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Old 06-22-20, 12:33 AM   #1366
Bubblehead1980
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How did you create the life rafts that can be picked up like survivor? I looked over files but a missing something, causes a CTD. This would great for lifeguard missions, recovering survivors of sunken vessels(can script it, such as Barbs POW rescue after sinking the ship they were on) etc
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Old 06-22-20, 09:36 AM   #1367
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Compare the NLifeboat_02 and the Rescue_Raft in the Sea folder. Rescue_Raft has different passengers (their nodes on the raft were moved), and the UnitType= was changed to 106. One important point to remember though is that "Type106=Rescue Target" in the Names.cfg file, and that the game uses ~ALL~ Type=106 to pull its assets for downed airplanes from, so ~ALL~ nations have to have one in their Roster - which you might not want... We removed Rescue_Raft02 from FotRSU due to Rostering issues...
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Old 06-22-20, 10:00 AM   #1368
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Default External Free Camera oddness

Hit an unusual glitch today with the free camera. When I used the NumPad 1 key to move the camera down, the camera went from free camera to free-falling it kept moving down and down and down none of the other camera movement keys could stop it.

Finally got it cleared by going back into the ship and using a camera movement key in there to regain control.

I WAS a good distance from the sub when the error occurred but doubt that that had any bearing on the issue.

I had a problem with my last save. After sinking a larger tanker I saved and broke for the night. But when I tried to reload that save I started taking damage.


Last night the tanker didn't go down after I put two torpedoes in her (the third and fourth that I'd fired this patrol) so I surfaced and finished her with the deck gun. I was close enough that she opened up on me with her AA gun (all she had) but I took zero damage. After watching her sink (ooh! Fire! Pretty!) I got back on course - all was quiet and I decided that I was tired so did the save and went to bed.

Now this morning when I tried to load that save, I started taking damage.

I had my gun crews injured and the main deck gun damaged.

More out of curiosity than anything else. I completely exited SH4 and tried again with the same result.

Not liking that, I tried loading an earlier save I had one from just before I activated time compression waiting for the tanker to come into a good firing range.

When that one activated it immediately told me I was taking damage followed by two torpedo in the water messages.

Thinking that that just made things worse, I quit out of SH4 completely and restarted loading a save from even earlier. I was in that one and had a feeling that I should be finding a tanker soon.

Just out of curiosity I went to my External camera and encountered the glitch I started this post with.

I'm guessing that NONE of this is the fault of the FotRSU mod but thought I'd post it here just in case.

Oh.. and did I mention the Loch Ness monster?
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Old 06-22-20, 10:19 AM   #1369
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Quote:
Originally Posted by Mios 4Me View Post
Actually my issues with ASW TFs and the escorts of a convoy intercepting me well before I detected them were with the SJ-1, similar to his experience.

The independent issue with the ST was that it simply did not operate.
I understood that yours was after an attempted upgrade to the ST, and that things did not function correctly afterwards... ??


Quote:
Originally Posted by XenonSurf View Post
Sorry if this has been reported already, but:

After day 30 or so of my patrol in the campaign, all needles in the sub dials are suddenly stucked at full North (e.g. at depth 90) in the command room or elsewhere (I still must check this 'elsewhere'). Reloading a new save doesn't change it anymore, and giving new commands like diving or changing speed doesn't change it either.
Before you ask: No, I didn't ALT-TAB out of the game or such, also I have only FOTRSU and "FOTRSU - More Campaign Traffic" loaded which should not interfere for this problem. I don't remember having done anything 'special'. Origin unknown for me.

XS
Details! What submarine, where did you sail from, what date it first started? etc., please...


[QUOTE=Kresner;2679219][QUOTE=propbeanie;2679031

The surface radar issue was in continous search and long range, but not only with heavy precipitations in normal day too, only when the watch crew report visual contact the compression time decelerate a x8 (to travel long distances is necessary accelerate the time)

I´m in the middle of the taks force, between the Taiho and Shokaku carriers, June 17, 1944, 2:52 pm ( no air battles) 548 km north of Palau island, campaing mode, submarine balao. Sorry I don't know how to insert a picture

I delete all save folders of previous versions of FORTS but I didn't reinstall the game[/QUOTE]
First of all, an enemy visual contact should take you back to 1x TC, not 8x. Second, using the long-range of 32k yards on the radar will miss a LOT of potential targets and / or closing enemy on the attack. If they are not detected, your TC will not drop. Even at the short-range setting on the radar, the units will "miss" contacts, and they will sometimes give you a contact further out. I do not know if this is purposeful "modeling" from Stock (intermittent operation - bad tubes, etc.), or just a function of "bandwidth" (literally), where the size of the beam goes out. Your boat goes up and down as it traverses waves, and the enemy ships go up and down as they traverse waves. Similar to the visual contact, sometimes your boat is in a trough and the enemy is in a trough, neither of you can "see" the other. Other times, both are on swell peaks, and sighting is much easier. Even still, the AOB, size of the object, etc., all play a part in "detection".

