SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
04-05-18, 12:40 PM | #5866 | |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,062
Downloads: 397
Uploads: 0
|
Quote:
The "T" key turns off the SD radar only; I have to go to the SJ radar to turn it off manually. Using the T key to turn both on, as the note says, does not always turn on both radars. That seems confusing, and I wonder if it is the result of repeat using the T key? Repeating using the T key to turn off the radars (both, according to the message posted) results on only the SD going off; still have to turn off the SJ manually. I noticed that when I turn them to "ON" via the T key, air contacts show up, but surface contacts do not. If I look at the two screens at the radar station, both screens are dark. Turning on the SJ radar starts the display, but the SD remains dark. If I then turn off the SJ so that both are dark and go to the SD screen, turning it on turns on BOTH SD and SJ (both screens are lit, and targets show up on the F5 display) It's all functional and controllable as is; it is just that the "T" key does not seem to do what it says it did, at least in this particular situation. I took some screen shots, but don't know how helpful they will be. EDIT: Corrected Boat Name and Class!
__________________
Run Silent, Run Deep, and Sink 'em All Last edited by torpedobait; 04-05-18 at 12:56 PM. |
|
04-05-18, 02:34 PM | #5867 |
Exec
Join Date: Apr 2002
Location: ponte vedra beach,fl
Posts: 229
Downloads: 1508
Uploads: 0
|
When will these new single missions be available? Next beta release?
JeffG
__________________
Jeff Gerbert |
04-05-18, 04:00 PM | #5868 | |
Sink'em All
|
Quote:
There are a number of the missions loaded in 0.63 Beta. All but the last three of the Kido Butai missions are already in the current Beta release. Also the first ten of the Single Missions. All five of the Aleutian missions are in the current Beta also. Five of the War Patrol missions (last five) are new and have not been added yet. All missions should be included in the next Beta release.
__________________
Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
|
04-05-18, 07:48 PM | #5869 |
Exec
Join Date: Apr 2002
Location: ponte vedra beach,fl
Posts: 229
Downloads: 1508
Uploads: 0
|
Thanks
jeffg
__________________
Jeff Gerbert |
04-05-18, 08:38 PM | #5870 | |
CTD - it's not just a job
|
Quote:
Anyway torpedobait, CapnScurvy is definitely trying to get the radar to function in a more sensible manner, but the game has short-changed the player in more ways than one with these little bugaboos. The use of the "T" key is supposed to control the SD Radar. The <Ctrl><T> combination is the combo to turn the SJ Radar on and off. We have not attempted yet to keep up with the documentation for the mod. Again, check the keyboard chart in that "SH4_Q-Ref_Card_Front.jpg" file. I am forgetting the whole story at this time, but there is a method to the madness, since SH4 is not like the original Silent Hunter, so anything we do for radar (especially) is a work-a-round. Doing another test mission this evening, and I was getting contact reports, apparently from the radar, for surface ships, even though I only had the SD on, so we'll double-check things again, but it's almost like any little thing you do in the game that the game does not like, will result in some quirk that will show itself before long. In my case, I had paused the game and started MSI AfterBurner to record another unusual occurrence, and then started getting the radar reports... As far back as I can remember, the game has had some rather strange quirks, and a few of them can be gotten rid of (for a time) by saving the game, exiting the game, then re-starting the game, and loading the save - though a player really shouldn't have to do such, it is what it is... |
|
04-06-18, 08:07 AM | #5871 |
Gunner
Join Date: Dec 2016
Location: London
Posts: 95
Downloads: 129
Uploads: 1
|
Just survived a furious DC attack...
Something seems weird. I got much equipment badly damaged, included all of my torpedo tubes (some of them were extremely damaged), aft battery, electrical and diesel engines etc, and my aft torpedo room was heavily damaged and therefore fully flooded.... But no "hull-damage" was inflicted... It just remained 0% hull damage till I escaped, back to surface again, repair all damages and keep going on mission...
__________________
Do not go gentle into that good night. |
04-06-18, 08:27 AM | #5872 | |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,062
Downloads: 397
Uploads: 0
|
Quote:
I appreciate the work done by the team to date, and look forward to the next release. Thanks!
