View Full Version : [REL] Run Silent, Run Deep - The Campaign
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sithlordmaligant
04-27-11, 12:01 PM
thank you you did sum it up correctly and they appear ot be downloading from a fileplanet site i go on the old post here to get the links and they point me there
Hello, trying this for the first time. I'm also using RFB 2.0. My question is, how do I know if I have RSRD enabled? It seems to be generating the same kind of missions with or without it. Also, it says to install in port.. hopefully i'm not sounding stupid but does that mean that I need to be in a campaign and then activate the mod through JGSME before I go out on patrol? Help much appreciated. Thank you.
Welcome aboard k25 (http://www.subsim.com/radioroom/member.php?u=229401), :salute:
Generally, you want to avoid activating any mod in the middle of a patrol. You can activate before you start a campaign/career though.
As far as RSRDC goes, you will probably not see any obvious gameplay changes, as it is a mod that scripts shipping and naval traffic. It was created to fix issues where planes were flying far from their bases, task forces popping up where they don't belong, etc. It does not change your boat's performance or the game interface.
GOOD HUNTING!
I'm goin' down
04-28-11, 11:35 PM
With RSRDC you will see many more missions start dates offerred in career mod, at least in TMO. Start the mod prior to a mission, and I do not know if starting it at the commencement of a campaign is required, but you will find out I am sure.
Activate the correct version of RSRDC for your install via JSGME, then start a new career, not a previously saved one.
In stock SH4 your career start dates and locations will be fairly limited, with RSRDC installed you will have a multitude of start dates and location dates that correlate historically with movement of the front lines and naval bases, as wells as the different deployments of the Fleet Boats in the PTO. You can even opt for a career up in the Aleutians in an S-42. http://www.navy.mil/navydata/cno/n87/usw/issue_18/forgotten.htm
Happy Hunting!
SJFriesen
08-28-11, 09:17 PM
So I just got the RSRD Mod after reading about it on a TMO post. Is RSRD updated to the most recent version of TMO? Im running TMO 2.2 I have had the game crash on me three times now. Each time was while I was underwater and being attacked in some fashion. Twice by a destroyer and once as a airplane attacked me because I didnt dive right away. Im wondering if I didnt patch RSRD correctly.
Bubblehead1980
08-29-11, 12:34 AM
So I just got the RSRD Mod after reading about it on a TMO post. Is RSRD updated to the most recent version of TMO? Im running TMO 2.2 I have had the game crash on me three times now. Each time was while I was underwater and being attacked in some fashion. Twice by a destroyer and once as a airplane attacked me because I didnt dive right away. Im wondering if I didnt patch RSRD correctly.
You were prob spotted, RSRD's default visual sensors for enemy ships is a bit much.There is a mod I believe tater created that tones them down to more realistic levels.
SJFriesen
08-29-11, 02:31 AM
Hey Bubble I mean the game literally crashed not the sub. Game completely froze and I have too ctrl alt del and manually shut the program down. Went and disabled RSRD and it works fine again now. Did it 3 times in 2 different scenarios
After reading through this im going to try reinstalling and then remodding everything. If I still have a problem I will let someone know. Thanks
SJFriesen
08-30-11, 01:28 AM
Armistead im going to use your mods list as a guild lines for my new install if you dont mind. Are most of your mods gameplay mods or visual?
Well I found them all except for TMO_SubTextures_FooSkin
JSGME enabling them not trial shortly.
Roger Dodger
09-07-11, 03:41 AM
I read sometime ago on this thread that the Battle of Coral Sea had been integrated into RSRDC, and since I'd been floating around the N. Celebes for a couple of weeks with no sightings, I thought I'd try to get to the area on the right date. I made it to Tulagi by May 1, then did a search pattern around Sago (?) island for a couple of days, and sure enough, on May 3 the Jap destroyer TF showed up just south of Sago Island, then turned north heading towards Tulagi. The TF was being trailed by a large ammo freighter about 10 miles behind the TF. I just waited near the TF track until he showed up, then took him out with three well placed Mk14s. Never saw the main invasion TF for Port Morsby, nor the Carrier TF. I was running low on fuel, and past by the areas on the way to refuel at Brisbane a day or two before the actual battle.
If you're interested in participating in the Battle of Coral Sea, here are some dates and positions I got from Wikipedia:
Early May 3, 1942 - Invasion force off Tulagi
May 4 - Japs at Tulagi 9d07'S 160d12'E
May 5 - Jap TF steaming S on E side of Solomons. Turn W and pass S of San Cristobal I.
Early AM May 6 - TF refueling 180nm W of Tulagi
0600 May 7 - Jap Carrier TF 13d12'S 158dE
10:00 May 7 - Jap invasion force 10d35'S 152d36'E
0615 May 8 - Jap carriers at 10d25'S 154d5'E
May 9 - US TF returns to Pearl
May 10 - Jap Minelayer at 5d06'S 153d48'E (Operation RY)
May 16 - Operation RY cancelled - Japs retire to Rabaul and Truk
Aug 7 - US invasion of Guadalcanal and Tulagi
'd' = degrees since symbols don't work on this editor.
Good Hunting!
Bubblehead1980
09-08-11, 07:23 PM
I read sometime ago on this thread that the Battle of Coral Sea had been integrated into RSRDC, and since I'd been floating around the N. Celebes for a couple of weeks with no sightings, I thought I'd try to get to the area on the right date. I made it to Tulagi by May 1, then did a search pattern around Sago (?) island for a couple of days, and sure enough, on May 3 the Jap destroyer TF showed up just south of Sago Island, then turned north heading towards Tulagi. The TF was being trailed by a large ammo freighter about 10 miles behind the TF. I just waited near the TF track until he showed up, then took him out with three well placed Mk14s. Never saw the main invasion TF for Port Morsby, nor the Carrier TF. I was running low on fuel, and past by the areas on the way to refuel at Brisbane a day or two before the actual battle.
If you're interested in participating in the Battle of Coral Sea, here are some dates and positions I got from Wikipedia:
Early May 3, 1942 - Invasion force off Tulagi
May 4 - Japs at Tulagi 9d07'S 160d12'E
May 5 - Jap TF steaming S on E side of Solomons. Turn W and pass S of San Cristobal I.
Early AM May 6 - TF refueling 180nm W of Tulagi
0600 May 7 - Jap Carrier TF 13d12'S 158dE
10:00 May 7 - Jap invasion force 10d35'S 152d36'E
0615 May 8 - Jap carriers at 10d25'S 154d5'E
May 9 - US TF returns to Pearl
May 10 - Jap Minelayer at 5d06'S 153d48'E (Operation RY)
May 16 - Operation RY cancelled - Japs retire to Rabaul and Truk
Aug 7 - US invasion of Guadalcanal and Tulagi
'd' = degrees since symbols don't work on this editor.
Good Hunting!
Somehow I missed the IJN invasion of Tulagi but caught the force that leaves on evening May 4th, fired at the minesweeper but all for prematures.The enemy escorts worked me over pretty good (Porpoise Class sub at 250 feet) but managed to live.I then proceeded to the Coral Sea but missed the battle.However I found "Wounded Bear" aka the damaged Shokaku leaving the area.I attacked and even two torpedos managed to hit her, she went down.The two DD's I added(some reason in RSRD she is unescorted) gave me hell afterwards but worth it.
Roger Dodger
09-09-11, 02:23 AM
Somehow I missed the IJN invasion of Tulagi but caught the force that leaves on evening May 4th, fired at the minesweeper but all for prematures.The enemy escorts worked me over pretty good (Porpoise Class sub at 250 feet) but managed to live.I then proceeded to the Coral Sea but missed the battle.However I found "Wounded Bear" aka the damaged Shokaku leaving the area.I attacked and even two torpedos managed to hit her, she went down.The two DD's I added(some reason in RSRD she is unescorted) gave me hell afterwards but worth it.
On my way now to Guadalcanal. I should be in good position the day before the invasion. Should be exciting times. I've got surface search RADAR now, so that will make spotting the IJN much easier. :woot:
Laffertytig
09-17-11, 06:32 AM
got a question just out of curiosity more than anything else.
ive been having a look throught the TMO version of this mod and see there are lots of chamges to bombs, visual sensors etc.
if this mod only deals with the campaign layers why are library, textures and terraub folders included?
Roger Dodger
09-28-11, 04:46 PM
Arrived vicinity of Tulagi-Guadalcanal around the 11th of August. Sailing south of New Britian, I met and avoided two Fubuki DDs, per instructions from SubPac, then entered 'The Slot' and sailed south towards Tulagi. Met and sank a Takao class heavy cruiser (16K tons) sailing up the slot, using four torpedoes (three hits, one miss). :yeah:
I've spent the next 10 days sailing around Savo Island between Tulagi and Guadalcanal. Even with RADAR, I haven't seen ANY surface ships, either IJN or Allied, with the exception of one Minekaze DD. Shouldn't the US fleet be in this area during this time?
Also, Tulagi was seized and secured on August 9 by the Marines, but the Jap seaplane base is still very active. When will its condition change?
I'm heading north, up the slot, and will try to intercept the slow Jap transports on their way (around Aug 23) to Rabaul from Truk. These troops will be transferred to DDs at Rabaul and head to Guadalcanal ('Tokyo Express'). Slow transports are easier to sink than DDs. :D I'm getting low on torpedoes (4 forward, 4 aft).
Bubblehead1980
09-28-11, 04:51 PM
Arrived vicinity of Tulagi-Guadalcanal around the 11th of August. Sailing south of New Britian, I met and avoided two Fubuki DDs, per instructions from SubPac, then entered 'The Slot' and sailed south towards Tulagi. Met and sank a Takao class heavy cruiser (16K tons) sailing up the slot, using four torpedoes (three hits, one miss). :yeah:
I've spent the next 10 days sailing around Savo Island between Tulagi and Guadalcanal. Even with RADAR, I haven't seen ANY surface ships, either IJN or Allied, with the exception of one Minekaze DD. Shouldn't the US fleet be in this area during this time?
Also, Tulagi was seized and secured on August 9 by the Marines, but the Jap seaplane base is still very active. When will its condition change?
I'm heading north, up the slot, and will try to intercept the slow Jap transports on their way (around Aug 23) to Rabaul from Truk. These troops will be transferred to DDs at Rabaul and head to Guadalcanal ('Tokyo Express'). Slow transports are easier to sink than DDs. :D I'm getting low on torpedoes (4 forward, 4 aft).
1th of August you missed the battle of savo and the US forces had pulled out, leaving Marines ahsore with little supplies etc and dont think many IJN forces around duirng the lull in action.The US carriers and transports pulled out for fear of losing big again as they did at Savo Island on August 8/9. I think later in the month you will get some flash messages warning of approaching IJN transports and warships, been a while I since played around with the solomons area.
Are you sure it's the Tulagi seaplane base still sending patrols out? I've looked at the files before and the base there exit date is set day after invasion.Although the icon will remain on the map until next time you reload or have been in port.There is a seaplane base nearby on Santa Isabel and believe another in the New Georgia group so doubt its from Tulagi.
Roger Dodger
09-28-11, 05:21 PM
1th of August you missed the battle of savo and the US forces had pulled out, leaving Marines ahsore with little supplies etc and dont think many IJN forces around duirng the lull in action.The US carriers and transports pulled out for fear of losing big again as they did at Savo Island on August 8/9. I think later in the month you will get some flash messages warning of approaching IJN transports and warships, been a while I since played around with the solomons area.
Are you sure it's the Tulagi seaplane base still sending patrols out? I've looked at the files before and the base there exit date is set day after invasion.Although the icon will remain on the map until next time you reload or have been in port.There is a seaplane base nearby on Santa Isabel and believe another in the New Georgia group so doubt its from Tulagi.
I did miss the main invasion by a couple of days, and knew the US fleet pulled out shortly after. That Takao I sank must have been involved in that fight somehow. Strange he was all alone (no escorts).
I'm pretty sure the aircraft are from Tulagi cause they are always flying towards there. I haven't seen any flying OUT of Tulagi. They might even be US planes, but I don't stick around long enough to get a good ID on them. I did get bombed once, but I do try to be careful around aircraft.
I'm going to try to intercept those slow transports on their way Truk-Rabaul. I'll have to break off action after that since I'm getting short on torpedoes.
A quick error report: There are 2 british cruiser in the same location in Brisbane, Australia druing the campaign. The look like they have been welded into one longer cruiser and make strange crash sounds.
Apart from that: I love yor mod! :yeah:
Chrischn89
10-07-11, 07:01 PM
I tried to combine RSDC with TMO 2.2 and the Optics fix but I think I broke some part of the ship spawn, cause I canīt find a single ship during my campaign.
I dunno if itīs just me being a SH4 noob and unfamiliar with RSDC or if I installed something wrong...
This is my mod list:
http://img441.imageshack.us/img441/6835/jsgme.th.jpg (http://imageshack.us/photo/my-images/441/jsgme.jpg/)
White Owl
10-07-11, 08:16 PM
Does anybody else run into a lot of Hog Island Type A freighters in this mod? I seem to run into those things twice as frequently as any other ship, and wonder if that's the intended behavior, a bug, or just a weird streak of luck. No idea if that type of ship genuinely was common at the time...
I tried to combine RSDC with TMO 2.2 and the Optics fix but I think I broke some part of the ship spawn, cause I canīt find a single ship during my campaign.
I dunno if itīs just me being a SH4 noob and unfamiliar with RSDC or if I installed something wrong...
This is my mod list:
http://img441.imageshack.us/img441/6835/jsgme.th.jpg (http://imageshack.us/photo/my-images/441/jsgme.jpg/)
Had a similar experience in one campaign where I had to patrol around Kiska (very far in the north). I think this is actually realistic. Well at least if it doesn't happen ALL the time :rotfl2:
CapnScurvy
10-08-11, 09:57 AM
I just happened to be looking through the forum and found these latest replies.
I tried to combine RSDC with TMO 2.2 and the Optics fix but I think I broke some part of the ship spawn, cause I canīt find a single ship during my campaign.
I dunno if itīs just me being a SH4 noob and unfamiliar with RSDC or if I installed something wrong...
This is my mod list:
http://i175.photobucket.com/albums/w132/crawlee/jsgme1.jpg
Had a similar experience in one campaign where I had to patrol around Kiska (very far in the north). I think this is actually realistic. Well at least if it doesn't happen ALL the time
As far as the ship re-spawn, that's an RSRDC v502 thing.
BUT, looking at the JSGME mod list, you have it messed up. I do not recommend the mods you have activated because they are not compatible with each other as you have them. It's true the "Optical Targeting Correction for TMO 2.2" is compatible with TMO 2.2, but the RSRDC v502 (and its patch) is not compatible with the two combined. Lurker has pretty much stopped work on his mods, and there is no plan (that I know) of having him rework his mods to make them compatible with the combination as you have them.
I'm working right now on making a separate version of "OTC for RSRDC v502" that will make all three mods work together. The correct order of activation in JSGME will be different than what you have listed, once I release the compatible edition. Life's been busy for me this fall but I'll finish the compatible edition soon.
One thing that's important when combining mods, is to read the information about the mod and what it states it works with. If the mod doesn't state it's compatible with another mod, expect it not to work as intended. It's true "Optical Targeting Correction for TMO 2.2" is compatible with the "TriggerMaru_Overhaul_2" and it's version "TMO_Updqate_20_to_22".
It's also true "RSRDC_TMO_V502" (and its patch) is compatible with the two TMO mods. But, no where does RSRDC state it's compatible with Optical Targeting Correction, in any form. It's a bit like "Buyer Beware" when combining mods together if they don't state they belong together, then they don't.
I'm goin' down
10-08-11, 11:19 AM
The ins and outs of mod compatibility can trip up the unwary.
http://i1197.photobucket.com/albums/aa433/arloguh03/Mod_soup.jpg
CapnScurvy
10-08-11, 04:39 PM
http://i295.photobucket.com/albums/mm157/puhveli123/witch_stirring_pot_md_clr.gif
fitzcarraldo
10-08-11, 06:35 PM
http://i1197.photobucket.com/albums/aa433/arloguh03/Mod_soup.jpg
Arlo: Please, I want to know where you downloaded these mods:
Clayīs optics for TMO?
Websterīs Selected sounds?
More crew commands dialog?
It is the first occasion I see those mods...
Many thanks and best regards.
Fitzcarraldo :salute:
Fitz, they're all available in the downloads section of subsim. :DL
Cappin'
10-21-11, 11:06 PM
Great mod. It's modder's like these fine people, that keep these games alive.
:yeah:
Greetings!
I seem to have a problem. I have installed the latest version of TMO, the TMO patch, RSRD, the RSRD patch and a radio station mod. This is all I have and they are installed in the order I describe.
However, I have noticed (up to June 42 in a Salmon class boat, coming from a S-type boat) that I have not had one incident of seeing any aircraft at all. Also, the SD radar seems not to work either. I can raise the antennae but it doesn't move and I see no options in the radar navigation to use it.
This is a clean install, using win7, latest version (I have the gold edition), and it is really hampering my enjoyment of this game. I really dont want to start a new campaign; it was my intention to complete this campaign (playing on iron man mode...) but so far - there is no air activity.
I thought I would post this in the RSRD thread rather than TMO. Perhaps I should post it there too.
Anyone have any suggestions?
Thanks
torpedobait
12-01-11, 08:35 AM
Be careful what you ask for! The planes are there, and they are murderously effective, depending on your difficulty setting. :har:
Greetings!
I seem to have a problem. I have installed the latest version of TMO, the TMO patch, RSRD, the RSRD patch and a radio station mod. This is all I have and they are installed in the order I describe.
However, I have noticed (up to June 42 in a Salmon class boat, coming from a S-type boat) that I have not had one incident of seeing any aircraft at all. Also, the SD radar seems not to work either. I can raise the antennae but it doesn't move and I see no options in the radar navigation to use it.
..... but so far - there is no air activity.
Anyone have any suggestions?
Thanks
The SD radar was omnidirectional; meaning it sent out impulses in all directions at once. There is no revolving antenna. It only gave the range to contact, no bearing. In other words it was more of an early warning system than a targeting or tracking tool. In the game, there is no screen or GUI for it; you merely get a warning from the crew that there is an aircraft.
I can't say why there is no air activity, unless you are too far from enemy air bases. However, TMO is not something I have used, so someone else can fill you in as to campaign issues.
Roger Dodger
12-01-11, 03:38 PM
Greetings!
However, I have noticed (up to June 42 in a Salmon class boat, coming from a S-type boat) that I have not had one incident of seeing any aircraft at all. Also, the SD radar seems not to work either. I can raise the antennae but it doesn't move and I see no options in the radar navigation to use it.
(playing on iron man mode...) but so far - there is no air activity.
Anyone have any suggestions?
Thanks
Seems like you might be a little confused on which RADAR is which. SD RADAR is AIRSEARCH RADAR. You get SD RADAR on every boat from the get-go automatically. The Antenna is on the conning tower, and can be raised and lowered. It can be upgraded later with more efficient types when available.
SJ RADAR is SURFACE SEARCH RADAR, used to spot ships at much longer distances than your lookouts can see (or when YOU can be seen). The antenna is fixed on the weather deck ahead of the conning tower. You don't get SJ RADAR automatically - you must 'buy' it when in port, and it isn't available when you get a new boat no matter when you get the new boat. Also, it isn't available until after mid-'42 (I think), so you are probably a little early in June '42. It 'may' show up on deck, but won't be revolving until installed. You will have to make your first patrol in your new boat SJ RADAR-less, end your patrol (port), THEN 'buy' your new RADAR.
As far as 'no airplanes' or SD RADAR not working, try this to test your theory:
Patrol on the surface during daylight, especially near land with air bases (they will show up on your nav map). If you get a couple of Jap Aircraft in your face without RADAR warning (i.e. lookout spotting only), then there is a real problem. I would suggest that you keep the anti-aircraft guns manned at all times, 'just in case'. I'm sure the planes are there (I've never had a problem with not seeing aircraft), but you've been really, really lucky in not being spotted yet.
If the SD RADAR doesn't spot aircraft, AND the lookouts don't spot aircraft, AND you get strafed and bombed without warning, then there is a REAL problem. If you still don't see ANY aircraft during surfaced daylight patrols near an air base, there may be a problem with the 'aircraft generator'. In that case, you can always disable the mods in reverse order (one at a time), then re-start your patrol from the 'leaving port' auto-save.
One more thing - the 3D TDC portion of TMO won't work until the SJ RADAR gets installed (GATO/BALAO classes only).
I hope this has been some help for you.
God Bless Electric Boat!
Thanks for clearing that up. Funny enough, my last patrol off the coast of Manila did show the radar working with aircraft, but they were not an excessive amount (probably I am to used to the stock game), but it did work from a distance - enough time to crash dive.
I understand the SD radar more now, a always assumed that it was one of the radar displays in the conning tower. Understood, thanks.
I have another problem now, that is loosing all my deck gun crew after a Tambor class boat upgrade after a mission. I posted that on the TMO thread - this gets kinds confusing with different mods.
Cheers folks.
Roger Dodger
12-02-11, 01:28 AM
Thanks for clearing that up. Funny enough, my last patrol off the coast of Manila did show the radar working with aircraft, but they were not an excessive amount (probably I am to used to the stock game), but it did work from a distance - enough time to crash dive.
I understand the SD radar more now, a always assumed that it was one of the radar displays in the conning tower. Understood, thanks.
I have another problem now, that is loosing all my deck gun crew after a Tambor class boat upgrade after a mission. I posted that on the TMO thread - this gets kinds confusing with different mods.
Cheers folks.
Yer welcome, I'm sure. I got confused myself over SD and SJ, and had to edit my post to unconfuse things. Just remember 'D' comes before 'J' (Airsearch comes before Surface Search). And always keep your finger on the 'C' key when on the surface during daylight hours. I think that it is RSRDC that fixed the constant aircraft issue. Aircraft are alot more rare when you are far away from land (unless you are close to an aircraft carrier).
If you have ever watched 'Run Silent, Run Deep' (the movie), you'll see a scene with blips on the SD scope when they get attacked by aircraft. The game has no such display, but if your Contacts Option is set to 'On' they will show up on the Nav Map. You said you are playing 'Ironman', so I'll assume Contacts are 'Off'. Personally, I'm not very good at trig or ballistics, so I play with the Map Contacts 'On'. Later, when you get a Gato/Balao class sub, the 3D TDC sub-mod will become active, and you can do all your plotting from the two Radar Scopes. Quite realistic! I have a step-by-step instruction for the TDC. If you'd like it, drop me a 'Private' message with your email, and I'll forward it to you.
