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lurker_hlb3
10-13-07, 11:16 PM
Run Silent, Run Deep

The Campaign

V5xx




Run Silent, Run Deep, the Campaign (RSRDC) is a major rewrite of the campaign layers of SH4 and is designed to overcome the following major stock campaign problems:

The various stock battle layers (i.e. BurmaJawa.mis, BattleOfMidway.mis, BattleofGuadalcanal.mis, etc) are sub-standard, not only from a ship content point of view but also from a track generation point of view and in my view completely un-reliable from a game play point of view. The reason for this is that these layers are written in a Scripted format that is completely unreliable when playing in Career mode.

The various Taskforce, Convoy, and Merchant layers that are total devoid of reality.

The mission objectives are sub-standard and need a major rewrite

The Special missions are also sub-standard and need work.

RSRDC solves all these problems


Installation / Compatibility

WARNING

I do not look at very possible mod that is out there. If you load a mod up, after RSRDC or OM and JSGME generates a conflict warning and you go ahead and loaded it anyway and RSRDC / OM no longer works correctly, It is NOT my problem, so don't ask me to fix it, because I won't.

WARNING


Install instructions:

Always install in port

-----------------------------------------------------------

Stock (SH4 v15) RSRDC

Current Version

RSRDC_SH15_v550
RSRDC_V5xx_Patch1

Link:

http://www.subsim.com/radioroom/downloads.php?do=file&id=1416

-----------------------------------------------------------

TMO 18x/19x/2x

Current Version

RSRDC_TMO_v502

Link


http://www.subsim.com/radioroom/downloads.php?do=file&id=1414


Install with JSGME in the following order

TMO
RSRDC_TMO_v50x
RSRDC_V5xx_Patch1


------------------------------------------------------------------

RFB 1.52 / 2.x

Current Version

RSRDC_RFB_v575

Links:


http://www.subsim.com/radioroom/downloads.php?do=file&id=1415


Install with JSGME in the following order

RFB
RSRDC_RFBv15_v575
RSRDC_V5xx_Patch1

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

RSRDC_V5xx_Patch1

Link

http://www.subsim.com/radioroom/downloads.php?do=file&id=1459





RSRDC V5XX Readme



Item1: All battle layers have been rewritten from scratch, using Pseudo Random track' generation. A Pseudo Random tracks is a random generated track file that is generates only once and along with hand edited changes that are not supported by the SH4MissionEditor, will ensure no matter when you start a campaign, the tracks will generate where and when they are supposes to.

Items2: Using the Senji Yuso Sendan Shi (Wartime Transportation Convoys History), by Shinshichiro Komamiya, RSRDC has recreated 1055 convoys from early 1942 to the end of war. (A copy of this document can be found in the support section of RSDRC)

Item3: Using the SH4 Batch Mission Editor v0.4' and custom script files, ships within the various layers have been recreated and the routes they travel have been change to have zigzags and various speeds. One of the key item is there is virtually nothing left of the stock layers The recreation of the ships within each layer is more realistic for that time of the war, i.e. your not going to see 4 Yamato in the same TF in 1943.

Item4: Every Patrol and Sink Objective file has been rewritten from scratch and now provides more detail information to execute the mission.

Item5: All Stock Special Ops missions have been disabled. New special operations missions are based of actual patrol logs.

Item6: ALL the Japanese Single Merchant / Convoy Layers using the random radius approach that I developed for OM.

Major Changes in V5x

- To ensure compatibility with TMO 18x/19x and RFB 2.x

- Since I haven't changed the spawn rate in awhile, there are major changes to the single ship campaign layer. This should make life a little more interesting.

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


Special Notes/Known Problems:

(a) For those of you who enjoy reverse engineering, if you use the SH4MissionEditor on the Battle or Task Forces layers, under no circumstances make changes or select ok in the Group Properties window. If you do, you will cause All the tracks within the layer to longer generate correctly. The reason is that I'm making hand edits to these files to ensure that the tracks generate on time

(b)Because of a design feature that prevents ships from spawning within 20km of ownship, you may see cases were historical events do not correctly generate. So therefore, as an example, if you are 15 to 17nm from the Shortland Islands during the Battle of Guadalcanal, some of the Tokyo Express missions may not generate.




Credits

ATOD/Rhonen - ATOD/Madmax

- USS Enterprise
- Saratoga Class
- Essex Class
- Soryu
- IJN Shinano (original work by Nauticas 42 and upgraded by FOTRS)
- SBD Dauntless dive bomber
- B6N2 Tenzan
- Nakajima Ki-44 Shoki
- Vought F4U-4 Corsair
- Nakajima Ki-84 Hayate
- G4M Torpedo Bomber
- D4Y3 Suisei Dive-bomber

Beery

- CareerStart.upc, Flotillas.upc, PatrolObjective.cfg from REAL FLEET BOAT

denis_469

- Do24 and AM62N.

Ducimus

- For infecting me with CTD (Compulsive Tweaking Disorder), from the days creating my own custom install of SH3.

- Air_Visual sensors from TM172

- Narwhal Class SS

-Tench Class SS

FooFighters

NDD_Benham_sil
NDD_Bristol_sil
NDD_Porter_sil
NDD_Sims_sil
NDD_Sumner
NCL_Atlanta
NDD_C&D_sil
NDD_J_sil
NDD_V&W


Linevitch Dmitriy aka Psy06

- Hudson A-28 3D modeling used as the base for the PV1 / PV2
- Hudson Mk3 for Australian RAAF

Miguel Coca

- SH4 Batch Mission Editor v0.4

miner1436

shoho Class Light Carrier

miner1436 and DarkFish

- Pre-conversion Mogami Class CA

Nisgeis and tater

- Cha-1 Small SubChaser

Nauticas 42

IJN Shinano

skwasjer

- S3D - Silent 3ditor


Sergbuto

- F4F and Beaufighter from "Air_Attack_Mod_Part1". Bombs.xxx and Shells.xxx from the library directory. The BombDummy loadout to cause aircraft the strafe

Sergbuto and Greg Law

- Kclass cruiser as the baseline model for the Light Cruisers DeRuyter and Java

Tater

- Better IJNAF Bomb Loads v 1.1 and modified to support RSRDC
- Campaign.LOC from Improved Campaign Layers v0.70 and modified to support RSRDC
- Jap_Minefields.mis from Improved Campaign Layers v0.63 and modified to support RSRDC
- US_HarborTraffic.mis from Improved Campaign Layers v0.63 and modified to support RSRDC
- CLAgano.cfg, CVTaiho.cfg, DDAkizuki.cfg, MSNO13.cfg, SCSSubchaser.cfg from Improved Campaign Layers v0.62
- IJN Type13 Radar Fix Version 2.0
- IJN DC Mod, v0.9
- Concept of Stop & Go ship traffic and Icebergs in the Bering Sea.
- Better IJNAF Bomb Loads v 1.3 and modified to support RSRDC
- IJN DC Mod, v0.92
- XPC from ICL v0.78 and converted into Auxiliary SubChaser
- Real IJN Mod

TestPilot

- New B24/ PB4Y aircraft model
- New Bomb Shapes

WarHunter

- HMS Repulse


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


RSRDC V5xxx Patch 1 Readme

This patch corrects the problem of "Dead Zones" (i.e. no IJN Ships) during time periods when one campaign layer is finishing and one is beginning.

Install in port

Works on "ALL" current versions of RSRDC

leovampire
10-13-07, 11:31 PM
Glad you got a lot of people together on it and managed to put out a larger package than you originaly talked about in the [WIP] thread for this!

Now let's hope patch 1.4 dosn't tear it appart on you.

602Sqn_Puff
10-14-07, 02:19 AM
Got an error that shows each time I load my current save game { also was present when the game laoded in base }
Current career started on 6th Dec 41 at Manila, when the game loads to 3d at the please wait screen I hear a windows error sound, alt tab out and there are two errors to clear

File not found: data\menu\gui\recmanual\covflagshoredefenses.dds

I clear both and the game loads and runs fine. Just a heads up to have a look...if it isn't your mod I'll try and track down which one it is, but I never had this until I loaded RSRDC

leovampire
10-14-07, 04:22 AM
Got an error that shows each time I load my current save game { also was present when the game laoded in base }
Current career started on 6th Dec 41 at Manila, when the game loads to 3d at the please wait screen I hear a windows error sound, alt tab out and there are two errors to clear

File not found: data\menu\gui\recmanual\covflagshoredefenses.dds

I clear both and the game loads and runs fine. Just a heads up to have a look...if it isn't your mod I'll try and track down which one it is, but I never had this until I loaded RSRDC

Installation

RSRDC is designed to be installed using JSGME, hand installation is not recommended. You will need to start a new career after installation and old save games will not be compatible with RSRDC.

AVGWarhawk
10-14-07, 06:15 AM
Just one question. This mod has changed 41-42 shipping traffic. Once I'm into 42 and beyond, does the game revert back to the original vanilla version of traffic?


Sorry, second question: You have it as campaign meaning this is just for the campaign feature in the game or this is for the career function in the game?

BTW, this is just a great mod idea! Just beautiful!!!!!

AVGWarhawk
10-14-07, 07:11 AM
Tell you what.....after reading and re-reading your post, I'm throwing caution to the wind and running with this puppy! Off I go:up:

DavidH
10-14-07, 09:29 AM
Please!
Best mod/update collection so far
Thanks to all

David H

lurker_hlb3
10-14-07, 09:32 AM
Got an error that shows each time I load my current save game { also was present when the game laoded in base }
Current career started on 6th Dec 41 at Manila, when the game loads to 3d at the please wait screen I hear a windows error sound, alt tab out and there are two errors to clear

File not found: data\menu\gui\recmanual\covflagshoredefenses.dds

I clear both and the game loads and runs fine. Just a heads up to have a look...if it isn't your mod I'll try and track down which one it is, but I never had this until I loaded RSRDC


data\menu\gui\recmanual\covflagshoredefenses.dds is from ICL v0.78 and not part of RSRDC


Just one question. This mod has changed 41-42 shipping traffic. Once I'm into 42 and beyond, does the game revert back to the original vanilla version of traffic?


Sorry, second question: You have it as campaign meaning this is just for the campaign feature in the game or this is for the career function in the game?

BTW, this is just a great mod idea! Just beautiful!!!!!


All the merchant traffic has been rewritten and is valid for all game playing modes

AVGWarhawk
10-14-07, 09:38 AM
This is very promising for sure. Nice work. I like the new orders typed out and a couple of mission objectives to cover. You're on to something here and it is good:up: Off I go for more missions:D

MONOLITH
10-14-07, 09:43 AM
"Compulsive Tweaking Disorder" :rotfl:

JU_88
10-14-07, 10:10 AM
Wow! this is what appears to be the first SHIV supermod, Like the sound of it, Kudos to all involved :up:
I will give it whirl. ;)

AVGWarhawk
10-14-07, 11:23 AM
#2 You know it is going to be a nightmare to make all of the new stuff ROW compatable right LMAO :rotfl:


I just added it to the end of my mod enabler list. It overwrote two ROW files. I believe reflections for two DD. Nothing else. ROW and this mod work just find together.:up:

The new messages/orders are much more immersive. Really good stuff here. Nice kickoff to this mod. Hats off sir!

MONOLITH
10-14-07, 11:25 AM
Icebergs in the Bering Sea.






That's the type of stuff I love. :up:

MONOLITH
10-14-07, 11:29 AM
Wow! this is what appears to be the first SHIV supermod. ;)


Indeed.

Thank you to all involved.

cdrsubron7
10-14-07, 11:40 AM
This looks really interesting, I will give this a try tonight some time. Just curious, were any re-writes of the abnormal DD activity changed from the 1.3 patch. Translation, will we still get sighted or detected by sonar ar very long ranges when we're approaching a convoy or task force? One other quick question. Are there mods compatible with the RSRD mod?

The Bandit
10-14-07, 12:06 PM
well after getting into SH4 a bit I have just ordered Beach's Run Silent Run Deep and Dust on the Sea, unfortunatly its probably going to take a week or more to ship them to me. This looks great, but I have TM 1.6 already installed, any compatibuility issues between the two (I know this is more about overhauling the campaign but I just thought I would ask)

DeepIron
10-14-07, 12:17 PM
Holy cow... :huh:

tater
10-14-07, 12:38 PM
Out of curiosity, what defines a "supermod?"

Seems like as any mod has to start incorporating ship, graphic, campaign, weapons, etc mods, they become supermods. Wouldn't RFB or TM have counted, or am I missing something?

Looking forward to yet more TROMy goodness! :up:

tater

602Sqn_Puff
10-14-07, 01:56 PM
Got an error that shows each time I load my current save game { also was present when the game laoded in base }
Current career started on 6th Dec 41 at Manila, when the game loads to 3d at the please wait screen I hear a windows error sound, alt tab out and there are two errors to clear

File not found: data\menu\gui\recmanual\covflagshoredefenses.dds

I clear both and the game loads and runs fine. Just a heads up to have a look...if it isn't your mod I'll try and track down which one it is, but I never had this until I loaded RSRDC
Installation

RSRDC is designed to be installed using JSGME, hand installation is not recommended. You will need to start a new career after installation and old save games will not be compatible with RSRDC.


Did that mate and still had the error, only way to get rid of it was to leave ICL v0.78 in and let RSRDC write over it...anyways working now :)

lurker_hlb3
10-14-07, 02:23 PM
I just added it to the end of my mod enabler list. It overwrote two ROW files. I believe reflections for two DD. Nothing else. ROW and this mod work just find together.


There are no files in RSRDC that conflict with ROW

Translation, will we still get sighted or detected by sonar are very long ranges when we're approaching a convoy or task force?


RSRDC doesn’t change any of the IJN sensors or IJN AI response

One other quick question. Are there mods compatible with the RSRD mod?

Which mods are you asking about ?


This looks great, but I have TM 1.6 already installed, any compatibility issues between the two (I know this is more about overhauling the campaign but I just thought I would ask)

Would not recommend loading RSRDC over the top of TM for the following reasons:


You will over write Ducimus “Sea Trials” Flotillas.
You would remove “all” of tater’s ICL changes .
If you do, you do so at your own risk

capt_frank
10-14-07, 02:24 PM
Hootchie Mama!! :up: :up:

MONOLITH
10-14-07, 02:29 PM
Wouldn't RFB or TM have counted, or am I missing something?



Yep. Sorry Tater, no neglect of offense was intended. For me personally, I was away for a few months, so for me this is the first one out since I've been back and been paying attention. I missed the earlier releases of TM.

tater
10-14-07, 02:45 PM
No offense to me, they ain't my mods ;)

I'm hard to offend, anyway.

tater

cdrsubron7
10-14-07, 03:15 PM
Is there a utility for using more than one installation like there was in SHIII?

skwasjer
10-14-07, 03:18 PM
Yes: http://www.subsim.com/radioroom/showthread.php?t=108215

:)

cdrsubron7
10-14-07, 03:56 PM
Yes: http://www.subsim.com/radioroom/showthread.php?t=108215

:)


Thanks. skwasjer. :up:


Now, my next question is how can I use the JSGME to install the RSRD mod when all it shows is the mods I have installed for the TM 1.63 in my regular install of SHIV? I keep seeing that mod folder instaed of the one for the RSRD folder.


