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Old 01-23-18, 09:31 AM   #5716
hauangua
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Originally Posted by propbeanie View Post
I have found that in some of the convoys, what appears to be the "escorts" are not set to "escort" status, so you might see a corvette-type vessel, or patrol craft, but it is part of the convoy, like a cargo ship, and not set to "chase" anything, and their "attack" AI isn't as strong as a DD. I'm trying to write a little utility app to run through files to find those, so they can be edited correctly, without having to search through five thousand RGG. Also of note, the warship might possibly be set to be the convoy "leader", has no sympathy, and they do not stop for one straggler. Easy tonnage for you - for now... - in the meantime, did you happen to see if the rest of the convoy begin a zig-zag course immediately prior to, or just after the torpedo impact? Thank you!
Thanks propbeanie
Yes, I think the escort is "warship might be set to be the convoy" leader "as you said.
I also confirm convoy begin a zig-zag course just after the torpedo impact
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Old 01-23-18, 09:43 AM   #5717
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Quote:
Originally Posted by propbeanie View Post
I have found that in some of the convoys, what appears to be the "escorts" are not set to "escort" status, so you might see a corvette-type vessel, or patrol craft, but it is part of the convoy, like a cargo ship, and not set to "chase" anything, and their "attack" AI isn't as strong as a DD. I'm trying to write a little utility app to run through files to find those, so they can be edited correctly, without having to search through five thousand RGG. Also of note, the warship might possibly be set to be the convoy "leader", has no sympathy, and they do not stop for one straggler. Easy tonnage for you - for now... - in the meantime, did you happen to see if the rest of the convoy begin a zig-zag course immediately prior to, or just after the torpedo impact? Thank you!
I can remember that such or similar problems occurred in FORTS V2.0 (SH4 V1.4).
It was even worse when the whole convoy including freighter ships pursued the submerged submarine and made simulated attacks.
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Old 01-23-18, 09:53 AM   #5718
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Some of the merchants in FotRS v2 did have depth charges, and would attack if you were anywhere out in front of them. I'm not sure if any carry them in FotRSU, but we really should find out... There was also the "Full speed ahead and prepare to ram!" mentality, if they saw so much as your periscope, besides them shooting at your scope also.

hauangua, do you remember where you were, approximately, the date you saw the convoy, and the direction it was headed? - Was there a whaling ship in the group? Thanks again
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Old 01-23-18, 10:14 AM   #5719
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Originally Posted by propbeanie View Post
Some of the merchants in FotRS v2 did have depth charges, and would attack if you were anywhere out in front of them. I'm not sure if any carry them in FotRSU, but we really should find out... There was also the "Full speed ahead and prepare to ram!" mentality, if they saw so much as your periscope, besides them shooting at your scope also.
No - the freighters had no depth charge bombs in the cases I observed, the entire bandage had played crazy and circled over the dipped submarine (300+ feet)...
As I said, I'm talking about Forts V2.0 german.
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Old 01-23-18, 10:17 AM   #5720
hauangua
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Quote:
Originally Posted by propbeanie View Post
Some of the merchants in FotRS v2 did have depth charges, and would attack if you were anywhere out in front of them. I'm not sure if any carry them in FotRSU, but we really should find out... There was also the "Full speed ahead and prepare to ram!" mentality, if they saw so much as your periscope, besides them shooting at your scope also.

hauangua, do you remember where you were, approximately, the date you saw the convoy, and the direction it was headed? - Was there a whaling ship in the group? Thanks again
Now at work, But when at home I write if I can send screenshot.

if it could be useful I never showed the periscope.
I followed the convoy once seen
listening to the sonar without pinging, following a merchant in the middle of the convoy, ,and I fired my 3 torpedoes when I heard it Between 355 -000 sonar degrees
I don't know if whaling ship in convoy.. Just up periscope just to look at the ship I hit And to see it sink

PS forgive my English!

if I remember correctly I was off SHIKOKU 22 December 41
But this evening send screenshot
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Old 01-23-18, 01:28 PM   #5721
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The time of day might be helpful also, but if you are off of the Yokosuka (Tokyo) area, it may well be that "41a_Jap_Fast_Merchants_002" group. It has DD, DE and Subchasers assigned to it, but at low-percentage rates in the 41a layer. Yet, there are Okinoshima Minelayers and Light Cruisers assigned to it also, and none of them are set to "Escort" duty. As the group leaves the bay, it can either go South on one of two routes, or West along the coast. If it goes South, it can come back one of two routes. Once it gets back to near Japan, it once again can either go home, or West along the coast, or South on either of the two routes. When it comes back East, it can either go home, or South on either of the two routes. There are over 1700 waypoints in its route, and it has been the source of quite a few issues... The <Delete> key sounds to me like the easiest course of action... However, it is part of FotRS... We'll give it a few more chances, but I'm going to eliminate the warships in the Convoy for the first layer, or else see if it works setting them to "Escort" service. I must go "Test" my game now...
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Old 01-23-18, 01:41 PM   #5722
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Mhmm ... a lot of work again.
I just wanted to point out this problem because I played FORTS V2.0 and you use the same campaign in FortsU.

