SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
01-24-17, 11:37 AM | #3601 |
Pacific Aces Dev Team
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There is however nothing stopping you from providing the necessary files to allow those who have the bonus Narwhal or get it to make it compatible with TMO
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One day I will return to sea ... |
01-24-17, 03:29 PM | #3602 |
CTD - it's not just a job
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That is a plan, sir!...
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01-24-17, 09:55 PM | #3603 |
What's happenin' Cap'n'?
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CapnScurvy, how much of your work from Day of Infamy is going into FOTRS?
I imagine after all the work for FOTRS, you might want to take a break from modding and put Day of Infamy to the back burner for a while and just enjoy playing the game!
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USS COPPERFINS-05
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01-25-17, 01:28 AM | #3604 |
Medic
Join Date: Apr 2008
Location: Albany,NY
Posts: 160
Downloads: 199
Uploads: 0
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Have to say, FoTRS has gotten me back into playing SH4 after awhile. So, I suppose I'll bring up something I don't know many have tried or perhaps know about. The Sub School..
Now, Don't laugh, hear me out. I sometimes use it to touch up on controls before getting back into the Pacific after a long time away. However there's a slight Issue. The Artillery Course has been changed by the mod. More Specifically, the units in it. Normally, It's a Stationary Cargo Ship, some large Seaplanes, and a few Zeros... All Unarmed and perfect for training However, The mod makes it so the Cargo Ship as Machine guns which Pepper your Sub, Along with Fully Armed (And DEADLY ACCURATE) Aircraft. Not all that big of a deal, just figured I'd bring it to you fine folks' attention. |
01-25-17, 06:36 AM | #3605 |
CTD - it's not just a job
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I've got so many changes on my FotRSU right now, I'm not sure what yours is supposed to look like anymore... Do you have four or seven sub school missions? If you've got four, that's the way it was in FotRS. I ~always~ get sunk in the artillery one. The Merchant is Elite, and the planes are super-duper-deluxe Elite ~AND~ they crash into you when you shoot them down. Needless to say, about the fourth or fifth shot your cannon crew would get off, and you'd be rocked bad, and your boat would be sinking - if you live that long... If you've got seven of the SubSchool missions, then you chose the "Difficult" version, SS05. Even still, I calmed it down some. In both cases, the first thing to do in those missions is to get your boat moving NOW! As soon as your computer will allow you, hit ahead full. You cannot be stationery in that one. If you do the cannon yourself, set a course and then go do the cannon. Maybe you'll make it, maybe not... - Either way, don't use the artillery mission as an example of how to proceed with airplanes in FotRSU. It is recommended that you avoid airplane encounters altogether... The version of FotRSU that has the seven missions, we'll need folks to look those over good, and see if I've got all the key presses matching what FotRSU actually uses...
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01-25-17, 09:11 AM | #3606 | |
Navy Seal
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Quote:
Our game eliminates the finagling with how many engines on charge and how many on propulsion by just doing the proportions. While you're charging, the engine speed you choose determines how much remains available to charge batteries. And that is always used completely. You do have the ability not to charge batteries when you're on the surface to get that last few knots out of the boat while you're running away from that DD. The bottom line for our boats and the real ones is the same. If you're running submerged all day, surface in the evening and recharging batteries you won't have squat for range. A submarine is a surface raider with the unique ability to dive for the shortest possible amounts of time when its fool life depends on it, then get back to the surface at the earliest possible moment in order to keep batteries charged 100% as much of the time as possible. Anything less cripples your war effort. That's what radar is for.
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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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01-25-17, 09:16 AM | #3607 | |
Navy Seal
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Quote:
We don't go into Certified FOTRS Plugin Mod configuration until we get the core mod humming along nicely. Our todo list is staying about the same while we fiddle with campaign stuff. We want this to work really well in single player.
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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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01-25-17, 10:24 AM | #3608 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 483
Uploads: 11
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When is the next public release?
