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PhilipVonWebber
10-28-15, 03:18 PM
What supermod do you use with OTC?

There is a version for Stock, also compatible with GFO.

Please, read the detailed instructions in the OTC thread, CapnScurvy explains all with easy instructions.

Welcome aboard and best regards.

Fitzcarraldo :salute:

Yes, insufficient information on my part. Sorry bout that slip. The mod is "Real Fleet Boat 2.0" and thanks for the info

fitzcarraldo
10-28-15, 08:20 PM
Yes, insufficient information on my part. Sorry bout that slip. The mod is "Real Fleet Boat 2.0" and thanks for the info

No OTC for RFB except for SH4 14. No for SH4 15 plus RFB.
In RFB for SH4 15 you can try MaxOptics for RFB.

Regards.

Fitzcarraldo :salute:

Cukier
10-31-15, 01:25 PM
RR wrote:

Let's suppose you are playing a boxing game and your opponent, Muhammad Ali, does the exact same moves he did against Joe Frasier in Ali/Frazier 1. REALISM! Yeah, you just move in behind him, he punches the historical Frazier in front of him and you knock him out from behind or the side. He never sees you. He never reacts to you. He's a stupid robot. Just like RSRDC. Is that realistic? No. Hell no.

Yes its true!!!! It's esential, I agreee, you are not aleone in your opinion.
My mod gives you real captains probelms: one two hits from destroyer and you are killed (I changed hit points for subs), more kills on board, escort in harbours..

http://www.subsim.com/radioroom/showthread.php?t=214033

DigestedSine561
02-01-16, 12:33 PM
Erm... I'm new here, and so the answer to my question is probably going to be obvious, but here goes:
I've downloaded the stock variant onto my computer, and enabled it on JGSME - but how do I actually get it applied to my game?
Any help much appreciated,
Nagato

fitzcarraldo
02-01-16, 07:17 PM
Erm... I'm new here, and so the answer to my question is probably going to be obvious, but here goes:
I've downloaded the stock variant onto my computer, and enabled it on JGSME - but how do I actually get it applied to my game?
Any help much appreciated,
Nagato

Welcome aboard!

The structure of the mod is RSRDC..../data. Check it. Only needs activation via JSGME.

Don't forget the RSRDC patch 23april etc....

If you have RSRDC..../RSRDC.../data don't work. This is typical when you unrar the mods you downloaded.

Best regards.

Fitzcarraldo :salute:

DigestedSine561
02-02-16, 11:43 AM
Thanks for the help, but I'm still not entirely sure... I loaded the 'Data' folder via JGSME - and there's still nothing. Now what?

Aktungbby
02-02-16, 11:48 AM
DigestedSine561!:Kaleun_Salute:

fitzcarraldo
02-02-16, 11:59 AM
Thanks for the help, but I'm still not entirely sure... I loaded the 'Data' folder via JGSME - and there's still nothing. Now what?

You have a "MODS" folder inside your main SH4 folder, yes?

You need to put the folder RSRDC...\data in the MODS folder. Then, run JSGME and add the mod "RSRDC..." ("pass" it from left to right).

The same with the RSRDC patch.

You can see if the mod is active in the individual mission selection. The missions are all different of stock SH4. For example, you donīt have the Midway mission. If you donīt have Midway Mission, the mod is active.

Remember: RSRDC is a campaign mod and donīt change environment, candies, colours, etc. You will see the same stock look but with a new campaign. For change other aspects of the game, you need another supermod, ex.: TMO, GFO, or RFB, and after, apply the respective version of RSRDC.

Have you luck!

Fitzcarraldo :salute:

DigestedSine561
02-03-16, 03:59 PM
Much obliged, fitzcarraldo! It's now working perfectly! Thanks very much!
And hi there, Aktungbby!
:salute:

fitzcarraldo
02-04-16, 07:35 AM
Much obliged, fitzcarraldo! It's now working perfectly! Thanks very much!
And hi there, Aktungbby!
:salute:

Welcome aboard and remember the Old Brass:

SINK'EM ALL!!!!

Fitzcarraldo :salute:

THEBERBSTER
02-04-16, 11:32 AM
A Warm Welcome To The Subsim Community > DigestedSine561
Find Help & Useful Information In My SHIV & SHV Signature Thread Links.
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)
The Wolves Of Steel Frequently Asked Questions + Campaign Fix In > FAQ’s & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
Silent Hunter III from 2005 bring your game play to 2015 with the (http://www.subsim.com/radioroom/showthread.php?t=220285)
LIVING SILENT HUNTER III EDITION 2015 Mega Mod (http://www.subsim.com/radioroom/showthread.php?t=220285)

Kumando
02-16-16, 07:34 AM
Im in the first mission in 41 near lauzon straits, i patroled all the area from there from okinawa, no sibgle ships no convoys nothing, is this normal?

fitzcarraldo
02-16-16, 09:45 AM
Im in the first mission in 41 near lauzon straits, i patroled all the area from there from okinawa, no sibgle ships no convoys nothing, is this normal?

Itīs normal. You need patience and do many searchs. There are ships. In early war is difficult: you don't have radar. When you obtain the radar, Itīs a bit more easy.

BTW, I played for years with RSRDC and I donīt recommend it now, Iīm in the "anti RSRDC" gang (with all the respect deserved to Lurker for all the hard work) . Too many scripted layers turn the game very previsible after some campaigns. You are noobie with RSRDC and donīt find ships (typical), after two or three campaigns you know all the positions and routes of the ships and convoys...

Be more agressive and good luck!

Best regards.

Fitzcarraldo :salute:

DigestedSine561
02-20-16, 11:34 AM
Hi all, it's me again -
How easy is it to change the names of units in the pack?
I haven't got any software or anything, but the fact that there are so many different styles of name is irritating me. For example. just amongst the Jap cruisers, we have IJN Mogami, Tone Class Heavy Cruiser and Takao Heavy Cruiser, whereas I'd much rather have it just - for example - Mogami-class heavy cruiser, Tone-class heavy cruiser and Takao-class heavy cruiser. Is it too hard to change the unit name or is it just renaming a file or something?
Cheers,
Nagato

Crannogman
02-21-16, 09:58 PM
Itīs normal. You need patience and do many searchs. There are ships. In early war is difficult: you don't have radar. When you obtain the radar, Itīs a bit more easy.

BTW, I played for years with RSRDC and I donīt recommend it now, Iīm in the "anti RSRDC" gang (with all the respect deserved to Lurker for all the hard work) . Too many scripted layers turn the game very previsible after some campaigns. You are noobie with RSRDC and donīt find ships (typical), after two or three campaigns you know all the positions and routes of the ships and convoys...

Be more agressive and good luck!

Best regards.

Fitzcarraldo :salute:

I understand your characterization, but cannot agree with the idea that it detracts from the game. The war was fought (and is simulated) by a very well-defined and limiting geography. Japanese had to where it did because that's where the stuff was. Maximum routing efficiency was required because their merchant marine was stretched to and beyond the breaking point. A decent captain should be able to look at the extent of the Japanese Empire and make a solid bet on where to look for enemy traffic.

fitzcarraldo
02-22-16, 09:11 AM
I understand your characterization, but cannot agree with the idea that it detracts from the game. The war was fought (and is simulated) by a very well-defined and limiting geography. Japanese had to where it did because that's where the stuff was. Maximum routing efficiency was required because their merchant marine was stretched to and beyond the breaking point. A decent captain should be able to look at the extent of the Japanese Empire and make a solid bet on where to look for enemy traffic.

