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Old 03-16-17, 01:34 PM   #4261
propbeanie
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Originally Posted by jldjs View Post
Just to confirm your findings, I used a Save(using .53Beta) where the "sound" reproduces every time on loading this save. I'm West of Truk just NW of the western entrance, on the surface when radar contact is made with a WSW bound convoy. When I rename that Jap_Minefields.mis file, e.g., Jap_Minefields_bak.mis file, and re-load that Save, the "sound" is gone! Your on to something, hoping you finally nail the cause.
I cannot find a thing wrong in the file just yet, but something triggers that sound. Does your boat take hull damage when you hear the sound?... Mine didn't the last two times while I've been watching. I never thought to watch before that... I'm going through now to rename some of the "assets" in the Truk area so that I can find them in the text editor easier. As for DicheBach's request, we have now implemented a few Shore installations at Kushiro, Saipan, Garapan, Urakawa and Myakaz, crews set to "Elite"... - we can also but Bungo Pete in traveling mode, and have him show up un-announced in those areas, also set to "Elite. That should discourage you from your harbor prowling... - I jest, of course...
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Old 03-16-17, 02:54 PM   #4262
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No damage. Also, I never dived below 100' prior this save and was always in deep water as I traveled from NE of Truk, rounded the North to arrive at that location
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Old 03-16-17, 04:45 PM   #4263
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I don't understand why, knowing better, you insist on using the stadimeter now
Because it's a game, and i like a challenge. I enjoy estimating AOB by eye, and trying to picture what the attack situation looks like in my head. Even when my ship has radar i pretty much only use it to find a target and get me to it. Once im in visual range i dont really use it. And I quit drawing stuff on the map years ago. It's more fun without it.

And no i dont use uboat attacks with the american ship. I like the freedom the Position Keeper gives me to manuever around and do things i would never attempt in a uboat.
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Old 03-16-17, 07:10 PM   #4264
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No damage. Also, I never dived below 100' prior this save and was always in deep water as I traveled from NE of Truk, rounded the North to arrive at that location
OK, well, I'm to the East of Truk, and go straight West for Weno. I had made me some new Single Mission files with different boats and different "targets", just to make sure something wasn't stuck in something I was doing. Same difference. So long as I stayed East of the 152°10' Longitude line in the game, no problem. This also does NOT occur in Stock, nor does it occur in FotRSU, if you swap the Stock Jap_Minefields.mis files. So it almost have to be something in that file. I got to looking at the differences between the files, and the stock version does not have a direction set for the first Waypoint, just that it has waypoints set for the subnets. So I went through Truk and the Marshalls areas and re-named all the subnets, moved them to deeper water just off the reefs, and got rid of the direction, setting all back to zero. When I played the mission that always makes the sound, and it still made the sound. So, thinking that maybe the mission was messed up, I used the one that starts East of the 152°10' line, and drove West toward Truk again. Crossed the line and tried to get the sound. No go. Wow. For fifteen minutes I crash dove and blew ballast, did TC up to 128, drove on the surface, drove under water... Then I did another crash dive, and thought to mysef "no, I wanted periscope depth", so I hit the "P" key, the boat went below to about 68 foot, and was starting to come back up, I went to the perscope station, up scope, just get to see Weno in the distance as the boat is leveling off at 60 foot and BAM! The "New" Sound... ratz... So, while it's an apparent improvement, I don't really know - not conclusive by any stretch. I did NOT take hull damage either. I'll keep looking through the Jap_Minefields.mis file for a while longer yet. One thing I have noticed, is that if you drive your boat into or over a subnet, whether purposeful or otherwise, you'll get a certain level of the sound. If you get The "New" Sound, it is louder, by a good bit... maybe like it's bypassing the game's audio engine? Is that possible? Or - are we supposed to be getting some other sound, and the SubNet sound is being called by mistake?... maybe a gander into the SH.sdl is called for... but why only near Truk?... Is it a shore battery shooting at us? "Sonar Contact"?... Because where I've been when I get The "New" Sound, I'm in the way-WAY deep water East of Truk...
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Old 03-16-17, 10:01 PM   #4265
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Propbeanie, can you make a mission with the use of a subnet somewhere. Some place where you know where it is. Maybe make a couple of them, in different places, different depths (I noticed they call for a depth at each waypoint), maybe change the "direction" of the first initial waypoint (whatever that does).....and just drive into it to see what happens?

I also noticed there's a (speed=6kts) to it too.....what's that all about?
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Old 03-17-17, 04:05 AM   #4266
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I want to express a big THANK YOU for the FORTS. Since 2007 it is the first time that I play SH4 with great pleasure and manage to get high score together with great adventure. Just two things:

1. The floating behaviour of the surface ships needs improvement, since some of them float like fishing boats.
2. The damage modeling needs also improvement, since many merchants and big warships don't sink even after many underwater hits. E.g the big japanese submarine required 3 hits to be sunk. In my opinion, every merchant and warship up to light cruiser size should be able to sink with two impact hits (or 1 underwater), while bigger warships should be able to sink with 4 impact hits (or 2-3 underwater). This could be compensated by increasing the dud probability of the torpedoes or by increasing the early visual detection of the torpedoes probability and evasive action.

I don't know if these are possible, I wish I could do that, however these are my thoughts!

Again, thank you!
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Old 03-17-17, 05:46 AM   #4267
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I still play on v0.52, because I don't want to start a new campaign after installing latest version and I saw a ship sinking without reason.The wind was at 12m/sec so may we put the blame on sea state?I think that occurs only in ISP.Is that intended for FOTRSU?
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Old 03-17-17, 08:00 AM   #4268
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Originally Posted by CapnScurvy View Post
Propbeanie, can you make a mission with the use of a subnet somewhere. Some place where you know where it is. Maybe make a couple of them, in different places, different depths (I noticed they call for a depth at each waypoint), maybe change the "direction" of the first initial waypoint (whatever that does).....and just drive into it to see what happens?

I also noticed there's a (speed=6kts) to it too.....what's that all about?
Wow, I'm getting lost around here, posting in the wrong threads and all... Is that a sign of old age Capn?... sorry, can't help myself sometimes... Anyway

Immediate team members, check your PM Inbox... We have another clue - "A clue! A CLUE!!!" Blue is on the verge of a break-through!

wow, i'm a poet and didn't even no-wett

Something for you guys to check out in a Single Mission...
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Old 03-17-17, 08:08 AM   #4269
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Originally Posted by geosub1978 View Post
I want to express a big THANK YOU for the FORTS. Since 2007 it is the first time that I play SH4 with great pleasure and manage to get high score together with great adventure. Just two things:

1. The floating behaviour of the surface ships needs improvement, since some of them float like fishing boats.
2. The damage modeling needs also improvement, since many merchants and big warships don't sink even after many underwater hits. E.g the big japanese submarine required 3 hits to be sunk. In my opinion, every merchant and warship up to light cruiser size should be able to sink with two impact hits (or 1 underwater), while bigger warships should be able to sink with 4 impact hits (or 2-3 underwater). This could be compensated by increasing the dud probability of the torpedoes or by increasing the early visual detection of the torpedoes probability and evasive action.

I don't know if these are possible, I wish I could do that, however these are my thoughts!

Again, thank you!
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I still play on v0.52, because I don't want to start a new campaign after installing latest version and I saw a ship sinking without reason.The wind was at 12m/sec so may we put the blame on sea state?I think that occurs only in ISP.Is that intended for FOTRSU?
Thanks geosub1978, the whole team thanks you for the compliment. As for the "sinking physics", in the mod, most of the ships take more torps to sink, in an attempt to get a little closer to reality. Some tweaking might still be needed to make them even more difficult to sink... As for the way the vessels are sitting in the water, under "normal" circumstances, we have found almost all of the ships are fine in that regard - HOWEVER - there are some bad spawns that set the vessel "high" in the water, or even "crooked". We've even seen a few "levitate" above the surface... When there is a vessel that has spawn poorly, such as sitting 3 meters deep when it should be 7, then the wind and waves can make the vessel bob about like a cork, but unlike a cork, when it turns turtle, it will sink... We are attempting to eliminate or minimize those bad spawns, so if you would, when you see a vessel "riding high on the waves", let us know what vessel it is, where it is, and what day it is, if at all possible. Thanks.
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Old 03-17-17, 09:05 AM   #4270
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Originally Posted by nionios View Post
I still play on v0.52, because I don't want to start a new campaign after installing latest version and I saw a ship sinking without reason.The wind was at 12m/sec so may we put the blame on sea state?I think that occurs only in ISP.Is that intended for FOTRSU?
Nionios, you should download the latest 0.56 beta no matter where you are in your Campaign. And when you do, delete the Documents/SH4 folder. This will insure the changes that are in the latest trial beta of FOTRS Ultimate will "take" with the addition. AND, when you remove your old mod version, make sure you check your stock game files for corruption!!

Again two things"

1. Delete the Documents/SH4 folder

2. Make sure you check your SH4 main game files for corruption before adding FOTRS Ultimate v0.56
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Old 03-17-17, 09:57 AM   #4271
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As for the "sinking physics", in the mod, most of the ships take more torps to sink, in an attempt to get a little closer to reality. Some tweaking might still be needed to make them even more difficult to sink... .
I still believe that it is better (and more realistic from my studies) to make a target more difficult to be hit (either by increasing the duds or by visual detection of the incoming torpedoes and evade) rather than make it more difficult to be sunk after it is hit.

Historicaly, the majority of the sunken merchants took 1-2 impact hits, while big warships required 3-4 impact hits except Yamato.
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Old 03-17-17, 01:46 PM   #4272
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Originally Posted by geosub1978 View Post
I still believe that it is better (and more realistic from my studies) to make a target more difficult to be hit (either by increasing the duds or by visual detection of the incoming torpedoes and evade) rather than make it more difficult to be sunk after it is hit.

Historicaly, the majority of the sunken merchants took 1-2 impact hits, while big warships required 3-4 impact hits except Yamato.
I'm curious, when you say "impact hits" are you talking about a particular type of torpedo hit? Not shell hits right?

