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Old 07-21-17, 05:49 PM   #5056
Rockin Robbins
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Announcement!

FOTRSU v0.63 is back up and available for download!
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Old 07-21-17, 10:56 PM   #5057
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Quote:
Originally Posted by s7rikeback View Post
Really sorry to have let everyone down... And for wasting everyone's time in having to re-fix, re-download and re-install the beta, It was not my intention to do so.
Don't sweat it. It's not like you guys are charging me money for this mod. A mod I really enjoy by the way. I appreciate all the time that all of you put into it as volunteers. Mistakes will always happen. And, after all, I have been a flight simulator enthusiast for quite a number of years. And if you know anything about MS FSX then you know that having the program in a broken, or much less than ideal state, is almost the rule instead of the exception. So I am used to these sorts of things. In fact I think I enjoy the process of learning why a particular problem happens, and then fixing it, as much as I enjoy using the program.

I am now going to re-download 0.63 because I snagged a copy before RR slammed the door on it.

Once again, thanks guys.
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Old 07-21-17, 11:04 PM   #5058
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Hey propbeanie

Indeed the Narwhal is available from the 8 dec. 1941 campaign on in Manila.

I basically only get "deliver" campaigns, be it agents, troops and supplies all the way until may '42 (the longest I played) from a given point, maybe february 42 I juat wasn't able to deliver anything, the "send the boat" command wouldn't work no matter what I tried, as I've said I damaged plenty of subs by beaching them trying to get the nearest possible to the coast
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Old 07-22-17, 02:06 AM   #5059
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Quote:
Originally Posted by torpedobait View Post
Propbeanie asked: "As for those shots torpedobait, the ships being hung in mid-air is from "flying in" on the exterior camera. However, the ships having spawned, then crashed and burned on a hillside is not cool... Which harbor are you at there?"

The harbor is Miyako (Northern Honshu). The "flying" ships were viewed with the "Next Ship" camera (>) and were shown to be mixed in with the single file convoy I was tracking. The Free Camera (F12) did not show themat all when I approached my target convoy, which I thought was even stranger. It only showed them burning on the hillside after I had dropped the agent and used it (F12) to peer into Miyako harbor. They appeared to be the same ships I had seen earlier, positionally with respect to each other, and by type.

The sequence of events was like this: I tracked a convoy by passive sonar. I had not encountered many single-file groups before, so curiosity got the better of me and I used the Next Ship cam to see what was out there. It showed me a ship in the convoy, but surrounding it were a number of burning ships, some completely airborne and obviously misplaced. Next I used the Free Cam to confirm the mess I had found. That one showed NO burning ships, only the five or six ships in the single file convoy.

Later, after dropping off an agent( per tasking) just outside Miyako harbor, I saw a lot of smoke over the harbor in the periscope, and used the Free Cam to investigate. That's when I saw the ships all aground, some up the hill far beyond where momentum might have taken them. Again, this was in the October-November 1943 time frame.
Thanks to a lot of help, I've fixed my problem of how to post pictures, Unfortunately, I no longer have them since I cleaned things up to install v0.63. Sigh.
OK, with a little bit of tweaking on the German side of things, I've snuck myself into Miyoka for a close look, and wonder of wonders:


The hills are definitely polluted with the detritus of a multitude of broken vessels... wow! college words even... This is looking in toward the harbor, but at the first hill short of it, looking Southwest. The 1st set of docks are across the water to the left, behind all that smoke.


This is looking almost Northwest at the same area, but from across the bay.


Same spot as the 2nd above, but now looking Southwest where the actual harbor is, and where the ships ~should~ be... This now invovles changes to at least a dozen files, since I split the Jap_HarborTraffic file, but we'll get it prettied-up before too long. If anyone else encounters similar, be sure and let us know! This is relatively easy to fix, but we have to know where to look - thanks.

Edit: After much looking and looking and opening and closing of multiple files, there is still an issue with Jap_HarborTraffic.mis. I do not know how it's loading, but it is... more studying is called for here... What's happening is there are 2 outbound groups that generate once every 24 hours at 100%, one tanker and one transport. There is one inbound group, one DE, one tanker, one transport, one freight, one hospital ship, that spawns every 48 hours at 100%. They are meeting in the bay, and crashing into each other continually from 1938 through 1945. This is why the file was split... so why is it loading?... - very strange (for now).


