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Old 09-15-16, 06:22 PM   #1921
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I hate to be the bearer of bad news but I found another thing you'll hate.
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Old 09-15-16, 06:33 PM   #1922
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What? We can't use most of the import ships if they've got that bad 'reflection' thingie? Or are you gonna break someone's Maru heart? Extra work? I might be able to do it. I used to be pretty good at digging latrines, and filling in the old one with the dirt...
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Old 09-15-16, 06:35 PM   #1923
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Do I recall correctly that this Mod was originally for Multiplayer?


What was done to a crap load of Ships was the cfg#FLG node was renamed to cfg#F01
Then an entry was added to the ships eqp file for the flag.

Should you try the clone I showed s7rikeback you'll see no flags!!
I can do a mass rename and write something to adjust the eqp files in mass also.
It's gonna take a few days to correct this.
Mostly because I work 10 hours a day at my real job.
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Old 09-15-16, 07:14 PM   #1924
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Multi-player? Yes, it was, for the AOTD gang of 20 (or thereabouts). No biggie, ~but~, if you can get it going, fantastic. We got all kind of days in my book... And really, it should be done correctly. They quit using v1.5 in the original incarnation of FotRS because of "better" multiplayer and networking. It would be nice to be able to properly ID your target in multiplayer before you sent a French or Norwegian tanker to the bottom...

I hear ya on those 10 hour days. But are you on call?... 'Cause you are here... - for gratis!
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Old 09-15-16, 07:22 PM   #1925
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Quote:
Originally Posted by Jeff-Groves View Post
Do I recall correctly that this Mod was originally for Multiplayer?


What was done to a crap load of Ships was the cfg#FLG node was renamed to cfg#F01
Then an entry was added to the ships eqp file for the flag.

Should you try the clone I showed s7rikeback you'll see no flags!!
I can do a mass rename and write something to adjust the eqp files in mass also.
It's gonna take a few days to correct this.
Mostly because I work 10 hours a day at my real job.
First, let me say that I'm not RR. He's the boss on this project, Jeff. For myself I would say please go ahead with the rewrite, but take your time, we are on no set schedule. You have a busy schedule already so when you have the time will be soon enough. Thanks for all your terrific help, it is truly appreciated.
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Old 09-15-16, 11:49 PM   #1926
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Well it has happened again. I was patrolling south of Tokyo Bay when sonar picked up fast screws of a merchant heading my way. As I closed on the target I found out I had a Horai Maru heading my way. The I started getting other sonar reports and went to the free camera to check things out. I found Horai Marus sailing in single file. I counted 10 before the game crashed. This is starting to get frustrating.

PB, I started comparing the mis.files from TMO and FOTRSU and while there are differences I was hoping that the MaxUnitsSpawned=100 would be different, it was the same in TMO. Maybe FS will see something because I just don't know what I'm looking at.
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Old 09-16-16, 07:32 AM   #1927
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I don't know whether to link to Golden Earing, or Rod Serling... wow. A merchant vessel spawning like that... Let me ask you this (these): Are you using your H/K mod, to where there are fewer units of them? Are you using any portion of yours and s7rikeback's Maru duplicator mod? Reason I ask, is I don't believe anyone has ever posted about finding spawning merchants before, and as Steve on Blue's Clues used to say: "A clue! A CLUE!!!" - maybe. What was the date, if you remember?

All I've found that's different in the TMO files is that the number of most of the "year" MIS files is reduced, other than the H/K groups, which are increased, but I haven't gotten into any details of them yet. I was kind of wondering if there isn't a limit to how many waypoints a random group could have, that the game is able to keep up with.
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Old 09-16-16, 08:21 AM   #1928
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Quote:
Originally Posted by propbeanie View Post
I don't know whether to link to Golden Earing, or Rod Serling... wow. A merchant vessel spawning like that... Let me ask you this (these): Are you using your H/K mod, to where there are fewer units of them? Are you using any portion of yours and s7rikeback's Maru duplicator mod? Reason I ask, is I don't believe anyone has ever posted about finding spawning merchants before, and as Steve on Blue's Clues used to say: "A clue! A CLUE!!!" - maybe. What was the date, if you remember?

All I've found that's different in the TMO files is that the number of most of the "year" MIS files is reduced, other than the H/K groups, which are increased, but I haven't gotten into any details of them yet. I was kind of wondering if there isn't a limit to how many waypoints a random group could have, that the game is able to keep up with.
Anti-H/K mod was not being used, was first test of s7trikback's Maru mod. Only mod installed was Maru mod and CapnScurvy's Air/Sound mod. Date was January, '42

Check this out from the RSRDC thread.

http://www.subsim.com/radioroom/show...&postcount=426

Which I knew what lurker did with that patch or could look at it. I will continue to look throuth the RSRDC thread for any other clues that might be helpful later in the day.
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Old 09-16-16, 09:06 AM   #1929
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Quote:
Originally Posted by djeeper from another thread 8th December, 2007 View Post
It was suggested that I post here as well.

