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 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-14-20, 10:52 AM   #571
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,922
Downloads: 436
Uploads: 27


Default Balao Paint Job

question on the Balao paint job.
first, i do not spend much time using the external view staring at my boat's exterior. however, this one time, i was surfaced, in daylight, as i was returning to base, and noticed that the forward 3/4 of my boat was painted gray while the remainder was painted black.
is this on purpose...or did the relief crew run out of one color and just let it go?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN
100a_D3D9_AntiLag
100b_EasyAOB_FotRSU
100c_NoScrollNavMap_FotRSU
100d_strategic_map_symbols

__________________
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

Last edited by KaleunMarco; 03-17-20 at 11:48 AM.
KaleunMarco is online   Reply With Quote
Old 03-14-20, 12:37 PM   #572
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,754
Downloads: 440
Uploads: 2


Default

Quote:
Originally Posted by mikesn9 View Post
I believe I read in here some where in the 38 pages, that although on some boats (in real life) sonar only worked when submerged, but the game was to set to have sonar working in all boats when surfaced.
I have just set up (from pristine, and a deleted SH4 doc directory) 1.004.a.
Left Midway in a Tambor, and eventually sighted an enemy sub. Sank same.
I had assumed the Jyusen had been stopped when first sighted.
After I reached patrol zone off Suido, I did a manual sweep of sonar and noticed it did not pick up my own screws. So the Tambor must be down to use sonar.
Is this right? OK if so, just want to straighten out my head.
Some of the submarines will no longer report sonar contacts, at least not from long distances, until you are at least partially submerged, and some not until you are below periscope depth - but it is not "evenly distributed". Some work better than others. This change is due to complaints of it being impossible for a submarine to find anything on sonar while on the surface, due to water noise while plying the surface. Attempts are being made to make this "optional" for those that want it. The use of the RFB files for such renders other aspects of the subs' sim files as invalid. In this particular version, you cannot depend upon sonar finding anything while you are on the surface, even when stopped. "Speed" should be the factor though, not the "height" of the sensor.

Quote:
Originally Posted by KaleunMarco View Post
a while back i posted the same question without many details but this should remedy that situation.
while on patrol near the Bonins a Neutral Task Force popped up on the Nav Map between the Bonins and the Marianas. the date was December 8, 1943.
i am going to try and find the RGG in the .MIS files but i still think it is an odd occurrence.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN
100a_D3D9_AntiLag
100b_EasyAOB_FotRSU
100c_NoScrollNavMap_FotRSU
100d_strategic_map_symbols

One thing we found back then was that depending upon the "date" of occurrence, some nations are still listed as "neutral" for the purposes of the "radio message" reporting the convoy. Such as, some of the "layers" in the game start on November 1, 1941, and an RGG might then generate on November 24, 1941, prior to the Pearl Harbor attack. It is set to report its position every 48 hours at a 30% chance. You start the game on the 9th out of Pearl, while that same RGG is still enroute. It then "reports", based upon its November 24, 1941 status, which is 'neutral' since the game is "static" in this regard... Either that, or a Panamanian ship (there are none in FotRSU), French ship (a 'neutral' in the interim period, but this is too late for that), or Red Cross ship (most likely) is the "leader" vessel for the convoy, making it a "neutral convoy".

Quote:
Originally Posted by KaleunMarco View Post
question on the Balao paint job.
first, i do not spend much time using the external view staring at my boat's exterior. however, this one time, i was surfaced, in daylight, as i was returning to base, and noticed that the forward 3/4 of my boat was pained gray while the remainder was painted black.
is this on purpose...or did the relief crew run out of one color and just let it go?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN
100a_D3D9_AntiLag
100b_EasyAOB_FotRSU
100c_NoScrollNavMap_FotRSU
100d_strategic_map_symbols

Checking the skin itself, as well as in-game, it does look to be purposeful:

Balao:


Gato (same skin):


Narwhal (different skin):


If you notice one of the mission loading images in FotRSU, where there is a "guard" sitting on the stern of a boat docked (post-war probably, going to mothballs), you might notice the "jagged" line of the black and grey, like they were "disguising" the length of the ship.
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 03-14-20, 02:14 PM   #573
merc4ulfate
DILLIGAF
 
merc4ulfate's Avatar
 
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
Default

The no sonar contacts surface even in a Gato surprised me but I enjoy the challenge it creates.

