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Old 01-02-17, 07:53 PM   #3391
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Quote:
Originally Posted by bandit484 View Post
I think it would be cool if we could have our hull numbers on our subs at the front of the boat.
We'll have to have cdrsubron7 tell us what mod he used (if any) for the hull number on the Fleet Boat in the FotRS Ultimate pic...
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Old 01-02-17, 08:06 PM   #3392
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Quote:
Originally Posted by gutted View Post
No need to pile on.

Anyway think i just ran into one of those super escorts. Couldn't shake him, and he dropped a charge right on my head at 400ft.
Yep, that was me!!
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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 01-02-17, 08:21 PM   #3393
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where are the installation instructions, already looked in the support folder
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Old 01-02-17, 09:19 PM   #3394
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also is there any tutorial videos for this mod
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Old 01-02-17, 09:28 PM   #3395
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xian302!
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Old 01-02-17, 09:42 PM   #3396
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Welcome to SubSim xian302!!

Since you've already downloaded some things from SubSim, I'm suspecting you're familiar with using JSGME (Jones Soft Generic Mod Enabler) and have it loaded into your main game folder....usually named "Silent Hunter Wolves of the Pacific". Like most mods, the FOTRSU 0.52 Beta is compressed and needs to be "extracted" from its compressed state and placed in the "MODS" folder that JSGME created when it was first installed into your main game folder.

You may wish to extract the entire FOTRSU contents to a folder of your own making on the desktop, then copy/paste the folder named "
100_FalloftheRisingSun_Ultimate_v0.52_PublicBeta_E " directly into the "MODS" folder. When you open JSGME, you should see the same named mod listed in the left pane. I advise you to only use this FOTRSU Beta with your stock game....no other mods "activated" with it. Mods must be "compatible" with each other before thinking they can work as intended together. Since FOTRSU is a large mega mod, its not intended to work with many other mods. In time it will, but for now only use the FOTRSU mod with your stock game.
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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 01-02-17, 10:05 PM   #3397
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Quote:
Originally Posted by xian302 View Post
also is there any tutorial videos for this mod
Are you referring to installation tutorials? If you need help further than what CapnScurvy gave, just give a shout back, and someone will help you along. This being a "Beta" version, the "finer points" of the mod have not been honed yet. You could look on YouTube, and click on some of those hits for what the mod can look like. Rockin Robbins there has a lot of good videos for SH4 play in general, and a few for FotRS Ultimate. He also has some newer videos, and you could look through the Let's install Linux on Moonlight's spare computer thread, specifically in post #27 in that thread he starts the Silent Hunter 4 install. In post #36 he's setting up for MultiSH. More vids are in the works, and there will most likely be one for FotRS Ultimate installation, including some of what is in that Ubuntu thread.
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Old 01-02-17, 10:24 PM   #3398
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thanks for the instructions on how to install it, that worked perfectly, i just wasnt sure if the download was a collection of mods that id have to add one by one, rather then just a one and done file

it is a lot more easier then i was making it out to be




as for the next part im referring to tutorials on the actual mod itself but so far im actually starting to figure it out

i just wasnt 100 percent sure if there was a special way to launch the campaign like in silent hunter 5 mods
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Old 01-02-17, 10:30 PM   #3399
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i will say this has got to be the most user friendly mod ive come across so far
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Old 01-02-17, 11:14 PM   #3400
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Quote:
Originally Posted by xian302 View Post
i will say this has got to be the most user friendly mod ive come across so far
Well, if you've successfully installed and run mods in SH5, you're an old head, and have a firm grasp on the situation. You'll notice that most SH4 mods don't change the basic game too much, and most will play very similarly to stock, just with different options. For the most part, they all install the same way. This mod is actually a remake of AOTD_MadMax's Fall of the Rising Sun, and combines two versions of it. FotRS is a gathering of a bunch of mods into a 'package' based on an older version of TMO... Not that much different from SH5 (or v3)... Be sure to look into the use of MultiSH, if you haven't already.
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Old 01-03-17, 01:12 AM   #3401
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Originally Posted by THEBERBSTER View Post
I upgraded to a Tambor Class (USS203 Tuna) and changed to the bow mounted deck gun.

Do you know if there is a crew fix for F7 to show the missing crew and not the Aft Deck Gun slot?
Peter
While looking into the FOTRS Tambor files I came across this:



I've mentioned before that dates are important. The fact that there's no such date as November 31st can throw the game off....there's only 365 days in a year, not 366. I don't think this conning tower date makes a difference in whether the deck gun gets crew slots or not.....but you never know what it might lead to. Just wanted to point it out, and correct it for future use.