I'm trying to return to Pearl after running out of torps. It's june 43 and I'm around 135E 25N. I get a sighting of a task force that is entirely cruisers -light and heavy. Anyways there has got to be about 100 of them. The line of ships is 17NM long.

This TF causes my game to virtually stop, and it has taken me hours of real time to try and break contact because of the bogging. When I break contact and the FPS picks up to normal I save the game and then go back to play. I have gone 1000's of miles N and S from this contact but when I try to head back to Pearl I run into another or the same TF again and the game virtually stops.

I'm running a new install of SH4 with the 1.4 patch, TM and RSRD for this patch.

I'm wondering if anyone has had this before. I've also tried starting the mission from Pearl again and have had the same results when the torps run out and I try to head home.

Cheers
Oh wow... heavens to mergatroid, cruisers even...

He even replays the mission and gets them again. I wonder if he re-played nearly the same way / location, or what? It's nice though that he gave his location like that. That would amount to approximately 16200000.xxx and 3000000.xxx in the MIS files "spawn" location, or within that mythical 20km figure. I'm going to look at their patch "fix" for that also... Now, where did I put my old RSRDC download?... I sure wish I was a better housekeeper when it comes to computer files and backups...

Of interest to me in so many of these reports is "there's got to be a hundred of them"... maxunits=100 is implicated - there is no "check" to make sure this doesn't happen if something goes amuck. If there was a sure-fire method for getting the run-a-way spawning, we could experiment there, and see if changing that changes things... like go to 500 and see what happens... - oh, that'd be mean... I'm guessing, but I'll bet the times where the ships are all bunched up, is when the user's boat is really close to the spawn site, and the DDs have "heard" or "seen" the boat, and they're all trying to "hunt", but can't wiggle for their "neighbor"...
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Old 09-16-16, 09:37 AM   #1930
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Wow... sometimes I feel like a hound dog that's on a scent trail. I can smell a little something... and then something catches my eye off to the right - wait, there it is off to the left - no! the right- the left -the right... ~oh, it's just my tail~!... nutz.

According to Wikipedia, and we all know how accurate they are, the Uboats add-on was released March 2008, so in theory, djeeper had v1.4 of SH4. That post is from late 2007, and the link to the "patch" is to filefront, which is dead, and searching on the name of the rar brings up nothing, and the download area here was updated in 2009, so it's kind of hard to figure out which version of RSRDC was around then, and what the actual name of the patch was...

Who remembers their RSRDC version history and can enlighten us?...
.
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Old 09-16-16, 09:55 AM   #1931
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Default Update on Maru Mod

Good day all...

Just an update.

These ships are now merged with the Maru Mod - again each Ship has been tested seperately in the museum and works.

BBAH=Battleship Germania
BBFuso=Battleship Fuso
BBMontana=BB-67 USS Montana
BBNewJersey=BB-62 USS New Jersey
BBYamato=Battleship Yamato
BBAlabama=BB-60 USS Alabama
BBBismark=Battleship Bismark
BBColorado=BB-45 USS Colorado
BBIowa=BB-61 USS Iowa
BBIse=Battleship Ise
BBIseConv=Battleship Ise (Late War)
BBKingGeorgeV=Battleship King George V
BBKongo=Battleship Kongo
BBNagato=Battleship Nagato
BBNelson=Battleship HMS Nelson
BBNevada=BB-36 USS Nevada
BBNewMexico=BB-40 USS New Mexico
BBNorthCarolina=BB-55 USS North Carolina
BBPennsylvania=BB-38 USS Pennsylvania
BBQueenElisabeth=Battleship HMS Queen Elisabeth
BBRamillies=Battleship HMS Ramillies
BBRevenge=Battleship HMS Resolution
BBTennessee=BB-43 USS Tennessee 43-45
BBTennesseeEarly=BB-43 USS Tennessee 33-42
BBTirpitz=Battleship Tirpitz
BBWestVirginia=BB-48 USS West Virginia
BCGrafSpee=Battlecruiser Admiral Graf Spee
BCRepulse=Battlecruiser HMS Renown
CVShinano=Fleet Carrier Shinano
CVAkagi=Fleet Carrier Akagi
CVEnterprise=CV-6 USS Enterprise
CVHiryu=Fleet Carrier Hiryu
CVIllustrious=Fleet Carrier HMS Illustrious
CVKaga=Fleet Carrier Kaga
CVSaratoga=CV-3 USS Saratoga
CVShokaku=Fleet Carrier Shokaku
CVSoryu=Fleet Carrier Soryo
CVTaiho=Fleet Carrier Taiho
CVUSEarlyWar=CV-7 USS Wasp
CVUSSEssexCV9=CV-9 USS Essex
CVEAkitsu=Escort Carrier Akitsu
CVEAttacker=Escort Carrier HMS Attacker
CVEBogue=CVE-9 USS Bogue
CVECasablanca=CVE-55 Casablanca
CVEKaiyo=Escort Carrier Kaiyo
CVEShoho=Escort Carrier Shoho
CVETaiyo=Escort Carrier Taiyo
CVSChitose=Seaplane Tender Chitose
CABaltimore=Heavy Cruiser Baltimore
CADeutschland=Heavy Cruiser Deutschland
CAFurutaka=Heavy Cruiser Furutaka
CAKent=Heavy Cruiser Kent Class
CALutzow=Heavy Cruiser Lützow
CAMaya=Heavy Cruiser Maya
CAMogami=Heavy Cruiser Mogami
CAMyoko=Heavy Cruiser Myoko
CANorthampton=Heavy Cruiser Northampton
CAPensacola_II=Heavy Cruiser Pensacola II
CAPensacola=Heavy Cruiser Pensacola
CAPortland=Heavy Cruiser Portland
CAQuincy=Heavy Cruiser Quincy
CATakao=Heavy Cruiser Takao
CATone=Heavy Cruiser Tone
CATuscaloosa=Heavy Cruiser New Orleans

