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 10-05-21, 10:23 AM   #136
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by 4H_Ccrashh View Post
Is it still advised to turn off Volumetric Fog in the settings?

There were some problems associated with that setting in the past.

Have they been fixed?

Yes, issue is still present. I keep it off to avoid transparent crew on deck when there is fog. I am unaware of how to solve the issue.
Bubblehead1980 is offline   Reply With Quote
Old 10-05-21, 10:28 AM   #137
Kal_Maximus_U669
Sea Lord
 
Kal_Maximus_U669's Avatar
 
Join Date: Jan 2017
Location: France Nord East
Posts: 1,647
Downloads: 816
Uploads: 0


Default

Quote:
Originally Posted by 4H_Ccrashh View Post
Is it still advised to turn off Volumetric Fog in the settings?

There were some problems associated with that setting in the past.

Have they been fixed?
personally I activate without it because of the sky which is better... after that you have to try because from one machine to another it varies from all to all. !!! in addition it depends on ati & nvidia ... I can only recommend you to try is what seems best to you
before without Doc Jester's

with Doc Jester's tinkering my way to keep the mod authentic

Kal_Maximus_U669 is offline   Reply With Quote
Old 10-05-21, 12:52 PM   #138
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default SS-183 vs KIGAN MARU (TMO Update 2.5 BH)

TMO 2.5 Update
100 difficulty cams and contacts off.


Story of one of the more intense engagements have ever had with an unescorted merchant, for full patrol report, see the patrol reports and screenshots thread here. https://www.subsim.com/radioroom/sho...d.php?t=107786


USS Seal SS-183 departed Fremantle on 26 May 1942 at 0730 for Fourth War Patrol. Assigned to patrol Area B6 off Indochina in the South China Sea, Seal transited via Lombok, Makassar Straits, Sulu Sea, Balabac Strait.

At 0415 on 6 June 1942, while passing through Area D6 in South China Sea en route to assigned area, lookouts spotted a vessel bearing 330 6000 yards. Immediately turned to shadow until dawn and went to General Quarters-Torpedo.


At 0526 , submerged for dawn periscope attack. Target identified as KIGAN MARU 7390 tons. Target was on a course of 165 degrees at 9 knots. All stern tubes were readied and fired three MK 14 torpedoes from tubes 5,6, and 7 at 0553. Range 1000 yards, AOB 85 P , 1.5 degree spread on TDC knob. At 0553:35 torpedo (tube 5) prematurely detonated about 20 yards from target. This appeared to alert the target as it slowed and began to turned towards the Seal, caused the other two torpedoes to just barely miss ahead and aster of target respectively. Just after missing ahead, torpedo(tube 7) prematurely detonated off the starboard bow of target. Final torpedo reached its maximum range and end of run explosions was heard. KIGAN MARU increased speed and turned away preventing an immediate follow up attack. Note: Target was observed to have 4 inch guns for and aft.

At 0555 Surfaced, secured from General Quarters and raced at 10 NM off starboard side of target, tracking by its smoke, visible on horizon. All tubes reloaded. Ahead of target, submerged at 0808 for second attack. Called General Quarters Torpedo once submerged at 0815. At 0906 Seal was ahead of target, target changed course preventing a bow shot, turned off track for another stern shot. and at 0933 fired Tubes 5 and 6 at 1200 yards, as targets broadside exposed during its zig. First torpedo prematurely detonated and second passed right under the target. . The ship turned toward the Seal's periscope and fired forward deck gun and machine guns at scope. Ordered depth of 90 feet, soon the KIGAN MARU's props noises were audible through hull as it passed above.

Secured General Quarters, reloaded tubes and waited for enemy to clear area before surfacing for another end around. At 1403 surfaced into overcast skies, thunder, moderates winds, light but choppy seas and a light fog. Raced along last known course of KIGAN MARU at flank speed and made contact at 1419, spotting whips of smoke on horizon , in spite of the fog.

Submerged the boat in preparation for attack, but contact was not arriving as expecting. Target had changed course. Surfaced and began chasing to get ahead ad at 1442 spotted the KIGAN MARU in the fog at 7200 yards. KIGAN MARU spotted Seal, as opened fire with both deck guns, shells landing in the distance off Drum's stern and port side. Kigan Maru increased speed to 10 knots in opposite direction.

At 1531 SD radar had a contact at 9 NM closing fast. Seal submerged to 150 feet. Surfacing again at 1550, closed target s estimated location at high speed. SD contact was made but range steady, did not dive. The low visibility helped shield Seal from being spotted by the aircraft.

