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Old 02-03-19, 09:40 AM   #7336
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Little detail to report here also:

- radar is turning on the mast at start of gaming session but as soon as i get some TC (even low) it get stuck for whole session...
It’s only cosmetics, but...

Anyway i’m In love with your mod, and it’s great fun!
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Old 02-03-19, 11:14 AM   #7337
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Quote:
Originally Posted by KaleunMarco View Post
it would be interesting if they did have to turn into the wind, though. think about it: i'll bet every CO has been in the situation where the carrier is headed away or has turned away from your course as part of the force course change. Then!!!!you are detected and the carrier CO turns into the wind to launch and now he is closing on you!!! makes a shooting solution a hellava lot easier. of course it would be a limited time offer...with no warranties or guarantees of an actual solution.
No sane CV captain would turn to give a submarine a better solution. He would always turn away and let the escorts do their job. Even if the CV was alone their speed alone would dictate turning away and letting the poor slow submarine whine about not getting a good solution.
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Old 02-03-19, 11:36 AM   #7338
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Quote:
Originally Posted by propbeanie View Post
What we were after was a more realistic model of what happened in real life to subs, with a more accurate reaction from the escorts and DD in the game, seeing your scope in close, but not too, yet also have reasonably realistic surface ship reactions to each other, lobbing the big stuff over distances. The longer your scope is up, the easier it is to spot. The faster you go with the scope up, the easier it is to spot the feather. Stuff like that. It does not look like the game is going to allow that. If you adjust for one, you lose the other. We'll keep trying for a balance.
Yesterday I was 500 yards from a vessel. I was going flank speed, 8 knots, sunny skies with the scope up for at least ten minutes and they never fired a shot. Any way of allowing a moderate AI for early players and a version with harder AI for players who have been at it a while?
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Old 02-03-19, 11:53 AM   #7339
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Quote:
Originally Posted by KaleunMarco View Post
in my experience with FOTRSU the IJN and their merchies have Superman detection capabilities. i may have mentioned this before in a previous post, so forgive me if i am repeating myself.
very consistently, i am detected by enemy forces with the scope up for 5-10 seconds at close range of <2000yds. merchies, DD, BB, CA, CL. does not seem to matter. even oilers are taking pot shots at me. of course there is a reckoning for some of them but it is damn annoying....and dangerous especially when i need to lock onto a target and then change the depth setting while i am still locked. cling. clang. clung. we are under attack. we are taking damage sir.
so, if we could take that setting and back it off just a wee bit, this CO would appreciate it. and if not, well, then my gallant crew and i will just have to spit teeth and cuss.


This I find very odd. How is it that you seem to have very good AI look outs on the IJN and my IJN seem blind? I can pass at 500 yards in the daylight going flank with the scope up and they do not fire a shot.
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Old 02-03-19, 11:58 AM   #7340
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Quote:
Originally Posted by merc4ulfate View Post
No sane CV captain would turn to give a submarine a better solution. He would always turn away and let the escorts do their job. Even if the CV was alone their speed alone would dictate turning away and letting the poor slow submarine whine about not getting a good solution.
yes, well, we are not talking about a sane carrier CO. we are talking about AI built by a czech programmer with just a bit of knowledge on carrier operations. if he/she is simulating an anti-sub launch, and she must turn into the wind to launch aircraft, then QED. it's all conjecture anyway because the AI doesn't do any of that. i was only hypothesizing and then drooling at the hypothesis.
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Old 02-03-19, 12:00 PM   #7341
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Originally Posted by propbeanie View Post
KaleunMarco, is that in v0.80RC2, that merc4ulfate has been reporting the AI like the Pinball Wizard?



or are you going back to v0.71? Thanks
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Old 02-03-19, 12:07 PM   #7342
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MODDERS:

We all know the game has had its share of nope you can not do anything about that bugs. I am curious as to how much of the issues in this thread are from the hard coded issues as opposed to the mod itself? This is a really wonderful mod and I sometimes feel maybe some of our issues are just those hard coded "yep your game is messing with you" issues.

Even though I have event viewer active it stopped coming up a few months ago (game time months). I really can't see this as a mod issue.
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Old 02-03-19, 01:00 PM   #7343
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Default Compressed Air Refuses to Recharge

i am not sure if this is an SH4 bug or an unintended feature of FOTRSU-8.0. i was submerged for an extended period of time during which i fired several torpedos but took no damage. As i was surfacing and icon popped up in the icon bar indicating that Compressed Air was down to < 25%. Indeed, it was and still is at 13%. Surfacing and running at standard speed for over 8 hours did not alter the 13%. Saving-exiting-restarting-reloading did not alter the 13%. Time period is January 1944. Career patrol number #16. No previous issue with compressed air while playing this mod set.

thoughts?




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100_FalloftheRisingSun_Ultimate_v0.80_RC1_PublicBe ta_EN
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Old 02-03-19, 03:54 PM   #7344
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Quote:
Originally Posted by KaleunMarco View Post
i am not sure if this is an SH4 bug or an unintended feature of FOTRSU-8.0. i was submerged for an extended period of time during which i fired several torpedos but took no damage. As i was surfacing and icon popped up in the icon bar indicating that Compressed Air was down to < 25%. Indeed, it was and still is at 13%. Surfacing and running at standard speed for over 8 hours did not alter the 13%. Saving-exiting-restarting-reloading did not alter the 13%. Time period is January 1944. Career patrol number #16. No previous issue with compressed air while playing this mod set.

thoughts?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_80\MODS]

100_FalloftheRisingSun_Ultimate_v0.80_RC1_PublicBe ta_EN
101_SubEngineSounds_v2 (RC2 engine sound files)
i checked out the last Savegame for damage to the compressor but there was no damage.
[UserPlayerUnit 1.Compartment 3.EquipmentSlot 5.Equipment]
ID=GatoCompressor
NameDisplayable=Air Compressor
EquipmentInterval=1900-01-01, 1999-12-31
EquipmentSlotType=GatoComp
ExternalLinkName3D=NULL
FunctionalType=EqFTypeCompressor
Hitpoints=100.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
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Old 02-03-19, 04:31 PM   #7345
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Default PatrolObjectives.CFG has duplicate ID's

this issue stumbled across my path a couple of weeks ago and i couldn't figure it out but today the issue is clearer.
PatrolObjectives.CFG has duplicate mission identifiers (IDnnn) which causes SH4 to to switch between the dupes at its own choosing. the issue presents itself when you are in port and look at your next mission orders. if you are like me you make some notes and then exit SH4 to pursue the next mission at a future time. when that future time arrives and you reload your Savegame to go out on your next mission you find that the mission has been changed. OMG-WTF.
so i sucked in the PatrolObjectives.CFG file into the unofficial-SH4-analyzer (otherwise known as Excel) and found that thirteen missions have duplicate ID-numbers and that is the cause of the problem. (see list below)

clearly, half of these will have to be re-labeled but the newbies must also be melded into the patrol schema. having identified the problem i wish i could effect a solution but i am afraid that this is beyond my SH4 skills. if one of the FOTRSU modders wants to share the fix i would be happy to modify the files necessary to correct this for a future release. send me a PM.

the date/time stamp on PatrolObjectives is 9/13/18 11:33 am 155kb.
i am running FOTRSU 8.0 RC2 but you will know that from the date/time stamp of the offending file.



ID=ID290 2 ID=ID303 2 ID=ID306 2 ID=ID307 2 ID=ID308 2 ID=ID309 2 ID=ID310 2 ID=ID311 2 ID=ID312 2 ID=ID313 2 ID=ID314 2 ID=ID315 2 ID=ID316 2
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Last edited by KaleunMarco; 02-03-19 at 05:20 PM.
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Old 02-03-19, 06:22 PM   #7346
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That's the way the PatrolObjectives.cfg works in conjunction with Flotillas.upc. Pick a Start date of say December 8, 1941, Pearl Harbor on a Porpoise sub. The first objective in the Flotilla listing for the boat has an ObjectiveCode of "East China Sea", which is what is used to match the "AllMatch" field in the PatrolObjectives.cfg file. There are a total of sixteen missions with "East China Sea" codes, between the "Patrol", and "Sink", and "Insert" and "Guard" etc. types of missions. However, note that it's AvailabilityInterval is "1942-01-01, NULL", meaning that it is NOT available that first start from Pearl Harbor. So the game skips it. It then looks at the 2nd Objective listing and finds it is "Marshall Islands" with "NULL, 1944-04-01" for its availability. So it might look there, with its four "AllMatch" coded possible mission assignments. But the third listing is for Honshu "AllMatch" codes, of which there are 21 possible missions, set to "NULL, NULL", and the Hokkaido set of four missions are also "NULL, NULL". Everything else below Hokkaido is dated after 1942, so we'll stop for now. So the Marshall Island missions are actually a first choice, but there's four of them, with the Honshu being listed 2nd, and there is 21 of them, and the Hokkaido missions are 3rd, with four. So you've got a sort-of one-in-three chance of getting any of them, but the game does lean toward #1 for almost everything.

So let's say it did choose Marshall Islands code. There are four to choose from. You then get assigned a mission, on the same type of one-in-four chance, like the one-in-three of the original choice to get the Marshalls, and again the game seems to favor #1, which just so happens to mean that the game points you at "Patrol Marshall Islands 01.mis", with ID=79. You don't know this as of yet, since you are in the Captain's Office and fitting out your boat with crew and / or equipment upgrades. When you click on the map to go on patorl you get the
"Proceed to the Marshall Islands and patrol the designated area for 5 days."
Whoops! Don't wanna go yet, so you exit out. The game though, "thinks" that 'hmmm... doesn't want to do that one? OK, I'll give him this one then', and it now goes into a one-in-three choice of the remaining Marshall Island coded missions. This time though, since you rejected a "Patrol" mission, it would probably drop you to "Sink Marshall Islands 01.mis", and when you started again the next time, you've now got ID=165 and mission orders of
"Proceed directly to the Marshall Islands area and standby for further orders."
The game will keep "rotating" through the missions as you reject them (and the "ID="), but it has never "left" the ObjectiveCode or "AllMatch", that I've seen.

