View Full Version : [REL] Fall of the Rising Sun Ultimate, full release
Malakite1708
12-02-20, 09:34 AM
Took a little bit of work, but managed to get the mod downloaded and running. I got to say, so far its a fantastic mod. Just wanted to thank the mod team for putting in the time and effort to develop it.
:Kaleun_Applaud:
Macgregor the Hammer
12-02-20, 02:12 PM
A question regarding sensors with the IJN.
When does the IJN have sonar and radar capabilities? I have been digging through the documentation can't seem to find it.
Thanks,
propbeanie
12-02-20, 10:05 PM
I finally have internet access!!!
So I recently started playing this mod, and for the most part I've had no issues. However, I've had issues with sinking a "Large Ocean Liner." I've tried at least 4 attacks on it, with some saving and loading. I've put up to 10 torpedoes in this ship for no sinking. the only visible damage is that the Props have stopped, and lots of fire. I've been told it can take a while for larger ships to sink, but I've also lurked around it for over 2 in game hours for no visibile changes to the ship. I've even completely restarted the patrol, and it's been the same. (Found a similar convoy, with slight differences (two merchants were changed). The in game Date is March 31st, 42'. I am patrolling Area 7.
Am also playing on V1.24.
My question is this ship bugged, or does it take a lot sink? It might just be a base game bug, but it's still annoying, and I wanted to see if anyone else had this issue.
The ship takes at least five torps to sink. It is a large ocean liner with lots of water-tight space. Several of the larger ships are like that - but not all. To sink the ship, you have to spread your hits around, but not too close to the bow, and not too close to the stern. Also remember that there is a dud effect in the game that makes it look like you have a good hit, but the torpedo is running too deep, and the explosion does not impart its full impact. There is only one "torpedo impact" image that the game uses. Also, if anything is amiss with the game, you will get glitches, so the usual caveats of playing the game apply (see below in comments to others).
Why am I getting hydrophone contacts on the surface. Only got the mod and patch installed?
That is because the subs are set-up like Stock and TMO, and all of the phones are "below water", except on the S-Boat. If we can get the next release out, and not have too many more issues, we do have an add-in mod developed for those that want "historical" hydrophone action simulated, with the S-boat and early sonar models that sat atop the decks "deaf" until submerged, and we are attempting to get the hull-mounted balls to be "deaf" when at speed, but allow some sonar use when stopped or slowed. The condition of the waves will also affect this though...
Trout, departing Midway 2/17/42 to patrol Hokkaido:
1. Ordered to "return to base or patrol area of your choice" after only one assignment, and that a dismal failure without any worthwhile contacts (perhaps any, as I habitually ignore boats). I definitely do not object to these orders; it's just that I've never received them under such conditions.
Normal behavior. The assignment of a new mission is a dice roll, with a chance of getting nothing. Two hours later, you can try again. Distance from a possible active assignment also comes into play, so if you are near a "hot" area, you stand a better chance of getting another assignment. A "cold" area (doesn't always have to be the Aleutians) means a greater chance of not getting another assignment. This goes for "dates" also, such that if you are near Guadalcanal in February 1943, you most likely won't get another assignment there, but move up by Rabaul, and you most likely will get something, though not always...
2. Working a contact in heavy fog at night in the bay near Aomori, early March 1942, the watch crew were transparent above the lines of the boat. The eyes, creepily, were solid.
Graphic settings really matter. Fifi has a really good post somewhere about his DW set-up, and several others have nVidia cfg files and such. A couple of the settings, such as "Environmental" and "Volumetric Fog" can make a world of difference there, but that "Vertical Sync" can also cause issues. Everyone's computer is different, so it does take experimenting. Anymore, I just run with the "Post-Processing" on, and maybe "Light Shafts"... Then there is that shelling-out to Windows thing that can cause all sorts of graphic oddities.
3. The contact, a Kaga-class (I know, I know, but the original went down last patrol) was the only ship in the entire bay, harbor included. Perhaps not a bug, but suggestive. FWIW, there was no traffic in the Tsugaru Strait at all, only N-S at the western end.
Known issue: a ghost Kaga quickly generated after the first went down in very shallow water. Reported only in keeping with the ghost theme. :)
A ship "sinking" in shallow water, such that it does not actually "sink", is not a sunk ship to the game. Also, if you leave an area, and then come back into the area, you do run the possibility of a re-spawn of the same ship or set of ships. Basically, "normal behavior"...
4. Contacted an unreported TF SE of Shikoku at night. Bow torps missed at long range; closed to under 2000 m at flank below the thermal layer and mortally wounded the lone CV, a Shokaku-class. Escorts ignored us the entire time, even when filing a contact report while still inboard of one oblivious DD.
should not happen with your mod list. Something has the game borked. If you Save, Exit and return, does it "fix" the AI?...
Generic Mod Enabler - v2.6.0.157
[C:\Games\steamapps\common\FotRSUE\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
101_Patch_v1.2To_v1.26p
301_MoreDifficultAI01
302_MoreDifficultAI02
399_NoScrollNavMap
452_MoonlightzSonarLines
901_Strategic_Map_Symbols
Computer specs as previous.
ETA: three attempts to reload the last save CTDed. This is only the second patrol after deleting the folder and the fuel/battery gauges actually worked on that patrol (very rare), but could the file be corrupted so soon? I played through the entire patrol without ever exiting or interruptions from Win10p, plus created the two save points after letting the game run more than a minute at normal time.
As Front Runner mentions in his other thread, sometimes when you get a Save that won't load properly, if you go back to a previous Save that does load, and then work your way up through the Saves, that will sometimes allow a Save to properly re-load. Not always though.
Sorry guys, but I am having a hard time just finding the PDF that tells you how to setup this mod compilation. I see about 25 different PDFs but is there not just a PDF that tells you what to do ...?
There are twenty-four files in the Support folder, including two Ubisoft files, and various "historical" files, as well as some text files. One of the PDFs is named "Activating FotRSU", and another is "Install Notes For the Various Versions of SH4 in Windows". There is all kinds of information on the first page of this thread Fall of the Rising Sun Ultimate - Full Release (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992) and on The Download Page (https://www.subsim.com/radioroom/downloads.php?do=file&id=5572), and you can't find them?
I have a question regarding IJN AI in the latest rev. Do the aircraft, escorts and convoys have a more robust radio 'network'? I was following a convoy for about 6 hours and they were steady on course. I had radar shut down and they were just out of visual range. I was overflown by an Japanese scout plane and all of a sudden the convoy changes course and takes on an evasive steaming pattern.
The only conclusion I could draw was the plane contacted the convoy. Was this a correct assumption? It's the only thing that changed. I'm almost certain that the convoy or escorts saw me. I've been through most of the documentation and I don't remember reading about this. Of course, I could have missed it.
Thanks,
Yes, once you are seen or detected, the odds are that most units in the neighborhood know of your presence, sometimes to the pinpoint...
Let me know if more details would help fix this.
2nd patrol, Tambor from Pearl started Feb. 24 1942.
Zone 4, patrol for 5 days, saved after getting in zone and also about 1 day later(saves OK)
3 days in zone, first targets A midget sub and a Sentaka-Dai Sub. sank the big one, midget acted like DD, circling etc.
Saved, didn't check save at that time, found out later that it comes up with gauges at high noon.
2 days later sank Passenger-cargo freighter, saved.
Next time I played this save and prior save came back with gauges at high noon.
previous saves OK.
Fortsu v1.26p no other mods, Win 7 64 bit. LAA.
Any comments?
The Ko-Hyoteki are like leetle chee-wow-wow doggies, and they do go after you, turning and trying to get their torpedoes pointed at you.
USS Jack, Jan 1944, ex-Fremantle, assigned to southern portion of Borneo's west coast, then the southern Makassar Strait. En route to Borneo (along central southern coast), we engaged a sailing vessel with 40 mm fire, taking down both masts, but not the Rising Sun flag, which remained flapping with no visible support.
Whoops!! - I know who did that one! :roll: :oops:
At some point observed that the bow planes were "pinned back" but were functioning normally later.
Returned to Fremantle, reloaded and refit for the next patrol, only for the game to CTD when selecting the next mission. This happened again on the reload.
There was a bad assignment there, as previously noted a few weeks (months??) back that has been fixed for the next release. We had someone (name escaped) edit the assignment ID, but I am not pulling in the details... I'll have to dig some...
Note: this is the first patrol of a new career. I deleted the previous careers (i.e. the FRS Save folders in Documents) after laptop power supply issues resulted in Windows shelling out. There were no such events on this patrol.
A question regarding sensors with the IJN.
When does the IJN have sonar and radar capabilities? I have been digging through the documentation can't seem to find it.
Thanks,
Not in any game or mod documentation. I'm not certain even the IJN knew what they had available... But the IJN in the game has the different sensors at various times on various ships. Some crews are dumber than a box of rocks, some are just deaf, others can't see. Some are bulldogged determined to sink you. It varies. Some ships have radar early, most do not. Some "ping" their sonar whole time, most don't. It varies ship class by ship class and by date. And yes Martha, there are sonars and hydrophones on some of the merchants (they had "portable" units of both sonar &/or hydrophone), and some of the "merchants" have depth-charges, though mostly the Aux Cruisers.
As for some of the graphics and some of the other anomalies reported... Remember that the game is almost as old as me, and as such, has a touch of rheumatism... and is techt in the head, like me... but seriously, if you are playing the game in one of what we'll call "modes", do not attempt to play another "mode" without exiting the game completely. "Saves" seem to be the same. Do not re-load a Save without exiting the game first. The game apparently does not clear its old "buffer" cache from the Windows memory space when going from one mode to another, and as such will sometimes pull in data from invalid areas. This is why the Museum will crash after you play a Single Mission, or a Submarine School mission will crash after you do a Quick Patrol, etc., and do not shell-out to Windows, even if it is to use a targeting tool. Put something on a 2nd computer, tablet, or your cell phone for that. Also, match the "native" resolution of your monitor to Windows, and match that in the game.
I am going to "disappear" for more testing now. :salute:
Michael Wood
12-04-20, 01:12 AM
I do not know if a modder can do this, but it would be ever so nice if food could be tracked, so that we would know when we were low on such. I have played submarine simulators which did track food supplies. I currently assume that I have 55 days of supplies. Without doing so, one could sit in one spot for four years awaiting enemy ships.
KaleunMarco
12-04-20, 10:07 AM
I do not know if a modder can do this, but it would be ever so nice if food could be tracked, so that we would know when we were low on such. I have played submarine simulators which did track food supplies. I currently assume that I have 55 days of supplies. Without doing so, one could sit in one spot for four years awaiting enemy ships.
ah, no, there is no supplies-logistical tracking in Silent Hunter. Just ammo, torpedoes, and fuel.
theoretically, you could stay out at sea for six months (like we do today) in Silent Hunter and, as long as you had enough fuel, you can return to base.
so, let me ask you a question. isn't SH4 complex enough without tracking your logistics?
:Kaleun_Salute:
Michael Wood
12-04-20, 11:56 AM
ah, no, there is no supplies-logistical tracking in Silent Hunter. Just ammo, torpedoes, and fuel.
theoretically, you could stay out at sea for six months (like we do today) in Silent Hunter and, as long as you had enough fuel, you can return to base.
so, let me ask you a question. isn't SH4 complex enough without tracking your logistics?
:Kaleun_Salute:
I have researched this and found the longest patrol was 65 days without touching land. Fleet boats were not large enough to carry six months of food.
Answer: Nope. Not complex enough. Had I been the programmer on this project, I would added such, along with equipment breakdowns and crew morale issues.
KaleunMarco
12-04-20, 12:14 PM
I have researched this and found the longest patrol was 65 days without touching land. Fleet boats were not large enough to carry six months of food.
Answer: Nope. Not complex enough. Had I been the programmer on this project, I would added such, along with equipment breakdowns and crew morale issues.
LOL.
years ago, there was a theatre-of-war game that was all about logistics and positioning your forces, morale, leadership, etc. the actual combat was pretty-much a dice throw: no actual combat like what is experienced with SH4. can't remember the name of it but you probably would have liked that.
Michael Wood
12-04-20, 12:49 PM
LOL.
years ago, there was a theatre-of-war game that was all about logistics and positioning your forces, morale, leadership, etc. the actual combat was pretty-much a dice throw: no actual combat like what is experienced with SH4. can't remember the name of it but you probably would have liked that.
I actually designed and programed several games of that type, such as "Uncommon Valor" and "War in the Pacific: Struggle Against Japan". Still play them.
I play "Silent Hunter" as an attempted simulator and not a game. Kinda like a flight simulator. I look for total immersion or as close as I can come to it. But, tastes differ.
KaleunMarco
12-04-20, 01:11 PM
I actually designed and programed several games of that type, such as "Uncommon Valor" and "War in the Pacific: Struggle Against Japan". Still play them.
I play "Silent Hunter" as an attempted simulator and not a game. Kinda like a flight simulator. I look for total immersion or as close as I can come to it. But, tastes differ.
you made me go and find the diskettes.
Universal Military Simulator II. (UMS II)
by Intergalactic Development 1991.
Dos-based.
now i have to go and vacuum all of the dust that i displaced looking for this.:har:
Michael Wood
12-04-20, 06:30 PM
you made me go and find the diskettes.
Universal Military Simulator II. (UMS II)
by Intergalactic Development 1991.
Dos-based.
now i have to go and vacuum all of the dust that i displaced looking for this.:har:
Yup. I remember that one. Do you remember "Sub Battle Simulator", Epyx, DOS, 1987? That was the first submarine game I played. Oh, and it tracked food supplies.
KaleunMarco
12-04-20, 07:33 PM
Yup. I remember that one. Do you remember "Sub Battle Simulator", Epyx, DOS, 1987? That was the first submarine game I played. Oh, and it tracked food supplies.
yes. i. do. 4 color CGA graphics.
if i am remembering correctly, it had an auto-drive key such that you did not have to drive your boat from Pearl to Japan...it would take you there automagically.
you could also abandon ship and, depending on where you were in the Pacific, you could either be a POW for the rest of the war or get rescued and be eligible for a new boat.
i do not remember the supplies aspect, though.
i bet i have those floppys also.
i loved that game.:salute:
Cybermat47
12-05-20, 03:08 AM
So what’s up with Japanese destroyers and destroyer escorts? Seems like only a few have active sonar, while a reasonable number (but not all) have hydrophones and radar detection. Is this on purpose?
Not complaining, Japanese ASW and electronic warfare was lacking IRL from what I’ve heard, just want to make sure that my game isn’t glitching out.
propbeanie
12-05-20, 11:02 AM
Depends upon the dates Cybermat47. It isn't until after October of 1943 that there will be radar on but a few of the escorts types. Around the same date time, there will be a change in most of the sonars from the pre-war short-ranged devices (comparatively) to normal ranged sonar. This all happens about the same time the US torpedo woes are over, so late 1943 to early 1944...
As for "stores" onboard, SH4 does not have the logic for that, at least, not with a 'normal' paradigm, though some settings might be able to be tweaked. Getting an appropriate "message" to the skipper might be slightly difficult, given the way the game works - and how to affect the handling of the boat? There is a "moral" setting for individual crew members, but all of that was "turned-down" back before v1.3 of the game, if I am remembering correctly. That might be slightly easier to tweak. What I would want is something that follows the passage of time, to where if you haven't attacked a ship in 10 days, the moral starts to dip. If you've been out for 55 days, the moral starts to dip. If you're out for over 65 days, the crew "cannot comply", etc. In RL, after initial "in the blind" early patrols, the US would supply the boats for a 60 day cruise, but the boat's had to be conscious of and monitor their consumption levels of everything onboard.
Larrywb57
12-05-20, 08:56 PM
https://i.imgur.com/x2qGOm0.jpg
15 January 1943, base time 16:32. Homeport is Pearl, the submarine is USS Gato.
This is the last ship in a convoy of six ships that started several hours ago. The vessel was ID as a 'Medium Split Freighter' which to me is riding a little bit high. The convoy consisted of a 'Destroyer Escort Tachibana, Hospital Ship, Heavy Cruiser Myoko Class, Large Tanker, Large European Tanker & Medium Split Freighter'. The first ship sank at Long. 150° 22' E. Lat. 7° 40' N. at 04:43 hrs. About 96.3 nm, a bearing of 280° from Moen. The convoy's heading was 330°, approximately 7 knots.
https://i.imgur.com/haG2sp3.jpg
:Kaleun_Cheers: To the FotRSU Team. Thank you for the hard work that you continue to put into this project!
Cdodders
12-06-20, 12:19 PM
I am trying to install the mod and having no joy getting it running. I have SH4 on Steam and have created a MODS folder in the SH4 folder and extracted the mod into there. I have made sure the mod isn't nesting in two folders. When I try to run SH4 it doesn't appear to have done anything
Larrywb57
12-06-20, 02:10 PM
I am trying to install the mod and having no joy getting it running. I have SH4 on Steam and have created a MODS folder in the SH4 folder and extracted the mod into there. I have made sure the mod isn't nesting in two folders. When I try to run SH4 it doesn't appear to have done anything
Cdodders,
I downloaded SH4 from a DVD that I brought many years ago.
But there has been a lot of discussions about this subject. First, allow me to point you to THEBERBSTER Tutorials, https://www.subsim.com/radioroom/showthread.php?p=2297818#post2297818.
He has a wealth of information to help someone.
Second, check the support folder in the 100_FalloftheRisingSun_UltimateEdition_v1.24_EN that you downloaded. There are pages of information there also to help find the answer you are looking for. One of the most important issues is where you place your game. Under the support folder, a pdf named 'Install Notes For the Various Versions of Silent Hunter 4 in Windows' has a lot of information in order to help install/troubleshoot your game.
Or you could wait, someone will come along to help answer your question also.
Good luck!
KaleunMarco
12-06-20, 05:26 PM
I am trying to install the mod and having no joy getting it running. I have SH4 on Steam and have created a MODS folder in the SH4 folder and extracted the mod into there. I have made sure the mod isn't nesting in two folders. When I try to run SH4 it doesn't appear to have done anything
sounds like you need to install JSGME to manage your mods.
refer to Theberbster page of helps and hints,
https://subsim.com/radioroom/showthread.php?t=219029
good luck!
:Kaleun_Salute:
propbeanie
12-06-20, 06:29 PM
https://i.imgur.com/x2qGOm0.jpg
15 January 1943, base time 16:32. Homeport is Pearl, the submarine is USS Gato.
This is the last ship in a convoy of six ships that started several hours ago. The vessel was ID as a 'Medium Split Freighter' which to me is riding a little bit high. The convoy consisted of a 'Destroyer Escort Tachibana, Hospital Ship, Heavy Cruiser Myoko Class, Large Tanker, Large European Tanker & Medium Split Freighter'. The first ship sank at Long. 150° 22' E. Lat. 7° 40' N. at 04:43 hrs. About 96.3 nm, a bearing of 280° from Moen. The convoy's heading was 330°, approximately 7 knots.
https://i.imgur.com/haG2sp3.jpg
:Kaleun_Cheers: To the FotRSU Team. Thank you for the hard work that you continue to put into this project!
That particular ship can have a DisplacementVariation setting of over 6%, whereas the "average" ship will have a 2-4% variation. But that would only account for about half of the red you are seeing there... The main problem is most likely where the group spawned in relation to where you were when it "physically" generated, and my guess is that it was in the shallow water of one of the many channels inside Truk Lagoon. It's almost like ships "bounce" as they are spawned, and the "light in the skirts" or "heavy with the feet" is the result... not much we can do about it, except avoid Truk, but that would take away the fun of the area... thanks for the note on it, but it might be a group out of Japan that runs through Truk, or a group out of Java, or Singapore, or New Guinea, or even one that generated there or in the Marshalls and then runs through Truk. I am chasing down groups now, but my guess is that the group was "single-file" coming out of there?... ??
I am trying to install the mod and having no joy getting it running. I have SH4 on Steam and have created a MODS folder in the SH4 folder and extracted the mod into there. I have made sure the mod isn't nesting in two folders. When I try to run SH4 it doesn't appear to have done anything
As Larrywb57 and KaleunMarco mentioned, there are several things that can go wrong.
1. Install folder cannot be inside a "Program Files" folder, including the default install folder "C:\Program Files (x86)\Steam \SteamApps \common \Silent Hunter Wolves of the Pacifc". If that's where you are with the install, you will have to move it. If SH4 is your only Steam game, or set of games, just un-install Steam and the games, and re-do the install in a folder you create. Most folks change the "Program File (x86)" portion of the path to "Games" or some-such, which then moves (naturally) your Steam Library to that folder. If you have a valid 2nd Hard Drive you could write to, use it for a 2nd Steam Library folder, and put SH4 there. See Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129) on the Steam Support site, or THEBERBSTER's page, as suggested.
2. You have to use LAA on the SH4.exe file with this mod. It takes up too much RAM for its own good. This also means that you almost have to have a 64-bit version of Windows, and at least 4gig of RAM. If you have 4Gig of RAM, and a 32-bit Windows, let us know, and we can walk you through getting that to cooperate with you. See CapnScurvy's Windows10; Large Address Aware; SH4 Install (https://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635) for more on LAA, and on the Windows & SH4 install.
3. A really important point that many fail to do properly is empty the Save folder. The game runs from the information in the Save folder, and if it is not cleared prior to playing the modded game, then most of the new information is not brought in, due to JSGME and Windows not overwriting the old data. This applies even when removing a mod. So navigate to "C:\Users \UserName \Documents \SH4" and delete that folders contents. "UserName" is what you log into Windows with, and "Documents" might be "My Documents", depending upon your Windows version. The game will re-create the folder the next time it starts. You do lose any previous career and other game info, as well as your screen resolution and other gameplay settings.
As pointed out by Larrywb57 and KaleunMarco, THEBERBSTER's SH4 <> TUTORIALS <> HOW TO DO IT <> INFO <> DOWNLOAD LINKS -STICKY INDEX (https://www.subsim.com/radioroom/showthread.php?p=2297818#post2297818) links can help with more than just FotRSU. He is currently not active here, but has a note to PM him if you have any questions. FotRSU mod-specific info can also be found in the first post here in Fall of the Rising Sun Ultimate - Full Release (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992), or on the download page for it, or has been pointed out, in the Support folder of the mod. There is a "01_FotRSU_Support_TOC.bat" file in the game folder after activating FotRSU, which fires up "01_FotRSU_TableOfContents.pdf" in the Support folder of the mod, or just open any of a number of pdf files in the Support folder. :salute:
Larrywb57
12-07-20, 07:21 AM
That particular ship can have a Displacement Variation setting of over 6%, whereas the "average" ship will have a 2-4% variation. But that would only account for about half of the red you are seeing there... The main problem is most likely where the group spawned in relation to where you were when it "physically" generated, and my guess is that it was in the shallow water of one of the many channels inside Truk Lagoon. It's almost like ships "bounce" as they are spawned, and the "light in the skirts" or "heavy with the feet" is the result... not much we can do about it, except avoid Truk, but that would take away the fun of the area... thanks for the note on it, but it might be a group out of Japan that runs through Truk, or a group out of Java, or Singapore, or New Guinea, or even one that generated there or in the Marshalls and then runs through Truk. I am chasing down groups now, but my guess is that the group was "single-file" coming out of there?... ??
Thanks Propbeanie, glad to see that you back up and running!
Cybermat47
12-09-20, 12:37 AM
I'm in January 1944, and was making an attack on a troopship and destroyer between PNG and the Phillipines. It was going decently well until I saw their flags...
https://mikefinnsfiction.files.wordpress.com/2017/10/tumblr_mt4diplb8y1qca1qwo1_250.gif
Are there meant to be any German destroyers and troop transports roaming the Pacific this late in the war?
Cybermat47
12-09-20, 06:06 AM
Just encountered those Nazi ships again after starting a new career. Pretty sure that the only Kriegsmarine vessels in the Pacific should be U-862 in December 1944 and some auxiliary cruisers earlier in the war.
KaleunMarco
12-09-20, 04:37 PM
Just encountered those Nazi ships again after starting a new career. Pretty sure that the only Kriegsmarine vessels in the Pacific should be U-862 in December 1944 and some auxiliary cruisers earlier in the war.
was it a Narvick DD escorting a German Troop ship?:D
Cybermat47
12-09-20, 09:21 PM
was it a Narvick DD escorting a German Troop ship?:D
Yes, yes it was :D
KaleunMarco
12-09-20, 10:44 PM
Yes, yes it was :D
you found the one and only German convoy for that time period.
it starts way out west in the Arabian Sea and travels through the straits along the west side of the Philippines and ends in the Tokyo area.
don't you feel lucky having found the only one? kind of like finding a Willy Wonka Golden Ticket!
:Kaleun_Salute:
Mad Mardigan
12-10-20, 06:56 AM
Ahoy,
Speaking of that 1 lone convoy for the Kriegmarine...
I did recall running across 2 passenger ships, a smallish to mid sized one, flying a IJN flag... following a larger passenger ship.. BUT... that ship (in the lead) was NOT flying a IJN flag... BUT... a German 1...
Needless to say, I sent both of those ships on a 1 way trip to go visit Davey Jones.. glub glub... :haha: :har: :D
Dunno what the exact time frame was... but I seem to recall the area being around the 'convoy college area' & was right around the fall of the Philippines & losing Surabaya, somewhere, in that time frame.. is as close as I can pin it down. It was some time back...
M. M.
:Kaleun_Salute:
Strange thing about it... was no escort/s... or else they was off chasing foo fighters... :har: :D :shucks:
Texas Red
12-10-20, 09:18 PM
Ahoy,
Speaking of that 1 lone convoy for the Kriegmarine...
I did recall running across 2 passenger ships, a smallish to mid sized one, flying a IJN flag... following a larger passenger ship.. BUT... that ship (in the lead) was NOT flying a IJN flag... BUT... a German 1...
Needless to say, I sent both of those ships on a 1 way trip to go visit Davey Jones.. glub glub... :haha: :har: :D
Dunno what the exact time frame was... but I seem to recall the area being around the 'convoy college area' & was right around the fall of the Philippines & losing Surabaya, somewhere, in that time frame.. is as close as I can pin it down. It was some time back...
M. M.
:Kaleun_Salute:
Strange thing about it... was no escort/s... or else they was off chasing foo fighters... :har: :D :shucks:
I remember once or twice seeing a Kriegsmarine Auxillary Cruiser escorting a Japanese ship I think all the way near Tokyo Bay, or maybe somewhere west of the Phillipines. I wonder how historically accurate that is? :hmmm:
Texas Red
12-11-20, 09:04 AM
Feburary 1944
USS Balao, Balao class submarine
I've seen other people complain about their deck guns missing on Balao and Tench classes on this thread. I have never had that issue until now when I received my Balao class submarine. I believe I had already had the Balao for a patrol or two before mentioning this issue of a missing deck gun.
I have tried a fix or two and nothing seems to be working. There is no upgrade slot in the "Upgrades" section in the bunker, yet there are still crews slots in the crew section.
What fixes can I use to fix the issue?
TIA :salute:
Cybermat47
12-11-20, 10:01 AM
I remember once or twice seeing a Kriegsmarine Auxillary Cruiser escorting a Japanese ship I think all the way near Tokyo Bay, or maybe somewhere west of the Phillipines. I wonder how historically accurate that is? :hmmm:
Apparently the auxiliary cruiser Michel was sunk by the USS Tarpon just 80km away from Japan on the 20th of October 1943.
https://en.m.wikipedia.org/wiki/German_auxiliary_cruiser_Michel
propbeanie
12-11-20, 01:27 PM
There was "semi-regular" liner service from Germany to Japan and return - at least, until they started getting shot at in the Atlantic, Indian and Pacific Oceans... Then "service" was cut back drastically. That's how the Japanese got their radar, such as it was. They still thought their "night vision" better than radar, but radar's range did increase significantly during the war. Several other items came via ship, but since it was getting too dangerous for that mode of travel, that's when the Yanagi Missions started via I-Boat and U-Boat for the exchanges. The Italians sent several submarines also, but I do not know if any of them went on to Tokyo, or just stopped at Penang, Java or Singapore... We do perhaps have the percentage a pinch high for late '43 into '44 for those liners, but there were some. Now, what did I do with that link?... wikipedia doesn't tell you a thing about them... :hmmm: was it U-Boat dot net?... :salute:
Macgregor the Hammer
12-11-20, 04:11 PM
Capnscurvy's SCAF has been a great additon! A couple questions:
Have magnification levels changed?
Has the field of view and graticules been corrected?
Thanks,
Great mod! :salute:
propbeanie
12-11-20, 07:33 PM
Capnscurvy's SCAF has been a great additon! A couple questions:
Have magnification levels changed?
Has the field of view and graticules been corrected?
Thanks,
Great mod! :salute:
FotRSU does not have SCAF. That is "Ship Centered Accuracy Fix". A portion of it is in FotRSU, but most of the ships do indeed use the mast as their targeting reference point. DanielCoffey re-did all of the RecMan images, and those that were from CapnScurvy's mod, for the most part, did keep their red reference lines, but DanielCoffey measured the ships in Blender, and are now more accurate than ever, even if they weren't drawn "historically" correct. The ShipName.cfg files have all been updated to reflect his work. CapnScurvy did include all of his optics fixes, so yes, the deck view, the bridge view, the binoculars, the guns sights, the periscopes, etc., have all been "fixed" for accuracy, so we have the best of both worlds. The only thing missing?... CapnScurvy was considering attempting to do a version of OTC for FotRSU, but he has been busy restoring a 55 Mercury motor vehicle lately instead. Now that we're approaching another winter, maybe he'll stop by and let us know some one of these days if he is inclined to do so... Don't hold your breath though - he might have a heated garage, and may have even inhaled too many paint fumes... :roll: :arrgh!: :salute:
RedHammer
12-11-20, 09:15 PM
Is there somewhere I can go to troubleshoot issues with the mod on more or less a live basis?
Been googling and searching but most I can find is outdated information from half a decade ago.
Macgregor the Hammer
12-11-20, 10:12 PM
FotRSU does not have SCAF. That is "Ship Centered Accuracy Fix". A portion of it is in FotRSU, but most of the ships do indeed use the mast as their targeting reference point. DanielCoffey re-did all of the RecMan images, and those that were from CapnScurvy's mod, for the most part, did keep their red reference lines, but DanielCoffey measured the ships in Blender, and are now more accurate than ever, even if they weren't drawn "historically" correct. The ShipName.cfg files have all been updated to reflect his work. CapnScurvy did include all of his optics fixes, so yes, the deck view, the bridge view, the binoculars, the guns sights, the periscopes, etc., have all been "fixed" for accuracy, so we have the best of both worlds. The only thing missing?... CapnScurvy was considering attempting to do a version of OTC for FotRSU, but he has been busy restoring a 55 Mercury motor vehicle lately instead. Now that we're approaching another winter, maybe he'll stop by and let us know some one of these days if he is inclined to do so... Don't hold your breath though - he might have a heated garage, and may have even inhaled too many paint fumes... :roll: :arrgh!: :salute:
Thanks for the clarification. I saw the red lined reference silhouettes and I was overcome with a warm fuzzy feeling....:haha: As you know, I've been using Capnscurvy's OTC in TMO and really loving it. Having red lined reference points is still a step in the right direction. I still love the mod and think it's your best work yet.
:salute:
PS. Inhaling paint fumes is highly underated.......
Mandrisk
12-12-20, 07:56 AM
Thanks for this great mod that is giving me so many hours of fun, I believe it's my favourite.
Cybermat47
12-12-20, 09:04 AM
The Bismarck Sea is an interesting hunting ground. Slipping in between Umboi Island and Long Island is basically a guarantee of finding a Japanese sampan (at least in January 1944), and there’s a decent amount of oceangoing Japanese merchant ships headed to Rabaul from the rough direction of Manus Island.
You’ll have full fuel tanks too, as there’s a submarine tender nearby at Tulagi. And from what I’ve found in some casual research, it’s historically accurate to head there from Brisbane to refuel before heading to your patrol area.
There are lots of air contacts, but they’re mainly USAAF, USN, or RAAF aircraft. Don’t be surprised if they blow up a sampan or crippled steamer right before you attack it. Plus, you can rescue the aircrews of friendly aircraft that do get shot down. I’m dragging an Avenger crewman with me to the Truk-Saipan-Palau triangle right now after I sank the split merchant that shot him and his wingman down. Sinking that steamer did seem to get the IJN aviation’s attention, though.
Mandrisk
12-12-20, 09:10 AM
The Bismarck Sea is an interesting hunting ground. Slipping in between Umboi Island and Long Island is basically a guarantee of finding a Japanese sampan (at least in January 1944), and there’s a decent amount of oceangoing Japanese merchant ships headed to Rabaul from the rough direction of Manus Island.
You’ll have full fuel tanks too, as there’s a submarine tender nearby at Tulagi. And from what I’ve found in some casual research, it’s historically accurate to head there from Brisbane to refuel before heading to your patrol area.
There are lots of air contacts, but they’re mainly USAAF, USN, or RAAF aircraft. Don’t be surprised if they blow up a sampan or crippled steamer right before you attack it. Plus, you can rescue the aircrews of friendly aircraft that do get shot down. I’m dragging an Avenger crewman with me to the Truk-Saipan-Palau triangle right now after I sank the split merchant that shot him and his wingman down. Sinking that steamer did seem to get the IJN aviation’s attention, though.
Yes these are the kind of stories that I meant with "hours of fun" :):03:
propbeanie
12-12-20, 10:31 AM
Is there somewhere I can go to troubleshoot issues with the mod on more or less a live basis?
Been googling and searching but most I can find is outdated information from half a decade ago.
