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Old 03-06-17, 12:01 PM   #4066
Rockin Robbins
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Okay, this will be an extended cauldron run. I'm running in the same order as I did before. But I will install each module into v0.54, dated Feb 4, then compress the result. I will then uncompress and see if I get any choose the file silliness. If I don't, I will go on to the next module and repeat the process until I get the file replacement dialog. That will isolate the problem.

Stand by for carnage!
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Old 03-06-17, 12:28 PM   #4067
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Quote:
Originally Posted by THEBERBSTER View Post
Hi Guys
Thank you once again for all your help and everything is as it should be.
The SH4.exe unlike SH3 and SH5 is read only which caught me out.
Peter
That's great Peter!!

The default "Attributes" setting in the sh4.exe file (having it checkmarked...ENABLED...for "Read-only") is a stinker!! All players who use LAA, or the 4 gig Patch, need to be aware of this cravate before setting up for greater memory access.

No matter what version of Operating System a player has, the "Windows10; Large Address Aware; SH4 Install" post should help in getting players on the right tract. Besides setting up the games "sh4.exe" execution file to accept LAA's changes, you need to know the .NetFramework version that's installed in your system, which in turn, allows you to download and use the correct LAA version. Again, finding out which .NetFramework is on your system is described in the above posted thread.

Its a bit complicated, but the order of things is to;

1. Have the games .exe file to accept LAA (the Attributes...."Read only" disabled)
2. Know which version of .NetFramework is on your system
3. Use the correct version of LAA that works with the .NetFramework version you have
4. Make sure within LAA's "Advanced" mode the "True" confirmation is read for the games Path to its .exe file
5. Run the "DirectX End-User Runtime Web Installer" to update DirectX 's files which have been eliminated by the newer version of DirectX!!

Yep, newer versions of DirectX only work well with newer versions of programs/games. The reason....... the older programs/games need specific DirectX files to work as expected. Newer version of DirectX (for some reason....Oh, the wisdom of Microsoft!!) do not have these older files in them. Requiring you to check and install them back into your system with a Microsoft fix like DirectX End-User Runtime Web Installer.

If you've done all of the above, you should at least have your computer set to use its extra memory for the game, plus have the correct DirectX files ready to make SH4 and any other older program/game work as expected.
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Last edited by CapnScurvy; 03-06-17 at 12:40 PM.
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Old 03-06-17, 01:08 PM   #4068
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Originally Posted by propbeanie View Post
In the Support folder in the mod is an XL spreadsheet that s7rikeback made up of all the ships and planes in the FotRSU mod (Ships & Planes for FotRS Ultimate©.xlsx), and their Type= calls. If you don't have MS Office, Libre Office should be able to open it, or anything with the ODS (??) file type. All you have to do is match those calls in your MIS files to what they are in the spreadsheet. You might have to change a Class= line or two also, but that's all the problem is that you've got. Some of the older Japanese DD were "downgraded" by the IJN and called second line vessels, such as the Minekaze and Momi, so they are basically lumped in with the DE as Type=3. The vessels that you mention are in there, just changed their number is all... There are quite a few changes in some of the areas of the warships. Not so much in the Merchants, but there are a few... Be careful with a Search and Replace though, 'cause if you're like me, you'll one teeny tiny little mistake, and blow away a days work in one fell swoop...
Agree that making changes will not be a big deal, just take some time. I don't see the database file in the support section though. Is it a post .53 thing? Tried to make a single mission with a Subchaser yesterday and wasn't able to do it--SC didn't show up.

The reasons I like SC's in the game are:
1. They were used quite a bit and fill a niche for small escorts in general.
2. They are slower on the surface than most submarines. Therefore surface attacks become more appealing.

Hopefully, they are still there and I just haven't dug in the right spot yet. Very possible.

Ran a couple tests yesterday with current sonar sensor for fotrs (not modded). 1 Veteran DD, 0 wind/sea state, noon of July 15, 1943, me in Gato. With external view on I was able to get away in ~30 minutes. Not using external it took me ~45 minutes. By getting away I mean loss of contact where SR in one direction was good enough to get completely away. Tried it both ways twice with very similar results. Did not hear any active pinging beyond ~1200 yards. I went to 100/300/350 feet. I still need to test in different weather conditions.

It was challenging enough to be fun and short enough not to be boring. A pretty good setup for most gamers IMO. A little too easy for my personal tastes. As I recall, I extended the range of the sonar and reduced the sensitivity (I think as low as .03). What that did was make the escort use it's active from a longer range but greatly reduce its chances of actually contacting you. Sometimes they pick you up, sometimes they don't. Aspect (bow/stern) obviously has a huge impact on detection. Makes a bit more nail biting knowing that they "Might" get you on active while 2000-2500 yards away in low sea states. IMO, that should only be achievable by elite escorts and the ranges reduce naturally by lesser crew ratings.

I'll dick around with it and report anything of interest...

The only thing I'd really like to get my hands on is that ship spreadsheet so I can target changes in my campaign files and eliminate guess-work. When that's done, I really believe you will like the result. The campaign files I'm working with are just the Merchant Random files and are dated fairly accurately to port openings and closings due the to changing warfront situation. I'm really not planning to work much/any scripted stuff. I am Very Impressed with what Lurker has done, esp for invasion groups as they were correct in composition down to fishing trawlers and timings.

