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Old 04-22-19, 03:49 PM   #8086
Slyguy3129
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Real life got in the way, currently installing mods back into load order, will report back in a few.
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Old 04-22-19, 05:26 PM   #8087
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That feeling you get when you are pretty certain your issues are being ignored.
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Old 04-22-19, 09:47 PM   #8088
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Really enjoying FOTRSU so far except for one thing. Playing in 1941 right now and one thing I keep encountering is the insane Japanese escorts. They don't have active sonar because they're not pinging me and every time I try to engage a task force, the destroyers somehow know I'm in the area even though it's the middle of the night and I've positioned myself half an hour in front of the of the task force. So well before they come towards my pre planned attack position, they're already starting their stupid zig zags. They always seem to know where I am no matter what. It's made engaging convoys pretty much folly. I've noticed that they always seem to spot my periscope easily at night as well. Pretty much these destroyers are the only source of frustration I've been running into. Because it's like the have the passive sonar suites of warships even more advanced than the ones roaming our oceans today.......................
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Old 04-22-19, 11:19 PM   #8089
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Almost all of the groups in FotRSU will zig-zag. You'll want to try to catch their base course, and possibly how often they zig to one side or the other. Also, the AI visual is strange. We've tried to adjust it for night surface attacks, and then the enemy AI can't see you in the daylight from 1800 yards. We've tried to adjust for periscope, and then they can't see the submarine on the surface. Things like that. The game does not want to cooperate. Things to do: "Shhhsh, be vehree vehree qwi-yet! Whuh huntin' ~wabbet~!" Use the knot gauge and set your speed to one knot. Use Silent Running, and come in below the thermal layer, if available. Minimal use of the scope, very short peeks. Get in as close as you can, trying to point your nose or tail at them, for minimum profile. Get past the escorts, and come up to PD, turning on the way up if needed, and start shootin'. Even still, the DD with a Task Force are more attentive, and they have the newer gear, especially if with the Kido Butai. It's best to find a single merchant with a green crew, more concerned with smoking a cigarette than with watching the boring water...
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Old 04-22-19, 11:27 PM   #8090
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It's best to find a single merchant with a green crew, more concerned with smoking a cigarette than with watching the boring water...
That caused me to choke on the cigarette I'm smoking! LOL!
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Old 04-22-19, 11:49 PM   #8091
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Confirmed. Uninstall, reinstall, does not solve the issue. S-Boats, and Salmon seem bugged and do not trigger any Creaks sound files.
FotRSU is a "beta" mod, and we have no idea what alterations you may have made to your game. As with almost all mods, you have to start with a good, clean SH4 v1.5 install, with LAA enabled on the SH4.exe file. Use JSGME to create a snapshot of the game files, and then do FotRSU. Before you run the game, empty the Save folder (default of "C:\Users \UserName \Documents \SH4 \"). Even if you use MultiSH4 for separate folders for each mod, you still have to empty the Save folder when doing a new FotRSU. It is NOT compatible with most other mods, since so many of the ships and planes have had Type and Class changes made. Test FotRSU alone to begin with. If you have troubles with it that way, let us know. Tell us a bit more about your computer also, what kind of cpu, how much ram, what OS, vidcard, soundcard, etc.

Another thing to remember is that the "team" is all-volunteer. We have no sponsors. Real life does get in the way with us too, and if we've got time to come by here once a day, we do. A couple of us old fahrtz are retired, but the rest of the team works for a living. We also have to do all sorts of running down the troubles reported. All of that said, of note is that I cannot get creaks in the S-Boats I've taken out in Career mode. The S-boats do get the "breaking glass" sound just fine, and much sooner than the Porpoise. "Medic!" We have spent a considerable time on the sounds, and are still trying to get the Speech files to cooperate with us, but the dive and the crash dive sounds should work fine, as well as the creaks - but alas, the creaks are missing on the Sugar boats... don't know why yet. I can hear a bit of a "buzz" in the background, but I don't know if that's the file trying to play, or my computer fan, or a fly stuck in my brain... - but we are looking into the "creaks" issue.
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Old 04-23-19, 10:05 AM   #8092
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Just to confirm, there are several audio issues with the subs. I have no clue how this kind of stuff gets into a mod, but it has this one. All of this used to work fine. I am about worn-out trying to document things, but even the subs that seem to be OK have strange anomalies, such as the Gato. When you first get in it, all seems fine. You dive and you get all of the sounds that you're supposed to, and the "creaks" start at about 90 feet. You surface, and then the regular dive routine no longer sounds the dive alarm, and the creaks no longer sound, even when going deep enough to "break glass"... - however, the Crash Dive works every time, and the surface and blow ballast both work every time. What happens with the regular dive, and the creaks, that they only play the first time? Is any of this related to the loss of the "Rudder amidships" that CapnScurvy worked so hard on??? We used to hear that also...
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Old 04-23-19, 12:31 PM   #8093
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Missing heads? Haven't had that problem.

My problem is that my boat is crewed by a whole bunch of identical twins...


