SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
11-14-19, 02:54 PM | #46 | ||||
CTD - it's not just a job
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... for your "target" area (I think... ??) It is quite crowded looking on the map when you see them all, but this includes the anti-sub nets also: Another thing to remember about the mines, is that they are not always set near the surface. In Fact, it looks to me that AOTD_MadMax was a tad devious in placing the mines at -35 meters in the water, such that his ships could sail "over" the top of the mines, thereby luring the unsuspecting skipper into a minefield planted near the 115 foot mark... instant "Game Over"... ----------------------------------------------------------------- Quote:
About the only thing that it could be, is the fact that you got there later than anticipated, either because of more submerged running, or from tracking a potential target. The "patrol area" circles show up and disappear based upon the calendar and clock, so some might be around for weeks, others are around for days. What a skipper could do when they get an assignment, is to draw their own circle for their patrol area, putting it on top of the green one the mod draws. In the meantime, we'll have "Fearless Leader" ( nothing derogatory meant by that, "Fearless Leader"... ) add this to the incident log, and extend the time the circles are drawn on the NavMap. Thanks for the report! ----------------------------------------------------------------- Quote:
In the meantime, the usual question: Did you install DirectX v9.0c and the Codecs? I'm not sure they'll install from the disk anymore in Windows 10, but you could also go to Microsoft.com's download section and try the "[url=https://www.microsoft.com/en-us/download/details.aspx?id=34429DirectX 9c Runtime[/url]"... ----------------------------------------------------------------- |
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11-14-19, 04:10 PM | #47 |
Weps
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First off, thank you to all involved for producing FOTRS-U sharing it with the Community.
Second, what file(s) need to be changed so that there is no hydrophone detection when surfaced. This is a feature of FOTRS-U that I would really prefer not to have as it acts very much as some sort of uber-sensor. I looked at the ...\USSubParts\Sensors_sub_US.sim and this looks like a good candidate for editing but am unsure of what values need to be changed to eliminate sonar detection when surfaced. Thanks in advance for any help. -C |
11-14-19, 07:45 PM | #48 | |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
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Did you get my PM?
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Self-education is, I firmly believe, the only kind of education there is. ~Isaac Asimov~ Mercfulfate 将補 日本帝國海軍 |
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11-14-19, 10:39 PM | #49 | |
CTD - it's not just a job
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Anyway, you need to look at the submarine's sns file to find the gear used, so using the Balao, we look at "[Sensor 6]" and sensor 7 for ball 1 & ball 2. One would be Hydrophone, the other is sonar. Think "hierarchy" and "one" being more important than "two", so we'll look in the Data / Library / USSubParts folder for "Sensors_sub_US.dat". Find the "NSS_Hydrophone_Ball_01" that matches the sns file listing. Copy its Node ID number. Open the associated sim file, and "search" on that node number and find the "SensorData" node that uses that as its "Parent ID" number. It should (in theory) match the SensorData type as "hydrophone", once you click on the child node of the child in that sim file. That is where your edits go. Some folks change the "MaxSensorHeight" to a negative number, but remember that you are dealing with meters, not feet or inches there. It does have to be deep enough to not come out of the water in a wave trough. This did not work reliably with FotRSU on its own. Another thing to remember is that the hydrophone did work while the boat was on the surface. The boats apparently usually did not man the station due to it inefficiency when surfaced, because of the wave noise and other environmental factors. Compare setting between FotRSU, TMO, RSRDC, RFB or any of your other favorite mods, and experiment. Each boat has to be treated individually, but they all use the same "sensor"... If you talking about me and the PM merc, then no, I have not. Should we have "Fearless Leader" check his? |
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11-15-19, 02:43 AM | #50 |
Weps
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@Propbeanie,
Thanks for the assist, you have given me enough to tinker. Am not particularly interested in the historicity (or lack thereof) of the surface sonar capability of the Fleet Boat family but do find the uber-sensor a trifle gamey. That said I never installed any version of RFB. -C |
11-15-19, 03:07 AM | #51 |
Torpedoman
Join Date: May 2012
Location: Under the Sea
Posts: 118
Downloads: 238
Uploads: 0
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Hey Guys! I have been playing the mod and I have to say it is really great! This has definitely pulled me back into SH4.
I made a short cinematic video to showcase the mod on my Youtube Channel and let people know about it. It is based off Original introduction video because it is so darn cool. Anyways here it is. |
11-15-19, 04:00 AM | #52 | |
I break things
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11-15-19, 05:45 AM | #53 |
Stowaway
Posts: n/a
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Help for Japanese shipping routes map?