One think I notice is that I see zero Air bases for the IJN. I see plenty of RN bases but zero IJN at October 1942.

Clean install with only mods being.

FalloftheRisingSun_UltimateEdition_v1.004.a_EN
Strategic_map_symbols
Same Sized Dials for FotRSU
__________________
Self-education is, I firmly believe, the only kind of education there is.
~Isaac Asimov~

Mercfulfate
将補
日本帝國海軍

merc4ulfate is offline   Reply With Quote
Old 03-14-20, 04:04 PM   #574
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,754
Downloads: 440
Uploads: 2


Default

The bases are there... I think we may have "lost" the icons for them on the NavMap though... dig dig dig... ratz - another thing to add to the "issues" list... sigh... You'll have to zoom way in to see the icons, and if you don't know where to look, it's kind of hard to find them...
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 03-14-20, 04:54 PM   #575
merc4ulfate
DILLIGAF
 
merc4ulfate's Avatar
 
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
Default

From a new career under the clean install with the mods I listed above.

Starting in the Philippines I am now at Fremantle.

I have had six patrols with three of them ending in new commands.
It is august of '42 and I am in the Gato Class.
I just finished my mission and upon my Leaving Fremantle again it shows me leaving Pearl.

By the way do not go below 550 feet in a Gato. Love the new creak sounds as you crush.
__________________
Self-education is, I firmly believe, the only kind of education there is.
~Isaac Asimov~

Mercfulfate
将補
日本帝國海軍

merc4ulfate is offline   Reply With Quote
Old 03-14-20, 05:05 PM   #576
Canonicus
XO
 
Join Date: Mar 2007
Location: In your baffles...
Posts: 431
Downloads: 623
Uploads: 7
Default

I'm really loving this mod but have one complaint.
Maybe its just me but why does it have to be soo dark at night? I can barely distinguish the water from the horizon especially in a storm.
Is there some adjustment to the Scene dat,or other file, though the Silent editor that can be made to lighten up the scenery,just a bit, at night?
Canonicus is offline   Reply With Quote
Old 03-14-20, 06:10 PM   #577
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,754
Downloads: 440
Uploads: 2


Default

Quote:
Originally Posted by merc4ulfate View Post
From a new career under the clean install with the mods I listed above.

Starting in the Philippines I am now at Fremantle.

I have had six patrols with three of them ending in new commands.
It is august of '42 and I am in the Gato Class.
I just finished my mission and upon my Leaving Fremantle again it shows me leaving Pearl.

By the way do not go below 550 feet in a Gato. Love the new creak sounds as you crush.
If you are assigned a boat too soon, such as you are at Fremantle, but the Gato isn't available there until July of 1943, you do have to go to Pearl to get the boat, and you might have to stay there until July of 1943... I cannot remember how that went now in the testing of this last year... it is a bother getting older. As an aside to your "creak" sounds, we are still trying to chase-down why the S-Boats will "lose" their sounds. "Timing" is everything with the audio stream, and I can get different results by "Add 3D channels" in the Audio Options, but nothing is consistent with that... frustrating.


Quote:
Originally Posted by Canonicus View Post
I'm really loving this mod but have one complaint.
Maybe its just me but why does it have to be soo dark at night? I can barely distinguish the water from the horizon especially in a storm.
Is there some adjustment to the Scene dat,or other file, though the Silent editor that can be made to lighten up the scenery,just a bit, at night?
Changing most anything in the mod itself for that will alter things that you would not want changed, such as the enemy's ability to see you. On the Options screen, under the "Graphic Settings" though, you can click on that "Gamma" slider, and move it to the right just a pinch at a time to lighten the whole screen in the game. Don't go too much though, else you'll ruin the "ambiance" of the scene ( ), and get some strange artifacting of the night sky (it will "pixelate"). The game is such that you do almost need to play it in a darkened space, to facilitate seeing things better. Also, if you wear a pair of those "blue light" glasses, especially if you have an older monitor, that can take some of the "glare" out of the display that you might not notice is there with a dark scene.
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 03-14-20, 07:19 PM   #578
SirMoric
Seaman
 
Join Date: May 2007
Posts: 33
Downloads: 32
Uploads: 0
Default How do you?

