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Old 01-02-17, 09:09 AM   #3376
CapnScurvy
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Originally Posted by J0313 View Post
Wow, something that was done over 7 years ago and he is just now mentioning it? I think you struck a nerve gutted.
Quote:
Originally Posted by gutted
Maybe he just needs some Vitamin C
Hell yes you strike a nerve when a piece of work is taken and no credit is given to the source!! No matter how long ago it was.

Insted of me taking vitamin C gutted, how about you (and anyone else thinking they want to mod) reading the "Subsim's recommended modding etiquette" found in this thread. It's been around just as long.

Before we're done, FOTRSU will have the same....giving credit where credit is due.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
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.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"

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Old 01-02-17, 11:15 AM   #3377
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Originally Posted by THEBERBSTER View Post
Hi pb
I wanted to start with hopefully a long proper career from Pearl on December 8th 1941.
I cannot say if I heard a click, however I am reasonably sure of seeing the icon lit.
I was just locking and clicking on everything I saw.
There was nothing much in the port apart from one ship half sunk and on fire.
It was when I swung the periscope round onto a stationary ship showing on Map Mark 24, I locked and clicked on it and a tick icon started flashing in the periscope station.

I upgraded to a Tambor Class (USS203 Tuna) and changed to the bow mounted deck gun.

Do you know if there is a crew fix for F7 to show the missing crew and not the Aft Deck Gun slot?
Peter
I don't know if CapnScurvy has time to look at that crew slot & assignment issue too, but we'll see what we can do. As for that burning ship, did it look like it was into a dock, or another ship, or were you close enough to be able to tell? We could always blame it on Doolittle's Raiders, or some other top-secret mission, instead of blaming it on a bad spawn, which would be so pedestrian... Thanks for the info THEBERBSTER!...
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Old 01-02-17, 11:34 AM   #3378
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Originally Posted by propbeanie
I don't know if CapnScurvy has time to look at that crew slot & assignment issue too, but we'll see what we can do.
Yes. I'll see if I can figure out what's going on with the Tambor. These crew slot issues have been around for a long time, in either a modded, or unmodded Silent Hunter game.

These could be stock game oversight issues too....lots of things from the stock game get pushed along into a mod that just get overlooked by the modified files. It's then the mod gets a bad rap due to not catching a stock game error.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 01-02-17, 11:57 AM   #3379
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Quote:
Originally Posted by CapnScurvy View Post
Hell yes you strike a nerve when a piece of work is taken and no credit is given to the source!! No matter how long ago it was.

Insted of me taking vitamin C gutted, how about you (and anyone else thinking they want to mod) reading the "Subsim's recommended modding etiquette" found in this thread. It's been around just as long.

Before we're done, FOTRSU will have the same....giving credit where credit is due.
Absolutely! From the beginning we committed to actively seeking out and giving credit to contributors, including contributors whose work was used in earlier mods which were incorporated into FOTRSU. And if someone like CapnScurvy crawls out of the woodwork and calls attention to some of his work in our mod, there will be no justifying and excuses. Their work will immediately be recognized.

That's also why, when a problem is reported relating to a section of our mod, I don't fix it. I identify who is responsible for the area, CapnScurvy in the camera issue, and he gets the assignment to investigate and fix. Whatever he says and does sticks.

Throughout the process, we've found plenty of similar primary and secondary effects. Sometimes when you're dealing with a secondary effect and it's caused by another primary effect, you can do a primary fix (slam that zero in there. See it looks right) but that doesn't fix the problem. It just masks it. Sometimes only the modder who works on that module knows, and that's why CapnScurvy is working on this.

If you guys can test this with different submarines it would help a lot in finding the situation. For your information, the Capn is doing something not done in the game before: having the camera angle indicate whether the sub is rising or descending. Since it is something new, you can't expect everything to be without complications. When complications are found a lot of information is needed to isolate what is causing the problem.

I can tell you one thing: slamming a zero in the obvious place is likely not to fix the problem except in that singular circumstance. And tossing personal attacks around is DEFINITELY not going to make anything better. Supermods are frustrating things to work on sometimes. Keeping the pressure off and the mood light is crucial to the completion of any similarly complicated project. And we will do that.

CapnScurvy--it's your bailiwick. Ask for specific info you need and do the fix of your choosing. The FOTRSU team stands behind your great work.
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Old 01-02-17, 01:10 PM   #3380
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The camera screen issue comes up again. I am the one who posted all the screen shots.

Make no mistake, all those I posted, the submarine was supposed to be in a level state. But when the sub is level in this mod, it looks like the submarine is rising to the surface.

In my posted screens, If you would look at the plane gauges, you will see that the sub is supposed to be traveling level in all my screenshots. And its not.

The S boats do not have this issue. Just the Fleetboats. Just fire your mod up, dive deep, run level, and look around. You will see the issue. Looks like you are walking uphill in the Command Room when your supposed to be level. When you actually are ascending the submarine, it looks as if you are taking off in the Apollo. When diving, your boat is level.....

But I am accused of taking the screens when I am ascending. Which in fact, I was not. I had my sub traveling level in all screen grabs.