Late add - I think I figured it out.

jdkbph
10-14-07, 07:02 PM
Whoa... this is tough!

I want to load this up so bad... but I don't want to give up all the fixes and what-not in TM!

What to do...

What to do.... :hmm:

JD

TopcatWA
10-15-07, 05:16 AM
:D Thanks for the Mod. Looks good & no problems installing it.
Question: I've started the RSRD campaign based out of Subic Bay-Manila. No problems with completing the objectives of the first patrol, but when returning to Subic Bay in Jan.42 ,apparently my sub base has been changed without any message notification from subpac. Now I have to search out the other bases to find out where I have been transferred to so I can end my patrol.(Surabaya isn't my new base because the 'End Patrol' option is ghosted out). I know that when the Phillipines was overun by the Japs, subs based in Subic Bay were transferred to Surabaya & Australia.
For the sake of realism is it possible to put in the message traffic notification of base changes during patrols to elliminate sailing all over the ocean looking for the right base to end the patrol?

lurker_hlb3
10-15-07, 07:11 AM
comment noted, will look into it

pythos
10-15-07, 07:25 AM
Mod looks good.

on first patrol now with Sub pac.

Noticed that the wildcat, martlet, and beufighter lack sound.

Will continue reporting as patrol progresses.

barndog
10-15-07, 12:39 PM
Out of Cavita. Went to the first assigned patrol around Cam Rahn, encountered large passenger liner asd small passenger carrier with 2 DD escorts. Took out the large liner with 3 torps. twiddled my thumbs around the area until I received message to go to southern patrol area. Immediately upon arrival encountered lead Zig-Zag DD inline ahead of Large Mod COmposite trailed by four small cargoes and then another large Mod Comp. Back ended by another zigging DD. Put three torps into lead Mod COmp. Swug around, went silent and waited for the last Mod comp. When just inside 6000 let loose of three more torps very nicely spread. First to hit and seconds before impact I got a Crash To Disk! Damn the bad luck. First time I've CTD'd in a LOOOOOOOOOOOOOOOOOOOONG time????

So needless to say, I don't know if I get a good base to go to but I do know I'll give it another whirl tonight.

News at 11.

BFN

lurker_hlb3
10-15-07, 05:58 PM
My face is RED


Though an oversight in testing on my part, there are bug in the transfer from the “Task Force 3” Flotilla to “ABDA-Task Force 3” Flotilla. Also some of the “Task Force 3” Flotilla objectives have some errors in them that need to be corrected.


The download links has been disabled and a patch is in the works, for the moment please “DO NOT” uses the “Task Force 3” or the “ABDA-Task Force 3"

lurker_hlb3
10-15-07, 06:00 PM
Mod looks good.

on first patrol now with Sub pac.

Noticed that the wildcat, martlet, and beufighter lack sound.

Will continue reporting as patrol progresses.

Known problem, forgot to add it to the Readme

MONOLITH
10-15-07, 06:14 PM
My face is RED

Shouldn't be. No need.

You've begun development of a great mod. Sometimes it takes a couple hundred fresh eyes to flesh out a few bugs.

Should be expected.

I still say Bravo to you. :up:

leovampire
10-15-07, 06:22 PM
My face is RED

Shouldn't be. No need.

You've begun development of a great mod. Sometimes it takes a couple hundred fresh eyes to flesh out a few bugs.

Should be expected.

I still say Bravo to you. :up:

Sometimes it takes several test run's with differn't game's and situations to find all that need's to be fixed. Don't worry about it you should see what tater went through for his campaign layers and the problems he had to iron out even T.M. and others. What your doing is complicated and a lot of dot the I's and cross the T's things that can easily be missed by 1 or even several people.

So no worries about it because your doing a lot of great work for the game.

lurker_hlb3
10-15-07, 06:24 PM
Out of Cavita. Went to the first assigned patrol around Cam Rahn, encountered large passenger liner asd small passenger carrier with 2 DD escorts. Took out the large liner with 3 torps. twiddled my thumbs around the area until I received message to go to southern patrol area. Immediately upon arrival encountered lead Zig-Zag DD inline ahead of Large Mod COmposite trailed by four small cargoes and then another large Mod Comp. Back ended by another zigging DD. Put three torps into lead Mod COmp. Swug around, went silent and waited for the last Mod comp. When just inside 6000 let loose of three more torps very nicely spread. First to hit and seconds before impact I got a Crash To Disk! Damn the bad luck. First time I've CTD'd in a LOOOOOOOOOOOOOOOOOOOONG time????

So needless to say, I don't know if I get a good base to go to but I do know I'll give it another whirl tonight.

News at 11.

BFN

The reason for the CTD is due to the “Small Merchant CTD” bug

http://www.subsim.com/radioroom/showthread.php?t=118781&highlight=Taihosan+maru

Please down load the fix an install it, this fix will be added to RSRDC

AVGWarhawk
10-15-07, 06:32 PM
Out of Cavita. Went to the first assigned patrol around Cam Rahn, encountered large passenger liner asd small passenger carrier with 2 DD escorts. Took out the large liner with 3 torps. twiddled my thumbs around the area until I received message to go to southern patrol area. Immediately upon arrival encountered lead Zig-Zag DD inline ahead of Large Mod COmposite trailed by four small cargoes and then another large Mod Comp. Back ended by another zigging DD. Put three torps into lead Mod COmp. Swug around, went silent and waited for the last Mod comp. When just inside 6000 let loose of three more torps very nicely spread. First to hit and seconds before impact I got a Crash To Disk! Damn the bad luck. First time I've CTD'd in a LOOOOOOOOOOOOOOOOOOOONG time????

So needless to say, I don't know if I get a good base to go to but I do know I'll give it another whirl tonight.

News at 11.

BFN

The reason for the CTD is due to the “Small Merchant CTD” bug

http://www.subsim.com/radioroom/showthread.php?t=118781&highlight=Taihosan+maru

Please down load the fix an install it, this fix will be added to RSRDC

That was my first thought when I read his CTD issue.

Nice work you have going here Lurker. Looking forward to more!

barndog
10-15-07, 08:08 PM
to be even slightly embarrassed. You've put together on hell of a MOD. I was simply trying to follow up on the previous error to help track down what might be a clue. In the midst of my very small effort I ran into that CTD. I had every intention of going back to a first patrol from cavite till I saw your notice.

Thanx for the clue on the CTD fix. Will install that and wait til you announce your patch before continuing to explore your WONDERFUL work.

Hell I'm just a novice submariner. You guys do all the hard stuff and we have all the REAL fun

THANX AGAIN

Nuc
10-15-07, 08:55 PM
Would not recommend loading RSRDC over the top of TM for the following reasons:

You will over write Ducimus “Sea Trials” Flotillas.
You would remove “all” of tater’s ICL changes .If you do, you do so at your own risk

Are you worried that they are incompatible or suggesting that TM can go over top of RSRDCL?

leovampire
10-15-07, 09:01 PM
Would not recommend loading RSRDC over the top of TM for the following reasons:

You will over write Ducimus “Sea Trials” Flotillas.
You would remove “all” of tater’s ICL changes .If you do, you do so at your own risk

Are you worried that they are incompatible or suggesting that TM can go over top of RSRDCL?

One set of campaign layers added to your game will cancel out another set of layers from another mod if they are named the same. And then the ones that do not get changed will not be compatable with the base controls set for each layer and when they come into play.

A decision has to be made which mod to run unless you know how to pull every thing appart and make the differn't thing's you want work in your game without CTD's and more.

You can't do those type's of over write's in your game and expect a modder to fix your problems most will not even bother to try and help you because you didn't take their advice in the first place about what will and will not work vs another mod. That is why we make read me's to explain what can and can not be done without problems.

lurker_hlb3
10-15-07, 11:51 PM
While debugging the transfer from “Task Force 3” Flotilla to “ABDA-Task Force 3” Flotilla problem, there maybe a fundamentally error with my original concept of spitting the FremantleCommand into three separate Flotillas. Further testing tomorrow will reveal all. Worst case is that I will have to glue the three Flotillas back together, which means anyone that is currently running a career with “Task Force 3”, “ABDA-Task Force 3” or “Task Force 51/71” will have to restart. People who are running “SubPac” or “Task Force 42/72” should be ok.

AVGWarhawk
10-16-07, 07:49 AM
Take your time Lurker. You have a great foundation going here! Looking forward to more!

trimzeke
10-16-07, 03:54 PM
TF3 - Cavite - S-18 - San Bernadino Strait career mission - CTD @approx. 21:30 hours during TC transit...

Subpac - Pearl - Gar - Singapore Shipping Lane/Luzon Strait career mission - CTD @ during TC transit...

:stare:

lurker_hlb3
10-16-07, 04:22 PM
TF3 - Cavite - S-18 - San Bernadino Strait career mission - CTD @approx. 21:30 hours during TC transit...

Subpac - Pearl - Gar - Singapore Shipping Lane/Luzon Strait career mission - CTD @ during TC transit...

:stare:

comment noted

Approximate location and date/time would be helpful

lurker_hlb3
10-16-07, 06:13 PM
RSRDC_P1Patch_v101 is up check first post

leovampire
10-16-07, 06:19 PM
RSRDC_P1Patch_v101 is up check first post

Glad you figured it out and got it fixed. :rock:

kiwi_2005
10-16-07, 08:20 PM
Im going to give this mod a try, so all i need to do is DL 101 and enable it through JSGME. Is 101 the full or is this a patch for the mod?

Edit: nvm, worked it out install 101 then the patch 101

:up:

lurker_hlb3
10-16-07, 08:38 PM
Im going to give this mod a try, so all i need to do is DL 101 and enable it through JSGME. Is 101 the full or is this a patch for the mod?

Edit: nvm, worked it out install 101 then the patch 101

:up:
RSRDC_P1_v101 is a full install

The patch is only required if you have "RSRDC_P1_v100" install

kiwi_2005
10-16-07, 10:48 PM
Im going to give this mod a try, so all i need to do is DL 101 and enable it through JSGME. Is 101 the full or is this a patch for the mod?

Edit: nvm, worked it out install 101 then the patch 101

:up:
RSRDC_P1_v101 is a full install

The patch is only required if you have "RSRDC_P1_v100" install
Okay. I installed the patch as well:roll: will disable it next patrol. Can i install any graphic mods with this, i notice the menu is back to stock, i prefer when i click on a button it goes green to let me know its enabled.

Started a new patrol with SS boat, everything seems fine, messages give better info.

EDIT: okay i find my first Convoy and i got 2 destroyers 1 mine sweeper & 4 subchasers in front of the convoy to get past, how the *BEEP* am i suppose to get past them! :) I like this mod already.

lurker_hlb3
10-17-07, 07:01 AM
Can i install any graphic mods with this, i notice the menu is back to stock, i prefer when i click on a button it goes green to let me know its enabled.


Should be no problem

WhiskeyBravo
10-17-07, 10:52 AM
" Do not load over the top Trigger Maru or Real Fleet Boat. If you do so, it is at your own risk"

I've seen a few posts asking this but I'm still a little confused (not difficult) about mod compatibility.

Should the above comment say:-"Do not load over the top OF Trigger Maru or Real Fleet Boat. If you do so, it is at your own risk"

Or: -

"Do not load over the top Trigger Maru or Real Fleet Boat. If you do so, it is at your own risk"

as in do not load TM/RFB over the top of RSRDC?

Having said that, has anybody got TM/ROW and RSRDC running together and if so would you mind posting an installation order please.

Great work Lurker on what sounds like a great mod.

Regards,

WB.

MONOLITH
10-17-07, 11:01 AM
WhiskeyBravo, neither way will work.

The last mod activated will be the dominant one. This goes for all three of those, as each one uses the same files, and activation will overwrite the file of the previous one.

MONOLITH
10-17-07, 11:05 AM
Luker/Tater...

About this;

"
- Concept of “Stop & Go” ship traffic and Icebergs in the Bering Sea."

I haven't gotten up to the bearing yet in stock/vanilla SH4. Were icebergs implemented and there before?

And what changes exactly have you done with this. Can you elaborate on the above quote.

Thanks.

tater
10-17-07, 11:35 AM
My campaign includes traffic that puts into port, "stops" for hours/days/weeks then leaves later. I also adde dicebergs tothe north pacific/bearing sea.

RSRD does the same.

trimzeke
10-17-07, 12:22 PM
TF3 - Cavite - S-18 - San Bernadino Strait career mission - CTD @approx. 21:30 hours during TC transit...

Subpac - Pearl - Gar - Singapore Shipping Lane/Luzon Strait career mission - CTD @ during TC transit...

:stare:

comment noted

Approximate location and date/time would be helpful

RSRD v1.01 Full version installed with JGSME

12/8/41 - during 256 TC Transit - S18 - TF3/41/72 - Cavite - CTD @21:30 Hrs - During TC transit to San Bernadino Strait - surfaced headed east - career misssion

12/7/41 - during 1024 TC Transit - Gar - Subpac - Pearl - CTD @21:30 hrs - During TC transit to patrol area 130nm south of Bungo Strait - surfaced headed west - career mission

Error Message - App:sh4.exe AppVer:1.3.0.0 Modname:sound.act

same type of crash/error message as with ver 1.00

:huh:

AVGWarhawk
10-17-07, 01:18 PM
sound.act? Perhaps not related to the mod? Not sure.

lurker_hlb3
10-17-07, 03:17 PM
TF3 - Cavite - S-18 - San Bernadino Strait career mission - CTD @approx. 21:30 hours during TC transit...

Subpac - Pearl - Gar - Singapore Shipping Lane/Luzon Strait career mission - CTD @ during TC transit...

:stare:

comment noted

Approximate location and date/time would be helpful
RSRD v1.01 Full version installed with JGSME

12/8/41 - during 256 TC Transit - S18 - TF3/41/72 - Cavite - CTD @21:30 Hrs - During TC transit to San Bernadino Strait - surfaced headed east - career misssion

12/7/41 - during 1024 TC Transit - Gar - Subpac - Pearl - CTD @21:30 hrs - During TC transit to patrol area 130nm south of Bungo Strait - surfaced headed west - career mission

Error Message - App:sh4.exe AppVer:1.3.0.0 Modname:sound.act

same type of crash/error message as with ver 1.00

:huh:

Based on your info was unable to recreate on two different systems ( W2K Pro & XP Pro ). I find it odd that the crash was at the same time on both runs ( 21:30). The only time I have ever seen this kind of error is with "memory overflow"

tater
10-17-07, 03:20 PM
running any sound/radio mods?

tater

leovampire
10-17-07, 03:27 PM
Luker/Tater...

