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Old 01-26-19, 02:21 PM   #7291
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Originally Posted by Front Runner View Post
Has anyone else noticed a loss of mouse scrolling when in the Hydrophone station? I have seen it happen twice now during a Campaign. The first time it happened, I figured "mod soup" and re-installed a new copy of SH4 and FOTRSUv.80 RC2.

The second time I noticed it was while playing an insertion mission near Bungo Suido. The hydrophone station was working fine all through the mission. I could use both the "Home" and "End" keys as well as the Mouse Scrolling and the "animation" in the hydrophone station would track the "simulated" position of the sonar heads.

I saved and quit for the day. When I loaded up the game again, it had lost the hydrophone animation tracking, although I could still bring up green light "Targets" by using both "Home" and "End" keys or the scrolling wheel on the mouse. I switched to the "F2" Control Room view and I noticed that all the "dials" were either centered or maxed. The dive plane indicators were set to max, even though I was level.

I went to an earlier save and found one that worked OK. Then I played through again, checking each save as I went. After making 4 individual saves, I quit, restarted and loaded the game. Same thing, even though they were working when I saved, upon loading things were corrupted.

I saved the folder with both the good and bad saves.

I deleted the corrupted game and created a new pristine SH4 and FOTRSUv80 RC2 (No other mods), and a new Documents/SH4 folder.
I'm playing through a new Campaign now to see if it happens a third time.
Are you using our newer "Test" CareerStart there Front Runner? The symptoms with the gauges and the planes sounds a lot like the old "AI Sub Interfering With The Player's Sub" trick from several versions back... Once, OK, but twice? Not cool... Let us know what it does. It does sound like a Save game issue, like the "GameTime 2018" was, caused by "outside influences"... (ahem )
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Old 01-26-19, 02:27 PM   #7292
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Originally Posted by propbeanie View Post
If you're logged-in to SubSim Chucktown, and you haven't exceeded the limit (5 files??) for the day, you should be able to download it fine here. This is the only "authorized" location for the mod though. Let us know if you can't get it by tomorrow.

Just be sure your SH4 install is good, and that the Save folder (defaults to "C:\Users \UserName \Documents \SH4" (or My Documents, dependent upon Windows version) is emptied. If you use MultiSH4, then it would be different, of course. Another thing that folks sometimes fail to do after certain types of installs, is to use the <Ctrl><A> key combination in the SH4 install folder to select All Files, then right-click and choose "Properties". Then un-tick the "Read-only" box under Attributes on the General tab of Properites. That will allow the files to be altered. Next do your JSGME install, the do the LAA (Large Address Aware) utility on at least SH4.exe. ~Then~ activate the mod.
I just realized that even though I got TWoS through what seemed to be a different site that it counted as part of my DL limit. I only downloaded 3 items yesterday though, TWoS with the patch (which i didn't need anyways) and English Voices. Thanks for reminding me about LAA, i forgot since i havent played this game in about 3 years. I will look into multish4 as well.
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Old 01-26-19, 03:17 PM   #7293
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Are you using our newer "Test" CareerStart there Front Runner? The symptoms with the gauges and the planes sounds a lot like the old "AI Sub Interfering With The Player's Sub" trick from several versions back... Once, OK, but twice? Not cool... Let us know what it does. It does sound like a Save game issue, like the "GameTime 2018" was, caused by "outside influences"... (ahem )
I was not using the new CareerStart file as I was still playing a really good career using the FOTRSUv80RC2. I abandoned it and I'm now using FOTRSUv80RC2 with the new CareerStart file.

All of the dials in the "F2" Command room went "vertical". All pointing up and no longer responsive.