We don't have anything set-up for that RedHammer, but we might attempt something like that in the future... I'll have to think of whether something like Discord would work for that, or what... with Discord, you can "stream" your game-play, and voice-chat, as well as text. Give us a few weeks to think that through, and what the ramifications are...
In the meantime, if you will, describe your issue as best you can. Some important information (besides describing the symptoms) would be some of your computer details, such as cpu type, the amount of RAM you have in the system, the video system and the Operating System (OS). As an example, this computer I am on now is an old Core2Duo quad core, running at 1.8GHz with 8 gig of RAM, with an nVidia GTX 560 Ti video card, going into a 1920x1080 ViewSonic 27" monitor, and running Windows 10 64-bit. You don't have to get into the details that much, but if you do know, great. Knowing the OS and whether it is 32-bit or 64-bit is important though. You can type "SysInfo" into the Windows Search bar, and it will load up way more than you would need, but it is all in there...
Next in importance is the game set-up itself. Of primary concern is "Where do you have the game installed?" The install routine of most versions of the game will put you into a "Program Files" folder on the computer, whether you do Steam with "C:\Program Files (x86) \Steam \SteamApps \common \Silent Hunter Wolves of the Pacific", or Ubisoft's UPlay, with with their folder structure set-up, or the older disk versions where it went into "C:\Program Files (x86) \Ubisoft \Silent Hunter Wolves of the Pacific", they all dump the program into what is a "protected" folder, of which Windows will rollback any attempts to "mod" the folder, and then you have a messed-up game. So let us know where it is installed, and which vendor you purchased from, and we can direct how to resolve that.
Of secondary importance is the Save folder. The game runs off of the information it deposits into the "C:\Users \UserName \Documents \SH4", yet the game will not update the info there after you activate a mod, and the folder has to be emptied to pull in the new info. Navigate into that "SH4" folder and delete everything below that, and the next time you start the game, it will re-create the folder with the new information for the mod. This will of course, delete any and all progress you've made thus far, and will re-set the video stream as well as other user-defined settings you may have made, taking you back to the Stock game's settings.
Let us know though, and someone will attempt to help you. You could also dig into the Support folder and consult a few pdf documents there ("ActivatingFOTRSU.pdf" or "Install Notes For the Various Versions of SH4 in Windows.pdf"), or refer to the first page and posts of this thread, or the download posting on SubSim, both of which have some basic info in them.
Texas Red
12-12-20, 11:19 AM
Feburary 1944
USS Balao, Balao class submarine
I've seen other people complain about their deck guns missing on Balao and Tench classes on this thread. I have never had that issue until now when I received my Balao class submarine. I believe I had already had the Balao for a patrol or two before mentioning this issue of a missing deck gun.
I have tried a fix or two and nothing seems to be working. There is no upgrade slot in the "Upgrades" section in the bunker, yet there are still crews slots in the crew section.
What fixes can I use to fix the issue?
TIA :salute:
Does anyone know how I can fix my issue? I would really like my deck guns back, lol.
propbeanie
12-12-20, 11:52 AM
I had been looking for my posting on this from a bit ago, and it was definitely further back than what I remembered... but refer to Post #2027 Possible Deck Gun Fix For Failed Balao Boat Upgrade (https://www.subsim.com/radioroom/showthread.php?p=2701664#post2701664) for the proper "technique" with FotRSU, which has four crewmen instead of Stock's four, or RFB's seven. If you still have the crewmen, you might not have to alter that part, but you def don't have a listing in the SubName.upc file for the gun itself. You might find one on the other end that is not activated, but the end that you are supposed to have one, will not have the full listing, as noted in that post above. Let us know how you get along!
Front Runner
12-12-20, 08:02 PM
Well, I made it to my patrol area at 1X, arriving near Tokyo on December 24, 1941 Pearl Harbor base time, which would make it December 25, 1941 in Japan.
Just after sunset on December 23, 1941 I made contact with a merchant coming north right behind me. I made a successful approach and sank her.
Then on December 24, 1941, just after I surfaced for the night to head west into my patrol area, I made contact with a convoy consisting of a Tone Class Heavy Cruiser, sank her (3 hits) using Dick O'Kane method, attacked a Chitose Seaplane tender, damaged her (3 hits), I later did an end around and attacked and sank her and another merchant. I used all of my deck gun ammo trying to sink the Chitose before I put the final fish in her and while I was at that, I sank another small merchant with the deck gun. A total of 5, 2 warships, 3 merchants. I am now out of deck gun ammo and I am out of torpedoes, and that was on the first day in my patrol area. 4 out of the 5 ships sunk were in the patrol area. All were dark of night attacks by the way.
Now what? Do I return to base without completing my assignment to stay in my patrol area for 10 days?
I suppose I could infiltrate Tokyo Bay and take pictures...
Seriously, what happens if I return to Pearl without completing my assignment?
Merry Christmas Tojo!
:Kaleun_Cheers:
Cybermat47
12-12-20, 09:24 PM
Now what? Do I return to base without completing my assignment to stay in my patrol area for 10 days?
I suppose I could infiltrate Tokyo Bay and take pictures...
Seriously, what happens if I return to Pearl without completing my assignment?
REMAIN IN PATROL AREA FOR REMAINDER OF ASSIGNED TIME X REPORT MOVEMENT OF ANY IJN UNITS OR TROOPSHIP CONVOYS OR MERCHANT CONVOYS SIGHTED X
KaleunMarco
12-12-20, 10:59 PM
Seriously, what happens if I return to Pearl without completing my assignment?
did you have any completed Objectives listed in the radio screen (F8)?
if you had at least one, you should get credit for a successful patrol.
if not, then the five ships you sunk will offset the negative points of the missed objective.
how successful were your previous patrols?
it all matters. (:-))
:Kaleun_Salute:
km
Front Runner
12-13-20, 06:57 AM
did you have any completed Objectives listed in the radio screen (F8)?
if you had at least one, you should get credit for a successful patrol.
if not, then the five ships you sunk will offset the negative points of the missed objective.
how successful were your previous patrols?
it all matters. (:-))
:Kaleun_Salute:
km
Thanks. I guess I'll be taking pictures of Tokyo Bay.
This was the boat's (USS Gudgeon) first wartime patrol out of Pearl, I departed at 0600 12/9/1941, stopped at Midway to refuel, cruised at 12 knots and arrived at patrol area during the early morning hours of 12/24/1941 Pearl Harbor Base Time, which is 12/25/1941 Tokyo Time.
What speed in knots is "One Engine Speed"?
After reviewing Silent Victory, I may have been cruising too fast at 12 knots.
I made the transit from Pearl to Midway to Empire Waters at 1X time. I am now using a mix of 1X and time compression to finish the patrol.
Cybermat47
12-13-20, 09:38 AM
I've started a guide to historical gameplay for FotRSU for those who are interested, the link is in my signature.
Texas Red
12-13-20, 01:26 PM
I had been looking for my posting on this from a bit ago, and it was definitely further back than what I remembered... but refer to Post #2027 Possible Deck Gun Fix For Failed Balao Boat Upgrade (https://www.subsim.com/radioroom/showthread.php?p=2701664#post2701664) for the proper "technique" with FotRSU, which has four crewmen instead of Stock's four, or RFB's seven. If you still have the crewmen, you might not have to alter that part, but you def don't have a listing in the SubName.upc file for the gun itself. You might find one on the other end that is not activated, but the end that you are supposed to have one, will not have the full listing, as noted in that post above. Let us know how you get along!
It did not work for god knows whatever reason. I was in the bunker and I checked the upgrades section and there was no upgrade slot for the deck gun. Maybe I did something wrong in the file editing?
Here is my ActivePlayersUnits.upc file:
https://drive.google.com/file/d/1NvmSMNwnSFY_WwEity5DsvpmnPzeEHZ5/view?usp=sharing
Can you tell me if I did something wrong?
propbeanie
12-13-20, 02:54 PM
Well, I made it to my patrol area at 1X, arriving near Tokyo on December 24, 1941 Pearl Harbor base time, which would make it December 25, 1941 in Japan.
Just after sunset on December 23, 1941 I made contact with a merchant coming north right behind me. I made a successful approach and sank her.
Then on December 24, 1941, just after I surfaced for the night to head west into my patrol area, I made contact with a convoy consisting of a Tone Class Heavy Cruiser, sank her (3 hits) using Dick O'Kane method, attacked a Chitose Seaplane tender, damaged her (3 hits), I later did an end around and attacked and sank her and another merchant. I used all of my deck gun ammo trying to sink the Chitose before I put the final fish in her and while I was at that, I sank another small merchant with the deck gun. A total of 5, 2 warships, 3 merchants. I am now out of deck gun ammo and I am out of torpedoes, and that was on the first day in my patrol area. 4 out of the 5 ships sunk were in the patrol area. All were dark of night attacks by the way.
Now what? Do I return to base without completing my assignment to stay in my patrol area for 10 days?
I suppose I could infiltrate Tokyo Bay and take pictures...
Seriously, what happens if I return to Pearl without completing my assignment?
Merry Christmas Tojo!
:Kaleun_Cheers:
"Your profligate use of torpedoes and deck gun ammunition now has you and your crew on report. Besides the excessive use of speed, resulting in a flagrant dereliction of specific orders to NOT waste Uncle Sam's Number 2 diesel fuel, which takes fuel away from skippers that can follow orders, has resulted in a second report on you and your crew. Such abusive behavior of the resources and equipment furnished you and your crew by the Department of the Navy will not be tolerated. Expect a reprimand upon return-to-base. You are to continue your patrol, and reflect upon your previous behavior. That is all. Confirmed results: One sunk, for 2350 tons, One damaged for 4200 tons. Other reported damage and sinkings pending"
REMAIN IN PATROL AREA FOR REMAINDER OF ASSIGNED TIME X REPORT MOVEMENT OF ANY IJN UNITS OR TROOPSHIP CONVOYS OR MERCHANT CONVOYS SIGHTED X
:har: :har: :har: - Excellent! :arrgh!:
It did not work for god knows whatever reason. I was in the bunker and I checked the upgrades section and there was no upgrade slot for the deck gun. Maybe I did something wrong in the file editing?
Here is my ActivePlayersUnits.upc file:
https://drive.google.com/file/d/1NvmSMNwnSFY_WwEity5DsvpmnPzeEHZ5/view?usp=sharing
Can you tell me if I did something wrong?
Ratz. "Access Denied" - It says I need permission to view the file. I am logged into my Google Drive account...
Did you use the most recent one, and did you get that one from a numbered folder (ie: "0000004a" or similar)??
les green01
12-13-20, 11:20 PM
1.24 runs fine if i start in manila in dec of 41 but if i try out of pearl it crashes to desktop every time even if i remove all mods but 1.24
propbeanie
12-14-20, 12:26 AM
Did you empty the Save folder prior to running FotRSU? The default is "C:\Users \UserName \Documents \SH4", unless you are using MultiSH4. Navigate into the Save folder and delete "data", or go into that folder and delete "cfg" there. Or just delete the whole SH4 folder in Documents. The game will re-create it when you run it again, though you will lose all progress thus far, as well as all of your user settings. :salute:
Texas Red
12-14-20, 12:39 AM
Did you use the most recent one, and did you get that one from a numbered folder (ie: "0000004a" or similar)??
I am such a moron :oops: did not check for the most recent save. Biggest noob mistake ever...
Front Runner
12-14-20, 09:44 AM
Let me know if more details would help fix this.
2nd patrol, Tambor from Pearl started Feb. 24 1942.
Zone 4, patrol for 5 days, saved after getting in zone and also about 1 day later(saves OK)
3 days in zone, first targets A midget sub and a Sentaka-Dai Sub. sank the big one, midget acted like DD, circling etc.
Saved, didn't check save at that time, found out later that it comes up with gauges at high noon.
2 days later sank Passenger-cargo freighter, saved.
Next time I played this save and prior save came back with gauges at high noon.
previous saves OK.
Fortsu v1.26p no other mods, Win 7 64 bit. LAA.
Any comments?
I can confirm that [Saving/Closing FOTRSU/Starting FOTRSU/Loading] after sinking Warship targets resulted in the "gauges at high noon" issue. Also note that the mouse no longer controls the Sonar Sound Head in the Sonar Station even though the readout on the left side of the screen tracks the mouse.
After sinking 3 targets (2 Warships, 1 Merchant), I made several saves, each one independent of the other, as I continued to play, clearing the area. As I cleared the area on the surface at night, I frequently checked the Sonar Sound station manually sweeping with the mouse. I noticed green light sound indications to the side and behind me. I thought perhaps some ships had slipped by unnoticed so I altered course to chase them down. As I passed one of the already sunken vessel icons, the sound signal tracked behind me. I checked the bearings for the 2 other sound sources and sure enough, they pointed to the already sunken vessels.
As I continued to play (at 1X speed) for a few hours, I made several more save games enroute, each one independent of the other. I continued to track the already sunken sound sources for quite awhile as I proceeded to another destination in my Patrol Area. It was getting late in the day IRL and I saved and quit SH4.
This morning, I fired up SH4 and loaded my last save game and it came up with guages at "High Noon" and the mouse did not operate the sonar head.
I experimented quite a bit and discovered that my last GOOD save game was right before I sunk my first Jap Warship Target. I repeated this test several times. All of my save games after that point result in gauges at "High Noon".
I suspect that the fact that the sunken vessels continued to emit a sound signature may have something to do with this issue.
I will prosecute the target from my last good save game. I had a very good approach so I will be able to sink the Heavy Cruiser. After I sink the first Warship target, I will save the game and see if when I Quit/Start/Reload if it comes up with guages at 'High Noon".
On the way to my Patrol Area, I sunk a Fast Hansa Merchant Target and I had no issues with the save game following that sinking. I was not in my Patrol Area.
[EDIT] I loaded the GOOD save game I made after sinking the Fast Hansa Merchant (7590 tons). It does NOT show up in my Sonar Sound Head sweep. It is quiet where the ship has sunk. I am 9000 yards from sunken ship. I changed course and drove the boat closer and it remains quiet. I then loaded the BAD save game made after I had sunk the Heavy Cruiser Tone Class (15200 tons), Medium Modern Composite Freighter (3391 tons), Seaplane Tender Chitose Class (9000 tons), and another Medium Modern Composite Freighter (3381 tons vs 3391 tons (above) vs ONI41-42 book 3380 tons ?). There is a surviving Modern Passenger Liner (5083 tons) nearby and I am picking up Sound from the her on Sonar Sweep at the correct bearing but the mouse no longer controls Sound Head and all gauges are "High Noon". I am NOT picking up any Sound from the last two sunken ships on any bearing, they are quiet. I am within 5000 yards of their position. After loading another BAD save game, one of the sunken ships can be heard banging on the bottom? All gauges are stuck at "High Noon." I am at Full Stop. I am in excess of 1000 feet of water. I am 2000 yards from her sunken position.
Let me reiterate that at the time the save games were made I was able to detect sound from sunken ships at a great distance in excess of 10,000 yards. I am sure of this because as I was clearing the area, I picked up Sound and investigated as described above.
Right now, the only working save game I have was made prior to my encounter with Warships in my Patrol Area. ALL saves made after that initial sinking are BAD.
There are clues in here somewhere...
mikesn9, you were in your Patrol Area when you encountered this issue. In your post you mentioned that you had sunk a Jap Sub Warship. Do you remember if you checked your sound head to see if it continued to track the sunken vessel?
There are several rabbit holes to go down here...
les green01
12-14-20, 10:58 AM
Did you empty the Save folder prior to running FotRSU? The default is "C:\Users \UserName \Documents \SH4", unless you are using MultiSH4. Navigate into the Save folder and delete "data", or go into that folder and delete "cfg" there. Or just delete the whole SH4 folder in Documents. The game will re-create it when you run it again, though you will lose all progress thus far, as well as all of your user settings. :salute:
thanksi thought i had the folders all clean out but did what you said and deleted the whole folder and that fix it
mikesn9
12-14-20, 01:13 PM
I can confirm that [Saving/Closing FOTRSU/Starting FOTRSU/Loading] after sinking Warship targets resulted in the "gauges at high noon" issue. Also note that the mouse no longer controls the Sonar Sound Head in the Sonar Station even though the readout on the left side of the screen tracks the mouse.
After sinking 3 targets (2 Warships, 1 Merchant), I made several saves, each one independent of the other, as I continued to play, clearing the area. As I cleared the area on the surface at night, I frequently checked the Sonar Sound station manually sweeping with the mouse. I noticed green light sound indications to the side and behind me. I thought perhaps some ships had slipped by unnoticed so I altered course to chase them down. As I passed one of the already sunken vessel icons, the sound signal tracked behind me. I checked the bearings for the 2 other sound sources and sure enough, they pointed to the already sunken vessels.
As I continued to play (at 1X speed) for a few hours, I made several more save games enroute, each one independent of the other. I continued to track the already sunken sound sources for quite awhile as I proceeded to another destination in my Patrol Area. It was getting late in the day IRL and I saved and quit SH4.
This morning, I fired up SH4 and loaded my last save game and it came up with guages at "High Noon" and the mouse did not operate the sonar head.
I experimented quite a bit and discovered that my last GOOD save game was right before I sunk my first Jap Warship Target. I repeated this test several times. All of my save games after that point result in gauges at "High Noon".
I suspect that the fact that the sunken vessels continued to emit a sound signature may have something to do with this issue.
I will prosecute the target from my last good save game. I had a very good approach so I will be able to sink the Heavy Cruiser. After I sink the first Warship target, I will save the game and see if when I Quit/Start/Reload if it comes up with guages at 'High Noon".
On the way to my Patrol Area, I sunk a Fast Hansa Merchant Target and I had no issues with the save game following that sinking. I was not in my Patrol Area.
[EDIT] I loaded the GOOD save game I made after sinking the Fast Hansa Merchant (7590 tons). It does NOT show up in my Sonar Sound Head sweep. It is quiet where the ship has sunk. I am 9000 yards from sunken ship. I changed course and drove the boat closer and it remains quiet. I then loaded the BAD save game made after I had sunk the Heavy Cruiser Tone Class (15200 tons), Medium Modern Composite Freighter (3391 tons), Seaplane Tender Chitose Class (9000 tons), and another Medium Modern Composite Freighter (3381 tons vs 3391 tons (above) vs ONI41-42 book 3380 tons ?). There is a surviving Modern Passenger Liner (5083 tons) nearby and I am picking up Sound from the her on Sonar Sweep at the correct bearing but the mouse no longer controls Sound Head and all gauges are "High Noon". I am NOT picking up any Sound from the last two sunken ships on any bearing, they are quiet. I am within 5000 yards of their position. After loading another BAD save game, one of the sunken ships can be heard banging on the bottom? All gauges are stuck at "High Noon." I am at Full Stop. I am in excess of 1000 feet of water. I am 2000 yards from her sunken position.
Let me reiterate that at the time the save games were made I was able to detect sound from sunken ships at a great distance in excess of 10,000 yards. I am sure of this because as I was clearing the area, I picked up Sound and investigated as described above.
Right now, the only working save game I have was made prior to my encounter with Warships in my Patrol Area. ALL saves made after that initial sinking are BAD.
There are clues in here somewhere...
mikesn9, you were in your Patrol Area when you encountered this issue. In your post you mentioned that you had sunk a Jap Sub Warship. Do you remember if you checked your sound head to see if it continued to track the sunken vessel?
There are several rabbit holes to go down here...
Yes, I was getting sound from the sunken ship. However,this not the only time that has occurred. It hasn't seemed to be related to 'high noon' so far.
I was in my zone, 'near' Japan mainland, one of Propbeanie's mention of possible causes. No planes or munitions active.
before questions: FOTRSU v1.26p, LAA, C:\SH4, win 7 64 bit, no tab outs to windows.
MODS:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisofdt\Wolves Of The Pacific\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
I do have a question for Prop or Marco:
Are there any other add-on mods I should be using to help out here.
It IS getting frustrating to be doing well and then have it blow up in my face.
I'm thinking, if there are add-ons, to start with pristine and work up, restarting from scratch.
propbeanie
12-14-20, 03:16 PM
We were suspecting the add-in mods of causing a couple of issues, but I have now encountered the standing still Split Merchant, and we now have more suspects. s7rikeback is trying to clean-up old issues right now, and I think we might have the issue resolved. If Front Runner remembers the CareerStart issue and the Time of Day relationship (not an obvious relative), then he would understand somewhat of this "relationship". What I suspect is happening, is that one of the ships sunk - we will check-out ~all~ ships - has a configuration issue of one form or another. That "corrupt" data, as happens too often in the game, "corrupts" the whole pot of data (one bad byte does spoil the whole apple), so when you "Save" bad data, that's what the game works with when you re-load... If we can find and eliminate all bad configurations, we hope to eliminate most of the "bad" Saves. It seems, if something is corrupted badly enough, that's when the game can't decide what to load, so it hangs on the re-load... otherwise, it knows something is incorrect, but not so bad it can't re-load, so the gauges go 12 O'Clock High instead, and the sonar "fix" no longer is a "fix"... maybe... :roll: We hope to find out in a couple of days. Updates to follow. But there is no "fix" for this situation, only an avoidance, so that's what the fix will be... :salute:
Front Runner
12-14-20, 03:54 PM
What I suspect is happening, is that one of the ships sunk - we will check-out ~all~ ships - has a configuration issue of one form or another...
:salute:
Start looking at the Chitose as that is the only ship consistent in both of my 2 different bad saves. There is a Convoy which departs Tokyo Bay area on 12/25/1941 (12/24/1941 Pearl Harbor Base Time) in the vicinity of Tokyo Bay heading 165. It consists of a Heavy Cruiser, Chitose and 1 to 3 varying merchants. In one scenario, I sunk the MAYA class, in another, I sunk the Tone class Heavy Cruiser. The Chitose took 4 torpedos to sink in both scenarios while the Heavy Cruiser only took 3 to sink in both scenarios.
I'll play the attack scenario again to see what happens. I've got a good save just as I turned to a 90 degree track using Dick O'Kane method. If after i sink the Heavy Cruiser and get a good save that would also point to the Chitose...
Texas Red
12-14-20, 04:35 PM
PB I'm glad to report my issue has been resolved- partially.
The 5 in 25 cal deck gun is there
https://i.postimg.cc/9FTY3sK0/SH4-Img-2020-12-14-11-25-39-301.jpg
But no crew can man it
https://i.postimg.cc/j2fPbJ8m/SH4-Img-2020-12-14-11-25-46-099.jpg
And when I tell the crew to man the deck gun, there is a reply but no one shows up. When i check crew management i see the box for the deck gun lit up as if there is some crew there.
Any ideas?:hmmm:
Mios 4Me
12-14-20, 04:46 PM
What are the primary causes for failure to load a game? The black screen of death (no challenge too great, IIRC) appears but never completes. The old CTDs owing to a bad save are a thing of the past, but the BSOD is relatively new and frequent. For instance, I had a fantastic patrol going when I encountered a large convoy in bad weather, my favorite scenario, south of Tokyo. I saved it after waiting between 2-3 minutes at 1x, then continued the game after the save. Mid-battle, other duty called, and I had to shut down. When I attempted several times to restart, I got the BSOD instead. Even left to run overnight, the game never loaded. I can go back to the previous save but it was days earlier and off Miyazaki, so finding that particularly juicy convoy would be unlikely.
USS Jack, ex-Midway, June 1944, assigned to infiltrate Okinawa, then went hunting Ozawa in the SBS and returning to base via Convoy College and Empire waters.
KaleunMarco
12-14-20, 04:56 PM
What are the primary causes for failure to load a game? The black screen of death (no challenge too great, IIRC) appears but never completes. The old CTDs owing to a bad save are a thing of the past, but the BSOD is relatively new and frequent. For instance, I had a fantastic patrol going when I encountered a large convoy in bad weather, my favorite scenario, south of Tokyo. I saved it after waiting between 2-3 minutes at 1x, then continued the game after the save. Mid-battle, other duty called, and I had to shut down. When I attempted several times to restart, I got the BSOD instead. Even left to run overnight, the game never loaded. I can go back to the previous save but it was days earlier and off Miyazaki, so finding that particularly juicy convoy would be unlikely.
USS Jack, ex-Midway, June 1944, assigned to infiltrate Okinawa, then went hunting Ozawa in the SBS and returning to base via Convoy College and Empire waters.
i've seen the black screen at start-up previously. there is usually an error message box hiding behind the black screen. very hard to get to it because of the lack of cooperation between Win10 and Ubi.
:Kaleun_Salute:
KaleunMarco
12-14-20, 04:58 PM
And when I tell the crew to man the deck gun, there is a reply but no one shows up. When i check crew management i see the box for the deck gun lit up as if there is some crew there.
Any ideas?:hmmm:
at this point, i think you can use the regular No-crew-on-the deck-gun-fix. it requires an edit of the ActiveUserSavefile. can you do that?
https://subsim.com/radioroom/downloads.php?do=file&id=5641
:Kaleun_Salute:
mikesn9
12-15-20, 07:49 AM
We were suspecting the add-in mods of causing a couple of issues, but I have now encountered the standing still Split Merchant, and we now have more suspects. s7rikeback is trying to clean-up old issues right now, and I think we might have the issue resolved. If Front Runner remembers the CareerStart issue and the Time of Day relationship (not an obvious relative), then he would understand somewhat of this "relationship". What I suspect is happening, is that one of the ships sunk - we will check-out ~all~ ships - has a configuration issue of one form or another. That "corrupt" data, as happens too often in the game, "corrupts" the whole pot of data (one bad byte does spoil the whole apple), so when you "Save" bad data, that's what the game works with when you re-load... If we can find and eliminate all bad configurations, we hope to eliminate most of the "bad" Saves. It seems, if something is corrupted badly enough, that's when the game can't decide what to load, so it hangs on the re-load... otherwise, it knows something is incorrect, but not so bad it can't re-load, so the gauges go 12 O'Clock High instead, and the sonar "fix" no longer is a "fix"... maybe... :roll: We hope to find out in a couple of days. Updates to follow. But there is no "fix" for this situation, only an avoidance, so that's what the fix will be... :salute:
While you're checking ships, Check Sentaka-Dai (spelling ok? I can't read my own scribbling)
sank 3/13/42 at 16:36 139'42" East 34'54" North.
Front Runner
12-15-20, 11:57 AM
I'll play the attack scenario again to see what happens. I've got a good save just as I turned to a 90 degree track using Dick O'Kane method. If after i sink the Heavy Cruiser and get a good save that would also point to the Chitose...
OK, this morning I played through several scenarios from a few of my GOOD save games. Whenever I sink the Warship, whether it is the Heay Cruiser Maya, Tone, Aoba or the Battleship Fuso, the saved game comes back up with gauges at "High Noon."
I am on my First Patrol, USS Gudgeon, Gar Class SS-211. I've been assigned to Sagami Wan Area 4 for 10 days. I left Pearl Harbor in Dec. 9, 1941 at 0600 (PHBT) and arrived on station December 24, 1941 ~ 0200 (PHBT).
I encounter a Convoy with random elements, usually a Heavy Cruiser, a Seaplane Tender Chitose Class and 1 to 3 Merchants. On my last playthrough I sank the Battleship Fuso. They leave the vicinity of Tokyo Bay on a heading of about 212 and zig zag to a heading of 165. (Nicely done BTW).
So, it appears that something is broken. IDK. I've tried to isolate it.
On my last playthrough with the Battleship Fuso, she showed up on my Aircraft Radar, I do not have surface radar at this early date. I was able to track her from about 11.5 miles very well until the convoy was visually sighted. I got very good speed and course data.
Of note, they ALL have scout planes on board.
Of note, the Chitose has a weird reflection at night that the other ships do not have.
Of note, before I arrived on station, I sank a single merchant vessel with no problems with the save game.
I have save games archived just in case anyone wants to play with them.
I suppose my next try should be to let the Warships go by and sink a merchant to see if that matters...
[EDIT] OK, I let the Warships go by and attacked the Modern Tanker, 2 hits and it didn't sink. I was going to reload and try again but I thought, might as well save game here. When I reloaded, gauges were at "High Noon" and the radio was playing which it was not when I attacked the Tanker. Could this be a sound issue?
I guess I'm done testing for now. I might try another Career out of Australia later in the war and see what happens...
mattlach
12-15-20, 05:25 PM
Hmm.
Not quite sure what I have done wrong, but I'd appreciate any help!
I did a clean install of the game (via Steam). I'v enever had th egame installed before, so I am starting from scratch here.
I copied the contents of the v1.24 7zip into it's own folder in the MODS folder. Verified the data structure to be correct.
Ran JSGME and installed the mod. It appeared to install normally.
Next I ran the large address space patch, which also appeared to work normally.
Upon executing th egame - however, I have a series of dialog boxes with a very large number of missing files, like data/menu/data/black80.tga
https://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAARgAAACACAYAAAD QzHYWAAAHVklEQVR4nO2cT5KqOhSHM3n13hZciANYjQMrVT3rV TjFJfTcOauw3ADD3kDv4LwBggGTEIED2P19VV/dK38TwJ8n0XvNbrcTREQNzW63EwCAuSFgAEANAgYA1CBgAEANA gYA1CBgAEANAgYA1AgETCnWGDG29O5UnXMxJpdzpd9AAFgOY4x cr9fg+uv1KsaY5ONFAiaXPPeFyD18CBiAX8f1epV//v3PGzKxdSGiAWNtLnk/RUorxlqxBAzAr8QXJGPCRWQgYM5VKdZYeQyUKjnnzXInYKqz5M aIMUZMu30l57xZZqQebfmWiZT2sawzLHOOm5/PCecEgDlwA2VsuIgMBkz95m/f89VZ8vwslbgB0wub0tZVT2mf53B8ywLnbYZizebdeZ/AOQFgNppgGRsuIgkB8wgVN2x6641TgTRVyH15543vWyZSB0+7//N5vW3ynRMAZmOZgGmGRaX7hu+/2cNDlLrycKqg/rLO/s0QTBIChmERgBaLDZHql/Y+D1J51tdDmdgQpTo/Txa3y0orpgmS6ix58hApfk4AGMeCk7zN60rOuVsxxCZ578OVzr Dnvq9vmTvxm1ux+XOwDU/yMkQCmIOFvqbeIAyLANRZ6Id226O05jGUAoC3YMMB0/3NDL91AXg/NhwwAPDuEDAAoAYBAwBqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoA YBAwBqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoAYB AwBqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoAYBAw BqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoMbIgCnF GiPGMSuq+3IrZbtNJkU1e5s9bQmfp7Ru+5ZgTL9T9nn9uKVd4v qPaYNmf2P7jX0mw/tVRfZ4H9jSbYx/+eS2vBcTAmb+B2QcGg+UVnum7PPicatCsqyQVZ/fYBs0+7tkwLgfqJUUWbONu30lRWbkOWMImAixC+67yM3rhEQvb K8q8uzfOUe/ivJt795g33FC7e31JaVt1j72K22gr5F97g/kc2XYX+bb7kFVZPc+1223Nmu3a6q6btt89yfW79j16rdh+f66b e62IXbe0LXoPwvGOZcnYHr3vSqy6LPZvabNsiKxrdtmtiFS5+Z 6Aqa0zTZu0nuO2dyY0oppb169f/Y4mJj2k/G1T6z04zw/VMltSwiY4D5P7U8ZcrrbidTX2N3vfq6qkKy5V1UhWa8Pz/cn1u+hgHHbsHx/09rsP15pfeGbSVF5nt37NXWD7ClQvM9B/Nmsh17Dbd06C1UwoUCKHXOoGgqtSz3mlHOkrku9fr3X7vg91k/vdvVyf6Xx6v2Z0O9gG5bs70CbU897X5b1hzqdIeBjKDQuYMZco +2zYMBMedP9oYAJVlWeBy5QfXUnVlMDZuh+vtbvcBuW7G/kmKnnbdcbybJucASDZHCINHz90tq6fRYKmDrd42PHoQdWe4jUm 4zrlPGxtvX6ljREStwn1obQdlUhmbe8j/09dH+G++29Xk9tWLq/vaGG71kJntd3LR77DT0/j6FoaPI3NFwbc422z3KTvM5Y1XjHkCmJ7i8Rw19Fhz+NvKVm56 tFG+5LrG+pk7yhfdz2dZb3++nfrjuxGrsnKffnhbI92obl+9tM aocn8sPn7a7rT/LeJ1zvJ035mro7fOvN9bjrR1yjrcMP7X4Vpdi1v5petA1b6K8O 3crrfSFgADZCpxp6oyolBgEDAGoQMACgBgEDAGoQMACgBgEDAG oQMACgBgEDAGoQMACgBgEDAGoQMACgBgEDAGoQMACgBgEDAGoQ MACgBgEDAGoQMACgBgEDAGoQMACgBgEDAGoQMACgBgEDAGoQMA CgBgEDAGq0AfPz84OIOKsEDCKqScAgopoEDCKqScAgopoEDCKq ScAgopoEDCKqScAgopoEDP5Jj8cjJjrlOhMw+Cc9Ho9r/4p+83x8fBAwiGNsAub7+xs9fn19ETCIY3UDZu22bFECBnGCvoA xxvDn/VoQMIgT7AeM++b6yzbXgYBBnCBDpLgEDOIEV69gLgcxxrTuTzd n/UUOZi+nW/36cjBiDpdF2kUFgziDa1Ywt9NejDnIpV12k9PeDREnYC6HxcLF lYBBnOB6FcxNTvtHddJ6O8m+DZ0mYC5y6ASRvlQwiDO4WgXTCR LXuoo5XH6kCZi9L4gWkoBBnOBqFUw0YJpAucjBOzejLxUM4gyu NwfTncBtDQ6R1qliCBjECa75LVJokvdRrfQmefcnuS3UNioYxB lc+3cwdci88DX1giHz80PAIE5y9d/BbFQqGMQZXLuC2boEDOIEqWD8UsEgziD/mpp/TY2oJkOkuAQM4gSbgPn6+sKABAziSI/Ho3x8fOCABAziCNf+n/rfySnXmYBBRDUJGERUk4BBRDV3u52Yz8/P1RuCiL/Pz89PAgYRdSRgEFFNAgYR1SRgEFFNAgYR1SRgEFHNNmAQETX8H 3ZoERPsRaEmAAAAAElFTkSuQmCC
Just to make sure I navigated to the folder where black80.tga is supposed to be, and it was indeed not there.
