SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-03-19, 06:48 PM | #8326 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
|
I love that first ten day patrol area off Formosa from the Philippines. Came across a hugely escorted convoy. Might have been 4-6 Passenger carriers and maybe 15 sub chasers, destroyers and light cruisers. I got inside them in a Salmon I believe and fired all 8 tubes sinking 4 ships. Was a lot of fun during the evasion and got away even coming back up and firing three more fish. My system crashed after that. No fault of the game, I believe it to be a hard drive issue.
I too like the more detailed orders out of port. Very good work modders.
__________________
Self-education is, I firmly believe, the only kind of education there is. ~Isaac Asimov~ Mercfulfate 将補 日本帝國海軍 |
07-04-19, 07:53 AM | #8327 |
CTD - it's not just a job
|
A CTD off Formosa?... - Even if you suspect hard drive issues (I feel your pain, btw ), I will look into that. You had a Salmon assignment, so was that an area around the Pescadores? Or were you assigned to sit south in the channel between the islands and Formosa? You would most likely catch the invasion forces out of the Pescadores and Formosa there, but should also have an opportunity if near the Pescadores, depending upon how you approach the areas. I think your orders get changed after a few days, if you've got the channel assignment. You are recalled back to the Philippines for something else...
|
07-06-19, 09:06 AM | #8328 |
Swabbie
Join Date: Jun 2019
Posts: 6
Downloads: 51
Uploads: 0
|
Maybe I'm missing something here, I tried to find a readme on it. How does the stadimeter work in this mod?
|
07-06-19, 10:36 AM | #8329 |
Gefallen Engel U-666
|
Welcome aboard!
Capt. Seamus!
__________________
"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
07-06-19, 12:24 PM | #8330 |
Navy Seal
|
Other than behind the curtain stuff, it works exactly the same as in the stock game!
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
07-06-19, 01:03 PM | #8331 |
CTD - it's not just a job
|
Use of Manual Targeting, and instructions (such as they are) on Page 37 of the SilentHunter4Manual.pdf in the Support folder.
|
07-09-19, 05:21 PM | #8332 |
Grey Wolf
Join Date: Jun 2011
Location: UK
Posts: 752
Downloads: 393
Uploads: 0
|
Hi guys - quick question.
I am playing the latest public build v0.90 RC3 EN In other mods, or stock, the T key always used to raise my air search antennae In FOTRSU 'T' turns my air search radar on or off I am totally cool with that. However - it looks as if there is no way to manually raise or lower the air search antennae? Is that right?? I have had a look through the keybindings and cannot see an option to do that. What I have been doing instead is ordering radar depth, so that my air search radar can - well - search Just want to make sure this is working as intended, and I am not missing anything obvious
__________________
-------------------------------------------------- Authority should derive from the consent of the governed, not from the threat of force If the only tool you have is a hammer, pretty soon everything starts to look like a nail FOTRS Ultimate http://www.subsim.com/radioroom/showthread.php?t=226270 The future of SH4 - coming to a PC near you soon |
07-09-19, 06:52 PM | #8333 |
Grey Wolf
Join Date: Jun 2011
Location: UK
Posts: 752
Downloads: 393
Uploads: 0
|
__________________
-------------------------------------------------- Authority should derive from the consent of the governed, not from the threat of force If the only tool you have is a hammer, pretty soon everything starts to look like a nail FOTRS Ultimate http://www.subsim.com/radioroom/showthread.php?t=226270 The future of SH4 - coming to a PC near you soon |
07-09-19, 07:39 PM | #8334 |
Sink'em All
|
Hey max
Nice to see you again. I'm sure the professor (propbeanie) will be able to your question from above. BTW, nice pic above.
__________________
Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
07-09-19, 08:37 PM | #8335 |
CTD - it's not just a job
|
Very nice screenie max! Even nicer "seeing" you, good sir! CapnScurvy said the the problem with the menu buttons is that there are not enough of them, such that you can have either the raise / lower antennae, or have an on / off function (or control something else altogether). With the raise / lower, you had to be at radar depth anyway, so no real loss of functionality, and with the on / off function instead, as you are leaving or coming into a high-traffic port area, you can reduce the interruptions. Or even if when you are in enemy territory and want to lose the "signature" of the radar signal emanating from your boat, you can by turning it off now. Now, if there was only a way to make the sonar turn on and off while entering / leaving port... Anyway, that was the choice presented, either raise / lower, or turn it off and on. We voted for the off and on. - btw, if you have SJ and / or SD on your boat, they now turn on 'automatically' upon surfacing, so if you want to eliminate a radar signature altogether, don't forget about the mod now turning those on for you...
|
07-10-19, 03:37 AM | #8336 |
Machinist's Mate
Join Date: Jun 2016
Location: DFW Texas
Posts: 123
Downloads: 106
Uploads: 0
|
A feature that has caused me some dismay when trying to hover semi-submerged in heavy seas. Hopefully the final release will give me the option to opt for full manual control?
