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Old 06-19-18, 03:25 PM   #6181
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Originally Posted by Immelmann View Post
June 26th, 1942 in a Tambor trying to insert troops on Okinawa. Game crash video from twitch stream. Running FOTRSU v0.71 with the only change being that I have gone into the .cfg file and opened up time compression to the max value of Maximum=8192. This to make those long trips from Pearl take less time. A few observed anomalies in this 6 minutes of video. I don't think any of this is self inflicted, but who knows? And before anyone starts thinking in terms of processor workload due to streaming gameplay, I have to tell you this. I run a 2 pc streaming setup, so all my Skulltrail is doing is running SH4. Optical audio out to the streaming PC and HDMI video run to a splitter so that the monitor and capture card can both receive the video. Thanks again to the dev team.

https://www.twitch.tv/videos/275130243
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Originally Posted by captnmike View Post
Hello Mod Enthusiast's,
FORTSU v_071 is great and getting better all the time so thought I would add my 2-cents worth of issues..... The (war patrol option) in start of game (for me) has an issue with saving anytime after leaving base. After exiting game back to desk top then restarting game and choosing the saved patrol all gauges in control room are stuck in the 12-o'clock position. However I never have this issue when I start and play a( career option), save, then restart? I believe others on this forum are having same issue?
captnmike......(run silent run deep)!
OK guys, first of all

@ Immelmann, I haven't had a chance to view your video all the way through yet, and I'm leaving for a hardware store run (need some baling wire and duct tape for some bulkhead patches - modern stuff, ya know?), but I'll be back to watch. In the meantime, the insertions and pick-ups, you have to take your engines to stop and get below no more than 2 knots in order to get the launch or pick-up prompt. That is in addition to the submerge and surface on the "launch" approach. You shouldn't have to get any closer than 2nm from the launch symbol... what I saw at the 5:00 mark, you are in way close enough - just Stop!...

@ captnmike, thanks for the report, duly noted, and CapnScurvy already has it in the "fixed" bin... 'perciate ya... That's Missouri for "Thanks!"
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Old 06-19-18, 04:07 PM   #6182
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just Stop!...
Aye! Aye!

Edit: Tried it again and no crash this time. The raft is going ashore.
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Last edited by Immelmann; 06-19-18 at 06:19 PM.
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Old 06-19-18, 04:36 PM   #6183
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Old 06-19-18, 07:04 PM   #6184
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June 26th, 1942 in a Tambor trying to insert troops on Okinawa. Game crash...
OK, got to watch the rest of it, and it looks to me like it crashed as soon as you clicked on the "Launch Troops" button, correct?... I don't like that, even if it did work fine later, we'll look at that one, and the surrounding traffic... thanks! - btw, you look almost as young as me there, Immelmann!
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Old 06-19-18, 08:22 PM   #6185
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OK, got to watch the rest of it, and it looks to me like it crashed as soon as you clicked on the "Launch Troops" button, correct?... I don't like that, even if it did work fine later, we'll look at that one, and the surrounding traffic... thanks! - btw, you look almost as young as me there, Immelmann!
Ha! Yes it crashed immediately on clicking the button to launch the raft. My gut feeling is that the crash happened because the game engine was trying to model both the launch of the raft and perhaps hull damage to my boat at the same time. I really was that close in. Second successful attempt was pulled off much farther from shore. The audio was muted toward the end and that is because I have a habit of playing copyright protected music on stream. In that particular instance it was "Wasted Time" by The Eagles. I have discovered, however, that older 60's (and earlier) music won't receive that sort of treatment from twitch. So I am going to try and stay with those earlier songs. Any of you may feel free to stop by my channel anytime and offer pointers/advice. I need all the help I can get. Still trying to understand the whole Dick O'Kane method, for example. But in the last couple of years that I have been running SH4 it has really provided a lot of fun for me. And seeing the current FOTRSU project spring up and flourish has really been a gift for me. I really appreciate all the effort that you all are putting into this. Thank you all! And a big salute! Streaming from point of second successful raft launch tonight. My channel:

https://www.twitch.tv/immelmann_burn

A play on words.
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Old 06-20-18, 08:52 AM   #6186
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Hi guys
After a long time of absence i turned back to sh4 waters with this great mod
( Thanks to the modder)
I have a quest
Last night in a single mission i engaged a small convoy of 2 merchants and 1 dd. After the killing of the 2 merchants, the destroyed found me and instead

of dc she send me 2 torps ( 1 hit me)
Is there a way to eliminate this?


