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Old 11-12-17, 10:13 AM   #1
KaleunMarco
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Quote:
Originally Posted by THEBERBSTER View Post
Hi pb
It's a well known fact that the first patrol shold be done without making any upgrades or changes to the boat.
This rule of thumb is good for SH3-4-5.
Hopefully Mark will provide more information.
I think I might test out a new career with a S18 boat and see what happens.
On past experiences using these mods I do not think the problem is there but it will be interesting to see.
Peter
i looked into all of the UPCUnitsData files and found no reference to Mk14 and S-18.
in the S-18 Submarine folder i checked out the NSS_s18.UPC file and it looks normal.
[UserPlayerUnit 1.Compartment 4.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable= Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inOldUS, Mk10Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58
Activeuserplayerunits.UPC looks normal:
[UserPlayerUnit 1.Compartment 4.WeaponSlot 1.Weapon]
ID=TorpedoTube21inOldUS
NameDisplayable=21" Torpedo Tube
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=TorpedoTube
AmmoTypesAccepted=Mk10Torpedo
AmmoTypeLoaded=Mk10TorpUS
i noticed in the section above that the Mk10 is defined as an "OLD" US torpedo. in Weapons.UPC, the Mk10 is defined in two weapon types, Weapon 8 (21 inch) and Weapon 11 (OLD). However, the Mk14 is right where it should be with Weapon 8.

so, where else does one look to find the link between a sub and its eligible torpedos?
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Old 11-12-17, 10:42 AM   #2
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In the Submarine folder, the EQP file, which is text-based, and the SIM file, which gets opened in S3ditor. Look under the "wpn_SubTorpedoSys" nodes. It's basically the tubes on the boat, not the torps themselves. How are you doing your "fresh" installs mark bonamer? It's almost like there's a little something in your installs that shows it's face when you apply a mod. In other words, what's the source of your files, the path to the game, the version of JSGME, etc.?

I probably didn't state it very well, but I was referring to your getting the Mark 14 torps in your S boat possibly being caused by the mod change during the career. If you did empty the Save folder, and started a new career, then I say (again): "I dunno"... Very strange - though years ago, not so strange. There used to be all sorts of weird nigglies in the game. My original disk was almost unplayable from a career perspective, unless of course, you died after a couple-three patrols. Otherwise, something would bomb on you. Ubi kept throwing "updates" at the game, which sometimes broke more than they fixed...

My brain is remembering a post on here (maybe the Ubi forum??) about someone having found an issue with the torps, but I'm thinking it was pre-v1.4 release - and it may have been SH3... then again, I are old, and I've slept quite a bit since 2007, including those afternoon naps on the couch, where I don't even remember having had lunch when I awaken... - maybe some one of the old heads here can remember that far back...
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Old 11-12-17, 12:37 PM   #3
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Quote:
Originally Posted by propbeanie View Post
In the Submarine folder, the EQP file, which is text-based, and the SIM file, which gets opened in S3ditor. Look under the "wpn_SubTorpedoSys" nodes. It's basically the tubes on the boat, not the torps themselves. How are you doing your "fresh" installs mark bonamer? It's almost like there's a little something in your installs that shows it's face when you apply a mod. In other words, what's the source of your files, the path to the game, the version of JSGME, etc.?

I probably didn't state it very well, but I was referring to your getting the Mark 14 torps in your S boat possibly being caused by the mod change during the career. If you did empty the Save folder, and started a new career, then I say (again): "I dunno"... Very strange - though years ago, not so strange. There used to be all sorts of weird nigglies in the game. My original disk was almost unplayable from a career perspective, unless of course, you died after a couple-three patrols. Otherwise, something would bomb on you. Ubi kept throwing "updates" at the game, which sometimes broke more than they fixed...