Not sure what I have done wrong. I'd appreciate any suggestions!
Maybe the Steam version of the game is the wrong one to start with?
Also, the guide says to install the bb silhouettes mod last, but th elink to download that is broken, so I can't get it. Could the fact that I didn't install this mod be the problem?
Mad Mardigan
12-15-20, 09:03 PM
Hmm.
Not quite sure what I have done wrong, but I'd appreciate any help! I did a clean install of the game (via Steam). I've never had the game installed before, so I am starting from scratch here.
I copied the contents of the v1.24 7zip into it's own folder in the MODS folder. Verified the data structure to be correct.
Ran JSGME and installed the mod. It appeared to install normally.
Next I ran the large address space patch, which also appeared to work normally.
Upon executing the game - however, I have a series of dialog boxes with a very large number of missing files, like data/menu/data/black80.tga
https://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAARgAAACACAYAAAD QzHYWAAAHVklEQVR4nO2cT5KqOhSHM3n13hZciANYjQMrVT3rV TjFJfTcOauw3ADD3kDv4LwBggGTEIED2P19VV/dK38TwJ8n0XvNbrcTREQNzW63EwCAuSFgAEANAgYA1CBgAEANA gYA1CBgAEANAgYA1AgETCnWGDG29O5UnXMxJpdzpd9AAFgOY4x cr9fg+uv1KsaY5ONFAiaXPPeFyD18CBiAX8f1epV//v3PGzKxdSGiAWNtLnk/RUorxlqxBAzAr8QXJGPCRWQgYM5VKdZYeQyUKjnnzXInYKqz5M aIMUZMu30l57xZZqQebfmWiZT2sawzLHOOm5/PCecEgDlwA2VsuIgMBkz95m/f89VZ8vwslbgB0wub0tZVT2mf53B8ywLnbYZizebdeZ/AOQFgNppgGRsuIgkB8wgVN2x6641TgTRVyH15543vWyZSB0+7//N5vW3ynRMAZmOZgGmGRaX7hu+/2cNDlLrycKqg/rLO/s0QTBIChmERgBaLDZHql/Y+D1J51tdDmdgQpTo/Txa3y0orpgmS6ix58hApfk4AGMeCk7zN60rOuVsxxCZ578OVzr Dnvq9vmTvxm1ux+XOwDU/yMkQCmIOFvqbeIAyLANRZ6Id226O05jGUAoC3YMMB0/3NDL91AXg/NhwwAPDuEDAAoAYBAwBqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoA YBAwBqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoAYB AwBqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoAYBAw BqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoAYBAwBqEDAAoMbIgCnF GiPGMSuq+3IrZbtNJkU1e5s9bQmfp7Ru+5ZgTL9T9nn9uKVd4v qPaYNmf2P7jX0mw/tVRfZ4H9jSbYx/+eS2vBcTAmb+B2QcGg+UVnum7PPicatCsqyQVZ/fYBs0+7tkwLgfqJUUWbONu30lRWbkOWMImAixC+67yM3rhEQvb K8q8uzfOUe/ivJt795g33FC7e31JaVt1j72K22gr5F97g/kc2XYX+bb7kFVZPc+1223Nmu3a6q6btt89yfW79j16rdh+f66b e62IXbe0LXoPwvGOZcnYHr3vSqy6LPZvabNsiKxrdtmtiFS5+Z 6Aqa0zTZu0nuO2dyY0oppb169f/Y4mJj2k/G1T6z04zw/VMltSwiY4D5P7U8ZcrrbidTX2N3vfq6qkKy5V1UhWa8Pz/cn1u+hgHHbsHx/09rsP15pfeGbSVF5nt37NXWD7ClQvM9B/Nmsh17Dbd06C1UwoUCKHXOoGgqtSz3mlHOkrku9fr3X7vg91k/vdvVyf6Xx6v2Z0O9gG5bs70CbU897X5b1hzqdIeBjKDQuYMZco +2zYMBMedP9oYAJVlWeBy5QfXUnVlMDZuh+vtbvcBuW7G/kmKnnbdcbybJucASDZHCINHz90tq6fRYKmDrd42PHoQdWe4jUm 4zrlPGxtvX6ljREStwn1obQdlUhmbe8j/09dH+G++29Xk9tWLq/vaGG71kJntd3LR77DT0/j6FoaPI3NFwbc422z3KTvM5Y1XjHkCmJ7i8Rw19Fhz+NvKVm56 tFG+5LrG+pk7yhfdz2dZb3++nfrjuxGrsnKffnhbI92obl+9tM aocn8sPn7a7rT/LeJ1zvJ035mro7fOvN9bjrR1yjrcMP7X4Vpdi1v5petA1b6K8O 3crrfSFgADZCpxp6oyolBgEDAGoQMACgBgEDAGoQMACgBgEDAG oQMACgBgEDAGoQMACgBgEDAGoQMACgBgEDAGoQMACgBgEDAGoQ MACgBgEDAGoQMACgBgEDAGoQMACgBgEDAGoQMACgBgEDAGoQMA CgBgEDAGq0AfPz84OIOKsEDCKqScAgopoEDCKqScAgopoEDCKq ScAgopoEDCKqScAgopoEDP5Jj8cjJjrlOhMw+Cc9Ho9r/4p+83x8fBAwiGNsAub7+xs9fn19ETCIY3UDZu22bFECBnGCvoA xxvDn/VoQMIgT7AeM++b6yzbXgYBBnCBDpLgEDOIEV69gLgcxxrTuTzd n/UUOZi+nW/36cjBiDpdF2kUFgziDa1Ywt9NejDnIpV12k9PeDREnYC6HxcLF lYBBnOB6FcxNTvtHddJ6O8m+DZ0mYC5y6ASRvlQwiDO4WgXTCR LXuoo5XH6kCZi9L4gWkoBBnOBqFUw0YJpAucjBOzejLxUM4gyu NwfTncBtDQ6R1qliCBjECa75LVJokvdRrfQmefcnuS3UNioYxB lc+3cwdci88DX1giHz80PAIE5y9d/BbFQqGMQZXLuC2boEDOIEqWD8UsEgziD/mpp/TY2oJkOkuAQM4gSbgPn6+sKABAziSI/Ho3x8fOCABAziCNf+n/rfySnXmYBBRDUJGERUk4BBRDV3u52Yz8/P1RuCiL/Pz89PAgYRdSRgEFFNAgYR1SRgEFFNAgYR1SRgEFHNNmAQETX8H 3ZoERPsRaEmAAAAAElFTkSuQmCC
Just to make sure I navigated to the folder where black80.tga is supposed to be, and it was indeed not there.
Not sure what I have done wrong. I'd appreciate any suggestions!
Maybe the Steam version of the game is the wrong one to start with?
Also, the guide says to install the bb silhouettes mod last, but the link to download that is broken, so I can't get it. Could the fact that I didn't install this mod be the problem?
Ahoy, mattlach... :Kaleun_Cheers:
Ok, to begin with... the devil, is in the details...
Meaning the more details, the better.
To start off with, some basic Computer set up info would be of help... followed by info on just where you have the game files set up at.
Also, a copy paste from the jsgme activated mods, would also be helpful, as well... :yep: :shucks:
Of basic importance, is ensuring that you do NOT install the game in either:
C:/Program Files
or
C:/Program Files (x86)
I, too... have Steam, as My main source for SH games & I have a folder set up completely away from the aforementioned folders... As an example I list here, the way I have My folder set up:
C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\FotRS-U-EN
As you can see here... in NO way, is the library for Steam, in either:
C:/Program Files
or
C:/Program Files (x86)
Secondly, is making sure to use both '' MultiSH4 '' & either '' 4GB patch '' or... '' Large Address Aware* '', of these, I heartily recommend LAA*. It is simple to use, you start it, point it to where the SH4.exe is located, check the box for it to be ran with 4GB's of RAM... then click ''Save'' and you will be good to go. Which you mention that you did use... :yeah:
I see that there was an attempt to post an image with your post, though... it failed to show.
May I suggest retrying to do so, but using the following site:
https://snipboard.io
Is easy to use them, just drag the image from your computer where it is saved at, to the web page, let it set up, then just simply copy the saved as info, i.e ''snipboard.io/OZ1j5u.jpg'' in front of the http:// header... making sure to unhighlight http:// 1st... so that it looks like:
''[ IMG]http://snipboard.io/OZ1j5u.jpg[/IMG ]'' ( minus the space between [ at the start of that line & the ] at the end of it.. of course, was the only way to get the line to show up, without the image here... :haha: :D :up: )& shows up like:
http://snipboard.io/OZ1j5u.jpg
Any way, propbeanie, s7rikeback or 1 of the other guru's, feel free to jump in, in the event I missed anything here...
Hope this info helps,
Fair winds, smooth seas & good hunting....
Gute jagd, ihr himmelhunde
M. M.
:Kaleun_Salute:
mattlach
12-15-20, 09:30 PM
Ahoy, mattlach... :Kaleun_Cheers:
Ok, to begin with... the devil, is in the details...
Meaning the more details, the better.
To start off with, some basic Computer set up info would be of help... followed by info on just where you have the game files set up at.
Also, a copy paste from the jsgme activated mods, would also be helpful, as well... :yep: :shucks:
Of basic importance, is ensuring that you do NOT install the game in either:
C:/Program Files
or
C:/Program Files (x86)
I, too... have Steam, as My main source for SH games & I have a folder set up completely away from the aforementioned folders... As an example I list here, the way I have My folder set up:
C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\FotRS-U-EN
As you can see here... in NO way, is the library for Steam, in either:
C:/Program Files
or
C:/Program Files (x86)
Secondly, is making sure to use both '' MultiSH4 '' & either '' 4GB patch '' or... '' Large Address Aware* '', of these, I heartily recommend LAA*. It is simple to use, you start it, point it to where the SH4.exe is located, check the box for it to be ran with 4GB's of RAM... then click ''Save'' and you will be good to go. Which you mention that you did use... :yeah:
I see that there was an attempt to post an image with your post, though... it failed to show.
May I suggest retrying to do so, but using the following site:
https://snipboard.io
Is easy to use them, just drag the image from your computer where it is saved at, to the web page, let it set up, then just simply copy the saved as info, i.e ''snipboard.io/OZ1j5u.jpg'' in front of the http:// header... making sure to unhighlight http:// 1st... so that it looks like:
''[ IMG]http://snipboard.io/OZ1j5u.jpg[/IMG ]'' ( minus the space between [ at the start of that line & the ] at the end of it.. of course, was the only way to get the line to show up, without the image here... :haha: :D :up: )& shows up like:
http://snipboard.io/OZ1j5u.jpg
Any way, propbeanie, s7rikeback or 1 of the other guru's, feel free to jump in, in the event I missed anything here...
Hope this info helps,
Fair winds, smooth seas & good hunting....
Gute jagd, ihr himmelhunde
M. M.
:Kaleun_Salute:
Thank you.
I appreciate your response.
Looks like I overlooked the "not in program files or any of its subfolders" step.
How do you accomplish this with the steam installer?
I tried just copying the entire install from "\Program Files(x86)\Steam\Steamapps" to a different folder I created, but that didn't make it very happy at all. (I didn't even get to the game loading sequence where it complained about missing files) This time it just hard crashed when I tried to run the executable.
I'm guessing I somehow have to coerce Steam to install the game in a different location?
mattlach
12-15-20, 09:33 PM
Ahoy, mattlach... :Kaleun_Cheers:
Ok, to begin with... the devil, is in the details...
Meaning the more details, the better.
To start off with, some basic Computer set up info would be of help... followed by info on just where you have the game files set up at.
Also, a copy paste from the jsgme activated mods, would also be helpful, as well... :yep: :shucks:
Of basic importance, is ensuring that you do NOT install the game in either:
C:/Program Files
or
C:/Program Files (x86)
I, too... have Steam, as My main source for SH games & I have a folder set up completely away from the aforementioned folders... As an example I list here, the way I have My folder set up:
C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\FotRS-U-EN
As you can see here... in NO way, is the library for Steam, in either:
C:/Program Files
or
C:/Program Files (x86)
Secondly, is making sure to use both '' MultiSH4 '' & either '' 4GB patch '' or... '' Large Address Aware* '', of these, I heartily recommend LAA*. It is simple to use, you start it, point it to where the SH4.exe is located, check the box for it to be ran with 4GB's of RAM... then click ''Save'' and you will be good to go. Which you mention that you did use... :yeah:
I see that there was an attempt to post an image with your post, though... it failed to show.
May I suggest retrying to do so, but using the following site:
https://snipboard.io
Is easy to use them, just drag the image from your computer where it is saved at, to the web page, let it set up, then just simply copy the saved as info, i.e ''snipboard.io/OZ1j5u.jpg'' in front of the http:// header... making sure to unhighlight http:// 1st... so that it looks like:
''[ IMG]http://snipboard.io/OZ1j5u.jpg[/IMG ]'' ( minus the space between [ at the start of that line & the ] at the end of it.. of course, was the only way to get the line to show up, without the image here... :haha: :D :up: )& shows up like:
http://snipboard.io/OZ1j5u.jpg
Any way, propbeanie, s7rikeback or 1 of the other guru's, feel free to jump in, in the event I missed anything here...
Hope this info helps,
Fair winds, smooth seas & good hunting....
Gute jagd, ihr himmelhunde
M. M.
:Kaleun_Salute:
Also, if you don't mind me asking. What is the significance of using multish4? It looks like all it accomplishes is to change the name of the userdata folder in My Documents. Is there something wrong with the original folder?
Thanks again!
Kedishen
12-15-20, 10:16 PM
Anybody got a working link to download this mod?
https://www.subsim.com/radioroom/downloads.php?do=file&id=5572
The subsim download doesnt work.. Not experiencing problems downloading anything else but I can click it as many times as you like but it just adds another download to my allowance and never actually offers up any files.
mattlach
12-15-20, 10:26 PM
Alright, I tried from scratch again.
System is an old i7-3930k with an old 6GB Kepler Titan and 64GB of RAM. Not particularly impressive by modern standards, but still should be more than enough for this application. It is running the latest version of Windows 10.
The computer only has one drive though, and Steam won't let you have more than one install location on the same drive, and won't let you remove the default location inside Program Files, so I did as follows.
1.) Uninstalled game from steam and deleted game folder in C:\Program Files(x86)\Steam\SteamApps\Common
2.) Deleted game folder in "My Documents"
3.) Shut down Steam
4.) From admin account, moved entire Steam folder to a new location (C:\games\Steam)
5.) Created symlink from old location inside Program Files to new location, so that steam would still work.
6.) Reinstalled clean install of game via steam. Test launched to make sure it worked.
7.) Unzipped the 7zip archive to a MODS folder inside the new game folder in C:\games\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS\, so that it is in: C:\games\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS\100_FalloftheRisingSun_UltimateEditio n_v1.24_EN
8.) Extracted JSGME from Extras folder to root folder of game, and executed it.
9.) Saw Fall of the Rising Sun in the list and moved it to the right to install it.
10.) Ran multiSH4 to move game folder to Documents\FRS
11.) Ran Large Address Space mod to alter the SH4.exe file
Now, it SHOULD be done, right? But when I launch it by double clikcing on SH4.exe, just like before, I get the intro video, and the red bar that loads from left to right, but when it gets to 100% it just sits there forever doing nothing. If I alt-tab out, I can see the popup2 error message that data/menu/data/black80.tga is missing.
The only option in the dialogue box is to press ok. If I do so, I get another error for a missing file, click OK on that I get another, and another, and another.
To try to troubleshoot I went looking for this black80.tga file, thinking I may just have to make sure the game is pointed in the right location, but this file does not seem to exist, not in the vanilla game dir, or any of the mods as part of the Fall of the Rising Sun archive.
I'm thinking I must have missed installing something obvious that includes these files, but reading, and re-reading the instructions, I am not sure what that might be.
I'd appreciate any suggestions.
Cybermat47
12-15-20, 10:32 PM
Returning to Brisbane after my first patrol. 9 ships sunk for 54,668 tons, most of which comes from four 10,000 ton tankers.
Are those juicy tanker convoys in the Celebes Sea and Makassar Strait meant to be unescorted in Jan-Feb 1944? Not that I’m complaining...
Texas Red
12-15-20, 11:00 PM
Anybody got a working link to download this mod?
https://www.subsim.com/radioroom/downloads.php?do=file&id=5572
The subsim download doesnt work.. Not experiencing problems downloading anything else but I can click it as many times as you like but it just adds another download to my allowance and never actually offers up any files.
use Microsoft edge instead of Google. It didn't work for me on Google but it did work on Microsoft Edge.
Mad Mardigan
12-16-20, 12:17 AM
Alright, I tried from scratch again.
System is an old i7-3930k with an old 6GB Kepler Titan and 64GB of RAM. Not particularly impressive by modern standards, but still should be more than enough for this application. It is running the latest version of Windows 10.
The computer only has one drive though, and Steam won't let you have more than one install location on the same drive, and won't let you remove the default location inside Program Files, so I did as follows.
1.) Uninstalled game from steam and deleted game folder in C:\Program Files(x86)\Steam\SteamApps\Common
2.) Deleted game folder in "My Documents"
3.) Shut down Steam
4.) From admin account, moved entire Steam folder to a new location (C:\games\Steam)
5.) Created symlink from old location inside Program Files to new location, so that steam would still work.
6.) Reinstalled clean install of game via steam. Test launched to make sure it worked.
7.) Unzipped the 7zip archive to a MODS folder inside the new game folder in C:\games\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS\, so that it is in: C:\games\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS\100_FalloftheRisingSun_UltimateEditio n_v1.24_EN
8.) Extracted JSGME from Extras folder to root folder of game, and executed it.
9.) Saw Fall of the Rising Sun in the list and moved it to the right to install it.
10.) Ran multiSH4 to move game folder to Documents\FRS
11.) Ran Large Address Space mod to alter the SH4.exe file
Now, it SHOULD be done, right? But when I launch it by double clikcing on SH4.exe, just like before, I get the intro video, and the red bar that loads from left to right, but when it gets to 100% it just sits there forever doing nothing. If I alt-tab out, I can see the popup2 error message that data/menu/data/black80.tga is missing.
The only option in the dialogue box is to press ok. If I do so, I get another error for a missing file, click OK on that I get another, and another, and another.
To try to troubleshoot I went looking for this black80.tga file, thinking I may just have to make sure the game is pointed in the right location, but this file does not seem to exist, not in the vanilla game dir, or any of the mods as part of the Fall of the Rising Sun archive.
I'm thinking I must have missed installing something obvious that includes these files, but reading, and re-reading the instructions, I am not sure what that might be.
I'd appreciate any suggestions.
Ok, to begin... in answer to your inquiry about the MultiSH4, it is useful in running more than 1 modded copy of SH4.
Now, with Steam, it IS possible to copy the guts from the 1st instal of SH4 from them, then pasting them into a new folder, aptly named to what ever mega mod or mods you want to run with & that is where MultiSH4 really shines...
Now, going into it further... I d/l'ed & installed SH4 from Steam, in the area set up for it, which was as I outlined earlier on... the process I went through was with Steam launcher, in going into the settings in library & telling the launcher to from then on, do all game installs to that new location...
Now...when you go to do more than 1 copy of SH4 (from the initial install of SH4... leave that copy alone from now on... as it is your 'GOLD' standard for making all other copies from, for modding...) Remember to set up the new install folder, inside of /common (I can't stress enough, the importance of doing so....).
Now...
as to the ''error message that data/menu/data/black80.tga is missing.'' thing...
There are 2 versions of SH4, that is available from Steam...
Silent Hunter 4: Wolves of the Pacific v 1.4
AND...
The release or DLC, if you will, to include that, known of as....
Silent Hunter 4: Wolves of the Pacific (Uboat Missions) v 1.5
For FotRS here, to work, the latter version or copy, is needed...
If I am NOT mistaken, that error message is sending up a red flag warning, that the copy of SH4 you have, is v 1.4 & not v 1.5....
M. M.
:Kaleun_Salute:
Cybermat47
12-16-20, 12:44 AM
Bugger.
https://youtu.be/7TgIeO5lmq8
Front Runner
12-16-20, 09:08 AM
OK. I've isolated 2 save games, 1 GOOD, 1 BAD. They are within one minute of one another shipboard time! No manual inputs were made by me to the game between the GOOD and BAD save. The test was made in the attack setup phase. The test was made BEFORE the torpedo attack and sinking of ships. The only difference between the 2 saves is when the second ship was reported visually sighted. I saved OK before this event and saved BAD after this event. In this case the second ship was the Seaplane Tender Chitose. The first ship reported visually sighted was the Heavy Cruiser Aoba class. I have both save games archived so someone with skills could compare the two to see what changed in the space of about 30 seconds shipboard time. I repeated this test several times using different configurations. The gameplay configuration doesn't change the result. What is common to all of my tests was the visually sighting of a (second) ship. I strongly suspect the Chitose. However, in one test, where the Chitose was not present, I got the same BAD save game result, so it is possible that there is more than one culprit. In the scenario where the Chitose was not present, the first ship was a Battleship and the second ship was a Modern Passenger Liner.
[EDIT] One additional test. I loaded up a GOOD save and let it run for 2 minutes. No messages, no in-game inputs, just waited. Saved. BAD save. The only change is in the background as the 2 ships, Aoba and Chitose are closing.
Drilling down on this issue...
propbeanie
12-16-20, 10:33 AM
@ Front Runner - we really appreciate your time and effort at this, and we think we know where the issue lies, as to why one ship does it and not the next. s7rikeback is working feverishly with our suspected cause, and then we'll be doing a series of tests with it. It involves old naming conventions in some of the ships, and frustrates our attempts at file "efficiency" with the mod. We'll get there. As difficult as the modding is, the testing is more so. This also plays into the Split Merchant standing still when encountered.
@ mattlach - What MM says with the version of your game, has it. You are trying to run "Silent Hunter 4: Wolves of the Pacific", but should be using the "U-Boat Missions Add-On", which make the Steam install a "Gold Edition" of v1.5 of the game, which is what FotRSU needs to properly run. You do also have to have the game outside of Windows' interference with the Program Files folders. For that, consult Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129) for help in rectifying that. No matter which of the two ways you can do it from there though, both are rather involved, and depending upon the number of games you have installed, can be tedious as well as time consuming. You can't just copy and paste the game in this situation until after you have the initial install moved. Then you can make copies (with unique names) and mod each individually, and use MultiSH4 to create uniquely named Save folders. If you already re-installed into that "Games" folder, then you should be good to go, and only have to start the correct version of the game...
@ Cybermat47 - was that the first pass they got you? I kept getting distracted while trying to watch. But I thought that only happened to me! lol
mattlach
12-16-20, 10:55 AM
Ok, to begin... in answer to your inquiry about the MultiSH4, it is useful in running more than 1 modded copy of SH4.
Now, with Steam, it IS possible to copy the guts from the 1st instal of SH4 from them, then pasting them into a new folder, aptly named to what ever mega mod or mods you want to run with & that is where MultiSH4 really shines...
Now, going into it further... I d/l'ed & installed SH4 from Steam, in the area set up for it, which was as I outlined earlier on... the process I went through was with Steam launcher, in going into the settings in library & telling the launcher to from then on, do all game installs to that new location...
Now...when you go to do more than 1 copy of SH4 (from the initial install of SH4... leave that copy alone from now on... as it is your 'GOLD' standard for making all other copies from, for modding...) Remember to set up the new install folder, inside of /common (I can't stress enough, the importance of doing so....).
Now...
as to the ''error message that data/menu/data/black80.tga is missing.'' thing...
There are 2 versions of SH4, that is available from Steam...
Silent Hunter 4: Wolves of the Pacific v 1.4
AND...
The release or DLC, if you will, to include that, known of as....
Silent Hunter 4: Wolves of the Pacific (Uboat Missions) v 1.5
For FotRS here, to work, the latter version or copy, is needed...
If I am NOT mistaken, that error message is sending up a red flag warning, that the copy of SH4 you have, is v 1.4 & not v 1.5....
M. M.
:Kaleun_Salute:
Thank you. You appear to be correct. I did not see the other version of the title in the Steam store last time I searched, but now that I am looking again, there it is. It does not use the DLC mechanism I am used to, but it appears to install into the same folder as the rest of the game, so this makes sense.
I have purchased and installed the Uboat Missions DLC, and will try applying the mod again tonight.
Thank you for the assistance!
Macgregor the Hammer
12-17-20, 12:04 PM
Are the Mk 18 torpedoes problematic by design? I've fired 4 and they were all circular runs. The radius was really small and they appeared to dive instantly.
I'm in a Balao, July '43.
Any insights?
Moonlight
12-17-20, 03:58 PM
@ Cybermat47 - was that the first pass they got you? I kept getting distracted while trying to watch. But I thought that only happened to me! lol
Only distracted? I was wondering why he bothers playing this game if he can't even be bothered to get down deeper to evade the escorts, it was February 44 and he was less than 300ft deep, what the hell did he think was going to happen when those escorts paid him a visit. :o
Me thinks he was trying for the record of the quickest sinking in FotRSU history which is rumoured to be held by you Mr beanie. :haha:
Are the Mk 18 torpedoes problematic by design? I've fired 4 and they were all circular runs. The radius was really small and they appeared to dive instantly.
I'm in a Balao, July '43.
Any insights?
I have heard though I don't know if its true or not that the game makes the decision what happens to the torpedoes when they are loaded, sounds a bit far fetched to me as the SH4 game is mostly incompetent with out any mods to correct its many faults.
Mad Mardigan
12-17-20, 04:17 PM
Are the Mk 18 torpedoes problematic by design? I've fired 4 and they were all circular runs. The radius was really small and they appeared to dive instantly.
I'm in a Balao, July '43.
Any insights?
If I recall right, there were heavy suspicions that some of the sub losses during the war, were NOT from enemy action, but were instead victims of faulty torps.
Add to that, the sub forces, were NOT the only side of the fleet, to suffer from serious design flaws....
Take for instance, Cdr. Max Leslie, & Bombing 3, off the Yorktown.
The planes they flew, were outfitted with new bomb arming switches, that left 4 of the groups 17 planes, without ordnance... while en route to attack the japanese carriers.
And that's just some of what was known of... no telling how many other faulty designs there were in all.
M. M.
:Kaleun_Salute:
Mad Mardigan
12-17-20, 07:24 PM
OK,
just out of curiosity, has any 1 else noted, getting robbed of tonnage sank, after sending off a status report.?
Case in point for Me, is...
1 Tanker sunk (Whale Ship)
1 Warship sunk ( Aux Cruiser Widder class)
3 Merchants sunk
( 2 Aux Transports & a Med. Split Freighter)
Grand total tonnage of 36, 569 YET... last radioed in status report of torps left, coupled with tonnage sank only credited Me with...
18,610 total tonnage (1 Warship & 3 Cargo ships sank)
What gives...???? :06: :06: :o
Am based out of Manila, is the 19th of Dec. '41... & sub am in command of, is a Sargo class sub ( U.S.S. Swordfish *SS-193* ) completed objectives of patrol Luzon, proceed convoy college & await further orders, orders received 'engage & destroy any enemy shipping' (sank 1 Aux Transport & the Aux. Cruiser to complete 'engage & destroy any enemy shipping') Reported in & then got orders after completing that last objective of... Patrol Luzon Straight, within designated area, for 5 days... which I am currently 3... 4'ish days into at best guess... I sank the Whale Ship last night (12/16/2020), cruised on for a bit then (about a 1/2 hour, roughly), needing sleep I saved, waited for 3-4 minutes before exiting to the main menu, then waiting another 1-2 minutes before exiting the game.
I loaded the save tonight, then continued on to where I then ran across the Med. Split Freighter & the 2nd Aux. Transport, not far apart from each other... so was able to bag both of them, in a relatively short space of time.
After sinking them, I sent off that status report & noted getting shorted on My total gross tonnage... :doh: :o :06: :hmmm: :timeout:
M. M.
:Kaleun_Salute:
Cybermat47
12-17-20, 09:46 PM
If anyone's interested, here are some small mods I've made for FotRSU to fix minor issues and tweak things to my personal preferences.
Convert J-class Destroyer to N-class for FOTRSU
This mod changes the J-Class destroyer to the N-class, one of which my Pa served on during the war. It also adds the N-class to the Royal Netherlands Navy, and replaces the British Tribal-class destroyer at Brisbane in the campaign with the Australian N-class destroyer HMAS Norman.
Only tested with FOTRSU.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5707
German Flags Fix for FotRSU
This mod fixes German flags in FotRSU so that warships have the Nazi Reichskriegflagge and merchants have the Nazi German flag, rather than the other way around.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5708
No Sub Flags for FotRSU
This mod removes flags from the player-controlled submarines in FotRSU.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5709
Type XVIII Skin Fix for FotRSU
This mod restores the default type XVIII conning tower and AA turret skins to FotRSU.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5710
Mandrisk
12-18-20, 03:06 AM
OK,
just out of curiosity, has any 1 else noted, getting robbed of tonnage sank, after sending off a status report.?
Case in point for Me, is...
1 Tanker sunk (Whale Ship)
1 Warship sunk ( Aux Cruiser Widder class)
3 Merchants sunk
( 2 Aux Transports & a Med. Split Freighter)
Grand total tonnage of 36, 569 YET... last radioed in status report of torps left, coupled with tonnage sank only credited Me with...
18,610 total tonnage (1 Warship & 3 Cargo ships sank)
What gives...???? :06: :06: :o
Am based out of Manila, is the 19th of Dec. '41... & sub am in command of, is a Sargo class sub ( U.S.S. Swordfish *SS-193* ) completed objectives of patrol Luzon, proceed convoy college & await further orders, orders received 'engage & destroy any enemy shipping' (sank 1 Aux Transport & the Aux. Cruiser to complete 'engage & destroy any enemy shipping') Reported in & then got orders after completing that last objective of... Patrol Luzon Straight, within designated area, for 5 days... which I am currently 3... 4'ish days into at best guess... I sank the Whale Ship last night (12/16/2020), cruised on for a bit then (about a 1/2 hour, roughly), needing sleep I saved, waited for 3-4 minutes before exiting to the main menu, then waiting another 1-2 minutes before exiting the game.
I loaded the save tonight, then continued on to where I then ran across the Med. Split Freighter & the 2nd Aux. Transport, not far apart from each other... so was able to bag both of them, in a relatively short space of time.
After sinking them, I sent off that status report & noted getting shorted on My total gross tonnage... :doh: :o :06: :hmmm: :timeout:
M. M.
:Kaleun_Salute:
Yes I noticed that, it is clearly a bug, but not a fatal one since in the end, total tonnage count is correct after patrol :Kaleun_Salute:
Mad Mardigan
12-18-20, 04:30 AM
Yes I noticed that, it is clearly a bug, but not a fatal one since in the end, total tonnage count is correct after patrol :Kaleun_Salute:
:hmmm:
Guess I'll find out, after I dock then.... am still out on patrol. Haven't gotten an 'objective completed' for patrolling designated area in the Luzon Straight for 5 days yet.
M. M.
:Kaleun_Salute:
propbeanie
12-18-20, 09:39 PM
... Me thinks he was trying for the record of the quickest sinking in FotRSU history which is rumoured to be held by you Mr beanie. :haha:
That record of mine will be most difficult to beat... You need to sit on the surface and either have a bird doo-doo on your visor, or have an incoming 18.1 inch round inbound as the computer boots - at least, that's what it seemed to me what happened, and more than once... :roll:
I have heard though I don't know if its true or not that the game makes the decision what happens to the torpedoes when they are loaded, sounds a bit far fetched to me as the SH4 game is mostly incompetent with out any mods to correct its many faults.
The game does indeed make its "decision" when it loads, and "decision" is the random seed generator, which is one of the reasons you need DirectX v9.0c... that's the "library" the game pulls the function from. kinda scary...
OK,
just out of curiosity, has any 1 else noted, getting robbed of tonnage sank, after sending off a status report.?
Case in point for Me, is...
1 Tanker sunk (Whale Ship)
1 Warship sunk ( Aux Cruiser Widder class)
3 Merchants sunk
( 2 Aux Transports & a Med. Split Freighter)
Grand total tonnage of 36, 569 YET... last radioed in status report of torps left, coupled with tonnage sank only credited Me with...
18,610 total tonnage (1 Warship & 3 Cargo ships sank)
What gives...???? :06: :06: :o ...
Not only doesn't Carpendar believe you, but neither does JANAC, even though they haven't invented their own jobs yet, they are warming-up for 1945 / 46, and all those interviews where they believed the ones they were interogating before they believed the ones wearing the same uniform... kind of like torpedoes in 1942... :roll: - US Naval "Intelligence"... kind of like AI, aka: "Army Intelligence"... :arrgh!:
but seriously, the game has certain rules and guidelines it follows, and one of those is the "same" vessel being sunk in the same convoy, oftentimes the 2nd (or 3rd) are not counted, since in essence, they are the same ship... again, kinda like "Naval Intelligence"... Also, if a vessel ends up "grounding" and not sinking beneath the waves, then it is technically not sunk... sigh - and if the modders ( :roll: ) messed anything about the game up ( :roll: ), then your sinking might not count either.
If anyone's interested, here are some small mods I've made for FotRSU to fix minor issues and tweak things to my personal preferences.
Convert J-class Destroyer to N-class for FOTRSU
This mod changes the J-Class destroyer to the N-class, one of which my Pa served on during the war. It also adds the N-class to the Royal Netherlands Navy, and replaces the British Tribal-class destroyer at Brisbane in the campaign with the Australian N-class destroyer HMAS Norman.
Only tested with FOTRSU.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5707
German Flags Fix for FotRSU
This mod fixes German flags in FotRSU so that warships have the Nazi Reichskriegflagge and merchants have the Nazi German flag, rather than the other way around.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5708
No Sub Flags for FotRSU
This mod removes flags from the player-controlled submarines in FotRSU.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5709
Type XVIII Skin Fix for FotRSU
This mod restores the default type XVIII conning tower and AA turret skins to FotRSU.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5710
We have some of that fixed, and I don't know if you remember us discussing the "N" from a "J" a while ago, but if you don't mind we "borrow" lightly (or heavily) from you, we might try to incorporate for the next release. I had a traffic layer for the "N" somewhere, if I can just find it... :salute:
Mad Mardigan
12-18-20, 10:01 PM
Not only doesn't Carpendar believe you, but neither does JANAC, even though they haven't invented their own jobs yet, they are warming-up for 1945 / 46, and all those interviews where they believed the ones they were interrogating before they believed the ones wearing the same uniform... kind of like torpedoes in 1942... :roll: - US Naval "Intelligence"... kind of like AI, aka: "Army Intelligence"... :arrgh!:
but seriously, the game has certain rules and guidelines it follows, and one of those is the "same" vessel being sunk in the same convoy, oftentimes the 2nd (or 3rd) are not counted, since in essence, they are the same ship... again, kinda like "Naval Intelligence"... Also, if a vessel ends up "grounding" and not sinking beneath the waves, then it is technically not sunk... sigh - and if the modders ( :roll: ) messed anything about the game up ( :roll: ), then your sinking might not count either.
In my case, all of the sinkings, except the last 2... were more than several hours apart & many miles distant, to boot.
The last 2, the Med. freighter & the Aux. Transport, were the only 2 that were in close proximity to each other, YET... were not traveling together.
That Med. freighter, was on a base course of 170-175 & the Aux. Transport, was on a base heading of 135-140'ish, as I recall. In short, they were NOT convoy'ing... the other 3, were all soloists.... alone.
After I sank the Whaler ship aka tanker, I radioed in then as outlined, I saved... for some reason, after I radioed in of sinking the 2 listed last.. I got docked a lot of tonnage right after that was done...
None of the ships I sank, were near land in any shape, form or size... they were all deep water sinks. I watched the event window that popped up.
M. M.
:Kaleun_Salute:
p.s. See attached snap shots of the messages...
http://snipboard.io/XjDJ5f.jpg
Ships sunk...
http://snipboard.io/2hNID0.jpg
Messages sent...
propbeanie
12-18-20, 11:32 PM
What's your mod list from JSGME "Tasks..." "Export activated mod list --->" ?
Texas Red
12-19-20, 12:15 AM
at this point, i think you can use the regular No-crew-on-the deck-gun-fix. it requires an edit of the ActiveUserSavefile. can you do that?
https://www.subsim.com/radioroom/downloads.php?do=file&id=5641
:Kaleun_Salute:
it works!! :)
I got double-deck guns that are fully functional! :arrgh!::haha:https://i.postimg.cc/9XRG6TJC/SH4-Img-2020-12-18-22-03-23-341.jpg
Thanks a lot! :subsim:
KaleunMarco
12-19-20, 11:29 AM
it works!! :)
I got double-deck guns that are fully functional! :arrgh!::haha:
Thanks a lot! :subsim:
what a surprise! i typed that fix using a random word generator!:doh::03:
i'm glad you got it fixed!:Kaleun_Applaud:
:Kaleun_Salute:
KaleunMarco
12-19-20, 11:39 AM
In my case, all of the sinkings, except the last 2... were more than several hours apart & many miles distant, to boot.
The last 2, the Med. freighter & the Aux. Transport, were the only 2 that were in close proximity to each other, YET... were not traveling together.
That Med. freighter, was on a base course of 170-175 & the Aux. Transport, was on a base heading of 135-140'ish, as I recall. In short, they were NOT convoy'ing... the other 3, were all soloists.... alone.
After I sank the Whaler ship aka tanker, I radioed in then as outlined, I saved... for some reason, after I radioed in of sinking the 2 listed last.. I got docked a lot of tonnage right after that was done...
None of the ships I sank, were near land in any shape, form or size... they were all deep water sinks. I watched the event window that popped up.
M. M.
ok....this thread-set is finally making sense to me.
there is an unexpected feature in Stock 1.5 UBM that, under certain circumstances, ships that you sink in a specific convoy come back to life and if you sink them a second time you do not receive credit. everything else is fair play: you expend extra ordinance, the enemy ships can damage/kill you, time passes, etc, except the second kill is not creditable.
the certain circumstances usually involve a save and reload.
i have never been able to wantonly recreate the situation but having experienced it enough times during play, i recognize it when it occurs.
for example, i have wiped out an entire convoy. it was small and unescorted. i saved the game, became distracted, and when i returned, i was dead. so, i reloaded the save game and WTF, there is the same convoy i just wiped out, with the same ships, headed in the same direction.
there is no explanation other than it is an unexpected feature. it is what it is.
:Kaleun_Salute:
Macgregor the Hammer
12-19-20, 08:23 PM
If I recall right, there were heavy suspicions that some of the sub losses during the war, were NOT from enemy action, but were instead victims of faulty torps.
Add to that, the sub forces, were NOT the only side of the fleet, to suffer from serious design flaws....
Take for instance, Cdr. Max Leslie, & Bombing 3, off the Yorktown.
The planes they flew, were outfitted with new bomb arming switches, that left 4 of the groups 17 planes, without ordnance... while en route to attack the japanese carriers.
And that's just some of what was known of... no telling how many other faulty designs there were in all.
M. M.
:Kaleun_Salute:
Funny you bring that up. I'm in the middle of "Thunder Below", Gene Flucky and his patrols. He an a few of the officers are discussing erratic torpedoes. This is the list of boats and there broken torpedoes:
Uss Harder: suspected loss circular run.
Uss Tang: 3rd patrol 4 erratics reported. Sunk due to a circular run.
Uss Barb: 4th patrol total of 5 erratics.
Uss Tautog Suspected loss to circular run
Right off this discussion, the attacked a Shokaku class carrier with 7 torpedoes. One hit! This a short list.
I wonder how we won the war!
Texas Red
12-19-20, 09:43 PM
The Tautog was sunk by circle runner? I thought she survived the war. :hmmm:
propbeanie
12-19-20, 09:45 PM
ok....this thread-set is finally making sense to me.
there is an unexpected feature in Stock 1.5 UBM that, under certain circumstances, ships that you sink in a specific convoy come back to life and if you sink them a second time you do not receive credit. everything else is fair play: you expend extra ordinance, the enemy ships can damage/kill you, time passes, etc, except the second kill is not creditable.
the certain circumstances usually involve a save and reload.
i have never been able to wantonly recreate the situation but having experienced it enough times during play, i recognize it when it occurs.
for example, i have wiped out an entire convoy. it was small and unescorted. i saved the game, became distracted, and when i returned, i was dead. so, i reloaded the save game and WTF, there is the same convoy i just wiped out, with the same ships, headed in the same direction.
there is no explanation other than it is an unexpected feature. it is what it is.
:Kaleun_Salute:
... but seriously, the game has certain rules and guidelines it follows, and one of those is the "same" vessel being sunk in the same convoy, oftentimes the 2nd (or 3rd) are not counted, since in essence, they are the same ship... again, kinda like "Naval Intelligence"...
Same phenomenon as the repair times resetting when you save. In this case though, you go beyond the "spawn range", and the convoy re-sets. You sink the same ship again, and it does not count - you already sank it... even though you just did... "eeetsa Catch-ah twenty-two-ah"...
Texas Red
12-19-20, 11:26 PM
ok....this thread-set is finally making sense to me.
there is an unexpected feature in Stock 1.5 UBM that, under certain circumstances, ships that you sink in a specific convoy come back to life and if you sink them a second time you do not receive credit. everything else is fair play: you expend extra ordinance, the enemy ships can damage/kill you, time passes, etc, except the second kill is not creditable.
the certain circumstances usually involve a save and reload.
i have never been able to wantonly recreate the situation but having experienced it enough times during play, i recognize it when it occurs.
for example, i have wiped out an entire convoy. it was small and unescorted. i saved the game, became distracted, and when i returned, i was dead. so, i reloaded the save game and WTF, there is the same convoy i just wiped out, with the same ships, headed in the same direction.
there is no explanation other than it is an unexpected feature. it is what it is.
:Kaleun_Salute:
yeah actually just had that happen to me on my last patrol. I had already previously sank two Large Tankers and then i sank a third and didn’t get credit
Macgregor the Hammer
12-20-20, 05:25 AM
The Tautog was sunk by circle runner? I thought she survived the war. :hmmm:
My mistake! I was thinking of another sub. Now I need to figure out which one .......:doh:
You mean the Tang SS306 :up:
Texas Red
12-20-20, 03:07 PM
May 13, 1945
USS Tench, Tench Class
Home Port: Midway
So, I think the Tench class is a corrupted unit or something because I remember the last time I accepted the offer for the Tench class, the game CTD'd every time when trying to start a new patrol because the ship wasn't active yet. Well, this time its May of 1945, and I was offered the Tench class, I accepted it and upgraded it and changed its torpedo loadout to my liking only for it to CTD when starting a new patrol.
Upgrades Loadout:
https://i.postimg.cc/Nf35Q08W/SH4-Img-2020-12-20-14-02-09-562.jpg
Torpedo Loadout
https://i.postimg.cc/0QyNVKxJ/SH4-Img-2020-12-20-14-02-15-460.jpg
Orders to patrol Area 8:
https://i.postimg.cc/pd2Vd5m1/SH4-Img-2020-12-20-14-02-34-200.jpg
Starting Point:
https://i.postimg.cc/mr8L1ZMZ/SH4-Img-2020-12-20-14-02-37-898.jpg
The game loads up to 100%, it then hangs around there for maybe 10 seconds before it CTDs.
My game version is v1.26p
TIA :salute:
EDIT:
Could this be the cause for the CTD?
SH4-FOTRSU/Data/Roster/American/Submarine/SSTench.cfg
[UnitClass]
ClassName=SSTench
UnitType=200
AppearanceDate=19450101
DisappearanceDate=19750627
DisplayName=USS Tench
[Texture 1]
TextureName=data/Submarine/NSS_Tench/NSS_Tench_T01.tga
LightmapTextureName=data/Submarine/NSS_Tench/NSS_Tench_O01.tga
StartDate=19000101
EndDate=19991231
Frequency=1
[Unit 1]
Name=USS Tench (SS-417)
DOC=19450101
DOD=19700508
[Unit 2]
Name=USS Thornback (SS-418)
DOC=19450101
DOD=19730801
[Unit 3]
Name=USS Tigrone (SS-419)
DOC=19450101
DOD=19750627
[Unit 4]
Name=USS Tirante (SS-420)
DOC=19450101
DOD=19731001
[Unit 5]
Name=USS Trutta (SS-421)
DOC=19450101
DOD=19720701
[Unit 6]
Name=USS Toro (SS-422)
DOC=19450101
DOD=19630401
[Unit 7]
Name=USS Torsk (SS-423)
DOC=19450101
DOD=19680304
[Unit 8]
Name=USS Quillback (SS-424)
DOC=19450101
DOD=19730323
[Unit 9]
Name=USS Corsair (SS-435)
DOC=19450101
DOD=19730323
[Unit 10]
Name=USS Argonaut (SS-475)
DOC=19450115
DOD=19681202
[Unit 11]
Name=USS Runner (SS-476)
DOC=19450206
DOD=19711215
[Unit 12]
Name=USS Conger (SS-477)
DOC=19450214
DOD=19630729
[Unit 13]
Name=USS Cutlass (SS-478)
DOC=19450317
DOD=19711215
[Unit 14]
Name=USS Diablo (SS-479)
DOC=19450331
DOD=19640601
[Unit 15]
Name=USS Medregal (SS-480)
DOC=19450414
DOD=19700801
[Unit 16]
Name=USS Medregal (SS-480)
DOC=19450428
DOD=19681203
[Unit 17]
Name=USS Irex (SS-482)
DOC=19450526
DOD=19691117
[Unit 18]
Name=USS Sea Leopard (SS-483)
DOC=19450611
DOD=19730327
[Unit 19]
Name=USS Odax (SS-484)
DOC=19450711
DOD=19720708
[Unit 20]
Name=USS Sirago (SS-485)
DOC=19450813
DOD=19720601
[Unit 21]
Name=USS Pomodon (SS-486)
DOC=19450911
DOD=19700801
; ++++++ The End +++++
That unit name is mentioned twice. Should I delete one of them and then renumber the text file accordingly or will that screw up my game more?
Caustic
12-20-20, 04:58 PM
I have come across a black texture issue with one of the most interesting ships in FOTRSU (Destroyer Escort Tachibana). It seems to only affect this ship and only in the campaign or mission mode. In the museum she will appear normally ...:k_confused:
Currently using an AMD GPU ...
Regards
KaleunMarco
12-20-20, 05:49 PM
May 13, 1945
USS Tench, Tench Class
Home Port: Midway
So, I think the Tench class is a corrupted unit or something because I remember the last time I accepted the offer for the Tench class, the game CTD'd every time when trying to start a new patrol because the ship wasn't active yet. Well, this time its May of 1945, and I was offered the Tench class, I accepted it and upgraded it and changed its torpedo loadout to my liking only for it to CTD when starting a new patrol.
Upgrades Loadout:
Orders to patrol Area 8:
The game loads up to 100%, it then hangs around there for maybe 10 seconds before it CTDs.
My game version is v1.26p
TIA :salute:
EDIT:
Could this be the cause for the CTD?
That unit name is mentioned twice. Should I delete one of them and then renumber the text file accordingly or will that screw up my game more?
after multiple attempts with several mod-sets, i have come to the conclusion that the Tench is too buggy to use as you would another boat.
in truth, other than being able to dive a bit deeper than it's Gato-Balao siblings, we would not notice much difference in the play with SH4.
i no longer accept upgrades for it.
:Kaleun_Salute:
propbeanie
12-21-20, 12:42 AM
I have come across a black texture issue with one of the most interesting ships in FOTRSU (Destroyer Escort Tachibana). It seems to only affect this ship and only in the campaign or mission mode. In the museum she will appear normally ...:k_confused:
Currently using an AMD GPU ...
Regards
Admiral Lockwood and Christie both implemented changes, and you apparently have been ignoring orders. They said in directive 19420101 that all skippers were to get in close enough to a ship to be able to see its texture - prior to shooting. You can target, but you must be able to see the whites of their eyes before you shoot... Report at once to your CO and put yourself on report.
But seriously, "fixed" and in the next release. You have to get in really close before you see the full texture. The ship has apparently been like this since day one of its inclusion back before v0.90 beta, and the problem lies in its calling a non-existent occlusion "skin". In the Roster Japan Sea folder, find the DETachibana.cfg file, and change the "LightmapTextureName=data/Sea/NDE_Tachibana/NDE_Tachibana_O02.tga" line in the "[Texture 1]" section to read "LightmapTextureName=data/Sea/NDE_Tachibana/NDE_Tachibana_O01.tga", with the orange signifying the one character to change. You should see green all of the way now... :roll: :salute:
Macgregor the Hammer
12-21-20, 10:25 AM
You mean the Tang SS306 :up:
I was thinking about the Greenling. A near miss circular run on their 3rd patrol.
Caustic
12-21-20, 12:02 PM
Admiral Lockwood and Christie both implemented changes, and you apparently have been ignoring orders. They said in directive 19420101 that all skippers were to get in close enough to a ship to be able to see its texture - prior to shooting. You can target, but you must be able to see the whites of their eyes before you shoot... Report at once to your CO and put yourself on report.
But seriously, "fixed" and in the next release. You have to get in really close before you see the full texture. The ship has apparently been like this since day one of its inclusion back before v0.90 beta, and the problem lies in its calling a non-existent occlusion "skin". In the Roster Japan Sea folder, find the DETachibana.cfg file, and change the "LightmapTextureName=data/Sea/NDE_Tachibana/NDE_Tachibana_O02.tga" line in the "[Texture 1]" section to read "LightmapTextureName=data/Sea/NDE_Tachibana/NDE_Tachibana_O01.tga", with the orange signifying the one character to change. You should see green all of the way now... :roll: :salute:
:Kaleun_Salute:
I have started my modding quest with Tachibana. I am trying to develop a NSM-type submod for FOTRSU but changing the zones.cfg or .zon hitpoints seems to have no effect in achieving this aim. Notably the ship will always go critical and instantly have the ship sunk message.
Thoughts?
Mios 4Me
12-21-20, 05:36 PM
after multiple attempts with several mod-sets, i have come to the conclusion that the Tench is too buggy to use as you would another boat.
in truth, other than being able to dive a bit deeper than it's Gato-Balao siblings, we would not notice much difference in the play with SH4.
i no longer accept upgrades for it.
It doesn't help with the greater depth or quieter gearing of a Tench, but upgrading your current Balao to an extra four bow reloads is the next best thing.
KaleunMarco
12-21-20, 07:21 PM
It doesn't help with the greater depth or quieter gearing of a Tench, but upgrading your current Balao to an extra four bow reloads is the next best thing.
there's that and then there's the unexplainable CTD one mission into a Tench upgrade.:/\\x:
Kresner
12-21-20, 07:30 PM
Hi, I want to report this problem, I´m trying to infiltrate truk atoll from the south and when I m around 35 km or less from truk port, the game crash, I tried 5 times
Campaing mode, submarine gato(my first patrol with gato submarine), October 30, 1942, Base Midway
Mios 4Me
12-21-20, 08:28 PM
A USS Puffer crewmember recounted the story of their 36-hour DC ordeal off Balikpapan, even including an attempted grappling by a diver. They later learned the Japanese had an ASW training center there, with the obvious implications. Is that reflected in the current build?
Wasn't there another one in Empire waters, perhaps Sasebo?
there's that and then there's the unexplainable CTD one mission into a Tench upgrade.:/\\x:
Yeah, Balao + 4 more torps is a better solution instead of upgrading. Can't remember if it were you or sniper who showed me how to do that.
propbeanie
12-21-20, 09:27 PM
PB I'm glad to report my issue has been resolved- partially.
The 5 in 25 cal deck gun is there
(pik)
But no crew can man it
(pik)
And when I tell the crew to man the deck gun, there is a reply but no one shows up. When i check crew management i see the box for the deck gun lit up as if there is some crew there.
The FotRSU mod has a four man crew, and that is included in that posting I pointed you at. Instructions will be added to the ColetrainsAndOthers.pdf file, but we do hope the gun issue is "fixed", except the occasional miss, as in the Stock game. If you don't move your deck gun, your chances for success are higher.
What are the primary causes for failure to load a game? The black screen of death (no challenge too great, IIRC) appears but never completes. The old CTDs owing to a bad save are a thing of the past, but the BSOD is relatively new and frequent. For instance, I had a fantastic patrol going when I encountered a large convoy in bad weather, my favorite scenario, south of Tokyo. I saved it after waiting between 2-3 minutes at 1x, then continued the game after the save. Mid-battle, other duty called, and I had to shut down. When I attempted several times to restart, I got the BSOD instead. Even left to run overnight, the game never loaded. I can go back to the previous save but it was days earlier and off Miyazaki, so finding that particularly juicy convoy would be unlikely.
USS Jack, ex-Midway, June 1944, assigned to infiltrate Okinawa, then went hunting Ozawa in the SBS and returning to base via Convoy College and Empire waters.
Bad data and no error control in the game is the main reason. Now, bad data can come from me (modder), from you (player) or from the game itself, of which, none of them are all that rare. Again though, with fingers crossed and hope not to die, we do hope we have a goodly percentage of the errors uncovered. Of course though, we have all heard that before... :roll:
Returning to Brisbane after my first patrol. 9 ships sunk for 54,668 tons, most of which comes from four 10,000 ton tankers.
Are those juicy tanker convoys in the Celebes Sea and Makassar Strait meant to be unescorted in Jan-Feb 1944? Not that I’m complaining...
No, they are supposed to be protected by that time, and we and all of the other players do appreciate you pointing that out... :arrgh!: - I had missed a percentage increase in the layers for them, and yes, they were supposed to have at least one, if not 3, 4 or 5 escorts of varying sizes and skills...
Are the Mk 18 torpedoes problematic by design? I've fired 4 and they were all circular runs. The radius was really small and they appeared to dive instantly.
Yes, they were actually more dangerous than the Mk14 when it came to the circular run, since you couldn't see the wake as easily, and it happened more often - bad steering vanes, and no "stopper" to prevent them jamming. The game is also squirrelly about the dice roll, in that it will do most of its failures all in a row, then do most of the good runs in a row - usually. Sometimes, they are spread out a bit, but not usually. You might get four failures in a row, and then 12 good runs. "Failure" includes deep runs, prematures, circular runs, as well as improper explosions and outright duds...
May 13, 1945
USS Tench, Tench Class
Home Port: Midway
So, I think the Tench class is a corrupted unit or something because I remember the last time I accepted the offer for the Tench class, the game CTD'd every time when trying to start a new patrol because the ship wasn't active yet. Well, this time its May of 1945, and I was offered the Tench class, I accepted it and upgraded it and changed its torpedo loadout to my liking only for it to CTD when starting a new patrol...
EDIT:
Could this be the cause for the CTD?
SH4-FOTRSU/Data/Roster/American/Submarine/SSTench.cfg
...
[Unit 15]
Name=USS Medregal (SS-480)
DOC=19450414
DOD=19700801
[Unit 16]
Name=USS Medregal (SS-480)
DOC=19450428
DOD=19681203
If you were assigned that boat, it could be that. But it could also be the sub's other configuration settings. The sub has always been troubled in FotRSU, as well as other mods. mazzi pointed out the main problem with the deck guns, which his "fix" was also applied to the radars, as well as AA guns, and all of those components now seem to function correctly. During test runs with our TestMod, which automatically gives high scores, and allows multiple monthly starts, we have been able to get multiple upgrades to not only the Tench, but the Balao and Gato boats (as appropriate) that do not fail the way they were. So everybody needs to give mazzi a standing ovation and a well-deserved round of applause. When the next release does finally hit store shelves, then the proof will be when the players turn the screws down tight, and we'll see what breaks...
I have come across a black texture issue with one of the most interesting ships in FOTRSU (Destroyer Escort Tachibana). It seems to only affect this ship and only in the campaign or mission mode. In the museum she will appear normally ...
As above in a previous reply, a bad call in the Roster config file which will be in the next build. But I am not familiar with what else you are attempting to do... sorry.
A USS Puffer crewmember recounted the story of their 36-hour DC ordeal off Balikpapan, even including an attempted grappling by a diver. They later learned the Japanese had an ASW training center there, with the obvious implications. Is that reflected in the current build?
Impossible to do, other than the slightly higher amount of ASW activity in the area. I don't think the game likes towing vessels, much less grappling hooks...
Wasn't there another one in Empire waters, perhaps Sasebo?...
One of the sub movies has the story, but I do not recall if that was one of conglomeration stories, or the real one...
Hi, I want to report this problem, I´m trying to infiltrate truk atoll from the south and when I m around 35 km or less from truk port, the game crash, I tried 5 times
Campaing mode, submarine gato(my first patrol with gato submarine), October 30, 1942, Base Midway
One thing everyone must remember when relating issues, is we need details. This would be the bare minimum Kresner. I have run several scenarios into and off of Truk, and have not had any issues. I did find a couple of improperly placed vessels at Moen, but they should not be crashing you. The distance you describe, if you are outside of the Truk atoll, would be getting close to the spawn range for the anti-sub nets and minefields that surround the atoll. Did you hear any "screeching" noises, such as what sound when a submarine hits the nets? For whatever game reason, they will "sound" as you approach them, and then louder if you run into them. Also, there is a LOT of traffic that can be inside Truk Atoll. I mention this because if you do not have LAA properly applied to your SH4.exe file, then the amount of traffic in the area, combined with the sub nets and mines, as well as probable airplane traffic, and your computer can crash. Open LAA and make certain that the "True" is set, or if in the Basic mode, that the check mark is in the SH4.exe box. If not, make certain that SH4.exe is not write-protected, and try applying LAA to the SH4.exe again. If you do not have a 64-bit OS, but you do have 4 gig of RAM, let us know, and we'll try to get your Windows boot set-up to get you a little more RAM for SH4 another way. If you do not have 4 gig of RAM, then you will have to turn most settings in the game down, and the "efficiency" of the game (or lack thereof) will still impact your play...
Cybermat47
12-22-20, 10:49 AM
We have some of that fixed, and I don't know if you remember us discussing the "N" from a "J" a while ago, but if you don't mind we "borrow" lightly (or heavily) from you, we might try to incorporate for the next release. I had a traffic layer for the "N" somewhere, if I can just find it... :salute:
All those mods are “borrowed heavily” from your work and modified, so no need to ask permission! Adding my name to the credits would be nice though :O:
I’ve also recently updated the N-class mod to replace one of the torpedo launchers with a 4-inch gun, to bring it more in line with the real N-class.
I’ve also made another mod using TDW, theBeast, and vdr1981’s work for SH5.
SH5 TWoS Flags for SH4
This mod ports over the great SH5 TWoS flags to SH4.
The nations and NGO with upgraded flags are:
America
Australia
Britain
Canada
China
France
Free France
Germany
India
Italy
Japan
Netherlands
Red Cross
Russia
Please note that this mod contains historically accurate Nazi symbols. These are included solely for the sake of historical accuracy.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5722
s7rikeback
12-22-20, 02:51 PM
Imminent Release
"Once propbeanie finds his computer's power button"
A very Merry Christmas / Happy Holidays to you all from the FotRSU Team.
100_FalloftheRisingSun_UltimateEdition_v1.3_EN
https://i.ibb.co/MfTNdsp/intro-logo-bkg.png (https://ibb.co/w7H6tRC)
FotRSU_Nippon Maru_Public_Beta_v1_Build
https://i.ibb.co/Pcp4gyd/nippon-maru.png
(https://ibb.co/rxPMHhV)
What is this FotRSU_Nippon Maru_Public_Beta_v1_Build ? (https://ibb.co/rxPMHhV)
Download (https://www.mediafire.com/file/jsy3bemcgy1xaup/Nippon_Maru_Public_Beta_v1_Release.pdf/file) the read-me pdf...
s7rikeback
12-22-20, 02:53 PM
All those mods are “borrowed heavily” from your work and modified, so no need to ask permission! Adding my name to the credits would be nice though :O:
I’ve also recently updated the N-class mod to replace one of the torpedo launchers with a 4-inch gun, to bring it more in line with the real N-class.
I’ve also made another mod using TDW, theBeast, and vdr1981’s work for SH5.
SH5 TWoS Flags for SH4
This mod ports over the great SH5 TWoS flags to SH4.
The nations and NGO with upgraded flags are:
America
Australia
Britain
Canada
China
France
Free France
Germany
India
Italy
Japan
Netherlands
Red Cross
Russia
Please note that this mod contains historically accurate Nazi symbols. These are included solely for the sake of historical accuracy.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5722
Many thanks for your help Cybermat47,
We have included the German flag fix and the texture fix in the next release due any time from now.
Caustic
12-22-20, 03:05 PM
Progress on natural sinking mechanics with a FOTRSU native ship. A submod in developement for FOTRSU in order to better balance the ships against each other and to delay the ship sunk message to give you more difficulty. Say as example a fatally wounded destroyer can still attack you or fire it's weaponry while incapacitated in theory until the flooding becomes too severe.
You also get a preview of my updated vanilla enhanced environmental mod which will be released at around the same time for those who prefer the original atmosphere of the game with the inclusion of various updated textures and my own modifications to the scene.dat.
The ship in the screenshot is the British C-Class destroyer included with the FORTSU mod. Thanks so much to Propbeanie and everyone else.
https://i.imgur.com/NRyCBhI.png:Kaleun_Cheers:
s7rikeback
12-22-20, 03:08 PM
Progress on natural sinking mechanics with a FOTRSU native ship.
You also get a preview of my vanilla enhanced environmental mod which will be released at around the same time for those who prefer the original atmosphere of the game with the inclusion of various updated textures and my own modifications to the scene.dat.
The ship in the screenshot is the British C-Class destroyer included with the FORTSU mod. Thanks so much to Propbeanie and everyone else.
https://i.imgur.com/NRyCBhI.png:Kaleun_Cheers:
Hello Caustic,
Looking forward to see more of this in the future.
:salute:
FotRSU Mod Team
12-22-20, 03:09 PM
bump bump bump
Imminent Release
"Once propbeanie finds his computer's power button"
A very Merry Christmas / Happy Holidays to you all from the FotRSU Team.
100_FalloftheRisingSun_UltimateEdition_v1.3_EN
https://i.ibb.co/MfTNdsp/intro-logo-bkg.png (https://ibb.co/w7H6tRC)
FotRSU_Nippon Maru_Public_Beta_v1_Build
https://i.ibb.co/Pcp4gyd/nippon-maru.png
(https://ibb.co/rxPMHhV)
What is this FotRSU_Nippon Maru_Public_Beta_v1_Build ? (https://ibb.co/rxPMHhV)
Download (https://1drv.ms/b/s!AsNqeJIusLGBlHmbeTZNiSXWjkxf?e=E3RNCg) the read-me pdf...
Caustic
12-22-20, 03:31 PM
Hello Caustic,
Looking forward to see more of this in the future.
:salute:
It's quite incredible brother. I have managed to get the game to differentiate between keel damage and hull damage so now torpedo depth and speed is more important than ever.
Also structural failures have returned in a functional way ie the ships will break in various locations and it's more difficult to accomplish than it was in the original NSM or Vanilla. Some vanilla features were added back in like hit-impulse effects caused by torpedo detonation.
KaleunMarco
12-22-20, 04:05 PM
Yeah, Balao + 4 more torps is a better solution instead of upgrading. Can't remember if it were you or sniper who showed me how to do that.
could have been me.
you need to perform this only once per boat (Gato, Balao, etc) and while you are in port between missions.
browse to the Savegame folder.
make a copy of the ActiveUserPlayerUnits.upc file.
Open the original ActiveUserPlayerUnits with Notepad.
find:
[UserPlayerUnit 1.Compartment 1.Bunker 1]
ID=SternTorpedoRoom
and change the Capacity to whatever you want.
then find:
[UserPlayerUnit 1.Compartment 5.Bunker 1]
ID=BowTorpedoRoom
and change the Capacity to whatever you want.
you can preload the additional slots with warshots by following the torpedo pattern in the line following the Capacity line:
IDLinkAmmunitionLoaded=
or
wait until you reload that Savegame and add the fish via the weapons screen.
voila!
good luck!
:Kaleun_Salute:
Cybermat47
12-22-20, 08:23 PM
https://youtu.be/HA1mbZ_MMh8
propbeanie
12-22-20, 11:51 PM
Boo-ah-ha-ha-ha-ha!!! Good one Cybermat47! Me loves me some SpongeBob, eh, Patchie? Home of utter darkness, technique, "Touch"-"Don't TOUCH!", "Chaw-klut!" and
https://www.youtube.com/watch?v=tT-Xxl2AzDI
FotRSU Mod Team
12-23-20, 03:01 PM
We now direct your attention away from your families, your children, your parents, Christmas, Hannukah, all things "holiday", all things food, etc., and point you at:
Version 1.39 of Fall of the Rising Sun Ultimate Edition (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992)
Do NOT neglect all of the others though, please... :salute:
==================
The FotRSU Mod Team
Merry Christmas!!!
https://media.gettyimages.com/photos/merry-christmas-vintage-illustration-of-santa-claus-flying-his-sleigh-picture-id508562479?k=6&m=508562479&s=612x612&w=0&h=tJhYZlde6rcf23GEl83n7S8MIOYdJ3W3WI3Be6QG3Ck=
Your download link isn't working. I can download other mods just not yours.
Your link isn't working. I can download other mods from here but not yours.
Your download link is broken. I downloaded a few other mods from here to see if it was my computer and I was able to download other stuff with no problem.
propbeanie
12-23-20, 04:59 PM
Try a different browser. There have been 26 downloads thus far, and I just tried again, and can get the file. I did have trouble with my Vivaldi browser, but that shtinking Edge worked fine. Now Vivaldi is doing OK also. Of course, I'm in the US. Don't know if it matters where you are or not...
Also, note the quote at the top of all of the download pages:
"If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser.
Try whitelisting www.subsim.com in your ad-blocker extension, or switching to Microsoft Edge browser or Firefox to complete the download. Thanks."
The ad-blocker in Vivaldi is what was hitting me...
:salute:
Oh, so now it's a pay to download. Got it.
s7rikeback
12-23-20, 06:14 PM
Oh, so now it's a pay to download. Got it.
If I have read this right, your getting a payment prompt trying to download this?
I can ensure you, that this is a free mod and will always be that way.
Can you provide a screenshot please?
If I have misunderstood - please ignore the above, and confirm if you have now downloaded it or not ?
# Update - from my side, it's downloading as expected.
Mad Mardigan
12-23-20, 07:55 PM
If I have read this right, your getting a payment prompt trying to download this?
I can ensure you, that this is a free mod and will always be that way.
Can you provide a screenshot please?
If I have misunderstood - please ignore the above, and confirm if you have now downloaded it or not ?