How'd you get a Tambor sub so fast? You were on a Salmon yesterday. Anyway, one of the sub classes is only equipped with an aft-mount deck gun, I think its the Salmon. I'm using one, and it has no deck gun). If you don't have the mod enabled for aft-mount, you get no deck gun at all for this class (nor any crew for it). Also note: if you enable the aft-mount feature, you can't change your mind later and mount a gun forward of the conning tower.
TMO makes changes in the environment; realistic ocean waves, sub interiors/exteriors, and capabilities of units. RSRDC made changes to the 'shipping layer' of the game, and is much more realistic than the original game. Convoys no longer just 'pop up' out of nowhere. They are actually made to follow the real life shipping routes. Best way to find shipping is to use the pull down map (radio button) and stick around the shipping routes near your patrol area. The shipping is so accurate that you can drift around for a whole patrol, and never see a target - most annoying!
"There are only two types of ships: Submarines and TARGETS"
TMO + RSRDC - Don't leave home without them!
Hi
It must have been mid '42 when they offered me the change of sub - started with an S-boat, then Salmon early '42, then Tambor mid '42-after about 6 patrols, most of which were quite good (60k tonnage where I am now - Dec '42). After about the second patrol with the Trout they refitted the conning tower which is where I lost my deck gun crew.
'Ironman' in the sense of if I die, I die. Like you, the maths part of the game without map updates on really is challenging - wish I had listened in maths lessons now lol. Yeah, so (unless its really stupid mistake like running aground) if I get sunk - then I stay sunk lol. I play on about 84 realism.
I find I just cannot get bored with this game - especially with TMO & RSRD - adds so much more depth to the stock game.
Thanks for your help.
Roger Dodger
12-03-11, 03:47 AM
Hi
It must have been mid '42 when they offered me the change of sub - started with an S-boat, then Salmon early '42, then Tambor mid '42-after about 6 patrols, most of which were quite good (60k tonnage where I am now - Dec '42). After about the second patrol with the Trout they refitted the conning tower which is where I lost my deck gun crew.
'Ironman' in the sense of if I die, I die. Like you, the maths part of the game without map updates on really is challenging - wish I had listened in maths lessons now lol. Yeah, so (unless its really stupid mistake like running aground) if I get sunk - then I stay sunk lol. I play on about 84 realism.
I find I just cannot get bored with this game - especially with TMO & RSRD - adds so much more depth to the stock game.
Thanks for your help.
You must be playing 24/7 :salute: Can't do that anymore myself - butt gets too sore after several hours. Gettin' old, I guess. I'm still in my Salmon, but haven't played for a couple of weeks. Decided this time to take advantage of knowing where and when the Japs were going to be, and tried to meet them in the Coral Sea. Only saw a little action before I had to re-load in Brisbane (Home Port is Freemantle). This partol I've been trying to head off the Tokiyo Express during the Guadalcanal Campaign. I did see them (6 Destroyers doing about 25 kts), and used my last 4 torpedoes trying to bring one down. All misses. Now on my way back to Freemantle. Pretty good patrol - around 60K tons. I may get offered a Tambor when I end my patrol, and I'll be able to see if I lose my gun crew when I upgrade my conning tower. I'm playing with around 70 Realism - I like the map contacts and external cameras.
Are you running out of air too fast? I start getting a CO2 overload after about 8 hours submerged.
Good Hunting!
Well, almost 24/7 lol, but I was without a PC for two months so am making up for the lost time..heh.
I noticed that I am getting flash traffic (the radio reports) about convoys going down the slot from about September through to late Nov '42, but my base was Fremantle and I was doing the patrols that they sent me on, mainly in the South China Sea and around Saigon/Phillipines - maybe next game I will do the Coral Sea and Guadalcanal stuff, look easy pickings!
Annoyed now though that I have no deck gun crew - I wonder if the slots will return when (if) I get a new boat?
Thanks
TheBeast
12-03-11, 09:59 PM
Annoyed now though that I have no deck gun crew - I wonder if the slots will return when (if) I get a new boat?
Your "No Deck Gun Crew" issue may be caused by changing Deck Gun Mount from Bow to Stern or Stern to Bow. (This is known stock game issue)
Once you select Deck Gun Mount at start, you can not change it or Deck Grun Crew Positions are lost.
Try changing Deck Gun Mount to opposite location of what you currently have to see if Gun Crew positions return...
Normally, when this happens to me, I manually edit my save game UPC file and fix it so I can have either Bow, Stern or Both Deck Gun Mounts.
Regards!:salute:
TheBeast
Your "No Deck Gun Crew" issue may be caused by changing Deck Gun Mount from Bow to Stern or Stern to Bow. (This is known stock game issue)
Once you select Deck Gun Mount at start, you can not change it or Deck Grun Crew Positions are lost.
Try changing Deck Gun Mount to opposite location of what you currently have to see if Gun Crew positions return...
Normally, when this happens to me, I manually edit my save game UPC file and fix it so I can have either Bow, Stern or Both Deck Gun Mounts.
Hi
I just had a brief glance over the upc file using notepad, but am unsure what to change to get the crew back?
How would I go about doing this?
Thanks
Kev
TheBeast
12-04-11, 02:23 PM
Hi
I just had a brief glance over the upc file using notepad, but am unsure what to change to get the crew back?
How would I go about doing this?
Thanks
Kev
POSSIBLE EASY QUICK FIX:
Shut Down SH4 so it is not running at all.
Edit file PlayerSettings.cfg.rep located in the Documents\SH4\data\cfg\SaveGames\<lastest_Date_Modified_folder>.
Swap the Deck Gun to other Mount and save changes.
i.e.
M02=NULL
M01=5_25_soclu
-=Change To=-
M02=5_25_soclu
M01=NULL
-=OR=-
M02=5_25_soclu
M01=5_25_soclu
Restart SH4, Load Saved Game and check if Deck Gun is working.
Problem:
Edit file ActiveUserPlayerUnits.upc located in the Documents\SH4\data\cfg\SaveGames\<lastest_Date_Modified_folder>.
Search for "Deck Gun" and you will find something simular to below:
ID=BalaoGunS
CompartmentType=2
FunctionalType=ArtilleryRoom
NameDisplayable=Aft Gun Deck
Type=NULL
MechanicalCoef=0.200000
ElectricsCoef=0.200000
GunsCoef=0.500000
WatchmanCoef=0.500000
WatchStandingCoef=0.048000
MaintenanceCoef=0.014400
RepairsCoef=0.072000
ReloadingweaponCoef=0.072000
SleepCoef=-0.120000
LeadersSlots=0
CrewMembersSlots=0
EffciencyDenominator=6
EffciencyDenominatorBS=6
Hitpoints=100.000000
CrewExposure=9.000000
EquipmentsExposure=0.100000
WeaponsExposure=1.000000
ExternalDamageZoneTypeID3D=198
StatusActive=No
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
FltDamage=0.000000
CriticalFlotation=0.300000
FloodingLevel=0.000000
FloodingTime=0000-00-00 00:00:00
FloodingSpeed=0.016667
DamageDescription1=NULL,0,0.2,0,1,1,Minor damage,0,0,NULL,0,0.2,0.150263
DamageDescription2=NULL,0.2,0.6,0,1,1,Medium damage,0,0,NULL,0,0.2,0.374
DamageDescription3=NULL,0.6,1,0,1,1,Heavy damage,0,0,NULL,0,0.2,0.952841
[UserPlayerUnit 1.Compartment 8.WeaponSlot 1]
ID=SternDeckGun
NameDisplayable=Aft Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M02
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=NULL, NULL
[UserPlayerUnit 1.Compartment 8.EquipmentSlot 1]
ID=PaintJob
NameDisplayable=Paint scheme
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
ExternalNodeName3D=TAR
ExternalDamageZoneTypeID3D=-1
IDLinkEquipmentLoaded=Paintms32
[UserPlayerUnit 1.Compartment 8.EquipmentSlot 1.Equipment]
ID=Paintms32
NameDisplayable=Measure 32 Paint scheme
EquipmentInterval=1900-01-01, 1999-12-31
EquipmentSlotType=NULL
ExternalLinkName3D=Paint_ms32
FunctionalType=EqFTypeCoating
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,small malfunction,0,0,NULL,0.3,0.4,3.6891
DamageDescription2=NULL,0.2,0.6,0,1,1,Misaligned Axis,0,0,NULL,0.5,0.4,10.2174
DamageDescription3=NULL,0.6,1,0,1,1,fuse blown,0,0,NULL,1,0.2,15.0599
[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1]
ID=CrewMemberSlot_DGunC6
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=SDGun03
BattleStationsCrewMemberSlot3D=SDGun03
WatchAccessoriesForAdding3DObjects=sapca_ca#Head
WatchAccessoriesForSubtracting3DObjects=sapca_o01, sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06, sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11, sapca_o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04, sapca_m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09, sapca_m10,sapca_m11,sapca_m12,nco_o01,nco_o02,nco_ o03,nco_o04,nco_o05,nco_o06,nco_o07,nco_o08,nco_o0 9,nco_o10,nco_o11,nco_o12,sapca_mp01,sapca_mp02,sa pca_mp03,sapca_mp04,sapca_mp05,sapca_mp06,sapca_mp 07,sapca_mp08,sapca_mp09,sapca_mp10,sapca_mp11,sap ca_mp12
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca_o01 ,sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06 ,sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11 ,sapca_o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04 ,sapca_m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09 ,sapca_m10,sapca_m11,sapca_m12,nco_o01,nco_o02,nco _o03,nco_o04,nco_o05,nco_o06,nco_o07,nco_o08,nco_o 09,nco_o10,nco_o11,nco_o12,sapca_mp01,sapca_mp02,s apca_mp03,sapca_mp04,sapca_mp05,sapca_mp06,sapca_m p07,sapca_mp08,sapca_mp09,sapca_mp10,sapca_mp11,sa pca_mp12
[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 2]
ID=CrewMemberSlot_DGunC5
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=SDGun02
BattleStationsCrewMemberSlot3D=SDGun02
WatchAccessoriesForAdding3DObjects=sapca_ca#Head
WatchAccessoriesForSubtracting3DObjects=sapca_o01, sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06, sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11, sapca_o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04, sapca_m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09, sapca_m10,sapca_m11,sapca_m12,nco_o01,nco_o02,nco_ o03,nco_o04,nco_o05,nco_o06,nco_o07,nco_o08,nco_o0 9,nco_o10,nco_o11,nco_o12,sapca_mp01,sapca_mp02,sa pca_mp03,sapca_mp04,sapca_mp05,sapca_mp06,sapca_mp 07,sapca_mp08,sapca_mp09,sapca_mp10,sapca_mp11,sap ca_mp12
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca_o01 ,sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06 ,sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11 ,sapca_o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04 ,sapca_m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09 ,sapca_m10,sapca_m11,sapca_m12,nco_o01,nco_o02,nco _o03,nco_o04,nco_o05,nco_o06,nco_o07,nco_o08,nco_o 09,nco_o10,nco_o11,nco_o12,sapca_mp01,sapca_mp02,s apca_mp03,sapca_mp04,sapca_mp05,sapca_mp06,sapca_m p07,sapca_mp08,sapca_mp09,sapca_mp10,sapca_mp11,sa pca_mp12
[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 3]
ID=CrewMemberSlot_DGunC4
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM4@slot_M02
BattleStationsCrewMemberSlot3D=WM4@slot_M02
WatchAccessoriesForAdding3DObjects=sapca_ca#Head
WatchAccessoriesForSubtracting3DObjects=sapca_o01, sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06, sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11, sapca_o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04, sapca_m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09, sapca_m10,sapca_m11,sapca_m12,nco_o01,nco_o02,nco_ o03,nco_o04,nco_o05,nco_o06,nco_o07,nco_o08,nco_o0 9,nco_o10,nco_o11,nco_o12,sapca_mp01,sapca_mp02,sa pca_mp03,sapca_mp04,sapca_mp05,sapca_mp06,sapca_mp 07,sapca_mp08,sapca_mp09,sapca_mp10,sapca_mp11,sap ca_mp12
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca_o01 ,sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06 ,sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11 ,sapca_o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04 ,sapca_m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09 ,sapca_m10,sapca_m11,sapca_m12,nco_o01,nco_o02,nco _o03,nco_o04,nco_o05,nco_o06,nco_o07,nco_o08,nco_o 09,nco_o10,nco_o11,nco_o12,sapca_mp01,sapca_mp02,s apca_mp03,sapca_mp04,sapca_mp05,sapca_mp06,sapca_m p07,sapca_mp08,sapca_mp09,sapca_mp10,sapca_mp11,sa pca_mp12
[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 4]
ID=CrewMemberSlot_DGunC3
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM3@slot_M02
BattleStationsCrewMemberSlot3D=WM3@slot_M02
WatchAccessoriesForAdding3DObjects=sapca_ca#Head
WatchAccessoriesForSubtracting3DObjects=sapca_o01, sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06, sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11, sapca_o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04, sapca_m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09, sapca_m10,sapca_m11,sapca_m12,nco_o01,nco_o02,nco_ o03,nco_o04,nco_o05,nco_o06,nco_o07,nco_o08,nco_o0 9,nco_o10,nco_o11,nco_o12,sapca_mp01,sapca_mp02,sa pca_mp03,sapca_mp04,sapca_mp05,sapca_mp06,sapca_mp 07,sapca_mp08,sapca_mp09,sapca_mp10,sapca_mp11,sap ca_mp12
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca_o01 ,sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06 ,sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11 ,sapca_o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04 ,sapca_m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09 ,sapca_m10,sapca_m11,sapca_m12,nco_o01,nco_o02,nco _o03,nco_o04,nco_o05,nco_o06,nco_o07,nco_o08,nco_o 09,nco_o10,nco_o11,nco_o12,sapca_mp01,sapca_mp02,s apca_mp03,sapca_mp04,sapca_mp05,sapca_mp06,sapca_m p07,sapca_mp08,sapca_mp09,sapca_mp10,sapca_mp11,sa pca_mp12
[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 5]
ID=CrewMemberSlot_DGunC2
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_M02
BattleStationsCrewMemberSlot3D=WM2@slot_M02
WatchAccessoriesForAdding3DObjects=sapca_ca#Head
WatchAccessoriesForSubtracting3DObjects=sapca_o01, sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06, sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11, sapca_o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04, sapca_m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09, sapca_m10,sapca_m11,sapca_m12,nco_o01,nco_o02,nco_ o03,nco_o04,nco_o05,nco_o06,nco_o07,nco_o08,nco_o0 9,nco_o10,nco_o11,nco_o12,sapca_mp01,sapca_mp02,sa pca_mp03,sapca_mp04,sapca_mp05,sapca_mp06,sapca_mp 07,sapca_mp08,sapca_mp09,sapca_mp10,sapca_mp11,sap ca_mp12
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca_o01 ,sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06 ,sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11 ,sapca_o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04 ,sapca_m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09 ,sapca_m10,sapca_m11,sapca_m12,nco_o01,nco_o02,nco _o03,nco_o04,nco_o05,nco_o06,nco_o07,nco_o08,nco_o 09,nco_o10,nco_o11,nco_o12,sapca_mp01,sapca_mp02,s apca_mp03,sapca_mp04,sapca_mp05,sapca_mp06,sapca_m p07,sapca_mp08,sapca_mp09,sapca_mp10,sapca_mp11,sa pca_mp12
[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 6]
ID=CrewMemberSlot_DGunC1
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_M02
BattleStationsCrewMemberSlot3D=WM1@slot_M02
WatchAccessoriesForAdding3DObjects=sapca_ca#Head
WatchAccessoriesForSubtracting3DObjects=sapca_o01, sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06, sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11, sapca_o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04, sapca_m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09, sapca_m10,sapca_m11,sapca_m12,nco_o01,nco_o02,nco_ o03,nco_o04,nco_o05,nco_o06,nco_o07,nco_o08,nco_o0 9,nco_o10,nco_o11,nco_o12,sapca_mp01,sapca_mp02,sa pca_mp03,sapca_mp04,sapca_mp05,sapca_mp06,sapca_mp 07,sapca_mp08,sapca_mp09,sapca_mp10,sapca_mp11,sap ca_mp12
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca_o01 ,sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06 ,sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11 ,sapca_o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04 ,sapca_m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09 ,sapca_m10,sapca_m11,sapca_m12,nco_o01,nco_o02,nco _o03,nco_o04,nco_o05,nco_o06,nco_o07,nco_o08,nco_o 09,nco_o10,nco_o11,nco_o12,sapca_mp01,sapca_mp02,s apca_mp03,sapca_mp04,sapca_mp05,sapca_mp06,sapca_m p07,sapca_mp08,sapca_mp09,sapca_mp10,sapca_mp11,sa pca_mp12
[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 7]
ID=CrewMemberSlot_DGunL
NameDisplayable=Deck Gun Leader
Type=Leader
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=SDGun01
BattleStationsCrewMemberSlot3D=SDGun01
WatchAccessoriesForAdding3DObjects=headphones#Head
WatchAccessoriesForSubtracting3DObjects=sapca
BattleAccessoriesForAdding3DObjects=headphones#Hea d
BattleAccessoriesForSubtracting3DObjects=sapca
Note the "AdditionalRepository" in all CrewMemberSlot entries.
"[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository x]".
In my case M02 or Aft Deck Gun is disable because of this.
Now Compare above data to Fore Deck Gun that is working on my boat.
[UserPlayerUnit 1.Compartment 9]
ID=BalaoGunB
CompartmentType=2
FunctionalType=ArtilleryRoom
NameDisplayable=Fore Gun Deck
Type=NULL
MechanicalCoef=0.200000
ElectricsCoef=0.200000
GunsCoef=0.500000
WatchmanCoef=0.500000
WatchStandingCoef=0.048000
MaintenanceCoef=0.014400
RepairsCoef=0.072000
ReloadingweaponCoef=0.072000
SleepCoef=-0.120000
LeadersSlots=0
CrewMembersSlots=0
EffciencyDenominator=6
EffciencyDenominatorBS=6
Hitpoints=100.000000
CrewExposure=9.000000
EquipmentsExposure=0.100000
WeaponsExposure=1.000000
ExternalDamageZoneTypeID3D=43
StatusActive=No
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
FltDamage=0.000000
CriticalFlotation=0.300000
FloodingLevel=0.000000
FloodingTime=0000-00-00 00:00:00
FloodingSpeed=0.016667
DamageDescription1=NULL,0,0.2,0,1,1,Minor damage,0,0,NULL,0,0.2,0.242524
DamageDescription2=NULL,0.2,0.6,0,1,1,Medium damage,0,0,NULL,0,0.2,0.330727
DamageDescription3=NULL,0.6,1,0,1,1,Heavy damage,0,0,NULL,0,0.2,0.88814
[UserPlayerUnit 1.Compartment 9.WeaponSlot 1]
ID=BowDeckGun
NameDisplayable=Fore Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M01
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=5in25calUS, NULL
[UserPlayerUnit 1.Compartment 9.WeaponSlot 1.Weapon]
ID=5in25calUS
NameDisplayable=5"/25 Caliber Cannon
WeaponInterval=1944-01-15, 1945-12-01
WeaponSlotType=NULL
AmmoTypesAccepted=5inHEUS,5inAAUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=7
ExternalLinkName3D=5_25_soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.180293
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,9.47354
[UserPlayerUnit 1.Compartment 9.EquipmentSlot 1]
ID=HydrophoneHeadSlot
NameDisplayable=Hydrophone Head
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
ExternalNodeName3D=H02
ExternalDamageZoneTypeID3D=197
IDLinkEquipmentLoaded=JTHydrophoneHead
[UserPlayerUnit 1.Compartment 9.EquipmentSlot 1.Equipment]
ID=JTHydrophoneHead
NameDisplayable=Hydrophone Head
EquipmentInterval=1900-01-01, 1999-12-31
EquipmentSlotType=NULL
ExternalLinkName3D=NSS_Hydrophone_Head_01
FunctionalType=EqFTypeHydrophoneSensor
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,small malfunction,0,0,NULL,0.3,0.4,4.54716
DamageDescription2=NULL,0.2,0.6,0,1,1,Misaligned Axis,0,0,NULL,0.5,0.4,7.30927
DamageDescription3=NULL,0.6,1,0,1,1,fuse blown,0,0,NULL,1,0.2,20.0332
DamageDescription4=NULL,0.9,1,0,1,1,Sonar Head broken,0,0,NULL,1,1,14.4549
[UserPlayerUnit 1.Compartment 9.EquipmentSlot 2]
ID=SpecialSonarHeadSlot
NameDisplayable=FM Sonar Head
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
ExternalNodeName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkEquipmentLoaded=NULL
[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1]
ID=CrewMemberSlot_DGun2L
NameDisplayable=Deck Gun Crew
Type=Leader
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=BDGun01
BattleStationsCrewMemberSlot3D=BDGun01
WatchAccessoriesForAdding3DObjects=headphones#Head
WatchAccessoriesForSubtracting3DObjects=sapca
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Using the functional Deck Gun as blueprint, update the non-functional Deck Gun to match with the exception of Compartment number.
[U]CAUSE:
Something in the "data\Submarine\NSS_<class_type>\NSS_<class_type>.upc" files are not correct or complete.
I had a Fix for this at one time a couple years ago but I can not remember what I did.
One or more of my SH4 MOD's may contain the fix I discovered.
I hope this info was useful...
Regards!
TheBeast
'TheBeast',
Your solution worked like a charm, although I did loose all the crew I had initially recruited. Now back to basics with them, hand-picked again, but at least the deck gun is now active again! Thanks for that. It was the added txt onto the save game that corrupted it, it seems.
Easily correctable, is this a generic SH4 bug or TMO?
Thanks
denny927
12-06-11, 05:57 PM
this mod really give other dimension at sh4....my problem was in fact no traffic or very poor traffic in a campaign, but after install this mod all change.:yeah:installed trought jsgme over tmo2.2 and a lot of bunch of other different mods and no problem at all
I am very happy with the combination RFB + RSRDC but sometimes I get confused with the mission system. It tells you to patrol a certain area, usually 100 or 150 miles from a certain point for a certain time and sometimes when the time is over you get a new mission. All good so far.
Sometimes the time is over, usually 96 or 72 hours but nothing happens, the mission never gets accomplished, not even after a week or 10 days although 72 hours was the task. What am I missing?
The missions have specific and particular requirements. There are specific tonnage requirements, within a certain distance, IIRC. I am a little confused about them myself, but I don't get too wrapped up in the mission thing. As long as you sink ships, you will do ok.
