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Old 04-19-22, 06:23 AM   #151
Mad Mardigan
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wolf_howl15

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Originally Posted by Jean Led View Post
I tried again. My save that was working kept crashing as soon as I neared the convoy. I loaded a previous save from 1 hour in game time before. Was working fine until I went to intercept the convoy again. I approached at 40 meters in low time compression, when I went to periscope depth and started getting a firing solution it crashed again.


Its in the AM grid in november 1939 i believe. There is a convoy with a Nelson class battleship.


In my first attempt I could attack it without crashes, but all the saves afterwards were corrupted.



Im thinking of deleting the main folder and the folder in documents and retrying a new campaign and see if Im plagued with those crashes still.

I really really like the interface and the attack periscope.


I also run dark waters with no crashes fyi. But I had that issue previous to getting dark waters.

But maybe the fact I put them in that arrangement below caused it to be more instable?

OS (C: )/ SH4 ATO/ and here the two separate folders)

Just... outta curiosity...

You are, using multiSH4... with your different SH4 mod sets there (namely KSD II: Ace & Oper. Monsun: Dark)... I pray, Yes...???

If not, then that can & could well, cause issues... if they are trying to share the same save folder.







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Old 04-19-22, 07:30 PM   #152
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Quote:
Originally Posted by Mad Mardigan View Post
Just... outta curiosity...

You are, using multiSH4... with your different SH4 mod sets there (namely KSD II: Ace & Oper. Monsun: Dark)... I pray, Yes...???

If not, then that can & could well, cause issues... if they are trying to share the same save folder.





M. M.

I- I dont.


Issue was prior and ksd as its own save file in documents. I put them far away from each other now
But thank you for mensioning that .. Multish4 thing, it saves me me future headaches for when I jump into us subs
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Old 04-19-22, 10:05 PM   #153
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I- I dont.


Issue was prior and ksd as its own save file in documents. I put them far away from each other now
But thank you for mensioning that .. Multish4 thing, it saves me me future headaches for when I jump into us subs


Welcome.







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Old 04-20-22, 02:53 PM   #154
Jean Led
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Default UPDATE ON BUG

update with the save bug I had.


It seem that whenever I tried to approach the convoy in a certain area the game would ctd no matter what.


I tried went further on its predicted path and intercepted 100 km further away, and no bug, I could make my attack. ( had 3 torps left, first was a dud and other two missed because they had time to hit the break as I didnt time them properly)


I kept making saves along the way, reached my port without a crash


I think if the weather is demanding ( fog and rain probably) + large convoy there is a very high chance of ctd.
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Old 05-27-22, 02:08 PM   #155
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this mod looks interesting. I'll give it a try.


On another note, how would you say it compares to Dark Waters? I've been using Dark waters for SH4 ato for a while now.
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Old 05-29-22, 12:20 PM   #156
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Default New on KSDII Ace

Hello Fellow Kaleuns,

I'm in the process of learning this version of the game and already received a lot of information in another thread in the "Wolves of the Pacific" page and now moved over here, since it is dedicated towards this particular Mod.

As I'm going along, I come across some items that are somewhat different from what I have seen up until now, and would appreciate any information that is available.

1. How does one select the "Combat Support Unit", do they show up on the Nav Map (F5)?

2. "Toggle ON/OFF Auto Torpedo Reloading": It doesn't seem to matter if it is ON or OFF, the torpedoes will get reloaded either way. Is that normal game behavioru?

3. Battery Charging: When selecting "Battery Charging", it seems to take a VERY long time until the are charged (if at all). Is this also normal game behaviour?

4. Also, seem to notice that the periscope - even if only about 1m above the water line - will be seen by by merchants or escorts alike, at a distance of about 900m (in 1940 and assuming that ASW vessels have no radar installed yet). Is this also your experience?

5. In Sh3, there is a kind of "Semi-Manual-Torpedo-Targeting" possible, whereas one can select the support of the Weapons Officer but still has the option for manual targeting if desired. Is this also the case here with KSDII Ace?

Many thanks!
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Old 05-29-22, 02:39 PM   #157
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Are realistic/historically accurate night surface attacks possible in this mod?


Including getting inside the convoy on the surface?