I have both the good save and the bad save. It was from a career that required the Q/S/L only. One shot load, no reload.
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Old 01-26-19, 03:45 PM   #7294
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That's why I was concerned about that double-shot loading failure, when it doesn't do the same in Stock or other mods, because there is liable to be issues elsewhere that are not noticed immediately. Maybe that's what merc4ulfate and you have been experiencing... ?? We'll see if the other fellows are ready for a v0.81 update to be "birthed", and see if that "fixes" that BaseTime issue...
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Old 01-26-19, 03:59 PM   #7295
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Parker's Tin Can (Both entries) is 0 (zero) tons in the Recognition Manual.
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Old 01-26-19, 04:02 PM   #7296
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Parker's Tin Can (Both entries) is 0 (zero) tons in the Recognition Manual.
Oh, I forgot about him... I wanted to remove him from the Campaign itself. That is supposed to only show up in the New Construction missions...

Edit: btw, it has to stay in the RecMan so that it can be targeted, and you get no points for sinking it...


Here's a little tidbit from the USS Trout's (SS-202) ninth patrol report:
"... Prior to departure Fremantle, tests were made to determine effective depths at which the SJ radar could be used under moonlight and medium visibility conditions. Ranges to 8,000 yards on a Dutch destroyer, while running at 40 feet were obtained, and it was possible to decrease the depth to 45 feet at 5000 yards range. From 4,000 yards to the firing point, depth was kept at 52 feet (best low periscope depth) broaching to 45 feet for ranges as necessary. Trout was not sighted on any of these four approaches, although numberous trained lookouts knew the approximate time of the attack. On the last approach, two-thirds speed was used as a test and the range closed to 1,500 yards without being sighted. Visibility was excellent with a bright moon, and a flat calm sea."
I wish we could get the game to work like that...
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Last edited by propbeanie; 01-26-19 at 04:53 PM. Reason: dad-blamed Parker...
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Old 01-26-19, 06:37 PM   #7297
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Why are there Brit ships and Hawker Hurricanes flying patrol over Manila Bay on December 8th, 1941? Last I checked this was an American Base. This isn't Singapore or Hong Kong.
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Old 01-26-19, 07:11 PM   #7298
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Good eye, catchin' them Hurricaines J0313... Those are from the original FOTRS mod. I haven't looked lately at my old TMO v1.7 , but they did get a lot of what they did from the TMO campaign back then. We've added stuff, but haven't removed too much from the mod, other than slight traffic level changes. There may well be a more "historical" version at some point in the future, but time keeps on slippin' slippin' slippin', into the future...
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Old 01-26-19, 08:35 PM   #7299
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That is just a little weird to me is all. I wonder why on earth Max added that traffic?
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Old 01-26-19, 09:08 PM   #7300
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Originally Posted by propbeanie View Post
Are you not seeing this then:


?? Hover over their place in the boat, not on their box. The crew has been "pumped-up" since what navy would send out a green crew into the jaws of death? Certainly not the USN, at least, not until they're through boot camp.

As for the radar and cutting down of the conns, CapnScurvy did all sorts of tweaking to the files so that you would NOT lose radar and other equipment with an upgrade. We'll look into it, but...

As for the mission repeats, no not FotRSU. Maybe the area, but not the mission, as in any other of the many mods or stock. If you are getting repeats, there is something wrong in your game or save file.


Yes I am seeing that. The problem is that isn't working on the Passive Ability and Quick Escape. It doesn't matter where you put the cursor on those two specialist you will not get a proper description. On others, as you shown, you do.



I am using a clean install with only FOTRSU as a mod. The entire campaign from start has been to repeat missions two in a row before going to the next one.
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Old 01-27-19, 08:13 AM   #7301
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Originally Posted by propbeanie View Post
Are you using our newer "Test" CareerStart there Front Runner? The symptoms with the gauges and the planes sounds a lot like the old "AI Sub Interfering With The Player's Sub" trick from several versions back... Once, OK, but twice? Not cool... Let us know what it does. It does sound like a Save game issue, like the "GameTime 2018" was, caused by "outside influences"... (ahem )

OK, I played through the insertion mission to Tsurusaki and made several save games while in the area approximately adjacent to the insertion point and well within Bungo Suido. There was a Tugboat and a Large Sampan nearby. The first save game I made reloaded OK but as I proceeded north toward the point adjacent to the insertion point, the save games became corrupt. I can repeat the process but can't find exactly at which point this happens.
Upon reloading a failed save, (F2 Command room, all gauges indicate "vertical" position) I have also seen a Merchant ship on fire and sinking. Weather was 15mps, seas very rough.

