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 08-06-22, 11:57 AM   #1
Kapitän
The Old Man
 
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
Default

Quote:
Originally Posted by Kapitän View Post
So, made it back to Bordeaux, 18 Nov. 1942 (new campaign date is 19 Nov.1942):

Again, Zero airplanes in the Bay of Biscay, which might be because of the prevailing fog and unchanged weather we've had for 6 days, ever since passing the Canary Islands.

Note: I did receive a radio message from B.d.U. on 15 Nov., that apparently the big allied air offensive by the British in the Bay of Biscay, was completely halted in Oct.42 by the Germans, with the introduction of the "Fu.M.V. Station" ... maybe, that's why there are no enemy airplanes in the Bay of Biscay (?)

Mooring Crew: Yes, placing crew members in that station, will place as many (up to 6), on the forward upper deck.

Options for RTB: Just before arriving at base, a window pops up with the option to either, "Refit", "End patrol", or "Postpone".

I suppose, one can just refit/reload/refuel and go straight back out to sea, without loosing the "Dry Dock Time" at base (next patrol appears to be about 1 month later, i.e., 23 Dec.1942 (?)

Cmdr. received for 60,773ts sunk: E.K.I, Promotion to Ob.Ltnt.z.S., and 1720 Renown. Can't gauge, if this a lot or very little ...

The crew only received 1 E.K.I, which I awarded to the I.W.O.

Crew Qualification: Also, it seems, crew members without any qualification can not be given any, except by changing out the crew member. Is this so?

Note: A Midshipman (Fähnrich.z.S.), "costs" 100 Renown (with Watch-going qualification).

For Transfers: The only available flotilla seems to be the "Flying Dutchman Flotilla" (?) Does anyone know what this is about?

Couple more points I noticed:

- Availability of Turms: Turm2 is needed for installation of FuMO30 and Turm4 is needed for installation of 3,7cm Flak gun SK C/30U. The 3,7cm SK C/30 should be avilable on all IX-type boat as of 1941 and the FuMO30 should be available as of Q1/42 ... BUT as of when are the two Turms available?

- Oxygen level in boat: From my observation, the Co2 level in a IX-type boat is about 3.4% after about 10 hours - definately time to surface and ventilating the boat. Is there any option to add O2 to the breating air in the boat, to extend the 10h time period?

Many thanks!
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90)
Kapitän is offline   Reply With Quote
Old 08-06-22, 12:00 PM   #2
Kapitän
The Old Man
 
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
Default Manual Targeting

Is there a tutorial available for manual torpedo targeting in KSDIIAce?
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90)
Kapitän is offline   Reply With Quote
Old 08-17-22, 11:25 AM   #3
Niume
Sea Lord
 
Join Date: Sep 2015
Location: Lithuania
Posts: 1,633
Downloads: 499
Uploads: 2


Default

Quote:
Originally Posted by Kapitän View Post
Couple more points I noticed:

- Availability of Turms: Turm2 is needed for installation of FuMO30 and Turm4 is needed for installation of 3,7cm Flak gun SK C/30U. The 3,7cm SK C/30 should be avilable on all IX-type boat as of 1941 and the FuMO30 should be available as of Q1/42 ... BUT as of when are the two Turms available?

- Oxygen level in boat: From my observation, the Co2 level in a IX-type boat is about 3.4% after about 10 hours - definately time to surface and ventilating the boat. Is there any option to add O2 to the breating air in the boat, to extend the 10h time period?

Many thanks!
Oxygen levels are hardcoded sadly it is not possible to change them from stock values.



Turm4 is not needed to get a 3,7cm flak for type IX. The text is meant for Type VII. You should have 3,7cm flak already installed on your type IX
__________________


GLORY TO UKRAINE!


[ENG] SH 4 KSD II Ace Edition
Niume is offline   Reply With Quote
Old 08-19-22, 06:42 PM   #4
pauluss67
Swabbie
 
Join Date: Mar 2010
Location: italy
Posts: 10
Downloads: 224
Uploads: 0
Default game crashes when loading saves

why does the game crash when I load the saves?
I also read the instructions on when to save
but crash anyway
pauluss67 is offline   Reply With Quote
Old 08-20-22, 02:25 PM   #5
Zinmar
Commander
 
Zinmar's Avatar
 
Join Date: Oct 2004
Location: Harrisburg, PA
Posts: 304
Downloads: 276
Uploads: 0
Default Removing the marker floating above us

Is there a way to remove that? I don't like having it there. I know it doesn't impact the game but I'd like to get rid of it.
Zinmar is offline   Reply With Quote
Old 08-21-22, 04:29 AM   #6
Niume
Sea Lord
 
Join Date: Sep 2015
Location: Lithuania
Posts: 1,633
Downloads: 499
Uploads: 2


Default

Quote:
Originally Posted by Zinmar View Post
Is there a way to remove that? I don't like having it there. I know it doesn't impact the game but I'd like to get rid of it.
When you open JGSME you should see a mod called No UMARK. Activate it.
__________________


GLORY TO UKRAINE!


