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Old 05-24-17, 07:55 AM   #4606
Rockin Robbins
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Originally Posted by CapnScurvy View Post
As another update on my progress with Fotrs Ultimate's Beta's next version beyond v0.56..............I'm still working on it. I've spent 4 to 6 hours daily working on completing my radar changes. It's not easy breaking new ground with files that are little known. The real problem is getting something to work like the rest of the game when the game doesn't recognize what that something is. Its happening, but having 11 different subs that don't all work the same is putting problems into the mix. Each have to be modified separately, then tested with a game that takes minutes to load each and every time you start. Just a lot of time expended.
And that's what we are waiting for before v.60. Our present version is good. This next step by CapnScurvy is a tough one and we don't want to release again without it.

Other stuff is locked and loaded, subject to changes by Propbeanie, Cdrsubron7 and S7rikeback, but pretty much ready to go.

But it sure plays great now and we can afford to wait! We move when our Capn is satisfied!
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Old 05-24-17, 08:01 AM   #4607
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Default Lifeguard Task

I don't know if this is an issue or not, but I do have a question concerning the rescue of downed US Aviators.

After meeting the assigned mission objectives in Area 4, and tiring of looking for more merchants, I saw a message asking for all available boats to go to the Saipan area to assist US forces conducting the imminent invasion. It was early June 1944. Having nothing better to do with no activity for over 48 hours, I headed the boat to a point just about 12 Nm North of Saipan and called in for orders (Dumbass me). I was assigned to Lifeguard duties to the Southeast of the island, approximately opposite Tinian, and told to arrive there before July 7. No problem, I was already in the area in mid-June. Within 2 days I was swarmed by multiple flights of small groups, most of which turned out to be Japanese, with the occasional US planes flying in radar range too. Sure enough, the next day survivors started popping up all over the place.

I knew to look for the dye markers or flares, and finally found one. I put the binoculars on the survivor, hit the space bar to mark him, the life buoy button lit up, and when I clicked it I got the Survivor Rescued message. Perfect so far. After a number of dry runs past presumably Japanese pilots in the water (no survivor or pink dye marker/flare visible), I found another downed US Aviator. Same approach, binoculars, space bar mark, but no lit button on the Life Buoy indicator! I could not rescue him, no matter what I tried. Frustrating to have to leave live pilots in the sea, but I had no means to save them.

So my question is: Are you only allowed to rescue one Aviator on that mission?

And another thing, often when spotting the dye marker/flare off in the distance, they would recede directly away from my boat unless I was at Flank speed! Anything less and they would fade away as if caught in the jet stream. Very strange behavior.

I have nothing to compare this to, since I've never received an order to Lifeguard duty except in FOTARS Ultimate v0.56, and I doubt it is something you looked at, given the dearth of comments on the subject.

Just thought I'd pique your curiosity! Thanks.
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Old 05-24-17, 10:23 AM   #4608
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Getting the rope to them can be a problem... sometimes they're in too close, or not just exactly in the correct spot. If they're in too close, you will sometimes only get the command tab for the rescue to light up when the pilot is on a wave swell, and above deck level. I've had to circle around several times, to be able to finally get a particularly stubborn one aboard. It's almost like the downed pilot likes teasing the sharks or something. The drift is another odd thing at times, and like you say, sometimes it seems like they're right there, just a few hundred yards away, and you're doing flank just to keep up with them, then all of a sudden, you've passed them. As for the date, some of the missions are rather strange about that. I'm thinking (ouch!!!) that maybe those particular missions are ones that were copied from another, and some parameter somewhere is stuck... We do have plans for a complete surgical elimination of the photo op missions in the next update, with a further editing of the rest of the SpecOps missions and some traffic layer changes in the next update after that. That will all be in preparation for an add-in mod for the photo-ops at a later date, hopefully with a slightly more believable difficulty level, ie: no going into Hiroshima or Tokyo harbors on what would have been suicide missions that would have ended at the sub nets or minefields, tens of miles from destination...
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Old 05-24-17, 07:46 PM   #4609
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Well, flickering mountains confirmed. Ouside Pearl at the embarkation point December 8, 1941 in a Porpoise.
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Old 05-25-17, 03:37 AM   #4610
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Originally Posted by CapnScurvy View Post
As a followup to understanding the menu_1024_768.ini file, Karamazovnew has another piece to chew on, found HERE.

