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mikesn9
01-07-21, 07:38 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?


Same thing happened to me, Sagami wan on a tambor out of Midway 12/9/43 FOTRSU 1.39, windows 7 64 bit LAA in use.
I had the 10 day (total) mission, got a tanker and passenger-cargo outside of mission zone, returned. problem showed up in saves around 12/22-12/23

propbeanie
01-07-21, 10:17 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?
Same thing happened to me, Sagami wan on a tambor out of Midway 12/9/43 FOTRSU 1.39, windows 7 64 bit LAA in use.
I had the 10 day (total) mission, got a tanker and passenger-cargo outside of mission zone, returned. problem showed up in saves around 12/22-12/23
This would suggest then, that it is most likely not the mission then (the "early" mission is different from the later ones encountered), but rather, more likely a ship (or surfaced submarine) that has a configuration issue. This could also be the Tambor (the Gar is a clone of the Tambor Class), which is a scary thought... s7rikeback and myself have been looking at the Narwhal and Tench rather closely - surely it isn't the Tambor causing issues (again)?? Much digging is required here. The "suspect" list is rather long at this point. Mikesn9, what is your mod list, and do you do any "shelling-out to Windows? Are you using DXWnd like Front Runner? Any other configuration items of yours that might influence things? Thanks guys, for the reports. Anyone else with similar issue of 12 O'clock or "dark" gauges, any sub, anywhere, anytime? :salute:

Cybermat47
01-07-21, 11:06 AM
FROM: CINCPAC
TO: ALL SUBMARINES

ALL SUBMARINES TO HEAD TO SAGAMI WAN X IMMEDIATE CEASEFIRE WITH JAPAN IN EFFECT X RENDER AID TO JAPANESE FORCES IN SAGAMI WAN X WEAR LEAD UNDERPANTS IF YOU WANT TO HAVE KIDS X

https://mykaiju.com/wp-content/uploads/shing-inamuragaski.jpg

That movie is what I know Sagami Bay from, so I couldn’t resist :lol:

KaleunMarco
01-07-21, 03:10 PM
FROM: CINCPAC
TO: ALL SUBMARINES

ALL SUBMARINES TO HEAD TO SAGAMI WAN X IMMEDIATE CEASEFIRE WITH JAPAN IN EFFECT X RENDER AID TO JAPANESE FORCES IN SAGAMI WAN X WEAR LEAD UNDERPANTS IF YOU WANT TO HAVE KIDS X

https://mykaiju.com/wp-content/uploads/shing-inamuragaski.jpg

That movie is what I know Sagami Bay from, so I couldn’t resist :lol:

AAAHHHH! It's Godzilla
It looks like Godzilla, but due to international copyright laws, it isn't!
But it looks like Godzilla!
https://www.youtube.com/watch?v=OX2VaVtFYfs

propbeanie
01-07-21, 03:36 PM
https://www.youtube.com/watch?v=KBc0gS13MsI

s7rikeback
01-07-21, 04:37 PM
AAAHHHH! It's Godzilla
It looks like Godzilla, but due to international copyright laws, it isn't!
But it looks like Godzilla!
https://www.youtube.com/watch?v=OX2VaVtFYfs

"It looks like Godzilla, but due to international copyright laws, it isn't!
But it looks like Godzilla!" cannot be that scary - propbeanie is guiding him ashore. :doh::doh::doh:

https://i.ibb.co/q5QjggR/Capture.png


(https://imgbb.com/)

Moonlight
01-07-21, 04:57 PM
February 15th 1943 was offered a Balao at Midway, what is not acceptable about that is being transfered automatically to Brisbane without any say in the matter. :doh: I had to load a save game after a reboot of SH4 and continue with the Gato boat.
8 missions done and no other problems to report. :up:

KaleunMarco
01-07-21, 06:19 PM
"It looks like Godzilla, but due to international copyright laws, it isn't!
But it looks like Godzilla!" cannot be that scary - propbeanie is guiding him ashore. :doh::doh::doh:

PB is NOT waving....he's kinda standing still .... like he is frozen to the ground.

Maybe...he's thinking that if he doesn't move Near-Godzilla won't see him.:hmmm::up::har:

propbeanie
01-07-21, 06:43 PM
"It looks like Godzilla, but due to international copyright laws, it isn't!
But it looks like Godzilla!" cannot be that scary - propbeanie is guiding him ashore. :doh::doh::doh:

https://i.ibb.co/q5QjggR/Capture.png


(https://imgbb.com/)
That's me! (First mate is to the right, with the sub's mascot.) He just threw our sub up on dry ground... Good arm, he has... We thought we were being depth-charged, but ~no~... It was godzihrah. I made the mistake of answering him when he asked if I thought the suit made his hips look big... :roll:

February 15th 1943 was offered a Balao at Midway, what is not acceptable about that is being transfered automatically to Brisbane without any say in the matter. :doh: I had to load a save game after a reboot of SH4 and continue with the Gato boat.
8 missions done and no other problems to report. :up:
That's the way it goes with the Balao. While you were getting it too early, it's either Brisbane or Frisco before you get it at Pearl, which is late August. April at Frisco with a Trials set, and July at Brisbane for patrol...
"After a six-week training period in New London, Conn., the submarine sailed for the Pacific Theater of Operations and joined the 7th Fleet at Brisbane, Australia, on 10 July 1943." WikiThingie-uh

PB is NOT waving....he's kinda standing still .... like he is frozen to the ground.

Maybe...he's thinking that if he doesn't move Near-Godzilla won't see him.:hmmm::up::har:
I was trying to "mirror" his tail, but got it backwards... so I tried some "English" with the hips, which did not help, as the video shows... sigh. The lawsuits are piling up!

Mios 4Me
01-07-21, 11:06 PM
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.

Ran the scenario again from the previous save, arriving at the same time as before: same general results. The WS was replaced by a LMT, but all the other ships in the area were stationary or virtually so. All this is within 25-30 km of Dublon, with the TF ENE bound and the sub that's a few km SSE of Dublon bound SE. The TF is strung out on a line with the Yamato ~15km ahead of the CVE and escorts.

No CTD that time, but didn't try leaving.

Deleted the two previous saves and ran it again: same essential results.
Same arrival date and time, no CTD but didn't try leaving the area.

The only thing I can think of on my end is that I could have unintentionally saved at TC 4 at some point.

KaleunMarco
01-07-21, 11:58 PM
Deleted the two previous saves and ran it again: same essential results.
Same arrival date and time, no CTD but didn't try leaving the area.

The only thing I can think of on my end is that I could have unintentionally saved at TC 4 at some point.

i do not think TC is the issue.
the issue is that something is happening when you exit that UBI did not account for and a CTD is the result.
what that could be is anyone's guess.
i like your testing technique. i would have liked for you to be on my team at Bell Labs during my tour of duty.:Kaleun_Applaud:

propbeanie
01-08-21, 02:21 AM
Ran the scenario again from the previous save, arriving at the same time as before: same general results. The WS was replaced by a LMT, but all the other ships in the area were stationary or virtually so. All this is within 25-30 km of Dublon, with the TF ENE bound and the sub that's a few km SSE of Dublon bound SE. The TF is strung out on a line with the Yamato ~15km ahead of the CVE and escorts.

No CTD that time, but didn't try leaving.

Deleted the two previous saves and ran it again: same essential results.
Same arrival date and time, no CTD but didn't try leaving the area.

The only thing I can think of on my end is that I could have unintentionally saved at TC 4 at some point.
Let me ask you this: when you say "11/2/42" - is that "American", or European? ie: is it November 2nd, or is it 11th of February? I have tried test missions myself, and I do not get any convoys or Task Forces coming out then. There are a few in 1943, but most of what Truk does is to go south for Rabaul and Kavieng. There is a task force to Eniwetok in September of 1943 and a huge one in October of 1943 for Wake, but otherwise, moves for the Yamato or Musashi going back to Yokosuka and the like that come out the east side, are only the BB and a few DD. Most everything else goes out the west side. The Yamato and Musashi Type=21 BB are only called from one file in the mod. Convoys and everything else, including subs, are called from multiple files. Please clarify the date, and what is your mod list?

Rickster1
01-08-21, 04:59 AM
Cant seem to download this mod from the download section

s7rikeback
01-08-21, 05:12 AM
Cant seem to download this mod from the download section
Hey Rickster1,

I'm not having any problems this end - are you getting any error messages, from either the download page or your system?

Rickster1
01-08-21, 05:24 AM
no error messages at all

Rickster1
01-08-21, 05:34 AM
Perhaps i should have read the readme better i was using chrome and that blocked it!!

Mios 4Me
01-08-21, 10:14 AM
Let me ask you this: when you say "11/2/42" - is that "American", or European? ie: is it November 2nd, or is it 11th of February? I have tried test missions myself, and I do not get any convoys or Task Forces coming out then. There are a few in 1943, but most of what Truk does is to go south for Rabaul and Kavieng. There is a task force to Eniwetok in September of 1943 and a huge one in October of 1943 for Wake, but otherwise, moves for the Yamato or Musashi going back to Yokosuka and the like that come out the east side, are only the BB and a few DD. Most everything else goes out the west side. The Yamato and Musashi Type=21 BB are only called from one file in the mod. Convoys and everything else, including subs, are called from multiple files. Please clarify the date, and what is your mod list?

It's November 2nd, 1942; I have no mods installed at all. I edited the crew numbers and renown to get a better initial crew, but that's it.

FWIW, on one of my approaches to Truk from the NNW, I encountered a departing small group of merchants functioning as normally as could be expected with an Auxiiiary Transport in the mix. Things seem to go wrong when I sweep down the W coast and round the SE point. There are often (always?) two reports of warships anchored in the atoll, outside of radar range.

I've been careful with Save hygiene, other than that possible TC 4 vision issue, i.e. letting the game run for 1 min plus at TC 1 before saving, allowing it to run another min before exiting to the game, then exiting to Windows.

KaleunMarco
01-08-21, 10:47 AM
Perhaps i should have read the readme better i was using chrome and that blocked it!!

yeah, why is that? i had to actually use MS Edge to d/l the newest release. made me feel dirty and exposed.:timeout:

but why does this release file have difficulties with Chrome?
:Kaleun_Salute:

s7rikeback
01-08-21, 11:28 AM
yeah, why is that? i had to actually use MS Edge to d/l the newest release. made me feel dirty and exposed.:timeout:

but why does this release file have difficulties with Chrome?
:Kaleun_Salute:
Guys - I have just checked with the following browsers = Chrome / Firefox & Edge, I have found NO problems using the SubSim download pages at all, this includes small & mega mods like "FotRSU"..

All mods downloaded first time, no issues were found, except that Chrome had no download indicator that I could see (I never normally use Chrome) so it may be a hidden option..

I have compared this across both my laptop & Desktop, with the same results as above.

Browser info:
Chrome is a stock download/install, no add-ons applied "newly installed"
Edge is a stock Windows 10 install, no add-ons applied.
Firefox has the uBlock Origin add-on only. "my default Browser"

propbeanie
01-08-21, 11:36 AM
Perhaps i should have read the readme better i was using chrome and that blocked it!!
yeah, why is that? i had to actually use MS Edge to d/l the newest release. made me feel dirty and exposed.:timeout:

but why does this release file have difficulties with Chrome?
:Kaleun_Salute:
This release does not have difficulties with Chrome. Recent Chrome updates include an ad-blocker, turned on by default. It blocks most of the ftp uploads linked through the SubSim download pages. If SubSim dot com is "white-listed" in the Chrome settings, there should be no issues using Chrome (or Vivaldi and the like, which are built on Chrome).

It's November 2nd, 1942; I have no mods installed at all. I edited the crew numbers and renown to get a better initial crew, but that's it.

FWIW, on one of my approaches to Truk from the NNW, I encountered a departing small group of merchants functioning as normally as could be expected with an Auxiiiary Transport in the mix. Things seem to go wrong when I sweep down the W coast and round the SE point. There are often (always?) two reports of warships anchored in the atoll, outside of radar range.

I've been careful with Save hygiene, other than that possible TC 4 vision issue, i.e. letting the game run for 1 min plus at TC 1 before saving, allowing it to run another min before exiting to the game, then exiting to Windows.
The crew numbers have already been increased with MaxOfficers=18 and MaxPettyOfficers=50 for the Gato in FotRSU. I don't think it would affect what you are encountering though. Some of the "docked" ships inside Truk are set to report themselves, simulating an "Ultra" message. There are times when whole task forces are parked in the main lagoon, or smaller groups south of Dublon. If you are near the "reefs" of the atoll, you will be triggering the anti-sub nets and minefield distributions to spawn. You might even "hear" the sub nets do their "whoosh" screech as you get close. So this Yamato you are seeing, is it coming out of the "entrance" on the East side of Truk, or the one up near the northeast corner, but facing north? Are you using the latest version of FotRSU?

Mios 4Me
01-08-21, 12:50 PM
T
The crew numbers have already been increased with MaxOfficers=18 and MaxPettyOfficers=50 for the Gato in FotRSU. I don't think it would affect what you are encountering though. Some of the "docked" ships inside Truk are set to report themselves, simulating an "Ultra" message. There are times when whole task forces are parked in the main lagoon, or smaller groups south of Dublon. If you are near the "reefs" of the atoll, you will be triggering the anti-sub nets and minefield distributions to spawn. You might even "hear" the sub nets do their "whoosh" screech as you get close. So this Yamato you are seeing, is it coming out of the "entrance" on the East side of Truk, or the one up near the northeast corner, but facing north? Are you using the latest version of FotRSU?
Yes, v1.39. The Yamato TF is almost due E of Dublon, strung out in the process of formation. The Yamato seems to be the only mobile unit, albeit moving very slowly.

FWIW, on this patrol, traffic has been a shadow of its usual self on four far-flung assignments (Abuse, area 12, area 7, Corridor II), leading to the impromptu hunting expedition. Truk is target rich though.

mikesn9
01-08-21, 01:00 PM
This would suggest then, that it is most likely not the mission then (the "early" mission is different from the later ones encountered), but rather, more likely a ship (or surfaced submarine) that has a configuration issue. This could also be the Tambor (the Gar is a clone of the Tambor Class), which is a scary thought... s7rikeback and myself have been looking at the Narwhal and Tench rather closely - surely it isn't the Tambor causing issues (again)?? Much digging is required here. The "suspect" list is rather long at this point. Mikesn9, what is your mod list, and do you do any "shelling-out to Windows? Are you using DXWnd like Front Runner? Any other configuration items of yours that might influence things? Thanks guys, for the reports. Anyone else with similar issue of 12 O'clock or "dark" gauges, any sub, anywhere, anytime? :salute:
Windows 7 64 bit LAA active

My mod list is FOTRSU 1.39 only.




I do not shell out to windows. Nothing like that occurred here. If something should ever cause a shell-out, I immediately save and exit all the way to Windows.

Do not use DXWind, don't even know what this is.


I can remember 3 instances of High noon gauges. One in patrol 6(if I remember right), one in Patrol 2, and the latest in Patrol one. All out of Pearl or Midway, and ALL in the same general area off Tokyo Bay. Patrol 6 may have been a Gato or Balao, but I have no way to verity. Patrol 2 and 1 were Tambor

Mad Mardigan
01-08-21, 01:19 PM
Ahoy, all... :Kaleun_Cheers:

As for Me... I use Opera, for downloading mods. This does come with adblock function added in, but... have NOT had any issues with using it, at all. It has a download indicator so you can keep up with them, & a nifty clear option when you get done doing d/l's, as well as a take you to where the d/l is option. :yep:

I only use it for mod downloads.

For all downloads that are not mods, such as updating ccleaner, & other tools... I use Edge.

Hope this helps... :yep: :up: :shucks:

M. M.

:Kaleun_Salute:

Macgregor the Hammer
01-08-21, 03:55 PM
Ahoy, all... :Kaleun_Cheers:

As for Me... I use Opera, for downloading mods. This does come with adblock function added in, but... have NOT had any issues with using it, at all. It has a download indicator so you can keep up with them, & a nifty clear option when you get done doing d/l's, as well as a take you to where the d/l is option. :yep:

I only use it for mod downloads.

For all downloads that are not mods, such as updating ccleaner, & other tools... I use Edge.

Hope this helps... :yep: :up: :shucks:

M. M.
c
:Kaleun_Salute:

I'm a big advocate of Opera! I've been using for years and I never run into problems. Opera is Chrome with a custom wrapper. You get all the functionality of Chrome without all the Google crap! I never run into 'list' issues or corrupted downloads, ad pop-ups, etc. :up:

KaleunMarco
01-08-21, 04:42 PM
I'm a big advocate of Opera! I've been using for years and I never run into problems. Opera is Chrome with a custom wrapper. You get all the functionality of Chrome without all the Google crap! I never run into 'list' issues or corrupted downloads, ad pop-ups, etc. :up:

i just converted to Opera....on your recommendation.

this better work................:hmmm:

Macgregor the Hammer
01-08-21, 08:07 PM
i just converted to Opera....on your recommendation.

this better work................:hmmm:

Me too.........:D:salute:

Mad Mardigan
01-08-21, 10:06 PM
As for Me, am confident on it working as it should... :shucks:

M. M.

:Kaleun_Salute:

Mios 4Me
01-09-21, 08:38 PM
Sent on the next patrol to the Carolines and given a license to hunt anything, anywhere, we headed for Truk for another round of experiments.

First attempt: Swept counterclockwise around the atoll, freezing several warship and merchant units on the N/NE shores of the large SW island. Submerged to transit the channels to ID the various units. Game soon CTDed while maneuvering inside.

Second attempt: normal behavior from patrolling warships when we went through the belly of the beast, N to S, submerged from 13 km NW of Dublon to several km S of the southern channel exit. However the only mobile units encountered were DD/DE/corvettes. We went directly for the N channel entrance; did not circumnavigate first. Yamato and escorts were anchored securely and not react.

Moved W several hours, then headed back for a sweep around the atoll to test the trigger. Received a report of warship headed W from the W channel exit. Upon arrival found two stalled merchants and a sub.

Saved game and plan to head to Inland Sea N of Bungo Suido to test if local traffic is affected.

i do not think TC is the issue.
the issue is that something is happening when you exit that UBI did not account for and a CTD is the result.
what that could be is anyone's guess.
i like your testing technique. i would have liked for you to be on my team at Bell Labs during my tour of duty.:Kaleun_Applaud:
Thank you. Do you think it's only the CTDs or the entire traffic issue on Truk too?