On another, I saw a Jap small sub on the surface nearby. There seems to be something going on in the background which triggers the failure. The date is Jan. 17, 1944 between 0001 and 0800 hours Base time. So it's actually Jan. 18, 1944 around local moonrise.

That being said, the Career was started using FOTRSUv80RC2 without our "new" CareerStart file. The Career is a Balao, out of Pearl Harbor, Beginning of 1944. Spy Insertion Tsurusaki. Note: upon completing the insertion, the "raft" exploded and burned soon after launch even though the insertion was successful. I think due to the high seas, winds 15 mps at the time.
I encountered and sank a Tanker and surfaced and sank a Tugboat while enroute with no problem and no corruption. The Career seems to work fine (using Q/S/L) until I get into the upper reaches of the Bungo Suido adjacent to the insertion point where the saves begin to corrupt into the "vertical gauge indicator" failure and non-responsive Hydrophone animation.

Also, there is a Convoy of ships approaching the area from the SW coming into Bungo Suido. I can "see" them (on the green light indicator,) but not "hear" them from the Hydrophone station on their approximate bearing, They are still many NM away.
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Old 01-27-19, 08:22 AM   #7302
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Oh, I forgot about him... I wanted to remove him from the Campaign itself. That is supposed to only show up in the New Construction missions...

Edit: btw, it has to stay in the RecMan so that it can be targeted, and you get no points for sinking it...

To be clear, I did not spot the "Parker's Tin Can" while in career or in game play. I just noticed that it was listed in the RM as "0" Zero Tons. Am I to understand that this is correct so that "0" Zero Renown points will be granted upon sinking it during sea trials?
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Old 01-27-19, 10:40 AM   #7303
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Originally Posted by merc4ulfate View Post
Yes I am seeing that. The problem is that isn't working on the Passive Ability and Quick Escape. It doesn't matter where you put the cursor on those two specialist you will not get a proper description... The entire campaign from start has been to repeat missions two in a row before going to the next one.
- thanks for the clarification. Sometimes, it's kind of hard to get things through the interference in the brainwave activity, or lack thereof...

Quote:
Originally Posted by Front Runner View Post
... I can repeat the process but can't find exactly at which point this happens... Command room, all gauges indicate "vertical" position... The Career seems to work fine (using Q/S/L) until I get into the upper reaches of the Bungo Suido adjacent to the insertion point where the saves begin to corrupt into the "vertical gauge indicator" failure and non-responsive Hydrophone animation.

Also, there is a Convoy of ships approaching the area from the SW coming into Bungo Suido. I can "see" them (on the green light indicator,) but not "hear" them from the Hydrophone station on their approximate bearing, They are still many NM away.
We had a lot of issues with Osaka Bay and the surrounding area in earlier versions. Perhaps I'll do me a test mission again in there, and do a leisurely cruise in its unfriendly confines... As for the green light, the game seems to have a propensity (there's that word again... ) for indicating, with that green light, a ship or convoy through land masses, though you may not be able to hear them...

Quote:
Originally Posted by Front Runner View Post
To be clear, I did not spot the "Parker's Tin Can" while in career or in game play. I just noticed that it was listed in the RM as "0" Zero Tons. Am I to understand that this is correct so that "0" Zero Renown points will be granted upon sinking it during sea trials?
Another beta tester found Parker's Tincan in the campaign a few days ago, and sure enough, there it is, a GENERIC Type=2, one each in the Jap_HarborTraffic files, so it has been eradicated from the campaign in the next release. Parker's Tin Can is a copy of a Japanese sub chaser, but with the CrewRating level lowered for a person to "train" against, so no points for sinking it. Just a "practice target". Assigning it "tonnage" would show that you sank a ship, not a "practice target". It does have to be in the RecMan for "targeting"...
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Old 01-27-19, 12:22 PM   #7304
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NEW OBSERVATIONS
Odd thing is instead of mousing over the icon of the crewman and getting a few details of what it is like others it just says this:

