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Old 06-07-22, 10:40 PM   #1306
Bubblehead1980
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Quote:
Originally Posted by Jeff-Groves View Post
Start position.
Still not present for me, oh how I wish it were that simple. lol
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Old 06-07-22, 11:50 PM   #1307
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Quote:
Originally Posted by Bubblehead1980 View Post
That is great, but I'll need a little more detail than that....not something I am used to working with.
At the moment I don't have DW installed and specifically with the coordinates in [G29 I2] I can't help.


And to correct the size of 2D sensors in the interface from my archive is quite simple - you need to find 6 lines for the word 1920x1080.
Next, the desired permission to uncomment, and not the desired permission to comment out.

Here is the first piece of code with the found string:
Code:
[G3F I20]
Name=Depth 260
Type=1026;Menu group
ItemID=0x3F1F0000
ParentID=0x3F010000
Pos=356,62,90,90
Zone= 868 120 160 160 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0    ;stok - 1024x768, 1280x768, 1360x768, 1366x768
;Zone= 868 120 120 120 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0    ;1920x1080
;Zone= 868 120 110 110 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0    ;1920x1200, 1600х1200 
 Color=0xFFFFFFFF
What to fix here is clear?
Then you go on and fix it in 5 more places [G3F I27] [G3F I36] [G3F I43] [G3F I51] [G3F I57].


Here is a window with messages, you can also change the location of the window for your resolution:
Code:
[G3F I246]
Name=Group messages 2
Type=1026;Menu group
ItemID=0x3F2A0000
ParentID=0x3F000000
Pos=256,-4,350,94
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0 0x3F2A0000 -0.63 0 0 0    ;1024x768, 1152x864, 1280x960, 1280x1024, 1600x1200
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0225 0x3F2A0000 -0.925 0 0 0    ;1280x800, 1600x1024, 1680x1050
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0325 0x3F2A0000 -1 0 0 0    ;1280x768
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0175 0x3F2A0000 -0.7 0 0 0    ;1920x1200
Zone= 256 764 330 94 1 1 0x3F000000 0.15 -0.75 0x3F2A0000 0 0 0 0    ;1360x768, 1366x768
;Zone= 256 764 330 94 1 1 0x3F000000 0.225 -0.785 0x3F2A0000 0 0 0 0    ;1600x900
;Zone= 256 764 330 94 1 1 0x3F000000 0.15 -0.785 0x3F2A0000 0 0 0 0    ;1920x1080
Color=0xFFFFFFFF
All.
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Old 06-08-22, 12:02 AM   #1308
Bubblehead1980
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Quote:
Originally Posted by mazzi View Post
At the moment I don't have DW installed and specifically with the coordinates in [G29 I2] I can't help.


And to correct the size of 2D sensors in the interface from my archive is quite simple - you need to find 6 lines for the word 1920x1080.
Next, the desired permission to uncomment, and not the desired permission to comment out.

Here is the first piece of code with the found string:
Code:
[G3F I20]
Name=Depth 260
Type=1026;Menu group
ItemID=0x3F1F0000
ParentID=0x3F010000
Pos=356,62,90,90
Zone= 868 120 160 160 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0    ;stok - 1024x768, 1280x768, 1360x768, 1366x768
;Zone= 868 120 120 120 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0    ;1920x1080
;Zone= 868 120 110 110 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0    ;1920x1200, 1600х1200 
 Color=0xFFFFFFFF
What to fix here is clear?
Then you go on and fix it in 5 more places [G3F I27] [G3F I36] [G3F I43] [G3F I51] [G3F I57].


Here is a window with messages, you can also change the location of the window for your resolution:
Code:
[G3F I246]
Name=Group messages 2
Type=1026;Menu group
ItemID=0x3F2A0000
ParentID=0x3F000000
Pos=256,-4,350,94
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0 0x3F2A0000 -0.63 0 0 0    ;1024x768, 1152x864, 1280x960, 1280x1024, 1600x1200
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0225 0x3F2A0000 -0.925 0 0 0    ;1280x800, 1600x1024, 1680x1050
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0325 0x3F2A0000 -1 0 0 0    ;1280x768
;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0175 0x3F2A0000 -0.7 0 0 0    ;1920x1200
Zone= 256 764 330 94 1 1 0x3F000000 0.15 -0.75 0x3F2A0000 0 0 0 0    ;1360x768, 1366x768
;Zone= 256 764 330 94 1 1 0x3F000000 0.225 -0.785 0x3F2A0000 0 0 0 0    ;1600x900
;Zone= 256 764 330 94 1 1 0x3F000000 0.15 -0.785 0x3F2A0000 0 0 0 0    ;1920x1080
Color=0xFFFFFFFF
All.

