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Old 05-28-17, 08:35 AM   #1
Bleiente
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Quote:
Originally Posted by LCQ_SH
No problem at all. Just wondering if they are "compatible".
It is not quite compatible.
Try this adjustment, maybe you like it better:
https://workupload.com/file/39dQ7S2

Quote:
Originally Posted by LCQ_SH
On a different matter, I was playing my 3rd patrol with many game saves. I exited the game and for no reason at all, ALL of my 3rd patrol saved games became corrput

Has this ever happened to you before? Is there anyway to recover any of those saved games?? I'm talking about 8 different saves.
Personally, this has not yet happened.
Perhaps with you was already the first safe file defective...

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Originally Posted by LCQ_SH
By the way, how normal is to patrol all along Japanese coastlines in March 1942 for days and not been spotted by any plane at all? o.O
How close are you to the Japanese coast patrolled?
The air traffic was actually corrected by OTC, I myself have made no changes.

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Old 05-28-17, 07:43 PM   #2
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Quote:
Originally Posted by Bleiente View Post
It is not quite compatible.
Try this adjustment, maybe you like it better:
https://workupload.com/file/39dQ7S2
Thanks!! I'll try it out!



Quote:
Originally Posted by Bleiente View Post
How close are you to the Japanese coast patrolled?
The air traffic was actually corrected by OTC, I myself have made no changes.

Like no more than 100km away from land, throughout all Jap coast. I could day cruise everyday and....isn't that suppose to be weird?


To test that, I changed area, this time I went to the Solomons area and the only thing that appears are sea planes unnarmed!! If I don0t submerge, a lot will come in but completley unarmed and even like that, they dare to attack with slingshots maybe?

I'm used to TMO_RSRD without OTC (years ago), but with the OTC mod, planes and sometimes escorts behave in an unusual way (at least to me). As again, planes with not even a single bomb or 20kg rock to throw?
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Old 05-28-17, 07:45 PM   #3
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Another example, in the Solomons area, I engaged a Fubuki DD , failed to sink and I said "damn...time to run". The DD just made two runs, 8 DC thrown max, and then just circled around like if it would have ran out. I even try to test him at periscope depth ahead flank. He knew where I was but no trying to kill me o.O
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Old 05-28-17, 08:32 PM   #4
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I have a problem where my sonar guy hears a ship, but I can't. Since I play with no contacts it makes it impossible to play.

I wonder if it just to game bug, not the mod bug, where a merchant ship sometimes cannot be heard?
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Old 05-29-17, 09:01 AM   #5
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Stock game issue most likely. For some reason, they decided that a ship traveling less than half of its maximum rated speed would be invisibly silent to the player... I don't know if that's to encourage them to use their assigned sonar "man", or what... so if you've got a DD rated at 37 knots top speed, and it does anything less than 18.5 knots, it becomes "invisible" to your ears. Of course, the average convoy travels at about 9 knots, so... If a vessel has a rated top speed of 15 knots, and they're doing 9 knots, you can hear them. They slow down to 7 knots while turning though, and they'll "disappear" to you... CapnScurvy has been experimenting endlessly with this, and hasn't found an acceptable way around the issue, other than speeding everybody up...
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Old 05-30-17, 09:01 AM   #6
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The lack of "hearing" a ship by the player using passive sonar (hydrophone), yet your Sonarman usually can, is a stock game bug. It's enhanced even more by modding ships to do authentic behavior as both TMO and RSRDC try to do.

If you compare the stock game campaign files to either TMO's or RSRDC you'll find why the modded game preforms worse than its stock counterpart.

As propbeanie points out, the game makes a distinction between what a ships MaxSpeed= figure is (found in its .sim file), compared to its Speed= figure found in its traveling speed between waypoints of the Campaign files. If the ship is set to travel less than half its Maxspeed= figure....you'll not hear it.

In most, if not all stock game campaign ship waypoints, the convoy ships travel at 9 knots or more. Most freighters have a MaxSpeed of less than 18 knots. So, a 9 knot travel speed is either equal to, or greater than, half of an 18 knot MaxSpeed....you'll hear it just fine. Their assigned escorts to those convoys will follow the same speed as the ships their protecting, so the game seems to ignore this speed rule for the escorts when their assigned to slower freighters.

In TMO or RSRDC the Campaign ships travel at all sorts of speeds between waypoints. When they travel less than half their MaxSpeed figure.....you're as deaf as a post to hearing them with passive sonar. That's why this "bug" becomes more prominent with a modded game. It's like the developers knew this shortcoming, and just made sure you didn't notice it by keeping the freighters traveling above half their MaxSpeed figure.

I have a plan to correct this behavioral bug, without increasing the ships traveling speed, but its no small task. Campaign files and ship .sim files will need to work in "sync" with each other to eliminate this bug. Fotrs Ultimate having their huge inventory of ships will be the perfect place to correct this behavior of having deaf hydrophone operation. Much like the elimination of hearing the constant "Yes sir", "Yes sir"...... response heard in the stock game, my correction will have little fan fare outside of simply making the equipment work as expected.
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Old 05-30-17, 08:34 PM   #7
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Hi Capn.

Could I please have your input of my previous comment before James_nix's??

