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Old 03-26-19, 09:57 PM   #7861
KaleunMarco
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Default is this a good thing?

i was assigned this as a next mission. is this expected? i suspect not...


it is mission ID70 - Patrol Bismark Sea 01; driving a Gar out of Brisbane.




Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]

100_FalloftheRisingSun_Ultimate_v0.81_RC1_PublicBe ta_EN
200_Sounds
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Old 03-26-19, 10:12 PM   #7862
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Quote:
Originally Posted by TS13 View Post
NVIDIA control panel allows me to choose. I think I should go with the integrated card (the NVIDIA high performance card generally pulls more current in, raising temperatures), I just thought I should ask in case you guys have a different opinion.


When "No map contacts updates" is left unchecked in gameplay options, the stock game shows ship sillohuettes on the nav map, mentions speed, direction, and shows enemies in red and friendlies in blue. As this is not very realistic, TMO replaced all that with black dots and no further information. I was wondering if you guys can add back the option to have full info on the nav map. I am especially interested in seeing the colors (not so much the sillouettes or the other info).


PS. Also, please pay attention to what I wrote about the compass/torpedo panel overlap. Both periscope screens do not show well on my tiny laptop screen. If none of you are playing on a small screen, maybe you haven't noticed the problem. The periscope apertures are slightly larger than my screen, and the compass gauge overlaps with the torpedo panel. On any resolution.

regarding the nav map graphics for shipping (black dots), if you use JGSME and back out .81, browse to the folder

C:\Ubisoft\FOTRSU_81\MODS\100_FalloftheRisingSun_U ltimate_v0.81_RC1_PublicBeta_EN\Data\Menu\Gui\


your folder will be slightly different at the beginning of the path because your system config will be different than mine but you will understand what i am describing.


there will be two files, Contline.dds and Dashline.dds. Rename them to what ever you wish. then re-apply FOTRSU and the ship graphics will be restored to STOCK.


on the ship controls overlap, i suspect that is a function of the smaller laptop screen in that there is just not as much room available as a 23 inch LCD monitor. no offense intended. another reason may be from using the Larger Gauges mod. are you using the Larger Gauges mod? if you displayed your game status previously, that post has rolled out of consciousness. please repost your game-mods-config using JGSME-tasks-export-to clipboard and paste it in your next post.


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Old 03-26-19, 10:50 PM   #7863
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Quote:
Originally Posted by KaleunMarco View Post
regarding the nav map graphics for shipping (black dots), if you use JGSME and back out .81, browse to the folder

C:\Ubisoft\FOTRSU_81\MODS\100_FalloftheRisingSun_U ltimate_v0.81_RC1_PublicBeta_EN\Data\Menu\Gui\


your folder will be slightly different at the beginning of the path because your system config will be different than mine but you will understand what i am describing.


there will be two files, Contline.dds and Dashline.dds. Rename them to what ever you wish. then re-apply FOTRSU and the ship graphics will be restored to STOCK.

It worked! Cheers.



Quote:
on the ship controls overlap, i suspect that is a function of the smaller laptop screen in that there is just not as much room available as a 23 inch LCD monitor. no offense intended. another reason may be from using the Larger Gauges mod. are you using the Larger Gauges mod? if you displayed your game status previously, that post has rolled out of consciousness. please repost your game-mods-config using JGSME-tasks-export-to clipboard and paste it in your next post.
No offense taken. My monitor is 14'' or sth to that extend. I am not using the Larger Gauges mod, the only mod I applied is FOTRSU.

Yes, it is probably the size of my monitor. But note that I don't have this problem with the stock game. I guess it is up to you guys to decide if you want your mod to look good on smaller monitors or not.
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Last edited by TS13; 03-26-19 at 11:49 PM.
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Old 03-27-19, 04:45 AM   #7864
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Few little thoughts:

- could we have the ID icon lighted when the ID manual is showing?

- could we have a clock icon when on the nav map?

- is it possible to raise the radar antenna? (For plane tracking)
Or is it historically accurate it couldn’t be raised? (Hence we need to go at radar depth)

- a white moon instead of brownish...lived 10 years in the Pacific area not far from Salomon, and moon is really white can tell you.

Last edited by Fifi; 03-27-19 at 04:56 AM.
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Old 03-27-19, 07:40 AM   #7865
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Quote:
Originally Posted by TS13 View Post
When "No map contacts updates" is left unchecked in gameplay options, the stock game shows ship sillohuettes on the nav map, mentions speed, direction, and shows enemies in red and friendlies in blue. As this is not very realistic, TMO replaced all that with black dots and no further information. I was wondering if you guys can add back the option to have full info on the nav map. I am especially interested in seeing the colors (not so much the sillouettes or the other info).
Yes, we will have a Certified FOTRSU Plugin Mod, EasyPlotFOTRSU, which will completely restore the stock plotting system, colors included. Even now, you can use EasyPlot2.0 but it doesn't contain all the FOTRSU ships. Any of the 50% of available ships in FOTRSU that we added will appear as TMO dots and no info. I'll be updating it after we go 1.0 on FOTRSU.

As it stands now, EasyPlot does no harm, but only works on half the ships in FOTRSU.
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Old 03-27-19, 12:51 PM   #7866
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Quote:
Originally Posted by Rockin Robbins View Post
Yes, we will have a Certified FOTRSU Plugin Mod, EasyPlotFOTRSU, which will completely restore the stock plotting system, colors included. Even now, you can use EasyPlot2.0 but it doesn't contain all the FOTRSU ships. Any of the 50% of available ships in FOTRSU that we added will appear as TMO dots and no info. I'll be updating it after we go 1.0 on FOTRSU.

As it stands now, EasyPlot does no harm, but only works on half the ships in FOTRSU.
RR,
I have the two mods for that already lined up and in testing, one restores the ship icons & and the other brings back the colors...

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Old 03-27-19, 01:01 PM   #7867
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Quote:
Originally Posted by KaleunMarco View Post
i was assigned this as a next mission. is this expected? i suspect not...


it is mission ID70 - Patrol Bismark Sea 01; driving a Gar out of Brisbane.




Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]

100_FalloftheRisingSun_Ultimate_v0.81_RC1_PublicBe ta_EN
200_Sounds
Did you try to run the mission? It might not let you complete the objective, but you might still be able to go out and sink stuff, and return a hero for the Aussie lasses... The problem lies in the MIS file and TSR file names not matching, so the Objective name is not brought in. I'll do another round of folder hunting on the PatrolObjectives folders...
---------------------------------------
Now, TS13, were you the one with the 1366x768 resolution? if so, that is part of the problem. But the screen grab you show appears cut-off, and bit crowded. Are you close in choosing a near-match for resolution? You probably already know this, but in theory, if you match Windows to your monitor, then match the game to Windows, you'll get the best, most efficient display. I do not have the problem of not having an exact match for my computers, but all the matches are usually at the bottom of the list of resolutions that are in the menu choices for Graphics:




This is 1600x900
-----------------------------------------
@ hauangua: this is were you're supposed to say "Please, please please, CapnScurvy! Make an FotRSU compatible OTC!"

and to each their own targeting method!
---------------------------------------
Now, how many folks are not hearing the Echolot_ping.wav sound from escort vessels? Are you in the control room? Only certain ships?
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Old 03-27-19, 01:49 PM   #7868
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Other report...second patrol from Surabaya this time, 3 encounters, 3 Auxiliary Toro class...
2 were alone, 1 escorting a cargo. All sunk.
End of previous patrol i already sunk a Toro class...escorting same cargo as i mentioned

Not that much variety...definitely something have changed with version 0.81 in the shipping.
Less encounters, no more sampans, limited variety ... so far.
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Old 03-27-19, 02:45 PM   #7869
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So, new patrol, objective area at Hokkaido. Still no radar upgrade for my porpoise.