You can always send in a status report to get a new mission. I often like to just patrol 'at large', without having any particular mission. One problem with the additional missions, is that they may require you to travel rather far afield, to achieve them.
denny927
12-18-11, 09:21 PM
after a couple of weeks, trying this new mod, i can say is not a big change....im stuck again with no ships at all, after 1 month no sink a ship, note:i cannot saying this mod is a waste of time, is a great work:up:.
anyone know how i can increase the traffic respawn from some cfg file, i dont have any clue, please:D
USS Drum
12-18-11, 09:40 PM
after a couple of weeks, trying this new mod, i can say is not a big change....im stuck again with no ships at all, after 1 month no sink a ship, note:i cannot saying this mod is a waste of time, is a great work:up:.
anyone know how i can increase the traffic respawn from some cfg file, i dont have any clue, please:D
Use the mission editor and if you want tonnage hang around NW Guadalcanal in late 42.
denny927
12-18-11, 09:56 PM
Use the mission editor and if you want tonnage hang around NW Guadalcanal in late 42.
wow this is a quick reply....thanks man but you can be more precise?how can use mission editor for having more tonnage?what .mis i should i open (im in the beginning of a second campaign in january 1942 with base at surabaya) but i checked just now, no traffic at all, sailing from here and patrolling everthing, as far near tokio and no traffic i repeat, only two sampan and an airplane....:nope:
thanks
USS Drum
12-18-11, 10:19 PM
wow this is a quick reply....thanks man but you can be more precise?how can use mission editor for having more tonnage?what .mis i should i open (im in the beginning of a second campaign in january 1942 with base at surabaya) but i checked just now, no traffic at all, sailing from here and patrolling everthing, as far near tokio and no traffic i repeat, only two sampan and an airplane....:nope:
thanks
The campaign files are in campaigns in the data folder.
denny927
12-18-11, 10:29 PM
The campaign files are in campaigns in the data folder.
yes, and now??????????????????????????????????????????????o pen the mission editor what can i do now?????????????????????????????????????:O:
denny927
12-18-11, 10:33 PM
apart i dont want a single patrol area full of ships, simply increase the global traffic, if is possible, of course:)
again thanks
Hylander_1314
12-18-11, 10:58 PM
RSRD attempts to recreate shipping traffic as close to historical as possible, in that at the beginning of the war, the Japanese had a lot of merchant and naval targets for subs. As the war progressed, and losses mounted, the sub service ran short of targets.
Also, later in the war, the merchant ships stayed as close to shallow waters as they could, which made things tougher for the subs to go after them. But many sub crews had to count up how many sampans, junks, and fishing boats they could sink with the deckgun(s).
Other duties like dropping supplies, commandos, agents, and lifeguard duty also filled the agenda. Only thing I have yet to do, is get called for lifeguard duty.
denny927
12-18-11, 11:13 PM
very good to know, but like you say, should be more japanese ships, but is not my case in the first mission i sunk over 100.000tons between luzon and formosa, and other convoy near manila in 29 december 1941, but in the second mission seems disappears everything, in luzon strait too, stuck 3 weeks and nothing.....so....after this, and after all that stuff you said:O: any suggestion about what i do?:yeah:
Admiral Von Gerlach
12-18-11, 11:17 PM
Will this work with Fall of the Rising Sun mod? was not sure if this was just a caompaign layer upgrade of merchant and plane traffic or if it is more complex and therefore more likely to coflict with FOTRS
jeff lackey
12-19-11, 12:19 PM
OK, just want to make sure I have this right after reading a ton of pages!
I'm running the latest TMO. My understanding is that I apply the TMO version of the mod first (TMO is already installed) :
RSRDC_TMO_V502.7z
Do I then need to apply the patch?
RSRDC_V5xx_Patch1
Or is that patch already included now in the RSRDC_TMO_V502 version of the mod?
Thanks
Hylander_1314
12-19-11, 06:38 PM
Yep! That's the order!
TMO
TMO 2.2 Update
RSRDC_TMO_v502
RSRDC_v5xx_Patch1
That's what I just read on the RSRD thread a moment ago.
denny927
12-19-11, 10:13 PM
hello, yesterday after waiting for a reply about my problem i discover in wikipedia all dates about the most important battles ocurred in the ww2
http://en.wikipedia.org/wiki/Pacific_War
apart all the awful thing happen in only 4 years, in this page, scroll down and i can see all battles, my question is, these battles are in game too?
thanks:up:
Armistead
12-19-11, 11:17 PM
hello, yesterday after waiting for a reply about my problem i discover in wikipedia all dates about the most important battles ocurred in the ww2
http://en.wikipedia.org/wiki/Pacific_War
apart all the awful thing happen in only 4 years, in this page, scroll down and i can see all battles, my question is, these battles are in game too?
thanks:up:
I would say RSRD has 90% of all battles scripted almost perfectly from correct port departures, course and the actual battle as much as the game will allow, stock doe's a very poor job.
Roger Dodger
12-20-11, 03:00 AM
hello, yesterday after waiting for a reply about my problem i discover in wikipedia all dates about the most important battles ocurred in the ww2
http://en.wikipedia.org/wiki/Pacific_War
apart all the awful thing happen in only 4 years, in this page, scroll down and i can see all battles, my question is, these battles are in game too?
thanks:up:
Yes, the battles are in the game, and the IJN is right where they are supposed to be. Even if you know where they will be, and are waiting for them (r-e-a-l quietly), its still tough getting a good solution.
I've been trying the same attack on the Tokiyo Express at least 4 times now. 5 DDs and a light cruiser, cruising towards Guadalcanal at least 25 kts. Really tough to get close enough for a solution when I can only do two to three knots.
I really prefer loner merchantmen, myself. You should find them in Molucca Straits and along the coast of French Indo-China. Use the shipping lanes pull down map on the radio button to get in the right area. RADAR is a real boon to 'hunting'.
Many good lucks for you!
denny927
12-20-11, 11:03 PM
well, is a good thing, but not resolve my problem, so, there is a trick for increase the(global) traffic?:D
jeff lackey
12-20-11, 11:14 PM
OK, just checking in to post first timer comments on the mod.
Background: played just about every sub (and flight) sim since GATO on the Apple ][ WAY back when. :)
Playing 1.5, TMO 2.2 and this mod. That's it in terms of mods.
First, as others have said, very nice improvement in the mission objectives and overall feeling of reality in terms of missions, messages, etc.
Starting in Pearl Dec 7, 1941, first mission in Luzon Straits. Only found a couple of merchants, took more torpedoes than it should have due to duds, but sunk them both (one, at night, I slowed down with the one torp that hit and damaged it, then finished it off with deck guns.)
For those who complain that there aren't enough airplanes, I don't know where you get that. Any time I come close to a Japanese port or land base that has aircraft I get a plane coming at me. Most I can crash dive and avoid damage (although my first campaign actually ended with a plane hitting us while still trying to repair some damage from a previous air attack, and we couldn't stop the flooding in time, and we sank.) From a lot of reading, it feels about "right" - if I go somewhere in daytime where I would expect some air activity, I typically see it. If I can get down quickly enough, we can usually avoid damage, but it isn't always easy to get down in time.
As far as the shipping: Again it feels "right." Read the history of the US Submarine service, it is a big ocean, and the odds of finding a few ships is low at any given time. You can easily miss seeing any traffic, find one or two merchants, or run into a huge convoy, and everything in between. If you are looking for a more arcade game, this isn't it. If you are looking for a sim in which you are guaranteed action every patrol, this isn't it. If you are looking for an experience closer to what an actual submarine commander might face at the time ---- this is it.
Very nice job, does what it does and what it advertises to do extremely well. Kudos.
denny927
12-20-11, 11:30 PM
im so sorry but i can not agree with you man, alot of people play in a different form, for you and for other people maybe pass the rule 100% realism, maybe with a official commodore hat in the head all day long, but for me and for other people is good a little bit of action, you prefeer avoid the time compression and complete a single campaign after 1 year of real life,i see the gameplay in my optic, i like sh4, but in other way, and i repeat, im not saying this mod is awful, no man, this mod is like a bottle of water after 1 month in the desert:D
anyway, the world is wonderful because we think different.....im not searching in arcade game, i know, ive already play battlestation midway/pacific and dont like me, but maybe in more action in sh4....yes....why not?
and i played silent service on the commodore amiga 500 in my childhood, very very good times
take care and have a good night:salute:
jeff lackey
12-21-11, 12:12 AM
im so sorry but i can not agree with you man, alot of people play in a different form, for you and for other people maybe pass the rule 100% realism, maybe with a official commodore hat in the head all day long, but for me and for other people is good a little bit of action, you prefeer avoid the time compression and complete a single campaign after 1 year of real life,i see the gameplay in my optic, i like sh4, but in other way, and i repeat, im not saying this mod is awful, no man, this mod is like a bottle of water after 1 month in the desert:D
anyway, the world is wonderful because we think different.....im not searching in arcade game, i know, ive already play battlestation midway/pacific and dont like me, but maybe in more action in sh4....yes....why not?
and i played silent service on the commodore amiga 500 in my childhood, very very good times
take care and have a good night:salute:
I don't see where we are disagreeing. You say you want more action than the average real life sub commander might have seen. That's fine. I didn't say that was wrong. I just said that what this mod does is exactly what it promises: it provides the type of traffic and target environment that is closer to what the commanders of the actual war saw.
If that's not what you want, no one is saying that is wrong or bad, just that this mod is not what you are looking for. For those of us who ARE looking for it, however, this mod is the best way to get it.
(And I do use time compression, LOL!) ;)
denny927
12-21-11, 12:39 AM
ok, no problem mate:DL
itsthewoo
12-21-11, 01:00 AM
So, I'm having an issue when starting on the January 2nd, 1942 date in TF 3/51/71.
While traveling to the first patrol, I get sighted at ridiculously far range by a convoy that then shells the crap out of me. My watchmen don't see them until after a considerable amount of shelling, and they are even able to do this in near pitch-black night.
What's up with that?
Roger Dodger
12-21-11, 03:25 AM
and i played silent service on the commodore amiga 500 in my childhood, very very good times
take care and have a good night:salute:
Selling the Commodore Amiga by just comparing the opening animation with the static screen of the Atari ST made my job much eaiser. I sold over 100 Amigas, and many of those sales came through just this comparison. Also, playing Silent Service made slow days go alot faster. The Amiga was THE cutting edge computer (at that time), and Silent Service one of the best gaming experiences.
Sorry to get a little off subject, but I get all jazzed when anybody just mentions the Amiga. My personal nickname was "Chuckadore".
The vanilla SH4 will give you more targets, RSRDC is much more of the 'look and feel' of REAL sub patrols. I have returned from a 60 day patrol with only 5 Sampans to my credit, then chalk up 60,000 tons on my next patrol before I even get to my patrol area. Some of the RL sub crews must have gotten stir-crazy on a few of their patrols. BTW, traffic improves alot in late '42 through most of '43 then starts tapering off in mid '44. By 1945, your going to be attacking alot of fishing boats and sampans. Gives your deck gun crew something to do. :arrgh!:
Lots of traffic in and out of Manila bay mid 42.:03:
Bubblehead1980
12-21-11, 03:24 PM
Lots of traffic in and out of Manila bay mid 42.:03:
convoys or singles?
Hylander_1314
12-21-11, 07:25 PM
convoys or singles?
Both convoys, and singles. Lots of tankers through the area too.
denny927
12-23-11, 12:39 AM
Selling the Commodore Amiga by just comparing the opening animation with the static screen of the Atari ST made my job much eaiser. I sold over 100 Amigas, and many of those sales came through just this comparison. Also, playing Silent Service made slow days go alot faster. The Amiga was THE cutting edge computer (at that time), and Silent Service one of the best gaming experiences.
Sorry to get a little off subject, but I get all jazzed when anybody just mentions the Amiga. My personal nickname was "Chuckadore".
The vanilla SH4 will give you more targets, RSRDC is much more of the 'look and feel' of REAL sub patrols. I have returned from a 60 day patrol with only 5 Sampans to my credit, then chalk up 60,000 tons on my next patrol before I even get to my patrol area. Some of the RL sub crews must have gotten stir-crazy on a few of their patrols. BTW, traffic improves alot in late '42 through most of '43 then starts tapering off in mid '44. By 1945, your going to be attacking alot of fishing boats and sampans. Gives your deck gun crew something to do. :arrgh!:
thanks man for this little off topic, amiga still in my heart, despite for so many years passing by.i have winUAE, and a lot of games(sadly called nowadays abandonware) still working pretty well on w7:O:
about yor comment, yesterday i tryed again following the second mission and surprise....near surabaya, a jap subamarine now is part of my sinkin list:arrgh!:
in the third mission in 27 feb.1942, a couple of takao already sinked and near of these, a huge convoy(almost 30 unit) is approaching fast...so, apologize for my whims:D, confirmed by a merchant, convoys, and TF layer in '42, no routes near surabaya, as far surabaya captured in march 42:oops:
thanks again to all, and merry christmas guys....:ping:
Roger Dodger
12-23-11, 03:36 AM
thanks man for this little off topic, amiga still in my heart, despite for so many years passing by.i have winUAE, and a lot of games(sadly called nowadays abandonware) still working pretty well on w7:O:
about yor comment, yesterday i tryed again following the second mission and surprise....near surabaya, a jap subamarine now is part of my sinkin list:arrgh!:
What is winUAE? Some sort of Amiga Simulator? If so, we must talk some more.
Concerning your patrol near Surabaya . . . that puts you one ahead of me. I have never even seen an enemy sub in all the time I've been playing (Japanese or German).
"Chuckadore"
I have 5 medals of honor now. Are there any other medals in the game?
Using RFB + RSRDC.
denny927
12-23-11, 06:21 PM
What is winUAE? Some sort of Amiga Simulator? If so, we must talk some more.
Concerning your patrol near Surabaya . . . that puts you one ahead of me. I have never even seen an enemy sub in all the time I've been playing (Japanese or German).
"Chuckadore"
yes is a amiga emulator, is free, and games too, almost all games are free for download, but you must have the original workbench and kickstart....is quite complicated run the emulator at least for me:O:, but you can find milions of tutorial, written, or in a video if you prefer youtube...
as i say, the only problem is find workbench and the kickstart, but if you are already smart on this, you can find them on some "river":03:....
if not sending a pm...
and for the submarine, yes, im very lucky, find a submarine is a very torture, but after sailing near surabaya was here....next time, not now im in the middle of a new patrol, maybe i can post my log patrol of that mission as proof:D
jeff lackey
12-29-11, 10:59 PM
Well, posted this on the TMO thread, but it may be a better fit here:
Comments and a question:
Comments: running TMO 2.2 (have 2.5 D/Led but haven't made it back to port yet to install) and RSRD. What a wonderful experience. Some people complain that RSRD provides "too" realistic an experience, in terms of traffic, but I have had some amazing encounters. Chased a lone, large merchant in a storm, out of torpedos (I was heading back to port,) at night, and basically had to let sonar tell me where he was and then fire blind in that direction with the deck guns. I couldn't see him over 200 yards away, but I could see when my shells made impact. It took a long time and a lot of shots, but a lot of satisfaction when he finally went down. He ran and zig-zagged and did everything he could to get away.
Then tonight I was patrolling up near Dutch Harbor, which I don't like due to all of the aircraft, and so I went south to look around. Found a large convoy, warships. Thought I would get a nice cruiser, was lining everything up, then saw it was an American ship! Disappointed, but I decided I'd see where they were going. As they were making their way, they were repeatedly attacked by enemy aircraft. I watched the aircraft attack the cruisers and destroyers, and most were shot down, but some managed to sink a couple of ships. I decided to head in the direction of the aircraft to see if they came from a carrier, and a survivor square showed up on the map where the cruisers had gone down.
Now the question: I have put the submarine right on the area where the survivor square is on the map. But I can't see a survivor anywhere in the water through my binoculars. I have been looking for 30 minutes, real time, looking all around, and nothing. Is there a trick to this I am missing? I really, really don't want to leave this guy in the middle of the Pacific!!!
http://www.subsim.com/radioroom/smartdark/user_online.gif http://www.subsim.com/radioroom/smartdark/report.gif (http://www.subsim.com/radioroom/report.php?p=1812334) http://www.subsim.com/radioroom/smartdark/edit.gif (http://www.subsim.com/radioroom/editpost.php?do=editpost&p=1812334)
magic452
12-30-11, 02:34 AM
My experience with survivors is that they will drift some. Check the wind speed and direction and set up a search pattern. Might be hard to find with the bad fog although the pink smoke shows up at quit a distance.
I like to pick them up also, I just try to put myself into their position and think how happy I'd be when I saw a friendly sub. :woot:
Magic
jeff lackey
12-30-11, 12:24 PM
My experience with survivors is that they will drift some. Check the wind speed and direction and set up a search pattern. Might be hard to find with the bad fog although the pink smoke shows up at quit a distance.
I like to pick them up also, I just try to put myself into their position and think how happy I'd be when I saw a friendly sub. :woot:
Magic
I never did find him. For 30 minutes I maneuvered the boat to within 50 yards (and closer, I was afraid I was going to run him over) and searched with binoculars, and didn't see him at all. No smoke either. Middle of the day, sunshine, calm waters. He just wasn't there. Very dissapointing. Searched with the square right next to the boat, at full zoom in, and nothing. Kept looking until his square just disappeared - very sad!
I'm goin' down
01-04-12, 02:26 PM
I have downloaded RSRDC most recent version from this thread and subsim download link. When I try to open the download (i.e. extract it to JGSME) many files cannot be found. The extraction fails. I have TMO 2.5 activated. What is going on? Is their a fix?
I have downloaded RSRDC most recent version from this thread and subsim download link. When I try to open the download (i.e. extract it to JGSME) many files cannot be found. The extraction fails. I have TMO 2.5 activated. What is going on? Is their a fix?
download it again, may be corupted, try with another browser
fitzcarraldo
01-04-12, 04:07 PM
My experience with survivors is that they will drift some. Check the wind speed and direction and set up a search pattern. Might be hard to find with the bad fog although the pink smoke shows up at quit a distance.
I like to pick them up also, I just try to put myself into their position and think how happy I'd be when I saw a friendly sub. :woot:
Magic
Magic: How do you pick the survivors? Ever I would pick the downed pilots after Midway battle and never I could do it.
Many thanks and regards.
Fitz :salute:
Magic: How do you pick the survivors? Ever I would pick the downed pilots after Midway battle and never I could do it.
I think the game will only allow you to pick up survivors, if you have a life-guard mission. But I'm not 100% sure.
USS Drum
01-04-12, 11:08 PM
You have to target the survivors with binoculars and not the TBT you then have to get closed to them then you click the life preserver button in the UI.
I'm goin' down
01-05-12, 01:45 AM
I have downloaded RSRDC most recent version from this thread and subsim download link. When I try to open the download (i.e. extract it to JGSME) many files cannot be found. The extraction fails. I have TMO 2.5 activated. What is going on? Is there a fix?
download it again, may be corupted, try with another browser
that did not work. However, I was able to extract the RSRDC file and get it working. Here is what I did. I extracted the downloaded jzip file directly to the desktop rather than the MODS folder. From the desktop I first dragged the RSRDC folder to JGSME, where it appeared on the right side (i.e. not activated) of the JGSME program. Then I moved the RSRDC desktop folder to the MODS file. Finally, I activated the file in JGSME. Voila!
Why that worked, I have no idea? If someone wants to enlighten me, feel free.
magic452
01-05-12, 01:48 AM
I have picked up survivors at other times but you don't see them very often.
As USS Drum said you must be very close and at slow speed. They can be very hard to see in the smoke, most often where the smoke starts but not always. What I do is use the arrow keys to move the binos and put the mouse on the life ring button, when it highlights click the mouse as fast as you can and hopefully you'll get him. Sometimes there's more than one, so look around near the smoke to check for more. Once I picked up 3.
If there is no pink smoke than you can't pick then up. I've seen several Jap pilots but could not pick them up.
It's a funky system but that's all we got, they sure could have done a better job on this. In heavy seas it's almost impossible.
If you do the Lifeguard war patrol to get some practice you can have some fun.
The survivor furthest to the South West has a birds eye view of Five, yes count 'em FIVE CVs virtually unescorted. You can have your own Sub version of the Marianas Turkey Shoot.
Magic
magic452
01-05-12, 01:54 AM
that did not work. However, I was able to extract the RSRDC file and get it working. Here is what I did. I extracted the downloaded jzip file directly to the desktop rather than the MODS folder. From the desktop I first dragged the RSRDC folder to JGSME, where it appeared on the right side (i.e. not activated) of the JGSME program. Then I moved the RSRDC desktop folder to the MODS file. Finally, I activated the file in JGSME. Voila!
Why that worked, I have no idea? If someone wants to enlighten me, feel free.
What you did last is the way I always do it. Unzip to desktop and copy and past to the mods folder. I than take the desktop version and put it into a save mods folder in case I need it again. That way you know you have a good copy of the mod.
Magic
I'm goin' down
01-05-12, 04:24 AM
What you did last is the way I always do it. Unzip to desktop and copy and past to the mods folder. I than take the desktop version and put it into a save mods folder in case I need it again. That way you know you have a good copy of the mod.
Magic
I still have no idea why my attempts to extract the jzip file directly to the mods folder failed. I have never had that happen before, and I would like to understand the cause of the failure.
fitzcarraldo
01-05-12, 06:05 AM
I have picked up survivors at other times but you don't see them very often.
As USS Drum said you must be very close and at slow speed. They can be very hard to see in the smoke, most often where the smoke starts but not always. What I do is use the arrow keys to move the binos and put the mouse on the life ring button, when it highlights click the mouse as fast as you can and hopefully you'll get him. Sometimes there's more than one, so look around near the smoke to check for more. Once I picked up 3.
If there is no pink smoke than you can't pick then up. I've seen several Jap pilots but could not pick them up.
It's a funky system but that's all we got, they sure could have done a better job on this. In heavy seas it's almost impossible.
If you do the Lifeguard war patrol to get some practice you can have some fun.
The survivor furthest to the South West has a birds eye view of Five, yes count 'em FIVE CVs virtually unescorted. You can have your own Sub version of the Marianas Turkey Shoot.
Magic
Many thanks, Magic :yeah: But...Can you pick Japanese survivors? I think the function is only for friends...
Regards.
Fitzcarraldo :salute:
peabody
01-05-12, 01:42 PM
If there is no pink smoke than you can't pick then up. I've seen several Jap pilots but could not pick them up.
Magic
Not entirely true. If you are in a Japanese sub or ship you can pick them up. The fact that there is no smoke just makes them very hard to find. I asked the question on this forum about why they don't have smoke, they all use the same .dat file, but I did not get an answer.
So the basic point is 'you can't pick up the enemy'.
You can also pick up germans with a Uboat AND you can pick up Japanese with a Uboat or a Japanese ship/sub.
The fact that there is no smoke only makes it almost impossible to find them, I did a test and placed them very close to the ship/sub so I could find them.
TheBeast
01-05-12, 02:03 PM
Are downed Pilots in Roster?
Are there any differences in the CFG files from Country to Country?
Can Smoke Color be different? (Red=Allies, Yellow=Axis)
peabody
01-05-12, 02:38 PM
Are downed Pilots in Roster?
