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Old 03-04-17, 01:37 AM   #4021
JoeSnow
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Pretty impressive work guys! I'm really liking what I've seen so far!

After running long enough to sink 2 ships and evade one DD, I decided to start poking around in the campaign files (my ME works now). Sigh. The reason you're getting blasted or ignored by escorts is that in the 42a Japanese Convoys file I found crew quality to be...problematic. They were either novices or elite and very few elites. If 42a looks like that, I'd imagine the others are at least similar. IMO, crew quality should be more stacked at Veteran and Competent with a dash of elites and greens. Novices should be very rare.

The Japanese were quite good sailors in the early war. In fact, quality wouldn't really become a problem until late war because of attrition. The real problem they had early was poor command structure and lack of sufficient escorts. But I feel like I'm preaching to the choir so I'll nip my moaning in the bud.

I'm going to enable my convoy files tomorrow and see if they cause any problems. If they don't, it'll be a simple matter to check shipping and make a few changes to rosters. I think that'd actually be easier to do than modifying the existing layout. Most are random ships anyway. If there are other issues to contend with, I can't guess what they'd be.

I'll also try to set up a couple ASW missions and see how it goes. Maybe not tomorrow but soon. The sensitivity setting for active sonar "might" be an issue. It seems high but it's been a long time since I worked on that stuff.
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Old 03-04-17, 06:11 AM   #4022
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Quote:
Originally Posted by Moonlight View Post
A surface radar question for CapnScurvy.

Its 5th August 1942 and I've been offered the SJ-I improved radar, that's great but I expected the other surface radar first, is this the new way of doing things or is it a little bug that's crept into the mod.?
I'm in a Gar if that makes a difference to anything.
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Originally Posted by CapnScurvy View Post
What version of FOTRS Ultimate are you using?.
I was using the 0.54 version but RR has put the 0.55 version up so I'll download that one and I'll start a new campaign again.
Edit, how do I get to this area 51 to download it.
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Old 03-04-17, 07:55 AM   #4023
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Alas, last night's recipe went rancid. I think somebody sneezed as I was putting it into the oven. We'll remix tonight, as we think we have a handle on the problem. Thanks for your patience everyone!
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Old 03-04-17, 10:09 AM   #4024
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I like what I've seen so far in my 3 missions in the Aleutian. Remember those mad équipe planes for the end of the war screening ahead of convoys..

K
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Old 03-04-17, 10:28 AM   #4025
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Quote:
Originally Posted by Moonlight View Post
I was using the 0.54 version but RR has put the 0.55 version up so I'll download that one and I'll start a new campaign again.
Edit, how do I get to this area 51 to download it.
As Double R said, he's run aground with what he wants us to check before going public. Once we make sure our team efforts are included and "as it should be" within the next release, that v0.55 Beta will be out for public consumption.

Stay tuned.
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Old 03-04-17, 10:30 AM   #4026
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Quote:
Originally Posted by CapnScurvy View Post

For those that are concerned about this, chances are you know how to change the Time Compression back to what you want anyway. So, have at it.

Lowering the maximum TC for game play in FOTRS Ultimate is to keep this heavily modeled modified game from causing issues with the lag time it takes to return to zero TC from the time a detected threat occurs. It's simply an attempt to keep you from ending up in the middle of a slowly rendered/highly modeled convoy due to the lag time it takes for the TC to drop to zero.

I don't know of anyone that hasn't encountered the slow/sluggish response of just trying to change the Time Compression speed once it gets above a certain point. That lack of response is the "Lag Time" I'm talking about. Keeping your TC at a lower level will improve game play and help in keeping unwanted issues like running aground or ending up in the middle of a warship task force.
I agree with you on the lag time causing a problem for some, although my system has never dropped me out of TC, even when lagging, into a dangerous situation (aircraft, convoy, escort, etc.). Maybe I'm just lucky.

That said, I don't know how to adjust the max tc. Can you point me to a file? Thanks.++

++Never Mind! I found it. Thanks anyway.
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Last edited by torpedobait; 03-04-17 at 10:42 AM.
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Old 03-04-17, 11:42 AM   #4027
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Quote:
Originally Posted by cdrsubron7 View Post
First, welcome aboard, Dichebach. Happy to have you with us.

To answer your first question, yes. that is what we're hoping to accomplish. Right now with the Beta release FOTRSU is still a work in progress. The best way to find out is d/l the latest release and give it a try and see for yourself.

As for what game engine is used in SH4 I don't really know, but considering the game is 10 years old, the graphics are still quite good.
Very cool. I'll check it out.

I'm assuming that this JSGME application is more or less required for most of the mods for this game series? I seem to recall I used that same mod manager app for Arma 2 mods?

Haven't played long enough to finish a vanilla campaign, really just enough to get adept with torpedo solutions (about to put the finishing touches on the AOB stuff actually using the TDC instead of the map and protractor. . . which is probably sketchy at best). But plenty to be "ready" to try out some good mods! Love me some mods Skyrim I believe I have about 130 of them, Kerbal ~60, back in Arma days ~40 or so . . . Happy to help out with testing or whatever. Would be nice to learn a bit more about the inner workings of this game as I find its ability to span the wide range of spatial/temporal scales to be VERY promising as an aspiring game designer and I'd like to understand the outer limits of this architecture.
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Old 03-04-17, 11:57 AM   #4028
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There's something not right with this 0.54 version, in the 0.53 version your subs went from Gar,Gato,Balao without fail, now its gone from a Gar to a Balao and the Balao doesn't have any surface radar either.