Another thing, just because you have SJ does not automatically give you good air contacts. At least, not until the "Improved SJ" comes online later, and it is still not reliable. You definitely still need the SD radar as a "supplement". You still will not "see" the triangle on the NavMap though, until the plane is "sighted" and identified as an airplane. It will be "Unknown Airplane" until its type is recognizable. Even to this day, radar is not the be-all end-all for detection nor identification. It's a radio wave, and as such is influenced by forces of the earth, as well as forces of man...

One thing players want to do is keep radar on at all times so that they're not "surprised" by a Zeke coming out of the sun or some-such. But it did happen in real life, all the men on Deck Watch duty, all the radar stations fully manned, etc., and you can read in some of the War Patrol Reports of a skipper noting in his report something to the effect of "Had to Crash Dive 1440 on 6th of June due to Betty coming out of the clouds unexpectedly. Bombs dropped caused minor damage to Observation Scope. No injuries incurred..." etc. Radar is a tool, and it was in its infancy during WWII. Not to say there isn't something odd going on in the game at times that could well be an issue. We have been and will continue to look into the radars.

Just remember, the SD is air search only, and does NOT have a screen for its display, other than the NavMap if you have contacts on. If you don't, then you have to be quick on the draw to mark where the contact is. There also is no indicator, and no way to add one, as to whether the device is on or off, other than the text message you receive. Use either the <T> key, or the menu button. Don't forget that you can scroll through the text list, or that it is easy enough to turn off, then on again (or vice versa), to view its status. The SJ is what you "see" at the Radar Stations, both the A-Scope and the PPI, if your boat has the PPI (Plan Position Indicator) active. Those station screens are there, even if you do not have either of them. The A-Scope comes first, the PPI second, then the Improved SJ later. The SJ radar is turned on and off with the <Ctrl-T> combination of keys, and you DO NOT get a text message acknowledging the same. You have to look at the Menu Buttons on the Radar Screen. The radar also displays on the NavMap if you have contacts on. If you don't have contacts on, you can use the PPI - again, if active - to view your contacts. If you don't, the A-Scope is it, which only shows the range easily. You have to pay attention to the indicators for the bearing. Again though, without map contacts on, you have to be quick on the draw. In all cases, you have to monitor more than one screen in the game... The NavMap is the most useful, but NOT 100% reliable for contact displays, especially if you are using TC. A contact via radar will only be quick "blip", and if you are at anything higher than say 4x, that "blip" comes and goes in less than a blink of an eye... It's not until a contact is within 8k yards that you might have a reliable contact, and even then... ya never know...
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Old 06-22-20, 10:30 AM   #1370
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Quote:
Originally Posted by Havan_IronOak View Post
Hit an unusual glitch today with the free camera. When I used the NumPad 1 key to move the camera down, the camera went from free camera to free-falling it kept moving down and down and down none of the other camera movement keys could stop it.

Finally got it cleared by going back into the ship and using a camera movement key in there to regain control.

I WAS a good distance from the sub when the error occurred but doubt that that had any bearing on the issue.

I had a problem with my last save. After sinking a larger tanker I saved and broke for the night. But when I tried to reload that save I started taking damage.


Last night the tanker didn't go down after I put two torpedoes in her (the third and fourth that I'd fired this patrol) so I surfaced and finished her with the deck gun. I was close enough that she opened up on me with her AA gun (all she had) but I took zero damage. After watching her sink (ooh! Fire! Pretty!) I got back on course - all was quiet and I decided that I was tired so did the save and went to bed.

Now this morning when I tried to load that save, I started taking damage.

I had my gun crews injured and the main deck gun damaged.

More out of curiosity than anything else. I completely exited SH4 and tried again with the same result.

Not liking that, I tried loading an earlier save I had one from just before I activated time compression waiting for the tanker to come into a good firing range.