Activate the MOD?


I'm using steam.


And so far I've done everything described.


Put the mod in a MOD folder in the SH4 folder, used the AAL on SH4.exe, then activated using the JSMGS-thingy (which is in the SH4 folder as well)


But opening the game, it just looks like any other SH4? No difference.


I am using the "U-boat"-thingy.
SirMoric is offline   Reply With Quote
Old 03-14-20, 07:52 PM   #579
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 27,881
Downloads: 22
Uploads: 0


Default welcome back!

SirMoric! AFTER AN ELEVEN YEAR SILENT RUN!
__________________

"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe"
Aktungbby is online   Reply With Quote
Old 03-14-20, 09:16 PM   #580
Michael Wood
Machinist's Mate
 
Join Date: Dec 2016
Posts: 130
Downloads: 314
Uploads: 0
Default Early Report

1) Hydrophone issue seems resolved.

2) Maximum officers allowed in .UPC file not resolved (assume still on your list).

3) Officer collar insignias still in error not resolved (assume still on your list).

No game crashes yet.

As to most difficult mission request, below.

Driving the S-38, assigned patrol south of Luzon. No contact. Reassigned Lingayen Gulf. Upon entering gulf, large invasion convoy spotted. Radioed contact, went to periscope depth. Approach undetected in mild seas, wind speed 3 mps. Had good firing solution. Fired two torpedoes at each of two big cargo ships, using magnetic pistols as ordered by radio.

According to hydrophones (event window), all four torpedoes ran directly under targets far too deep to detonate. As soon as torpedoes fired, every escort this side of Mordor headed directly towards boat. Ordered depth to 200 feet as chart color indicated 400 feet, figured plenty of room. Found at 144 feet, the chart was wrong as the boat crashed into bottom at flank speed. Tried to ignore the depth charges exploded all around boat as damage control parties sorted out bottoming out damage. Finally made deep water before escorts found proper depth. Made repairs and crept towards convoy, now unloading.

Went to 600 yards from big troop transport and fired all four torpedoes at motionless ship, assuming speeds zero, 4, 8 and 12 knots, as in this world motionless ships can burn rubber and accelerate rapidly.

Immediately after fourth torpedo fired, noticed strong wake behind target as it popped a wheely. But, there were escorts shooting at periscope, so went deep again to reload last 4 torpedoes. There was no event window for torpedoes target ship went to high speed immediately. Sad. Was depth charged for a long time. No damage.

When things quieted down, went to periscope depth. Convoy gone. One destroyer puppy sitting. Crept to 600 yards and fired a spread of four torpedoes, assuming speed zero, 6, 12 and 18 knots. First torpedo hit in stern. Target ship stood on stern and sank quickly.

So, headed for Surabaya. Hoped could figure out a way to explain how, with torpedo shortage, 12 torpedoes fired and only 2,599 tons sunk. Passing Tarakan Island, boat suddenly sank. Was testing and not playing a real campaign, so reloaded save and found that always sank at the same place. Tried passing that point on surface, submerged, looking for planes (none), mines (none), sub nets (none), enemy subs (none) and was puzzled. So, went east 100 miles and then turned south again and at the same latitude same thing happened. Read three compartment 100% damage and rapid flooding. Decided to go all the way around Borneo and approach from on east side of island. Same result at same latitude. Never happened before or since. No idea what the bug was.

Last edited by Michael Wood; 03-14-20 at 10:00 PM.
Michael Wood is offline   Reply With Quote
Old 03-14-20, 11:05 PM   #581
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,754
Downloads: 440
Uploads: 2


Default

Quote:
Originally Posted by SirMoric View Post
Activate the MOD?


I'm using steam.


And so far I've done everything described.


Put the mod in a MOD folder in the SH4 folder, used the AAL on SH4.exe, then activated using the JSMGS-thingy (which is in the SH4 folder as well)


But opening the game, it just looks like any other SH4? No difference.


