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Old 03-31-19, 11:24 AM   #7936
Michael Wood
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Originally Posted by torpedobait View Post
I found the same thing. It has to do with approaching on the surface. I had an agent insertion mission and had the same results when approaching on the surface. I got the Coast Watcher to leave my boat by approaching the drop point (I use 500-600 yards to the shore point) by going to periscope depth at about 5-6 NM from the shore point, approaching to the drop off point I selected, stopping the boat and surfacing. I get the message request to launch the raft even before surfacing is complete. That seems to work for me, at least.

I did have one drop mission where the raft self-destructed in a large explosion almost immediately after leaving my boat! The mission was still considered complete, my crew announced a ship contact at close range (!), I could still see the raft on the Nav Map (contacts on), but visually the raft was aflame. Hope he made it. I didn't stick around to find out.

Just ran second insertion mission, Jeju left Feb 14 1942, arrived March 10, 1942. Approached on the surface in rain storm and agent jumped into boat as soon as I killed power and was inserted, while still moving at 4 knots. Believe first insertion, December 9,1941, Pearl Harbor. Mission: Deposit spy near Kushiro, is broken.

Last edited by Michael Wood; 03-31-19 at 11:54 AM.
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Old 03-31-19, 11:31 AM   #7937
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The issue was when you tried to load the save game from the patrol on the Narwhal it gave a CTD
Confirmed. If I try to save and then reload the saved file, game crashes to desktop. If I restart game and try to load the saved game, loads just fine.
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Old 03-31-19, 12:21 PM   #7938
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Confirmed. If I try to save and then reload the saved file, game crashes to desktop. If I restart game and try to load the saved game, loads just fine.
I normally never save at sea . I let the game save it upon entering port. Whether in game or leaving and reloading I CTD every time loading saves of the Narwhal.
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Old 03-31-19, 12:26 PM   #7939
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Just ran second insertion mission, Jeju left Feb 14 1942, arrived March 10, 1942. Approached on the surface in rain storm and agent jumped into boat as soon as I killed power and was inserted, while still moving at 4 knots. Believe first insertion, December 9,1941, Pearl Harbor. Mission: Deposit spy near Kushiro, is broken.
I wouldn't say broken ... just different lol.

Instead of coming in on the surface you could go to 55 feet get where you need to be then surface and drop back down.

I like to do that at times and postpone the insertion until I have order periscope depth and began to drop. Then as the boat is going down I launch the raft and slip away without hitting it.
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Old 03-31-19, 12:38 PM   #7940
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I wouldn't say broken ... just different lol.

Instead of coming in on the surface you could go to 55 feet get where you need to be then surface and drop back down.

I like to do that at times and postpone the insertion until I have order periscope depth and began to drop. Then as the boat is going down I launch the raft and slip away without hitting it.
Did this work with: December 9,1941, Pearl Harbor. Mission: Deposit spy near Kushiro?

I have done dozens of insertions. Never had to come in submerged. The one time I tried was in RFB and the game would let me move, after I surfaced. Broke game.
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Old 03-31-19, 02:42 PM   #7941
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Did this work with: December 9,1941, Pearl Harbor. Mission: Deposit spy near Kushiro?

I have done dozens of insertions. Never had to come in submerged. The one time I tried was in RFB and the game would let me move, after I surfaced. Broke game.
I forget which one it is but one of those has a shore gun battery really close to it. I moved up a small pocket along the coast and came down south so the land "hid" me from the gun. I surfaced just long enough to get the man out and dropped back to 55 feet.

It is really shallow but still doable without attracting the attention of the shore mount.
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Old 03-31-19, 05:40 PM   #7942
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I forget which one it is but one of those has a shore gun battery really close to it. I moved up a small pocket along the coast and came down south so the land "hid" me from the gun. I surfaced just long enough to get the man out and dropped back to 55 feet.

It is really shallow but still doable without attracting the attention of the shore mount.
Different insertion mission, then. No shore guns any where near insertion point.
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Old 03-31-19, 08:14 PM   #7943
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The mission is fine. I've been through it three ways of sideways. However, there are a few things to note about it, and any insertion op for that matter. First, here's a screen shot of the northeastern coast of Hokkaido:



You are quite a bit East of Kushiro, outside the bay for Akkeshi. I have the only two elements in the mission in the right-hand "Explorer" pane. One is the Objective, and the other is the definition for the "zone" where you drop the spy off. Notice in the properties box I have pulled up that it is only 3km radius. Not a very big area. Also, in FotRSU, if you can't launch, you usually do have to either come in submerged, or if surfaced, submerge (to PD) and surface again (usually) inside the confines of the "zone", which is that circle on the map above. That will usually "trick" the launch mechanics of the game. I cannot find anything anywhere that sets the speed that your boat is traveling at to affect the launch. All you have to do is put the telegraph at Stop. As has been noted, they can be a flaming mass, but so long as you launch them, "mission accomplished" and you needs to find egress...

All that said, KaleunMarco and myself have been doing preliminary testing on a possible future mod for FotRSU, and have discovered anomalies with some boats under certain circumstances. We can take a given boat - except the Gar - from Brisbane to any other base and transfer and do the missions. One particular mission will crash with the Gar when going to Midway. Yet, if you are already at the Midway with the Gar, the mission works. How many of those little tricks are in the game? The mission is fine. The boat is fine. That base is fine.