I am coming over from US side of things, I made this possible in TMO, wondering if possible in this mod since was a huge part of U boat operations. Hoping it is, I'm tired of modding lol.
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Old 05-30-22, 01:44 PM   #158
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In General I would unfortunately say no, usually you get spotted. You can’t get as close as they did in real life.
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Old 05-30-22, 02:19 PM   #159
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In General I would unfortunately say no, usually you get spotted. You can’t get as close as they did in real life.
Guess that is something I will have to make happen.
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Old 05-30-22, 02:24 PM   #160
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Guess that is something I will have to make happen.
That would be amazing
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Old 05-31-22, 04:23 AM   #161
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Originally Posted by SnipersHunter View Post
That would be amazing
I agree. Really has added a whole new life to SH 4 in TMO, on the US side of things, to be able to pull off night surface attacks as the did at realistic ranges.

Hopefully can do so on U Boat side. Main things is nights will have to be made darker, since they are way too light in SH and every mod ive seen (havent tried dark waters yet but assuming so, I recall OM was light) and then a matter of adjusting visual sensors to interact properly with the darker night.

Took a couple months of tweaking and testing to get it right in TMO lol but since have the knowledge now, prop wont take as long if its possible. Will get started soon.
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Old 05-31-22, 11:05 AM   #162
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Originally Posted by Bubblehead1980 View Post
I agree. Really has added a whole new life to SH 4 in TMO, on the US side of things, to be able to pull off night surface attacks as the did at realistic ranges.

Hopefully can do so on U Boat side. Main things is nights will have to be made darker, since they are way too light in SH and every mod ive seen (havent tried dark waters yet but assuming so, I recall OM was light) and then a matter of adjusting visual sensors to interact properly with the darker night.

Took a couple months of tweaking and testing to get it right in TMO lol but since have the knowledge now, prop wont take as long if its possible. Will get started soon.
I am pretty sure that Niume would appreciate this as much as I do. Since TMO and KSD are both using SH4 it might be easier for you when you already have the things you did for TMO at hand
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Old 05-31-22, 12:47 PM   #163
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Quote:
Originally Posted by SnipersHunter View Post
I am pretty sure that Niume would appreciate this as much as I do. Since TMO and KSD are both using SH4 it might be easier for you when you already have the things you did for TMO at hand


Yes, I believe it will be less of a hassle since have a knowledge base on how to do it, not learning as I go as before. Does involved a lot of testing and tweaking though.
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Old 05-31-22, 01:10 PM   #164
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Originally Posted by Bubblehead1980 View Post
Yes, I believe it will be less of a hassle since have a knowledge base on how to do it, not learning as I go as before. Does involved a lot of testing and tweaking though.
You could join the KSD discord there are always people willing to help and test
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Old 06-01-22, 02:06 AM   #165
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Quote:
Originally Posted by Kapitän View Post
Hello Fellow Kaleuns,

I'm in the process of learning this version of the game and already received a lot of information in another thread in the "Wolves of the Pacific" page and now moved over here, since it is dedicated towards this particular Mod.

As I'm going along, I come across some items that are somewhat different from what I have seen up until now, and would appreciate any information that is available.

1. How does one select the "Combat Support Unit", do they show up on the Nav Map (F5)?

2. "Toggle ON/OFF Auto Torpedo Reloading": It doesn't seem to matter if it is ON or OFF, the torpedoes will get reloaded either way. Is that normal game behavioru?

3. Battery Charging: When selecting "Battery Charging", it seems to take a VERY long time until the are charged (if at all). Is this also normal game behaviour?

4. Also, seem to notice that the periscope - even if only about 1m above the water line - will be seen by by merchants or escorts alike, at a distance of about 900m (in 1940 and assuming that ASW vessels have no radar installed yet). Is this also your experience?

5. In Sh3, there is a kind of "Semi-Manual-Torpedo-Targeting" possible, whereas one can select the support of the Weapons Officer but still has the option for manual targeting if desired. Is this also the case here with KSDII Ace?

Many thanks!
1. This is left over feature from the stock. In the stock game you could call in Japanese warship.
2.This is not normal behavior. It works fine for me.
3. The battery charging is set to historical values. How long does it take for you to charge the battery from 50% to 100%?
4. At least for me I do not encounter this problem. What version of the modpack are you using?
5. Sadly, no SH4 does not have option for Weapons officer to calculate the torpedo solution like in Sh3. Either you choose manual torpedo targeting or automatic.


It seems that your install is corrupted. When installing modpack did you selected a fresh new folder? Remember this installer has everything included even the "base game". You just need to select where you want it to be installed on your computer
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