Submerged the boat at 1633 for attack. At 1637 all tubes were readied forward and at 1558 fired Tubes 1,2 at target from 1000 yards, both prematurely detonated shortly after arming. Fired tubes 3,4 as still have favorable set up. Torpedo 3 prematurely detonated, torpedo 4 impacted just of the stack, causing a large explosion. Engine noises on sound ceased. Enemy spotted Seal's scopes and began firing, dropped scope to move into position to finish vessel off with stern tubes. During the turn, passed 300 yards along side the enemy vessel and raised scope, which came under fire from deck guns and machine guns, dropped scope.

At 1721 fired Tube 6 from 900 yards. Torpedo impacted, setting off a large explosion and fire. Target began to sink, water lapping over the decks. At 1737, KIGAN MARU 7390 tons sunk at 8-54 N 113-36 E in South China Sea (Area D5) . Surfaced and continued on to patrol area after an action which lasted from contact to completion, 15 1/2 hours. The ship most of have been on of the merchants set to "elite" , as it was not the relatively easy prey lone merchants usually are with the radical course and speed changes and sharp eyed look outs. In future plan to add defensive depth charges(some merchants did carry them during the war) so use by lone merchants. I believe since will attack with guns to defend themselves, likely if player is close enough and they hear player sub on hydrophones (there are merchant hydrophones in the sensors of TMO ) would drop them. Plan to test soon.


Some screen shots from the battle. I had the external cam off so options were limited...












Pressing the firing plunger. to finish off the the KIGAN MARU

Last edited by Bubblehead1980; 10-06-21 at 02:15 AM.
Bubblehead1980 is offline   Reply With Quote
Old 10-05-21, 07:09 PM   #139
Westbroek
Lieutenant
 
Join Date: Apr 2009
Location: LA
Posts: 256
Downloads: 121
Uploads: 0
Default

Resurfacing after several years. Super excited to see this new TMO update.
Thank you all for the amazing work. I never cease to be impressed by this community.
Time to get wet again. 07
__________________
.Godspeed.
Westbroek is offline   Reply With Quote
Old 10-05-21, 07:11 PM   #140
Arlo
The Old Man
 
Join Date: Nov 2003
Posts: 1,304
Downloads: 214
Uploads: 0
Default

__________________
-Arlo
Arlo is offline   Reply With Quote
Old 10-06-21, 01:05 AM   #141
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by Westbroek View Post
Resurfacing after several years. Super excited to see this new TMO update.
Thank you all for the amazing work. I never cease to be impressed by this community.
Time to get wet again. 07

Yes, welcome back Glad you are excited to get on patrol with the update. Let me know how it goes and if have any questions etc., let me know as well.

I agree, this is an excellent community and even after all this time, still impresses me.
Bubblehead1980 is offline   Reply With Quote
Old 10-06-21, 09:35 AM   #142
Rhodes
Silent Hunter
 
Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,486
Downloads: 109
Uploads: 0
Default

Quote:
Originally Posted by Bubblehead1980 View Post
Glad are enjoying it. Okay, I will check into the CTD, has not happened to me and my first patrol was out of Manila. . Date/Time of the CTD (in game) what time compression were you at? Are you running any extra mods? LAA enabled? Did it happen more than once? you were in manila bay or at entrance etc? There is a large, surfaced, US minefield protecting the bay entrance with a narrow gap for ships to enter and exit and suspect it is the culprit, or could be submerged submarine operating. They are stable but did have a CTD in testing one time, because was using too high time compression. I will attempt to isolate the CTD and remedy. Otherwise, things ran fine yes?

Halo. First, I am sorry for the late reply and for the duplicated maps in the post, do not know what happened.



The CTD: was at 2048 time compression, July 1942. Until now it was the only time, so far.

Since it was my first patrol, no other mods were enable besides the ones you advise in the readme files.



I am now on my second patrol, had a nice 2 on 1 encounter with a couple of destroyers in the Lombok strait. What I notice was that there was no sound of the depth charges entering the water and then when exploding, the splash sound of the water column, when outside - using the free camera.

Inside the boat, i could here the propelers, sonar pings and the exploding charges (remind me of Godzilla foot steps sounds from the first film).

I had to dive to 350 ft, with my Sargo and silent running until I lost them.
Rhodes is offline   Reply With Quote
Old 10-06-21, 10:57 AM   #143
Revus
Mate
 
Join Date: Feb 2018
Posts: 55
Downloads: 223
Uploads: 0
Default

Just finished my first patrol in Silversides, 23000 tons sunk, 4000 tons damaged (only difficulty concession is map updates). Did my patrol report on word, doesnt upload to the forum well. Any ideas on how to put it out there for you all? (same for picture hosting?)
Revus is offline   Reply With Quote
Old 10-06-21, 11:00 AM   #144
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by Revus View Post
Just finished my first patrol in Silversides, 23000 tons sunk, 4000 tons damaged (only difficulty concession is map updates). Did my patrol report on word, doesnt upload to the forum well. Any ideas on how to put it out there for you all? (same for picture hosting?)