[ENG] SH 4 KSD II Ace Edition
Niume is offline   Reply With Quote
Old 08-21-22, 03:29 PM   #7
Zinmar
Commander
 
Zinmar's Avatar
 
Join Date: Oct 2004
Location: Harrisburg, PA
Posts: 304
Downloads: 276
Uploads: 0
Default

Quote:
Originally Posted by Niume View Post
When you open JGSME you should see a mod called No UMARK. Activate it.
Thanks so much!! I didn't realize that is what it was for.
Zinmar is offline   Reply With Quote
Old 08-22-22, 05:49 AM   #8
Kapitän
The Old Man
 
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
Default

Quote:
Originally Posted by pauluss67 View Post
why does the game crash when I load the saves?
I also read the instructions on when to save
but crash anyway

Did you overwrite the game saves? If yes, that might be the cause ...
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90)
Kapitän is offline   Reply With Quote
Old 08-22-22, 06:00 AM   #9
Kapitän
The Old Man
 
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
Default

Quote:
Originally Posted by Niume View Post
Oxygen levels are hardcoded sadly it is not possible to change them from stock values.

Turm4 is not needed to get a 3,7cm flak for type IX. The text is meant for Type VII. You should have 3,7cm flak already installed on your type IX
Okay, clear on the O2 levels (too bad) ... will manage

I'm not sure, we are talking about the same 3.7cm Flak gun though: I'm referring to the 3,7cm gun SK C/30U, which became standard on type IX boats as of 1941 onward, and was mounted on the aft upper deck (behind the Conning Tower).

Since I am in Oct. 1942, it should be mounted on the IXD2 boat I have, but it is not. To improvise, I selected the 2cm/C30-Gun on the Conning Tower in the twin version.

Perhaps, the note is referring to the 3.7cm automatic M42 (also, for type VII boats), which was available with the Turmumbau IV, as of 1944?
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90)
Kapitän is offline   Reply With Quote
Old 08-24-22, 11:12 AM   #10
frostedflaker
Swabbie
 
Join Date: Aug 2014
Posts: 12
Downloads: 25
Uploads: 0
Default

I was just discussing my 3.7cm FlaK woes in the Dark Waters thread.

If I understand, both IXA and IXB should mount the single shot gun initially? The mount for the IXA is missing in DW but present here. I don't know enough to say about models, but I am interested and following your conversation as I become more and more attached to the Type IX.

Also, what does the spotlight do? I can "fire" it, and it seems to be a flickering light. I'm not sure how I'm supposed to use it? To ask single merchants to stop, Neutrals to be inspected? Signal to other KM elements? It doesn't work great for illumination, which would be handy in the first winter of the war.

Would it be possible to have the deck gun fire projectiles with tracer? I realize it may not be historical but it's the convention for other mods and with the resolution of SH4 and graphic fidelity, it's often the only way to see if my shots are going where intended. Just something to consider. Related, perhaps the 105mm gun is less effective than in other mods? I'm finding sinking even small vessels with hits below the waterline difficult, and one of the advantages of the Type IX is access to quiet waters with lone merchants where the deck gun can flourish.

Is there a way to scale up the added UI elements? I can barely make out the new fuel gauges and so on, even though they are very immersive. Also, would it be possible to have mouseover text translating German elements to English and displaying numerical values?

Finally, patrol objectives. Compared to DW/OM/FOTRSU I get the impression that patrolling around an objective is not enough to complete it. Is there also a tonnage requirement, and if so, can this be reconsidered? Many times I will be given a grid that sees hardly any traffic, especially in 1939, 40.
frostedflaker is offline   Reply With Quote
Old 08-25-22, 03:22 AM   #11
Kapitän
The Old Man
 
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
Default

Quote:
Originally Posted by frostedflaker View Post
I was just discussing my 3.7cm FlaK woes in the Dark Waters thread.

If I understand, both IXA and IXB should mount the single shot gun initially? The mount for the IXA is missing in DW but present here. I don't know enough to say about models, but I am interested and following your conversation as I become more and more attached to the Type IX.

Also, what does the spotlight do? I can "fire" it, and it seems to be a flickering light. I'm not sure how I'm supposed to use it? To ask single merchants to stop, Neutrals to be inspected? Signal to other KM elements? It doesn't work great for illumination, which would be handy in the first winter of the war.