__________________
https://www.twitch.tv/immelmann_burn Acer Predator G6-720 Intel Core i7 7th Gen 7700K (4.20 GHz) 16 GB DDR4 NVIDIA GeForce GTX 1080 8 GB GDDR5X 256 GB NVMe SSD 2 TB SATA III SSD 2 TB SATA III HDD Creative Sound BlasterX AE-5 Pure Edition Windows 10 Home 64-Bit, FOTRS Ultimate v0.90_RC3, LAA |
07-10-19, 05:44 AM | #8337 |
Grey Wolf
Join Date: Jun 2011
Location: UK
Posts: 752
Downloads: 393
Uploads: 0
|
Whoops - I uploaded that to the wrong place
Still - it sure does look pretty. Thanks for the reply Props, that makes sense, just wanted to double check I wasn't missing anything Am enjoying the hell out of the current build - outstanding work everyone
__________________
-------------------------------------------------- Authority should derive from the consent of the governed, not from the threat of force If the only tool you have is a hammer, pretty soon everything starts to look like a nail FOTRS Ultimate http://www.subsim.com/radioroom/showthread.php?t=226270 The future of SH4 - coming to a PC near you soon |
07-11-19, 03:09 PM | #8338 |
Argentinian Skipper
|
Playing FOTRSU with the Fifi´s Nvidia Inspector settings and looks awesome (the settimg are for the Fifi´s OM, but works very fine with FOTRSU).
Many thanks to Fifi for that. Two questions, please: - Is it possible to add a JSGME little mod to remove the flag of the boats? As in SH5 TWoS, you could depart with flags, exit the game, activate the no flags mod, reload, and you go to war without flag - realistic way. - Does FOTRSU include a version add-hoc of the Razzle Dazzle mod? I add the Razzle Dazzle mod to JSGME, but I´m not secure if it is redundant. Many thanks for the great job! Fitzcarraldo
__________________
My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
07-11-19, 03:56 PM | #8339 |
Officer
Join Date: Jan 2004
Posts: 247
Downloads: 177
Uploads: 0
|
glitch?
I apologize if this has been brought up before. I am on my first patrol out of pearl and was told to patrol two areas of the Marshalls. You can see if have to binocular icons but the patrol circles don't match up. This is the beginning of the war.
The second circle is to the right of the lower binocular icon. It's hard to see. |
07-11-19, 05:28 PM | #8340 | |
Grey Wolf
Join Date: Jun 2011
Location: UK
Posts: 752
Downloads: 393
Uploads: 0
|
Quote:
As the fella who originally made Razzle Dazzle, and also ported it into FOTRSU a few years ago, I can give you a definitive answer on this. Short Version: You do not need to add Razzle Dazzle into FOTRSU. It is already in the mod. In fact if you try to apply Razzle Dazzle on top of FOTRSU, you will end up with less variety of skins for about 15 merchants, rather than more. Please don't do it Long Version: A few years back, when Rockin Robins first started this project, I volunteered to port my Razzle Dazzle skins from TMO into FOTRSU, and also do new skins for the many many ships that FOTRSU added. My plan was to do every ship originally, but I got a bit burnt out, and ended up doing all the freighters, tankers and troop transports - and nothing else. Still - that's pretty good - I am happy with that. However, whilst playing the latest build, I can see that there have been a few freighters, tankers and troop transports added since then. So there will be some ships you see that will not have the old Razzle Dazzle applied. I might get to these, or I might not - who knows?? However it is important to realize, that when I ported Razzle Dazzle into FOTRSU, I expanded the number of skins per ship. In the original mod for TMO, it was 6 skins per ship (I think?!) However the files I gave to the Mod team for FOTRSU was 10 skins per ship (again, I think, my memory is not what it was) So if you try and enable the old Razzle Dazzle on top of FOTRSU, for about 15 ships (that are in TMO) you will be reducing their number of available skins from 10 to 6 Hope this makes sense mate
__________________
-------------------------------------------------- Authority should derive from the consent of the governed, not from the threat of force If the only tool you have is a hammer, pretty soon everything starts to look like a nail FOTRS Ultimate http://www.subsim.com/radioroom/showthread.php?t=226270 The future of SH4 - coming to a PC near you soon |
|
|
|