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Old 04-18-22, 12:51 AM   #826
Bubblehead1980
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Originally Posted by Captain Wreckless View Post
Cool thing happened on the way back to Midway. Around midnight, about 730nm WNW of Midway, sonar picked up a ship. I thought WTF?! Turned out to be a Sims Class DD coming up behind me. Sonar hit again, Benham Class DD. Lookout outs spotted a Northhampton Class CA and then a Yorktown Class CV.

I'm thinking what's going on. Turns out it was more likely the Doolittle raid ships returning to PH. I thought cool. Never happened to me before.

I was worried that since it was dark and I was running on the surface, 1) I was going to collide with the DD coming up behind or 2) get sunk by friendly fire.

Nope. Neither. I end up running into a torpedo net 10 miles west of Midway Island.

Could be TF returning from Doolittle Raid, should be two CV (Hornet and Enterprise), but dark pre radar or if in early 42, could be Enterprise returning from strikes on Marcus Island in March 1942 as those fleet movements are present.

Date? 730 NM NNW Midway?
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Old 04-18-22, 01:53 AM   #827
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Originally Posted by Bubblehead1980 View Post
Could be TF returning from Doolittle Raid, should be two CV (Hornet and Enterprise), but dark pre radar or if in early 42, could be Enterprise returning from strikes on Marcus Island in March 1942 as those fleet movements are present.

Date? 730 NM NNW Midway?

I was around April 20, 21 1942. It was after the message about the Doolittle Raid though.

Another strange occurrence. I had to recon a harbor in the Bungo Straits and on my way out I sank a TK, troop ship, and a cargo ship. Proceeded up the coast toward Yokohama and sank 2 fishing boats. Near Yokohama I got 2 cargos and a Aux sub chaser. That is 7 MS and 1 Subchaser.

When I docked in PH, it showed that I only sank 2 Merchants and the Subchaser. So I reloaded a previous save and the map showed all eight sunk icons. When I exited out the tally showed 2 Merchies and the warship.

WTF? This was my best patrol yet. Has anyone had this happen to them?
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Old 04-18-22, 02:58 AM   #828
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I was around April 20, 21 1942. It was after the message about the Doolittle Raid though.

Another strange occurrence. I had to recon a harbor in the Bungo Straits and on my way out I sank a TK, troop ship, and a cargo ship. Proceeded up the coast toward Yokohama and sank 2 fishing boats. Near Yokohama I got 2 cargos and a Aux sub chaser. That is 7 MS and 1 Subchaser.

When I docked in PH, it showed that I only sank 2 Merchants and the Subchaser. So I reloaded a previous save and the map showed all eight sunk icons. When I exited out the tally showed 2 Merchies and the warship.

WTF? This was my best patrol yet. Has anyone had this happen to them?

Did you load a save game? Its a unfortunate bug thats been around in SH 4 a long time.


I have noticed it tends to happen more if save too soon after sinking or too close to site of sinking somewhere along the way in a career. Also believe based on experience that if enable/disable mods too often, especially if not on a truly clean save, can cause issue. Basically, things get corrupted, fiel may still load but won't load properly


Honestly, its why I chose to have a desk top just for the sim (well for games, but only use it for SH 4 lol) because sim has always acted strange when reloading saved games. I rarely get save related issues now because I just keep a patrol running. I know not everyone can do that so here are a few tips which can help reduce chances of this happening.


1. Before each patrol, after have made upgrades, promotions etc, if adding any new mods (if possible discouraged but not always a issue) add them, start back up, load into the office, delete current save file and make a brand new save file. This will be a "fresh" save, start after save.

2 Avoid enabling disabling mods through career if possible. Again, won't always hurt but frequency can screw things up.

3. Don't keep too many saved games, program does not like this.


4. Do not save too soon (I'd say wait 20-30 minutes) after sinking a ship, achieving a goal etc, saving too soon then when reload sim seems to not have logged it. Believe this is some type of "internal clock" issue.

5. Do not save near land (go out to sea if must) , near sunken vessels, or near any contacts. Always check radar/sound/visual...make sure ships like fishing boats which radar operator will not report even though they show up are not on the scope. Sound check, make sure no distant vessels can be heard. etc



Write it off as command did not award you credit, it happened. One famous case was Archerfish which sunk largest vessel ever by a submarine November 1944, the carrier Shinano (originally a Yamato Battleship, converted to carrier). Intelligence did not believe his account of sinking a carrier initially. Happened with other vessels as well through the war, some skippers were vindicated later, some were not.
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Old 04-18-22, 03:14 AM   #829
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Quote:
Originally Posted by Bubblehead1980 View Post
Did you load a save game? Its a unfortunate bug thats been around in SH 4 a long time.


