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Old 04-08-19, 06:56 PM   #8026
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Originally Posted by Michael Wood View Post
In stock and RFB, if you change the location of gun in an existing boat, the crew spaces on the crew roster vanish and never reappear, which means you cannot man the gun. If crewmen were in those spaces, they vanish, too.

Even if you are given a new boat, the option to change the location of the gun does not appear, until after the game has been saved and reloaded. At that point, it is an existing boat and the change causes the crew spaces to vanish.

In the case of TMO, they just put all the guns in one spot, the front on most boats and do not allow the player to move the gun. This is a work around.

"Simply open the ActiveUserPlayerUnits.upc file in a text editor, and remove all instances of "AdditionalRepository". I was able to do this with 1 easy find and replace command. The file can be found in the SH4 folder in your documents. ../SH4/data/cfg/SaveGames/*/ActiveUserPlayerUnits.upc "

This bit causes the crew spaces to reappear. So, you change the location of the gun, say from rear to front and the save the game. Exit the game and open the ActiveUserPlayerUnits.upc file and delete all occurrences of "AdditionalRepository".

As I am a bit paranoid, I do this in all saved games and files in the UPCInital sub-folder within the SH4 folder, just to make certain the game does not change it back.

No harm in such, as I am in there all the time, changing the faces, voices and uniforms of the crewmen to suit my tastes.

I do not know the access that the scurvy captain has to these files (at design time) and if he can modify these saved files in a way to correct this bug or no.

If the movement of the gun is automatic. he might be able to make two classes of boat instead of one and offer the latter as a boat upgrade. But, I don't know.
It was thought that the guns were "fixed", and then it rears its ugly head again. So the guns were changed to be in a certain position at a certain time of a given submarine's "life". No chance to move your gun. It was what it was, whether fore or aft. I though we still had that, but maybe not. We'll let CapnScurvy look into that (you do NOT want me looking into things that go "boom" ). I do know though, that if you were going to change your gun position in TMO, you were supposed to remove the gun crew prior to the move, else you'd lose them. After getting the new gun, you had to "crew" it before doing anything else. That did not always work either... - so the removal of "AdditionalRepository" in the Save files will bring the regular positions back ~BUT~ you have to have the new gun position first before doing that... Can you look in your upc file again now, and see if the put those "AdditionalRepository" positions back in there, along with the regular gun positions please? Thanks. Sometimes the game doesn't care what you do. It'll pull info out of those binary files in the Save folders and put things right back in there on you, but you've gotten your slots, and populated them...
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Last edited by propbeanie; 04-08-19 at 07:01 PM. Reason: Where is my typist???
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Old 04-08-19, 07:44 PM   #8027
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We'll let CapnScurvy look into that (you do NOT want me looking into things that go "boom" ).
Or me. I do not change any thing any where or add any mods to FOTRS, while we test.

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Originally Posted by propbeanie View Post
Can you look in your upc file again now, and see if the put those "AdditionalRepository" positions back in there, along with the regular gun positions please? Thanks. Sometimes the game doesn't care what you do. It'll pull info out of those binary files in the Save folders and put things right back in there on you, but you've gotten your slots, and populated them...
The "AdditionalRepository" text does not appear anywhere, except in the ActiveUserPlayerUnits.upc file in which the player has changed the position of a gun.

Once deleted, it no longer reappears (until you change the location of a gun again).

Last edited by Michael Wood; 04-08-19 at 08:17 PM.
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Old 04-08-19, 08:33 PM   #8028
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The Whale Factory ships were turned into tankers, so if it's loaded, it should eventually ignite after a couple-three hits - with detonations, of course. As to it not showing on radar, that might be addressed in the next release. There were further adjustments made to the AI. We'll have to wait for CapnScurvy to confirm or deny whether it and / or the visual were adjusted for that. I'll look at the obvious, but my skill level is minimal...
Like this?

https://www.twitch.tv/videos/408305648

My apologies for saying previously that my sonar reported this contact as a warship. The video obviously shows otherwise. Long stream I guess. Memory not perfect. I should check those things before I post, huh? But I do remember being distracted by my sonar calling a merchant a warship. If/When that happens again I will be sure to document for the forum. The real sticking point for me on this contact was how clearly I could see the ship and yet, press the V key and, my deck watch reports no visual contacts. That in combination with the lack of radar contact. I was, and still might be, considering the possibility of a a borked installation on my part. I've been reading what you guys have to say on the subject and now have myself wondering if I started with a good install and mod, yet somehow through gameplay have broken it. Not broken in a game crash to desktop kind of way. But rather broken it into a weird yet playable scenario?