If you read, for example, "Clear the Bridge", by Dick O'Kane aboard USS Tang, you will see how imprevisible (and foolish) were the routes used by the Japanase Merchant Marine. There are memorable chapters were Ultra messages sent to Tang indicates some traffic routes between logical ports for commercial traffic and the submarine didnīt find nothing, except out the informed routes and making crazy manouvers between anothers ports.

But we can live with that. The most previsible traffic in RSRDC are the IJN routes. In war you have limited information about the mouvements of mans of war. You canīt know where is a carrier in the Leyte Gulf Battle, but playing the same battle in two or three campaigns, you know where to search warships in a determined historical battle, but...in your sub nothing is "historic", you are one of the guys making that history. RSRDC has heavily scripted layers for battles. Lurker leaves some random possitions for not-so-easy-to-localize warships, but the layers are so firmly implanted, so Lurker himself adverts in the readme "do not edit with Mission Editor the campaign" because you can destroy all the work.

I played RSRDC for years and it is a great mod, only I say for an oldie subsims player as me, the mod becomes very previsible and now I prefer a more random campaign, for example Spyron (a great and underrated campaign) or TMO or FOTRS "vanilla" campaigns, no so "historical" (I make the history).

Best regards!

Fitzcarraldo :salute:

DigestedSine561
02-27-16, 11:17 AM
*sigh*
You've probably guessed by now that I don't know what I'm doing.
Is there any way to stop the spawns of ships in the Mission Editor? I just tried to set up a mission off Cape Esperance between Scott's force and the Japanese group, then a second copy of Scott's group (spawned in by the computer) tried to intervene halfway through! Is there any way to disable these ships and yet keep all the units added by the modpack?
Many thanks,
Nagato

Biscuit409
04-22-16, 09:06 AM
I`m having problems installing this mod, i have JSGME, put the files( downloaded the RSRDC_TMO_v502), downloaded trigger maru overhaul, put them both in the mods folder and activated in order. The game is at 99% loading on the first screen, and doesn't finish, if i alt tab out I get a notification "file not found: data/menu/data/black80.tga". sorry for being a noob, its my first sh4 mod

CapnScurvy
04-22-16, 10:21 AM
Welcome Biscuit409 to SubSim!

Your first order of business is making sure you have a copy of your clean game files of SH4 from the "Generate a Snapshot of your game files" feature within the "Tasks....." menu of JSGME:

http://i175.photobucket.com/albums/w132/crawlee/JSGME%20Setup_zpszvrg5zt1.png

You will use this Snapshot of the game files to compare at a later date any possible changes to them while adding/subtracting mods with JSGME. If you didn't take a Snapshot just after adding JSGME to your main game files, I think I would uninstall the game completly......then reinstall before going any further.

Next, you need to know what version of the game you have. Version 1.5 is the latest edition......comes with the Gold Edition, which also is known by the U-Boat Missions Add-On. Either way, your version is listed in the bottom right hand corner of the main game menu screen:

http://i175.photobucket.com/albums/w132/crawlee/ScreenShot081copy_zpsdc804f6a.jpg


TMO 2.0 and the RSRDC v502 are both made for a version 1.5 game. Do not try modding a v1.4 (or less) SH4 game with these mods.

Once the stock game is running as expected; with JSGME properly added (see the first image above....the JSGME files are circled), now you can add the correct version of mods to the game. Both TMO 2.0 and RSRDC v502 (its the only compatible version of RSRDC for TMO 2.0) should be extacted to a separate folder you create somewhere on your computer (I usually put them on my Desktop), then copy/paste the particular mod files directly into JSGME's "MODS" folder (its made whenever you first open JSGME). The "MODS" folder will be found in the games main file folder.....the default name of the folder is "Silent Hunter Wolves of the Pacific"

If properly added to the "MODS" folder, the TMO 2.0 mod will have this as a title...."1_TriggerMaru_Overhaul_2-5", opening this folder should show another folder named "Data". If this is the folder order......you should be good with "Activating" TMO to your game. Adding the "RSRDC_TMO_V502" should look the same with a "Data" folder as second folder within the mod. Don't forget to add the "RSRDC_V5xx_Patch1" to the other two:


http://i175.photobucket.com/albums/w132/crawlee/JSGMEOTC_RSRDCv502_zpsb2acabb2.jpg

Forget using the OTC mod as shown above, until you get the hang of playing the game.

You will notice JSGME will tell you that when adding RSRDC to TMO changes to the files will occur. It's OK in this instance since RSRDC v502 is "compatible" with TMO 2.0. Allow the changes to take place. When changes have taken place JSGME shows the original mod changed by "graying out" the mods name as above. As long as a mod states its compatible with another expect this to happen.

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

Oh ,I just re read your post "....if i alt tab out...."

Never Alt/Tab out of the game. Exit the game completely following the games instructions. There is no allowance within the game for Alt/Tabbing....that's a Windows thing, not to be used within the game. Bad things come from Alt/Tabbing out of the game.

AND, as another don't do it.....always remove mods from "Activation" by the order they were added. Last one in....first one out is the way to go. If you don't, JSGME may lose tract of what's been changed......That's why the creator added the "Compare Snapshot" feature to JSGME. He knows the App isn't fool proof if someone doesn't correctly add/remove mods.

Biscuit409
04-22-16, 10:46 AM
thanks a lot CapnScurvy, it doesnt work because I have 1.4, dont think im going to be buying the u boat missions any time soon. probably going to look around for 1.4 compatible mods.

CapnScurvy
04-22-16, 11:18 AM
thanks a lot CapnScurvy, it doesnt work because I have 1.4, dont think im going to be buying the u boat missions any time soon. probably going to look around for 1.4 compatible mods.

Here's one of mine Optical Targeting Correction for SH 1.4 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3333), you should also download this patch "OTC 1.4 Patch1 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3937)" which adds a Deck Gun correction and AA flack explosions to the game.

Also, there's an earlier TMO 1.4 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1101) version.

And, a Real Fleet Boat v1.4 (http://www.subsim.com/radioroom/downloads.php?do=file&id=510)

You have some choices for a v1.4 game.

flyer102
05-06-16, 03:42 PM
I'm using the TMO version of this mod, however there is no ships or aircraft!

When I loaded up a new campaign, everything seemed normal, but I couldn't find any thing. I even went into a Japanese harbor, and there was nothing. Just a few cranes, but that was all.

Did I do something wrong, because I installed this mod just using JSGME.

Also, I am using the patch...

Crannogman
05-10-16, 10:01 PM
I'm using the TMO version of this mod, however there is no ships or aircraft!

When I loaded up a new campaign, everything seemed normal, but I couldn't find any thing. I even went into a Japanese harbor, and there was nothing. Just a few cranes, but that was all.

Did I do something wrong, because I installed this mod just using JSGME.

Also, I am using the patch...

Traffic is a lot more sparse in RSRDC. They even emptied a lot of harbors to limit easy kills. If you really think all traffic is gone, try sailing into a MAJOR base like Truk or Tokyo. It really is bolluxed if nothing's there

shakey.bridge
06-30-16, 05:35 AM
I have been away from this game for years and decided to re-visit, I have a clean install of SH4 patched to 1.5, are these the right Mods and in the correct order? Thanks.

