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#2165836 - 03/22/07 03:23 AM SH4 Essentials: Tips, tweaks, mods
letterboy1 Offline
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I didn't notice us having a thread like this yet so I started one. Mod or admin, please sticky. Thanks.

Okay, here's my first (probably already listed at other forums):
The file UMark.dds is what causes that arrow graphic to appear on the water's surface to show the location of your sub. If you want it gone, it's located here:
\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\Data\Misc
Back it up before removing just in case you want it back later!
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#2165946 - 03/22/07 06:22 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
nibbio Offline
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This might be useful, copied&pasted from a Subsim thread http://www.subsim.com/radioroom/showthread.php?t=107766&page=8

Originally Posted by fullmetaledges
-periscope depth takes you about 2 meters to deep so all you see is waves breaking over the periscope lens

Reply by ACSoft:
There is a ".cfg" file where you can easily edit this parameter for each sub. Unfortunately, I don't have the beta version anymore installed on my machine, so I can't anymore tell you which file it is with certainty. Probably it is the same like in SH3:
So look in data\submarine\
Then, in each submarine sub-directory, you should have a file "*subname*.cfg".
In this file, you will find probably in the section [Properties] the parameter "PeriscopeDepth" you can set to your taste.
ACS

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#2166076 - 03/22/07 08:46 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: nibbio]
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Thanks Nibbio.
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#2167205 - 03/23/07 10:29 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
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Just bumping this to encourage akdavis to post that vsync fix. \:D
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#2167224 - 03/23/07 10:41 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
Aqualung Offline
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I think you can turn it on by editing main.cfg. There's an option in there for vsync.

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#2167293 - 03/23/07 12:02 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: Aqualung]
akdavis Offline
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Sorry letterboy, I was at work. \:\) Aqualung is correct about the v-sync fix, find the main.cfg text file that is in the SH4 folder in your My Documents directory (NOT in the SH4 install directory), e.g.:

C:\Documents and Settings\Alan\My Documents\SH4\data\cfg\main.CFG

Edit the following from "No" to "Yes":
Quote:
[VIDEO]
Resolution=1024,768,85,22
DynamicShadows=No
FullScreen=Yes
Synchronized=No
TextureResolutionHigh=No


Make sure you have v-sync enabled on your card.

This ceased constant errors I was receiving and rid me of some stuttering when in the 3D world.


Edited by akdavis (03/23/07 12:08 PM)
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#2167301 - 03/23/07 12:09 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: akdavis]
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akdavis, you may now have your way with my sister!!! Aqualung, sloppy seconds for not posting the cfg text. \:D Just kidding, thanks to both of you. \:\)
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#2167768 - 03/24/07 05:14 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: nibbio]
letterboy1 Offline
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Originally Posted By: nibbio
This might be useful, copied&pasted from a Subsim thread http://www.subsim.com/radioroom/showthread.php?t=107766&page=8

Originally Posted by fullmetaledges
-periscope depth takes you about 2 meters to deep so all you see is waves breaking over the periscope lens

Reply by ACSoft:
There is a ".cfg" file where you can easily edit this parameter for each sub. Unfortunately, I don't have the beta version anymore installed on my machine, so I can't anymore tell you which file it is with certainty. Probably it is the same like in SH3:
So look in data\submarine\
Then, in each submarine sub-directory, you should have a file "*subname*.cfg".
In this file, you will find probably in the section [Properties] the parameter "PeriscopeDepth" you can set to your taste.
ACS




Must be a beta version or cracked version issue. When I'm at periscope depth I can see well above the water. Just wanted to point that out to avoid confusing newcomers. \:\)
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#2167789 - 03/24/07 06:17 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
Jeevz Offline
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Here one, It seems the realism settings keep restting for myself and some others.

Set them, hit apply, alt+tab out go to [USER]\My Documents\SH4\data\cfg and make gameplaysettings.cfg read only.
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#2167817 - 03/24/07 06:55 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: Jeevz]
nibbio Offline
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One very interesting feature (undocumented):
the shift-F2 view, that in SH3 enabled a free roaming camera inside the sub, now works also outside the sub, and any other vessel (from the external camera view). This way you can explore every minute detail of the 3d models and the textures, and produce some very impressive visuals.

