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Old 12-29-18, 10:52 AM   #6856
Front Runner
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Quote:
Originally Posted by Rockin Robbins View Post
......Tonight I'll hook up the links in the Subsim download area and update the FOTRSU thread.

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Old 12-30-18, 01:18 AM   #6857
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Looked and found it there. Downloaded 100_FalloftheRisingSun_Ultimate_v0.80_RC1_PublicBe ta_EN. Thank you!

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Old 12-30-18, 08:29 AM   #6858
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Announcing 12/30/2018
100_FalloftheRisingSun_Ultimate_v0.80_RC1_EN

New! Insertion Rescue Training and SpecOp training missions to give you more confidence in these difficult missions. CapnScurvy has done extensive enemy AI tuning and you might want to take a look around Pearl Harbor.

This mod has retextured just about all the ships, has its own environmental mod, sound system completely reworked including different sounds for primary and secondary guns on capital ships. 3D sound is amazing.
Smoke and particle effects are reworked.

We've more than doubled the ships in the game from any previous mod in SH4. We have added some planes, but most remarkably have changed their armament to be more realistic, including giving planes torpedoes.

We have the optics fixed even better than OTC. Thanks CapnScurvy. However we have elected not to go with the superhuman perfect identification manual. The real submariners had crap for a manual and so will our players with the core game. CapnScurvy will be producing an approved plugin mod to give the perfect recognition manual to those wishing to play that way.

Installation pointers. When you install v0.80 unfortunately the only safe way to proceed is to not use previous savegames. Please ensure that your base SH4 files are absolutely stock. Reinstalling from scratch is the gold standard here. Uninstall and reinstall SH4. As always, documentation is available in the root and Data folders. Use JSGME to install, but first install Large Address Aware.exe. Files and instructions are in the mod. JSGME and MultiSH4 are also included with instructions. Put Large Address Aware, JSGME and MultiSH4 into your Silent Hunter Wolves of the Pacific directory. Run Large Address Aware, choosing SH4.exe as the file you want to be aware. Run JSGME and quit, then copy 100_FalloftheRisingSun_Ultimate_v0.80_RC1_EN.7z into your MODS directory and decompress it there with 7zip.exe, available online for free. Then run JSGME again and use it to install FOTRSU. Enjoy!


Whew! That's all for now folks!
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Old 12-30-18, 11:45 AM   #6859
Brett Sinclair
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Thank you for this update to your great mod, Rockin Robbins!

However, I still cannot get the enemy's cones and circles of vision and hearing on the tactical map to work.
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Old 12-30-18, 11:59 AM   #6860
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Amazing, thank you very much! I been looking forward to this one
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Old 12-30-18, 12:18 PM   #6861
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Nice job Mates!
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Old 12-30-18, 02:05 PM   #6862
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i think you guys need to turn down the IJN motivator.
this sub is toast, going down by the stern, and yet the Gunners Mates are still standing by their light AA. the Captain gave the Abandon Ship Order a while ago and they are still on board.
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Old 12-30-18, 02:08 PM   #6863
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Thank you.

Incredible atmosphere at night: the lighting inside the sub, the background- and engine sounds (greatest dieselsounds ever), the yellow moon...
Nice textures especially the camouflage schemes. Beautiful tugs.

No issues during installation.
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Old 12-30-18, 02:53 PM   #6864
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Default FOTARSU Team

Thank you so much for this much anticipated release. Can't wait to try it out. Leaf raking will just have to wait, clear weather or not.
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Old 12-30-18, 06:07 PM   #6865
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Not sure if a bug or something about my installation:
As I have written above: Enginesound on Gato-class submarine is great.
On the Porpoise-, Tabor-, Gar-, Narwhal- and S-18 Subs however, there was no enginesound at all, neither on bridge nor in commandroom.
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Old 12-30-18, 06:48 PM   #6866
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Quote:
Originally Posted by Seaowl View Post
Not sure if a bug or something about my installation:
As I have written above: Enginesound on Gato-class submarine is great.
On the Porpoise-, Tabor-, Gar-, Narwhal- and S-18 Subs however, there was no enginesound at all, neither on bridge nor in commandroom.
Ok, Standby - running tests now.

+++++++++++++++++++

Status:

Gato has engine sounds
Tambor & Gar - No engine sounds (Gar is a linked clone to Tambor)
s18 & s42 - No engine sounds (s42 is a linked clone to s18)
Porpoise - No engine sounds
Narwhal - No engine sounds

Looking at the files now..

Seaowl,
your installation matches mine.
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Old 12-30-18, 07:34 PM   #6867
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... and the v-boats are confirmed relatively quiet...
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Old 12-30-18, 08:16 PM   #6868
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Meanwhile I have tried some other subs: Sound on Balao-, but no sound on Salmon- and Sargoclass.
Futhermore Benson-Class destroyer has no enginesound into museum.

But generally the game sounds fantastic.

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Old 12-30-18, 08:34 PM   #6869
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Quote:
Originally Posted by Seaowl View Post
Meanwhile I have tried some other subs: Sound on Balao-, but no sound on Salmon- and Sargoclass.
Futhermore Benson-Class destroyer has no enginesound into museum.

But generally the game sounds fantastic.

To keep things tidy:

Gato has engine sounds
Balao has engine sounds


Tambor & Gar - No engine sounds (Gar is a linked clone to Tambor)
s18 & s42 - No engine sounds (s42 is a linked clone to s18)
Porpoise - No engine sounds
Narwhal - No engine sounds
Salmon - No engine sounds
Sargo - No engine sounds


Also:
Benson-Class destroyer - No engine sounds

+++++++++++++++++++++++++++++++++++++++

Update: Made a few changes to files, no change in-game... CapnScurvy & Propbeanie you have PM's on what i've done so far, this Englishman needs to find his bed very soon.
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Old 12-30-18, 09:40 PM   #6870
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Default Mid-First Patrol Report - Old Sound bug

41-12-09 USS Tautog (SS-199) Tambor Class sailed out of Midway for Area 6. On arrival there ran into a sound contact at approximately 33-40N, 134-58E on 12/21 at 12:15. Merchant was a Medium Heavy Load Freighter, moving heading S at 7 kts. Target was initially detected by Sonar while running surfaced.

Sound contact line on Nav map disappeared, but I could hear it on the sonar device. Regular operator reported no sound contacts. Visually I saw the target veer to the SSE. As it approached my stern I fired 2 MK14's. First one caused the target to explode violently. Second torpedo was a dud.

Operator never was able to report a sound contact after the initial contact, but I could hear it plainly from the sonar station.

Also can confirm that there was no engine sounds on the Tambor.

Will return to patrol as assigned pending new orders.

Torpedobait..

EDIT: After action screen shot of Nav Map to follow. Note: No symbol for downed ship, but credit was given.
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