__________________
Run Silent, Run Deep, and Sink 'em All |
|
04-06-18, 12:35 PM | #5873 |
CTD - it's not just a job
|
Thank you for the thanks, and we are having a "blast" (as in "depth charge in the conn!!!" ) working on the mod. We hope to have a little write-up on what we've found as it relates to the "Stock" game for others to use in the future, though we haven't begun the arm-twisting for someone to be "the gatherer of the knowledge" yet, and we've gotta get RR's computer going full-steam ahead so that he can begin waxing eloquent on user documentation for the mod...
As far as I'm concerned, some of the anomalies we've encountered should not be, but some of them I do know we'll not be able to eliminate, but hopefully a few other things smoothed over and / or ironed-out will help minimize the impact on game-play that some quirks affect. Just fixing some of the date and dds file issues has helped immensely in game load and The Museum operation. |
04-07-18, 09:01 AM | #5874 | |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,062
Downloads: 397
Uploads: 0
|
Speaking of Dates...
Quote:
__________________
Run Silent, Run Deep, and Sink 'em All |
|
04-07-18, 09:44 AM | #5875 |
CTD - it's not just a job
|
Yes... kind-of sort-of, but has been worked on, also by CapnScurvy (his name gets mentioned a ~lot~, eh?). The easiest thing to do is make the different "upgrades" available across all boats at the same time, so that - in theory at least - on the given date, boats that are in-harbor somewhere get the new gear, and those enroute get it upon arrival. No more "early bird" specials...
|
04-07-18, 03:26 PM | #5876 | |
Seaman
Join Date: Jan 2014
Posts: 35
Downloads: 146
Uploads: 0
|
Quote:
I've just tried a FOTRSU patrol in Japanese home waters in a Balao in 1945. Planes kept me down all day at ahead one third for 12 hours. I surfaced at dusk with the battery down to 64% and ran at ahead one third through the night (12 hours) but could only get the battery back to 88% before having to dive again. After 5 days of this the battery didn't have enough charge to get my through a day submerged and the planes got me. As it stands home waters patrols are a death sentence unless you want to sit submerged at zero speed which Fleet boats couldn't do. |
|
04-07-18, 04:34 PM | #5877 | |
Pacific Thunder
|
Quote:
This topic from 2007 may be of interest: http://www.subsim.com/radioroom/showthread.php?t=109120 It starts with elation until the v1.3 patch was released then changes to confusion, and ends in disappointment. The chart is copied from the Fleet Boat Submarine Manual. If RFB & TMO could do it, no doubt this team can too. Happy Hunting!
__________________
" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." Last edited by aanker; 04-07-18 at 04:48 PM. |
|
04-07-18, 07:42 PM | #5878 |
CTD - it's not just a job
|
Like I said before, it's been tried, and involves compromises. I realize that I have taken quite a bit of depth-charging the last few days in cdrsubron7's Solomon missions, and someone did manage to sneek some torp juice onboard, but I still don't understand your Balao taking that long to recharge... but rest assured, all aspects of the game are being looked at, and all comments are more than welcome - they do get looked at and considered.
Come to think of it G Man, do that test again, but when you go to re-charge, use Ahead Standard, and see what happens... now - where did I put those figures from FotRSU battery use / charge?... Last edited by propbeanie; 04-07-18 at 07:44 PM. Reason: Try this... |
04-08-18, 02:20 AM | #5879 |
Seaman
Join Date: Jan 2014
Posts: 35
Downloads: 146
Uploads: 0
|
Thanks Aanker and Propbeanie
It's a bigger problem than my simple brain thought. I'll run the test again and post the figures, I wish I could do more to help but like most people I use computers but don't know how they work. |
04-09-18, 04:43 PM | #5880 |
Seaman
Join Date: Jan 2014
Posts: 35
Downloads: 146
Uploads: 0
|
I did the test again. FOTRSU Tench class January 1945. I couldn't get the battery below 2% and the speed stayed at 1 knot. When I surfaced I went to ahead standard and it took 42 hours 8 minutes to recharge the battery to 100%.
|
Thread Tools | |
Display Modes | |
|
|