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09-17-17, 08:41 AM | #5311 |
Ensign
Join Date: Dec 2009
Location: NC
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Sorry S7rikeback, each time I re-load that save, I'm able to make contact with the same task force, but the ship's ID is different. The Heavy Cruiser and the lead destroyer are the one that changes. The other six ships in the convey are the same IDs. And none of the Heavy Cruisers have a fire burning midships as if they have been in a fight to receive damage. When I ID the vessels before, I used the ID button on the order bar, then I used the recognition manual to set the mast height. Then using the external camera, I go to 'look' at the ships that I've made contact with to see if anything is abnormal about the way they look. When I saw the lead destroyer in first time, I took a screen shot of it and pulled up the recognition manual to make sure I had the correct ID. Then I gather the other information for my report. I will keep trying to re-load the save to confirm the ID. But today I start back to work which leave me little time.
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09-17-17, 04:48 PM | #5312 |
CTD - it's not just a job
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Larrywb57, any other mods added in with the FotRSU? Your home port was Midway, correct? And you were West of the Philippines in less than three days?Do you happen to know how much Time Compression you'd used? Had you loading a previous save to get that mission initially, and what mods may you have had in the same Save folder, if any? That may well be a Shimakaze, but a bad spawn of one and the CA both (CA Aoba??). It appears that you're missing the stacks on the DD, and have extra hand railing, which are not in FotRSU version. I'll try to track the group down, but 8 ships?? All warships?
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09-18-17, 09:23 AM | #5313 | |||||
Ensign
Join Date: Dec 2009
Location: NC
Posts: 225
Downloads: 388
Uploads: 0
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Initial contact of the convoy was after a save when stopping the game the day before. And I was four or five hours into game time when contact was made first by sonar. Not sure of what you are asking about the mods in the save folder. If you asking what mods I have in the JSGME, only active mods are: Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\SH4\MODS] 100_FalloftheRisingSun_Ultimate_v0.63_PublicBeta_E N Bigger Better Protractors Inactive mod is Easy AOB which I removed a couple patrols ago while in port. Quote:
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Hope this helps in you trying to track down the bad spawn. But now because I owe, so off to work I must go! Larry
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09-18-17, 09:53 AM | #5314 |
CTD - it's not just a job
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Excellent report Larrywb57 sir!
As for the loading a Save game, I was just double-checking that you hadn't been playing TMO 2.5, saved the game, and then opened that save in FotRSU. Doing similar to that can cause all sorts of strange, even a CTD. Such is not the case here. I'm going to guess now that what you encountered was a Convoy group, and I can now look for one with the corvette, a generic DD and a generic CA. The Hospital ship, depending upon which one it is, might be a specific call, or it might be a generic merchant. But we should be able to find the specific group you saw, see where it originates, and maybe find something that causes a bad spawn... Thanks. |
09-18-17, 11:44 AM | #5315 |
Ensign
Join Date: Dec 2009
Location: NC
Posts: 225
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My pleasure to help. I have replayed the incident several times, but haven't been able to get the same destroyer or heavy cruiser class as the first time. Good luck on finding it.
Larry
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09-18-17, 06:01 PM | #5316 | ||
Admiral
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The fire on the Abda could have come from an enemy plane strike on the ship before you arrived on the scene. Or, could have been self inflicted by a collision with one of its escorts, fellow warship? The question is....did you sink anything??
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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09-18-17, 08:40 PM | #5317 |
CTD - it's not just a job
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Thank you CapnScurvy for finding that. I was driving myself nutz looking for a group with DD and CA and Corvette... Still can't find one with DE, CA and Corvette though... But since the ship seems to have spawned fine, it's done.
Now, Larrywb57, is this about where you're seeing this? because, if it is, the 41a_Jap_Fast_Merchants_001 RGG in the Convoys file is the only thing I can find near there, but my computer won't give it to me there around that date, but that is a "Random Generated" issue... That particular group goes all over the place: Your location would have been about WayPoint 947, just South of the Namonuito Atoll, North and West of Truk. A few things to notice, look at the Define Group Contents box, and the percentages of the ships generating... so I don't really think this is the group, unless that might have been a CL that you saw... But a 1% chance for all of those to generate, but you didn't see a Chitose, ~and~ there's nothing that would become a Hospital Ship in that... I am going to keep looking, just in case... As CapnScurvy mentions, it could have been one of his own that ran into the vessel with the smoke. What made you think it was an Aoba? ID in the periscope? |
09-19-17, 09:30 AM | #5318 | |||
Ensign
Join Date: Dec 2009
Location: NC
Posts: 225
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Good morning FORTS Team,
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Using the port of Dublon as a reference point in Truk, From a heading of 281° and a distance of 107.4 NM is where the attack took place. Quote:
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One missed and four impacts on the hospital ship, which sunk. In the text box, I was notified that a neutral ship was sunk. The Admiral isn't going to be happy with the commander of this boat! I have included pictures of the nav map also.