When that one activated it immediately told me I was taking damage followed by two torpedo in the water messages.

Thinking that that just made things worse, I quit out of SH4 completely and restarted loading a save from even earlier. I was in that one and had a feeling that I should be finding a tanker soon.

Just out of curiosity I went to my External camera and encountered the glitch I started this post with.

I'm guessing that NONE of this is the fault of the FotRSU mod but thought I'd post it here just in case.

Oh.. and did I mention the Loch Ness monster?
You don't mention your boat, where you sailed from, etc., plus how far out you might have been with the camera, such as 2 seconds from my boat, or 10 seconds from my boat, etc. The free camera is easy to confuse, and the further you get from your boat, the more "strangeness" you will see. We'll double-check the camera though. We need at least the boat, to look at the proper camera cfg.

As for the "taking damage", the Save might not have been complete, or wrote bad data last night, or maybe you hadn't noticed the damage. My guess is that you should most likely have taken damage last night from the AA guns on the enemy vessel, because they can an will hit you within 1800 yards almost without fail, especially if given more than 30 seconds to target you. Why you were not informed of the damage, I don't know. But the Save is probably accurate on that. The damages were not repaired, nor the wounded healed prior to the Save, so that took up where the game first encountered them.

Loading the previous Save, you most likely encountered what happens all of the time with loading Saves in this squirrellie game, and that is the "sound" of something happening previously. So you probably heard at least one torpedo shot, or the air expulsion, then the "Torpedo in the water" and "We're taking damage sir!" along with possible explosions and "screeches" of metal-on-metal or some-such, and all relatively close together???
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Old 06-22-20, 11:43 AM   #1371
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My boat is a Gar class out of Pearl. But the save was just Northwest of Linguyan(sp?) Gulf.

I wouldn't be surprised about the confusion on the taking damage bit, except that I specifically checked that after the battle and before I did the save.

Went to my boat management damage page and nothing was damaged. Personnel page - No one was wounded and hull damage was at 00.

I was a LONG way out when I tried to use the down camera key. Probably 30 seconds of Shift up-arrow.

Of the two issues, the "not showing damage that I actually took" is the more troubling but no one died and everything is fixable.

Actually, after posting my last entry here, I started SH4 again and chose an even earlier save. I've since played through that day with no issue (except that the tanker never materialized. But since my now functioning SJ Radar picked up a convoy of four merchants steaming right toward me, I'm willing to let the tanker slide.

I'm sorry if I'm being somewhat dense on the SJ radar. I set it to medium range and made sure it was weeping and that's why I spotted the convoy I'm guessing.

But two other questions have occurred...

1) What use is the 4000 yard setting on the SJ radar?
Unless weather conditions are appalling, I'm gonna visually spot anything that close, no?

2) Is there a secret to getting the Focus Mode to work?
After I found my targets using the sweep mode, I tried to use focused mode, hoping it would perform like telling my sound man to continually report on the nearest contact. Instead, I stopped getting any radar contact reports at all. I went back to sweep mode. And he started reporting again.
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Old 06-22-20, 12:07 PM   #1372
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I was just sunk in a balao in July 43 at 548 ft deep in the East China Sea, silent running was active but completely ineffective, same goes for that thermal layer bollocks as well. What I did notice though was this unerring ability to locate the sub by this destroyer, it seemed to have this super sensitive hydrophone and sonar that could pick up a dolphin breaking wind at 500ft.

Destroyer in question had a number 20 on the bow of the ship and some kind of Japanese markings in the middle, "it+jT" is what that looked like.

Now to my next observation, the balao submarine has the torpedo settings set to contact instead of influence, I know it can be changed inside the game but I would like to know which file controls that so I can change it outside of the game.
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Old 06-22-20, 12:32 PM   #1373
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The NDD Fubuki has that number plus those details if it spawns with the NDD_Fubuki_T01.dds texture.
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Old 06-22-20, 01:30 PM   #1374
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Quote:
Originally Posted by propbeanie View Post
Originally Posted by XenonSurf
Sorry if this has been reported already, but:

After day 30 or so of my patrol in the campaign, all needles in the sub dials are suddenly stucked at full North (e.g. at depth 90) in the command room or elsewhere (I still must check this 'elsewhere'). Reloading a new save doesn't change it anymore, and giving new commands like diving or changing speed doesn't change it either.
Before you ask: No, I didn't ALT-TAB out of the game or such, also I have only FOTRSU and "FOTRSU - More Campaign Traffic" loaded which should not interfere for this problem. I don't remember having done anything 'special'. Origin unknown for me.