# Update - from my side, it's downloading as expected.
Can affirm, that the only downloads I know of, that 'require', if you want to call it that.. I call it more in line with donation (but that's just My opinion...) is the ones located in the 'BONUS' section here @ subsim.
As far as it goes for FotRS-U-EN or any other mod/s hosted by modders here... have never that I am aware of, been hidden behind a pay wall... to the modders, a big hearty & heartfelt 'THANKS'.
Signing off for now, so as to get back to work, modding out not only SH4 with this latest update, but My copies of SH3 as well...
If it hasn't rang the bell for those still using LSH3 along with SH4... Urmel released the last version for SH3 earlier on today... not going to clutter up this post by Me, with a hot link to it... I leave that to those interested in it, to find it here...
That said,
I want to wish all, a (as best as can be, considering the situation as it stands for 2020, that is..) a safe, healthy Merry Christmas & a hopefully, better New Year... in 2021. :shucks: :yep: :up: :Kaleun_Cheers:
Peace...
Fair winds, smooth seas & good hunting...
Gute jagd, ihr himmelhunde
M. M.
:Kaleun_Salute:
Cybermat47
12-23-20, 08:29 PM
Got a bit of a weird problem here. I’m trying to give my USS Balao the same armament she has in photos from late 1944, but I can’t get 20mm AA guns or a lone 4-inch deck gun. I’m stuck with the 40mm AA guns and a 4-inch gun that comes with a 20mm plonked on the rear deck.
John Pancoast
12-23-20, 09:33 PM
Congrats all !
propbeanie
12-23-20, 10:56 PM
Got a bit of a weird problem here. I’m trying to give my USS Balao the same armament she has in photos from late 1944, but I can’t get 20mm AA guns or a lone 4-inch deck gun. I’m stuck with the 40mm AA guns and a 4-inch gun that comes with a 20mm plonked on the rear deck.
Are you getting the "normal" screen Cybermat47?
https://i.imgur.com/fAmjip9.jpg
where you only have (usually) the currently active gear of the mod? In this case, a 4" fore with 20mm aft, or a 20mm fore with a 4" aft, or a single 5" fore, or a single 5" aft (default), and then the only choice on the AA is the twin 40mm? We kind of clamped tighter on that this round, to make certain of proper application for upgrades, but if it all goes well, we'll stretch the dates a bit and overlap some of them. The 4" gun is with the 20mm on the deck fore and aft for only a short time, and then it too moves up to a 5" and 20mm. A lot of the boat did have the possibility of doing that for barge busting. You do have single 5" guns fore and aft available, correct? Can you do a screen shot of what you have, if it's much different than above? If it is different, did you empty your Save folder before starting? No other mods?
Hey, John Pancoast! Thank you!
:salute:
Larrywb57
12-23-20, 11:07 PM
FotRSU Mod Team,
The new mod downloaded without any problems. Loaded in mod folder, installed by JSGME and the save folder in This PC > Documents deleted. Ready for test run!
Thanks for the early Christmas present! Wishing the FotRSU Mod Team a Merry Christmas!
Larry
:Kaleun_Salute:
:Kaleun_Applaud:
:Kaleun_Cheers:
If I have read this right, your getting a payment prompt trying to download this?
I can ensure you, that this is a free mod and will always be that way.
Can you provide a screenshot please?
If I have misunderstood - please ignore the above, and confirm if you have now downloaded it or not ?
# Update - from my side, it's downloading as expected.
I am getting the usual make a donation page when I click on the download link. As if this is now a donation only mod. As I said I am able to download other mods from here just not this one.
I didn't use the right terminology in the post below. What I mean is I am getting the page that requires a donation as if it is now a bonus mod.
s7rikeback
12-24-20, 10:11 AM
I didn't use the right terminology in the post below. What I mean is I am getting the page that requires a donation as if it is now a bonus mod.
Ok, that is slightly clearer J0313,
Can you please clear your internet history / cache and try again?
As I have ementioned before, this is not a bonus mod and never will be. I'm concerned that your getting this screen and not allowing you to download, when other people in this thread have downloaded the mod without any problems at all..
s7rikeback
12-24-20, 10:12 AM
Congrats all !
Many thanks John.
propbeanie
12-24-20, 10:48 AM
I didn't use the right terminology in the post below. What I mean is I am getting the page that requires a donation as if it is now a bonus mod.
Now, my being a member of SubSim probably influences my results some, but just to double-check, you are logged-in to SubSim, and when on the download page, you get this:
https://i.imgur.com/h2svwdo.jpg
... note the "orange" text "Download 100_FalloftheRisingSun..." hot-link below the "Navigation" links? Then, with my Vivaldi, and a few other browsers, I get this when clicking on that download link:
https://i.imgur.com/mttYT3y.jpg
... with the "Save" dialog box a pop-up. FireFox just downloads it to the Downloads folder - at least, that's the way my copy does it... But if I'm using Edge, I get this:
https://i.imgur.com/KY1P0g4.jpg
... where the dialog is much smaller, less prominent, and at the bottom of the page. Notice that the "background" page stays the same? I'm wondering if you're going to that "Sign-up" page, because the site sees that you're not a member, and you're getting a less-obvious download prompt? Or maybe, being a non-paying member, you've exceeded the daily limit, whatever that is (5??)... ?? We want to keep the availability of the download in one location, for ease of maintenance, but let us know a few more details, if you can please, and we'll see what we can work out. :salute:
In the meantime, is anyone else having issues with getting the download? Things to look for are ad-blockers in your browser, or added to your browser. You could also try another browser, and see what you get... I cannot get a download link without being logged-in on SubSim.com
Randomizer
12-24-20, 11:02 AM
I tried multiple times but the download never begins although other SH4 downloads work just fine. Am using Chrome and that appears to be a common denominator here.
-C
KaleunMarco
12-24-20, 03:23 PM
Ok, that is slightly clearer J0313,
Can you please clear your internet history / cache and try again?
As I have ementioned before, this is not a bonus mod and never will be. I'm concerned that your getting this screen and not allowing you to download, when other people in this thread have downloaded the mod without any problems at all..
it could be a non-subscriber experience....because of the size of the FOTRSU zipfile or possibly because the non-subscriber has reached a different type of download limit.
it has been so long since i was a non-subscriber that i do not remember the various limits/restrictions with d/l's.
:Kaleun_Salute:
Randomizer
12-24-20, 03:31 PM
Today, attempting to download the FOTRS update I too get the donation page even though logged in as a member.
-C
Front Runner
12-24-20, 03:57 PM
I tried multiple times but the download never begins although other SH4 downloads work just fine. Am using Chrome and that appears to be a common denominator here.
-C
Same here. Don't use Chrome. I used MS Edge for this one download. Something is up with Google Chrome...
Front Runner
12-24-20, 04:00 PM
Merry Christmas to Everyone at Subsim.com
Merry Christmas to the FOTRSU TEAM!
Merry Christmas Onkel Neal!
I've been playing since 5:30 this morning. I've tested all the features using the Navigation Lesson and now I'm on my way to Midway to refuel. Destination Tokyo. First War Patrol Dec. 9, 1941 0600 departed Pearl for Midway and then Empire Waters.
Everything seems to be working just fine with FOTRSU v1.39
KaleunMarco
12-24-20, 05:10 PM
Today, attempting to download the FOTRS update I too get the donation page even though logged in as a member.
-C
ok, well, so much for my theory. :oops::down::damn:
propbeanie
12-24-20, 06:28 PM
two pages back:
Try a different browser. There have been 26 downloads thus far, and I just tried again, and can get the file. I did have trouble with my Vivaldi browser, but that shtinking Edge worked fine. Now Vivaldi is doing OK also. Of course, I'm in the US. Don't know if it matters where you are or not...
Also, note the quote at the top of all of the download pages:
"If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser.
Try whitelisting www.subsim.com in your ad-blocker extension, or switching to Microsoft Edge browser or Firefox to complete the download. Thanks."
The ad-blocker in Vivaldi is what was hitting me...
:salute:
Vivaldi is built on Chrome, basically the same engine. So Chrome & Vivaldi, you have to "white list" subsim dot com, or use a different browser.
btw, we are almost to 150 new downloads in just over 26 hours.
Okay. How do you white list something? Although I don't see this as the problem. If I can download other mods from subsim without problems then I don't see how white listing subsim is going to solve it.
I have noticed something that is happening that didn't before. I am now getting a few pop-ups when I come into forums. And now when I click on a particular thread I get a new tab that opens with an ad for some such crap. I wonder if this has something to do with it?
Okay. It is working now with Microsoft edge!! Wow that is weird. Oh well at least its working.
propbeanie
12-24-20, 07:37 PM
Okay. How do you white list something? Although I don't see this as the problem. If I can download other mods from subsim without problems then I don't see how white listing subsim is going to solve it.
I have noticed something that is happening that didn't before. I am now getting a few pop-ups when I come into forums. And now when I click on a particular thread I get a new tab that opens with an ad for some such crap. I wonder if this has something to do with it?
I don't know if they do whitelisting the same in Chrome as they do in Vivaldi, but I use the "File, Settings" and "Privacy", where there is a whole page of settings, including the "blocking / tracker", and you can turn it off completely, put it in "normal" mode, or "clamp tight", or a combination by the use of "Exceptions", where you would put "www.subsim.com/radioroom", and then you should be OK. I just temporarily turned mine off, then put it back on when finished. I do not get ads from SubSim clicks, though Onkel Neal might be linking to some for ad revenue, dunno... but even when I had the blocker off here, I never got an ad link... Are you using MS Edge? I know it is open wider than Broadway in New York, New York...
mikesn9
12-25-20, 09:09 AM
I use firefox these days and get no popups here or almost anywhere.
I don't know if they do whitelisting the same in Chrome as they do in Vivaldi, but I use the "File, Settings" and "Privacy", where there is a whole page of settings, including the "blocking / tracker", and you can turn it off completely, put it in "normal" mode, or "clamp tight", or a combination by the use of "Exceptions", where you would put "www.subsim.com/radioroom", and then you should be OK. I just temporarily turned mine off, then put it back on when finished. I do not get ads from SubSim clicks, though Onkel Neal might be linking to some for ad revenue, dunno... but even when I had the blocker off here, I never got an ad link... Are you using MS Edge? I know it is open wider than Broadway in New York, New York...
I am okay now. I am not getting the pop-ups any more after doing what you instructed. I only used edge to download the new FOTRSU. Thanks prop. Although it would be nice to know why chrome was giving me the donation page.
propbeanie
12-26-20, 12:42 AM
Just the ad blocker that is on by default in the latest chrome versions. Glad you are going! :salute:
Front Runner
12-26-20, 12:28 PM
I'm on my First Patrol with USS Gudgeon out of Pearl to Empire Waters "Sagami Nada" (Sagami Wan?) departing Hawaii on Dec. 9, 1941. I stopped at Midway to refuel. I'm in Area 4 very close to my assigned Patrol Area and I came across a 2 ship convoy traveling at 8 knots on a heading of 060. Surface attack from ~ 2000 yards in the dark of night near moonset on Dec. 25, 1941 (~0400 hours Pearl Harbor Base Time) (Dec. 26, 1941 Tokyo time).
I was in perfect position for an intercept. Set up a 90 degree zero gyro shot from stern tubes and sank the Auxiliary Cruiser Widder Class (3 torpedoes) for 11450 tons. Also sunk the Taihosan Maru with gunfire for 1810 tons.
My report is that I could not find an Auxiliary Cruiser Widder Class in the Recognition Manual either under Japanese Warships, which same ship is reported as "warship", or under Merchants. The closest I could find is the Auxiliary Cruiser Toro Class (11450 t). Are they one and the same?
I'm using a newly installed copy of SH4 v1.5 PRISTINE, a brand new SAVE Folder and the only two activated mods I am using are FOTRSU v1.39 and the FotRSU Nippon Maru beta v1.1
GENERAL REPORT
My journey to Empire Waters was made at an average of 12 knots Standard. I used about 10% of my fuel from Midway to within 500 NM of Tokyo airbase. Within 500 NM circle I proceed at 4 knots submerged from Nautical Twilight Sunrise to Nautical Twilight Sunset, about 10 hours submerged and 6 knots surfaced at night until the next Nautical Twilight before Sunrise occurs. I'm using an online almanac to find these timings and they work close enough in game! I use about 54% of battery (@ 4 knots) during the submerged portion of the day.
The Save Game I made after sinking the Aux Cruiser and Maru came up perfectly on game shutdown/restart.
I am playing at game time compression speeds of from 1X to 1024X. I don't like going above 1024X time compression especially near enemy waters.
I've been tracking Sunrise/Sunset/Moonrise/Moonset all along the way. I currently have my vertical sync limit set to 60 FPS. I must say that the Celestial Sphere tracking is near perfect! Also the Moon Phases are tracking as well.
My Computer is an Intel i7-6700K with 32 GB RAM and the latest updated Windows 10 64 bit. All necessary Large Address Aware and compatibility issues are complete. My Display Adapter is an Nvidia GeForce GTX 1660 and and Nvidia GeForce GTX 780 for PhysX. I'm running two monitors off of the GTX 1660.
I am playing the game in a FULL SCREEN Window on my main monitor using the DXWND applet and I must say that I am very happy with the results. It enables SH4 FOTRSU to continue to run without losing focus (Alt/Tab loss of focus either purposely or inadvertently.) I can use my second monitor to safely Browse my Almanac, check in with Subsim Forums and do other tasks without losing FOCUS on the running copy of SH4 FOTRSU. While I have yet to complete my first patrol using v1.39, this method of running SH4 FOTRSU seems to be working very well (knock on teak.)
The SH4 FOTRSU v1.39 is running perfectly on this machine.
Stand by for further reports...
propbeanie
12-26-20, 01:15 PM
The Widder class is a German boat: GeAuxCruiser=Auxiliary Cruiser Widder Class. Did it have a rising sun on it? They are a Type=13, which is "Auxilary Ship", of which there are a total of six in the game, which is the GE Widder, JP Toro Maru, and 4 RC hospital ships. For the Toro Maru, Japanese Warships, right after the small set of "regular" light cruisers, and right before the destroyers. For the Widder, it is found right after the Graf Spee, since there are no German light cruisers, but again, just before the DD listings.
Excellent report, and we thank you! Anyone else with comments, good bad or ugly? Anyone doing an S-Boat with a 4" gun? How soon before you are due a 3 inch "upgrade"?... :salute:
Kpt. Lehmann
12-26-20, 01:21 PM
Gentlemen of the FOTRSU dev team, CONGRATS on your latest release! I know how hard you guys have worked to get it done.
Kind regards and....
SINK'EM ALL!!! :arrgh!:
Front Runner
12-26-20, 01:41 PM
The Widder class is a German boat: GeAuxCruiser=Auxiliary Cruiser Widder Class. Did it have a rising sun on it? They are a Type=13, which is "Auxilary Ship", of which there are a total of six in the game, which is the GE Widder, JP Toro Maru, and 4 RC hospital ships. For the Toro Maru, Japanese Warships, right after the small set of "regular" light cruisers, and right before the destroyers. For the Widder, it is found right after the Graf Spee, since there are no German light cruisers, but again, just before the DD listings.
Excellent report, and we thank you! Anyone else with comments, good bad or ugly? Anyone doing an S-Boat with a 4" gun? How soon before you are due a 3 inch "upgrade"?... :salute:
Yep, that was it! My first ship a NAZI! Excellent! I couldn't make out the flag, it was very, very dark. It was travelling in the company of a single Jap Maru, warship leading the way. Wonder where she was going?
Mad Mardigan
12-26-20, 03:17 PM
Ahoy, all... & FotRSU-EN team... :Kaleun_Cheers:
Hope all had as good as possible Christmas. :shucks:
Know that I did. Here an update, there an update... (FotRS v1.39 & SH3 with LSH3-2020 being dropped as well. Had fun getting that last going.)
That aside, here is My take on v1.39, thus far.
Still have the set up from 1.24 & the patch for it.. so... to check it all out before hand, I went with a whole install of its own, as follows.
jsgme:
Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\FotRSU-EN-NipponMaru\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.39_EN
FotRSU-NipponMaru Beta_v1.1
FOTRSU_Traffic_and_Contact_Reports_Increased
UStorp125plus150
International Radio mod
1-MM's Gramophone music mix
Base install 1st, followed up by the Nippon mod, do have to say the 1st time set up did run into a weird issue... all the dials were this weird funky grayed out color. Looked like condensation had iced up in them... :o Sooo... I deactivated them, dumped the game save folder... then reactivated them. This time... no froze up dials. dunno why it happened the 1st time... :doh:
After that I added in the other ones, Moonlight's (mistakenly on originally posting, mis tagged them as Moonrise... My bad... :oops:) Traffic/Contact increased reports... all good... UStorp, as I'm sorry the torps in game are just a bit weaker than they should be, just My own observation on that front... & that I'm using the lowest batch in the main mod folder by the way. NOT looking for nuke torps thank you very much... nor do I want to send the target on a rocket ride, either... :haha: :D
The last 2 in the list, is My own gathering of music files to add to the atmosphere in game. I don't take any credit on the making of the radio mod... as I didn't, just that I like it & use it. I did however, work on the 1-MM's Gramophone music mix, it is part of a 5 file set up of gramophone compilation that covers the end of '41 hence the numbering of the file sets.
2- for '42, 3- for '43, etc.
After all set up, I tested in nav, then ez torp training & ez convoy attack... nary a hiccup there.
Am divested into a career, chugging along in a Sargo class boat (USS Sculpin SS-191) ported out of Manila, got orders to patrol off off Hainan island for 10 days (sent off a radio stat report on the 12th just prior to entering the zone, & is now the 21st...), is like... day 8...9... not sure, exactly, as I got a report of a warship that was in the patrol area & by the time I caught them, they had got outside the patrol area.. by a bit... turned out to be a Toru leading a merchie. needless to say I sank both, though it took more than a few torps to do so. (yes, I do have duds turned on, t'was not the issue... right after I sent off the 2 set of fish @ each... they shifted heading... ugh... just dumb luck... apparently, the Toru, saw the missed torps...or heard Me.. not sure which.. & started looking for Me... not that they did... the next set of fish sent that sucker to the bottom.
The merchie in the mean time, diverged on the original heading it was on, trying to flee the area while the Toru dealt with Me, is My guess... NOT that that did them any good...
Having dealt with the Aux. Cruiser... I went after the Modern Pass/freighter... got ahead of them then sent them to join the Aux. Cruiser... then hot footed it back into the patrol area.
4 fish to sink the 2... 5 that missed. Didn't think the Aux. Cruiser was going to sink after the 2 I slammed into her, so.. I sent off a 3rd... a fireball ripped through it, right after I launched the 3rd... ahh well.
Hopefully, I run across another couple of targets & sink them, with only a couple & even out the tonnage to fish ratio... 1 can hope, or after finishing off that patrol objective, I run into some on the way back & top off at Manila before the nips take it over...
so, all in all, thus far.. thus good. No issues to report.
End of report...
M. M.
:Kaleun_Salute:
Mad Mardigan
12-26-20, 04:19 PM
Yep, that was it! My first ship a NAZI! Excellent! I couldn't make out the flag, it was very, very dark. It was travelling in the company of a single Jap Maru, warship leading the way. Wonder where she was going?
Yeah, Front Runner...:Kaleun_Cheers:
I ran across that Widder Aux. Cruiser Myself... in the 1.24+patch version Myself... took Me a bit by surprise, but, knowing that being at war with not only the IJN but Germany, as well by then.. I sent it on a 1 way trip to see Davey Jones... :haha:
I did take note of being able to see the flag, albeit however a bit dimly, as the night was seriously dark... & found it in the German section of the Recog Manual.
In My case, that Widder, was escorting a merchie... * don't remember the exact type of merchie, as that was some time ago now.. :D *
Any who... point being, any time after 12/21/41, any & all German ships ran across while on patrol/s.. is a valid target... just remember that fact.
M. M.
:Kaleun_Salute:
Moonlight
12-26-20, 05:16 PM
You shouldn't use any traffic mods that are not FOTRSU 1.39 compatible as there has been some convoy and merchant changes which could mess up your game saves.
It just so happens that I've updated the latest FOTRSU 1.39 convoy and merchant layers and I've provided a link for any one that wants to use them. I've also added some extra convoy routes down the East side of Japan as shipping was a bit bereft of targets in my opinion.
The file below is only compatible with the 100_FalloftheRisingSun_UltimateEdition_v1.39_EN
http://www.filedropper.com/fotrsutrafficv139
Mad Mardigan
12-26-20, 05:59 PM
You shouldn't use any traffic mods that are not FOTRSU 1.39 compatible as there has been some convoy and merchant changes which could mess up your game saves.
It just so happens that I've updated the latest FOTRSU 1.39 convoy and merchant layers and I've provided a link for any one that wants to use them. I've also added some extra convoy routes down the East side of Japan as shipping was a bit bereft of targets in my opinion.
http://www.filedropper.com/fotrsutrafficv139
as stated, just only started that career... & no issues with the last traffic & report mod you did Moonlight. Sorry I believe I mis tagged you in that last post I did... I shall remedy that, right after I post this reply.
Grabbed the latest from you, & am thinking, after I dock to unactive the older report & traffic mod then activate the newer one.. & should be good to go on continuing the career... or am I going to need to start a new one.?
Just for further clarification, Moonlight...
M. M.
:Kaleun_Salute:
propbeanie
12-26-20, 06:14 PM
Yep, that was it! My first ship a NAZI! Excellent! I couldn't make out the flag, it was very, very dark. It was travelling in the company of a single Jap Maru, warship leading the way. Wonder where she was going?
There were diplomatic exchanges - surprisingly after the Pearl Harbor raid, mostly because the Japanese had not trusted the Germans (and vice versa), and had not divulged their plans. So it was after that when they finally got around to actually trying to do "cooperation" between themselves, such as it was. There was no real attempt to exchange war ideas or plans prior to that. So the Yanagi missions didn't start until the only mode of transportation left was the submarines. Even the first Yanagi mission in April of 1942 to until August to arrive in Lorient... guess they thought they had all of the time in the world... Here's the thing about those auxilary cruisers - most of them were short-lived... quoting wikipedia about Thor:
"Thor reached Yokohama on 9 October 1942 where she began refitting for a third voyage. However, on 30 November a series of explosions on the supply ship Uckermark destroyed her superstructure, sending a large amount of burning debris onto Thor, which was moored alongside.[8] Both ships were rapidly set ablaze, along with Nankin/Leuthen and the Japanese freighter Unkai Maru. All four ships were destroyed in the fire, and 12 of Thor's crew were killed. Thor was wrecked beyond repair and was abandoned. Her captain, Kapitän zur See Gumprich, later commanded the German auxiliary cruiser Michel on her second raiding voyage, from which he did not return.
A number of survivors of the ship were sent to France on the blockade runner Doggerbank and killed when the ship was mistakenly sunk by U-43 on 3 March 1943 with all but one of her 365 crew lost."
So even once you got off of one, and on to another, it was not good for the ship's hands...
"Almost within sight of Japan and only 50 miles (80 km) out from port,[3] Michel was spotted by the US submarine Tarpon on 20 October 1943.[4] In one of the few instances of American submarines attacking a German ship during World War II, Tarpon fired a total of eight torpedoes in four successive strikes, of which four torpedoes struck home and also detonated[4] - the Mark 14 torpedo still had reliability problems.[5] Michel sank, taking down 290 of her crew, including the captain. The 116 survivors reached safety in Japan after a three-day journey in open boats. Scores of others had been left on rafts and floating wreckage, but the Japanese Navy search aircraft reported they had seen nothing. This caused some friction with the German Navy officers in Japan, who felt the Japanese seemed unconcerned about rescuing possible German survivors.[6] The loss of the Michel marked the end of the cruises of German auxiliary commerce raiders."
You shouldn't use any traffic mods that are not FOTRSU 1.39 compatible as there has been some convoy and merchant changes which could mess up your game saves.
It just so happens that I've updated the latest FOTRSU 1.39 convoy and merchant layers and I've provided a link for any one that wants to use them. I've also added some extra convoy routes down the East side of Japan as shipping was a bit bereft of targets in my opinion.
http://www.filedropper.com/fotrsutrafficv139
It is recommended to not use any additional mods, other than Nippon Maru, of which, we know how it is built, and that it is basically FotRSU - s7rikeback plans on further documentation of such shortly. There have been changes to several ships and their calls in FotRSU (and Nippon Maru) that will CTD your game if you encounter them in anything other than FotRSU and Nippon Maru. There will be (unfortunately) at least one more change yet to make, and probably two or three. There are other changes to the menu files, and a few other places, hence the pulling of the add-in mods. Sonar Lines might be the easiest to double-check, but several of the others are quite involved. :salute:
Mad Mardigan
12-26-20, 11:42 PM
Ok,
Despite My initial reservations, with the setup originally reported (on a fresh SH4 install) of...
jsgme:
Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\FotRSU-EN-NipponMaru\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.39_EN
FotRSU-NipponMaru Beta_v1.1
FOTRSU_Traffic_and_Contact_Reports_Increased
UStorp125plus150
International Radio mod
1-MM's Gramophone music mix
I went back in doc's... & deleted the game save folder...
pulled up jsgme & deactivated everything, leaving only activated:
100_FalloftheRisingSun_UltimateEdition_v1.39_EN
FotRSU-NipponMaru Beta_v1.1
Then...
reactivated only the following... :(
International Radio mod
1-MM's Gramophone music mix
So now, the jsgme activated list looks like:
jsgme:
Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\FotRSU-EN-NipponMaru\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.39_EN
FotRSU-NipponMaru Beta_v1.1
International Radio mod
1-MM's Gramophone music mix
M. M.
:Kaleun_Salute:
Moonlight
12-27-20, 06:46 AM
^ I can't fault you for that M. M. you did the right thing there.
I have a question for you Mr beanie, this convoy in the Nippon Maru mod has a CommandEntry=8 when all the other .mis files in the 100_FalloftheRisingSun_UltimateEdition_v1.39_EN have been corrected to CommandEntry=0, is this an oversight on your end or is it a special convoy of some kind, if I find any more I'll take note of them.
Oh, one more thing, what does a CommandEntry=8 actually do or mean.?
[RndGroup 2]
GroupName=42b_Jap_Convoy_002
Category=0
CommandEntry=8
I am in the process of updating the convoy and merchant files only to make them compatible with the Nippon Maru mod, I'm expecting to finish them later on today, that's if I can stop Jennifer Aniston from phoning me up constantly for a date with her. :O:
UPDATE
I looked through 20 or so .mis files and I didn't see CommandEntry=8 anywhere so I'll put it down to an oversight. :hmmm:
The fotrsu traffic and contact reports increased mod is provided in the link, one for Nippon Maru 1.39 players and one for the fortsu 1.39 base game. :up:
http://www.filedropper.com/fotrsutrafficandcontactreportsincreased
Front Runner
12-27-20, 09:19 AM
https://www.subsim.com/radioroom/picture.php?albumid=1345&pictureid=11712
propbeanie
12-27-20, 10:36 AM
^ I can't fault you for that M. M. you did the right thing there.
I have a question for you Mr beanie, this convoy in the Nippon Maru mod has a CommandEntry=8 when all the other .mis files in the 100_FalloftheRisingSun_UltimateEdition_v1.39_EN have been corrected to CommandEntry=0, is this an oversight on your end or is it a special convoy of some kind, if I find any more I'll take note of them.
Oh, one more thing, what does a CommandEntry=8 actually do or mean.?
[RndGroup 2]
GroupName=42b_Jap_Convoy_002
Category=0
CommandEntry=8
I am in the process of updating the convoy and merchant files only to make them compatible with the Nippon Maru mod, I'm expecting to finish them later on today, that's if I can stop Jennifer Aniston from phoning me up constantly for a date with her. :O:
UPDATE
I looked through 20 or so .mis files and I didn't see CommandEntry=8 anywhere so I'll put it down to an oversight. :hmmm:
The fotrsu traffic and contact reports increased mod is provided in the link, one for Nippon Maru 1.39 players and one for the fortsu 1.39 base game. :up:
http://www.filedropper.com/fotrsutrafficandcontactreportsincreased
The CommandEntry= just designates which vessel is the "leader of the pack". So if CommandEntry=8, that means that the ninth vessel listed is the leader, and will spawn at 100% rate, no matter what is setting is. Note that like other aspects of the game, it starts counting at zero, hence the CommandEntry=0 just means that it uses the first vessel listed as the "leader of the pack".
Now, taking into account the way the game "builds" its convoys (refer to "[ENG] Mission Editor V17.pdf" in the Support / MissionEditing folder), you never know where the ninth vessel will be (unless you really study it out). With a "zero" setting, it is almost always one of the middle vessels, dependent upon the number of rows used for the arrangement.
https://www.subsim.com/radioroom/picture.php?albumid=1345&pictureid=11710
Not seeing the image Front Runner... :wah:
Mios 4Me
12-27-20, 11:58 AM
USS Trout, ex-Midway, off Kyushu, attacked a junk on 12/25/41: flag remained after masts came down. May have occurred with other ship types later in the patrol.
Otherwise a great improvement on the flags, especially the sub's own. Also marked the first occasion of personal combat in SH4 for me when a sailor on the wheelhouse fired a rifle and was shot in turn by our .50 caliber. Nice.
I acknowledge the prohibition against other mods for now but may have to add sonar lines once escorted convoys start up.
ETA: Spelling updates
Yugomu ---> Yugumo class DD
Myazaki ---> Miyazaki
Shizouka ---> Shizuoka
propbeanie
12-27-20, 02:40 PM
USS Trout, ex-Midway, off Kyushu, attacked a junk on 12/25/41: flag remained after masts came down. May have occurred with other ship types later in the patrol.
Otherwise a great improvement on the flags, especially the sub's own. Also marked the first occasion of personal combat in SH4 for me when a sailor on the wheelhouse fired a rifle and was shot in turn by our .50 caliber. Nice.
I acknowledge the prohibition against other mods for now but may have to add sonar lines once escorted convoys start up.
ETA: Spelling updates
Yugomu ---> Yugumo class DD
Myazaki ---> Miyazaki
Shizouka ---> Shizuoka
We have found a few "repairs" leaked out of the "fixed" folder for inclusion. We'll look into that, but it was repaired for this release... hmmm
In the meantime, here is the Japanese DD list in the mod:
DDAkatsuki
DDAkizuki
DDAsashio
DDFubuki
DDFubukiII - Now using regular Fubuki with dates for changes
DDHatsuharu
DDKagero
DDKamikaze
DDMatsu
DDMenaki - Basically disabled in game
DDMinekaze
DDMomi
DDMomiII - Not really a DD, but transport
DDMutsuki
DDShimakaze
DDShiratsuyu
DDWakatake
DDYugumo
Some of the DD above are "second class vessels, and are listed with DE
... or are you maybe referring to DD "named" in one of the "Battle" mis files? Those names are gathered from inet web research, and are spelled the way we found them. But we do not have but the one "Class" of DD you note... ?? :salute:
Mios 4Me
12-27-20, 03:51 PM
In the meantime, here is the Japanese DD list in the mod:
DDYugumo
Some of the DD above are "second class vessels, and are listed with DE
... or are you maybe referring to DD "named" in one of the "Battle" mis files? Those names are gathered from inet web research, and are spelled the way we found them. But we do not have but the one "Class" of DD you note... ?? :salute:
It's still listed as the Yugomu class in the identification manual in 1.39 and I've encountered DDs IDed that way in combat in 1.24.
s7rikeback
12-27-20, 04:53 PM
It's still listed as the Yugomu class in the identification manual in 1.39 and I've encountered DDs IDed that way in combat in 1.24.
Hello Mios 4Me,
We have altered the spelling on the Yugomu class, which will be released in the next update, we have also corrected the floating flag issue with the junk you found.
But as propbeanie has asked, those other names do not exist in the ship rosters of FotRSU that serve the RC manual..
Where did you see these other names please ?
Mios 4Me
12-27-20, 05:53 PM
Hello Mios 4Me,
We have altered the spelling on the Yugomu class, which will be released in the next update, we have also corrected the floating flag issue with the junk you found.
But as propbeanie has asked, those other names do not exist in the ship rosters of FotRSU that serve the RC manual..
Where did you see these other names please ?
My mistake; under the weather, I misread his response.
The other descriptors are place names: Miyazaki in eastern Kyushu, Shizuoka west of Tokyo. Kudos to whoever switched "Jawa" to "Java" awhile back.
Sorry if this question has been asked. I did a fresh install of SH Gold. Installed JSGME and then Rising Sun. Installed the mod and activated it, all seems fine. Start SH4 and it works with no problems either but should there be some kind of splash screen like Trigger Maru? I have no idea if this mod is running:P Had a quick single mission game, it seemed fine but I could see no noticeable changes in anything.
s7rikeback
12-27-20, 07:02 PM
My mistake; under the weather, I misread his response.
The other descriptors are place names: Miyazaki in eastern Kyushu, Shizuoka west of Tokyo. Kudos to whoever switched "Jawa" to "Java" awhile back.
Many thanks Mios 4Me,
we will look into this as soon as we can.
s7rikeback
12-27-20, 07:11 PM
Sorry if this question has been asked. I did a fresh install of SH Gold. Installed JSGME and then Rising Sun. Installed the mod and activated it, all seems fine. Start SH4 and it works with no problems either but should there be some kind of splash screen like Trigger Maru? I have no idea if this mod is running:P Had a quick single mission game, it seemed fine but I could see no noticeable changes in anything.
Hello coopz,
Once you get past the set of short video's, once you start the game,
you "should" be seeing a screen like this with a progress bar.
Between the "Ultimate Edition & v1.39"
https://i.ibb.co/yy2sYN4/Capture.png (https://ibb.co/wWt6wdc)
propbeanie
12-27-20, 07:15 PM
My mistake; under the weather, I misread his response.
