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05-27-17, 09:38 AM | #4621 |
CTD - it's not just a job
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Most likely, in that area, you have encounter three or four convoys, all milling about with the "stop and go" technique, where the convoys are set to a very low speed such as 0.0001 knots, so that it looks like they are standing still and with waiting on a quay at the dock, or maybe off-loading where they stand. As was demonstrated in the Truk Lagoon, it can lead to some major issues, even resulting in a CTD from overloading the user's computer. Did you happen to notate the date and time when you saw that mess? Did your computer really slow down, or almost crash?...
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05-27-17, 09:43 AM | #4622 |
CTD - it's not just a job
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There should be a button/tab on the bottom row. It used to be labeled "Raise / Lower Snorkel". My brain is not bringing it in now... periscope page?... CapnScurvy? cdrsubron7?... Does the letter key <T> do it also?...
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05-27-17, 11:41 AM | #4623 | |
Admiral
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For now, the process of getting the SD (or SJ) antenna above water is to use the "R" key (Radar Depth) which puts about half the conning tower above water. The antenna's are stationary, and do not raise. Print the "SH4_Q-Ref_Card_Front (Back).jpg" images to keep at hand the keyboard layout of Fotrs Ultimate v0.56 Beta.
The "T" key turns "on/off" the SD radar set (Ctrl+T keys turns "on/off" the SJ units). A request was made to turn these units off when surfaced so their function wouldn't interfere with time compression as every radar contact (friend or foe) would drop you out of TC. The only way to do this was to use the only command the game provides and have it turn the SD "on/off" rather than use it to "raise/lower" the entire SD antenna (which by the way is a modded feature........the stock game doesn't allow for the SD antenna to raise, or allow the unit to turn off at the whim of the player). As I said, for now that's how Ultimate will function. If an SH4 game patch is ever made (I've been in direct talks with a programer), there are plans to increase the "command" functions to allow for more than just one command. This would allow us to have a raise/lower function for both SD and SJ antennas, plus allow them to turn on/off as needed. Something we can't do due to the limitations of the stock game. With my latest modifications for Ultimate (soon to be released in the next Beta version) I've successfully put into practice the ST Periscope Radar: This radar is within the Night (observation) Periscope head (the larger front scope). With it you'll be able to have the SJ radar (both A-Scope and PPI units) display contact's while submerged by just raising/lowering the Night Periscope. Although the authentic distance of operation is limited, the ability to have stealth in operation with just the scope above water for surface radar detection outweighs the limitation. For those that aren't familiar with the above Ultimate PPI radar screen, the determination of exactly where is the contact blip, is in knowing which "Range Selector" distance are you using? 8,000, 32,000, or 80,000 yard ranges? Calling them Low, Medium, or High Power ranges, the PPI screen is marked with the three scales. As an example, if the above contact is viewed at the "Low Power Range" (8,000 yard) setting, the contact is 3,000 yards distance @ 350 degree Relative Bearing. If the "Range Selector" was on the "Medium Power Range" (32,000 yard) setting, the contact is 12,000 yards distance @ the same Relative Bearing. The below image shows an unzoomed view of the PPI unit (the zoom feature helps in making a good estimate!). The "Range Selector" is set at the 8,000 yard (Low Power Range) position, the contact is again on the 3,000 yard range line @ roughly 11-12 degree Relative Bearing. The SJ also picks up plane contacts. The way you'll know the difference is how fast the blip travels across the screen.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
Last edited by CapnScurvy; 05-27-17 at 11:52 AM. |
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05-27-17, 12:09 PM | #4624 |
Gunner
Join Date: Apr 2011
Posts: 93
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05-29-17, 11:53 AM | #4625 |
Planesman
Join Date: Apr 2007
Location: Connecticut, USA
Posts: 180
Downloads: 100
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FOTRS Control Room and Conning Tower Arrangement
I'm just returning to SH4 after a long absence. I've been checking out FOTRS and am curious as to what research or bases went into changing the interior arrangements, especially the locations of the control room to conning tower hatches and ladders on the various classes of boats? What is the mod that was used to incorporate those changes?
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05-30-17, 09:59 AM | #4626 | ||
Admiral
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I can admit I took the German Radio Room and modified it in several ways. One of which was to add the hatch back into the Command Room; made a difference in appearance with wood paneling for some newer subs, metal cabinets in earlier subs; added "interactive objects" within both the Radio Room and the Conning Tower as well.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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05-30-17, 10:20 AM | #4627 | |
Admiral
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Both SHIII and SH5 have had hard coded "fixes" made to the game by community members. I've had conversations with a programmer that's willing to look at SH4 to do the same. Although this may never get off the ground, this has been the best prospect to fixing the game to allow for content we're unable to have now through merely "modifying" existing files.
As a starting point, a "wish list" of things needed to be added/corrected has been submitted. Only time will tell if anything comes to happen with a hard code patch.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
Last edited by CapnScurvy; 06-10-17 at 11:40 AM. |
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05-31-17, 01:29 PM | #4628 |
Planesman
Join Date: Apr 2007
Location: Connecticut, USA
Posts: 180
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Thanks, It was the Porpoise Control Room where the hatch and ladder areon the starboard side, with the gyro and chart table between it and the diving station, that piqued my curiosity. I assumed that was a mod, but you are right, when I looked at stock it was the same. Interesting that in the Porpoise Conning Tower that hatch is in the normal location (right above the diving station). Not sure what the actual Porpoise configuration was.
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06-02-17, 12:26 PM | #4629 | |
Nub
Join Date: Aug 2014
Posts: 3
Downloads: 227
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Quote:
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06-02-17, 05:03 PM | #4630 |
CTD - it's not just a job
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Thank you very much rammstein1. We'll not make the next update probably, but the one after...
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06-08-17, 04:23 PM | #4631 |
I break things
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Your so plane....
Just a little teaser...
If you know, you know... If you don't, Watch this space... It's Sub v Trawler... The mighty Sen Toku I - in action. More holes than a pepper pot.
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Last edited by s7rikeback; 06-09-17 at 09:24 AM. |
06-10-17, 07:12 PM | #4632 |
Captain
Join Date: Jan 2002
Location: Costa Rica
Posts: 527
Downloads: 145
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Might get it
Hi Robbins.
long time not sub simming, will give your opus a try my friend... remember my brothers hot sauce? best regards Carlos
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Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
06-11-17, 10:26 AM | #4633 | |
Sink'em All
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Greetings Old Friend. Long time no see.
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
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06-11-17, 02:26 PM | #4634 | |
Navy Seal
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Hope you have a great time sampling Fall of the Rising Sun Ultimate Edition. I'm putting the bowtie on version .60, which will sport more changes than any other version to date, even featuring enemy submarines with TEETH! New sounds with CapnScurvy sweetness added to radar and some Three Horsemen of the Apocalypse campaign and ship tweaking! I'm 7zipping up the loading screen with the package now! By the way, welcome new team members ETR(3)SS and Keltos01 who will immediately torment you with their enemy submarines.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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06-11-17, 03:30 PM | #4635 |
Navy Seal
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Announcing! 100 Fall of the Rising Sun v0.60 PublicBeta EN New update, as of 6/10/2017. Two new team members, ETR(3)SS and Keltos01, enemy subs, radar goodness, sonar goodness, reworked sounds, ship tweaks, more changes between versions than ever before! ENJOY!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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