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Old 02-13-22, 01:44 PM   #4381
Arsenius
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Quote:
Originally Posted by propbeanie View Post
That is the same issue the game has always had. The use of TC sometimes results in this phenomenon, and the S-Boats seem to have more trouble than others. It can also happen that you are underwater, and after the use of high TC, you end up with a diesel sound. It you would though, use JSGME, and then it's "Tasks..." link in the middle of its window, and then choose "Export activated mod list to -->" and choose "Clipboard", and then paste that info into another reply here so we can sort through possible culprits. Thanks.
Generic Mod Enabler - v2.6.0.157
[E:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.7p3
Nippon Maru v1.6c
451a_TMOstyle_NavMapDots for Nippon Maru
Nihon Kaigun v1.1b
451b_TMOstyle_NavMapDots for Nihon Kaigun
Combined Roster
FOTRSU_1.7_SUB_SKINS_IN_4k
805_CWC_FotRSU
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Old 02-13-22, 02:22 PM   #4382
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The mods look fine, then. Thanks for that. I would re-arrange them a pinch, since you are doing the TMO dots thingies. I would go with
100_FalloftheRisingSun_Ultimate_v1.7p3
Nippon Maru v1.6c
Nihon Kaigun v1.1b
Combined Roster
451a_TMOstyle_NavMapDots for Nippon Maru
451b_TMOstyle_NavMapDots for Nihon Kaigun
FOTRSU_1.7_SUB_SKINS_IN_4k
805_CWC_FotRSU
... and that way, there is no doubt that you will have the TMO dots for everything, though your list ~should~ work just fine.

Back to the sound issue though, other ways to induce that condition is to "shell-out" to Windows with the game running. In other words, using the Windows calculator for targeting, or emailing your crew ( ) while playing. Windows itself will cause shell-outs when it goes to prompt you for new emails received, or updates available, etc., from the systray. Try to avoid that happening. You can attempt to minimize the trouble by "Pausing" the game prior to going to Windows, but no two computers are alike, and in my house, I only have one machine that doesn't seem to mind doing that, while my other three will eventually have issues of one form or another, from shelling out. If that's what you have, let us know - And, if you are driving an S-Boat, let us know that also, please!
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Old 02-13-22, 02:43 PM   #4383
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thank you
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Old 02-13-22, 04:11 PM   #4384
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Quote:
Originally Posted by Arsenius View Post
Generic Mod Enabler - v2.6.0.157
[E:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.7p3
Nippon Maru v1.6c
451a_TMOstyle_NavMapDots for Nippon Maru
Nihon Kaigun v1.1b
451b_TMOstyle_NavMapDots for Nihon Kaigun
Combined Roster
FOTRSU_1.7_SUB_SKINS_IN_4k
805_CWC_FotRSU
Quote:
Originally Posted by propbeanie View Post
The mods look fine, then. Thanks for that. I would re-arrange them a pinch, since you are doing the TMO dots thingies. I would go with
100_FalloftheRisingSun_Ultimate_v1.7p3
Nippon Maru v1.6c
Nihon Kaigun v1.1b
Combined Roster
451a_TMOstyle_NavMapDots for Nippon Maru
451b_TMOstyle_NavMapDots for Nihon Kaigun
FOTRSU_1.7_SUB_SKINS_IN_4k
805_CWC_FotRSU
... and that way, there is no doubt that you will have the TMO dots for everything, though your list ~should~ work just fine.