I am using the "U-boat"-thingy.
What is the path to your game install? The default for Steam SH4 is "C:\Program Files (x86) \Steam \SteamApps \common \Silent Hunter 4..." If you have the game there, then any mods will be considered by Windows to be unauthorized alterations of System files, and get rolled back to their previous state. See "Moving a Steam Installation and Games" for info from Steam for two ways of moving a Steam installation and / or game. If SH4 is the only game, or one of only a few, it might be easier to just un-install the Steam game and make a new Library folder when you go to re-install it. Or, remove Steam and re-do the whole installation again, but do not put it in a "Program Files" folder. Instead, create a folder yourself, such as "Games" or whatever, and install into that.

Quote:
Originally Posted by Michael Wood View Post
1) Hydrophone issue seems resolved.
Somewhat. More testing / checking to do on it, and then create an optional mod.

2) Maximum officers allowed in .UPC file not resolved (assume still on your list).

3) Officer collar insignias still in error not resolved (assume still on your list).
Both listed in Page 1 Post 5 Issues list.

No game crashes yet.

As to most difficult mission request, below.

Driving the S-38, assigned patrol south of Luzon. No contact. Reassigned Lingayen Gulf. Upon entering gulf, large invasion convoy spotted. Radioed contact, went to periscope depth. Approach undetected in mild seas, wind speed 3 mps. Had good firing solution. Fired two torpedoes at each of two big cargo ships, using magnetic pistols as ordered by radio.

According to hydrophones (event window), all four torpedoes ran directly under targets far too deep to detonate. As soon as torpedoes fired, every escort this side of Mordor headed directly towards boat. Ordered depth to 200 feet as chart color indicated 400 feet, figured plenty of room. Found at 144 feet, the chart was wrong as the boat crashed into bottom at flank speed. Tried to ignore the depth charges exploded all around boat as damage control parties sorted out bottoming out damage. Finally made deep water before escorts found proper depth. Made repairs and crept towards convoy, now unloading.

Went to 600 yards from big troop transport and fired all four torpedoes at motionless ship, assuming speeds zero, 4, 8 and 12 knots, as in this world motionless ships can burn rubber and accelerate rapidly.

Immediately after fourth torpedo fired, noticed strong wake behind target as it popped a wheely. But, there were escorts shooting at periscope, so went deep again to reload last 4 torpedoes. There was no event window for torpedoes target ship went to high speed immediately. Sad. Was depth charged for a long time. No damage.

When things quieted down, went to periscope depth. Convoy gone. One destroyer puppy sitting. Crept to 600 yards and fired a spread of four torpedoes, assuming speed zero, 6, 12 and 18 knots. First torpedo hit in stern. Target ship stood on stern and sank quickly.

So, headed for Surabaya. Hoped could figure out a way to explain how, with torpedo shortage, 12 torpedoes fired and only 2,599 tons sunk. Passing Tarakan Island, boat suddenly sank. Was testing and not playing a real campaign, so reloaded save and found that always sank at the same place. Tried passing that point on surface, submerged, looking for planes (none), mines (none), sub nets (none), enemy subs (none) and was puzzled. So, went east 100 miles and then turned south again and at the same latitude same thing happened. Read three compartment 100% damage and rapid flooding. Decided to go all the way around Borneo and approach from on east side of island. Same result at same latitude. Never happened before or since. No idea what the bug was.
I interspersed comments in orange text, and highlighted yours in turqoise. I at first was wondering about "The Wall" off of New Guinea:



aka: "Morse Code Water", in which there is a "glitch" in the Stock game at the 2nd parallel of latitude South of the Equator. This is something visible under the water though, and you can run aground on it in some spots, hole your boat in others, and if submerged, give yourself a pretty good headache, like you did in Lingayen Gulf ( yikes! ). However, no matter the zoom, I cannot find an anomaly in the area. Going through all of the files early (41a & 42a), there is next to nothing in the area, not even a shore gun. No merchants, no convoys, no patrols. This is the best I can find:



Two scripted groups in the BurmaJawa.mis file, one in the neighborhood (going by the highlighted route) on January 10, 1942 around 22:23 going by the timing on the waypoint nearest Tarakan Island there. The other, if selected, spawns at midnight on January 22, 1942, and terminates south of Tarakan Island at 15:22 on January 30, 1942. Neither group is small, neither are they invisible... So, just to clarify location:



Tarakan Island is to the east of Borneo. The area of the ME I have zoomed is the area in the bay where that little red circle / arrow thingie is on the Google map. Is that near where you had it happen? Do you happen to know the latitude? You are in the "S-38"... The S-36 ran aground on January 20th, 1941... ?? That'd be too weird.