I'm a recent convert to FotRS UE. It's really neat!
While moving around the boat, I accidentally stumbled on a map of the entire area of Pacific War along with all of the Japanese shipping routes pictured, including a ledger of the route names and dates. Would be a good reference if the game sticks to these major routes. I don't know what I clicked on to bring the map up, but it was almost larger than the computer screen and one could move it about to look at particular areas. And once it came up, it was in fact impossible for me to get rid of it. I had to close the game to get out of it. I remember I was moving about the boat, maybe in the captain's quarters or radio room looking around and then I must have clicked on something to bring it up. I looked in the F1 (Help Section) but not there. Is there anyone familiar with this Japanese shipping map within SH4 FotRS UE? How does one open it and then get rid of it w/o closing the game? |
11-15-19, 06:14 AM | #54 |
Growing Old Disgracefully
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Hi pb
Thanks for the reply. Those mine fields look awesome, wow. Peter
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11-15-19, 07:53 AM | #55 | ||
Swabbie
Join Date: Apr 2012
Posts: 13
Downloads: 130
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First of all, having played this a couple of days now I just want to say GREAT WORK! In the past (few years back) I've only played with RFB + RSRDC, and a couple of weeks ago I got the Silent Hunter itch agan and looked into TMO 2.5. It worked great in the beginning, but around 1943 I started experiencing CTD almost constantly. While looking through the TMO 2.5 thread I stumbled upon somebody mentioning FOTRSU, and boy am I glad to have tried it out!
I don't know who's idea in your team it was (or which other mod it comes from) to actually direct other resources than the players own submarine to the major Manila confrontations in 1941, but I was pleasantly surprised for sure. I was submerged after having sunk a light cruiser, and all of a sudden I hear explosions. I've got the event camera on and get to see the US airplanes attacking the rest of the convoy that I attacked, as well as a Mk14 torpedo launched from another sub. This is awesome, and I haven't seen it before in RFB nor TMO. My experiences with SH4 has basically been like... okay... it seems the US Fleet consists of only one submarine, namely my own, and I'm single handedly taking down the whole japanese navy. So yeah, again, great work, very immersive, and kudos all around. Now, back to my minor issues with the map updates, which have become a bit more severe. Quote:
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So I'm in my S-boat, and I'm on the third assignment which is the Lingayen Gulf 10 day patrol. I've so far sunk 1 merchant and 2 cruisers in this area (the sinking of the merchant wasn't sanctioned by my commanding officers, I was told to retreat but I had such a golden vector to take out a 10,000 tonner full of oil). Totalling 30k tonnes of sinkage, and I'm now waiting for the 10 day patrol to end. I'm staying stationary within the green circle. Here's what happened next: Dec 29 '41 ~11PM: Message to refrain from use of Mariveles for fuel and repair due to jap activity. Dec 31 '41 ~1AM: Lingayen patrol area circle gone, but flag/star remains. ~3AM: Mariveles US port flag disappears from map. ~11AM: Lingayen patrol flag gone, getting orders to refuel at Mariveles. I go to Mariveles at flank speed. When I arrive in the green circle (unfortunately I didn't record the date and time), I get an order to refuel and then proceed to Makassar waypoint, but since Mariveles US port is gone I can't refuel. Thus I now have an incomplete secondary mission. At this point I proceed to Sulu and save the game somewhere in the middle. I get a phone call IRL and come back to the game at a later date. CTD when trying to load the save. An earlier save at Mariveles also CTDs. So I have to go back even further, to the Lingayen 10 day patrol, to my save after I've safely emerged from sinking the 3 ships and the area is clear of enemies. At this point I realize that my savegames may be corrupt in some fashion since I've seen very strange behavior with a huge task force just north of Lingayen that was stationary, and attacking them with torpedoes did nothing. Explosions happened, but the ships were intact and they just stayed in place doing nothing. But I don't wanna backtrack or restart the game after such a successul first patrol with my puny S-boat. So I start logging everything, including when and where on the map I've saved the game. However, after being ordered to go from Mariveles to the Makassar waypoint, and then proceed to the North Watcher Island "arrow", I don't get a single ship contact, and I get called back to Surabaya and manage to dock successfully, save the game while in port, and then successfully reload that saved game. I'll keep logging in detail from here on out, and I'll make sure to not use any savegames that are near ports or battles. |
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11-15-19, 08:09 AM | #56 | |||
CTD - it's not just a job
