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Old 10-09-17, 09:17 AM   #5371
torpedobait
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Originally Posted by propbeanie View Post
The orange marker is in "Drive:\ Game ... \ Data \ Misc \ UMark.dds", whatever your path to the Data \ Misc folder is. If you happen to have a copy of TMO, just copy the one from it, re-name the one in FotRSU temporarily, and replace it with the one from TMO, which is basically a "transparent" image file, so the ocean shows through the UMark...

As far as the underwater ocean "clarity", I dunno if I'd go messin' in there... though max-peck did some experiments with that... I'm not sure I can find his old files, or if he happens by here, maybe he still has them... ?? From what max did earlier, he couldn't see any adverse effect on the enemy AI, though that has been know to happen in some mods...
I can't remember who sent it to me, but I have a .7z file called FOTRSU Unmark Removal that works perfectly in JSGME. I could upload it if anyhone wants it. There is also a download out there called Lite Fog v2 + 300' Underwater Visibility. I confess to running both of them with FOTARSU v0.63 with nary a problem - they also worked with v0.62. Another one that I run (those are the only 3, I promise) is Webster's Stop the Shouting. It gets rid of that annoying screaming by the crew after the boat takes a little damage. I have them loaded through JSGME in the order discussed above and have never had a CTD or other anomaly attributable to any of them. They've been around for quite a while and should be considered "seasoned". I know Propbeanie and RR would prefer we test only with a bare-bones install of FOTARSU, but I just couldn't help myself!
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Old 10-09-17, 09:56 AM   #5372
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Originally Posted by torpedobait View Post
I can't remember who sent it to me, but I have a .7z file called FOTRSU Unmark Removal that works perfectly in JSGME. I could upload it if anyhone wants it. There is also a download out there called Lite Fog v2 + 300' Underwater Visibility. I confess to running both of them with FOTARSU v0.63 with nary a problem - they also worked with v0.62. Another one that I run (those are the only 3, I promise) is Webster's Stop the Shouting. It gets rid of that annoying screaming by the crew after the boat takes a little damage. I have them loaded through JSGME in the order discussed above and have never had a CTD or other anomaly attributable to any of them. They've been around for quite a while and should be considered "seasoned". I know Propbeanie and RR would prefer we test only with a bare-bones install of FOTARSU, but I just couldn't help myself!
I'm thinking that the UMark thingie you're referring to is from max-peck... but then again, that might have been s7rikeback... - mind like a steel trap here, that's never been set... Either way, it should still work. If you could, can you post it somewhere, and we'll attempt to "certify" it for later use. I'll look for that fog & visibilty mod also...

Edit 1150 hrs: OK, I've looked through the "Webster's Stop The Shouting", and while it changes a few ogg files, it appears (-appears- -not "official"-) to be OK, but does change game and (5) mod files (Dive Planes and Crash Dive speech). The "Lite Fog v2 + 300' Underwater Visibility" mod changes things I'd be leary of. While Webster states that the underwater visibility portion won't change the AI's "perception", it does not say the same thing for the "lite fog" portion, nor does it mention the "v2" that changes the wave "speed". If you happen to find a vessel bobbing along on top of the waves, or deep in the waves, back that mod off first and see what you get. Also, if it seems like you're getting away with murder and not getting hunted for it, back it off and try again, see if the escorts don't either clobber you, or kill you before you even get close...
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Last edited by propbeanie; 10-09-17 at 11:03 AM.
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Old 10-09-17, 02:03 PM   #5373
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Torpedobait: I would like to have the FOTRSU Unmark Removal mod if possible. Thanks.
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Old 10-10-17, 04:00 AM   #5374
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Originally Posted by propbeanie View Post
I'm thinking that the UMark thingie you're referring to is from max-peck... but then again, that might have been s7rikeback... - mind like a steel trap here, that's never been set... Either way, it should still work. If you could, can you post it somewhere, and we'll attempt to "certify" it for later use. I'll look for that fog & visibilty mod also...

Edit 1150 hrs: OK, I've looked through the "Webster's Stop The Shouting", and while it changes a few ogg files, it appears (-appears- -not "official"-) to be OK, but does change game and (5) mod files (Dive Planes and Crash Dive speech). The "Lite Fog v2 + 300' Underwater Visibility" mod changes things I'd be leary of. While Webster states that the underwater visibility portion won't change the AI's "perception", it does not say the same thing for the "lite fog" portion, nor does it mention the "v2" that changes the wave "speed". If you happen to find a vessel bobbing along on top of the waves, or deep in the waves, back that mod off first and see what you get. Also, if it seems like you're getting away with murder and not getting hunted for it, back it off and try again, see if the escorts don't either clobber you, or kill you before you even get close...
Guilty as charged, my lord..
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Old 10-10-17, 07:49 AM   #5375
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Torpedobait: I would like to have the FOTRSU Unmark Removal mod if possible. Thanks.
S7rikeback posted the link for you, just in case you missed it.
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Old 10-10-17, 08:01 AM   #5376
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Originally Posted by propbeanie View Post
I'm thinking that the UMark thingie you're referring to is from max-peck... but then again, that might have been s7rikeback... - mind like a steel trap here, that's never been set... Either way, it should still work. If you could, can you post it somewhere, and we'll attempt to "certify" it for later use. I'll look for that fog & visibilty mod also...