Anyway, this thing is a lot of fun. And I want to thank everyone who is participating here.
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Old 04-08-19, 09:29 PM   #8029
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Can you look in your upc file again now, and see if the put those "AdditionalRepository" positions back in there, along with the regular gun positions please? Thanks. Sometimes the game doesn't care what you do. It'll pull info out of those binary files in the Save folders and put things right back in there on you, but you've gotten your slots, and populated them...
Just ran a test. Have a saved SH4 folder with save games files. Load the April 1, 1942 save and end patrol and you will be given an opportunity to move the 3" deck gun from the stern to the bow. If you so do and then look at the crew roster, you will see the crew spaces for the deck gun have vanished.

Note, the change is not automatic, which might make a difference. You have to choose to make the change. I included the entire SH4 folder, in case other files might need to be seen. Advise, if save desired, where to email/upload it.

Last edited by Michael Wood; 04-08-19 at 11:34 PM.
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Old 04-09-19, 09:20 AM   #8030
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Originally Posted by Michael Wood View Post
Or me. I do not change any thing any where or add any mods to FOTRS, while we test.

The "AdditionalRepository" text does not appear anywhere, except in the ActiveUserPlayerUnits.upc file in which the player has changed the position of a gun.

Once deleted, it no longer reappears (until you change the location of a gun again).
Quote:
Originally Posted by Michael Wood View Post
Just ran a test. Have a saved SH4 folder with save games files. Load the April 1, 1942 save and end patrol and you will be given an opportunity to move the 3" deck gun from the stern to the bow. If you so do and then look at the crew roster, you will see the crew spaces for the deck gun have vanished.

Note, the change is not automatic, which might make a difference. You have to choose to make the change. I included the entire SH4 folder, in case other files might need to be seen. Advise, if save desired, where to email/upload it.
... in your first quote, the Orange text might be a clue. I'll do me some noodling to see if I can reproduce what you did on April 1, 1942. Which boat did you have, and what is your Home Port? Don't worry about the Save files. While at times useful, more often than not, they aren't. If there was a "log file" in them, fantastic. If there is one, it's in the binary stuff and not useable by us.
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Old 04-09-19, 09:47 AM   #8031
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Like this?

https://www.twitch.tv/videos/408305648
Nice fire you started there (oil??), and good shooting. I usually miss ahead, or behind, depending...

My apologies for saying previously that my sonar reported this contact as a warship. The video obviously shows otherwise. Long stream I guess. Memory not perfect. I should check those things before I post, huh? But I do remember being distracted by my sonar calling a merchant a warship. If/When that happens again I will be sure to document for the forum. The real sticking point for me on this contact was how clearly I could see the ship and yet, press the V key and, my deck watch reports no visual contacts. That in combination with the lack of radar contact. I was, and still might be, considering the possibility of a a borked installation on my part. I've been reading what you guys have to say on the subject and now have myself wondering if I started with a good install and mod, yet somehow through gameplay have broken it. Not broken in a game crash to desktop kind of way. But rather broken it into a weird yet playable scenario?

Anyway, this thing is a lot of fun. And I want to thank everyone who is participating here.
Are you sure that ship that looked like a merchant wasn't actually an auxilary cruiser, armed to the teeth, with a shallow draft?... The game is incapable of hiding certain secrets. Other secrets are never to be discovered... Trust the sonarman in that regard. I have also attacked what I thought was a lone merchant, and after shooting, discovered an escort on the same bearing was actually charging me (submerged night attack). He did interrupt one of my torpedoes' travel path, but one hit did not sink him (Super-Strength-Steel bow), and he depth-charged me mercilessly before running off, along with his slightly damaged charge. I didn't get to sink either of them, and I had to return to Brisbane with all four torpedo tubes damaged, as well as countless other systems out... However, what you might try, is to set aside your Save folder somewhere (in case the game isn't messed-up), then delete the original. Remove the mod, and double-check the base game's validity with JSGME's "Tasks - Compare game files to snapshot". Then re-activate the mod and see if you notice any difference in AI response with visual and radar. Things have been re-adjusted for the next release, so if I can get cracking today and get some more files in, we'll have RR do us another mix, and see how that does...
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Old 04-09-19, 10:26 AM   #8032
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... in your first quote, the Orange text might be a clue. I'll do me some noodling to see if I can reproduce what you did on April 1, 1942. Which boat did you have, and what is your Home Port? Don't worry about the Save files. While at times useful, more often than not, they aren't. If there was a "log file" in them, fantastic. If there is one, it's in the binary stuff and not useable by us.
Began a campaign at Pearl Harbor, "Beginning of 1942", in the P-Boat Pollack. Was given orders to insert six troops at Okinawa Island. Ignoring orders, left port January 16, 1942 and sailed 75 miles southwest of Pearl and sat there until March 30, 1942. Then, sailed back to Pearl and arrived on April 1,1942. Did not end patrol.