All I can think to actually 'suspect' is the damage done to your boat previously at Lingayen Gulf, both by the too-close encounter with the bottom, and the depth-charging endured. If you happen to have the Save still available, and want to go back and look at the hull integrity and other un-repaired damage as you start back... I have had similar happen before while transiting with a damaged sub, and when I went and reloaded a Save after having sunk, I had further issues at different times each run-through. Not only that, but I got warnings from the crew as it was occurring... In other words, it never happened the same way twice (similar, but not exactly), much less at the same latitude...
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 03-14-20, 11:32 PM   #582
Michael Wood
Machinist's Mate
 
Join Date: Dec 2016
Posts: 130
Downloads: 314
Uploads: 0
Default

Quote:
Originally Posted by propbeanie View Post

Tarakan Island is to the east of Borneo. The area of the ME I have zoomed is the area in the bay where that little red circle / arrow thingie is on the Google map. Is that near where you had it happen? Do you happen to know the latitude? You are in the "S-38"... The S-36 ran aground on January 20th, 1941... ?? That'd be too weird.

All I can think to actually 'suspect' is the damage done to your boat previously at Lingayen Gulf, both by the too-close encounter with the bottom, and the depth-charging endured. If you happen to have the Save still available, and want to go back and look at the hull integrity and other un-repaired damage as you start back... I have had similar happen before while transiting with a damaged sub, and when I went and reloaded a Save after having sunk, I had further issues at different times each run-through. Not only that, but I got warnings from the crew as it was occurring... In other words, it never happened the same way twice (similar, but not exactly), much less at the same latitude...

Latitude: Three degrees North.


Damage: 6 percent. No damaged systems. Never exit game with unrepaired damage, as game does strange things.
Michael Wood is offline   Reply With Quote
Old 03-14-20, 11:40 PM   #583
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,754
Downloads: 440
Uploads: 2


Default

The strangest thing it does is re-sets the "timer" for the repairs back to "zero", like they had never been started on... but 6% damage. Was that listed as "Hull" or Bulkhead damage? It really isn't that high of a number. That game tips the scales and begins to sink your boat at 40%... and always at 3°N, no matter the longitude, as far as you've tried thus far? Or where did you find a way around it? Thanks.
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 03-15-20, 12:11 AM   #584
Michael Wood
Machinist's Mate
 
Join Date: Dec 2016
Posts: 130
Downloads: 314
Uploads: 0
Default

Quote:
Originally Posted by propbeanie View Post
The strangest thing it does is re-sets the "timer" for the repairs back to "zero", like they had never been started on... but 6% damage. Was that listed as "Hull" or Bulkhead damage? It really isn't that high of a number. That game tips the scales and begins to sink your boat at 40%... and always at 3°N, no matter the longitude, as far as you've tried thus far? Or where did you find a way around it? Thanks.

6% Hull damage. Zero bulkhead damage. Yes, longitude did not seem to matter. Tried three differing longitudinal locations. Always destroyed.
Michael Wood is offline   Reply With Quote
Old 03-15-20, 07:20 AM   #585
SirMoric
Seaman
 
Join Date: May 2007
Posts: 33
Downloads: 32
Uploads: 0
Default

Quote:
Originally Posted by propbeanie View Post
What is the path to your game install? The default for Steam SH4 is "C:\Program Files (x86) \Steam \SteamApps \common \Silent Hunter 4..." If you have the game there, then any mods will be considered by Windows to be unauthorized alterations of System files, and get rolled back to their previous state. See "Moving a Steam Installation and Games" for info from Steam for two ways of moving a Steam installation and / or game. If SH4 is the only game, or one of only a few, it might be easier to just un-install the Steam game and make a new Library folder when you go to re-install it. Or, remove Steam and re-do the whole installation again, but do not put it in a "Program Files" folder. Instead, create a folder yourself, such as "Games" or whatever, and install into that.
Okay, somehow I did make it work

Last edited by SirMoric; 03-15-20 at 08:42 AM.
SirMoric 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 02:33 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.