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Old 11-30-17, 04:21 PM   #5506
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Unless your willing to play this game as if its historically accurate by removing 90% of the escorts from Japanese merchant protection and realize a typical Japanese "convoy" is made up of single or maybe a double ship "group", unprotected. Their found traveling all by their selves, in numbers that will take weeks of game time to find.....BORING!!
I respectfully disagree, at least in part. For someone like me who uses the manual targetting as a "game inside the game" and enjoys playing in the same historic conditions as real skippers do, the gameplay you describe is not necessarily *boring*. I personally would also prefer the AI torpedoes from DDs to be optional, same as other things like the number of escorts, etc

That said, you guys are doing FOTRSU and the design decissions are entirely yours, not open for debate here. I think you have already stated your reasons and the rest of us has to respect them and applaud you for your work.

When it comes out in final mode, anyone can do the mods he thinks best to suit his own taste, or ask for them.
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Old 11-30-17, 05:08 PM   #5507
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Crash after loading im not using any other mods and im using v1.5 but when the intro finished and the loading screen appears at 75% the game crash
Are you using the LAA applet to allow SH4.exe access to more of your RAM? As mentioned to Dice Holder above, refer to CapnScurvy's thread Windows10; Large Address Aware; SH4 Install, and adjust his instructions for your OS. If you've already tried the LAA app and are still getting crashes, then let us know which version of SH4 you have (like v1.3, 1.4 or 1.5, which is the UBoats), and where you purchased from, like Steam or Amazon, and whether a download or disk version. Also, which OS are you using, and what folder did you install the game into?
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Old 11-30-17, 06:31 PM   #5508
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The notion that escorts shouldn't/didn't/wouldn't fire torpedoes at subs is as unlikely as having a deck gun on board, but don't use it against targets (air, enemy ships, land units) because the "hit" rate isn't accurate enough to make it worth your while. Tell that to the Navy when they bombarded Iwo Jima, some of the most intense bombardment in the Pacific, and look what they got.....nothing much to show for it but spent shell casings. But, that didn't stop them from doing it! If you got 'em, use 'em!

Since the Japanese outfitted many of their warships with torpedo firing weaponry, it's silly to think they wouldn't use it against ANY suitable target.

Unless your willing to play this game as if its historically accurate by removing 90% of the escorts from Japanese merchant protection and realize a typical Japanese "convoy" is made up of single or maybe a double ship "group", unprotected. Their found traveling all by their selves, in numbers that will take weeks of game time to find.....BORING!! You're still left with the same conclusion, and fact.........those few Destroyers you do run into still had torpedoes in their arsenal, and there's no reason to believe they would refuse to use them when an enemy ship was detected and suitable to be fired upon. No matter what enemy unit it was?! Lets start making rational sense, rather than having personal preference come into defining historical accuracy.
First of all, the ineffectiveness wasn't from lack of accuracy. It was do to the lack of clear targets. The Japanese had camouflaged their positions to the point that they were extremely hard to spot. When they were spotted the accuracy was there. Those positions didn't survive. Second of all, the Japanese had almost indestructible defenses on most of those islands with multiple entrance and exit tunnels so that you could reinforce at will and or reoccupy those positions even after all the original occupants had been killed and the fortification cleared. The ineffectiveness from the bombardment wasn't really due to accuracy but the hardiness of the positions themselves.

And Capn Scurvy you keep talking as if the Japanese escorts actually did fire torpedo's at our subs. Then please, enlighten me as when this happened. Send me a link or the name of a book or article that describes this and I would like to read it.
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Old 11-30-17, 07:57 PM   #5509
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Doesn't that kind of back up his point that torpedoes fired by escorts against subs is a bit silly?
Sorry, I didn't take "Why didn’t the allies respond with flurries of torpedoes whenever they detected an u-boat?" as saying that it would be silly to launch them. I took it as a question why that didn't happen.
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Old 11-30-17, 08:03 PM   #5510
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And Capn Scurvy you keep talking as if the Japanese escorts actually did fire torpedo's at our subs. Then please, enlighten me as when this happened. Send me a link or the name of a book or article that describes this and I would like to read it.
Our point is in the spirit of Ducimus. the most unrealistic thing in the game is the lack of mortal fear in the player. To force the player to play in the same spirit, with the same tactics and results as the real sub skippers, it's necessary to introduce some juiced Japanese capabilities. Ducimus made the Japanese detection gear better. He made the Japanese guns more effective. And we will add the torpedoes launched by Japanese warships and submarines.

Realism, in the TMO and FOTRSU universe, comes from introducing unrealistic Japanese efficiency to keep the player honest. We're not a realism mod. We're a difficulty and eye candy mod.
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Old 11-30-17, 08:19 PM   #5511
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Sorry, I didn't take "Why didn’t the allies respond with flurries of torpedoes whenever they detected an u-boat?" as saying that it would be silly to launch them. I took it as a question why that didn't happen.
It was rhetorical so you took it wrong.
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Old 11-30-17, 08:42 PM   #5512
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I am stopping the madness. In the end you guys are producing a fine product. Don't ever think that I don't realize this. I understand the long hours that go into all of this just from the few things I've tried to do in SH3/4. I just don't have the time to really get into it because unfortunately my job put's me at the mercy of the Navy and a flight schedule. You guy's keep up the good work.
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Old 12-01-17, 10:56 PM   #5513
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I've got some crashes going on too. I can get into a campaign and just start to get under way and poof!