It would be wonderful to be able to explain some of the situations and what causes them, but I cannot, except to say that the game is weird sometimes, and has minimal (non-existent) modding documentation. Front Runner a few months ago stumbled upon one of these little anomaly "triggers" in FotRSU having had the "ID=MidWar" transition to the "ID=LateWar" a couple of days too early, and that upset the game's 24-hour "clock". Threw the "day" cycle off. There is no explaining it, but January 10, 1944 versus January 16, 1944 made a world of difference. This is the area which we are now attempting to "document", so that future modders don't 'find' the same trap(s)...
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Old 03-31-19, 08:42 PM   #7944
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Originally Posted by propbeanie View Post
The mission is fine. I've been through it three ways of sideways. However, there are a few things to note about it, and any insertion op for that matter. First, here's a screen shot of the northeastern coast of Hokkaido:



You are quite a bit East of Kushiro, outside the bay for Akkeshi. I have the only two elements in the mission in the right-hand "Explorer" pane. One is the Objective, and the other is the definition for the "zone" where you drop the spy off. Notice in the properties box I have pulled up that it is only 3km radius. Not a very big area. Also, in FotRSU, if you can't launch, you usually do have to either come in submerged, or if surfaced, submerge (to PD) and surface again (usually) inside the confines of the "zone", which is that circle on the map above. That will usually "trick" the launch mechanics of the game. I cannot find anything anywhere that sets the speed that your boat is traveling at to affect the launch. All you have to do is put the telegraph at Stop. As has been noted, they can be a flaming mass, but so long as you launch them, "mission accomplished" and you needs to find egress...

All that said, KaleunMarco and myself have been doing preliminary testing on a possible future mod for FotRSU, and have discovered anomalies with some boats under certain circumstances. We can take a given boat - except the Gar - from Brisbane to any other base and transfer and do the missions. One particular mission will crash with the Gar when going to Midway. Yet, if you are already at the Midway with the Gar, the mission works. How many of those little tricks are in the game? The mission is fine. The boat is fine. That base is fine.

It would be wonderful to be able to explain some of the situations and what causes them, but I cannot, except to say that the game is weird sometimes, and has minimal (non-existent) modding documentation. Front Runner a few months ago stumbled upon one of these little anomaly "triggers" in FotRSU having had the "ID=MidWar" transition to the "ID=LateWar" a couple of days too early, and that upset the game's 24-hour "clock". Threw the "day" cycle off. There is no explaining it, but January 10, 1944 versus January 16, 1944 made a world of difference. This is the area which we are now attempting to "document", so that future modders don't 'find' the same trap(s)...
"The mission is fine." Okay. Fine by me. But, I have done dozens of insertion missions, including another successful one, today. I know how. I went to the insertion star. I approached very closely, well within 3,000 yards. I killed the engine. I did not get a message box asking if I wanted to insert agent. Mission failure. Could be an executable issue. Just thought I would report it.

Last edited by Michael Wood; 03-31-19 at 10:26 PM.
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Old 04-01-19, 06:20 AM   #7945
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The game does seem to get stuck sometimes, and you have to "kick" it. The next time you can't launch when you know you're well within the area, submerge to periscope depth and surface again. See if it doesn't give you the "Launch" dialog. Also, I have had the game - for whatever reason - not prompt with the "Launch" dialog, but it does display the prompt in the upper right hand corner of the screen, right next to the "We're in shallow waters" icon, and/or Battle Stations icon, so look for that. If you have that, click on it, and you should get the prompt to launch.
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Old 04-01-19, 08:57 AM   #7946
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Also, I have had the game - for whatever reason - not prompt with the "Launch" dialog, but it does display the prompt in the upper right hand corner of the screen, right next to the "We're in shallow waters" icon, and/or Battle Stations icon, so look for that. If you have that, click on it, and you should get the prompt to launch.
The first time I ran into the "no launch" issue I did see the prompt in the upper right corner, as you say. However, it did nothing when I clicked on it, even repeatedly. I left the area, turned back to it, submerged, and stopped at the launch point (600 yards off the "star"). As I was surfacing the launch prompt question came up and all worked fine.

I guess I'm saying that if you don't get the launch or postpone question, the prompt doesn't work either. At least that's how it was for me.
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Old 04-01-19, 03:32 PM   #7947
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Is it normal there is a destroyer in the ID book for merchants?

Also i noticed when i get a medal, in the text beside, the number of patrols doesn’t correspond. (Ie for the third patrol, but only two done)

Only little things
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Old 04-01-19, 04:42 PM   #7948
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Is it normal there is a destroyer in the ID book for merchants?

Also i noticed when i get a medal, in the text beside, the number of patrols doesn’t correspond. (Ie for the third patrol, but only two done)

Only little things
That "Destroyer" is a "Troop Carrier". They have always fit under the merchant category....It's a Stock game thing.

So is the patrol counting bug with the Awards...…..Started in 2007!!!
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Old 04-01-19, 06:58 PM   #7949
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Computers count from "zero". We count from "one". There are several places in the game where you can tell the programmer(s) got confused about that...

The RecMan is a sore spot for me too - where are the ~TABS~!!!... Someone tried to hit it with an "abracadabra", but hit it with "stupify" instead ("Why, it's Harry! Harry Potter!")...
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Old 04-02-19, 02:55 AM   #7950
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Thanks, ok i see...

Other little question about US sub:
Playing with DUD on, i don’t see much of bad ones, and in 42 none of them.
I know they had some troubles like the German ones at start of war, but it was so quickly solved?
I’m not US side specialist
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