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Old 05-03-20, 12:41 PM   #886
SubmarinerJoe
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Originally Posted by propbeanie View Post
You will find them in a life raft, if you can find them. They are not worth too many points (150??). You pick them up just like you do a regular "Survivor". The raft is just a "clone" of that, so you would see the pink cloud in the area, then two or three persons in the boat. Usually, the crew will not announce "seeing" them until your are under 1100 yards away. Small boat, I guess... You approach the final distance slow, be on the bridge with the Bridge menu buttons, which has a life-preserver ring button, and when you get within about 400-500 yards, use the binoculars to aim near the raft such that during wave swells they pass in front of the binocular's cross hatch, and as that turns from yellow to red, you press the life-preserver ring button and affect the pick-up. If you are close to the area at the time of the new orders coming over, you can usually find them. If you're instead on the other side of the Sea, you usually cannot get back in time to find them. I might try to change that, come to think of it...



Glad you got it. As Mad Mardigan mentions about his set-up, it is different from what you could do just a few weeks ago. I'll have to try his way on my Win10 box. With Windows 7, I have no issues.

Thanks for the advice; any further tips? I just parked my sub right outside of the small circle (where you drop off the team) in the SE area and as soon as the mission fired I popped up and looked for smoke and didn't see any, i've been combing the area for about a day of in game time and so far I haven't seen anything. Does the mission eventually fail if you don't find them? I'd like to find them but honestly without more explicit instruction other than he started heading SE I doubt I will.
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Old 05-03-20, 12:45 PM   #887
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I was never detected. The range to the target was about five nm when the contact between the liner and DE. After the two ships were finished with there dance, the convey re grouped. After repositioning, I was able to get a shot off. I thought it was odd that the convey stopped after the liner when to the ocean floor around an hour later, 04:45 hrs.

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Old 05-03-20, 01:10 PM   #888
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Thanks for the advice; any further tips? I just parked my sub right outside of the small circle (where you drop off the team) in the SE area and as soon as the mission fired I popped up and looked for smoke and didn't see any, i've been combing the area for about a day of in game time and so far I haven't seen anything. Does the mission eventually fail if you don't find them? I'd like to find them but honestly without more explicit instruction other than he started heading SE I doubt I will.
You have a circle of about 3-5nm inside of a large Patrol circle, correct? If so, you have to get inside that smaller circle to look for them and pick them up in there. The general idea is to approach from the southeast side of the circle. You will sometimes get a report of them, and sometimes you won't. That is a "percentage" thing. They also do not always generate. I put that off to they were either kia upon egress, or have been captured... - not all missions were a success, and subs sometimes spent days and nights trying to find those operators, only to never see them.


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I was never detected. The range to the target was about five nm when the contact between the liner and DE. After the two ships were finished with there dance, the convey re grouped. After repositioning, I was able to get a shot off. I thought it was odd that the convey stopped after the liner when to the ocean floor around an hour later, 04:45 hrs.

Larry
The game logic can be rather "odd" to say the least. I've combed through the files, and with some of them, have increased the spacing of convoys and task forces for the next release. Most of the missions in the game are played on top of the numbered and named "layer" files in the Campaign flder, which are composed mostly of RGG (Random Generated Groups), which themselves are generally built of Random ship calls and random percentages, so it can be rather difficult to trace to an exact RGG to look closely at. The problem lies often in the liner's "size", in that it is longer than most other ships, and does not always play nice with other ships' space. If it was a Kiturin, you wouldn't have seen an issue at all...
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Old 05-03-20, 01:29 PM   #889
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You have a circle of about 3-5nm inside of a large Patrol circle, correct? If so, you have to get inside that smaller circle to look for them and pick them up in there. The general idea is to approach from the southeast side of the circle. You will sometimes get a report of them, and sometimes you won't. That is a "percentage" thing. They also do not always generate. I put that off to they were either kia upon egress, or have been captured... - not all missions were a success, and subs sometimes spent days and nights trying to find those operators, only to never see them.



The game logic can be rather "odd" to say the least. I've combed through the files, and with some of them, have increased the spacing of convoys and task forces for the next release. Most of the missions in the game are played on top of the numbered and named "layer" files in the Campaign flder, which are composed mostly of RGG (Random Generated Groups), which themselves are generally built of Random ship calls and random percentages, so it can be rather difficult to trace to an exact RGG to look closely at. The problem lies often in the liner's "size", in that it is longer than most other ships, and does not always play nice with other ships' space. If it was a Kiturin, you wouldn't have seen an issue at all...
Thanks for the additional info, I appreciate it! Last question: Will I eventually be given different orders assuming that they are, in fact, KIA (or if I simply can't find them?) This is just more of a game mechanics question. I know in real life i'd be able to communicate with my commanders to provide updates/seek new direction but obviously in-game I can't do that with an active mission.
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Old 05-03-20, 01:40 PM   #890
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[QUOTE=propbeanie;2667936]The game logic can be rather "odd" to say the least. I've combed through the files, and with some of them, have increased the spacing of convoys and task forces for the next release. Most of the missions in the game are played on top of the numbered and named "layer" files in the Campaign flder, which are composed mostly of RGG (Random Generated Groups), which themselves are generally built of Random ship calls and random percentages, so it can be rather difficult to trace to an exact RGG to look closely at. The problem lies often in the liner's "size", in that it is longer than most other ships, and does not always play nice with other ships' space. If it was a Kiturin, you wouldn't have seen an issue at all... [/QUOTE