Anyone else using Win10 Pro experiencing issues like these?

propbeanie
01-09-21, 09:14 PM
OK Mios 4Me... we have "fixed" the issue:

https://i.imgur.com/P55wzHw.jpg

twelve torpedoes later, down she goes... of course, this "fix" is only on my computer. I also "fixed" the CVE Taiyo in a similar manner, only it only took four torps... One dud for each set of shots, and I am about out of fish... time to head for the barn, and break out the ole editing laptop... s7rikeback and myself have been looking through the files, and I am now thinking that I have to look for a group that travels ~TO~ Truk, and that is supposed to terminate, but that doesn't... however, we still haven't found the culprit... btw, this "un-terminated" group could cause a CTD if you are in closer, and it spawns (I should say "renders") inside of the "terrain"...

As for Lamon Bay, Aparri and back to Lamon Bay for MM... I got sunk again, this time when a Mavis that had been doing parallel lines search pattern in my area, rather predictably, allowing me to crash dive and pop back up within about a five minute window, all of a sudden came at me 90° contrary to what his last line had been, came out of the sun, and drop a round of bombs on me. Not just one, but about 3 or 4 hits... sank faster than a stone... sigh... Maybe the fourth time will be a charm... We have found a couple of issues with the mission, as mentioned previously...

:salute:

Edit: We think we have ID'd the bad boys, but we are not 100% certain of that, because it is an anchored grouping of five ships, including the Yamato, the Kasuga Maru, of which the Taiyo stands in for, the Akebono, Sazanami and Ushio, all three Fubuki Class DD. All five are "parked" south of Dublon docks, facing on approximately a 70° heading, but are set to "DockedShip=true", with a "Speed=0.000000". How they are getting to be roughly 30km from where they are supposed to be, I don't know. We'll have to look into the southwest side also apparently... perhaps it's the same thing, because there are ships that are supposed to be anchored in the little harbor between all the islands there.

Macgregor the Hammer
01-09-21, 11:19 PM
"It looks like Godzilla, but due to international copyright laws, it isn't!
But it looks like Godzilla!" cannot be that scary - propbeanie is guiding him ashore. :doh::doh::doh:

https://i.ibb.co/q5QjggR/Capture.png


(https://imgbb.com/)

Oh no....he just ate Tokyo..........Go Go Godzilla!!!!

Gojira if you're in Japan :haha:

Mios 4Me
01-10-21, 01:01 AM
Excellent, PB, thanks. I'm relieved it's not an issue with my system.

Those five make sense: I encountered all five at anchor on the submerged passage and there were two DDs around the CVE when the TF was all strung out, with Yamato far ahead and another DD/DE in the area. There was also that WF/LMT mixed in, along with a corvette, which was close enough to the CVE escorts that I thought it was part of the TF, instead of being the merchant's guard.

Cybermat47
01-10-21, 02:56 AM
Midday, 29/1/1944. I was patrolling the most boringest place on Earth (the Truk-Saipan-Palau triangle) when I finally got a report of a small convoy heading to Guam from Truk, and headed to intercept.

Visibility was limited to around 900 yards, though, so I planned to fire a salvo of 6 torpedoes at the convoy, using sonar to get the range, the contact report for the speed, and comparing the convoy’s course to my position to guess at the angle on bow.

However, while approaching on the surface, one of the radar contacts peeled off and began heading towards me, prompting me to submerge and go deep. After a close shave where they were practically on top of me (no charges heard though, presumably they were just a bit too off my position to make a worthwhile attack) and evading their pinging, I was able to break their contact with me and head towards the approaching convoy at 1 knot.

When I felt I was close enough, I rose to periscope depth. I could see signal lamps going off in the fog, but before I could determine what my course of action was, a Medium Fleet Oiler came out of the fog, 70° AOB and a mere 900 yards away. I manually checked that it was going at 8 knots, waited for a 90° AOB, and sent a salvo of three high-speed MK.14s to hit her with impact detonators at a depth of 11 feet at 1° intervals. The first torpedo hit, and there was a large explosion. The two others followed suit, and after a few seconds a red emergency flare shot into the sky.

Scanning for any approaching escorts, a Fast Merchant filled my periscope, following in the wake of the Medium Fleet Oiler. Again, I fired three high-speed Mk.14 torpedoes, now set to a depth of 12 feet. In my haste the first two were fired with an offset of 1° to the right, but again all three hit. The Fast Merchant went up in flames, and I turned the periscope to see the Medium Fleet Oiler’s stern sticking up at a 45° angle.

I sent the Balao went silent and deep once more, escaping with 15000 tons to my credit.

And now I’ve been ordered to patrol right off of Truk for 5 days. Let’s hope I don’t get swarmed by a million destroyers.

Mad Mardigan
01-10-21, 01:02 PM
Ahoy, :Kaleun_Cheers:

Ok, just joined the CTD club officially last night & again, just a bit ago.

Last night, I finished off the Lamon-Aparri-Lamon patrol. Got confirm that Lamon Bay (Larger) was completed & to break off engagement or contacts safely and to hot foot it to Surabaya Base a.s.a.p., which I did.

Made it there, using a bit of TC to cover the area & full speed ahead (Not flank, mind you), though upon arrival near the east side of the entrance there.. I stopped using it & took the slow boat to China approach of entering the base, meaning 1/3 ahead.... Took Me some time to cover all that distance what with repeated shallow water alerts & added to the mix of ship spotted X bearing & distance... but I persevered. :yep:

Waited a bit, after calling for all stop, before I chose the dock & end patrol.

Imagine my surprise, when in base office, clicking on the map after doing a spot check to see if there were any improvements I could do, before setting out on the next patrol... which there were none... of CTD'ing right after clicking on the map... :06: :06: :hmmm:

Between My last save, while still in the Lamon Bay (larger mission circle) & the save when docking... there is no other save between them. :o Kinda wish I had done so... as now the only recourse is to load up the Lamon Bay, before getting objective completed & having to make for Surabaya again... & see of docking... again... & seeing if can continue after that save.

Same set up with SH4 as last reported, no changes...

FotRS v1.39
Nippon add in
International Radio
My own music mix

Dell OptiPlex computer (stock with exception of GPU, which is nvidia GeForce GT-720) running Win 10 Pro, everything up to date... (am anal retentive about such details...:yep:)

Did NOT shell out...

End Report...

M. M.

:Kaleun_Salute:

torpedobait
01-10-21, 02:28 PM
Anyone else using Win10 Pro experiencing issues like these?

No. I have entered Truk lagoon from N to S many times, and depending on the year, found multiple warships. Last time a Yamato was moored close by a fleet carrier (forget the name). First I torpedoed the Yamato BB - when it finally sank it took the carrier with it! No credit for the carrier sinking, since I never hit it.

So I went back to a Save I took just before entering the lagoon and this time tried attacking the carrier first, thinking even if it blew up the Yamato BB would be too tough, and I could then get credit for both. Nope. The carrier underwent multiple huge explosions and when the smoke cleared both were gone. No credit allowed for the BB. So I learned a lesson - sink the big ones first, even though the carrier is a more strategic target. Better to shoot first and explain it afterward, I'd say.

Anyway, have not experienced any CTD's in or around Truk, and I do use TC extensively when entering or leaving Truk. I would caution you to be aware that certain members of the Mod Team who shall remain nameless, as I'm sure Propbeanie would prefer (Oops, did I say that out loud?) have sprinkled mine fields in at least some of the channels around Truk. Nasty surprises, those mines! :D

Mad Mardigan
01-10-21, 03:59 PM
Ahoy, :Kaleun_Cheers:

Did a reload of the last save I had, which as I reported, was the 2nd visit to Lamon Bay.

Upon getting confirm of completing it this go around, I waited a couple of minutes, then did a save point there.

Having done that, set waypoints for a trip to Surabaya.... & unlike the last trip there, this time, just a bit SE of Balikpapan, I ran across a IJ Merchie... which I promptly got a base course, set up for an attack.. & added them to the ships sank log. Grand total 38k+, not too shabby, if I say so Myself. Would have liked that to be a bit more... but... can only sink what ya run across... ehh... :D

That ship sank, I proceeded under way to Surabaya... where, just before entering the Madura Straits... I did an RTB save point.

After that, I proceeded ahead, at 1/3 ahead, until I got the dock at box to show.

Unlike the last go around, this time, upon checking again for any upgrades... I clicked on the map & this time, was able to get started on a new patrol.

Agent/troop insertion at Leyte... with orders for 24 hours prior to & 24 after, to NOT engage in any attacks, in a 35 NM radius to avoid alerting the IJN to a sub in the area, much less agents or troops.

Just an idea, on dealing with the 1st go around, of having it CTD when I clicked on the map... is that 1 of the missions, is possibly bugged... which 1, I could NOT say, as I CTD'ed, right after clicking on the map... that is the only thing I can think would be the cause for it... that comes to mind.

That, added with the fact, I got the mission I now have & was able to proceed... without CTD'ing... well... it's the only conclusion I can come to...

Hope this info helps...

M. M.

:Kaleun_Salute:

p.s. Edit:

Just thought of this after reading Mios 4 Me's post, right after this post by Me...

Yes, LAA is activated on this install of v1.39 to Mu SH4 install...

:Kaleun_Salute:

Mios 4Me
01-10-21, 05:44 PM
Saved game and plan to head to Inland Sea N of Bungo Suido to test if local traffic is affected.

Datapoint: Traffic was normal all the way into and including the Inland Sea, though air contacts were mercifully lower than usual. Game CTDed eventually: ran in submerged to Bepu, sank a FHF, and headed for Oite with seven or so sonar contacts behind and probably that many ahead. With TC at 120-160, the game froze and CTDed.

LAA is enabled AFAIK.

propbeanie
01-10-21, 06:35 PM
@ Front Runner and MM, that is almost definitely a bad mission in the assignment... Even though you both have a Sargo, and a bad boat change can do the same thing, there aren't any boat changes yet... so now to find the mission...

@ Mios 4Me - we have definitely ID'd the culprits involved in your Truk encounters, we are not certain of the cause, but we have a possibility, but which is a bit difficult to comprehend. Further testing is required. To check your LAA, just load the SH4.exe into the app again, and with LAA, just see if it has a checkmark, or says "True". With NTCore, you just try again. I think NTCore will flag an error if the SH4.exe is write protected, while LAA will not, and only look like it did fine. As for the crash in the Inland Sea, where were you, maybe halfway to Oite?? A third of the way? What was the date and time? Thanks.

Paladin132
01-10-21, 07:04 PM
there is a new (not implemented) page; <PageChooseLoadSave> !

Not sure what this is but when I attempted an install it stops during loading on the splash screen and gives me this as a popup.

I looked and couldn't find the save folder. Not sure if that is connected or not, but it is most certainly not in saved files under my user name. Not sure why... Not sure how to find it either.

KaleunMarco
01-10-21, 07:24 PM
is there an authorized mod for Stop the Screen Scroll for Ultimate?

i have checked all of the extra documentation folders and did not see anything so if i missed it, my apologies.

if it was not documented can you tell what value to change ParentID to in Menu.ini?

[G26 I9]
Name=Bottom
Type=1030;Static bmp
ItemID=0x26130003
ParentID=0x26130000
:Kaleun_Salute:

Paladin132
01-10-21, 07:36 PM
Name=Page shell
Type=1027;Menu page
ItemID=0x1000000
ParentID=0x0

Wait you weren't asking me I don't think. Might disregard my answer.

Mad Mardigan
01-10-21, 08:31 PM
@ Front Runner and MM, that is almost definitely a bad mission in the assignment... Even though you both have a Sargo, and a bad boat change can do the same thing, there aren't any boat changes yet... so now to find the mission...


Can affirm, that in NO way, did I make any changes to the boat... the only changing about that I did do, was with the crew..

Searching through the on boat roster & finagling the highest rated ones on 'Gun', into the damage control party section... the lower rated ones for that spec, I shifted to replace the higher raters... that was it.

As for equip on the boat, I left it just as it was...

Oh... :roll: ne'er mind... :oops: *low whistles as I stroll back to My dinner...*

M. M.

:Kaleun_Salute:

Mios 4Me
01-10-21, 10:25 PM
@ Mios 4Me - we have definitely ID'd the culprits involved in your Truk encounters, we are not certain of the cause, but we have a possibility, but which is a bit difficult to comprehend. Further testing is required. To check your LAA, just load the SH4.exe into the app again, and with LAA, just see if it has a checkmark, or says "True". With NTCore, you just try again. I think NTCore will flag an error if the SH4.exe is write protected, while LAA will not, and only look like it did fine. As for the crash in the Inland Sea, where were you, maybe halfway to Oite?? A third of the way? What was the date and time? Thanks.
LAA was/is active.

Inland Sea, 2/3s of the way to Oite from Bepu, shortly after dawn (1030ish Midway time) on approximately 12/23/42 +/- one day.

I started another expedition to the Inland Sea from Truk:

Items of note:
1 - after departing the stationary sub and freighters just W of Truk, the sub apparently resumed progress W as indicated by two subsequent Magic reports.
2 - at Bepu on 12/23/42 there was a burning Large Tanker in one of the pier berths. The bow was well clear of the water; the stern submerged. Crew were still aboard; the song of the sea was playing; and it was not a valid target.

Hope some of this is of use.

propbeanie
01-11-21, 01:39 AM
there is a new (not implemented) page; <PageChooseLoadSave> !

Not sure what this is but when I attempted an install it stops during loading on the splash screen and gives me this as a popup.

I looked and couldn't find the save folder. Not sure if that is connected or not, but it is most certainly not in saved files under my user name. Not sure why... Not sure how to find it either.
I am not following your report... are you getting that when installing SH4, or when activating FotRSU? Where do you have SH4 installed, and what version is it? FotRSU only run on a v1.5 with the U-Boat Missions Add-On, or the "Gold Edition". Usually, you would also get an error about the black80.tga file. You do also have to delete the game's Save folder (C:\Users \UserName \Documents \SH4) contents so that FotRSU activates fully. Can you clarify what you are doing though please?

is there an authorized mod for Stop the Screen Scroll for Ultimate?

i have checked all of the extra documentation folders and did not see anything so if i missed it, my apologies.

if it was not documented can you tell what value to change ParentID to in Menu.ini?

[G26 I9]
Name=Bottom
Type=1030;Static bmp
ItemID=0x26130003
ParentID=0x26130000
:Kaleun_Salute:
Currently, the only "authorized" add-in mod is Nippon Maru. Some of the mods from the previous v1.2x Add-In Mods folder probably work, but we have not double-checked them, and won't until the next release. It is recommended to not use any additional mods, other than Nippon Maru, of which we know its internals. The others, we do not. You are probably safe to use bigger protractors, but the menu_1024_768.ini files will have to be changed. I'm not sure about the "duds" modlets, but they might be OK...

LAA was/is active.

Inland Sea, 2/3s of the way to Oite from Bepu, shortly after dawn (1030ish Midway time) on approximately 12/23/42 +/- one day.

I started another expedition to the Inland Sea from Truk:

Items of note:
1 - after departing the stationary sub and freighters just W of Truk, the sub apparently resumed progress W as indicated by two subsequent Magic reports.
2 - at Bepu on 12/23/42 there was a burning Large Tanker in one of the pier berths. The bow was well clear of the water; the stern submerged. Crew were still aboard; the song of the sea was playing; and it was not a valid target.

Hope some of this is of use.
Any additional detail helps. We'll look for the Inland Sea stuff. As for the sub "moving", those reports were probably just additional subs entering the game. The ships you are seeing stationary just outside of Truk are apparently being "bumped" out of the Truk Lagoon by another group, but we're still trying to get to the root of the issue and understand it. These ships are set to "DockedShip=true", with a zero speed setting, and should not be able to get that far without "help". Ships drifting, as you saw one into a dock, is expected, especially when the wind blows. But for them to end up 10nm from where they were parked? Something "forced" them out there. The difference between spawn range and render range also plays a part in this...

Mad Mardigan
01-11-21, 10:37 AM
there is a new (not implemented) page; <PageChooseLoadSave> !

Not sure what this is but when I attempted an install it stops during loading on the splash screen and gives me this as a popup.

I looked and couldn't find the save folder. Not sure if that is connected or not, but it is most certainly not in saved files under my user name. Not sure why... Not sure how to find it either.

I am not following your report... are you getting that when installing SH4, or when activating FotRSU? Where do you have SH4 installed, and what version is it? FotRSU only run on a v1.5 with the U-Boat Missions Add-On, or the "Gold Edition". Usually, you would also get an error about the black80.tga file. You do also have to delete the game's Save folder (C:\Users \UserName \Documents \SH4) contents so that FotRSU activates fully. Can you clarify what you are doing though please?


Ahoy, propbeanie... :Kaleun_Cheers:

Our dear friend mr. paladin there... neglected to add into their post (either here or there if not both..), that they had already posted that dilemma, in a separate posting... found here:

https://www.subsim.com/radioroom/showthread.php?t=248034

where, they got told by KaleunMarco, already... that they failed to delete the game save folder before running it...


+1 KaleunMarco... :up:


:nope: mr paladin... if ya gonna run more than 1 copy of SH4 modded... ya need to ensure that you ARE using multiSH4... this will keep the game saves for each iteration of SH4, separate... this can NOT be stressed strongly enough, sir... :yep: :yep: :yep: :sign_yeah:

Hope this info helps mr. paladin...

M. M.

:Kaleun_Salute:

post edit... :oops:

Corrected... welcome back to the land of the living, paladin...

M. M.

:Kaleun_Salute:

propbeanie
01-11-21, 12:22 PM
... Our dead friend ...
uhhh... recently departed (dearly), or a "ghost" poster (ala the FD)?... lol


sorry, can't pass up a good typo... :har:

Mad Mardigan
01-11-21, 01:07 PM
uhhh... recently departed (dearly), or a "ghost" poster (ala the FD)?... lol


sorry, can't pass up a good typo... :har:

Crap... missed that bloody typo... Ugh... :roll:

M. M.

:Kaleun_Salute:

Mad Mardigan
01-11-21, 03:58 PM
ahoy,:Kaleun_Cheers:

Got a weird question to ask... :doh:

In game, the base portion SH4 or the mod itself... is wave action/currents, modeled in them.? :hmmm: :hmmm:

Reason I ask, is... noted that for some reason, I came to a dead stop it seemed like.. like the sub got dropped to its knees, is a sub had knees that is... :D :haha:

When I checked by using the side view options (, & .) & the free cam (F12) view... sub was like.. not moving, yet the props were going as they should... but... NO forward movement, . Had the telegraph set to 1/3 ahead... by either selecting the secondary view of the telegraph section from the 1/3-2/3, etc. view to seeing the numbered knots speed section, & clicking on the 3 knots, I could get the sub moving once more.. there was a time or 2, that even doing that, did NOT work, I'd have to slam the telegraph from 1/3 ahead, to 2/3's ahead, let it ramp up to like... 5.. 6 knots, then push it back into 1/3 ahead.

