SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific > SH4 ATO Mods
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-04-22, 09:13 PM   #1276
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,918
Downloads: 436
Uploads: 27


Default

Quote:
Originally Posted by Bubblehead1980 View Post
No chronometer.....


I hit the button the UI and the hot key, nothing pops up..
you need to apply the U_Jagd mod for a chronometer and it is only that.
the clock is in a box near the bottom of the Nav Map.
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Old 06-05-22, 03:19 AM   #1277
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by KaleunMarco View Post
you need to apply the U_Jagd mod for a chronometer and it is only that.
the clock is in a box near the bottom of the Nav Map.

Ah I misread things, I thought it was optional.


yea I saw the clock is in bottom left, thought something was wrong lol
Bubblehead1980 is offline   Reply With Quote
Old 06-05-22, 09:28 AM   #1278
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,918
Downloads: 436
Uploads: 27


Default

Quote:
Originally Posted by Bubblehead1980 View Post
yea I saw the clock is in bottom left, thought something was wrong lol
earlier releases of DW had no chronometer or clock.
you know what i really wish that SH4 had: date/time stamp on their messages, both in the order box on the HUD and the radio messages. how can anyone design a naval simulation and not date/time stamp everything? that is the first thing we learned in the navy.
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Old 06-05-22, 09:40 AM   #1279
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by KaleunMarco View Post
earlier releases of DW had no chronometer or clock.
you know what i really wish that SH4 had: date/time stamp on their messages, both in the order box on the HUD and the radio messages. how can anyone design a naval simulation and not date/time stamp everything? that is the first thing we learned in the navy.
Hmm , Yea so the chronometer is still not showing up, with even the mod activated.

I love the flak guns in this mod. Finally get a decent representation of the "puffs" of flak.


I agree, lack of time stamps, another UBI oversight. The laziness in development of it still really. Here had a major dev company with people paid , the source, code, resources etc and failed to deliver in so many ways but I digress.

Any ideas on the chron issue? I have it installed as instruct. Set on resolution, it just simply does not show when hit the hot key or click on the UI. pretty important for manual targeting.
Bubblehead1980 is offline   Reply With Quote
Old 06-05-22, 10:07 AM   #1280
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Did a little test with darker nights mod on Dark Waters. Works fine thus far. Of course ultimate test will be when find a convoy to test on but dark nights looks great with mod. Will be a matter of testing and adjusting visual sensors only I believe.


I may do some campaign traffic work, not sure yet. Definitely want to add convoys in 1940, quite curious they seem to be missing. From my reading. Convoys started pretty much immediately, were not slow to start as Japan was for example.

Couple issues...when hit the Y key to cycle tubes, it does this but always takes to the damage control screen.



F9 sends to the radio room. Wouldnt make more sense to put in conning tower where attack scope and in case of the Type 9 I was just in, the obs scope is as well. Im not sure how to do this. Remapping keys and I did ntot get along well in TMO lol
Bubblehead1980 is offline   Reply With Quote
Old 06-05-22, 10:36 AM   #1281
Mad Mardigan
Admiral
 
Mad Mardigan's Avatar
 
Join Date: Sep 2016
Location: Grand Rapids, Mi.
Posts: 2,327
Downloads: 491
Uploads: 0


wolf_howl15

Quote:
Originally Posted by Bubblehead1980 View Post
Did a little test with darker nights mod on Dark Waters. Works fine thus far. Of course ultimate test will be when find a convoy to test on but dark nights looks great with mod. Will be a matter of testing and adjusting visual sensors only I believe.


I may do some campaign traffic work, not sure yet. Definitely want to add convoys in 1940, quite curious they seem to be missing. From my reading. Convoys started pretty much immediately, were not slow to start as Japan was for example.

Couple issues...when hit the Y key to cycle tubes, it does this but always takes to the damage control screen.



F9 sends to the radio room. Wouldn't make more sense to put in conning tower where attack scope and in case of the Type 9 I was just in, the obs scope is as well. Im not sure how to do this. Remapping keys and I did not get along well in TMO lol

You, would think so... but... remember, that for the Uboat... The radio room area, was also home to the Uboats... 'ears', as well... aka the sonar equipment.

Which, unlike their counterpart in the U. S. fleetboat service... had that, located in the conning tower on the newer subs. The S class, being the exception which had theirs in the control room... since the conning tower was little more than a means to get to the bridge.

The radio/sonar section, was also where... the Kaleun, went to gather his thoughts when he had some time for... privacy, as well.. though in a more... limited fashion.