Would it be possible to have the deck gun fire projectiles with tracer? I realize it may not be historical but it's the convention for other mods and with the resolution of SH4 and graphic fidelity, it's often the only way to see if my shots are going where intended. Just something to consider. Related, perhaps the 105mm gun is less effective than in other mods? I'm finding sinking even small vessels with hits below the waterline difficult, and one of the advantages of the Type IX is access to quiet waters with lone merchants where the deck gun can flourish.

Is there a way to scale up the added UI elements? I can barely make out the new fuel gauges and so on, even though they are very immersive. Also, would it be possible to have mouseover text translating German elements to English and displaying numerical values?

Finally, patrol objectives. Compared to DW/OM/FOTRSU I get the impression that patrolling around an objective is not enough to complete it. Is there also a tonnage requirement, and if so, can this be reconsidered? Many times I will be given a grid that sees hardly any traffic, especially in 1939, 40.

Hi,

I'm just learing the game myself, KSDII that is ... haven't tried DW/OM, yet.

Spot Light: I could never figure out how to operate the spotlight in KSDII. From what I gather, there are quite a view game options in there, that are left over from the original SH4 and just haven't been adapted to KSDII, i.e., they simply don't work ... and I believe the spotlight is one of those ...

Deck gun: I find that ships sink much slower in general in KSDII, e.g., if compared to Sh3. For me, firing the deck gun manually, always works better, i.e., the fire is more accurate compared to letting the crew handle it. Historically, it did take some boats, sometimes up to 70 or more rounds of the deck gun, to finish off a already torpedoed steamer.

UI Elements: I also find myself using a magnifying glass in front of the PC screen at times, in order to make out certain parts of that. For me, it is still manageable ... there are other parts to the game that for me need some "cleaing up", which I already touched on in some other posts in this thread ...

Op.Orders: I also noticed, that in KSDII, one might receive a new primary or secondary patrol objective during the course of a patrol. From what I noticed just having completed one patrol to date, there also is no RTB option at any point during the patrol ... so, one has to actually RTB in order to finish the patrol ... upon arrival in base, the achievements of the patrol are tallied up and translated into renown etc.
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90)

Last edited by Kapitän; 08-25-22 at 04:18 AM.
Kapitän is offline   Reply With Quote
Old 08-25-22, 07:20 AM   #12
frostedflaker
Swabbie
 
Join Date: Aug 2014
Posts: 12
Downloads: 25
Uploads: 0
Default

Quote:
Originally Posted by Kapitän View Post
Hi,

I'm just learing the game myself, KSDII that is ... haven't tried DW/OM, yet.

Spot Light: I could never figure out how to operate the spotlight in KSDII. From what I gather, there are quite a view game options in there, that are left over from the original SH4 and just haven't been adapted to KSDII, i.e., they simply don't work ... and I believe the spotlight is one of those ...

Deck gun: I find that ships sink much slower in general in KSDII, e.g., if compared to Sh3. For me, firing the deck gun manually, always works better, i.e., the fire is more accurate compared to letting the crew handle it. Historically, it did take some boats, sometimes up to 70 or more rounds of the deck gun, to finish off a already torpedoed steamer.

UI Elements: I also find myself using a magnifying glass in front of the PC screen at times, in order to make out certain parts of that. For me, it is still manageable ... there are other parts to the game that for me need some "cleaing up", which I already touched on in some other posts in this thread ...

Op.Orders: I also noticed, that in KSDII, one might receive a new primary or secondary patrol objective during the course of a patrol. From what I noticed just having completed one patrol to date, there also is no RTB option at any point during the patrol ... so, one has to actually RTB in order to finish the patrol ... upon arrival in base, the achievements of the patrol are tallied up and translated into renown etc.
Thank you, that was very helpful. I'm glad I'm not the only one having issues with needing a magnifying glass or not being able to read German! I'm also a bit relieved the spotlight was a mystery to others. Do you assign crew to it while surfaced or not? I haven't been as yet.
frostedflaker is offline   Reply With Quote
Old 08-25-22, 07:28 AM   #13
Kapitän
The Old Man
 
Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
Default

Quote:
Originally Posted by frostedflaker View Post
Thank you, that was very helpful. I'm glad I'm not the only one having issues with needing a magnifying glass or not being able to read German! I'm also a bit relieved the spotlight was a mystery to others. Do you assign crew to it while surfaced or not? I haven't been as yet.
Reading German is not an issue for me

To be honest, I'm not really sure where to place a crew member, in order to operate the spotlight ...
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90)
Kapitän is offline   Reply With Quote
Old 08-29-22, 07:15 PM   #14
Zinmar
Commander
 
Zinmar's Avatar
 
Join Date: Oct 2004
Location: Harrisburg, PA
Posts: 304
Downloads: 276
Uploads: 0
Default

I loved the look of Dark waters but could never get it to work.
Zinmar is offline   Reply With Quote
Reply

Tags
ksd ii, u-boat


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 01:07 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.