About this;

"
- Concept of “Stop & Go” ship traffic and Icebergs in the Bering Sea."

I haven't gotten up to the bearing yet in stock/vanilla SH4. Were icebergs implemented and there before?

And what changes exactly have you done with this. Can you elaborate on the above quote.

Thanks.

As a matter of fact a long time ago someone decieded to go running around the globe and was in TC when the sub stoped and found his sub on top of an ice burg and even posted a picture of it.

Digital_Trucker
10-17-07, 03:34 PM
running any sound/radio mods?

tater

listen to tater, if it crashes at the same exact time no matter what is going on and you are using a radio mod (you don't even have to be listening to the radio) it is most likely an error in the radio mod events section. If you look in the events.ini file for all of your radio stations, you will find an event that has specified a media file that does not exist in the Events folder. The error message even points to a sound event causing the error.

You can use the Radio Station Manager to check all of your radio stations for errors and eliminate the problem.

tater
10-17-07, 03:35 PM
It's not in any of the stock files I've ever looked at (which is only not 100% if I missed one).

tater

trimzeke
10-17-07, 04:46 PM
running any sound/radio mods?

tater

1 sound mod... been using it for many months with no system problems.... yes, my game is heavily modded (JSGME) but I was able to run your improved campaign layer mod (0.78 version) without any CTD problems...

Memory overflow?... I have plenty of disk space available...

I suspect the problem is a conflict between SH4 sound.act file and some of the new units (probably airplanes)... i.e. the F4F sound doesn't work because the SH3.sdl file (which does support the F4F sound) has not been ported over to SH4... and the SH.sdl file in SH4 does not support the F4F sound...

trimzeke
10-17-07, 04:59 PM
running any sound/radio mods?

tater

listen to tater, if it crashes at the same exact time no matter what is going on and you are using a radio mod (you don't even have to be listening to the radio) it is most likely an error in the radio mod events section. If you look in the events.ini file for all of your radio stations, you will find an event that has specified a media file that does not exist in the Events folder. The error message even points to a sound event causing the error.

You can use the Radio Station Manager to check all of your radio stations for errors and eliminate the problem.

I'll check that out... I do have some radio mods installed.. Manila Radio, Jack Benny, CBS News, Tokyo Rose...but not the RSM mod... your suggestion is very reasonable... where is the events.ini file?.. all I can find is the radio.ini file and it doesn't show any errors..

lurker_hlb3
10-17-07, 05:18 PM
FYI

RSRDC was tested on "stock v1.3" without any other modes, but the founation that it was built from is my own custom install which has about 1.2 GB worth of changes. I currently don't have any radio station type modes on my system.

Bilge_Rat
10-17-07, 05:33 PM
Is RSRDC compatible with:

- NSM 3.3
- NSM 3.3 torpedo mod; and
- IJN DC mod

I presume yes but wanted to check, thanks.

By the way, a bit off topic, but I have been away from SH 4 for a few months and I see there are no longer any IJN AI mods floating around, is that no longer necessary under 1.3?

second, was the date line bug fixed or not? the read me says yes, but I see posts saying it is still around. Just wondering if I should start my career from Pearl or Manila.

thanks.

lurker_hlb3
10-17-07, 05:35 PM
running any sound/radio mods?

tater
1 sound mod... been using it for many months with no system problems.... yes, my game is heavily modded (JSGME) but I was able to run your improved campaign layer mod (0.78 version) without any CTD problems...

Memory overflow?... I have plenty of disk space available...

I suspect the problem is a conflict between SH4 sound.act file and some of the new units (probably airplanes)... i.e. the F4F sound doesn't work because the SH3.sdl file (which does support the F4F sound) has not been ported over to SH4... and the SH.sdl file in SH4 does not support the F4F sound...

I did not supply the sound files for the F4F or Beaufighter because they would not work with the current SH4.sdl

lurker_hlb3
10-17-07, 05:40 PM
Is RSRDC compatible with:

- NSM 3.3
- NSM 3.3 torpedo mod; and
- IJN DC mod

I presume yes but wanted to check, thanks.

By the way, a bit off topic, but I have been away from SH 4 for a few months and I see there are no longer any IJN AI mods floating around, is that no longer necessary under 1.3?

second, was the date line bug fixed or not? the read me says yes, but I see posts saying it is still around. Just wondering if I should start my career from Pearl or Manila.

thanks.

- NSM 3.3
- NSM 3.3 torpedo mod

is compatible

and

IJN DC mod

is part of RSRDC

Digital_Trucker
10-17-07, 05:41 PM
I'll check that out... I do have some radio mods installed.. Manila Radio, Jack Benny, CBS News, Tokyo Rose...but not the RSM mod... your suggestion is very reasonable... where is the events.ini file?.. all I can find is the radio.ini file and it doesn't show any errors..

Each radio station that has any scripted events (the ones that can cause CTDs) has an Events folder inside the radio station folder. In the events folder is an events.ini file that governs when the events are triggered and what is played when it is triggered. The format is fairly self explanatory, just look for the date and time that your crash is occuring. If you find one that matches your crash time, see if the name of the media file is in error or if the file is missing altogether.

trimzeke
10-17-07, 09:09 PM
I'll check that out... I do have some radio mods installed.. Manila Radio, Jack Benny, CBS News, Tokyo Rose...but not the RSM mod... your suggestion is very reasonable... where is the events.ini file?.. all I can find is the radio.ini file and it doesn't show any errors..

Each radio station that has any scripted events (the ones that can cause CTDs) has an Events folder inside the radio station folder. In the events folder is an events.ini file that governs when the events are triggered and what is played when it is triggered. The format is fairly self explanatory, just look for the date and time that your crash is occuring. If you find one that matches your crash time, see if the name of the media file is in error or if the file is missing altogether.

Using RSM... discovered problem in CBS News radio folder... NBC News broadcast on 12/8/41 @21:30 hours... corrected problem in events.ini... no more CTD at 21:30 hours on 12/8/41... thanks for the tip;)

Bilge_Rat
10-18-07, 04:07 AM
Is RSRDC compatible with:

- NSM 3.3
- NSM 3.3 torpedo mod; and
- IJN DC mod

I presume yes but wanted to check, thanks.

By the way, a bit off topic, but I have been away from SH 4 for a few months and I see there are no longer any IJN AI mods floating around, is that no longer necessary under 1.3?

second, was the date line bug fixed or not? the read me says yes, but I see posts saying it is still around. Just wondering if I should start my career from Pearl or Manila.

thanks.

- NSM 3.3
- NSM 3.3 torpedo mod

is compatible

and

IJN DC mod

is part of RSRDC


thanks Lurker, I should have read the entire first post, but one less thing to instal.

One more question, what about:

-IJN ship dimension fix,
-ROW.

necessary/included/compatible? I don't see it mentioned.

finally, in your first post you state:


Since a rewrite of this size will take months to complete, RSRDC will be released in Phases, the current release ( Phase I ) will cover 7 Dec 1941 to 30 June 1942 in the central Pacific, 7 Dec 1941 to 30 Sept 1943 in the North Pacific, and 7 Dec 1941 to 1 March 1943 in the South Pacific.

what is the area covered by the "central pacific" and the "south pacific"?, in case my career goes past june 30 1942.

this looks like a great mod, can't wait to take it out for a spin.

tater
10-18-07, 09:51 AM
I would think South Pacific would be the whole Slot/Rabaul/NewGuinea area (and west, to Singapore). The Central Pacific should be the central islands (Marianas, etc).

As for the dimension fix, I thought that was included in 1.3.

tater

Bilge_Rat
10-18-07, 10:08 AM
As for the dimension fix, I thought that was included in 1.3.

tater

you're right, just read the 1.3 readme, I have been out of the loop for too long, I stopped playing just before 1.3 came out. :damn:

AVGWarhawk
10-18-07, 07:31 PM
Darn Lurker...is there killer DD in the mix with this mod? I had two all over me like a cheap suit. :oops:

lurker_hlb3
10-18-07, 08:36 PM
Darn Lurker...is there killer DD in the mix with this mod? I had two all over me like a cheap suit. :oops:

Were and When ???

Bilge_Rat
10-19-07, 04:17 AM
when I instal NSM 3.3 over RSRD, I get a message it is overwriting

"NKSCS_Taihosan.zon" has already been altered by the "RSRDC_P1_v101" mod

Is that ok? which one should I instal first?

lurker_hlb3
10-19-07, 06:57 AM
when I instal NSM 3.3 over RSRD, I get a message it is overwriting

"NKSCS_Taihosan.zon" has already been altered by the "RSRDC_P1_v101" mod

Is that ok? which one should I instal first?


That is part of the "Small Merchant CTD" Fix. Recommend you remove NKSCS_Taihosan.zon from NSM 3.3 and then install

pythos
10-19-07, 07:40 AM
I have yet to come across a convoy defended by a ridiculous number of escorts. I also have encountered as many aircraft as one would dicern from reading submarine novels and such. The bottom line is air patrol asw was rare at best. The original game had waaaay too many planes, especially the HK8, which came out later in the war, and not many existed.

Still on my first patrol, headed back with no torps, and light damage. headed to midway for fuel.

Bilge_Rat
10-19-07, 08:18 AM
when I instal NSM 3.3 over RSRD, I get a message it is overwriting

"NKSCS_Taihosan.zon" has already been altered by the "RSRDC_P1_v101" mod

Is that ok? which one should I instal first?


That is part of the "Small Merchant CTD" Fix. Recommend you remove NKSCS_Taihosan.zon from NSM 3.3 and then install

thanks again.

AVGWarhawk
10-19-07, 10:39 AM
Darn Lurker...is there killer DD in the mix with this mod? I had two all over me like a cheap suit. :oops:
Were and When ???

Leaving port in Manila at the start of the war. You are sent west to two patrol areas. These two were escorting a European Liner. They were very good at keeping me down.

rascal101
10-20-07, 07:46 PM
Been using this baby for a while, had a hard time at first letting go of TM, but this one just does it, it seems more realisitic than the others.

Have bumbped into small taskforce with a cruise and destroyer, have bumbed into hunter killer squad of 5 or six destroyers, and heaps if single merchants.

The thing I like is that you dont come accross the entire Jap navy every five minutes, encounters seem more random.

My opinion only not out to offend any one

R

rascal101
10-20-07, 07:47 PM
By the way, do we have an eta on the next installments for the later war period

AVGWarhawk
10-20-07, 09:26 PM
Yeah baby! Found this in the South China Sea. Escorted by one DD in 41. First patrol! He was zig zagging hoping for the best. No dice!

http://i133.photobucket.com/albums/q62/avgwarhawk/SH4Img20-10-2007_21336_0.jpg

I'm really loving this mod Lurker. Great work man! How are you doing on the next installment?

lurker_hlb3
10-20-07, 10:08 PM
By the way, do we have an eta on the next installments for the later war period

Well it took me 4 1/2 months to do Phase I, I've started working on Phase II but it's a lot of work, current ETA 2 months plus

AVGWarhawk
10-21-07, 07:15 AM
Take your time Lurker. Your on to a great mod here. :up: Many thanks for your hard work.

MONOLITH
10-21-07, 11:23 AM
Lurker..

I was working on placing a better map with shipping lanes on it, into the subs; like this...


http://www.mayhemonstrings.com/Images/map.jpg


I know there already was one for this, but mine is not a camera photo of the RL map so it doesn't have that flash sheen and I think looks better. Also, I'm eventually not going to use the game map, but a real life map of the same area.

More importantly, I'm going to alter the map and remove the date references, etc.

What I would really like, is to put accurate shipping lane information on it that matches the campaign layer changes you and Tater have done. Since it would then be specific to RSRD, you can even include it in your package if you wish.

My only question is if you guys would somehow be able to get me the information even in a simple hand drawn sketch that I could then transfer to the map; and I'm not sure how drastically that info would change from year to year. I could have an ini created that would change the map for each year.

Thoughts?

lurker_hlb3
10-21-07, 01:38 PM
MONOLITH

comment noted. Since this is still a WIP, and I just started working on Phase II, there will be changes / additions to the various layers, so as you can see I won't be able to provide an accurate map that you requested at this time.

Lurker

Bilge_Rat
10-21-07, 02:39 PM
Lurker, just some preliminary comments, I am 7 days out of Cavite (S-33) in Dec. 41. I like the radio messages and detailed orders, very immersive.

So far, I have been ordered to San Bernadino straits and Samar, only saw some fishing boats and a lone freighter running south. I have been ordered to Luzon straits, so maybe we will finally see some action.

I have gotten no position reports of enemy ships/tf/convoys whatsoever, is that normal? (I have map updates turned off).

one little bug, I have gotten four times the same radio message announcing the casualty figure for the Pearl harbour attack.

Keep up the good work, it is much appreciated, having looked at some of those files, I know how much work goes into greating a campaign.

lurker_hlb3
10-21-07, 04:34 PM
So far, I have been ordered to San Bernardino straits and Samar; only saw some fishing boats and a lone freighter running south. I have been ordered to Luzon straits, so maybe we will finally see some action.

As designed, but a little Intel, you missed the Legaspi Assault Force that hit the PI in early Dec


I have gotten no position reports of enemy ships/tf/convoys whatsoever, is that normal? (I have map updates turned off).

As designed, there were few intel reports during this time frame



one little bug, I have gotten four times the same radio message announcing the casualty figure for the Pearl Harbor attack.

Those are “stock” messages and not part of RSRDC

AVGWarhawk
10-21-07, 06:14 PM
@Bilge,

The ships are there. Just depends on where you are searching. My first missions off Saigon (2 patrol areas) I sunk a DD and and a cruiser. After SubPac said my time was up on the first patrol area I was directed south. Sparse pickings but I did pick off a merchant. At this point I was told to RTB best speed. I did and received orders to go the Formosa area to patrol. Something was brewing. I came upon a small convoy but it was pitch black and pouring rain. No luck on getting a sinking. Then I was directed to the Luzon to patrol for some hours. This is were I saved my game. When I'm patrolling I pick areas that would seem to be lanes for shipping as the Japanese were moving south for resources. In fact, Lurker has you return to Manila to end patrol, your shown what the Japanese are up to(created by the developers) and quite clever of Lurker to have this at that time. You are then sent North to the Luzon area as we know Japanese convoys are heading south. Patrol your area with the most logical route the convoys would take. At any rate, the first year of the war the Asiatic Fleet did not make a lot of sinkings. Thus far quite good IMHO and I'm very excited to see how Lurker handles the coming years.

Judging from the books I have read on the subject, this mod is playing it out very well. I applaud Lurker for his efforts here. The vanilla version is like rush hour traffic. You are out of torps before you hit your patrol area. It is a hit or miss on finding shipping with this mod. We are now forced to hunt as it should be. This mod has taken it to the next level.

