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Old 02-08-19, 03:31 PM   #7411
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Quote:
Originally Posted by KaleunMarco View Post
your experience is very odd.
i take fire from every boat in the convoy, even the merchies, from 2000yds when i have the scope up 5-6 seconds. ting. ting. ting. all types of gunfire. when i am taking a shot at one of the ships with the draft mismatch, i have to leave the scope up longer to lock the target and then adjust the depth setting before firing, life gets very precious in those few extra moments.


AND, after the attack, when i am attempting to flee the scene, those little f*cker-DD's find me at 300 feet, running silent at 2 knots from more than a mile away. they must have some new secret s^it from the Nazi's. man, they just about tore me and my boat a new one.
so, merc, i could use some of your secret, silent elixir because my boat will be in the yard a good 5-6 weeks getting patched up.



seriously now, i wonder if you and i are playing under different difficulty settings. i don't know what they could be but we are experiencing very different game-behaviors.

On the .50 issue. My last career before the patch the USN kept the .50 on the boat all the way to the Balao. I never got anything more powerful than a .50 and it did't matter what class o boat none of the.50's would get off the horizon more than maybe 3 degrees. There should not have been .50's on th Balao.

On the AI strength of aggression and sensitivity I can not understand how I have the most passive IJN out there and another player have detections at 8000 yards.

I did a clean install and always start my campaigns from day one.

It doesn't matter if it is a DD, DE a CA or a anything else. They completely ignore the periscope at flank speed until the distance is 250 yards or less. While I was being pinged they could not find me underwater even with my periscope up at flank speed and would sail right past me at 700 yards.
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Old 02-08-19, 04:45 PM   #7412
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They should be on you like blood hounds now, with the 05 Patch. Hopefully...

as a little side note, RR has the kettle on "brew", and will be adding the eye of newt and feather of a - wait, that's for his "damsel in distress" potion... but he has the kettle on to mix! Stay tuned.
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Old 02-08-19, 05:44 PM   #7413
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Originally Posted by propbeanie View Post
They should be on you like blood hounds now, with the 05 Patch. Hopefully...

as a little side note, RR has the kettle on "brew", and will be adding the eye of newt and feather of a - wait, that's for his "damsel in distress" potion... but he has the kettle on to mix! Stay tuned.
yeah, yeah, sure, sure. stay tuned. who are you johnny-carson-come-back-from-the-grave? wait a minute, wait a minute, let me get my stack of Great Karnak envelopes out and see if i can guess the answers before you give us the questions. more to come.......



hey, is there an Akikaze present in any of the career-missions? i know there are at least two Area 7 career-missions but does Mr. Akikaze show up?
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Old 02-08-19, 07:21 PM   #7414
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The answer is: The Akikaze is of the Minekaze class, of which there are quite a few used throughout the mod in all areas. The Minekaze Class is a 2nd class DD, and as such is listed as a DE. The Akikaze specifically is used 12 times (Convoys, HarborTraffic, TroopConvoys), including the Bungo Pete scenario. Besides those 12 specific calls, it is also part of the GENERIC Frigate calls, of which there are only two (frigates) in the game. As to whether it travels through Area 7, that remains to be seen by the astute observer, with his finger on the button to take out a CV...
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Old 02-08-19, 09:19 PM   #7415
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Originally Posted by fitzcarraldo View Post
The display of the SD radar is not modelled in SH4. When you have raised the SD mast, if an airplane is detected by SD, a voice tells you about it, but it is very erratic. Also there will be a mark (fast), triangle, in your map with contacts enabled.

Fitzcarraldo
And, as I currently understand FOTRSU, in order to gain the effects of having raised the SD mast we must first raise the night periscope. Correct?

Quote:
Originally Posted by KaleunMarco View Post
yes, that is one ship where there is a discrepancy between the draft in the shipname.cfg and the draft in the shipname.sim. the CFG is the actual draft in SH4 and the draft in the SIM file is used by the auto-targeting to set the depth of the torpedo.
this the reason that our torpedos run deep.

i found these two previously and reported it here but i cannot find the post. my apologies.
NKMSS_Aden
NKMSS_Ada

here are three more that i encountered on my last career-mission:
ship cfg sim

CVS_Chitose 7.5m 15m

NPS_Tyohei 4.6m 7.5m

CVE_Taiho 9.5m 25m

you can make copies of the related files and match the drafts or change the torpedo depth every time you shoot at one.
good luck.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_80\MODS]

100_FalloftheRisingSun_Ultimate_v0.80_RC1_PublicBe ta_EN
101_SubEngineSounds_v2
I have yet to get a chance to check the Ada Maru in v 0.80.
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Old 02-09-19, 04:08 AM   #7416
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In order to meet some destroyers or furthermore a task force, i guess it’s better to play from Midway or Pearl Harbor?
Because Asiatic Fleet is only plenty of merchants so far...even Japanese harbors are destroyers free
Do you plan to add some escorts?

