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Old 01-02-21, 09:37 AM   #2461
propbeanie
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Quote:
Originally Posted by Front Runner View Post
I have traced the "BLOB" bug anomaly directly to the Environmental Effects in Graphics Options...

... HERE IS THE RUB! With ALL Graphics Sliders set to MINIMUM and ALL Graphics Effects Checkmarks OFF...

Quote:
Originally Posted by vickers03 View Post


someone attached these to the peris, they are not in stock game.
When I first saw Front Runner's image, that was where I was looking, vickers03... From Front Runner's last image there, it looks like the two scopes, and then the SD radar mount, since it does "sit" on the other "rise/lower"... as a little side-note vickers03, that "hockey puck" you have selected actually goes to the periscope in "front" of the one in the image - to the left of - hence the "off-set" seen in Front Runner's images... but why are they more visible with everything "off" in the settings, and is it the periscopes "blending" into the bigger "blob" with Environmental Effects On?? I'm not certain of the functionality of the Dummy Visual, but we'll try to find out... Thanks Front Runner for the detailed testing.
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Old 01-02-21, 11:42 AM   #2462
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Default First Patrol Dec. 1941 to Empire Waters

I'm submerged at Sunset near Tokyo Bay. As the night falls I make a submerged approach to within 9000 yards of Tateyama. I sight the Submarine Tender Jingei Class (9250 tons), stationary so I make a zero gyro approach to about 8500 yards at Radar Depth, I'm in very shallow water hoping I won't be spotted. It is dark.

On my first attack, I fired 3 torpedoes at slow speed. All torps hit but target did not sink.

I restarted and loaded the save game. On my second attack, I fired 4 torpedoes at slow speed. All torps hit but target did not sink.

I restarted and loaded the save game. On my final attack, I fired 6 torpedoes and this time the target sank, and I got credit for it, albeit in shallow water. Instead of the RED sunk target icon, I noticed a GRAY sunk target icon. Is this because the ship sunk in very shallow water?

The Japs didn't know what hit them as I was already long gone, flank speed radar depth until deep water submerged for about 45 minutes and then cleared the area on the surface at Flank Speed.
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Old 01-02-21, 12:43 PM   #2463
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Quote:
I'm not certain of the functionality of the Dummy Visual, but we'll try to find out...
i think its some sensor workaround. it can be made invisible by deleting the attached 3d model as i don't think it's needed, leaving the
node with the position. maybe they used the 3d model to see where
the sensor would be in the game while testing.
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Old 01-02-21, 01:26 PM   #2464
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Default Typo in 1.39 NCV_Taiho.CFG

my apologies for breaking in to the conversation....

while i was perusing a CFG file, i noticed a typo.
not sure what its effect might be so put it on the list of things to correct in the next version.
\Data\Sea\NCV_Taiho\NCV_Taiho.cfg

[Unit]
ClassName=CVTaiho
3DModelFileName=data/Sea/NCV_Taiho/NCV_Taiho
UnitType=9
MaxSpeed=33.3
Length=253..0

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Old 01-02-21, 04:08 PM   #2465
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Quote:
i think its some sensor workaround. it can be made invisible by deleting the attached 3d model as i don't think it's needed, leaving the
node with the position. maybe they used the 3d model to see where
the sensor would be in the game while testing.
doesn't work. game ctd, i changed the model to a really small triangle
which can't be seen on bridge, that seems to work.
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Old 01-02-21, 05:47 PM   #2466
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Quote:
Originally Posted by Front Runner View Post
What is "properly timed sound"?
It's the "realistic sound travel time" option in Sound settings. The mod has had issues with "volumetric fog" in Display so I thought it might be worth mentioning.
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Old 01-02-21, 08:19 PM   #2467
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SHO Re: Sonar question...

Ahoy,

Have something I need to ask about & it concerns sonar...
The guy at that station with this that I am asking about, doesn't report any contacts.... yet, when I take over the station, am getting the light to lite up, but not hearing any noise from the area when it does so.

I went to the general area for them both... popped scope & did a look see... no ships there... surfaced.. & no reports of ships sighted... check the sonar for the general heading for them showing up on the set &... they're both still there, generally in the same heading in the dial for the sonar set.