Besides, I do not want to lose my extraordinary position as a "freelance consultant"...
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Old 01-23-18, 04:07 PM   #5723
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Originally Posted by torpedobait View Post
Regardless of the Gameplay Options you select from the Main Menu, you need to reset them in the Office before starting your first career mission. Move the cursor over the Radio in the Office and go to Gameplay Options. You will find they are back to the defaults. Set them to your preference there and all will be fine. Good Hunting!
Thanks, that was the issue!
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Old 01-24-18, 09:31 AM   #5724
hauangua
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Quote:
Originally Posted by propbeanie View Post
The time of day might be helpful also, but if you are off of the Yokosuka (Tokyo) area, it may well be that "41a_Jap_Fast_Merchants_002" group. It has DD, DE and Subchasers assigned to it, but at low-percentage rates in the 41a layer. Yet, there are Okinoshima Minelayers and Light Cruisers assigned to it also, and none of them are set to "Escort" duty. As the group leaves the bay, it can either go South on one of two routes, or West along the coast. If it goes South, it can come back one of two routes. Once it gets back to near Japan, it once again can either go home, or West along the coast, or South on either of the two routes. When it comes back East, it can either go home, or South on either of the two routes. There are over 1700 waypoints in its route, and it has been the source of quite a few issues... The <Delete> key sounds to me like the easiest course of action... However, it is part of FotRS... We'll give it a few more chances, but I'm going to eliminate the warships in the Convoy for the first layer, or else see if it works setting them to "Escort" service. I must go "Test" my game now...
I send screenshot :

https://imgur.com/a/WiCOD

https://imgur.com/a/m4bA7


Ship sunked LONG 133 58'E LAT 32 12' N Hour14.52 22december1941
Convoy bearing NE 50°

Convoy composition
-Destroyer Mutsuky Class "ship leader "
-Small Old Split Freighter
-Med European Composite Freighter
-Med Old Split Merchant
-Large Mod Tanker
-Raked Bow Split Merchant (sunked)

All ship now Zig-zag

I hope useful
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Old 01-24-18, 03:23 PM   #5725
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Your description there hauangua, sounds more like the "41a_Jap_Convoys_007" or the 003 RGG, and not the Fast Merchant 002. Both Convoys 003 and and Fast Merchant 001 have other warships in their consists, and might have Mutsuki DD or "Generic" DD as "Escorts". The 007 group should have had a subchaser in it, set to 100%, so every spawn of that particular RGG would have it. Those are the 4 groups that go West by your location that early in the game. Now, if it's Eastbound, that FastMerchant 001 & 002 do go back East, but the only other one that goes East is the Jap_Convoys_005, which does not have a Mutsuki DD at all, and if it has a warship, it should be a Corvette. Of all of the groups in the 41a layer, none have an Escort vessel as "Leader", other than the SubHunter group, which isn't very active at that time, in that area... I have no explanation for the Mutsuki's behavior, other than incompetency, and there will be no investigation, this will go straight to trial, and the Captain of said vessel will be found guilty, relieved of duty, and keel-hauled... This issue will cease to be... - thank you for noticing that

Edit 1715 EST: @ Bleiente - I cannot find any merchants with racks on them, and I cannot find any mod with them as of yet, although I'm certain there was one... maybe... might have been a dream. Anyway, we might try a CapnScurvy idea in the next release, and we'll let you know how we get along with it. All experiments thus far in FotRSU indicates that the Type= line is very indicative of a vessel's AI behavior, whether it chases and attacks, shoots, or runs away or whatever...
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Last edited by propbeanie; 01-24-18 at 05:18 PM. Reason: @ Bleiente
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Old 01-25-18, 02:45 AM   #5726
hauangua
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Originally Posted by propbeanie View Post
Your description there hauangua, sounds more like the "41a_Jap_Convoys_007" or the 003 RGG, and not the Fast Merchant 002. Both Convoys 003 and and Fast Merchant 001 have other warships in their consists, and might have Mutsuki DD or "Generic" DD as "Escorts". The 007 group should have had a subchaser in it, set to 100%, so every spawn of that particular RGG would have it. Those are the 4 groups that go West by your location that early in the game. Now, if it's Eastbound, that FastMerchant 001 & 002 do go back East, but the only other one that goes East is the Jap_Convoys_005, which does not have a Mutsuki DD at all, and if it has a warship, it should be a Corvette. Of all of the groups in the 41a layer, none have an Escort vessel as "Leader", other than the SubHunter group, which isn't very active at that time, in that area... I have no explanation for the Mutsuki's behavior, other than incompetency, and there will be no investigation, this will go straight to trial, and the Captain of said vessel will be found guilty, relieved of duty, and keel-hauled... This issue will cease to be... - thank you for noticing that

