of vickers03 mods

sub skins (4k)
interiors officers quarters
& a couple of other tweak mods, none that as I know of, mess with the menu.ini, that I know of at any rate.

M. M.

thanks for the list, MM.

trying to find a copy of Max Optics IV.
the file link in the download section here is broken.
i've emailed Neal and Scurvy but i figured i post a request just in case they do not have a backup.
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Old 07-23-21, 04:02 PM   #33
Mad Mardigan
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Quote:
Originally Posted by KaleunMarco View Post
thanks for the list, MM.

trying to find a copy of Max Optics IV.
the file link in the download section here is broken.
i've emailed Neal and Scurvy but i figured i post a request just in case they do not have a backup.
Ahoy, KM...

Here I am, to save the daaaayyy... well, actually... s7rikeback, but Me.. to shine the spot light on His repository. Can find that Max Optix here:

https://www.mediafire.com/folder/163...#981iukejzd222

MaxOptics IV - GFO 1.1 zip you will want, will be # 7 down the list.

Hope you found this useful...

Enjoy...

M. M.



post edit:

Just in case, you don't have s7rikeback's mod collection, (which, includes mods for SH3, SH4 & SH5... as a back up to mods here...) here is the link to that full on repository, which has saved My bacon on a few occasions...

https://www.mediafire.com/folder/163...Mod_Collection
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Old 07-23-21, 04:08 PM   #34
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Quote:
Originally Posted by Mad Mardigan View Post
Ahoy, KM...

Here I am, to save the daaaayyy... well, actually... s7rikeback, but Me.. to shine the spot light on His repository. Can find that Max Optix here:

https://www.mediafire.com/folder/163...#981iukejzd222

MaxOptics IV - GFO 1.1 zip you will want, will be # 7 down the list.

Hope you found this useful...

Enjoy...

M. M.

got it. i also scarfed a copy of OTC but while it was d/l i found my copy.
thank you!

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Old 07-23-21, 04:19 PM   #35
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Originally Posted by KaleunMarco View Post
got it. i also scarfed a copy of OTC but while it was d/l i found my copy.
thank you!

No prob, glad that you were able to locate it after all...

Any way, there is the link to s7rikeback's repository, in case any one else may have need for it. It's pretty well straight forward laid out for use...

M. M.

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Old 07-23-21, 04:30 PM   #36
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Originally Posted by Webster View Post
that was the whole basis of the GFO mod, to give you a new starting point with all the things fixed i could fix. im not offended you add mods to it, im happy to hear you are doing just that
is there any particular boat, theatre, year, base, etc that you would like feedback on?
maybe a better question would be: do you have a priority list of things that you want poked/prodded/tested?
4 yrs x 9 boats x how-many-bases makes for a lot of variables.
give me a starting point and let the experiences begin!!

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Old 07-23-21, 06:10 PM   #37
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Quote:
Originally Posted by KaleunMarco View Post
is there any particular boat, theatre, year, base, etc that you would like feedback on?!!
no just anything you see as a problem really

im looking to fix things, not customize anything but i also include textures and things in the fix catagory

think of it as what would a game patch from ubi need to fix after v1.5 that GFFO didnt address or didnt fix correctly
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Old 07-23-21, 06:51 PM   #38
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Looks like I may consider unloading my current FoTRSU campaign (6 patrols completed - a record for me) and load up GFO as my 'test bench project' for Commander T.E. Sting. I've really enjoyed my current camp but I would like to see some adjustments. Small things like uniform adjustments (dungarees on all enlisted, chiefs, as well - no rank markings - especially the E-1 to E-3 hashes that didn't exist in WWII). If GFO ever employs the extended interior (officer and chief country) - no E-6 and below laying on those bunks. Medals that don't include the Pacific Campaign Medal which was a 'participation trophy.' Functionality, I would like to see gun upgrades that are complete with slots that can be filled by crew. Other upgrades should cosmetically display properly.

And, of course I'd like to see the game function normally, both within physical parameters and within timeline appropriateness.

But what I will settle for is what we currently have. It's a contentment versus desire thing.
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Old 07-23-21, 09:45 PM   #39
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radar

Quote:
Originally Posted by Arlo View Post
Looks like I may consider unloading my current FoTRSU campaign (6 patrols completed - a record for me) and load up GFO as my 'test bench project' for Commander T.E. Sting. I've really enjoyed my current camp but I would like to see some adjustments. Small things like uniform adjustments (dungarees on all enlisted, chiefs, as well - no rank markings - especially the E-1 to E-3 hashes that didn't exist in WWII). If GFO ever employs the extended interior (officer and chief country) - no E-6 and below laying on those bunks. Medals that don't include the Pacific Campaign Medal which was a 'participation trophy.' Functionality, I would like to see gun upgrades that are complete with slots that can be filled by crew. Other upgrades should cosmetically display properly.

And, of course I'd like to see the game function normally, both within physical parameters and within timeline appropriateness.

But what I will settle for is what we currently have. It's a contentment versus desire thing.
Ahoy, Webster...

To add a bit to Arlo's comments here, adjustment to the clothing, crew markings like the hash slash marks while I know more along the line of cosmetics, should do to stand with correcting.

In addition, the giving orders, like ahead 1/3, 2/3 in the sounds section could stand a bit of tweaking . I know there was some sound add ins that added to the atmosphere when diving & surfacing. The only downside to that, was of their being done up for FotRS. So, having GFO adapted to be used with, or more correctly before FotRS would be something to see of adjusting.

That's of course a high rated polite suggestion, not to be taken as a shake My fist demand...

I seem to recall another subsimmer releasing a DC mod that was a 2 parter, in that 1 set of files & such for the IJN to be using type 93(?) DC's then the 2nd 1/2 being activated after 08/ of '43, of using type 2 DC's.. if I am remembering the details right. The sink rate was slower for 1 of the type DC's used... whereas the other being heavier, had a faster sink rate. (On this, I haven't yet sustained a DC attack, to be able to adequately see if that is something that may need tweaking or not, but.. should be something for others to bear in mind to keep an eye out for & on.. when they're testing. Just a suggestion.)

That's all that comes to mind off the top of My head. I'll chime in, if anything else comes to mind while testing.

M. M.

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Old 07-23-21, 10:01 PM   #40
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Quote:
Originally Posted by Mad Mardigan View Post
I seem to recall another subsimmer releasing a DC mod that was a 2 parter, in that 1 set of files & such for the IJN to be using type 93(?) DC's then the 2nd 1/2 being activated after 08/ of '43, of using type 2 DC's.. if I am remembering the details right. The sink rate was slower for 1 of the type DC's used... whereas the other being heavier, had a faster sink rate. (On this, I haven't yet sustained a DC attack, to be able to adequately see if that is something that may need tweaking or not, but.. should be something for others to bear in mind to keep an eye out for & on.. when they're testing. Just a suggestion.)
WernerSobe released Natural Sinking Mechanics 2.6 back in 2007 which means that it was written for SH4 1.3.
i d/l to look it over but never implemented it because i have v1.5.

it appears that Werner touched the .zon file of just about every ship in the Sea Folder as well as Zones.cfg.

performing the same task with some of the mega-mods and their expanded ship types would be a herculean task, imho.

so, if you are looking for a herculean task to perform, re-do Natural Sinking Mechanics for FOTRSU.
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Old 07-23-21, 11:17 PM   #41
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SHO

Quote:
Originally Posted by KaleunMarco View Post
WernerSobe released Natural Sinking Mechanics 2.6 back in 2007 which means that it was written for SH4 1.3.
i d/l to look it over but never implemented it because i have v1.5.

it appears that Werner touched the .zon file of just about every ship in the Sea Folder as well as Zones.cfg.

performing the same task with some of the mega-mods and their expanded ship types would be a herculean task, imho.

so, if you are looking for a herculean task to perform, re-do Natural Sinking Mechanics for FOTRSU.
What you quoted Me on, KM.. was not about ship sinkage rates.

That was about the IJN & the different type depth charges that was used by them.

The Type 93 depth charge then the Type 2 depth charge.

I will have to reopen the mod to review the read me that they included with the mod, but.. if memory serves Me right on it... I think the Type 93 was used from the onset of the IJN opening up with their conquest of China & carried through to the U.S getting bombed & onward to I believe August of '43. When they then swapped to the type 2 which, again if memory serves Me well, shipmate. the type 2 was a heavier beast than the earlier on used type 93.

I stand corrected, it was Type 95, not 93.

With the Type 95, it was the lighter of the 2 different depth charges. The Type 2 was made to be heavier, given that the Type 95 was slow in dropping to the 2 different depths it could be set to. (100 & 200 meters, respectively)

With the Type 2 being heavier was designed to make it more difficult to evade its destructive reign of terror.

The mod in question was done by Bubblehead1980 & is his baby.

M. M.

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Old 07-24-21, 09:28 AM   #42
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What you quoted Me on, KM.. was not about ship sinkage rates.

That was about the IJN & the different type depth charges that was used by them.

The Type 93 depth charge then the Type 2 depth charge.
yes, it would appear that i completely misunderstood that post.
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Old 07-24-21, 10:08 AM   #43
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Can anyone remember if GFO had that gazillion destroyer glitch where they sailed around the world for ever and ever, I remember FotRS had it as well at one point but GFO? it was too long ago for me to remember a little thing like that.
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Old 07-24-21, 04:08 PM   #44
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24 Hour Clocks
which 24 hour clock mod do you use?
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Old 07-24-21, 07:13 PM   #45
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which 24 hour clock mod do you use?
Ahoy, KM...

Fred's 24 hour clock, found here:

https://www.subsim.com/radioroom/sho...d.php?t=194248

I believe I grabbed the mediafire download, iirc...

M. M.

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