Quote:
Originally Posted by CapitaCatalunya View Post
Hey propbeanie

Indeed the Narwhal is available from the 8 dec. 1941 campaign on in Manila.

I basically only get "deliver" campaigns, be it agents, troops and supplies all the way until may '42 (the longest I played) from a given point, maybe february 42 I juat wasn't able to deliver anything, the "send the boat" command wouldn't work no matter what I tried, as I've said I damaged plenty of subs by beaching them trying to get the nearest possible to the coast
OK, thanks. I'll be checking into that later today. So it's a May of 42 mission that starts going astray for you?... do you remember the drop-off location by chance?

Second Edit: Was it by change an Insert Spy Yellow Sea, up by Korea?... I've found a ~bad~ issue with one of those...
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Last edited by propbeanie; 07-22-17 at 09:31 AM. Reason: say whuh?... Then "Yellow Sea"
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Old 07-22-17, 08:39 AM   #5060
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Quote:
Originally Posted by propbeanie View Post
Edit: After much looking and looking and opening and closing of multiple files, there is still an issue with Jap_HarborTraffic.mis. I do not know how it's loading, but it is... more studying is called for here... What's happening is there are 2 outbound groups that generate once every 24 hours at 100%, one tanker and one transport. There is one inbound group, one DE, one tanker, one transport, one freight, one hospital ship, that spawns every 48 hours at 100%. They are meeting in the bay, and crashing into each other continually from 1938 through 1945. This is why the file was split... so why is it loading?... - very strange (for now).
Propbeanie, that is indeed the makeup of the single-file convoy that I tracked and eventually destroyed (except for the Hospital ship, of course) prior to dropping off the agent and seeing that mess on the hillside.

Now I'm off to download the latest version of v0.63 and reinstall my pristine version of SH4 v1.5. Not sure from the above dialogues exactly what was corrupted in the base game, but I'm going to go along and redo everything, just to be sure. All Y'all are doing great. Thanks!
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Old 07-22-17, 09:10 AM   #5061
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Originally Posted by Rockin Robbins View Post
Announcement!

FOTRSU v0.63 is back up and available for download!
Thanks RR.
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Old 07-22-17, 09:29 AM   #5062
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Quote:
Originally Posted by torpedobait View Post
Propbeanie, that is indeed the makeup of the single-file convoy that I tracked and eventually destroyed (except for the Hospital ship, of course) prior to dropping off the agent and seeing that mess on the hillside.

Now I'm off to download the latest version of v0.63 and reinstall my pristine version of SH4 v1.5. Not sure from the above dialogues exactly what was corrupted in the base game, but I'm going to go along and redo everything, just to be sure. All Y'all are doing great. Thanks!
Just to satisfy my curiosity, that convoy when you encountered it, was it OK, or all messed up? If it was messed up, then that would be another issue further down the coast... - Something has trashed the 4Xx_Jap_HarborTraffic layers - and it looks like it's the old Jap_HarborTraffic layer...
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Old 07-22-17, 09:36 AM   #5063
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Originally Posted by torpedobait View Post
Now I'm off to download the latest version of v0.63 and reinstall my pristine version of SH4 v1.5. Not sure from the above dialogues exactly what was corrupted in the base game, but I'm going to go along and redo everything, just to be sure. All Y'all are doing great. Thanks!
If you use a "Compare Snapshot" from JSGME's "Tasks...." menu section (I hope everyone takes a clean game "Snapshot" to compare files later on), you'll find two "NEW" files added to your pristine Stock game files after deactivating Fotrs Ultimate v0.63. These two files are left behind within the Data/Sea/T07B folder.

Nothing really big, TMO leaves two German.dds images behind in the Stock game files due to the same reason. BUT, a mod should NEVER change the Stock game from its original content......that's just not going to happen with Ultimate!

The latest version found HERE is corrected.
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Old 07-22-17, 12:54 PM   #5064
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Well I'm reinstalling Windows to work on SH4CMS and a new installation routine for FOTRSU to make installation easier for new players. I had forgotten what a pain it all is. Yikes! I've been spoiled by Ubuntu and now Windows is torture.