Back to the sound issue though, other ways to induce that condition is to "shell-out" to Windows with the game running. In other words, using the Windows calculator for targeting, or emailing your crew ( ) while playing. Windows itself will cause shell-outs when it goes to prompt you for new emails received, or updates available, etc., from the systray. Try to avoid that happening. You can attempt to minimize the trouble by "Pausing" the game prior to going to Windows, but no two computers are alike, and in my house, I only have one machine that doesn't seem to mind doing that, while my other three will eventually have issues of one form or another, from shelling out. If that's what you have, let us know - And, if you are driving an S-Boat, let us know that also, please!
s7rikeback pointed out an oversight on both our parts (you and me, not strikeback... lol) with the mod lists, Arenius... we are missing one (kind of two of them), so make your list:
100_FalloftheRisingSun_Ultimate_v1.7p3
RWR_APR_Patch
Nippon Maru v1.6c
Nihon Kaigun v1.1b
Combined Roster
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots for Nippon Maru
451b_TMOstyle_NavMapDots for Nihon Kaigun
FOTRSU_1.7_SUB_SKINS_IN_4k
805_CWC_FotRSU
The 451_TMOstyle_NavMapDots is in the AddInModzPak_17p3 file. If you don't include it, you will only have "dots" for the Nippon Maru and Nihon Kaigun additions, but not the rest of the Rosters... sorry 'bout that...
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Old 02-13-22, 06:48 PM   #4385
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Quote:
Originally Posted by propbeanie View Post
s7rikeback pointed out an oversight on both our parts (you and me, not strikeback... lol) with the mod lists, Arenius... we are missing one (kind of two of them), so make your list:
100_FalloftheRisingSun_Ultimate_v1.7p3
RWR_APR_Patch
Nippon Maru v1.6c
Nihon Kaigun v1.1b
Combined Roster
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots for Nippon Maru
451b_TMOstyle_NavMapDots for Nihon Kaigun
FOTRSU_1.7_SUB_SKINS_IN_4k
805_CWC_FotRSU
The 451_TMOstyle_NavMapDots is in the AddInModzPak_17p3 file. If you don't include it, you will only have "dots" for the Nippon Maru and Nihon Kaigun additions, but not the rest of the Rosters... sorry 'bout that...
Thank you again, i always feel myself lost in so many mods
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Old 02-13-22, 08:19 PM   #4386
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We are working on that for the future, yet also have some options left...
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Old 02-13-22, 10:25 PM   #4387
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Thanks for the date detailing. Very helpful... The main problem is probably the early command upgrade where you got the Balao in July of 1943 at Tulagi. It has "AvailabilityInterval= 1943-08-01, 1943-10-01", when it then transfers to Milne Bay, with "AvailabilityInterval= 1943-10-01, 1944-05-17", where it then transfers to Manus Island. The missions are set though, that you do not crash or get retired with the early boat, and that really does not seem like it should mess anything else up along the way. However, we also do not have a "new paint scheme" in FotRSU. The paint should change with a conning tower change, and that should be the prompt, but we might be pointing to the wrong menu.txt entry... I don't think we even have a Measure 32 in the UpgradePackSlots... If the game is calling that "logic" somewhere with the Balao, that might be the problem... A very slight possibility is the going from a Gato boat with its bow mount, to the Balao, with its stern mount, and then the game getting confused... Sad thing is, the "upgraded gun slot" and losing of crew positions has been with SH4 since March of 2007 when it was released. Each update they released had a "fix" for the issue, and yet it remains to this day. Something goes wrong in the Save file, and "poof!" the gun slots are among the first things to be lost.

We will dig into this though, because this is the first time I have ever heard of it happening this way. The "upgrading" issue from a 4 to 5 inch gun is well documented, but that paint change message is definitely new. Now for some questions:
1. Did you get a conning tower upgrade when the paint scheme changed? It would look the same as the first, with slight improvements to some of the "slots" for future radar upgrades, but the only noticeable difference would be going from Measure 9 black to Measure 32 grey.
2. Had you removed the deck gun crew prior to buying the new gun? If not, and you lost the slots, were the slots for the Damage Team filled back the way they were? In other words, did you lose the crew men, along with the slots?
3. Other than the loss of the gun crew slots, all else seems to function as intended then?
4. Can you zip-up your Save folder again, and PM me a link to it, so that I can attempt to follow the sequence of events in it? There is a "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, and it has some relatively detailed instructions for recovery from this, with several examples of what you might find, especially in the newer "New and Improved FotRSU Way" on Page 3 and following. You could do that before or after linking to the Save folder, if you do, since you have a couple of Saves with the condition.
Thanks.
I do have the Save File I took immediately after the Paint Scheme Change. I'll try to figure out tomorrow how to best get it to you. It might be via email.