But beware: you may then find out that the American sailors all have the same Japanese facial features. If your feeling of immersion is as sensitive as mine, it may never recover \:D

Ciao,
nibbio



Edited by nibbio (03/24/07 07:02 AM)

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#2167949 - 03/24/07 10:38 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: nibbio]
letterboy1 Offline
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Originally Posted By: nibbio
One very interesting feature (undocumented):
the shift-F2 view, that in SH3 enabled a free roaming camera inside the sub, now works also outside the sub, and any other vessel (from the external camera view). This way you can explore every minute detail of the 3d models and the textures, and produce some very impressive visuals.

But beware: you may then find out that the American sailors all have the same Japanese facial features. If your feeling of immersion is as sensitive as mine, it may never recover \:D

Ciao,
nibbio



Oh cool, so there isn't that limit of how close you can get to a sub like in regular free camera. That calls for some screenshots. \:\) Thanks.
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#2167954 - 03/24/07 10:43 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
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http://www.subsim.com has an excellent video of manual tdc ... (Really recommended viewing).
Most of you already know this. But this is a "tips" part and somebody might not just visit that site... (yeah, right!) \:\)

A must, for people like me. Now i can go hunt me some meat... eah ... sink me some tonnage \:\)

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#2167957 - 03/24/07 10:44 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: Jeevz]
letterboy1 Offline
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Originally Posted By: 249th_Jeevz
Here one, It seems the realism settings keep restting for myself and some others.

Set them, hit apply, alt+tab out go to [USER]\My Documents\SH4\data\cfg and make gameplaysettings.cfg read only.


Jeevz, when making a file Read Only, does it keep that file from getting overwritten as well? Asking just in case this interferes with patching.

Anyway, for now I implemented this because my settings reset . . . maybe because when you start a campaign there is a drop-down menu that lets you select difficulty, but no custom option. Perhaps this resets the config. Maybe there should have been separate config files for the various play modes.
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#2168037 - 03/24/07 01:08 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
akdavis Offline
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Originally Posted By: nibbio
This might be useful, copied&pasted from a Subsim thread http://www.subsim.com/radioroom/showthread.php?t=107766&page=8

Originally Posted by fullmetaledges
-periscope depth takes you about 2 meters to deep so all you see is waves breaking over the periscope lens

Reply by ACSoft:
There is a ".cfg" file where you can easily edit this parameter for each sub. Unfortunately, I don't have the beta version anymore installed on my machine, so I can't anymore tell you which file it is with certainty. Probably it is the same like in SH3:
So look in data\submarine\
Then, in each submarine sub-directory, you should have a file "*subname*.cfg".
In this file, you will find probably in the section [Properties] the parameter "PeriscopeDepth" you can set to your taste.
ACS




Keep in mind that ideal periscope depth will vary with sea state. I suspect that periscope depth in game is good for having the scope just clear a calm sea surface with a good view and not too much exposure, but still have the sub as far down as possible. As sea state varies, you may have to adjust this depth. This would explain why people are reporting variable experiences with the preset periscope depth. I'll test this one.

Originally Posted By: letterboy1
Originally Posted By: 249th_Jeevz
Here one, It seems the realism settings keep restting for myself and some others.

Set them, hit apply, alt+tab out go to [USER]\My Documents\SH4\data\cfg and make gameplaysettings.cfg read only.


Anyway, for now I implemented this because my settings reset . . . maybe because when you start a campaign there is a drop-down menu that lets you select difficulty, but no custom option. Perhaps this resets the config. Maybe there should have been separate config files for the various play modes.


There is an area in the room that should give you access to options. I believe that you must set your difficulty options for each campaign, as they are not carried over from the main menu options settings. Will come back with specific hotspot location.


Edited by akdavis (03/24/07 07:43 PM)
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#2168163 - 03/24/07 04:36 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
Jeevz Offline
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Originally Posted By: letterboy1
Originally Posted By: 249th_Jeevz
Here one, It seems the realism settings keep restting for myself and some others.

Set them, hit apply, alt+tab out go to [USER]\My Documents\SH4\data\cfg and make gameplaysettings.cfg read only.


Jeevz, when making a file Read Only, does it keep that file from getting overwritten as well? Asking just in case this interferes with patching.

Anyway, for now I implemented this because my settings reset . . . maybe because when you start a campaign there is a drop-down menu that lets you select difficulty, but no custom option. Perhaps this resets the config. Maybe there should have been separate config files for the various play modes.