Of course, looking at the config of the uboat... it stands to reason, as to the arrangement of it... the radio/sonar set up... was well away from the noisy engine section... which, was important... as noise from the engines... e motors via the props... would interfere with sound pick up. Hence... that narrow 20 degree dead zone.. (10 to each side of 180) as to the rest... well, that depended greatly on the type equipment used... believe there was 1 set up that covered 140-150 degrees leaving a dead zone both fore & aft... & then there was the 1 that allowed for 360 degree sound pick up, with that same read 20 degree dead zone, if the e motors were in use. The down side with that last unit, was... it could easily (more easily than the internal 140-150 side scan unit... ) NOT to say that, it couldn't get damaged... just that it took a bit more to do so.


Yet, while away from the engine compartment, it was still in close proximity to... the control room... or command section.







M. M.
__________________
Mad Mardigan is offline   Reply With Quote
Old 06-05-22, 11:06 AM   #1282
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by Mad Mardigan View Post
You, would think so... but... remember, that for the Uboat... The radio room area, was also home to the Uboats... 'ears', as well... aka the sonar equipment.

Which, unlike their counterpart in the U. S. fleetboat service... had that, located in the conning tower on the newer subs. The S class, being the exception which had theirs in the control room... since the conning tower was little more than a means to get to the bridge.

The radio/sonar section, was also where... the Kaleun, went to gather his thoughts when he had some time for... privacy, as well.. though in a more... limited fashion.

Of course, looking at the config of the uboat... it stands to reason, as to the arrangement of it... the radio/sonar set up... was well away from the noisy engine section... which, was important... as noise from the engines... e motors via the props... would interfere with sound pick up. Hence... that narrow 20 degree dead zone.. (10 to each side of 180) as to the rest... well, that depended greatly on the type equipment used... believe there was 1 set up that covered 140-150 degrees leaving a dead zone both fore & aft... & then there was the 1 that allowed for 360 degree sound pick up, with that same read 20 degree dead zone, if the e motors were in use. The down side with that last unit, was... it could easily (more easily than the internal 140-150 side scan unit... ) NOT to say that, it couldn't get damaged... just that it took a bit more to do so.


Yet, while away from the engine compartment, it was still in close proximity to... the control room... or command section.







M. M.

True. Just thinking for ease of movement in the sim.

Im out on patrol with auto target (bleh) for now just to test things out. First assignment was Grid AE 76 off Iceland. Finished it up now in AL looking for convoy. July 1941. Curiously enter 15 days at sea and fairly close, only saw one aircraft, a sunderland which did not and was unarmed apparently.Gotta get the chronometer fixed issue somehow when get back to port for when start a real campaign can do manual targeting.
Bubblehead1980 is offline   Reply With Quote
Old 06-05-22, 12:09 PM   #1283
JapLance
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Bubblehead1980 View Post
. Definitely want to add convoys in 1940, quite curious they seem to be missing. From my reading. Convoys started pretty much immediately, were not slow to start as Japan was for example.
I just checked, and the Lant_Convoys_41 layer is activated from the beginning of the war in 1939 up to 1942 in the campaign.cfg (Section 46). It spawns convoys for 1939 and 1940.
  Reply With Quote
Old 06-05-22, 12:12 PM   #1284
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by JapLance View Post
I just checked, and the Lant_Convoys_41 layer is activated from the beginning of the war in 1939 up to 1942 in the campaign.cfg (Section 46). It spawns convoys for 1939 and 1940.

Really? Guess I missed that. Thanks



Im 30 days in at sea in Grid AL 5, prime area and no contacts lol. One Sunderland, en route to area but didnt see me somehow.


July 30 1941/
Bubblehead1980 is offline   Reply With Quote
Old 06-05-22, 12:31 PM   #1285
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,918
Downloads: 436
Uploads: 27


Default

Quote:
Originally Posted by Bubblehead1980 View Post
Did a little test with darker nights mod on Dark Waters. Works fine thus far. Of course ultimate test will be when find a convoy to test on but dark nights looks great with mod. Will be a matter of testing and adjusting visual sensors only I believe.


I may do some campaign traffic work, not sure yet. Definitely want to add convoys in 1940, quite curious they seem to be missing. From my reading. Convoys started pretty much immediately, were not slow to start as Japan was for example.

Couple issues...when hit the Y key to cycle tubes, it does this but always takes to the damage control screen.



F9 sends to the radio room. Wouldnt make more sense to put in conning tower where attack scope and in case of the Type 9 I was just in, the obs scope is as well. Im not sure how to do this. Remapping keys and I did ntot get along well in TMO lol
if you want remapped keys, i can send you the keyboard that i use no matter which mod-set i am playing.
i do not have a graphic of the keyboard and if i forget which key is which, i use jimimadrid's keymapper to answer the question.
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Old 06-05-22, 12:37 PM   #1286
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,918
Downloads: 436
Uploads: 27


Default

Quote:
Originally Posted by Bubblehead1980 View Post
Hmm , Yea so the chronometer is still not showing up, with even the mod activated.

I love the flak guns in this mod. Finally get a decent representation of the "puffs" of flak.


I agree, lack of time stamps, another UBI oversight. The laziness in development of it still really. Here had a major dev company with people paid , the source, code, resources etc and failed to deliver in so many ways but I digress.

