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Old 03-07-17, 08:27 PM   #4096
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Quote:
Originally Posted by propbeanie View Post
We've got several people we can call to work on that... I thought it did submerge though... Does it shoot back at you at least?...
Does it shoot back? Oh yeah! I hit it with 3 torps, then surfaced since it made no response. Before I could fire one from my deck gun it peppered me with gun fire to the tune of 31% damage before it finally sank below the waves. Or did it just submerge? Happened a few weeks ago (.53) and I no longer recall if I got sinking credit or a kill!
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Old 03-08-17, 09:40 AM   #4097
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Ahoy Captains,
I hope everyone is enjoy this mod as much as I am, if not, you just don't know what you're missing!

I have an anomaly to report. On patrol in a Gato, USS Growler, SS215 close to Truk (Lat 7*35'N, Long 152*7'E), sorry for *, it was the closest symbol on my keyboard to a degree marking. The date was 27Apr43 about 06:00 hrs when I had a CTD. I wasn't using TC and the target that I was observing was a Fishing Boat, speed approximately five knots, on a northerly course. I was on the surface and had just turned towards the target on a westerly course, my speed was about 5 to 6 knots. And I had also just when to battle stations after selecting my gun crew. The weather report was partial cloudy with no rain and light fog. Wind speed was nine meters per second, direction 132 and there was some waves. There was also a large convey nearby, stationary on the east side of the island when the CTD occurred. I loaded a recent save and saved a screenshot of my navigation map before CTD happen again.



I have also kept a close eye on my FPS since loading this mod because it is a large mod and my system is on the weak side, but my FPS were at 10-12 when I was looking through the TBT when the CTD happen.

Also I have noticed that keyboard shortcut to the Torpedo Management screen (I) doesn't work. When using the key, you go directly to Damage Control screen.
End of report.
Happy Hunting!
Larry
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Old 03-08-17, 09:56 AM   #4098
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Thanks Larrywb57, when the latest version gets to our computer I'll check that "I" keyboard command not going to the Torpedo Management screen. Of course the "Tab" along the top of the "Damage Control" screen will take you to the "Torpedo Management" screen. I've always wondered why there's so many keyboard keys used to go to the "Management" area of the game?

That Large Convoy doesn't look right to me?!? It looks like its very near land, if not on it. I'm wondering if it isn't grounding itself and creating a CTD while the damage is mounting up?
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Old 03-08-17, 09:57 AM   #4099
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Alt-0186 = º. This works on Windows only.

Larry, your testing is important because it lets us know that a 2 GB Core 2 Duo 32-bit system can still run the mod. That's very encouraging!
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Old 03-08-17, 10:42 AM   #4100
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Originally Posted by propbeanie View Post
We've got several people we can call to work on that... I thought it did submerge though... Does it shoot back at you at least?...
Only with the deck guns. It does not fire torpedoes, and is very slow to sink after being "killed". It usually takes 2 torpedoes, and then considerable time, but it does sink eventually.
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Old 03-08-17, 10:50 AM   #4101
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Quote:
Originally Posted by torpedobait View Post
Only with the deck guns. It does not fire torpedoes, and is very slow to sink after being "killed". It usually takes 2 torpedoes, and then considerable time, but it does sink eventually.
We'll see if we can't "fix" the sinking a bit. Remember though, a submarine has all sorts of relatively small water-tight compartments compared to a ship. The SenToku are also behemoths at 400 x 40 x 24 foot... I consulted with the wiz of submarines, and he was telling me that the AI torp idea, while it works, isn't the best, so AOTD_MadMax may have left it out of FotRS, so therefore, it wouldn't be in FotRSU, unless we do it...
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Old 03-08-17, 10:52 AM   #4102
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Default Two Deck Guns!

On my latest refit at Midway on Jan. 5, 1945 I was offered a 2nd 5.5" deck gun (Surprise!). I took the 2nd gun with glee, thinking how much damage I could do to an unarmed troopship. Both guns fire just fine, with the aft gun manned by my two-person crew, supposedly, but I had to man the fore gun myself. I had the guns marked "manned" , the crew at Battle Stations, and gave the order to fire at will. The crew did fire the aft gun. However, I found the load rate for both guns was atrociously slow, the same as if I were manning the single gun by myself. Both guns fired at about the same interval, meaning the aft gun with two crewman in place was no faster than me. Adding the 2nd gun does not increase the crew complement. There is no slot for a 2nd gun crew. Perhaps this is the problem?