XS



-------------------------------
Details! What submarine, where did you sail from, what date it first started? etc., please...

Here the details:


Start of new career with Narwhal Class sub at Freemantle, SJ+SD radar, MK14 torpedos, departed at 11.06.1942;
Mission 1: Commando troops insertion Borneo; completed.
Mission 2a: Proceed directly to area G6 and standby for new orders; completed.
Mission 2b: Engage enemy shipping; completed
Mission 3: Patrol area G1 withing the designated area in the Celebes sea for 5 days; incomplete
Detected task force; report sent; order to cause serious damage to the task force; incomplete; attack failed. Moved to operation area G1. saved game, all ok at reload.
07.07.1942: patrolling G1, saved game, needles stucked. if I load previous saves the needles are ok, reloading last save or subsequent saves: needles stucked.
09.07.1942; last save; needles stucked.

Sub state: Hull=000, damages=none.

14 different saves with different names from port start to 09.07.1942.
I save games in this format: Mike_09_07_1942 or Mike_PATROL_G1_06_07_1942 or Mike_PORT_FREEMANTLE_11_06_1942. Abbreviating caps if limit reached.

Modlist:
Generic Mod Enabler - v2.6.0.157
[C:\Games\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
Gramophone_DraftCharts_for_FOTRSU (replaced dds file with draft chart)
Navigation Training with all Submarines (transfered Q-school misison to single mission)
Torpedo Training with all Submarines (transfered Q-school misison to single mission)
FOTRSU_Traffic_and_Contact_Reports_like_Stock_Game (campaign file changes in Data\Campaigns\Campaign)

Is there a workaround for it by deleting some file in the SH4 savegame folder? like the *.tmp files?



I hope this helps you,
XS

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Old 06-22-20, 05:29 PM   #1375
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Quote:
Originally Posted by Moonlight View Post
Now to my next observation, the balao submarine has the torpedo settings set to contact instead of influence, I know it can be changed inside the game but I would like to know which file controls that so I can change it outside of the game.
C:\Ubisoft\yourinstall\Data\Library\torpedoes_US.s im

Quote:
I was just sunk in a balao in July 43 at 548 ft deep in the East China Sea, silent running was active but completely ineffective, same goes for that thermal layer bollocks as well. What I did notice though was this unerring ability to locate the sub by this destroyer
take a look at \data\submarine\balao.sim using Skwas' Silent 3ditor. browse to electric propulsion. try lowering your RPM. this adjustment will not affect anything other than the noise your propeller makes.

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Old 06-22-20, 05:35 PM   #1376
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Quote:
Originally Posted by Havan_IronOak View Post
1) What use is the 4000 rad setting on the SJ radar?
Unless weather conditions are appalling, I'm gonna visually spot anything that close, no?
None and yes.
i personally, i set it at the longest range and leave it there.

Quote:
2) Is there a secret to getting the Focus Mode to work?
After I found my targets using the sweep mode, I tried to use focused mode, hoping it would perform like telling my sound man to continually report on the nearest contact. Instead, I stopped getting any radar contact reports at all. I went back to sweep mode. And he started reporting again.
i am not sure why that setting is there except for visual realism because it does not work the way it might in real life. another consideration is that it may work if you were to constantly man the radar however because you need to monitor other sensors and do other things, you cannot constantly man the radar.

leave it on Sweep and go do other things.

good luck.
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Old 06-22-20, 06:08 PM   #1377
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Quote:
Originally Posted by propbeanie View Post
I understood that yours was after an attempted upgrade to the ST, and that things did not function correctly afterwards... ??
The first SJ-1 issue was the patrol before the ST became available; the second SJ-1 issue was after the rollback of the ST upgrade.

However, according to my notes, the first issue occurred not on the last Balao-class patrol, as I would have sworn, but on the first Tench, a new construction upgrade. The ST issue and second SJ-1 failure occurred on different versions of the second Tench patrol.
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Old 06-22-20, 06:39 PM   #1378
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Quote:
Originally Posted by propbeanie View Post
Compare the NLifeboat_02 and the Rescue_Raft in the Sea folder. Rescue_Raft has different passengers (their nodes on the raft were moved), and the UnitType= was changed to 106. One important point to remember though is that "Type106=Rescue Target" in the Names.cfg file, and that the game uses ~ALL~ Type=106 to pull its assets for downed airplanes from, so ~ALL~ nations have to have one in their Roster - which you might not want... We removed Rescue_Raft02 from FotRSU due to Rostering issues...
Interesting.
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Old 06-22-20, 09:15 PM   #1379
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Quote:
Originally Posted by Havan_IronOak View Post
My boat is a Gar class out of Pearl. But the save was just Northwest of Linguyan(sp?) Gulf.

