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12-06-16, 05:26 PM | #3016 |
Planesman
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First patrol. Uss pickerel. Dec 41. Going to recon the marshall. Doing continuos trials on the way: dive,.crush dive, simulated targets etc (i m a maniac of the test. I ever train the crew. Especially to. Surface combat. Zig.zag with 10-15 degrees of angle, torpedo attacks.with the tdc, and the pos keeper, also if i.shoot without it usually, a partial o kane method, and dg attacks ofx)
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"Execute unrestricted air and submarine warfare against Japan." |
12-07-16, 06:18 AM | #3017 | |
Tazmanian Devil
Join Date: Dec 2009
Location: NC
Posts: 223
Downloads: 369
Uploads: 0
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Running the Museum
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Win 10 64-bit│AMD Ryzen 3 1200 Quad-Core Processor 16.0GB Ram│ NVIDO GeForce GTX 650 Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Wolves of the Pacific\MODS] C:\...100_FalloftheRisingSun_Ultimate_v.1.8 |
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12-07-16, 07:50 AM | #3018 | |
Navy Seal
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Just to let people know what goes on beneath the surface at the Fall of the Rising Sun Ultimate Edition mod team, many of our problems come from stock game and subsequent mod errors. Errors tend to accumulate over time, not diminish, unless someone actually does something about them. Here's a PM I received this morning from cdrsubron7
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Cdrsubron7? Salute!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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12-07-16, 07:56 AM | #3019 |
Admiral
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The 2 planes at Midway have been shot down, leaving port on my test mission was a breeze compared to what it has been.
The TC still drops you down to 8x speed on detecting ships but that happened less frequently than if those planes had been flying about. If anyone would like to know which planes to remove from the US_NavalBases its these 2, [Unit 140] Name= _US FB P38#1 [Unit 120] Name= _PBY5#1 I made a little mod and after copying the US_NavalBases into it I deleted [Unit 140] and [Unit 120] and they were finally gone from Midway, Moonlight is now a happy chappie. Regarding those mis files RR, they won't cause problems if we encounter them will they? and another thing, if they do cause a crash I wouldn't be able to apply the fix as I can't access this area 51 that you are so secretive about.
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12-07-16, 08:08 AM | #3020 |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,059
Downloads: 397
Uploads: 0
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This may help. I found the periscope works quite well in lieu of a TBT that no longer looks through the conning tower...
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Run Silent, Run Deep, and Sink 'em All |
12-07-16, 08:10 AM | #3021 | |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,059
Downloads: 397
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Quote:
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Run Silent, Run Deep, and Sink 'em All |
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12-07-16, 08:17 AM | #3022 |
Admiral
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^I've no idea, I will know later when I begin my next mission.
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12-07-16, 09:30 AM | #3023 |
CTD - it's not just a job
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I'm not sure where that "survivor" comes from, but I've seen the Pearl planes crash into each other, ships and the ocean. I have no idea why a PBY on patrol would be coming in skimming the waves, much less a Lightning, but look at that video where my Porpoise boat tries to cut a PT in two, and you'll see what I mean. I'd say that if you eliminate the planes, you eliminate the crashes...
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12-07-16, 09:44 AM | #3024 | |
CTD - it's not just a job
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Unfortunately Moonlight, the answer is "Yes, these bad units, if encountered, can cause trouble." Just opening the Rec Manual with them in the periscope can cause issues. Shooting at them doesn't, but if you hit them, it does. The usual result is a glitch as the computer slows down, freezes, and then usually crashes to the desktop, but not always. The odds of encountering one are low, but it is definitely frustrating, especially after a difficult approach, to have it happen. RR is working on the next revision, and we'll see about a 'Test Patch' fot what cdrsubron7 has found - maybe. |
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12-07-16, 10:16 AM | #3025 |
Stowaway
Posts: n/a
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would like to try FoTRS Beta but
RR posted
The new file's name will be 105_FalloftheRisingSun_Ultimate_v0.40_PublicBeta_E N and it will replace the former version which has temporarily been removed. But when I go to Subsim downloads I only see 100_FalloftheRisingSun_Ultimate_v0.40_PublicBeta_E N I must be missing something? |
12-07-16, 10:22 AM | #3026 |
CTD - it's not just a job
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It takes a bit for the file to upload and the site update itself, is all.
If you just can't wait, you can try cdrsubron7's two sets combined into cdrsubron7sCampFixes.7z This is NOT 'official', and will be in the next version RR is uploading. There is no ReadMe with this, but is JSGME compatible. Click on the "No thanks. Continue to view" and then the "Download" button. Edit: sorry jldjs, mis-read you there. It says "100..." on the link, but that should be the new file it's linked to. If not, you'll know right away if it's not because there won't be any anchors for bases. If that's the case, we can link you to a fix for that. Last edited by propbeanie; 12-07-16 at 11:15 AM. Reason: re-do for jldjs |
12-07-16, 11:33 AM | #3027 |
Sparky
Join Date: Nov 2013
Posts: 151
Downloads: 82
Uploads: 0
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Reluctant agent
On my 3rd patrol(mission) on S-class boat I have to insert an agent near Manilla(January 1942).I'm very close to the beach(200yds away), surfaced-stationary but it seems that the agent has a very good time onboard because he doesn't look eager to leave the boat and complete my mission objectives.Needless to say I've tried all the possible combinations:surfaced at 2 knots,decks awash at 0 or 2 knots,periscope depth etc always close to the beach(which is very nice by the way).Of course I've completed many similar missions in the past in other mods without having to approach so much to the beach.
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12-07-16, 11:39 AM | #3028 |
Admiral
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Another texture problem, this big old split merchant was seen on the 24th December 1942, this might help out the texture debuggers.
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12-07-16, 12:07 PM | #3029 | |
CTD - it's not just a job
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Edit: I've checked the CFG files on five vessels that have "Split" in their names, and none of them have a "hole" in their dates. On Dec 24, 1942, they should have either the one that ends on 12/31, or the that began on 06/06... Into the campaign I go again, unless max-peck or s7rikeback find something... Last edited by propbeanie; 12-07-16 at 01:03 PM. Reason: Researched. |
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12-07-16, 12:15 PM | #3030 | |
CTD - it's not just a job
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Edit: All of the Philippine Insert missions have [MapZone 1] Name=Insertion Spy Philippines 01_Zone1 Radius=3.000000 MaxHeight=1000.000000 MinHeight=-1000.000000 Long=14494539.000000 Lat=1723636.000000 Height=0.000000 with slightly different co-ordinates, but all four of them are set to a 3 mile Radius and fully surfaced. Now, if you come in surfaced, it used to be that you had to submerge to PD, then re-surface in order to get the "Launch" to activate. Or else, you came in submerged and then surfaced ~within~ that 3 mile radius... half of that is usually eaten up by the shorline... Last edited by propbeanie; 12-07-16 at 01:02 PM. Reason: Researched. |
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