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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
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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]
letterboy1 Offline
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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 Online   sicko
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Registered: 01/17/01
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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 Online   sicko
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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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"It is useless for the sheep to pass resolutions in favor of vegetarianism, while the wolf remains of a different opinion."--- William Ralph Inge

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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 Online   sicko
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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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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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