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Old 10-12-20, 12:24 PM   #1996
Mios 4Me
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1. Does the game account for not only local weather but also at the nearest airbases? We're almost to the point of staying submerged all day on the way to this, my first Yellow Sea assignment (still near Cheju).

2. When single ships are reported via Magic, is the type randomly assigned or is it normally something significant? The one successfully actionable report we had recently was a triple-stack transport; the others were WG chases.

3. Am I correct that there are no value modifiers to individual ships? That is, a small transport heading south out of Tokyo Bay at high speed along with five destroyers carries no greater weight than an unescorted one in some backwater?

4. Not sure if the Split Merchant issue from 1.21 has been resolved elsewhere but didn't see it in the description of the latest upgrade, which is awaiting us once we get back into port.

If further data is needed, read on...

Encountered a small group in the Abandon zone on 6/17/43, USS Sunfish out of Midway. We'd been to Abridge but didn't sight anything, so went back to a successful area. When encountered, the group of two ships immediately separated, with the LSF continuing on and the SM going dead in the water. v1.21, 301, 302, 399, 452, 901.

IIRC, "hunting off the reservation" was involved in another of my stopped Split Merchant sightings earlier.
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Old 10-12-20, 02:06 PM   #1997
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@ Mios 4Me:
1. The game rolls the dice for the weather, and the only thing that alters an airplane response is the AirStrike.cfg file. The distance you are away from an AirBase affects the length of time it takes for the response to get to your area, if your presence is detected. If you are seen at a particular location, and you stay there, if it takes 30 minutes for an airplane to travel there from the nearest base, that is generally how long it will take for you to "see" them on radar. Influencing that would be the weather. If the weather is rough, then it might be like a ship that the plane would not make it there. Also, there is some "slack" in the "aiming" of the response. One plane might be right on your location, while 3 will be off, with 2 far north, and one south of where you are, let's say. You will have more airplane activity if your radar is constantly "active", in that it is an easy target to home-in on. They will also Hf-df you if you do the radio, and if you are seen - heaven forbid - they will be on you like shtink. There are also "routine" patrols done from airbases, generally based upon the Type=304 plane, but the bombers also "patrol", such as the Betty, as well as other planes, based upon their "range" from the base.

2. Most of the reports are "Group" based, generated in the header of the group description in the containing mis file, whether a scripted or random group. The "report" then takes the lead vessel of the group, and uses that as its "base" description of either Convoy (merchant) or Task Force (warship), with either "Single", "Small", "Medium" or "Large" as part of the description. I do not remember what the numbers are for the settings, but it's like, one (single), 2 (small), 4 (medium) and 6 (large) - but I am probably wrong with those numbers... - we have changed them more than once... A Convoy can consist of mostly warships, and a Task Force can consist of mostly merchants. It all depends upon the Leader ship.

3. The number of escorts with a ship or group of ships has no bearing upon its "value". Loaded or empty, it is also the same. Eliminating its carrying capacity is the actual "target", not its cargo. All the cargo does is allow for more spectacular explosions... Now, there are a few built missions where a specific ship is "scheduled" to leave a port, and you might receive a Status Report assignment to chase-down one of those. You still get the normal renown for the ship sinking, if successful, but you would also get the Objective Completed renown reward, so there is that "modifier", if you will...

4. The issue of ships "standing still" was not known until about v1.24, and at that, we have not been able to replicate the situation. Since then, v1.26p ("p" for "Patch") has come out. That has slight changes to the campaign mis files, but more for conformity with other mod changes than anything. These last few "updates", though assumed to be reverse-compatible, might not be such, and might contribute to what happens. The AI is what the AI is, and when the "Leader" vessel takes off, any vessels not able to keep up, seem to "loose their bearings", shall we say. Such that a vessel able to do 14 knots is leading, and when your submarine is detected, it changes course and speed. The Split Merchant is able to do 9.5 knots, and is soon without a "leader" vessel and therefore "rudderless" and doesn't know what to do. But again, we don't know if that is what is happening. The Split Merchant will usually eventually recover and resume course, and the lead vessel may eventually also either come back, or resume its original set course... maybe
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Old 10-12-20, 10:30 PM   #1998
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Thanks for the explanations above, PB.

Quote:
Originally Posted by propbeanie View Post
@ Mios 4Me:

4. The issue of ships "standing still" was not known until about v1.24...
Until I upgraded to 1.26p a few minutes ago, my splash screen and JSGME both displayed my version as 1.21p and I reported the issue weeks ago. I say this to possibly aid your forensics, not be contentious.