That is where I saved.

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Old 04-09-19, 10:30 AM   #8033
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Thanks!
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Old 04-10-19, 06:28 PM   #8034
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Are you sure that ship that looked like a merchant wasn't actually an auxilary cruiser, armed to the teeth, with a shallow draft?
I dunno. Like I said. I thought it was the Whale Factory Ship contact and that is obviously not the case. I'll keep an eye out for that happening again though. An IJN warship will always fly the Japanese battle flag though, right? If it has the rising sun on it then warship. If just a plain meatball then merchant. Correct?

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Don't expect to get a new boat as you did before. You chose to use the sub you started with (at the time the Career was picked), that's your boat. You'll get new boats as required, but not at the rate that has been thought of as "normal".

It's not normal to have received 4 new subs in a Year!! Yet, you guys have stated that's what you're doing...…...not with Ultimate anymore.
As of v0.81 RC1. Can confirm Fremantle career begun January 12, 1943 has resulted in a June 17, 1943 upgrade from a Tambor to a Gar after 3 very productive patrols.

First two patrol inital assigments were supply drops by rubber raft. Third patrol initial assigment was go to an area and await instructions. Upon arrival instructions were engage enemy shipping and sink 'em all. Each patrol had at least one more assigment, after completeing the intial one, before receiving the message to return to base at my discretion. Total tonnage for each patrol was well above 50,000. Plus on the first patrol shot down quite a few Japanese warplanes. I completed all assignments. Even if it meant patrolling an area for a given time with no torpedoes. Or I might go way out of my way to rearm/refuel the boat and then go spend 5 days inside the circle. But I completed all assignments and never returned to base without permission to do so.

The third patrol was interesting. Success was in question due to my inital carelessness. Attacking a freighter surfaced at night with the deck gun. I was at the deck gun station firing while at the same time underway on an almost head on collision course with my target. I was so focused on firing rounds that I failed to react in time and get my boat out of the way. Got rammed and suffered 23 points of hull damage that stayed with the boat, of course, to the end of that patrol.

Of additional note, I think, during the third patrol. I got the rare chance to actually intercept an enemy task force that was reported to me by radio and then shown as a map icon. Position reported to me was about 250 miles northeast of Davao Phillipines on SSW course right towards me. I saved the game at this point and I'm glad I did. Low on torpedoes and unsure how to proceed I radioed in a contact report and soon was told to break contact with the group and return to base. I submerged and started time compression to hopefully get away. I knew better but I did it anyway. Plus I might have pinged some capital ships and fired any remaining torpedoes that I had onboard. I was soon jarred out of TC by a depth charge attack and a good as dead boat. So I loaded the save and replayed the scenario. This time, instead of losing the whole boat, I got away. Both times I was able to radio an initial contact report and got the identical message back a few moments later. That message read: X DEFINITELY A LUCRATIVE TARGET X OTHER FORCES FOR ATTACKING ARE VECTORED THAT WAY X BREAK CONTACT IMMEDIATELY AND RETURN TO BASE X.

I was surprised by the break contact orders. Was it because I was low on torpedoes with 23 points of hull damage? Usually the orders are to attack with no seeming regard for the resources availble to attack with. Now I have conflicting orders because I still have an incomplete patrol assignment for 5 days inside the Palau circle. I chose to go ahead and do the 5 days and sank some fishing boats while I was there. Completed objective and once again told I could return to base. So I did. On the way home I was able to radio in another contact report for a small enemy group. Once again got the same break contact reply. Two Japanese freighters. Both sunk with remaining 4 torpedoes.