I have noticed it tends to happen more if save too soon after sinking or too close to site of sinking somewhere along the way in a career. Also believe based on experience that if enable/disable mods too often, especially if not on a truly clean save, can cause issue. Basically, things get corrupted, fiel may still load but won't load properly


Honestly, its why I chose to have a desk top just for the sim (well for games, but only use it for SH 4 lol) because sim has always acted strange when reloading saved games. I rarely get save related issues now because I just keep a patrol running. I know not everyone can do that so here are a few tips which can help reduce chances of this happening.


1. Before each patrol, after have made upgrades, promotions etc, if adding any new mods (if possible discouraged but not always a issue) add them, start back up, load into the office, delete current save file and make a brand new save file. This will be a "fresh" save, start after save.

2 Avoid enabling disabling mods through career if possible. Again, won't always hurt but frequency can screw things up.

3. Don't keep too many saved games, program does not like this.


4. Do not save too soon (I'd say wait 20-30 minutes) after sinking a ship, achieving a goal etc, saving too soon then when reload sim seems to not have logged it. Believe this is some type of "internal clock" issue.

5. Do not save near land (go out to sea if must) , near sunken vessels, or near any contacts. Always check radar/sound/visual...make sure ships like fishing boats which radar operator will not report even though they show up are not on the scope. Sound check, make sure no distant vessels can be heard. etc



Write it off as command did not award you credit, it happened. One famous case was Archerfish which sunk largest vessel ever by a submarine November 1944, the carrier Shinano (originally a Yamato Battleship, converted to carrier). Intelligence did not believe his account of sinking a carrier initially. Happened with other vessels as well through the war, some skippers were vindicated later, some were not.

I had 5 progressive saves on the way to PH. None of them were near a sinking. I remember that lesson. Anyway, I loaded each save to check and everyone of them showed the sinkings on the map. The last save was about 300nm from Midway.

I always start a new patrol with a fresh save after I'm done with crew management, etc.

I don't mess with the mods mid patrol. Learned that lesson also.

I usually keep only 2 saves in game. When I get about 4, I delete the 2 oldest and keep the 2 newest.

This is the first it's ever happened to me of not getting full credit. Bummer that TK I sank was 11800 tons.

In the Bungo strait, right after I recceed the port I fired 4 fish at a LARGE TK: #1 Dud, #2 Bang, #3 Dud, #4 Bang. Didn't even slow it down. It was daylight at periscope depth and I couldn't get my rear tubes aligned before it went out of range.
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Old 04-18-22, 03:38 AM   #830
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Originally Posted by Captain Wreckless View Post
I had 5 progressive saves on the way to PH. None of them were near a sinking. I remember that lesson. Anyway, I loaded each save to check and everyone of them showed the sinkings on the map. The last save was about 300nm from Midway.

I always start a new patrol with a fresh save after I'm done with crew management, etc.

I don't mess with the mods mid patrol. Learned that lesson also.

I usually keep only 2 saves in game. When I get about 4, I delete the 2 oldest and keep the 2 newest.

This is the first it's ever happened to me of not getting full credit. Bummer that TK I sank was 11800 tons.

In the Bungo strait, right after I recceed the port I fired 4 fish at a LARGE TK: #1 Dud, #2 Bang, #3 Dud, #4 Bang. Didn't even slow it down. It was daylight at periscope depth and I couldn't get my rear tubes aligned before it went out of range.

Got it. Well, sometimes bug can't be avoided, unfortunately.

Tanker must have been empty (when loaded with fuel one torpedo usually sends them up, and two for sure) , tough luck.
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Old 04-18-22, 10:08 AM   #831
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Ship sinking credit can be very squirrelly - kind of like Eichhörnchen...




anyway, what can happen, especially up inside the Inland Sea, is that a ship cannot "fully" sink and reach its "crush" depth, which is when it is 'finished' sinking and is then "destroyed". You have to "destroy" the unit completely, which can also be accomplished by hitting one of its magazines. Also, if the ship is "in the process" of sinking, and you then leave the visible "spawn" area, which is roughly 8-12nm, you might not get the credit either, in spite of seeing a ship-sunk icon. Another factor is that something else contributed to the sinking, such as a storm, and that is what actually pushed the "damage" amount over the top, and is what is then credited with the ship sinking, and not the player, that put the torpedoes into it. As BH mentions, it happened in real life also...
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Old 04-18-22, 02:27 PM   #832
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Originally Posted by propbeanie View Post
Ship sinking credit can be very squirrelly - kind of like Eichhörnchen...




anyway, what can happen, especially up inside the Inland Sea, is that a ship cannot "fully" sink and reach its "crush" depth, which is when it is 'finished' sinking and is then "destroyed". You have to "destroy" the unit completely, which can also be accomplished by hitting one of its magazines. Also, if the ship is "in the process" of sinking, and you then leave the visible "spawn" area, which is roughly 8-12nm, you might not get the credit either, in spite of seeing a ship-sunk icon. Another factor is that something else contributed to the sinking, such as a storm, and that is what actually pushed the "damage" amount over the top, and is what is then credited with the ship sinking, and not the player, that put the torpedoes into it. As BH mentions, it happened in real life also...