My brain is remembering a post on here (maybe the Ubi forum??) about someone having found an issue with the torps, but I'm thinking it was pre-v1.4 release - and it may have been SH3... then again, I are old, and I've slept quite a bit since 2007, including those afternoon naps on the couch, where I don't even remember having had lunch when I awaken... - maybe some one of the old heads here can remember that far back...
ok...
EQP file has no reference to torpedos or torpedo tubes.
SIM file has no reference to torpedos, only doors animation. I exploded every + symbol and there is no reference to torpedos. if there is supposed to be a reference then that may be a problem.
fresh installs mean: Delete the savefiles from previous play. then de-install SH4, delete leftover SH4 folders, reboot, re-install from CDROM using unique folder on the C-drive and not the Program Folder that is suggested. then i replace JSGME and SHKeymapper into the new SH4 folder. i've learned my lessons.
Version of JSGME is Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\SH4\MODS]
i think that covers all of your questions.

i have seen this inappropriate torpedo assignment before but it was later in the war...and i do not remember which mod-group i was playing...and i just went with the flow.

how are new torpedos made available? i've looked in ammunition.upc and the Mk10 and Mk14 have concurrent and overlapping dates so there has to be another connection in a file between the sub and/or the tubes with the actual weapons in order to distinguish available types with the different subs. that is probably the file that is messed up and needs to be corrected.
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Old 11-12-17, 05:43 PM   #4
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Sorry about that mark bonamer. You said UPC, and for some reason, I did my 1968 Space Cadet imitation and said EQP. The sub's torp loadouts are in the UPC, the Tubes are in the SIM. There is also a Weapons.upc and an Ammunition.upc file down in the UPC folders, and in the Save folder. The torps themselves are in their own Torpedo_US.dat etc. files. I rely heavily on CapnScurvy, s7rikeback and keltos01 for proper linking of the files... my mind goes numb when I try

You'll see lines like this in the UPC file for the Gato:
Line 1326: IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk14Torpedo
Line 1326: IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk14Torpedo
Line 1327: IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo
Line 1327: IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo


The "NULL" designation means either "from the beginning" or "to the end", whatever the game supplies as a date, so the 14s re-load upon re-fit until April 1st, 1944, and then the Mk18s will load until the end of the game.

The S18 & S42 boats at Manila have:
Line 1221: IDLinkBunker=BowTorpedoRoom
Line 1222: IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inOldUS, Mk10Torpedo
Line 1222: IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inOldUS, Mk10Torpedo


(I didn't get my "copy" exactly the same, but you'll get the gist). There the Mk10 loads the whole time... If you have Notepad++, do a "Search" on the word "torpedo", and you should find those lines. If they're not very similar... There are quite a few more lines after those that describe the tubes and loadings... In the save folder, the ActiveUserPlayerUnits.upc file might have what's on your boat in that Save Game folder. On my computer it's E:\Users \propbeanie \Documents \GFO \data \cfg \SaveGames \00000001 \UserPlayer... etc. I use MultiSH4, hence the "GFO" instead of "SH4" for the folder.

At the present time, my laptop has decided to once again quit, and I can't get to my GFO, THEBERBSTER Style. So I'm using my Webster's GFO on a different computer. My project for tomorrow will be to blow the laptop away and re-do the whole thing. 'Course, I say that every 3 or 4 days, and then the computer starts working again...
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Old 11-12-17, 05:47 PM   #5
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Hi Guys
I can confirm that with the S18 boat and mk10 torpedoes you will get a ctd when the torpedo hits the target.
Why this is I do not know as I am currently using a Porpoise class without any torpedo problems with mk14's.
I do not think this is a mod problem as I have used these mods for a long time without any problems.
Peter
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Old 11-12-17, 05:54 PM   #6
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Well, when I get my computer back, I might try the S42 then, and see if it does the same.

Quote:
Originally Posted by mark bonamer View Post
i looked into all of the UPCUnitsData files and found no reference to Mk14 and S-18.
in the S-18 Submarine folder i checked out the NSS_s18.UPC file and it looks normal.
[UserPlayerUnit 1.Compartment 4.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable= Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inOldUS, Mk10Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58
Activeuserplayerunits.UPC looks normal:
[UserPlayerUnit 1.Compartment 4.WeaponSlot 1.Weapon]
ID=TorpedoTube21inOldUS
NameDisplayable=21" Torpedo Tube
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=TorpedoTube
AmmoTypesAccepted=Mk10Torpedo
AmmoTypeLoaded=Mk10TorpUS
i noticed in the section above that the Mk10 is defined as an "OLD" US torpedo. in Weapons.UPC, the Mk10 is defined in two weapon types, Weapon 8 (21 inch) and Weapon 11 (OLD). However, the Mk14 is right where it should be with Weapon 8.