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09-19-17, 10:04 AM | #5319 |
CTD - it's not just a job
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So you're thinking more like either side of the 951 WayPoint, if I've even got the correct group...
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09-20-17, 04:22 AM | #5320 |
Seaman
Join Date: Oct 2014
Posts: 35
Downloads: 18
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I have run into an issue with Japanese escort ships. Twice I have been detected while waiting in firing position between 1000-2000 yds perpendicular to the convoy track. Sea state was calm, so no broaching. No periscopes up. Rigged for silent running and all stop. How are they detecting me? They arent echo-ranging, so I guess it has to be either passive sonar or visual sighting but I can't fathom how. Can any of you guys shed some light on this problem?
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09-20-17, 06:56 AM | #5321 | |
Ensign
Join Date: Dec 2009
Location: NC
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09-20-17, 07:23 AM | #5322 | |
Ensign
Join Date: Dec 2009
Location: NC
Posts: 225
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First, if if state of the sea is calm, it makes it easier for the the escorts to hear you even if you are at rigged for silent running. In your boat there is machinery that is running which makes sound and water is a great conductor to carry sound, better than air. Second, it also depends on your position towards the closest escort to you. If your boat is say broadsides to the front of the escort, he is more likely to 'see' you than if you are pointed directly towards him. And depth of your boat can have a great impact on the escort being able to detect you. Try this the next time, as the escort approaches your boat, keep your front of the boat pointed towards the him no more than ten or fifteen degrees away from him. Try to get under the thermal layer before he approaches you if the seas are calm. As the escorts moves towards you, turn towards him ever so slowly, just enough to turn the boat. As his bow is pointed towards you, stop engines, as he turns away, add more rpm to the engines, trying to keep it below fifty rpms. And at least fifteen hundred yards away from the course of the convoy. You can aways move in closer after the lead escort passes you. Good luck and Good Hunting!
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09-20-17, 08:43 AM | #5323 |
CTD - it's not just a job
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... and that is one aspect of the mod we still have to tweak yet vmialpha454. As it stands, there are a lot of "Superman" escorts and planes that seemingly can hear and see you from 15k yards, that shoot and hit you from 11.5k yards... Just kidding, it's not ~that~ bad, but some of them sure are strong in FotRSU. They didn't call AOTD_MadMax "Mad" for nothing. MadMax was the original team leader for the first iterations of Fall of the Rising Sun, and did a lot of the modding himself. Once we get things closer to the "final mix" for the mod, the AI "intelligence" part will get some separate add-in mods for the player to control how "strong" they want the enemy AI to be. For now, like Larrywb57 says, a careful approach is needed in almost all cases, but especially with calm seas and a few escorts. There is another option, of course, and that is to trail them from a distance, and attack later. Maybe the weather will change, or at least you'll have the cover of darkness.
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09-20-17, 09:13 AM | #5324 | |
Navy Seal
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In a multiplayer game, another player could bail you out. Most Subsim players (almost ALL of them) play single player and don't like getting killed that much. (Obviously they've never played Borderlands 2, where dying is a way of life). It's on the radar. We will deal with it, giving the player control over his game difficulty, but our campaign issues come first.
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09-20-17, 06:18 PM | #5325 |
Seaman
Join Date: Oct 2014
Posts: 35
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Thanks for the responses. I have played 5 war patrols so far in this mod and it is giving me a ton of enjoyment. I want you guys to know you're doing a great job. I am glad to know addressing the ai is on your radar. I like the difficulty for the most part. The only objections I have come when I (rarely) have run into a situation like I described above, and also a few instances where, despite being beneath the thermocline and at a depth of more than 500 feet, the Japanese escorts seem able to hear me perfectly and depth charge me accurately. Both seem contrary to the history I have read. Like I said, I love the difficulty, I just want it to be historical. Keep up the good work!
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