Patrol and they will come!!!!

Again Lurker, job well done with the first layer. I can't say it enough. :rock:

Bilge_Rat
10-21-07, 07:20 PM
As designed, but a little Intel, you missed the Legaspi Assault Force that hit the PI in early Dec


:damn: :damn:

THE_MASK
10-21-07, 07:26 PM
This is by far the best mod for SH4 yet:yep:

rascal101
10-22-07, 02:09 AM
Sh===T I'm sorry I didnt mean to sound pushy, its just I recon you are sitting on a winner, I wish you might team up with the Trigger Maru guys as there are many aspects of that mod that I really like, but yours, the Run Silen Run Deep gets my nod, (for what its worth) for reality

By the way, do we have an eta on the next installments for the later war period
Well it took me 4 1/2 months to do Phase I, I've started working on Phase II but it's a lot of work, current ETA 2 months plus

kiwi_2005
10-22-07, 02:48 AM
Yes this is a great mod, just one problem tho, im getting a Crash in the game when ever i travel through the Karimata Strait. I leave Jawa US port and head northwest towards Karimata Strait where the game crashes in exactlly the same spot each time. PC just freezes up where i have to do a restart.

These are the mods im using, could one of these be conflicting:hmm:

http://i15.photobucket.com/albums/a390/Kiwi_Frank/101.jpg

lurker_hlb3
10-22-07, 09:21 AM
Yes this is a great mod, just one problem tho, im getting a Crash in the game when ever i travel through the Karimata Strait. I leave Jawa US port and head northwest towards Karimata Strait where the game crashes in exactlly the same spot each time. PC just freezes up where i have to do a restart.


Can you tell what “date and time” of the crash, if possible launch the SH4 Mission editor and mark the crash location

ReallyDedPoet
10-22-07, 09:22 AM
Nice job on moving this forward lurker_hlb3, have not tried this out yet, but will be :yep:


RDP

Captain Vlad
10-22-07, 02:58 PM
Is the link on the first page to the current version of this?

AVGWarhawk
10-22-07, 03:04 PM
Nice job on moving this forward lurker_hlb3, have not tried this out yet, but will be :yep:


RDP

Definitely give it a go RDP. I'm thinking this will be a land mark mod for realism concerning traffic and historical activity. Two fold patrols, being sent to the action. Very imaginative but with historical foundation. Quite good. I'm keeping an eye on this beauty.

AVGWarhawk
10-22-07, 03:04 PM
Is the link on the first page to the current version of this?

Yes, I believe it is.

kiwi_2005
10-22-07, 09:47 PM
Yes this is a great mod, just one problem tho, im getting a Crash in the game when ever i travel through the Karimata Strait. I leave Jawa US port and head northwest towards Karimata Strait where the game crashes in exactlly the same spot each time. PC just freezes up where i have to do a restart.

Can you tell what “date and time” of the crash, if possible launch the SH4 Mission editor and mark the crash location
Hope this helps. The crash will always happen in that same square. I play the game in window mode 1280x800, and was on time compression 512, at standard speed when it crashed. Have reloaded and tried different speeds, and 128 compression, game will still crash in that same square.

http://i15.photobucket.com/albums/a390/Kiwi_Frank/crash0.jpg

lurker_hlb3
10-22-07, 11:42 PM
Yes this is a great mod, just one problem tho, im getting a Crash in the game when ever i travel through the Karimata Strait. I leave Jawa US port and head northwest towards Karimata Strait where the game crashes in exactlly the same spot each time. PC just freezes up where i have to do a restart.

To all, there is a "VERY" ugly bug in the in the BurmaJawa.mis file that cause ‘THOUSAND” of IJN units to generate into the South China Sea / Karimata Strait area. This bug starts on Feb 9 1942. This bug will cause your system to lock up.


Patch is up, see first post

Bilge_Rat
10-23-07, 07:51 AM
Lurker, can I apply the 1.02 patch in port after my current patrol or do I need to restart a new career?

lurker_hlb3
10-23-07, 08:00 AM
Lurker, can I apply the 1.02 patch in port after my current patrol or do I need to restart a new career?

Yes, apply the patch inport

Bilge_Rat
10-23-07, 08:08 AM
Lurker, can I apply the 1.02 patch in port after my current patrol or do I need to restart a new career?

Yes, apply the patch inport

thanks.

longam
10-23-07, 02:19 PM
I came accross this site with maps and time lines of the war. Dont know if its been posted before.

http://www.dean.usma.edu/history/web03/atlases/ww2%20pacific/ww2%20pacific%20war%20index.htm

barndog
10-23-07, 02:48 PM
I loaded patch 1.02 over 1.01 in a new campaign. Did my first patrol to the choke point no problem. Second patrol out of Java I was headed for the Block patrol off borneo. I was just cruising along fat dumb and happy one day out of port when a small old freighter showed up so I sunk him with a single torp. As I began to resume course, the music started to repeat in little burps, the sub stopped moving and I lost all keyboard. Couldn't even reset. Had to push the OFF button and start cold.

That's as much as I can tell you.

Yes I did lay the two mission patch over your 1.02.

I'll be at it again tonight to see if I can get you more info.

lurker_hlb3
10-23-07, 03:31 PM
I loaded patch 1.02 over 1.01 in a new campaign. Did my first patrol to the choke point no problem. Second patrol out of Java I was headed for the Block patrol off borneo. I was just cruising along fat dumb and happy one day out of port when a small old freighter showed up so I sunk him with a single torp. As I began to resume course, the music started to repeat in little burps, the sub stopped moving and I lost all keyboard. Couldn't even reset. Had to push the OFF button and start cold.

That's as much as I can tell you.

Yes I did lay the two mission patch over your 1.02.

I'll be at it again tonight to see if I can get you more info.


Thanks for the info, if you can recreate need general location and data and time.

trimzeke
10-23-07, 03:35 PM
I loaded patch 1.02 over 1.01 in a new campaign. Did my first patrol to the choke point no problem. Second patrol out of Java I was headed for the Block patrol off borneo. I was just cruising along fat dumb and happy one day out of port when a small old freighter showed up so I sunk him with a single torp. As I began to resume course, the music started to repeat in little burps, the sub stopped moving and I lost all keyboard. Couldn't even reset. Had to push the OFF button and start cold.

That's as much as I can tell you.

Yes I did lay the two mission patch over your 1.02.

I'll be at it again tonight to see if I can get you more info.

Same for me, only it was a full blown CTD. Might be CBS News again.

barndog
10-23-07, 04:36 PM
Left JAva 0331 21 Feb, 42. Beeline straight course to the lower right point of the star on the BLock Karimata Straits mission.

0711 21 Feb, 42 3.5S/109.5E no small frighter this time. Just a lock out with a two second hunk of music repeating and the sub stops moving. Not keyboard control but no CTD either.

I run Vista Pro but everything has been working fine till today when I :

Over wrote 1.01 with 1.02

Went in and deleted the two mis files you mentioned and replaced them with your supplied patch.

lurker_hlb3
10-23-07, 05:08 PM
Left JAva 0331 21 Feb, 42. Beeline straight course to the lower right point of the star on the BLock Karimata Straits mission.

0711 21 Feb, 42 3.5S/109.5E no small frighter this time. Just a lock out with a two second hunk of music repeating and the sub stops moving. Not keyboard control but no CTD either.

I run Vista Pro but everything has been working fine till today when I :

Over wrote 1.01 with 1.02

Went in and deleted the two mis files you mentioned and replaced them with your supplied patch.

Base on your information was “Not” able to recreate your problem with the new RSRDC_P1Patch_v102. However if I use the original BurmaJawa.mis file from version 101 I “Can” recreate your problem perfectly. Please confirm that you have the 102 patch correctly installed. The “fixed” BurmaJawa.mis has a date of 10/21/2007 and a size of 359431. The “BAD” file has a date of 09/11/2007 and a size of 359459. I have down loaded both the RSRDC_P1_v102 and RSRDC_P1Patch_v102 and have confirmed that the correct files are in both downloads.

AVGWarhawk
10-23-07, 07:05 PM
Hey Lurker, on my third patrol and doing well. I love your clipboard patrol orders. Really great! I have not experienced any CTD and all is going well. Keep up the good work:up: :rock:

kiwi_2005
10-23-07, 08:18 PM
Yes this is a great mod, just one problem tho, im getting a Crash in the game when ever i travel through the Karimata Strait. I leave Jawa US port and head northwest towards Karimata Strait where the game crashes in exactlly the same spot each time. PC just freezes up where i have to do a restart.

To all, there is a "VERY" ugly bug in the in the BurmaJawa.mis file that cause ‘THOUSAND” of IJN units to generate into the South China Sea / Karimata Strait area. This bug starts on Feb 9 1942. This bug will cause your system to lock up.


Patch is up, see first post

Problem fixed i can now get through the Karimata Strait. :up:

MONOLITH
10-23-07, 10:12 PM
Hey Lurker, sorry to be a pain with this question; Just trying to keep up with things.

I see we are at vs. 102, and there are only two links in the first post;
vs. 102, and the vs. 102 patch.


Is this all we need now for the complete mod up to this point?

I had the vs. 100 and a vs. 101 patch before. Do I no longer need those?


EDIT: OOPS...just saw this... "is designed to loaded over RSRDC_P1_v101, " So I guess I need all 4 pieces?

lurker_hlb3
10-24-07, 07:11 AM
Hey Lurker, sorry to be a pain with this question; Just trying to keep up with things.

I see we are at vs. 102, and there are only two links in the first post;
vs. 102, and the vs. 102 patch.


Is this all we need now for the complete mod up to this point?

I had the vs. 100 and a vs. 101 patch before. Do I no longer need those?


EDIT: OOPS...just saw this... "is designed to loaded over RSRDC_P1_v101, " So I guess I need all 4 pieces?


RSRDC_P1_v102 is a full install with all fixes.
RSRDC_P1Patch_v102 is a patch for people using RSRDC_P1_v100 + RSRDC_P1Patch_v101 or RSRDC_P1_v101

barndog
10-24-07, 08:01 AM
Belay THAT. @(*#&&$%^$(@)_($ Vista! I put the two patch mis files in just like instructed HOWEVER I NEGLECTED TO USE "AS ADMINISTRATOR" So Vista simply wrote the tow file to local\virtualstore\sh4\campaigns. After reading Lurkers reply and help I looked at my installed files and INDEED they were the old ones. Once I reverted to admi and recopied everything is NOW FINE

Vista can drive a fella to drink at times.

MONOLITH
10-24-07, 08:56 AM
RSRDC_P1_v102 is a full install with all fixes.
RSRDC_P1Patch_v102 is a patch for people using RSRDC_P1_v100 + RSRDC_P1Patch_v101 or RSRDC_P1_v101

Thank you.

AVGWarhawk
10-25-07, 01:22 PM
Is Bungo Pete from TM in this mod? Word on the waves is he can appear in convoys. Fine by me!

ironkross
10-25-07, 02:07 PM
Is Bungo Pete from TM in this mod? Word on the waves is he can appear in convoys. Fine by me!
What mods are you using w/ RSRDC?

AVGWarhawk
10-25-07, 02:17 PM
Just RSRD/ROW/Oakgrooves interior/Cap Cox hat and insignia mod. Nothing else at the moment. Currently I'm satisfied with AI reaction. But, if Bungo Pete can spawn at random like I hear he can, then some patrols are just going to be nuts. If he is really in there like I'm hearing, that is awesome. Now the mix of killer DD and slacking DD will be very good. When I first loaded RSRD I had 2 DD that were just very good at what they did.

ironkross
10-25-07, 02:43 PM
OK TY. Just wanted a sound bearing.

lurker_hlb3
10-25-07, 05:38 PM
Is Bungo Pete from TM in this mod? Word on the waves is he can appear in convoys. Fine by me!

Bungo Pete is not part of RSRDC

Ducimus
10-25-07, 05:46 PM
The fictious character "bungo pete" only appears in Trigger Maru, unless someone (anyone) else has used him - and they'd be free to do so if they wanted ot.

He is (in TM), the only Destroyer Escort class in the Japanese roster (other then the two cloned ships i use for sea trials). I do not know what the changes in RSRD are, but i can say that if "Generic destroyer Escort" is used in any of the MIS layers (in any mod that is run overtop of TM), then Bungo pete has a chance to spawn anywhere in the game, instead of just the one location.

And i can assure you, you do not want 'ole Pete' in your game escorting convoys. He was designed to be unique, only one instance of him in the game at any one time, in one location, so he is a bit over the top in his sensor loadout. As a common escort, he would make the Atlantic look like a trip to disneyland.

tater
10-25-07, 05:59 PM
I put BP in quotes in that thread. It was because a person had a mixed mod install with TM and RSRD at the same time. My point was that due to the increased sensor capabilities in TM, ANY escort set to Elite (particularly late in the war) would be a de facto "bungo pete."

I didn't mean literally BP. RSRD over TM would have no "real" BP. (unless you made the mixed install by altering Campaign.cfg and added in the BP mission (unlikely)).

But take ANY late war escort with several DC throwers, add in late war sonar, radar, and hydrophones, set him to "elite" and he might as well be BP, particularly if there are several of him cooperating to kill you. Even early war DDs set to "elite" with the TM sensor settings would give you a run for your money, frankly.

tater

Ducimus
10-25-07, 06:07 PM
I put BP in quotes in that thread. It was because a person had a mixed mod install with TM and RSRD at the same time. My point was that due to the increased sensor capabilities in TM, ANY escort set to Elite (particularly late in the war) would be a de facto "bungo pete."

I didn't mean literally BP. RSRD over TM would have no "real" BP. (unless you made the mixed install by altering Campaign.cfg and added in the BP mission (unlikely)).

But take ANY late war escort with several DC throwers, add in late war sonar, radar, and hydrophones, set him to "elite" and he might as well be BP, particularly if there are several of him cooperating to kill you. Even early war DDs set to "elite" with the TM sensor settings would give you a run for your money, frankly.

tater

This is very true. Taters campaign layers that i used in TM, i intentionally removed all crew rating 4 and replace them with crew rating 3. The AI sensors in TM are improved somewhat, so any crew rating 4 (BP or not) would be rather difficult. I have only looked at the first two pages of this thread, and saw "can i use this with TM" more then a couple times.

As im sure Tater and lurker_hlb3 have repeatidly said, its not compatible. Im here saying the same thing now. They are not compatible. This is because of mechanic reasons within the files themselves, and for no other reason. It is not uncommon for mods to touch on the same files. So then, If anyone combines the two mods, despite lurker_hlb3's, Leovampires, Tater's, and my own warning, you do so at your own peril.

