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Hawke21837
10-05-17, 12:41 PM
Using FOTRSU on a mission to make a supply drop to New Guinea and then proceed to an area of my choice which I did and sank 90K + tons of shipping, I had 3 torps left and proceeded to return to base . I decided to check out Rabal as I was following a large enemy convoy headed that way. When I proceeded submerged into the harbor , there are several ships but no escorts. When locking them in the perescope and firing torps, It was then that I noticed that the ship targited that there are 3 ships locked together. So it was impossible to sink them after shooting another torp. Now I had only 3 torps left in the stern tubes, so I proceeded to leave and target another ship. It to was attached to 3 other ships (all Tankers) and the 3 remaining torps exploded but could not sink them. as I recall this however,happened another time, on a different mission running one of the 4 sims I have loaded.
Has this happened to any one else and is there a fix? short of tearing apart the code which I am not comfortable with.

Hawke21837:hmmm:

propbeanie
10-05-17, 03:46 PM
Therein lies the rub with the Jap_HarborTraffic.mis file in the game in general, and specifically to FotRSU, in that it runs from 19380101 to 19451231, with a goodly percentage of the docked ships set to spawn at about a 50% rate, every 600-900 hours, or 4 to 5 spawns per YEAR of the game... Not cool. The version that you are using was the first attempt at doing a "split" layer, with a 41a, 42a, 42b, 43a, 44a, and 44b file, with all the ships set to terminate at the end of the files' cycles. Works fantastic, other than the fact that the regular Jap_HarborTraffic.mis file loaded anyway, in spite of some Campaign.cfg editing. Not cool. We've tried another way now for the next version (hopefully shortly forthcoming) to completely eliminate the "legacy" Jap_HarborTraffic file from loading. We'll see how that goes. So what you are experiencing is currently a "normal" occurrence, and used to be a major contributor to the users' computers getting overloaded and eventually crashing (CTD)... :salute:

Hawke21837
10-06-17, 12:35 PM
Therein lies the rub with the Jap_HarborTraffic.mis file in the game in general, and specifically to FotRSU, in that it runs from 19380101 to 19451231, with a goodly percentage of the docked ships set to spawn at about a 50% rate, every 600-900 hours, or 4 to 5 spawns per YEAR of the game... Not cool. The version that you are using was the first attempt at doing a "split" layer, with a 41a, 42a, 42b, 43a, 44a, and 44b file, with all the ships set to terminate at the end of the files' cycles. Works fantastic, other than the fact that the regular Jap_HarborTraffic.mis file loaded anyway, in spite of some Campaign.cfg editing. Not cool. We've tried another way now for the next version (hopefully shortly forthcoming) to completely eliminate the "legacy" Jap_HarborTraffic file from loading. We'll see how that goes. So what you are experiencing is currently a "normal" occurrence, and used to be a major contributor to the users' computers getting overloaded and eventually crashing (CTD)... :salute:thanks for the info. I'll try not to go there using FOTRSU.

propbeanie
10-06-17, 03:11 PM
You'll find that in Stock and other mods also. It's the nature of the beast. One thing you (hopefully) wont' find in FotRSU is roving bands of IJN DD in various places in the game, milling about looking for a fight - with your computer resources! If you get into mid- to late-1943 in some iterations of the game, you'll find that, and they're from the Jap_HarborTraffic.mis file also... :o

Like I said though, the forthcoming v0.64 should "fix" the multiple spawns in harbors. We'll see... :salute: