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Old 07-22-22, 10:53 AM   #4921
fitzcarraldo
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I installed an all new SH4 with FOTRSU 1.8 and mods:


Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
901_Strategic_Map_Symbols
856_BnW_FotRSU_Museum
Gramps' Watch for 1.5
305_LessJapaneseAirRadar
399c2_NoScrollNavMap - OAKsSameSizedDials
450_MoonlightzSonarLines
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
FOTRSU_1.8_SUB_SKINS_IN_4k
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
FI-OQ_FotRSU_v1.8f_upcPatch
EAX_SoundSim_FOTRSU_1.8
New Sounds for Fleetboat_Interior-Officer Quarters mod
BATTLEFLAG_CONNING_SILVERSIDES_SS-236
BATTLEFLAG_WARDROOM_SILVERSIDES_SS-236

I need to put EAX AFTER FIOQ or I lost the sounds of the Deck Gun and AA guns.

When I fire with the AA guns, I see, from external view, white squares in the splashes of the bullets in the sea. A graphic glitch I don´t know why occurs (I didn´t have it with 1.7p3).

Continuing essays...

Fitzcarraldo
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Old 07-22-22, 11:46 AM   #4922
Larrywb57
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Icon1 Second Patrol, USS Pike 18Feb1942

Ahoy Captains,

First, to the FotRS Team, Thank you for your work!

Enjoying the mod, no problems with installation. My boat is out of Pearl Harbor, USS Pike (SS-173), the date is 18Feb1942 and see the spoiler for additional information.

 


My first patrol was with Version 1.8 only. A shakedown cruise with new mod to get a feel for it, no problems encountered. With the first patrol under our belt and in our home port of PH, added the mods listed below. The boat came with stern mounted DG in which I prefer one mounted on the bow. After purchase of bow mounted DG, I saved while in the 'Office' and exited the game. Loaded the new save, checked the management page (F7), noticed the slots for DG were missing. Not a problem, made changes to the file, ActiveUserPlayerUnits.upc, thanks to captains that are here to help people like me.

Now in our assigned area of the second patrol, weather is not fit for man or beast. Moonless night, cloudy and rainy skies with heavy fog, can't see your hand in front of your face. Sonar reports a several contacts, possibly our first action of this patrol. After plotting an intercept course, race to get in front of the convey. As the convey comes closer, can't see anything at periscope depth. Not knowing anything about the enemy ships. Using manual targeting, set up for a fast 90 degree attack by sonar. Suddenly a ship appears in the scope, are we too close to the target. No time to think about that. Fire four torpedoes towards the targets, dive to the safety of the depth as warship start pinging to find our location. As time ticks down on the stopwatch, hear an explosion, then another... Quick to safety but don't make too much noise... another explosion... where is the thermal layer? Then last torpedo finds its mark! While under the safety of the 'layer', reload as the pinging starts to fade away.

Manual targeting system working as expected, no problems Sir.

Without a ships ID and the PK off, can adjust range from 0 to 11,000 yards. turn dial to adjust angle on the bow and set speed of target.

End of Report.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Wolves of the Pacific\MODS]
100_FalloftheRisingSun_Ultimate_v1.8
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Combined Roster
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
454c_EasyAOB_InputTargetDistanceOnTBT
FOTRSU Position Keeper Tweak
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Wolves of the Pacific\MODS]
100_FalloftheRisingSun_Ultimate_v1.8
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Combined Roster
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
454c_EasyAOB_InputTargetDistanceOnTBT
FOTRSU Position Keeper Tweak
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Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Wolves of the Pacific\MODS]
C:\...100_FalloftheRisingSun_Ultimate_v.1.8
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Old 07-22-22, 11:56 AM   #4923
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Quote:
Originally Posted by Mios 4Me View Post
1. USS Gato, ex-Midway, encountered a stationary Group heading NNW 108km/64 degrees from Takanabe on 9/29/43 @ 0830. Group consisted of a stationary Kiturin with an Akaisasan, a frigate, a DE B class, and a hospital transport dancing attendance. When we closed within 10 km, a stalled Huzisan trailing the Kiturin was spotted. The latter sped up to 5 kts after receiving a torpedo attack, then sank; the Kiturin did not move before sinking. The escorts happily steamed off over the horizon prior to the attacks and were not heard from again.