AVGWarhawk
10-25-07, 07:04 PM
Phoooooooooooo.......if Bungo Pete was able to spawn just about anywhere the Pacific would be a living hell:oops:

Ducimus
10-25-07, 07:53 PM
Phoooooooooooo.......if Bungo Pete was able to spawn just about anywhere the Pacific would be a living hell:oops:

I have the impression that lurker_hlb3 is looking for historical stuff to go in his mod. Bungo pete, much like an "akikaze class" destroyer, is pure fiction. Besdies, as much as i love a challenge and being depth charged, even I wouldnt want multiple bungo petes romping around in the pacific. He's just too over the top.

If i couldn't have made him unique,so theres only one of him, and only in one location (sort of a pseudo easter egg, arch nemissis/white whale/monster to be afraid of), he wouldn't appear in TMaru either.

pythos
10-25-07, 09:24 PM
Where can I dock a Task force 3 boat in Feb,1 1942. I went to caviate and found the base no longer allied (no message). Went to sarabaja (spelling), no docking available, just refit, then Freemantle, once again no end patrol option. So I went to Brisbane, still no luck. I have an S-18 class boat with a crew stuck out at sea with no home port.:doh:

lurker_hlb3
10-25-07, 10:48 PM
Where can I dock a Task force 3 boat in Feb,1 1942. I went to caviate and found the base no longer allied (no message). Went to sarabaja (spelling), no docking available, just refit, then Freemantle, once again no end patrol option. So I went to Brisbane, still no luck. I have an S-18 class boat with a crew stuck out at sea with no home port.:doh:

What version are you using ? The "no dock" bug was in v100 and corrected in V101. If you have V100 you need to go to first post and download v102.

pythos
10-26-07, 07:50 AM
Ok, so it's a bug. Thought so.

Do I have to abondon that crew at sea though?

pythos
10-26-07, 07:56 AM
I could find only the patch for the the mod, where is the whole thing?

Probex
10-26-07, 07:57 AM
Darn Lurker...is there killer DD in the mix with this mod? I had two all over me like a cheap suit. :oops:



Soooo, IS there a killer DD? I had two destroyers hold me down until I got sick of playing any longer. Very unusual, basically Atlantic quality.



S!

AVGWarhawk
10-26-07, 09:11 AM
Darn Lurker...is there killer DD in the mix with this mod? I had two all over me like a cheap suit. :oops:


Soooo, IS there a killer DD? I had two destroyers hold me down until I got sick of playing any longer. Very unusual, basically Atlantic quality.



S!
Apparently the killer Bungo Pete is not in RSRD. But, yes, I have run into some very good DD that frustrated the hell out of me to the point I hit the ESC key:nope:

Bilge_Rat
10-26-07, 09:15 AM
you guys are lucky, the only thing I have seen so far is empty ocean....

:damn:

AVGWarhawk
10-26-07, 09:19 AM
They are out there Bilge! Sometimes my net comes up empty. Thus far I have bagged from 2-4 vessels on each patrol. Realistic IMHO. Mucho happy with this mod.

Fun part is, when you do final come upon a vessel you relish the moment of the kill:up:

lurker_hlb3
10-26-07, 05:01 PM
I could find only the patch for the the mod, where is the whole thing?

http://files.filefront.com/RSRDC+P1+v1027z/;8865559;/fileinfo.html

Reno
10-26-07, 06:19 PM
...And i can assure you, you do not want 'ole Pete' in your game escorting convoys. He was designed to be unique, only one instance of him in the game at any one time, in one location, so he is a bit over the top in his sensor loadout. As a common escort, he would make the Atlantic look like a trip to disneyland.

Too bad he couldn't be made to work in consort with a Q-ship and sub and have some 50 lookouts on deck like in the novel Run Silent Run Deep. Now that would be over the top:o

donut
10-26-07, 09:46 PM
Wanting To try RSRD,& using T_M_,this effort is escaping our modding skill,or ineptitude at merging RSRD, many conflicting portions of simular files. We realize your mod is aligned with RFB.,but IJN.ASW was historically less than USN due to equipt.tech.,& Installed on ships/warships priority. Elite Escorts were few.Hope you will consider coments for RSRD R/L:sunny:

Probex
10-27-07, 05:39 AM
The game stops being fun when it becomes impossible to shake the escorts, thus ESC key and then the campaign un-install. I am not a 'noob' at this game either.

I will test the 1.02 version still.


S!

lurker_hlb3
10-27-07, 09:42 AM
The game stops being fun when it becomes impossible to shake the escorts, thus ESC key and then the campaign un-install. I am not a 'noob' at this game either.

I will test the 1.02 version still.


S!

There are no "Killer" DD's in RSRDC by design, If your having a problems with escorts can you please give me a approximate time and place were you "can't escape" them

Probex
10-27-07, 09:53 AM
I will try if it happens again.

Thanks.

tater
10-27-07, 11:53 AM
This is where the supermods + campaigns start to get tricky.

My personal take is that while systematically IJN ASW was weak, I think it was more of a big picture problem (operational doctrine) than an individual unit capability issue. That said, there were certainly issues with ASW capability on a platform level. Their DCs early war, for example.

I tend to lean towards better than stock AI, but with an accurate campaign.

With accurate DC loads, the TM improved AI sensors are not that bad, since you can run them out of ammo (RSDS includes modded DCs). To the extent it makes skippers more careful, I think that alone increases realism. If you know the IJN ASW will just suck, and only a random lucky shot will ever sink you, I think you end up playing in a sloppy way. In RL I think that US boats were not lost in huge numbers partially because of poor jap ASW, but also because they were careful.

In addition, when you compare USN sub losses to IJN/KM you must not forget code breaking and sigint. They lost many more boats because of this. So when you compare ASW capability on the platform level, how do you use this information?

The KM lost a large % of their boats, the USN only something like 20%, right? What % of U-boats were lost because of sigint/ULTRA putting ASW assets on top of them?

Oddly, one thing I haven't explicitly looked at in RSRD are the AI skills. I assume that like my campaign they are variable---more variable than TM, actually.

My ideal sensor tweak would allow for the occasional "elite" without him being The Terminator™. In my campaign (unmodded by TM) I have "Competent" as a possible IJN skill level, with Veteran more common for escorts (because I thought stock AI was weak). Rarely there are Elites.

My personal take is that the campaigns should be written with a range of AI skills, and then if merging is desired, have the Automated Campaign Editor change them as needed.

That's really the easy part of TM-merging.


tater

donut
10-27-07, 01:31 PM
My personal take is that the campaigns should be written with a range of AI skills, and then if merging is desired, have the Automated Campaign Editor change them as needed.

That's really the easy part of TM-merging.
tater
#1 We think it must be your mission to photo op.the fleet at Palau,because of the hundreds of miles of sub nets:damn: We ran into at 1K,& sunk the boat. Last time we played the mission we had the cover of rain,& storm,& went over the nets at the same area surfaced,North end of island. Made it to star,but was unable to find ,or take photo op.of locked ship,no radar return of any task force in area. So what goes here !
#2 And if it is so (EASY),Put Out a read-me to accomplish the merging of RSRD,& TM

tater
10-27-07, 01:48 PM
There is supposed to be a docked BB there, actually. I'll have a look.

Making a readme to do it is non-trivial. I could do it, but it would take a few hours probably. It's kind of like fixing something... you might be able to fix some complex engine problem, but doing a write up for ME to do it would take more work than just doing it. It's "easy" but that doesn't mean it's not a lot of work, if you catch my meaning. :)

tater

Munchausen
10-27-07, 01:53 PM
With accurate DC loads, the TM improved AI sensors are not that bad, since you can run them out of ammo (RSDS includes modded DCs). To the extent it makes skippers more careful, I think that alone increases realism. If you know the IJN ASW will just suck, and only a random lucky shot will ever sink you, I think you end up playing in a sloppy way. In RL I think that US boats were not lost in huge numbers partially because of poor jap ASW, but also because they were careful.

On average, Japanese destroyers spent a lot of time trying to sink submarines. It's hard to determine the success rate because, where they succeeded, we get very few stories from the unlucky sub crews. It's usually when a boat escaped a depth charging that we get an accurate account of how long the attack lasted and how badly the boat was damaged.

"Silent Running," page 85:

Dykers carefully maneuvered the Jack to give the attacker as little target as possible. And in the ASW ship's long periods of just listening (we could hear his screws stop), Dykers would also come to all stop and just let Miles Refo keep our balance, hovering with no motion. Of course, while doing this Miles would occasionally have to run the trim pump to keep our balance. When he did, it sounded like a cataclysm of noise in the silence.

All told, our Japanese friend dropped thirty-nine depth charges over a period of about five hours. That is, the clock said five hours. It seemed more like five days to me.


Five hours was not an unusually long period of time for a U.S. submarine to suffer depth charging.

tater
10-27-07, 02:08 PM
39 DCs. Does it mention what they thought she was? For most information I have that would make her likely a Kaibokan since most DDs maxed out at 36 DCs.

That's a problem with my current DC mod.

They make a pass, and drop one from every launcher. 5 hours would be hard at the rate they drop. I'm thnking that I need to add more of everything, and increase some of the reload times a great deal So a given escort might be able to only make the first pass an "alpha strike" and all the rest might be a fraction of the DC launchers on any given pass. Instead of a 15s or 30s reload time, I should look into a few minutes as the standard, with a few thrown in that are much longer. The might result in a more drawn out attack.

tater

pythos
10-27-07, 02:24 PM
But Version 1.02 seems to have an even worse version of the no dock bug.

My boat is currently sitting inside Surabaja (sp) harbor, and it is 12-25-1941. There is no docking option whatshoever. No Refit, or postpone, or end mission. The base is being treated like an enemy base, despite the fact there is a big blue ancor over it on the map.:damn:

barndog
10-27-07, 04:24 PM
In periscope view????????

It would be

1. More realistic
2. Easier to see what you need to see.
3. Easier on the eyes.

I thought I saw this effect somewhere before. Certainly is harder to see with the screen being white/yellow and it is night and you are submerged and trying to accurately place torps.

It took me 7 to finally sink a modern passenger liner last night and the thing took an additional 17 shells. Yes I am also running NSM Classic but I did spred the torps all over the hull

lurker_hlb3
10-27-07, 04:59 PM
But Version 1.02 seems to have an even worse version of the no dock bug.

My boat is currently sitting inside Surabaja (sp) harbor, and it is 12-25-1941. There is no docking option whatshoever. No Refit, or postpone, or end mission. The base is being treated like an enemy base, despite the fact there is a big blue ancor over it on the map.:damn:


Are you using a "saved" mission then that your problem

here the readme from the V101 patch

Install instructions:
RSRDC_P1Patch_v101 is JSGME ready. Using JSGME, install over the top of RSRDC_P1_v100. Before install ensure that your boat is import.

Changes:
(1) Replace 16 Objective files that had errors in them. These Objective files are used by “Task Force 3/51/71 and cover the early war years around the Philippines and NEI.
(2) Merge the Flotilla 2/5/6 back into a single Flotilla 2, this is to correct the “Task Force 3” / “ABDA-Task Force 3” transfer problem
(3) Added “Small Merchant CTD Fix” by Jace11 / tater

User that have a careers that started in “SubPac” or “Task Force 42/72” is patch will fix # 1 & 2 will not effect you. However, anyone who has started in “Task Force 3” / “ABDA-Task Force 3” or “Task Force 51/71” will have to restart your career.

THE_MASK
10-27-07, 05:52 PM
So do i just install 1.02 and delete any previous versions .

lurker_hlb3
10-27-07, 06:48 PM
So do i just install 1.02 and delete any previous versions .


yes that is correct

rascal101
10-27-07, 08:55 PM
Is it actually possible to merge RSRD and TM and RFB, now that would be one hell of a mix, does any one know.


My personal take is that the campaigns should be written with a range of AI skills, and then if merging is desired, have the Automated Campaign Editor change them as needed.

That's really the easy part of TM-merging.
tater #1 We think it must be your mission to photo op.the fleet at Palau,because of the hundreds of miles of sub nets:damn: We ran into at 1K,& sunk the boat. Last time we played the mission we had the cover of rain,& storm,& went over the nets at the same area surfaced,North end of island. Made it to star,but was unable to find ,or take photo op.of locked ship,no radar return of any task force in area. So what goes here !
#2 And if it is so (EASY),Put Out a read-me to accomplish the merging of RSRD,& TM

Munchausen
10-28-07, 02:45 PM
39 DCs. Does it mention what they thought she was?

The attack started on page 79. All it says is, "Finally we were able to observe the tops of three marus, southbound and apparently on a course that would enable us to close for an attack. Later we could see they had a single escort, a destroyer type. He was pinging."

The number of DCs is correct (not a typo on my part). And I've read elsewhere that somebody aboard the boat always kept count ... but, under the circumstances, I suppose he might've made a mistake.

The number of DCs dropped during a single pass would vary. Early on, some escorts would panic and drop quickly ... even before pinpointing the sub's location. Sometimes, though, they'd hang around for a couple hours without dropping a single DC.

tater
10-28-07, 04:33 PM
That was July of 1943.

Perhaps there was another escort over the horizon.

tater

LukeFF
11-01-07, 08:13 PM
lurker, I may have found another crash related to RSRD. On the west coast of the Philippines, northwest of Mariveles, I had the game CTD on me while watching the game progress on the navigation chart. The date was Dec. 8, 1941, with a Salmon-class sub.

lurker_hlb3
11-01-07, 08:52 PM
lurker, I may have found another crash related to RSRD. On the west coast of the Philippines, northwest of Mariveles, I had the game CTD on me while watching the game progress on the navigation chart. The date was Dec. 8, 1941, with a Salmon-class sub.

1. Can you recreate the CTD on demand ?

LukeFF
11-01-07, 08:59 PM
Can you recreate the CTD on demand ?

Yep, it happened to me again. Same date, same general area (slightly south of where it occurred the first time).

lurker_hlb3
11-01-07, 09:07 PM
Can you recreate the CTD on demand ?
Yep, it happened to me again. Same date, same general area (slightly south of where it occurred the first time).

can you post a screen shot of the area on the sh4editor map, also what other modes do you have loaded. The only ships in that general area are some fishing boats, but they all look normal, also what mission were you assigned?

LukeFF
11-01-07, 11:47 PM
can you post a screen shot of the area on the sh4editor map, also what other modes do you have loaded. The only ships in that general area are some fishing boats, but they all look normal, also what mission were you assigned?

It's the area along the immediate west coastline of the Philippines. The first time the CTD occurred it was a mission to patrol Lingayen Gulf, second one was to patrol the IndoChina sea lanes. The only mod I can see conflicting with it right now is RFB. Everything else is pretty much just graphics mods.

lurker_hlb3
11-02-07, 07:54 AM
can you post a screen shot of the area on the sh4editor map, also what other modes do you have loaded. The only ships in that general area are some fishing boats, but they all look normal, also what mission were you assigned?
It's the area along the immediate west coastline of the Philippines. The first time the CTD occurred it was a mission to patrol Lingayen Gulf, second one was to patrol the IndoChina sea lanes. The only mod I can see conflicting with it right now is RFB. Everything else is pretty much just graphics mods.

