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Old 02-17-22, 06:13 AM   #121
Tinman
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Ahoy Niume and everyone!

First to report, the install seems to be stable, no CTDs or performance issues so far. I've started a 1939 career and have just encountered my fist convoy, around 35 ships + 3 escorts, on sep 23rd 1939. I play with contact map updates.

When stalking the convoy I've noticed that the escort (an armed trawler to be exact) has a sighting range (the circle) of approx. 1300m and the merchants about 4300m, which seems wrong. My crew spotted ships at 5500-6000m, although I could see them with binoculars/UZO at 7000-8000m and even further. All in broad daylight in sunny weather mid-day, no fog reported, albeit at rough sea (waves at 15). By the time of sunset, the trawler was at one point 2300m away from my Uboat, which was surfaced and going at 9-10kn. That close it should've been fireworks, but the trawler seemed oblivious of my presence. I could see it with bare eyes...

All the distances seem way too short, particulary the warship sighting range. Is this normal KSD2Ace behaviour, something to do with wave height? Or is my install corrupt?

On the other hand, a non-convoy encounter with a patrolling destroyer went very differently. I tried to get out of it's way by going full ahead well out of it's vision range but he spotted me anyway from around 8-9km. Then we had a dance...

Any insight welcome
Regards, Jure
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Old 02-17-22, 01:09 PM   #122
Niume
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Quote:
Originally Posted by Tinman View Post
Ahoy Niume and everyone!

First to report, the install seems to be stable, no CTDs or performance issues so far. I've started a 1939 career and have just encountered my fist convoy, around 35 ships + 3 escorts, on sep 23rd 1939. I play with contact map updates.

When stalking the convoy I've noticed that the escort (an armed trawler to be exact) has a sighting range (the circle) of approx. 1300m and the merchants about 4300m, which seems wrong. My crew spotted ships at 5500-6000m, although I could see them with binoculars/UZO at 7000-8000m and even further. All in broad daylight in sunny weather mid-day, no fog reported, albeit at rough sea (waves at 15). By the time of sunset, the trawler was at one point 2300m away from my Uboat, which was surfaced and going at 9-10kn. That close it should've been fireworks, but the trawler seemed oblivious of my presence. I could see it with bare eyes...

All the distances seem way too short, particulary the warship sighting range. Is this normal KSD2Ace behaviour, something to do with wave height? Or is my install corrupt?

On the other hand, a non-convoy encounter with a patrolling destroyer went very differently. I tried to get out of it's way by going full ahead well out of it's vision range but he spotted me anyway from around 8-9km. Then we had a dance...

Any insight welcome
Regards, Jure
In high waves it is understandable that fresh escort crews have trouble spotting little u-boat and laos they probably have never seen one yet because it's so early in the war.
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Old 02-21-22, 06:23 AM   #123
woland595
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Hello Everyone,

could someone give me advice what files are responsible for camera behavior?

Trully said, this mod is great, but i don't like a camera behavior.

In external view of Boat (NOT free camera) a camera is center of rotation, so you can look away from uboat, but i prefer when camera is rotation around Boat itself, so uboat is always in center. Default camera behavior is also not perfect, but for me it is better.

I tried to copy files
Cameras.dat
CameraBehavior.act
CameraManager.act
from default game, but it didnt help fully. Camera is rotating not exactly around boar, but some point at side, so when you zoom in, it shows empty place, not boat.

So, what i can to do to get default camera back?

Also, another probably camera issue. Mouse sensitive is too high for, so it is hard to adjust periscope on line of horizont, it is always higher or lower. That makes range measure a little bit difficult. Are there some config file, where i can adjust it.
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Old 02-21-22, 10:48 AM   #124
Niume
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Quote:
Originally Posted by woland595 View Post
Hello Everyone,

could someone give me advice what files are responsible for camera behavior?

Trully said, this mod is great, but i don't like a camera behavior.