I wouldn't be surprised about the confusion on the taking damage bit, except that I specifically checked that after the battle and before I did the save.

Went to my boat management damage page and nothing was damaged. Personnel page - No one was wounded and hull damage was at 00.

I was a LONG way out when I tried to use the down camera key. Probably 30 seconds of Shift up-arrow.

Of the two issues, the "not showing damage that I actually took" is the more troubling but no one died and everything is fixable.

Actually, after posting my last entry here, I started SH4 again and chose an even earlier save. I've since played through that day with no issue (except that the tanker never materialized. But since my now functioning SJ Radar picked up a convoy of four merchants steaming right toward me, I'm willing to let the tanker slide.

I'm sorry if I'm being somewhat dense on the SJ radar. I set it to medium range and made sure it was weeping and that's why I spotted the convoy I'm guessing.

But two other questions have occurred...

1) What use is the 4000 rad setting on the SJ radar?
Unless weather conditions are appalling, I'm gonna visually spot anything that close, no?

2) Is there a secret to getting the Focus Mode to work?
After I found my targets using the sweep mode, I tried to use focused mode, hoping it would perform like telling my sound man to continually report on the nearest contact. Instead, I stopped getting any radar contact reports at all. I went back to sweep mode. And he started reporting again.
I do not see anything wrong with the cameras for the boat, or the overall, comparing it to previous versions. We do not have a report of a boat taking damage upon a re-load, but we'll add yours to the list. Between the two, there was something that "tweaked" the data...

As for the 4000 yards (rad??) setting, it is perfect for radar depth attacks at night. Much more accurate. Try it sometime. The "Focus" does work, and can be used with the A-Scope to find bearing, and to get more accurate bearings with the PPI screen. You can also click on the screen with your mouse, and get a quick sweep in the direction from the needle to the mouse click. Do it again on the other side of the needle, and back it goes...

Quote:
Originally Posted by Moonlight View Post
I was just sunk in a balao in July 43 at 548 ft deep in the East China Sea, silent running was active but completely ineffective, same goes for that thermal layer bollocks as well. What I did notice though was this unerring ability to locate the sub by this destroyer, it seemed to have this super sensitive hydrophone and sonar that could pick up a dolphin breaking wind at 500ft.

Destroyer in question had a number 20 on the bow of the ship and some kind of Japanese markings in the middle, "it+jT" is what that looked like.

Now to my next observation, the balao submarine has the torpedo settings set to contact instead of influence, I know it can be changed inside the game but I would like to know which file controls that so I can change it outside of the game.
That particular Fubuki (as DanielCoffey has properly identified) skin ends its date of use December of 1942, under the assumption that all of the Japanese Fubuki would have been back in by then, and re-fitted. However, the active layers at that time run from September of 1942 to August of 1943, so depending upon the group and spawn, it could well still be "active", but it does sound suspicious. However, the Fubuki are top-line DD, with the Kagero and a few others higher-rated than them, but the Fubuki are excellent ships, armed to the teeth, bristling with the latest sensors, and are a reliable platform. That would be strike one. Then, you went quite a bit deeper than the thermal layer. It usually is a relatively thin layer of markedly colder water. However, SH4 does not have the bathythermograph of SH1, where you could watch the gauge, and know how big and how pronounced of a layer you might have. SH4 just has the "passing thermal layer" voice, and that's it. The "layer" only works a little, and at that, only directly below it. So I will stop by 50 foot below the announcement, so that my shears are just under it. I do not remember the "randomness" of the layer in the game. However, no matter how strong the layer, you are not invisible to the enemy. They can still hear you, but might not be able to "place" where you are accurately. Silent Running is the same thing, of course. Your prop is still making noise, and your motors are still making noise. I don't know if you use the rpm gauge on the boat at the helm station in the Control Room, but set your speed by that, to be no higher than 50 rpm. That should get you below 1 knot, or close to it. Potential strike two... Then, you are deep. An explosion at 300 that would not damage your boat, becomes fatal at 548 feet. Anything close can kill. I have not looked at the depth charges lately, and they might be too strong down deep, but...