Will look at it today and get back to you.

AVGWarhawk
11-02-07, 06:56 PM
How is the second installment coming lurker?

lurker_hlb3
11-02-07, 07:02 PM
LukeFF

Conducted a controlled test based on the information that you provided. With Stock SH4 + RSRDC v102 was unable the recreated your CTD. With SH4, RFB131 and RSRDC v102 was still unable to recreate your problem. The only thing that I’ve seen so far that causes a CTD during the this time frame are “Radio files” see the following post

http://www.subsim.com/radioroom/showpost.php?p=670130&postcount=55

http://www.subsim.com/radioroom/showpost.php?p=670533&postcount=69

lurker_hlb3
11-02-07, 07:09 PM
How is the second installment coming lurker?


Slowly but surly, inches by inches

LukeFF
11-02-07, 07:16 PM
LukeFF

Conducted a controlled test based on the information that you provided. With Stock SH4 + RSRDC v102 was unable the recreated your CTD. With SH4, RFB131 and RSRDC v102 was still unable to recreate your problem. The only thing that I’ve seen so far that causes a CTD during the this time frame are “Radio files” see the following post

http://www.subsim.com/radioroom/showpost.php?p=670130&postcount=55

http://www.subsim.com/radioroom/showpost.php?p=670533&postcount=69

Thank you! I think I located the problem, then.

AVGWarhawk
11-02-07, 09:45 PM
How is the second installment coming lurker?


Slowly but surly, inches by inches


Good deal Lurker. Patiently waiting:up:

barndog
11-05-07, 09:24 AM
Got sent to the Marshalls and dispatched two OLD small splits

Hung around for DAYS

Sent to the GIlberts got a coastal patroller and another small split

Sent to the southern Marshalls and dispatched another small split.

I am really lovin this

On patrol aroun Kwajelien and WHAM WHAM WHAM WTF! So I look aorund and I'm being shelled from something somewhere on the Island but nothing absolutely nothing shows on the map. I do see three unidentified ships in what must be a lagoon. Can't get at em cause there MUST be a reef that I deflected off of with no damage. Head about face and try to circle around kwajelien island and again WHAM WHAM WHAM. Was looking for a way through the reef but got SUNK by hidden shore fire! Teach Me! Try again tonight

Reall fun this
good thing I got a save to restart from

Fearless
11-05-07, 04:11 PM
Well, I actually got a CTD when I reached Dutch Harbour. October 22, 1942.:cry:

lurker_hlb3
11-05-07, 10:34 PM
Well, I actually got a CTD when I reached Dutch Harbour. October 22, 1942.:cry:


Will look into it, Any other modes? Are running Task Group 8.5 missions, if yes which one?

lurker_hlb3
11-05-07, 10:36 PM
Got sent to the Marshalls and dispatched two OLD small splits

Hung around for DAYS

Sent to the GIlberts got a coastal patroller and another small split

Sent to the southern Marshalls and dispatched another small split.

I am really lovin this

On patrol aroun Kwajelien and WHAM WHAM WHAM WTF! So I look aorund and I'm being shelled from something somewhere on the Island but nothing absolutely nothing shows on the map. I do see three unidentified ships in what must be a lagoon. Can't get at em cause there MUST be a reef that I deflected off of with no damage. Head about face and try to circle around kwajelien island and again WHAM WHAM WHAM. Was looking for a way through the reef but got SUNK by hidden shore fire! Teach Me! Try again tonight

Reall fun this
good thing I got a save to restart from

Glad you're having fun

sqk7744
11-05-07, 11:38 PM
Can't wait to try this!!!!

we'll done sir!!

thank you :up:

Fearless
11-06-07, 07:31 AM
Well, I actually got a CTD when I reached Dutch Harbour. October 22, 1942.:cry:


Will look into it, Any other modes? Are running Task Group 8.5 missions, if yes which one?

Not too sure what you mean with other modes but as for TG 8.5 missions, the one I did were the Patrols at Attu and Kiska followed by the refuel a Dutch Harbor and currently I'm on new patrol orders proceeding 150 nm ENE of Tokyo Bay.

I'm based at Midway.

barndog
11-06-07, 08:03 AM
Sailed in in braod daylight and NAILED those three anchored trucks!

Now if I can just remember where I put the in lane?!?!?!

GD this is FUN!

barndog
11-06-07, 01:57 PM
Found my way outta the reefs at Kwajalien. Got sent to Rabaul on photo recon.

Just outside the hardor at 120 feet and two DDs start pinging. Hell I'm rigged silent. So I slowly drop to 220 feet and they keep circling lcoser and closer and closer. I'm A:: stopp and they ain't fooled!


BAM CTD and I did do anything was just trying towait em out

Got a save befor the Crash and AGAIN will try this tonight

barndog
11-06-07, 03:20 PM
Two fleet carriers in port. Went to Tulagi Tender to replenish. Headed out for a final patrol before going Homeport. See ya all when I get back

OBTW I loaded upi the latest Nvidia Vista 32 but driver IT SUX! Revering to the previous one.

lurker_hlb3
11-06-07, 04:39 PM
Found my way outta the reefs at Kwajalien. Got sent to Rabaul on photo recon.

Just outside the hardor at 120 feet and two DDs start pinging. Hell I'm rigged silent. So I slowly drop to 220 feet and they keep circling lcoser and closer and closer. I'm A:: stopp and they ain't fooled!


BAM CTD and I did do anything was just trying towait em out

Got a save befor the Crash and AGAIN will try this tonight

Need date, time and approximate location to trouble shoot the CTD

lurker_hlb3
11-06-07, 04:41 PM
Well, I actually got a CTD when I reached Dutch Harbour. October 22, 1942.:cry:

Will look into it, Any other modes? Are running Task Group 8.5 missions, if yes which one?
Not too sure what you mean with other modes but as for TG 8.5 missions, the one I did were the Patrols at Attu and Kiska followed by the refuel a Dutch Harbor and currently I'm on new patrol orders proceeding 150 nm ENE of Tokyo Bay.

I'm based at Midway.

Conducted a number of test, but was unable to recreate the CTD. ? Did the CTD happen when it ask you to refit ?

barndog
11-06-07, 06:09 PM
I saved just before and when I restarted everything was fine.

Probably just the Nvidia driver

Gotta their newest betas installed and will report news at 11

Fearless
11-06-07, 06:09 PM
Well, I actually got a CTD when I reached Dutch Harbour. October 22, 1942.:cry:

Will look into it, Any other modes? Are running Task Group 8.5 missions, if yes which one?
Not too sure what you mean with other modes but as for TG 8.5 missions, the one I did were the Patrols at Attu and Kiska followed by the refuel a Dutch Harbor and currently I'm on new patrol orders proceeding 150 nm ENE of Tokyo Bay.

I'm based at Midway.

Conducted a number of test, but was unable to recreate the CTD. ? Did the CTD happen when it ask you to refit ?

No. I decided to retrace the same course and it looks like it may well be an overworked graphics issue. In other words, time compression too close to the shore even at 32x may have been the cause.

AVGWarhawk
11-06-07, 08:30 PM
Well Lurker, I'm glad to post that I have no CTD issues with this mod. I have restarted my career after installing the new ROW files. Darn rain kept me from sinking ships. I can hear the props on the sonar but the murk and soup kept me from spotting them. My first fruitless patrol before I was ordered to return to Manila at best speed.


Very nice first installment. Hats off to you:up:

lurker_hlb3
11-06-07, 09:11 PM
To All FYI

http://www.subsim.com/radioroom/showpost.php?p=687203&postcount=102

THE_MASK
11-06-07, 09:35 PM
Man this is one fine piece of work . I combined this with RFB 1.31 . Works so far . For anyone that hasnt downloaded this work i suggest you are missing out . Check this out . (covered the names as not to be a spoiler)

http://img232.imageshack.us/img232/8296/patrolna5.jpg (http://imageshack.us)

Squid95
11-06-07, 09:54 PM
Sober, any insight as to how you combined the two would be appreciated. I am also using RFB 1.31. Did you use JGME and install one after the other or did you simply merge individual files from RSRDC with RFB and then install? Any help would be appreciated.

THE_MASK
11-06-07, 10:08 PM
I simply downloaded RSRDC and RFB 1.31 then i looked at what folders were in RSRDC , air , campaigns , land etc . I then deleted the folders from RFB 1.31 that were in RSRDC . Then i moved the data folder from RSRDC to RFB1.31 data . Does that make sense . Then i called it RFB1.31 (sobers edition) and enabled it via JSGME . Then i enabled via JSGME , natural sinking mechanics 3.3 , sobers better crew , ROW etc etc . No ctds so far .

Squid95
11-06-07, 10:17 PM
Answered my question perfectly. I have been adjusting RFB 1.31 to my liking and I think I will also add RSRDC. Thanks for replyng and Praise be to Lurker for this great effort. :up:

leovampire
11-06-07, 10:20 PM
I simply downloaded RSRDC and RFB 1.31 then i looked at what folders were in RSRDC , air , campaigns , land etc . I then deleted the folders from RFB 1.31 that were in RSRDC . Then i moved the data folder from RSRDC to RFB1.31 data . Does that make sense . Then i called it RFB1.31 (sobers edition) and enabled it via JSGME . Then i enabled via JSGME , natural sinking mechanics 3.3 , sobers better crew , ROW etc etc . No ctds so far .

Sounds like you do the same thing I do with my game to get all of what I want at one time.

lurker_hlb3
11-06-07, 11:13 PM
When I was trouble shooting a problems the other day, loaded up RFB131 on top of a stock SH4, then loaded RSRDC over the top with JSGME. Works fine.

FYI

My personel "super mod" that RSRDC is build off of has Natural Sinking Mechanics 3.3, ROW and other items in it.

leovampire
11-06-07, 11:20 PM
When I was trouble shooting a problems the other day, loaded up RFB131 on top of a stock SH4, then loaded RSRDC over the top with JSGME. Works fine.

FYI

My personel "super mod" that RSRDC is build off of has Natural Sinking Mechanics 3.3, ROW and other items in it.

So I totaly understand where you all are comming from! What ever it take's to make the game I love better.

Ducimus
11-06-07, 11:41 PM
Reading some of the posts here, i just had an idea. I'll make a thread out of it when i get home from work.

momo55
11-08-07, 06:49 PM
Hi
On my second patrol with this mod and no problems till... now.

March 17 1942 USS Permit

Have to do a photorecon in Hua-lien (formosa)and i'm in position and there is ...not one ship . Done some birdwatching instead:D.

Think i lieve it and go home to Pearl ...Leo has some goodies comming i believe :hmm:

thank you for this mod ..looking forward to more of it :up:

THE_MASK
11-08-07, 07:14 PM
You have to take pictures of the harbor , not ships LOL .

lurker_hlb3
11-08-07, 07:45 PM
Hi
On my second patrol with this mod and no problems till... now.

March 17 1942 USS Permit

Have to do a photorecon in Hua-lien (formosa)and i'm in position and there is ...not one ship . Done some birdwatching instead:D.

Think i lieve it and go home to Pearl ...Leo has some goodies comming i believe :hmm:

thank you for this mod ..looking forward to more of it :up:


I find this odd as I've disabled all the “original” photo recon missions. What other mods do you have installed? What Task Force have you assigned your self to ?????

momo55
11-08-07, 08:00 PM
http://img266.imageshack.us/img266/1388/moonpd5.png
Thats what i have and i started a new career after activating this mods
What Task Force ?..eugh ..no idea ..i have pearl harbor as homeport

Fearless
11-08-07, 08:10 PM
I find this odd as I've disabled all the “original” photo recon missions. What other mods do you have installed? What Task Force have you assigned your self to ?????

Actually, I came across a photo recon myself doing the Oct'42 1st Mission. I had to recon Hiroshima.

I'm just wondering if it still has something to do with the stock game because I only received the recon mission when I reported in. All I have is the RSRD Campaign mod but then come to think of it RSRD is only in the Phase 1 stage isn't it so it can depend on what period the mission is in.

lurker_hlb3
11-08-07, 08:14 PM
I find this odd as I've disabled all the “original” photo recon missions. What other mods do you have installed? What Task Force have you assigned your self to ?????

Actually, I came across a photo recon myself doing the Oct'42 1st Mission. I had to recon Hiroshima.

I'm just wondering if it still has something to do with the stock game because I only received the recon mission when I reported in.


Was this photo recon mission assigned while inport or while you were underway ???

momo55
11-08-07, 08:25 PM
http://img231.imageshack.us/img231/6708/legehavenhv6.png

I was on my way and already completed 2 orders given.

Fearless
11-08-07, 08:25 PM
Was this photo recon mission assigned while inport or while you were underway ???

Whilst I was on patrol. I received the recon orders after the received mission assignment obtained inport was completed.

lurker_hlb3
11-08-07, 08:37 PM
Was this photo recon mission assigned while inport or while you were underway ???
Whilst I was on patrol. I received the recon orders after the received mission assignment obtained inport was completed.


Well I found the problem, it’s the DynamicMis.cfg file. I didn't make any changes to this file and these missions are being assigned through it. I'm going to have to fix this as it giving out missions that are not supposed to be used.

Fearless
11-08-07, 08:44 PM
Well I found the problem, it’s the DynamicMis.cfg file. I didn't make any changes to this file and these missions are being assigned through it. I'm going to have to fix this as it giving out missions that are not supposed to be used.

Or those recon missions could be ignored at Captain's disgression :) I don't think that one loses much in a way of Renown value.

momo55
11-08-07, 08:52 PM
Was this photo recon mission assigned while inport or while you were underway ???
Whilst I was on patrol. I received the recon orders after the received mission assignment obtained inport was completed.

Well I found the problem, it’s the DynamicMis.cfg file. I didn't make any changes to this file and these missions are being assigned through it. I'm going to have to fix this as it giving out missions that are not supposed to be used.
OKIDOKI SKIPPER....Hard to port ..2/3 ahead ...where going home fellas (whatever task force that may be:shifty:)...No snapshots today ...damn birds s(h)itting on my sub ...ruining those lovely textures..skins and reflections ...a man can't even surface in peace whit those creatures...

lurker_hlb3
11-08-07, 10:57 PM
New version v103 up plus patch. See first posts for links

RSRDC Patch v102 to v103 Readme


This patch corrects a problem with the DynamicMiss.cfg file that was assigning stock SpecOps missions (Photo / Guard) after the user reported in after finishing their primary mission. These changes should not cause any problems, but if you start seeing problems after you report in after you finish your primary, let me know ASAP. As usually install this patch while in port.

Fearless
11-08-07, 11:54 PM
Excellent. Will update when I'm back in port. :up:

LukeFF
11-09-07, 05:31 AM
Great stuff, lurker. I really like the way new radio messages come in when the player completes his current objective.