I’m not Pacific warfare at all, should i learn the dates and where the action took place in reality in order to get some fun in FOTRSU?
That was my problem with TMO already...the lack of meeting action
Coming from Atlantic warfare, we have escorted convoys everywhere so it’s no big deal to find them...but in SH4 modded, that’s quite different
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Old 02-09-19, 09:43 AM   #7417
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Quote:
Originally Posted by Fifi View Post
In order to meet some destroyers or furthermore a task force, i guess it’s better to play from Midway or Pearl Harbor?
Because Asiatic Fleet is only plenty of merchants so far...even Japanese harbors are destroyers free
Do you plan to add some escorts?

I’m not Pacific warfare at all, should i learn the dates and where the action took place in reality in order to get some fun in FOTRSU?
That was my problem with TMO already...the lack of meeting action
Coming from Atlantic warfare, we have escorted convoys everywhere so it’s no big deal to find them...but in SH4 modded, that’s quite different
fifi,
you ask the right questions.
the mission profiles for midway and pearl are not very different.
the key is learning the sea routes of the very small convoys that the IJN utilized during the war. there are some maps in the download section and if you can't find them, send me a PM and i will see if i have some here at home.
yes, you should learn where the action took place...not necessarily bloody fleet action which is not emulated very well in the Pacific theatre. however you should learn where the convoy/ship action took place.

there you go, you have your work assigned.
km
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Old 02-09-19, 10:36 AM   #7418
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Quote:
Originally Posted by Immelmann View Post
And, as I currently understand FOTRSU, in order to gain the effects of having raised the SD mast we must first raise the night periscope. Correct?

I have yet to get a chance to check the Ada Maru in v 0.80.
It is not necessary to raise the antennae, or periscope for the early SD. Just turn it on or off with the <T> key. That was the compromise for the raise / lower the antennae, because the shtinking thing was on anytime you were on the surface, whether you wanted it on or not. The Ada Maru is the same in v0.80. There are some changes coming for the next release.


Quote:
Originally Posted by Fifi View Post
In order to meet some destroyers or furthermore a task force, i guess it’s better to play from Midway or Pearl Harbor?
Because Asiatic Fleet is only plenty of merchants so far...even Japanese harbors are destroyers free
Do you plan to add some escorts?

I’m not Pacific warfare at all, should i learn the dates and where the action took place in reality in order to get some fun in FOTRSU?
That was my problem with TMO already...the lack of meeting action
Coming from Atlantic warfare, we have escorted convoys everywhere so it’s no big deal to find them...but in SH4 modded, that’s quite different
What we tried here is FotRSU, gradually with each release, but especially now with v0.80, is to reduce the number of escorted convoys early, and reduce the number of convoys altogether early. You will encounter more single, double and triple ship movements without escort in 1942, with an ever-increasing number of escorts, with an ever increasing skill level, up until late 1943, where you'll see a decrease in the number of ships and convoys. By 1945, the traffic level shoudl be below pre-war levels. I have yet to go in and change the composition of the convoys you do find later, to reduce the size of ships encountered though. A good portion of the big merchants were gone by early 1945, and there were a lot of junks and other wooden vessels used for goods transportation, and they'd stick closer to shore than before. Similarly with the Task Forces, they have been drastically reduced from Stock and FotRSU levels, but they did NOT lose their escorts. Always strong. The harbors for the most part will have rotating escorts, where one fellow comes to "work" at seven and patrols, another comes on at 11, another at 3, etc, but they may call it an early day, I mean "what US skipper in his right mind will attempt to raid our harbor?" Doing the rotating like that eliminates the build-up that was experienced previoiusly in the mod, and bring things to a crawl anytime you were near a port. The harbor patrol now goes out and does a few turns around the bay, then they call it quits for the day. A little while later, the next guy starts.