My understanding (which is anecdotal) was that one torpedo was sufficient for many smaller ships (5000 tons or under?), depending on nature of the torpedo hit. I had previously the impression that location of hit plays a comparably important role in the game as it did in real life, but now I'm not so sure.

I've just experienced something I'd think is a bug, though I'm not sure if it is, nor if it is something common to stock.

I was passing through Flores Sea on the night of 6 March 1942 (in an S-boat which started from a Cavite Bay career start). I stumbled on a TF that included a big ass Jap BB; Yamato as far as I could tell with the crappy optics and rough seas. That was the only one I could see in the guide that had the same sort of stack.

I managed to put a couple torps in him one missed, one was a dud (the one the action cam showed going RIGHT into his propellers! ). The escorts were lagging behind in the formation and I managed to get away unscathed. But then I pressed my luck and attempted to get set up to shoot four more at him. Didn't work out, they were doing about 25 knots.

But I did manage to get one of the escorts who lagged behind to engage me and he caused some damage before I got underwater. It was at about 31 hull damage, and a few systems damaged.

I debated going ahead to my mission in the Celebes Sea or heading for Fremantle (Surabaya had fallen just a few days before). I decided to head to Fremantle.

I had been under for quite a while and my battery was down to like 15% and with some engine/battery damage it wasn't charging too well so I turned off the charging. It was then I realized my CO2 was still going up, even though I was on the surface and had been for an hour or more.

I did a save, sped it up and the CO2 just kept going up despite being surfaced. While it was on about 576 speed I did one dive to periscope depth, then back to surface to see if that would clear it up but it didn't.

Died about halfway between Soemba and the Australian west coast, despite being on the surface continuously.

I have seen this happen at least once if not twice before, though I cannot recall if it was only while playing with FOTRS or also happened in stock.

ADDIT: it appears that saving the game while the CO^2 glitch is active. Closing to Windows, and reloading fixes it.
-=-=-=-=-

Also a request: if I wanted to change the message for when the sub hits a mine/ submarine net (I believe the crew would be aware of what had happened instead of simply saying "We're taking damage sir!") what files would I poke around in?
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Old 03-17-17, 02:09 PM   #4273
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There's not too much to poke around in for the damage message. It'd be nice if the game differentiated, but it doesn't seem to. We may have found an issue with the sub nets anyway, we're looking into that now. As for the CO2 continually building up, even when on the surface, did you happen to ALT-TAB out of the game while playing? That can cause all sorts of strange behavior. If you play windowed, and click on the background, it doesn't seem to act the same as the ALT-Tab does. Next time you have that happen, "Save" the game, exit and then start the game again, and see if it doesn't re-set. Not guaranteed... As for the torpedo hits, it's more varied in FotRSU than a lot of other mods. There is still the glass-jawed CL and CA vessels though. Hit them with one torp, especially magnetic just below the keel, but if there's two front turrets, between the 2nd turret and the bridge, and if there's 3 turrets, between the 2nd and 3rd turrets (usually). The vessel will quite offten blow up, due to a "magazine" hit. Not always, and not all of them. That was being worked on, but other things have come up. Some folks do not like the ships not sinking right away, or needing 4 and 5 torps for merchants to go down, but that is the way things were. Sometimes they'd go down rather quickly with two hits, other times it took forever and lots of torps. Depends upon the ships' ballast condition, its water-tight compartmentalization, and the efficiency of the crew and firefighting equipment. I've done tests with the Yamato before, and it takes 8-10 torps in FotRSU to get it to go down. In stock, 5 or 6. An Ise in Stock was 4, if reasonably well-placed. It's still close to that, but usually 5 or 6. Tankers are another story. If you get a loaded one and it ignites, it might go down with one. If it does not ignite, it might take 2 or 3. Empty, I've emptied a six-shootin' Gar on one before, no duds, and it didn't slow down. Sure stirred up the hornet's nest of DDs around it though - I died... so it really varies, which can be frustrating, but hey, it's a game...
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Old 03-17-17, 04:09 PM   #4274
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Default Testing with .56 home base switches

I started a new patrol from Fremantle April 10 '42 at 14:52 base time. Headed up the western coast and at 19:39 I noticed the tilted anchor in Fremantle had changed, no longer tilted. I then noticed the tilted anchor was in Brisbane. I had not received any messages to indicate my home base had changed.
This campaign originally started Jan '42 in Surabaya, but in March my home base was moved to Fremantle while is was in the Celebes sea. I returned to Fremantle, re-provisioned, and this was the start of another patrol.
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Old 03-17-17, 04:33 PM   #4275
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I started a new patrol from Fremantle April 10 '42 at 14:52 base time. Headed up the western coast and at 19:39 I noticed the tilted anchor in Fremantle had changed, no longer tilted. I then noticed the tilted anchor was in Brisbane. I had not received any messages to indicate my home base had changed.
This campaign originally started Jan '42 in Surabaya, but in March my home base was moved to Fremantle while is was in the Celebes sea. I returned to Fremantle, re-provisioned, and this was the start of another patrol.
We're you in an S-class sub at the time?
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