There's no radar in the upgrades either, Its 16 November 1942 if you need that info.
SD radar and Deck gun are ok with the improved SD and the 4\50 in the upgrade slot but there's no radar anywhere, there must be something wrong with the files somewhere.
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Old 03-04-17, 12:31 PM   #4029
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Quote:
Originally Posted by Moonlight View Post
There's something not right with this 0.54 version, in the 0.53 version your subs went from Gar,Gato,Balao without fail, now its gone from a Gar to a Balao and the Balao doesn't have any surface radar either.

There's no radar in the upgrades either, Its 16 November 1942 if you need that info.
SD radar and Deck gun are ok with the improved SD and the 4\50 in the upgrade slot but there's no radar anywhere, there must be something wrong with the files somewhere.
Moonlight, when you download the upcoming v0.55 Beta, do one thing.....delete your SH4 folder found in the Documents folder of your computer. This should help in eliminating any possible cross overs between versions. All of you testers/players should do the same!

This will also delete any of your past game saves, which is a good thing to do anytime a mod change is made. You never want to replay a game save when mods have changed.

The game will make a new SH4 folder after you "activate" the new v0.55 Beta within JSGME, and you start the game for the first time with the new Ultimate mod added. Don't forget to readjust your game resolution to the settings you use, exit the game, then restart again for them to take effect.

==============

For all of you during this time of waiting, may I suggest you remove all mods from your game by deactivating them within JSGME. Open the "Tasks....." menu in JSGME and run the "Compare Snapshot" feature to check your stock game files for corruption (provided you took a "Snapshot" of your clean game files to start with). If you find any of the stock game files that are DIFFERENT; NEW; REMOVED.......either reinstall the game, or confirm the differences are OK (like having a couple of "NEW" in-game pictures you took...those images will be reported as NEW). Any other type of changes made to the stock game should be considered corruption with only a few exceptions....like the games "SI.bin" file, its made after the game runs for the first time in the main game folder. If you're not sure, post your results, we will help in figuring it out.
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USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
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Last edited by CapnScurvy; 03-04-17 at 02:43 PM.
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Old 03-04-17, 03:06 PM   #4030
Navigator857
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Quote:
Originally Posted by CapnScurvy View Post
Moonlight, when you download the upcoming v0.55 Beta, do one thing.....delete your SH4 folder found in the Documents folder of your computer. This should help in eliminating any possible cross overs between versions. All of you testers/players should do the same!

This will also delete any of your past game saves, which is a good thing to do anytime a mod change is made. You never want to replay a game save when mods have changed.

The game will make a new SH4 folder after you "activate" the new v0.55 Beta within JSGME, and you start the game for the first time with the new Ultimate mod added. Don't forget to readjust your game resolution to the settings you use, exit the game, then restart again for them to take effect.

==============

For all of you during this time of waiting, may I suggest you remove all mods from your game by deactivating them within JSGME. Open the "Tasks....." menu in JSGME and run the "Compare Snapshot" feature to check your stock game files for corruption (provided you took a "Snapshot" of your clean game files to start with). If you find any of the stock game files that are DIFFERENT; NEW; REMOVED.......either reinstall the game, or confirm the differences are OK (like having a couple of "NEW" in-game pictures you took...those images will be reported as NEW). Any other type of changes made to the stock game should be considered corruption with only a few exceptions....like the games "SI.bin" file, its made after the game runs for the first time in the main game folder. If you're not sure, post your results, we will help in figuring it out.
Thank you for this. Doing it now in anticipation of the next version.

Jack
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Old 03-04-17, 03:22 PM   #4031
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A Warm Welcome To The Subsim Community > DicheBach
Subsim <> How To Donate <> See The Benefits <> Support The Community

Support The New SH4 Mega Mod Project FOTRSU > 100_FalloftheRisingSun_Ultimate_v0.53_PublicBeta_E N
Steam Conversion SH4 Installation Instructions By ValoWay
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Old 03-04-17, 03:23 PM   #4032
Moonlight
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Done that, SH4 is in pristine condition and the Documents SH4 folder has been deleted.

Cmdr D Lin Quent is going back to sea..... again.
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Old 03-04-17, 03:50 PM   #4033
Navigator857
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Just fyi, doing the Dec 16th, 1941 mission of inserting agent into Yokosuka, the life raft, after stopping to 0 knots was upside down.

Jack

EDIT Version was v0.53.


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Old 03-04-17, 04:11 PM   #4034
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But the agent didn't mind, did he? Just kept on paddling air? Sometimes, they'll "right" themselves and continue on like nothing happened... In the meantime, we'll be adding Webster's and Privateer's names to the credits list, and incorporate a ComboLifeboatFix which combines the two lifeboat mods. It helps somewhat, but they'll still end up upside-down. Another thing about them, they'll be slower, so you'll probably have to maneuver your boat away from them as soon as you launch... Should be brewing in the mix here in just a bit... if the brew doesn't sour again...
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Old 03-04-17, 04:19 PM   #4035
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Sounds good. Til then I'll keep their head above the waves!




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