PB,
Thank you Sir for your explanation! To me, that makes sense. I've played this mission three times today and each time the escort would get caught together with the liner. I made sure that was far enough away as to not be seen. And I was at decks awash to ID the ships in order to send in a contact report, then dive to radar depth after sending the report. Each time, I would have to reposition in order to sink the liner after receiving an order to sink it from HQ.
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Old 05-03-20, 01:47 PM   #891
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The "AI" is more "artificial" than it is "intelligence". Unfortunately, all we can do is "simulate" those messages, and this case, I don't think there are other orders given, unless you use the Status Update function. The US subs, as a general rule, did not communicate with headquarters the way the Japanese and the German subs did, which is what basically put a needle pin on the map with huff-duff to show where they were at any given time, either to be avoided, or hunted down and terminated with extreme prejudice. Besides the fact that their comm codes had been compromised. The US subs instead had to monitor a given radio frequency, usually backed-up with an alternate, and had to decipher their "call sign" out of nightly broadcasts that were repeated several times. They might have an "acknowledge" directive, but usually not. Depending upon the mission, they might give an update, but usually not anywhere near their assignment, unless there was an issue, and they almost never broadcast "in the open", unless it was an emergency, such as running aground, which happened several times during the war.
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Old 05-03-20, 07:33 PM   #892
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Default Combat support units and special crew abilities

Two things I can't find documented anywhere:


1) what is the red "Select combat support units" pencil supposed to do, and how does one use it? Does not appear to be a feature of the base game, cannot find any mention of it in the docs included with this mod, or on this forum.



2) is there a guide somewhere to special crew abilities? I ended up with a "Pharmacist's Mate" and that's easy enough to use and understand. However I have two guys with an ability called "Active Overcharge." It seems to have something to do with torpedoes, but I can't work out what it does.
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Old 05-03-20, 09:09 PM   #893
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The red pencil is from the pay-ware Uboat Missions v1.5 Add-on from Ubisoft. A not very well documented "feature" of the German side of things. A German skipper can click on certain airbases, and ask for a search plane to run a grid search, which is done by clicking on the airfield, and then clicking on the NavMap. An "eye" in the sky, if you will. I have tried doing it on the US side just for fun, and thus far, I can say I am pretty consistent in CTD production for my bullheaded stubborness. My excuse is that "it must be hard-coded to the German side", which it really could be ... The Pharmacist's Mate does bring crew health back up after injury, though perhaps too strongly, but they really did exist on US submarines, and the "Active Overcharge", sparky dude helps speed-up the re-charge on your battery banks. That was added back into the mod after other adjustments elongated the re-charge times to un-realistically time frames. The other "special abilities" in the mod have been turned off by the mod.
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Old 05-04-20, 12:58 AM   #894
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Default Changing class availability dates?

How can I make certain classes of sub available at ahistorical times and locations?

I tried modifying the Submarine and Career Start files but that only results in CTD. In the Submarine file, I changed the chosen class's start date to 12/8/41 and the Career Start file to create 1 unit of that class in each of the three flotillas at the start of the war, carefully following the syntax of the other entries, but no luck, unlike in stock.
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Old 05-04-20, 07:58 AM   #895
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Quote:
Originally Posted by propbeanie View Post
The red pencil is from the pay-ware Uboat Missions v1.5 Add-on from Ubisoft. A not very well documented "feature" of the German side of things. A German skipper can click on certain airbases, and ask for a search plane to run a grid search, which is done by clicking on the airfield, and then clicking on the NavMap. An "eye" in the sky, if you will. I have tried doing it on the US side just for fun, and thus far, I can say I am pretty consistent in CTD production for my bullheaded stubborness. My excuse is that "it must be hard-coded to the German side", which it really could be ... The Pharmacist's Mate does bring crew health back up after injury, though perhaps too strongly, but they really did exist on US submarines, and the "Active Overcharge", sparky dude helps speed-up the re-charge on your battery banks. That was added back into the mod after other adjustments elongated the re-charge times to un-realistically time frames. The other "special abilities" in the mod have been turned off by the mod.
I see, this must be why there is no mention of the red pencil in the SH4 manual.


There does not seem to exist any manual for the U-boat missions add-on.



The "active overcharge" ability was quite confusing as the crewmember shows a special "torpedo" icon that only illuminates if he's placed in one of the torpedo rooms. His button on the special abilities page seems to imply something about speeding up torpedo tube loading. But he has no such effect. Odd.


Thanks for clearing that up!