TMO 2.5
RSRDC_TMO V502
RSRDC_V5XX_PATCH 1

cdrsubron7
06-30-16, 09:19 AM
I have been away from this game for years and decided to re-visit, I have a clean install of SH4 patched to 1.5, are these the right Mods and in the correct order? Thanks.

TMO 2.5
RSRDC_TMO V502
RSRDC_V5XX_PATCH 1


Yes, that is the correct order. :up:

BTW, Welcome to our little insane asylum. Happy to have you aboard. :salute:

fitzcarraldo
06-30-16, 04:12 PM
I have been away from this game for years and decided to re-visit, I have a clean install of SH4 patched to 1.5, are these the right Mods and in the correct order? Thanks.

TMO 2.5
RSRDC_TMO V502
RSRDC_V5XX_PATCH 1

Between TMO 25 and RSRDC, I recommend you TMO Small Patch.

Welcome to the Pacific!

Fitzcarraldo :salute:

shakey.bridge
07-01-16, 12:10 AM
Between TMO 25 and RSRDC, I recommend you TMO Small Patch.

Welcome to the Pacific!

Fitzcarraldo :salute:

Many thanks :up:

Rockin Robbins
07-01-16, 10:25 AM
I have been away from this game for years and decided to re-visit, I have a clean install of SH4 patched to 1.5, are these the right Mods and in the correct order? Thanks.

TMO 2.5
RSRDC_TMO V502
RSRDC_V5XX_PATCH 1
A fine job, shakey! Remember to add the small patch between TMO and RSRDC. Welcome aboard. You are now clear to wreck carnage!

Twig_46
07-03-16, 07:03 PM
Well, at least for someone who is experienced in modding... which I am not. Do you have to install all of the files shown or only the most recent ones?

Thanks for your help.

Aktungbby
07-03-16, 07:11 PM
Twig_46!:Kaleun_Salute:

Rockin Robbins
07-12-16, 09:34 AM
Well, at least for someone who is experienced in modding... which I am not. Do you have to install all of the files shown or only the most recent ones?

Thanks for your help.
Unfortunately, neither Lurker nor Ducimus actually updated their mods to fix the problems which were found. Therefore for TMO and RSRDC you must install, in this order:

TMO 2.5
TMO Small Patch
RSRDC_TMO V502
RSRDC_V5XX_PATCH 1

Then you will have the best functioning configuration.

Rockin Robbins
07-12-16, 10:48 AM
Wrong thread!

Bleiente
07-12-16, 12:21 PM
Since you have taken a liking to TMO + RSRD, you're probably this might interest you:
http://www.subsim.com/radioroom/showthread.php?t=225443

Ralles ModSoup for TMO_RSRDC_OTC includes a very nice graphics, great sounds but also realistic physics boat (no F1 ships) ... it is a summary of many good and useful modes that you do not have to separately seek and adapt together - a carefree package.
-----------------------------------------------------------------------------------------------------
Note:
Optical Targeting Correction (OTC) is like a patch, fixes which certain errors of vanilla SH4:
http://www.subsim.com/radioroom/downloads.php?do=file&id=4052

greetings :rock:

There have been fixed by OTC and my ModSoup some unhandled problems of TMO and / or RSRDC.

Travis Reed
08-13-16, 12:25 AM
A fine job, shakey! Remember to add the small patch between TMO and RSRDC. Welcome aboard. You are now clear to wreck carnage!

I too have been away awhile...and completely forgot that there was a Small Patch for TMO 2.5 (assuming it was around 4 years ago or so...). My search skills do not seem to be up to par for finding this patch you speak of, though (something about minimum number of characters in search string...and the search function returning any post containing the either of the words, "small", or "patch").

Would you be kind enough to point me to it? Edit: Found it in the downloads section...I remember a time before Subsim had a downloads section... Also, the forum really needs to add support for strikethrough formatting (horizontal line running down the center of formatted text)...

Additionally, I now have the donation Narwhal, and a merge patch for it to be useable in TMO 2.5. However, that patch does not seem to be compatible with RSRD as it overwrite files that RSRD does (campaign.upc and flotillas stuff, in addition to textures). Wondering if anyone knows of a merge patch allowing the donation Narwhal to be used with both TMO 2.5 as well ad RSRD.

THEBERBSTER
08-13-16, 04:36 AM
A Warm Welcome Back To The Subsim Community > Travis Reed

RevReese
10-23-16, 08:59 AM
I too have been away awhile...and completely forgot that there was a Small Patch for TMO 2.5 (assuming it was around 4 years ago or so...). My search skills do not seem to be up to par for finding this patch you speak of, though (something about minimum number of characters in search string...and the search function returning any post containing the either of the words, "small", or "patch").

Would you be kind enough to point me to it? Edit: Found it in the downloads section...I remember a time before Subsim had a downloads section... Also, the forum really needs to add support for strikethrough formatting (horizontal line running down the center of formatted text)...

Additionally, I now have the donation Narwhal, and a merge patch for it to be useable in TMO 2.5. However, that patch does not seem to be compatible with RSRD as it overwrite files that RSRD does (campaign.upc and flotillas stuff, in addition to textures). Wondering if anyone knows of a merge patch allowing the donation Narwhal to be used with both TMO 2.5 as well ad RSRD.


Hi, I guess you found the patch by now but for anyone else reading this here's the link to a file that includes the patch:
TMO_RSRDC_OTC_ISP Crew Mod
http://www.subsim.com/radioroom/downloads.php?do=file&id=4678

Cobra5150
12-16-16, 04:30 PM
I've noticed a bug when using TMO with the RSRDC. When RSRDC is added to TMO 2.5 the airstrips at midway are gone. Am I doing something wrong or is it a known bug?

P.S. It's been a long time since I posted. Hello all!

my mod set looks like this

TMO 2.5
RSRDC_TMO_V502
RSRDC patch1

THEBERBSTER
12-16-16, 04:57 PM
A Warm Welcome Back To The Subsim Community > Cobra5150
Support The New SH4 Mega Mod > 100_FalloftheRisingSun_Ultimate_v0.40_PublicBeta_E N (http://www.subsim.com/radioroom/showpost.php?p=2449289&postcount=2782)
Steam Conversion SH4 Installation Instructions By ValoWay (http://www.subsim.com/radioroom/showpost.php?p=2418373&postcount=614)

Cobra5150
12-16-16, 06:17 PM
I recently tried FOTRS, but I dislike the nav map. I spend a large portion of time there. I tried to edit the nav map to my own liking in FOTORS but had some trouble. In RSRDC the NAV map has a ton of more detail as far as location names and the look in much nicer. If there was a way to edit FOTORS' nav map (adding island names, changing overall look and removing or increasing the resolution of the nomograph) I'd spend some more time with it because I love the overall graphics and feel.

propbeanie
12-16-16, 06:47 PM
If you would Cobra5150, post your comment over in the FOTRSU thread (http://www.subsim.com/radioroom/showthread.php?t=226270) so we've got it on-record there, please.

Rockin Robbins
12-16-16, 09:26 PM
I've noticed a bug when using TMO with the RSRDC. When RSRDC is added to TMO 2.5 the airstrips at midway are gone. Am I doing something wrong or is it a known bug?