Are there any differences in the CFG files from Country to Country?
Can Smoke Color be different? (Red=Allies, Yellow=Axis)
Yes, they are in the roster for each country, but they all use the same file, Survivor.dat which is in the sea folder. They also all use the same CharacterInstantiation: AM_SOL_PIL_01. There is no anim for Pilot for the other countries so that may be the problem.
They also use the same material: $FHSmoke02.tga
The part I don't get is the survivor shows, but the smoke does not.
Peabody
Dice Holder
01-09-12, 02:33 PM
does this work with FOTRS
this is great, thanks for the efforts!
Bumper02
03-02-12, 05:51 PM
:salute:
New to the site. Big fan of WW2 sub sims.
Currently loading up SH4 with uboat campaign. Looking to run TMO 2.5 and RSRD. Is the RSRD at the top of the page (TMO 2.X) the latest and greatest version?
Also, any other mods I should check out? I ran RFB before, and was fairly impressed. I am not a rivet counter, but prefer my sims to be realistic as possible.
Thanks in advance for any info.
I'm goin' down
03-03-12, 12:31 PM
does this work with FOTRS
NO!
Mister_Spok
04-17-12, 01:11 PM
Greetings gentlemen!
I've got a question. I run TMO2.5 + RSRDC + OTC. Started a new career, first patrol on S-18 boat. December 12-13, San Bernardino Strait, I encountered a big convoy waiting still about 10 miles off the northern bank of the strait. I mean it stood still. For about 10 hours. Even when I attacked it, and was spotted by escorts. Even then ships weren't moving. And ramained still even when I sank 2 Chitose Seaplane Tenders, and got off.
Is it normal?
I encountered almost the same attitude at Camran Bay, when I was running TMO2.2+RSRDC+SCAF/MaxOptics. Ships were heading to Camran Bay, enetering it, and disappear.
Is it all normal for RSRDC, or I have my hans growing from my ass?
DrBeast
04-17-12, 01:18 PM
Greetings gentlemen!
I've got a question. I run TMO2.5 + RSRDC + OTC. Started a new career, first patrol on S-18 boat. December 12-13, San Bernardino Strait, I encountered a big convoy waiting still about 10 miles off the northern bank of the strait. I mean it stood still. For about 10 hours. Even when I attacked it, and was spotted by escorts. Even then ships weren't moving. And ramained still even when I sank 2 Chitose Seaplane Tenders, and got off.
Is it normal?
Sounds like the ships were docked. Docked ships won't move no matter what happens. They'll engage you with their guns, but that's about it.
I encountered almost the same attitude at Camran Bay, when I was running TMO2.2+RSRDC+SCAF/MaxOptics. Ships were heading to Camran Bay, enetering it, and disappear.
Is it all normal for RSRDC, or I have my hans growing from my ass?
Normal once again. When a ship reaches the end of its destination, it will just vanish into thin air.
Roger Dodger
05-02-12, 04:39 AM
Lurker,
I just wanted to take a moment to try to describe the excitememt I felt during the Battle of Tassafaronga, on the night of Nov 30-Dec 1, 1942, Guadalcanal.
My patrol area was just south of Bougainville to Tulagi in the Slot north of Guadalcanal. The goal of the patrol was to support the Guadalcanal Campaign by intercepting and at least reporting Japanese Task Forces using The Slot to re-supply their troops (The Tokiyo Express). I had spent over a week on patrol, cruising up and down in a, frankly, fruitless effort. I decided on the morning of Nov 30 to change my route to sail around Savo Island from the north, through the strait between Savo Island and northern Guadalcanal, then head NW to investigate a likely-looking area NW of Guadalcanal.
I surfaced at dusk (keeping an eye out for Washing Machine Charlie) and started around Savo Island. About 2100 I had reached a position just south of Savo Island when SONAR picked up a multi-ship formation moving west to east at high speed along the north shore of Guadalcanal. I kicked the boat up to Flank and turned south to investigate, hopefully getting close enough to identify and report. I might mention that it was REALLY dark.
As I steadied on my southerly course, SONAR reported another formation of ships headed directly at me at high speed, coming from the east at high speed. I went up to the bridge to see if I could pick up that southern formation with the TBT. Around 2130, the sky literally exploded - shells zipping overhead from every direction. Holy Crap! I've blundered into a major naval engagement! Those ships to the south had turned to a north easterly course and heading for the other fleet firing in their direction and firing all the way.
BATTLE STATIONS, SURFACED! (RANGE: 7000 yds) I could barely make out by now that it was the Japanese DD Task Force I had been heading towards, and I could, maybe, just get into a good firing solution IF I STAYED ON THE SURFACE AT FLANK SPEED. They might not see me since their attention was pretty focused to the opposite side. I was coming up on their port side, and they were firing to their starboard. I could also just make out our fleet of two Cruisers (North Hampton class), and several DDs.
Several ships on both sides had been hit and fires aboard were visible. Shells were falling everywhere (some landing close by). One Jap DD had taken a serious hit, and was falling out of formation and slowing RIGHT IN FRONT OF ME. MAKE READY TUBES ONE THROUGH FOUR (a Sargo only has four) RANGE: 3500 yds. OPEN TUBE DOORS ONE THROUGH FOUR. RANGE: 3000 yds - FIRING SOLUTION, SIR! RANGE: 2800 yds - FIRE ONE, FIRE TWO, FIRE THREE, FIRE FOUR! RANGE: 2400 yds. CLEAR THE BRIDGE! CRASH DIVE - TAKE 'ER DOWN FAST! Too late - he spotted me just as the last torp left the tube, and he opened up on me. Killed my AA Gunner before I could get him below.
WE'RE UNDER ATTACK, SIR! HEAVY FLOODING, SIR! EVERYTHING TAKING DAMAGE SIR!
STOP THE DIVE, PERISCOPE DEPTH! MAINTAIN FLANK SPEED, 25 DEGREE UP BUBBLE. WHAM! WHAM! The Jap takes two hits and sinks in seconds. We managed to stop the dive at around 75', but had a hard time coming above that.
As Damage Control worked to save the ship, I watched the remainder of the battle via the external camera. Most exciting and very immersive! As the Japs broke off from the battle and headed in the opposite direction, a couple of them came snooping around, dropping a couple of depth charges along the way. None were even close, and they finally gave up and went away.
After they left, we managed to get the boat to the surface and headed for Tulagi. Slowly, damage was repaired, but all tubes forward were trashed. I docked (literally) at Tulagi, but they could only top off my fuel and reload the torpedoes, which were pretty worthless with inoperable tubes. Time to go home, and headed for Brisbane. Arrived four days later, surfaced all the way with 87% hull damage and the engine room still flooding.
Lurker, your RSRDC really got my blood up! I usually avoid a 6 DD Task Force at all costs (detrimental to my health), but just couldn't resist this one. Lucky to have made it back alive this time, but it was worth it. The external camera and bridge views were simply awesome!
Good Hunting! God Bless Electric Boat!
Armistead
05-02-12, 02:07 PM
Nice patrol Roger, wish Lurker still came around, but he has been absent for maybe a few years now...but tis a great mod.
Roger Dodger
05-02-12, 03:24 PM
Nice patrol Roger, wish Lurker still came around, but he has been absent for maybe a few years now...but tis a great mod.
Thanks Armistead. I spent most of my time in the battle on the bridge or TBT just to watch the battle. Got so excited, I think I wet myself. Real time was only about an hour (no TC). This was the most exciting patrol I've ever been on in several years of playing.
I missed Coral Sea entirely, even though I knew exactly where everybody was during the battle. You don't have to be many miles off to miss out entirely. Most or all of the battles have been skillfully programmed in by Lurker, but its really tricky to be in the right place at the right time. All I could see of Midway was LOTS of planes, never saw any ships.
God Bless Electric Boat!
stanger
05-06-12, 07:00 PM
A few questions regarding RSRD running on TMO 25:
- how to edit the map to include sub base at Pearl and add Midway harbor? The file "Campaign_LOC.mis" looks like right one to edit, but I dont want to screw anything.
- how to make harbors to load earlier? I just shelled a merchant at Iwo Jima from 4k yards away; I could see him clearly, but the port itself wasnt visible; and there was some weird fade effect, trees were transparent at certain distance... it all must be related to some setting in some config file, anyone knows where to look?
(Last question may not be RSRD specific - it may be like that with stock SH4 too, but I didnt want to make new thread just for that.)
Roger Dodger
05-06-12, 09:29 PM
A few questions regarding RSRD running on TMO 25:
- how to edit the map to include sub base at Pearl and add Midway harbor? The file "Campaign_LOC.mis" looks like right one to edit, but I dont want to screw anything.
- how to make harbors to load earlier?
Pearl Harbor is always there. It is your home base if that's where you're starting, but just a Port-O-Call if you start in the Asiatic Fleet. Midway shows up shortly after The Battle of Midway - I think its a Sub Tender, rather than an actual harbor, but will become your Home Port as soon as available (saving mucho fuel). Tulagi (Guadalcanal) pops us around Xmas time '42. Its a real harbor. I actually docked there after I got beat up in the Battle of Tassafaronga. Except Pearl and Manila, and a few fueling stops, none will be available until the actual date we got control and got a Sub Tender on scene.
I did get caught once in a Jap air raid when trying to enter Manila, mid-Dec., '41. Shot down three attacking aircraft entering the harbor, and got attacked trying to leave. That was just after my Home Port changed to Java, and before Manila fell.
Good Hunting
stanger
05-07-12, 03:47 AM
No, no I didnt mean how to add Midway and Pearl Harbor at all, or how to make them home ports, or anything. TMO has sub base (location) added to Pearl which isnt in RSRD; also Midway on my nav map (after installing RSRD) is just an island with no infrastructure (on the map). I found that I will have to edit those loacations and use resources from "Data\Terrain\LocationMaps", but I have no experience in it, so wanted to ask is it safe to do such edits to campaigns files (my SH4 install seems so fragile :)
Roger Dodger
05-07-12, 10:08 AM
No, no I didnt mean how to add Midway and Pearl Harbor at all, or how to make them home ports, or anything. TMO has sub base (location) added to Pearl which isnt in RSRD; also Midway on my nav map (after installing RSRD) is just an island with no infrastructure (on the map). I found that I will have to edit those loacations and use resources from "Data\Terrain\LocationMaps", but I have no experience in it, so wanted to ask is it safe to do such edits to campaigns files (my SH4 install seems so fragile :)
What is your campaign date?
I pulled out of Pearl on Dec. 8, 1941 once, rather starting out 'out of port', just to take a look. I had to back out of the dock, so the port was indeed there. After lining up and going to all ahead 1/3, setting my course out of port, I went up to the bridge to see what 'things' looked like - WHAT A MESS! I'm not sure what Pearl looked like in the plain vanilla SH4 since I always use TMO + RSRDC.
I guess I don't understand what it is you want to do, or why. Midway had very little infrastructure (no Sub Tender) until after The Battle of Midway, just enough to land a few Marines, construction crews (for the airfield) and their equipment.
stanger
05-07-12, 11:35 AM
I was talking about this:
TMO25 Pearl Harbor:
http://images49.fotosik.pl/1508/2a104f204a4cc792m.jpg (http://www.fotosik.pl/pokaz_obrazek/2a104f204a4cc792.html)
TMO25 Midway:
http://images37.fotosik.pl/1516/3d40492ce0e37261m.jpg (http://www.fotosik.pl/showFullSize.php?id=3d40492ce0e37261)
vs RSRD Pearl:
http://images37.fotosik.pl/1516/936af78ac98c38c6m.jpg (http://www.fotosik.pl/showFullSize.php?id=936af78ac98c38c6)
and RSRD Midway:
http://images49.fotosik.pl/1508/a8206018cb419d51m.jpg (http://www.fotosik.pl/showFullSize.php?id=a8206018cb419d51)
But I thought it was only on nav map, but its like that in 3D too:
TMOs Pearl:
http://images40.fotosik.pl/1546/cd320d7c31abdbd4m.jpg (http://www.fotosik.pl/showFullSize.php?id=cd320d7c31abdbd4)
RSRD Pearl:
http://images37.fotosik.pl/1516/114765b3d2262248m.jpg (http://www.fotosik.pl/showFullSize.php?id=114765b3d2262248)
TMOs Midway:
http://images39.fotosik.pl/1500/3fce78ba9bcfd5bbm.jpg (http://www.fotosik.pl/showFullSize.php?id=3fce78ba9bcfd5bb)
RSRD Midway:
http://images37.fotosik.pl/1516/9046b818938dc2e5m.jpg (http://www.fotosik.pl/showFullSize.php?id=9046b818938dc2e5)
But I am willing to work on it if someone could give me some guidance, because I really have no experience with such things.
fitzcarraldo
05-07-12, 01:08 PM
I was talking about this:
But I am willing to work on it if someone could give me some guidance, because I really have no experience with such things.
From TMO 22, Ducimus adds the Ten-Ten Dock - the sub base at Pearl. RSRDC hasnīt that base, but you have the docks for the subs in the vanilla position.
I donīt know how restore the Ten-Ten dock in RSRDC, but you have a sub base in Pear in RSRDC (not historical position).
Regards.
Fitzcarraldo :salute:
Bubblehead1980
05-07-12, 02:45 PM
I was talking about this:
TMO25 Pearl Harbor:
http://images49.fotosik.pl/1508/2a104f204a4cc792m.jpg (http://www.fotosik.pl/pokaz_obrazek/2a104f204a4cc792.html)
TMO25 Midway:
http://images37.fotosik.pl/1516/3d40492ce0e37261m.jpg (http://www.fotosik.pl/showFullSize.php?id=3d40492ce0e37261)
vs RSRD Pearl:
http://images37.fotosik.pl/1516/936af78ac98c38c6m.jpg (http://www.fotosik.pl/showFullSize.php?id=936af78ac98c38c6)
and RSRD Midway:
http://images49.fotosik.pl/1508/a8206018cb419d51m.jpg (http://www.fotosik.pl/showFullSize.php?id=a8206018cb419d51)
But I thought it was only on nav map, but its like that in 3D too:
TMOs Pearl:
http://images40.fotosik.pl/1546/cd320d7c31abdbd4m.jpg (http://www.fotosik.pl/showFullSize.php?id=cd320d7c31abdbd4)
RSRD Pearl:
http://images37.fotosik.pl/1516/114765b3d2262248m.jpg (http://www.fotosik.pl/showFullSize.php?id=114765b3d2262248)
TMOs Midway:
http://images39.fotosik.pl/1500/3fce78ba9bcfd5bbm.jpg (http://www.fotosik.pl/showFullSize.php?id=3fce78ba9bcfd5bb)
RSRD Midway:
http://images37.fotosik.pl/1516/9046b818938dc2e5m.jpg (http://www.fotosik.pl/showFullSize.php?id=9046b818938dc2e5)
But I am willing to work on it if someone could give me some guidance, because I really have no experience with such things.
WIsh someone would correct this in RSRD, also wish could stay at Pearl or Fremantle until you chose, hate being deployed out of Midway as it's not historical.Sure, some would stay there for a patrol but Pearl Harbor was home plate.
Webster
05-07-12, 07:47 PM
WIsh someone would correct this in RSRD, also wish could stay at Pearl or Fremantle until you chose, hate being deployed out of Midway as it's not historical.Sure, some would stay there for a patrol but Pearl Harbor was home plate.
since there hasnt been an update for this mod in 2 years and there doesnt seam like there will be one anytime soon your only option is to find the files in question from RSRDC and delete them, that way when its installed over TMO it wont install the files that remove the docks from TMO
stanger
05-08-12, 05:06 AM
Like I said, my knowledge is limited, but I did look at campaign files, loaded some in MissionEditor. and it looks like Campaign_LOC.mis file is responsible for this..., but removing this one would remove all the locations added by RSRD (right?).
But I dont even know how to save it (if edited), have no problems creating single missions, but what is rnd layer and other options in Editor, and which is best suited when saving campaign files?
Guess I will start playing the game instead of constantly ransack her insides :\
Webster
05-08-12, 09:49 AM
Like I said, my knowledge is limited, but I did look at campaign files, loaded some in MissionEditor. and it looks like Campaign_LOC.mis file is responsible for this..., but removing this one would remove all the locations added by RSRD (right?).
But I dont even know how to save it (if edited), have no problems creating single missions, but what is rnd layer and other options in Editor, and which is best suited when saving campaign files?
Guess I will start playing the game instead of constantly ransack her insides :\
well i suggest you PM ducimus or post in the TMO thread to find the answer.
RSRDC is a nice mod but you should try playing without it and see if you miss it or not, you may like the game just fine without it
stanger
05-08-12, 10:10 AM
Problem is, I did one and a half careers with TMO25 and wanted to try something different (RSRD).
But that Midway and Pearl lacking few docks isnt a big issue, especially now when I did reinstall of SH4, spent whole day tweaking it with TMO+RSRD (again) just to find out there is some problem with hydrophones - I am hearing ships only up to 5-6k yards, after that the sound just cut out, but my crew man can still report contacts after that distance. I did a search through the forums and found some info that its a stock problem and may not exist in campaign mode (my testing of it was in custom made single missions, while in my previous playthroughs, in carrer, my hydrophones were working just fine)...
How not to love SH4 :)
Bubblehead1980
05-08-12, 02:24 PM
well i suggest you PM ducimus or post in the TMO thread to find the answer.
RSRDC is a nice mod but you should try playing without it and see if you miss it or not, you may like the game just fine without it
I have played without it, game just lacks something without RSRD, the extra ships, the historically correct(well mostly) traffic.Just a few annoying things that need to change.I wish I had knowledge to do so.Better yet, wish Lurker would come back.
Webster
05-08-12, 03:53 PM
I have played without it, game just lacks something without RSRD, the extra ships, the historically correct(well mostly) traffic.Just a few annoying things that need to change.I wish I had knowledge to do so.Better yet, wish Lurker would come back.
yep, he is greatly missed
he was a heck of a modder, a bit quirky at times but if you stayed on his good side he could teach you a lot.
he did soo much of what he did with hex editing that its hard to see a lot of the enormous work he put into everything in it. in a way thats whats good and bad because the complexity of how it all fits together doesnt lend itself to someone picking up where he left off and keeping everything up to date with it.
i dont know how he would think of the airbases and docks since he liked realistic things and there wasnt much there at midway at all and im not sure about the docks at pearl but he often didnt want to do anything if it wasnt historically correct
Hylander_1314
05-08-12, 04:24 PM
Here's an aerial pic of Midway Sub piers, and tenders from 1943.
http://commons.wikimedia.org/wiki/File:Submarine_base_with_tenders_at_Midway_1943.jp g#filehistory
Beautiful pictures of the water and other historical references, like the PBY ramp and pretty white sandy beaches.
http://www.lilesnet.com/Midway2007/midway_pictures.htm
Bubblehead1980
05-08-12, 04:51 PM
yep, he is greatly missed
he was a heck of a modder, a bit quirky at times but if you stayed on his good side he could teach you a lot.
he did soo much of what he did with hex editing that its hard to see a lot of the enormous work he put into everything in it. in a way thats whats good and bad because the complexity of how it all fits together doesnt lend itself to someone picking up where he left off and keeping everything up to date with it.
i dont know how he would think of the airbases and docks since he liked realistic things and there wasnt much there at midway at all and im not sure about the docks at pearl but he often didnt want to do anything if it wasnt historically correct
Midway was not much true but it did have docks for subs and ships and airfields.The sub base at pearl like ducimus put into TMO is accurate, well the location.I have spent a bit of time combing RSRD files, looks like lurker had planned to do some more in future versions but never got around to it.
Mister_Spok
05-09-12, 01:10 PM
Greetings!
I have a question about just how accurate RSRDC recreates TF's and Strike groups of Jap forces?
Because I'm now on my second patrol on good ol' sugar boat, and I know that Jap Strike force, that kicked the hell out of ABDA fleet at Sourabaja doorstep, was spotted Feb 27 1942 about 30 miles southeast of Bawean island.
So I waited there for them to show up, patrolled all the way west through Java sea to intercept them. On Feb 27 I patrolled 30 miles southeast of Bawean, and started to move north, slowly. About 3:00 AM Feb 28, during routine dive and sonar check I heard multiple screws, long distance.
So, I presume, that I heard THE TF I searched for, but it was late for day and about 25-30 miles north off the expected position.
P.S. Sorry for my english ^)
Webster
05-09-12, 01:27 PM
Greetings!
I have a question about just how accurate RSRDC recreates TF's and Strike groups of Jap forces?
Because I'm now on my second patrol on good ol' sugar boat, and I know that Jap Strike force, that kicked the hell out of ABDA fleet at Sourabaja doorstep, was spotted Feb 27 1942 about 30 miles southeast of Bawean island.
So I waited there for them to show up, patrolled all the way west through Java sea to intercept them. On Feb 27 I patrolled 30 miles southeast of Bawean, and started to move north, slowly. About 3:00 AM Feb 28, during routine dive and sonar check I heard multiple screws, long distance.
So, I presume, that I heard THE TF I searched for, but it was late for day and about 25-30 miles north off the expected position.
P.S. Sorry for my english ^)
lurker deliberately didnt want it to be an exact date and time at position "x" so it wouldnt be like a cheat. the ships and convoys will be as accurate as he could make them but there will be some randomness to it and you can expect things to happens as they should but it may not be exact to history in time and position.
Bubblehead1980
05-09-12, 03:44 PM
Greetings!
I have a question about just how accurate RSRDC recreates TF's and Strike groups of Jap forces?
Because I'm now on my second patrol on good ol' sugar boat, and I know that Jap Strike force, that kicked the hell out of ABDA fleet at Sourabaja doorstep, was spotted Feb 27 1942 about 30 miles southeast of Bawean island.
So I waited there for them to show up, patrolled all the way west through Java sea to intercept them. On Feb 27 I patrolled 30 miles southeast of Bawean, and started to move north, slowly. About 3:00 AM Feb 28, during routine dive and sonar check I heard multiple screws, long distance.
So, I presume, that I heard THE TF I searched for, but it was late for day and about 25-30 miles north off the expected position.
P.S. Sorry for my english ^)
Navigation may have been off or it could have been randomized, lurker did a pretty awesome job on historical task forces and ship movements.They usually show up at or around the time they are supposed to, rarely are they off. Some minor errors I have had to adjust.For example, the flight of Bettys that attacked the Guadalcanal invasion force on the afternoon of August 7, 1942, they fly from Rabaul but their altitude of 500 meters was too law for them to fly over Savo Island, a whole flight of 22 Bettys hit the island one after another lol.So I had to go back via notepad, change the altitude and the coordinates of the waypoint in addition to making it 27 Betty bombers as per history.