This occurred like... 3-5 times, as I recall. :hmmm:

Sea conditions that I noted during those times of this happening, were choppy, but not serious swells, in game...

Just wanted to ask, as I'm not completely sure that it's a bug... but.. ya never know...

M. M.

:Kaleun_Salute:

KaleunMarco
01-11-21, 06:56 PM
Crap... missed that bloody typo... Ugh... :roll:

M. M.

:Kaleun_Salute:

double crap...i sent flowers to his widow.
:Kaleun_Salute:

KaleunMarco
01-12-21, 01:05 PM
is there an authorized mod for Stop the Screen Scroll for Ultimate?

i have checked all of the extra documentation folders and did not see anything so if i missed it, my apologies.

if it was not documented can you tell what value to change ParentID to in Menu.ini?

[G26 I9]
Name=Bottom
Type=1030;Static bmp
ItemID=0x26130003
ParentID=0x26130000
:Kaleun_Salute:

Nevermind....i quoted the wrong section.
should have quoted this section:
[G31 I56]
Name=Scroll bottom
Type=1030;Static bmp
ItemID=0x31000004
ParentID=0x3F000000

the normal scroll fix will work.
My apologies.
:Kaleun_Salute:

KaleunMarco
01-13-21, 06:36 PM
something curious happened on my third patrol but i did not produce evidence.
it happened again but i only have partial evidence.
i completed my fourth mission with all Objectives completed successfully.
https://i.ibb.co/WW1kP6v/SH4-Img-2021-01-13-17-25-14-246.png

when the Patrol End screen appeared, it showed one Objective as Not Completed but there was no text associated with that Objective. i performed a Ctrl+F11 in order to capture that Patrol Ending screen with the Not Completed objective however i found out just a bit later that that key sequence will not work at Patrol End.:/\\!!

is this disparity (the objective not the print screen) a Known Unexpected Feature or a New one?
:Kaleun_Salute:

Moonlight
01-14-21, 07:30 AM
The two keys for printscreen in FotRS is "Ctrl + F11" if you have a save before coming into port I would load it up and use those two keys above instead of Ctrl-Prt-Scrn.

Macgregor the Hammer
01-14-21, 09:42 AM
I have a question regarding visual threshold at sea.

With a sunny clear day, 0-1 ft. seas, vessel travelling at 8-10 kts., what is the minimum visual detection range for both the sub and a merchant?

Thanks,

KaleunMarco
01-14-21, 10:30 AM
The two keys for printscreen in FotRS is "Ctrl + F11" if you have a save before coming into port I would load it up and use those two keys above instead of Ctrl-Prt-Scrn.

i meant Ctrl+F11 but i typed Ctrl-Prt-Scrn. i've corrected it for the historical record.
:salute:

KaleunMarco
01-14-21, 11:22 AM
if you have a save before coming into port I would load it up and use those two keys above instead of Ctrl-Prt-Scrn.
thank you for the suggestion. unfortunately, it has lead me (us) down a rabbit hole where things have gone from the sublime to the ridiculous.

my original question focused on a discrepancy between the Objectives Completed on the Captain's Panel and the End of Patrol Screen. when i used Moonlight's excellent suggestion, i discovered that the Captain's Panel had changed from what it was previously and so also did the End of Patrol Screen.
First time
https://i.ibb.co/8Ks96fH/SH4-Img-2021-01-13-17-25-14-246.png

After Reloading
https://i.ibb.co/dtGn3qj/SH4-Img-2021-01-14-09-52-26-923.png

End of Patrol Screen with the Original Issue circled
https://i.ibb.co/VD3Bv57/SH4-Img-2021-01-14-09-50-35-310.png

Issues:
Why does the first Captain's Panel show all Objectives as Completed when the End of Patrol Screen shows a Blank Objective as Not Completed (circled)?
Why does the second Captain's Panel appear to have different results for previously Completed Objectives for the same mission?
Why does the End of Patrol screen only credit for one ship and 1800 tons when many more ships were sunk?

Knowns:
Fourth Mission of Career. Objective was Sink Philippines 07.
Begun March 1 1942 from Surabaya and will end in Fremantle March 22, 1942.
Driving a Sargo.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.39_EN
200 FotRSU_NipponMaru_Public_Beta_v1.1_Build

torpedobait
01-14-21, 01:08 PM
is there an authorized mod for Stop the Screen Scroll for Ultimate?

i have checked all of the extra documentation folders and did not see anything so if i missed it, my apologies.

if it was not documented can you tell what value to change ParentID to in Menu.ini?

[G26 I9]
Name=Bottom
Type=1030;Static bmp
ItemID=0x26130003
ParentID=0x26130000
:Kaleun_Salute:

It's called NoScrollNavMap. I've been using it through all the iterations of FOTRSU. Doesn't seem to interfere with v1.39 in the least.
. :salute:

propbeanie
01-14-21, 04:18 PM
ahoy,:Kaleun_Cheers:

Got a weird question to ask... :doh:

In game, the base portion SH4 or the mod itself... is wave action/currents, modeled in them.? :hmmm: :hmmm:

Reason I ask, is... noted that for some reason, I came to a dead stop it seemed like.. like the sub got dropped to its knees, is a sub had knees that is... :D :haha:

When I checked by using the side view options (, & .) & the free cam (F12) view... sub was like.. not moving, yet the props were going as they should... but... NO forward movement, . Had the telegraph set to 1/3 ahead... by either selecting the secondary view of the telegraph section from the 1/3-2/3, etc. view to seeing the numbered knots speed section, & clicking on the 3 knots, I could get the sub moving once more.. there was a time or 2, that even doing that, did NOT work, I'd have to slam the telegraph from 1/3 ahead, to 2/3's ahead, let it ramp up to like... 5.. 6 knots, then push it back into 1/3 ahead.

This occurred like... 3-5 times, as I recall. :hmmm:

Sea conditions that I noted during those times of this happening, were choppy, but not serious swells, in game...

Just wanted to ask, as I'm not completely sure that it's a bug... but.. ya never know...

M. M.

:Kaleun_Salute:
The game does not model that supposedly, the currents and drift, it seems, but I do know that if a ship is set to "DockedShip=true" in the mis file, and a blow comes up, that the ship will "move" with the wind. A wind out of the north will cause a ship to drift south, against its "anchor"... The game defaults to a five knot wind, but that might be altered prior to the start of a "scenario" and either be higher or lower, and then follow the "chance" of the game's weather. Modeling currents would be cool, but not practical, unfortunately.

I have a question regarding visual threshold at sea.

With a sunny clear day, 0-1 ft. seas, vessel travelling at 8-10 kts., what is the minimum visual detection range for both the sub and a merchant?

Thanks,
There is a setting in the game, and we can alter it with "multipliers", but it is difficult to say. Prior to altering the visual sensors, and when we had the guns set to 12k yards, you could get shot at by a BB from that distance, and shore guns were rather more deadly than they are now - scary. As of right now, some of the planes act like they're blind half of the time again, and we'll have to test them again. I don't know if I've just gotten used to dealing with them with an arbitrary crash dive, or if they have gone blind from jungle hootch they make with aircraft fuel, or what... suffice to say that anywhere from 2500-9200 yards, environmental and crew rating dependent (as well as your attitude), with it leaning toward the high end of that. Airplanes are a different story, going way out there sometimes.

thank you for the suggestion. unfortunately, it has lead me (us) down a rabbit hole where things have gone from the sublime to the ridiculous.

my original question focused on a discrepancy between the Objectives Completed on the Captain's Panel and the End of Patrol Screen. when i used Moonlight's excellent suggestion, i discovered that the Captain's Panel had changed from what it was previously and so also did the End of Patrol Screen.
First time
https://i.ibb.co/8Ks96fH/SH4-Img-2021-01-13-17-25-14-246.png

After Reloading
https://i.ibb.co/dtGn3qj/SH4-Img-2021-01-14-09-52-26-923.png

End of Patrol Screen with the Original Issue circled
https://i.ibb.co/VD3Bv57/SH4-Img-2021-01-14-09-50-35-310.png

Issues:
Why does the first Captain's Panel show all Objectives as Completed when the End of Patrol Screen shows a Blank Objective as Not Completed (circled)?
Why does the second Captain's Panel appear to have different results for previously Completed Objectives for the same mission?
Why does the End of Patrol screen only credit for one ship and 1800 tons when many more ships were sunk?

Knowns:
Fourth Mission of Career. Objective was Sink Philippines 07.
Begun March 1 1942 from Surabaya and will end in Fremantle March 22, 1942.
Driving a Sargo.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.39_EN
200 FotRSU_NipponMaru_Public_Beta_v1.1_Build
I am going to hazard a guess that you used Status Report maybe?? The big question is, where were you for each of those Contact Reports & Status Report, and what was the assignment? Maybe you used a "Contact Report", and were told to "Sink the enemy merchant vessels", and after that, called in a Status Report, and that's what's not showing??... After that blank assignment, you did another "Contact Report" and got the "Cause serious damage..." assignment??... It might be possible to go back in the Save structure and find when you did the Status Report, and then see what the assignments were immediately after. You were probably given an assignment that does not have a proper summary to display on the Captain's Log. The Objective is there, but no synopsis to display, in other words. Once it passed from your visual view and short-term memory, it was gone, never to be completed. If you can get a ballpark guesstimate of where you were at a given call-in, we can then draw a circle on the map, and see what assignments fall into those parameters.

It's called NoScrollNavMap. I've been using it through all the iterations of FOTRSU. Doesn't seem to interfere with v1.39 in the least.
. :salute:
The mod is "mostly compatible", but not completely ("actually, I'm feeling much better now"). It does have some contrary settings in the menu_1024_768.ini file, but I don't remember which. We might get to dressing those add-in mods, as well as some Single Mission files we received, for inclusion with the next version. maybe...

:salute:

propbeanie
01-14-21, 04:51 PM
Is this close to your first assignment, KaleunMarco?

https://i.imgur.com/MTwWW5V.jpg


were you around there when you phoned in the reports?

KaleunMarco
01-14-21, 06:35 PM
Is this close to your first assignment, KaleunMarco?

Yes.

were you around there when you phoned in the reports?

No.


Since it was a SINK mission, there were two objectives, one for reaching the patrol zone and one for sinking the tonnage. Both of those were completed.

After the initial objectives, i encountered three of four Convoys/TFs and used the right-hand-radio Contact button (ship) requesting permission to attack (and acquire a new objective). I was given permission for three of four (or four of five) i cannot remember exactly. One request was denied. i suspect that that Objective is the problem. I have no empirical reason other than it appears in the list in the order of my requests.

i did not use the left-hand Status button at all during this mission.


I am going to hazard a guess that you used Status Report maybe?? The big question is, where were you for each of those Contact Reports & Status Report, and what was the assignment? Maybe you used a "Contact Report", and were told to "Sink the enemy merchant vessels",
yes, three or four times

and after that, called in a Status Report, and that's what's not showing??...

No

After that blank assignment, you did another "Contact Report" and got the "Cause serious damage..." assignment??...

yes. however, if you look at the first Captain's panel you will see that there are no uncompleted Objectives. the Uncompleted objectives only appear in the End Patrol screen.


It might be possible to go back in the Save structure and find when you did the Status Report, and then see what the assignments were immediately after. You were probably given an assignment that does not have a proper summary to display on the Captain's Log. The Objective is there, but no synopsis to display, in other words. Once it passed from your visual view and short-term memory, it was gone, never to be completed. If you can get a ballpark guesstimate of where you were at a given call-in, we can then draw a circle on the map, and see what assignments fall into those parameters.

ok, i can believe your supposition.

i will attempt to pinpoint the location of my radio transmissions however i am unsure of success. i can say with near certainty that all of the Secondary Objectives were in response to contact with a TF/Convoy and they were in the general area of the Pacific Ocean just east of Davao...Between Davao and Peleliu/Palau.

propbeanie
01-14-21, 07:57 PM
Well, that helps then, KaleunMarco. I was afraid you had done a Status Report, and those can trigger most any mission in the mod... Not all of them, mind you, but a goodly percentage.

If you ever look at a comparison between a mis file, and a tsr file, there is an Objective name, such as "Objective01" in the mis file. The tsr file will then have an entry "Objective01=Objective01". If an author leaves it like that, you as the player, get a missions assignment, but the Captain's Log will show "Objective01", and that's it. So an author can change that to better match the missionbriefing text, such as "Objective01=Patrol designated area near Davao Gulf for six (6) days", and your Captain's Log will then show that text. However, if after a time, a person ( :roll: ) edits the file, and changes either the name of the objective, or the name of the "placeholder" ("Objective01=" above), then the Captain's Log will show a "blank" instead... ?? It'd be nice if the ME could throw a "type mis-match", or a "Objective01 not equal to" error, but...

verbiage anymore, is my forte, explanations are not...

Johnson0311
01-14-21, 08:11 PM
Been years since playing but downloaded this mod and installed per instructions no issues detected.

Start first campaign and have a juicy freighter lined up for a shot. All is well but when I go to fire torpedo's nothing happens. I have looked through the readme and F1 help screen.

Is there a flooding of tubes and opening hatches that I might be missing?

Thanks.

Mad Mardigan
01-14-21, 10:45 PM
Been years since playing but downloaded this mod and installed per instructions no issues detected.

Start first campaign and have a juicy freighter lined up for a shot. All is well but when I go to fire torpedo's nothing happens. I have looked through the readme and F1 help screen.

Is there a flooding of tubes and opening hatches that I might be missing?

Thanks.

Yeah.... you have to open the tube 1st & foremost and... the key to do that sequence (opening the torp tube door & flooding it) is... the ''Q'' key on your keyboard, young grass hoppah... :D

Hope this helps... :Kaleun_Thumbs_Up:

M. M.

:Kaleun_Salute:

KaleunMarco
01-14-21, 11:32 PM
If you ever look at a comparison between a mis file, and a tsr file, there is an Objective name, such as "Objective01" in the mis file. The tsr file will then have an entry "Objective01=Objective01". If an author leaves it like that, you as the player, get a missions assignment, but the Captain's Log will show "Objective01", and that's it. So an author can change that to better match the missionbriefing text, such as "Objective01=Patrol designated area near Davao Gulf for six (6) days", and your Captain's Log will then show that text. However, if after a time, a person ( :roll: ) edits the file, and changes either the name of the objective, or the name of the "placeholder" ("Objective01=" above), then the Captain's Log will show a "blank" instead... ?? It'd be nice if the ME could throw a "type mis-match", or a "Objective01 not equal to" error, but...

verbiage anymore, is my forte, explanations are not...

Bingo!

Dynamic Mission 01
[Text]
ContactReport 01_Objective1=Sink the enemy heavies
MissionBriefing=mission briefing
ContactReport 01_Event1=| X ATTACK IMMEDIATELY X DO NOT NEGLECT YOUR OTHER ASSIGNED DUTIES X
MissionTitle=mission title

Dynamic Mission 50
[Text]
MissionBriefing=mission briefing
MissionTitle=mission title
ContactReport 50_Event1= X DEFINITELY A LUCRATIVE TARGET X HOWEVER OTHER FORCES FOR ATTACKING WILL BE VECTORED THAT WAY X SAFELY BREAK CONTACT AND CONTINUE WITH ASSIGNED OPERATIONS OR RETURN TO BASE IF NECESSARY FOR FUEL SUPPLIES OR REPAIR X

Notice any difference?

:Kaleun_Salute:

so, Mission 50 picked up an Objective but no Objective text so it was "secret" and could not be fulfilled...not that it could.

ok, that's one issue resolved.
i'd like to figure out why the reload ignored all but one of our sinkings. do NOT even mention the "J" word.

propbeanie
01-16-21, 10:05 AM
Been years since playing but downloaded this mod and installed per instructions no issues detected.

Start first campaign and have a juicy freighter lined up for a shot. All is well but when I go to fire torpedo's nothing happens. I have looked through the readme and F1 help screen.

Is there a flooding of tubes and opening hatches that I might be missing?

Thanks.
Yeah.... you have to open the tube 1st & foremost and... the key to do that sequence (opening the torp tube door & flooding it) is... the ''Q'' key on your keyboard, young grass hoppah... :D

Hope this helps... :Kaleun_Thumbs_Up:

M. M.

:Kaleun_Salute:
As MM points out, the "Q" key to open the tubes. "W" cycles through the forward tubes, "E" cycles through the rear tubes. "L" locks your target. The "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" pix in the game's root folder after FotRSU activation were updated by CapnScurvy, and have most of the usable keystrokes available in FotRSU. :salute:

Bingo!

Dynamic Mission 01
[Text]
ContactReport 01_Objective1=Sink the enemy heavies
MissionBriefing=mission briefing
ContactReport 01_Event1=| X ATTACK IMMEDIATELY X DO NOT NEGLECT YOUR OTHER ASSIGNED DUTIES X
MissionTitle=mission title

Dynamic Mission 50
[Text]
MissionBriefing=mission briefing
MissionTitle=mission title
ContactReport 50_Event1= X DEFINITELY A LUCRATIVE TARGET X HOWEVER OTHER FORCES FOR ATTACKING WILL BE VECTORED THAT WAY X SAFELY BREAK CONTACT AND CONTINUE WITH ASSIGNED OPERATIONS OR RETURN TO BASE IF NECESSARY FOR FUEL SUPPLIES OR REPAIR X

Notice any difference?