I'm running SH4 1.5 Gold Edition Disc copy. Win 7 64 bit and have run LAA.. It's just weird. Everything looks and runs fine, then just gone.
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Old 12-02-17, 10:22 AM   #5514
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I've got some crashes going on too. I can get into a campaign and just start to get under way and poof!

I'm running SH4 1.5 Gold Edition Disc copy. Win 7 64 bit and have run LAA.. It's just weird. Everything looks and runs fine, then just gone.
Try to run a Single Mission, and see if that goes OK. There is one in the list named "Test of Nagato", which is a test mission from the AOTD_MadMax team, and it will pretty well stress things with all of the heavy ordnance flying about. Be sure and have your sound system turned down when you do it! If that plays OK, then things are alright. Another "test" would be to try The Museum. Answer "Yes" when asked if you have a ticket, and it will try to load. Depending on your computer, it might take upwards of five minutes to load. It might also crash.

All that said, if you're crashing with any aspect of the game with a "fresh" install of SH4 and a new activation of FotRSU, the thing to look for is the SH4 install. You state SH4 Gold (UBoats), so the only issue then would be: which directory is the game installed in? You need to stay away from the "Default..." of "C:\Program Files (x86)". It's a "protected" folder that Windows will not allow CFG file editing in (which is what mods do). Second, in the game's directory, right-click on the SH4.exe, and then left-click on "Properties" at the bottom of that menu. On that first "General" tab, be sure that the "Read-only" tick box is empty. If it's not, that means that LAA was not able to write to the executable to enable access to more memory, so you'd have to re-do LAA then. A really ~BIG~, seemingly innocent thing is the Save folder (My Documents \ SH4, unless you use MultiSH4). If you do not empty that prior to activating FotRSU, you run the risk of what I call "cross-contaminating" your FotRSU activation and the base game itself. The game accesses the information in that folder, no matter which mod(s) you use or don't use...

Let us know what you find!
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Old 12-02-17, 10:58 AM   #5515
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Now here's the funny part. It turned out to be a couple of old saves in the save folder. I used to run the steam version of SH4, but recently it just doesn't work with mods so I decided to use an old hard copy I bought years ago.. Deleted all of the saves and rich saves and poof! All worky worky. Ugh....lol It's always the stupid things. Thanks Propbeanie. that's something I never would've thought of, and I've been doing stuff like this for years.
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Old 12-02-17, 12:06 PM   #5516
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Well, I've been playing Silent Hunter 4 since early 2007, and SH3 before that from mid-2005, and it wasn't until I started modding on the FotRSU team that I actually paid attention to all the "little" details, such as the Save folder... - I used to have all sorts of issues at times.

- it does make a huge difference at times... - You hang around RR, CapnScurvy, max-peck, cdrsubron7 & s7rikeback (not forgetting SubSim itself and its other members ) long enough, you learn a few things...
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Old 12-02-17, 01:07 PM   #5517
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Originally Posted by propbeanie View Post
Are you using the LAA applet to allow SH4.exe access to more of your RAM? As mentioned to Dice Holder above, refer to CapnScurvy's thread Windows10; Large Address Aware; SH4 Install, and adjust his instructions for your OS. If you've already tried the LAA app and are still getting crashes, then let us know which version of SH4 you have (like v1.3, 1.4 or 1.5, which is the UBoats), and where you purchased from, like Steam or Amazon, and whether a download or disk version. Also, which OS are you using, and what folder did you install the game into?
i fixed it by reinstalling the game but does this mod is for jsgme? and i have a funny problem the porpoise dont have a bridge LMAO! i dont know if this is only for me or every body have this problem
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Old 12-02-17, 02:23 PM   #5518
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Old 12-02-17, 04:36 PM   #5519
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Originally Posted by J0313 View Post
I am stopping the madness. In the end you guys are producing a fine product. Don't ever think that I don't realize this. I understand the long hours that go into all of this just from the few things I've tried to do in SH3/4. I just don't have the time to really get into it because unfortunately my job put's me at the mercy of the Navy and a flight schedule. You guy's keep up the good work.
When we're done, we'll be working on certified mod plugins so players can customize FOTRSU to play the way they want it to. In the end, we have our opinions, and one of them is that we have no right to tell you how to play your game.
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Old 12-02-17, 06:29 PM   #5520
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Originally Posted by Hitman View Post
I respectfully disagree, at least in part. For someone like me who uses the manual targetting as a "game inside the game" and enjoys playing in the same historic conditions as real skippers do, the gameplay you describe is not necessarily *boring*. I personally would also prefer the AI torpedoes from DDs to be optional, same as other things like the number of escorts, etc

That said, you guys are doing FOTRSU and the design decissions are entirely yours, not open for debate here. I think you have already stated your reasons and the rest of us has to respect them and applaud you for your work.

When it comes out in final mode, anyone can do the mods he thinks best to suit his own taste, or ask for them.
Hitman, and that is going to be the crowning glory of FOTRSU. You'll be able to roll your own game to the extent that is possible. We'll have plugin mods that are guaranteed not to screw up the rest of FOTRSU, but which will tune your game to play the way YOU want it to.

But first we have to be happy with the base game. We're getting much closer. There's still stuff to do. Then we'll get down to what really makes FOTRSU different from every supermod ever made for the game.

In effect, you'll be able to roll your own supermod.
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