My only criticism of RSRD is lack of traffic in some areas that had traffic and saw acton with convoys, namely the Yellow Sea and Gulf of Siam(Thailand) or the swarm of singles still traveling around in later war, as the Japanese eventually learned their lessons and rarely did even the small ships not have some type of escort.Bungo Suido and Kii Suido also lack the large number of convoys coming and going they had. Also, it is not easy to edit and make changes to.I have had some success but it is time consuming but other than that, amazing piece of work that I can not enjoy the sim without.
Mister_Spok
05-10-12, 12:21 AM
Hey, no offence to lurker of so, it's just a question :) I'm currently reading Rosco T. "US submarine warfare in WW2" (or something like that, because I read it in russian translation), and I want to add more immersion to the game by going through as many major battles as I can :)
P.S. Nope, I doubt it was THE task force that kicked ABDA's butt, it only had one LC and few DD's
Roger Dodger
05-13-12, 12:38 AM
Whatever happened to the Sampans and Fishing Fleets? I used to see them all the time, but haven't seen any for quite some time. They make a nice break from the endless patrolling around an empty patrol zone, and gives the deck gun crew some practice.
Is there a way to put them back into the game without messing up the entire campaign layer?
Good Hunting!
Bubblehead1980
05-13-12, 10:38 AM
Hey, no offence to lurker of so, it's just a question :) I'm currently reading Rosco T. "US submarine warfare in WW2" (or something like that, because I read it in russian translation), and I want to add more immersion to the game by going through as many major battles as I can :)
P.S. Nope, I doubt it was THE task force that kicked ABDA's butt, it only had one LC and few DD's
There are plenty of battles and tf's in RSRD , in much detail.I just witnessed and participated in the Battle of Savo Island in August 1942, all the right groups were there, even then air attack occured on August 7 42 in response to us landings.I also just sank the Taiho at the battle of the philippine sea.They are in their historically correct places, do some research you should be able to find the major engagements.That does not work, use the mission editor and find what your looking for in the campaign files, then get the coordinates.I do not do this(I did for Savo Island, wanted to see where I could sit to observe and did end up sinking one cruiser with torpedoes to help out) if you still can not find them, PM me with what battle you are looking for, I will give you some map coordinates to be at so you are likely to encounter different IJN forces.
My current career is in October 1942, the Battle of Santa Cruz Islands is in RSRD, US and IJN fleets are recreated pretty accurately there, so going to put myself in the area, hopefully see the US air attacks on the IJN carriers, maybe get a shot at a big ship myself, rescue a few pilots who have to bail or ditch.Should be fun.:arrgh!:
Roger Dodger
05-13-12, 01:37 PM
Hey, no offence to lurker of so, it's just a question :) I'm currently reading Rosco T. "US submarine warfare in WW2" (or something like that, because I read it in russian translation), and I want to add more immersion to the game by going through as many major battles as I can :)
P.S. Nope, I doubt it was THE task force that kicked ABDA's butt, it only had one LC and few DD's
Mr._Spok:
Please read my post of a couple of pages back: http://www.subsim.com/radioroom/showpost.php?p=1878551&postcount=2094
This was the Battle of Tassaforanga, and as noted, I sort of stumbled into it. Last campaign I tried to find the Battle of Coral Sea, and utterly failed. I had the times/positions of all participant units, and I was pretty close to having my sub in the right positions for the Battle. Still - nothing! As also noted, for the Battle of Midway, I saw lots of planes zooming around and many crashing into the sea, but never saw any naval units.
Lurker may have indeed inserted some randomness into the times/positions, so getting into a battle may be a bit of a challenge. When you do manage to join a battle - WHAT A RUSH!! The Bridge View and Free Camera views are AWESOME! If you manage to get into battle, try to pick off stragglers or 'wounded' IJN units. The way the AI seems to work, if you attract the attention of 6 Battle Line DDs, they may forget about the battle AND GO AFTER YOU!
Good Hunting
Mister_Spok
05-14-12, 02:04 AM
Thanks Bubblehead, Roger.
My career is on May 1942. And I missed the battle of Coral Sea, because my 4th patrol on my S-33 (cheers!) started May 18, but I hope to make it to Savo Island battle on my next patrol.
And I really don't want to ruin my game by peeking in campaign files. :)
With some problems with naked TMO 2.5 just covered it on top with RSRD.
This is normal that escort shell my sub before i can't even see them?
Damn it i just grow some love for sh4 but every biggest mods are damaged somehow.
TMO 2.5 Tambor bug and after this i stucked with my Gato in mid 1942 despite i choosed Begining of 1943 at start campaign in Brisbane.
RSRD so far AI seems to be dumb and def,but on surface they can spot me before i can see them... in the evening.
I see happy people here, telling jokes around,but did you guys actualy play this game,or just you here habitually?
I really don't want back to SH3 because i know it good already.
TMO 2.2 is free from Bugs?
Bubblehead1980
05-14-12, 10:39 PM
With some problems with naked TMO 2.5 just covered it on top with RSRD.
This is normal that escort shell my sub before i can't even see them?
Damn it i just grow some love for sh4 but every biggest mods are damaged somehow.
TMO 2.5 Tambor bug and after this i stucked with my Gato in mid 1942 despite i choosed Begining of 1943 at start campaign in Brisbane.
RSRD so far AI seems to be dumb and def,but on surface they can spot me before i can see them... in the evening.
I see happy people here, telling jokes around,but did you guys actualy play this game,or just you here habitually?
I really don't want back to SH3 because i know it good already.
TMO 2.2 is free from Bugs?
Yea, RSRD's default visual sensors are a bit too strong, as is their radar.Tater made some great fixes I use, I found RSRD almost unplayble without them for me as escorts were spotting me at ten miles lol .Ill see if I can find the link.....
Bubblehead1980
05-14-12, 10:42 PM
With some problems with naked TMO 2.5 just covered it on top with RSRD.
This is normal that escort shell my sub before i can't even see them?
Damn it i just grow some love for sh4 but every biggest mods are damaged somehow.
TMO 2.5 Tambor bug and after this i stucked with my Gato in mid 1942 despite i choosed Begining of 1943 at start campaign in Brisbane.
RSRD so far AI seems to be dumb and def,but on surface they can spot me before i can see them... in the evening.
I see happy people here, telling jokes around,but did you guys actualy play this game,or just you here habitually?
I really don't want back to SH3 because i know it good already.
TMO 2.2 is free from Bugs?
Yea, RSRD's default visual sensors are a bit too strong, as is their radar.Tater made some great fixes I use, I found RSRD almost unplayble without them for me as escorts were spotting me at ten miles lol .Ill see if I can find the link.....
Edit:This link has a link to the fixes, enable after JSGME.They are all needed, esp the visuals, the radar and the sonar fix for Type AB escorts, or the subchasers wont have active sonar.http://www.subsim.com/radioroom/showpost.php?p=1520697&postcount=4
Bubblehead1980
05-14-12, 10:42 PM
With some problems with naked TMO 2.5 just covered it on top with RSRD.
This is normal that escort shell my sub before i can't even see them?
Damn it i just grow some love for sh4 but every biggest mods are damaged somehow.
TMO 2.5 Tambor bug and after this i stucked with my Gato in mid 1942 despite i choosed Begining of 1943 at start campaign in Brisbane.
RSRD so far AI seems to be dumb and def,but on surface they can spot me before i can see them... in the evening.
I see happy people here, telling jokes around,but did you guys actualy play this game,or just you here habitually?
I really don't want back to SH3 because i know it good already.
TMO 2.2 is free from Bugs?
http://www.subsim.com/radioroom/showpost.php?p=1520697&postcount=4
and yes we play Sh 4 with TMo RSRD.They are amazing mods, RSRD has mostly historically accurate traffic, has the major battles etc. The AI is plenty tough esp in 44 and when the Japanese ASW became better.42 and early 43 are somewhat easier mostly.Don't give up, You wil enjoy it, just need to figure it out, as its not exactly simple.
Mister_Spok
05-15-12, 05:10 AM
Whoah! Great fixes, never knew about them, though I use TMO+RSRDC for some 2 or 3 months! Thank you.
Thx Bubblehead1980.
You save the day for me.
Those patches are just precious, finally i can night atack convoys and every thing seems to be working as intended - in my opinion of course.
Imprerial navy just lost heavy cruiser near Singapore and they never see it coming. BLAM goes ammo storage causing my old gaming rig have a heart atack for a while. :)
Bubblehead1980
05-15-12, 05:16 PM
Thx Bubblehead1980.
You save the day for me.
Those patches are just precious, finally i can night atack convoys and every thing seems to be working as intended - in my opinion of course.
Imprerial navy just lost heavy cruiser near Singapore and they never see it coming. BLAM goes ammo storage causing my old gaming rig have a heart atack for a while. :)
No problem, thank Tater for making them, really does save RSRD.Just wait until you can actually make a night surface attack on a radar equipped convoy as US subs did many times in real life bc IJN radar was not effective against subs for the most part.
Mister_Spok
05-16-12, 03:03 AM
I have a question about career.
Yesterday I finished my 4th patrol. "They" proposed me to take commant of a shiny new Sargo-class, but I rejected it (I love my sugar boat, especially with brand new SJ radar! :) ), though now I have an option to transfer to Aleutians.
Now, will I have an opportunity to transfer to Pearl, 'cause I plan to get my hans on Balao-class?
stanger
05-16-12, 03:29 AM
I think there must be ~4 or so patrols between transfers. So, if youre asking whether you will be able to go to Pearl once you accept transfer to Alaska, then yes, but after ~4 patrols.
That how it worked in TMO, in RSRD, which im playing too right now, it may be a bit different, but the difference should only be in number of patrols between transfers.
Bubblehead1980
05-16-12, 08:21 AM
I have a question about career.
Yesterday I finished my 4th patrol. "They" proposed me to take commant of a shiny new Sargo-class, but I rejected it (I love my sugar boat, especially with brand new SJ radar! :) ), though now I have an option to transfer to Aleutians.
Now, will I have an opportunity to transfer to Pearl, 'cause I plan to get my hans on Balao-class?
I doubt it since RSRD works on a historically based(well mostly, think some sources used may have be incomplete or slightly in error but its mostly accurate) flotilla system.Since S-Boats never operated our of Pearl except for training during the war(as far as I can tell, place their range was a major limitation) I doubt you will be able to operate out of Pearl in an S boat in RSRD.I have an S boat career going and while deployed out of Brisbane in October 42, a message flashed that all S-Boats shift home port to Dutch Harbor effective 1 November 1942, I had to travel all the way from the solomons to Dutch Harbor(refueled at Midway) in order to to end my patrol after a long, intense patrol.Want a Balao you will prob just have to start a new career.However, if you hang onto your S Boat until begin of 44 you might luck up and get one or a Gato, not sure.I imagine S-Boats are withdrawn from combat in RSRD as they were in RL.
Mister_Spok
05-16-12, 08:27 AM
So I see. From you words I tink it was better chance for me to get Sargo?
But there is only 2 patrols to next rank and refit (as big brown book in capn's office says). So will it make sence if I stick to my S-33 for some two more months, and then get Sargo AND transfer to Pearl? Not to mention that Sargo is a top sub for Asiatic Fleet, i think.
And I'm well aware about S-boats range limitations :) but when I tried to accept the offer for Sargo-sub I noticed that it has no option to install SJ radar, and S-boat had it.
Roger Dodger
05-16-12, 12:50 PM
So I see. From you words I tink it was better chance for me to get Sargo?
And I'm well aware about S-boats range limitations :) but when I tried to accept the offer for Sargo-sub I noticed that it has no option to install SJ radar, and S-boat had it.
I've noticed that NOT being offered SJ (Surface Search) RADAR when upgrading to the next better sub is pretty standard. You will usually be offered SJ RADAR after your first patrol in your new sub. That probably simulates 'production problems' in the real world. Not real sure about that when upgrading from Gato to Balao. Balaos may come 'stock' with RADARs and upgraded SONAR capability since they were available much later in the war.
Also, in RL, early SJ RADAR was kind of 'funky' - subject to unreliability - which is NOT simulated in the game. Trained personnel was also a problem early in the war since RADAR was pretty new technology. The Radarman had not only be well trained in use, but able to 'fix' the new technology if problems occurred. RADAR 'A' school was at least six months, so a shortage of personnel was also a problem, and probably explains NOT getting the SJ RADAR upon upgrading.
The switch from S-Boat to Sargo would probably be a 'wise' choice on your part. Personnaly, I always make the switch. I love the S-Boat, but they were, in reality, very much obsolete when WWII broke out - most had been built in 1925 or before, and were 'never' developed as a true Fleet Boat. They were used in combat roles during the early part of the war because that's all we had that were operational. As soon as they could be replaced, they were, but maintained their use as training subs, and patrolling the Panama Canal until the end of the war.
God Bless Electric Boat!
Mister_Spok
05-28-12, 03:35 AM
Roger Dodger, mentioned about sampan fleet earlier in this topic. I would also like to know if it's possible to bring them back?
Roger Dodger
05-28-12, 03:49 PM
Roger Dodger, mentioned about sampan fleet earlier in this topic. I would also like to know if it's possible to bring them back?
I just started a new campaign. I had to upgrade TMO from 2.2 to 2.5 due to NOT getting a Deck Gun for my Gato-class boat. I also installed RSRDC and the RSRDC Pre-Pearl Harbor editions and some other 'RSRDC fixes'.
Mid-Patrol Report:
Departed Manila in S-27 on Dec. 1, 1941. Patrol Objective: Scouting, Luzon Strait south of Formosa.
Dec. 4: Spotted large freighter south of Formosa - Range 6500 yds, Course 270, Speed 8 kts. Shadowed freighter for 6 hours, no action.
Dec. 6: Patrol Lingayen Gulf - No contacts
Dec. 7: EXECUTE UNRESTRICTED SUBMARINE OPS VS JAPAN. Conduct Anti-Shipping ops along Japan-Luzon Straits-Singapore shipping lanes S of Okinawa.
Dec. 8: Sighted Hakusika Maru, 8178t, Action-Submerged, Daylight, Range 1200 yds. fired 3 torpedoes -1 miss, two hit for heavy damage. Fired 4th torpedo for hit and sinking. 128E/24N (S of Ryukyu Islands/Okinawa)
Dec. 10: Sighted Zinbu Maru, 5331t, Action-Surface Night, Range 6500 yds, increased speed to Flank, fired two torpedoes at extreme range of 3000 yds, neither reached target. Target spotted us at 2500 yds, and began evasion, opened up on us with small arms. Commenced Deck Gun action at 2000 yds. Fired two torpedoes at 1500 and 1200 yds - one hit for damage. Sank target with Deck Gun - 45 shells expended. 120E/28N (S of Kayushu main home island)
Dec. 16: Anti-Shipping ops along Japan-Luzon-Singapore shipping lanes, S of Okinawa.
Dec. 18: Sighted fleet of 6 Junks, 50t ea. Action-Surface Deck Gun. Sank all 6 Junks with gunfire - 110 shells expended. Close in-shore 124E/23N
Dec. 24: Returning Manila for refuel/rearm.
Dec. 28: Contact Report: N of Lingayen Gulf, two freighters escorted by three minesweepers, Range: 10,500 yds, Course 320, speed 11 kts., daylight. No action other than contact report - could not close to solution. 120N/17E.
Dec. 29: Refuel/Rearm Manila. Shift base to Surabaya, Java.
Dec. 31: Enroute Surabaya, Java - 122E/12N - W of Palawan, 13,989t total (Not bad for an S-Boat!).
Note the Dec. 18 report. A fleet of 6 Junks! So the Junks/Sampans/Fishing trawlers are there - I just wasn't close to them. They will be close inshore around the Japanese Home Islands and possessions. Perhaps I haven't seen any during other campaigns because my patrol areas usually didn't include those areas (Asiatic Fleet Ops).
I won't know for awhile yet if I get a Deck Gun for a Gato - I'm still in my S-Boat very early in the war. I don't expect to get a Gato for at least a year (game time). S-Boats were always equipped with a Deck Gun, but it got lost during upgrading.
Good Hunting
PS: Remembering the Officers and Men still on Eternal Patrol this Memorial Day. God Bless Electric Boat!
Armistead
05-28-12, 04:39 PM
Never had a problem getting a deckgun for a Gato playing 2.2, if fact that's what I play.
stanger
05-28-12, 05:30 PM
Roger Dodger, if you are playing with default TMO25 subs upgrade classes then you may never get a Gato, except if you will turn down a Gar.
With TMO25 its like this:
-from s-18\s-42\porpoise to gar\gato;
-from gar\gato to balao;
-from balao to tench;
-from tench to tambor(?).
So you will need to not accept a Gar and wait for Gato, if you want Gato. But there is no guarantee that the game will do that and not decide to jump to class 3, which is Balao (if the date will be right of course).
Stock settings are better: s-class > porpoise\salmon\sargo\tambor\gar > gato >balao (and then you mod tench as class 4).
Roger Dodger
05-28-12, 06:21 PM
Roger Dodger, if you are playing with default TMO25 subs upgrade classes then you may never get a Gato, except if you will turn down a Gar.
With TMO25 its like this:
-from s-18\s-42\porpoise to gar\gato;
-from gar\gato to balao;
-from balao to tench;
-from tench to tambor(?).
So you will need to not accept a Gar and wait for Gato, if you want Gato. But there is no guarantee that the game will do that and not decide to jump to class 3, which is Balao (if the date will be right of course).
Stock settings are better: s-class > porpoise\salmon\sargo\tambor\gar > gato >balao (and then you mod tench as class 4).
Not sure about what I'll get with TMO2.5. Usually (before) I'll start with an S-Boat, upgrade to a Porpoise, then to a Salmon/Sargo, finally to a Gato. I'll usually spend a year in a Gato before being offered a Balao. I've never been offered a Gar or Tambor.
Maybe I'm being rewarded for being an aggressive skipper :yeah: The last Salmon I had during the Guadalcanal Campaign, got so beat up that I only did one patrol in it. I did sink a Heavy Cruiser and a DD against heavy odds, and limped back into port with 85% hull damage. Instead of being cashiered for unacceptable damage to my boat, I was rewarded a brand-new Gato. :up:
Only time will tell on this one. Before starting my new campaign with TMO2.5, I deleted the 'My Documents\SH4' folder entirely. There shouldn't be any 'confusion' with previous games by doing that, something I suspect was causing problems with the Gato Deck Gun.
Good Hunting!
stanger
05-28-12, 06:31 PM
Yep, but this time you wont get a porpoise, because it is the same class sub as your S-class.
But anyway, it would be interesting to see if you will encounter that deck gun issue again and if its related to starting the campaign with s-class boat.
Roger Dodger
06-22-12, 06:29 PM
I finally found out where the problem with the deck gun was coming from :woot:
One at a time I, installed the various MODs - TMO2.5, then RSRDC and its patch, and tested each installation by running a new campaign (Asiatic Fleet in a Sargo-class boat) after each install. I always got a (forward mounted) deck gun. Then, I installed the RSRDC add-ons (Convoy Routes, Zero Bombload Fix, CD Sonar, TMO Visuals, and IJN Radar fix). So far, so good. Then I enabled the Crew Rank Fix for RSRDC, and Voila! No deck gun! :06:
Checking the Submarine\NSS_Sargo.upc and the SaveGame file I found that this particular RSRDC fixer-upper overwrites the TMO .upc file with the older configuration, and just confuses hell out of the whole program. Ducimus added in the 'Crew Berthing' to Compartment 3, which changes numbers on all the succeeding compartments; RSRDC Crew Fix uses the old Compartment list. Ergo, this particular Fix is incompatible with TMO. :wah:
I haven't enabled the RSRDC Pre-Pearl Harbor Campaign yet, but I expect no problems with that one since it makes no changes to the Submarine.upc file - only to the campaign files.
I still have that pesky Crew Rating (personal) problem, i.e. the boat's crew already starts out with max Petty Officers/Officers, so nobody can rise in Rate/Rank over the next four years over SN (which is automatic in this program). In the Real World, most of the crew on a sub were Petty Officers, very few started out as a Seaman Recruit, unless they were 'busted' for some infraction. Just graduating from Boot Camp gave a rise in Rate to Seaman Apprentice (SA or E-2). 'Most' would go to an 'A' school for a specialty. 'A' schools were three months to a year, depending on the course. Graduates were usually at least Rated a Seaman Striker (SN or E-3), even a PO3 (E-4). THEN there was 'Submarine School' for several months at least, adding to Time in Grade, and appropriate rise in Rate (enlisted men get Rate, officers get Rank).
Reading the RSRDC.upc file, it seems that the only thing that was changed were the numbers of Petty Officers/Officers.
NSS_Sargo.upc from TMO:
[UserPlayerUnit 1]
ID=Sargo
NameDisplayable=Sargo
UnitName= USS Sargo
Type=Sargo
UpgradeClass=1
UnitInterval= 1939-01-16, 1946-12-11
ExternalClassName=SSSargo
Nationality=American
CrewRanks=12
Evolution= Normal
Damage= 0
TextureName=data/Submarine/NSS_Sargo/NSS_Sargo_T01.tga
LightmapTextureName=data/Submarine/NSS_Sargo/NSS_Sargo_O01.tga
NormalmapTextureName=data/Submarine/NSS_Sargo/NSS_Sargo_N01.tga
MenuSilhouetteTextureName= Salmon_Class_01.tga
MaxPettyOfficers=20 ; max number of crewmembers over rank 4
MaxOfficers=14 ; max number of crewmembers over rank 7
NSS_Sargo.upc from RSRDC Crew Fix:
[UserPlayerUnit 1]
ID=Sargo
NameDisplayable=Sargo
UnitName= USS Sargo
Type=Sargo
UpgradeClass=1
UnitInterval= 1939-01-16, 1946-12-11
ExternalClassName=SSSargo
Nationality=American
CrewRanks=12
Evolution= Normal
Damage= 0
TextureName=data/Submarine/NSS_Sargo/NSS_Sargo_T01.tga
LightmapTextureName=data/Submarine/NSS_Sargo/NSS_Sargo_O01.tga
NormalmapTextureName= NULL
MenuSilhouetteTextureName= Salmon_Class_01.tga
MaxPettyOfficers=48 ; max number of crewmembers over rank 4
MaxOfficers=11 ; max number of crewmembers over rank 7
If that is all there is to it, I 'should' only have to change the numbers (highlighted) in the TMO .upc files to get what I want (after disabling all MODS first, then re-enabling them).
fred8615
06-24-12, 10:06 AM
So far, so good. Then I enabled the Crew Rank Fix for RSRDC, and Voila! No deck gun! :06:
If you're using TMO & RSRDC together, then you shouldn't have installed my Crew Rank Fix mod. From the readme:
Crew Rank Fix ***8211; RSRDC - Use with the standalone Run Silent, Run Deep the Campaign mod.
