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Old 02-01-19, 08:29 AM   #7321
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@ merc4ulfate: You should encounter patrols outside of, and inside of Truk, at least one each, sometimes two. I'll look into the timings of them, and make certain that it isn't a cakewalk around there. In the v0.80, the AI has been turned down. Next version, it should have the AI turned up a pinch.

@ Frost1349, thanks for checking the LAA. Glad that did the trick. The AI in v0.80 is off a pinch, as merc4ulfate has found, and with the sonar, what it looks like is that once a vessel gets within visual range, the sonar doesn't report as often. You would notice similar behavior in the radar room. We'll see how it all interacts with the next version.

@ jldjs, thanks for the comment. I didn't have much time yesterday evening / night to do much of anything here. We got a three inch (yes, three inch) snow in central Indiana last night, sixteen degrees, and the place has been crippled. Now, if this was Atlanta, three inches of snow is crippling. They don't have the gear for it, but central Indiana??!!!? Inexcusable. In the meantime, power went out for several hours. And that's all she wrote... anyway - I hope to get to it today.

@ Fifi, you are probably in too close to the cannon for that first shot. Try getting a shot from the reverse side, and see if it doesn't look better. There are some angles and views in the game where an explosion is absolutely stunning, yet if you Save the Replay and look at it again from a different angle, it is not as pretty from another angle. As for the "Lock" on targets, we'll see what the AI changes do for what you experienced in the 2nd shot, and hopefully your "Lock" indication will hold better.

Thanks guys for all the observations.
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Old 02-01-19, 08:39 AM   #7322
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Thanks for the reply Propbeanie.

So far i love what you guys did with this mod

The deck gun flame is really not big deal anyway. Graphics are splendid.
The locking system is far more annoying (to me at least). I wish i could lock just periscope at sea level to avoid detection
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Old 02-01-19, 09:26 AM   #7323
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What we were after was a more realistic model of what happened in real life to subs, with a more accurate reaction from the escorts and DD in the game, seeing your scope in close, but not too, yet also have reasonably realistic surface ship reactions to each other, lobbing the big stuff over distances. The longer your scope is up, the easier it is to spot. The faster you go with the scope up, the easier it is to spot the feather. Stuff like that. It does not look like the game is going to allow that. If you adjust for one, you lose the other. We'll keep trying for a balance.
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Old 02-01-19, 07:08 PM   #7324
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Quote:
Originally Posted by propbeanie View Post
@ merc4ulfate: You should encounter patrols outside of, and inside of Truk, at least one each, sometimes two. I'll look into the timings of them, and make certain that it isn't a cakewalk around there. In the v0.80, the AI has been turned down. Next version, it should have the AI turned up a pinch.

@ Frost1349, thanks for checking the LAA. Glad that did the trick. The AI in v0.80 is off a pinch, as merc4ulfate has found, and with the sonar, what it looks like is that once a vessel gets within visual range, the sonar doesn't report as often. You would notice similar behavior in the radar room. We'll see how it all interacts with the next version.

@ jldjs, thanks for the comment. I didn't have much time yesterday evening / night to do much of anything here. We got a three inch (yes, three inch) snow in central Indiana last night, sixteen degrees, and the place has been crippled. Now, if this was Atlanta, three inches of snow is crippling. They don't have the gear for it, but central Indiana??!!!? Inexcusable. In the meantime, power went out for several hours. And that's all she wrote... anyway - I hope to get to it today.

@ Fifi, you are probably in too close to the cannon for that first shot. Try getting a shot from the reverse side, and see if it doesn't look better. There are some angles and views in the game where an explosion is absolutely stunning, yet if you Save the Replay and look at it again from a different angle, it is not as pretty from another angle. As for the "Lock" on targets, we'll see what the AI changes do for what you experienced in the 2nd shot, and hopefully your "Lock" indication will hold better.

Thanks guys for all the observations.
I have sailed past ships within 1000 yards and not seen a sonar bearing line nor sonar man calling them out. Weird thing is that sonar can call them out at 13,000 yards but not at 100 They normally lose sonar about 6-7,000 yards away.

I encounter one patrol outside of Truk none inside and even if I had they are non effective. As I mentioned earlier the stationary do not even fire at the periscope until I'm 200 yards from them. I wouldn't mind seeing four in and four out at Truk. 600,000 tonnes is a lot of sunk ships.

By the way ... shouldn't the game max out petty officers far sooner ?? I only have 11 crew who are not officers or petty officers. I use them for look outs. And 10 specialist?

Another odd fact I have noticed on the last two new boats.