P.S. It's been a long time since I posted. Hello all!

my mod set looks like this

TMO 2.5
RSRDC_TMO_V502
RSRDC patch1
It's not a bug. RSRDC changes TMO maps. RSRDC changes TMO sub handling. RSRDC changes TMO enemy AI. RSRDC changes TMO ships and TMO crew efficiencies. RSRDC changes TMO torpedoes. RSRDC changes TMO depth charges. RSRDC changes TMO sub sensors. It changes more than that, overwriting hundreds of TMO files. Then it adds a campaign.

Hundreds of players play TMO/RSRDC and think they are playing TMO with a campaign mod. They are wrong. RSRDC is a supermod that crushes TMO like a cockroach.

Cobra5150
12-17-16, 06:47 AM
Robbins, that's why I like RSRDC. TMO and FOTRS are unplayable to me without the added detail, the nav map specifically. I know there are many changes and the Nav map is an overt example.

I guess the question is, is there a way to keep the detail visually of places like Midway. As shown in the base TMO 2.5 mod or FOTRS, while having all the extraordinary benefits of the RSRDC? Is there a way to easily change the Nav map visually to add more information or higher fidelity? Or does the entire campaign structure need to be redone?

I live in Hawaii and I love to be able to sail around the Marshall's in game and see all the island names. I like to see Ponpei, Kosrai and Truk. The names of the Gilbert's, Sofu Gan ect.

P.S. Did RSRDC add the air dropped torpedoes or is that part of TMO? I had a couple of awesome patrols where planes based out of Majuro torpedoed me unexpectedly. Awesome as in I was violently sunk.

pdiddy
12-17-16, 12:03 PM
I've noticed a bug when using TMO with the RSRDC. When RSRDC is added to TMO 2.5 the airstrips at midway are gone. Am I doing something wrong or is it a known bug?

Running Ralles Mod soup (TMO+RSRDC+OTC+his fixes essentially), went to Midway early '42 and the airfields were there. The map is nice too. Check it out!

http://www.subsim.com/radioroom//showpost.php?p=2394280&postcount=1

Rockin Robbins
12-17-16, 02:10 PM
Robbins, that's why I like RSRDC. TMO and FOTRS are unplayable to me without the added detail, the nav map specifically. I know there are many changes and the Nav map is an overt example.

I guess the question is, is there a way to keep the detail visually of places like Midway. As shown in the base TMO 2.5 mod or FOTRS, while having all the extraordinary benefits of the RSRDC? Is there a way to easily change the Nav map visually to add more information or higher fidelity? Or does the entire campaign structure need to be redone?

I live in Hawaii and I love to be able to sail around the Marshall's in game and see all the island names. I like to see Ponpei, Kosrai and Truk. The names of the Gilbert's, Sofu Gan ect.

P.S. Did RSRDC add the air dropped torpedoes or is that part of TMO? I had a couple of awesome patrols where planes based out of Majuro torpedoed me unexpectedly. Awesome as in I was violently sunk.
All that stuff needs to be researched. We know that the maps are RSRDC. We have to study them to see exactly how they're implemented. It's possible there is a stand alone mod which has these maps, too.

Right now we're working on campaign issues and JSGME quirks with FOTRSU. Then we'll be off to torpedoes and maps and enemy AI. I'm sure other things will rear up and demand our attention that we aren't even thinking of right now!:D:D

lurker_hlb3
12-27-16, 11:36 AM
Hundreds of players play TMO/RSRDC and think they are playing TMO with a campaign mod. They are wrong. RSRDC is a supermod that crushes TMO like a cockroach.

I haven't been here in almost a year, I come for visit I find you badmouth me again!

THEBERBSTER
12-27-16, 12:05 PM
Hi lurker
Looking at this from the outside RR is not meaning to disrespect you, or your excellent mod.
He is just stating the facts in a vibrant way that this is what happens when a mod is added to another mod something will stop working if they both want to use the same files.
Players add mods to their game without thinking what happens when one thing overwrites another and then they do not get the game they expect, start complaining which is not the fault of the mods but of their own ignorance most of the time not reading the accompanying documentation.
Anyway nice to have you back again and hope you had a good Christmas.
Peter

Barkerov
12-27-16, 05:18 PM
I've really enjoyed your mod lurker...

Rockin Robbins
12-27-16, 08:17 PM
Lurker, I don't dislike the quality of your modding, only CapnScurvy comes close to you in bug free modding. You have great gameplay quality in your mods, with much testing and perfection on conspicuous display.

My disagreement with RSRDC is in its advertisement as a campaign mod when it is nothing of the sort. In addition to campaign modding you have metasticized the mod into every aspect of the game, enemy AI, torpedoes, I've run through the list before. The bottom line is that RSRDC is NOT a campaign mod at all, but a supermod that squishes other supermods.

To be honest, you should have marketed RSRDC as a supermod, based on TMO (I think that's the best flavor of RSRDC) in the same way as my modding team pushes Fall of the Rising Sun Ultimate as a supermod built with the foundation of TMO1.7. The players of FOTRSU don't say they are playing TMO, they say they are playing FOTRSU. If they don't like something, we take the heat and Ducimus is not in the line of fire. If someone has an issue with enemy AI they don't say Ducimus sucks, they say WE suck. And sometimes we do!:D:D

However, you pretend RSRDC is a campaign mod. In the meantime it squishes whatever mod it's installed over to the point that Webster (smart man) made a patch to correct some of the stuff (I'm sure it's so complicated he couldn't possibly eliminate all effects outside of campaign) that RSRDC changes about the stock gameplay.

You marketed Op Monsun as a supermod. Why not just have been honest and claimed supermod status for RSRDC? It affects all aspects of the game. It is a coherent experience that transforms just about every aspect of gameplay and eye candy. THAT is a supermod.

When someone plays TMO/RSRDC they're no longer playing TMO. RFB/RSRDC? Same. GFO/RSRDC? Ditto. They're playing flavored RSRDC and that's how it should be promoted. Because suppose someone plays RSRDC and notices that the Momo never appears on radar. They think they're playing TMO. They're not. The Momo in RSRDC has no file to show on radar or visual plot and is invisible. It's an RSRDC problem, not a TMO problem. Furthermore, with all the gameplay changes, if they like the balance of the game, it's not TMO they're happy with, it's RSRDC! But they're off telling how good TMO is. They're wrong. They are not playing TMO.

We're not talking about a mod quality problem. We're talking about a gross error in how it is marketed as opposed to its real function.

Of course I have a second problem with RSRDC and usually discuss it separately so conversations can stay focused. Now as far as its status as a "historical accuracy" mod, my disagreement, again, is not toward the quality of the mod, it is toward the philosophical definition of reality. To me reality is something that is created in real time by the interplay of independently operating entities, reacting to each other's moves, exploiting perceived advantages and opportunities, blocking perceived threats. If the war were to run twice it wouldn't run the same way.

There might be no Battle of Midway. Yamamoto might not have formed such an elitist fighter school, restricting access to the point where the Japanese had so few good pilots. Yamamoto might not have been shot down. The fleet on the way to bomb Pearl Harbor might have run into a storm and never launched the attack. America might have decided to follow the lead of the British, making carriers with steel flight decks that Kamikazes couldn't penetrate. Heck, the US might have elected to copy captured Japanese torpedoes instead of captured German ones. Subs would have been twice as effective.