There is no TMO version of my mod because TMO already changes the numbers, though not as much as my mod.
Roger Dodger
06-24-12, 03:05 PM
If you're using TMO & RSRDC together, then you shouldn't have installed my Crew Rank Fix mod. From the readme:
Crew Rank Fix ***8211; RSRDC - Use with the standalone Run Silent, Run Deep the Campaign mod.
There is no TMO version of my mod because TMO already changes the numbers, though not as much as my mod.
As I used to tell my customers, "First, READ THE BOOK OF INSTRUCTIONS!"
I think your crew fix was made before TMO v2, where Ducimus added in the 'Crew Berthing' ('Hogan's Alley') to Compartment 3 which fouled up the compartment numbering after that. It took me awhile to figure out where the problem was coming from. The fix for me was one of the easiest I have attempted - just change the numbers in the TMO .upc files (for each class of sub), as per the 'readme'.
I'm still not sure if I like or hate the 'Crew Berthing' compartment. I've got 9 qualified men to spread around to empty slots (there are never enough available men 'in port' when starting a new campaign to completely crew the boat), but I'm left with an empty compartment that kind of scrunches up the 'Crew Maintenance' screen.
Anyway, thanx for the idea on how to increase crew levels. Much more Real World.
TMO + RSRDC - Don't leave port without them!
Good Hunting
doulos05
06-25-12, 12:56 AM
I think your crew fix was made before TMO v2, where Ducimus added in the 'Crew Berthing' ('Hogan's Alley') to Compartment 3 which fouled up the compartment numbering after that. It took me awhile to figure out where the problem was coming from. The fix for me was one of the easiest I have attempted - just change the numbers in the TMO .upc files (for each class of sub), as per the 'readme'.
I'm still not sure if I like or hate the 'Crew Berthing' compartment. I've got 9 qualified men to spread around to empty slots (there are never enough available men 'in port' when starting a new campaign to completely crew the boat), but I'm left with an empty compartment that kind of scrunches up the 'Crew Maintenance' screen.
Anyway, thanx for the idea on how to increase crew levels. Much more Real World.
TMO + RSRDC - Don't leave port without them!
Good Hunting
What exactly does Crew Berthing do? Could I fill them with gunners or the DC team and move them around as needed, leaving the compartment empty at times?
Roger Dodger
06-25-12, 01:46 PM
What exactly does Crew Berthing do? Could I fill them with gunners or the DC team and move them around as needed, leaving the compartment empty at times?
I think that was Ducimus' idea. Men in that area are immune to battle damage (unless you get sunk). You may have noticed that when your deck gun gets destroyed by DCs, your deck gun crew gets wiped out as well.
For me, its a real hassle to move men from berthing to the deck gun (and keeping the correct order of the crew) as I might need them in a hurry. Same with Damage Control. There is an officer (3rd watch, Control Room?) that is a real expert with batteries. You are actually told (in the pop-up) that if you think this man might be injured, to move him to crew berthing for his safety.
Crew Berthing has its uses, but is usually just an empty compartment for me. I'm also not sure if men in Crew Berthing gain any 'experience' on patrols or if they are just considered 'ballast'.
dhaalque
10-12-12, 12:17 PM
it's july 1942and i return after 3rd patrol to my base Fremantle. on TMO2.5 with RSRDC+OTC. Last message I receive was patrol what you want or return to base. I'm out of torps so return and what? no option to end patrol in fremantle. Tried other bases in Australia - noone want me. I'm homeless and have to return to neverending patrol, like Davy Jones perhaps.....
fitzcarraldo
10-12-12, 12:48 PM
it's july 1942and i return after 3rd patrol to my base Fremantle. on TMO2.5 with RSRDC+OTC. Last message I receive was patrol what you want or return to base. I'm out of torps so return and what? no option to end patrol in fremantle. Tried other bases in Australia - noone want me. I'm homeless and have to return to neverending patrol, like Davy Jones perhaps.....
Are you checked the last messages? I had those messages, but after that, I received a message with a new objective. The yellow objective star appears in the map, and you must go to the area.
Regards.
Fitzcarraldo :salute:
torpedobait
10-13-12, 06:44 AM
Are you checked the last messages? I had those messages, but after that, I received a message with a new objective. The yellow objective star appears in the map, and you must go to the area.
Regards.
Fitzcarraldo :salute:
I think it is simpler than that. Look at your map. I bet the Fremantle icon no longer has a crooked anchor. Find the one that does. That is your new home port. Sometimes it changes and you either miss the message or it gets lost.
fitzcarraldo
10-13-12, 07:35 AM
I think it is simpler than that. Look at your map. I bet the Fremantle icon no longer has a crooked anchor. Find the one that does. That is your new home port. Sometimes it changes and you either miss the message or it gets lost.
Yes!!!
Regards.
Fitzcarraldo :salute:
dhaalque
10-13-12, 01:22 PM
I think it is simpler than that. Look at your map. I bet the Fremantle icon no longer has a crooked anchor. Find the one that does. That is your new home port. Sometimes it changes and you either miss the message or it gets lost.
Yes! Long break in playing sh4 and I forgot. My base had changed to Pearl H. but without radio message, maybe when i take a new sub. I refuel in midway and continue walking to new base but wasn't lucky. When I was close P.H. it's anchor changed to grey and I had to return to Midway again :haha:
Moonlight
11-03-12, 04:22 PM
I've been playing the stock RSRDC_SH15_V550 with the patch1 for a few days now and i'm having a bit of a problem with it, the campaign is great but the japanese sensors seem over powered.
1- The DDs are spotting me from about 10 miles away or more.
2- They can see me in pitch black weather even though i can't see my own deck gun.
3- I spent three hours 300 feet submerged without raising the periscope once as i was tracking this convoy using passive sonar. This minelayer in front of the said convoy with 2 DDs out on the flanks sauntered past me without knowing i was even there,(i was watching this happen with the free cam) and then it turned around and just started depth charging the sub, the 2 DDs also came barreling in dropping depth charges as well. Silent running at 300 ft submerged and me thinks it shouldn't be happening, is there a way to tone down the sensors as i'm getting a bit annoyed with it. Oh yeah, its not even January 42 yet so if any one can help me out it will be much appreciated.
No need for any help chaps, mod soup was the problem, all sorted now.:)
SubCmdr
11-19-12, 02:24 AM
I have TMO 2.5 installed and am going to be installing RSRD. I have been reading that with these two mods the enemy AI can spot you from a great distance away. I have also read that there are several patches by Tater that fix these issues. I am unable to find these files (broken links) and am wondering if this issue has been fixed in the current release or if I will need to continue searching. I just do not want to be unrealistically spotted from ten miles away while my deckwatch can't see a destroyer that is five miles away. Thanks for any help.
BigWalleye
11-19-12, 07:43 AM
You might try this link from the SubSim downloads
Easier AI for TMO 2.5 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3542)
Yea, RSRD's default visual sensors are a bit too strong, as is their radar.Tater made some great fixes I use, I found RSRD almost unplayble without them for me as escorts were spotting me at ten miles lol .Ill see if I can find the link.....
Edit:This link has a link to the fixes, enable after JSGME.They are all needed, esp the visuals, the radar and the sonar fix for Type AB escorts, or the subchasers wont have active sonar.http://www.subsim.com/radioroom/showpost.php?p=1520697&postcount=4
Does anybody know where I can obtain these fixes? The links appear broken :(.
Bilge_Rat
11-29-12, 10:03 AM
I seem to remember they are available in the downloads section or of you search in the forum, you may find another link.
You dont really need them, they are minor tweaks.
There is nothing wrong with the stock AI in TMO 2.5. You can usually spot them before they will spot you and you can usually escape if you can go deep enough.
I seem to remember they are available in the downloads section or of you search in the forum, you may find another link.
You dont really need them, they are minor tweaks.
There is nothing wrong with the stock AI in TMO 2.5. You can usually spot them before they will spot you and you can usually escape if you can go deep enough.
hmm. I find when on time compression the AI warships will spot me before my crew spots them and start getting shot at. Its highly frustrating.
jahwillprovide
12-29-12, 01:11 PM
So if Im going to install tmo, rfb, and rsrd what's the correct order?
Roger Dodger
12-29-12, 02:12 PM
So if Im going to install tmo, rfb, and rsrd what's the correct order?
TMO and RFB (Real Fleet Boat) do the same things (changes in the game environment) in different ways, and WILL CONFLICT enough to cause real problems. Choose one or the other. BEWARE of using more than one 'Super MOD', UNLESS the two are meant to work with each other.
Run Silent Run Deep Campaign is one meant to work with other Super Mods. You MUST install the correct RSRDC to work with the Super Mod you wish to use - either TMO or RFB.
You must install your mods in the correct order so everything works together. The correct order is:
TMO (2.5) OR RFB
Patches or upgrades to the above if applicable
RSRDC (the addition SPECIFICALLY for TMO or RFB)
Patch(es) for RSRDC (NOT the Crew Fix - it conflicts with TMO, others OK)
You can install other MODs at this time, but be careful with these. Many were developed earlier than the present Super Mod edition. Some have been incorporated into the Super MOD, and therefore redundant, or may conflict with the Super MOD. One of the best, in this respect, is the 3D TDC and Radar Range Unit, but this Mod was incorporated into TMO 2.5, and would be redundant to install it again.
Here is my list of MODS installed:
RadioStationManager V1.2
TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
RSRDC_TMO_Pre Pearl Harbor Career Start
Convoy Routes TMO+RSRD
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
IJN_Radar_Fix_for_TMO2
TMO_Visuals_for_RSRDC
Underwater Fix
Black Spiderw + Rg circles-standard
BTW, 3D TDC doesn't work until you get a Gato or Balao (or Tambor) class sub. The interiors weren't worked out for earlier class boats (like S-Boats).
Good Luck and Good Hunting!
jahwillprovide
12-29-12, 02:58 PM
TMO and RFB (Real Fleet Boat) do the same things (changes in the game environment) in different ways, and WILL CONFLICT enough to cause real problems. Choose one or the other. BEWARE of using more than one 'Super MOD', UNLESS the two are meant to work with each other.
Thanks for the quick response! I'll be trying out TMO and RSRDC right now. Trying to make the switch from SH3 to SH4.
Roger Dodger
12-30-12, 04:24 PM
Thanks for the quick response! I'll be trying out TMO and RSRDC right now. Trying to make the switch from SH3 to SH4.
TMO + RSRDC - Don't leave port without them :yeah:
God Bless Electric Boat
TheBeast
01-01-13, 03:15 AM
Here is my list of MODS installed:
RadioStationManager V1.2
TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
RSRDC_TMO_Pre Pearl Harbor Career Start
Convoy Routes TMO+RSRD
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
IJN_Radar_Fix_for_TMO2
TMO_Visuals_for_RSRDC
Underwater Fix
Black Spiderw + Rg circles-standard
Thank you for the MOD list but I am unable to locate the MODS highlighted in Yellow above.
If you could provide links I would like to give those MODS a try...
Regards!:salute:
TheBeast
Roger Dodger
01-01-13, 06:10 PM
Thank you for the MOD list but I am unable to locate the MODS highlighted in Yellow above.
If you could provide links I would like to give those MODS a try...
Regards!:salute:
TheBeast
Maybe they disappear off the download list after awhile - I can't find links either. If you will PM me your email address, I'll send you a 7z file with the following files included:
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
IJN_Radar_Fix_for_TMO2
TMO_Visuals_for_RSRDC
Underwater Fix
Black Spiderw + Rg circles-standard
I can't remember who to give credit to for these 'fixes', but I think I made the Underwater Fix myself to clear up the underwater camera views.
Good Hunting
TheBeast
01-02-13, 04:32 PM
If you will PM me your email address, I'll send you a 7z file with the following files included:
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
IJN_Radar_Fix_for_TMO2
TMO_Visuals_for_RSRDC
Underwater Fix
Black Spiderw + Rg circles-standard
Many thanks for sending these MODS to me.
Installing now to check them out.
http://imageshack.us/a/img688/1880/piratemf.pnghttp://img254.imageshack.us/img254/9844/skullvamp.png
Regards!:salute:
TheBeast
Searaven
01-07-13, 12:37 AM
The mod enabler is giving me a conflict warning when going to activate RSRDC after TMO 2.5. Is this normal?
The TMO RSRDC is compatible with TMO 2.5, right?
Thanks in advance.
Yes, it is normal.
Oh, and welcome aboard! :salute:
fitzcarraldo
01-07-13, 12:10 PM
The mod enabler is giving me a conflict warning when going to activate RSRDC after TMO 2.5. Is this normal?
The TMO RSRDC is compatible with TMO 2.5, right?
Thanks in advance.
Of course, mate! RSRDC overwrite many files in TMO 25. But it is compatible, no problem.
Welcome aboard and SINK'EM ALL!
Fitzcarraldo :salute:
Is it necessary to apply the mod "Easier IA TMO 2.5" for the IA dds easier or applying the mods "Fixed_CD_sonar_RSRDC", "TMO_visuals_for RSRDC",etc.. or not necessary?
larsonboram
01-28-13, 08:42 PM
Um...dunno if I'm doing this wrong but I only have RFB_2.0 on a V1.4 silent hunter 4 and I go to load it but then it doesn't get past the screen with the progress bar giving me alot of errors when I minimized.
Firstly big THANK YOU for all mods around here to make SH really impressive game.
Just wanned get some info, im sure its lurking around in forums, but till now I was not able to locate it. Seeing some stuff in game files, I wanna check with You how actually traffic mechanics working on SH4 and RSRDC mod. My questions are:
1. Does AI single (single merchants or warships) ships are generated by probability around You or they actually traveling a assigned routes?
a) what about convoys?
b) Task forces?
c) Planes
2. If using RSRDC mod, and i found a merchant, does other time with identical situation (same time and same place) Me or other person with other PC, but same RSRDC mod will also found him as same ship, heading same bearing and on same speed?
a) What about convoys?
b) Task Forces?
c) Planes
3. Can someone explain just basics of editing a ships traffic, just wanna know how it difficult is to edit a single ship traffic?
a) Editing convoy route?
b) Editing task force route?
c) Editing planes appearance?
4. Also creating new or editing existing one mission, for non campaign, how difficult it is?
a) For single payer mission...
b) For multi players mission
I would be really thankfull for time to answer these questions, which is already headache for some time with trying found out it my self ;)
CapnScurvy
02-26-13, 08:50 AM
Um...dunno if I'm doing this wrong but I only have RFB_2.0 on a V1.4 silent hunter 4 and I go to load it but then it doesn't get past the screen with the progress bar giving me alot of errors when I minimized.
RFB 2.0 is not compatable to Silent Hunter patched to version 1.4.......only works with version 1.5 (either the Gold Edition, or the U-Boat Missions Add-on).
Always read the given documentation, or at least the mods "main" thread to learn what it works with. This thread we're posting in is the "main" thread for Run Silent, Run Deep Campaign (RSRDC).
Armistead
02-26-13, 01:13 PM
Firstly big THANK YOU for all mods around here to make SH really impressive game.
Just wanned get some info, im sure its lurking around in forums, but till now I was not able to locate it. Seeing some stuff in game files, I wanna check with You how actually traffic mechanics working on SH4 and RSRDC mod. My questions are:
1. Does AI single (single merchants or warships) ships are generated by probability around You or they actually traveling a assigned routes?
a) what about convoys?
b) Task forces?
c) Planes
2. If using RSRDC mod, and i found a merchant, does other time with identical situation (same time and same place) Me or other person with other PC, but same RSRDC mod will also found him as same ship, heading same bearing and on same speed?
a) What about convoys?
b) Task Forces?
c) Planes
3. Can someone explain just basics of editing a ships traffic, just wanna know how it difficult is to edit a single ship traffic?
a) Editing convoy route?
b) Editing task force route?
c) Editing planes appearance?
4. Also creating new or editing existing one mission, for non campaign, how difficult it is?
a) For single payer mission...
b) For multi players mission
I would be really thankfull for time to answer these questions, which is already headache for some time with trying found out it my self ;)
90% Groups in RSRD are fixed groups, simply they always spawn once, follow the exact same course, speed, etc., to maintain historical realism. When building any group, you have a number of parameters and percentages that determine the make up of the group, spawn instances, generic ships. RSRD basically uses 100% probabilites and spawns groups once., except for sub hunting groups, planes, etc.. RSRD is historic, the only downside is groups have no random factors, so once you learn the traffic, you can always find it in the same place.
Explaining the basics of editing is difficult. There is a manual somewhere explaining how to use the ME. It's not that difficult, but it does take time to learn what each setting does.
Be warned making changes with the ME to RSRD can mess it up if you start making changes to the wrong groups as stated in the RSRD doc. You don't want to make changes to group properties to RSRD using the ME, change courses, etc. He did a lot of hand editing outside the ME, so the wrong changes can screw things up. It's not that you can't make changes, you just have to follow the same protocol he used.
Thanks mate, that is more less what i needed to know ;)
Father Goose
03-14-13, 01:40 PM
Sorry, I had a recent computer crash and purchased new computer.
Loaded clean install of SH4 Gold 1.5
To be clear a good JSMGE load order is:
1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Convoy Routes TMO+RSRD
I had accidentally added RSRDC v550 which is the stock version not TMO.
This version obviously overwrites some TMO files.
Question is when I use JSGME to deactivate the mods to correct this, do I need to place a fresh version of TMO 2.5 in the mod folder or will the original file unchanged by v550 be available?
By the way, any other mods recommended? OTC?
Thanks
BigWalleye
03-15-13, 06:50 AM
JSGME does not write to the /Mods folder. It copies from the Mods folder to the /Data file and its subtree. It saves a copy of every file it over-writes in /Mods/!BACKUP!. When it uninstalls, it replaces the uninstalled file in /Data with the saved backup. Everything in your /Mods folder remains exactly as you put it there. The copy of TMO v2.5 in the /Mods folder should be just fine.
But it is onlythe work of a second to click on your copy of the zipped TMO file you downloaded and then drag the unzipped file from WinZip to your /Mods folder. Of course, you did save the download, didn't you?
Father Goose
03-15-13, 03:33 PM
Yes, copy of download saved. Thanks for the detailed explanation. Well done and appreciated.
Also after reading CapnScurvy's recommendation, backup of almost prestine SH4 folder acquired...but after a few JSMGE transfers. Rats! I transferred mods out of JSGME then made copy of SH4 folder in case of future corruption. Don't know if the few transfers would have messed up the original folder, hope not.
Thanks all for your help.
airsangel
06-28-13, 07:45 AM
hello captains...im having major problem with rsrd for tmo...though i enjoy the mod..it seems like i have to search for the major battles and operations...why in the campaign mode i dont get assigned to participate in major ones like midway or coral sea operation always assigned to patrol somewhere so far away so when i reach there a battle happens behind me...like example going to china sea reached there sank 2 tankers and battle of midway was happening ..i want to go sink some heavy japanese cruisers or carriers ?
hope u understand what i mean.... or is the answer just to neglect assignments and go search for battles
Bubblehead1980
06-28-13, 08:24 AM
hello captains...im having major problem with rsrd for tmo...though i enjoy the mod..it seems like i have to search for the major battles and operations...why in the campaign mode i dont get assigned to participate in major ones like midway or coral sea operation always assigned to patrol somewhere so far away so when i reach there a battle happens behind me...like example going to china sea reached there sank 2 tankers and battle of midway was happening ..i want to go sink some heavy japanese cruisers or carriers ?
hope u understand what i mean.... or is the answer just to neglect assignments and go search for battles
Yea, sometimes you assigned to zones where you dont get the main actions when you think you should.Think it perhaps it was for realism sake, you wont always be in on the big actions and sub war was mostly separated from the big fleet actions.Also depends on the dates, also depends on date/flotilla.Great thing about RSRD is it does not penalize you, it authorizes you to hunt outside your area "if units are encountered" . I had trouble with RSRD initially.My advice is to open the Mission Editor, open up RSRD, look at the file Battle of Midway for example, can get an idea of the area you need to be in or if you want to ensure you are there, get the coordinates etc.
I recently neglected an assignment.September 1942 with a Narwhal class, I was ordered to Tokyo to patrol while all the Guadalcanal action was happening, so I headed for the Solomons.Witnssed Battle of Santa Cruz Islands, Cape Esperance, Battleship fight at Gauadalcanal on November 13, and the next one on November 14/15.Then I headed home after 60 days on patrol.
RSRD is great in it recreates battles in rather accurate manner.Tougher in early war also because you dont have radar, so not as easy to find them.Stumbling across them in the wide open ocean is about how it was in RL, mostly luck.
airsangel
06-29-13, 05:14 AM
Yea, sometimes you assigned to zones where you dont get the main actions when you think you should.Think it perhaps it was for realism sake, you wont always be in on the big actions and sub war was mostly separated from the big fleet actions.Also depends on the dates, also depends on date/flotilla.Great thing about RSRD is it does not penalize you, it authorizes you to hunt outside your area "if units are encountered" . I had trouble with RSRD initially.My advice is to open the Mission Editor, open up RSRD, look at the file Battle of Midway for example, can get an idea of the area you need to be in or if you want to ensure you are there, get the coordinates etc.
I recently neglected an assignment.September 1942 with a Narwhal class, I was ordered to Tokyo to patrol while all the Guadalcanal action was happening, so I headed for the Solomons.Witnssed Battle of Santa Cruz Islands, Cape Esperance, Battleship fight at Gauadalcanal on November 13, and the next one on November 14/15.Then I headed home after 60 days on patrol.
RSRD is great in it recreates battles in rather accurate manner.Tougher in early war also because you dont have radar, so not as easy to find them.Stumbling across them in the wide open ocean is about how it was in RL, mostly luck.
thanks alot..and yes i will leave the patrol area !!.i did find 2 carriers once by luck as you said
Bubblehead1980
06-29-13, 10:54 AM
thanks alot..and yes i will leave the patrol area !!.i did find 2 carriers once by luck as you said
No problem. I was just assigned to patrol an area during Operation Forager in June 1944(Invasion of Marianna Islands what would become battle of philippine sea) and was assigned to an area where both IJN carrier forces showed up, it was 50 NM area so difficult to miss them. Took me all night to track and get ahead but dove at dawn, moved in and found myself in position to fire on the Taiho (which was actually sunk by a US sub during this Battle.USS Albacore hit her with one torpedo that ruptured avgas tanks, the vapors built up and caused massive explosions, was also Admiral Ozawa's flagship) I was too close when I came up to scope depth for bow shot as her course had altered so turned for stern shot, fired 4 fish from 700 yards or so, all hit.She blew up in a nice manner and sank about 30 minutes later.
airsangel
06-30-13, 03:40 AM
No problem. I was just assigned to patrol an area during Operation Forager in June 1944(Invasion of Marianna Islands what would become battle of philippine sea) and was assigned to an area where both IJN carrier forces showed up, it was 50 NM area so difficult to miss them. Took me all night to track and get ahead but dove at dawn, moved in and found myself in position to fire on the Taiho (which was actually sunk by a US sub during this Battle.USS Albacore hit her with one torpedo that ruptured avgas tanks, the vapors built up and caused massive explosions, was also Admiral Ozawa's flagship) I was too close when I came up to scope depth for bow shot as her course had altered so turned for stern shot, fired 4 fish from 700 yards or so, all hit.She blew up in a nice manner and sank about 30 minutes later.
wow..you experienced that in an area u were assigned 2...thats great : )....in my operea areas i stumble in TF'S only
mariksio30
10-12-13, 06:26 AM
How to fix missing Sub Base in Pearl?
fred8615
10-14-13, 08:49 AM
Does anybody know which file/section to edit in order to have the sub sonar work when surfaced, like it did in reality, but is removed in RSRDC?