Special Ability: Ability-Active-Quick-Escape-Name
ABILITY
Ability-Active-Quick-Escape-Description
It should say the name of the ability and then a short description of what it is.
For the Radio Specialist it is this:
Special Ability: Ability-Radioman-Name
PASSIVE ABILITY
Ability-Radioman-DescriptionAgain it should show the name of the ability and then a short description but neither do.
i indicated in an earlier reply that there needs to be an adjustment in the file that contains these descriptions. that file is:
C:\Ubisoft\FOTRSU_80\Data\UPCData\UPCLocalization\ UPCLocalization.tsr
Use Notepad.
go to the end of the file and you will see a section named ;CREW ABILITIES
the semi colon tells SH4 that this is a Comment only.
the next several lines contain the Special Abilities and their explanation during SH4 game play.
you will immediately notice that there are some Special Abilities that are not listed...those missing abilities are the ones you are not receiving any description.
if you want to see a description during game play you must enter those Special Abilities in this section. Follow the pattern of entries very closely otherwise you will not get the desired results. for example, if you want to create an entry for Ability-Active-Quick-Escape, you would enter:
Ability-Active-Quick-Escape-Name=Expert Ship handler (on one line)(the actual name is up to you)



(on the very next line, enter)
Ability-Active-Quick-Escape-Description=Required compartment: (enter the sections that this ability will be effective. follow the entries already there or just put "ANY" without the quotes)|(here is where you enter the description you want to see during the game. i am sure there is a character limit but i do not know what it is.)


as with all changes, make a copy of this file first.... before you enact your changes. Good luck
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Old 01-27-19, 02:46 PM   #7305
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i indicated in an earlier reply that there needs to be an adjustment in the file that contains these descriptions. that file is:
C:\Ubisoft\FOTRSU_80\Data\UPCData\UPCLocalization\ UPCLocalization.tsr
Use Notepad.
go to the end of the file and you will see a section named ;CREW ABILITIES
the semi colon tells SH4 that this is a Comment only.
the next several lines contain the Special Abilities and their explanation during SH4 game play.
you will immediately notice that there are some Special Abilities that are not listed...those missing abilities are the ones you are not receiving any description.
if you want to see a description during game play you must enter those Special Abilities in this section. Follow the pattern of entries very closely otherwise you will not get the desired results. for example, if you want to create an entry for Ability-Active-Quick-Escape, you would enter:
Ability-Active-Quick-Escape-Name=Expert Ship handler (on one line)(the actual name is up to you)



(on the very next line, enter)
Ability-Active-Quick-Escape-Description=Required compartment: (enter the sections that this ability will be effective. follow the entries already there or just put "ANY" without the quotes)|(here is where you enter the description you want to see during the game. i am sure there is a character limit but i do not know what it is.)


as with all changes, make a copy of this file first.... before you enact your changes. Good luck
Honestly it does not effect game play for me. I mention it so those who write to this mod if they wish can make adjustments to it so issues do not appear in future releases. I purpose try to find things that my need adjust. I purposely try to do thing to try to break the game under this mod only in order to help find bugs and garner better quality future releases for all.

This is a great mod. If I find something I only want to report it in hopes of making it better for all.

And another CTD. Prop!! I am getting the impression the game does not like long extended play. I never save a game. I start from port, leave and go hunting where they tell me. This last one was near Truk. I raided it, went to the Solomons to resupply went back again then headed to Midway. On my way to Midway I spotted a DD dove and crashed.

Perhaps the CTD is due to my extended, two to three hours, to complete one mission and return home. I never save at sea. Instead of creating a new save upon entering port it is overwriting the old entering port. As of May of 1943 there are only four saves and the first two were the initial leaving and entering. All other saves are over writing the two after that.

I thought it created new saves ever "upon entering" and "upon leaving"??
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