Question for you: is there a "Return to Base" objective that can be set up to go along with the "RTB at current speed message? (along with a small renown bonus for getting the boat and crew safely back to port)

Fincuan
11-09-07, 07:11 AM
I simply downloaded RSRDC and RFB 1.31 then i looked at what folders were in RSRDC , air , campaigns , land etc . I then deleted the folders from RFB 1.31 that were in RSRDC . Then i moved the data folder from RSRDC to RFB1.31 data . Does that make sense . Then i called it RFB1.31 (sobers edition) and enabled it via JSGME . Then i enabled via JSGME , natural sinking mechanics 3.3 , sobers better crew , ROW etc etc . No ctds so far .

This works with TMaru 1.6.4 too.

AVGWarhawk
11-09-07, 08:58 AM
Great stuff, lurker. I really like the way new radio messages come in when the player completes his current objective.

Question for you: is there a "Return to Base" objective that can be set up to go along with the "RTB at current speed message? (along with a small renown bonus for getting the boat and crew safely back to port)

That would be a nice idea Luke. Perhaps Lurker will get the foundations down for each year and playing very well then go after things like this and any other goodies we can think up:D. Once that foundation is stable, man, we could think up some more things such as this. :rock:

Angus89
11-09-07, 01:41 PM
Ive been a bit hesitant to try this with all the improvementd being made in the above mentioned mods. Anyone running them together? Also, any plans on mebbe combing all this great work with Row tmaru and taters? Do i smell supermod?

AVGWarhawk
11-09-07, 04:13 PM
Ive been a bit hesitant to try this with all the improvementd being made in the above mentioned mods. Anyone running them together? Also, any plans on mebbe combing all this great work with Row tmaru and taters? Do i smell supermod?


Currently I just run this mod with ROW and a few other texture mods. There are no conflicts. I'm currently not ready for RFB or TM 1.xx. I save those for later. At any rate, this mod is very good and realistic. New messages and assignments. Real time/historical shipping. Much more immersive. What was once a traffic jam of ships to sink is now more historical and exciting. Load it up. If you do not like it just deactivate the mod and remove from the game files.

Also, it is a mod in the works. Lurker has a few bugs discovered by those using it and that is part of a developing mod. The bugs are very very minor really.

Super mod:hmm:....seems all the parts for one are being made....

THE_MASK
11-09-07, 04:38 PM
RSRDC is the best mod yet . Thanks lurker_hlb3 .

Fearless
11-09-07, 05:33 PM
I think all mods are outstanding. It just depends what your taste is. I for one would love to see a Super Mod. Heck I've even mentioned it somewhere else as has Ducimus but pulling each one apart and adding certain elements from each mod into one super mod to satisfy everyone as a whole will be difficult task indeed. It is afterall personal taste that satisfies what's required from a mod.

ben cg
11-10-07, 01:52 AM
I think this is the best mod yet for more realistic missions and traffic, and I love the zig zagging and high speed routes, much better. I just completed my 2nd patrol; 4 ships for 18k in 24 days. It took me 2 weeks to find my first target - I was starting to worry because my first patrol was a bit busier but 5 fish and 4 hits later I sank a large unescorted freighter so was happy again. Took about another week to find a small convoy and I got 2 more ships (and damaged a DD that somehow limped away after listing 30*). My last target was a medium tanker and I missed with my last 4 aft torps (stormy waves got at least 3) so swung around and fired my last 4 forwards, 2 more early explosions 1 near miss but the last one hit it and set it aflame (nice bang but no sinky). I had to surface and pound the burning ship for about 20 mins before it finally went down, its crew launched a liferaft directly into a burning oilslick but seemed remarkably resiliant. After such a slow patrol the 8 torps and 50+ shells didn't matter, it was still a great victory :D

My first patrol was busier and I bagged 48k, but I did a 'double' after refuelling at Darwin. On that one I caught 1 light cruiser on its own near Singapore and then the next day I found 2 more of the same cruiser plus 2 DD (as a 'small TF') hit both cruisers and eventually they sank (I was hiding deep but got the kills credited). Then 3 seperate small convoys of 1 or 2 liners plus 1 or 2 DD's (a huge liner in each) and also a huge liner on its own. Didn't get to sink them all due to lack of torpedoes/skill etc. but I was slightly surprised there were so many 18k liners about, no doubt there was some important historic land offensive going on somewhere but I tend to forget the dates and just go out as ordered.

Can I go trying to find historical taskforces with this mod? That might be sweet, and perhaps the only way to catch a CV or BB, or are there still random (just less likely) BB and/or CV taskforces about? One other thing is I never have seen yet a return to base message, even when out of fish and on 25% fuel I report in and just get silence. Generally the more precise messages and missions all seem to work perfectly though, best single improvement in the whole game imo.

I am using this mod with some graphical ones (ROW + foofighter skins etc) plus NSM and realistic crew + torpedoes, and it is nearly everything I want SH to be. But I still slightly miss some of the other touches from TM, like the improved map updates and some of the HUD buttons plus a few other bits and bobs.
After patch 1.4 and mod updates I'm definitely hoping someone will work out how to piece together TM+RSRD and release it for the rest of us :)

longam
11-10-07, 10:19 PM
Going to keep a close watch on this because it sounds so great, but I just started over on a campaign and have been in port so long not sure what its like to sail the high seas. Keep up the great work lurker!

nattydread
11-11-07, 05:21 PM
How is this different from "Improve Campaign Layers" from I believe Tater?

If they are "fixing" different things, are they compatible?

donut
11-11-07, 05:44 PM
There in confusion exists:doh:

THE_MASK
11-11-07, 05:57 PM
But I still slightly miss some of the other touches from TM, like the improved map updates and some of the HUD buttons plus a few other bits and bobs.
After patch 1.4 and mod updates I'm definitely hoping someone will work out how to piece together TM+RSRD and release it for the rest of us :)

You should try RFB 1.31 and RSRDC .

lurker_hlb3
11-11-07, 07:46 PM
How is this different from "Improve Campaign Layers" from I believe Tater?

If they are "fixing" different things, are they compatible?

How is this different from "Improve Campaign Layers" from I believe Tater?


By reading the first post you will get a detailed explanation of what RSRDC does.

By reading this post

http://www.subsim.com/radioroom/showpost.php?p=559397&postcount=1

You will get a detailed explanation of ICL


If they are "fixing" different things, are they compatible?


NO

Reno
11-11-07, 08:03 PM
Can I find historical taskforces with this mod?

12-10-41 (0300 hours)
25 miles west of Vigan, Luzon

While enroute to San Bernadino patrol area, spotted several warships approaching Vigan from the west. Maneuvered S-36 to shooting position on zig-zagging Horai Maru (large old passenger carrier-9513 tons). Four fish fired. Three struck amidship, the fourth was a dud. Large explosion followed by a smaller secondary. Ship sank almost immediately. Aggressive escort activity. Heavy depth charging. Four inch deck gun destroyed. Minor damage to hull.

Historical Note:
On December 10, 1941 at 0300 hours, the Kanno Detachment, a Task Force consisting of 1 cruiser, 7 destroyers, and 6 transports arrived at Vigan. The transports were carrying approximately 2200 men from the First and Third Battalions of the 2nd Formosa Infantry Regiment. Their mission was to capture and maintain the Vigan airfield in support of further operations against Manila. The actual landing went unopposed. Although we had some 30 submarines operating out of Cavite, including 6 S-boats, not one of them came to the party. The weather was also a little different. During my attack the seas were moderate and it was very dark. During the actual landing there was a strong wind from the north east and rough seas. I recall counting 15 contacts on the map during the approach but I probably miscounted in all the excitement. I did try to count the transports but had to give up when the escorts arrived in ernest. I only saw two transports and one supply ship. The rest were warships.

One of the more memorable moments came when the torpedoes were fired. One of the escorts spotted them in the water, fired a warning signal, launched star shells, and began firing randomly into the water. The Maru sped up but it was too late. I was too close and the torpedoes were already on her. The depth charge attack was intense. The sound effects (ROW) are very well done and I could have sworn I heard one of the barrels bounce off the hull. The hull sway from a near miss is also great. I was finally able to creep out of the area at 2 knots. When I surfaced my batteries were down to less than 25 percent. It was midmorning and there were no ships on the horizon.

donut
11-11-07, 08:12 PM
If they are "fixing" different things, are they compatible?


NO[/quote]Well, WE make A request to you to try. But we won the war,so maybe?:huh: :sunny:

Reno
11-12-07, 12:05 AM
Can I find historical taskforces with this mod?

12-11-41 (0011 Hours)
44 miles WNW of Appari, Luzon

After the successful encounter with the Kanno Detachment at Vigan the S-36 again set course for her assigned area of the San Bernadino Strait. While rounding the northwest corner of Luzon, several warships, with transports in tow, were spotted south of the Babuyan Islands. The S-36 was maneuvered into a shooting position on a Horai Maru travelling in column with five other transports. Four fish fired. Two struck amidship, two were duds. Maru listed to port and sank. Coordinated escort attack forced an evasive dive to port below the thermal layer. Tubes one and two reloaded and a snapshot made on a trailing Heito Maru (Medium Modern Composite Freighter) before once again being forced below the thermal layer by sharp-eyed escorts. One explosion heard, one miss. Limped from the area at two knots with hull and battery damage and a visible oil leak on the port side just below the conning tower.

Historical Note:
In the early morning hours of December 11, 1941 the Tanaka Detachment, consisting of one cruiser, seven destroyers, and six transports approached Aparri from the north. In the transports were the remaining 2000 men from the 2nd Formosa Infantry Regiment used at Vigan. Its mission was to capture and maintain the airfield at Aparri. Like the Kanno Detachment, Tanaka was designed to play a supporting role for the main forces massing to the south. There was little in the way of resistance.

I'm having a great time in the battered but not beaten S-36. Not only did she discover both TF's hours before anyone historically knew they were even around, but she also gave them a bloody nose. My thanks to all the modders who made this possible. Now if I can only sink something in my assigned area with only two Mark 10's left.:hmm:
(At the moment my mods are RSRDC/ROW/NSM Classic/NSM Hardcore Torpedo/FooBor's S-Class Black Hi-Res/Captain Cox Uniform/Hamilton Model 23 Chrono Night Attack version with different top by DMZ aka Deadbeat.)

AVGWarhawk
11-12-07, 09:15 AM
Can I find historical taskforces with this mod?
12-11-41 (0011 Hours)
44 miles WNW of Appari, Luzon

After the successful encounter with the Kanno Detachment at Vigan the S-36 again set course for her assigned area of the San Bernadino Strait. While rounding the northwest corner of Luzon, several warships, with transports in tow, were spotted south of the Babuyan Islands. The S-36 was maneuvered into a shooting position on a Horai Maru travelling in column with five other transports. Four fish fired. Two struck amidship, two were duds. Maru listed to port and sank. Coordinated escort attack forced an evasive dive to port below the thermal layer. Tubes one and two reloaded and a snapshot made on a trailing Heito Maru (Medium Modern Composite Freighter) before once again being forced below the thermal layer by sharp-eyed escorts. One explosion heard, one miss. Limped from the area at two knots with hull and battery damage and a visible oil leak on the port side just below the conning tower.

Historical Note:
In the early morning hours of December 11, 1941 the Tanaka Detachment, consisting of one cruiser, seven destroyers, and six transports approached Aparri from the north. In the transports were the remaining 2000 men from the 2nd Formosa Infantry Regiment used at Vigan. Its mission was to capture and maintain the airfield at Aparri. Like the Kanno Detachment, Tanaka was designed to play a supporting role for the main forces massing to the south. There was little in the way of resistance.

I'm having a great time in the battered but not beaten S-36. Not only did she discover both TF's hours before anyone historically knew they were even around, but she also gave them a bloody nose. My thanks to all the modders who made this possible. Now if I can only sink something in my assigned area with only two Mark 10's left.:hmm:
(At the moment my mods are RSRDC/ROW/NSM Classic/NSM Hardcore Torpedo/FooBor's S-Class Black Hi-Res/Captain Cox Uniform/Hamilton Model 23 Chrono Night Attack version with different top by DMZ aka Deadbeat.)
Patrols like this is what make this mod really awesome! Sometimes you find them and sometimes they pass you by. Cool patrol man!!!

Reno
11-12-07, 12:06 PM
Cool patrol man!!!

Thanks, Warhawk. Hate to see it end but looking forward to the next. Had no clue about the Kanno and Tanaka TF's before I ran into them. That prompted me to do a little research and now I'm that much richer for the experience. I think this is the beginning of a beautiful friendship.:up:

Laffertytig
11-12-07, 12:29 PM
so this mod takes affect up until 43. what happens then? does it revert back to vanilla convoys etc?

ben cg
11-12-07, 12:43 PM
Nice patrols Reno :D

I think you have inspired me to start a new Manilla'41 career, time for me to go hunting history :arrgh!: (I also want to modify the torpedo mod I am using to have the correct 420yd arming distance and iirc you have to delete the SH4 save folder to make torpedo mods work).


Playing RSRD has finally pushed me to go for 100% realism (I was holding off on the no map updates/no camera) and its been reallly worth it. Last night I lay in wait 1000yds off a roughly plotted sonar track, popped the periscope up when my victim was nearing only to peer into a thick pea soup. No problem, I quickly switch to the sonar screen and start pinging the merchant to get range/bearing etc and set up a better plot (thank-you WernerSobe video tutorials :up:). I judge I am about 800yds from the target course so am pretty hopeful a 4 fish spread will get a couple of hits at least.

I hit fire,fire,fire,fire and send the spread of 4 fish (all I have in my Salmon)... the tense wait... sounds like 2 hits, 1 dud, 1 miss, but only one hit is reported, so it was probably a premature detonation for the other. I go forward full flank to try and get a visual and have another go at it before it steams well away but I had left it rather late and wasn't going to get close enough. I surfaced for speed - its bound to be sinking or at least an unarmed cargo right?... I sped forward but visibility was almost zero, straining my eyes I just make out a small flicker of what must be a fire and suddenely a huge ship looms out the fog, it had turned sharply and was now heading straight for me!

Sure enough it was an armed large freighter and its first shot hit before my crew could even fire :o I crash dived, turned and hastily set up the TDC for a x3 stern spread. Two hits this time and I am close enough to see the hits at each end of the ship, it seems to be slightly listing to port as it dissapears into the murk (I have put 2 holes in its port and 1 in its starboard now). I spent about 1/2 hr trying to box around the bugger (it is still clipping along at a good pace) but as I am just getting ahead of it I get the sunk message. (I wonder if I will get a medal?) Ha, Fun :yep:

AVGWarhawk
11-12-07, 12:48 PM
so this mod takes affect up until 43. what happens then? does it revert back to vanilla convoys etc?

I'm guessing it reverts back to the old high traffic original form. Lurker is working on the next years and it takes a few months to complete.