In external view of Boat (NOT free camera) a camera is center of rotation, so you can look away from uboat, but i prefer when camera is rotation around Boat itself, so uboat is always in center. Default camera behavior is also not perfect, but for me it is better.

I tried to copy files
Cameras.dat
CameraBehavior.act
CameraManager.act
from default game, but it didnt help fully. Camera is rotating not exactly around boar, but some point at side, so when you zoom in, it shows empty place, not boat.

So, what i can to do to get default camera back?

Also, another probably camera issue. Mouse sensitive is too high for, so it is hard to adjust periscope on line of horizont, it is always higher or lower. That makes range measure a little bit difficult. Are there some config file, where i can adjust it.

About mouse sensitivity for being to high you can try holding CTRL while moving the periscope head it will make the periscope movement more accurate.
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Old 02-21-22, 12:49 PM   #125
woland595
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Originally Posted by Niume View Post
About mouse sensitivity for being to high you can try holding CTRL while moving the periscope head it will make the periscope movement more accurate.
Yes, i know about this option, but i though it is not very comfortable to hold the button all time.
Also, in KSDII Adversaries everything was ok with sensivity, so i though you change it intentionally and know how to change it back.

So you dont know?
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Old 02-22-22, 11:31 AM   #126
Niume
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Originally Posted by woland595 View Post
Yes, i know about this option, but i though it is not very comfortable to hold the button all time.
Also, in KSDII Adversaries everything was ok with sensivity, so i though you change it intentionally and know how to change it back.

So you dont know?
For me personally and some other people they never encountered high sensitivity problems.

I am not aware of ways of changing mouse sensitivity settings in SH4. You can try reducing mouse sensitivity in windows mouse settings
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Old 02-27-22, 09:17 AM   #127
Jeff-Groves
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There is a place in sh4.exe that controls mouse speed.
There IS a fix released for SH3.exe that can be modified to work on the SH4.exe

One only needs to change the address in the files of that fix.
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Old 02-27-22, 03:59 PM   #128
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wolf_howl15

This... is the original posting that I saw on mention of looking into mouse speed reworking... with the 2nd, I had thought it was not doable in as much in sim, or in there being a mod to rework that aspects.

It was My thoughts that since there was, neither... the best approach (that I was aware of, at any rate... ) was to go & attempt to rework the mouse settings, inside of the op systems...



M. M.
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Old 03-14-22, 08:13 AM   #129
CaptJulius
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Wow Niume this mod looks good so far !
Sadly getting lots of CTD when evading depth charges from enemy destroyers also getting stuck gauges on all equipment inside IXC like depth meter , hydrophone needle etc..

Last edited by CaptJulius; 03-16-22 at 04:47 PM.
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Old 03-31-22, 12:42 PM   #130
Niume
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Originally Posted by CaptJulius View Post
Wow Niume this mod looks good so far !
Sadly getting lots of CTD when evading depth charges from enemy destroyers also getting stuck gauges on all equipment inside IXC like depth meter , hydrophone needle etc..

Can you specify at what date and location where you encountered the CTD?


Labas nemaniau ,kad čia yra lietuvių.
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Old 04-13-22, 03:15 PM   #131
Niume
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The changelog for upcoming patch 1.4. The new version should be out in the upcoming days.

Fixed duplicating depth orders
Atlantic campaign tweaks
Convoy rework convoys shouldn't disperse now after an attack
Destroyer appearance dates are bringed backed to historical dates
Fully destroyed eqiupment now is unrepairaible
Abdiel class minelayer listing bug fixed
New environment
Q-ships are removed because they were broken
Type IX uboat stern deck watch crewmembers were moved slightly moved back.
Now you can encounter u-boats more frequently when invasion of Norway occurs
Slight changes to Med Air bases
Lorient port traffic has been reduced in order to avoid crashes
New sensor values
Aircraft now should be detected at further distances
Aircraft now shouldn't appear in very high altidudes
Campaign and other tweaks made by s7rikeback (Big thanks to you!)
Underwater clarity has now been reduced to more realistic levels
20 new ships added from SH5 and World of Warships big thanks to Alex.B
1942 convoys have been redone. Overall ship count in convoys has been slightly reduced in order to increase stability of the game.
Tweaks to minefields (thanks to Salty Dodger for reporting it)
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Old 04-13-22, 05:04 PM   #132
Kal_Maximus_U669
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Default upcoming patch 1.4

Quote:
Originally Posted by Niume View Post
The changelog for upcoming patch 1.4. The new version should be out in the upcoming days.