cheers
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Old 06-20-18, 11:26 AM   #6187
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Not at this time. The purpose of the beta is to find the balance point. We will make it to where it will be your choice at a later date. For now, just remember they are there on almost all DD, and some DE. Be aware of it. Now, with that in mind, we would like to hear from all of you folks concerning your encounters with said torpedoes. You are only the 2nd person nik112, to report being "impacted" (literally) by one, so let us know what you find as you go along. Not only the "impacts", but how often you have to try and dodge 'em. We've already turned the Scout Planes down for the soon-to-be-released "currently-being-alpha-tested" v0.72 update, but we'll probably add a few more "tweaks" to it in the next few days.
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Old 06-20-18, 03:47 PM   #6188
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I'm a bit further along in the same career and I've found some more weirdly spawned ships whilst patrolling off the coast of Japan.

I'm in a Gar, it's May 5th 1942, ship locations are in the picture.

I came across two pairs of stationary ships, one pair very close to each other (a Composite Superstructure Freighter and a Ada Maru Old Freighter) and the other pair actually spawned through each other in sort of an "X" (an Old Hansa and an Ada Maru). They all stayed completely stationary whilst I closed and attacked. After 1 of the crossed ships sank the other started pulling away but was dragged down by the sinking ship and a torpedo I'd already put into it.

I don't have a save before I sank the first pair but here are some pictures of the crossed ships, and the map after sinking all 4.

 








On another note, have you guys tweaked the CO2 buildup whilst submerged? It seems to build up really quickly now. I tested it and submerged at 1102 and got the CO2 alarm around 1600 the same day. I was just sat at 160ft doing nothing, not even moving. This seems way too quick to me?

Finally, do you still need people to check the gauges in the control room or have you got that nailed down now? If so I'll do the test and report back.

Edit: I also spotted that the bow planes aren't rigging out when diving on the Gar, even though they had previously been fine. I think maybe if I watch the boat dive in the free camera they don't rig out, but if I dive in the map view and go to free camera afterwards then they are rigged out? I need to test more to be sure.
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Old 06-20-18, 09:30 PM   #6189
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Quote:
Originally Posted by nik112 View Post
Hi guys
After a long time of absence i turned back to sh4 waters with this great mod
( Thanks to the modder)
I have a quest
Last night in a single mission i engaged a small convoy of 2 merchants and 1 dd. After the killing of the 2 merchants, the destroyed found me and instead

of dc she send me 2 torps ( 1 hit me)
Is there a way to eliminate this?


cheers
The way to eliminate getting hit by enemy torpedoes fired from a Destroyer is for you to not stay at periscope depth and think you can "watch the action" as you used to!

What makes you think you can get away with sinking two merchants in front of an enemy escort Destroyer, and you can just twiddle your thumbs, watching the "after effects"? You've got to do better than that Sailor!
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Old 06-21-18, 01:56 AM   #6190
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Originally Posted by captnmike View Post
After exiting game back to desk top then restarting game and choosing the saved patrol all gauges in control room are stuck in the 12-o'clock position.
Confirmed! I had accidentally slid my movable command message window off the bottom of the screen and was unable to get it back where I could see it. I resorted to exiting the game completely and reloading a save so that I could again see the sometimes important messages that appear there. And sure enough, depth and tachometers frozen at 12 o'clock. Six minute video highlight link:

https://www.twitch.tv/videos/275753786
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Old 06-21-18, 07:13 AM   #6191
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Originally Posted by Immelmann View Post
Confirmed! I had accidentally slid my movable command message window off the bottom of the screen and was unable to get it back where I could see it. I resorted to exiting the game completely and reloading a save so that I could again see the sometimes important messages that appear there. And sure enough, depth and tachometers frozen at 12 o'clock. Six minute video highlight link:

https://www.twitch.tv/videos/275753786
That issue has been fixed......the next version (v0.72) takes care of the frozen dials.