Eh I am a bit lost here.

Okay so 1920x1080 needs to have the ; removed from in front of in the various entries listed and that is it?


Prior to seeing the post I loaded up your mod. I finally had the chronometer, thankfully. However, the resolution looked strange, things were too small compared to normal, conning tower seemed stretched, taller than should be and the 3d crew looked strange.





This correct?


[G3F I20]
Name=Depth 260
Type=1026;Menu group
ItemID=0x3F1F0000
ParentID=0x3F010000
Pos=356,62,90,90
;Zone= 868 120 160 160 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;stok - 1024x768, 1280x768, 1360x768, 1366x768
Zone= 868 120 120 120 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 1920x1080
;Zone= 868 120 110 110 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;1920x1200, 1600õ1200
Color=0xFFFFFFFF
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Old 06-08-22, 12:22 AM   #1309
Bubblehead1980
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I made the corrections suggested, thinks look normal thus far. I can now see the chronometer finally(!!) and even moved the time back to where it should be on the right instead of down to left over top of the order bar UI. 2d depth gauge, telegraph etc are a little too large, can click below them to get alternates. Fix?

Thank you for the fix! much appreciated.
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Old 06-08-22, 01:39 AM   #1310
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Update. FINALLY solved it. Took settings from TMO for the chron, applied to the U Jag add on mod, chrono now shows up in center of screen .
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Old 06-08-22, 03:52 AM   #1311
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Default Night Surface Attack Testing

Made some changes, tested ability get inside convoy. This was in a single mission. No moon, seas were light (for the Atlantic) . Time period of mission August 1940

Convoy was westbound...I avoided the lead escort moved along side the port column of convoy about 3300 yards, while rear escort was lagging behind, I made a "u turn" and increased to flank speed to overtake convoy, aiming to come up the middle between center columns, where best targets typically are.

I made it past the first two (well last two in each center columns) undetected. turned with bow facing starboard center column and stern facing port center column. Targeted a large merchant ahead and mid sized one astern.

Fired torpedoes 1,2, at large merchant ahead, then stern tube at mid sized merchant. Turned starboard to bring tubes to bare on last merchant in column. First torpedoes hit , large fire and explosion. Some sporadic gunfire form merchants. Stern torpedo hit its target, more fires.

Fired one torpedo at the merchant ahead with a 30 degree AOB. Began moving across the convoy at flank speed, dodging some gunfire. Avoiding closing escorts. torpedo hit, merchant exploded and sunk fast, surprisingly fast.


Mowing across the columns for port side to exit, coming under increased fire, flooded down to 7 meters. (mod) This reduced incoming fire, all rounds missed.


Soon had a aft engine freighter or tanker ahead, fired last torpedo. Torpedo prematurely exploded. U-48 was caught in a searchlight of a unseen trawler type escort. on outside starboard column. Clearly illuminated and taking machine gun fire on conning tower. Ordered a crash dive.


After some depth charges damaged boat from two flower class corvettes Since just a test mission surfaced, guns manned and slugged it out.

One corvette rammed me, pretty dramatic moment. Screenshot and others below.


















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Old 06-08-22, 11:33 AM   #1312
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Thus far only disappointing gameplay issue with DW is tankers do not "blow up" as a loaded tanker should do. Have not spotted lifeboats either. Typically one solid torpedo hit was enough to ignite a tanker. They do catch fire burn, and the fire damage mod is apparently merged into DW as fire appears to damage ships over time (love it) but its rather dull when tanker does not blow up as should.


I've played around with zon.cfg file before but not how to get the boom. Just looking for the fix....
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Old 06-09-22, 09:38 AM   #1313
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Default No aircraft Sep 1939

Running Dark waters
Map contacts and cam on, manual targeting and all other difficulty enabled.

Started in September 1939.