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Old 03-06-17, 02:13 PM   #4069
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I thought it was in the 53, but maybe not... do this:

https://drive.google.com/file/d/0ByH...ew?usp=sharing

The Okinoshima is Type=12, and the NSCSubChaser (SCSubChaser) is Type=3
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Old 03-06-17, 02:18 PM   #4070
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Quote:
Originally Posted by s7rikeback View Post
Thought we had lost this issue, ok I'll take another look at the models..
Perhaps the height of the Pensacola below the waterlline is the issue.

Perhaps she has a false bottom, hidden equipment perhaps and something to do with dates ?

Massive clutching at straws here..
Ah, but that's ~not~ the Pensacola... The Pensacola has a 3 over 2 turret sequence. This is 3 over 3, which I forget now... Northampton?? Anyway, I thought this was long-gone, but it's ~back~... It sure seems that if a ship take 10 feet of draft, they need 20, if they have 15 foot, they need 30, etc... I looked at the bottom of the ocean up that at Dutch Harbor till I was blue in the face (from lack of oxygen), and finally gave up and "dredged" the place a bit. We'll probably have to do the same here and at Fremantle I'll bet. Just a dab will do ya...
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Old 03-06-17, 02:59 PM   #4071
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Originally Posted by propbeanie View Post
I thought it was in the 53, but maybe not... do this:

https://drive.google.com/file/d/0ByH...ew?usp=sharing

The Okinoshima is Type=12, and the NSCSubChaser (SCSubChaser) is Type=3
Perfect. Thank You!!!
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Old 03-06-17, 05:16 PM   #4072
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1, 2 and 3 uncompressed fine. Uncrompressing 1, 2, 3, 4 and 5 now. So far so good.
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Old 03-06-17, 05:47 PM   #4073
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Go Rockin, Go Rockin!!!
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Old 03-06-17, 06:16 PM   #4074
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1 through 5 worked normally. That only leaves 6, 695_LifeboatsMixpb and 7. 704_Aleutian Patrols. Knowing it's one of the two I'm only mixing in the lifeboats next iteration. My guess is that works out fine. Then it will be tearing apart the Aleutian Patrols to see what's amiss there.

But the proof is in the pudding. Onward, into the fog!
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Old 03-06-17, 06:28 PM   #4075
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The Aleutian Patrols has that mis-spelled file remember? The Aleutians_Traffic.mis in it was supposed to be Aleutians_traffic.mis instead. The "fix" file should be up in the Some Assembly Required area. The "PatrolAlaskaReplaceII.7z has the Aleutians_traffic.mis, along with a couple of the PatrolObjective files. It is NOT a "replacement" file though. I mis-named that. It goes on ~top~ of the 704_AleutianPatrols file... Go and be careful.
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Old 03-06-17, 06:42 PM   #4076
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Quote:
Originally Posted by propbeanie View Post
The Aleutian Patrols has that mis-spelled file remember? The Aleutians_Traffic.mis in it was supposed to be Aleutians_traffic.mis instead. The "fix" file should be up in the Some Assembly Required area. The "PatrolAlaskaReplaceII.7z has the Aleutians_traffic.mis, along with a couple of the PatrolObjective files. It is NOT a "replacement" file though. I mis-named that. It goes on ~top~ of the 704_AleutianPatrols file... Go and be careful.
I'll just fix the spelling in the original 704_AleutianPatrols file, then put the PatrolAlaskaRelaceII file on top of that.

Darn this goes slow!
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Old 03-06-17, 06:59 PM   #4077
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It probably would be better to change the spelling, now knowing that it's there, else you'll end up with two files of 882k size, one of which is not needed...
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Old 03-06-17, 07:19 PM   #4078
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Into the fog is right....I've not a clue how the OrdersBar.cfg ended up with a double set of files?!?

But, I've got complete confidence that Double R will figure it out before releasing it!!

Go man go!
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 03-06-17, 07:37 PM   #4079
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The Scurvy Fix II file does not have the new keyboard layouts. I'll steal them from a previous Scurvy Fix version.

Edit: nope. All other Scurvy Fixes are gone from Area 51 so I can't get to the correct files.
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Old 03-06-17, 07:54 PM   #4080
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Quote:
Originally Posted by propbeanie View Post
The Aleutian Patrols has that mis-spelled file remember? The Aleutians_Traffic.mis in it was supposed to be Aleutians_traffic.mis instead. The "fix" file should be up in the Some Assembly Required area. The "PatrolAlaskaReplaceII.7z has the Aleutians_traffic.mis, along with a couple of the PatrolObjective files. It is NOT a "replacement" file though. I mis-named that. It goes on ~top~ of the 704_AleutianPatrols file... Go and be careful.
Now I'm confused. There is no file named Aleutians_Treffic.mis in 704_Aleutian_Patrols. So I can't correct its spelling. It must be text within one of the dozen or so single missions?

At any rate, after I install PatrolAlaskaReplaceII it will be fixed? I have to get this stuff right.
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