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Old 05-09-19, 03:50 PM   #8131
Randomizer
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Created a special FOTRS-U installation as a change from TMO/RSRD but I am wondering how to restore the transparent crew and superstructure in the Binocular views on the Bridge. The problem is that in real life I could just move around the conning tower and get views of the complete horizon but it's not possible to do that in SH4.

I spend a lot of time on the bridge and in the binocular views when in contact and set up my initial approach primarily using this tool but in FOTRS-U there may be large parts of the horizon obscured by crew periscope housings/shears etc. Setting an arbitrary course just to view the contact is just plain dumb.

I rather liked the way that they handled the large bridge obstructions in the Soviet Waterway mod (aka Battle for the Baltic): people and things obscure the bridge view but the binocular view is completely unobstructed.

Any way to have an unobstructed binocular view in FOTRS-U? Thanks in advance.

-C
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Old 05-09-19, 03:59 PM   #8132
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Originally Posted by Randomizer View Post
Created a special FOTRS-U installation as a change from TMO/RSRD but I am wondering how to restore the transparent crew and superstructure in the Binocular views on the Bridge. The problem is that in real life I could just move around the conning tower and get views of the complete horizon but it's not possible to do that in SH4.

I spend a lot of time on the bridge and in the binocular views when in contact and set up my initial approach primarily using this tool but in FOTRS-U there may be large parts of the horizon obscured by crew periscope housings/shears etc. Setting an arbitrary course just to view the contact is just plain dumb.

I rather liked the way that they handled the large bridge obstructions in the Soviet Waterway mod (aka Battle for the Baltic): people and things obscure the bridge view but the binocular view is completely unobstructed.

Any way to have an unobstructed binocular view in FOTRS-U? Thanks in advance.

-C
Use the TBT for unobstructed view. Don't know if you know about that. Should be the "U" key.
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Old 05-09-19, 04:29 PM   #8133
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Thanks, I knew this works but do not like that solution; for me doing so is an immersion-killer but to each his own. Back to TMO I guess.

-C
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Old 05-09-19, 04:37 PM   #8134
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Originally Posted by Randomizer View Post
Created a special FOTRS-U installation as a change from TMO/RSRD but I am wondering how to restore the transparent crew and superstructure in the Binocular views on the Bridge. The problem is that in real life I could just move around the conning tower and get views of the complete horizon but it's not possible to do that in SH4.

I spend a lot of time on the bridge and in the binocular views when in contact and set up my initial approach primarily using this tool but in FOTRS-U there may be large parts of the horizon obscured by crew periscope housings/shears etc. Setting an arbitrary course just to view the contact is just plain dumb.

I rather liked the way that they handled the large bridge obstructions in the Soviet Waterway mod (aka Battle for the Baltic): people and things obscure the bridge view but the binocular view is completely unobstructed.

Any way to have an unobstructed binocular view in FOTRS-U? Thanks in advance.

-C
Try to move your viewpoint. Click on the screen and move your character, then use the binoculars. Does that do what you want? I'm not near the game right now, and can't check...
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Old 05-09-19, 05:25 PM   #8135
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Thanks, I knew this works but do not like that solution; for me doing so is an immersion-killer but to each his own. Back to TMO I guess.

-C
Yea that should work for him too. Left Mouse click while up top, and use the arrow keys to move around.

To be honest, patrols used the TBT to set up solutions while on the surface, the binoculars are just an aid for the Mark I eyeball.

You are welcome to the mod of your choice, though I don't see how anyone can play when you can't hear any ships in hydrophone due to a bug.

I'll take Officer Derpy being in my way, than being deaf while submerged any day of the week.

Sadly, there is no easy and quick way to fix this bug. I am critical of some of FotRSU's design choices. But hey, I plan on making it more like TMO, and less like an arcade on my own. So the only real suggestion I can have for you is, learn to mod. I did, and it's very satisfying to resolve a pet peeve you have all by yourself.
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Old 05-09-19, 06:03 PM   #8136
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Thanks, I knew this works but do not like that solution; for me doing so is an immersion-killer but to each his own. Back to TMO I guess.

-C
I simply move around the deck or conn ... you know like you would in real life. Like immersion in being there.
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Old 05-09-19, 06:17 PM   #8137
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I simply move around the deck or conn ... you know like you would in real life. Like immersion in being there.
I agree. I certainly don't want this removed. I do wish there was a button to reset the camera though. But that's asking way too much.
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Old 05-09-19, 06:42 PM   #8138
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You know, I have been playing SH4 since its release (and still have the disk!) but never knew that left-click +arrow keys moved the player POV. I suppose that this might be a legacy of the external views, which I have never liked or used.

Just tried it out in a new winter 1943 career (USS Tuna) and it is an acceptable alternative. Thanks for the heads-up.

-C
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Old 05-09-19, 07:32 PM   #8139
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You know, I have been playing SH4 since its release (and still have the disk!) but never knew that left-click +arrow keys moved the player POV. I suppose that this might be a legacy of the external views, which I have never liked or used.

Just tried it out in a new winter 1943 career (USS Tuna) and it is an acceptable alternative. Thanks for the heads-up.

-C
I enjoy how you walk wonder around the conn, and click on the periscope and do things that way.

Just FYI: Areas like the bridge(up top) and some others will allow you to right click and back out to the conn. Sure it's not as walky as SH5, but atleast the entirety of WW2 is here and without save breaking chapter crap.

