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Old 03-29-18, 01:33 PM   #5851
Jagdfalke
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I tested the mod, it looks good, and i found some bugs. The destroyers do not find the boat with active sonar, so it was too easy to survive.

If you read german better when i english you can read my submarine Story with a balao boat

https://www.civforum.de/showthread.p...mate-beta-0-63

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Old 03-29-18, 02:57 PM   #5852
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Originally Posted by Jagdfalke View Post
I tested the mod, it looks good, and i found some bugs. The destroyers do not find the boat with active sonar, so it was too easy to survive.

If you read german better when i english you can read my submarine Story with a balao boat

https://www.civforum.de/showthread.p...mate-beta-0-63

Greeting, Jagdfalke. Welcome to the Subsim Forums. Happy to have you with us.

You are quite right there are still many bugs in FOTRSU, hence it being in Beta testing. Our crack modders are slowly working to correct them. We know that FOTRSU is far from perfect, but considering where it came from it's still pretty good. I'm happy to hear you're liking it though.
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Old 03-29-18, 03:28 PM   #5853
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Ahoy @Jagdfalke

As cdrsubron7 has already said, FORTS Ultimate is still under development and therefore very founded in beta status.
But in my belief, this very symphony of so many ambitions as well as actual skill - I just say CapnScurvy - a great product (UBI should be ashamed) presented for the inclined user.

If you can not wait @Jagdfalke so do not want to, then just test my nice ModSoljanka.

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Old 03-29-18, 08:12 PM   #5854
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... and, give the DD another chance - they'll get ya... They're variable, some easier, some not

Now, what other bugs have you found? We want as many details as you can muster, since we want to track them down and stomp 'em out of existance - if we can.
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Old 03-30-18, 03:41 AM   #5855
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The mod is thery nice, i wait untill 0.64 and continue testing it

I think the destroyer got a Problem to use the active sonar, and i don´t hear them ping. The detection time in the sim.cfg is 5 sec, this should be deadly, most time i set it 8-12 when i tried to mod the game.
So with 5 sec they should find the submarine very fast, but they don´t, so the sonar must be offline

Other bug was, that the destroyers there following the troop Transport and not going in fron of them.

And the battery recharge time is to high, this you allready discuss i see

Manybe set the airplane like in Trigger maru, not so much, but more deadly.

And some ships i don´t hear on sonar. If you fix this it will be a great mod


And sorry four my bad english, iam from Krautland
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Old 03-30-18, 03:42 PM   #5856
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Hello, just joined to check all these mod works but I was wondering what "exactly" this mega mod does? I guess that a lot but I wasn't able to find a list of some kind about which aspects the game modifies.

Also, I would like to know what needs testing, maybe I can help with that.

Thanks in advance and for your patience.
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Old 03-30-18, 09:35 PM   #5857
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Your English is excellent! The DD in some of the groups are set to a lower 'efficiency' setting, while some are set higher and able to track your boat much more easily, but this is at an individual ship level, and not global, as the CFG file would control. In other words, some escorts are smart, some are really smart, but the one you found, not so much. A single escort should be out front, in the lead for a convoy, but if the crew of the escort is not highly skilled, they won't do a very good job...

They battery recharge time is apparently another one of those settings in the game that when changed, will adversely affect other systems, and we may have to leave well-enough alone, since it seems to affect engine power, which affects boat speed and diving times. There are more tests to run through, and we'll leave the details for more-highly qualified team members to explain. This is another one of the frustrating aspects of the game engine...

The player not hearing ships on the sonar station is frustrating, and has been worked on and improved for the next release. Again, I'll leave the explanation for others to tell.

Airplanes and their 'skill' level is, to an extent, a matter of preference. Some like more, some like less. We're attempting to hit the middle ground target, and might be able to make an add-on mod for players to "tune" the airplanes's frequency & accuracy to the player's liking, in conjunction with overall AI mods...
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Last edited by propbeanie; 03-30-18 at 09:47 PM. Reason: whoops! wrong button!
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Old 04-03-18, 08:58 PM   #5858
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Default Possible New Problem in v0.63?

After a couple of months of SH3-GWX while waiting for v0.64 I decided to come back to v0.63 to get used to the user interface again.

So the other day I started a brand new career under an existing install of FOTRSU v0.63 that I had been using for months, if not a year. I deleted the entire SH4 folder in My Documents and started a new career, setting options to my preferences.

The new career started December 8, 1941 out of Midway, in a GAR class SS-210 USS Grenadier. We made four successful patrols, first to the Marshalls (very unproductive, that) and then to Areas 4 and 6, which were much more productive.