...

I opened the link, and when I went to bookmark it, I noticed that I already had it bookmarked...

November of last year...

I really need to go through and actually READ some of these things...

Thanks for reminding me! (and the link)

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Old 05-25-17, 03:47 AM   #4611
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Hi FORTS team I downloaded the mod its great so far especially for being a beta. I am having some weird bugs with a few of the aircraft. Betty torpedo bombers seem to make my game crash, I thought it was a memory issue but after playing around in the editor and making some tweaks to my memory allocation whenever they appear the game still crashes, I'm not sure why. I also have issues with the kamikazes, while they will dive at my sub at they usually pull out of their dives although I've been hit by them I think it was not on purpose. In the editor if I adjust their intelligence over anything more than novice them always seem to pull up, anything lower than competent at they miss. Any idea why they would miss or not press home their attack? Especially because when I fist saw kamikazes they always attacked and usually hit me. Any help would be appreciated.
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Old 05-25-17, 04:37 AM   #4612
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Quote:
Originally Posted by jrones92 View Post
Hi FORTS team I downloaded the mod its great so far especially for being a beta. I am having some weird bugs with a few of the aircraft. Betty torpedo bombers seem to make my game crash, I thought it was a memory issue but after playing around in the editor and making some tweaks to my memory allocation whenever they appear the game still crashes, I'm not sure why. I also have issues with the kamikazes, while they will dive at my sub at they usually pull out of their dives although I've been hit by them I think it was not on purpose. In the editor if I adjust their intelligence over anything more than novice them always seem to pull up, anything lower than competent at they miss. Any idea why they would miss or not press home their attack? Especially because when I fist saw kamikazes they always attacked and usually hit me. Any help would be appreciated.
You patched your sh4.exe with LAA or 4GB patch?
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Old 05-25-17, 06:46 AM   #4613
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Quote:
Originally Posted by jrones92 View Post
Hi FORTS team I downloaded the mod its great so far especially for being a beta. I am having some weird bugs with a few of the aircraft. Betty torpedo bombers seem to make my game crash, I thought it was a memory issue but after playing around in the editor and making some tweaks to my memory allocation whenever they appear the game still crashes, I'm not sure why. I also have issues with the kamikazes, while they will dive at my sub at they usually pull out of their dives although I've been hit by them I think it was not on purpose. In the editor if I adjust their intelligence over anything more than novice them always seem to pull up, anything lower than competent at they miss. Any idea why they would miss or not press home their attack? Especially because when I fist saw kamikazes they always attacked and usually hit me. Any help would be appreciated.
Quote:
Originally Posted by hauangua View Post
You patched your sh4.exe with LAA or 4GB patch?
As hauangua mentions, be sure you are using the LAA applet to extend your computer / game's use of memory. The airplanes are memory intensive. CapnScurvy has a great write-up on install and use, specifically for Windows 10, but good info in general. Also, editing of the games files while doing a beta isn't such a good idea if you then ask for help. It's like adding another mod to the mix. We have no idea what you've done to the game's files.

I will say this though, the Betty and the Kamikaze planes both are erratic at best, as they were in real life, but should not be crashing your game with a good Fall of the Rising Sun Ultimate install. Add or subtract anything from it, and we have no idea where to begin. The Betty with the attached "human bomb" planes performs the best, but as you've noted, some of the regular kamikaze have a "self-preservation" mode. My dad is a WW2 vet, and he told me that there were way more "misses" with kamikaze attempts than there were "hits". It was very scary none-the-less... So when they are missing, that is part of the game... Competent and lower should be the norm. Most of the kamikaze pilots were young fellows that knew how to fly, but maybe not land their planes so well...
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Old 05-25-17, 07:19 AM   #4614
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[QUOTE=propbeanie;2486385]Getting the rope to them can be a problem... sometimes they're in too close, or not just exactly in the correct spot. If they're in too close, you will sometimes only get the command tab for the rescue to light up when the pilot is on a wave swell, and above deck level. I've had to circle around several times, to be able to finally get a particularly stubborn one aboard. It's almost like the downed pilot likes teasing the sharks or something. The drift is another odd thing at times, and like you say, sometimes it seems like they're right there, just a few hundred yards away, and you're doing flank just to keep up with them, then all of a sudden, you've passed them. QUOTE]

Ah, that may be it. I was lucky on the first one to pick him up before I got within around 100 feet. On the second one I was right on top of him, and then beside him. Next time, if there is one, I'll try keeping him on the bow but not on top of him and see what happens. Naturally, seas are rough so the survivor bounces up and down, mostly hidden in wave troughs, so you have to be very quick with the space bar to lock on him. He is visible only for a second or so. Too far away and you can't see him at all; too close and he won't catch the rope. Aaaarrrrggghhh! And they ask us why we drink!