The other descriptors are place names: Miyazaki in eastern Kyushu, Shizuoka west of Tokyo. Kudos to whoever switched "Jawa" to "Java" awhile back.
Jawa is Java, it just depends upon which language you use. Surabaya is Soerabaja... Depends upon the era also. Similarly, Miyazaki is Mijazaki, and Shizuoka annexed Shimizu in 2003. On top of all of that, the devs did most of those older locations from the stock game. Besides all of that, my dog ate the homework. and the sun was in my eyes. We'll try to use period-appropriate spellings, and check those other two names.
Sorry if this question has been asked. I did a fresh install of SH Gold. Installed JSGME and then Rising Sun. Installed the mod and activated it, all seems fine. Start SH4 and it works with no problems either but should there be some kind of splash screen like Trigger Maru? I have no idea if this mod is running:P Had a quick single mission game, it seemed fine but I could see no noticeable changes in anything.
Yes, you should see a splash screen. It sounds like you have the game installed in a Program Files folder, and Windows has "rolled back" all of your mod changes. You need to either move the game, or un-install it, and then re-install it in a folder of your own making that is outside of a Program Files folder. See the Support folder documentation pdf files for more. Let us know also, what the source of your game is, such as Steam or Amazon, disk, or some other source... ?? Also, you have to empty the Save folder, which is usually "C:\Users \UserName \Documents \SH4" :salute:
... and s7rikeback is much faster than I are... lol
Yes, you should see a splash screen. It sounds like you have the game installed in a Program Files folder, and Windows has "rolled back" all of your mod changes. You need to either move the game, or un-install it, and then re-install it in a folder of your own making that is outside of a Program Files folder. See the Support folder documentation pdf files for more. Let us know also, what the source of your game is, such as Steam or Amazon, disk, or some other source... ?? Also, you have to empty the Save folder, which is usually "C:\Users \UserName \Documents \SH4" :salute:
... and s7rikeback is much faster than I are... lol
Thanks mate. I have the Ubisoft download. It's installed under D:\SH4\SilentHunterGold\Mods. Haven't saved anything yet. I'll delete it and reinstall.
Front Runner
12-28-20, 06:51 AM
Thanks mate. I have the Ubisoft download. It's installed under D:\SH4\SilentHunterGold\Mods. Haven't saved anything yet. I'll delete it and reinstall.
A common error, depending on how you extract the files from the 7Z file.
The Download is titled "100_FalloftheRisingSun_UltimateEdition_v1.39_EN"
If you extract the files directly to your Desktop, you will notice that when you double click on the Folder titled "100_FalloftheRisingSun_UltimateEdition_v1.39_EN", you will see another Folder titled "100_FalloftheRisingSun_UltimateEdition_v1.39_EN" inside.
If you double click on it you should see the DATA, EXTRAS, SUPPORT Folders as well as some other files inside.
This is the "100_FalloftheRisingSun_UltimateEdition_v1.39_EN" Folder that you want to copy to the MODS Folder. Otherwise the Folder "100_FalloftheRisingSun_UltimateEdition_v1.39_EN" is nesting inside another Folder of the same name "100_FalloftheRisingSun_UltimateEdition_v1.39_EN" and JSGME cannot properly install the FOTRSU MOD.
Front Runner
12-28-20, 06:57 AM
Not seeing the image Front Runner... :wah:
IDK, I followed Onkel Neal's instructions on how to post images...
https://www.subsim.com/radioroom/images/photo_howto/
I can see it OK on my Chrome Browser. Anyone else having problems seeing the Sunset Picture?
propbeanie
12-28-20, 07:55 AM
The linking you used looks good. I can go to your profile page and see this grab fine... perhaps
https://www.subsim.com/radioroom/picture.php?albumid=1345&pictureid=11712
hmmm...
versus:
https://www.subsim.com/radioroom/picture.php?albumid=1345&pictureid=11710
I used 11712 image, while yours has 11710... So, maybe the 11710 is in a private album?
Very nice screen grab, btw.
Mad Mardigan
12-28-20, 08:03 AM
IDK, I followed Onkel Neal's instructions on how to post images...
https://www.subsim.com/radioroom/images/photo_howto/
I can see it OK on my Chrome Browser. Anyone else having problems seeing the Sunset Picture?
Hate to say it... but... what pic.? :06:
All I see is a blank post with your name, Front Runner attached to it... :hmmm:
Sorry...
M. M.
:Kaleun_Salute:
Front Runner
12-28-20, 08:07 AM
Hate to say it... but... what pic.? :06:
All I see is a blank post with your name, Front Runner attached to it... :hmmm:
Sorry...
M. M.
:Kaleun_Salute:
OK, I'll double check. I thought I followed Onkel Neal's instructions. Maybe the Folder isn't set to "Public" although I thought I did. I've got to go to work now, so I'll check later today...
[EDIT] (Later that same day...) I think I fixed it...
Please go back to my OP to see if it now appears.
Yes, PB, I think I grabbed the wrong image from the private folder not the public one.
Mad Mardigan
12-28-20, 01:58 PM
The linking you used looks good. I can go to your profile page and see this grab fine... perhaps
https://www.subsim.com/radioroom/picture.php?albumid=1345&pictureid=11712
hmmm...
versus:
https://www.subsim.com/radioroom/picture.php?albumid=1345&pictureid=11710
I used 11712 image, while yours has 11710... So, maybe the 11710 is in a private album?
Very nice screen grab, btw.
Woww....I grabbed a copy of it, to add in to My desktop background folder. It has WW2 sub shots in it... including some of My own screen shots...
M. M.
:Kaleun_Salute:
Front Runner
12-28-20, 07:02 PM
Woww....I grabbed a copy of it, to add in to My desktop background folder. It has WW2 sub shots in it... including some of My own screen shots...
M. M.
:Kaleun_Salute:
I'm glad you like it.
I don't intend to clutter the thread with screenshots but here are a couple of my favorites. I'll upload some more to my Public Folder so check it out from time to time...
https://www.subsim.com/radioroom/album.php?albumid=1345
Thoughts of home on dawn watch.
https://www.subsim.com/radioroom/picture.php?albumid=1345&pictureid=11714
Onward toward the setting of the Rising Sun
https://www.subsim.com/radioroom/picture.php?albumid=1345&pictureid=11715
granite00
12-29-20, 01:11 PM
Dec 20, 1941 at time 1807
Kadai Type IV Submarine
Long 109 45' East, Lat 11 37' North (Camrahn Bay area)
While patrolling this area, I've observed other submarines traveling through these waters. This submarine is not moving.
propbeanie
12-29-20, 01:15 PM
Thanks. We'll look into that little baby... Don't let it see you though, else you might be a torpedo sent your way... :salute:
Mios 4Me
12-29-20, 05:16 PM
Probably happenstance, so I'm not reporting this as a bug, but I am curious if others have noticed:
An Auxiliary Transport associated with but not maneuvering as part of a convoy, i.e. relatively close by (a few km) and going in the same general direction.
I'd noted it as an oddity in 1.24 south of Tokyo and also near the eastern approaches to the Tsugaru Strait but when I attacked an eastbound unescorted convoy just south of Kyushu headed by a Split Merchant (kudos on the 1.39 fix), an AT came into view paralleling its course.
These are all major arteries, so perhaps it's all coincidental? Those ATs are pesky targets, so they do stand out.
s7rikeback
12-29-20, 06:40 PM
Probably happenstance, so I'm not reporting this as a bug, but I am curious if others have noticed:
An Auxiliary Transport associated with but not maneuvering as part of a convoy, i.e. relatively close by (a few km) and going in the same general direction.
I'd noted it as an oddity in 1.24 south of Tokyo and also near the eastern approaches to the Tsugaru Strait but when I attacked an eastbound unescorted convoy just south of Kyushu headed by a Split Merchant (kudos on the 1.39 fix), an AT came into view paralleling its course.
These are all major arteries, so perhaps it's all coincidental? Those ATs are pesky targets, so they do stand out.
Hello Mios 4Me,
Ship in question is the "KMSSAnsyu=Auxiliary Transport"
This is an error in the .sim file, which has now been corrected for the next update.
Thanks for the report.
maxswain
12-29-20, 08:42 PM
Would you share info about your International Radio mod? This sounds very interesting! This mod is not on subsim is it?
Thanks
Mad Mardigan
12-29-20, 10:51 PM
Would you share info about your International Radio mod? This sounds very interesting! This mod is not on subsim is it?
Thanks
Ahoy, maxswain... :Kaleun_Cheers:
To whom, are you asking about that ''International Radio mod''.?
No matter, in any case... that mod, in question... can be found here:
https://www.subsim.com/radioroom/downloads.php?do=file&id=4700
Enjoy...
M. M.
:Kaleun_Salute:
If you are asking about the music mix... that is My own blend, that I cobbled together... & it's not on subsim, as I don't really have it packed up to send off into the big, bad world...
Front Runner
12-30-20, 08:44 AM
If you are interested in the International Radio MOD. I had no problems downloading and unpacking all 57 files from Mediafire without signing in.
It is a history lesson of the WW2 years.
I have my many Radio Stations set up with my own custom radio.ini file. This gives me many choices of news and music to listen to while cruising along at 1X.
I also use the RadioStationManager applet to assist me in maintaining all the stations.
https://www.subsim.com/radioroom/downloads.php?do=file&id=592
It comes in handy when I am continuing a game. Before loading the Save Game, I treat the Radio Stations to "Prepare Stations for Game Restart"
There are many sources for period music, news and commercials. My go to is
https://archive.org/details/oldtimeradio
Ahoy, maxswain... :Kaleun_Cheers:
To whom, are you asking about that ''International Radio mod''.?
No matter, in any case... that mod, in question... can be found here:
https://www.subsim.com/radioroom/downloads.php?do=file&id=4700
Enjoy...
M. M.
:Kaleun_Salute:
If you are asking about the music mix... that is My own blend, that I cobbled together... & it's not on subsim, as I don't really have it packed up to send off into the big, bad world...
Mad Mardigan
12-30-20, 05:30 PM
If you are interested in the International Radio MOD. I had no problems downloading and unpacking all 57 files from Mediafire without signing in.
It is a history lesson of the WW2 years.
I have my many Radio Stations set up with my own custom radio.ini file. This gives me many choices of news and music to listen to while cruising along at 1X.
I also use the RadioStationManager applet to assist me in maintaining all the stations.
https://www.subsim.com/radioroom/downloads.php?do=file&id=592
It comes in handy when I am continuing a game. Before loading the Save Game, I treat the Radio Stations to "Prepare Stations for Game Restart"
There are many sources for period music, news and commercials. My go to is
https://archive.org/details/oldtimeradio
Ahoy, Front Runner... :Kaleun_Cheers:
I have... & use that applet, too.
Nice, nifty lil' tool... love the ability for it to correct the stations before you launch back into continuing a patrol.
M. M.
:Kaleun_Salute:
dark270
12-31-20, 11:33 AM
hey i just had to comment, trying the latest release, and WOW, nice job boys!
i couldnt stop playing..... thanks for a great MOD!!!!
propbeanie
12-31-20, 01:15 PM
You are welcome dark270. If you notice anything apparently "off", just let us know. We are already working on the next version with additions of content and two corrections and counting... :salute:
You are welcome dark270. If you notice anything apparently "off", just let us know. We are already working on the next version with additions of content and two corrections and counting... :salute:
Great job on v1.3. Up and running smoothly. Thank you for all you and the team have been putting in on FOTRSU. Best of the New Year to you all.
Capt RAP
12-31-20, 05:15 PM
Happy New Year and thank you for this OUTSTANDING MOD!!
Front Runner
12-31-20, 05:57 PM
Has anyone else noticed the visual anomalies when on the BRIDGE (F4) view. They seem to be directly related to the TDC and both periscopes. When you are skyward and slightly to starboard, there is a shadowy visual anomaly not quite in the shape of a circle. As you raise the periscopes you can see two more identical anomalies rise up with the periscopes as well as come down with the scopes.
I have tested this view in SH4 Vanilla and in SH4 TMO RALLES and they do not exist in the other mods.
I'm using FOTRSU v1.39 and Nippon Maru mods only.
Mad Mardigan
12-31-20, 06:02 PM
Has anyone else noticed the visual anomalies when on the BRIDGE (F4) view. They seem to be directly related to the TDC and both periscopes. When you are skyward and slightly to starboard, there is a shadowy visual anomaly not quite in the shape of a circle. As you raise the periscopes you can see two more identical anomalies rise up with the periscopes as well as come down with the scopes.
I have tested this view in SH4 Vanilla and in SH4 TMO RALLES and they do not exist in the other mods.
I'm using FOTRSU v1.39 and Nippon Maru mods only.
If, by that... you mean this weird greyish colored funky looking star patterned thing... then yeah, but for the most part I simply ignore it... but yeah, I did notice it... more so when I went to raise the attack scope...
M. M.
:Kaleun_Salute:
propbeanie
12-31-20, 07:59 PM
Can you guys grab a screen shot? I do not have that on my computers, both with nVidia cards. One is an Intel Core2 Quadcore with a 560Ti in an intel 775 P43 mobo, the other is a Core i7 in a Gibabyte x58 mobo with nVidia 980s... Is it like a little out-of-round area near the top of the view, no matter where you look? Does a Save and re-start of the game eliminate it? Cah you also say if you video streams match between Windows and the game, and what resolution that is? Also, what are you Graphic Settings in the game set to? ie: Full Scene Glare, Light Shafts, Environmental Effects and especially Volumetric Fog? :salute:
Mad Mardigan
12-31-20, 09:34 PM
Can you guys grab a screen shot? I do not have that on my computers, both with nVidia cards. One is an Intel Core2 Quadcore with a 560Ti in an intel 775 P43 mobo, the other is a Core i7 in a Gibabyte x58 mobo with nVidia 980s... Is it like a little out-of-round area near the top of the view, no matter where you look? Does a Save and re-start of the game eliminate it? Cah you also say if you video streams match between Windows and the game, and what resolution that is? Also, what are you Graphic Settings in the game set to? ie: Full Scene Glare, Light Shafts, Environmental Effects and especially Volumetric Fog? :salute:
Yeah, I grabbed at least.. 2 1 from the bridge, looking up with the scopes section just barely in view, the spot in question, circled in thin red pencil tool color:
http://snipboard.io/RIrtp9.jpg
The other snap shot of it, after just barely raising the attack periscope... can see it just above that support cross bracing i.e island in background under that cross brace, that cross brace, the sky above that with the weird grey'ish blob:
http://snipboard.io/DBKTPM.jpg
My computer is a Dell Optiplex 980, stock as I know of.. except where it comes to the graphics card. That, is a Nvidia GeForce GT 720.
The blob, in the 1st snap... doesn't move about any where.. it remains stationary (at least for Me.. I can't speak for Front Runner's instance of it... as it goes with the other one, that only shows when the attack scope gets raised... as the scope goes up... that blob, moves up right along with the scope.
As for your question about ''video streams match between Windows and the game'', not sure what that is supposed to mean. As it is, My monitor is an HP LV2011, & settings for it, as regards res, is 16x9, those same settings match with Win 10 (Win 10 Pro x64 bit). If with that question pertains to doing any streaming of My being in game.. then that would be a resounding no... I don't do any streaming of game play... I leave that to others so inclined to do that.
Settings for NVidia control panel are as follows:
http://snipboard.io/9pLijI.jpg
Game settings in game are, all boxes checked, except for the windowed one. res in there is set to My monitor res set of 16x9...
As it is... it don't really bother Me, I only confirmed for Front Runner, that they were not seeing things or that they had gone around the bend in seeing that... I just pretty much ignore it.
If you need any other info via snap shots, will do My best to provide them...
M. M.
:Kaleun_Salute:
The snaps, were taken while in the Nav training mission. Only have 1 career, & that is in an s class boat, early on in the war. Think the date is like the 21st of Dec. 41. I'll cross check when I reload My last game save. I happened to notice it, after doing the same training mission, as a test to make sure everything looked as it should... but didn't think much about that blob at the time... to be quite frank about it...
dark270
12-31-20, 10:24 PM
You are welcome dark270. If you notice anything apparently "off", just let us know. We are already working on the next version with additions of content and two corrections and counting... :salute:
i really loved the first(few?) mission(s)! btw, was very cool! i did notice, as i head thru the sundra straight after we lost(i say we, but playing as US, lol) surabaya, and my sub got hammered by what i thought was torpedo? but looks like it was artilliary from the land? couldnt see where but very accurate(scare the crap out of me)....sub sank soon afterward, but right before it sank was a CTD, its all good as i had saves i reloaded from and didnt go back there! but so far its a super mod! i love it!
my apologies for spelling.
propbeanie
12-31-20, 11:08 PM
Yeah, I grabbed at least.. 2 ...
Thanks for that. The "stream" matching just means have the "native" or "recommended" setting in Windows, which you do have with the 1600x900. Is it the same in the game though. Also, some of the settings in the game actually mess things up for the newer video cards somehow, such as the Environmental Effects and the Volumetric Fog, depending upon how the card is set, and the mod. Also, try turning the V-sync in the game off. The "sky" in the game is a sort-of squished dome anyway, and some settings do accentuate that area. I do think it is something in the scene.dat, but haven't tried experimenting with it yet...
... my sub got hammered by what i thought was torpedo? but looks like it was artilliary from the land? couldnt see where but very accurate(scare the crap out of me)....sub sank soon afterward, but right before it sank was a CTD...
Make certain your LAA is set correctly on the SH4.exe file, by running LAA again. In the meantime, besides the shore batteries, were there any other "assets" in the area, such as ships or airplanes that you know of? I'll try to look around the area. Do you happen to know about what the date was? You mention Surabaya had been taken by the Japanese, so that would be March 1, 1942. Thanks
:salute:
Happy New Year everybody, and may your year be better than 2020!
Mad Mardigan
12-31-20, 11:58 PM
Thanks for that. The "stream" matching just means have the "native" or "recommended" setting in Windows, which you do have with the 1600x900. Is it the same in the game though. Also, some of the settings in the game actually mess things up for the newer video cards somehow, such as the Environmental Effects and the Volumetric Fog, depending upon how the card is set, and the mod. Also, try turning the V-sync in the game off. The "sky" in the game is a sort-of squished dome anyway, and some settings do accentuate that area. I do think it is something in the scene.dat, but haven't tried experimenting with it yet...
Happy New Year everybody, and may your year be better than 2020!
Yeah, can confirm the res in game, is indeed set, to 16x9 in the settings section.
Just to confirm... you're saying to disengage the enviro settings including the volumetric fog followed up by the vsync settings...? :hmmm:
Just want to confirm I have that right.. if so, then I will see of disengaging them, before setting up a new career.
Would that include doing a dump of the game save file, as well...? or would that not be needed.? :hmmm:
To 1 & all... HappyNewYear...
May 2021, be a safe, healthy... & hopefully better one, than 2020 was... :up:
M. M.
:Kaleun_Salute:
dark270
01-01-21, 12:09 AM
Thanks for that. The "stream" matching just means have the "native" or "recommended" setting in Windows, which you do have with the 1600x900. Is it the same in the game though. Also, some of the settings in the game actually mess things up for the newer video cards somehow, such as the Environmental Effects and the Volumetric Fog, depending upon how the card is set, and the mod. Also, try turning the V-sync in the game off. The "sky" in the game is a sort-of squished dome anyway, and some settings do accentuate that area. I do think it is something in the scene.dat, but haven't tried experimenting with it yet...
Make certain your LAA is set correctly on the SH4.exe file, by running LAA again. In the meantime, besides the shore batteries, were there any other "assets" in the area, such as ships or airplanes that you know of? I'll try to look around the area. Do you happen to know about what the date was? You mention Surabaya had been taken by the Japanese, so that would be March 1, 1942. Thanks
:salute:
Happy New Year everybody, and may your year be better than 2020!
ok will do, also the closest port was still friendly, cant recall the name but it was in the straight, so there was friend ships in port, but i ignored that and kept going, i got about half way, and BAM wish i had screen shots of the holes on the sub, wow, also did u guys take transfers out of the game? like going from the asiatic fleet to midway/pearl harbor? i'm at may 5th 1942 and still cant transfer, no biggie just really enjoying it!
yeah i think i started just before that, as i entered the straights surbaya was taken. so it was then i got shelled, lol
my only reason is thinking it was artilliary form land is i saw one of the splashes in the water and then bam i got hit again, was fairly accurate and deadly.. anyhow no planes/ships of enemy was nearby.
Front Runner
01-01-21, 08:07 AM
Can you guys grab a screen shot? :salute:
I've done a lot of experimenting this morning. I have determined that it ALWAYS occurs for me using the Navigation Training with the Gar. [EDIT: The PORPOISE Class, not the GAR, my bad...
It doesn't matter what in game graphic settings are on or off. Note that when all in game graphic settings are checked off, except Vertical Sync and all of the sliders are set to minimum, the anomaly is more visible, in fact appears solid.
As I've gone from Navigation Training to War Patrols to Single Missions, the anomaly does not ALWAYS follow, but sometimes does. I've gone from Navigation Training to Main Menu to Windows and restarted and when I choose Navigation Training with the Gar the anomaly ALWAYS appears. If I shut down and come back in and go to War Patrol or Single Mission, depending on the type Sub, the anomaly is either not present at all, or, only present for the periscopes and not for the TDC as it is with the Navigation Training.
When going from Navigation Training to War Patrol to Exit to Windows I experienced a number of CTD while exiting.
Normally, when playing FOTRSUv1.39, I always Exit to Windows before I go to any other selection or load a save game.
I have tried many different variants of graphic settings. I've made sure that my Nvidia Inspector settings are turned off for this test and I have my Nvidia Control Panel settings set to "Let the 3D Application Decide"
I have tested this with my Native Monitor settings of 1920 X 1080 @ 144HZ with in game settings to match. I have also tested with Monitor settings of 1920 X 1080 @ 60 HZ with in game settings to match.
PropB, Try going it to Navigation Training Porpoise Class first thing and see what you see.
It is not a game killer bug. I discovered it by just looking around while I was tooling along at 1X. When playing at 1X, I wander around the boat enjoying the incredible detail that the MOD TEAMS, over the life of SH4, have contributed to this fabulous SuperMod.
propbeanie
01-01-21, 10:14 AM
I've done a lot of experimenting this morning. I have determined that it ALWAYS occurs for me using the Navigation Training with the Gar.
It doesn't matter what in game graphic settings are on or off. Note that when all in game graphic settings are checked off, except Vertical Sync and all of the sliders are set to minimum, the anomaly is more visible, in fact appears solid.
As I've gone from Navigation Training to War Patrols to Single Missions, the anomaly does not ALWAYS follow, but sometimes does. I've gone from Navigation Training to Main Menu to Windows and restarted and when I choose Navigation Training with the Gar the anomaly ALWAYS appears. If I shut down and come back in and go to War Patrol or Single Mission, depending on the type Sub, the anomaly is either not present at all, or, only present for the periscopes and not for the TDC as it is with the Navigation Training.
When going from Navigation Training to War Patrol to Exit to Windows I experienced a number of CTD while exiting.
Normally, when playing FOTRSUv1.39, I always Exit to Windows before I go to any other selection or load a save game.
I have tried many different variants of graphic settings. I've made sure that my Nvidia Inspector settings are turned off for this test and I have my Nvidia Control Panel settings set to "Let the 3D Application Decide"
I have tested this with my Native Monitor settings of 1920 X 1080 @ 144HZ with in game settings to match. I have also tested with Monitor settings of 1920 X 1080 @ 60 HZ with in game settings to match.
PropB, Try going it to Navigation Training first thing and see what you see.
It is not a game killer bug. I discovered it by just looking around while I was tooling along at 1X. When playing at 1X, I wander around the boat enjoying the incredible detail that the MOD TEAMS, over the life of SH4, have contributed to this fabulous SuperMod.
The Gar is a clone of the Tambor, so does the Tambor do it for you also, Front Runner? As a little side note, you cannot go from game mode to game mode, such as Submarine School to War Patrol, or Single Mission to Career, etc., without first exiting the game and then coming back in and doing the other "mode". Same with the Museum. If you go to the Museum after having done something else in the game, the Museum display - if it even loads - is invalid. It is more of the same with going the other way. Loading the Museum and then going into another part of the game, even if it runs seemingly OK, is not a good idea. The game does NOT remove itself properly, or does not clear its cache in Windows memory properly, when coming back to the main menu. I even suspect there is a memory leak somewhere in the game, but I have never attempted to "prove" it. If you look closely at what happens to the video and audio after you do higher levels of TC... it's a wonder sometimes that the game runs at all, with all of the abuse we do to the engine. It sure would help if there was some documentation on the "modding interface", instead of this "I wonder what happens when I do this?" approach we have to do... Some tweaks will look good, so you build something else on top of it, only to find some time period later, that it's all a house of cards, waiting for someone to breathe wrong near it... :O:
I'm sorry - I wandered off there... Just ask s7rikeback, it happens all of the time - my wandering off, that is... lol - back to the subject at hand! While testing some new content (get ready Guadalcanal-Solomons players), I'll do some various platform testings in conjunction, and see if I can induce "The Blob" to appear on my displays. I've got 3 computers, each with their own copy of SH4 (original disk on one, Gold disk on another, and UPlay version on the laptop), and all three have different display resolutions. The laptop has onboard Intel graphics, while the other two desktops have nVidia cards. I do not have a viable computer with an ATI card (AMD), since the AGP days are long behind us (thankfully), so I won't be able to test that any longer... :salute:
... and see?? I forget to ask a question... lol - you mention wandering about the boat - do you see this "shadow" in the interior? It's probably a bit more difficult to see things inside, but have you noticed it there? Thanks :salute:
Mad Mardigan
01-01-21, 12:25 PM
Ahoy, propbeanie...:Kaleun_Cheers:
Ok, deselected the boxes in game settings you mentioned... &...
Can report the 1st anomaly shown in pic 1 of 2 that I did.. is still there. however, the other 1, when I went to raise the attack scope.. did not appear.
Strange, to say the least...
Note: This test was ran in the nav training section... with the boat being the Porpoise class boat.
after closing out & exiting.. I reloaded & checked with the boat I am driving now, which is a Sargo class out of Manilla... the Seadragon. I checked those self same areas... and did not see any blobs in those areas.
On a side note, this anomaly, may only occur with certain boats & not the others. This is conjecture, based on the fact on having it there, with the Porpoise class, but yet... not with the Sargo...
On the whole of it, can't really say that it is causing bugs or issues with the entirety of v1.39, just that it's there... on the by & by, I just pretty much note it & forget it...
On a side note, I tried twice skippering an s class, & both times... got My arse handed to Me. Both times, out of Manilla, got orders to patrol Lingayen gulf for 10 days. Think I got that spelled right... Lingayen, any who... both times, despite having patrolled that area, (once 12 days, the other 11) & never got a message stating that I had completed that patrol objective... :hmmm:
Despite that... started heading back towards Manilla, to see if I could do a sneak in/sneak out resupply. when low & behold I run into a small task force (heading was 045 1st time, 2nd was on a course of 090, 1 Nagara cruiser, 8 Tyohei Maru's, with assorted DD escorts. 1st run, watched the group get attacked by air. Know that a P40, got shot down. Before I could attack, got plastered by depth charges & sunk. Was dead stop, running silent, & was down about 165-175 deep, below a thermal layer... so no idea how they detected Me.. yet they did & plastered Me... splash/boom, just that quick.
2nd run... I got in close, on the surface no less... night attack run, when I got in range for the torps to stand a chance to get to the targets, I dove to periscope depth, let loose the fish, then dropped scope & went to make for heading 315, to exit the area where I sent the fishies off, in short get the flock outta Dodge... but.. before I could exit the location good... was dumped on by 1 of the escorts, no idea which 1... & yet again, plastered to death.
With the last attempt to skipper an S class boat, I have since given up on trying to.. gotta give it to the guys who did back then, that boat should have been sent to the ol' subs home & stricken from being used... long before 12/7/41... or kept states side to be used as training boats & not out on the front lines... just My own .02 cents worth... I know... I know, hind sights 20/20 & all that jazz... :yep:
I may see of giving it 1 more try.. but start off from either Pearl or Midway, if that can be done... & see how it goes from there.. Philippines, is murder... :o
M. M.
:Kaleun_Salute:
dark270
01-01-21, 01:14 PM
also can definitely tell the AI is much stronger, btw really enjoying the torpedo attacks(task forces and convoys), they really react differently, idk if that's historic or not, but i like it!
Mad Mardigan
01-01-21, 01:40 PM
also can definitely tell the AI is much stronger, btw really enjoying the torpedo attacks(task forces and convoys), they really react differently, idk if that's historic or not, but i like it!
Ahoy, dark270...:Kaleun_Cheers:
Yeah, I do have to agree with you there, with this go around for the mod, there is reactions to torps incoming, that was missing before. Which would occur, what with having crew that were competent to keep watch against torps incoming... so that's good.
I recall before hand, I caught a task force (I believe.. it was some time back, to be quite frank about it. :yep:) NNW of Luzon, steaming SxSSW rough guess. 2 BB's, 2 cruisers, light or heavy, don't really recall, but they were NOT Aux. Cruisers... a couple of merchie's in tow escorted by a number of DD's... I slammed torp's into the BB's... missed on the cruisers & 1 Lg. Tanker... had the sub positioned so as to be able to use both fore & aft tubes, without having to move to achieve that. Lucky Me... :D
Escorts, did NOT react to the torps, slamming into the BB's... it was NOT until 1 started to sink that by then, did they deign to start to react. Heck, even the Cruisers, nor that tanker, even bothered to raise a fuss.. despite being missed... it was like, the whole group, was brain dead... until that 1st BB went under. :hmmm: go figure...
M. M.
:Kaleun_Salute:
dark270
01-01-21, 02:20 PM
Ahoy, dark270...:Kaleun_Cheers:
Yeah, I do have to agree with you there, with this go around for the mod, there is reactions to torps incoming, that was missing before. Which would occur, what with having crew that were competent to keep watch against torps incoming... so that's good.
I recall before hand, I caught a task force (I believe.. it was some time back, to be quite frank about it. :yep:) NNW of Luzon, steaming SxSSW rough guess. 2 BB's, 2 cruisers, light or heavy, don't really recall, but they were NOT Aux. Cruisers... a couple of merchie's in tow escorted by a number of DD's... I slammed torp's into the BB's... missed on the cruisers & 1 Lg. Tanker... had the sub positioned so as to be able to use both fore & aft tubes, without having to move to achieve that. Lucky Me... :D
Escorts, did NOT react to the torps, slamming into the BB's... it was NOT until 1 started to sink that by then, did they deign to start to react. Heck, even the Cruisers, nor that tanker, even bothered to raise a fuss.. despite being missed... it was like, the whole group, was brain dead... until that 1st BB went under. :hmmm: go figure...
M. M.
:Kaleun_Salute:
yeah i always play on the hardest diff. however usually rack up the sinkings.....which i still get a decent amount but boy they react faster and def. change course more and speed, so its harder to hit.....its a challenge which i enjoy! lol like going thru the straight just east of surabaya after april '42 wow not easy most of the time, which makes sense, idk i prolly play this game too much
propbeanie
01-01-21, 03:56 PM
Ahoy, propbeanie...:Kaleun_Cheers:
Ok, deselected the boxes in game settings you mentioned... &...
Can report the 1st anomaly shown in pic 1 of 2 that I did.. is still there. however, the other 1, when I went to raise the attack scope.. did not appear.
Strange, to say the least...
Note: This test was ran in the nav training section... with the boat being the Porpoise class boat.
after closing out & exiting.. I reloaded & checked with the boat I am driving now, which is a Sargo class out of Manilla... the Seadragon. I checked those self same areas... and did not see any blobs in those areas.
On a side note, this anomaly, may only occur with certain boats & not the others. This is conjecture, based on the fact on having it there, with the Porpoise class, but yet... not with the Sargo...
Well, s7rikeback has been looking deeply into node "sharing" in the game, and this might be related to that, so some boats share with certain others, but they all do not "share" everything, which somewhat complicates things. But if related, what you see as a change, could be explained similarly
On the whole of it, can't really say that it is causing bugs or issues with the entirety of v1.39, just that it's there... on the by & by, I just pretty much note it & forget it...
On a side note, I tried twice skippering an s class, & both times... got My arse handed to Me. Both times, out of Manilla, got orders to patrol Lingayen gulf for 10 days. Think I got that spelled right... Lingayen, any who... both times, despite having patrolled that area, (once 12 days, the other 11) & never got a message stating that I had completed that patrol objective... :hmmm:
Despite that... started heading back towards Manilla, to see if I could do a sneak in/sneak out resupply. when low & behold I run into a small task force (heading was 045 1st time, 2nd was on a course of 090, 1 Nagara cruiser, 8 Tyohei Maru's, with assorted DD escorts. 1st run, watched the group get attacked by air. Know that a P40, got shot down. Before I could attack, got plastered by depth charges & sunk. Was dead stop, running silent, & was down about 165-175 deep, below a thermal layer... so no idea how they detected Me.. yet they did & plastered Me... splash/boom, just that quick.
2nd run... I got in close, on the surface no less... night attack run, when I got in range for the torps to stand a chance to get to the targets, I dove to periscope depth, let loose the fish, then dropped scope & went to make for heading 315, to exit the area where I sent the fishies off, in short get the flock outta Dodge... but.. before I could exit the location good... was dumped on by 1 of the escorts, no idea which 1... & yet again, plastered to death.