To be safe I would set it back before patching. The campign difficulty selection is what I figured it was but this way lets you have custom difficulty in the campaign. \:\)
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#2168170 - 03/24/07 05:08 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: Jeevz]
letterboy1 Offline
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Thanks, guys. \:\)
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#2168312 - 03/24/07 09:23 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: Jeevz]
akdavis Offline
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Originally Posted By: 249th_Jeevz
Originally Posted By: letterboy1
Originally Posted By: 249th_Jeevz
Here one, It seems the realism settings keep restting for myself and some others.

Set them, hit apply, alt+tab out go to [USER]\My Documents\SH4\data\cfg and make gameplaysettings.cfg read only.


Jeevz, when making a file Read Only, does it keep that file from getting overwritten as well? Asking just in case this interferes with patching.

Anyway, for now I implemented this because my settings reset . . . maybe because when you start a campaign there is a drop-down menu that lets you select difficulty, but no custom option. Perhaps this resets the config. Maybe there should have been separate config files for the various play modes.


To be safe I would set it back before patching. The campign difficulty selection is what I figured it was but this way lets you have custom difficulty in the campaign. \:\)


Gentlemen,

In the campaign room, there is a radio on the very left side of the screen on the top of the bookshelf. It will highlight as "options." Click on this and you can adjust gameplay settings just as in the main menu options.
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#2169454 - 03/26/07 09:57 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: akdavis]
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I found this in the SubSim forums; it's from SeeAdler. It's an edited file to slow down the cloud morphing. You can simply copy-n-paste the following text into a text file and then name it: CloudsVS.fx . . . it will reside in the following directory:
:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\Data\Shaders\Clouds
Either back up the original or use JSGME to enable it. Just go into the MODS folder and create the following set of folders:
\MODS\Slower Clouds\Data\Shaders\Clouds
When you run JSGME it will show as Slower Clouds.

Here is the edited file text:
Quote:

// original file by Ubisoft
// modified by Frank "Seeadler" Kaune
// changes: slowed down the cloud morphing effect

float4x4 matWVP : register(c0);
float4 tTrans0: register(c4);
float4 tTrans1: register(c5);
float3 SkyColor0 : register(c6);
float3 SkyColor1 : register(c7);
float4 fogParams: register(c8);
float4 sunPos: register (c9);
float4 sunColor: register (c10);
float4 CloudColor: register (c11);
float altitude: register (c12);
float2 windDirectionTime : register (c13);
float4 hazeParams: register (c14);
float4 geom_params: register (c15);

struct VS_IN
{
float4 Pos : POSITION;
float4 Normal : NORMAL;
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
};

struct VS_OUT
{
float4 ProjPos : POSITION;
float4 T0 : TEXCOORD0;
float4 T1 : TEXCOORD1;
float4 T2 : TEXCOORD2;
float4 T3 : TEXCOORD3;
float2 FogHaze : TEXCOORD4;
float3 CloudColor : TEXCOORD5;
};

float HazeExpCurve(float d)
{
float k=0.95;
float p = d*d / 1000;
return pow(k,p);
}

VS_OUT main( VS_IN In )
{
VS_OUT Out;

Out.ProjPos = mul( In.Pos, matWVP);


float4 p=In.Pos;
p.y=p.y*fogParams.z;
float f0=dot(p,p);
f0=sqrt(f0);


float L=dot(-In.Normal,sunPos);

float f=-f0*fogParams.x+fogParams.y;
float h=-f0*hazeParams.x+hazeParams.y;
Out.FogHaze.x=saturate(L*fogParams.w+f);
Out.FogHaze.y=saturate(L*hazeParams.w+h);

float4 k;
k=sunColor*L;
k=k*sunColor;


float r=1000;
float d=distance(In.Pos.xyz/r,sunPos.xyz);
float3 SunGlow=lerp(SkyColor1,SkyColor0,exp(-d*d));

float2 t=In.Tex0;

float r0=5000;
float r1=r0+4*altitude/25;
float3 U=float3(0,r0,0);
float3 V=normalize(In.Pos.xyz);

float A=dot(V,V);
float B=dot(U,V);
float C=r0*r0-r1*r1;

float delta=sqrt(B*B-A*C);
float k0=(delta-B)/A;
float3 pos=V*k0;
float3 vSun=normalize(sunPos.xyz);
float3 pSun=vSun*k0*5;

t=float2(pos.x,pos.z)*0.01;
float2 SunDir=geom_params.r*normalize(pSun-pos).xz;