If you put a wee bit of effort into it, this mod can be more immersive than the rip off SH5 could ever dream of being. I'm currently having a blast! But I think I need to learn how to adjust the damage the deck gun does. It seems very over powered at the moment. I don't think there is a realistic sinking mechanic in this mod, yet hopefully.
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Old 05-10-19, 07:49 AM   #8140
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There is a work around for this.

DO NOT promote anyone.

Other than that. You are out of luck.
For now, I'm going to try promoting only crew members who are always out of my view. Fore and aft torpedo rooms and the engine room. Then see if cloning occurs in the visible areas of the boat. Looking forward to the next release. Thanks all!
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Old 05-10-19, 08:45 AM   #8141
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Quote:
Originally Posted by merc4ulfate View Post
There is a work around for this.

DO NOT promote anyone.

Other than that. You are out of luck.
For now, I'm going to try promoting only crew members who are always out of my view. Fore and aft torpedo rooms and the engine room. Then see if cloning occurs in the visible areas of the boat. Looking forward to the next release. Thanks all!
Another attempt to avoid the quintuplets (and worse) has been implemented by CapnScurvy for the next release. Unfortunately, I have not survived very many of my starts long enough to see any promotions (too impatient - "testing")... - but it looks like it will work. Standby for release - maybe ...
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Old 05-10-19, 02:11 PM   #8142
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Originally Posted by Randomizer View Post
Created a special FOTRS-U installation as a change from TMO/RSRD but I am wondering how to restore the transparent crew and superstructure in the Binocular views on the Bridge. The problem is that in real life I could just move around the conning tower and get views of the complete horizon but it's not possible to do that in SH4.

I spend a lot of time on the bridge and in the binocular views when in contact and set up my initial approach primarily using this tool but in FOTRS-U there may be large parts of the horizon obscured by crew periscope housings/shears etc. Setting an arbitrary course just to view the contact is just plain dumb.

I rather liked the way that they handled the large bridge obstructions in the Soviet Waterway mod (aka Battle for the Baltic): people and things obscure the bridge view but the binocular view is completely unobstructed.

Any way to have an unobstructed binocular view in FOTRS-U? Thanks in advance.

-C
"The problem is that in real life I could just move around the conning tower and get views of the complete horizon but it's not possible to do that in SH4". No, not with the Stock game, but you can move about the Bridge in Ultimate.

As in real life, you need to move your position for unobstructed sight lines with either the Bridge View, or the magnified Binocular View from the Bridge. Yes, people and objects get in the way....so you want Superman X-Ray vision?!? That's not our intention. We try to make the experience as "life like" as possible, yet balance it with sound game play.

One area that's quite impossible to do as 'life like" is the use of the TBT. You've already stated you didn't like this...…"Setting an arbitrary course just to view the contact is just plain dumb". If we were to have the TBT used as in "real life", you would have to do exactly as you state you think is "dumb" in order to view anything not directly ahead. The limited "bearing of motion" for the TBT was limited to pretty much straight over the bow. Oh, you could turn the forward facing TBT a little to the left/right, but to look 90 degrees from the bow......impossible. The confines of the Bridge limited how far left/right you could view.....unless you had the sub turn in the direction you wished to look. Some subs had two TBT's to look both forward and rearward. But, there's a catch to this "real life" possibility in-game......the game doesn't recognize more than one TBT/UZO! We're stuck with what we're given, so the single TBT has complete unobstructed views for its use, even though it would have been extremely limited as in real life.

Did I mention a "balance" has to be made?!?
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Old 05-10-19, 02:49 PM   #8143
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Did I mention enough is enough?

Wow, I had not expected so much pedantic BS particularly after stating that I was happy with the status quo after getting new data. Give it a rest guys, I have played these sims for years and am happy to learn but not be lectured to.

-C
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Old 05-10-19, 03:43 PM   #8144
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I have another (noob) question, i'm on my first encounter with an Enemy warship, i calculatet his Speed from 2 Markers on the Map and converting it via the chart on the right, i have his Distance, but i dont get the AOB correct. I use http://www.subsim.com/radioroom/showthread.php?t=111998 as tutorial, but i have the Lenght of the Ship not in my Recognition Book, and without the Lenght its not possible to calculate. How do i find out how long the enemy ship is? The Enemy should be an Otori class escort Destroyer.
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Old 05-10-19, 04:28 PM   #8145
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I have another (noob) question, i'm on my first encounter with an Enemy warship, i calculatet his Speed from 2 Markers on the Map and converting it via the chart on the right, i have his Distance, but i dont get the AOB correct. I use http://www.subsim.com/radioroom/showthread.php?t=111998 as tutorial, but i have the Lenght of the Ship not in my Recognition Book, and without the Lenght its not possible to calculate. How do i find out how long the enemy ship is? The Enemy should be an Otori class escort Destroyer.

I've honestly never used 100% realistic because it makes me feel like the only person alive on a ship of 25-60 men. My second gripe is having to "stop space and time" with the pause button to do it properly. Not exactly 100% realistic.



I usually keep Map Updates on, so atleast I can pretend my crew is actually doing something other than being eye candy. Sure they might be a bit too accurate, I wonder if making the "ship" icon on the map screen *larger* so that there is a slight degree in error give or take a bit.


That is the only suggestion I have, and I think this mod is built around that idea, as turning Map Updates on, does not affect the realism settings number.
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