When given the new boat I have to repurchase any upgrades such as improved sonar or radar. I have also entered port, made the purchase, left the game and then reentered the game only to find more upgrades available such as 5 different types of fish or an improved station. If the upgrade was not there upon last port entry, the game gets saved then reloaded why does new upgrades suddenly show up?

Nice to have them but an odd thing it is doing.
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Old 02-02-19, 04:13 AM   #7325
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Default Radar issue

When my boat is stationary, the enemy can be seen on the radar screen,but when the boat is sailing, the radar screen turns empty.



Clean installed SH4,FOTRS v0.80 RC2,LAA,delete all saved files before installing.
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Old 02-02-19, 08:09 AM   #7326
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After an awesome encounter south of Davao, managed to sink an heavy cruiser with my Sargo.
It was a group of destroyers escorting kind of small passenger ships and small cargos with an heavy cruiser in the front of convoy...At least 10 ships.

Fired 4 bow torp, 4 hits but 3 duds...the cruiser almost stopped from 16 knots to 3, but didn’t sink.
Managed to fire 4 stern torp to him, again 4 hits but again 3 duds!
After short time, he finally exploded and sunk.

I was never annoyed by destroyers searching me with kind of laziness...
They didn’t spot my periscope fully raised for minutes at 1000m of target (kind of forced to keep the locking) and didn’t even hear me going full speed for escape and second attack.

It seems my sonar man could hear contacts only above thermal layer, but was completely deaf below...with plenty ships 2000m radius.

I love the way ships behaved, without turning on a dime nor with crazy stop/acceleration.
BUT my sub has a crazy inertia like the Queen Elisabeth passanger ship!
Takes ages to stop even submerged...don’t think it’s normal.

Had great fun with FOTRSU, and at least an SH4 mod with life everywhere!
No need to spend weeks on sea without seeing a single boat...i love that.
Also I love the weather changes randomness, the sounds, the sea rendering, the sub rendering etc...
Only some fine tuning on destroyers needed, and sub sensors also to make it perfect.
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Old 02-02-19, 11:28 AM   #7327
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Quote:
Originally Posted by merc4ulfate View Post
... When given the new boat I have to repurchase any upgrades such as improved sonar or radar. I have also entered port, made the purchase, left the game and then reentered the game only to find more upgrades available such as 5 different types of fish or an improved station. If the upgrade was not there upon last port entry, the game gets saved then reloaded why does new upgrades suddenly show up?

Nice to have them but an odd thing it is doing.
The gear stays with the boat for the next skipper. You want the newer version of the gear for your newer boat anyway, and not a bunch of splices in the connection wires... - I'm not certain about why you would see more updates available when you re-enter the game. That might be a "date" thing that just needed "seeding" for the randomness, and the start / re-start did the trick. We'll look into that.


Quote:
Originally Posted by VIIC1941 View Post
When my boat is stationary, the enemy can be seen on the radar screen,but when the boat is sailing, the radar screen turns empty. ...
Were you submerged at radar depth? Maybe the waves washed over the antennae? If you're on the surface, and your sub has much "roll" with the sea, your radar "focus" will change and you might be over-shooting where the ships are. How long of a period of time is your radar gone?

Quote:
Originally Posted by Fifi View Post
... I was never annoyed by destroyers searching me with kind of laziness... They didn’t spot my periscope fully raised for minutes at 1000m of target (kind of forced to keep the locking) and didn’t even hear me going full speed for escape and second attack.

It seems my sonar man could hear contacts only above thermal layer, but was completely deaf below...with plenty ships 2000m radius... I love the way ships behaved, without turning on a dime nor with crazy stop/acceleration. BUT my sub has a crazy inertia like the Queen Elisabeth passanger ship!
Takes ages to stop even submerged...don’t think it’s normal...
The "inertia" has been addressed in the next release, as well as the AI, so we'll have to see how well that all interacts with the next release. We definitely want them seeing your periscope, in a matter of seconds, from 1000 yards, but not 5000 yards. A minute up? OK, but still... As for losing sonar below the thermal, that is the way it should be. Not only the surface ship would lose theirs, but anything on either side would not hear the other side. Another sub below the thermal though, could hear you, target and shoot at you... Not that we've put any there... yet.
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Last edited by propbeanie; 02-02-19 at 11:42 AM. Reason: Wow! Who needs fifth grade spelling??
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Old 02-02-19, 02:14 PM   #7328
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Default how sexy is the SH4-AI

just thought of this as i am creeping away from an attack at 300 feet.
if the AI is sophisticated enough to detect my periscope AND sophisticated enough to launch aircraft from a moving platform with aircraft, is it sexy enough to know that the launching vessel must turn into the wind to launch?


now, i am not suggesting that it needs to be that sexy, i just wanted to know if in its current state it is sexy enough. i have not stuck around on the surface to discover this type of behaviour and that is why i ask the modders and the community experience if they either know or have seen a launch.