I always hang around to watch them sink. Just love the scene. All of them were completely destroyed. In fact the TK split in 2. All of the others went down in flames. 1 of them after the 1st torpedo hit and HUGH secondary explosion, was engulfed in flames, bow to stern. Even the 2 fishing boats went down burning. The water depth for all was over 1000ft.



Oh well "C'est la Vie".

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Old 04-18-22, 05:24 PM   #833
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Any news for when the next update comes? Looking forward to trying this after finishing my FOTRSU career.
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Old 04-18-22, 09:43 PM   #834
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Any news for when the next update comes? Looking forward to trying this after finishing my FOTRSU career.
April 29 is the goal. Of course, this is tentative. I am working on some final things currently, have a little testing as well, but confident in April 29 as release date.
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Old 04-18-22, 11:57 PM   #835
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Originally Posted by Bubblehead1980 View Post
April 29 is the goal. Of course, this is tentative. I am working on some final things currently, have a little testing as well, but confident in April 29 as release date.



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Old 04-19-22, 06:44 PM   #836
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Originally Posted by Bubblehead1980 View Post
April 29 is the goal. Of course, this is tentative. I am working on some final things currently, have a little testing as well, but confident in April 29 as release date.
Thanks for all your hard work!


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Old 04-22-22, 04:29 PM   #837
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Undoubtedly this has been covered before somewhere but, if so, I've yet to find it... on the other hand it's likely that I've just missed something obvious to everyone else.


I'm just getting back into SH4 w/ TMO after years away and I can't figure out how to get some of the hotkeys/functions to work. For example: While it's not critical it would make life simpler if I could return the view to match the heading by simply hitting a specific hotkey (supposedly the "-" key) but no joy. Definitely in the critical column is the chronometer and I can't get it to pop up with a click on the taskbar icon or find mention of a specific hotkey.


What am I missing?
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Old 04-22-22, 04:49 PM   #838
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Originally Posted by Millipede View Post
Undoubtedly this has been covered before somewhere but, if so, I've yet to find it... on the other hand it's likely that I've just missed something obvious to everyone else.


I'm just getting back into SH4 w/ TMO after years away and I can't figure out how to get some of the hotkeys/functions to work. For example: While it's not critical it would make life simpler if I could return the view to match the heading by simply hitting a specific hotkey (supposedly the "-" key) but no joy. Definitely in the critical column is the chronometer and I can't get it to pop up with a click on the taskbar icon or find mention of a specific hotkey.


What am I missing?
welcome back.

the depending on the keyboard setup, the chronometer can be toggled with either C or X (lower case).
i suggest using one of the keyboard utilities to tidy up and customize your keyboard layout.
i use Keymapper by jimimadrid but there are others.

there are two keys in TMO for those.
the Heading to view that i have experienced is when i use the equal sign which is the lower case character of the keyboard-plus. i know for a fact that if you use the number pad plus, you will increase the time compression. i KNOW that equal will bring the boat to the heading in whatever you are viewing (periscope, UZT, binocs)

the view-to-heading should work as it works for me.
[Cmd148]
Name=Heading_to_view
Ctxt=1
Key0=0xBB,,"+"

[Cmd149]
Name=View_to_heading
Ctxt=1
Key0=0xBD,,"-"
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Old 04-22-22, 05:23 PM   #839
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I had some interesting sinkings yesterday. I fired 2 MK-10s at a DD. He must have seen them because it increased speed. 1 hit in the stern and the other just missed. I went to external view ( I just Love it) and zoomed over to the DD. I could see that the port side prop wasn't turning, on fire and it was slowly going down. It finally went down stern first with the bow just bobbing in the waves. It went under and there were secondary explosions. All of a sudden the bow popped up again for about 15 secs then went under.

Another attack on a DD, I hit it amidships and the stern. It increased speed and started pinging away. Went to external view and watched as it was burning start a slow list to port. Eventually it stopped and continued its list to port until it capsized and went under. His partner moved off and for some reason and stopped. He was probably listening for me. The seas were rough and I had to come up to radar depth to see him in the periscope. I finally worked my way 900 yards of his port side and put 2 MK-10s into him. He increased speed and sank 10 minutes later.

I've always seen ships either sink in 2 pieces, bow first, or stern first. I've never had them capsize or sink then bob back up.

The secondary explosions were pretty cool also and loud.


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Old 04-22-22, 05:35 PM   #840
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I've been reading the message text in the campaign folder. I saw a few grammatical errors (it bugged me ) and 1 or 2 factual errors and I cleaned it up a bit for me.
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