Edit 1150 hrs: OK, I've looked through the "Webster's Stop The Shouting", and while it changes a few ogg files, it appears (-appears- -not "official"-) to be OK, but does change game and (5) mod files (Dive Planes and Crash Dive speech). The "Lite Fog v2 + 300' Underwater Visibility" mod changes things I'd be leary of. While Webster states that the underwater visibility portion won't change the AI's "perception", it does not say the same thing for the "lite fog" portion, nor does it mention the "v2" that changes the wave "speed". If you happen to find a vessel bobbing along on top of the waves, or deep in the waves, back that mod off first and see what you get. Also, if it seems like you're getting away with murder and not getting hunted for it, back it off and try again, see if the escorts don't either clobber you, or kill you before you even get close...
Prop, I haven't noticed any differences in the aggressiveness of the AI escorts. I can tell you this: I am getting much better about taking them out, even when three of them at a time are charging to my position, especially as they do in the Surigao Strait in October 1944. Even though they are bobbing and weaving, if I have the patience to wait until they are turning away (either direction) and I am pretty much bow on to them, and if I can wait until they are within 500-600 yards, the (auto targeted), properly aimed Mark 14 at high speed will catch them before they can turn away. That is almost always a fatal blow. If they come straight in, the torpedo will catch them straight into the bow, causing pretty severe damage. Invariably they will turn away upon being hit and either sink or leave the scene at their highest speed. Generally the three are spaced just far enough apart that I can line up and shoot each one in turn, but it is nerve wracking to see them that close! Anyway, probably not what would have happened in a real boat, but it works for me. When I get back to finishing that career (I'm having fun in SH3 this month) I'll back out all but the marker remover and try a new career to get a fair comparison. I'll let you know how that goes.
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Old 10-10-17, 11:32 AM   #5377
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Guilty as charged, my lord..
Download here
I noticed you used a lower-case "L" there...
.
.
.
.
.


Thank you, kind Sir!
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Old 10-10-17, 11:34 AM   #5378
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Prop, I haven't noticed any differences in the aggressiveness of the AI escorts. I can tell you this: I am getting much better about taking them out, even when three of them at a time are charging to my position, especially as they do in the Surigao Strait in October 1944. Even though they are bobbing and weaving, if I have the patience to wait until they are turning away (either direction) and I am pretty much bow on to them, and if I can wait until they are within 500-600 yards, the (auto targeted), properly aimed Mark 14 at high speed will catch them before they can turn away. That is almost always a fatal blow. If they come straight in, the torpedo will catch them straight into the bow, causing pretty severe damage. Invariably they will turn away upon being hit and either sink or leave the scene at their highest speed. Generally the three are spaced just far enough apart that I can line up and shoot each one in turn, but it is nerve wracking to see them that close! Anyway, probably not what would have happened in a real boat, but it works for me. When I get back to finishing that career (I'm having fun in SH3 this month) I'll back out all but the marker remover and try a new career to get a fair comparison. I'll let you know how that goes.
Tootsies crossed here, we hope to have you a new version by then, Sir! - you will definitely have to clear the Save folders for this one...
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Old 10-10-17, 12:28 PM   #5379
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Default Possible Radar Problem

I decided to finish off the current career and restart per my note above. However, on return to Midway they offered me a new radar, one attached to the periscope, so of course I took it to test it out.

Despite have the SD "on" and pressing the SJ "on/off" button, neither of the radar screens were operative, and I failed to pickup a target only 5.2 miles off the starboard bow. The boat was on the surface. I even raised the periscope, but that had no impact.

There is an "on/off" apparently moveable switch on the radar units, but although it is lit when the cursor passes over it, it will not operate. So now I have a new radar, but no radar? Am I missing something, or as has been shown many times, did I fail to read and follow instructions?

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Old 10-10-17, 12:32 PM   #5380
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What boat are you in, and the date at Midway there, torpedobait? You are into CapnScurvy territory there, and he'll probably want more detail. I had a boat a few weeks ago in a single mission file with the periscope mounted radar, and it worked wonderfully in a Balao...
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Old 10-10-17, 04:36 PM   #5381
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What boat are you in, and the date at Midway there, torpedobait? You are into CapnScurvy territory there, and he'll probably want more detail. I had a boat a few weeks ago in a single mission file with the periscope mounted radar, and it worked wonderfully in a Balao...
I am in a campaign started on Dec. 8, 1941. Currently In Port @ Midway January 2, 1945; Boat is Balao; added the ST Periscope Radar (already had the SV Elite (air search) Radar. Departed Midway Jan. 16 for Area 4.