:Kaleun_Salute:

so, Mission 50 picked up an Objective but no Objective text so it was "secret" and could not be fulfilled...not that it could.

ok, that's one issue resolved.
i'd like to figure out why the reload ignored all but one of our sinkings. do NOT even mention the "J" word.
The lack of an Objective in #50 is purposeful, since you do not receive an Objective, only the message, which is done with an "Event". I'll look into that phenomenon somehow. I've got to figure out a "testing paradigm" - I usually get distracted with "testing... But, it wouldn't surprise me if that isn't the cause of the "blank" line, and the Captain's Log interprets it as an incomplete Objective... Do you have the other assignments you were given in that Save? The "Proceed directly to..." and "Engage and destroy..." both come from the mission itself. The "Sink the enemy merchant vessels" comes from one of several missions (8, 9, 91, 10 & 102), so if you find the "ID" number of the mission for that... Then you have the blank line, then the "Cause serious damage to the enemy task force." comes from either 31 or 5, if you can find that ID in the Save folder. One of those might have something "extra" in them, or else the game itself is adding that "blank" line from encountering the drop-through to #50... thanks :salute:

KaleunMarco
01-16-21, 10:13 AM
The lack of an Objective in #50 is purposeful, since you do not receive an Objective, only the message, which is done with an "Event". I'll look into that phenomenon somehow. I've got to figure out a "testing paradigm" - I usually get distracted with "testing... But, it wouldn't surprise me if that isn't the cause of the "blank" line, and the Captain's Log interprets it as an incomplete Objective...

no blank line.... i used notepad and deleted the Objective lines.
we moved on to our next mission and had at least two occasions where we radioed and requested a Dynamic Objective and received the Mission 50 response. the F8-Captain's Panel looked good and the End Patrol Screen look good so i think i can say that it runs fine now.

can it be that the screwy objective was the root cause for the Captain's-Panel-End-Patrol-Screen issue?:hmmm::hmmm::hmmm:
:Kaleun_Salute:

propbeanie
01-16-21, 10:24 AM
Yes, on the blank line messing with the End Screen's display. I was coming back to edit the post above, because I don't think you would have (and should not have) dropped through to a 50 response. For one thing, you were assigned an Objective prior to the "blank", and you were assigned an Objective after the "blank", by virtue of which would insinuate that you had plenty of fuel and plenty of ammo for any Objective that might have been on the "blank" line... The only other reason to drop to a 50 response is if you have a Primary or Secondary Objective "active", or in-complete. That will probably be how I attempt to "test" this later. I'll have an active Objective active when I fone home with a Contact Report. I am also wondering if maybe there isn't a "blank line" in one of those missions' Objective from your first "Contact Report" response? I don't know how that would happen, but stranger things have happened in the game... :salute:

KaleunMarco
01-16-21, 11:12 AM
Yes, on the blank line messing with the End Screen's display. I was coming back to edit the post above, because I don't think you would have (and should not have) dropped through to a 50 response. For one thing, you were assigned an Objective prior to the "blank", and you were assigned an Objective after the "blank", by virtue of which would insinuate that you had plenty of fuel and plenty of ammo for any Objective that might have been on the "blank" line... The only other reason to drop to a 50 response is if you have a Primary or Secondary Objective "active", or in-complete. That will probably be how I attempt to "test" this later. I'll have an active Objective active when I fone home with a Contact Report. I am also wondering if maybe there isn't a "blank line" in one of those missions' Objective from your first "Contact Report" response? I don't know how that would happen, but stranger things have happened in the game... :salute:

i hate to burst your bubble but i have received a 50 response when fully loaded with fuel and ammo.
in the past i have had as many as three unfulfilled Objectives on my slate. One would be a Mission-Specific Objective(Patrol Area 7) and the other two would be unfulfilled Secondarys. Interspersed between those Secondarys could be one or more 50's.

My SWAG (based on experiences) is that when a sub driver radios for a Secondary Objective, i think that there are eligibility rules applied and if the sub is eligible for a Secondary then it is a dice throw. and...sometimes the throw is a 50.:up:

:Kaleun_Salute:

propbeanie
01-16-21, 11:21 AM
That's what I said though, is that if you have an unfulfilled Objective, Primary or Secondary, you automatically fall through to the 50 response. If you are low on fuel or ammo, you automatically fall through to a 50 response. Beyond that, one of the others should "catch" you, but not always. There is the "AllMatch=" line, and sometimes the "PartialMatch=" line (which then brings in the "PartialMatchingMinimumPercentage=" line). Most of the missions require a minimum of 10% fuel, and 25% ammo, which in reality is torpedoes, and does not include deck gun and AA levels. If none of that catches you, you fall through to a 50 responese. It's kind of like one of those old pinball machines that doesn't have flippers. All you can do is watch the ball bounce around during its journey to the bottom of the table toward the "drain hole" of 50... unless something else above catches it... :arrgh!:

I've been through all of the missions and the DynamicMiss file, and see nothing obviously wrong, so on to trying a few assignments myself, and see how many times I can get sunk... lol

Aramike
01-16-21, 11:57 AM
Datapoint: Traffic was normal all the way into and including the Inland Sea, though air contacts were mercifully lower than usual. Game CTDed eventually: ran in submerged to Bepu, sank a FHF, and headed for Oite with seven or so sonar contacts behind and probably that many ahead. With TC at 120-160, the game froze and CTDed.

LAA is enabled AFAIK.Almost the exact same problem here, just east of the Japanese coast. 1st patrol, sunk 2 ships, headed north along the coast. Submerge due to air traffic. Sonar detects three more south west of my position. Turn south, see their stacks long range with the scope.

Decide to get some sleep and continue the next day.

Load game back up, search along the same bearings I'm still hearing, cannot get a visual. During scope search CTD. Reload, use TC, CTD at probably the same time. Reload again, try different maneuvers, CTD.

In Gar class, 1st patrol out of Midway early 42.

Mios 4Me
01-16-21, 01:43 PM
Almost the exact same problem here, just east of the Japanese coast. 1st patrol, sunk 2 ships, headed north along the coast. Submerge due to air traffic. Sonar detects three more south west of my position. Turn south, see their stacks long range with the scope.

Decide to get some sleep and continue the next day.

Load game back up, search along the same bearings I'm still hearing, cannot get a visual. During scope search CTD. Reload, use TC, CTD at probably the same time. Reload again, try different maneuvers, CTD.

In Gar class, 1st patrol out of Midway early 42.
I've since encountered this again in Truk, again with multiple ships and planes, leading me to assume it was related to the game's system resources being strained. However, I just completed two sea trial patrols which involved transiting Golden Gate to Mare Island, a route along which there are 2x-3x more contacts than Truk or the Inland Sea, all of which the Balao's watch insisted in cataloging in excruciating detail. No CTD, despite my efforts at max TC.

Incidentally, PB, I just had a third assignment to Truk. You recall the issue posted from the first one, the Yamato convoy E of Dublon. The second assignment went more normally: ambushed an exiting convoy at the SW approaches which had been still inside the atoll when detected, then penetrated the harbor and sinking anchored capital ships (and a frozen MPF once). Each time the game CTDed as I nearly escaped the lagoon, which I attributed to system resource constraints. It's almost as if the game refuses to allow harbor raiding there. Eventually I declined the raid and went N, where I discovered a frozen Shokaku and modern passenger transport. Sank both, then proceeded back to Mare Island to start sea trials (although this was the Balao we'd just upgraded to). No CTD.

Anyway, patrol 3 is in early stages of recon, circumnavigating the atoll, but advanced enough to note a pattern that might be worthwhile:
Patrol 1: Two warships reported individually via Magic as moving at 5 kts, although within the harbors.
Patrol 2: Two warships reported individually via Magic as stationary.
Patrol 3: Two warships reported individually via Magic; one at 5 kts, one stationary.

Patrol 3 is 8/19/43, ex-Mare Island, assigned to the Carolines. Presumably the home port will be changed during this assignment.

FWIW, kudos on:
- Adding Tulagi as a base, though I've lost it again on the upgrade. Oddly, there's the option after the first sea trial patrol of transferring to Brisbane (and only Brisbane).
- The aerial spectacles in assignments to the Dampier/Vitiaz Straits region. I'd only seen similar north of the Marianas in 1945, and then only briefly and unpredictably.

propbeanie
01-16-21, 04:17 PM
Almost the exact same problem here, just east of the Japanese coast. 1st patrol, sunk 2 ships, headed north along the coast. Submerge due to air traffic. Sonar detects three more south west of my position. Turn south, see their stacks long range with the scope.

Decide to get some sleep and continue the next day.

Load game back up, search along the same bearings I'm still hearing, cannot get a visual. During scope search CTD. Reload, use TC, CTD at probably the same time. Reload again, try different maneuvers, CTD.

In Gar class, 1st patrol out of Midway early 42.
Do you happen to have a guess-timate of a Lat / Long location? An approximate date? Thanks.

I've since encountered this again in Truk, again with multiple ships and planes, leading me to assume it was related to the game's system resources being strained. However, I just completed two sea trial patrols which involved transiting Golden Gate to Mare Island, a route along which there are 2x-3x more contacts than Truk or the Inland Sea, all of which the Balao's watch insisted in cataloging in excruciating detail. No CTD, despite my efforts at max TC.

Incidentally, PB, I just had a third assignment to Truk. You recall the issue posted from the first one, the Yamato convoy E of Dublon. The second assignment went more normally: ambushed an exiting convoy at the SW approaches which had been still inside the atoll when detected, then penetrated the harbor and sinking anchored capital ships (and a frozen MPF once). Each time the game CTDed as I nearly escaped the lagoon, which I attributed to system resource constraints. It's almost as if the game refuses to allow harbor raiding there. Eventually I declined the raid and went N, where I discovered a frozen Shokaku and modern passenger transport. Sank both, then proceeded back to Mare Island to start sea trials (although this was the Balao we'd just upgraded to). No CTD.

Anyway, patrol 3 is in early stages of recon, circumnavigating the atoll, but advanced enough to note a pattern that might be worthwhile:
Patrol 1: Two warships reported individually via Magic as moving at 5 kts, although within the harbors.
Patrol 2: Two warships reported individually via Magic as stationary.
Patrol 3: Two warships reported individually via Magic; one at 5 kts, one stationary.

Patrol 3 is 8/19/43, ex-Mare Island, assigned to the Carolines. Presumably the home port will be changed during this assignment.

FWIW, kudos on:
- Adding Tulagi as a base, though I've lost it again on the upgrade. Oddly, there's the option after the first sea trial patrol of transferring to Brisbane (and only Brisbane).
- The aerial spectacles in assignments to the Dampier/Vitiaz Straits region. I'd only seen similar north of the Marianas in 1945, and then only briefly and unpredictably.
Truk has a group that is set to spawn about every week that is supposed to travel south for Kavieng. The supposition is that since it is mistakenly pointed north for its spawn location, and then has to turn to go south, that it then drives through the existing "Docked" ships in the area. Since you are far enough away from where it spawns for it to do so, but not close enough for the 3D render, that's why we aren't seeing the evidence of that particular group. Or, maybe it doesn't manifest itself until after the turn has been made. Really don't know. However, when we set the particular group to spawn at 100% at 0700 hours, we can guarantee that at 0715 hours, things begin to deteriorate rapidly. Set the errant group correctly, and 99% of the issues go away. The air activity over the western end of New Britain, eastern end of New Guinnea coincide with the New Guinea campaign and the increased Troop ships in the area at the time. If you happen to be just north of Vitiaz at the right time, you'll see a bunch of B-25s taking out all of the targets you have acquired and worked so hard to gain a good shooting position on... lol - North of the Mariannas, beginning in 1945, you should see "B17s Over the Pacific", with smoke trails, as they emulate B29 groups headed for the Empire Home Waters... As for the Balao, if you get it early, you go to Mare Island. The first available location after that for the Balao is Brisbane. Later, Pearl is available also, but all Balaos from Mare, at this time, go to Brisbane. After that, you should be able to go to Pearl. :salute:

Mios 4Me
01-16-21, 04:50 PM
As for the Balao, if you get it early, you go to Mare Island. The first available location after that for the Balao is Brisbane. Later, Pearl is available also, but all Balaos from Mare, at this time, go to Brisbane. After that, you should be able to go to Pearl. :salute:
Yes, Brisbane was the only option after the first trial; after the second, a few days later, we could have also transferred to Pearl or Midway, but decided to see how the scenario would play out by sending us to Brisbane, which it did halfway through the first assignment.

propbeanie
01-16-21, 05:41 PM
... took the slow boat to China approach of entering the base, meaning 1/3 ahead.... Took Me some time to cover all that distance what with repeated shallow water alerts & added to the mix of ship spotted X bearing & distance... but I persevered. :yep:

Waited a bit, after calling for all stop, before I chose the dock & end patrol.

Imagine my surprise, when in base office, clicking on the map after doing a spot check to see if there were any improvements I could do, before setting out on the next patrol... which there were none... of CTD'ing right after clicking on the map... :06: :06: :hmmm: ...
Do you happen to still have your Save folder from this one MM? We have not found the issue via "conventional" methods, besides, we broke the rubber hose... :salute:

Mad Mardigan
01-16-21, 06:20 PM
Do you happen to still have your Save folder from this one MM? We have not found the issue via "conventional" methods, besides, we broke the rubber hose... :salute:

Not sure if I would still or NOT.

With that occurrence, I did NOT have any save points between Lamon Bay & RTB'ing @ Surabaya. (the CTD occured right after I had docked & did all that as described that you quoted Me on, by the way) after getting the all clear message of completion), after such, I hot footed it from there to Surabaya to dock in & then proceed to the Next patrol... & I forgot to do a pre RTB save, as well to boot... I know.. I know... keel haul the offender... :har:

When I clicked on the map.. well... CTD'ville happened... :o

As I recall, I reloaded from being located in the Lamon Bay area, working on finishing the large diameter revisit mission... (of which I had with the very last save I did early on, as it was...). I then finished the add on objective, got the all clear on it being completed & saved then & there...

Got about 1/2 way to Surabaya, did another save then just before getting near Surabaya, I did a RTB save. Proceeded to make for the base, got the pop up for docking & then did so, for the 2nd time...

Only difference was this time, after doing a quick lookie lou to see if there were any upgrades (which there wasn't) I then did a save in office, before clicking on the map yet again.. this time... NO CTD... & proceeded from there.

Soo... again, not sure if the save that gave Me the CTD while in office, is still around or not...

I can check & see... :yep: if it by some miracle, is still in there... I can then see of forwarding it to you. for your perusal...:yep:

M. M.

:Kaleun_Salute:

Post edit... :

Ok, just checked the save folder, then did a look see after loading up SH4-FotRSU-Nippon, cross checked My saves there in the 'load' section...

is a big gap between the save for when I was done with the 2nd Lamon Bay visit... & the RTB save... think what occurred was I thought of doing a save 1/2 way to Surabaya.. but didn't... :doh: :oops: BUT... I do have the save still there, when I was 50% done with the 2nd trip to Lamon though... as well as all the saves from starting that career til the 50% completion of the 2nd visit to Lamon Bay. :up:

If you want, I can make a copy of the save folder in its entirety, & zip it, then ship it off to you... minus the other save info after the 50% completion save... to make it easy for you to look through... :yep:

M. M.

:Kaleun_Salute:Post-post edit... :

Made copy of the save folder, in its entirety, (all saves still in it, I forgo'ed editing it... & just left it as is now.). Game save date on the RTB is 2021-01-10 @ 14:57:16, wrote that info down.

The save I did, just before completion of the 2nd Lamon Bay visit is 2021-01-07 (didn't write down the time stamp, BUT, do remember off the top of Me head the exact date of it though... after shutting down the game...:shucks:)

As it stands, I have the save folder copy, 7 zipped... just awaiting how to get it to you...so you can peruse it... :hmmm: :yep:

M. M.

:Kaleun_Salute:

KaleunMarco
01-16-21, 07:40 PM
how long after the radio message to go and get the bougainville coastwatchers
will they actually appear?

as it happens we were only a few hours away when the radio message came through and we are sitting on top of the lifepreserver icon but there is no coastwatcher. i suspect that it will appear as a "survivor", no?

anyway, when does that thing we are supposed to rescue show up?
:Kaleun_Salute:

torpedobait
01-16-21, 10:37 PM
First, let me say that the NipponMaru addon is just excellent! Nice to see names that I recognize associated with the targets. And the somewhat revised (more alphabetized) Recog Manual is easier to use.

Now for a very small thing I found on my eighth patrol, fourth in Gato, this one out of Tulagi after transfer from Pearl Harbor. Assigned to patrol Area 5 (a carryover objective from Pearl). Left Tulagi March 27, 1943 and made it to Area 5 ok. After sinking a number of freighters (about 38,000 tons) in and around the bay to the North of the assignment flag, I decided to head up to Sagami Wan. Before I even got on a new course, Sonar detected a warship heading my way on April 12, 1943 at 16:10; it was at position 138-35E; 034-31N, and on inspection turned out to be an Armed Dahatsu 25mm (I think, because the picture in the manual doesn't show AA guns).

Anyway I could see 3 crewmen, one each on the two AA guns, and the "driver" for want of a more technical term. Then I saw a fourth crewman, walking behind the boat. I thought it might be the Japanese version of Jesus! As I watched, he strolled out on the water about a boat length or a little more, then turned and went back to the boat and stood beside the "driver" for a few seconds, then walked back out on the water. Kind of comical to watch, but I don't think it was what you intended.

Other than that, I love everything about v1.39 and the NipponMaru mods. You all have outdone yourselves. Can't wait to see what missions the Tulagi base will get for me. Adding Tulagi will no doubt erase some of the sameness you can get from career repetition.

I know you said not to use other mods, but I'm stubborn and used the environmental mods I've been using all along with FOTRSU. None of them change the play or boat files other than perhaps the sonar lines:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.39_EN
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols
FotRSU_NipponMaru_Public_Beta_v1.1_Build

propbeanie
01-17-21, 12:41 AM
... Soo... If you want, I can make a copy of the save folder in its entirety, & zip it, then ship it off to you... minus the other save info after the 50% completion save... to make it easy for you to look through...
Well, unfortunately, the Save most likely will no longer have the information, since it would have to have been one from inside the base, either after the CTD when clicking on the map, or the upon returning to base, when you dock. Those are over-written each time in and out... I'll just keep digging in the Sargo assignments for the time frame. Thanks for the help though!


how long after the radio message to go and get the bougainville coastwatchers
will they actually appear?

as it happens we were only a few hours away when the radio message came through and we are sitting on top of the lifepreserver icon but there is no coastwatcher. i suspect that it will appear as a "survivor", no?

anyway, when does that thing we are supposed to rescue show up?
Did you happen to get a "if they don't show up, try again in 24 hours" kind of message, something to that effect? If so, then they might not show at all. Generally speaking, in most of the missions of this type in FotRSU, there is a "trigger" used that when your submarine passes a certain point, it will spawn the "target" subject. To change things up a bit, you might be instructed to withdraw to the east, or some other direction, so that you do hit a trigger area, that is then far enough away from the pickup location for the 'target" to spawn. But not always. There are a couple of missions where you will not get anyone to pickup, which is what happened in real life, in spite of there having been multiple attempts at rendezvous.