I am playing out the war in a Balao but will give Operation Monsoon mod a try next.


Would I be correct in thinking that I should start with a fresh SH 1.5 Steam install (that is, SH4 + UBM) , should I want to re-activate FotRSUE later? It is trivial to do so; I have a "clean" copy of SH4 + UBM tucked away in a special folder on my (absurdly large, compared to when SH4 was originally published) HDD.
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Old 05-04-20, 09:48 AM   #896
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I see, this must be why there is no mention of the red pencil in the SH4 manual.

Lol, that's not important or relevant, the SH4 manual is poorly done with information, the only useful things is about firing torpedos and setting torpedo depth according to draft where the manual in some unreal effort gives plenty details, everything else is vague or absent like in the Pacific waters




Quote:
Originally Posted by propbeanie View Post
The red pencil is from the pay-ware Uboat Missions v1.5 Add-on from Ubisoft. A not very well documented "feature" of the German side of things. A German skipper can click on certain airbases, and ask for a search plane to run a grid search, which is done by clicking on the airfield, and then clicking on the NavMap. An "eye" in the sky, if you will. I have tried doing it on the US side just for fun, and thus far, I can say I am pretty consistent in CTD production for my bullheaded stubborness. My excuse is that "it must be hard-coded to the German side", which it really could be ... The Pharmacist's Mate does bring crew health back up after injury, though perhaps too strongly, but they really did exist on US submarines, and the "Active Overcharge", sparky dude helps speed-up the re-charge on your battery banks. That was added back into the mod after other adjustments elongated the re-charge times to un-realistically time frames. The other "special abilities" in the mod have been turned off by the mod.

So does this 'red pencil feature' not work in SH4 v. 1.5 or with some mods (TMO, Ralles Pack, RSRDTC, FOTRSU especially)?. I'm not sure if I understand you well, Propbearnie, it's because my English is limited...
Thanks,
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Old 05-04-20, 11:28 AM   #897
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So does this 'red pencil feature' not work in SH4 v. 1.5 or with some mods (TMO, Ralles Pack, RSRDTC, FOTRSU especially)?. I'm not sure if I understand you well, Propbearnie, it's because my English is limited...
Thanks,
the red pencil is available with SH4 1.5 Uboat missions only. that means you must be playing the German side of the game.
it will work for SH4 1.5 German-Pacific careers and SH4 - Operation Monsun/Dark Waters, which is a fantastic megamod that allows you to play the German side in the Atlantic, Med, Baltic, Black Sea, and Arctic. Imagine SH3 on steroids.

hope this helps.
good luck.
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Old 05-04-20, 11:33 AM   #898
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Originally Posted by Mios 4Me View Post
How can I make certain classes of sub available at ahistorical times and locations?

I tried modifying the Submarine and Career Start files but that only results in CTD. In the Submarine file, I changed the chosen class's start date to 12/8/41 and the Career Start file to create 1 unit of that class in each of the three flotillas at the start of the war, carefully following the syntax of the other entries, but no luck, unlike in stock.
it is more complex than what you attempted. no offense is meant. you not only have to make the boats available you have to make bases and missions and equipment and ammunition available. not every boat is supported by every base, etc, etc.

why not use the date/base/boat availability already built into the mod? for example, if you want to drive a Gato, keep drilling down on the Date and Base choices until the Gato is available.

good luck.
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Old 05-04-20, 11:51 AM   #899
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Originally Posted by WH4K View Post
T
2) is there a guide somewhere to special crew abilities? I ended up with a "Pharmacist's Mate" and that's easy enough to use and understand. However I have two guys with an ability called "Active Overcharge." It seems to have something to do with torpedoes, but I can't work out what it does.
Mr. Wh4k,

here is a Special Ability reference for you.
https://www.subsim.com/radioroom/downloa...=5610&act=down

let me know if you have additional questions.
good luck.
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Old 05-04-20, 12:34 PM   #900
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Quote:
Originally Posted by WH4K View Post
I see, this must be why there is no mention of the red pencil in the SH4 manual.


There does not seem to exist any manual for the U-boat missions add-on.



The "active overcharge" ability was quite confusing as the crewmember shows a special "torpedo" icon that only illuminates if he's placed in one of the torpedo rooms. His button on the special abilities page seems to imply something about speeding up torpedo tube loading. But he has no such effect. Odd.


Thanks for clearing that up!


I am playing out the war in a Balao but will give Operation Monsoon mod a try next.


Would I be correct in thinking that I should start with a fresh SH 1.5 Steam install (that is, SH4 + UBM) , should I want to re-activate FotRSUE later? It is trivial to do so; I have a "clean" copy of SH4 + UBM tucked away in a special folder on my (absurdly large, compared to when SH4 was originally published) HDD.
You can use MultiSH4 for FOTRSU and OM Dark Waters running in the same PC (I recommend this version of OM: Dark Waters by Fifi).

MultiSH4 is included in the Extras of FOTRSU.

Regards.

Fitzcarraldo
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