Re: your questions:
1. I did not notice any change in the Conning Tower after the paint scheme change, but then I wasn't looking for any. The Conning Tower and the hull are the lighter gray now. The deck is the darker gray.
2. I did not lose any crewmembers, only the deck gun slots. I keep my gun crews on the Damage Control Team and only move them to a gun when I need them there. I did not change the deck gun in any way. It was a 4.5" Stern Mount before the paint change, and
is the same now. By the way, the deck gun is there in the stern position, and I can and have used it, but being the only person who can man it makes it almost useless in value.
3. Everything else functions as usual. The AA guns and gunners are quite effective (2 single Bofors).
4. I'll get the Save File to you tomorrow if all goes well here.

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Old 02-14-22, 10:20 AM   #4388
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I do have the Save File I took immediately after the Paint Scheme Change. I'll try to figure out tomorrow how to best get it to you. It might be via email.

Re: your questions:
1. I did not notice any change in the Conning Tower after the paint scheme change, but then I wasn't looking for any. The Conning Tower and the hull are the lighter gray now. The deck is the darker gray.
2. I did not lose any crewmembers, only the deck gun slots. I keep my gun crews on the Damage Control Team and only move them to a gun when I need them there. I did not change the deck gun in any way. It was a 4.5" Stern Mount before the paint change, and
is the same now. By the way, the deck gun is there in the stern position, and I can and have used it, but being the only person who can man it makes it almost useless in value.
3. Everything else functions as usual. The AA guns and gunners are quite effective (2 single Bofors).
4. I'll get the Save File to you tomorrow if all goes well here.

Save file sent via email this morning.
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Old 02-14-22, 12:52 PM   #4389
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i encountered a small convoy with two Heian Marus and a two or three-stack troopship along with the usual escorts during storm conditions (wind=13 km/s)

as we were setting up for a shot first one and then the other Heian went down.
we were way up north and there was no US CVA air activity. i confirmed this by watching via the external camera.

we went on to sink the troopship and later, during the hunt for us, one of the DD's went down.

i can understand the loss of the DD under these conditions but are major ships, such as Heian Maru, expected to sink during a storm?
continuing this discussion...
we were tracking a convoy of six ships with escorts that were southbound early July 1943, just east of northern part of Honshu.
the weather was mild, winds were 5 m/s and i cannot recall from which direction.
we were ahead of the convoy, moving approx North, when the lead DD sailed past us. we turned to starboard to engage the merchies, when suddenly there were explosions galore, and 1,2,3,4 dead ships appeared on the Nav Map.
i used the external view and saw that the winds had suddenly increased (10 m/s per the weather report) and the result was that the convoy lost both its Heians and two of three escorts. just.like.that.
brutal.

i believe the surviving escort was a DD and the two that were lost were a DE and a FF.


EDIT: this behavior is very consistent. from 10 m/s wind speed on up to 15 m/s is deadly to DE/FF and Heians. it just happened again. same location. same ships. 11 m/s wind speed.

how does one adjust the damage profile for ships? i have never dabbled into .dat or .zon files using the S3ditor, but i would be willing to try with a bit of guidance from a ship-building guru.

anyone care to volunteer for that assignment?
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Old 02-17-22, 05:08 PM   #4390
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I'm still looking into this KaleunMarco, but I am having a most difficult time replicating this. Actually, "most difficult time" is not the phrase to use - "been unable to" is more like it. I have yet to have anything sink in quite a few test encounters. I think future tests will involve just setting the weather to "bad" in the Flotilla assignment files for a specific boat, and test like that, then see what "chance" does for me with patrol encounters, since the Single Missions don't seem to have any issue. What might be happening in the test missions, is that there is nothing to interfere with spawning, and there might be something going on with a group that has been "traveling" in the database, and then is called upon to spawn when encountering the player sub. I'll post back in a few days about that attempt at testing...

PS: I am not certain of being able to edit anything to alleviate this, since the zon file looks fine, as does the Zones cfg... at least, to my eyes it does...
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Old 02-17-22, 05:18 PM   #4391
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Quote:
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Save file sent via email this morning.
How are you making out with the edits there torpedobait?

