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Old 07-06-18, 06:44 AM   #6286
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Originally Posted by Immelmann View Post
June 28th, 1942 18:30 hrs. 142.7 E, 41.3 N. Approx. 124 mi. EESE Hokadate, 122 mi. ESE Muroran, 56 mi SSSW Urakowa. Contact with large IJN Task Force steaming ESE very fast. Task force consists of many destroyers, several cruisers, two merchants, and two Escort Carriers Taiyo Class.

https://www.twitch.tv/videos/281368342 1 hr 35 min 42 sec

...

Unexplained fire on IJN cruiser at: 1 hr 4 min 25 sec

Windows 10 crash to desktop at: 1hr 35 min 20 sec

Notes: Carriers seem to be bobbing a lot in medium heavy seas. Believe, as a result, 4 of 6 torpedos ran under and past. Can only speculate as to cause of fire on cruiser...
OK, you are still off the Tsugaru Straits then, correct? Just coming into your sub-hunting grounds?




I've been loading files into the Mission Editor and "playing" them to see the various groups go by your location, and at first I'm thinking that it couldn't have been your TaskForce group, since you've been targeting and shooting at them, but then I had issues with the Mission Editor. It doesn't crash in a way that is immediately apparent, like to the desktop, but rather it just quits working. I don't notice it until a couple of file loads later, that I'm missing RGG icons on the screen... I'll have to do some digging, because number one, you should not have a TaskForce group up there. None are routed through the area. Number two, I cannot figure out which layer is actually doing the crash. It only happens after several minutes of opening and closing files in the ME, but hasn't done the crash the same way twice yet. There is a problem up there though. Thanks for the report!


Edit:... ... which direction was this TaskForce traveling in? I'm wondering if it's part of the Aleutian attack force coming back home?...

2nd Edit: The only thing that has 2 escort carriers in it is the 2nd Strike Force for the Dutch Harbor attack. The merchant vessels just happened to be in the same area. Here's a composite image of the area and the group:




Now, the only problem is, if you notice the date of the group, and the date you encountered them... They are a month late leaving for the invasion... so, some of the clues are that the group is three ships across, spaced at 2000m, and then the escorts are outside of that, so basically, the group would need a minimum of over 2 nautical miles across to get through any "straits" that it might encounter, such as the harbor opening... I might try to re-arrange things for that group, and see if it has issues getting out of the harbor still, or maybe move its spawn point to the Tsugaru Strait itself...
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Last edited by propbeanie; 07-06-18 at 08:53 AM. Reason: 2nd Edit for wonderment...
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Old 07-06-18, 08:08 AM   #6287
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How do you guys increase or descrease wave height? What other mods go well with FOTRS?
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Old 07-06-18, 08:56 AM   #6288
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We have not tested FotRSU with very many other mods (yet) Niume. We most likely will not be attempting edits of the waves, due to the fact that they influence ship stability and seaworthiness. It's difficult enough as it is keeping ships afloat in the game, what with all these sub skippers going around and shooting torpedoes at them...

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Old 07-06-18, 09:06 AM   #6289
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We have not tested FotRSU with very many other mods (yet) Niume. We most likely will not be attempting edits of the waves, due to the fact that they influence ship stability and seaworthiness. It's difficult enough as it is keeping ships afloat in the game, what with all these sub skippers going around and shooting torpedoes at them...

But can you tell me how?
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Old 07-06-18, 09:27 AM   #6290
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Hi all. What is the current state of this mod (I used it in earlier versions, but then got distracted from SH4). Esp. how stable and bug-free is it already?
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Old 07-06-18, 10:06 AM   #6291
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Old 07-06-18, 10:13 AM   #6292
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Originally Posted by Haloterm View Post
Hi all. What is the current state of this mod (I used it in earlier versions, but then got distracted from SH4). Esp. how stable and bug-free is it already?

First, welcome to SubSim. Happy to have you with us.


