SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
09-04-17, 05:11 PM | #5281 |
Navy Seal
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There will be many more versions until we are happy with the state of the game.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
09-04-17, 07:07 PM | #5282 |
Lieutenant
Join Date: Aug 2009
Posts: 265
Downloads: 953
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ok, thanks you
Can I play the campaign without big bugs? is it just about adding improvements in the following versions? |
09-05-17, 07:31 AM | #5283 | |
Navy Seal
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Then this guy, Jeff_Groves, got us realizing that there were a lot of SH4 problems, most of them in the stock game, which, if they were fixed, would make the game much better. Fixing them led us to realize that sometimes ships were spawning (now) on top of each other, way too often choking the game, missing armament, wrong crews, it only gets more involved the deeper you look. Now we shake our heads and wonder how the stock game can run at all. And CapnScurvy continues to work on submarine magic that just never ends. We're proud of where we are. We have doubled the number of ships on the ocean. We have made enemy submarines part of the game and they appear to be capable of getting vicious. We have the finest optics ever in Silent Hunter 4. There should be no groaner bugs and I think FOTRSU is better than where TMO 2.5 is. But this guy Jeff_Groves showed us that we can take this to some really great places.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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09-06-17, 02:13 AM | #5284 |
Seaman
Join Date: Oct 2014
Posts: 35
Downloads: 18
Uploads: 0
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Question
Hi. I am new to this mod. I really like what I see so far. I have a question about the SJ radar. Are the Japanese able to detect it if it is powered on? I know in real life it needed to be used cautiously. I have been reading through the threads on this mod for a few days but it's quite a lot and I'm nowhere close to reading it all, so my apologies if this is a noob question or already answered elsewhere. Cheers.
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09-06-17, 11:02 AM | #5285 | |
Navy Seal
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Archerfish (Enright) found herself in the situation of deciding whether or not to use r adar during its engagement with the Shinano and escorts. Enright's decision? Leave the damned thing on all the time. So the Japanese admiral sees a little indicator light saying "somebody's running a radar set out there and he's running it ALL the time." Japanese admiral says "Holy crap! There's a wolfpack hunting my brand new carrier." Instead of continuing in a straight line beyond range of Archerfish (they were all on deck waving bye-bye.....not really), the admiral says "evasive maneuvers!" and turns directly in front of Archerfish. Shoot. Shoot. Shoot. Shoot. Boom. Boom. Boom. Boom. Glug. Glug. Glug. Glug. Nothing turns the tide of battle your way better than injecting a little chaos into the mix. Your radar tells you the position, course and speed of the enemy at all times. It tells you instantaneously if they change course or speed. It tells them somebody out there is running a radar set. Advantage you!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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09-06-17, 01:59 PM | #5286 |
Seaman
Join Date: Oct 2014
Posts: 35
Downloads: 18
Uploads: 0
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So the enemy will/may know that you are there if you are running radar? The reason I ask is that I am often in the path of pairs of aircraft or destroyer patrols and I was wondering if they were detecting my radar. I know O'Kane limited the use of his SJ to periodic sweeps and avoided training it towards positions where it may risk detection. I just didn't know if this should be a concern or if there was another reason for the enemy air and sea patrols in my vicinity.
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09-06-17, 02:07 PM | #5287 | |
Navy Seal
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Quote:
Just for your listening and dancing pleasure, here is a session where I allowed myself to be seen once and then was the guest of honor at a party. I was the cake and ice cream.....
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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09-08-17, 02:37 AM | #5288 |
Watch
Join Date: Dec 2004
Posts: 18
Downloads: 89
Uploads: 0
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Hi Rockin Robbins
Thanks for the super work on the mod you and the team has created. I have a question - is the Optical Targeting Correction mod by CapnScurvy included in it? http://www.subsim.com/radioroom/showthread.php?t=181172 And if not - are you planning on that? Best regards Mav87th |
09-08-17, 09:08 AM | #5289 |
CTD - it's not just a job
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It's not "baked-in" the mod Mav87th, but CapnScurvy will most likely make one available for release, once the final mod is set.