First, let me say that the NipponMaru addon is just excellent! Nice to see names that I recognize associated with the targets. And the somewhat revised (more alphabetized) Recog Manual is easier to use.

Now for a very small thing ... an Armed Dahatsu 25mm (I think, because the picture in the manual doesn't show AA guns).

Anyway I could see 3 crewmen, one each on the two AA guns, and the "driver" for want of a more technical term. Then I saw a fourth crewman, walking behind the boat. I thought it might be the Japanese version of Jesus! As I watched, he strolled out on the water about a boat length or a little more, then turned and went back to the boat and stood beside the "driver" for a few seconds, then walked back out on the water. Kind of comical to watch, but I don't think it was what you intended...
That was actually a fellow by the name of Peter that you saw out behind the Daihatsu. The wonder of it all is that I just saw that the day before, and s7rikeback saw it earlier today, and he already has the "fix" for that already in. Thank you for that report, and thanks for the praise...

Mad Mardigan
01-17-21, 01:00 AM
Soo... If you want, I can make a copy of the save folder in its entirety, & zip it, then ship it off to you... minus the other save info after the 50% completion save... to make it easy for you to look through...

Well, unfortunately, the Save most likely will no longer have the information, since it would have to have been one from inside the base, either after the CTD when clicking on the map, or the upon returning to base, when you dock. Those are over-written each time in and out... I'll just keep digging in the Sargo assignments for the time frame. Thanks for the help though!

Ahoy, propbeanie...:Kaleun_Cheers:

Dang nab it... :damn:

If I'd have known it was vital to have kept that save around... I'd have made the copy of the save folder beforehand before doing that reload before the dock, office map crash occurrence & would still have it around... *sigh*

Ahhh well... sorry... :oops:

Will file that away for future reference, in case it crops up again... :yep:

M. M.

:Kaleun_Salute:

KaleunMarco
01-17-21, 11:50 AM
Did you happen to get a "if they don't show up, try again in 24 hours" kind of message, something to that effect? If so, then they might not show at all.

No, no 24 hour message was received.


Generally speaking, in most of the missions of this type in FotRSU, there is a "trigger" used that when your submarine passes a certain point, it will spawn the "target" subject. To change things up a bit, you might be instructed to withdraw to the east, or some other direction, so that you do hit a trigger area, that is then far enough away from the pickup location for the 'target" to spawn. But not always. There are a couple of missions where you will not get anyone to pickup, which is what happened in real life, in spite of there having been multiple attempts at rendezvous.

No, no "withdraw to the east and re-try at a later date" message was received.
this is last message we received. Note the date: July 9. The current date is July 14.
Based on your reply above, there is every possibility that "they" are not coming and that we should shove off and press on with the next task?

[Log Entry 21]
Type=0
EntryText=From: COMSUBPAC|To: USS Sargo (SS-188)|XXX THE AGENT YOU HELPED LAND IN ADLER BAY IS REQUESTING IMMEDIATE EXFILTRATION X YOU ARE TO PROCEED IMMEDIATELY TO THE ORIGINAL INSERTION AREA AND PICK UP THE AGENT AND THOSE LEFT OF HIS ENTOURAGE X LAST WORD THEY WERE IN THE BOAT HEADED SOUTHEAST FROM THE POINT ON THE NORTH SIDE OF THE ORIGINAL INSERTION AREA X THEY ARE BEING AGGRESSIVELY PURSUED X IT IS REQUESTED YOU HURRY X
EntryTitle=01:06 Radio Message
Date=19420709
Time=106
Categ=3

propbeanie
01-17-21, 01:49 PM
Ahoy, propbeanie...:Kaleun_Cheers:

Dang nab it... :damn:

If I'd have known it was vital to have kept that save around... I'd have made the copy of the save folder beforehand before doing that reload before the dock, office map crash occurrence & would still have it around... *sigh*

Ahhh well... sorry... :oops:

Will file that away for future reference, in case it crops up again... :yep:

M. M.

:Kaleun_Salute:
No problem. Not vital to the operation... lol - We'll find it another way eventually. All it takes is a little patience, and knowing the correct incantation, where to stand, and to have the planets aligned properly with a harvest blue moon... quite rare, but it does happen... :O: :salute:

No, no 24 hour message was received.


No, no "withdraw to the east and re-try at a later date" message was received.
this is last message we received. Note the date: July 9. The current date is July 14.
Based on your reply above, there is every possibility that "they" are not coming and that we should shove off and press on with the next task?

[Log Entry 21]
Type=0
EntryText=From: COMSUBPAC|To: USS Sargo (SS-188)|XXX THE AGENT YOU HELPED LAND IN ADLER BAY IS REQUESTING IMMEDIATE EXFILTRATION X YOU ARE TO PROCEED IMMEDIATELY TO THE ORIGINAL INSERTION AREA AND PICK UP THE AGENT AND THOSE LEFT OF HIS ENTOURAGE X LAST WORD THEY WERE IN THE BOAT HEADED SOUTHEAST FROM THE POINT ON THE NORTH SIDE OF THE ORIGINAL INSERTION AREA X THEY ARE BEING AGGRESSIVELY PURSUED X IT IS REQUESTED YOU HURRY X
EntryTitle=01:06 Radio Message
Date=19420709
Time=106
Categ=3
They are most likely gone then... That is one of a few cases where the raft is set to a 1.5 knot "drift", and travels in the direction indicated (from that point of land in the drop zone, in this case). I'll add a "break-off if not found within 24 hours", or some-such to it. :salute:

KaleunMarco
01-17-21, 02:05 PM
They are most likely gone then... That is one of a few cases where the raft is set to a 1.5 knot "drift", and travels in the direction indicated (from that point of land in the drop zone, in this case). I'll add a "break-off if not found within 24 hours", or some-such to it. :salute:

ok, cool.

i took a look at the mission and the raft is available from like June 1, 1942 until the end of the war however the Contact Report Position time is a Minus 1. ReportPosMin=-1

remind me: what does that mean?

also, the raft is set at zero speed but it has two waypoints? aren't those mutually exclusive?

Aramike
01-17-21, 02:09 PM
Do you happen to have a guess-timate of a Lat / Long location? An approximate date? Thanks.
37^50N by 141^34E, freeze at exactly 19:28 on 28 Jan, 1942.


Thanks!

propbeanie
01-17-21, 02:13 PM
37^50N by 141^34E, freeze at exactly 19:28.


Thanks!
Excellent! Thank you! :salute:

Aramike
01-17-21, 02:15 PM
Excellent! Thank you! :salute:Thanks for all your work! Updated with the date as that's probably important! :Kaleun_Cheers:

Mios 4Me
01-17-21, 02:48 PM
USS Balao, ex-Fremantle to Bismarck Sea (cover Dampier and Vitiaz Straits), several days leading up to approximately 10/10/43:

Tracked a four-ship convoy of small vessels. Six PBYs and several Mosquitoes sank three as we closed within 40 mm range, which we used to sink the fourth. No game issues with all this aerial activity. A day or so later, with no other activity on the radar/sonar/visual, a single aircraft approached our position at the SE approaches of the Dampier Strait from New Britain.

The game CTDed for no obvious reason. The type/nationality was never identified. Could it be a rare or new type that's misconfigured? Could explain some of the CTDs escaping Truk if so.

Restart patrol:

Fremantle-Dampier/Vitiaz-Admiralties-Papua coast-Halmahera Sea-Ceram Sea-Molucca Sea-Basilan Passage-Sibutu Passage-Makassar Strait-Fremantle. Sept-Nov 1943.

Issues:
- Other than sailing vessels, the only MV underway that we encountered was a DD we'd triggered by coming too close to one of the coastal bunkers in the Basilan Passage. Decided to raid a certain anchorage to finally score some tonnage, which led to the only MV merchant and two other warships on the entire patrol, all three anchored.

- The levitating flag issue on large sampans remains. They do not respond to AA fire. :(

- The 40 mms we upgraded to just before the start of the patrol have only a single crew position per gun, instead of two.

Mad Mardigan
01-17-21, 02:50 PM
Ahoy, propbeanie...:Kaleun_Cheers:

Dang nab it... :damn:

If I'd have known it was vital to have kept that save around... I'd have made the copy of the save folder beforehand before doing that reload before the dock, office map crash occurrence & would still have it around... *sigh*

Ahhh well... sorry... :oops:

Will file that away for future reference, in case it crops up again... :yep:

M. M.

:Kaleun_Salute:

No problem. Not vital to the operation... lol - We'll find it another way eventually. All it takes is a little patience, and knowing the correct incantation, where to stand, and to have the planets aligned properly with a harvest blue moon... quite rare, but it does happen... :O: :salute:

Ahoy, propbeanie... :Kaleun_Cheers:

Have started My own ''If game CTD's, what to do for dummies'' manual, kinda like a Hayne's Repair manual... :haha: :har: :) :D but in all seriousness, jokes aside... have it filed away for future reference, just the same... as it could always rear its head yet again... when ya least expect it to... yanno.

Not to say I want it to... as I really don't... but, better prepared & ready than to not be :yep:

M. M.

:Kaleun_Salute:

propbeanie
01-17-21, 07:41 PM
ok, cool.

i took a look at the mission and the raft is available from like June 1, 1942 until the end of the war however the Contact Report Position time is a Minus 1. ReportPosMin=-1

remind me: what does that mean?

also, the raft is set at zero speed but it has two waypoints? aren't those mutually exclusive?

The minus 1 is "Off" or "No Report", no matter the time set. The "Available" date covers the time period that the raft can be spawned within. Your crossing of a trigger line will cause it to spawn. It's origination is set to zero for speed, but the waypoints are not. All craft that spawn will "drift" in the game when not anchored, so the raft will move toward its waypoint, gradually speeding up to the set speed of the next waypoint. When the raft reaches the area of its 2nd waypoint, it will "terminate". Therefore, you do have to be quick about it.

USS Balao, ex-Fremantle to Bismarck Sea (cover Dampier and Vitiaz Straits), several days leading up to approximately 10/10/43:

Tracked a four-ship convoy of small vessels. Six PBYs and several Mosquitoes sank three as we closed within 40 mm range, which we used to sink the fourth. No game issues with all this aerial activity. A day or so later, with no other activity on the radar/sonar/visual, a single aircraft approached our position at the SE approaches of the Dampier Strait from New Britain.

The game CTDed for no obvious reason. The type/nationality was never identified. Could it be a rare or new type that's misconfigured? Could explain some of the CTDs escaping Truk if so.

Restart patrol:

Fremantle-Dampier/Vitiaz-Admiralties-Papua coast-Halmahera Sea-Ceram Sea-Molucca Sea-Basilan Passage-Sibutu Passage-Makassar Strait-Fremantle. Sept-Nov 1943.

Issues:
- Other than sailing vessels, the only MV underway that we encountered was a DD we'd triggered by coming too close to one of the coastal bunkers in the Basilan Passage. Decided to raid a certain anchorage to finally score some tonnage, which led to the only MV merchant and two other warships on the entire patrol, all three anchored.

- The levitating flag issue on large sampans remains. They do not respond to AA fire. :(

- The 40 mms we upgraded to just before the start of the patrol have only a single crew position per gun, instead of two.
We'll look into the gun issue, and the flag issue is fixed now, but what was a Fremantle Balao boat doing in the Bismarck Sea? You admit then, to dis-obeying orders of ComSubs SoWesPac, which basically means dis-obeying MacArthur himself!!! :arrgh!: In the meantime, where you on the surface, or submerged at PD or elsewhere when the CTD came to visit? Also, which direction was the airplane coming from?
.

Mios 4Me
01-17-21, 08:14 PM
We'll look into the gun issue, and the flag issue is fixed now, but what was a Fremantle Balao boat doing in the Bismarck Sea? You admit then, to dis-obeying orders of ComSubs SoWesPac, which basically means dis-obeying MacArthur himself!!! :arrgh!: In the meantime, where you on the surface, or submerged at PD or elsewhere when the CTD came to visit? Also, which direction was the airplane coming from?
.
Negative, sir! Transfers make for some nasty planning inertia...uh...unusual mission choices, sir. Our current assignment is agent insertion off Manila, despite being transferred to Midway after that long, dry run on the last patrol. Ours not to reason why, sir...

We were on the surface when the contact appeared from the NE/ENE.

Edited to add: the Manila agent mission CTDed 20km from the drop zone as we sat dead in the water waiting for night. We'd just detected a nearby fishing boat and an incoming plane from the S. I heard the engine while using the cam to check out the fishing boat details, then went back to the control room and set TC to 30.

Cybermat47
01-17-21, 10:14 PM
You admit then, to dis-obeying orders of ComSubs SoWesPac, which basically means dis-obeying MacArthur himself!!!

Which means a free beer from all the Aussie troops who are sick and tired of MacArthur :Kaleun_Cheers:

KaleunMarco
01-17-21, 10:38 PM
We'll look into the gun issue, and the flag issue is fixed now, but what was a Fremantle Balao boat doing in the Bismarck Sea? You admit then, to dis-obeying orders of ComSubs SoWesPac, which basically means dis-obeying MacArthur himself!!! :arrgh!: In the meantime, where you on the surface, or submerged at PD or elsewhere when the CTD came to visit? Also, which direction was the airplane coming from?
.

i think the CTD was his court martial for fishing in the neighbor's pond.

KaleunMarco
01-17-21, 10:42 PM
The minus 1 is "Off" or "No Report", no matter the time set. The "Available" date covers the time period that the raft can be spawned within. Your crossing of a trigger line will cause it to spawn. It's origination is set to zero for speed, but the waypoints are not. All craft that spawn will "drift" in the game when not anchored, so the raft will move toward its waypoint, gradually speeding up to the set speed of the next waypoint. When the raft reaches the area of its 2nd waypoint, it will "terminate". Therefore, you do have to be quick about it.

ok...if the raft spawns when we crossed the trigger line, i can say without a doubt that the raft did NOT spawn this time. i say that because we entered the pickup area very near to where the raft should have spawned and there was never any raft.

edit: i figured out why the raft did not spawn. send me a PM if you want to know the reason.

BTW, will the raft appear as a pilot-survivor appears?

we may repeat this mission in our next mission just to see if it fails again.

:Kaleun_Salute:

Mios 4Me
01-19-21, 02:09 AM
USS Balao, ex-Midway, on an insertion mission to Manila, intercepted a NW-bound TF 319 km, 123 degrees from the port on Guam on 12/8/43 at approximately 0300. Radar indicated a BB, CV, and CA. After engaging the BB and CA, we discovered the CV, a Hiyo-class, alone and stationary 30 km SSE.

propbeanie
01-19-21, 11:12 AM
ok...if the raft spawns when we crossed the trigger line, i can say without a doubt that the raft did NOT spawn this time. i say that because we entered the pickup area very near to where the raft should have spawned and there was never any raft.

edit: i figured out why the raft did not spawn. send me a PM if you want to know the reason.

BTW, will the raft appear as a pilot-survivor appears?

we may repeat this mission in our next mission just to see if it fails again.

:Kaleun_Salute:
I am still throwing this one around the room, and I am almost certain it has to be something simple, because I can't figure it out... There are two courses of action here, but the one is "removal", which I really don't want to do, but...

USS Balao, ex-Midway, on an insertion mission to Manila, intercepted a NW-bound TF 319 km, 123 degrees from the port on Guam on 12/8/43 at approximately 0300. Radar indicated a BB, CV, and CA. After engaging the BB and CA, we discovered the CV, a Hiyo-class, alone and stationary 30 km SSE.
Thanks! Excellent report, and we did find an issue! If anyone else finds a ship dead in the water, or even run aground, please positively ID it, and let us know ASAP, please! :salute:

Mad Mardigan
01-19-21, 12:51 PM
Ahoy, propbeanie... :Kaleun_Cheers:

I am still throwing this one around the room, and I am almost certain it has to be something simple, because I can't figure it out... There are two courses of action here, but the one is "removal", which I really don't want to do, but... Hopefully not... but... will understand if it has to be done. :up:


Thanks! Excellent report, and we did find an issue! If anyone else finds a ship dead in the water, or even run aground, please positively ID it, and let us know ASAP, please! :salute:

Have yet to run across any at a dead standstill, or much less run aground... did have that 1 odd occurrence of getting 2 hydro contacts, yet no motor sound, much less sight of them when I was in the Lamon Bay area that I reported early on about... but outside of that, nope... no grounded ships yet, either. Should I do so, will make sure to see to getting a positive ID on them & report on them... will also see to getting a snap to go with the report, as well. :up:

M. M.

:Kaleun_Salute:

KaleunMarco
01-19-21, 01:13 PM
Originally Posted by KaleunMarco View Post
ok...if the raft spawns when we crossed the trigger line, i can say without a doubt that the raft did NOT spawn this time. i say that because we entered the pickup area very near to where the raft should have spawned and there was never any raft.

edit: i figured out why the raft did not spawn. send me a PM if you want to know the reason.
I am still throwing this one around the room, and I am almost certain it has to be something simple, because I can't figure it out... There are two courses of action here, but the one is "removal", which I really don't want to do

per my PM to you, i changed the spawn date to 6/1/42 and the mission works as desired, sort of.
because of the spawn date AND the trigger of the sub entering the zone, the raft spawns during the dropoff phase of the mission.
that lacks a certain realism.
if we can figure out how to eliminate that we have a great mission.
:hmmm:

propbeanie
01-19-21, 02:36 PM
I just found the issue, and it does have to do with the proper use of a keyboard, and my sprelling skillz (or lack thereof)... sigh...

KaleunMarco
01-19-21, 02:45 PM
I just found the issue, and it does have to do with the proper use of a keyboard, and my sprelling skillz (or lack thereof)... sigh...

ok....where's the typo?
or is the issue an improper use of one of the parms?:hmmm:

propbeanie
01-19-21, 02:59 PM
Extra spaces are not allowed... especially in internal names... lol

Mios 4Me
01-19-21, 03:18 PM
If anyone else finds a ship dead in the water, or even run aground, please positively ID it, and let us know ASAP, please! :salute:

Does that include shipping in Truk Lagoon? I'd estimate 2-6 stationary or run aground ships on each of my visits there. I assumed they were part of the creeping TF issue and so didn't report them per se, but can go back to the replays if needed.