With the last attempt to skipper an S class boat, I have since given up on trying to.. gotta give it to the guys who did back then, that boat should have been sent to the ol' subs home & stricken from being used... long before 12/7/41... or kept states side to be used as training boats & not out on the front lines... just My own .02 cents worth... I know... I know, hind sights 20/20 & all that jazz... :yep:
certain of the DD and DE are stronger than others, on purpose of course. If you survive, you might learn to avoid certain classes of ships. Same with sinkings. You might see a certain ship and go "I put 8 torps into one of those last patrol, and I've only got 6 left now. I'm not wasting time on that bugger. I'll do a report when I can surface... btw, as in real life, you do not always have to fully surface to send reports. Open your captain's clipboard, and as you're surfacing next time, watch the envelopes for when they become "whole" for you to be able to send...
I may see of giving it 1 more try.. but start off from either Pearl or Midway, if that can be done... & see how it goes from there.. Philippines, is murder... :o
M. M.
:Kaleun_Salute:
S-Boats are at Manila only to start the war. The others were in the process of being rebuilt and readied for Alaska, since it was assumed there wouldn't be much up there. There were not that many of the S class active at the beginning of the war, due to their "liabilities", and the ones at Manila were scheduled to come back to San Diego when the war started. Those deemed even somewhat reliable were pressed into service. What cracks me up, and is hard to "mod", is the failure rate, where an S-boat would come out of re-fit between patrols and having had some repairs would be test dived at the beginning of the patrol, and fail in one way or another... Imagine the fellows in the S-boat at Pearl later in the war, doing training for sub crews and for DD ASW practice, working with a DD, and they went down for a dive to do a practice run on the DD, and that was the last they were heard from... :o
Ahoy, dark270...:Kaleun_Cheers:
Yeah, I do have to agree with you there, with this go around for the mod, there is reactions to torps incoming, that was missing before. Which would occur, what with having crew that were competent to keep watch against torps incoming... so that's good.
I recall before hand, I caught a task force (I believe.. it was some time back, to be quite frank about it. :yep:) NNW of Luzon, steaming SxSSW rough guess. 2 BB's, 2 cruisers, light or heavy, don't really recall, but they were NOT Aux. Cruisers... a couple of merchie's in tow escorted by a number of DD's... I slammed torp's into the BB's... missed on the cruisers & 1 Lg. Tanker... had the sub positioned so as to be able to use both fore & aft tubes, without having to move to achieve that. Lucky Me... :D
Escorts, did NOT react to the torps, slamming into the BB's... it was NOT until 1 started to sink that by then, did they deign to start to react. Heck, even the Cruisers, nor that tanker, even bothered to raise a fuss.. despite being missed... it was like, the whole group, was brain dead... until that 1st BB went under. :hmmm: go figure...
M. M.
:Kaleun_Salute:
In reality, torp tracks were not that easy to see. Kind of like periscopes, in that you had to practice being able to "see" them, without raising false alarms constantly. Imagine a torp coming out of the sun reflecting on the water... night time, dusk or dawn, etc., especially if you had another ship "screening" your sight. So what we accomplished there, was about what we wanted. However, we did want some prosecution of the ASW effort after that, and for it to be stronger than what we got... :roll: sigh... "simulations"...
We do want anyone seeing those little "blobs" near the top of their screens to report in please. Had you noticed it in previous versions? What boat? Daytime? Interior? Exterior? What kind of vid card? what kind of cpu? How much TC do you use? etc. Anything else you think might be important? :salute:
Mad Mardigan
01-01-21, 06:21 PM
S-Boats are at Manila only to start the war. The others were in the process of being rebuilt and readied for Alaska, since it was assumed there wouldn't be much up there. There were not that many of the S class active at the beginning of the war, due to their "liabilities", and the ones at Manila were scheduled to come back to San Diego when the war started. Those deemed even somewhat reliable were pressed into service. What cracks me up, and is hard to "mod", is the failure rate, where an S-boat would come out of re-fit between patrols and having had some repairs would be test dived at the beginning of the patrol, and fail in one way or another... Imagine the fellows in the S-boat at Pearl later in the war, doing training for sub crews and for DD ASW practice, working with a DD, and they went down for a dive to do a practice run on the DD, and that was the last they were heard from... :o
Yeah, on that... I could well imagine... any how, will note that about reports & not having to be fully surfaced to send 1 off...
On the modeling of malfunctions & such... know that with the use of Cmdr, that that was an option that could be selected. Just a shame, that jcones, didn't do 1 for SH4.. which would have been nice addition there. :yep: Will see of giving it 1 more go, in an S class sub.. & see how it goes.... will still check & se if it is available with a Midway or Pearl start... if not then the Philippines it is...
In reality, torp tracks were not that easy to see. Kind of like periscopes, in that you had to practice being able to "see" them, without raising false alarms constantly. Imagine a torp coming out of the sun reflecting on the water... night time, dusk or dawn, etc., especially if you had another ship "screening" your sight. So what we accomplished there, was about what we wanted. However, we did want some prosecution of the ASW effort after that, and for it to be stronger than what we got... :roll: sigh... "simulations"...
We do want anyone seeing those little "blobs" near the top of their screens to report in please. Had you noticed it in previous versions? What boat? Daytime? Interior? Exterior? What kind of vid card? what kind of cpu? How much TC do you use? etc. Anything else you think might be important? :salute:
If am recalling it right, the torps, went right by a DD, then a merchie, before slamming into the lead BB, which was 1 of 4 I had targeted (2 torps @ each of the BB's( set for 1 under the keel, the other for side impact, 1 each (set for under the keel on both of these targets) at the cruiser & Tanker...) but was the last set of them I had fired off... don't recall about the others I had sent off if they passed by any ships before slamming into the trailing BB... or not... much less the Cruiser I targeted, or the Tanker, for that matter... I guess the only reason, I recall much about the lead BB, is .. as I mentioned, it was targeted with the last set of torps I sent off... & if IIRC it was closer to Me than the other BB, Cruiser & Tanker was. That was some time back, so in a way, I guess you could say it was a moot point, but still relevant in that the escorts did NOT react at all, until after that BB (the lead 1, if I recall it right) went under aka sank. Then they were like hornets looking for the disturber of the nest... but never came close to finding Me... despite having 1 nearly on top of Me. :hmmm: Go figure... :yep:
As for the 'blob's, can tell you.. I didn't use any TC when I checked with the Nav training & saw those there... I'll keep a look out for them, with setting up other careers with other classes & making note if they show up or not... as a side note, I generally don't go much past 256 TC, every once in a blue moon.. I may inadvertently hit 512. I try to keep TC use down in the low numbers, if at all possible. I'll check with TC being just 1x & see if it is there when i get loaded to where i am 'on' the boat... aka finished loading up...
I do have the fps through nvidia control, set to lock that down to 30... though I can't remember what setting it is in the in game/sim settings to not have to activate when that is set like that... I wanna say I think it is vsync, but... am NOT going to swear to that, 100%.... :yep:
M. M.
:Kaleun_Salute:
Mios 4Me
01-01-21, 08:45 PM
We do want anyone seeing those little "blobs" near the top of their screens to report in please. Had you noticed it in previous versions? What boat? Daytime? Interior? Exterior? What kind of vid card? what kind of cpu? How much TC do you use? etc. Anything else you think might be important? :salute:
Not exactly what you're asking about, but we torpedoed a LPC south of Tokyo at night. As inertia carried it away from the contact point, smoke/steam fanned out downward from several points on the line of the horizon, nothing above it. TC at been at 1 for a couple of minutes, up to 64 prior.
USS Balao, July 1942, ex-Midway, no mods, no volumetric or other visual adjustments made (only properly timed sound). Completed assignment was the area just NW/W of Okinawa.
Game CTDed on the next attack. I've been scrupulous with Save protocol this entire career (just wish I'd done saved a couple of attacks previous to this), so no idea why the CTD. We had been chasing a Fast Hansa on the surface, using the last of our shells to slow him and get within torpedo range, then broke off and submerged at flank as they opened fire on us.
propbeanie
01-01-21, 08:52 PM
Not exactly what you're asking about, but we torpedoed a LPC south of Tokyo at night. As inertia carried it away from the contact point, smoke/steam fanned out downward from several points on the line of the horizon, nothing above it.
USS Balao, July 1942, ex-Midway, no mods, no volumetric or other visual adjustments made (only properly timed sound). Completed assignment was the area just NW/W of Okinawa.
Game CTDed on the next attack. I've been scrupulous with Save protocol this entire career (just wish I'd done saved a couple of attacks previous to this), so no idea why the CTD. We had been chasing a Fast Hansa on the surface, using the last of our shells to slow him and get within torpedo range, then broke off and submerged at flank as they opened fire on us.
A Balao - in July of 1942? Even with all of my "salting" of the test missions I did, I never got a Balao that early... hmmm - we will look at the LPC for URC and reflection issues though... thanks. :salute:
propbeanie
01-01-21, 10:43 PM
OK Mios 4Me, this really proves nothing, except that it works fine on my little laptop, but I sure had fun doing it! lol - I wish we could figure out where your computer / the mod / the game is going so wrong on you... anyway, the soon-to-be-victims:
https://i.imgur.com/iKli1cg.jpg
Our little test convoy...
https://i.imgur.com/BqtUkEn.jpg
... with the LPC bringing up the rear
I included the Large Passenger Liner just to have something big to shoot at... Can't miss, right?... :arrgh!: - ho oh, I can... lol
https://i.imgur.com/0XMrzWz.jpg
The Horai (LPC) signifying "distress"...
I was in perfect position (thank you very much propbeanie), shooting 3 at the LPC and 3 at the LPL with the bow tubes of the Gato, with the 4 rear tubes ready to go as soon as I turned, but surely, I wouldn't need them... wrong... Hit with all 3 on the Horai, but the 3rd barely caught the bow, so not much damage. As for the LPL, well... let's just say that at 12k, they can turn and slow down a bit too fast, shall we?... lol - one hit, barely, on the nose also. The first two missed ahead... Anyway, the Horai sinks after a hit from the rear tubes, but of course, I had shot two...:
https://i.imgur.com/3agOPCn.jpg
Only one minute left afloat - btw, that Event Camera is showing a shot at the LPL that missed
... and I do have another half-dozen pics of it, from various angles and both sides, etc., but no sign of any issues. So on with the rest of my fun:
It took another hour of the LPL ziggin and a zaggin back and forth, while I did ahead flank along its route (it helps to have built the mission :roll: ). Anyway, this time, I got in closer, and did my 3 torp spread differently, to "fool" them into slowing down... got 'em. Again, this is a "test" for display anomalies, remember...
https://i.imgur.com/MWUKkma.jpg
The Kiturin loses its buoyancy battle
So, again, I have about a 1/2 dozen pics of the sinking, and none of them display any issues. I have also looked at the "passenger" ships, and by my "trained" eye, they are all OK. Now, z7rikeback just repaired the KMSSAnsyu=Auxiliary Transport, if you'll remember Post #2428 (https://www.subsim.com/radioroom/showthread.php?p=2717108#post2717108), and something like that set-up can cause issues for other ships around... were there other ships about? What was the subject of your next attack? Also, no "blob" shadows hanging above the Gato here... I'll log-out here, and do me a "night attack" next, to see if there is a difference there... In the meantime:
https://i.imgur.com/LZqpCUs.jpg
Attacked by a plane, while I'm submerged
Can you believe it? Of course, this is an hour and fifteen after the initial attack, and I have my external camera over by the LPL, which is why it's such a "long shot" back to my boat, but we did take some minor damage, they were that close dropping from that Mavis that's circled there... good night. Had to have come from Okinawa. Did no one tell them that we're testing here?!?!??!... :arrgh!: I'll get back in a bit with the night shift report! :salute:
Edit: OK, the Night Shift Report - no change Bob. All looks fine with both of those ships when sinking after the sun has set...
Mios 4Me
01-01-21, 11:53 PM
Wishful thinking: It's an upgrade TO a Gato, not FROM a Gato. :(
I restarted the game and encountered another group at night containing an LPC; the glitch did not recur and I completed the patrol without further issue.
FWIW, the areas the smoke/steam emanated from were behind the LPC after it had been hit, marking the point of contact. I'll shoot some cell phone video if it happens again.
Front Runner
01-02-21, 07:01 AM
The Gar is a clone of the Tambor, so does the Tambor do it for you also, Front Runner? As a little side note, you cannot go from game mode to game mode, such as Submarine School to War Patrol, or Single Mission to Career, etc., without first exiting the game and then coming back in and doing the other "mode". :salute:
My bad, I meant the Navigation Training with the Porpoise, not the Gar.
Normally, when playing FOTRSUv1.39, I always Exit to Windows before I go to any other selection or load a save game. I was testing to see if the blobs followed the selection without going to desktop first.
Front Runner
01-02-21, 07:03 AM
USS Balao, July 1942, ex-Midway, no mods, no volumetric or other visual adjustments made (only properly timed sound).
What is "properly timed sound"?
Front Runner
01-02-21, 08:40 AM
I have traced the "BLOB" bug anomaly directly to the Environmental Effects in Graphics Options. I can turn the anomaly on and off from within the game by selecting or de-selecting Environmental Effects. As far as I know, this anomaly is only visible from the Bridge view (F4) when looking skyward. The anomalies seem to occur along the Bow-Stern axis. I believe them to be associated with the TDC, the Attack Scope and the Observation Scope. The forward most anomaly is fixed in position while the other two travel upward and downward as the scopes are raised and lowered.
I made these screenshots using a Nvidia GTX 1660. My Nvidia Control Panel settings are G-Sync OFF, 1080p 1920x1080 @60Hz (Native) and "Let 3D Application Decide" (Adjust Image Settings w/Preview). My "Nvidia Profile Inspector" applet tool has been disabled for this test.
My Computer is a Custom Built Tower using the Intel i7-6700K CPU @4.00GHZ with 32 GB RAM and Windows 10 Pro 64 bit OS.
SH4 was installed using the Corruption Management System from a new and properly installed legacy DVD copy of SH4 with both the SH4v1.4 update and the SH4 U-Boat Missions v1.5 update properly applied to create a PRISTINE copy of SH4 and a New and Clean dedicated Save Folder. All of the applicable recommended LAA (Large Address Aware) treatments were accomplished. FOTRSUv1.39 and Nippon Maru Mods were applied using JSGME. No other Mods are installed. NOTE: The same observations can be made from a STEAM installation of SH4.
The screenshots were taken from a fresh SH4 restart, Submarine School/Navigation Training 1943 PORPOISE, Realism 90 (All Gameplay settings checked on except for "No map contact update", "No event camera" and "No external view".
SH4 FOTRSU v1.39 has been running flawlessly so far in my Career Mode, Gar Class Sub out of Pearl Harbor, Dec. 9, 1941 Patrol Start Date to Empire Waters.
Screenshot with Environmental Effects checkmark on (selected)
The mouse cursor is pointing at the middle one, the other two are barely visible but are present...
https://www.subsim.com/radioroom/picture.php?albumid=1346&pictureid=11719
Screenshot with Environmental Effects checkmark off (de-selected)...
"Blob" is gone. You can observe this behavior from within Navigation Training Bridge (F4), in Game by ESC/Options/Graphic Settings/Environmental Effects checked on or off/Apply changes/YES/BACK/RESUME
https://www.subsim.com/radioroom/picture.php?albumid=1346&pictureid=11718
HERE IS THE RUB! With ALL Graphics Sliders set to MINIMUM and ALL Graphics Effects Checkmarks OFF (de-selected), you can plainly see the "BLOB" anomaly in solid form. In this case, after resetting your Graphics Options, you have to re-start SH4 to consistently observe the effect.
https://www.subsim.com/radioroom/picture.php?albumid=1346&pictureid=11717
vickers03
01-02-21, 09:10 AM
I have traced the "BLOB" bug anomaly directly to the Environmental Effects in Graphics Options.https://www.mediafire.com/view/1oz0cu4f40plzhr/Unbenannt.jpg/filehttps://www.mediafire.com/view/1oz0cu4f40plzhr/Unbenannt.jpg/filehttps://www.mediafire.com/convkey/8ea6/1oz0cu4f40plzhr6g.jpg
someone attached these to the peris, they are not in stock game.
propbeanie
01-02-21, 09:37 AM
I have traced the "BLOB" bug anomaly directly to the Environmental Effects in Graphics Options...
... HERE IS THE RUB! With ALL Graphics Sliders set to MINIMUM and ALL Graphics Effects Checkmarks OFF...
https://www.subsim.com/radioroom/picture.php?albumid=1346&pictureid=11717
https://www.mediafire.com/convkey/8ea6/1oz0cu4f40plzhr6g.jpg
someone attached these to the peris, they are not in stock game.
When I first saw Front Runner's image, that was where I was looking, vickers03... From Front Runner's last image there, it looks like the two scopes, and then the SD radar mount, since it does "sit" on the other "rise/lower"... as a little side-note vickers03, that "hockey puck" you have selected actually goes to the periscope in "front" of the one in the image - to the left of - hence the "off-set" seen in Front Runner's images... but why are they more visible with everything "off" in the settings, and is it the periscopes "blending" into the bigger "blob" with Environmental Effects On?? I'm not certain of the functionality of the Dummy Visual, but we'll try to find out... Thanks Front Runner for the detailed testing. :salute:
Front Runner
01-02-21, 11:42 AM
I'm submerged at Sunset near Tokyo Bay. As the night falls I make a submerged approach to within 9000 yards of Tateyama. I sight the Submarine Tender Jingei Class (9250 tons), stationary so I make a zero gyro approach to about 8500 yards at Radar Depth, I'm in very shallow water hoping I won't be spotted. It is dark.
On my first attack, I fired 3 torpedoes at slow speed. All torps hit but target did not sink.
I restarted and loaded the save game. On my second attack, I fired 4 torpedoes at slow speed. All torps hit but target did not sink.
I restarted and loaded the save game. On my final attack, I fired 6 torpedoes and this time the target sank, and I got credit for it, albeit in shallow water. Instead of the RED sunk target icon, I noticed a GRAY sunk target icon. Is this because the ship sunk in very shallow water?
The Japs didn't know what hit them as I was already long gone, flank speed radar depth until deep water submerged for about 45 minutes and then cleared the area on the surface at Flank Speed.
vickers03
01-02-21, 12:43 PM
I'm not certain of the functionality of the Dummy Visual, but we'll try to find out...
i think its some sensor workaround. it can be made invisible by deleting the attached 3d model as i don't think it's needed, leaving the
node with the position. maybe they used the 3d model to see where
the sensor would be in the game while testing.
KaleunMarco
01-02-21, 01:26 PM
my apologies for breaking in to the conversation....
while i was perusing a CFG file, i noticed a typo.
not sure what its effect might be so put it on the list of things to correct in the next version.
\Data\Sea\NCV_Taiho\NCV_Taiho.cfg
[Unit]
ClassName=CVTaiho
3DModelFileName=data/Sea/NCV_Taiho/NCV_Taiho
UnitType=9
MaxSpeed=33.3
Length=253..0
:Kaleun_Salute:
vickers03
01-02-21, 04:08 PM
i think its some sensor workaround. it can be made invisible by deleting the attached 3d model as i don't think it's needed, leaving the
node with the position. maybe they used the 3d model to see where
the sensor would be in the game while testing.
doesn't work. game ctd, i changed the model to a really small triangle
which can't be seen on bridge, that seems to work.
Mios 4Me
01-02-21, 05:47 PM
What is "properly timed sound"?
It's the "realistic sound travel time" option in Sound settings. The mod has had issues with "volumetric fog" in Display so I thought it might be worth mentioning.
Mad Mardigan
01-02-21, 08:19 PM
Ahoy, :Kaleun_Cheers:
Have something I need to ask about & it concerns sonar...
The guy at that station with this that I am asking about, doesn't report any contacts.... yet, when I take over the station, am getting the light to lite up, but not hearing any noise from the area when it does so.
I went to the general area for them both... popped scope & did a look see... no ships there... surfaced.. & no reports of ships sighted... check the sonar for the general heading for them showing up on the set &... they're both still there, generally in the same heading in the dial for the sonar set.
Am attaching snap shots to illustrate the area I am experiencing this going on... The red box, on the 1st, is where I was, before I stopped having the indicator lighting up & no sound of engine/s happening.
area I was at when I started noticing this & the red box showing where I was when this.. issue, disappeared...
http://snipboard.io/8RBLup.jpg
Further on, before it finally stopped happening...
http://snipboard.io/x6y5Xj.jpg
Am in a Sargo class, ported out of Manilla, 1st patrol... Patrol Lamon Bay for 10 days.
Not using anything else than the main mod, the nippon one, the international radio & My music mix... that's it...
M. M.
:Kaleun_Salute:
fastfed
01-02-21, 08:48 PM
does RSRD work with this mod?
Mad Mardigan
01-02-21, 09:19 PM
does RSRD work with this mod?
''Do NOT use additional mods with this release - They are NOT compatible.!''
Found at the top of the very 1st post, i.e. post #1:
https://www.subsim.com/radioroom/showpost.php?p=2635992&postcount=1
End message...
M. M.
:Kaleun_Salute:
propbeanie
01-03-21, 01:24 AM
It's the "realistic sound travel time" option in Sound settings. The mod has had issues with "volumetric fog" in Display so I thought it might be worth mentioning.
I have found issues with using the sound travel time also, and with adding additional 3D channels. All I do now with the sound is to turn the music volume way down, and the radio volume down to about 3/4 so I don't get blown out of my chair again, spilling my coffee in the process... I wonder if maybe the game isn't a pinch "inefficient" with the use of memory in the computer, or maybe the game doesn't have good "throughput", as in what you hear - or rather, don't hear - when it gets "busy" around you, with some voices being skipped, some sounds being shortened, etc., especially after TC use...
Ahoy, :Kaleun_Cheers:
Have something I need to ask about & it concerns sonar...
The guy at that station with this that I am asking about, doesn't report any contacts.... yet, when I take over the station, am getting the light to lite up, but not hearing any noise from the area when it does so.
I went to the general area for them both... popped scope & did a look see... no ships there... surfaced.. & no reports of ships sighted... check the sonar for the general heading for them showing up on the set &... they're both still there, generally in the same heading in the dial for the sonar set.
Am attaching snap shots to illustrate the area I am experiencing this going on... The red box, on the 1st, is where I was, before I stopped having the indicator lighting up & no sound of engine/s happening.
area I was at when I started noticing this & the red box showing where I was when this.. issue, disappeared...
http://snipboard.io/8RBLup.jpg
Further on, before it finally stopped happening...
http://snipboard.io/x6y5Xj.jpg
Am in a Sargo class, ported out of Manilla, 1st patrol... Patrol Lamon Bay for 10 days.
Not using anything else than the main mod, the nippon one, the international radio & My music mix... that's it...
M. M.
:Kaleun_Salute:
Very interesting. Will investigate further... If you hit Lamon at the correct time, you do encounter a cover force, and then the invasion force coming south from Okinawa (?? Japan??). What you encountered enroute were some of the forces for Albay and Lagonoy Bays that came out of Palau... There are also other submarines (AI) in the area, but I'm wondering if you weren't hearing a ship or two that had either run aground and sank, or maybe a US airplane attack took them out... Anyway, we'll see what we can find - what date is your first image from?
does RSRD work with this mod?
As MM says, additional mods, other than Nippon Maru are not recommended. We did have some add-in mods in a folder, but with this last update, ruined the compatibility on most. The Bigger Protractors is probably OK, but RSRDC is so different from FotRSU, you would end up with CTDs from the get go. lurker built a different CareerStart, Flotilla, ship calls, plane calls, etc. that very little would be compatible between the two. :salute:
s7rikeback
01-03-21, 07:06 AM
my apologies for breaking in to the conversation....
while i was perusing a CFG file, i noticed a typo.
not sure what its effect might be so put it on the list of things to correct in the next version.
\Data\Sea\NCV_Taiho\NCV_Taiho.cfg
[Unit]
ClassName=CVTaiho
3DModelFileName=data/Sea/NCV_Taiho/NCV_Taiho
UnitType=9
MaxSpeed=33.3
Length=253..0
:Kaleun_Salute:
Fixed for next release - good find.
Mios 4Me
01-03-21, 10:39 AM
USS Gato, ex-Midway, 8/8/42, area Abolish, encountered a corvette leading a PCF and torpedoed the latter. We backed away at Full to 3km, then surfaced and finished it off with 3" fire. The corvette continued in the original direction of travel at slow speed the entire time and did not react to the shelling.
On that same patrol, we were short two crewmembers (a Control PO and a Conning Tower officer) when we returned to base, the first time this has happened to me ever. IIRC, I lost a crewman long ago on patrol, who had to be manually removed from the crew list in port. These two were simply gone.
We had been attacked while submerged by a Zero (I think) at increased TC but there were no indications of damage (no "Medic!!!!" or systems damage reports or dropping out of warp), as had happened with the shelling incident, also at increased TC.
This was the second patrol after upgrading from a Tambor, which had had max officers/PO numbers modified. There were no issues with the upgrade or first patrol. Now I am unable to replace the missing officer until I modify the file again.
They sound like SH4 issues, not mod, but thought I'd ask.
28 Dec 1941 in USS Tautog (Tambor class): Encountered a very strangely-behaved convoy, about 160° @ 65 nm SSE of Dublon (measuring from where it says "Dublon" on the map).
One Fleet Tanker, one Large Tanker, one Corvette Subchaser Class, one Type A1 Submarine.
Both tankers were headed SSE @ 1 kt.
Corvette and A1 were stationary.
Neither escort reacted as I torpedoed and sank the tankers.
The A1 Sub took one torp and visibly sank by the stern, but I never got a sinking message. I had a sonar contact in its rough location later.
The Corvette allowed me to shell it until it sank.
Very strange.
Also of note: Torpedoed several ships in dock in the Dublon area. For about half the shots I ensured a more or less 90° impact angle, used Low speed, contact fusing, and shallow running depth - formerly necessary to get reliable detonations with early-war Mk XIV torps.
For the last 3 ships I used about 6-7 shots, also at Low speed, but with magnetic fusing and running at "just below draft" depth, all shots more or less bow-on as the ships were in slips. 100% reliability. Seems unrealistically good, for early-war Mk. XIV.
All of this is with the latest FotRS:UE release (1.39) and no other mods.
Mad Mardigan
01-03-21, 11:56 AM
Very interesting. Will investigate further... If you hit Lamon at the correct time, you do encounter a cover force, and then the invasion force coming south from Okinawa (?? Japan??). What you encountered enroute were some of the forces for Albay and Lagonoy Bays that came out of Palau... There are also other submarines (AI) in the area, but I'm wondering if you weren't hearing a ship or two that had either run aground and sank, or maybe a US airplane attack took them out... Anyway, we'll see what we can find - what date is your first image from?
Believe the 1st snap is around 12/12-13/12 in game. I entered the Bay, late on the 11th, early morn of the 12'ish... not really 100% sure on that, I do admit... I actually noted the anomaly after crossing the green mile marker... right after I submerged. I made a couple of early on ruler lines leading to both areas, that light lit up on the sonar gear, no motor sounds, & no report from the sonar guy of contacts. When I got a lil' bit north of My location in the snap, I hot footed it over that way, to investigate further & when I got in the area submerged & double checked the source... light lit up, no sounds when I listened & no contacts reported from the sonar guy. I popped scope, looked both areas over... heck, I dang near grounded the boat, moving around in the area. When I surfaced... no sign of any ships or anything there.. I gave up, called for resume plotted course.. which took Me back inside the patrol area. Somewhere between 0600 to 1800 hrs on 13/12, lost it... no light lit up... which would be a rough time bell, for that 2nd snap shot.
Hope this helps...
M. M.
:Kaleun_Salute:
propbeanie
01-03-21, 12:55 PM
Fixed for next release - good find.
Tag Team Match!!! lol
USS Gato, ex-Midway, 8/8/42, area Abolish, encountered a corvette leading a PCF and torpedoed the latter. We backed away at Full to 3km, then surfaced and finished it off with 3" fire. The corvette continued in the original direction of travel at slow speed the entire time and did not react to the shelling.
You may have "killed" the gun crew, possibly damaged the rudder, etc. However, which of the corvettes was it?
On that same patrol, we were short two crewmembers (a Control PO and a Conning Tower officer) when we returned to base, the first time this has happened to me ever. IIRC, I lost a crewman long ago on patrol, who had to be manually removed from the crew list in port. These two were simply gone.
I have not looked to see what happens with "dead" crew members lately. We'll look into that. It might be that they "died", and were removed by the game/mod
We had been attacked while submerged by a Zero (I think) at increased TC but there were no indications of damage (no "Medic!!!!" or systems damage reports or dropping out of warp), as had happened with the shelling incident, also at increased TC.
This was the second patrol after upgrading from a Tambor, which had had max officers/PO numbers modified. There were no issues with the upgrade or first patrol. Now I am unable to replace the missing officer until I modify the file again.
They sound like SH4 issues, not mod, but thought I'd ask.
Now, all of the boats have increased Officers and Petty Officers, and you should not run into replacement issues with any of the boats until late in the war, unless of course, you added high-ranking crew earlier and filled all the slots... we will look though.
28 Dec 1941 in USS Tautog (Tambor class): Encountered a very strangely-behaved convoy, about 160° @ 65 nm SSE of Dublon (measuring from where it says "Dublon" on the map).
One Fleet Tanker, one Large Tanker, one Corvette Subchaser Class, one Type A1 Submarine.
Both tankers were headed SSE @ 1 kt.
Were you inside the atoll boundaries?
Corvette and A1 were stationary.
The A1 would not have been part of the convoy, and it could be that the escort and A1 had collided and were damaged...
Neither escort reacted as I torpedoed and sank the tankers.
The A1 Sub took one torp and visibly sank by the stern, but I never got a sinking message. I had a sonar contact in its rough location later.
These two symptoms might be related to ship configuration, so we'll check them both out. Again though, which corvette??
The Corvette allowed me to shell it until it sank.
Very strange.
Also of note: Torpedoed several ships in dock in the Dublon area. For about half the shots I ensured a more or less 90° impact angle, used Low speed, contact fusing, and shallow running depth - formerly necessary to get reliable detonations with early-war Mk XIV torps.
For the last 3 ships I used about 6-7 shots, also at Low speed, but with magnetic fusing and running at "just below draft" depth, all shots more or less bow-on as the ships were in slips. 100% reliability. Seems unrealistically good, for early-war Mk. XIV.
All of this is with the latest FotRS:UE release (1.39) and no other mods.
The torpedo fail-rate in the mod is back to v0.90 beta levels, which are basically "baby-fied" very low-level failure rates, since we left out the add-in mods. Time permitting, I hope to get to a few of those mods today.
Believe the 1st snap is around 12/12-13/12 in game. I entered the Bay, late on the 11th, early morn of the 12'ish... not really 100% sure on that, I do admit... I actually noted the anomaly after crossing the green mile marker... right after I submerged. I made a couple of early on ruler lines leading to both areas, that light lit up on the sonar gear, no motor sounds, & no report from the sonar guy of contacts. When I got a lil' bit north of My location in the snap, I hot footed it over that way, to investigate further & when I got in the area submerged & double checked the source... light lit up, no sounds when I listened & no contacts reported from the sonar guy. I popped scope, looked both areas over... heck, I dang near grounded the boat, moving around in the area. When I surfaced... no sign of any ships or anything there.. I gave up, called for resume plotted course.. which took Me back inside the patrol area. Somewhere between 0600 to 1800 hrs on 13/12, lost it... no light lit up... which would be a rough time bell, for that 2nd snap shot.
Hope this helps...
M. M.
:Kaleun_Salute:
Thanks for the details. That will help focus the time frame. Again, my guess is something sank near shore just prior to your arrival. My guess is that the crush-depth on some ships might be set too deep to "kill" them when they sink in shallower water. We'll check a few out, especially ones in those Lamon Bay groups. :salute:
Mios 4Me
01-03-21, 01:59 PM
Hi Propbeanie, I couldn't reply directly to your post above regarding the corvette, type unknown. In fact, we did not attack it at all; we ignored it as completely as it ignored us.
The map indicated it was moving slowly, but as we did not check its position over time, it could have been stationary after the torpedo attack on the merchant.
fastfed
01-03-21, 02:26 PM
since when did this mod become the big cheese? it was always Real fleet boat vs TMO
at least it was not that long ago
KaleunMarco
01-03-21, 02:50 PM
Fixed for next release - good find.
More for the List.
it appears as if someone forgot to check dates before propagating....
well, as they say on The South Side: Na Na Na Boo Boo.
:Kaleun_Salute:
Flotillas.UPC
[Flotilla 3.UserPlayerUnitType 4.Objective 6]
ID= BR4Obj6
NameDisplayable= Molucca Sea
AvailabilityInterval=1944-04-01, 1944-06-31
ObjectiveCode= Molucca Sea
[Flotilla 8.UserPlayerUnitType 4.Objective 6]
ID= FI4Obj6
NameDisplayable= Molucca Sea
AvailabilityInterval=1944-04-01, 1944-06-31
ObjectiveCode= Molucca Sea
[Flotilla 9.UserPlayerUnitType 4.Objective 6]
ID= MB4Obj6
NameDisplayable= Molucca Sea
AvailabilityInterval=1944-04-01, 1944-06-31
ObjectiveCode= Molucca Sea
[Flotilla 11.UserPlayerUnitType 4.Objective 6]
ID= MII4Obj6
NameDisplayable= Molucca Sea
AvailabilityInterval=1944-04-01, 1944-06-31
ObjectiveCode= Molucca Sea
propbeanie
01-04-21, 10:11 AM
Oh my gosh! The "Curse of 31 Days in a 30 Day Month" (COTDIATDM) has struck again! This is what I get for using copy and paste without reviewing the original text!... lol - Thankfully, it is a benign condition in this case, but we have already performed surgery and exorcised the mass from the patient with no ill side-effect!... Thanks for the keen eye good sir! :salute:
CapnScurvy
01-04-21, 11:31 AM
since when did this mod become the big cheese? it was always Real fleet boat vs TMO
at least it was not that long ago
To bluntly answer your question, Real Fleet Boat and Trigger Maru Overhauled have had their modifications ending years ago. Little has been done to them after their "creators" left the market. TMO's sole creator Ducimus left for parts unknown (after at least a half dozen attempts :O:). The latest modders for RFB (which I was one) did so years ago too.