It will be really appreciated
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Old 05-30-17, 09:08 PM   #8
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Quote:
Originally Posted by LCQ_SH View Post
Thanks!! I'll try it out!
...
Like no more than 100km away from land, throughout all Jap coast. I could day cruise everyday and....isn't that suppose to be weird?


To test that, I changed area, this time I went to the Solomons area and the only thing that appears are sea planes unnarmed!! If I don0t submerge, a lot will come in but completley unarmed and even like that, they dare to attack with slingshots maybe?

I'm used to TMO_RSRD without OTC (years ago), but with the OTC mod, planes and sometimes escorts behave in an unusual way (at least to me). As again, planes with not even a single bomb or 20kg rock to throw?
Quote:
Originally Posted by LCQ_SH View Post
Another example, in the Solomons area, I engaged a Fubuki DD , failed to sink and I said "damn...time to run". The DD just made two runs, 8 DC thrown max, and then just circled around like if it would have ran out. I even try to test him at periscope depth ahead flank. He knew where I was but no trying to kill me o.O
Do you mean these? The OTC would have nothing to do with airplane or any ship AI behavior, or equipment load-out. It almost sounds like you've got a bad case of "mod soup", but not the slow roasted, flavorful kind that Bleiente mixed up for us all. I'd try first to de-activate all mods, and then clean out the SH4 Save folder in My Documents. You will lose all campaign files though, so do it when you're finished with a career. When you start the stock game back up, you'll have to re-set your audio and video the way you want them. Exit the game again, and activate the Bleiente Ralles Mod Soup. Be sure to include his "hot fix". Try the game again. Since his version is based on TMO / RSRDC, there should be little difference in the plane or DD behavior. If anything, they are more perniciously persistent... ("wow" say the college grads). If nothing else, Bleiente will be along and comment about his AI mix...
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Old 05-30-17, 09:35 PM   #9
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Originally Posted by propbeanie View Post
Do you mean these? The OTC would have nothing to do with airplane or any ship AI behavior, or equipment load-out. It almost sounds like you've got a bad case of "mod soup", but not the slow roasted, flavorful kind that Bleiente mixed up for us all. I'd try first to de-activate all mods, and then clean out the SH4 Save folder in My Documents. You will lose all campaign files though, so do it when you're finished with a career. When you start the stock game back up, you'll have to re-set your audio and video the way you want them. Exit the game again, and activate the Bleiente Ralles Mod Soup. Be sure to include his "hot fix". Try the game again. Since his version is based on TMO / RSRDC, there should be little difference in the plane or DD behavior. If anything, they are more perniciously persistent... ("wow" say the college grads). If nothing else, Bleiente will be along and comment about his AI mix...
If I well remember, OTC does modify air traffic and loadouts as described in the "readme"

About that, my last Bleiente mod pack installation was from a complete SH4 restored installation files using the SH4CMS. After setting up video and audio. Then as you mentioned it, activated Beleinte's pack with the corresponding OTC patch. So I was just trying to confirm if what I'm seeing (at least with the aircraft) is somehow normal
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Old 05-31-17, 07:53 AM   #10
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From what I remember, he (CapnScurvy) changes the frequency and the range, not the behavior, but maybe that occurs anyway? I dunno. But it is now part of Ralles RealModSoup anyway, and as such would be considered "altered" by Bleiente, so see what he has to say when he stops by.
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Old 06-03-17, 07:47 AM   #11
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Sorry - I had no time to answer so far.

Quote:
Originally Posted by LCQ_SH View Post
Like no more than 100km away from land, throughout all Jap coast. I could day cruise everyday and....isn't that suppose to be weird?


To test that, I changed area, this time I went to the Solomons area and the only thing that appears are sea planes unnarmed!! If I don0t submerge, a lot will come in but completley unarmed and even like that, they dare to attack with slingshots maybe?

I'm used to TMO_RSRD without OTC (years ago), but with the OTC mod, planes and sometimes escorts behave in an unusual way (at least to me). As again, planes with not even a single bomb or 20kg rock to throw?
I have not changed anything about the characteristics and equipment of the aircraft.
I just gave them better "eyes"...
Quote:
Originally Posted by Bleiente View Post
Try this adjustment, maybe you like it better:
https://workupload.com/file/39dQ7S2
As a test - how do the aircraft work in the submarine school during artillery training?
Do they work correctly there...?

Quote:
Originally Posted by LCQ_SH View Post
Another example, in the Solomons area, I engaged a Fubuki DD , failed to sink and I said "damn...time to run". The DD just made two runs, 8 DC thrown max, and then just circled around like if it would have ran out. I even try to test him at periscope depth ahead flank. He knew where I was but no trying to kill me o.O
It might be possible that the Fubuki had no more water bombs.
As I explained elsewhere, the 1st class destroyers of the IJN were only rudimentarily equipped for ASW.
Until mid-1943 they had only 18 water bombs on board.
https://en.wikipedia.org/wiki/Fubuki-class_destroyer
The only exception are the Akizuki-class as a multipurpose destroyer.

There seems to be a problem with you.
With the adapted, above-mentioned config, he would have been able to attack you on periscope depth also otherwise...
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