float2 Tex0;
Tex0.x=t.x*tTrans0.x+t.y*tTrans0.y+tTrans0.w;
Tex0.y=t.x*tTrans1.x+t.y*tTrans1.y+tTrans1.w;

float4 t0;
Out.T0.xy=Tex0;
Out.T0.zw=Tex0+(windDirectionTime/4);

float4 t1;
Out.T1.xy=Tex0+SunDir;
Out.T1.zw=Tex0+(windDirectionTime/4)+SunDir;

float4 t2;
Out.T2.xy=Tex0+SunDir*2;
Out.T2.zw=Tex0+(windDirectionTime/4)+SunDir*2;

float4 t3;
Out.T3.xy=Tex0+SunDir*3;
Out.T3.zw=Tex0+(windDirectionTime/4)+SunDir*3;

Out.CloudColor = (SunGlow + CloudColor) / 2;

return Out;
};


Or go to the Subsim thread:
http://www.subsim.com/radioroom/showthread.php?t=108824&highlight=morphing
There is a direct link to the file in that thread.


Edited by letterboy1 (03/26/07 10:22 AM)
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#2170681 - 03/27/07 03:22 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: nibbio]
bob224 Offline
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Registered: 02/17/03
Posts: 85
Loc: Edmonton Alberta Canada
Here is a web site to get up to date mods for SHIV.

Subsim Radio Room Form

I just downloaded a file to remove those tools off the map and use the ones from Sh3 which make it a lot easier to use .

They have a mod pack which has a lot of thing in it.

some of the mod sections;
Radio mods
Texture mods
Ship mods
Sound mods
Interface Mods
Gameplay mods
Mod packs

And they are all for SHIV,so I hope this can help some of you with the game.I have already install 3 or 4 into my game, using JSGME and am going to put more in when I come off patrol.

bob224

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#2170901 - 03/27/07 09:37 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: bob224]
letterboy1 Offline
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Thanks Bob224 . . . a great idea, so I am posting the link to the Modifications List thread at SubSim:

http://www.subsim.com/radioroom/showthread.php?t=108964
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#2171018 - 03/28/07 02:54 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
bob224 Offline
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Registered: 02/17/03
Posts: 85
Loc: Edmonton Alberta Canada
Thanks Letterboy1 I didn't know how to post a web link.

But thanks again it will help other people to get to the location .

bob224

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#2171056 - 03/28/07 04:31 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: bob224]
letterboy1 Offline
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For those with the Direct2Drive version (might be applicable to retail version), attempting to reinstall after uninstalling might be problematic. A user here reported that reinstalling failed and all he got was an option to modify the existing installation. He also tried several registry cleaners that didn't work. Smosh suggested CCleaner which did the trick:
http://www.ccleaner.com/
This info came from this thread:
http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=2170730&page=1#Post2170730
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#2171310 - 03/28/07 09:36 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
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Here's a little info about the "Replay" feature that is an option when saving.

The thread at SubSim:
http://www.subsim.com/radioroom/showthread.php?t=109181&highlight=replay

From that thread:
Quote:
The replay is functioning and you can interact/jump into the mission and start playing whenever you want to. You can fast jump into positions were the action is. Point of action is marked on the replay hud so just click just ahead the marker and use compression. It's awesome and gives you time to take some very neat screenshots or you can just enjoy watching the movie And yes. It saves the whole mission if you start saving and continue to save WITH replay.
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#2186665 - 04/18/07 02:36 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
Barkhorn1x Offline
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Registered: 01/17/01
Posts: 2332
Loc: Davie, FL
Posting this here as well because thsi knowledge NEEDS to be shared!!

The following mods have been redone to accomodate Patch 1.2 changes:

Real Fleet Boat 1.20 - Updated version of the mod pack, patch 1.2 compatible
Flavored to Taste 2.0 - Updated version of the mod pack, patch 1.2 compatible
Keyboard Function Mod 1.2 (includes open all tubes mod)
Hamilton model 22 Stopwatch Stage 4... V1.2 ready
Changed HUD Lamp Color - Updated version, patch 1.2 compatible

http://www.subsim.com/radioroom/showthread.php?t=108964

JP Ship Dimension Fix 1.2 for patch 1.2

http://www.subsim.com/radioroom/showthread.php?t=109953

It should help w/ targeting range issues.

Now the serious playing of SHIV can begin.
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#2187159 - 04/19/07 08:06 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: Barkhorn1x]
letterboy1 Offline
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Barkhorn, I'm keeping a close eye on the SH4 Mod Workshop thread concerning the mod that fixes radar contacts being lost when you are travelling south. So far there seem to be issues getting it compatible with 1.2, though. At this time there are one or two variations that seem to be more experimental than release-ready. Will report when that has been cleared.
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#2187241 - 04/19/07 10:35 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
Barkhorn1x Offline
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Originally Posted By: letterboy1
Barkhorn, I'm keeping a close eye on the SH4 Mod Workshop thread concerning the mod that fixes radar contacts being lost when you are travelling south. So far there seem to be issues getting it compatible with 1.2, though. At this time there are one or two variations that seem to be more experimental than release-ready. Will report when that has been cleared.


Yea me too. FtT has some version of a fix - and it does work as I'v tested it.

BTW, there is a new corrected version of the JP Ship Dimension Fix. My testing tells me that hitting on manual is now a bit easier at longer ranges.
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#2187250 - 04/19/07 10:48 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: Barkhorn1x]
letterboy1 Offline
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Barkhorn, when you say you tested it you mean you actually got radar contacts AND they didn't disappear when travelling south? Last night I was testing a couple of other versions (Redwine's iterations of Mraah's work) and I didn't even get any radar contacts. I'll have to check out the one you are using.
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#2187366 - 04/19/07 12:55 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
Barkhorn1x Offline
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Posts: 2332
Loc: Davie, FL
Well,...ahem...I did get a reading behind me to the south - but I did not chase it. \:\(

Check the FtT v2.1 thread over at SubSim. Looks like they have a solution that Ducimus is going to bundle into a later version of FtT!!
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#2188690 - 04/21/07 10:55 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: Barkhorn1x]
letterboy1 Offline
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Ohhhhh, I totally didn't get what FtT was until it just dawned on me . . . "Flavored to Taste." Okay, now I know where to look. \:D
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#2189412 - 04/22/07 12:28 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
letterboy1 Offline
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Registered: 12/30/00
Posts: 18977
Loc: Columbus, GA USA
This from a post that EAF 92 Whiskey made here explaining what the requirements are to complete each mission type in SH4. As he states, the source is from a SubSim post. Skydoc thought it should be in this thread and I agree, so I simply copied and pasted.

Quote:
letterboy1 there's a post at Subsim that outlines the requirements of each mission : http://www.subsim.com/radioroom/showthread.php?t=111509

Here's the text of the post made by Beery:

"Guard.
You're required to go to the objective location and pick up pilots who parachute into the sea. You get 250 renown points if you pick up 5 pilots.

Insertion Commando.
You have to go to the objective location and drop off a team of six commandos. The radius of this mission is usually 3 nautical miles. You have to surface the boat once within this radius and bring the boat to a stop in order to be able to launch the commandos' dinghy. Once the dinghy is launched the objective is completed. The option to launch the dinghy will not appear unless you surface, so you can either enter the area submerged or do a quick dive and resurface once at the objective. You usually get 200 renown points for completing this mission.

Insertion Spy.
You have to go to the objective location and drop off a spy. The radius of this mission is usually 3 nautical miles. You have to surface the boat once within this radius and bring the boat to a stop in order to be able to launch the spy's dinghy. Once the dinghy is launched the objective is completed. The option to launch the dinghy will not appear unless you surface, so you can either enter the area submerged or do a quick dive and resurface once at the objective. You usually get 200 renown points for completing this mission.

Insertion Supplies.
You have to go to the objective location and drop off a dinghy containing two sailors and supplies. The radius of this mission is usually 3 nautical miles. You have to surface the boat once within this radius and bring the boat to a stop in order to be able to launch the dinghy. Once the dinghy is launched the objective is completed. The option to launch the dinghy will not appear unless you surface, so you can either enter the area submerged or do a quick dive and resurface once at the objective. You usually get 200 renown points for completing this mission.

Patrol.
This mission requires only that you stay within 100 nautical miles of the objective for 48 hours. You usually get 200 renown points for completing this mission.

Photo.
You must travel to within 8 nautical miles of the objective then, while submerged, lock an enemy vessel in your periscope and press the menu bar button to take a photo. You may need a number of photos to complete the mission. You usually get 300 renown points for this mission.

Sink.
Here you must travel to within 100 nautical miles of the objective. Once on station a second objective will appear telling you to sink enemy shipping. You are free to go anywhere to sink ships. You get 100 renown points for arriving on station and a further 250 points if you sink 10,000 tons or more."