CAPr26bis=Light Cruiser Maxim Gorky

My Work continues....

====================

One error found so far...

# BBIowa=BB-61 USS Iowa:
Main cfg shows unit type= 20
Roster cfg shows unit type= 11
Unit types now matched to = 11

====================

Regards,
s7rikeback
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Old 09-16-16, 10:44 AM   #1932
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Hey, pb

Just had a thought, no comments please. Anyway since this problem with the multiple ships spawning is caused by the submarine entering the area, is it possible to minimize the spawning area to lessen the impact of the submarine causing the problem, if you know what I mean.

I've been reading in the RSRDC thread that in some instances when a submarine enters an area say where a major battle is going on some of the ships won't spawn correctly. So I'm wondering if changing the radius of the spawning area might make a difference.
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Old 09-16-16, 11:52 AM   #1933
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Precisely sir. The game engine should have had something to catch the occurrence also, such as an

IF UserBoat within 30km
THEN DoNotSpawn
ELSE Spawn

I added an extra 10km on that, just in case you're on a higher TC. Since they apparently felt no need for such, then making the spawn circle smaller should help. Also, limiting the units=100 to something that's more in line with what's being spawned, such as let's say "4" for the H/K groups, "4" for the Coastal Traffic, since that's usually just the junks and sampans, and then 30 for the convoys and TF groups. I haven't found any bigger than that yet. With that, hopefully you wouldn't see those monstrous groups of a hundred. Also, if the spawn sites are back-to-back, like they are in Stock and FotRS, then one of those groups is eliminated or moved. Including the "battle" MIS files, we'd have to plot where they are versus the random groups, and not spawn sites are allowed withing so many km of each other. Now, on to the math, 'cause: how far can a boat travel at 20knots in one hour when you're using 4096 TC? Spawn rates are based on the passage of hours... Wow - I need my kids to do that part of it. They're in high school and sharp on the math stuff... me, I'll forget to carry a one and end up plotting something into Australia's outback or something, like the Himalayan mountains...

Quote:
Originally Posted by s7rikeback View Post
Good day all...

Just an update.

...

====================

One error found so far...

# BBIowa=BB-61 USS Iowa:
Main cfg shows unit type= 20
Roster cfg shows unit type= 11
Unit types now matched to = 11

====================

Regards,
s7rikeback
Thanks for the update man. You are very efficient... Is the "Type 11" a BB, and the "Type 20" a Super BB, or the other way around? You saw Jeff-Groves post above, right? He's working on the ships' flags from the MultiPlayer perspective?
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Old 09-16-16, 12:12 PM   #1934
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Quote:
Originally Posted by s7rikeback View Post
Good day all...

Just an update.

These ships are now merged with the Maru Mod - again each Ship has been tested seperately in the museum and works.