KaleunMarco
01-19-21, 05:45 PM
Extra spaces are not allowed... especially in internal names... lol

ah. _US Pilots Raft#1

is that a new rule just for MIS files or is it universal?

propbeanie
01-19-21, 06:54 PM
Does that include shipping in Truk Lagoon? I'd estimate 2-6 stationary or run aground ships on each of my visits there. I assumed they were part of the creeping TF issue and so didn't report them per se, but can go back to the replays if needed.
The ships at the docks, for the most part, are anchored, as are the ships in the Moen and Dublon Anchorages (like the Yamato Group at Dublon). Some of them were "pushed" out of their anchored locations by that rogue group headed for Kavieng. The ships pushed out of anchorage would have been those 3 DD, the Taiho, the 2 submarines and the Yamato. Run aground would have been 2 to 3 Aux Subchasers, depending upon spawn time & percentages. As I mentioned though, we do have Truk cleaned-up again, at least for this time period, for the most part. There will still be ships run aground, crashed into each other etc., but keep the reports coming in, because you never know - it might be something new...

ah. _US Pilots Raft#1

is that a new rule just for MIS files or is it universal?
Well, if you have a space in a name, it has to be in the name in the other file. If you accidentally have a space at the ~end~ of a line, depending upon the file, that could loom large... but I had a trigger name that wasn't the same between the tsr and mis file. However, that was NOT the only issue apparently... The mission no longer likes us, and is about to get the deep six treatment, and replaced with a new version... :hmmm: - btw, I have my scenario set for July the 10th, 1942, and I find a Nagato group coming out, traveling down St Georges Channel, headed for The Slot. I'll find them coming back north on the 12th...

KaleunMarco
01-19-21, 07:27 PM
Well, if you have a space in a name, it has to be in the name in the other file. If you accidentally have a space at the ~end~ of a line, depending upon the file, that could loom large... but I had a trigger name that wasn't the same between the tsr and mis file. However, that was NOT the only issue apparently... The mission no longer likes us, and is about to get the deep six treatment, and replaced with a new version... :hmmm: - btw, I have my scenario set for July the 10th, 1942, and I find a Nagato group coming out, traveling down St Georges Channel, headed for The Slot. I'll find them coming back north on the 12th...

could this line be the problem?

Extricate=Extricate

i do not recall a parameter named Extricate. shouldnt that be Objective=?

propbeanie
01-19-21, 07:53 PM
Naw. That's a line in the tsr file, and is what the "synopsis" of an Objective is. I just hadn't changed that one in the file at that time, but I do have something a bit more descriptive now. The Objectives are named in the mis file, and the tsr file is where the text that displays for those comes from, so the Objective "Extricate" will display as "Extricate" on the Captain's clipboard. You could make it "Extricate=Turtle Tracks Ice Cream", and in the game, when you are given that assignment, it would have the magnifying glass, and "Objective: Turtle Tracks Ice Cream", which of course would not tell you a thing about what to do, but sure would make you want to get up and go raid the refrigerator... :O:

torpedobait
01-20-21, 02:32 PM
Does that include shipping in Truk Lagoon? I'd estimate 2-6 stationary or run aground ships on each of my visits there. I assumed they were part of the creeping TF issue and so didn't report them per se, but can go back to the replays if needed.

For the record, I have made 4 entries to Truk Lagoon (June 1943) and found no misplaced ships of any kind.

EDIT- Correction, I did find one grounded Subchaser just North of the Moen docks. Forgot about that one.

propbeanie
01-20-21, 05:09 PM
could this line be the problem?

Extricate=Extricate

i do not recall a parameter named Extricate. shouldnt that be Objective=?
OK KaleunMarco... I found the other mission now, and what I have in it that is different from this mission is - are you ready for this? A completely different MapZone that I am using. In other words, the Insert portion has a MapZone "Insert" that is used for that target. The Exfiltrate has a different MapZone on the other side of the island named "Exfiltrate" for the target. It works as it should... so this mission for New Britain now has two separate MapZones, one for each portion... Same basic scenario... It actually functions as it should now... As s7rikeback and I were discussing, since this is based upon a real life incident, we might have to add some variability to another version of this elsewhere... Might be fun, might be frustrating... lol

For the record, I have made 4 entries to Truk Lagoon (June 1943) and found no misplaced ships of any kind.

EDIT- Correction, I did find one grounded Subchaser just North of the Moen docks. Forgot about that one.
Those confounded little patrol vessels completely ignore waypoints rather too often... witness Pearl Harbor, which you will still occasionally see them aground there... :arrgh!: - Of course, grounding in real life happens all of the time... just not as often as in SH4 and FotRSU... lol :oops:

KaleunMarco
01-20-21, 07:35 PM
OK KaleunMarco... I found the other mission now, and what I have in it that is different from this mission is - are you ready for this? A completely different MapZone that I am using. In other words, the Insert portion has a MapZone "Insert" that is used for that target. The Exfiltrate has a different MapZone on the other side of the island named "Exfiltrate" for the target. It works as it should... so this mission for New Britain now has two separate MapZones, one for each portion... Same basic scenario... It actually functions as it should now... As s7rikeback and I were discussing, since this is based upon a real life incident, we might have to add some variability to another version of this elsewhere... Might be fun, might be frustrating... lol

send me a PM with a file location and i will test it for you.

KaleunMarco
01-20-21, 08:46 PM
Driving a Sargo out of Brisbane.
December 19, 1942.
11 completed missions.
Currently refitting in port.
Started in Asiatic Flotilla in December 1941.
Transferred to Brisbane Flotilla Spring 1942.
New Submarine offered after mission 6 and again after mission 9. Both refused.
Have made zero equipment upgrades.
Have made zero personnel changes since mission 2 or 3 although i did award some medals after the last (#11) mission.
when i click on the wall map to see our next mission, there is a slight delay and then CTD.
i snuck a peek at CareerTrack.UPC and our next mission is ID408 which is Insertion Spy Philippines 03.mis.
i snuck a peek at that mission's dotMIS and it has several entries such as this one: Insert Spy Philippines 03_Z
Your thoughts?

Addendum: the root cause is definitely the ID408 mission because if i change the mission to a different, eligible mission (ID168), there is no CTD.
also, i edited the MIS and TSR of ID408, eliminating the internal spaces of the names but that did not make a difference. the game still CTD at the same action.


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.39_EN
200 FotRSU_NipponMaru_Public_Beta_v1.1_Build

propbeanie
01-20-21, 09:01 PM
OK, anyone that wants to try this along with KaleunMarco, I'll leave this up for a day or two:

InsertExtricate.7z (https://drive.google.com/file/d/1NBngDgkamNG5aTdxdaVl1pHpky1ywWLJ/view?usp=sharing)

It is a Single Mission file, based on the file found in the Campaign's PatrolObjectives, and was non-functional at the interesting part. It now functions as intended (at least, as of five minutes ago... :roll: ). This is set-up as a JSGME modlet, so download, extract to MODS, and activate. It does require FotRSU, for obvious reasons... You are in a Tambor boat, on a northerly course in the Solomon Sea, headed to drop-off a recon group. Beware of airplanes, Task Forces, Sampans, and anything else the game throws at you. Status Reports will not function in a Single Mission. I don't remember if Contact Reports do or not, but the campaign does load in Single Missions, so be on your toes... It is July 10, 1942, at 0710 hours local... Do not ignore radio messages... lol :salute:

Mad Mardigan
01-20-21, 09:10 PM
Driving a Sargo out of Brisbane.
December 19, 1942.
11 completed missions.
Currently refitting in port.
Started in Asiatic Flotilla in December 1941.
Transferred to Brisbane Flotilla Spring 1942.
New Submarine offered after mission 6 and again after mission 9. Both refused.
Have made zero equipment upgrades.
Have made zero personnel changes since mission 2 or 3 although i did award some medals after the last (#11) mission.
when i click on the wall map to see our next mission, there is a slight delay and then CTD.
i snuck a peek at CareerTrack.UPC and our next mission is ID408 which is Insertion Spy Philippines 03.mis.
i snuck a peek at that mission's dotMIS and it has several entries such as this one: Insert Spy Philippines 03_Z
Your thoughts?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.39_EN
200 FotRSU_NipponMaru_Public_Beta_v1.1_Build

Ahoy... :Kaleun_Cheers:

:o

Your experience, sounds eerily like mine, as outlined as follows:

Driving a Sargo

Started in Asiatic Flotilla in December 1941.

Transferred to... Surabaya, right after the collapse of Manilla.

Had made zero equipment upgrades.

Had made zero personnel changes.

when I went to click on the wall map to see our next mission, there was a slight delay and then CTD.

Only difference, I didn't know to save the bloody game save so as to pin it down definitively... but, that could well be the mission that bolloxed Me up, when that same thing happened... :yep:

Could very well have found the culprit there, KaleunMarco.... :yep:

I hope so, so that can be neutered in the bud... snip snip... :D

M. M.

:Kaleun_Salute:

propbeanie
01-20-21, 09:13 PM
Driving a Sargo out of Brisbane.
December 19, 1942.
11 completed missions.
Currently refitting in port.
Started in Asiatic Flotilla in December 1941.
Transferred to Brisbane Flotilla Spring 1942.
New Submarine offered after mission 6 and again after mission 9. Both refused.
Have made zero equipment upgrades.
Have made zero personnel changes since mission 2 or 3 although i did award some medals after the last (#11) mission.
when i click on the wall map to see our next mission, there is a slight delay and then CTD.
i snuck a peek at CareerTrack.UPC and our next mission is ID408 which is Insertion Spy Philippines 03.mis.
i snuck a peek at that mission's dotMIS and it has several entries such as this one: Insert Spy Philippines 03_Z
Your thoughts?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.39_EN
200 FotRSU_NipponMaru_Public_Beta_v1.1_Build
The mis and tsr are fine. That "Insert Spy Philippines 03_Z" is the name of the MapZone where you make the drop. The "Insert Spy Philippines 03_L" is the green map Patrol Marker. The Objective is "Insert Spy Philippines 03_Obj1", which uses that MapZone. That's all there is to the mission, besides the briefing and synopsis. What date did you arrive back at Brisbane, what date does it show you to depart, and which boat are you in? I'm leaning more toward something "external"... in other words, that pause sounds like you are starting to spawn into the game itself, and there is something amiss in the neighborhood around you on that particular date. maybe... :roll:

btw, no conn change? Gun change? AA change? radar change?

Mad Mardigan
01-20-21, 09:17 PM
OK, anyone that wants to try this along with KaleunMarco, I'll leave this up for a day or two:

InsertExtricate.7z (https://drive.google.com/file/d/1NBngDgkamNG5aTdxdaVl1pHpky1ywWLJ/view?usp=sharing)

It is a Single Mission file, based on the file found in the Campaign's PatrolObjectives, and was non-functional at the interesting part. It now functions as intended (at least, as of five minutes ago... :roll: ). This is set-up as a JSGME modlet, so download, extract to MODS, and activate. It does require FotRSU, for obvious reasons... You are in a Tambor boat, on a northerly course in the Solomon Sea, headed to drop-off a recon group. Beware of airplanes, Task Forces, Sampans, and anything else the game throws at you. Status Reports will not function in a Single Mission. I don't remember if Contact Reports do or not, but the campaign does load in Single Missions, so be on your toes... It is July 10, 1942, at 0710 hours local... Do not ignore radio messages... lol :salute:

Ahoy, propbeanie...

I'll volu... erhm, sign up to be a test drive monkey... :D

M. M.

:Kaleun_Salute:

propbeanie
01-20-21, 09:18 PM
Ahoy... :Kaleun_Cheers:

:o

Your experience, sounds eerily like mine, as outlined as follows:

Driving a Sargo

Started in Asiatic Flotilla in December 1941.

Transferred to... Surabaya, right after the collapse of Manilla.

Had made zero equipment upgrades.

Had made zero personnel changes.

when I went to click on the wall map to see our next mission, there was a slight delay and then CTD.

Only difference, I didn't know to save the bloody game save so as to pin it down definitively... but, that could well be the mission that bolloxed Me up, when that same thing happened... :yep:

Could very well have found the culprit there, KaleunMarco.... :yep:

I hope so, so that can be neutered in the bud... snip snip... :D

M. M.

:Kaleun_Salute:
Yours was Fremantle though, correct MM?

Mad Mardigan
01-20-21, 09:33 PM
Yours was Fremantle though, correct MM?

Yeah, no... Surabaya... if I posted Freemantle, then I erred... & apologize for any confusion that caused... I ended My 1st patrol, after doing that crazy, insane Lamon Bay, Aparri, Lamon Bay circus... then hot footed it to knock out that 1st patrol. I docked, then hit the office, did a quick look to see if there was any upgrades for the sub, finding none, I then went to the map so as to start off on the 2nd patrol.. & CTD'ville....

Thinking back on this now... I do recall some message flitted about of Surabaya being seen as untenable & thoughts of abandoning it & having the fleet rebase there at Freemantle...

Before I crash test that file you put up.. I'll take a mo mo & recheck it... I still as for now, have the RTB save before I started the 2nd patrol (that time, successfully & no revisiting CTD'ville...) & can see where I am at exactly... for sure...

M. M.

:Kaleun_Salute:

KaleunMarco
01-20-21, 09:44 PM
Driving a Sargo out of Brisbane.
December 19, 1942.
11 completed missions.
Currently refitting in port.
Started in Asiatic Flotilla in December 1941.
Transferred to Brisbane Flotilla Spring 1942.
New Submarine offered after mission 6 and again after mission 9. Both refused.
Have made zero equipment upgrades.
Have made zero personnel changes since mission 2 or 3 although i did award some medals after the last (#11) mission.
when i click on the wall map to see our next mission, there is a slight delay and then CTD.
i snuck a peek at CareerTrack.UPC and our next mission is ID408 which is Insertion Spy Philippines 03.mis.
i snuck a peek at that mission's dotMIS and it has several entries such as this one: Insert Spy Philippines 03_Z
Your thoughts?

Addendum: the root cause is definitely the ID408 mission because if i change the mission to a different, eligible mission (ID168), there is no CTD.
also, i edited the MIS and TSR of ID408, eliminating the internal spaces of the names but that did not make a difference. the game still CTD at the same action.


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.39_EN
200 FotRSU_NipponMaru_Public_Beta_v1.1_Build
The mis and tsr are fine. That "Insert Spy Philippines 03_Z" is the name of the MapZone where you make the drop. The "Insert Spy Philippines 03_L" is the green map Patrol Marker. The Objective is "Insert Spy Philippines 03_Obj1", which uses that MapZone. That's all there is to the mission, besides the briefing and synopsis.
What date did you arrive back at Brisbane,
what date does it show you to depart, and
which boat are you in?
I'm leaning more toward something "external"... in other words, that pause sounds like you are starting to spawn into the game itself, and there is something amiss in the neighborhood around you on that particular date. maybe... :roll:

btw, no conn change? Gun change? AA change? radar change?

Most of the info you requested is in my post (above).
arrived in Brisbane 12/19/42.
departure date (from CareerTrack.upc) is January 11, 1943.

that pause sounds like you are starting to spawn into the game itself, and there is something amiss in the neighborhood around you on that particular date. maybe

i thought the same myself until i changed the next mission to another acceptable mission for our base/boat and there was no CTD.
it's that Insert Spy Philippines 03 mission. something is amiss. most likely, something subtle and simple, but hiding.:hmmm:

KaleunMarco
01-20-21, 09:48 PM
Yeah, no... Surabaya... if I posted Freemantle, then I erred... & apologize for any confusion that caused... I ended My 1st patrol, after doing that crazy, insane Lamon Bay, Aparri, Lamon Bay circus... then hot footed it to knock out that 1st patrol. I docked, then hit the office, did a quick look to see if there was any upgrades for the sub, finding none, I then went to the map so as to start off on the 2nd patrol.. & CTD'ville....

Thinking back on this now... I do recall some message flitted about of Surabaya being seen as untenable & thoughts of abandoning it & having the fleet rebase there at Freemantle...

Before I crash test that file you put up.. I'll take a mo mo & recheck it... I still as for now, have the RTB save before I started the 2nd patrol (that time, successfully & no revisiting CTD'ville...) & can see where I am at exactly... for sure...

M. M.

:Kaleun_Salute:

do you know how to find the Savefile folder?
drill down on the RTB savefolder and find the CareerTrack.UPC file.
open it with Notepad.
look for this parm: PlayerCurrentObjectives=ID168.
you wont have ID168 your mission number will be different.
reply with that value. please.
:Kaleun_Salute:

Mad Mardigan
01-20-21, 09:50 PM
Yours was Fremantle though, correct MM?

Ahoy, propbeanie... :Kaleun_Cheers:

Ok, cross checked that & yeah... am rebased at Surabaya... Not Freemantle... & it was indeed Surabaya, where I had that office/ma CTD occur...

The set circumstances sound exactly alike...

same career start: Asiatic 12 of '41..

same boat: sargo

no sub parts upgrades/no crew changes

click map: check

CTD: check

Right down the line...

Only difference, KM was able to pin down the ID on the mission for Him..

It may have been that 1 that did it for Me... of which I regret of NOT having made a copy of My save folder, to know for 100% sure..

M. M.

:Kaleun_Salute:

Mad Mardigan
01-20-21, 09:54 PM
do you know how to find the Savefile folder?
drill down on the RTB savefolder and find the CareerTrack.UPC file.
open it with Notepad.
look for this parm: PlayerCurrentObjectives=ID168.
you wont have ID168 your mission number will be different.
reply with that value. please.
:Kaleun_Salute:

Yeah, I know how to do so... only issue is.. I did not think of or know to do so before I restarted at My last save point, which would have been the revisit to Lamon Bay... before hot footing it to Surabaya to dock... :oops:

That action bolloxed up the info on that CTD... :damn:

I NOW know to make a copy should that occur again... as they say, hind sights 20/20....

M. M.

:Kaleun_Salute:

KaleunMarco
01-20-21, 10:01 PM
Yeah, I know how to do so... only issue is.. I did not think of or know to do so before I restarted at My last save point, which would have been the revisit to Lamon Bay... before hot footing it to Surabaya to dock... :oops:

That action bolloxed up the info on that CTD... :damn:

I NOW know to make a copy should that occur again... as they say, hind sights 20/20....

M. M.

:Kaleun_Salute:

have you deleted the game within your career?

Mad Mardigan
01-20-21, 10:17 PM
have you deleted the game within your career?

No... please, reread again KM...