Shipping would follow different routes, Submarines would be designed differently. Every aspect of the war would run slightly differently if it ran again. Exactly duplicating ship movements that took place in a dynamic time thread of the past does not make a historical war. It makes a freeze dried war, which the player can game, and makes the player operate entirely differently than if he were in the real war. Realism is in the thoughts and actions of the player, not in the positions of the ships, or the ratio of torpedo hits, or the odds of being sunk.

RFB under Beery went down that road to madness. You do the math. Of x number of boats on y number of patrols z number were sunk. So dividing number sunk by number of patrols you get a very small probability of being sunk. Fine. Beery toughened and toughened the boat until it was nearly impossible to sink. Realism! Give the man a cigar.

So, the procedure of fighting a Beery RFB boat was to sit at periscope depth and calmly shoot the merchie while the DDs dropped depth charges all over you. It didn't matter. You were almost perfectly safe. Hey, the numbers didn't lie. But knowing the numbers made the player a total farce in "simulating" the actions of real sub skippers. So with RSRDC.

It's a philosophical disagreement on the meaning of reality. I say reality is in relation to the perceptions and actions of the player. You say reality is in the position and route of enemy ships. Has nothing to do with the quality of your mod, it's fabulous. It does exactly what it was designed to do and it doesn't do it well, it does it excellently. I just disagree with its premise and say so. I said so at kickinback in 2009. Nothing's changed about my position. Has made for some interesting discussions.

Treetop64
01-31-17, 11:03 AM
I'll just chime in and say that I'm a huge fan of the RFB/RSRD combination. Wouldn't bother playing the game without those two and in fact, I manually install them directly into the game instead of using the mod switcher. Any additional "optional" mods, then yeah, I use the switcher.

Anyway, my point is that I don't care if shipping routes, convoys, and formations are generated as they were historically. I actually prefer it that way. In addition, there are still going to be randomly generated merchants that you may or may not encounter.

Thing is, there is more than enough ocean and enough shipping on that ocean to keep things interesting even if you play the campaign multiple times. Though the background historical flowchart may be the same, I've never had the same experiences twice, at least in the campaigns that I was able to survive long enough for that to matter.

For this game, I care more about dealing with the situation within the boat's immediate sphere of influence as they are encountered (as well as the boat and crew themselves), than whether the big picture of the war itself is dynamic and changing to keep things interesting.

From day one, the way I read how RSRD works is exactly how it works, and I'm fine with that. Didn't see anything misleading about it at all, frankly, but that's just me...

Darthlucky
01-31-17, 10:16 PM
I'm late to the party here, but is this a stand alone supermod, or do I need to have TMO installed AND this one, or can I just dl RSRD?

Treetop64
01-31-17, 10:47 PM
I'm late to the party here, but is this a stand alone supermod, or do I need to have TMO installed AND this one, or can I just dl RSRD?

There are different, exclusively compatible versions. One for Stock SHIV v1.5 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1416), one for TMO (http://www.subsim.com/radioroom/downloads.php?do=file&id=1414), and another for RFB (http://www.subsim.com/radioroom/downloads.php?do=file&id=1415).

There is also the patch (http://www.subsim.com/radioroom/downloads.php?do=file&id=1459) than can be used on any version of RSRD.

Keep in mind that if you plan on using RSRD with either TMO or RFB, either of the latter two must be installed (or activated via JSGME) first, before installing or activating its compatible version of RSRD.

In any case, install RSRD (or any mod, for that matter) only when you are in your office between patrols, or if you have not yet started a campaign.

jlry
08-21-17, 05:56 PM
Greetings,

I have been playing Silent Hunter 4 now for sometime without incident. I use the following mods by the way.

RFB 2.0
RFB 2.0 Patch
TMOPlot Final

After wanting to try something new a friend told me about this mod RSRD. However, after a few patrols I noticed I am unable to hit anything with my torpedoes now. I believe this mod changes the Stadimeter, because if I un-install the mod I can now hit targets again. Is it possible to revert changes to Stadimeter? I mainly want this because I was told it was a "campaign" mod that fixed problems with the vanilla game spawning ships. I looked in the mods documentation but could not find anything relevant to my issue.

propbeanie
08-21-17, 07:47 PM
Read through lurker's documentation in his Support / RSRDC_ReadMes folder. You should find a RSRDCv5x_readme.doc file that documents what-all he did in the mod. You'll find that by the time v5 came along that it was quite a bit more involved than just a Campaign.

Also, since you have RFB, are you using the one expressly built for it? Last but not least, when you go and start a new career, your Game Play settings from the main menu do not follow you. Once you are in the Captain's Office, with the map on the wall, look to your left and click on the wood-consoled AM band radio box. That will take you to a similar Game Play menu. Be sure your settings for Manual and / or Automatic targetting, torpedo dud settings, fuel, battery, etc., are all the way that you want them for your career... If they are not, go ahead and change them. Come back out into the office, and "Save" the game. Exit, and then re-start, and you should have the settings the way you want them.

jlry
08-21-17, 08:32 PM
Read through lurker's documentation in his Support / RSRDC_ReadMes folder. You should find a RSRDCv5x_readme.doc file that documents what-all he did in the mod. You'll find that by the time v5 came along that it was quite a bit more involved than just a Campaign.

Also, since you have RFB, are you using the one expressly built for it? Last but not least, when you go and start a new career, your Game Play settings from the main menu do not follow you. Once you are in the Captain's Office, with the map on the wall, look to your left and click on the wood-consoled AM band radio box. That will take you to a similar Game Play menu. Be sure your settings for Manual and / or Automatic targetting, torpedo dud settings, fuel, battery, etc., are all the way that you want them for your career... If they are not, go ahead and change them. Come back out into the office, and "Save" the game. Exit, and then re-start, and you should have the settings the way you want them.

Thank you for your reply! Yes I am using the RSRD built for RFB. And installed as per mod author's instructions. After starting a new career I insured my settings were identical to all my last playthroughs. I was unaware so much stuff had been altered, I believe I will just stick with the original campaign for the time being. :)

Pepe le Moko
10-27-17, 12:35 AM
Are all of the fixes released by tater that I often see recommended in older threads about mods for TMO and RSDC still necessary? Or have these been integrated into RSRD or TMO since then?

example : IJN_Radar_Fix_for_TMO2

posted date : 10-12-2010 It overwrites AI_Sensors.dat in TMO which has itself a 12-23-2011 update.

This mod is particularly confusing because it has 3 versions, one of which is named TMO betapatch. Link to thread : http://www.subsim.com/radioroom/showthread.php?t=175965

Tucker
10-22-18, 11:49 PM
Hey y’all, I have a quick question about RSRD. How are New Constructions/boat upgrades handled. I know in vanilla it’s after every three patrols you are given the option to get a new boat as long as you have had at least one successful patrol in your last three. I am in an S-Boat stationed in Alaska in May 1943 and it’s been 9 patrols and I’m still in my S-Boat. Not once have I been given the option to upgrade. I am fourth overall on tonnage and I’m just worried my boat will be retired and my campaign will end before I get the chance to get a new boat.

I’m running RFB2.0 with the patch and the correct RSRD version to go with it. Is this normal? Or am I doing something wrong/don’t understand how the new constructions work.

Thanks y’all

Red Devil
07-12-19, 05:06 PM
I have just taken a left turn into Confusion Avenue.

All these RFB and 15's - I am lost. This is what is currently housed in my JSGME:

propbeanie
07-12-19, 08:15 PM
You should pull them all back out, and use the one labeled "RSRDC_SH15_V550", then the "RSRDC_V5xxx_Patch", then you can experiment with a few of those other small mods.