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Old 02-02-19, 03:46 PM   #7329
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No, they are not smart enough for that. Wouldn't that be cool though? "Course 12°T, speed 21 knots, and - he's TURNING SIR, into the wind... Course now 316°T, and launching planes!." But alas. No, if you draw yourself about a 20-30km circle (whatever the spawn distance actually is in the game) around your sub when you are near a ship with planes, and the planes could spawn anywhere outside that "spawning" circle away from your position, but in a similar control circle of the ship with planes. You've generally got about 12-15 minutes before they show. Of course, your sub, or other Allied surface vessels or planes have to be detected before they spawn. The detection does NOT have to be from the ship with planes. Any of their own "side" vessels within plane range can report you, and they'll spawn. So don't let the Sampans see you either... This was all tested by three of us for several days rather heavily. It'd also be nice to have a carrier with 3-4 CAP planes up at all times circling, if desired, but alas, the game doesn't do that either. But you get detected, and you'll have all of the carriers planes on top of you, which we really don't want either, but it is what the game does, so most of the groups are set smaller than "real life". Go and be careful, but have fun doing it!
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Old 02-02-19, 06:07 PM   #7330
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Quote:
Originally Posted by propbeanie View Post
No, they are not smart enough for that. Wouldn't that be cool though? "Course 12°T, speed 21 knots, and - he's TURNING SIR, into the wind... Course now 316°T, and launching planes!.
it would be interesting if they did have to turn into the wind, though. think about it: i'll bet every CO has been in the situation where the carrier is headed away or has turned away from your course as part of the force course change. Then!!!!you are detected and the carrier CO turns into the wind to launch and now he is closing on you!!! makes a shooting solution a hellava lot easier. of course it would be a limited time offer...with no warranties or guarantees of an actual solution.
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Old 02-02-19, 06:16 PM   #7331
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Quote:
Originally Posted by propbeanie View Post
as well as the AI, so we'll have to see how well that all interacts with the next release. We definitely want them seeing your periscope, in a matter of seconds, from 1000 yards, but not 5000 yards.

in my experience with FOTRSU the IJN and their merchies have Superman detection capabilities. i may have mentioned this before in a previous post, so forgive me if i am repeating myself.
very consistently, i am detected by enemy forces with the scope up for 5-10 seconds at close range of <2000yds. merchies, DD, BB, CA, CL. does not seem to matter. even oilers are taking pot shots at me. of course there is a reckoning for some of them but it is damn annoying....and dangerous especially when i need to lock onto a target and then change the depth setting while i am still locked. cling. clang. clung. we are under attack. we are taking damage sir.
so, if we could take that setting and back it off just a wee bit, this CO would appreciate it. and if not, well, then my gallant crew and i will just have to spit teeth and cuss.


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Old 02-02-19, 06:37 PM   #7332
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KaleunMarco, is that in v0.80RC2, that merc4ulfate has been reporting the AI like the Pinball Wizard?



or are you going back to v0.71? Thanks
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Old 02-02-19, 08:25 PM   #7333
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Quote:
Originally Posted by propbeanie View Post
KaleunMarco, is that in v0.80RC2, that merc4ulfate has been reporting the AI like the Pinball Wizard?
or are you going back to v0.71? Thanks
not sure about what merc has reported but it is definitely 8.0 RC2.
and if you are going to post Pinball Wizard you MUST include the prelude piece of See Me Feel Me...otherwise it is a wasted opportunity.
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Old 02-02-19, 08:27 PM   #7334
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Default NCA_Tone_damage_model_fix

Team members,
Problem found with the DMG model of the above unit...
Please see here - http://www.subsim.com/radioroom/show...85#post2589585

Fix now up in Area 51 for inclusion in next update. Under the above name...
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Old 02-03-19, 03:32 AM   #7335
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Assuming only Germans used the U-Jagd chrono to measure boat speed, and missing this tool in American submarines, i was wondering if it could be possible to get this way to calculate boats speed in FOTRSU:
http://www.subsim.com/radioroom/show...24&postcount=1

If playing without any map contacts, we have to rely on the TDC to get speed, but as they did in real with chrono and visual could be great too!
The « magic » numbers to divide with the time could be implemented in the identification book...

Just my thought
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