If you lose the Message Box to the lower side, you sometimes can find it again by striking the "DEL" key which hides the lower task bar and dials. And yes, the Message Box messages are important. It's the only place you'll get the confirmation that you've got your SD Radar turned "on/off" or not.

==========

Quote:
Originally Posted by RampantParanoia
...….have you guys tweaked the CO2 buildup whilst submerged?
The Co2 parameters are not mod able, their the same as the Stock game.
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Old 06-21-18, 08:14 AM   #6192
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Originally Posted by propbeanie View Post
Not at this time. The purpose of the beta is to find the balance point. We will make it to where it will be your choice at a later date. For now, just remember they are there on almost all DD, and some DE. Be aware of it. Now, with that in mind, we would like to hear from all of you folks concerning your encounters with said torpedoes. You are only the 2nd person nik112, to report being "impacted" (literally) by one, so let us know what you find as you go along. Not only the "impacts", but how often you have to try and dodge 'em. We've already turned the Scout Planes down for the soon-to-be-released "currently-being-alpha-tested" v0.72 update, but we'll probably add a few more "tweaks" to it in the next few days.
I've experience those torpedo attacks several times, but made no particular point of marking them since they were known to be included in v0.71. Using the external camera, I've seen a spread of four or more heading my way after attacking a convoy. I have taken several hits, one of which was fatal. After that I learned to go to about 80 feet after making an attack. Lingering at PD in the vicinity of a DD or DDE and probably a Light Cruiser may be fatal. It is kind of cool to watch them, actually.

I also learned to take evasive action (dive, speed change, and/or course change) when approached by a Betty or other torpedo carrying plane. From the bridge watching my gun crews I have witnessed the splash of a dropped torpedo. The first time I sort of ignored it in favor of watching the gunners shoot down the attacker. When the torpedo hit my boat heavily damaging the stern I decided that shooting down the plane wasn't worth it! So now, even if I have the 40mm Bofors I do not challenge the planes. It's just not worth it.

Bottom line for me is I like the torpedo attacks. They add a sense of uncertainty and tension that elevates the realism. I'm betting that real life WWII skippers didn't mess around when torpedo attacks were imminent - they got the hell down to relative safety. As a side note, I wouldn't go too deep after a torpedo passes. You may need to get right back to PD to take out the escort if you can, before he reloads. If he fires torpedoes from around 1200 - 1300 yards, he will be on you pretty quick. You might want to consider dropping a decoy; they tend to confuse all but the most elite skippers.

All in all, a great addition to the game. I like it!
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Old 06-21-18, 08:46 AM   #6193
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Originally Posted by CapnScurvy View Post
The way to eliminate getting hit by enemy torpedoes fired from a Destroyer is for you to not stay at periscope depth and think you can "watch the action" as you used to!

What makes you think you can get away with sinking two merchants in front of an enemy escort Destroyer, and you can just twiddle your thumbs, watching the "after effects"? You've got to do better than that Sailor!

Hi

Thanks for the reply.
Please forgive my ignorance but as i know there wasn't such technology during war except air torpedoes dropped from avengers in sh3--in gwx mod if i remember well
So is there a way to stop this and dd's can hunt only with dc?


Cheers
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Old 06-21-18, 10:09 AM   #6194
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Hi

Thanks for the reply.
Please forgive my ignorance but as i know there wasn't such technology during war except air torpedoes dropped from avengers in sh3--in gwx mod if i remember well
So is there a way to stop this and dd's can hunt only with dc?
Cheers
nik112,

You may want to view this - it seems to me, that technology in this area was very advanced indeed.

"23 Allied warships were sunk after Type 93 hits: 11 cruisers, 11 destroyers, and one fleet aircraft carrier. Thirteen of these had been fatally hit solely by the Type 93, with the rest succumbing to a combination of bombs, gunfire, and torpedoes."
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Old 06-21-18, 11:43 AM   #6195
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Originally Posted by CapnScurvy View Post
The Co2 parameters are not mod able, their the same as the Stock game.
Ah fair enough, I haven't played the game for a while before installing v0.71 and didn't remember it coming up that quickly
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