You can also do the "TriggerMaru_Overhauled 2-5", the "RSRDC_TMO_V502", and that same "RSRDC_V5xxx_Patch", and then other small mods.

What you have now is the RSRDC intended to go on top of Real Fleet Boats (http://www.subsim.com/radioroom/showthread.php?p=1227834#post1227834), hence the "RFB" in the name. RFB can be fun also! RFB uses the stock campaign, so RSRDC adds a new campaign layer. :salute:

Red Devil
07-14-19, 05:21 AM
You should pull them all back out, and use the one labeled "RSRDC_SH15_V550", then the "RSRDC_V5xxx_Patch", then you can experiment with a few of those other small mods.

I am trying these settings out now and found something out. Why cant I contact local friendly ships. I am outside Manila Bay near Maraveles, in the Pollack, the Japs have had Manila for a few weeks and two large american freighters are entering the Bay, to their doom.

propbeanie
07-14-19, 07:19 AM
That is most likely one of the automatic stock "US_" layers that doesn't get overwritten from the Stock version by the RSRDC campaign files. :salute:

Red Devil
07-14-19, 07:40 AM
1 game day later, the same two ships left Manila Bay. The next day again, whilst on my way back to Java, found same two ships again, heading same course.

FrankTheTank586
10-10-19, 01:52 AM
I recently decided to start playing SH4 again so I loaded up the two above mentioned mods...except shortly after the end of 1941, I stopped receiving radio messages updating me on major ship positions and it doesn't seem like any of the major battles that should occur actually happen.


For example, as a test, I started a campaign just before the Battle of Midway (June 4th 1942) and stayed very close to the island until well after it was supposed to be over...literally nothing happened. I tried several times, nothing changed.


I reinstalled the entire game, reinstalled the mods...nothing.


The current order I have them in is:


RFB_2.0
RFB_2.0_Prach_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1


Am I doing something wrong here? What happened to everything?


Also it really just seems like there are no ships...anywhere. All I see is planes constantly harassing me over and over, day in and day out. The only time I'll ever really see ships is in the harbors.


No contact reports, no major battles, no convoys...nothing! What's going on?

propbeanie
10-10-19, 07:14 AM
The renderings of battle scenes may or may not function correctly, but lurker did the best job of any of the SH4 modders in that regard. (Warning - pendantic info follows) When doing mods, it is important to not have your game installed in a Program Files folder on your hard drive. You can make your own folder, such as "Games" in the C: drive and copy and paste the game there if desired. Also of equal importance is the emptying of the Save game folder, which by default is found in the "C:\Users \UserName \Documents \SH4" folder (or similar, dependent upon your OS). The game stores all of its information that it runs the game from in there, and if you don't empty it prior to playing a new mod, you will still have portions of the old mod or Stock that are active. Another way to avoid the situation is to use a different copy of the game for the different mods, and then use MultiSH4 to write a new Save folder for each copy, with a unique name for each.

RFB for the most part uses the Stock campaign files, which includes the "messages.txt" (28kb) file in the Data / Campaigns / Campaign folder. RSRDC will overwrite that file (64kb), and give you about two and a quarter times again as much info, including intel on where some of lurker's Random Generated Groups will track for you to go hunt... Generally speaking, lurker did not use the Ubi-styled contact reports very often, which you would get by the game showing a box on the NavMap screen in Stock. You can still do the radio "Contact Report" stuff though. :salute:

FrankTheTank586
10-10-19, 10:16 AM
Oh...that may actually be it. Didn't know installing it into a Program Files folder would be a problem.


What's strange is it worked fine initially with the radio messages but now they just don't show up at all

FrankTheTank586
10-10-19, 11:23 AM
Well, I reinstalled the entire game completely clean, no mods, no nothing, reinstalled all the mods and JSGME from scratch, all new everything and still the same problem. No radio messages, no Battle of Midway, nothing. Could there be a file left over from somewhere I didn't see? A registry file for SH4 or something? Could the save files somehow be screwing things up?


I don't know what's going on :(

propbeanie
10-10-19, 11:34 AM
Windows considers the Program Files folders as "protected" territory, so you might see splash screens and other graphic files take, but anything "cfg" is taken as a "system" file, and does get "rolled-back" to the previous "authorized" version (too many quote marks... :roll: ). The Windows behavior varies with other files, so you might well be seeing the Stock game's messages.txt file, which sometimes looks like someone got tired of filling it out about February 1942 :03: - some months there are no reports. Back out all of your mods, make yourself a new folder somewhere, such as "C:\Games", and then <Ctrl><C> the game folder ("Silent Hunter Wolves of the Pacific" or whatever) and <Ctrl><V> inside the new folder to copy what you have over. If you want a short-cut on the desktop, you'll have to make a new one of those. After the move, re-apply all of the mods, and either use MultiSH4 to create a new Save folder (such as RSD or whatever), or empty the existing Save folder. You will have to re-set your screen resolution and all of the gameplay settings, but you won't have Windows trying to protect you from yourself anymore either... :salute:

Edit: Oh! as for the traffic, you'll have to find the "shipping lanes", and lurker does have a map - either on the Captain's bed, or somewhere on the sub - that shows where the traffic generally is. You will notice also though, that the levels (frequency) is quite a bit lower, like maybe one fourth of what there was in the stock game because of the "historical" layers that lurker made. You might go an entire patrol with only seeing airplanes, if you don't know where to look. On a side note to that, once an airplane "sees" your submarine, others are directed to "search" in your general area, so you will see even more airplanes than normal. If they see you, change speed (faster or slower, doesn't matter) and change course. Just be mindful of fuel usage and what's in your bunker... :salute:

FrankTheTank586
10-10-19, 05:51 PM
Yup, I freshly reinstalled the game, moved it to C:/Games...nothing. Same problem.


I'll try putting it in a different drive instead of my OS drive and see if that works. If it doesn't then I have no idea what happened.



Also doesn't MultiSH4 only work with v1.2? Maybe moving the save file to a different folder with MultiSH4 would work but would it even work with v1.5?


Update: tried moving it to my E drive which is purely for storage, same problem. No messages of "heavy IJN units spotted" like there should be at least sometimes or anything like that anywhere. Something's wrong with the scripting, I'm suspecting my save files are to blame for this somehow.


Another update: okay, now it SEEMS like the units for the Battle of Midway actually shoe up (3 Hiryu class carriers and a Soryu along with two Kongos and some CAs and destroyers, but still no radio messages.)

propbeanie
10-10-19, 07:00 PM
MultiSH4 1.5 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110)

It is named "1.5" to indicate it works with SH4 v1.5. If you don't use that, just empty your Save folder. You can delete the whole thing, at "SH4" level, found in the "C:\Users \UserName \Documents \SH4" folder, or you can delete the "Data" folder below that. A re-install of the game does not remove the Save folder. After you delete it, the game will recreate that folder when you next start it. If you don't delete it, the game sees all the files it "needs" are there, and doesn't attempt to overwrite some of the important ones. However, do not do the delete until ~after~ your mods are active, so that their settings all come into your game...