RR, was there more description to your last post, or were you going to supply a link to a video file?... - you old man you... - or - horrors, is it me that's the "you old man you"?? |
09-08-17, 03:38 PM | #5290 | |
Navy Seal
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Quote:
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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09-09-17, 12:34 PM | #5291 |
Lieutenant
Join Date: May 2012
Posts: 266
Downloads: 175
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ship/subs physics
I can't wait for this mega mod to be complete; or as the creators said, till they are happy with it. Great jobs guys.
I was just wondering, how easy or difficult could be to include in your next beta version a fix for ships/subs physics? I mean the sub can make from 0kt to 20 kt in less than 10 sec which I suppose it also gives that ability to escorts and ships. |
09-09-17, 01:52 PM | #5292 |
Navy Seal
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There are physics mods baked into FOTRSU now. We're conducting more research, but are finding that all things in the game are interrelated and making a change you want changes three other things you don't want. There's more we can do but gains will be the result of very slow, frustrating work.
For instance s7rikeback, propbeanie and CapnScurvy are now trying to get enemy aircraft carriers to launch planes. There are configuration files that are supposed to make this happen, but the game ignores them. There are secret "hidden headers" that are hard-coded into the game, bypassing the configuration files. Our task: find out if we can hook into the "secret headers" to make our CVs act like we want. After initial encouragement by a sadistic and cruel game, we've temporarily (at least) had the door slammed in our faces. And so it goes. It appears that the devs, under severe pressure to get the game out in any shape it turned out, were frantically overriding configuration files and hard coding things they couldn't make work. It's a Mongolian Cluster Buster.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
09-09-17, 03:35 PM | #5293 |
CTD - it's not just a job
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... and another thing that happens, is that the devs set their ships and subs a particular way in the stock CFG files. Another modder comes along, creates new ships based on the originals, but changes settings in those CFG files. Another modder comes along and makes another set of ships, based on the stock vessels, but changes his settings in the CFG files a different way from the previous two. Then they all get thrown into a super-mod, and folks wonder why the Hiryu works one way, but the Kaiyo works another way, while the Shokoku works another way. All three are "balanced" differently because they came from different sources. Two launch planes, two shoot cannons, and all three do their AA guns, but only one does all three... and we're not sure if it's done correctly... - Then you start throwing in the different ways that "ship physics" have been done, and it can get quite confusing, especially to an olde farht like me...
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09-09-17, 08:22 PM | #5294 |
Seaman
Join Date: Oct 2014
Posts: 35
Downloads: 18
Uploads: 0
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Thank you guys for all the obvious hard work you have put into this mod. I am really enjoying it.
I have one question and one request. The question: are ships traveling in a group bound to a "leader" ship? I ask this because I have seen a couple instances where one ship is sunk or disabled and the other ships begin to display strange behavior. One circled the area of the disabled ship. The other was a group of 3 merchants that, deprived of the major ship of the group, steamed erratically in both course and speed afterward. Not in a way intended to spoil torpedo attacks. It seemed glitchy, with the ships going every which way and going from a near stop to flank speed. The request: in a future update would you consider tweaking the radar? Specifically, could you make it where, if the radar is turned off, it remains off until the player turns it back on? When I submerge with my radar off and then surface it automatically turns the radar back on and I don't always think to check it and when near land or enemy warships I worry about it giving my presence away. Do you have any thoughts on it? Thanks for hearing me out and for all the great work you guys do. You are the reason this is my favorite game. |
09-09-17, 09:51 PM | #5295 |
CTD - it's not just a job
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Yes, there are ships assigned as "leader of the pack" in all convoys, and all escort vessels (DD & lower) can be (but aren't always) assigned as "Escort" for a particular convoy. This is microwaved at a super-high temperature (not just baked) into the game. The behavior you have noted can also happen without the loss of a "leader" vessel. It can happen without anything even having been detected by the convoy. Some of the ships just cannot "convoy" together. CapnScurvy is working on that particular behavior (discovered while working on the sonar), and it has to do with what's been mentioned in the above posts, but probably some parts are "hard coded" into the game also. It would be nice if each ship could "keep station" in a convoy, and split off when desired, but "oh well". Part of the game...
The radar has been tweaked multiple times, and should not be turning back on when you submerge and then surface again... but I have not checked that myself. Are you running v0.63, and if so, did you do a "fresh" activation, after having cleared your Save folder? Any other mods in with it? Also, kind of important: which radar is exhibiting this behavior? SJ? SD? all of them? |
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