Quote:
Originally Posted by XenonSurf View Post
Here the details:

Start of new career with Narwhal Class sub at Freemantle, SJ+SD radar, MK14 torpedos, departed at 11.06.1942;
Mission 1: Commando troops insertion Borneo; completed.
Mission 2a: Proceed directly to area G6 and standby for new orders; completed.
Mission 2b: Engage enemy shipping; completed
Mission 3: Patrol area G1 withing the designated area in the Celebes sea for 5 days; incomplete
Detected task force; report sent; order to cause serious damage to the task force; incomplete; attack failed. Moved to operation area G1. saved game, all ok at reload.
07.07.1942: patrolling G1, saved game, needles stucked. if I load previous saves the needles are ok, reloading last save or subsequent saves: needles stucked.
09.07.1942; last save; needles stucked.

Sub state: Hull=000, damages=none.

14 different saves with different names from port start to 09.07.1942.
I save games in this format: Mike_09_07_1942 or Mike_PATROL_G1_06_07_1942 or Mike_PORT_FREEMANTLE_11_06_1942. Abbreviating caps if limit reached.

Modlist:
Generic Mod Enabler - v2.6.0.157
[C:\Games\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
Gramophone_DraftCharts_for_FOTRSU (replaced dds file with draft chart)
Navigation Training with all Submarines (transfered Q-school misison to single mission)
Torpedo Training with all Submarines (transfered Q-school misison to single mission)
FOTRSU_Traffic_and_Contact_Reports_like_Stock_Game (campaign file changes in Data\Campaigns\Campaign)

Is there a workaround for it by deleting some file in the SH4 savegame folder? like the *.tmp files?

I hope this helps you,
XS
I do not know of a way to correct the gauges in the Save folder. I am wondering how you were given a mission based upon a Contact Report when you still had an outstanding Primary or Secondary mission. The internal logic in the Contact Report should not have allowed that. I'll have to download your Traffic and Contact Reports Like Stock and eyeball that. Double-check on your end also, and make certain that you have that set-up correctly...


Quote:
Originally Posted by KaleunMarco View Post
C:\Ubisoft\yourinstall\Data\Library\torpedoes_US.s im

take a look at \data\submarine\balao.sim using Skwas' Silent 3ditor. browse to electric propulsion. try lowering your RPM. this adjustment will not affect anything other than the noise your propeller makes.

Next release will have some settings similar to that for the Balao. We want to eventually bring ETR3(SS)'s Balao into the game, but there is quite a bit of conversion to do so...


Quote:
Originally Posted by Mios 4Me View Post
The first SJ-1 issue was the patrol before the ST became available; the second SJ-1 issue was after the rollback of the ST upgrade.

However, according to my notes, the first issue occurred not on the last Balao-class patrol, as I would have sworn, but on the first Tench, a new construction upgrade. The ST issue and second SJ-1 failure occurred on different versions of the second Tench patrol.
Neither the Tench nor the ST (nor Improved SD) should be available prior to January 1, 1945, and the Tench is not on the CareerStart until after January 10, just so we are certain of a proper start with that boat... Early assignments of these boats and equipment are a "killer" of the game. One thing being off has the potential to crash the game, or at the least, trash the Save data. Another thing to remember about the ST is that its range is much shorter than the Improved SJ, which it would seem to me that the game should keep the SD, and the SJ when you get the ST, but maybe it is NOT retaining them... maybe it ~can't~ retain them... We'll do some more digging from that angle...

In the meantime, I remind everybody that CapnScurvy wrote a pdf for FotRSU back in 2017 for the radar and sonar use. Refer to your Support folder, and find "Using radar_Sonar.pdf" in there. The US equipment begins on Page 7. He does not get into the details so much on the Sonar, but does on the radar.
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Old 06-23-20, 04:25 AM   #1380
Moonlight
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Quote:
Originally Posted by KaleunMarco View Post
C:\Ubisoft\yourinstall\Data\Library\torpedoes_US.s im



take a look at \data\submarine\balao.sim using Skwas' Silent 3ditor. browse to electric propulsion. try lowering your RPM. this adjustment will not affect anything other than the noise your propeller makes.

Thanks for that torpedo info KM it works a treat, as for the RPM adjustment I'll hold off with that for now, this bloody game is not going to bring me down to its level, well not until next time.

Mr beanie your post has been catalogued and filed under submarine captains do's and don'ts.
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