Now that I've upgraded FotRS, and upgraded to a Balao just prior (departing on next mission 7/30/43), I've noticed:
- I have a 4" gun either way, but the gun crew slots disappear if a bow mount is chosen.
- Transferring to Mare Island is successful but the mission objective remains the Carolines instead of training.
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Old 10-13-20, 12:05 AM   #1999
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Where can I find a list of the Hotkey assignments in FOTRS, a number of them have been changed. For instance, the "Stop Watch/Chrongraph". also where is the Radio message button?
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Old 10-13-20, 07:01 AM   #2000
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Quote:
Originally Posted by Mios 4Me View Post
Thanks for the explanations above, PB.


Until I upgraded to 1.26p a few minutes ago, my splash screen and JSGME both displayed my version as 1.21p and I reported the issue weeks ago. I say this to possibly aid your forensics, not be contentious.

Now that I've upgraded FotRS, and upgraded to a Balao just prior (departing on next mission 7/30/43), I've noticed:
- I have a 4" gun either way, but the gun crew slots disappear if a bow mount is chosen.
- Transferring to Mare Island is successful but the mission objective remains the Carolines instead of training.
The "New Construction" missions were worked on, which is what you get when starting from the Menu, but when you get a new boat, and it's early or late, the missions do not function correctly. I have not come up with a way to "fix" that. You therefore keep the assignment you received when coming in from patrol, prior to the "upgrade". Be sure and see what your Home Base is with the "Transfer" screen prior to departure, and don't forget to stop for fuel at Pearl on your way out (Midway or Johnston Island, if available)... As for the losing the gun crew, that shouldn't, but does happen. That is also a Stock game issue, as well as with most (if not all) mods. This is why we suggest that after you move a deck gun, that you go back to the crew page, and make certain the crew slots followed. If not, then restore the original gun position, and check again. If they came back, Save and go on patrol. Try again later. Sometimes, a Save and exit, and then coming back into the Captain's Office will "fix" the ability to move the gun. Sometimes not. Either way, when you first go on patrol with a "freshly" moved gun, even if you have populated gun crew slots, they will not show on the gun when you go to Battle Stations. If that happens, after departing and getting beyond the Home Base limits (the anchor in the upper-right corner of the screen when on the boat), Save the game, exit, come back in, and Load that Save. Your gun crew should now show when going to Battle Stations. They apparently have to be "initialized", just like several other aspects of the game...


Quote:
Originally Posted by Gray Lensman View Post
Where can I find a list of the Hotkey assignments in FOTRS, a number of them have been changed. For instance, the "Stop Watch/Chrongraph". also where is the Radio message button?
CapnScurvy did some artwork for us on the "cards" that used to come in the box with the game. Those are the "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" images in the main game folder. Printing those out is the easiest way to familiarize yourself with the FotRSU keystrokes, which are different from the original FOTRS and from TMO also. The <C> key gets you the "Chronograph", while <Ctrl>+<M> combo gets your Radio Messages.
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Old 10-13-20, 07:46 AM   #2001
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Well, that's it for this career. Came back with my Gato in such tatters that I was forced to accept a new Balao. With no deck gun.
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Old 10-13-20, 11:25 AM   #2002
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That is unusual to be forced to accept the new boat. You must have really torn-up the Gato you had... I have been offered the same boat class before when that happens.

What was the date when you returned to port though? Which port were you returning to? Were you given the "Your submarine has incurred damages so severe that the navy has decided it is not cost-effective to make repairs. You are therefore receiving a new boat", or something to that effect? Or maybe "Your submarine was damaged but your great result recommend you for the command of a new submarine. Do you accept?" I think it's the 2nd one that is used in FotRSU...
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Old 10-13-20, 07:42 PM   #2003
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Quote:
Originally Posted by WH4K View Post
Well, that's it for this career. Came back with my Gato in such tatters that I was forced to accept a new Balao. With no deck gun.
USS Halibut by chance? "Total constructive loss" November 1944.

In TMO I changed the acceptable damage to 90 percent. By default it is set to 40.
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Old 10-14-20, 01:17 AM   #2004
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I'm going back to TMO. This FOTRS looks fantastic, but after starting 3 careers in the past 3 days, I can't get past corruption issues in the "save" area. The latest one has the sonar "pointer" locked at 0/360. It will NOT rotate when I click the mouse to alternate positions around the ring. I can "spin" the mouse wheel and it moves the digital representation up in the left corner showing the degrees being searched changing but the pointer remains stationary. A temporary deletion of the /Users/Name/Documents/SH4 and rebuild eliminates the bug but there goes another career in the corrupted /SH4. Never had so many corruption issues with TMO.
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Old 10-14-20, 08:06 AM   #2005
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I don't know what you are encountering Gray Lensman, but "details" would help us help you... You mention "A temporary deletion of the /Users/Name/Documents/SH4 and rebuild eliminates the bug but..." You cannot "temporarily" delete the folder and then restore it after activating the mod. It has to be permanently eliminated, if you haven't done that. Otherwise, any incompatibilities are re-introduced to the modded game.