I went back to the save point, BEFORE I docked @ Surabaya, that I experienced the CTD.
I did not do any saving before I docked (at Surabaya the 1st time) & the save point where I was @ Lamon Bay that 2nd time...

I reloaded that Lamon Bay (2nd visit) & then did a save point, after I got the all clear objective complete, mission complete... made My way to Surabaya, (for the 2nd time) did a save point, before tripping off the dock/rearm box... after that save I proceeded the rest of the way to getting that dock/rearm box to pop up & docked.

The 2nd time of doing so, being in the office, I then rechecked to see if there was any upgrades for the boat, again... not making any changes to the crew, again... & then went to the map to see to starting off a 2nd patrol... this time, doing so WITHOUT experiencing a CTD...

That action of reloading the save point @ Lamon Bay (2nd visit there) & continuing to dock @ Surabaya for a 2nd time... wiped out any info on the CTD...

I didn't think of checking the save files before doing that, for that info of
'' PlayerCurrentObjectives=IDxxx # "... in short, as much as it pains Me, to admit it... I goofed... :oops:

I NOW know if a CTD like that occurs, yet again, to do that.. before I do any thing else...

M. M.

:Kaleun_Salute:

KaleunMarco
01-20-21, 10:50 PM
That action of reloading the save point @ Lamon Bay (2nd visit there) & continuing to dock @ Surabaya for a 2nd time... wiped out any info on the CTD...



not necessarily....i should have framed my question differently

I went back to the save point, BEFORE I docked @ Surabaya, that I experienced the CTD.


do you still have the autosave from this point of your career...just prior to the CTD? remember some things happen automatically.

Mad Mardigan
01-20-21, 11:21 PM
not necessarily....i should have framed my question differently
No worries, mate... :up:


do you still have the autosave from this point of your career...just prior to the CTD? remember some things happen automatically.

If by that, you mean the save point I did before calling it a night, while I was still @ Lamon Bay (2nd visit to it, in My 1st patrol mission objective) then the answer to that would be a resounding yes... I still have that save point.

The 1st docking @ Surabaya, was when I finished off the part 3, 1st patrol mission, was running through the passage waterways from the west side of the Philippines, to the west side, exiting the San Bernardino passage... I ran into a small task force of 2 DD's, 1 Minelayer & a seaplane tender... which I radioed that in & got orders to sink it. I proceeded on to Lamon Bay, patrolled there the 1st time, completed that, got orders to patrol Aparri right after that... in the course of doing that, ran into a task force, on radioing that in, got the reply back to disengage... which I gritted My teeth & did so. I went to hot foot it to Mariveles, to do a hot resupply. En route to do that, I then ran into My 3rd task force... & just as with the 2nd one, got the same message when I radioed that in. completed the resupply, went back to Aparri... completed that objective aka part 2 of My 1st patrol. Upon doing that, got messaged to then go back to Lamon Bay, but this time, a much larger area in the region to patrol. I figure I pretty much completed that about 2/3 to 3/4 of the time to be there to do so... when I needed to grab some sleep, so I did a save & waited a bit, before exiting the game.

I reloaded up the next day, to finish that part of the mission off, got the all clear aka mission complete then hot footed it to dock @ Surabaya, to dock... but... between finishing 2nd trip to Lamon Bay, I did NOT do any saves before docking at Surabaya the 1st go around. I docked & then ran into that CTD... I reported it, & rather than waiting, I reloaded the save @ Lamon Bay (2nd visit...) completed it again, as I mentioned already before.. saved & then hot footed it to Surabaya for the 2nd time.. saving after I completed pt. 3 of My 1st patrol, hot footed it to dock @ Surabaya, saving before I set off the dock/rearm box.

BUT, to re-emphasize.. I do indeed have that 2nd visit to Lamon Bay save... :yep:

propbeanie
01-20-21, 11:38 PM
The "Save" he would need, which no longer exists, is the original "AutoSave_OnEnteringBase" save or the "AutoSAve_OnLeavingBase", if it created one when he attempted to leave. Once he went back to the previous Save and then returned to base, the game overwrote the "AutoSave..." stuff, and he got a different roll of the dice for the next mission assignment.

Parameters understood for both of you guys' experiences with a mission assignment, as well as a fellow earlier who had similar at Fremantle. I am getting my cities mixed-up, kind of like "If this is Wednesday, this must be San Francisco", only to find out later, that it is Thursday, and Chicago instead... :roll: :har:

KaleunMarco
01-21-21, 12:01 AM
The "Save" he would need, which no longer exists, is the original "AutoSave_OnEnteringBase" save or the "AutoSAve_OnLeavingBase", if it created one when he attempted to leave.


yes, i was hoping for that AutoSave_OnEnteringBase savefolder to be available because it would have had Mad's next mission assignment....the one that CTD.

oh well. we will have to wait for the next time.


:Kaleun_Salute:

Mios 4Me
01-21-21, 12:28 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.

This was the original coasting TF report. To clarify on the non-TF ships (other than the Whale Factory and escort the TF was commingled with), the other stationary ships in the general vicinity were an LMT 163°, 23 km from Dublon harbor, and an A1 sub, Jingei tender, and a corvette 5.75 km closer to Dublon. 11/2/42

Sent on the next patrol to the Carolines and given a license to hunt anything, anywhere, we headed for Truk for another round of experiments.

First attempt: Swept counterclockwise around the atoll, freezing several warship and merchant units on the N/NE shores of the large SW island. Submerged to transit the channels to ID the various units. Game soon CTDed while maneuvering inside.

Second attempt: <snipped>

Moved W several hours, then headed back for a sweep around the atoll to test the trigger. Received a report of warship headed W from the W channel exit. Upon arrival found two stalled merchants and a sub.

The last vessels mentioned were a MECF, MRBSF, and an A1 sub, located 271°, 68 km from the center of the Moen airfield triangle on 12/14/42 @ 1419


Incidentally, PB, I just had a third assignment to Truk. You recall the issue posted from the first one, the Yamato convoy E of Dublon. The second assignment went more normally: ambushed an exiting convoy at the SW approaches which had been still inside the atoll when detected, then penetrated the harbor and sinking anchored capital ships (and a frozen MPF once). Each time the game CTDed as I nearly escaped the lagoon, which I attributed to system resource constraints. It's almost as if the game refuses to allow harbor raiding there. Eventually I declined the raid and went N, where I discovered a frozen Shokaku and modern passenger transport. Sank both, then proceeded back to Mare Island to start sea trials (although this was the Balao we'd just upgraded to). No CTD.

To amplify, the Shokaku was at 317°, 29 km from Moen airfield on 4/16/43 @ 0311. The MPT was a few km to the NE. There were a couple of unidentified escorts farther inside the atoll which may have been frozen as well. The CV was initially underway when detected on radar.

When I revisited this save point once, I went inside instead and encountered a soon-to-be frozen MPF at 279°, 21.5 km from Moen airfield, plus a stationary A1 sub (third one mentioned in this post) and a corvette moving at 1 kt in the channel just NE of there.

Finally, on 8/19/43 @ 0440, there was a burning corvette aground on the southern shore of an island 259°, 22 km from Moen airfield.

Mad Mardigan
01-21-21, 12:42 AM
Ahoy... :Kaleun_Cheers:

Yeah, propbeanie... kinda like you think it's Wed. & you know that the food service at a resident living facility you live in, serves meatloaf dinner w/ the trimmings, then realize it's Thur. instead & they only serve tuna melt casserole that day & you had your heart & taste buds salivating at the ready for that meatloaf dinner... weird analogy, but... is apt, in its own way...

Any who... the main point is KaleunMarco... I now know what TO DO & what NOT to do, should that happen again... this time, being prepared to whack it's block off, should it get brave enough to do so... :D

M. M.

:Kaleun_Salute:

propbeanie
01-21-21, 11:15 AM
@ KaleunMarco - it'd be nice if they kept more than two copies of those... In my case, those are over-written almost on a daily basis.

We must also thank KaleunMarco for his diligence and tenacity in getting to the bottom of more than one issue, especially lately. btw, do NOT transfer to Tulagi in v1.39 - unless you transfer out right away - if in an S-18 boat (11-01-43), Salmon (11-15-43), Sargo (11-28-43), Porpoise (12-16-43) and S-42 (11-17-43), with those dates being MM-DD-YY as the termination dates at Tulagi for their classes. If you stay to, or beyond those dates, you will be transferred to a non-existent location, and probably CTD. This is fixed in the next release. I unfortunately included an interim version of the Flotillas file, and Flotilla 16 was not in the version of the file in v1.39.

@ Mios 4Me - thanks for gathering all of that into one post. Appreciate that. Most of what you describe are ships that were docked at Truk at those times, and then "disturbed" by that rogue group we found. Also of note, when a group spawns in the game, and you catch it at certain times, especially the confines of something like Truk (Tokyo Bay is another), there is not a whole lot of room for a group to "build", and they will seemingly "stand still" for a bit near their spawn-in location. Also though, some are set to slower speeds inside the terminal, and then speed up once outside the confines, and in deeper water. But, we have found a few more issues with some ships lately. s7rikeback is working hard to eliminate duplicates and certain shared assets in the game as much as possible, which makes the game run more efficiently. However, as we go, other issues are then uncovered. This is the reason for not updating the add-in mods yet. The next version of the mod will not be backward compatible, but will hopefully be the end of such changes being necessary in the future... knock on wood - famous last words...

@ MM - "I hates me tuna-melt casserole! The fisheeze should not be cook-edd..." a play on Gollum, of course... lol

KaleunMarco
01-21-21, 11:51 AM
@ KaleunMarco - it'd be nice if they kept more than two copies of those... In my case, those are over-written almost on a daily basis.

We must also thank KaleunMarco for his diligence and tenacity in getting to the bottom of more than one issue, especially lately. btw, do NOT transfer to Tulagi in v1.39 - unless you transfer out right away - if in an S-18 boat (11-01-43), Salmon (11-15-43), Sargo (11-28-43), Porpoise (12-16-43) and S-42 (11-17-43), with those dates being MM-DD-YY as the termination dates at Tulagi for their classes. If you stay to, or beyond those dates, you will be transferred to a non-existent location, and probably CTD. This is fixed in the next release. I unfortunately included an interim version of the Flotillas file, and Flotilla 16 was not in the version of the file in v1.39.
well that's just effin great. i've been playing SH4 for God-knows-how-long just waiting for the opportunity to base out of Tulagi and as soon as that dream is in reach, you put up the STOP sign. well, fine. i am going to de-install the whole mess and slag my PC down to base minerals.:Kaleun_Mad::fff:


@ MM - "I hates me tuna-melt casserole! The fisheeze should not be cook-edd..." a play on Gollum, of course... lol
that's not even close, PB, not even close.:down:

Sam: What we need is a few good taters.

Gollum: What's taters, precious? What's taters, eh?

Sam: *Po-tay-toes!* Boil 'em, mash 'em, stick 'em in a stew... Lovely big golden chips with a nice piece of fried fish.

[Gollum makes a noise of disgust while sticking his tongue out]

Sam: Even you couldn't say no to that.

Gollum: Oh yes we could. Spoilin' nice fish. Give it to us raw and w-r-r-riggling; you keep nasty chips.

Macgregor the Hammer
01-21-21, 12:28 PM
In the game, when do the Japanese wise-up and form convoys? Right now, my campaign date is 7/43 and all I see single merchants, sometimes 2.

granite00
01-21-21, 01:12 PM
I have a question: what changes have been made to the medal award system?
I just completed a first patrol out of Cavite that began in Dec 1941 and sunk 7 ships:
Kongo BB
Takao Heavy CA
DD
3 submarines
1 merchant
I completed my assigned missions. Total renoun earned was 1890.

I received the Navy Commendation Medal. This doesn't seem remotely correct based on other mods I've played such as TMO/RSRDC.

fishcorp
01-21-21, 04:15 PM
I have some questions after trying out this mod.

Is the periscope view much shorter range than the stock one? Seems like it to me??

Is night darker than stock?

Is there any way I can add back the course indicators and sight range for enemy ship in navigation view?

I've only played the beginning of the war, is the radar and sonar on my boat nerfed?

Aktungbby
01-21-21, 05:19 PM
fishcorp!:Kaleun_Salute:

KaleunMarco
01-21-21, 06:45 PM
In the game, when do the Japanese wise-up and form convoys? Right now, my campaign date is 7/43 and all I see single merchants, sometimes 2.

there are convoys of 5 or 6 ships. some with only one escort. gotta love that!
gotta sit down in the right lanes and it also depends on the date range. things tighten up after Saipan falls and then again after the Philippines are re-invaded.
right now, we are late 1942. we have found convoys:

off the east coast of luzon.
coming in/out of Rabaul
running between Davao and the Palau's
Celebes Sea


Keep searching, you'll find them.
:Kaleun_Salute:

KaleunMarco
01-21-21, 06:54 PM
I have some questions after trying out this mod.

Is the periscope view much shorter range than the stock one? Seems like it to me??
actually, FOTRSU periscope has better zoom than stock. you should be able to see further.

Is night darker than stock?
Yes. IMHO. Like the inside of a closet. with the door closed. and a towel stuffed under the bottom.

Is there any way I can add back the course indicators and sight range for enemy ship in navigation view?
yes, but you need to understand which files are the proper ones. maybe PB or one of the others from the development team will respond to that need.

I've only played the beginning of the war, is the radar and sonar on my boat nerfed?
no, not really. IMHO, they perform better than RFB and TMO, and they should.

:Kaleun_Salute:

KaleunMarco
01-21-21, 07:00 PM
I have a question: what changes have been made to the medal award system?
I just completed a first patrol out of Cavite that began in Dec 1941 and sunk 7 ships:
Kongo BB
Takao Heavy CA
DD
3 submarines
1 merchant
I completed my assigned missions. Total renoun earned was 1890.

I received the Navy Commendation Medal. This doesn't seem remotely correct based on other mods I've played such as TMO/RSRDC.

very nice bag for your first patrol.:Kaleun_Applaud::Kaleun_Cheers:

IMHO, FOTRSU is kind of miserly when it comes to renown. the Lion's share of your total is for the Kongo.
:Kaleun_Salute:

Mad Mardigan
01-21-21, 08:11 PM
Ahoy... :Kaleun_Cheers:

My question is comprised of a couple of points...

1. Concerning when in peri view... when you go from seeing ship info, speed... etc., then click on the itty bitty grey box near the bottom, which takes you to torp settings, (Sargo boat, by the way...) there are 2 dials there, 1 I know is to set the depth of the torp... that's the bottom 1.

The top 1, am assuming relates to offset of the torps travel, based on 3 fish I sent off after a Fuso BB, in a task force comprised of 1 Fuso, 1 Kongo, 3 cruisers... I think 1 heavy the other 2 light ones.... escorted by 6-8 DD's... or was, I should say... they now have 5-7 now.

With regards to that dial, I assume, again... that adjusting it down, sends the torp on an offset to the right & adjusting it up, offsets its travel to the left.

This is based on sending 3 fish at the Fuso, in the above mentioned task force.


End results were, 1 missed aft of it & ended up taking out a Fubuki destroyer, by sheer dumb luck... the remaining 2, 1 struck aft, near the waterline, destroying it's rudder (blew it slap clean off... yet it managed to somehow do a turn to starboard, once the props got to going again... when that torp hit, it caused the ship to lose engines for about... mmm... 30 or so seconds. The 2nd torp, impacted about mid point between the 1st torps impact point, & the # 4 gun mount (main gun... sucker had 6 of them, 2 fore, 2 mid & 2 aft.. wow.. :o) no appreciable damage to see... once it regained forward movement, 3 of the 4 props, were spinning... the out board 1 by where that 1st torp hit, was dead in the water... it weren't spinning... any way, 1st torp I sent off, I did an adjustment down, near about 1 tick of dead center on the top dial, the 2nd fish I sent off.. I set to dead center... & the 3rd, I adjusted the dial to .5 from dead center up.

That ends this part of the question, am I correct on the assessment of that top dial.?

Point 2.

This pertains to that self same task force above...

after they steamed off away from Me, (after I sent them 3 fish off, I dropped scope & dove for 3-350 deep, all quiet, & headed on course 315, away from the task force...

after seeing the hydro lines disappear from sight, I then went back to My original heading of 015, to go through Sibutu Passage, on My way to My 1st assigned objective for Patrol 3. Imagine My surprise, to learn I had a task force on a rough SW heading just a bit ahead of Me. Double that surprise, to figure out, somehow I had that same task force I attacked, heading back... :D Oh joy... a 2nd crack at the Fuso... or so I thought...

Imagine My being confounded, to get a look see through the Uzo, at the group.. & see not the Fuso, spewing flames & dragging arse, but instead.. the Kongo was... :doh: :o :hmmm: say whaaa.... you read this right... Kongo, not the Fuso... was bringing up the rear... no props moving at all... & down by the arse end, looking ready to give up & sink... & supposed to be cranking out 17 knots, no less... sayyyy whaaaa.... :doh: :o

Ok... what gives...???? :hmmm:

M. M.

:Kaleun_Salute:

propbeanie
01-21-21, 08:20 PM
well that's just effin great. i've been playing SH4 for God-knows-how-long just waiting for the opportunity to base out of Tulagi and as soon as that dream is in reach, you put up the STOP sign. well, fine. i am going to de-install the whole mess and slag my PC down to base minerals.:Kaleun_Mad::fff:

that's not even close, PB, not even close.:down:

Sam: What we need is a few good taters.

Gollum: What's taters, precious? What's taters, eh?

Sam: *Po-tay-toes!* Boil 'em, mash 'em, stick 'em in a stew... Lovely big golden chips with a nice piece of fried fish.

[Gollum makes a noise of disgust while sticking his tongue out]

Sam: Even you couldn't say no to that.

Gollum: Oh yes we could. Spoilin' nice fish. Give it to us raw and w-r-r-riggling; you keep nasty chips.
but my Gollum sounded better in my head... by the way, it would be "fish-ess-ess"... lol - we will have Tulagi performing up to snuff in the next version... (there is no "crossed-fingers" smilie, is there??) :help: :hmmm:

In the game, when do the Japanese wise-up and form convoys? Right now, my campaign date is 7/43 and all I see single merchants, sometimes 2.
As KaleunMarco says, it does depend upon location location location. What are the main areas you visit?

I have a question: what changes have been made to the medal award system?
I just completed a first patrol out of Cavite that began in Dec 1941 and sunk 7 ships:
Kongo BB
Takao Heavy CA
DD
3 submarines
1 merchant
I completed my assigned missions. Total renoun earned was 1890.