Am attaching snap shots to illustrate the area I am experiencing this going on... The red box, on the 1st, is where I was, before I stopped having the indicator lighting up & no sound of engine/s happening.

area I was at when I started noticing this & the red box showing where I was when this.. issue, disappeared...


Further on, before it finally stopped happening...


Am in a Sargo class, ported out of Manilla, 1st patrol... Patrol Lamon Bay for 10 days.

Not using anything else than the main mod, the nippon one, the international radio & My music mix... that's it...

M. M.

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Old 01-02-21, 08:48 PM   #2468
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does RSRD work with this mod?
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Old 01-02-21, 09:19 PM   #2469
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Quote:
Originally Posted by fastfed View Post
does RSRD work with this mod?
''Do NOT use additional mods with this release - They are NOT compatible.!''

Found at the top of the very 1st post, i.e. post #1:

https://www.subsim.com/radioroom/sho...92&postcount=1

End message...

M. M.

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Old 01-03-21, 01:24 AM   #2470
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Quote:
Originally Posted by Mios 4Me View Post
It's the "realistic sound travel time" option in Sound settings. The mod has had issues with "volumetric fog" in Display so I thought it might be worth mentioning.
I have found issues with using the sound travel time also, and with adding additional 3D channels. All I do now with the sound is to turn the music volume way down, and the radio volume down to about 3/4 so I don't get blown out of my chair again, spilling my coffee in the process... I wonder if maybe the game isn't a pinch "inefficient" with the use of memory in the computer, or maybe the game doesn't have good "throughput", as in what you hear - or rather, don't hear - when it gets "busy" around you, with some voices being skipped, some sounds being shortened, etc., especially after TC use...


Quote:
Originally Posted by Mad Mardigan View Post
Ahoy,

Have something I need to ask about & it concerns sonar...
The guy at that station with this that I am asking about, doesn't report any contacts.... yet, when I take over the station, am getting the light to lite up, but not hearing any noise from the area when it does so.

I went to the general area for them both... popped scope & did a look see... no ships there... surfaced.. & no reports of ships sighted... check the sonar for the general heading for them showing up on the set &... they're both still there, generally in the same heading in the dial for the sonar set.

Am attaching snap shots to illustrate the area I am experiencing this going on... The red box, on the 1st, is where I was, before I stopped having the indicator lighting up & no sound of engine/s happening.

area I was at when I started noticing this & the red box showing where I was when this.. issue, disappeared...


Further on, before it finally stopped happening...


Am in a Sargo class, ported out of Manilla, 1st patrol... Patrol Lamon Bay for 10 days.

Not using anything else than the main mod, the nippon one, the international radio & My music mix... that's it...

M. M.

Very interesting. Will investigate further... If you hit Lamon at the correct time, you do encounter a cover force, and then the invasion force coming south from Okinawa (?? Japan??). What you encountered enroute were some of the forces for Albay and Lagonoy Bays that came out of Palau... There are also other submarines (AI) in the area, but I'm wondering if you weren't hearing a ship or two that had either run aground and sank, or maybe a US airplane attack took them out... Anyway, we'll see what we can find - what date is your first image from?

Quote:
Originally Posted by fastfed View Post
does RSRD work with this mod?
As MM says, additional mods, other than Nippon Maru are not recommended. We did have some add-in mods in a folder, but with this last update, ruined the compatibility on most. The Bigger Protractors is probably OK, but RSRDC is so different from FotRSU, you would end up with CTDs from the get go. lurker built a different CareerStart, Flotilla, ship calls, plane calls, etc. that very little would be compatible between the two.
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Old 01-03-21, 07:06 AM   #2471
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Quote:
Originally Posted by KaleunMarco View Post
my apologies for breaking in to the conversation....

while i was perusing a CFG file, i noticed a typo.
not sure what its effect might be so put it on the list of things to correct in the next version.
\Data\Sea\NCV_Taiho\NCV_Taiho.cfg

[Unit]
ClassName=CVTaiho
3DModelFileName=data/Sea/NCV_Taiho/NCV_Taiho
UnitType=9
MaxSpeed=33.3
Length=253..0

Fixed for next release - good find.
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Old 01-03-21, 10:39 AM   #2472
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USS Gato, ex-Midway, 8/8/42, area Abolish, encountered a corvette leading a PCF and torpedoed the latter. We backed away at Full to 3km, then surfaced and finished it off with 3" fire. The corvette continued in the original direction of travel at slow speed the entire time and did not react to the shelling.