I type mine up on notepad, then copy and paste into the forum. Works pretty well.
Bubblehead1980 is offline   Reply With Quote
Old 10-07-21, 07:01 AM   #145
Rinaldi
Watch
 
Join Date: Apr 2015
Posts: 28
Downloads: 184
Uploads: 0
Default

This is phenomenal. I can't even begin to describe how overjoyed I am to have seen this when I visited. I was having a blast with my last TMO playthrough until I had a whoopsie-daisy with the cloud I use, deleted all my documents. It took the wind out of my sails for a bit.

Part of my fatigue was due to getting tired of having to rely on RSRD with all its other changes, or the tonnage-heavy original TMO campaign traffic. I think I am most impressed with your new campaign traffic as a result. I had a quick look in editor and I think its fair to say you've struck an excellent balance between historic accuracy and replayability.

I did a quick and dirty patrol and loved everything I saw - love the submod that turns AA into surface action weapons as well.

Honestly, this website continues to impress me with the absolute wizardry that is modded into these games.
Rinaldi is offline   Reply With Quote
Old 10-07-21, 08:04 AM   #146
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by Rhodes View Post
Halo. First, I am sorry for the late reply and for the duplicated maps in the post, do not know what happened.



The CTD: was at 2048 time compression, July 1942. Until now it was the only time, so far.

Since it was my first patrol, no other mods were enable besides the ones you advise in the readme files.



I am now on my second patrol, had a nice 2 on 1 encounter with a couple of destroyers in the Lombok strait. What I notice was that there was no sound of the depth charges entering the water and then when exploding, the splash sound of the water column, when outside - using the free camera.

Inside the boat, i could here the propellers, sonar pings and the exploding charges (remind me of Godzilla foot steps sounds from the first film).

I had to dive to 350 ft, with my Sargo and silent running until I lost them.

Forgive me, location of the CTD was near Manila? Possible at that time compression near the minefield was too much and caused CTD. That is the only CTD I have had reported and it happened to me other day when tested. When kept it 32-64 time compression, so CTD. Did not occur to me to mention this in README, will definitely include that in the future updates of the mod.

There was no splash sound at all or just a few skips? Very strange if so. Once in a while a splash noise, especially when multiple charges are simultaneously deployed, the sound will be skipped but usually majority there is a splash sound.


Love the sound effects of depth charges in the EAX sound mod, and torpedo impacts on the surface at night, how sound travels. One of the best mods ever made for SH 4 in my opinion. Changes the whole experience.


My current campaign is in a Salmon Class, so similar to the Sargo. I am just finished fifth patrol in August-September 1942. Yes, usally have to go to 350-380 feet to escape .
Bubblehead1980 is offline   Reply With Quote
Old 10-07-21, 08:35 AM   #147
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by Rinaldi View Post
This is phenomenal. I can't even begin to describe how overjoyed I am to have seen this when I visited. I was having a blast with my last TMO playthrough until I had a whoopsie-daisy with the cloud I use, deleted all my documents. It took the wind out of my sails for a bit.

Part of my fatigue was due to getting tired of having to rely on RSRD with all its other changes, or the tonnage-heavy original TMO campaign traffic. I think I am most impressed with your new campaign traffic as a result. I had a quick look in editor and I think its fair to say you've struck an excellent balance between historic accuracy and replayability.

I did a quick and dirty patrol and loved everything I saw - love the submod that turns AA into surface action weapons as well.

Honestly, this website continues to impress me with the absolute wizardry that is modded into these games.

Glad you decided to return and are enjoying the mod.

Yes, historical basis, balanced with playability was the goal of modding the traffic, it is actually how this started. I returned to SH 4 after some time away and was disappointed to see that TMO and RSRD had not been updated in a while as creators were not longer active in the community. Love TMO, but it was showing its age as was RSRD. I wanted to upgrade RSRD to save myself some work, but it does not react well to changes made, especially via the mission editor. Plus, it changes the sensors and TMO AI is never same with RSRD running. Also, run RSRD long enough, it can get stale due to knowing where certain convoys always are etc.So I decided that would add ships to the TMO and change up the traffic, well the pandemic hit and had a lot of free time, so it snowballed into a major overhaul of TMO 2.5. Overall, I am with pleased with the result, still have some things working on that did not make the release but in due time.