You will lose your campaign progress and everything associated with it, as well as being set back at 1024x768 on screen resolution, but the settings are easy enough to re-set. It's the loss of campaign progress that might hurt a bit, as it stands now, you can't use stock with your save folder, and you can't use RSRDC with your save folder, and you can't play RFB by itself, or with RSRDC, because your Save folder has a mix of both mods and Stock, but not all of any one of them... :salute:

FrankTheTank586
10-10-19, 07:34 PM
Alright, the only thing left now is the radio messages. What about those? I deleted the entire save file folder (I didn't really care much about what was in there anyway, nothing special), and the messages still aren't coming through.


Also for the radio patrol messages, it's still saying to patrol specific coordinates...maybe my memory is wrong here but aren't the orders for your sub supposed to say something like "patrol off the shore of Tokyo bay for 96 hours and attacking shipping" or something along those lines instead of just saying "patrol at coordinate 0711 1255"?



Maybe my memory doesn't serve me there but yeah.


Sorry for all the headache :(

FrankTheTank586
10-13-19, 07:02 PM
I positioned myself at the mouth of the San Bernardino Strait on June 14th 1944 and I have gotten radio messages about the position of the Japanese Fleet with 4 carriers.



However, when the date/time rolls around and even when the radio report rolls in pinpointing their EXACT location...there's absolutely nothing.


Do I have to be far enough away for them to spawn in or something? I've checked the game files and I know I'm in the correct spot, directly at the mouth of the San Bernardino Strait, to attack them when they come through but there's literally nothing, even in spite of constant reloads, nothing. Could the mod have been broken somehow? I didn't mess with the mods after I started my career and everything up to this point has been fine from the slot runs to the Convoy reports.

propbeanie
10-13-19, 09:00 PM
Let me ask you this then, did you look at a Group's Properties page, and then click on the "Accept" button? The reason for the ask, is because if you do click on the Accept or OK buttons on Properties boxes or Define Group Contents boxes, the Mission Editor changes the background text of the mis file found the Campaign folder, and you don't even have to click the Save button in the Mission Editor for this to happen. The game "knows" that you don't want to use the values that lurker put in there, because it has "default" values that it wants you to use... and with that, everything in that particular file you looked at is now 24 hours late, and has other undesired changes. If you did that, de-activate the RSRDC mod, then delete its folder from your MODS folder, and un-zip a fresh copy of the files. That is just the way the Mission Editor works - for whatever reason...

Secondly, even if you did not do any button pushing, the game does not spawn the same way twice. It varies, since it uses Random Numbers generated by the computer to decide what to do. One time, group 1 spawns first, but the next time through, group 7 spawns first. Similarly in the group itself, ship 1 might spawn first, or ship 23. It just varies. In line with that, is the fact that since each group might be a little "off" in its timing, it might run into different scenarios during its journey, such as one time, the weather is calm, the next time it is rough, so it takes longer for it to get there, or it might encounter a group that it normally wouldn't. At the same time, that text file that displays in your sub is "static", and does not change Throw everything above at the text file, and it is bound to miss a bit each time, but sometimes by a lot.

If you look where the circle in the picture is, you are nowhere near a spawn location, so it isn't that in this case. I would more suspect the files got messed up, or maybe they ran aground on Ticao trying to make the turn... :salute:

https://i.imgur.com/3kc508Q.jpg

FrankTheTank586
10-13-19, 09:03 PM
I did look at the group properties page but all I did was look at the waypoints. I did not touch ANYTHING at all via the Mission Editor. Also this happened before I even looked at the mission editor files.



I guess I'll just have to reload from a point before they spawn...or even restart the patrol.

propbeanie
10-13-19, 09:06 PM
Are you doing a campaign patrol, or a Single Mission file "SM05 Battle off Samar"? :salute:

FrankTheTank586
10-13-19, 09:15 PM
It's a campaign patrol, and it's not the Battle off Samar I'm looking for, it's the Battle of the Philippine Sea in June of '44, not Samar in October of '44

propbeanie
10-13-19, 09:32 PM
Ahh, so you're trying to be the Flying Fish, only with a different agenda, eh?... :O: You're laying in wait on the groups coming out of Tawitawi / Guimaras, eh?... According to what I see, there should 30 ships of the CarDiv1 departing Tawitawi 13th June, 1944, and then exiting the San Bernardino Strait at 1930 15th June 1945, in the deep water by 1940, the message coming across at 2000... :salute:

Edit: A little side-note to that. The group is built wide, at 4x across, plus the escorts. Just because the Mission Editor says they'll make it on time, does not mean that they will... The ships are spaced at 1,000 yard apart, to that's a minimum of 3,000 yards wide between the four columns, then add an escort either side makes that 5,000 yards at a minimum. Then the DD have to do their Knuckle turns to check their baffles, that another 1000 yards either side, so now we're 7,000 yards across... real close to three and a half nautical miles wide, making turns through the Masbate and Ticao passes and the Strait... not an easy feat to do... I've never investigated if they do make it through. If I get some time in a few weeks, I might make that trip just to see... :salute:

FrankTheTank586
10-13-19, 09:34 PM
That's correct, the message does come through but there are no units at all of the Japanese task force coming through the Strait. All I see is a few stray merchant ships but no sign of any Japanese heavy surface units coming through.

propbeanie
10-13-19, 09:43 PM
I tried to do a quick edit, before you posted, and as usual, I are a slow old man, and failed... I made a comment about the group itself on the previous page:

Edit: A little side-note to that. The group is built wide, at 4x across, plus the escorts. Just because the Mission Editor says they'll make it on time, does not mean that they will... The ships are spaced at 1,000 yard apart, to that's a minimum of 3,000 yards wide between the four columns, then add an escort either side makes that 5,000 yards at a minimum. Then the DD have to do their Knuckle turns to check their baffles, that another 1000 yards either side, so now we're 7,000 yards across... real close to three and a half nautical miles wide, making turns through the Masbate and Ticao passes and the Strait... not an easy feat to do... I've never investigated if they do make it through. If I get some time in a few weeks, I might make that trip just to see... :salute:

FrankTheTank586
10-13-19, 09:46 PM
Actually, I just restarted from my previous patrol (giving up about 80,000 tons worth of shipping sunk...)


And lo and behold, I fast forward to June 15th sitting at the mouth of the Strait once again...and this time they showed up!


Just a bug I guess. Maybe they did get stuck.


Not sure if I should give up the 80,000 ton patrol just to sink some warships or not...

Abir
01-20-20, 05:52 PM
SH4 graphicsis not good. So when i decide to download this mod i can' download for restriction. I saw there is Tench class submarin. I want to download this mod, open the restrictions please

Red Devil
01-21-20, 10:32 AM
some downloads are especially for those who pay an annual donation to Neal to help run the site. :yeah:

Red Devil
01-21-20, 10:35 AM
That's correct, the message does come through but there are no units at all of the Japanese task force coming through the Strait. All I see is a few stray merchant ships but no sign of any Japanese heavy surface units coming through.

messages do not tie up with software, regular occurrence, some I firmly believe are not even based on fact, but Ubi developers bit if 'fun' (actually quite annoying). Like 'Today the Japs invaded Java, coffee will now be rationed'

Stevedrummer21
04-29-20, 12:02 AM
If you read, for example, "Clear the Bridge", by Dick O'Kane aboard USS Tang, you will see how imprevisible (and foolish) were the routes used by the Japanase Merchant Marine. There are memorable chapters were Ultra messages sent to Tang indicates some traffic routes between logical ports for commercial traffic and the submarine didnīt find nothing, except out the informed routes and making crazy manouvers between anothers ports.