On that same patrol, we were short two crewmembers (a Control PO and a Conning Tower officer) when we returned to base, the first time this has happened to me ever. IIRC, I lost a crewman long ago on patrol, who had to be manually removed from the crew list in port. These two were simply gone.

We had been attacked while submerged by a Zero (I think) at increased TC but there were no indications of damage (no "Medic!!!!" or systems damage reports or dropping out of warp), as had happened with the shelling incident, also at increased TC.

This was the second patrol after upgrading from a Tambor, which had had max officers/PO numbers modified. There were no issues with the upgrade or first patrol. Now I am unable to replace the missing officer until I modify the file again.

They sound like SH4 issues, not mod, but thought I'd ask.
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Old 01-03-21, 11:52 AM   #2473
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28 Dec 1941 in USS Tautog (Tambor class): Encountered a very strangely-behaved convoy, about 160° @ 65 nm SSE of Dublon (measuring from where it says "Dublon" on the map).

One Fleet Tanker, one Large Tanker, one Corvette Subchaser Class, one Type A1 Submarine.

Both tankers were headed SSE @ 1 kt.


Corvette and A1 were stationary.

Neither escort reacted as I torpedoed and sank the tankers.

The A1 Sub took one torp and visibly sank by the stern, but I never got a sinking message. I had a sonar contact in its rough location later.

The Corvette allowed me to shell it until it sank.

Very strange.


Also of note: Torpedoed several ships in dock in the Dublon area. For about half the shots I ensured a more or less 90° impact angle, used Low speed, contact fusing, and shallow running depth - formerly necessary to get reliable detonations with early-war Mk XIV torps.


For the last 3 ships I used about 6-7 shots, also at Low speed, but with magnetic fusing and running at "just below draft" depth, all shots more or less bow-on as the ships were in slips. 100% reliability. Seems unrealistically good, for early-war Mk. XIV.


All of this is with the latest FotRS:UE release (1.39) and no other mods.
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Old 01-03-21, 11:56 AM   #2474
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SHO Re: Sonar question... part deux...

Quote:
Originally Posted by propbeanie View Post
Very interesting. Will investigate further... If you hit Lamon at the correct time, you do encounter a cover force, and then the invasion force coming south from Okinawa (?? Japan??). What you encountered enroute were some of the forces for Albay and Lagonoy Bays that came out of Palau... There are also other submarines (AI) in the area, but I'm wondering if you weren't hearing a ship or two that had either run aground and sank, or maybe a US airplane attack took them out... Anyway, we'll see what we can find - what date is your first image from?
Believe the 1st snap is around 12/12-13/12 in game. I entered the Bay, late on the 11th, early morn of the 12'ish... not really 100% sure on that, I do admit... I actually noted the anomaly after crossing the green mile marker... right after I submerged. I made a couple of early on ruler lines leading to both areas, that light lit up on the sonar gear, no motor sounds, & no report from the sonar guy of contacts. When I got a lil' bit north of My location in the snap, I hot footed it over that way, to investigate further & when I got in the area submerged & double checked the source... light lit up, no sounds when I listened & no contacts reported from the sonar guy. I popped scope, looked both areas over... heck, I dang near grounded the boat, moving around in the area. When I surfaced... no sign of any ships or anything there.. I gave up, called for resume plotted course.. which took Me back inside the patrol area. Somewhere between 0600 to 1800 hrs on 13/12, lost it... no light lit up... which would be a rough time bell, for that 2nd snap shot.

Hope this helps...

