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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Jul 2018
Posts: 5
Downloads: 38
Uploads: 0
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Hello everyone , i am playing with the mod FOTRSU 0.76 Beta and i have made 3 mp missions (1 converted from SP missions , 2 self made) to play with my friends. Problem is 2 of the missions play properly but last mission i made quits the mission roughly around 2 minute mark.
Context About Missions ; First mission : Attu Bound converted from singleplayer missions has low number of ships. Second Mission : Task Force 331 (made up name) Mission is to sink Yamato has low number of ships. Third Mission : Convoy SE-293 (made up name) (alternative reality)Player controlled submarines are asigned to a big convoy because of German surface raider group in atlantic , your mission is to sink Bismarck and any other ship you can sink. Has a lot of ships probably 50+ . My question is , is it the number of ships making me return back to MP screen or is there something wrong with the mission ? Here is the mod to enable if anybody wants to check and help me out : https://drive.google.com/file/d/1_o3...jImzego4q/view and here is what i get when it randomly ends the mission https://i.imgur.com/CJwzSPQ.png Technical Info : I have the steam version of the game , i play on windows 10 , i got a pretty good computer for this game 16gb ram/i5 4590 cpu/Radeon R9 200 series gpu Any help is appreciated , thank you for your time! |
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#2 |
CTD - it's not just a job
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Warning Will Robinson - Warning! Verbosity ensues!!!
![]() I've downloaded and checked your three missions. v0.71 of the FotRSU mod skipped some of the folders in the game, such as SinglePatrols and MultiPlayer, so there are a few of those missions that have bad ship "calls". The Patrols were the biggest offenders. I was afraid you had used a couple of them for a base for your edits - but you didn't. Here's what I found though: AttuBound- Open the File in the Mission Editor, if desired, and use the "Mission" menu item, "Parameters" item there. Make certain you have what you want there, as far as date and other settings. - It'd be easier though, to just use a text editor to alter all of the settings, especially for the other Units' dates in the Mission, since you cannot alter Unit dates in the Mission Editor once they are put in a group. - In Convoy SE-293, don't start your boats inside that main convoy like that. The group will definitely "lose Convoy" as it sails off. It'd be best to be between the two groups maybe, but not within say 1000m of anything, if you're wanting to see them all sailing away. Mission Parameters are in the first "paragraph" of a mission file: [Mission] MissionType=1 MissionDataType=0 MultiMissionType=0 Year=1942 Month=8 Day=28 Hour=5 Minute=30 Fog=0 FogRand=0 Clouds=1 CloudsRand=0 Precip=0 PrecipRand=0 WindHeading=0 WindSpeed=7.000000 WindRand=0 WeatherRndInterval=5 SeaType=0 The "Orange" is what you would change for the Date / Time of the Mission Parameters. The rest of the dates are like below: ... [Group 1] GroupName=Con_3_1 CommandUnitName=_JP Fast Merchant#1 Category=0 RandStartRadius=0.000000 DeleteOnLastWaypoint=true EvolveFromEntryDate=false [Group 1.Unit 1] Name=_JP Fast Merchant#1 Class=NACA3 Type=102 Origin=Japan Side=2 Commander=0 CargoExt=1 CargoInt=0 CfgDate=19421201 DeleteOnLastWaypoint=true DockedShip=false GameEntryDate=19421214 GameEntryTime=830 GameExitDate=19451231 GameExitTime=0 ... So, you need to edit each "Unit" of a group. Generally speaking, the Group is defined first, then the lead unit with its date. Then the waypoints for that group, then the additional units in the group, if any. So the group is 'defined' under the "[Group 1]" heading (or Group 2 or Group 114, whatever), the lead unit is pointed to by the "CommandUnitName= " line, whatever the "name" might be, and then that particular unit should be listed next under the "[Group 1.Unit 1] heading. The Waypoints are then under each of the "[Group 1.Unit 1.Waypopint 1]", going up sequentially to the last waypoint, and then you have the other vessels, such as "[Group 1.Unit2]", etc... Each of those units as a date and time that they Enter, and they all must be changed. This is where the "Search" or "Find" function in your text editor helps, especially with large files... You can use the Mission Editor to do all of that, as alluded to above, with the Mission Parameters the only "easy" thing to change - you will get an error from the ME (Mission Editor) if you make the date prior to the subs' entry date / time. The only way to change the individual Units dates in a Group, is to remove them from the Group. This includes the Lead Unit, which has to also be removed from the Group, thus destroying said Group completely. Rebuilding them is no biggie, but it's much easier doing edits such as this in a text editor... ============================================ ![]() ![]() PS: I put five of six torps into the Bismarck, I also had four of four detonate in the Tirpitz, even scoring the "glass jaw" hit on its forward magazine, dooming it almost immediately after... I did NOT get credit for either, though they both sank... dad-blamed surface boys got all the credit... ![]() ![]() |
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#3 | ||||
Swabbie
![]() Join Date: Jul 2018
Posts: 5
Downloads: 38
Uploads: 0
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![]() Thanks for all the help , i will get back to work! |
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#4 | |
CTD - it's not just a job
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My answers in orange
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#5 |
Swabbie
![]() Join Date: Jul 2018
Posts: 5
Downloads: 38
Uploads: 0
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I think mp returning back to menu is about detection , it was still returning me back to menu untill i moved the subs closer to 30km at which range German task force was in radar detection range and mission played normally
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#6 |
CTD - it's not just a job
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The horizon is 20nm, the "render range" is about there also, so just at the horizon, masts visible, is where you got it to work? Or were they at 30nm, not km? Have you tried airplanes yet? If you haven't, I might experiment with that this evening, and let you know what happens...
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#7 | |
Swabbie
![]() Join Date: Jul 2018
Posts: 5
Downloads: 38
Uploads: 0
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https://drive.google.com/open?id=1Cx...kxnBEjcmh628OT this is the updated version of the missions |
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#8 | |
Admiral
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Are you using Large Address Aware?
Whenever you have large numbers of ship units being created, or activity around ports, or throw in aircraft doing their thing in a scene.....you're going to need all the memory your computer can lend to the game in order to have these "extra" events render. The fact you have 16 gigs of ram means nothing to the Stock game...….the Stock game will only use a maximum of less than 2gigs, UNLESS, you use a program like LAA. The game was designed in the early 2000's. Back when Windows XP was the new OS. Maximum computer Ram was maybe 1 to 2 gigs; and flat wide screen LCD monitors were only a dream! There was no need for the developers to think the game would now be in a world where 8gig of memory is average and an 1024x768 size CRT monitor is obsolete. Do yourself a favor and add LAA to the game execution file.....telling it to increase its capacity by using more of the available memory you have.
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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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