After arriving at objective area, found a new convoy. Visual contact with the escorts (1 DD, 1 corvette), only sonar contact with the merchants. I estimate their course and dive to 230ft, battle stations, silent running.

As before, escorts run directly over my position, and the DD made a drop of depth charges over me. No damage, so I made a run zig-zagging in the direction of the merchants. I can hear at least 3 regular merchants and an unknown contact that sounds strange on the sonar.

The escorts are still rounding the area of their first launch, so it seems safe to go to periscope depth and take a peek.

Found various merchants and the strange sounding contact is an Escort Carrier, Akitsu Class, roughly 4800 yards, so I dive again to +200 ft, and made a run at full engines to a better position.

Escorts sound still looking for me on the first contact point, go to periscope depth, the carrier is on bearing 000, so no time to constant bearing attack. I use the tdc: distance roughly 2.200y, estimate AoB 90, speed 8. Quickly, I launch a salvo of all my four bow torpedoes, 1 MoT, 1 +3 ahead, 1 -3 backwards, and 1 +5 ahead spread.

The escorts are still looking for ghosts a bit far to my stern, so I kept at PD looking: 2 solid hits on the carrier. Ok, enough of looking fireworks, dive at 250ft, full speed after crossing the termocline, passing just under and a bit backwards of the rest of the convoy. Got the message that the carrier is going down, escorts still somewhere on my back looking for nothing, brake contact safely to S-SE.

Great fun. The escorts behaviour seems a bit odd: they spotted me even before my watch officer has visual contact, came to my position and launch, but they fail to pursue me after that. Still, feels good to sneak under them and be able to launch a successfull attack.

A tactical note: Was attacking the escort carrier the best choice? Should I attack the merchants? What should be my priority of targets? I know the game only cares about tonnage, but I like to know what was the priority of a sub skipper in the war.
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Old 03-27-19, 02:51 PM   #7870
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Quote:
I know the game only cares about tonnage, but I like to know what was the priority of a sub skipper in the war.
Warships, hands down. The doctrine called for attacking warships as priority, and the bigger the warship the better. The tonnage war concept clicked in later, but it never replaced the big warships as prioritary target. It just displaced the smaller ones, like the cheap escorts, in favor of merchants as target. But even one of the japanese fleet destroyers (Which were quite big) was a prioritary target over a merchant later in the war.
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Old 03-27-19, 02:55 PM   #7871
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Originally Posted by Hitman View Post
Warships, hands down. The doctrine called for attacking warships as priority, and the bigger the warship the better. The tonnage war concept clicked in later, but it never replaced the big warships as prioritary target. It just displaced the smaller ones, like the cheap escorts, in favor of merchants as target. But even one of the japanese fleet destroyers (Which were quite big) was a prioritary target over a merchant later in the war.
Thanks!, seem logical to me, I just read that escorts carriers where used as aircraft ferrys, and has more than 2.000 personnel aboard, so seems as a good hit to their war efforts.
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Old 03-27-19, 03:08 PM   #7872
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Quote:
Originally Posted by Fifi View Post
Other report...second patrol from Surabaya this time, 3 encounters, 3 Auxiliary Toro class...
2 were alone, 1 escorting a cargo. All sunk.
End of previous patrol i already sunk a Toro class...escorting same cargo as i mentioned