Thanks to propbeanie, and s7rikeback this mod has new life being pumped into it daily......which can't be said of most other "Mega Mods" to this nearly 14 year old game!
My hat's off to them for their work and continued support of the SubSim Community!! :up:
Have a safe and Happy New Year everyone.
propbeanie
01-04-21, 01:12 PM
CapnScurvy!!! :salute:
How is the slightly used vehicle doing? Have you found all of the parts for it yet? Any pix? lol - Good to "see" you! Happy New Year to you and your family also! :salute: :yeah:
s7rikeback
01-04-21, 01:47 PM
To bluntly answer your question, Real Fleet Boat and Trigger Maru Overhauled have had their modifications ending years ago. Little has been done to them after their "creators" left the market. TMO's sole creator Ducimus left for parts unknown (after at least a half dozen attempts :O:). The latest modders for RFB (which I was one) did so years ago too.
Thanks to propbeanie, and s7rikeback this mod has new life being pumped into it daily......which can't be said of most other "Mega Mods" to this nearly 14 year old game!
My hat's off to them for their work and continued support of the SubSim Community!! :up:
Have a safe and Happy New Year everyone.
Hello CapnScurvy,
How the devil are you ?
how's the "other" hobby going? You finished yet ?
:Kaleun_Salute:
Just saw your post, had to check what page I was on in this thread!
Brought a smile to this old face.
The very best to you for this new year, as you and the FotRSU team have certainly brought many hours of pleasure to me playing this mod.
:Kaleun_Salute:
Duh and then I go and mis-type the title, 2012, permit me to change that to 2021
CapnScurvy
01-04-21, 06:16 PM
Hello all......yes it's been a while! I'm fine, staying close to home and ducking the virus like most people. Looking forward to the vaccine when it comes. I'm not going to "hijack'" this thread so I'll be brief. As propbeanie pointed out, I've had other interests since getting away from the computer. One being a restoration of a 1934 Ford Victoria (a project I've long wanted to do). Between building up my shop with necessary tools (drill press; handmade 50 ton press; mig welder; numerous hand tools specific to this cars repair etc.) plus having a learning curve in working on these kinds of automobiles (no repair manuals on these older cars, Ford expected you to bring it in for them to work on).
I've taken the original car I bought:
https://i.postimg.cc/nh14wQZ7/34-Vic2.jpg
and turned it into this:
https://i.postimg.cc/HxrbxZM4/Frame.jpg
Yep, it's down to the frame! I'm replacing rivets as needed, and already had it straightened. Sandblasting/painting will be next before rebuilding the components. Most of the undercarriage (springs, shocks, brakes) have needed to be replaced/repaired. Frankly, even though the initial picture "looked good", it was in terrible shape..... I'd call it a "death trap" after looking into it. Engine is good, but I'll still need to rebuild. Here's a few more pictures:
https://i.postimg.cc/vmHrRHHK/Body-Off1.jpg
That large square hole on the back is where the trunk lid goes. The Ford Victoria was the first Ford to have a trunk (a place to store things). The Model A Victoria didn't have a lid. You had to pull forward the rear seat back to get to the storage space. 33-34 Ford Victoria's had trunks accessible from outside the car. After the 34 Victoria, all other Ford model years had outside opening trunks. The Victoria ran for only five years 30-34. The name was used again during the Fifty's by Ford on specific models. Once again later as their top-of-the-line Crown Victoria.
https://i.postimg.cc/0NWp9Rzy/Body-Off.jpg
The body is sitting on a boat frame I had that has a makeshift auto frame on it, ready for me to have it chemically dipped. This will strip off 4 layers of lacquer paint and rust before starting the actual body work. Doors and fenders are already cleaned, ready for their next phase. You'd think I would have been further along than this, BUT, what else do I have to do?!?
Again, sorry for this post. I just couldn't help myself in responding to a valid question as to why FOTRSU has become popular.
The continued hard work of guys like propbeanie and s7rikeback is the only answer! :yeah:
Aktungbby
01-04-21, 06:37 PM
CapnScurvy! Good to see u did'nt "give up the ship":arrgh!::Kaleun_Salute:
Hi Propbeanie, I couldn't reply directly to your post above regarding the corvette, type unknown. In fact, we did not attack it at all; we ignored it as completely as it ignored us.
The map indicated it was moving slowly, but as we did not check its position over time, it could have been stationary after the torpedo attack on the merchant.AFAIK the only corvette type in FotRS:UE is the Corvette Subchaser class, which I mentioned in my post above. At least, it's the only thing I ever run into with Corvette in its name.
FWIW, I am out on my 2nd patrol and have had some dud torps since the last post. Even a full sub-load of fish isn't necessarily a useful sample size.
So far they are the expected type of duds: either the magnetic influence fuse simply doesn't work (or maybe the torp ran too deep), or the contact fuse doesn't work.
Mad Mardigan
01-04-21, 07:45 PM
Hello all......yes it's been a while! I'm fine, staying close to home and ducking the virus like most people. Looking forward to the vaccine when it comes. I'm not going to "hijack'" this thread so I'll be brief. As propbeanie pointed out, I've had other interests since getting away from the computer. One being a restoration of a 1934 Ford Victoria (a project I've long wanted to do). Between building up my shop with necessary tools (drill press; handmade 50 ton press; mig welder; numerous hand tools specific to this cars repair etc.) plus having a learning curve in working on these kinds of automobiles (no repair manuals on these older cars, Ford expected you to bring it in for them to work on).
I've taken the original car I bought:
https://i.postimg.cc/nh14wQZ7/34-Vic2.jpg
and turned it into this:
https://i.postimg.cc/HxrbxZM4/Frame.jpg
Yep, it's down to the frame! I'm replacing rivets as needed, and already had it straightened. Sandblasting/painting will be next before rebuilding the components. Most of the undercarriage (springs, shocks, brakes) have needed to be replaced/repaired. Frankly, even though the initial picture "looked good", it was in terrible shape..... I'd call it a "death trap" after looking into it. Engine is good, but I'll still need to rebuild. Here's a few more pictures:
https://i.postimg.cc/vmHrRHHK/Body-Off1.jpg
That large square hole on the back is where the trunk lid goes. The Ford Victoria was the first Ford to have a trunk (a place to store things). The Model A Victoria didn't have a lid. You had to pull forward the rear seat back to get to the storage space. 33-34 Ford Victoria's had trunks accessible from outside the car. After the 34 Victoria, all other Ford model years had outside opening trunks. The Victoria ran for only five years 30-34. The name was used again during the Fifty's by Ford on specific models. Once again later as their top-of-the-line Crown Victoria.
https://i.postimg.cc/0NWp9Rzy/Body-Off.jpg
The body is sitting on a boat frame I had that has a makeshift auto frame on it, ready for me to have it chemically dipped. This will strip off 4 layers of lacquer paint and rust before starting the actual body work. Doors and fenders are already cleaned, ready for their next phase. You'd think I would have been further along than this, BUT, what else do I have to do?!?
Again, sorry for this post. I just couldn't help myself in responding to a valid question as to why FOTRSU has become popular.
The continued hard work of guys like propbeanie and s7rikeback is the only answer! :yeah:
Hey... :Kaleun_Cheers:
Nice, wouldn't mind seeing more updates as the restore goes forward... nor of seeing the finished restore project.
I... really am glad you did an answer to that about why FotRS was (to quote fastfed) 'the big cheese'... :o
The mods in question, were done some time back & as you pointed out, not kept up with any more.
The continued hard work of guys like propbeanie and s7rikeback is the only answer! :yeah:
I like... & very much so, appreciate the FotRS' team, for their continued work on it... a tip o' the hat to y'all. :Kaleun_Wink:
Glad to know you're avoiding the nasty beer buggery mess, Hope you had a good Christmas, & May 2021 be a (hopefully safe, healthy & better than 2020 was) better New Year... to you & yours CapnScurvy, a belated Happy New Year....:()1:
All the best to you, CapnScurvy...
Gute jagd, ihr himmelhunde
M. M.
:Kaleun_Salute:
propbeanie
01-04-21, 07:48 PM
@ CapnScurvy: As you know, the pace is not the important part. It's kind of like fishing, and you are NOT in a competition. This is for relaxation. So cast the bait out every once in a while, slow crank it back in... cast again. lather rinse repeat. Have fun with it!
AFAIK the only corvette type in FotRS:UE is the Corvette Subchaser class, which I mentioned in my post above. At least, it's the only thing I ever run into with Corvette in its name.
FWIW, I am out on my 2nd patrol and have had some dud torps since the last post. Even a full sub-load of fish isn't necessarily a useful sample size.
So far they are the expected type of duds: either the magnetic influence fuse simply doesn't work (or maybe the torp ran too deep), or the contact fuse doesn't work.
There is the Subchaser, and there is the "Old Corvette"... I have run through all of the Type=1 vessels though anyway, nothing found in them. I have also run several scenarios with all of the Type=1 vessels, and have not found issues. The Type A1 also seems fine, and sinks with one hit, if you get it in the right spot. It can see periscopes just as well as a DD, and will shoot torpedoes at you if you're in close enough and leave the scope up too long, as well as using the deck gun to shoot at you... We'll keep re-visiting this though, just to make certain. As happens far too often with the game and any mod, it can take the modders much longer to replicate what some players find in one day of using the mod... :roll: - Keep the reports coming! :salute:
fastfed
01-04-21, 08:55 PM
To bluntly answer your question, Real Fleet Boat and Trigger Maru Overhauled have had their modifications ending years ago. Little has been done to them after their "creators" left the market. TMO's sole creator Ducimus left for parts unknown (after at least a half dozen attempts :O:). The latest modders for RFB (which I was one) did so years ago too.
Thanks to propbeanie, and s7rikeback this mod has new life being pumped into it daily......which can't be said of most other "Mega Mods" to this nearly 14 year old game!
My hat's off to them for their work and continued support of the SubSim Community!! :up:
Have a safe and Happy New Year everyone.
ok cool, thanks
Captain Dave
01-05-21, 10:27 AM
CapnScurvy. Nice vehicle. Having owned a '47 GMC for years, I can appreciate the work you'll be doing. Although tedious at times, keep picturing the final result.
Waiting to see 3 guys in suits pop out of the car carrying tommy guns.
JeffG:Kaleun_Cheers:
Mad Mardigan
01-06-21, 01:26 AM
Ahoy... :Kaleun_Cheers:
What is up with responses to targets sighted..??? :06: :06: :hmmm:
Sighted 2 groups, 1st was off to the north of Aparri, sent off a radio dispatch on them, only to get back from ComSubAfl, the following:
Lucrative target X forces dispatched to attack X safely disengage & resume current assignment or RTB for resupply or Repairs X
2nd group I run into has 2 Kongo BB's, 2 Heavy Cruisers, some merchants & a number of DD escorts of varying classes (that I got sight of), not counting some that hadn't gotten into viz range at the time.
I send off a flash message & get that same message above, YET again..???
What the..??
I ran into that 2nd group, making an end run to Mariveles, to see if I can resupply, before the fall of the Philippines. Fuel wise I'm alright, torps are kinda on the light side.
On another note, trying to figure out the current objective I got.. Leave base, with orders to patrol Lamon Bay, for 10 days, en route there, though the San Bernardino Passage, I run into a small task force consisting of 2 DD's (a Kamikaze & a Minekazi), a heavy Minelayer Okinoshima & a Seaplane Tender Chitose. I sank the Minekazi, 1st torp missed due to them evading, but... they didn't get away from the 2nd fish. The Kamikaze, went down by luck of getting tagged with the fish that the Minekazi evaded... talk about sheer luck. :yep: :D, which left Me the Minelayer & the Seaplane Tender. Sank the Mine layer with 1 fish, the Tender, took 3 to sink it.. having sank them completed the add on objective for that.
Made the Lamon Bay, & outside of that report by Me earlier, poked around in there for 5 days & then got messaged saying i had completed the objective for there... :06: :hmmm: 5 days out of 10 & it's completed... something don't add up...
After that, had a green circle of approximate same size as the Lamon Bay area, showed up around Aparri, completed at minimum of 5 days after getting up there... at this point, a new, LARGE green circle showed up, encompassing the completed Lamon Bay inside it.
While in the Aparri area, I ran into that 1st group that I got messaged to disengage from... after doing so, I ran into an Aden Maru, sent it to Davey with 3 torps... 1 impact, 1 miss & then the 3rd which finished it off.
At this stage am not sure what is going on... can only assume, that I have to go another 5 days around Aparri (since I didn't get any message about that area, after Lamon Bay completed after only 5 out of 10 days... & no message about that large circle around the same general area of Lamon Bay. :o
So... after doing 5 days there around Apari, I decided to hot foot it back & try to get in a resupply, before the Philippines fall. & that, is when I ran into that 2nd group that led to this post. Date is now 25/12/41...
So... at this point in time, trying to make heads or tails out of all this.
M. M.
:Kaleun_Salute:
Ok, trying to figure out the mission objectives... disregard that portion...
Was able to make Mariveles, resupply, then hot footed it back to Aparri.
Not long after doing so, got message of that area completed rough 5 days, guess I missed hitting the 5 days right off as I thought I did.
That said, am to NOW... patrol that BIG green circle area, in the general Lamon Bay area this time, again time belled for 10 days like the Lamon Bay itself... unless that knocks out in 5 days as did patrolling the bay ended... 5 days ahead of schedule... :hmmm:
Guess I'll find out, soon enough... Onward & upwards... as the saying goes...
Cry havoc... & let slip the dawgs of WAR.!
M. M.
:Kaleun_Salute:
propbeanie
01-06-21, 11:07 AM
@ MM: Depending upon the routing in DynamicMiss, you might get that response if you only have 25%-30% of your torpedoes left. Since you apparently sighted a Task Force, it's probably a 30% requirement, so you "fell through" to option 50 response, which is "break-off". You can attack anyway, if you want, but you might just punch yourself into a trap with nothing to defend yourself with.
As to the time ordered to patrol, and what actually happens, that is the way things went quite a bit throughout the war, but especially early and especially with the Asiatic Fleet. They were "firefighting", running about from place to place where the Japanese had been sighted. The boat that had been assigned to the Aparri area had been recalled, so the boat at Lamon was moved north just after their arrival at Lamon. Naturally, that move caused them to miss the invasion force for Lamon Bay... What you encountered coming out of the San Bernardino Pass was the Japanese support force that was tasked with mining the approaches to San Bernardino Pass to protect the flanks of the Lingayen Gulf force. If you hang in that area a few days, you do encounter both the invasion forces and the support forces out of Palau, which then go to Davao Gulf, of which, if you are in the Aparri Area, your boat gets called to go fight ~that~ fire. Quite a few of the Manila boats in fact, are called to head for Davao Gulf. Others, if you call in a Status Report, you'll get the same thing. Either an assignment north and east of Davao, or east toward Palau, south of Davao toward Celebes, or west in the Celebes Sea. After that, the next "emergency" is in the Celebes and Sulu Seas as the Japanese move on Borneo, then Makassar Strait and Balikpapan, etc... Just a mass of confusion on all points of the compass, which was part of the Japanese plan, similar to "blitzkrieg", only on the water...
As for the "objective", you have to pay attention to orders. Use your Captain's clipboard Mission Objectives (<F8>) to try to follow along with Manila. Click the "magnifying glass" to be "centered" on the objective area. You might have noticed that the Lamon Bay fulfilled when you were ordered to Aparri. This is one thing with FotRSU that we've done, in that you get the renown points for the objective, whether it was an order for 10 days, and it only lasted 3 or if it was for 6 days, and didn't even last 24 hours, or if it was for 10 days and you had to stay the full 10 days in a little 50nm area... you get the points for the completed objective if ordered elsewhere. If you don't, let us know. I'll have to visit the mission though, to look and see if you go back to Lamon Bay, or down to Lingayen Gulf, but...
You might end up ordered back into a previously visited area, such as what might happen with your assignment with Lamon Bay, then to Aparri, and then probably back to Lamon Bay. I'll check that to make certain, but your objective probably encompasses a larger area the 2nd time. I've probably got the "patrol circle" set to appear too soon though. But this is why, as an order from ComSubsAF, you are told to husband your torpedoes, conserve your fuel, etc. upon departure. Of course, no one expected MacArthur to allow his airplanes to be caught on the ground and over half of them destroyed on 10 December 1942, which allowed the Japanese all kinds of options then with their invasion plans, and really put the sub force behind the eight ball... Couple that with really really bad performance from the Mk14 torps, which scared the buhjeeberz out of more than a couple of the skippers (imagine one sub against a couple dozen capital ships, knowing that your torpedoes are impotent), combined with probably a good third of the skippers being sonar indoctrinated and war games subservient (little play on words there), and material failures (especially S-Boats) all combined to bring about a disaster for the region and the submarine force. Look at the ships sunk to boats lost ratio... not good...
I do have to look into the "duds" mods today, and maybe get a few add-ins posted soon, so that you can truly "taste" a small touch of what those fellows went through almost 80 years ago. :salute:
Edit: I have checked, and the mission file for what you have there MM is for Lamon Bay, re-directed to Aparri, re-directed back to Lamon Bay, but to cover a larger area, then that set is finished. You end up on the wrong side of Luzon, in a slightly difficult position if you are low on anything... Make a run to Manila, if it's not too late, or make a run for Balikpapan?... tough choices.
Mad Mardigan
01-06-21, 04:51 PM
Ahoy, propbeanie...:Kaleun_Cheers:
Reply from Me in dark orange...
@ MM: Depending upon the routing in DynamicMiss, you might get that response if you only have 25%-30% of your torpedoes left. In this case, I had around 1/2 of My loadout +1, by this time... so, with running into that 2nd group, may have been good I got orders to avoid them.Since you apparently sighted a Task Force, it's probably a 30% requirement, so you "fell through" to option 50 response, which is "break-off". You can attack anyway, if you want, but you might just punch yourself into a trap with nothing to defend yourself with. True, had I folowed My intial reaction of saying srooge it & having attacked the 1st group I ran into there around Aparri... Not sure I would have made it out of that there... there were a crap ton of escorts of differing types, to say the least. More of them than there were of the bigger warships & merchies.
As to the time ordered to patrol, and what actually happens, that is the way things went quite a bit throughout the war, but especially early and especially with the Asiatic Fleet. They were "firefighting", running about from place to place where the Japanese had been sighted. The boat that had been assigned to the Aparri area had been recalled, so the boat at Lamon was moved north just after their arrival at Lamon. Naturally, that move caused them to miss the invasion force for Lamon Bay... What you encountered coming out of the San Bernardino Pass was the Japanese support force that was tasked with mining the approaches to San Bernardino Pass to protect the flanks of the Lingayen Gulf force. If you hang in that area a few days, you do encounter both the invasion forces and the support forces out of Palau, which then go to Davao Gulf, of which, if you are in the Aparri Area, your boat gets called to go fight ~that~ fire. Quite a few of the Manila boats in fact, are called to head for Davao Gulf. Others, if you call in a Status Report, you'll get the same thing. Either an assignment north and east of Davao, or east toward Palau, south of Davao toward Celebes, or west in the Celebes Sea. After that, the next "emergency" is in the Celebes and Sulu Seas as the Japanese move on Borneo, then Makassar Strait and Balikpapan, etc... Just a mass of confusion on all points of the compass, which was part of the Japanese plan, similar to "blitzkrieg", only on the water... That's the craziness of it all.. I started off with the initial orders, patrol Lamon Bay 10 days. as stated, I ran into that small task force (sent off the radio flash of running into them & got the reply back 'Sink It.. NOW.! :haha:) & wiped it off the map. :D It is after I patrolled Lamon Bay that things went weird... As stated, I slunk around in the Bay & when I hit day 5's end... objective tagged as completed. When I messaged in, got told complete mission objects & I'm like what objectives... NO message of what objective was to be at that point. The circle popped up around Aparri, with a yellow star & a set of bino's in the middle of the star. Not even any text message stating that, not in the Captain's log clipboard or that grey'ish box just above the bar at the bottom. NOTHING... which is what led to My being confloozled... :o & that happening , didn't just stop with there... when that large circle showed up, having the original patrol Lamon Bay 10 days circle, inside it... again... no messages... NOTHING. No incriminations here... just saying that happened & wanting to know why. you'd think that with Command, they would have radioed or messaged the skipper about patrol objectives. Seem to recall seeing where they did & didn't hear back and would resend them again... that's what's so confounding... why was there no messages for them at all.? :06:
As for the "objective", you have to pay attention to orders. Use your Captain's clipboard Mission Objectives (<F8>) to try to follow along with Manila. I did, see above. The ONLY thing that showed there was as follows:
Patrol Lamon Bay for 10 days
Attack the Japanese task fore (received, after radioing in upon running into that 4 ship group in the San Bernardino Pass..)
3rd one, no info about it, NOTHING... (see attached screenshot on that...)which, ironically, shoots your view up to the Aparri area... :doh: :o
Click the "magnifying glass" to be "centered" on the objective area. You might have noticed that the Lamon Bay fulfilled when you were ordered to Aparri. This is one thing with FotRSU that we've done, in that you get the renown points for the objective, whether it was an order for 10 days, and it only lasted 3 or if it was for 6 days, and didn't even last 24 hours, or if it was for 10 days and you had to stay the full 10 days in a little 50nm area... you get the points for the completed objective if ordered elsewhere. If you don't, let us know. Good question, just how do I verify on that, exactly..? :hmmm: so that I can confirm it does so or not, so if not I can then know to bring it up.I'll have to visit the mission though, to look and see if you go back to Lamon Bay, or down to Lingayen Gulf, but...
You might end up ordered back into a previously visited area, such as what might happen with your assignment with Lamon Bay, then to Aparri, and then probably back to Lamon Bay. I'll check that to make certain, but your objective probably encompasses a larger area the 2nd time. I've probably got the "patrol circle" set to appear too soon though.Can confirm both for you already... on the circles, yeah I do believe this to be the case there... as for getting orders to go back to the Lamon Bay area, that is an affirmative. I did so, right after I got back into the Aparri area like a couple of hours of patrolling around there... The star with the bino's disappears completely yet no tag of it being completed shows in the mission objectives, on the clipboard...See attached screenie. But this is why, as an order from ComSubsAF, you are told to husband your torpedoes, conserve your fuel, etc. upon departure. Of course, no one expected MacArthur to allow his airplanes to be caught on the ground and over half of them destroyed on 10 December 1942, which allowed the Japanese all kinds of options then with their invasion plans, and really put the sub force behind the eight ball... Couple that with really really bad performance from the Mk14 torps, which scared the buhjeeberz out of more than a couple of the skippers (imagine one sub against a couple dozen capital ships, knowing that your torpedoes are impotent), combined with probably a good third of the skippers being sonar indoctrinated and war games subservient (little play on words there), and material failures (especially S-Boats) all combined to bring about a disaster for the region and the submarine force. Look at the ships sunk to boats lost ratio... not good...
I do have to look into the "duds" mods today, and maybe get a few add-ins posted soon, so that you can truly "taste" a small touch of what those fellows went through almost 80 years ago. :salute:
Edit: I have checked, and the mission file for what you have there MM is for Lamon Bay, re-directed to Aparri, re-directed back to Lamon Bay, but to cover a larger area, then that set is finished. You end up on the wrong side of Luzon, in a slightly difficult position if you are low on anything... Make a run to Manila, if it's not too late, or make a run for Balikpapan?... tough choices. Yeah... was able to make it to Mariveles, right before the message came though of that locations destruction... whew... had 10/11 tops left, when I ran into that big fleet of warships just shy of Lingayen Gulf... 2 heavy Cruisers & 2 Kongo class BB's... with a couple of merchies screened by escorts... side of them I was on (seaward side of them, by the way..) their escorts were shoddy... vast majority were between the big warships & merchies & the island, the seaward side was almost barren of them... just 1 or 2 of them, maybe 3... hard to recall exactly right now... I think... shoulda sent most of My fish I had at the cruisers & a couple of merchies... :damn: caused some havoc for them before I completed hot footing it to Mariveles to resupply... Ahh well... hindsight 20/20 & all that jazz... :oops:
On a side note, is good to know that after completing the 2nd visit to the Lamon Bay area, if need be, I can resupply at Balikpan... instead of going all the way to Surabaya.
Mission Objective clipboard screenie...
http://snipboard.io/Sp6vzo.jpg
propbeanie
01-06-21, 09:25 PM
Ah-haa!!! pictures always help... I are slow, and needed more data... Looking elsewhere now. First glance at the mis & tsr files, and there should not be a problem there, however... "testing"...
Front Runner
01-06-21, 10:15 PM
Same area Sagami Wan near Tokyo Bay. After a successful attack, cleared the area on the surface. Saved SH4 FOTRSUv1.39 for the night, game time was ~0015 Dec. 26, 1941. When I returned to play, the save game came up loaded with gauges at high noon. I did some experimenting. It seems there is something wrong with the mission assignment. This is the second time this has happened to me in the same area on about the same date and time.
First Patrol with a Gar Class sub, out of Pearl on Dec. 9, 1941. Assigned to Sagami Wan, the first time and Sagami Nada (same patrol area BTW, just outside Tokyo Bay. Arrived on station Dec. 24/25 1941. Sunk some targets. Cleared the area, saved the game, comes back up broken.
Yes, I was very careful not to use excess TC. I didn't have any Alt/Tab issues.
Has anyone else been able to successfully complete the Sagami Wan/Sagami Nada Mission without the gauges at high noon issue?
Mad Mardigan
01-06-21, 11:22 PM
Ah-haa!!! pictures always help... I are slow, and needed more data... Looking elsewhere now. First glance at the mis & tsr files, and there should not be a problem there, however... "testing"...
Yeah, those 3 mag glasses there in the snap pic... the middle 1 is completely devoid of any info...
My clicking on that 1, snaps Me up there to the Aparri area in the pic... yet no objective info nor as with the top 1 which was the 1st visit to Lamon Bay, shows complete... the 1 for the Aparri area... NOPE... no sign of completion, despite getting told to go to the Lamon Bay area, again....
Even My run in with that IJN task force while in transit for My 1st trip there to Lamon Bay, shows completed.
No idea what happened as for the info for Aparri NOT showing up, nor the completed tag NOT showing up... :hmmm: or the star not staying up & showing a red check mark in the middle of it. It did just prior to leaving the Aparri area to make way to the Lamon Bay for the 2nd time, though. Noticed that, when I went to snap a screenshot of it along with the message clipboard up when I took the screenie...
Hopefully all this info helps figure out what is going on with it. :yep: :up:
If any more info needed, don't hesitate to ask.
M. M.
:Kaleun_Salute:
Mios 4Me
01-07-21, 12:15 AM
USS Gato, ex-Midway, after numerous assignments with poor returns, decided to check out Truk without orders. On the E side, on 11/2/42 @ 0500, multiple targets appeared on the radar, most bound ENE. We swept out wide to the E to intercept the lead elements, a merchant with an escort. This Whale Factory must have been the most important WF in the history of the world as it was escorted by a Yamato BB, both moving slowly.
We sank the BB, then took a closer look at the WF: it was almost submerged and the song of the sea began to play. We quickly surfaced and sank it with the deck gun. Radar then reported that the escorts and a carrier were still where originally reported 15 km from the BB, ie stationary. We approached and put five Mk14s into a Taiyo CVE, which did not sink. An errant torpedo sank an escort.
Closer into Truk, a sub was frozen next to a merchant and a freighter was stationary a few km E of that.
Leaving the area, the game CTDed.
propbeanie
01-07-21, 01:40 AM
Same area Sagami Wan near Tokyo Bay. After a successful attack, cleared the area on the surface. Saved SH4 FOTRSUv1.39 for the night, game time was ~0015 Dec. 26, 1941. When I returned to play, the save game came up loaded with gauges at high noon. I did some experimenting. It seems there is something wrong with the mission assignment. This is the second time this has happened to me in the same area on about the same date and time.
First Patrol with a Gar Class sub, out of Pearl on Dec. 9, 1941. Assigned to Sagami Wan, the first time and Sagami Nada (same patrol area BTW, just outside Tokyo Bay. Arrived on station Dec. 24/25 1941. Sunk some targets. Cleared the area, saved the game, comes back up broken.
Yes, I was very careful not to use excess TC. I didn't have any Alt/Tab issues.
Has anyone else been able to successfully complete the Sagami Wan/Sagami Nada Mission without the gauges at high noon issue?
We'll check-out the area and mission, but there is a slight difference between Sagami Wan, and Sagami Nada (Sagaminada):
https://i.imgur.com/047P8JL.jpg
The Bay (Wan) is pink, the "Sea" (Nada), is green
Yeah, those 3 mag glasses there in the snap pic... the middle 1 is completely devoid of any info...
My clicking on that 1, snaps Me up there to the Aparri area in the pic... yet no objective info nor as with the top 1 which was the 1st visit to Lamon Bay, shows complete... the 1 for the Aparri area... NOPE... no sign of completion, despite getting told to go to the Lamon Bay area, again....
Even My run in with that IJN task force while in transit for My 1st trip there to Lamon Bay, shows completed.
No idea what happened as for the info for Aparri NOT showing up, nor the completed tag NOT showing up... :hmmm: or the star not staying up & showing a red check mark in the middle of it. It did just prior to leaving the Aparri area to make way to the Lamon Bay for the 2nd time, though. Noticed that, when I went to snap a screenshot of it along with the message clipboard up when I took the screenie...
Hopefully all this info helps figure out what is going on with it. :yep: :up:
If any more info needed, don't hesitate to ask.
M. M.
:Kaleun_Salute:
I think I have found it, or rather, have NOT found it... There isn't an entry for an Objective listing... In some edit a while back, I apparently deleted an incorrect line, because there is a useless line of text in the tsr, and not the Objective listing. I am currently sort-of wrenching on it. I am actually trying to get away from an invasion force I found traveling north of Aparri, probably bound for Lingayen Gulf. I shot the four bow tubes as a spread from about 3800 yards, since I was losing them, not able to close anymore, and it was going to be daylight in an hour, so I let fly, figuring that I'd turn and let fly with the stern tubes also. I don't think I had turned much more than one degree when the first shot prematured. Not only did it scare the darkness out of us, but it also ruined the stopwatch. I do so wish the thing would "cascade" from one to the next... oh well. So a preemie, a hit on the bow of a light cruiser, that then slowed maybe to 6 knots, and the next two ran deep under a transport... The convoy had enough escorts to leave three behind with me, while they sailed away into the sunrise, with me trying to slink off quietly. Still not clear of these three ya-hoos, so I Saved and came back with the intel report:
https://i.imgur.com/tDrsBSF.jpg
Tracking down a reported ship, but you can see the Aparri Objective is like yours
USS Gato, ex-Midway, after numerous assignments with poor returns, decided to check out Truk without orders. On the E side, on 11/2/42 @ 0500, multiple targets appeared on the radar, most bound ENE. We swept out wide to the E to intercept the lead elements, a merchant with an escort. This Whale Factory must have been the most important WF in the history of the world as it was escorted by a Yamato BB, both moving slowly.
We sank the BB, then took a closer look at the WF: it was almost submerged and the song of the sea began to play. We quickly submerged and sank it with the deck gun. Radar then reported that the escorts and a carrier were still where originally reported 15 km from the BB, ie stationary. We approached and put five Mk14s into a Taiyo CVE, which did not sink. An errant torpedo sank an escort.
Closer into Truk, a sub was frozen next to a merchant and a freighter was stationary a few km E of that.
Leaving the area, the game CTDed.
I'll look into it Mios 4Me, but there should not be a Yamato east of Truk at that time. Later on, they make a run to Eniwetok, with a Task Force that includes oilers, but I don't remember if that has a whale factory in it or not...
:salute:
Mad Mardigan
01-07-21, 03:31 AM
MM,
I think I have found it, or rather, have NOT found it... There isn't an entry for an Objective listing... In some edit a while back, I apparently deleted an incorrect line, because there is a useless line of text in the tsr, and not the Objective listing. I am currently sort-of wrenching on it. I am actually trying to get away from an invasion force I found traveling north of Aparri, probably bound for Lingayen Gulf. I shot the four bow tubes as a spread from about 3800 yards, since I was losing them, not able to close anymore, and it was going to be daylight in an hour, so I let fly, figuring that I'd turn and let fly with the stern tubes also. I don't think I had turned much more than one degree when the first shot prematured. Not only did it scare the darkness out of us, but it also ruined the stopwatch. I do so wish the thing would "cascade" from one to the next... oh well. So a preemie, a hit on the bow of a light cruiser, that then slowed maybe to 6 knots, and the next two ran deep under a transport... The convoy had enough escorts to leave three behind with me, while they sailed away into the sunrise, with me trying to slink off quietly. Still not clear of these three ya-hoos, so I Saved and came back with the intel report:
https://i.imgur.com/tDrsBSF.jpg
Tracking down a reported ship, but you can see the Aparri Objective is like yours
:salute:
Ahoy, propbeanie... :Kaleun_Cheers:
Sounds like that group or task/invasion force you found, is that same one I ran into while up there around Aparri, for Me. A light cruiser, couple of merchies & a crap ton of escorts... lemme guess... a heading of 274'ish, iirc. Making for the small break in between Luzon & the island just north of it.
Any way, glad My info helped track down an issue with it all... :yep:
Thanks for looking into it... :up:
M. M.
:Kaleun_Salute:
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