AVGWarhawk
11-12-07, 12:50 PM
Playing RSRD has finally pushed me to go for 100% realism

I switched to 100% last week. Much more intense and enjoyable.

Laffertytig
11-12-07, 01:02 PM
i was gonna use this along with rfb but both dont seem to go well on the mod enabler. does this mod alter the AI in regards to sensors etc making things more realistic thereby nagating a lot of what rfb does or TM for that matter?

just got SH4 today and im glad i waited as it looks awesome. cant wait to get started

AVGWarhawk
11-12-07, 01:14 PM
i was gonna use this along with rfb but both dont seem to go well on the mod enabler. does this mod alter the AI in regards to sensors etc making things more realistic thereby nagating a lot of what rfb does or TM for that matter?

just got SH4 today and im glad i waited as it looks awesome. cant wait to get started


Go get Refections On the Water mod also. I believe it might change the AI zig zag behavior but not the sensors. When you enable the mods see what is overwritten. If it looks like something you do not want to have changed then do not add the mods together. This mod changes the traffic, amount of, type and dates they appear.

FIREWALL
11-12-07, 01:31 PM
Hi All:D

Just a quick question. Do I just install 1.03 or do I install 1,02 then 1.03 ?

Thx for all the hard work. This looks like alot of fun ahead. :up:

AVGWarhawk
11-12-07, 02:27 PM
Install just 1.3, it has two minor fixes.

Laffertytig
11-12-07, 04:14 PM
yep ive posted in the wrong thread

Reno
11-12-07, 04:49 PM
Nice patrols Reno :D

Thanks, Ben. Your encounter in the fog with an armed merchant sounds pretty intense. First firing blind and then from the hip. Well done. Manual plotting is the only way to go and sonar attacks are especially gratifying. Although I'd never use the external camera to aid in an attack, I do think it's going to be awhile before I turn it off. Too many amazing things to see and hear once the fish are away. And to miss the experience of panning away from your boat as she plows through the waves and hi-res foam with Glenn Miller playing in the background, well, that's just too much to ask. ;) I do understand the rationale though.

lurker_hlb3
11-12-07, 05:45 PM
so this mod takes affect up until 43. what happens then? does it revert back to vanilla convoys etc?

It does not revert back to "vanilla" convoy. Please read the first post again for details off all changes

Doolan
11-12-07, 07:19 PM
I apologize in advance for the time that will be wasted and the bothans that will die replying my question which is based solely on my complete ignorance of this mod's structure.

I tried RSRDC along with RFB following the simple instructions by sober. I liked RSRDC so much that I'm more than willing to say that it does for the campaign layers what leovampire's work did for the sea. It's a whole new game, and a MUCH better game than stock.

There were, however, some features in RFB that didn't match my playing style completely, and I missed many aspects of TMaru, so I duplicated my TMaru 1.6.5 folder, removed any folders that conflicted with RSRDC and added some extra ROW stuff on top of it all.

I got no crashes, but it would seem that the improved plotting is gone (I could clearly see ship silhouettes, and what's more, colored ones). I also noticed that hydrophones worked in the surface rather well, something I believe didn't happen before.

I didn't try it much further, assuming that I had done something wrong, but I suppose there would be more issues.

Probably due to my ineptitude alone I also had some issues with the ROW realistic camera, but that's another matter.

The solution to merge RFB and RSRDC doesn't seem to apply that well to TMaru, yet it has been said here that it works with TM 1.6.4.

Is there a known way of using TM 1.6.5 with RSRDC's awesome missions, radio messages and the like?

Fincuan
11-12-07, 07:31 PM
Is there a known way of using TM 1.6.5 with RSRDC's awesome missions, radio messages and the like?

It involves removing conflicting files and folders, but also manually editing plenty of files. Many hours of that is required if you want to retain Bungo Pete, New construction careers, the new TMaru sensors, etc. I'm currently working on that, and the work should be ready and released by the end of the week, provided that everything goes well.

Doolan
11-12-07, 08:05 PM
It involves removing conflicting files and folders, but also manually editing plenty of files. Many hours of that is required if you want to retain Bungo Pete, New construction careers, the new TMaru sensors, etc. I'm currently working on that, and the work should be ready and released by the end of the week, provided that everything goes well.

Your efforts are seven kinds of awesome overlapped and I pray that whatever god is listening rewards you with a cookie the size of Texas. I am much in debt. :D

The sensors are vital for me. I don't know what exact point is "realistic" or "historically accurate", but after playing TMaru for a long time I find non-modded AI to be basically blind in the dark (I believe Clay Blay Jr. mentioned in "Silent Victory" that the Japanese were excellent night fighters, due among other things to their obscenely large binoculars?).

Again Fincuan, thanks *a lot* for using your time and skills to merge these two outstanding mods.

FIREWALL
11-12-07, 09:08 PM
Thx AVGWarhawk. :up:


I'm going to install 1.3 and have a go.

The reads sound like this is going to. be alot of fun :yep: :D

And Thx lurker for this mod. Alot of hard work by the look of things and will be thoroughly
enjoyed.

THE_MASK
11-12-07, 09:20 PM
Have i mentioned before how much i love this campaign mod . Have i !!!!!!!!

Doolan
11-12-07, 10:59 PM
Have i mentioned before how much i love this campaign mod . Have i !!!!!!!!

And I for one think you're not saying it enough! :D

It's a masterpiece. This, ROW and TMaru (or RFB, to taste!), much like GWX did for SH3, would justify the game costing twice as much.

I am truly amazed, and grateful. The SubSim community is unlike any other I've ever seen, except perhaps Battlefront.com's back when I frequented the place :)

DrBeast
11-13-07, 05:38 AM
I wonder if I will get a medal? :yep:
Want some of mine? I've got a truckload of 1st patrol medals...they keep coming even though I'm at my 4th or 5th patrol! :damn:
Nice story btw! I'm gradually getting rid of "cheat mods" (you know...turbo-charged subs, ICBM-power torpedoes, Gatling deck guns, hull and ship parts made of mithril :rotfl:) now that I've started to get the hang of the game, and it feels much greater! Will take some time to convince myself to revert to normal sub speeds though ;)

ETA: Whoops! There was a whole new page after your post. My bad!:oops:

ETA#2: Now that I remembered, is "Make daily reports a 0001Z daily to ComSubPac" mandatory, or is it there for increased "player immersion"? My bet is the latter, but I just want to make sure. It does help with keeping track of time, and as a "save now!" reminder, that's for certain.

Laffertytig
11-13-07, 07:27 AM
whats the differences between this mod anf tater's campaign layers?

lurker_hlb3
11-13-07, 07:42 AM
whats the differences between this mod anf tater's campaign layers?

http://www.subsim.com/radioroom/showpost.php?p=691165&postcount=212

lurker_hlb3
11-14-07, 04:28 PM
To All

Currently “strongly” considering making a TM 165 compatible version on RSRDC. Will let you know what I decide shortly

donut
11-14-07, 05:08 PM
:up: :yep:

AVGWarhawk
11-14-07, 06:15 PM
To All

Currently “strongly” considering making a TM 165 compatible version on RSRDC. Will let you know what I decide shortly


Great! Please keep a stand alone version if you would:D Thanks a million!

lurker_hlb3
11-14-07, 06:26 PM
To All

Currently “strongly” considering making a TM 165 compatible version on RSRDC. Will let you know what I decide shortly

Great! Please keep a stand alone version if you would:D Thanks a million!

Was planning on it

Lopo
11-14-07, 07:03 PM
To All

Currently “strongly” considering making a TM 165 compatible version on RSRDC. Will let you know what I decide shortly

That's a good new, Sir!
Thanks for all!

Angus89
11-14-07, 07:11 PM
Sounds like good news. Took Tmaru out a while back to check out RSRD. Love the work youve done, but I do miss a lot of Tmaru as well. P.S. just had my first ctd in ages. Pulling into surabaya in mid Feb. 1942. Dont know if its an issue with your mod or just a freak occurance. Lost my 40 some k of shipping.:cry: Ill try it all over and see if it happens again. Mebbe with a save or two in there somewhere.:-? Love what youve done. Any chance of you and Tater/Ducimus getting together on this after the patch/add-on?

leovampire
11-14-07, 07:13 PM
To All

Currently “strongly” considering making a TM 165 compatible version on RSRDC. Will let you know what I decide shortly

Great! Please keep a stand alone version if you would:D Thanks a million!

Was planning on it

I definatly want to try your mod and work out after the 1.4 patch is released for the game.

Sounds like it is some awsome work. I know AVGWarhawk dosn't give compliment's lightly nor stand's by something unless it is quality work.

lurker_hlb3
11-14-07, 09:22 PM
New versions on RSRDC are up

TM and RFB Compatible


see first post for links


Run Silent, Run Deep

The Campaign

(Version 110 Trigger Maru 1.6.5 Compatable)


This version of RSRDC is 100% compatable with Trigger Maru 1.6.5 Compatable

Installation / Compatibility

RSRDC (TM Compatible) is designed to install over the top of Trigger Maru 1.6.5 using JSGME, hand installation is not recommended. You will need to start a new career after installation and old save games will not be compatible with RSRDC. Do not attempt to install this version of RSRDC on any version of SH4 other than TM 1.6.5

The changes to RSRDC were to support compatibility with TM 1.6.5

Added:

- Tater’s Better IJNAF Bomb Loads version 1.3 and modified to support RSRDC
- AI visuals Test ver 1.04 for Trigger Maru


--------------------------------------------------------------


Run Silent, Run Deep

The Campaign

(Version 111 Real Fleet Boat 1.31 Compatible)


This version of RSRDC is 100% compatable with Real Fleet Boat 1.31

Installation / Compatibility

RSRDC (RFB Compatible) is designed to install over the top of Real Fleet Boat 1.31 using JSGME, hand installation is not recommended. You will need to start a new career after installation and old save games will not be compatible with RSRDC. Do not attempt to install this version of RSRDC on any version of SH4 other than RFB 1.31

The changes to RSRDC were to support compatibility with RFB 1.31

AVGWarhawk
11-14-07, 09:52 PM
To All

Currently “strongly” considering making a TM 165 compatible version on RSRDC. Will let you know what I decide shortly

Great! Please keep a stand alone version if you would:D Thanks a million!

Was planning on it


Hooray! I'm not ready for super tough DD reaction . Probably never will be ready. Japanese ASW was not up to snuff like the Allies in the Atlantic. Currently I'm satisified with this mod and current stock DD reaction. The numerous books on the matter show more often than not, indiscriminate depth chargings and hanging around the area keeping the subs down. A lot of confusion when the sub made a attack. I believe the AI is good as they stand. With adding the zig zag and proper ships and numbers found in this mod, the game is engrossing enough. Ships speed up and slow down. They turn away...sometimes turn into you. The advent of patch 1.3 makes the Japanese cannon aim much better. Play at 100% realism and add NSM with dud torps for the frustration factor and you have a pretty good simulation.


Look here. Sent out of Manila to two patrol areas in my S class. Two weeks of fruitless hunt.

http://i133.photobucket.com/albums/q62/avgwarhawk/SH4Img14-11-2007_20373_734.jpg


Next my butt was sent to the Luzon. Your mod sends you to places logically. Lets look at it. The Japanese attacked Pearl and the US did not know what was happening next. A few days later Japanese forces move south. The US did not know the destination. Logically you send me to the east to San Bernardino and Samar. This seems logical. I did not see any ships other than fishing vessels. Maybe there were Japanese ships heading this way. Maybe not. I did not see any. After my alotted time to patrol these spots, logically you send me North to the Luzon. Makes sense to me. Nice squeezing point for Japanese vessels. Once there, I bag this:

http://i133.photobucket.com/albums/q62/avgwarhawk/SH4Img14-11-2007_20379_125.jpg


Sweet! A ship full of Japanese soldiers head to Manila. The three DD kept me down for over six hours. Early war and they were confused, dropping depth charges indiscriminatly. Does not matter that they were on top of me all the time. Nor do they have to be. What matters is they kept me down and away from the other vessels in this small convoy that were motoring away at 10 kts. No way I was going to keep up. So I skulk away at 2 kts in hopes of an end round.

In short, the Japanese DD should only really get on their game towards the end of the war when they finally started employing sonar and such for improved ASW. To me, really good DD at the start of the war do not belong. The DD should improve over time. As history shows their DC were set to go off at a shallow depth. Big error here. They did not work on sonar and electronic ASW until way to late. One could probably argue the point that if the subs torpedoes work like there were supposed to in the first two years of the war, the war would have ended earlier.

IMHO, any DD enhancement should be started off this mod when you have completed it. Basically you have rewritten the original blue print of the game shipping mechanics. Tweeking DD should start at this time just as TM and RFB did with the original blue print of the shipping lanes. This seems to be the most logical place to start. Historical shipping and shipping lanes. Then work in the DD that get better over time. To me, any type of super mod should use this as the foundation. Your mod is that good!!!! Very immersive and logically though out. Just my thoughts on the matter. Hats off to your hard work and bit of study on how it was concerning shipping. Logically thought out and logically executed.

Angus89
11-14-07, 10:20 PM
Bravo to you Lurker. You know you got somethin good when the public cries out for more. Will try your new tmaru compatible rsrd. Been waitin for just this. Thanks. And wow for how quik you got it out.:up: One question, Any recommendations on which should go first? RSRDC or TMaru? Downloading now

lurker_hlb3
11-14-07, 10:52 PM
Well boys and girls

The “Entertainment” value going to go “way up” with Phase 2. One of the major changes will be to the “Convoy” and “Troop Transport” layers, they are all going to be replaced, using Senji Yuso Sendan Shi (Wartime Transportation Convoys History), by Shinshichiro Komamiya, your will be going up against “real” convoys. Also will roll into ‘messages.txt’ “ULTRA” intel that will replace the stock “contact” reports for IJN Units and convoys.

leovampire
11-14-07, 11:20 PM
Well boys and girls

The “Entertainment” value going to go “way up” with Phase 2. One of the major changes will be to the “Convoy” and “Troop Transport” layers, they are all going to be replaced, using Senji Yuso Sendan Shi (Wartime Transportation Convoys History), by Shinshichiro Komamiya, your will be going up against “real” convoys. Also will roll into ‘messages.txt’ “ULTRA” intel than will replace the stock “contact” reports for IJN Units and convoys.

Does this mean new ship's for the game then?!

lurker_hlb3
11-15-07, 12:10 AM
Well boys and girls

The “Entertainment” value going to go “way up” with Phase 2. One of the major changes will be to the “Convoy” and “Troop Transport” layers, they are all going to be replaced, using Senji Yuso Sendan Shi (Wartime Transportation Convoys History), by Shinshichiro Komamiya, your will be going up against “real” convoys. Also will roll into ‘messages.txt’ “ULTRA” intel than will replace the stock “contact” reports for IJN Units and convoys.
Does this mean new ship's for the game then?!

Some new IJN Naval units