I'm hoping this is being addressed in v.054 or v.055, yes? Thanks!
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Old 03-08-17, 10:52 AM   #4103
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Quote:
Originally Posted by Larrywb57 View Post
Ahoy Captains,
I hope everyone is enjoy this mod as much as I am, if not, you just don't know what you're missing!

I have an anomaly to report. On patrol in a Gato, USS Growler, SS215 close to Truk (Lat 7*35'N, Long 152*7'E), sorry for *, it was the closest symbol on my keyboard to a degree marking. The date was 27Apr43 about 06:00 hrs when I had a CTD. I wasn't using TC and the target that I was observing was a Fishing Boat, speed approximately five knots, on a northerly course. I was on the surface and had just turned towards the target on a westerly course, my speed was about 5 to 6 knots. And I had also just when to battle stations after selecting my gun crew. The weather report was partial cloudy with no rain and light fog. Wind speed was nine meters per second, direction 132 and there was some waves. There was also a large convey nearby, stationary on the east side of the island when the CTD occurred. I loaded a recent save and saved a screenshot of my navigation map before CTD happen again.

... pik

I have also kept a close eye on my FPS since loading this mod because it is a large mod and my system is on the weak side, but my FPS were at 10-12 when I was looking through the TBT when the CTD happen.

Also I have noticed that keyboard shortcut to the Torpedo Management screen (I) doesn't work. When using the key, you go directly to Damage Control screen.
End of report.
Happy Hunting!
Larry
I'm curious about your install there Larry, if can tell us, do you remember if you deleted your save folder between the previous version and what you have now? Things do move around a bit on the map from version to version...
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Old 03-08-17, 11:19 AM   #4104
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Attention Team Members!

Fall of the Rising Sun Ultimate v0.56 PublicBeta EN is now up for team testing only (24 hour wait for public beta) on Area 51.

Stress it. Bend it. Break it. Tell us how you did it!
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Old 03-08-17, 12:19 PM   #4105
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Quote:
Originally Posted by Rockin Robbins View Post
Alt-0186 = º. This works on Windows only.
Thanks RR! I'll be sure to write this down so I can use it the next time. Now if I don't forget where I put it! Memory is one of the first thing to go, they say when you get older.

Quote:
Originally Posted by propbeanie View Post
I'm curious about your install there Larry, if can tell us, do you remember if you deleted your save folder between the previous version and what you have now? Things do move around a bit on the map from version to version...
Yes Sir, I delete all saves when I removed ver. 0.52 and compared the snapshot of the game files in JSGME. Started my new career as close to my old last save. Version 0.52 is still in the mod folder of JSGME. And I don't have any other mods installed with version 0.53

Since my last post (#4047), I reloaded my last save and I have tried to see how far I can get. Almost always CTD about the same time by the game clock. Never get past 06:30 hrs.

Quote:
Originally Posted by CapnScurvy View Post
That Large Convoy doesn't look right to me?!? It looks like its very near land, if not on it. I'm wondering if it isn't grounding itself and creating a CTD while the damage is mounting up?
CapnScurvy, I noticed that a large convey had spawned within the bay at Truk at an earlier date but it was on the west side. It could be the same one. I do have an earlier save where I could go back to get date and time if you need that. I only save one or two files in the saved games folder at a time. Normal when I'm about to save a game, I delete the oldest one. I also keep the one at the beginning of the patrol in case I need to go back that far.

My hat is off to you folks for bring this mod back to life. It has brought back the enjoyment of this game!
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Old 03-08-17, 12:52 PM   #4106
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Well, Larrywb57, I was always under the impression that the eyes were the first thing to go, but I can't remember what was second... hair is third, except on some fellers, 1 & 3 are reversed... I do grow hair in my nose and ears though, to make up for the rest...