The reason we call FOTRSU Beta is because it's a work in progress. So there are going to be some bugs. We want these bugs to be found and reported so they can be fixed before the final product comes out. On the whole though FOTRSU is very good. I play it a lot right now and haven't been able to report anything wrong lately. So every version that comes out gets better. I'd say give us a try and find out for yourself.
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Old 07-06-18, 12:09 PM   #6293
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But can you tell me how?
Sorry 'bout that... I was gong to tell you the files earlier, but got busy. Now I've had a chance to actually look for where I had found it before
Anvart replies to:
How Does One Adjust Wave Height? thread
Just remember, you have been warned about ships sinking, and the fact that we won't be able to help you with any issues in FotRSU with any changes in those files...
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Old 07-06-18, 10:53 PM   #6294
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OK, you are still off the Tsugaru Straits then, correct? Just coming into your sub-hunting grounds?

Edit:... ... which direction was this TaskForce traveling in?
Yes, you have my position very close. And the ME listing of vessels looks right too. Except for the absence of the two merchants I mentioned. Maybe the two groups merged and caused the damage to the cruiser?

Contact with large IJN Task Force steaming ESE very fast.
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Old 07-07-18, 03:42 AM   #6295
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A Warm Welcome To The Subsim Community > Haloterm
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Old 07-07-18, 07:05 AM   #6296
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Originally Posted by Immelmann View Post
Yes, you have my position very close. And the ME listing of vessels looks right too. Except for the absence of the two merchants I mentioned. Maybe the two groups merged and caused the damage to the cruiser?

Contact with large IJN Task Force steaming ESE very fast.
I am reasonably certain that was the group Immelmann, making a dash for Alaska several weeks late, and that one of either the Merchant or Convoy RGG (Random Generated Groups) traveled into them (or vice versa) at the time you encountered them. I have made several edits to the RGG spawn locations, to where they now generate at the mouth of the harbor off Tsugaru Straits, and not way up in there like they were. Preliminary checks seem to be OK, but a few more tests & we'll turn 'em over to the team. I still can't find a CTD cause though...
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Old 07-07-18, 07:41 AM   #6297
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Shouldint American submarines dive a bit slower then german ones? Gar class sub dives at 24 sec shouldn't be somewhere 40seconds?
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Old 07-07-18, 08:31 AM   #6298
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Shouldint American submarines dive a bit slower then german ones? Gar class sub dives at 24 sec shouldn't be somewhere 40seconds?
When the beta phase is over, there will certainly be a realism plugin on my part.
Focus will be:
- Realistic behavior such as inertia including immersion physics of the submarines
- Adjustment of ranges during surface navigation
- Optimized weaponry and ammunition according to a historical model


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Old 07-07-18, 09:00 AM   #6299
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I am reasonably certain that was the group Immelmann, making a dash for Alaska several weeks late, and that one of either the Merchant or Convoy RGG (Random Generated Groups) traveled into them (or vice versa) at the time you encountered them. I have made several edits to the RGG spawn locations, to where they now generate at the mouth of the harbor off Tsugaru Straits, and not way up in there like they were. Preliminary checks seem to be OK, but a few more tests & we'll turn 'em over to the team. I still can't find a CTD cause though...
I am in concurrence. I reloaded the contact last night and flew the free camera out. Definitely two distinct and separate surface ship formations. I now believe that my attack on the first caused them to slow. This allowing the second to run up into their stalled position. No crash this time by the way. Some things are truly random. And always will be.
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Old 07-07-18, 10:17 AM   #6300
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Welcome to SubSim Haloterm.
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First, welcome to SubSim. Happy to have you with us.
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[COLOR=darkorange]A Warm Welcome To The Subsim Community > Haloterm
Thanks, guys. Actually, it's more a welcome back -- I was here quite a while ago (user name "Newinger") and even donated something, but I totally lost my user credentials, and I don't use the email account anymore which I used back then. So I had to re-register myself.

Quote:
The reason we call FOTRSU Beta is because it's a work in progress. So there are going to be some bugs. We want these bugs to be found and reported so they can be fixed before the final product comes out. On the whole though FOTRSU is very good. I play it a lot right now and haven't been able to report anything wrong lately. So every version that comes out gets better. I'd say give us a try and find out for yourself.
Okay, will do. Thanks.
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