I would kinda like to see someone else on the boat once in a while.

Anybody have any input on what I could do to fix this?
What he said. I have posted about this twice, and have not had anyone comment on this glitch. Is this one of those SH4 vagaries that we can do nothing about?
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Old 04-23-19, 03:41 PM   #8094
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What he said. I have posted about this twice, and have not had anyone comment on this glitch. Is this one of those SH4 vagaries that we can do nothing about?
There is a work around for this.

DO NOT promote anyone.

Other than that. You are out of luck.
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Old 04-23-19, 03:56 PM   #8095
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There is a work around for this.

DO NOT promote anyone.

Other than that. You are out of luck.

So it sounds like just another "wonderful" stock bug. Neato. It's like they didn't even test the game before they released it to us. Oh well, this game is still the best thing we have. Handicapped as she may be..........
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Old 04-23-19, 04:22 PM   #8096
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Originally Posted by Slyguy3129 View Post
That feeling you get when you are pretty certain your issues are being ignored.

As propbeanie has mentioned many times in this thread, FOTRSU is in BETA mode, so not everything is going to be working correctly yet. We have three people who basically are doing the work on this mod. They can't fix everything when you want it fixed. So lighten up a bit and have some patience. It will be attended to when someone has time.
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Old 04-23-19, 04:57 PM   #8097
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Originally Posted by cdrsubron7 View Post
As propbeanie has mentioned many times in this thread, FOTRSU is in BETA mode, so not everything is going to be working correctly yet. We have three people who basically are doing the work on this mod. They can't fix everything when you want it fixed. So lighten up a bit and have some patience. It will be attended to when someone has time.
It was just bothering me no one was even acknowledging my question. I made that remark because I figured at the bare minimum it would get a response something along what you, and propbeanie responded with. So atleast I don't feel ignored anymore, mission accomplished. Why you felt the need to parrot him is beyond me.

And if you expect people to read through 541 pages of post just to find an answer, you are crazy mate!

And as far as waiting, I only have so much time on this planet, along with everyone else. Which is why I've taken it upon myself to troubleshoot the issue alone. Thankfully, I am getting some help from someone who is more knowledgeable than I am.

Creating, tweaking, whatever a Supermod takes a ton of work and effort. I get that. Perhaps that is a bit too ambitious for a "three" man team to tackle on their free time?

Anyways, back to troubleshooting the issue. I have atleast got S-Boats that no longer can dive to 300feet. A tweak I just made has them crushing around 170. That is an issue I didn't even bring up, and fixed on my own, with some help. So, you are welcome mate!

I wish we could mod out touchy creative types.





EDIT: One of the threads I am troubleshooting this in. It's also where the more knowledgeable gentlemen is helping me at. http://www.subsim.com/radioroom/showthread.php?t=240842
It would be helpful if the Gentleman in charge of sound in the mod would stick his head in there and maybe offer up ideas on what you guys have tweaked? Cause it's hard to troubleshoot an issue when you don't even know where to start.....

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Old 04-23-19, 07:46 PM   #8098
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Thank you very much Sniper297!!



[/COLOR] Had it not been for you sir, I would still be shaking my fist and screaming at clouds. I may still be shaking my fist and screaming at clouds, but now I'm doing it with Creaks playing as they should! Thank you very, very much sir!

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Old 04-23-19, 10:49 PM   #8099
Rich8
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Quote:
Originally Posted by propbeanie View Post
Almost all of the groups in FotRSU will zig-zag. You'll want to try to catch their base course, and possibly how often they zig to one side or the other. Also, the AI visual is strange. We've tried to adjust it for night surface attacks, and then the enemy AI can't see you in the daylight from 1800 yards. We've tried to adjust for periscope, and then they can't see the submarine on the surface. Things like that. The game does not want to cooperate. Things to do: "Shhhsh, be vehree vehree qwi-yet! Whuh huntin' ~wabbet~!" Use the knot gauge and set your speed to one knot. Use Silent Running, and come in below the thermal layer, if available. Minimal use of the scope, very short peeks. Get in as close as you can, trying to point your nose or tail at them, for minimum profile. Get past the escorts, and come up to PD, turning on the way up if needed, and start shootin'. Even still, the DD with a Task Force are more attentive, and they have the newer gear, especially if with the Kido Butai. It's best to find a single merchant with a green crew, more concerned with smoking a cigarette than with watching the boring water...
Lol thanks, I've had this suspicion but wasn't certain, hence my complaint. But what is really getting me is how their escorts are able to find me on silent running below a thermal layer and with my props stopped. They aren't running with active sonar. I haven't heard any active sonar pings in my game. My first patrol was from December 8th 1941. Went that entire patrol encountering two task forces, intercepted them at night and both times the destroyers just seem to know where I am. Granted the second engagement I noticed that at first they clearly didn't know I was around until they got with maybe 3-2kyd and got a whiff of my periscope. But my main issue is their efficiency at knowing where my sub is without any sort of active sonar apparatus.
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Old 04-24-19, 01:59 AM   #8100
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