For anyone in a Gato, upgrading to a Balao at an appropriate timeframe, if you would let us know if you lose your gun positions please, or any other "upgrade" from a boat with a fore gun to a boat with an aft gun, or vice versa, we would appreciate it. torpedobait lost his gun positions after an automatic "upgrading" from Conn 01 to Conn 02, which also changed the Measure 9 to Measure 43 paint, this after initially having gotten the Balao with the gun positions properly in place... At this time, like KM's sinking ships, it appears to be one of those "SH4 things"... sigh...
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Old 02-17-22, 05:19 PM   #4392
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I'm still looking into this KaleunMarco, but I am having a most difficult time replicating this. Actually, "most difficult time" is not the phrase to use - "been unable to" is more like it. I have yet to have anything sink in quite a few test encounters. I think future tests will involve just setting the weather to "bad" in the Flotilla assignment files for a specific boat, and test like that, then see what "chance" does for me with patrol encounters, since the Single Missions don't seem to have any issue. What might be happening in the test missions, is that there is nothing to interfere with spawning, and there might be something going on with a group that has been "traveling" in the database, and then is called upon to spawn when encountering the player sub. I'll post back in a few days about that attempt at testing...

Just thought I would chime in, hope it helps. I've encountered this issue in TMO and FOTRS. Rare in TMO but have noticed that when it does happen, its after reloading a saved game, in both mods. Sometimes ships in reloaded saves ride too high or too low in water. I have observed some riding too low in water get swamped by heavy seas, and sink. Gather the explosions is waves start racking up hit points on them when they respawn low in water. SH 4 have noticed, does funny things with loaded saved games sometimes, especially on modded installs. Not every time, but it does happen.

Quite rare for me these days because I leave the sim running on the desk top have set up for SH 4 so rarely load a saved game on patrol. Last time I did, had no issues, but usually does.
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Old 02-17-22, 05:24 PM   #4393
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Just thought I would chime in, hope it helps. I've encountered this issue in TMO and FOTRS. Rare in TMO but have noticed that when it does happen, its after reloading a saved game, in both mods. Sometimes ships in reloaded saves ride too high or too low in water. I have observed some riding too low in water get swamped by heavy seas, and sink. Gather the explosions is waves start racking up hit points on them when they respawn low in water. SH 4 have noticed, does funny things with loaded saved games sometimes, especially on modded installs. Not every time, but it does happen.

Quite rare for me these days because I leave the sim running on the desk top have set up for SH 4 so rarely load a saved game on patrol. Last time I did, had no issues, but usually does.
After a Saved game Load ... I'll add that to the testing repertoire then... lol Thanks.
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Old 02-18-22, 09:32 AM   #4394
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How are you making out with the edits there torpedobait?

For anyone in a Gato, upgrading to a Balao at an appropriate timeframe, if you would let us know if you lose your gun positions please, or any other "upgrade" from a boat with a fore gun to a boat with an aft gun, or vice versa, we would appreciate it. torpedobait lost his gun positions after an automatic "upgrading" from Conn 01 to Conn 02, which also changed the Measure 9 to Measure 43 paint, this after initially having gotten the Balao with the gun positions properly in place... At this time, like KM's sinking ships, it appears to be one of those "SH4 things"... sigh...
I couldn't be happier! The deck gun is manned, I upgraded to the 5.5" stern-mounted deck gun, and all works fine. Have not tried to move the gun around, nor will I. If the Navy wants me to have a bow or stern gun, than that's the way I take it. Why mess with success?

Thank you for the assistance. I now have the "cure" for adding the second crew to the AA guns when needed, and the Deck gun crew should there be an error there.

I am continuing my career that started out of Cavite. I did notice one strange thing (I can hear you groaning from clear over here). While based out of Manus Island, I requested and was granted a transfer on 7/24/1944 to the new FB at Saipan. However, when I launched the next patrol on 8/10/1944 , it showed me leaving from Manus again! That has never happened before - the mission is assigned based on the arrival base, but the subsequent departure after a transfer has always been from the new base.

So on arrival back to Manus Island on 8/29/1944 I re-requested a transfer to Saipan because I wanted to be closer to Leyte Gulf in the October timeframe. This time the transfer went through as normal. When I left port in early September it was from Saipan, as expected. Probably another date thing, but it did no harm.

And on we go!
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Old 02-18-22, 11:14 AM   #4395
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Interesting... Saipan comes on-line July 3, as does the Balao there, with mission dates that do precede that, so it should have transferred you... but after patrol, you were still based at Manus? Correct? The game probably lost something in the translation. I'll add a look-see of that to the list. No matter what though, remember that Guam is still contested, and there are shore guns there, so don't wander too close until after mid-October...
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