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01-25-17, 11:19 PM | #3609 |
Swabbie
Join Date: May 2011
Posts: 6
Downloads: 136
Uploads: 0
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I, too, am now experiencing the lockup with the twin Bofors. It has happened with both a fore and aft mounting. I can get into both of them fine, move them around, etc. But, the second that I hit "fire," the game CTD.
This is on a Balao, I believe around Mayish 1944. Let me know if you want my system specs - I'll post 'em tomorrow. |
01-26-17, 12:24 AM | #3610 |
Medic
Join Date: Apr 2008
Location: Albany,NY
Posts: 160
Downloads: 199
Uploads: 0
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I have Four... Version 0.52.
Was just wondering if this was "Normal" Behavior or something brought about as a side effect of the changes. Either way, something to look at, considering the "Training" tag doesn't quite fit given the circumstances. more like "Execution" |
01-26-17, 12:59 AM | #3611 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 483
Uploads: 11
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Starting to run into those whaling convoys more. I ran into 3 such convoys on my way to patrol area 7 near bungo straights from midway (april '44). They pretty much just crossed my path in the span of like 2 days. I was like .. ooooo kaaaaay, i'll sink your 17k tonne factory ship... again. You twisted my arm. Used up 12 fore torpedoes before ever getting on station.
All three had a single Whale Factory Ship, a leading DD, a trailing corvette, a few whaling boats and maybe a supply ship or two. |
01-26-17, 01:54 AM | #3612 | |
Nub
Join Date: Dec 2016
Posts: 4
Downloads: 15
Uploads: 0
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Want to help
Quote:
I have recently joined this forum, but I came in with a "wish list" of ideas. My main dissatisfaction with the game is that it is simply too easy to find targets and get in a position to sink them easily. Playing at 100% realism in the stock game, I used the sine law to intercept convoys and put myself in a good attacking position, and virtually always destroyed my targets and got away easily. I downloaded TMO for its difficulty, and while the destroyers are more aggressive, I find that trading random map contacts for historically accurate convoy routes makes things even easier, because it's predictable. I find that no mods currently available do what I want to do. After gaining some experience working for you, I would like to write my own mods. My "wish list" of mods I would like to write includes the following: Reduce enemy convoys by at least a factor of 4 from stock level, with corresponding decrease in map contacts. Increase the speed of most enemy convoys, some to 35kts or even more, depending on the top speed of the ships in the convoys. Remove the submarine icon from the navigation map. Display relative azimuth and altitude of the mouse pointer on the bridge to the nearest arcminute when magnification is not being used. (A. Navigation by stars. B. No help to identify stars. C. Limited accuracy and reliability of the measuring device.) Magnetic compass device which can be displayed or "put away" like the stopwatch, and suffers from the same variation and deviation errors as real magnetic compasses. Gyroscopic precession effects for the submarine and all running torpedoes. (A. Must reset the gyro compass frequently by reference to the magnetic compass, possibly by right-clicking on the compass dial. B. Torpedoes begin to drift on long runs, especially after making turns to a large gyro angle.) Increased visibility in the direction of the moon (depending on phase), decreased visibility in the direction of the sun. Binocular view remains level with the horizon and does not pitch and roll with the submarine. (A. You get your "sea legs." B. I am SICK of scrolling up and down just to look at one spot!!!) I chose to reach out to you because I really respect you and the work you have done in this community. I want to learn from you. I want to help you realize your vision in FOTRS in any way that I can, and later, apply the experience to creating some mods of my own. If you can think of anything I can do to help with FOTRS, I will be happy to. If not, then thanks for reading this, and thanks also for everything you have done to make this community what it is. |
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01-26-17, 02:00 AM | #3613 |
Gefallen Engel U-666
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Welcome aboard!
hyperbolicsphere!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
01-26-17, 02:29 AM | #3614 | |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 483
Uploads: 11
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Quote:
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01-26-17, 05:23 AM | #3615 |
Growing Old Disgracefully
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A Warm Welcome To The Subsim Community > hyperbolicsphere
Support The New SH4 Mega Mod Project FOTRSU > 100_FalloftheRisingSun_Ultimate_v0.52_PublicBeta_E N Steam Conversion SH4 Installation Instructions By ValoWay
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