Any ideas on the chron issue? I have it installed as instruct. Set on resolution, it just simply does not show when hit the hot key or click on the UI. pretty important for manual targeting.
just re-checked the DW.zip and there are two U-Jagd mods.
you want to use OM_U-Jagd.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Dark Waters\MODS]

100 OM_DarkWaters_V6
110 OM_Harder_Escort_L2
120 OM_Strategic_Map_Symbols
130 OM_UMark
140 OM_Warm_Clothes
150 OM_U-Jagd
160 OM_Med_Env
180 Voice Mod
900 DarkWaters V6_Errors-fix
999 DW Updates
jimimadrid Torpedos
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Old 06-05-22, 01:20 PM   #1287
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by KaleunMarco View Post
just re-checked the DW.zip and there are two U-Jagd mods.
you want to use OM_U-Jagd.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Dark Waters\MODS]

100 OM_DarkWaters_V6
110 OM_Harder_Escort_L2
120 OM_Strategic_Map_Symbols
130 OM_UMark
140 OM_Warm_Clothes
150 OM_U-Jagd
160 OM_Med_Env
180 Voice Mod
900 DarkWaters V6_Errors-fix
999 DW Updates
jimimadrid Torpedos


That is the one I am using...no chronometer.
Bubblehead1980 is offline   Reply With Quote
Old 06-05-22, 01:57 PM   #1288
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by KaleunMarco View Post
if you want remapped keys, i can send you the keyboard that i use no matter which mod-set i am playing.
i do not have a graphic of the keyboard and if i forget which key is which, i use jimimadrid's keymapper to answer the question.


Sure, if you don't mind
Bubblehead1980 is offline   Reply With Quote
Old 06-05-22, 02:49 PM   #1289
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default First Battle in Dark Waters

Dark Waters
Auto target on since could not get Chronometer to work.
Turned map contacts off. Left external cam for screenshots.
Otherwise all realism enabled.



Just wrapped up first battle, currently on surface at dawn trying to get ahead of convoy. Really enjoying the mod.


Departed Brest, France on 2 July 1941


Aside from one Sunderland flying boat, no contacts for a month at sea. Finally,




August 5, 1941
----------------------

1310 Contact Report from BdU.
Large Convoy Grid AL 47
Course ENE Speed 6 kts.

1315 Set course to intercept.


August 6, 1941
--------------------------

0040 Submerged to sweep with hydrophone.

0042 Distant props bearing 010. Possible convoy.

0047 Surfaced. Set course to intercept.

0115 Submerged for sound sweeps. Contacts bearing 000.

0120 Surfaced. Battle Stations called!

0139 Spotted convoy!

0148 Escorted spotted, illuminated boat with spotlight.

0149 DIVE! Fired tubes 1,2,3, as submerged at M-KF-M (B) Merchant. 5100 tons

0150 Leveled at periscope depth.

0151 Torpedo impact! Torpedo impact! Ships exploded, split in two, sunk.

0152 Braced for depth charge. Silent Routine.

0156 A few close charges. Boat 167 meters


0216 Back at periscope depth.

0217 Fired on 7801 ton merchant bearing 000 1000 meters.
Fired on 6500 ton merchant astern bearing 200.
All tubes empty.

0219 Torpedo hit 7801 merchant ahead. Large explosion.

0220 Torpedo hit target astern, large explosion.

Enemy escort closing fast range 600 meters.

Ordered hard dive! Flank speed!

0222 As boat passed epth of 45 meters, explosions, shallow.

0225 Heard vessel sink.


0230 Depth 175 meters. Pinging, but enemy did not have location on boat.


0239 Heard second vessel sink.


0240 Many depth charges dropped, none close.


0246 Pinging continued.


0400 Periscope depth. All clear. Surfaced.


0410 Began battery recharge and transfer of external torpedo reserves
into boat.

0600 Spotted Destroyer bearing 351 3550 meters.


0602 Spotted smoke plumes from convoy bearing 040 10000+ meters.
Believe DD was making a port flank sweep.


0617 External torpedo transfer completed.
Increased flank speed to move ahead of convoy.

0628 Destroyer spotted, turned to avoid.

0631 Returned to course to pass convoy along port side.
Continued tracking of convoy over horizon via smoke.


Vessels Sunk:

MK-F-M 5516 Merchant tons
GRID AL 44


KS-M-KS-M-F-M-KS-M Merchant 7801 tons
GRID AL 44


M-KF-M (C) Merchant 6423 tons
GRID AL 44
Bubblehead1980 is offline   Reply With Quote
Old 06-05-22, 02:56 PM   #1290
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,918
Downloads: 436
Uploads: 27


Default

Quote:
Originally Posted by Bubblehead1980 View Post
Sure, if you don't mind
check your PM Inbox
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:28 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.