Ah yes, the AA guns turning into deck guns , I was ecstatic when learned how to do that lol as it had always annoyed me highly the devs of the sim did not make them multi purpose , I mean they were used far more often against surface targets than aircraft. in the pacific. Think having developed U boat sims, that was in their minds, because U boats used their AA guns against aircraft somewhat often from what I have gathered. Once boat has the 40 MM and 20 MM guns, can really lay down some fire.


I agree, this is a great community, never ceases to amaze me. Enjoy you patrol, let us know how it goes.
Bubblehead1980 is offline   Reply With Quote
Old 10-07-21, 09:19 AM   #148
Rhodes
Silent Hunter
 
Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,486
Downloads: 109
Uploads: 0
Default

Quote:
Originally Posted by Bubblehead1980 View Post
Forgive me, location of the CTD was near Manila? Possible at that time compression near the minefield was too much and caused CTD. That is the only CTD I have had reported and it happened to me other day when tested. When kept it 32-64 time compression, so CTD. Did not occur to me to mention this in README, will definitely include that in the future updates of the mod.

There was no splash sound at all or just a few skips? Very strange if so. Once in a while a splash noise, especially when multiple charges are simultaneously deployed, the sound will be skipped but usually majority there is a splash sound.


Love the sound effects of depth charges in the EAX sound mod, and torpedo impacts on the surface at night, how sound travels. One of the best mods ever made for SH 4 in my opinion. Changes the whole experience.


My current campaign is in a Salmon Class, so similar to the Sargo. I am just finished fifth patrol in August-September 1942. Yes, usally have to go to 350-380 feet to escape .





Yes, like south west of Manila. I was distracted, so the correcto position of the boat eludes my memory. But CTD in SH4 is not a big deal, for me, do to the fast loading times and saves liberty (in contrast with SH3). So, even if I have a CTD it is no big. I just reported since another fellow forumner also wrote about it.



I never heard the splash sound, I stayed on free camera mod to see more of the surface action and sounds. I will provoke another encounter with ASW forces to see and report here.
Rhodes is offline   Reply With Quote
Old 10-07-21, 11:43 AM   #149
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by Rhodes View Post




Yes, like south west of Manila. I was distracted, so the correcto position of the boat eludes my memory. But CTD in SH4 is not a big deal, for me, do to the fast loading times and saves liberty (in contrast with SH3). So, even if I have a CTD it is no big. I just reported since another fellow forumner also wrote about it.



I never heard the splash sound, I stayed on free camera mod to see more of the surface action and sounds. I will provoke another encounter with ASW forces to see and report here.


Okay thanks for the heads up, feel to free to let me know if are any other issues.


I believe that CTD was caused by mines as you were at high time compression. Never happened to me during testing but have heard from others. Before next update I will probably reduce the number of mines in area and make sure in the readme to emphasize conservative use of high time compression especially in Manila area.
Bubblehead1980 is offline   Reply With Quote
Old 10-07-21, 12:34 PM   #150
Revus
Mate
 
Join Date: Feb 2018
Posts: 55
Downloads: 223
Uploads: 0
Default

So, might have found an issue.
Its 1 Apr 43, 0700. 12-12N 138-16E. Just finished a whole night of surface attacks on a NE bound convoy (1 DE, 4 AK's) (quite the experience, tell yall later). While in pursuit, the sound of the engines changed and sounded distorted in some odd way, like static in addition to the normal sounds yo hear while going full speed. Once in position ahead of convoy, tried to manually track on sonar, but I couldnt change bearing on it. It was stuck at 000r, 000t and wouldnt turn. Automatic "follow" commands worked fine, but I couldnt follow them on my own, making submerged evasion a hassle.

Finished attack with a coup de grace on a dead-in-water HAKUSIKA MARU last night, sound issue still happening. saved and exited.
Came back to it today, same issue.
Had an issue last patrol where gunfire and impact noises were non-existent. I have a feeling it has something to do with the EAX mod.

Heres my list:


TMO
Nav Map MakeOverTMOUpdate
NavMApMakeOverTMOUpdatePatch
AlliedShips
Ships
EAXsoundsim_without_WebstersManeuver_TMO
TMO2_different_smoke
IJN_Radar_Fix_2
GatoLadder
TMONewDepthChargesType2
TorpexTorpedoesV3
SEA_LIFE


Took no damage from guns or DC's, but if its "broke" in sim, may just go back to port and end patrol for "maintenance". If its a mod list issue, hopefully I can salvage this one.


*edit: tried in a quick mission, and it works without issue, went back into saved game, still broke...

Last edited by Revus; 10-07-21 at 12:52 PM.
Revus 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 02:44 AM.


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.