I was reasonably sure you were cleaning things before you played the next version, but thought I'd better make certain. In the meantime, since my eyes went before my hair, I can't quite read what it says by that land-based convoy, other than the "Large Convoy", which is the bigger lettering... of course... I don't know if that'd be a convoy that originates there, or one that travels and then does the "stop-and-go" Speed=0.000010 (or slower) and simulates transferring cargo. But we are digging into it.
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Old 03-08-17, 01:25 PM   #4107
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Default Black Hull Destroyers in v.053

Don't recall if this was resolved or not but felt it worth reporting anyway:

SH4Img@2017-03-06_15.03.03_937.jpg

Found this guy and one other (a Hatsuharu and a Shirasuyu Destroyer) escorting a convoy at 132-02E; 29-00-20N on Feb. 10, 1945 @ 12:14. Only the turrets were normal looking. There were two other escorts, both with normal skins.
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Old 03-08-17, 01:39 PM   #4108
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Larrywb57, there is absolutely nothing in the area that should have a "Large Convoy" on shore. The only there is are a few Convoys, Merchants and even a TroopConvoy in the 41a layer that get close and then does the "stop-and-go", where they slow way down, to the point of not looking like they're moving. What may be happening, is that while they are "drifting", they are literally drifting into shore, and not using their "collision avoidance", which if any of you have seen some of the stuff at especially Pearl and Brisbane, they do NOT do well... All I can think of the eliminate that potential problem is to either make me another version of FotRS U on the German side of play, and put me a playable Japanese cruiser or something in there, and watch what happens. If I try to take my boat in on the US side, I usually end up dead before I get to see much...

torpedobait, notice how the screws are out of the water on that DD, and the rest of the vessel is riding high in the water? It hit the "bottom" of the ocean while spawning in a shallow spot, and all sorts of things seem to get messed up when that happens. Was that one of the fellers in a Task Force of some sort from Japan headed West-southwest a month or two ago? We did move some of them around, and as a back-up plan, made a deep spot in a couple of the harbors (especially Osaka) for the spawns, which is sitting ready to go for the next version (57 or higher), if the moving them around trick doesn't work in v56...
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Old 03-08-17, 03:31 PM   #4109
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Quote:
Originally Posted by propbeanie View Post
Larrywb57, there is absolutely nothing in the area that should have a "Large Convoy" on shore. The only there is are a few Convoys, Merchants and even a TroopConvoy in the 41a layer that get close and then does the "stop-and-go", where they slow way down, to the point of not looking like they're moving. What may be happening, is that while they are "drifting", they are literally drifting into shore, and not using their "collision avoidance", which if any of you have seen some of the stuff at especially Pearl and Brisbane, they do NOT do well... All I can think of the eliminate that potential problem is to either make me another version of FotRS U on the German side of play, and put me a playable Japanese cruiser or something in there, and watch what happens. If I try to take my boat in on the US side, I usually end up dead before I get to see much...
Thanks Propbeanie for your quick reply! Yea, I agree, since you reminded me, the eyes do go first, then the other. Since my condition has progressed further along, I couldn't remember.

I received a radio message giving these coordinates of the convey. The convey is sitting in the bay, not on the shore. Don't know how deep the water is which might be the problem. I can't get close enough even at periscope depth before it CTD.

Picture:
 


Thanks,
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Old 03-08-17, 04:12 PM   #4110
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Oooh... that's a better picture, since it's zoomed out, and I can "see" (I can SEE!!!) that they're in the shallows of the reef, maybe even in the really shallow shallows... your boat is in the deep spot just to the East and slightly North then?... Does it CTD when you look at it (the convoy, that is), or just when you're in the area? It might be one particular ship that still has a bad call, though I don't know how, when there's been three people looking through all of these files, but that's where I'm headed now...

OK, 42b_Jap_Convoys_023 out of Rabaul to Tokyo, with a possible side-trip to Truk... Looking through the ships and escorts now. It's supposed to have 3x Generic Cargo, 3 separate calls, same with 3x Generic Tankers, 2x Generic DE, same call, 2x Generic Corvettes, which might be a problem...
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