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You can get to the Radio Room either by 'walking' through the hatch at the other end of the Control Room when you F2 (it "keeps" where you leave as the "view", so be aware), or you can get there by use of the <Backslash> key ("\") found above the <Enter> key. You can also go directly to the Shortwave Radio and that map by the use of the "Camera" menu button, then clicking on the "Shortwave Radio / Convoy Map" menu button there. If you go through the radio room way, look over the radioman's left shoulder, there is a phonograph there that is a "hot-spot" you can click on to usually get to the Phonograph (mp3 player) / Conversion Chart, and then behind and above the radioman - if there is a steel radio box by the corner - that is supposed to be hot-spot to take you to the Shorwave Radio / Convoy Map. Not all boats have that. In a Gato (which shares its interior with other boats), clicking on the phonograph will take you to the Shortwave Radio instead. We'll have to look into that... Anyway, here is a Gato shot of the Radio Room, with the "phonograph" hovered over: Click on the phonograph there, and you get this: duplicate image ... ... Which is probably what you did. When you hover over that 'window' though, the cursor turns into a modified "X", with little arrows on the ends of its legs. When the cursor is like that, you can click and drag the map / radio where ever you want to put it: Of interest here, is that most of the other boats "function as intended". In this case, there is no overhead rack in the control room of that particular model of Gato, like there is here in the Narwhal: btw, do you know how difficult it is to take a screen shot and capture that "tooltip" text? Wow! It really should stay up longer, but alas, that's the 1024_768_menu.ini file. Other boats have those hotspots, where you use the overhead rack for the radio, and the Radio Room phonograph for the "gramophone". In the Tambor (Gar) and S-18 however, both "hot-spots" are in the Radio Room, with the phonograph taking you to the appropriate location, and radio taking you to the Shortwave Radio: So, we'll have to dig into that a bit and get that sorted out to where the Gato and later boats have two hotspots. In the meantime, I was using the Quick Patrol menu to get to the different boats faster than the career menu, and I tried the 7th patrol, which is for the Triton, a Tambor boat, and that will crash you to the desktop, so that needs some work. There is probably a bad call to a ship in there, so that will be as easy to fix as the other two campaign assignment files are... You are welcome! A skipper must have all of the info he can within an arm's reach, and even still, might not make it back... Last edited by propbeanie; 11-15-19 at 12:04 PM. Reason: Too many pictures... |
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11-15-19, 08:15 AM | #57 | |
Electrician's Mate
Join Date: Dec 2016
Posts: 132
Downloads: 315
Uploads: 0
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Hydrophone on Surface Issue
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11-15-19, 08:27 AM | #58 | |
CTD - it's not just a job
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As to crashing on loading a Save, double-check your LAA activation on the SH4.exe file, and be sure that the SH4.exe is not set to "Read-only" in its attributes. If it is, clear that, then try LAA on the SH4.exe file again. Usually speaking, a failure to load a Saved game is the result of bad data in the file, which can occur from not having enough RAM available to the game. The attack on the Task Force is a symptom of that. If you have a 32-bit version of Windows, let us know... btw, that torpedo could have come from an airplane. I don't think we have any submerged AI subs at the beginning... Thanks for the report, also! Glad you like not being the only joe out there! |
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11-15-19, 08:40 AM | #59 |
CTD - it's not just a job
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As has been stated, RFB has multiple sonar heads in use, similar to some mods using multiple Visual sensors to attempt to simulate an airplane's view, a crow's nest view, and a deck view. All of that adds complexity to modding the game, as well as "overlaps" that affect each other. If you restrict the hydrophone, as was stated, you lose the close-in ability of it, such that when you are under a depth charge attack, you might not be able to determine where the ship above is coming from, or might not even see the attack on its way. Now, that also happened in real life, but we were after making it to where a player can make it to retirement or make it all the way through the game, instead of being sunk each time out. To offer an "option" for the hydrophone would be prohibitively complex for us. We removed that kind of stuff from FotRSU. Each submarine would require a re-working of their nodes, sns files, as well as the associated sensors files in the library. Maybe someone will want to offer that as a sanctioned, optional add-in mod?
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11-15-19, 09:37 AM | #60 |
Grey Wolf
Join Date: Feb 2003
Posts: 755
Downloads: 110
Uploads: 0
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Does this mod work with the steam version of sh4?
in fact the same question goes for sh3 as well, do mods work for that as well with the steam version? |
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