I myself have just received the order to sink shipping in the Celebes Sea so your post was a reminder for me to find out what I need to do.

Cheers,

WB.
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Hmmm, well . . . there it is.
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#2200997 - 05/01/07 09:42 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: akdavis]
Lith1um Offline
Member

Registered: 05/23/05
Posts: 195
Loc: Delaware, U.S.A.
Quote:
Keep in mind that ideal periscope depth will vary with sea state. I suspect that periscope depth in game is good for having the scope just clear a calm sea surface with a good view and not too much exposure, but still have the sub as far down as possible. As sea state varies, you may have to adjust this depth. This would explain why people are reporting variable experiences with the preset periscope depth. I'll test this one.


I believe you are correct with regards to sea state and maximum concealment. Secondly, you can extend your periscope farther than it normaly does by holding down CTRL and the scope raise button.

I've also noticed the sonar seems to work better a few feet below the default periscope depth. I think this may be a bug, but diving 5 meters or so below default scope depth seems to allow sonar to function correctly. Using CTRL you can still raise the scope high enough even at the lower depth.

I'd like to recommend a few mods, first up is Captain Midnight's CBS radio mod. It adds a new radio station that plays period music, then the music dims and news recordings are played as historical events occur in game.

http://www.subsim.com/radioroom/showthread.php?t=108756

And I like the Fairbanks diesels,

http://www.subsim.com/radioroom/showthread.php?t=110470

When I get home I'm gonna try this one,

http://www.subsim.com/radioroom/showthread.php?t=108512
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#2206053 - 05/07/07 09:55 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: nibbio]
ishbu Offline
Member

Registered: 05/14/05
Posts: 135
Loc: n.e. Ohio
humm, shift F2 view does'nt work for me in the external view,Just put's me back inside the sub

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#2238380 - 06/18/07 04:21 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: ishbu]
letterboy1 Offline
(Heterosexual)Tchaikovsky Ballet Fan
Veteran

Registered: 12/30/00
Posts: 18977
Loc: Columbus, GA USA
Ishbu, for some reason the latest patch took away the ability to use the Shift-F2 in external view. Too bad, it made for some great screenshots.
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Hmmm, well . . . there it is.
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#2259351 - 07/15/07 07:08 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
Blindeye_03 Offline
Member

Registered: 07/12/07
Posts: 160
with 1.3 I cant get that "control + periscope" button to work.. maybe im doing it wrong?

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#2259704 - 07/15/07 05:18 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: Blindeye_03]
letterboy1 Offline
(Heterosexual)Tchaikovsky Ballet Fan
Veteran

Registered: 12/30/00
Posts: 18977
Loc: Columbus, GA USA
Blindeye, I just tried Ctrl+PageUp and Ctrl+PageDown in 1.3 and it worked. Are you using any mods?
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Hmmm, well . . . there it is.
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#2264303 - 07/21/07 12:56 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
LukeFF Offline
Hotshot

Registered: 06/11/01
Posts: 7789
Loc: Riverside, California, USA
Oak Groove's Submarine Instruments mod. If you download only one graphics mod for SH4, make it this one. This one dramatically improves the look of the interior and the various attack stations of all submarines. OG did a great mod like this for SH3, so if the name looks familiar, that's because it is.

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#2265667 - 07/22/07 05:10 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
Blindeye_03 Offline
Member

Registered: 07/12/07
Posts: 160
Originally Posted By: letterboy1
Blindeye, I just tried Ctrl+PageUp and Ctrl+PageDown in 1.3 and it worked. Are you using any mods?

Oh I was using Control and clicking the button on the screen to lower / raise the periscope. haha...I didnt know Pageup/Pagedown controlled it :(.

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#2394469 - 12/05/07 01:30 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: Blindeye_03]
Sim Online   sleepy
Hotshot

Registered: 09/18/01
Posts: 8364
Loc: Vegas
This thread seems to be dead....

I just installed newly bought SH4 with 1.4 patch and looking to make it as realistic as possible. What mods should I get? I don't want Hollywood style explosions and other silly things.

With SH3, I used GWX and everything was good. With SH4 I see there are billion mods without description. What do those mods do?... ROW / Trigger Maru etc?

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#2394523 - 12/05/07 03:18 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: Sim]
von Kinderei Offline
Member

Registered: 10/16/04
Posts: 1405
Loc: Christiansburg,Virginia

I'm with Sim ...