Mikemike47
10-14-13, 09:59 AM
Does anybody know which file/section to edit in order to have the sub sonar work when surfaced, like it did in reality, but is removed in RSRDC?
Is this what you are looking for? RSRD sonar download link (http://www.subsim.com/radioroom/downloads.php?do=file&id=4057) Please PM me if you find thread reference to where this is originally talked about. I want to add that information to the download link.
fred8615
10-14-13, 01:04 PM
Is this what you are looking for? RSRD sonar download link (http://www.subsim.com/radioroom/downloads.php?do=file&id=4057) Please PM me if you find thread reference to where this is originally talked about. I want to add that information to the download link.
I'll try it. Thanks.
SnipersHunter
10-28-13, 09:27 AM
Hi this is my modlist:
1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
But where can i get these ? :"RSRDC_V5xx_Patch1"
Mikemike47
10-28-13, 10:53 AM
Hi this is my modlist:
1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
But where can i get these ? :"RSRDC_V5xx_Patch1"
download link is at post #1.
SnipersHunter
10-28-13, 11:22 AM
Ah i didnt see it thanks
Mayor McSteve
03-09-14, 05:46 AM
Just wanted to give a big "Thank YOU!" to all the modders out there who have put in so much time to make this an incredible game. I've got the "Sub Bug" again (after 3 years!) and with a two month sabbatical from work starting up I've got some time to kill while the baby naps and the older one is at school. Looking forward to mounting a broomstick on my mast when I sail home to Pearl Harbor after at least one of my patrols!:arrgh!:
CapnDon
03-18-14, 02:08 PM
This thread has been dead for a while, but I will see if I can wake it up.
Question: What mods are you guys using with RSRD? I am using TMO 2.5. Are there other interesting mods to explore?
I am enjoying the mod and the realistic missions. I also, from time to time, ignore direction and just take off where I want to go. If I run low on fuel, I just pull in where I can, top off on diesel and fish, then on with the mission.
Also, are there good threads on Bungo Pete?
ReallyDedPoet
03-18-14, 02:10 PM
Welcome Mayor McSteve :yep::up:
ReallyDedPoet
03-18-14, 03:14 PM
Question: What mods are you guys using with RSRD? I am using TMO 2.5. Are there other interesting mods to explore?
1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Easier AI for TMO 2.5 by Orpheus
TMO_Visuals_for_RSRDC
SILENT SERVICE GRAPHICS MOD 1,1
TORPEDO +25% more powerful
ALive-Action-Interior-Sound-Mod1.0
Improved Stock Environment_v3_TMO&RFB
MaxOptics IV for TMO_2
Rescue Sub v 1.15 for RSRDC TMO 5.02
NBC Radio
Radio Tokyo
Captain Midnights CBS NEWS Sound Mod
LESS WATER LIMBER HOLES
SS218 USS Albacore_Black
TMO_Sample_Emblem
BOW-CONNING FOAM LIGHT
Webster's 100' Underwater Visability for v1.5
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
British Weathered
Poets Deck_Crew_Ambient
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
Aircraft_reflections
creaksNgroans
PacAces_Voices_for_SH4
Chugging Diesel V1.21
Plus a bunch of stuff in the gramophone :yep:
Slyguy3129
03-19-14, 03:48 PM
This thread has been dead for a while, but I will see if I can wake it up.
Question: What mods are you guys using with RSRD? I am using TMO 2.5. Are there other interesting mods to explore?
I am enjoying the mod and the realistic missions. I also, from time to time, ignore direction and just take off where I want to go. If I run low on fuel, I just pull in where I can, top off on diesel and fish, then on with the mission.
Also, are there good threads on Bungo Pete?
Excellent idea! I am looking to get back into SH4 having been hooked by WitP:AE again. But it has been a while and I have been out of the modding loop. I don't really know what can go where.
I'm looking to use TMO and RSRD but also some other things, sound mods, and perhaps the mod that fixes the slow speed not being heard by player on hydrophone issue by Webster. It would be nice to see what other people run so that I can use that as a "base" to build on.
merc4ulfate
03-19-14, 06:04 PM
Generic Mod Enabler - v2.6.0.157
1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
USS Iowa
Convoy Routes TMO+RSRD
New Ships + Yamato AA Fix
Original TMO AI Escorts (harder)
Webster's Missing Voices
tambor198's TMO+RSRDC missions pack
Pacific Sound Mod
AITorpedolauncher
#4 Warships retextured
Improved Stock Environment_v3_TMO&RFB
Webster's Eliminate Floating Plankton
Webster's New Orders Bar Menu for v1.5
Webster's Smaller Rain for TMO
Traveller Alternate Main Loading Screens
Want only to thank for this great campaign! Played RSRD 1.4 for many years in a sub, but sometimes you cant see some parts of the campaign in detail!
Now I have played with the NCL Brooklyn some sea battles around Guadalcanal in 1942! Really great and I must admit, meanwhile I play modded SH4 more with playable ships then subs!
So thanks again for all your work and of course also to the guys who have made ships playable!
Generic Mod Enabler - v2.6.0.157
1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
USS Iowa
Convoy Routes TMO+RSRD
New Ships + Yamato AA Fix
Original TMO AI Escorts (harder)
Webster's Missing Voices
tambor198's TMO+RSRDC missions pack
Pacific Sound Mod
AITorpedolauncher
#4 Warships retextured
Improved Stock Environment_v3_TMO&RFB
Webster's Eliminate Floating Plankton
Webster's New Orders Bar Menu for v1.5
Webster's Smaller Rain for TMO
Traveller Alternate Main Loading Screens
Greetings and thank you for this List!
A few questions, is it stable? Did you experience ANY CTD what so ever? Is the hydrophone bug gone, where you could not hear ships going way slower than their rated speed due to RSRD?
Thanks in advance and cheers,
Kng
Edit:
I tried to stick to your list, but those four I could not find. Either links dead or no find at all. Are any of them essential? I do would like to have the Escorts and the Warships retext mods. Do you know someone who might upload them on subsim?
Original TMO AI Escorts (harder)
#4 Warships retextured
Traveller Alternate Main Loading Screens
fitzcarraldo
09-02-14, 10:08 AM
Greetings and thank you for this List!
A few questions, is it stable? Did you experience ANY CTD what so ever? Is the hydrophone bug gone, where you could not hear ships going way slower than their rated speed due to RSRD?
Thanks in advance and cheers,
Kng
Edit:
I tried to stick to your list, but those four I could not find. Either links dead or no find at all. Are any of them essential? I do would like to have the Escorts and the Warships retext mods. Do you know someone who might upload them on subsim?
Original TMO AI Escorts (harder)
#4 Warships retextured
Traveller Alternate Main Loading Screens
Not secure if New Ships mod is totally compatible with RSRDC. Websterīs rain change some files in TMO/RSRDC...New bar menu not compatible with TMO.
Regards.
Fitzcarraldo :salute:
Not secure if New Ships mod is totally compatible with RSRDC. Websterīs rain change some files in TMO/RSRDC...New bar menu not compatible with TMO.
Regards.
Fitzcarraldo :salute:
Thank you for your answer, I just started a campaign with those mods and if I CTD, I will know where to look! :up:
Do you know some mods that bring the same changes, but are compatible with TMO/RSRDC? I do like the new bar menu...
Best greetings and cheers,
Kng
torpedobait
09-03-14, 07:39 AM
SH4 was designed to run in memory up to 2GB, but with mods it can get much larger. There is a utility that will force it to run in up to 4GB in the Download section. I also use a utility program Game Booster 3 that shuts down other memory hogs, and then restores them after you exit the game. I offer this just in case it wasn 't mentioned elsewhere in this thread. Sometimes things get buried on long threads!
Good hunting! :salute:
Alright, thank you! So far I have played 2 patrols and was sunk in both of them, but had no CTD yet, which is nice, so I got that going for me.
I do have quite the gaming rig, does that reduce the chance of CTD? I use the 4GB patch on SH3, but have yet to use it on SH4. I think I will wait for my first CTD and then add the 4GB-patch and/or make modifications to my mod list. The problem with these things is, you stop playing the game for the sake of just playing and having a fun time, but start to focus on not CTD'ing and getting as much stuff going on as possible! I probably spend more time modding and adjusting Skyrim than actually doing stuff there!
Anyway, sorry for OT.
Cheers,
Kng :Kaleun_Salute:
Lexandro
09-03-14, 11:31 AM
Get that 4gb patch on the exe asap. I had sh4 for years and it used to CTD at the drop of a hat when using mods. These days with my new rig and the 4gb switch active, I have a pretty long list of mods active with zero problems.
On a separate issue, does anyone have a convoy map for RSRDC? I dont use TMO so the radio map mod thingy doesnt work. Dont need anything fancy, just a jpeg of major routes. I woudnt normally ask since in the pacific the routes tend to be obvious but with RSRDC i am having some troubles actually finding ships and convoys, even with radar. I sat 30nm outside Tokyo harbour patrolling up and down for two months and only saw 1 light cruiser and a couple of tankers. Stock game I would have been overflowing in tonnage sank by that time.
Armistead
09-03-14, 03:02 PM
Get that 4gb patch on the exe asap. I had sh4 for years and it used to CTD at the drop of a hat when using mods. These days with my new rig and the 4gb switch active, I have a pretty long list of mods active with zero problems.
On a separate issue, does anyone have a convoy map for RSRDC? I dont use TMO so the radio map mod thingy doesnt work. Dont need anything fancy, just a jpeg of major routes. I woudnt normally ask since in the pacific the routes tend to be obvious but with RSRDC i am having some troubles actually finding ships and convoys, even with radar. I sat 30nm outside Tokyo harbour patrolling up and down for two months and only saw 1 light cruiser and a couple of tankers. Stock game I would have been overflowing in tonnage sank by that time.
If you look in the mod section, you should find a map alternate for TMO/RSRD.
Just remember RSRD has realistic traffic. I start at Manila at the beginning of the war as they're several invasion groups that hit at most ports or cities. You'll get a patrol zone and it'll lead you to one.
After that in Feb. tons of action near Java for that invasion. You can also have fun in the strait above Timor about mid Feb, large carrier group and BB's comes through and you can't miss them. After attacking them, rush back to the Java coast by the 25th..
During 42 I hang around the Solomons, several big battles from July until about the end of 42. May also hang around Truk. In 43 I prefer Truk and Truk to Home Waters {Japan}shipping lane.
The best overall shipping lane is along the west coast of Borneo/Palawan through the Formosa Strait. Just sit right at the edge of deep water. This is the honey hole in 44. I'll hunt here and try to catch some of the big battles around Leyte. You'll run into huge convoys.
45 I hunt the Korea passage....
If you look in the mod section, you should find a map alternate for TMO/RSRD.
Just remember RSRD has realistic traffic. I start at Manila at the beginning of the war as they're several invasion groups that hit at most ports or cities. You'll get a patrol zone and it'll lead you to one.
After that in Feb. tons of action near Java for that invasion. You can also have fun in the strait above Timor about mid Feb, large carrier group and BB's comes through and you can't miss them. After attacking them, rush back to the Java coast by the 25th..
During 42 I hang around the Solomons, several big battles from July until about the end of 42. May also hang around Truk. In 43 I prefer Truk and Truk to Home Waters {Japan}shipping lane.
The best overall shipping lane is along the west coast of Borneo/Palawan through the Formosa Strait. Just sit right at the edge of deep water. This is the honey hole in 44. I'll hunt here and try to catch some of the big battles around Leyte. You'll run into huge convoys.
45 I hunt the Korea passage....
Wow, thank you! I was wondering about the realistic traffic, too. Compared to GWX SH3, this is something you have to get used too! But at least I managed to shake a couple of DD so far, which is nice! Japanese ASW are really not that great!
Maybe they disappear off the download list after awhile - I can't find links either. If you will PM me your email address, I'll send you a 7z file with the following files included:
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
IJN_Radar_Fix_for_TMO2
TMO_Visuals_for_RSRDC
Underwater Fix
Black Spiderw + Rg circles-standard
I can't remember who to give credit to for these 'fixes', but I think I made the Underwater Fix myself to clear up the underwater camera views.
Good Hunting
Sorry, for digging this out... does anyone have those mods?
I'm running this mod with the Brooklyn cruiser - great fun. the quick missions are great too - Many thanks to all involved in creating this mod..:salute:
KingKaleuna
09-22-14, 09:33 AM
Did anyone ever find a fix for the occasionally hinky convoy behavior in this mod? I've noticed that after launching an attack, the ships will do weird things. Sometimes they'll slow down or even come to a complete stop. At other times, they act just as they should.
Not complaining, mind you. I love this mod and can't imagine playing without it. But the strange convoy antics sometimes take me right out of the game.
Did anyone ever find a fix for the occasionally hinky convoy behavior in this mod? I've noticed that after launching an attack, the ships will do weird things. Sometimes they'll slow down or even come to a complete stop.
The odd behavior, especially the constant helming (where ships use the rudder continuously and thus slow down), is a stock feature, and is hard coded. Every mod (and stock) shares the same AI, fundamentally. Modders would have fixed it, if they could.
KingKaleuna
09-22-14, 09:01 PM
Ah. Thank you, sir.
moha14881
11-18-14, 02:36 PM
I'm getting way too few radio contacts and all on land and presumed stationary! Also any ideas about tenacious zigzagging mechants and DDs.:huh:
Roger Dodger
11-19-14, 01:40 PM
Sorry, for digging this out... does anyone have those mods?
I still have this 7z file. If you will PM me your email address, I'll send you a 7z file with the following files included:
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
IJN_Radar_Fix_for_TMO2
TMO_Visuals_for_RSRDC
Underwater Fix
Black Spiderw + Rg circles-standard
Roger Dodger
11-19-14, 02:24 PM
I'm getting way too few radio contacts and all on land and presumed stationary! Also any ideas about tenacious zigzagging mechants and DDs.:huh:
I'm not understanding your query about 'radio contacts'. If you mean the convoy/task force alerts, you don't get very many anyways, and you will be too far out of position to even get into a firing position in the time allotted. When you get a FLASH message for a convoy/task force within your patrol area, plot the info on your navigation map to see if you can get into a good position. Stern chases are hopeless, but you might be able to get ahead of a convoy/task force. Good luck!
'zigzagging merchants or DDs'
Tough shots anyway you look at it. For merchants, you hope they will zig in your direction. You will have to watch them for awhile to assess their pattern. Fire when they start their zig towards you, and use the torpedo gyro offsets to spread your shots.
DDs, because of their speed, are even harder, and they will usually be coming right at you. If you can line them up with stern shots, you might have a (slim) chance of getting a hit (if you're quick enough).
Assume the DD is zigzagging across your stern about 160 degrees to 200 degrees. At 1000 yards and 180 degrees (dead astern) fire all four stern tubes: #7 @ 0 degrees offset, #8 @ 1 degree left offset, #9 @ 1 degree right offset, and #10 @ 0 degree offset. As soon as #10 leaves the tube, CRASH DIVE and HARD LEFT (or right) RUDDER. You 'might' get a hit, or failing a hit, you 'might' get away.
Good luck!
Armistead
11-19-14, 09:33 PM
I'm getting way too few radio contacts and all on land and presumed stationary! Also any ideas about tenacious zigzagging mechants and DDs.:huh:
You don't get many radio contacts with RSRD until later war, seems a lot more late 43 and 44. You will get many for battles. Most just give a speed or a heading, but you'll get several with more details, like later war you'll get many message of convoys coming through the Formosa Straits, you can't miss them.
A good tactic is to try to take this info and if times allow catch them in a bottleneck such as a strait. Often you'll get a message a convoy is headed for a certain port, so just try to wait outside the entry of that port...
Now if you know history and want to cheat with that knowledge, you can be at a spot beforehand and just wait.
As Torp said the constant helming is coded, but it simply means they know you're there and are alerted. However, they really don't change course, just helm and usually slow down, so the main thing is use the info of the base course they were traveling before in your set up and shoot a spread.
moha14881
11-24-14, 07:51 AM
I'm not understanding your query about 'radio contacts'. If you mean the convoy/task force alerts, you don't get very many anyways, and you will be too far out of position to even get into a firing position in the time allotted. When you get a FLASH message for a convoy/task force within your patrol area, plot the info on your navigation map to see if you can get into a good position. Stern chases are hopeless, but you might be able to get ahead of a convoy/task force. Good luck!
'zigzagging merchants or DDs'
Tough shots anyway you look at it. For merchants, you hope they will zig in your direction. You will have to watch them for awhile to assess their pattern. Fire when they start their zig towards you, and use the torpedo gyro offsets to spread your shots.
DDs, because of their speed, are even harder, and they will usually be coming right at you. If you can line them up with stern shots, you might have a (slim) chance of getting a hit (if you're quick enough).
Assume the DD is zigzagging across your stern about 160 degrees to 200 degrees. At 1000 yards and 180 degrees (dead astern) fire all four stern tubes: #7 @ 0 degrees offset, #8 @ 1 degree left offset, #9 @ 1 degree right offset, and #10 @ 0 degree offset. As soon as #10 leaves the tube, CRASH DIVE and HARD LEFT (or right) RUDDER. You 'might' get a hit, or failing a hit, you 'might' get away.
Good luck!
I actually run into a juicy convoy, maneuver and try to get a shot only to be interrupted by a DD. 250ft makes them loose their DCs!! When I go periscope depth I find myself surrounded by 7+ DDs all zigzagging! Merchants are like going 14+ knots and zig! No way to catch'em at 8:9 knots!! Any Idea to position well!
Roger Dodger
11-25-14, 05:18 AM
I actually run into a juicy convoy, maneuver and try to get a shot only to be interrupted by a DD. 250ft makes them loose their DCs!! When I go periscope depth I find myself surrounded by 7+ DDs all zigzagging! Merchants are like going 14+ knots and zig! No way to catch'em at 8:9 knots!! Any Idea to position well!
Start plotting their base course and speed on the navigation map as soon as you make contact. If surfaced, you can spot them out to 12-13 miles (RADAR will be even better). With three plots, you can get a pretty good idea where they will be going, and you can plot an intercept course. Head for the intercept point. Use the dividers tool to draw a circle around the intercept point 1000 yds in radius. Don't stay surfaced after they get within 5 miles of you. Less than 5 miles they can pick you up. When you reach the edge of your circle, ALL STOP, and just wait for them. You might even want to make a turn towards the target about 45 degrees to give yourself a better chance to set up a longer shot.
Now you can use your attack map to determine how many targets there are. If escorted, the lead DD's SONAR line will be moving rapidly back and forth. You can even (while at silent running and all stopped) dive to around 250-300 feet. Wait for him to go by, and press 'P' to rise to periscope depth. If you time this right, you should be able to get a quick lock on a target with the scope. Try to get your lock within 10 seconds, otherwise you could be spotted. Down scope, and start firing when you get a solution (I usually shoot two per target). Once the torps leave the tubes, raise the scope and start your setup on the next target (10 seconds). Remember, if you get a hit on the first target, you will get unwanted attention from every DD in the area.
If you can get a shot at a second target, take the shot and boogie outta there. Pull the plug and go as far down as possible without engines. Try not to start the engines until you are down below 200 feet. 1/3 ahead at silent running under 200 feet and making a 90 degree turn to either side of your torpedo track might fool 'em. Or not, depending on Poseidon's humor that day.
Getting away from any escorts is now up to you. Only one escort is much easier to avoid than six at once.
Good luck. :arrgh!:
moha14881
11-25-14, 04:41 PM
Thanks Roger Dodger! I think as well decks awash may help. I'm trying it. I'll see if this helps. So far It seems to work.
Also thanks Armistead.
moha14881
11-25-14, 04:52 PM
You don't get many radio contacts with RSRD until later war, seems a lot more late 43 and 44. You will get many for battles. Most just give a speed or a heading, but you'll get several with more details, like later war you'll get many message of convoys coming through the Formosa Straits, you can't miss them.
A good tactic is to try to take this info and if times allow catch them in a bottleneck such as a strait. Often you'll get a message a convoy is headed for a certain port, so just try to wait outside the entry of that port...
Now if you know history and want to cheat with that knowledge, you can be at a spot beforehand and just wait.
As Torp said the constant helming is coded, but it simply means they know you're there and are alerted. However, they really don't change course, just helm and usually slow down, so the main thing is use the info of the base course they were traveling before in your set up and shoot a spread.
I don't get much Flash traffic and anyways They're like way toooo faaar away from assigned area!!
Roger Dodger
11-25-14, 09:46 PM
Thanks Roger Dodger! I think as well decks awash may help. I'm trying it. I'll see if this helps. So far It seems to work.
Also thanks Armistead.
That will lower your silhouette by 10-15'. Your RADAR will also work. Both give you an advantage, at least for awhile. Personally, I much prefer night attacks, and rely on the RADAR as long as possible.
Crannogman
01-07-15, 09:48 AM
Decks awash brings my speed down by half. Also, After installing RSRD my sonar no longer works when surfaced; is that WAD?
Roger Dodger
01-07-15, 04:56 PM
Decks awash brings my speed down by half. Also, After installing RSRD my sonar no longer works when surfaced; is that WAD?
Indeed! Running with decks awash, you have to rely on the electric motors rather than the diesel engines. I usually only set the speed to 1/3 ahead, which will give me about 2 knots speed. That will keep the waves from rolling across the deck (on a calm sea), and flooding out the RADAR.
Your method/techniques all depend on circumstances - How far away are the target(s); what is their course vs your course, target(s) speed, etc. Use your own judgement to Adapt, Overcome and get into a good firing position.
Good luck and good hunting!