I have both TMO and FotRSU installed (as well as a half-dozen other mods) in my Games folder by use of MultiSH4. That way, I can noodle in which ever version of the game I want to... One of the big things with FotRSU is a "proper" LAA (or similar) activation on an SH4.exe file that is NOT write-protected... Let us know please:
1. Where you have your SH4 installed?
2. Your OS, whether 32-bit or 64-bit and how much RAM you have?
3. Did you use a "fresh" SH4 install, whether a re-install or from an archive?
4. Which version of the mod are you attempting to use?
5. What are the circumstances surrounding your issues?
Let us know what you can either way though, so that we can look for potential problems in the mod. Thanks
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Old 10-14-20, 03:09 PM   #2006
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Campaign CTD

I’ve installed FotRSU 1.24 along with the patch that brings it up to 1.26p. Everything works: sub school, single missions, war patrol for fleet & U-Boat. The U-boat campaign works. When I click on starting a new fleet boat campaign, I get a CTD. This is a fresh install, second one. I had this problem after I did my first upgrade, so I stripped down to bare bones and started fresh. I have TMO and Dark Waters installed so I am pretty confident in my installation.

What I’ve double checked:
-- LAA installed correctly with all admin rights.
-- MultiSh4 alternate folder that is brand new.
-- I stripped down my mod soup to only 1.24 and patch.
-- Deactivated the patch and tried 1.24 by itself.
-- Scanned for viruses and rootkits.
-- Turned antivirus off.
-- Back off all graphics features.
-- Used Ccleaner though there wasn’t anything to clean.
-- Defragged the disc though it was at 1%.

Hardware:
-- I5 3470 Duo @ 2.90Ghz, 8 gig of ram and I have my installation folder on my E: drive.
-- Graphics Card: nVidia GTX6600ti with the latest drivers.

I’m stuck! Don’t know what else to try.
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Old 10-14-20, 03:22 PM   #2007
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Quote:
Originally Posted by propbeanie View Post
I don't know what you are encountering Gray Lensman, but "details" would help us help you... You mention "A temporary deletion of the /Users/Name/Documents/SH4 and rebuild eliminates the bug but..." You cannot "temporarily" delete the folder and then restore it after activating the mod. It has to be permanently eliminated, if you haven't done that. Otherwise, any incompatibilities are re-introduced to the modded game.

I have both TMO and FotRSU installed (as well as a half-dozen other mods) in my Games folder by use of MultiSH4. That way, I can noodle in which ever version of the game I want to... One of the big things with FotRSU is a "proper" LAA (or similar) activation on an SH4.exe file that is NOT write-protected... Let us know please:
1. Where you have your SH4 installed?
2. Your OS, whether 32-bit or 64-bit and how much RAM you have?
3. Did you use a "fresh" SH4 install, whether a re-install or from an archive?
4. Which version of the mod are you attempting to use?
5. What are the circumstances surrounding your issues?
Let us know what you can either way though, so that we can look for potential problems in the mod. Thanks

Okay... What I meant by "temporary deletion" of the Users/Name/Documents/SH4/ folder was to Cut and Paste it elsewhere on the hard drive so that Silent Hunter would create a new one in its place. When that was done, I reentered the game and just temporarily started a new career to see if the "sonar" UI bug described previously persisted. It didn't, which indicated that the bug was in a corrupted file in the SH4 folder that I had pasted aside. When I had confirmed that the "new" /SH4 folder was not corrupted, I deleted that new /SH4 folder and copy/pasted the bugged /SH4 folder back in place, restarted the game, loaded up a previously saved game and checked it one more time and the sonar UI bug was back. So "Yes" you can temporarily delete the folder for testing purposes and restore it when done testing. I just didn't "advance" the game beyond retesting the saved games for this "sonar" bug to isolate where the corrupted file might be located. (Basically, since it was affecting ALL the previously saved games, I wanted to know if a file in the Steam installation folder had been corrupted or the /SH4 folder)

This "mouse" UI sonar bug, once introduced affected all the half dozen or so saved games that I had previously made "that had been just fine" until the bug was introduced, so it wasn't the actual saved game files themselves. It had to be in one of the other files in the /SH4 folder itself that had been written to and corrupted such that it universally affected ALL the previously saved games, not just the last one. I've had saved game corruption errors before, but only rarely and it usually only affected the one particular saved game and maybe persisted in those that follow, NOT those made before the corruption took place.