2. The Soyo Maru does not match the handbook silhouette, which appears to be an Anastasia Maru. Probably a long-known issue, but what the heck.
You are in Bungo Suido, home to a lot of traffic. You are also inside the minefield lines - do be careful - but the convoys are having to dodge several fields nearby there, and get bunched together. It look like you may have encountered two groups, the one might have been in or outbound, the other inbound only. The one group I found with a hospital ship would be out of Batavia and inbound to Hiroshima. If you would have stayed nearby your torpedo attack and sinking, you should have seen an airplane and ASW response within the hour, and probably within 30 minutes. The Soyo Maru sil was previoiusly corrected, but the old file apparently made it back in. We'll have a small patch in a few weeks, after we see any more issues.


Quote:
Originally Posted by Bubblehead1980 View Post
Jan 1942 USS Triton (Tambor Class)

Attempted to equip with historically accurate stern mounted gun upon return to port, lost the deck gun slots, so reloaded in port save, back to bow gun. I thought the deck gun bug was solved ?
Never claimed to be solved, but there is a procedure to minimize trouble. Number one is to not use mods other than those in the AddInModzPak or vickers03's Interiors (with patch) and EAX, along with s7rikeback's Nippon Maru and Nihon Kaigun mods. Any alterations of weapons, equipment, conning towers, submarines, crew clothing, crew members, etc., can all contribute to issues in seemingly unrelated areas. To do the guns, if starting on the first patrol, make certain the gun crew slots are empty, then grab the gun you want out of the "Available Upgrades" stores area and drag it to the boat's gun slot, currently occupied by the other gun, and drop it in there. Now check the crew page, and make certain that the crew slots are there and properly labeled. Depart on your patrol and exit the home port area, getting outside the green circle, if applicable to the home port, or at least 50+nm away. Stop your boat on the surface. Now go to your crew page and put a gun crew in the positions. If you go to Battle Stations now, the crew will not show at the gun positions on-deck. However, if you Save the game, Exit, Re-Start, Load the Save and do that again, they will now show. Continue with your patrol and all should be fine.

If you have been on patrol already, you should decide to change the gun prior to docking and Save while coming in from patrol, for the "just-in-case" scenario. That will be the "fail-safe" Save. Otherwise, once you dock, and are in-port and in the office, the procedure is similar. You can do an in-base Save and work from that usually, or from the auto-save, if things do fail. First order of business is to remove your crew from the gun positions on the crew page. Go to the equipment page and drag the new gun over to the boat. Go to the crew page and check the positions. If you have moved the gun previously, you have a higher percentage of failure here, but if the crew positions have failed to show, go back to the equipment page, and put the other gun back. The positions should show again with the original gun. Try the other gun again and check the gun positions. It will sometimes work the 2nd time. If not, you could try loading the Saved game(s) and try again with the gun swap. Usually speaking though, especially if you have already changed the gun previously, once the game displays no gun positions, you should put the original gun back and leave it. Go on patrol with the gun in the position that you have a crew. Try to swap the position the next time you come in from patrol.

If you are insistent upon moving the gun, then Save with the gun where you want it and Save in-port. Exit the game and go into the Save folder and use the "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, and look at that newest Save folder, ActiveUserPlayerUnits.upc file, and do the wolfeinsamer method for "AdditionalRepository" phrases. Compartment 7 is the Aft gun, Compartment 8 is the Fore gun. Only change the gun you need to. Check the gun slot above the CrewMember slots though, and make certain it has 11 lines including the header, and check the weapon itself, that it has 21 lines, including the header. The Weapon itself sometimes will be the failure point, and if it is, then you'll probably have to do the full-on "The New and Improved FotRSU Way" below the other two... hopefully not. Anyway, Save the file and try the game again.


Quote:
Originally Posted by Bubblehead1980 View Post
lol well guess I missed it, I followed the objectives patrolling around different atolls, attempted to attack destroyers I found worth my torpedoes.

Lingering battery damage from depth charge really hampered my efforts for remainder of patrol, had to be careful.

No merchant shipping nor aircraft were encountered. After last assignment was completed I patrolled approaches to Kwajalein. With assignments completed, I returned to Pearl due to damage batteries limiting my capability.

Next patrol in Area 4 off Tokyo, in Feb 1942, so I expect will see some action.
The Marshalls and Gilberts areas are "lean" on traffic early. There should be something around Kwajalein though... I'll check that area, especially the planes. Unless you were super-careful around there, you should have encountered a plane patrol. Most of the later "expansion" in 1942 came from Kwajalein. This lack of traffic is why there are 3 areas to patrol for the initial runs from Pearl to the area.


Quote:
Originally Posted by Lupo Cattivo View Post
Hi,

compliments to all the FotRS staff for the amazing job!

I would like to ask one thing that haunts me:

Is there the possibility to see in the map the various detection ranges "rings" of the various sensors for enemy ships?

I find it a tool of unparalleled didactic value.

Thanks
Use the AddInModzPak, and inside that, the "450_MoonlightzSonarLines" mod to get the circles etc. that show the supposed ranges of the ships visual, hydrophone, sonar & radar equipment... Thanks for the compliments


Quote:
Originally Posted by Kal_Maximus_U669 View Post
Thank you.. BH. Beanie.. for the details provided as well MM..
I consulted the Pdf Thank you it's great..THX Boss..
I'm going back... my personal life took me no time yesterday.. so let's see it now..
RUBINI_CLOUDS_SH4 I can't find it can someone tell me where..? Thanks
Top-Secret hush-hush information... - vickers converted it, but we have to check it further for v1.8, and let Mr vickers03 possibly update it for v1.8... more later on that.

Quote:
Originally Posted by Pranne View Post
Can someone help me i installed FOTRS V1.8 but i have CTD´s, even when looking into the museum.

Windows report see below.

Is there a way to find out whats wrong?

Thank you!

Name der fehlerhaften Anwendung: sh4.exe, Version: 1.5.0.0, Zeitstempel: 0x476a5ca9
Name des fehlerhaften Moduls: ntdll.dll, Version: 10.0.19041.1806, Zeitstempel: 0x39cccd9d
Ausnahmecode: 0xc0000005
Fehleroffset: 0x0005b963
ID des fehlerhaften Prozesses: 0x514
Startzeit der fehlerhaften Anwendung: 0x01d89dde3858e269
Pfad der fehlerhaften Anwendung: D:\Spiele\Sh4\sh4.exe
Pfad des fehlerhaften Moduls: C:\WINDOWS\SYSTEM32\ntdll.dll
Berichtskennung: 723331ce-489a-4934-a22d-db28d626b647
Have you followed the documentation in either the first post in this thread, the download page, or the pdf information in the Support folder?

You must be using v1.5 (with the Uboat Missions) of the SH4 game. You cannot install the game in a Program Files folder, you must have a "clean" install with an empty Save folder or a new Save folder with MultiSH4, and you must have either the 4Gig Patch or LAA properly activated on the SH4.exe file. What we need from you to help you more, is for you to tell us which version of SH4 you have, and the source of the game, such as Steam, Ubisoft, or other download, or a disk. We also need the path to where the game is installed (ie: "C:\Program Files (x86) \Ubisoft \SH4..."), and other details such as the use of LAA or 4Gig Patch, and whether you have emptied the Save folder or used MultiSH4 to generate a New Save folder. You might also look at the MODS folder inside the SH4 game folder, specifically at the "100_FalloftheRisingSun_Ultimate_v1.8" folder, and make certain there isn't another folder of the same name below that...


Quote:
Originally Posted by fitzcarraldo View Post
I installed an all new SH4 with FOTRSU 1.8 and mods:

Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
901_Strategic_Map_Symbols
856_BnW_FotRSU_Museum
Gramps' Watch for 1.5
305_LessJapaneseAirRadar
399c2_NoScrollNavMap - OAKsSameSizedDials
450_MoonlightzSonarLines
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
FOTRSU_1.8_SUB_SKINS_IN_4k
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
FI-OQ_FotRSU_v1.8f_upcPatch
EAX_SoundSim_FOTRSU_1.8
New Sounds for Fleetboat_Interior-Officer Quarters mod
BATTLEFLAG_CONNING_SILVERSIDES_SS-236
BATTLEFLAG_WARDROOM_SILVERSIDES_SS-236

I need to put EAX AFTER FIOQ or I lost the sounds of the Deck Gun and AA guns.

When I fire with the AA guns, I see, from external view, white squares in the splashes of the bullets in the sea. A graphic glitch I don´t know why occurs (I didn´t have it with 1.7p3).

Continuing essays...

Fitzcarraldo
I would remove these three I marked "Orange" above for now, clear the Save folder, then add them in one at a time in the order that you want, but run the game between the activations and see what happens with each. EAX does get loaded ~AFTER~ the Interiors mod. Mr vickers03 had to correct me about that again... lol - I am not certain the "New Sounds for FI-OQ" is needed with the new EAX vickers03 is making...
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Old 07-22-22, 05:20 PM   #4924
Kal_Maximus_U669
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I validate Beanie Pdf impeccable... I propose the two lists here for those who start here or elsewhere...

D:\Sh4\Sh4_FOTRS18
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=2
FOTRSU_1.8_SUB_SKINS_IN_4k=3
FI-OQ_FotRSU_v1.8f_upcPatch=4
Nippon_Maru_v1.8_FotRSU=5
Nihon Kaigun v1.2_FotRSU=6
Combined Roster=7
901_Strategic_Map_Symbols=8
305_LessJapaneseAirRadar=9
450_MoonlightzSonarLines=10
451_TMOstyle_NavMapDots=11
451a_TMOstyle_NavMapDots_Nippon_Maru=12
451b_TMOstyle_NavMapDots_Nihon_Kaigun=13
452_TMOstyle_NavMapShipMarks=14
453_TMOstyle_NavMapAirMarks=15
650_MoreDudz=16
801_UMark Invisible=17
803_NoPlayerSubFlags=18
EAX_SoundSim_FOTRSU_1.8=19
805_CWC_FIOQv18=20

second list

D:\Sh4\Sh4_FOTRS18U
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=2
FOTRSU_1.8_SUB_SKINS_IN_4k=3
FI-OQ_FotRSU_v1.8f_upcPatch=4
Nippon_Maru_v1.8_FotRSU=5
Nihon Kaigun v1.2_FotRSU=6
Combined Roster=7
EAX_SoundSim_FOTRSU_1.8=8
305_LessJapaneseAirRadar=9
450_MoonlightzSonarLines=10
650_MoreDudz=11
801_UMark Invisible=12
803_NoPlayerSubFlags=13
901_Strategic_Map_Symbols=14
451a_TMOstyle_NavMapDots_Nippon_Maru=15
451b_TMOstyle_NavMapDots_Nihon_Kaigun=16
805_CWC_FIOQv18=17

Beanie thank you everything is impeccable after several careers its rolling now more bored for the moment... I love the sound of the seabed the atmosphere in S18 superb...



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Old 07-23-22, 04:55 AM   #4925
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Trying to make some adjustments to player crew sensors...the hydrophones are a little too powerful in detecting contacts esp on surface, they detect contacts before visual, which was rare since hydrophones were basically useless on surface unless stopped. Plus its annoying when tracking target and sound keeps cutting in while youre busting a long at 20 kts during end around at long range.

Looking in the USSubParts.sim

Difficult to tell which is the hydrophones...point them out please?


Same with the Deck watch, Attack, and Observation periscope sensors...trying to make it where if I can see it, my crew can. I adjusted this in TMO as well but problem is how things are labeled in files...they don't tell you what they are exactly...I dont see how to match them. Lost my "cheat sheet" I once had with all the sensors, those linked to etc.

Also which files do US player subs use, those in USSubparts or the subsensors in the main Library file or both?

Looking for the

Numbers in the .sim file for deck watch, attack periscope, observation periscope (radar periscope if neeed?) and player sub hydrophones ?
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Old 07-24-22, 06:18 AM   #4926
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Icon14 RUBINI_CLOUDS_SH4

Hey Beanie cool "top secret"..


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Old 07-24-22, 08:44 AM   #4927
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Default RUBINI_CLOUDS_SH4

Doesn't seem to work on BH.. TMO 2.0...!!!
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Old 07-24-22, 09:29 AM   #4928
KaleunMarco
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Quote:
Originally Posted by Bubblehead1980 View Post
Trying to make some adjustments to player crew sensors...the hydrophones are a little too powerful in detecting contacts esp on surface, they detect contacts before visual, which was rare since hydrophones were basically useless on surface unless stopped. Plus its annoying when tracking target and sound keeps cutting in while youre busting a long at 20 kts during end around at long range.

Looking in the USSubParts.sim

Difficult to tell which is the hydrophones...point them out please?


Same with the Deck watch, Attack, and Observation periscope sensors...trying to make it where if I can see it, my crew can. I adjusted this in TMO as well but problem is how things are labeled in files...they don't tell you what they are exactly...I dont see how to match them. Lost my "cheat sheet" I once had with all the sensors, those linked to etc.

Also which files do US player subs use, those in USSubparts or the subsensors in the main Library file or both?