Crannogman
01-07-15, 09:42 PM
So decks-awash really comes into its own once you've got surface-search radar. Before that, you might as well submerge
I recieved a message about three convoys inbound for truk. In the radio message it said they were comming from home waters which left me to the conclusion that they were coming from the southern ports of honshu. The dates of the estimated arrival were 11th, 15th, and 18th of November 1942. I missed the first one but made it in time for the second and third. So i waited just outside of the northern deep water entrance to truk but somehow I wasnt able to spot nor hear anything in the time from the 14th to late 19th of November. Instead i got detected by a small DD task group consisting of three enemy vessels. Is it possible that I missed two convoys eventhough truk is this small? :06:
best regards
benti
Crannogman
01-21-15, 06:05 PM
I've been working on a scripted mission file containing the Doolittle air raid, to match up with the 41a_US_taskforces mission. I made a copy of the PV-1 files and renamed them B25, and made them available early enough for the raid. I used the Hyperwar website to make best-guesses of the planes' routes. Is there any interest in putting this into the RSRD patch?
What exaclty are you going to implement in this mission? I am sorry but I do not know too much about the Doolittle Raid at all. I know that they started from a carrier around 1000km away from Honshu and then bombed tokyo. After that the majority landed in occupied china and one went down in Russia.
Should the player protect the carrier where they are starting from or should he be able to witness the bombarding of tokyo if he dares to go close enough?
Besides these questions that I have, good idea! I am a fan of historical events especially in games so please go ahead :):rock:
benti
Crannogman
01-22-15, 07:52 AM
What exaclty are you going to implement in this mission? I am sorry but I do not know too much about the Doolittle Raid at all. I know that they started from a carrier around 1000km away from Honshu and then bombed tokyo. After that the majority landed in occupied china and one went down in Russia.
Should the player protect the carrier where they are starting from or should he be able to witness the bombarding of tokyo if he dares to go close enough?
Besides these questions that I have, good idea! I am a fan of historical events especially in games so please go ahead :):rock:
benti
Mostly it's for historical atmosphere. The player could try to get into Tokyo Bay to watch the explosions, or anywhere along the raiders' route to see them fly over. A couple of the planes effectively ditched off the coast near Ningbo (I think), so I created liferafts that maybe the player could rescue.
ok thats awesome! Please do so, I would like to rescue a few of the pilots. I was wondering anyways how they were able to return to the allied forces. I only found a report about the b 25 which landed in vladivostok and came back via Iran. Were the subs actually part of rescueing and bringing the pilots and crew back to allied controled areas?
benti
Crannogman
01-22-15, 09:22 AM
ok thats awesome! Please do so, I would like to rescue a few of the pilots. I was wondering anyways how they were able to return to the allied forces. I only found a report about the b 25 which landed in vladivostok and came back via Iran. Were the subs actually part of rescueing and bringing the pilots and crew back to allied controled areas?
benti
Most of them landed in Chinese territory, with whom they were allied. The two planes that ditched were smuggled to friendly territory by Chinese fishermen. Two planes came down in Japanese-held territory; only 4 of those 10 raiders survived the POW camps to the end of the war
ah! Thank you for the insight mate :) always good to learn some more about a theater of war that I'm not too familiar with.
cheers
benti
PS: Do you already know when you will be ready with the campaign files?
Crannogman
01-22-15, 11:59 AM
ah! Thank you for the insight mate :) always good to learn some more about a theater of war that I'm not too familiar with.
cheers
benti
PS: Do you already know when you will be ready with the campaign files?
I'm basically done. I haven't been able to test it, so there's that.
I'm basically done. I haven't been able to test it, so there's that.
If you need a testing person I will offer my services gladly :up:
benti
Crannogman
02-12-15, 08:18 PM
Curious who did the routes for the Tokyo Express in the BattleofGuadalcanal layer. They seem to all go to Taivu Point before Oct 23, then to Cape Esperance afterwards.
However, I suspect that (historically) the Japanese landed most of their forces to the West of Cape Esperance after the battle of the Tenaru in late August. Does anyone know what source material was used for the Tokyo Express composition and routing?
YonMaruIchi
03-26-15, 05:28 PM
I'm looking for the Battle of Savo Island and I can't find it. I peeked at Mission Editor and I'm submerged exactly between Savo and Cape Esperance, on the midnight of August 8-9, exactly when and where the Japanese force should show up and circle around the island according to the script but I've had no sign of either US or Japanese forces. Just planes. I found this thread http://www.subsim.com/radioroom/showthread.php?t=166855&page=2 where people were experiencing the same issue, has anyone figured out what the problem is? Mods in order:
[MODS]
RFB_2.0=1
RFB_2.0_Patch_23April2010=2
RSRDC_RFB_V575=3
RSRDC_V5xx_Patch1=4
According to the thread one guy had RFB and one had TMO so I don't think it's supermod related... and RSRD has been reliable whenever I try to find task forces on ME so far. Just no Savo Island.
YonMaruIchi,
This is a pure guess, but maybe your timing is off. The time on your clock is your base time, not local time. I'm not sure what the game uses in the missions; try different times.
chriswo5q
06-25-15, 12:13 AM
Just returned to SH4 after a few years away (not by choice). Missed the game, and really missed this mod!
Welcome back from shore leave! :salute:
Kongo Otto
09-19-15, 05:28 PM
Were the subs actually part of rescueing and bringing the pilots and crew back to allied controled areas?
benti
Fleet boats did Lifeguard duty not only around Japan. They did id almost everywhere in the PTO. The job was called "The Submarine Lifeguard League.
There is also a memorial in Pensacola for those Fleet boats involved in the Lifeguard League.
http://www.subsowespac.org/images/submarine-lifeguard-league.jpg
Statistics document that during the Lifeguard League's period of operation, eighty-eight American submarines made one hundred and four war patrols during which air-sea rescue operations resulting in the recovery of aviation personnel were conducted. A total of five hundred and twenty-one aviators were rescued: two hundred and forty-one from the U. S. Navy, two hundred and fifty-nine from the U. S. Army Air Forces, five from the U. S. Marine Corps, and sixteen from the Royal Navy.
Quote from: http://www.subsowespac.org/the-patrol-zone/submarine-lifeguard-league.shtml
torpedobait
09-20-15, 08:15 AM
An interesting note on the rescued airmen is that one of them was George H.W. Bush.
Kongo Otto
09-20-15, 08:42 AM
An interesting note on the rescued airmen is that one of them was George H.W. Bush.
He was rescued by USS Finback (SS-230). The rescue was also filmed by one of Finbacks officers.
https://www.youtube.com/watch?v=NcdU--kqTb4
Marshall Ney
10-06-15, 05:11 PM
I am really confused about what order to install. I don't do enough this kind of modding enough to be proficient. On the first page it shows; install with JSGME
in following order; TMO
RSRDC_TMO_v50x(is this 502??)
RSRDC_V5xx_Patch
Then farther down; again download with JSGME in following order;
RFB
RSRDC_RFBv15_v575
RSRDC_V5xx_Patch1
Does this mean patch to be loaded twice?? or once at end. Also, please give complete order on right side of JSGME mod enabler. :doh:
Thanks,
MN:arrgh!:
fitzcarraldo
10-06-15, 08:02 PM
I am really confused about what order to install. I don't do enough this kind of modding enough to be proficient. On the first page it shows; install with JSGME
in following order; TMO
RSRDC_TMO_v50x(is this 502??)
RSRDC_V5xx_Patch
Then farther down; again download with JSGME in following order;
RFB
RSRDC_RFBv15_v575
RSRDC_V5xx_Patch1
Does this mean patch to be loaded twice?? or once at end. Also, please give complete order on right side of JSGME mod enabler. :doh:
Thanks,
MN:arrgh!:
If I understand your question: TMO is a supermod and RFB is another supermod. Or install TMO or install RFB. Not both. TMo goes with TMO small patch plus RSRDC 502 and RSRDC 5xxx patch. Do not mix TMO with RFB.
Regards.
Fitzcarraldo :salute:
Roger Dodger
10-07-15, 02:55 AM
I am really confused about what order to install. I don't do enough this kind of modding enough to be proficient. On the first page it shows; install with JSGME
in following order; TMO
RSRDC_TMO_v50x(is this 502??)
RSRDC_V5xx_Patch
Then farther down; again download with JSGME in following order;
RFB
RSRDC_RFBv15_v575
RSRDC_V5xx_Patch1
Does this mean patch to be loaded twice?? or once at end. Also, please give complete order on right side of JSGME mod enabler. :doh:
Thanks,
MN:arrgh!:
I don't think I'd recommend installing Trigger Maru AND Real Fleet Boat. Both are "Mega-Mods" and do many of the same things, but may do them differently. Installing both could lead to Confusing the Computer, giving you a CTD (Crash To Desktop), Locking up the Computer, or, at worst, the dreaded Blue Screen of Death!
You can choose which Mega-Mod (and associated RSRDC) to sail with, but NOT both.
Good Hunting!
LtCdr Roger Dodger USCG(R)
CapnScurvy
10-07-15, 07:22 AM
Marshall Ney, the first page in this thread can be a bit confusing to someone just quickly reading it. All the acronyms alone can be unnerving.......JSGME; RFB; TMO; RSRDC; OM; WTF!!
As Fitzcarraldo and Roger Dodger pointed out, Real Fleet Boat and Trigger Maru Overhauled are separate mods that should never be "activated" together through the Jones Soft Generic Mod Enabler. The two mods are not compatible with each other.
What is compatible with either of them is Run Silent, Run Deep Campaign, provided you choose the correct version of RSRDC for the game you play.
If your playing just the stock game......no other mods activated. RSRDC v550 is the version to use.
With a game modded with TMO 2.5.......RSRDC v502 is the version to use.
With a game modded with RFB 2.0.......RSRDC v575 is the version to use.
With all three RSRDC versions, there's an "RSRDC_Patch 1" (it's the same patch for all three) that should be added to your JSGME "activation order", just after the main RSRDC mod version you choose.
Marshall Ney
10-07-15, 10:38 AM
thanks, for the replies, I am beginning to understand some??
After, reading Fitz..& Dodger's comments I went back in and just loaded Tmov502 and Patch1. But when I launched game, it would not load to main screen(CTD). So, I loaded RSRDC_SH15_V550, and game launched and I started new career!! Seems to be working, but is real boring. Seen, heard NO:shucks: ships with only a couple of planes passing. I have sailed from 1st deployment area down to Luzun Staights. I's now almost Jan 1,1940 and nothing.
I don't know if I am going to stay with this, unless someone can tell me things will pick up soon. Are there other mods compatible with these or a link that talks about compatible mods??
Again thanks guys,
MN:arrgh!:
Roger Dodger
10-07-15, 01:05 PM
thanks, for the replies, I am beginning to understand some??
After, reading Fitz..& Dodger's comments I went back in and just loaded Tmov502 and Patch1. But when I launched game, it would not load to main screen(CTD). So, I loaded RSRDC_SH15_V550, and game launched and I started new career!! Seems to be working, but is real boring. Seen, heard NO:shucks: ships with only a couple of planes passing. I have sailed from 1st deployment area down to Luzun Staights. I's now almost Jan 1,1940 and nothing.
I don't know if I am going to stay with this, unless someone can tell me things will pick up soon. Are there other mods compatible with these or a link that talks about compatible mods??
Again thanks guys,
MN:arrgh!:
I'll assume you meant Jan 1, 1942 since the war (for us) didn't start until Dec 8, 1941. You also didn't mention where your home port is, so I'll also assume you're starting your first patrol from Manila since you mentioned the Luzon Straits.
The Author of RSRDC has re-worked the 'Campaign' layers to reflect ACTUAL ship movements, and a jolly good job he has done of this IMO. So . . . if you're not seeing any targets, there aren't any around and you're in the wrong place. :wah: Unlike the Unmodded OC, RSRDC doesn't just put targets in your way, you have to be where the targets are when they go sailing by. I couldn't even count how many patrols I have been on without firing a single torpedo, and that was the way it was in RL.
This early in the war, you don't have SURFACE RADAR, so what you SEE is what you get. CLUE: Stay on the surface, even in daylight as much as possible, even though that was STRICTLY against orders (Thou shalt run submerged between dawn and dusk). My own opinion of those orders is . . . :down: If you start seeing planes overhead, that usually means military ships are around. Air Search RADAR will pick them up before they see you. CRASH DIVE whenever your RADAR picks up ANY plane. As soon as you go under (depth ~25 feet), make an immediate 90 degree turn and continue down to Test Depth before slowing down. IF the planes spot you, they WILL drop bombs on you. If you made that turn, they will be bombing where they 'think' you may be. :haha:
ANOTHER CLUE: (If you are starting in Manila) Start over on your campaign. The Japanese invaded the Philippines very quickly after Pearl Harbor, starting with taking out our planes at Clarke Field. Within a very few days, they landed troops at Lingayen Gulf (West side of Luzon, North of Manila - ya can't miss it). Your challenge is to get set up BEFORE the Troop Ships arrive, then take out as many as possible BEFORE they start landing troops (then try to get out alive :arrgh!:). You'll have to be quick - you only have a couple of days before they start the invasion. Even if you miss them coming in, there are lots of targets in Lingayen Gulf for the next couple of days. Careful - its not very deep in the Gulf.
Good Hunting!
LtCdr Roger Dodger USCG(R)
Marshall Ney
10-07-15, 03:01 PM
Roger Dodger, thanks for taking the time to give me a heads up. I'll carry-on.
Given what you said about no ships near by, is this the mod??? So, it's important to pay attention to messages and then try to get to where action is said to be??That makes sense. Yes, I mis-spoke, Jan 1, 1942 is what I meant. And no, I started a Pearl; last direction for patrol was to patrol between Japan and Luzon
Straights and that's what I have been doing.
Is there something else within game play that would tell me that the mod is operational??
Again, thanks for helping a noob. I found Living Silent Hunter III 2015 Edition[I] and like it a lot, but it takes around 20 mins. to load game and mission screen; then if you screw up you have to reload; just tries my patience.
anyways, happy hunting,
MN:smug:
Marshall Ney
10-07-15, 06:45 PM
Boy did I get jolted out of the clouds. After hanging around Luzon Straits for a couple of days, I decided to head down east side of Northern Luzon Island, and about a third of the way down, the Japs found me!!! I don't know how I survived shelling from 2 destroyers, but I did. Then I proceeded to take them out plus a mine layer. After that I went and knocked out a couple of merchants the :woot:destroyers were escorting. Anyways, I finished both parts of 1st mission, and picked up a couple of medals. Looks like the mod gives the historic medal names, instead of the PC junk from vanilla.
Is there any threads that lists compatible mods that go with this one??
Thanks,
MN:hmm2:
Roger Dodger
10-07-15, 06:48 PM
Roger Dodger, thanks for taking the time to give me a heads up. I'll carry-on.
Given what you said about no ships near by, is this the mod??? So, it's important to pay attention to messages and then try to get to where action is said to be??That makes sense. Yes, I mis-spoke, Jan 1, 1942 is what I meant. And no, I started a Pearl; last direction for patrol was to patrol between Japan and Luzon
Straights and that's what I have been doing.
Is there something else within game play that would tell me that the mod is operational??
Again, thanks for helping a noob. I found Living Silent Hunter III 2015 Edition[I] and like it a lot, but it takes around 20 mins. to load game and mission screen; then if you screw up you have to reload; just tries my patience.
anyways, happy hunting,
MN:smug:
Well, let's see 5138 air miles Honolulu to Manila @ 10 Kts = 513.8 Hours/24 = 21 DAYS to patrol area. Nope, you're gonna miss the invasion.:wah:
Starting from Manila in an S-Boat once, I missed the ship's movements, but managed to sink a couple of transports while they were anchored. Much fun! :yeah: Beat feet outta there before they got their act together enough to figger out what happened. :up: Re-fueled @ Manila during an air raid (shot down a couple of planes, too), and headed for Java.
About the only way to check if RSRD is really loaded is to look at the 'Single Missions' screen when you first load the game. The missions are really listed differently from the OC. Lack of targets when playing should tell you that it is working too. RSRD uses actual Japanese (and others) records to trace ship's movements, so its pretty accurate. The OC (Original Campaign - No Mods) generates vessels fairly close to you, so you should have no problems IF your playing the OC. V-E-R-Y unrealistic. Its a B-I-G ocean, and no RADAR early in the war is a definite disadvantage. What you SEE :o is what you get, around a 20 mile radius (on the surface). Your lookouts, this early in the war, are probably fairly inexperienced.
You should also use at least 512X Time Warp to 'try' to avoid boredom. Although when a plane is spotted on Air Search RADAR, the Time Warp drops to 1X, you may not have time to avoid being bombed. Always keep At Least one finger on the 'C' key when surfaced during daylight, and Time Warping.
FREE ADVICE: Try a new Campaign. Start Pre-War (That's in RSRD), Base Manila in an S-Boat! BTW, the Mark 10 Torpedoes are more reliable than the Mark 14s.
Good Hunting!
LtCdr Roger Dodger USCG(R)
Rockin Robbins
10-25-15, 07:47 AM
RSRD uses actual Japanese (and others) records to trace ship's movements, so its pretty accurate. The OC (Original Campaign - No Mods) generates vessels fairly close to you, so you should have no problems IF your playing the OC. V-E-R-Y unrealistic.
Good Hunting!
LtCdr Roger Dodger USCG(R)
What's very unrealistic, playing poker with a deck of cards that is stacked exactly the way a famous game was played so all you have to do is replicate the winner's actions and haul in the cash? Or is a poker game realistic when the cards are shuffled and results are random? Which is a real game and which is a sterile reenactment?
RSRDC is the one that is V-E-R-Y unrealistic. You can sit in a shipping land and hit target after target and they just keep coming like the stupid robots they are. In the real war, after you plugged a target you didn't get any more chances until you found a new honey hole. That's because RSRDC is V-E-R-Y unrealistic.
Real war is dynamic. The enemy reacts to situations and changes tactics to accommodate. RSRDC simply reenacts the results of dynamic decision making from 70 years ago and mindlessly executes them, appropriate or inappropriate.
So, you, wise guy that you are, proceed to zip over to the precise location that the Japanese carriers launched their attacks on Pearl Harbor on December 7, 1943. In the real war you would have come up empty because they wouldn't have been there. They would have detected you and gone somewhere different. In the "realistic" RSRDC world they deliver themselves conveniently into your clutches and you fill 'em full of holes.
RSRDC, while seeming to be a good idea, on careful examination, falls apart completely as a fatally flawed exercise. I like its ships. I don't like its AI. I don't like its campaign.
The SH4 1.5 game, which generates traffic randomly, and not as you describe just in your vicinity, but randomly all over the ocean, with virtual targets already present before you enter sensor range, when they are randomly assigned a position that you can detect and become actual targets, is the closest approximation to the reality of fighting a submarine that is possible.
As a real sub commander you had little knowledge of shipping lanes, historical battles (they hadn't happened yet, or had already happened and you lacked a time machine) actual odds of survival (they were much more afraid than we are playing the game), enemy ship identification and submarine reliability compared to what we have in the game. Heck, our ID Manual has every freaking ship on the Pacific Ocean! Their manual was a cruel joke.
So RSRDC takes a game which is already stacked in the sub's favor and proceeds to stack it even worse. In the process, RSRDC absolutely kills the gameplay of TMO, GFO, RFB and the stock game. At least Webster made a patch to fix a little of that for GFO. None of the others reacted at all. I think they were just worn out and couldn't fight any more.
As a player, if you want to go see the invasion of Guadalcanal then load up RSRDC and go look. You still won't see reality, just Lurker's version but the Japanese will be there and you'll be able to bust 'em up. Maybe. It's actually a lot of fun. But in the real war that would have been airplane work, not submarine work.
But as a real captain during the war, you followed orders, went where you were told, found or didn't find targets. If you worked for Christy you had very little latitude to explore on your own. Do it and you're pounding the beach with some Marines. With Lockwood you were assigned a wide area and told to seek and destroy. Lots of flexibility. But you didn't know where they were. Encounters were random from your point of view. JUST LIKE THE STOCK GAME! That's real realism. Not a robotic enactment of 70 year old dynamic decisions made during a different war. That is the very definition of "V-E-R-Y unrealistic."
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.
granite00
10-25-15, 04:11 PM
Hi RR,
I'm still new to the game and am playing just my second Pac career. I played TMO/RSRDC in the first career. I'm playing just TMO in the second. You've been playing for nearly 10 years. Is GFO the most realistic mod to play (recognizing the entire game has significant limitations that cannot be fixed)?
Rockin Robbins
10-25-15, 08:47 PM
There is no real to be had in SH4 regardless of what mod you play. If you want reality of outcome and play RFB then you have very little chance of being killed. But you know that and play very unrealistically Rambo style.
Strangely, in order for the player to play realistically the game has to be tuned to be unrealistically deadly. That is exactly what TMO does: makes you afraid you won't survive so you make similar decisions as the real submariners who were afraid for their lives.
So the cat's out of the bag. I think the most realistic way to play SH4 is TMO without RSRDC so you can't game the system. It's not perfect but it's the best we can do.
subunit
10-26-15, 04:13 AM
There is no real to be had in SH4 regardless of what mod you play. If you want reality of outcome and play RFB then you have very little chance of being killed. But you know that and play very unrealistically Rambo style.
Strangely, in order for the player to play realistically the game has to be tuned to be unrealistically deadly. That is exactly what TMO does: makes you afraid you won't survive so you make similar decisions as the real submariners who were afraid for their lives.
So the cat's out of the bag. I think the most realistic way to play SH4 is TMO without RSRDC so you can't game the system. It's not perfect but it's the best we can do.
Why does one have very little chance of being killed in RFB?
Rockin Robbins
10-26-15, 05:19 PM
Why does one have very little chance of being killed in RFB?
Except for the S-boat, which is a delicate thing that can kill you (excellently done by the RFB crew) the enemy AI is detuned so that they aren't much of a menace.
You can do cool things like watch your own depth charging from periscope depth without a lot of danger. Prolonged depth changing is rare and not too accurate. Things are objectively like they were during the war but we just use our lack of terror to game the system.
That said, RFB is much more dangerous than Beery's last version. With that you could take direct hits from depth charges and be perfectly safe. That's what pushed me to TMO.
PhilipVonWebber
10-28-15, 01:04 PM
Hello Gents;
Very strange thing happened. I installed (through JSGME) OTC and my crew vanished except for two crewmen in the engine roon and one in the command room (and he only showed up for battle stations :har:)
I've upgraded my SH4 1.4 to 1.5 on this new comp - fps and graphics are almost realistic. As with SH3 too.
Any thoughts about awol crew?
Thanks for the read.
fitzcarraldo
10-28-15, 03:02 PM
Hello Gents;
Very strange thing happened. I installed (through JSGME) OTC and my crew vanished except for two crewmen in the engine roon and one in the command room (and he only showed up for battle stations :har:)
I've upgraded my SH4 1.4 to 1.5 on this new comp - fps and graphics are almost realistic. As with SH3 too.
Any thoughts about awol crew?
Thanks for the read.
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:
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