I have been on patrol for 25 days, sunk two trawlers by gunfire and in a two day convoy battle, sunk a Queen Elizabeth Class Battleship (report will come at conclusion of patrol) in Western approaches, quite close to Britain. I have not had one aircraft encounter, which surprised me. Or do they come in later? Figured I'd see at least one lol.


Also a Battleship escorting a convoy with 3 destroyers? I assume this is historical? I know surface raiders were a concern esp early in war and seems like I remember reading about battleships and cruisers escorting convoys. I encountered them in Grid AM 815 based on contact report.
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Old 06-09-22, 12:22 PM   #1314
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Quote:
Originally Posted by Bubblehead1980 View Post
. I have not had one aircraft encounter, which surprised me. Or do they come in later? Figured I'd see at least one lol.
X256 is the best for planes encounters…
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Old 06-09-22, 01:19 PM   #1315
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Wrapped up first patrol in Dark Waters. Really was a lot of fun.

Sunk a Queen Elizabeth Class battleship in a long running battle with convoy.
Full report below.

https://www.subsim.com/radioroom/sho...47#post2813147


My only gripe is they spot periscope way too easy even at night. How can we change this? Just want to balance it a bit, esp at night.


Great mod, a lot of fun. Depth charge attacks and enemy AI with the L2 at excellent. Love the DC sounds.
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Old 06-09-22, 01:20 PM   #1316
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Quote:
Originally Posted by Fifi View Post
X256 is the best for planes encounters…

Eh thats slow lol. I limited tc as suggested and no prob I never run above 1026 anyways because miss contacts and messes with weather. Planes do not render if above x256 like in other mods?
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Old 06-09-22, 01:33 PM   #1317
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Quote:
Originally Posted by Bubblehead1980 View Post
Eh thats slow lol. I limited tc as suggested and no prob I never run above 1026 anyways because miss contacts and messes with weather. Planes do not render if above x256 like in other mods?
Yeah... x256 during day time, x512 at night possible, while surfaced... at least during the time when planes were NOT a threat during the night... of course, this all changed when they developed radar for use on planes, as well as leigh lights.

Know that with SH3, it is possible to include planes with them on them... BUT... note that there were only a few planes that were outfitted with the lights.


Not sure if that can be accomplished with 4, or not... but, do think it is feasible to be done.. though...

Biggest obstacle, with this would be the date equipment was released/used... though, as 4... has a really big issue with not following date marker/identifiers...


Otherwise... x256/day, x512/night (until time when the air arm of the allies started really taking a serious toll on Uboats, then... all bets are off on night time surfaced running... & surviving encounters with planes.)







M. M.
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Old 06-09-22, 01:38 PM   #1318
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Default U-48 First Patrol screenshots



























Merchant coming in to ram while I was inside convoy on final torpedo attack.
Range is about 1200 meters(!)






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Old 06-09-22, 01:41 PM   #1319
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Quote:
Originally Posted by Mad Mardigan View Post
Yeah... x256 during day time, x512 at night possible, while surfaced... at least during the time when planes were NOT a threat during the night... of course, this all changed when they developed radar for use on planes, as well as leigh lights.

Know that with SH3, it is possible to include planes with them on them... BUT... note that there were only a few planes that were outfitted with the lights.


Not sure if that can be accomplished with 4, or not... but, do think it is feasible to be done.. though...

Biggest obstacle, with this would be the date equipment was released/used... though, as 4... has a really big issue with not following date marker/identifiers...


Otherwise... x256/day, x512/night (until time when the air arm of the allies started really taking a serious toll on Uboats, then... all bets are off on night time surfaced running... & surviving encounters with planes.)







M. M.


Whoa. Can it be fixed where planes will render at higher TC speeds, like other mods? That is just too damn slow in time to patrol at lol esp with realistic traffic where can go weeks or months without contact lol. 1026 is fine for transit and in area, it goes between that and 512
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Old 06-09-22, 02:33 PM   #1320
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Default Blockships

I remember in OM there was blockships at Scapa Flow.

I just ran it in quick mission and no blockships. Are they present in campaign for DW perhaps just not for single mission?

I did not want to chance it in my first campaign lol so did not try it out this time.


Btw, very cool how superstructure gets bullet holes from machine guns. Torpedoed royal oak, none of his big guns hit my boat but a few rounds of from her machine guns hit aft during turn away. No null damage but shows the bullet marks. Nice effect
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