In late September 1942 I requested a transfer to Brisbane, having never used that as a home port in any previous missions. The first one sent me to patrol the Caroline Islands area, defined by a 150 Nm circle around a star located to the west of Truk atoll. We entered the assigned area on October 6, 1942 with orders to patrol that area for five days. We did so, mainly just off Truk, where we accumulated 18,896 tons of shipping and escorts. On October 14, about 8 days after entering the assigned patrol area, and never having left it during the entire 8 day period, I saw that the patrol objective of five days had not been met!

There may be a problem with dates associated with that area - I am at a loss, never having encountered anything like this before.

One other thing was that even though I disabled the radars using the T key before approaching Tulagi, the radar operator continued to report air and sea targets. This did not happen near Midway, or as far as I know, Brisbane. I tried turning the radars on and off a few times using the T key and got the appropriate messages, but the airborne targets were still reported by the radar operator, and the TC would drop to 1 on each report.

Strange that it worked at Midway, but not Tulagi. Prior to reaching Tulagi, there had been no crashes or loads of saved games once I left Brisbane. The SD/SJ radar on/off had no effect.

I know you guys have tons of free time, but if you could put your beer down long enough to check into these two items I know my fellow sailors would appreciate it! (a little humor there, guys!). Thanks!

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Old 04-04-18, 06:39 AM   #5859
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Well... no beer, but my coffee has gone cold again this morning, and my donut is stale from sitting so long doing email etc... but we'll have a look at things for that particular patrol out of Brisbane. I'm thinking that 150nm sounds like it might be too big of a circle drawn, and that you may well have been outside of the actual defined "MapZone" that actually controls the size of the patrol area. The circle that gets drawn on the map is just that, a drawing, so being off a bit with that may well be the issue. We'll let you know shortly on that...

As for the radar, we'll have to see if CapnScurvy can get himself some "free" time to see what you encountered. At this time, he is up to his ears in testing the individual AI Sensors, since we've found more discrepancies with them. From what I understand though, you have all of your radar stations turned off, using the buttons on the Radar Station screen, ~and~ the menu button, yet you are still getting radar contacts? Do you happen to know the range to the targets you get, the weather conditions, time of day, etc., and you're certain you're not getting a visual contact? For whatever reason, there are times when I've gotten a "visual" contact while at PD, even though I do not have the scope up. I think that issue has been addressed though, but we'll have to see what CapnScurvy says to that...

Edit: Forgot to ask you torpedobait - your first patrol after the transfer, did it assign you the mission from Pearl and you were to then be enroute to Brisbane for ending the patrol, or was this after you were at Brisbane and then assigned the mission? Thanks

Edit: Found it... Assigned out of Pearl, do the mission, then end patrol at Brisbane. I hope you have a few days to spend on that particular Primary - if you want to complete it... like maybe as much as 50 days of time... Yikes! It is supposed to be (I assume) set to 7200 (minutes) time factor for 5 days, but it is set to 72000 - which would be 50 days... I would go on to Brisbane and leave that Primary be, especially in light of having sunk quite a bit. We'll fix that for the next release...

Edit 1020 Eastern: OK, found one other mission (a later Umnak Alaska area) set to 72000 instead of 7200. All others are fine. We'll blame the flying fickle fingers of fumbleness, and get back to my coffee and donut(s)...
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Last edited by propbeanie; 04-04-18 at 09:24 AM. Reason: questions 67 & 68... and Found It! etc.
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Old 04-04-18, 04:22 PM   #5860
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Originally Posted by propbeanie View Post
Your English is excellent! The DD in some of the groups are set to a lower 'efficiency' setting, while some are set higher and able to track your boat much more easily, but this is at an individual ship level, and not global, as the CFG file would control. In other words, some escorts are smart, some are really smart, but the one you found, not so much. A single escort should be out front, in the lead for a convoy, but if the crew of the escort is not highly skilled, they won't do a very good job...

They battery recharge time is apparently another one of those settings in the game that when changed, will adversely affect other systems, and we may have to leave well-enough alone, since it seems to affect engine power, which affects boat speed and diving times. There are more tests to run through, and we'll leave the details for more-highly qualified team members to explain. This is another one of the frustrating aspects of the game engine...

The player not hearing ships on the sonar station is frustrating, and has been worked on and improved for the next release. Again, I'll leave the explanation for others to tell.

Airplanes and their 'skill' level is, to an extent, a matter of preference. Some like more, some like less. We're attempting to hit the middle ground target, and might be able to make an add-on mod for players to "tune" the airplanes's frequency & accuracy to the player's liking, in conjunction with overall AI mods...
Looking at the battery discharge and recharge times linking to speeds I assume the basic program for FOTRSU is the same as RFB 2.0?
I've done some checking and in RFB 2.0 you get the following data for a Balao class.

Ahead one third surfaced 7kts submerged 3kts
Ahead two thirds surfaced 13kts submerged 5kts
Standard surfaced 16kts submerged 7kts
Full surfaced 18kts submerged 8kts
Flank surfaced 20kts submerged 9kts

Battery discharge from full charge to zero speed and recharge back to 100%

Ahead one third discharge 23.30 recharge 7.15
Ahead two thirds discharge 10.10 recharge 7.15
Standard discharge 8.50 recharge 7.15
Full discharge 8.20 recharge 15.45
Flank discharge 8.17 recharge 24.00

Obviously you don't run at 8 or 9kts for over 8 hours. The speed falls away very quickly but it takes over 8 hours to discharge the battery to zero speed. The recharge times of 7.15 being the same for Ahead one third, ahead two thirds and standard reflects the Fleet boats massive engine capacity.

I've checked these results against all the data I can find and they seem accurate, unfortunately as I know nothing about programming I don't know how to get these numbers to work in FOTRSU but if it works this way in RFB 2.0 it must be possible?
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Old 04-04-18, 04:40 PM   #5861
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Quote:
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Looking at the battery discharge and recharge times linking to speeds I assume the basic program for FOTRSU is the same as RFB 2.0?
I've done some checking and in RFB 2.0 you get the following data for a Balao class.

Ahead one third surfaced 7kts submerged 3kts
Ahead two thirds surfaced 13kts submerged 5kts
Standard surfaced 16kts submerged 7kts
Full surfaced 18kts submerged 8kts
Flank surfaced 20kts submerged 9kts

Battery discharge from full charge to zero speed and recharge back to 100%

Ahead one third discharge 23.30 recharge 7.15
Ahead two thirds discharge 10.10 recharge 7.15
Standard discharge 8.50 recharge 7.15
Full discharge 8.20 recharge 15.45
Flank discharge 8.17 recharge 24.00

Obviously you don't run at 8 or 9kts for over 8 hours. The speed falls away very quickly but it takes over 8 hours to discharge the battery to zero speed. The recharge times of 7.15 being the same for Ahead one third, ahead two thirds and standard reflects the Fleet boats massive engine capacity.

I've checked these results against all the data I can find and they seem accurate, unfortunately as I know nothing about programming I don't know how to get these numbers to work in FOTRSU but if it works this way in RFB 2.0 it must be possible?
Ahhhh, but there in lies the rub... You should be able to stay submerged at Ahead 1/3rd for almost 48 hours with new batteries, not 9. Recharge should be longer than 7.15. Compromises are necessary...
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Old 04-04-18, 05:54 PM   #5862
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Ahhhh, but there in lies the rub... You should be able to stay submerged at Ahead 1/3rd for almost 48 hours with new batteries, not 9. Recharge should be longer than 7.15. Compromises are necessary...
You can stay submerged for 48 hours.
Set ahead one third and you get 3kts submerged. This will flatten your battery after just over 23 hours. But if you set 2kts on the speed dial 2kts being the quoted 48 hour discharge rated speed you do get nearly 48 hours before the battery is flat. And 7.15 is reasonable for a full recharge given the engine power of a Fleet boat. RFB 2.0 seems to have the performance right.
If RFB can get the right speeds for different engine commands and also the correct discharge and recharge times for those setting it should be possible for FOTRSU too given that they're both from the same SH4 program. If nobody on this team knows how it can be done is there someone who worked on the RFB mod who will know?

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Old 04-04-18, 09:20 PM   #5863
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Custom Missions For FOTRSU

Since the beginning of the FOTRSU Project I’ve completed 52 missions made exclusively for FOTRSU. You will find these missions nowhere else in any other Mods. These will work only with FOTRSU and the latest version. So far there are five different categories or groupings. The titles are list below.

Aleutian Islands

  • Aleutians Gauntlet
  • Attu Bound
  • Kiska Unbound
  • South Of Kiska
  • Three Of A Kind.

Kido Butai

Kido Butai or the Mobile Striking Force was the world’s most powerful task force in the world at the beginning of World War II. The Japanese fleet combined 6 aircraft carriers which had assembled over three hundred combat planes of all types. For the first six months of the war they roamed the Pacific with impunity. Also for the first time all ships that made up the Kido Butai are available in one mod (FOTRSU). Some of these missions combine all elements of the task force while others only parts of them.

  • Bungo Suido
  • Happenstance
  • Heading to Palau
  • Indian Ocean Foray
  • Joining Up
  • Leaving Palau
  • On The Move
  • Luzon Straits Transit
  • Wake
  • Heading To Rabaul
  • Into The Straits
  • Osumi-kaikyo
  • Out Of The Fog

Pig Boats

These missions are all about the S-class submarines or pig boats as they were
called. These missions take place in any of the combat regions were the S-class
operated.

  • Aparri
  • Rabaul
  • Attu
  • Davao Gulf
  • Coast of IndoChina
  • Singapore
  • Shortland Islands
  • Bashi Channel
  • Bismarck Sea
  • The Slot
  • Gulf Of Siam

Single Missions

These missions can be anywhere or anytime during the war in any combat
region in the Pacific.

  • Aparri Bound
  • IJN Oil
  • Maximum Effort
  • Northwest Bound
  • Rabaul
  • Ryukyu Run
  • Eniwetok
  • Stormy Night
  • Battle of New Georgia
  • Supplies For Betio
  • Convoy College
  • Seek and Destroy
  • South Of Mindoro

War Patrols

These missions you are assigned an area to patrol or just like a regular patrol in
Career Mode.

  • Kwajalein
  • Saipan
  • Sea Of Japan
  • Formosa Straits
  • Korean Straits
  • Hainan Island
  • Yellow Sea
  • Hong Kong
  • Molucca Sea
  • Sulu Sea

More missions are coming of the assembling line all the time. Some of the missions listed above have yet to see the light of day.
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Old 04-05-18, 11:23 AM   #5864
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[QUOTE=propbeanie;2548062]
As for the radar, we'll have to see if CapnScurvy can get himself some "free" time to see what you encountered. At this time, he is up to his ears in testing the individual AI Sensors, since we've found more discrepancies with them. From what I understand though, you have all of your radar stations turned off, using the buttons on the Radar Station screen, ~and~ the menu button, yet you are still getting radar contacts? Do you happen to know the range to the targets you get, the weather conditions, time of day, etc., and you're certain you're not getting a visual contact? For whatever reason, there are times when I've gotten a "visual" contact while at PD, even though I do not have the scope up. I think that issue has been addressed though, but we'll have to see what CapnScurvy says to that... [/QUOTE

I'm glad you were able to find the "bad" time entry (72000 instead of 7200); As for the radar, I wasn't paying attention to the time of day or weather. When choosing to refuel/rearm, I generally draw a circle 10.2 Nm around the Base indicator (anchor) and set my course to pass just inside the circle, long enough to trigger the flashing anchor symbol in the upper right of the screen. I then complete the refuel/rearm task and proceed to my next intended destination, in this case just NW of Savo Island, hoping to intercept the Tokyo Express or some other similar group.

I was on the surface when the radar operator called out air and sea targets in and around Tulagi harbor. I was not yet in the 10.2 Nm circle, so there was no way I had visual targets. I did turn off the SD/SJ radars using the "T" key. I did not check the actual radar sets to see if they were off. I have looked at them before and found that although the on/off switches light up when touched by the cursor, they did not move when pushed. clicking on either of them only lets me move the display up or down on the screen. The switches do not operate. I had to pass a mile or so beyond that 10.2 Nm circle before the sea and air contacts faded out. Still, I waited until well around Savo Island before turning on the radars with the T key (getting the appropriate message). I know they then were operative, because a couple of nights later I picked up a small group of 2 freighters and 4 escorts. All were eventually dispatched to Iron Bottom Sound, but that's another story.

I will see if I can run the patrol again and make better notes on the conditions if you think that will help. Thanks for your time!
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Old 04-05-18, 11:52 AM   #5865
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... I generally draw a circle 10.2 Nm around the Base indicator (anchor) and set my course to pass just inside the circle, long enough to trigger the flashing anchor symbol in the upper right of the screen. I then complete the refuel/rearm task and proceed to my next intended destination... I was not yet in the 10.2 Nm circle, so there was no way I had visual targets. I did turn off the SD/SJ radars using the "T" key. I did not check the actual radar sets to see if they were off. I have looked at them before and found that although the on/off switches light up when touched by the cursor, they did not move when pushed. clicking on either of them only lets me move the display up or down on the screen. The switches do not operate. I had to pass a mile or so beyond that 10.2 Nm circle before the sea and air contacts faded out. Still, I waited until well around Savo Island before turning on the radars with the T key (getting the appropriate message)...
What boat were you driving, your port, and the date, that would be all we'd possibly need, if that. If you do not have active radar sets on your boat, the <Ctrl><T> combo does nothing, and while going to the Radar Station with either the menu button, or the <J> key (be sure an look at the "SH4_Q-Ref_Card_Front.jpg" file), you will see the sets, but they do not function - there are no radar set covers as the SSI Silent Hunter originally had... I think mouse clicks on the Radar display will do as you describe, where the button on the console lights-up and you get the name of the switch showing on-screen, but then the view just rotates around as you move the mouse. Once you have operational radar, all of the buttons should work as expected.

With that, I'm going to say you most likely only have the SD air radar, and it really doesn't matter which boat you are on. I don't remember all of the particulars (it has been a few weeks ago), but it seems to me that what you describe has been worked on already... I just wish I could remember if this was an older issue, or fixed ~after~ v0.63 beta... We'll have to await "official" notification from either s7rikeback (he's younger - surely he'll remember ) or CapnScurvy, who did the fix.
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