I had to buy Improved SJ-1 radar for my new boat whereas I had also bought the same for my old boat. Guess what the assignment is for my 1st patrol in my new boat? You guessed it. Supply drop by rubber raft. How you fit dozens and dozens of tons of supplies into a single rubber raft that is hand paddled by two sailors is beyond me.
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Old 04-11-19, 09:50 AM   #8035
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I had to take me more time out for krud-recovery. I can't seem to shake this stuff... oldmanitis

Anyway, I'll get back on Michael Wood's Porpoise from Pearl testing later today. As for what you saw with the "Break contact" can happen for several reasons. The main one is NOT having a completed Primary Objective... 2nd common reason is fuel level, then torpedo level. Since you hadn't completed the 5 days, you were told to break. There is no penalty though, for disobeying orders of that sort. You just won't get the points for an added objective. You do get the renown for sinking ships - if you survive... As for supply drops and other SpecOps of that ilk, a lot is left wanting in them, but they do have a basis in real-life... but yeah, imagine taking gold bullion onboard from a rubber raft... good thing there was a dock nearby...
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Old 04-11-19, 03:00 PM   #8036
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We've corrected an issue with the players subs not having appropriate battery duration/recharge capabilities (they were too slow in recharging). They should recharge with the next release in about 4 hours now from 25% depletion.

I'm actually fine with the current v0.81 RC1 battery situation. Keeps me on my toes. The one thing I would like to see, assuming it's possible, is for the battery recharge rate to be almost zero at flank speed. And then have them charge much faster at say ten knots. Then have the fastest charge rate at zero knots.
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Old 04-12-19, 04:16 PM   #8037
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What would be ~really~ nice, is a game that would allow that!... or maybe four engines and motors, and opposed, reversible shafts? Put an engine online for drive-train, and it doesn't charge, but alas, we're just driving disguised Type VII Uboats... - That is a nice battery picture. I'm glad I didn't have to take care of any like that beast!
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Old 04-12-19, 05:02 PM   #8038
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I'm actually fine with the current v0.81 RC1 battery situation. Keeps me on my toes. The one thing I would like to see, assuming it's possible, is for the battery recharge rate to be almost zero at flank speed. And then have them charge much faster at say ten knots. Then have the fastest charge rate at zero knots.
I have no clue how it works but what you wrote above is pretty much how I see it happening in the game. When I sit still the recharge time is much slower. At flank it is much greater. Switch on realistic battery recharge. Now I need to test my mouth.

{EDIT}

I can not run my batteries dead. I can only get them down to 2% then it stays there. Battery test was at 2% for all four test.

Flank :

48 hours 30%
72 hours 42%
96 hours 54%
120 hours 64%
144 hours 74%

I stopped here seeing only a 10% per day rate

Standard:

24 hours 16%
48 hours 32%
72 hours 70%
94 hours 100%

1/3:

24 hours 46%
48 hours 80%
65 hours 100%

All stop:

24 hours 47%
48 hours 80%
66 hours 100
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Old 04-13-19, 08:02 AM   #8039
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Quote:
Originally Posted by merc4ulfate

{EDIT}

I can not run my batteries dead. I can only get them down to 2% then it stays there. Battery test was at 2% for all four test.

Flank :

48 hours 30%
72 hours 42%
96 hours 54%
120 hours 64%
144 hours 74%

I stopped here seeing only a 10% per day rate

Standard:

24 hours 16%
48 hours 32%
72 hours 70%
94 hours 100%

1/3:

24 hours 46%
48 hours 80%
65 hours 100%

All stop:

24 hours 47%
48 hours 80%
66 hours 100
As I've mentioned, in the next release the batteries will roughly take only 4 to 5 hours to recharge....that's from a 25% battery depletion, at an "Ahead Standard" set speed. Each sub is going to be a bit different. There's also a bit larger difference between the S-Class and the rest (it's the way the game uses the S-Class.....I think they were like an extra "Oh yea, we better include them!!" kind of model, that's much different than the rest.

The set speed will make a difference in charging rates as the above test shows, Flank will take longer, Ahead 1/3 will be a bit shorter than Ahead Standard.

One thing a sub Captain wouldn't do was to purposively drain the batteries below 40%. "School of thought" was to always leave that kind of margin for safety in the batteries before a required recharge. It was good for the batteries to never be drained near 100% (it would decrease the overall battery life of the batteries), and he just wouldn't want to be put into a situation where his submerged time could be shortened if in a combative role.
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Old 04-14-19, 12:30 AM   #8040
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Hey guys, I got SH4 wolves of the pacific from steam. Can I get this mod as is, or do I need to upgrade my steam version before getting FOTRS?
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