Say you are in the Honshu coded missions, of which there are 21 different missions available. You could be in there a while doing what you did, and seeing the ID= keep changing like that. It would eventually get back to the first one it assigned you, and give it to you again. But once you do a mission under that particular code, it won't repeat that particular mission in that particular career. It does repeat the use of the ObjectiveCode (AllMatch), but uses that "ID=" line, which is what gets saved, so that it doesn't repeat any missions. As we've seen, you can have six "patrol" missions all in the same general area, all with basically the same orders, but each with a unique "ID=" number, and you can have six "Sink" missions very similarly located as the "Patrol" missions, each with their own unique "ID=" lines, and each with nearly the same orders, and it might look like you're repeating, but you're not. But what you are describing KaleunMarco is "normal behavior" from the game - and it is a "feature" we cannot change...

As for the Compressed Air issue, I've not seen that, but we are digging into the files for that.
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Old 02-03-19, 06:26 PM   #7347
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Quote:
Originally Posted by KaleunMarco View Post
i am not sure if this is an SH4 bug or an unintended feature of FOTRSU-8.0. i was submerged for an extended period of time during which i fired several torpedos but took no damage. As i was surfacing and icon popped up in the icon bar indicating that Compressed Air was down to < 25%. Indeed, it was and still is at 13%. Surfacing and running at standard speed for over 8 hours did not alter the 13%. Saving-exiting-restarting-reloading did not alter the 13%. Time period is January 1944. Career patrol number #16. No previous issue with compressed air while playing this mod set.

thoughts?




Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_80\MODS]

100_FalloftheRisingSun_Ultimate_v0.80_RC1_PublicBe ta_EN
101_SubEngineSounds_v2 (RC2 engine sound files)
Speaking of compressed air I took the Balao past 700 feet and did an emergency blow several times and managed 15 knots as I hit the surface. It did however recharge.
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Old 02-03-19, 06:31 PM   #7348
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Quote:
Originally Posted by merc4ulfate View Post
MODDERS:

We all know the game has had its share of nope you can not do anything about that bugs. I am curious as to how much of the issues in this thread are from the hard coded issues as opposed to the mod itself? This is a really wonderful mod and I sometimes feel maybe some of our issues are just those hard coded "yep your game is messing with you" issues.

Even though I have event viewer active it stopped coming up a few months ago (game time months). I really can't see this as a mod issue.
Check your game play settings merc, and see if it's still set the way you want. If you're out on patrol, you won't be able to get to them, of course, unless you know what and where to edit the text files in your Save game, of which, I never remember from one telling to the next of that info...
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Old 02-03-19, 08:20 PM   #7349
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Originally Posted by propbeanie View Post
That's the way the PatrolObjectives.cfg works in conjunction with Flotillas.upc.
maybe i am not explaining it well enough. my apologies.

there are 13 duplicate ID's in the PatrolObjectives.

two of 290. two of 306. two of 308. etc.
each of the duplicates is a different mission.
the CurrentMission ID in the Savegame file never changes once it has been assigned. i have played many careers and probably thousands of missions with many mod-sets and never once has the mission ID changed after it is assigned. i know because i look at the CareerTrack file. every time.

however, because this particular PatrolObjectives file has two of these thirteen missions, a player can get either one with no particular rhyme or reason. the mission ID doesnt change but the mission does.


now, it is possible that that was the intention when the PatrolObjectives file was built. if that is the case then this issue is not an unintended feature but a clearly intentional feature.



so, is this intentional or unintentional?
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Old 02-03-19, 10:29 PM   #7350
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I may not have my radio tuned to that channel either... sorry - but, ID=290 gets you an "Insert Yellow Sea 01.mis", while ID=306 gets you "Insertion Commando Attu 02" (which shouldn't be in the ObjectiveCode listings), and ID=308 gets you "Insertion Commando Adak 02", which also shouldn't be active in the game. The game uses all kinds of "ID=" lines in the Save file, and I'd have to spend a couple of hours looking at the files to remember which is the "ID=" to use for the mission assignments... The PatrolObjectives.cfg file in FotRSU itself should have ID=1 through ID=337, numbered sequentially in order - of necessity for the game to work, so 337 mission listings, of which the last eight are commented out, for the old SubRon50 missions... If you are getting duplicates anywhere, it is not intentional, and it shouldn't be there... I think (therefore I am, I think)...


1:12 mark

btw, the DynamicMiss.cfg file in the Campaign folder also uses ID numbers, and they are slightly different than the PatrolObjectives numbers, like 100 higher, and do not match the same mission assignments. If you use the Send Contact Report or Update Status, then you might get an "ID=" from that also... ??
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