Not that much variety...definitely something have changed with version 0.81 in the shipping.
Less encounters, no more sampans, limited variety ... so far.
I've been going through this Fifi, and while there was some slight down-tweaking of some percentages in some of the files (mostly Convoys files), it was not anything major. The number of "hits" will decrease for the groups and the classes of ships, but their percentages should remain about the same, comparatively. In other words, if you saw 100 groups previously, you would see 95 now. If in each of those groups, you saw one freighter, with a tanker in half of them, that should remain relatively the same percentage. If you saw 4 Toro Maru AuxCruisers your entire career, it should be relatively rare. To have 4 on one patrol is odd. In fact, there are only 4 called in the entire 41a_Jap_Convoys layer, 11 in the HarborTraffic layer (most of those are docked), and 6 in the Merchants layer. In the 42a layer, which begins March 1, 1942, and is fully-loaded usually by April 15, you would basically double your numbers, except in the HarborTraffic layer... The Sampan numbers were not altered at all. I'll keep looking, but can you check your install?
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Old 03-27-19, 04:05 PM   #7873
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Good news about the intended mods! No disrespect to other quality mods, but judging from what I have seen so far from this mod, the love and care in the documentation, and the fact that this is a currently active mod, I hope you guys retain the ambition to make the mod that ends all mods, because that's what this deserves!



Quote:
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---------------------------------------
Now, TS13, were you the one with the 1366x768 resolution? if so, that is part of the problem. But the screen grab you show appears cut-off, and bit crowded. Are you close in choosing a near-match for resolution? You probably already know this, but in theory, if you match Windows to your monitor, then match the game to Windows, you'll get the best, most efficient display. I do not have the problem of not having an exact match for my computers, but all the matches are usually at the bottom of the list of resolutions that are in the menu choices for Graphics:

Yes, 1366x768 is my native. I did try all the 4 different resolutions that the game offers me (by changing res, exiting and reloading). The issue persists.

By the way, I do not have this problem with the stock game (I *do* have the same problem -to a slightly lesser extend- in another installation running OTC though). Therefore, FOTRSU makes changes to the original persicope ui. Now, if I am the only one having this problem, it is certainly not worth changing anything. But if you expect more people to have this problem, you might want to do something about it. The issue is not going to stop me from using FOTRSU, but it might stop others.
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Old 03-27-19, 04:09 PM   #7874
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Quote:
Originally Posted by propbeanie View Post
Did you try to run the mission? It might not let you complete the objective, but you might still be able to go out and sink stuff, and return a hero for the Aussie lasses... The problem lies in the MIS file and TSR file names not matching, so the Objective name is not brought in. I'll do another round of folder hunting on the PatrolObjectives folders...
i have not run the mission.
i didnt mess with the mission files until i heard back from you.
turns out there is more than one objective in the folder...AND there is an objective parameter mismatch.
TSR...Patrol Bismarck Sea 01_Objective1=
MIS...ObjName=Patrol Bismarck Sea 01D_Objective1






i changed the TSR parm to match the MIS name and now the orders APPEAR ok. i suspect that the mission will run according to the MIS.


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Old 03-27-19, 05:58 PM   #7875
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Quote:
Originally Posted by TS13
My monitor is 14'' or sth to that extend. I am not using the Larger Gauges mod, the only mod I applied is FOTRSU.

Yes, it is probably the size of my monitor. But note that I don't have this problem with the stock game. I guess it is up to you guys to decide if you want your mod to look good on smaller monitors or not.

1366x768 is my native.
Here's the trouble with the Stock game, it was never intended to be used on the flat screen, 16:9 resolutions that are commonplace today. The actual screen resolutions it was made for is the 1024x768, 4:3 aspect ratio! That's why it defaults to it every time you remove your optional Graphic Settings that players make. Also, there's a file called "menu_1024_768.ini" that creates the screens you see in-game...…..they didn't call it that for nothing!!

When the game was produced, LED Flat Screens with the various resolutions/aspect ratios weren't even in the main stream future of computing! We still used CRT analog monitors with that 4:3 aspect ratio as the only way to play the game!

We have been able to overcome some of the issues that the developers left us, but for pity sakes, we can't turn this game into something it's not, or every will be.

My advice for you is to use the keyboard "DEL" key.....it will hide the lower set of controls so you can have complete access to the TDC or Torpedo Firing Panel. Other than that, play the game on a different computer. That's what we all did back in the day. When RGB Color came out, we scraped perfectly good monochrome monitors just to have three colors displayed on a 9" screen.
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