While running the 0.52 Beta, things seem corrected for the Conte Verde, and the issue we had with the stock game corruption after a deactivation of FOTRSU through JSGME. Stock files are intact. Two steps forward this time!
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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 01-03-17, 02:11 AM   #3402
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Quote:
Originally Posted by CapnScurvy View Post
... Two steps forward this time!
Ahhh, but my good Capn, you haven't been to the South China Sea in 1944, or up around Dutch Harbor yet, have you?... More attempts at campaign layer corrections coming up...
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Old 01-03-17, 05:19 AM   #3403
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Hi Guys
Regarding the deck gun problem.
I found this old info from a couple of years ago.
I assume he is referring to the saved game folder although there would probably be a similar file in the main game folder???

 
its in the activeuserplayerunits... i dont want to take credits for this.. ive just seen this somewhere here in the forums.. i just dont remember where.. but i remember how was it done

look for this line

UserPlayerUnit 1.Compartment 7.CrewMemberSlot<---compartment 7 is aft and compartment 8 is fore

it would look like this
[UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 1]
ID=CrewMemberSlot_DGunC1
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_M02
BattleStationsCrewMemberSlot3D=WM2@slot_M02
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

just remove what i have highlighted in red
and do it again in the next crewmember slot e.g. crewmemberslot 2
it depend what you should edit compartment 7 for aft compartment 8 for fore..
after this youll see 2 new crewslot for your DG...
dunno if this could be done in a patrol.. i always do this on port

Originally Posted by neosnk35
only one of those DG can be manually manned... you can have it both manned by AI crew by editing some files in your savefiles...
The double deckguns on the Japanese J1M have crewmembers on both guns. So it doesn't have to be done in the saved games.

If you go to Weapons.upc (in the UPCData/UPCUnitData folder) and find the 5in25calUS, that is the gun that is used when you get two.
The gun has 0 for Leader slot, if you make it one you should have both deck guns manned by AI when you get the guns. If you look in the Balao's upc file, you will see the gun is manned by a Leader and a Crewman. But there are no leaders assigned to that gun. Why it even works with only one gun is beyond me. But that's how I fixed it. If the game ends up crashing you can blame me. . But it seems to work on the J1M.

[Weapon 7]
ID= 5in25calUS
NameDisplayable= 5"/25 Caliber Cannon
FunctionalType= WpCannon
WeaponInterval= 1944-01-15, 1945-12-01
WeaponSlotType= NULL
AmmoTypesAccepted= 5inHEUS, 5inAAUS
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0 <----------- Change this to 1
WeaponCrewMembersSlots= 2

Edit: As stated above you can only man one of them, the other is AI only.

Peabody
I haven't gotten a chance to test in combat, but it seems to be good to go when I man the deck guns, so here's my input on this:
You CAN get both deck guns manned by AI, IF you are willing to do a little editing in your save game...
I have that nasty bug that won't let you switch deck gun positions without losing all deck gun crew positions. My deck gun was set to fore before I got the dual guns. It will only let me control the fore gun myself and my crew would only man the fore gun... SOOOO I had to go in and edit my save game per Coletrains (post #14) in this thread: http://www.subsim.com/radioroom/show...highlight=deck

I switched my crew to the Aft Gun Deck and it was working fine. I could do what you were talking about AirborneTD - I man Fore, AI mans Aft.
But then I got to thinking:hmm:, "Shouldn't I be able to do this again, but make BOTH decks mannable by AI?" So I tried it - It SEEMS to have worked (again, not combat tested yet, but I hit man the deck gun and I look to see both guns manned)... Here's what I did:
I'm going to assume you read Coletrains' instructions in the link I provided. They are a lot more detailed than mine, but not patricularly necessary for this fix.
You have to do this while in port.
Go into the ActiveUserPlayerUnits.upc file in your save folder, per the thread above. Back it up first!
Find the gun deck that is not currently manned (Either Compartment 7(aft) or Compartment 8(fore)). You should see (substitute 7 for 8 if your fore gun deck is currently manned):


Code:
[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1]
Remove the words AdditionalRepository so it says:
Code:
[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1]
Repeat for Compartment 8.CrewMemberSlot 2.
Don't change anything else. Save.
Load the game. You should see two gun decks, one with your original gun crew and one with two empty slots. Put some crew in the new slots and head out to sea.
Now if only I could figure out how to make it let me choose which deck gun to man!

It might help in the future as a starting point for someone to crack this problem once and for all.
Peter
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Old 01-03-17, 08:42 AM   #3404
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Quote:
Originally Posted by THEBERBSTER
I assume he is referring to the saved game folder although there would probably be a similar file in the main game folder???
Yes it will....the saved game folders don't make things up on their own, their info comes directly from within the games folders/files. Usually the .upc files.

Good 'ol Peabody. A good friend and great campaign modder. The description in your quote states: "just remove what i have highlighted in red" (seems like I remember reading this before), but what parts are marked in red?

As a side note, I ran into something late last night that I'll look into about the Tambor and its deck gun (besides the conning tower date error). I'll need to test, but there was something odd about one of the deck gun files.
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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 01-03-17, 09:17 AM   #3405
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Quote:
Originally Posted by Factor View Post
The camera screen issue comes up again. I am the one who posted all the screen shots.

Make no mistake, all those I posted, the submarine was supposed to be in a level state. But when the sub is level in this mod, it looks like the submarine is rising to the surface.

In my posted screens, If you would look at the plane gauges, you will see that the sub is supposed to be traveling level in all my screenshots. And its not.

The S boats do not have this issue. Just the Fleetboats. Just fire your mod up, dive deep, run level, and look around. You will see the issue. Looks like you are walking uphill in the Command Room when your supposed to be level. When you actually are ascending the submarine, it looks as if you are taking off in the Apollo. When diving, your boat is level.....

But I am accused of taking the screens when I am ascending. Which in fact, I was not. I had my sub traveling level in all screen grabs.
And make no mistake. When this gets fixed your name goes in the credits. Being a crash test dummy should have its rewards!
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