Making an Acronis True Image backup of the new installation before the last 42 updates are installed and then all I have to do is restore from backup so I don't have to go through all this registration, download, update bullschnitzel for three days next time.

I also received a very interesting PM from P.Jakub88:
Quote:
So, i will divide my questions into SH4 categories:

- Air Cover - it is more dense, more challenging or no changes at all?

- Convoy traffic - it is random or based on historical data like RSRDC?

- Submarine's crew skills - any changes there?

- Deck guns, AA guns, ammo quantity, type, damage - any changes?

- Realistic sinking times for ships?

- Ship sinking sound (like in the Traveller v2.6 TMO mod)?

- Realistic ship's physics? (like in the ISP mod)

- US torpedoes - any changes?

- Submarine damage system - any changes?

- Graphic changes?

- Added ships, planes?

- OTC 1.5 included?

- Compatibility with other mods?


Thank You in advance for the reply!

Best wishes

Jakub
Seems to me that some list of sorts could be included in the readmes. And it seems that we should all work on the list together. We might not use all of jakob's list. We might add some categories, but this is a really good start.
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Old 07-22-17, 02:50 PM   #5065
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Default I'll start

- Air Cover - it is more dense, more challenging or no changes at all?

- Convoy traffic - it is random or based on historical data like RSRDC?

- Submarine's crew skills - any changes there?

- Deck guns, AA guns, ammo quantity, type, damage - any changes?

- Realistic sinking times for ships?

- Ship sinking sound (like in the Traveller v2.6 TMO mod)?

- Realistic ship's physics? (like in the ISP mod)

- US torpedoes - any changes?

- Submarine damage system - any changes?

- Graphic changes?

- Added planes?
FBP40Warhawk=Curtiss P-40 Warhawk

- Added ships?
IJN_SubTender=Submarine Tender Jingei Maru Class
COBathurst=HMAS Groves
Parker's Tincan=Parker's Tincan
Parker's Tincan II=Parker's Tincan II
DEPB102=Patrol Boat 102
CAAoba=Heavy Cruiser Aoba Class
CAMogami2=Heavy Cruiser Mogami Class
CLKatori=Light Cruiser Katori Class
CLKatoriASW=Light Cruiser ASW Katori Class
CLTenryu=Light Cruiser Tenryu Class
CVHiyo=Fleet Carrier Hiyo Class
CVUnryu=Fleet Carrier Unryu Class
DEKisaragi=Escort Destroyer Kisaragi Class
NAuxCru=Auxiliary Cruiser Aikoku Class

- OTC 1.5 included?

- Compatibility with other mods?
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Old 07-22-17, 03:33 PM   #5066
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- Air Cover - it is more dense, more challenging or no changes at all?
No changes from TMO 1.7.

- Convoy traffic - it is random or based on historical data like RSRDC?
Our campaign is modified from the campaign of the Aces of the Deep Mod Crew in FOTRS. But there are so many changes that it would be difficult to cover them all. All groups to be found are random groups so they are not dependent on exact lists of ships and will continue to work as we add ships. We do not use RSRDC's "history in a can" approach for two reasons. First, it can be gamed if you know the history of what really happened. Second, it is unrealistic, as war is chaos, each side acting and reacting spontaneously according to their individual assessments of threats, opportunities, strengths and weaknesses. History in a can destroys all those dynamic processes.

- Submarine's crew skills - any changes there?
No, although we will most likely get rid of all special abilities. Who ever loaded torpedoes in 30 seconds anyway?

- Deck guns, AA guns, ammo quantity, type, damage - any changes?
We thought FOTRS and TMO 1.7 had it pretty right on these aspects and made no changes from FOTRS 2.0.

- Realistic sinking times for ships?
FOTRSU incorporates its own sinking mod. It's not realistic, and neither is any other sinking mod. It's just better than stock.

- Ship sinking sound (like in the Traveller v2.6 TMO mod)?
Don't think so. We have a sinking sound, but not Traveller's

- Realistic ship's physics? (like in the ISP mod)
FOTRSU has its own ship physics mod. It seeks to eliminate the fragmented formation problems inherent in previous ship physics mods.