Just got this title and have it patched up to 1.4

Whats the " MUST HAVE " mods to make it sing !


vK ~

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#2394535 - 12/05/07 03:32 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: von Kinderei]
HarryM Offline
Hotshot

Registered: 12/19/00
Posts: 6816
Loc: Paso Robles, CA USA
Letterboy probably knows more than me. If you want to "get real" I would say just to load Trigger Maru 1.7. http://www.subsim.com/radioroom/showthread.php?t=115258

There is also a compilation mod that combines the best of several mods outside of Trigger Maru
http://www.subsim.com/radioroom/showthread.php?t=126250

There do seem to be some changes though in 1.4 that some mods like ROW need to be looked at, and TM is also being looked at, so maybe best to wait a little bit for them to work them out. Personally I don't have much in terms of mods except for a small one that tones down air traffic, one that tweaks test/crush depth that I made myself, and Oak_Grooves interface and interiors mod.
http://www.subsim.com/radioroom/showthread.php?t=118902

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#2394538 - 12/05/07 03:38 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: HarryM]
von Kinderei Offline
Member

Registered: 10/16/04
Posts: 1405
Loc: Christiansburg,Virginia

Thanks HarryM ...

Are there ANY really good sound mods avalible ... a little more immersive maybe ?


vK ~

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#2394544 - 12/05/07 03:46 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: von Kinderei]
HarryM Offline
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Registered: 12/19/00
Posts: 6816
Loc: Paso Robles, CA USA
There are a couple that are pretty important

One notifies if destroyer is on attack run
http://www.subsim.com/radioroom/showthread.php?t=126260

Depth charge splash, makes them audible...
http://www.subsim.com/radioroom/showthread.php?t=126127

As far as comprehensive sound changes, not sure, maybe Letterboy knows.

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#2394547 - 12/05/07 03:50 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: HarryM]
NightCrawler Offline
Member

Registered: 07/13/06
Posts: 2038
Loc: San Antonio, Texas
Could try here. I know the above for which Harry talked about are there, but this is the Master Listing.

http://www.subsim.com/radioroom/showthread.php?t=125815
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NightCrawler
"The Devil's Advocate!" smile

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#2394659 - 12/05/07 06:42 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: NightCrawler]
HarryM Offline
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Registered: 12/19/00
Posts: 6816
Loc: Paso Robles, CA USA
For sounds there is a sound component of ROW mod, see #9 in the list. ROW enables you to enable parts of the total package.
http://www.subsim.com/radioroom/showthread.php?t=122408

You will need jonesoft Generic Mod Enabler.
http://www.users.on.net/~jscones/software/products.html

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#2394662 - 12/05/07 06:46 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: HarryM]
von Kinderei Offline
Member

Registered: 10/16/04
Posts: 1405
Loc: Christiansburg,Virginia


Thanks again HarryM and NightCrawler


vK ~

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#2440912 - 02/04/08 08:50 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: von Kinderei]
Navigator Online   content
Hotshot

Registered: 03/15/01
Posts: 6022
Loc: Mn U.S.A.
http://www.subsim.com/radioroom/showthread.php?t=126016

You can more easily target ships with this mod at night and its faster

For SH4
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#2570865 - 08/18/08 08:02 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: Navigator]
Ivan Putski Offline
Hotshot

Registered: 10/29/01
Posts: 9077
Loc: Memphis, Tn. U.S.A.
Don`t know if anyone is interested, found a map mod, that corrects the spelling on the Pacific map. Java, instead of Jawa etc. It works with SHIV 1.5, and is JSGME ready. Puts

http://files.filefront.com/Map+Labels+13zip/;10061427;/fileinfo.html
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Ivan
"Half Bader"
Putski

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#2582723 - 09/07/08 02:32 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: Ivan Putski]
Ivan Putski Offline
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Registered: 10/29/01
Posts: 9077
Loc: Memphis, Tn. U.S.A.
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"Is he?....Yeah....Nothings moving but,his watch"

Ivan
"Half Bader"
Putski

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#2614803 - 11/11/08 01:22 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: letterboy1]
Neal Offline
Member

Registered: 02/02/01
Posts: 1611
I've got a tip. If you don't have StickyKeys and MouseKeys disabled then do it!