BBAH=Battleship Germania
BBFuso=Battleship Fuso
BBMontana=BB-67 USS Montana
BBNewJersey=BB-62 USS New Jersey
BBYamato=Battleship Yamato
BBAlabama=BB-60 USS Alabama
BBBismark=Battleship Bismark
BBColorado=BB-45 USS Colorado
BBIowa=BB-61 USS Iowa
BBIse=Battleship Ise
BBIseConv=Battleship Ise (Late War)
BBKingGeorgeV=Battleship King George V
BBKongo=Battleship Kongo
BBNagato=Battleship Nagato
BBNelson=Battleship HMS Nelson
BBNevada=BB-36 USS Nevada
BBNewMexico=BB-40 USS New Mexico
BBNorthCarolina=BB-55 USS North Carolina
BBPennsylvania=BB-38 USS Pennsylvania
BBQueenElisabeth=Battleship HMS Queen Elisabeth
BBRamillies=Battleship HMS Ramillies
BBRevenge=Battleship HMS Resolution
BBTennessee=BB-43 USS Tennessee 43-45
BBTennesseeEarly=BB-43 USS Tennessee 33-42
BBTirpitz=Battleship Tirpitz
BBWestVirginia=BB-48 USS West Virginia
BCGrafSpee=Battlecruiser Admiral Graf Spee
BCRepulse=Battlecruiser HMS Renown
CVShinano=Fleet Carrier Shinano
CVAkagi=Fleet Carrier Akagi
CVEnterprise=CV-6 USS Enterprise
CVHiryu=Fleet Carrier Hiryu
CVIllustrious=Fleet Carrier HMS Illustrious
CVKaga=Fleet Carrier Kaga
CVSaratoga=CV-3 USS Saratoga
CVShokaku=Fleet Carrier Shokaku
CVSoryu=Fleet Carrier Soryo
CVTaiho=Fleet Carrier Taiho
CVUSEarlyWar=CV-7 USS Wasp
CVUSSEssexCV9=CV-9 USS Essex
CVEAkitsu=Escort Carrier Akitsu
CVEAttacker=Escort Carrier HMS Attacker
CVEBogue=CVE-9 USS Bogue
CVECasablanca=CVE-55 Casablanca
CVEKaiyo=Escort Carrier Kaiyo
CVEShoho=Escort Carrier Shoho
CVETaiyo=Escort Carrier Taiyo
CVSChitose=Seaplane Tender Chitose
CABaltimore=Heavy Cruiser Baltimore
CADeutschland=Heavy Cruiser Deutschland
CAFurutaka=Heavy Cruiser Furutaka
CAKent=Heavy Cruiser Kent Class
CALutzow=Heavy Cruiser Lützow
CAMaya=Heavy Cruiser Maya
CAMogami=Heavy Cruiser Mogami
CAMyoko=Heavy Cruiser Myoko
CANorthampton=Heavy Cruiser Northampton
CAPensacola_II=Heavy Cruiser Pensacola II
CAPensacola=Heavy Cruiser Pensacola
CAPortland=Heavy Cruiser Portland
CAQuincy=Heavy Cruiser Quincy
CATakao=Heavy Cruiser Takao
CATone=Heavy Cruiser Tone
CATuscaloosa=Heavy Cruiser New Orleans

CAPr26bis=Light Cruiser Maxim Gorky

My Work continues....

====================

One error found so far...

# BBIowa=BB-61 USS Iowa:
Main cfg shows unit type= 20
Roster cfg shows unit type= 11
Unit types now matched to = 11

====================

Regards,
s7rikeback
Wow! I love it. Great work! You know.....tell me if I've lost my mind.....I'd like to have this merged into the core mod and the Maru Mod as a plugin!
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Old 09-16-16, 12:14 PM   #1935
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Quote:
Originally Posted by propbeanie View Post
Precisely sir. The game engine should have had something to catch the occurrence also, such as an

IF UserBoat within 30km
THEN DoNotSpawn
ELSE Spawn

I added an extra 10km on that, just in case you're on a higher TC. Since they apparently felt no need for such, then making the spawn circle smaller should help. Also, limiting the units=100 to something that's more in line with what's being spawned, such as let's say "4" for the H/K groups, "4" for the Coastal Traffic, since that's usually just the junks and sampans, and then 30 for the convoys and TF groups. I haven't found any bigger than that yet. With that, hopefully you wouldn't see those monstrous groups of a hundred. Also, if the spawn sites are back-to-back, like they are in Stock and FotRS, then one of those groups is eliminated or moved. Including the "battle" MIS files, we'd have to plot where they are versus the random groups, and not spawn sites are allowed withing so many km of each other. Now, on to the math, 'cause: how far can a boat travel at 20knots in one hour when you're using 4096 TC? Spawn rates are based on the passage of hours... Wow - I need my kids to do that part of it. They're in high school and sharp on the math stuff... me, I'll forget to carry a one and end up plotting something into Australia's outback or something, like the Himalayan mountains...



Thanks for the update man. You are very efficient... Is the "Type 11" a BB, and the "Type 20" a Super BB, or the other way around? You saw Jeff-Groves post above, right? He's working on the ships' flags from the MultiPlayer perspective?
Propbeanie,

Yes those types are correct, and yes I am aware of the flag issue as I was in contact with Jeff-Groves on that very subject due to a ship issue i had and this was the cause.
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