Fitzcarraldo :salute:

Im getting ready to read that book. Just got done with Wahoo

Aktungbby
04-29-20, 12:47 AM
Stevedrummer21!:Kaleun_Salute:

Shane
06-14-20, 10:14 PM
I am doing research into Japanese convoys in WWII and made my way to this thread in a desperate search for the English translation of Shinshichiro Komamiya's "Wartime Transportation Convoys History." I was told that the RSRDC support folder contains a 3-part PDF of this document, but I am having trouble extracting the downloads and not sure if there is a better way to get the PDFs. Anyone happen to have a lead you can share? It would be much appreciated!

My apologies if this is posted in the wrong section.

Aktungbby
06-14-20, 11:57 PM
Shane!:Kaleun_Salute: https://www.subsim.com/radioroom/showpost.php?p=469850&postcount=1 (https://www.subsim.com/radioroom/showpost.php?p=469850&postcount=1) I have a translated copy of S. Komamiya's Wartime Transportation Convoys History on a CD. A fellow submarine researcher gave me this in 2005. It is an indespensable document (nearly 500 pages total in 3 files of MS Word) if you are interested in the subject. I am unsure who holds the copyright (if any) on this translation.

Komimaya's work contains the following (where available): depature/arrival times, merchant ship names, escorting warship names, and a brief and sometimes detailed account of the convoys journey...including which particular Allied submarine (or ship) inflicted the losses. There also on index to locate US submarines involved in attacks. The index isn't that great though...

You may PM me if you are interested in obtaining these files. All three files combined are about 3 megs.
Donner's site shows he is still currently active as of 7/2019; so...a PM to him may be advisable. :arrgh!:

Shane
06-16-20, 06:25 PM
Shane!:Kaleun_Salute: https://www.subsim.com/radioroom/showpost.php?p=469850&postcount=1 (https://www.subsim.com/radioroom/showpost.php?p=469850&postcount=1) Donner's site shows he is still currently active as of 7/2019; so...a PM to him may be advisable. :arrgh!:

Thank you. I sent him a PM and will keep my fingers crossed!

Aktungbby
07-05-20, 12:12 PM
WOW! GLAD IT WORKED OUT
Hello. Just wanted to follow up and confirm Donner did, in fact, help me with the documents I was seeking. Thank you again. I had a relative on the Hokusen Maru POW ship in that convoy. I have been doing research on his experiences as a POW, including the hell ship voyage, and this information is quite useful to confirm important details for the related history.
Best regards,
Shane
:arrgh!:

Manfred Von Gosky
12-07-22, 06:04 PM
Where's the download link to the latest version?

KaleunMarco
12-07-22, 06:38 PM
Where's the download link to the latest version?

yeah...this one is different.
search using "RSRD".
https://www.subsim.com/radioroom/downloads.php?do=file&id=4738

there are a bunch of RSRD mods that can be run on top of other mods such as TMO.

Good Luck!

propbeanie
12-08-22, 08:15 AM
The Run Silent, Run Deep - The Campaign V4xx (https://www.subsim.com/radioroom/showthread.php?p=667498#post667498) Release thread, but the "title" is a misnomer in that the actual releases are v5.xxx, with the 3-digit trailing number referring to whether you are using it on Stock, TMO or RFB. :salute:

Kal_Maximus_U669
12-08-22, 08:20 AM
yeah...this one is different.
search using "RSRD".
https://www.subsim.com/radioroom/downloads.php?do=file&id=4738

there are a bunch of RSRD mods that can be run on top of other mods such as TMO.

Good Luck!

It seems useless why waste time on it ... it's not been a day for a long time ... then be careful with soup mods ..!!! lol :har::har:

william"hawkeye"
03-24-24, 01:54 PM
I've been playing FOTRSU for a while now and have been enjoying it, but a friend recommended that I try this mod for greater difficulty. And boy was he right! I kinda got fired-- uh, I mean promoted to a desk job a year into the war for my unimpressive performance. I think a few incidents early on made me very cautious(like when I believe I struck a mine off Guam), but I do have to say that I ran into very few targets on patrol. Is this intended? Even when I went full-tilt at everything I saw, I never saw more than two merchants on a patrol.

But I'll give it another go, this is a good mod and I've been enjoying it. Even if it has been kicking my ass

Red Devil
03-24-24, 04:07 PM
Hawkeye - I think it all depends on your view of the sim, the action and targets. I never play above 'normal' and use few mods, mainly visual. My torps are Webster No 3 which have a bigger 'bang', but not much. I believe that many of our friends have massive differences, but hey, it IS only a game and I like my fun. :up:


Good grief!! I have just noticed that I have been here for 20 years, come May. I do recall I was here once before too but got 'broke' .........

propbeanie
03-24-24, 05:44 PM
I've been playing FOTRSU for a while now and have been enjoying it, but a friend recommended that I try this mod for greater difficulty. And boy was he right! I kinda got fired-- uh, I mean promoted to a desk job a year into the war for my unimpressive performance. I think a few incidents early on made me very cautious(like when I believe I struck a mine off Guam), but I do have to say that I ran into very few targets on patrol. Is this intended? Even when I went full-tilt at everything I saw, I never saw more than two merchants on a patrol.

But I'll give it another go, this is a good mod and I've been enjoying it. Even if it has been kicking my ass
Yes, that is the way lurker intended it. You definitely have to find the traffic lanes, and they do move as the game progresses. Good stuff. If you ~really~ want a challenge, put it on top of Ducimus's TMO 2.5... :salute:

william"hawkeye"
03-24-24, 06:31 PM
Ah, I see. Yea I figured I would need to do something like that. But is there any way to tell where these transport lanes actually are?

KaleunMarco
03-24-24, 09:52 PM
Ah, I see. Yea I figured I would need to do something like that. But is there any way to tell where these transport lanes actually are?

well, you should read the documentation of both TMO and RSRD for mods that are compatible and for the order of application. at a high level, you apply TMO 2.5 (Ducimus) first and then RSRD, however there will probably be other mods that you want to apply. be sensitive to the files that the latest mod is applying over the top of files changed by TMO and RSRD.

i do not have TMO/RSRD installed on this device and will not be near my main SH4 device until May sometime, so i am doing this from memory. RSRD does have a support folder with convoy route information and since you will applying RSRD over TMO, i would study that documentation.

be advised that TMO/RSRD reduces the traffic volume when compared to stock SH4 1.5-UBM.

if i think of any other outstanding difference, i will re-post.

also, be advised, i would suggest that you do not mix TMO_Bubblehead mods with TMO_Ducimus, or vice versa.

good luck!
:Kaleun_Salute:

viking-uboat
06-07-24, 01:35 PM
do rsrdc work with Trigger Maru Overhaul 2.5 UpdateBH V2.0?

Aktungbby
06-07-24, 04:49 PM
viking-uboat!:Kaleun_Salute:

KaleunMarco
06-07-24, 10:06 PM
do rsrdc work with Trigger Maru Overhaul 2.5 UpdateBH V2.0?

you should read both the first post of TMO 2.5 BH (https://subsim.com/radioroom/showpost.php?p=2771180&postcount=1) and the documentation that Bubblehead1980 provided in the download.

i do not have an installation of that mega-mod, currently.

i can tell you that RSRD will work as its own mega-mod when applied to Stock 1.5 and it will also work when added to Ducimus' TMO 2.5 by following his instructions.

:Kaleun_Salute: