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 09-17-22, 08:00 AM   #5026
SeniorCitizen
Army Goes Deep
 
SeniorCitizen's Avatar
 
Join Date: Jan 2022
Location: North Augusta, South Carolina
Posts: 24
Downloads: 54
Uploads: 0
Default

Quote:
Originally Posted by propbeanie View Post
That was an early FotRSU experiment, but I left it when I was able to annihilate several sampans with one shot each. The problem with the shots is the fusing... you cannot set it yourself, which limits the practicality of doing that, but US subs did use AA ammo for anti-personnel also. We just left them in there, but for a sampan, you do have to be at just the right range - which I do not remember... 2500 yards?? It sure would be sweet to be able to send some 5" AA downrange on a zero, but your gun crew indeed will not do it... The irritating thing is that the AI subs will... sigh - what a game, eh?

btw, for the sampans, shoot 'em first, then ram them. You might clear the gun crews from the deck first. If you just ram them outright, you do not get the credit. Just be careful that you don't ram something with fuel or ammo on it...
Thanks PB. I think the 5" might be 3500 yds and 4" 2500 yds. I saw it somewhere but can't remember where now. Regardless, targeting a fast moving plane with the AA rounds from the deck gun would be pretty fruitless. I'll see if I can get a sampan or crab boat to sit still out at 3500 yards and pump a few into them. Might also be good for clearing the decks on a chasing destroyer if you can catch them at the correct range. On a related note, I find those ugly little acoustic torpedoes to be awesome for dealing with surface ships heading my way. Just put chasing ship in the rear view mirror, get even a pretty loose target solution plotted and cut it loose. Pretty much load up the rear torpedo room with them before each mission. It's hilarious to watch the destroyers trying to evade or outrun (which some of them can do) that little sucker as it homes in on their propeller.
SeniorCitizen is offline   Reply With Quote
Old 09-17-22, 08:57 AM   #5027
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,719
Downloads: 439
Uploads: 2


Default

Quote:
Originally Posted by KaleunMarco View Post
i did what you suggest above, once, with Stock, a long time ago.
it was on the way back to Pearl at the end of a patrol.
normally, i avoid these types of craft but for some reason i decided to play "John Wayne".
after ramming, we limped back to Pearl with some unbelievable amount of hull damage and casualties.
we'll never do THAT again.

I have had that also. I don't know if it has to do with the state of damage you have done with the guns, or if maybe it is just a roll of the dice, as to whether you take damage when ramming... the one time it's like hitting paper, and the next, it's got the armor of a BB...

Quote:
Originally Posted by SeniorCitizen View Post
Thanks PB. I think the 5" might be 3500 yds and 4" 2500 yds. I saw it somewhere but can't remember where now. Regardless, targeting a fast moving plane with the AA rounds from the deck gun would be pretty fruitless. I'll see if I can get a sampan or crab boat to sit still out at 3500 yards and pump a few into them. Might also be good for clearing the decks on a chasing destroyer if you can catch them at the correct range. On a related note, I find those ugly little acoustic torpedoes to be awesome for dealing with surface ships heading my way. Just put chasing ship in the rear view mirror, get even a pretty loose target solution plotted and cut it loose. Pretty much load up the rear torpedo room with them before each mission. It's hilarious to watch the destroyers trying to evade or outrun (which some of them can do) that little sucker as it homes in on their propeller.
See the caveat above, of course about the ramming. As for the AA shell on the sampan, I think "luck" had a lot to do with it also. As for use as an anti-personnel device, if the game had a proper damage model for that, it would be fantastic, but alas, you cannot damage guns and their personnel unless you damage the platform to the point of "killing" it, else a gun position, even partially underwater can and will continue firing at you, even with an unreal list on the deck, to the point where a human could not possibly remain "standing" and be capable of firing the weapon... oh well.

As for Fido, I was attacking a convoy just the other day while testing, and had shot 3 torps at the merchants. I turned the scope to look back at an escort I knew was close by, and noticed he was charging me with a bone in his teeth, so I sic'd a Fido on him, turned back to shoot a few more torps at the merchants and then went deep - NOT at flank, of course... lol - however, the DE kept coming, and Fido kept attempting to follow, even as the DE dropped his cans. I had turned and was out of their path, and roughly 110 foot deep. I went on to the attack map to see where Fido was in relation to the DE, and for whatever reason, it had turned at the charges area and was now tracking me... I couldn't remember if they could go any deeper (probably can't), so as to not take a chance, I cut the engines completely and glided on down deeper. Fido went practically directly over me, and did a slow turn, then found a merchant and got it... phwew! There were several tense moments on the boat, that is for certain. I know there is no way that the depth charges "confused" Fido, that'd be a stretch with this game, but the DE had gotten for enough ahead of Fido that it heard me better... then it heard the straggling merchant, thank goodness... lol
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 09-17-22, 09:32 AM   #5028
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,892
Downloads: 431
Uploads: 26


Default

Quote:
Originally Posted by propbeanie View Post
As for Fido, I was attacking a convoy just the other day while testing, and had shot 3 torps at the merchants. I turned the scope to look back at an escort I knew was close by, and noticed he was charging me with a bone in his teeth, so I sic'd a Fido on him, turned back to shoot a few more torps at the merchants and then went deep - NOT at flank, of course... lol - however, the DE kept coming, and Fido kept attempting to follow, even as the DE dropped his cans. I had turned and was out of their path, and roughly 110 foot deep. I went on to the attack map to see where Fido was in relation to the DE, and for whatever reason, it had turned at the charges area and was now tracking me... I couldn't remember if they could go any deeper (probably can't), so as to not take a chance, I cut the engines completely and glided on down deeper. Fido went practically directly over me, and did a slow turn, then found a merchant and got it... phwew! There were several tense moments on the boat, that is for certain. I know there is no way that the depth charges "confused" Fido, that'd be a stretch with this game, but the DE had gotten for enough ahead of Fido that it heard me better... then it heard the straggling merchant, thank goodness... lol
acoustic torpedo performance escapes me.
or rather i should say: SH4 programming of the acoustic torpedo escapes me.

i have fired one from the stern tubes at an approaching escort which is less than 1000 yds from us, and closing. little bugger passes once, circles around and "bang", nails her.

then, another time, with the escort bearing down on us but a bit more distant, we have fired an acoustic torpedo and it just sailed straight-on-by the escort, without so much as a by-your-leave.

there is absolutely no consistency.

now, having related these game experiences, it is immaterial that the Mk27 never made it into WWII combat.
__________________
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
KaleunMarco is offline   Reply With Quote
Old 09-20-22, 01:59 PM   #5029
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,719
Downloads: 439
Uploads: 2


Default

It is now "official". s7rikeback has Nippon Maru updated, and the "FixPatch" 101_FotRSUv18_FixPak for FotRSU v18 can now be used with it (Nippon Maru) also. See the ReadMe file in the Support folder of the patch for the "details" of what all is "fixed".
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 09-28-22, 09:03 AM   #5030
!!HansGruber!!
Watch
 
Join Date: Oct 2021
Posts: 22
Downloads: 37
Uploads: 0
Default

Started a new career in early '44 and was assigned to patrol Rosegarden and after 5 days of empty seas requested new orders that sent me to Corridor II. Just to experiment I reloaded the save game and was ordered to Pelau. I had a peak at the traffic files with the mission editor and noticed there was no traffic in '44 to any of those areas. I have no experience mission editing so was just curious if that was working as intended? Mods are FOTRSU 1.8 and Nippon Maru.
!!HansGruber!! is offline   Reply With Quote
Old 09-28-22, 11:51 AM   #5031
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,719
Downloads: 439
Uploads: 2


Default

I am not certain what you are looking at, but be sure that you don't just arbitrarily open files. Early 1944 would be the 43a series of files. All three of these grabs are "43a_Jap_" files, in CoastalTraffic, Convoys, HarborTraffic, Merchants, TaskForce and TroopConvoys combined into one. The CoastalTraffic and very little of the HarborTraffic shows in these pics:

Rosegarden:


Corridor II:


and Palau area:



Now, the Rosegarden is definitely "shy" on traffic, as compared to the others, but those are some high-spawn-rate groups. Corridor II (two) is a rather high-density area, and Palau should be teaming. By the time summer (after June 1944 aka: 44a files) comes along, things will start to get scarce in those areas.

Things to look for would be "is the mod activated correctly?". Do you get an FotRSU splash screen as the game starts, like the one below in my "signature" here? Did you empty the Save folder after activating FotRSU? Failure to do so would result in a partially activated mod with odd traffic patterns. Have you been shelling out to Windows, whether purposeful, accidental or Windows-induced? Doing so can result in graphic and sound anomalies, as well as eventual bad Save data, which of course, can result in odd traffic patterns. Also, bear in mind that (especially in the Rosegarden) it might be a while before a group would come along, and if you're in the wrong spot, you would never know it. You don't have to keep your radar on all the time, but be certain you have it set to reach out beyond the "default" setting, which is NOT very far, and that you have it on "Sweep". While the hydrophone does work on the surface, it works better submerged on electrics at slow speed, so do a dunk and spin every once in a while, looking for sound contacts. You should not have a bit of trouble finding something off Palau. Patience and rig for depth charges are required, being mindful of the shoals and the 100 fathom line...
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 09-28-22, 01:21 PM   #5032
!!HansGruber!!
Watch
 
Join Date: Oct 2021
Posts: 22
Downloads: 37
Uploads: 0
Default

Thanks propbeanie. You could have saved yourself a lot of typing by stopping after "Early 1944 would be the 43a series of files".

I had assumed it being 1944 we were using the 44a files but you know what assuming does.

Thanks for all that you do sir.
!!HansGruber!! is offline   Reply With Quote
Old 09-29-22, 12:23 PM   #5033
torpedobait
Ace of the Deep
 
Join Date: Feb 2004
Location: Colorado
Posts: 1,057
Downloads: 397
Uploads: 0
Default Unable to End Patrol

First patrol in USS Balao (SS-285) out of Brisbane, leaving on May 10, 1943 for Area G6. Having met all objectives and expending all torpedoes, arrived back at Brisbane on June 8, 1943. Brisbane still shows tilted anchor as home port, but SH4 will not give us permission to Dock and end the patrol! See attached picture.

Did I accept the upgrade to Balao too early on April 22, 1943 ?

I think my only recourse at this point is to go back to the previous patrol and decline the upgrade from Gato to Balao. Otherwise, I am stuck in limbo.

While that may get me back into the career, it does not really solve the problem. Your help is appreciated!



(IGNORE THE VERSION IN MY SIGNATURE BELOW - I AM RUNNING FOTRSU V1.8 with the following Mods):

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_Nippon_Maru_v1.9_FotRSU
102_Nihon Kaigun v1.2_FotRSU
103_Combined Roster
101_FotRSUv18_FixPak
104_JP_SoyoMaru_fix
305_LessJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
450_MoonlightzSonarLines
451_Lite Fog v2 + 300' Underwater Visability
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
525_StickieCamera
650_OriginalFOTRS_Dudz
801_UMark Invisible
803_NoPlayerSubFlags
851_Yel_FotRSU_Logo
901_Strategic_Map_Symbols
FI-OQ_FotRSU_v1.8f_upcPatch
Combined Roster
Attached Images
File Type: jpg Unable to Doc-2.jpg (60.3 KB, 8 views)
__________________




Run Silent, Run Deep, and Sink 'em All
torpedobait is offline   Reply With Quote
Old 09-29-22, 03:12 PM   #5034
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,892
Downloads: 431
Uploads: 26


Default

Quote:
Originally Posted by torpedobait View Post
First patrol in USS Balao (SS-285) out of Brisbane, leaving on May 10, 1943 for Area G6. Having met all objectives and expending all torpedoes, arrived back at Brisbane on June 8, 1943. Brisbane still shows tilted anchor as home port, but SH4 will not give us permission to Dock and end the patrol! See attached picture.

Did I accept the upgrade to Balao too early on April 22, 1943 ?

I think my only recourse at this point is to go back to the previous patrol and decline the upgrade from Gato to Balao. Otherwise, I am stuck in limbo.

While that may get me back into the career, it does not really solve the problem. Your help is appreciated!
April 43 is too early...you will encounter unexpected endings. (CTD)

Very Late May, 1943 is the earliest you should accept a Balao.

go back and reload, finish your mission, decline the upgrade. wait for the next one.

__________________
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
KaleunMarco is offline   Reply With Quote
Old 09-29-22, 03:24 PM   #5035
torpedobait
Ace of the Deep
 
Join Date: Feb 2004
Location: Colorado
Posts: 1,057
Downloads: 397
Uploads: 0
Default

Quote:
Originally Posted by KaleunMarco View Post
April 43 is too early...you will encounter unexpected endings. (CTD)

Very Late May, 1943 is the earliest you should accept a Balao.

go back and reload, finish your mission, decline the upgrade. wait for the next one.

Thank you, KM. That was my choice too.

I'm guessing that we cannot fix the early award date because it is in the code, not the files.

Thanks again!
__________________




Run Silent, Run Deep, and Sink 'em All
torpedobait is offline   Reply With Quote
Old 09-29-22, 05:25 PM   #5036
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,719
Downloads: 439
Uploads: 2


Default

Quote:
Originally Posted by !!HansGruber!! View Post
Thanks propbeanie. You could have saved yourself a lot of typing by stopping after "Early 1944 would be the 43a series of files".

I had assumed it being 1944 we were using the 44a files but you know what assuming does.

Thanks for all that you do sir.
That was my assumption on the files, but just in case, and to educate others that stop by. Thanks, and thanks for the thanks!


Quote:
Originally Posted by torpedobait View Post
Thank you, KM. That was my choice too.

I'm guessing that we cannot fix the early award date because it is in the code, not the files.

Thanks again!
KaleunMarco speak truth -
UnitInterval= 1943-05-21, 1963-07-11
Never take a Balao before 05-21, and in fact, just to be "safe", it's "AvailabilityInterval= 1943-06-03, 1943-11-12" at Brisbane, "AvailabilityInterval= 1943-06-01, 1943-07-01" at Treasure Island and "AvailabilityInterval= 1943-05-24, 1943-07-12" at Mare Island. Brisbane is regular patrols, Treasure Island is a "Dunk & Go" one mission and then to Brisbane, while Treasure Island is (supposed to be) 3 training missions and then to Brisbane. Pearl is "AvailabilityInterval= 1943-07-01, NULL". It used to be that the game would transfer you automatically to the first base where the boat is available if you got it too soon, but would keep you where you were if it was just a little too early. We had the Balao and Tench written up somewhere in the mod's documentation about this, but I couldn't find it right away just now... we should have a "real" user's guide next release - which might take a while in and of itself... lol - very frustrating trying to deal with this "early boat as a reward" issue, both from a player's perspective, but also a modder's... sigh
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 09-29-22, 05:39 PM   #5037
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,892
Downloads: 431
Uploads: 26


Default

Quote:
Originally Posted by torpedobait View Post
Thank you, KM. That was my choice too.

I'm guessing that we cannot fix the early award date because it is in the code, not the files.

Thanks again!
the date is set in the various files: roster, boat, equipment, the whole nine yards.
these things must be delicately.
__________________
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
KaleunMarco is offline   Reply With Quote
Old 09-29-22, 05:41 PM   #5038
CaptainSkinnyP
Bilge Rat
 
Join Date: Sep 2022
Posts: 1
Downloads: 3
Uploads: 0
Support Trouble downloading mod

So I have been trying to download this mod and I cant seem to get it activated no matter what I do (what I mean is it saids its activated in the JGSME but when I load it up nothing changes), I have redownloaded a clean version of the game 3-4 times and have followed the support pdf way to install, the quick activation on this thread and others, it seems no matter what I do I cant get it activated! Please someone help me enjoy this amazing mod (If your in the discord I am Dixon and have had a chat with Mad Mardigan but he cant help till saturday).
CaptainSkinnyP is offline   Reply With Quote
Old 09-29-22, 05:53 PM   #5039
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,719
Downloads: 439
Uploads: 2


Default

Quote:
Originally Posted by KaleunMarco View Post
the date is set in the various files: roster, boat, equipment, the whole nine yards.
these things must be delicately.
"... hit with a hammer"... ??

Quote:
Originally Posted by CaptainSkinnyP View Post
So I have been trying to download this mod and I cant seem to get it activated no matter what I do (what I mean is it saids its activated in the JGSME but when I load it up nothing changes), I have redownloaded a clean version of the game 3-4 times and have followed the support pdf way to install, the quick activation on this thread and others, it seems no matter what I do I cant get it activated! Please someone help me enjoy this amazing mod (If your in the discord I am Dixon and have had a chat with Mad Mardigan but he cant help till saturday).
If you are reasonably certain you are following the pdf way of doing things, then check your MODS folder structure. Using File Explorer, open the "D:\Games \SH4 \MODS \100_FalloftheRisingSun_Ultimate_v1.8" folder, where "D:" is your drive, "\Games" is your install folder (do NOT use a "Program Files" folder), and "\SH4" is the game folder itself. Looking in that "100_FalloftheRisingSun_Ultimate_v1.8" folder, do you see more folders "Data", "Extras", "Support", and several files, including a couple of bat files, a couple of exe files and a couple of jpg files? Or do you just see another "100_FalloftheRisingSun_Ultimate_v1.8" folder? If you see the same folder name in that mod folder, then you'll have to drag the inside folder to the outside, one way or another, or re-extract the mod, but use 7zip and "Extract here" after right-click the 7zip file... let us know.
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 09-29-22, 06:04 PM   #5040
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,892
Downloads: 431
Uploads: 26


Default

Quote:
Originally Posted by propbeanie View Post
"... hit with a hammer"... ??


If you are reasonably certain you are following the pdf way of doing things, then check your MODS folder structure. Using File Explorer, open the "D:\Games \SH4 \MODS \100_FalloftheRisingSun_Ultimate_v1.8" folder, where "D:" is your drive, "\Games" is your install folder (do NOT use a "Program Files" folder), and "\SH4" is the game folder itself. Looking in that "100_FalloftheRisingSun_Ultimate_v1.8" folder, do you see more folders "Data", "Extras", "Support", and several files, including a couple of bat files, a couple of exe files and a couple of jpg files? Or do you just see another "100_FalloftheRisingSun_Ultimate_v1.8" folder? If you see the same folder name in that mod folder, then you'll have to drag the inside folder to the outside, one way or another, or re-extract the mod, but use 7zip and "Extract here" after right-click the 7zip file... let us know.
i was just on Discord with Skinnyp and gave him some things to look for.
he is re-installing and then he will re-apply FOTRSU.
__________________
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
KaleunMarco is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 08:48 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.