How? I knew back in W98 but this time I had to get screwed to have the options pop up for me.
Loads of fun slewing the view when SH does to the taskbar and M$ takes me holding the shift key
down as sign I'm having some kind of problem and wants to help by even if I say no, the keyboard
becomes useless when I revive my game -- can't shoot, oh well it's only a game, my time is zilch,
thanks M$ for another fine interruption and screwing! I just hope me checking off those don't DO
that boxes has any effect since I do the same thing with autoplays of all kinds yet they still happen.

I wonder how things like that get through beta? I have other games that don't have this problem,
they seem to have disabled or bypassed the same.

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#2622571 - 11/24/08 02:33 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: Neal]
Ivan Putski Offline
Hotshot

Registered: 10/29/01
Posts: 9077
Loc: Memphis, Tn. U.S.A.
_________________________
"Is he?....Yeah....Nothings moving but,his watch"

Ivan
"Half Bader"
Putski

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#2666561 - 02/04/09 03:40 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: Ivan Putski]
Ivan Putski Offline
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Registered: 10/29/01
Posts: 9077
Loc: Memphis, Tn. U.S.A.
Captain America has released a very nice Hud mod for SHIV i.5 compatible with TMO 1.63. Puts

http://www.subsim.com/radioroom/showthread.php?t=147154
_________________________
"Is he?....Yeah....Nothings moving but,his watch"

Ivan
"Half Bader"
Putski

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#2675876 - 02/19/09 07:45 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: Ivan Putski]
Ivan Putski Offline
Hotshot

Registered: 10/29/01
Posts: 9077
Loc: Memphis, Tn. U.S.A.

Fall of the Rising Sun is now available for SHIV 1.5 it is the English version. Puts

http://www.subsim.com/radioroom/showthread.php?t=147988
_________________________
"Is he?....Yeah....Nothings moving but,his watch"

Ivan
"Half Bader"
Putski

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#2700833 - 03/31/09 08:44 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: Ivan Putski]
DaveSHQ Offline
Contributing Editor
Veteran

Registered: 07/10/02
Posts: 18101
Loc: J'ville FL
New better computer and started playing again. Forgot how to turn off the 'HUD' in external view.
Anyone help me out?
TIA

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#2700863 - 03/31/09 09:36 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: DaveSHQ]
Ivan Putski Offline
Hotshot

Registered: 10/29/01
Posts: 9077
Loc: Memphis, Tn. U.S.A.
Storm,Numlock/Del on mine, hope that helps. Puts
_________________________
"Is he?....Yeah....Nothings moving but,his watch"

Ivan
"Half Bader"
Putski

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#2700876 - 03/31/09 09:58 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: Ivan Putski]
DaveSHQ Offline
Contributing Editor
Veteran

Registered: 07/10/02
Posts: 18101
Loc: J'ville FL
Yep that did the trick. Thanks Ivan. smile

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#2707323 - 04/12/09 04:37 PM Re: SH4 Essentials: Tips, tweaks, mods [Re: DaveSHQ]
Ivan Putski Offline
Hotshot

Registered: 10/29/01
Posts: 9077
Loc: Memphis, Tn. U.S.A.
W_Clear has released a new periscope and bow wake mod. Puts

http://www.subsim.com/radioroom/showthread.php?t=150510
_________________________
"Is he?....Yeah....Nothings moving but,his watch"

Ivan
"Half Bader"
Putski

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#2978499 - 03/18/10 03:38 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: Ivan Putski]
Navigator Online   content
Hotshot

Registered: 03/15/01
Posts: 6022
Loc: Mn U.S.A.
Sharks are cool
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Never rub another man's rhubarb.

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#3068239 - 08/06/10 08:25 AM Re: SH4 Essentials: Tips, tweaks, mods [Re: Navigator]
Aces High 2 Online   frosty
Senior Member

Registered: 12/04/00
Posts: 3664
Loc: Kingston, Surrey, UK.
Hi chaps,

I've been modding for SH3 lately:




Multimod Compatability Fix / Super Turms



Numbered sub Pens for St.Nazaire

Best Regards

Aces
_________________________
"IL-2 MAT Manager", Silent Hunter III "Super Turms", "Super Pens" and "Crew on Deck" mods, Multi-Skin Bombers for Wings of Victory BDG version 2.10 + various Steel Fury mods. BoB Development Group team member.

Modding is about curiosity, tenacity & lots of patience.
My Gamefront Page: http://www.filefront.com/user/Aces123

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