Just before I reached my first standard save area, 60 NM West from Midway, I went to the radar station bar and turned on the radars using the former "Raise/Lower Radar Mast" button. The message box confirmed the radars were ON. I then noticed a separate button on that radar bar for the surface search radar, but it was apparently inoperative. Going to the screens I found them blank and was unable to fire either one up. I tried moving the on/off switch on the left below the screens, but that wouldn't operate even though the switch would light up when I passed the cursor over it.

I turned the radars on/off several times using the old "raise/lower" mast button, but that only changed the message, not the state of the radar (as far as I can tell). I had a visual at 5.2 NM on a steamer, and before that an alert from the sonar operator, but never saw it on radar.

Hope this info helps.
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Old 10-10-17, 05:46 PM   #5382
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Does the "Focused" and "Continuous" switches do anything? You can switch from the left to the right screens fine with the buttons on the menu bar? Do the "Range" knobs work?

If all of the above doesn't do it, be sure and back out of all the other mods, including ones that we think might be safe. Just keep the FotRSU mod active, and see what it does.
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Old 10-10-17, 08:28 PM   #5383
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I decided to finish off the current career and restart per my note above. However, on return to Midway they offered me a new radar, one attached to the periscope, so of course I took it to test it out.

Despite have the SD "on" and pressing the SJ "on/off" button, neither of the radar screens were operative, and I failed to pickup a target only 5.2 miles off the starboard bow. The boat was on the surface. I even raised the periscope, but that had no impact.

There is an "on/off" apparently moveable switch on the radar units, but although it is lit when the cursor passes over it, it will not operate. So now I have a new radar, but no radar? Am I missing something, or as has been shown many times, did I fail to read and follow instructions?

i had the same experience not long ago...i just chalked it up to the usual crappy Ubisoft programming.
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Old 10-11-17, 09:18 AM   #5384
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Does the "Focused" and "Continuous" switches do anything? You can switch from the left to the right screens fine with the buttons on the menu bar? Do the "Range" knobs work?

If all of the above doesn't do it, be sure and back out of all the other mods, including ones that we think might be safe. Just keep the FOTARSU mod active, and see what it does.
Ok, tested the Focus and Range knobs in the existing configuration from the last saved game. They work fine.

Next I exited, removed the Stop the Shouting mod, reloaded to the Office, started the mission, and retested. The Focus and Range knobs work. The on/off switch does not (it puts the scene into the free movement mode).

Exited back to JSGME; unloaded the Lite Fog + 300' Visibility mod and repeated the test exactly as stated above. Same results.

Lastly, I went back to JSGME and removed the Unmark mod. That left me with nothing added but FOTARSU v0.63. Same exact results. I also verified that the mark for my submerged boat was present, and the underwater visibility was poor. I did not cause damage so I could test the Stop the Shouting Mod, but that should have had no effect anyway. I really don't think the 3 mods I added had any effect. I can see that they are gone by entering the game to confirm the JSGME actions, but the radar still doesn't work (the SV Elite DOES work, if I didn't make that clear before).

The only thing I can do now is delete the SH4 folder from My Documents, do a complete reinstall from my Pristine version, reload FOTARSU, start a new career, and work back up to January 1945. I'd really rather not have to do that, but I will if you think it necessary. Have not tried a Single Mission. That might be a more viable option.

Something is preventing those radars from turning On, but I can't see it, and I don't think it was in any of the 3 mods I added.
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Old 10-11-17, 11:19 AM   #5385
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As I suspected, I didn't think you'd see a change with de-activating the mods you have, since none of them mess with the menu_1024_768.ini or sensor files (directly). What I'm wondering now is about "dates of availability" in the game's settings files. What boat did you say you had torpedobait? How 'bout you, mark bonamer?

If you both would, try a Single Mission late in the war, though I don't know why it would work differently. We did have issues with one of the subs in CMN like that though, where it would be missing its conning tower in Single Missions, but be fine in the Campaign. Very odd. Do like "SM02 Palawan Passage", a Gato in October 1944 with a July 1944 config date, or "SM10 Last targets" with a Balao in February, 1945 and a November of 1944 config date. The "SM05 Battle off Samar" is from late October of 1944 in a Balao with a config date of July 1944. I'm not sure if any of cdrsubron7's missions are from later in the war or not. I'll go look at them next. It might be easier to "make your own", or if you want to wait a bit, I'll do one really late, with like the Shinano still alive in mid-45 or something... Maybe the Yamato with the same timeframe...
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