1. SH4 installed in the Steam folder (Not in Program Files AND neither is Steam. I've been running SH4 in Steam for at least 5 years or more with no problems.
2. My OS is Windows 10 64-bit AND I'm running the LAA SH4 executable. Again, no problems for 5 years playing TMO.
3. Each time I encounter these corruption bugs. I totally uninstall/reinstall SH4, Wolves update, and recreate the Mod folder from scratch. I also delete the /Users/Name/Document/SH4 folder.
4. I was attempting to use the 100_FalloftheRisingSun_UltimateEdition_v1.24_EN version.
5. Circumstances described above in previous post.


Not trying to "dis" on FOTRS. It looks and feels fantastic compared to TMO, and the additional content is fabulous, but it gets very aggravating uninstalling/reinstalling after corruption bugs which seem more numerous in FOTRS than TMO. My 2 cents, and I could be wrong, but it appears this MOD may be attempting to actually do too much in regards to data writes to the /SH4 folder, maybe a timing issue when the sub status data gets written/rewritten/overwritten.


edit> Trying to decide if I really want to continue with FOTRS or not. I could mitigate the corruption issues by literally copying the entire /SH4 folder and renaming and date/time stamping elsewhere each time I saved but that might be more trouble than it's worth. I really like the added content and graphics.... Hmmm... decisions, decisions... ah ha, .bat file(s) may be useful.
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Last edited by Gray Lensman; 10-14-20 at 05:25 PM.
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Old 10-14-20, 04:18 PM   #2008
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Quote:
Originally Posted by Macgregor the Hammer View Post
Campaign CTD

I’ve installed FotRSU 1.24 along with the patch that brings it up to 1.26p. Everything works: sub school, single missions, war patrol for fleet & U-Boat. The U-boat campaign works. When I click on starting a new fleet boat campaign, I get a CTD. This is a fresh install, second one. I had this problem after I did my first upgrade, so I stripped down to bare bones and started fresh. I have TMO and Dark Waters installed so I am pretty confident in my installation.

What I’ve double checked:
-- LAA installed correctly with all admin rights.
-- MultiSh4 alternate folder that is brand new.
-- I stripped down my mod soup to only 1.24 and patch.
-- Deactivated the patch and tried 1.24 by itself.
-- Scanned for viruses and rootkits.
-- Turned antivirus off.
-- Back off all graphics features.
-- Used Ccleaner though there wasn’t anything to clean.
-- Defragged the disc though it was at 1%.

Hardware:
-- I5 3470 Duo @ 2.90Ghz, 8 gig of ram and I have my installation folder on my E: drive.
-- Graphics Card: nVidia GTX6600ti with the latest drivers.

I’m stuck! Don’t know what else to try.
I'm up and running! 2 items may be responsible:

1. I MAY NOT have run the basic SH4 install before I installed the mods. I'm pretty sure I did though.

2. One of the mods was corrupted and may have mucked up the works.

This time, I installed 1.24 tested then the patch and tested, then each mod. Kind of long way around but the only sure way.

Thanks!
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Old 10-15-20, 08:28 AM   #2009
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Quote:
Originally Posted by Bubblehead1980 View Post
USS Halibut by chance? "Total constructive loss" November 1944.

In TMO I changed the acceptable damage to 90 percent. By default it is set to 40.
USS Growler. 92% hull damage when I got back. Yeah, I cut it pretty close.



I am going to apply the 1.2 -> 1.26 patch and give 'er another go, to see what happens.
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Old 10-15-20, 05:11 PM   #2010
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Default Weird Skin

See Thumbnail - skin on this torpedoed Aux Transport is the weirdest I've ever see in any version of SH3 or SH4!

Patrol History: USS Gato (SS-212) left Brisbane on 05/24/1943 to patrol the Bismarck Sea for 5 days. Arrived in Patrol Area and on 06/04/1943 at approximately 0700 encountered 2 enemy vessels, a Medium Modern Composite Freighter and an Aux Transport, travelling side by side in stead of in trail as I would have expected. No escort. Location was 149-00E; 01-34S.

Set up at 90 degrees to their course and let them each have one Mk14, low speed, contact detonator. Both were hit and exploded. The freighter blew up normally and started sinking. The Aux Transport gave out a truly massive blast so big the normal explosion effects were greyed out by an apparent round ball of gas. After the explosion cleared I could see the remarkable skin that was left. Looks like a drunken circus clown tried to paint it to look like a long Rubic's Cube.

There's no harm done, except it does not look right. Perhaps one of the Skin Guys could look it over and find something to fix, in their copious free time, of course!

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

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols
Attached Images
File Type: jpg Auxilliary Transport.jpg (50.2 KB, 18 views)
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