That said, we do NOT have "historical" traffic patterns, and will not attempt such. As a side note to that, there are maps laying about the boat that show traffic patterns. Look on some of the desks and tables, and in the Captain's room, and you'll find some shortcuts to other locations through them, or maps of battles, etc. Specifically, in the Control Room <F2>, click on the radio icon of the overhead rack, above the tracking table, and you'll get a "Convoy Routes 1942-1945" map attached to the radio, which has much more info than the WWII skippers had...


Quote:
Originally Posted by KaleunMarco View Post
fifi,
you ask the right questions.
the mission profiles for midway and pearl are not very different.
the key is learning the sea routes of the very small convoys that the IJN utilized during the war. there are some maps in the download section and if you can't find them, send me a PM and i will see if i have some here at home.
yes, you should learn where the action took place...not necessarily bloody fleet action which is not emulated very well in the Pacific theatre. however you should learn where the convoy/ship action took place.

there you go, you have your work assigned.
km
Several of the "Battle" files should be reasonably accurate. Not 'lurker accurate', but some of them are more than lurker accurate in their make-up, because we have more ships to choose from. Not all battles are "modeled", and the smaller the action, the less likely you'll find it - except the Tokyo Express. The same deal applies here though, as in RSRDC, in that you can't get close to where something spawns, else elements won't spawn and you'll ruin the "timetable". This might be one unit, it might be a whole task force, it might be the planes. In all cases though, if there were hundreds of ships involved, there will only be "tens" of ships. Especially the airplanes have been reduced, since they are a large strain on the computers, even the new ones, as witnessed a couple of versions back around the Bismarck Sea when there were planes everywhere, and the game would lag on strong hardware...
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Old 02-09-19, 12:40 PM   #7419
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Just came back from Hokkaido. I'm stationed in Midway. Gar class. April 1942 and I always start from the beginning of the war never later. I left port with 88,000 tonnes already on the board.

Why is there a Decoy Launcher on the damage control screen layout when I do not have decoys? Yes the command button is non functional but I would think the button and damage control layout would be devoid of items until they are on the boat.

I am coming back from this patrol with get this ...

82,000+ tonnes

This is the total for one patrol.

The two military ships I ran into was the landing craft which I ignored and a patrol boat which ran away from me as I attacked the four merchants it was guarding. I later sank it after sinking all the merchants.

This is not bloodhound mentality.

I can not figure out why some of you have bloodhounds and I have chihuahua for IJN anti submarine warfare.

AND?!?!?!?!?!?!

As soon as I entered port with the entry screen showing number of merchants and military sunk with their tonnage the game locked up and crashed.

Lost it all.

Running:

FOTRSU
Patch 5
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Old 02-09-19, 01:29 PM   #7420
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You are talking about this one, by the cursor, correct?:



You really should be getting chased more / better by the escorts with that #5 patch... Let me try a few more patrols myself. I have them on me like bird dogs, if I so much as sneeze when 12,500 away...
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Old 02-09-19, 02:04 PM   #7421
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Originally Posted by propbeanie View Post
You are talking about this one, by the cursor, correct?:



You really should be getting chased more / better by the escorts with that #5 patch... Let me try a few more patrols myself. I have them on me like bird dogs, if I so much as sneeze when 12,500 away...
I did get shot at by a tug boat at 6000 yards while surfaced. LOL

I do not recall anything in the player settings that affect mod AI or am I missing something?

Clean install to 1.5 and FOTRSU and the patch have been the only additions.

Yes the decoy launcher in the photo is it.
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Old 02-10-19, 01:12 PM   #7422
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I noticed today, all my crew in the command room have the same faces!

Are they all brothers twins?

Just like in this previous post: http://subsim.com/radioroom/showpost...postcount=7062

Anyway to avoid this?
(My crew of command room didn’t get promoted yet)
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Old 02-10-19, 02:01 PM   #7423
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Originally Posted by Fifi View Post
I noticed today, all my crew in the command room have the same faces!

Are they all brothers twins?

Just like in this previous post: http://subsim.com/radioroom/showpost...postcount=7062

Anyway to avoid this?
(My crew of command room didn’t get promoted yet)
This had begun on my last campaign before I added the patch mid 1943. I haven't progressed far enough into the new campaign to see if it is coming back.
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Old 02-10-19, 02:52 PM   #7424
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Originally Posted by merc4ulfate View Post

As soon as I entered port with the entry screen showing number of merchants and military sunk with their tonnage the game locked up and crashed.

Lost it all.
No near-end patrol saves you can reload?
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Old 02-10-19, 04:20 PM   #7425
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No near-end patrol saves you can reload?
I never save mid patrols. My only saves are leaving and entering.
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