Edit 1715 EST: @ Bleiente - I cannot find any merchants with racks on them, and I cannot find any mod with them as of yet, although I'm certain there was one... maybe... might have been a dream. Anyway, we might try a CapnScurvy idea in the next release, and we'll let you know how we get along with it. All experiments thus far in FotRSU indicates that the Type= line is very indicative of a vessel's AI behavior, whether it chases and attacks, shoots, or runs away or whatever...
I did a test and surface the boat
Immediately mutsuki has reversed course he chased And Fired against me. All is right now
Just not explain because no searched me when I fired 3 torpedoes and sunk one ship...
Maybe really " Captain incompetent "
Ohhhhhh poor man.. Yamamoto will not be tender with him!!
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Old 02-01-18, 12:05 PM   #5727
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Well folks, it's official. My computer is possessed. I accidentally unplugged it, routinely plugged it back in and turned it on. Won't restart and my new motherboard reports no CPU or RAM. According to my research that means my power supply is biffed but again, I'm temporarily out of business.

Official status on updates is we're waiting for CapnScurvy to say that he's ready for an update, and he's been working on such a wide-ranging group of additions/bug fixes that it would be foolish to put out an update without them.

But FOTRSU is a lot of fun now. The next update will be epic and worth waiting for. And maybe I can get all the demons out of my computer to be fully up and playing again!
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Old 02-01-18, 01:23 PM   #5728
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Ohhhh Rockin Robbins is back.
Well - I currently have computer problems... and just can not figure out where the problem actually lies. Unfortunately, I can only guess, despite numerous tools and programs.
Let us hope that we can tackle the root of the evil.
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Old 02-02-18, 08:44 AM   #5729
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Ohhhh Rockin Robbins is back.
Well - I currently have computer problems... and just can not figure out where the problem actually lies. Unfortunately, I can only guess, despite numerous tools and programs.
Let us hope that we can tackle the root of the evil.
If you want you can PM with your issue. I am sometimes found useful
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Old 02-02-18, 09:16 AM   #5730
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I use the FOTRSU for the first time last night on a clean install.

Start up was wonderful began with a Tambor and all ran well.

First ship was a Greek Vessel running a German Flag.
Auto targeting was used but it would not keep a lock for more than 3 seconds. Most likely due to distance and being at night. Sank it with 6 fish. First was a single shot that hit. I would have done a salvo but I wanted to see how the fish and damage could be on one.

Zig zag then three misses. Next two hit sank it about 3000 yrds away. It was heavily armed. It had seven cannons. Three on deck and two on each side hidden under the main deck with slots cut out for the barrel. Axillary cruiser Widdler class I think it said. An interesting find to say the least.

Issues I had with the mod:

Men on deck have eyes suck into their heads about 1 - 1 1/2 inches. Men below had normal eyes.

No moon but at night I could see two dark spheres in the sky like where a moon could be. Was odd there were two on the same night.

Small convoy lead by one corvette. One ship out of the four merchants was sitting so low her decks were awash but still keeping speed with the others. Corvette was also decks awash she sat so low. This was a clear daylight run and even at less than 3000 yards the target lock would only keep for 3 seconds. Most fish missed ahead. I do not know if this was due to a fault in the angle indicator or fault in the speed recognition. Merchants were recorded at nine knots. I noticed that even at zero angle with the ship right in front of me the fish are coming out and taking a ten degree port turn. I was chased away by the corvette. One hit out of 13 fish. One premature detonation.

After I left the above encounter I came across a merchant also decks awash it sat so low. I do not remember the class but it was the same as the earlier one. Again the same ten degree turn to port on firing and three misses. At zero angle I had to aim astern in order to hit and sink it at less than 2000 yards.

Next was a bad storm with sonar picking up a warship. Maneuvered to intercept. Periscope depth, MOMI class, 1100 yards in a storm, it only came into view at 1000 yards and had a constant positive lock on targeting. Sank with one fish no issues with turning ten degrees port on launch.

Summary:

Some ships are sitting to low in the water and this may be giving false speed or AOB readings for auto lock.

Some ships have trouble being locked on to on a clear day while others get a positive lock in storms.

No moon

Can the flag on the fantail be removed for under water? It just looks weird flying in the breeze at 300 feet.

Questions:

Can I run environmental mods with this? I always enjoyed how some look. Can I run improved ships physics with this? I really loved the work on this mod and need to know if it can be ran with FOTRSU.

I only ran one mission with this mod last night but I do love it already. That Greek vessel with the German flag really through me off. I'm glad I didn't try to gun it.
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