- US torpedoes - any changes?
These puppies were also pretty good in FOTRS and TMO, so we left 'em alone.

- Submarine damage system - any changes?
CapnScurvy, this is your bailiwick.

- Graphic changes?
Amazing ones. We can confidently say that only GWX for SH3 compares to FOTRSU. Not only graphic effects, but the entire sound system is reworked in amazing ways, thanks to the Aces of the Deep and the FOTRSU mod crew. FOTRSU is the GWX of SH4. Nothing else comes close. Most of the reason for that is the increased capabilities of our computers today. FOTRSU couldn't even run on a 2009 computer.

- Added planes?
FBP40Warhawk=Curtiss P-40 Warhawk

- Added ships?
IJN_SubTender=Submarine Tender Jingei Maru Class
COBathurst=HMAS Groves
Parker's Tincan=Parker's Tincan
Parker's Tincan II=Parker's Tincan II
DEPB102=Patrol Boat 102
CAAoba=Heavy Cruiser Aoba Class
CAMogami2=Heavy Cruiser Mogami Class
CLKatori=Light Cruiser Katori Class
CLKatoriASW=Light Cruiser ASW Katori Class
CLTenryu=Light Cruiser Tenryu Class
CVHiyo=Fleet Carrier Hiyo Class
CVUnryu=Fleet Carrier Unryu Class
DEKisaragi=Escort Destroyer Kisaragi Class
NAuxCru=Auxiliary Cruiser Aikoku Class

- OTC 1.5 included?
We have included all the periscope, binoculars and naked eye calibrations from OTC. With CapnScurvy on the team we can be assured that the optical improvements in FOTRSU are top notch. We have elected not to go with the perfect recognition manual in the base mod. That will be in a plugin mod after the release of 1.0.
- Compatibility with other mods?
Forgeddaboudit! Just like all supermods, modding FOTRSU is at your own peril and without support from us. We can say that boat skins are compatible. However, upon publication of v1.0 we will be issuing an ever expanding collection of FOTRSU Certified Plugin Mods. These will put you in charge of enemy AI, recognition manual, plotting system and many other things in a way that ensures you don't screw the pooch with FOTRSU.
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Old 07-22-17, 04:15 PM   #5067
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...do you have other mods installed, or did you happen to load a "Save" from a previous version, or another mod?...
Nope, fresh clean install using SH4CMS with a fresh save folder I'll try disabling V-sync and report back.

Out of interest, would it be better if I installed 0.63 and checked if it still happens to save working on the older version?
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Old 07-22-17, 04:29 PM   #5068
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The newer v0.63 does have some "fixes" that while not imperative, it is what we are working on now, so it would be best to update to that. I'm not sure about using a "Save" from v0.62 though... we did have a couple vessels with bad Type= numbers on them, but it was only 3 separate instances, and the odds would be in your favor. However...

did you "say" earlier what your video card was, and what you're running Windows at, resolution-wise, what the "native" resolution of your monitor is, and what resolution and refresh are you running the game itself at?... You must remember that at its base, you are dealing with 2005 game graphics (SH3), and actually, the development of what Ubi used is probably just a step above SH2, which came out in 2001... The newer computers, especially with the newer cards, can breeze through the rendering, but some of the settings do have to be "just so". I'm not sure how much the Nvidia tweaks to SH3/SH4 thread would help here, but it might give you some ideas. Just do one thing at a time though, and test. Then change something else and test. Most of those issues are long-gone (thankfully), but it's looking like you've got something going on with the reflection render... maybe... The use of "nVidia" above also applies to "ATI"... There is another thread on the site somewhere here where someone really gets into the "needs" of the game, but I do not recall the title of it, nor who posted it...
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Old 07-22-17, 07:05 PM   #5069
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Default I'm back in the game.

Maru Mod - now fully fixed.

Just need to fine tune a few things tomorrow. Will upload once I'm done.





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Old 07-22-17, 08:58 PM   #5070
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Maybe I'm just dense, but could someone post the steps to install FOTRS on a clean install of SH4 with JGME? I'm having no success and it keeps crashing out.

-Jenrick
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