Fixed duplicating depth orders
Atlantic campaign tweaks
Convoy rework convoys shouldn't disperse now after an attack
Destroyer appearance dates are bringed backed to historical dates
Fully destroyed eqiupment now is unrepairaible
Abdiel class minelayer listing bug fixed
New environment
Q-ships are removed because they were broken
Type IX uboat stern deck watch crewmembers were moved slightly moved back.
Now you can encounter u-boats more frequently when invasion of Norway occurs
Slight changes to Med Air bases
Lorient port traffic has been reduced in order to avoid crashes
New sensor values
Aircraft now should be detected at further distances
Aircraft now shouldn't appear in very high altidudes
Campaign and other tweaks made by s7rikeback (Big thanks to you!)
Underwater clarity has now been reduced to more realistic levels
20 new ships added from SH5 and World of Warships big thanks to Alex.B
1942 convoys have been redone. Overall ship count in convoys has been slightly reduced in order to increase stability of the game.
Tweaks to minefields (thanks to Salty Dodger for reporting it)
Good evening Niume...
super I will not fail to try it .... I can't wait to see the progress you have made ...
see you soon ... GLOIRE A L'UKRAINE

Last edited by Kal_Maximus_U669; 04-13-22 at 05:14 PM.
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Old 04-13-22, 06:25 PM   #133
CaptJulius
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Quote:
Originally Posted by Niume View Post
Can you specify at what date and location where you encountered the CTD?


Labas nemaniau ,kad čia yra lietuvių.
So it was end of 1941 in IXC near Canary Islands when a lone Royal Navy DD appeared and i got picked up by ASDIC after couple hours of depth charge attacks i got random CTD , after reloading last save it was fine CTD free , il let you know if i get any random ones.


Labas , vienas kitas gal ir yra istoriniu subu entuziastu , bet taip retenybe sutikti Lietuviu SUBSIMe , aciu uz nuostabu moda
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Old 04-15-22, 02:20 AM   #134
Niume
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New version has been released. All info on the page 1
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Old 04-15-22, 07:18 AM   #135
Bubblehead1980
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Quote:
Originally Posted by Niume View Post
The changelog for upcoming patch 1.4. The new version should be out in the upcoming days.

Fixed duplicating depth orders
Atlantic campaign tweaks
Convoy rework convoys shouldn't disperse now after an attack
Destroyer appearance dates are bringed backed to historical dates
Fully destroyed eqiupment now is unrepairaible
Abdiel class minelayer listing bug fixed
New environment
Q-ships are removed because they were broken
Type IX uboat stern deck watch crewmembers were moved slightly moved back.
Now you can encounter u-boats more frequently when invasion of Norway occurs
Slight changes to Med Air bases
Lorient port traffic has been reduced in order to avoid crashes
New sensor values
Aircraft now should be detected at further distances
Aircraft now shouldn't appear in very high altidudes
Campaign and other tweaks made by s7rikeback (Big thanks to you!)
Underwater clarity has now been reduced to more realistic levels
20 new ships added from SH5 and World of Warships big thanks to Alex.B
1942 convoys have been redone. Overall ship count in convoys has been slightly reduced in order to increase stability of the game.
Tweaks to minefields (thanks to Salty Dodger for reporting it)

Interesting. After release of my next update for TMO and a some patrols. I plan to to go the ATO for a while, look forward to trying this out.


"Convoy rework convoys shouldn't disperse now after an attack"

Curious, would you mind sharing how you accomplished this? I hate how convoys disperse when attacked.
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