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Old 05-25-17, 07:39 AM   #4615
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Quote:
Originally Posted by jrones92 View Post
Hi FORTS team I downloaded the mod its great so far especially for being a beta. I am having some weird bugs with a few of the aircraft. Betty torpedo bombers seem to make my game crash, I thought it was a memory issue but after playing around in the editor and making some tweaks to my memory allocation whenever they appear the game still crashes, I'm not sure why. I also have issues with the kamikazes, while they will dive at my sub at they usually pull out of their dives although I've been hit by them I think it was not on purpose. In the editor if I adjust their intelligence over anything more than novice them always seem to pull up, anything lower than competent at they miss. Any idea why they would miss or not press home their attack? Especially because when I fist saw kamikazes they always attacked and usually hit me. Any help would be appreciated.
I have a Windows XP 32 bit; Pentium 4, 2.4Ghz; 2 gig Ram; with an ATI Radeon 4670 video card as my modding computer. If the game runs on it, I'm usually satisfied to think it should run on anyone else's computer.

I highly recommend to use Large Address Aware if your system has more than 3 gigs of memory and its a 64 bit OS. Please read this thread if you have Windows 10........ [TEC] Windows10; Large Address Aware; SH4 Install

I've never had an issue with the Betty Torpedo Bomber:



Lately I've had it running off of a Hiryu Carrier that's positioned just over the horizon while I check detection performance from other surrounding ships. I have it as the only plane in the area, and it works as intended........ flies low to the water, drops one of its torpedos, pitches up, and as other planes will do, continues to return to the sub to strafe with its guns. I'll admit you don't want to be hit by the torpedo! I let it happen, mission over!

As far as the Kamikazes in Fotrs Ultimate there are two:





They both appear after the start of 1945. The Betty comes from land bases, the Kamikaze Zero from either land bases, or carriers.

No other plane will attack like the Kamikaze Zero. It will dive directly onto your ship. No other plane will do that. Keep in mind, if the plane (any plane) takes damage, it will abort its intended flight path. That's programed into the stock game planes operation. If the Kamikaze Zero or Betty MXY-7 Ohka pulls up during its flight, its due to damage taken on its approach. The Betty is especially vulnerable to damage, so keep that in mind.







If they do get through the anti aircraft fire.......better "pucker up"!!
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Old 05-25-17, 10:09 AM   #4616
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Is that a re-creation of the Mighty Mo taking one on the chin? - or is that a North Carolina class? I can never tell the difference, unless side by side, or someone tells me ... I are a Missouri boy myselfs, and might proud of her namesake, heritage and service... - all them 5 inchers should be pointed at that zeke, and doing the "puff puff" on it...
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Old 05-25-17, 03:31 PM   #4617
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Is that a re-creation of the Mighty Mo taking one on the chin? - or is that a North Carolina class? I can never tell the difference, unless side by side, or someone tells me ... I are a Missouri boy myselfs, and might proud of her namesake, heritage and service... - all them 5 inchers should be pointed at that zeke, and doing the "puff puff" on it...
That's the stock game Iowa BB in the sights of the Kamikaze Zero. A stock Clemson about to be sunk by the Baka. Surely the Mighty Mo could do a better job at protecting itself than those "corn huskers"!!

You know, maybe I ought to see what the Fotrs Ultimate Iowa would do with the Kamikaze Zero. I wonder if it would sit still and let it sneak in like the stock game battleship?!?
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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 05-25-17, 04:53 PM   #4618
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The USN BB all act like they're relying on the CL AA ships (there are none in the game) and the escort screen to do it for them...
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Old 05-27-17, 06:38 AM   #4619
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Default Convoys

I started a new campaign in a u boat, and was going through Singapore when I encoutered a convoy of 100+ cargo ships and escort, is it normal for convoys to be this big?
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Old 05-27-17, 07:15 AM   #4620
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HOW TO raise the SD antenna while underwater?
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