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05-03-20, 12:41 PM | #886 | |
Watch
Join Date: Jul 2017
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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. |
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05-03-20, 12:45 PM | #887 |
Tazmanian Devil
Join Date: Dec 2009
Location: NC
Posts: 223
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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
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Win 10 64-bit│AMD Ryzen 3 1200 Quad-Core Processor 16.0GB Ram│ NVIDO GeForce GTX 650 Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Wolves of the Pacific\MODS] C:\...100_FalloftheRisingSun_Ultimate_v.1.8 |
05-03-20, 01:10 PM | #888 | ||
CTD - it's not just a job
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05-03-20, 01:29 PM | #889 | |
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05-03-20, 01:40 PM | #890 |
Tazmanian Devil
Join Date: Dec 2009
Location: NC
Posts: 223
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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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Win 10 64-bit│AMD Ryzen 3 1200 Quad-Core Processor 16.0GB Ram│ NVIDO GeForce GTX 650 Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Wolves of the Pacific\MODS] C:\...100_FalloftheRisingSun_Ultimate_v.1.8 |
05-03-20, 01:47 PM | #891 |
CTD - it's not just a job
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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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05-03-20, 07:33 PM | #892 |
Frogman
Join Date: Dec 2010
Posts: 291
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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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Windows 10 Pro (x64) |
05-03-20, 09:09 PM | #893 |
CTD - it's not just a job
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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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05-04-20, 12:58 AM | #894 |
Sonar Guy
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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. |
05-04-20, 07:58 AM | #895 | |
Frogman
Join Date: Dec 2010
Posts: 291
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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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05-04-20, 09:48 AM | #896 | ||
Sea Lord
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
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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:
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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05-04-20, 11:28 AM | #897 | |
Silent Hunter
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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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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 |
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05-04-20, 11:33 AM | #898 | |
Silent Hunter
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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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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 |
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05-04-20, 11:51 AM | #899 | |
Silent Hunter
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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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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 |
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05-04-20, 12:34 PM | #900 | |
Argentinian Skipper
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MultiSH4 is included in the Extras of FOTRSU. Regards. Fitzcarraldo
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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