so, where else does one look to find the link between a sub and its eligible torpedos?
The ActiveUserPlayerUnits.upc has to be looked at in your Save folder, as mentioned above. The one in the game's "Data..." folder is the "initial" settings. That "TorpedoTube21inOldUS" refers to the tube, not the torp. The torp is after the comma. I haven't found a listing for a "TorpedoTube21inOldUS" either though... still looking in regular GFO
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Old 11-12-17, 06:53 PM   #7
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Quote:
Originally Posted by propbeanie View Post
Well, when I get my computer back, I might try the S42 then, and see if it does the same.


The ActiveUserPlayerUnits.upc has to be looked at in your Save folder, as mentioned above. The one in the game's "Data..." folder is the "initial" settings. That "TorpedoTube21inOldUS" refers to the tube, not the torp. The torp is after the comma. I haven't found a listing for a "TorpedoTube21inOldUS" either though... still looking in regular GFO
i found it in \data\submarine\NSS_s18.UPC
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Old 11-12-17, 06:51 PM   #8
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Quote:
Originally Posted by THEBERBSTER View Post
Hi Guys
I can confirm that with the S18 boat and mk10 torpedoes you will get a ctd when the torpedo hits the target.
Why this is I do not know as I am currently using a Porpoise class without any torpedo problems with mk14's.
I do not think this is a mod problem as I have used these mods for a long time without any problems.
Peter
thank you thank you thank you thank you.

i was beginning to take that CTD personal.
seriously, thanks for verifying.
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Old 11-12-17, 07:13 PM   #9
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Quote:
Originally Posted by THEBERBSTER View Post
Hi Guys
I can confirm that with the S18 boat and mk10 torpedoes you will get a ctd when the torpedo hits the target.
Why this is I do not know as I am currently using a Porpoise class without any torpedo problems with mk14's.
I do not think this is a mod problem as I have used these mods for a long time without any problems.
Peter
Alright, just confuse things a little bit, I used Webster's original GFO, and since the first mission of my Career was ~again~ a waste of time - four torps, all ran deep - or else the Minelayer lifted its skirts again, two set to magnetic, two to impact at 15 foot... I went ahead then and made me a SingleMission, with an S18 on January 3rd, 1941, 0800 hours, with a docked Naka... Can't miss, right? Here's the results:


That's a mag pistol right, impact left...


Mag pistol detonation


impact detonation

I'll go ahead and noodle with the laptop, which I might be able to boot, but can't get online with it, and I'll report back with the results from the same mission in it.
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Old 11-12-17, 08:26 PM   #10
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Hello mark Bonamer! Confirmed on the other machine with THEBERBSTER's mix. Regular GFO is fine. I took out the torpedo mod, however, the game on the laptop seems to still be messed-up, basically in an unplayable state, and this is after deleting the Save folder. Thankfully, I used RR's Corruption Management System, and should have the game up and running just fine by midnight - if the computer holds out...

I used a QuickMission I made on one machine's GFO and used it on a 2nd machines THEBERBSTER version of GFO (not advisable), and that probably impacts my "findings". This machine I'm on now does not have the Max0ptic, and THEBERBSTER's does, so that may have corrupted the game further. Of course, the laptop computer with THEBERBSTER's GFO is dying and took a "Repair Boot Record" and three tries to get it to come up, so that may well be my further issues. I'm going to try the torp mod on my regular GFO here next, then add MaxOptics into it, and see what happens...
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Old 11-12-17, 09:39 PM   #11
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Default surface ships sailing under water

can i fix this somehow? medium freighters sailing with decks below the surface.

upload private photos
same setup as the with the Mk10/Mk14 issues.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

1 Game Fixes Only Mod v1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM (V3.0)
8 Webster's Upgraded Deck Gun v2
9 Webster's New sonar view for v1.5
10 MaxOptics IV for GFO 1.1
11 Eye Patch for Stock
13 Pacific Sound Mod
14 Stop The Shouting
15 sobers compass mod_version color
16 3000 Yard Bearing Tool (1920x)
17 Magnified Hud Dials for v1.5_Medium
18 Webster's Eliminate Floating Plankton
19 Remove grain effect
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