Looking for the

Numbers in the .sim file for deck watch, attack periscope, observation periscope (radar periscope if neeed?) and player sub hydrophones ?
US boats/crew use both the Sensors_sub_US.sim and Sensors.cfg.
the sim may also use AI_Visual_Sensors.dat and sensorvisualsub.sim but i have not test-varied these files.

as far as which set of parameters match the various sensors (visual v radar v hydrophone), you need to walk through the SensorData entries and discover which are which (visual v radar v hydrophone).

i've tested some value-changes and they seem to work.
you are correct in your observation that extending the capability of any sensor means that you will receive interrupts each time a sensor detects the enemy. and yes, it can be a real PITA when you are trying to either flank or close an enemy.
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Old 07-24-22, 11:31 AM   #4929
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Better to be interrupted though, than rammed by a DD just off the beam and a bit behind on the starboard quarter... "out of sight, out of mind" kind of stuff. "Sir, we're taking damage! Sir, we have heavy flooding! Medic!!!" Remember - the crew will NOT announce a ship as closing once it has been IDd and a location given. You already know it's there ("Don't bother the skipper with un-important stuff like that, you lackey!")...
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Old 07-24-22, 01:48 PM   #4930
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Quote:
Originally Posted by propbeanie View Post
Better to be interrupted though, than rammed by a DD just off the beam and a bit behind on the starboard quarter... "out of sight, out of mind" kind of stuff. "Sir, we're taking damage! Sir, we have heavy flooding! Medic!!!" Remember - the crew will NOT announce a ship as closing once it has been IDd and a location given. You already know it's there ("Don't bother the skipper with un-important stuff like that, you lackey!")...
i've never experienced that.
i am referring to the longer range contact reports, when you are miles away from your prey. the sensing parameters detect-lose-detect the enemy every few seconds and every time that happens, the TC is reset to 1.
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Old 07-24-22, 08:17 PM   #4931
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Quote:
Originally Posted by KaleunMarco View Post
US boats/crew use both the Sensors_sub_US.sim and Sensors.cfg.
the sim may also use AI_Visual_Sensors.dat and sensorvisualsub.sim but i have not test-varied these files.

as far as which set of parameters match the various sensors (visual v radar v hydrophone), you need to walk through the SensorData entries and discover which are which (visual v radar v hydrophone).

i've tested some value-changes and they seem to work.
you are correct in your observation that extending the capability of any sensor means that you will receive interrupts each time a sensor detects the enemy. and yes, it can be a real PITA when you are trying to either flank or close an enemy.

Right, I adjusted sensors in TMO and issue was resolved, trying to replicate in my custom FOTRS setup. Trying to get it where lookouts spot contacts on surface in most cases before the hull mounted hydrophones do, so the hierarchy of sensors, do not get the sound reports on surface usually, which is nice. I wish to tune the players hydrophones down to a more historically accurate level, esp for when on surface. Files are a little different than TMO from I recall so not sure which is which.


I really hate I somehow deleted my reference sheet that had the sensors and their ID numbers etc. Member who helped me put it together is no longer active unfortunately. One of my great annoyances with SH 4 is some things are clearly labeled and others are cryptic lmao.
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Old 07-24-22, 10:16 PM   #4932
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Just curious....


Started out at Treasure Island in Jan 1943

Is it supposed to have the MS 32 paint scheme? Jan 1943 is very early to have that paint scheme, even in new construction/sea trials. Just checking to see if this is by design?
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Old 07-25-22, 06:10 AM   #4933
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Yes, intentional. The game only reliably changes textures on the player's sub with a conning tower change. Not all players qualify for an "Elite" tower on January 1, 1944, and most boats were repainted before that time into the MS32 sub scheme, so the change coincides with the #3 conn change, which under "normal" circumstances happens much later in a player's career. However, a "new" boat gets what is available at the time, hence the MS32 on the New Construction Gato start in January 1943. The Balao is done differently, currently as an experiment, a little later in the year.
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Old 07-25-22, 09:44 AM   #4934
captnmike
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Originally Posted by Kal_Maximus_U669 View Post
Hey Beanie cool "top secret"..


Rubini Clouds Mod is fantastic! I find one of the best visual effect for realism at the Bridge or externa view.
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Old 07-25-22, 11:34 AM   #4935
KaleunMarco
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Originally Posted by propbeanie View Post
Yes, intentional. The game only reliably changes textures on the player's sub with a conning tower change. Not all players qualify for an "Elite" tower on January 1, 1944, and most boats were repainted before that time into the MS32 sub scheme, so the change coincides with the #3 conn change, which under "normal" circumstances happens much later in a player's career. However, a "new" boat gets what is available at the time, hence the MS32 on the New Construction Gato start in January 1943. The Balao is done differently, currently as an experiment, a little later in the year.
i just finished re-reading RSRD and Ned Beach references a paint job for his boat either very late 1942 or early 1943.
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