Last edited by Factor; 01-02-17 at 01:31 PM.
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Old 01-02-17, 03:21 PM   #3381
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And tossing personal attacks around is DEFINITELY not going to make anything better.
The only one attacking and having a bad attitude is Scurvy.

Whatever.

Quote:
...a piece of work is taken and no credit is given to the source!!
I did credit the source. Reaper7 made the dials. It was back in 2009, I likely didn't know it was based on someone else's work or i would have given that credit as well. Cool it bro. You're going to be credited in the update im working on.
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Old 01-02-17, 03:29 PM   #3382
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Quote:
Originally Posted by gutted View Post
The only one attacking and having a bad attitude is Scurvy.

Whatever.


I did credit the source. Reaper7 made the dials. It was back in 2009, I likely didn't know it was based on someone else's work or i would have given that credit as well. Cool it bro.
I'm not making any accusations. That doesn't help anything. I'm trying to specify rules of engagement. Looks like you guys have found common ground.

As to the camera issue, what's needed is details: kind of sub. Circumstances: have you just ascended to the surface, descended to a depth? Was the camera okay during the ascent/descent and didn't return to level when the sub leveled off? That kind of thing would be very helpful. When you start the game and begin the cruise, is the view level? Sometimes the smallest and most illogical detail is the key to finding a frustrating problem.
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Old 01-02-17, 03:34 PM   #3383
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I already gave the fix, and tested it. Im done with it. Do with it what you will.
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Old 01-02-17, 03:45 PM   #3384
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Hi pb
IIRC the ship was not attached to anything just sitting to the side of the dock in flames.
I remember trying to lock on to it and getting no reaction.
It was partly bow up as though most of it was sitting on the bottom.
The strange thing was I could see it from a long distance away as I made my way towards the harbor.
I am used to seeing the same ships in flames in harbor's as SH3 is full of them.
Each time you return to port it is still in flames.
Peter
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Old 01-02-17, 03:56 PM   #3385
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Porpoise, December 8, 1941. We've just materialized in the control room on game initiation:



And S-18, Asiatic Fleet, December 8, 1941. Same situation.

Last edited by Rockin Robbins; 01-02-17 at 04:32 PM.
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Old 01-02-17, 04:35 PM   #3386
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As was stated, clearly the porpoise has a tilt in it when level. It's because the camera's starting value has a slight rotation on the x-axis that shouldn't be there. The erroneous value is present in all fleet boats on just that one camera. All other camera's are fine.

If you put the starting value for the x-axis at zero.. the diving will look slightly shallower, the climbing will look slightly steeper, and level will look level. As it should be.
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Last edited by gutted; 01-02-17 at 05:19 PM.
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Old 01-02-17, 05:02 PM   #3387
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In the first 30 seconds of the first video, you are traveling level, your plane gauges show this, HOWEVER, the aft section is riding down, and the fore section is riding up, like a speed boat at speed.

From 2:10-2:28, the submarine is traveling level while submerged. The view perspective should be riding level, not in the ascend perspective. If you would have went into the conning tower at this point, the view would have been perfectly level. Not at an angle like it is currently in the Command Room.

The bottom video, of the S boat, is fine. It does not ride in the ascend perspective when the boat is traveling level. That is because the value in question for the S boats, is set to zero. That same value, is set to zero in all submarines, in every other mod out there, including TM 2.5.

Here is your Fleetboat Command Room while traveling level, submerged or surfaced. (Gato)



The same command room after the fix. While traveling level, submerged or surfaced.

Last edited by Factor; 01-02-17 at 05:37 PM.
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Old 01-02-17, 05:51 PM   #3388
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No need to pile on.

Anyway think i just ran into one of those super escorts. Couldn't shake him, and he dropped a charge right on my head at 400ft.
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Old 01-02-17, 07:37 PM   #3389
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I think it would be cool if we could have our hull numbers on our subs at the front of the boat.
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Old 01-02-17, 07:50 PM   #3390
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Quote:
Originally Posted by THEBERBSTER View Post
Hi pb
IIRC the ship was not attached to anything just sitting to the side of the dock in flames.
I remember trying to lock on to it and getting no reaction.
It was partly bow up as though most of it was sitting on the bottom.
The strange thing was I could see it from a long distance away as I made my way towards the harbor.
I am used to seeing the same ships in flames in harbor's as SH3 is full of them.
Each time you return to port it is still in flames.
Peter
Ahh yesh, the continuously burning vessels in SHIII, I remember them well... Like a beacon for guidance from afar... (WC Fields voice there, or do Maxwell Smart). I never did attempt to mod SH3 after my first failed attempt, way too many years ago. But since the two games are very similar in the "spawning" regard, I'd say it's a bad spawn of one form or another. The vessel is probably set to generate in water too shallow for it (a problem with the use of "GENERIC"), or perhaps partially into the dock. I really should have taken a video of Pearl Harbor when I was trying to place vessels where they wouldn't hit rocks (nigh on impossible, btw). Comical almost. But very frustrating.
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