M. M.

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Old 01-03-21, 12:55 PM   #2475
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Quote:
Originally Posted by s7rikeback View Post
Fixed for next release - good find.
Tag Team Match!!! lol

Quote:
Originally Posted by Mios 4Me View Post
USS Gato, ex-Midway, 8/8/42, area Abolish, encountered a corvette leading a PCF and torpedoed the latter. We backed away at Full to 3km, then surfaced and finished it off with 3" fire. The corvette continued in the original direction of travel at slow speed the entire time and did not react to the shelling.
You may have "killed" the gun crew, possibly damaged the rudder, etc. However, which of the corvettes was it?
On that same patrol, we were short two crewmembers (a Control PO and a Conning Tower officer) when we returned to base, the first time this has happened to me ever. IIRC, I lost a crewman long ago on patrol, who had to be manually removed from the crew list in port. These two were simply gone.
I have not looked to see what happens with "dead" crew members lately. We'll look into that. It might be that they "died", and were removed by the game/mod
We had been attacked while submerged by a Zero (I think) at increased TC but there were no indications of damage (no "Medic!!!!" or systems damage reports or dropping out of warp), as had happened with the shelling incident, also at increased TC.

This was the second patrol after upgrading from a Tambor, which had had max officers/PO numbers modified. There were no issues with the upgrade or first patrol. Now I am unable to replace the missing officer until I modify the file again.

They sound like SH4 issues, not mod, but thought I'd ask.
Now, all of the boats have increased Officers and Petty Officers, and you should not run into replacement issues with any of the boats until late in the war, unless of course, you added high-ranking crew earlier and filled all the slots... we will look though.

Quote:
Originally Posted by WH4K View Post
28 Dec 1941 in USS Tautog (Tambor class): Encountered a very strangely-behaved convoy, about 160° @ 65 nm SSE of Dublon (measuring from where it says "Dublon" on the map).

One Fleet Tanker, one Large Tanker, one Corvette Subchaser Class, one Type A1 Submarine.

Both tankers were headed SSE @ 1 kt.
Were you inside the atoll boundaries?

Corvette and A1 were stationary.
The A1 would not have been part of the convoy, and it could be that the escort and A1 had collided and were damaged...

Neither escort reacted as I torpedoed and sank the tankers.

The A1 Sub took one torp and visibly sank by the stern, but I never got a sinking message. I had a sonar contact in its rough location later.
These two symptoms might be related to ship configuration, so we'll check them both out. Again though, which corvette??
The Corvette allowed me to shell it until it sank.

Very strange.

Also of note: Torpedoed several ships in dock in the Dublon area. For about half the shots I ensured a more or less 90° impact angle, used Low speed, contact fusing, and shallow running depth - formerly necessary to get reliable detonations with early-war Mk XIV torps.

For the last 3 ships I used about 6-7 shots, also at Low speed, but with magnetic fusing and running at "just below draft" depth, all shots more or less bow-on as the ships were in slips. 100% reliability. Seems unrealistically good, for early-war Mk. XIV.

All of this is with the latest FotRS:UE release (1.39) and no other mods.
The torpedo fail-rate in the mod is back to v0.90 beta levels, which are basically "baby-fied" very low-level failure rates, since we left out the add-in mods. Time permitting, I hope to get to a few of those mods today.

Quote:
Originally Posted by Mad Mardigan View Post
Believe the 1st snap is around 12/12-13/12 in game. I entered the Bay, late on the 11th, early morn of the 12'ish... not really 100% sure on that, I do admit... I actually noted the anomaly after crossing the green mile marker... right after I submerged. I made a couple of early on ruler lines leading to both areas, that light lit up on the sonar gear, no motor sounds, & no report from the sonar guy of contacts. When I got a lil' bit north of My location in the snap, I hot footed it over that way, to investigate further & when I got in the area submerged & double checked the source... light lit up, no sounds when I listened & no contacts reported from the sonar guy. I popped scope, looked both areas over... heck, I dang near grounded the boat, moving around in the area. When I surfaced... no sign of any ships or anything there.. I gave up, called for resume plotted course.. which took Me back inside the patrol area. Somewhere between 0600 to 1800 hrs on 13/12, lost it... no light lit up... which would be a rough time bell, for that 2nd snap shot.

Hope this helps...

M. M.

Thanks for the details. That will help focus the time frame. Again, my guess is something sank near shore just prior to your arrival. My guess is that the crush-depth on some ships might be set too deep to "kill" them when they sink in shallower water. We'll check a few out, especially ones in those Lamon Bay groups.
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