I received the Navy Commendation Medal. This doesn't seem remotely correct based on other mods I've played such as TMO/RSRDC.
It's all political... you apparently did not donate to the correct political candidates this past election - just ask MacArthur about what happened to him and his CMO for WWI (The Great War - aka: The War to End All War)... :roll: - but seriously, as KaleunMarco mentions, the renown has been turned down for regular ship sinkings. If they are part of a mission, or you complete other mission objectives, you earn more points. However, 1890 is nothing to sneeze at in FotRSU, and while not in the top category, is in the Excellent range. I would think that would be a Silver Star anyway... I'll look again and see how the tiers work...

I have some questions after trying out this mod.

Is the periscope view much shorter range than the stock one? Seems like it to me??

Is night darker than stock?

Is there any way I can add back the course indicators and sight range for enemy ship in navigation view?

I've only played the beginning of the war, is the radar and sonar on my boat nerfed?
KaleunMarco answers apply, but for the NavMap view, whether a person wants a "dot", what we have now, or "full disclosure", it all has to do with altering each individual ship, as well as some associated files in the Menu folder, so each time we've added a ship to the game, we have ruined those "targeting" mods. We do hope to get things finalized for those before too long. As to the radar and sonar, the radar is SD only early in the war, and if I am remembering correctly, only went out like 8nm, catching airborne targets only, and not reliably at that. The higher the TC used, the closer an airplane is by the time you come out of TC. If on the surface in enemy territory during daylight hours, I usually do not exceen 256x TC, and if I'm closer to land, I'll be down at 64x only, just to give the computer and game time to react soon enough to give me a chance to think before I react. The sonar should be fine, but they are difficult to test prior to release. With some of the boats, you do have to be completely submerged for them to work properly, like the S-Boats, Narwhal & Porpoise during the early war. For the others, we are trying to adjust them to where if you are doing Ahead Standard, they don't work so well, but slow to Ahead 1/3, and you get better response. However, each boat is different, and the water conditions also affect their "efficiency". If you have issues beyond that, it would bring to mind the question of "did you empty your Save folder after activating FotRSU?"

torpedobait
01-21-21, 10:06 PM
While you all are fussing with the problems, bugs, and "hidden features" as evidenced by the preceding 3 pages of entries, I thought I'd pass along another compliment. The artwork you have inserted into the "NipponMaru" add-on is fantastic! Such realism there. I also noted that you have "dirtied" up the skins, especially on the marus, to be much more realistic. Perhaps someday, when the artists on the team have time (!) they could add some of that dirt to the explosion upheavals. Now most of them look like a large steam burst, or fire, of course. Having the non-fire blasts have some black and or gray included would just make it so much more realistic IMHO. In comparing the game explosion ejections to some of the films of real explosions out there, the SH4 upheavals seem pretty tame and much smaller. NO biggie to me.

Btw, I am currently getting ready to leave on my fourth patrol out of Tulagi in the Gato. I'm happy to report no adverse incidents encountered in receiving or leaving on patrol assignments. I guess I got lucky when I accepted the command of the Gato before taking the transfer. Since then I have turned down two new subs - in my mind it's too early for a Balao.

Another item is that equipment upgrades, including a refit conning tower and more powerful AA guns are not readily forthcoming in September 1943 in Tulagi. I do have the twin 20mm and the 4" deck gun, and was able to buy the Improved SJ, but I was hoping for the conning tower refit. Maybe if I keep going it will come.

Lastly, there is an upgrade that is puzzling. I can add a bow or stern mount deck gun of the same type I currently have that is paired with a second 20 mm AA gun. I tried that once, but went back to a previous visit to the office because (1) I could not access the 2nd AA gun, and (2) there were no crew slots for the 2nd AA gun. Finding it basically useless, I restored to a previous save and went without.

All that is minor and does not affect my enjoyment of v1.39 plus the NipponMaru add-on. And again, my compliments to whomever added the artwork and modified the skins on the merchies. I salute you!

:Kaleun_Salute:

Macgregor the Hammer
01-21-21, 10:52 PM
there are convoys of 5 or 6 ships. some with only one escort. gotta love that!
gotta sit down in the right lanes and it also depends on the date range. things tighten up after Saipan falls and then again after the Philippines are re-invaded.
right now, we are late 1942. we have found convoys:

off the east coast of luzon.
coming in/out of Rabaul
running between Davao and the Palau's
Celebes Sea


Keep searching, you'll find them.
:Kaleun_Salute:

USS Skate, a Balao out of Pearl , July '43. Around 30 days into first patrol. First area assigned was Convoy College. Caught good traffic out of Takao. Bagged a couple a big tankers and a 5000 ton freighter. Next assignment was 11B. Fair traffic, 3 sinkings including a sub. One task force: 2 BB's, 3 CA's and about 8 DD's. I let that one pass. Wasn't up to 'bearding the lion'. On to 7 with instructions to avoid the Bungo Strait. Unless of course I think that I have an advantage! :haha:

A lot of air traffic and moderate ship traffiic. Bagged a couple oilers and a freighter. I'm going to be there for a few more days. My setup for this campaign was 'normal' difficulty. Now that I got a feel for 1.26p, I'm going to kick up the campaign a few notches. Take it up to 'hard' difficulty and load up the Harder Escorts mod.

I like this flavor of FotRSU. Has a good balance with air and sea. Aircraft aren't all that aggressive though. A couple things on my wish list: max optics with scaf and more down time with SJ1. All the books I've been reading mention the radar have a considerable amount of down time do to fragility of the electronics. The were repaired, for the most part, in a few hours. The operators were really talented. I think the detection model could be tweaked a bit more. And, before I forget, FotRSU has the prettiest water of all the megamods!

I think this is the best release yet! MacGregor sends Bravo Zulu to the team :salute:

Mios 4Me
01-21-21, 11:29 PM
We were on the surface when the contact appeared from the NE/ENE. [Note: this refers to an aircraft-induced CTD off the Dampier Strait on a mission prior to the Manila insertion below]]

Edited to add: the Manila agent mission CTDed 20km from the drop zone as we sat dead in the water waiting for night. We'd just detected a nearby fishing boat and an incoming plane from the S. I heard the engine while using the cam to check out the fishing boat details, then went back to the control room and set TC to 30.

USS Balao 12/13/43, on another attempt at the agent drop, not long before dawn in the Verde Island Passage between Luzon and Mindoro, had finally shaken off a large escorted convoy which had been moving along our path all night, when a single plane appeared moving S. Curious about this night flyer, we stayed on the surface as it approached 10 km off our bow, then the game CTDed. There was nothing else on the map.

jldjs
01-22-21, 12:05 PM
Been running without issues since installing 1.39. This play started beginning Jan '42 with all patrols starting from Midway. Current patrol, Balao, from Midway, entered from East, 5 day patrol area around Truk, Jan 15 '44. patrolled till Jan 18 when encountered warships exiting Truk from SW. Avoided these and moved around from north spotting a stationary Hiyo CV where they had exited. Sank it, continued patrolling till Jan 23, taking five Saves since sinking the Hiyo. Last save was Jan 23, East of Truk, surfaced, no contacts of any kind. Tried to restart last save, loaded thru to "No mission too difficult" and then CTD. None of those last 5 saves will load, all CTDs. Only save working is from starting this 5 day patrol Jan 15.
Play up till this with 1.39 has been faultless. No change to any of the MODs used since using the 1.2 versions and now the 1.39.
Haven't been keeping up with other posts lately so if something like this has been reported please let me know.

propbeanie
01-22-21, 04:27 PM
While you all are fussing with... they could add some of that dirt to the explosion upheavals. Now most of them look like a large steam burst, or fire, of course... Another item is that equipment upgrades, including a refit conning tower and more powerful AA guns are not readily forthcoming in September 1943 in Tulagi... deck gun of the same type I currently have that is paired with a second 20 mm AA gun. I tried that once, but went back to a previous visit to the office because (1) I could not access the 2nd AA gun, and (2) there were no crew slots for the 2nd AA gun...
I will probably get lost here... but - the explosions are part of a couple of library files, and there are generally quite a few things that go flying through the air. If you are seeing what I call yin & yang puff explosions, we might try to turn those down. They are called from the zones.cfg file, and we do seem to be hitting those too strong lately. Upgrades are scarce in Sept 43, with the 40mm just now being available at Pearl. You'll probably get that shortly. The conning towers are a bird of a different stripe, in that they come only when there are no boat upgrades available. The earliest possible to get the 1st cut is May of 1942, 2nd cut is Jan 43, and the "Elite" is Jan 44. However - again - they are treated by the game, as a new boat, but are only offered when you would qualify for a new boat, but there are no new boats available. Rather convoluted, but it is what it is. The game should give the player a choice "Do you want a new boat, or a new conning tower?", but it doesn't. That option of a 4" deck gun, with a 20mm "deck gun" (not an AA gun, a deck gun), which ever way you choose to mount them, will both shoot at surface targets. That particular 20mm will NOT shoot at airplanes generally, even though it does have AA ammo in the bunker. As with the Narwhal with two deck guns, or with 2x 5" 25 cal or 2x 4" 50 cal deck guns, you can only control one of them. The other you cannot. There is no provision in the game for that, like there is available for the conn-mounted AA guns. It is what it is. As noted in the documentation, when you mount a new deck gun prior to patrol, you will have to Save the game after leaving the terminal area, exit the game, re-enter the game, and then load that Save. Then you can put your gun crews at Battle Stations and they will show at their proper duty stations... another little "gotcha" from the game itself. Ya gotta kick it in the #@%$ to get it to cooperate...

... Aircraft aren't all that aggressive though. A couple things on my wish list: max optics with scaf and more down time with SJ1. All the books I've been reading mention the radar have a considerable amount of down time do to fragility of the electronics. The were repaired, for the most part, in a few hours...
Thanks. We have been BZBZ as of late... as for the airplanes, it depends upon what plane sees you, and whether they have weapons left to use on you, as to whether they attack or not. Rest assured, they have 100% radio comms reliability, and will surely fone home about where you are and which direction you are headed. If CapnScurvy gets finished painting that Mercury that he acquired, he might be coerced into doing an FotRSU-compatible OTC mod, especially since DanielCoffey did all that wonderful sil work. MaxOptics are basically already in the mod, but in an "historical" manner. All the views in-game are properly "zoomed" and "aligned" for accuracy. The scopes and binoculars are all set spot-on to what was on ww2 subs, so even if CapnScurvy did do an OTC mod for FotRSU, you wouldn't see that aspect of the mod change. As for "Bernard" at work on the radar, CapnScurvy did "fine"-tune the set, to where if you are on rough seas, you will lose radar "efficiency" since the "beam" is narrower in FotRSU, but to have an out-and-out failure, the game does not do that in the "stock" base...

USS Balao 12/13/43, on another attempt at the agent drop, not long before dawn in the Verde Island Passage between Luzon and Mindoro, had finally shaken off a large escorted convoy which had been moving along our path all night, when a single plane appeared moving S. Curious about this night flyer, we stayed on the surface as it approached 10 km off our bow, then the game CTDed. There was nothing else on the map.
If you are ever able to ID the plane, that would be greatly appreciated. We are looking at the planes though, since there were a few subtle changes in them for v1.39.

... Last save was Jan 23, East of Truk, surfaced, no contacts of any kind. Tried to restart last save, loaded thru to "No mission too difficult" and then CTD. None of those last 5 saves will load, all CTDs. Only save working is from starting this 5 day patrol Jan 15.
Play up till this with 1.39 has been faultless...
Thanks for the report. Truk has its issues, and we have found a rogue group in the area that will eventually head south for Kavieng, but there are also some issues with a few ships. All of these "fixes" will be in the next release. We have not gone through all of the airplanes yet, and do have to stop and take a break every few hours, else we go cross-eyed, and just plain cross... :har: - Keep your fingers "crossed" (bad pun) for smooth sailing to the next release.

:salute:

Mad Mardigan
01-22-21, 06:18 PM
Ahoy... :Kaleun_Cheers:

Just want to take a momento, to give a nod of recog to the team, for all the hard work & effort you do.. into all the body shop work you put into FotRSU mod.

Just want to make sure you know that all that work & effort, is most definitely appreciated.

So... here's to ya'll...

:Kaleun_Applaud:

:Kaleun_Cheers:

:()1:

:Kaleun_Thumbs_Up:

M. M.

:Kaleun_Salute:

Mios 4Me
01-23-21, 02:49 PM
USS Balao, ex-Midway, Manila agent insertion, on 12/14/43 @ 0600, encountered a large convoy in heavy weather 17.5 km, 266° from the mission symbol after delivering the agent, whose raft exploded upon launch. The Yugumo DD withstood three torpedo hits and multiple 4" shells on two attacks before succumbing on the third shelling. Luck of the draw, probably, but as we left the area, we encountered the other two escorts:

1 corvette was stationary with no signs of damage
1 corvette was moving S at 1 kt with no signs of damage.

Neither had been in contact with us prior.

Both eventually moved off as we receded in the distance.

No plane encounters because of the weather.

Macgregor the Hammer
01-24-21, 09:57 AM
Thanks. We have been BZBZ as of late... as for the airplanes, it depends upon what plane sees you, and whether they have weapons left to use on you, as to whether they attack or not. Rest assured, they have 100% radio comms reliability, and will surely fone home about where you are and which direction you are headed. If CapnScurvy gets finished painting that Mercury that he acquired, he might be coerced into doing an FotRSU-compatible OTC mod, especially since DanielCoffey did all that wonderful sil work. MaxOptics are basically already in the mod, but in an "historical" manner. All the views in-game are properly "zoomed" and "aligned" for accuracy. The scopes and binoculars are all set spot-on to what was on ww2 subs, so even if CapnScurvy did do an OTC mod for FotRSU, you wouldn't see that aspect of the mod change. As for "Bernard" at work on the radar, CapnScurvy did "fine"-tune the set, to where if you are on rough seas, you will lose radar "efficiency" since the "beam" is narrower in FotRSU, but to have an out-and-out failure, the game does not do that in the "stock" base...
:salute:

Thanks for the insights. Regarding the periscope magnification, I have a GFO installation that I use to do 'apples to apples' testing. I took screen shots of both FotRSU and stock pericope sightings of target ship @ 3000 yds. There is quite a difference between them. The FotRSU is much larger and detailed. Sometimes it's difficult to remember what the previous rev was looking like and compare it to the current release. I don't know how accurate the cross wire gradicules are, as it would pertain to estimating ship range. I do know the magification is solid because I can estimate an accurate ship speed using the wire method. I'm in process of finding alternative methods for ships speeds and range that don't include using the map. Something more along the line of what skippers used during the war. I digress. :doh: I see the difference with scope magnification.....Thanks for that.....:up:

Aramike
01-26-21, 08:57 PM
Just out of curiosity, is there any document out there keeping known issues? I love the mod but just keep running into things spoiling my patrols. ;)

Thanks!

propbeanie
01-26-21, 10:10 PM
Such as? We do want details, such as location sailed from, the boat you have, where you had what happen, with gps coordinates if you can (lat, long), what date it was, and any pictures you grabbed. We were keeping a running list in the 5th post on page one Known Issue Tracker and Announcements (https://www.subsim.com/radioroom/showthread.php?p=2635997#post2635997), but since most folks ignored it, we quit updating it the version before the latest.

Of course, we will also ask you what your mod list is, where do you have the game installed, and did you empty the Save folder before running FotRSU? :salute:

Aramike
01-26-21, 10:14 PM
Such as? We do want details, such as location sailed from, the boat you have, where you had what happen, with gps coordinates if you can (lat, long), what date it was, and any pictures you grabbed. We were keeping a running list in the 5th post on page one Known Issue Tracker and Announcements (https://www.subsim.com/radioroom/showthread.php?p=2635997#post2635997), but since most folks ignored it, we quit updating it the version before the latest. :salute:Gotcha - I posted two issues here. One was a CTD after loading a save a while back on the old version (ultimately I didn't push too hard because I realized that I installed on the Program Files directory; fresh install now though). The other was a few pages back where the game loaded and CTD'd a few days later as a specific time - I posted the deets and was wondering if it was a known issue or still being checked on, or perhaps maybe something on my end.

Just curious, going to head out again and hope for the best. :Kaleun_Cheers:

Moonlight
01-27-21, 11:11 AM
This must be the last post Aramike is talking about on page 173, I would be interested to know how Mr beanie could find any issues with those co-ordinates considering there is not much else to go on.
Have you got a program to check these things Mr beanie or are you looking at a possible convoy\merchant route as to the cause of the freeze, and if you are, why hasn't anyone else experienced this anomaly.

https://www.subsim.com/radioroom/showpost.php?p=2722210&postcount=2582

Curiousity just like a cat, it'll be the undoing of me one day. :haha:

propbeanie
01-27-21, 02:25 PM
I remember that one now... I thought surely I replied here concerning the fix, but apparently did not - but s7rikeback and I did discuss it, using these same pix... When we zoomed-in to the area:

https://i.imgur.com/yF467E8.jpg


... none of the Convoys ran through near where he reported, none of the Task Forces, and none of the Troop Ship convoys, but when Merchants are loaded:

https://i.imgur.com/qsrRcpO.jpg


... there are actually four groups that come within 24nm of that MapZone circle I made to mark Aramike's location. Two of the four groups had the same ship that had configuration issues, so the ship has been fixed, which hopefully will eliminate that as a potential cause of CTD. However, be certain that LAA is properly enabled on the SH4.exe file, and that you had cleared the Save folder prior to starting the mod, else you will have left-over parts from previous mods and / or stock game... :salute:

Aramike
01-27-21, 06:20 PM
You the man, propbeanie! :Kaleun_Cheers:

I did check LAA and was a total fresh install, so should be good there.

To be clear (because I'm somewhat slow about these things), should I wait for the next fix or is there something I can edit now?

Thanks so much for the research!

raymond6751
01-28-21, 06:37 AM
Greetings and thanks for the mod.

Installed as instructed. The F12 key and the command button will not bring up the free cam external view. Two installs, same thing.

Fixed it! Nothing wrong with the mod. It was me. I checked the wrong box in Options. Instead of No Event Cam, I checked No External View. Sorry guys.

Mios 4Me
01-28-21, 09:19 AM
@ Mios 4Me - thanks for gathering all of that into one post. Appreciate that. Most of what you describe are ships that were docked at Truk at those times, and then "disturbed" by that rogue group we found. Also of note, when a group spawns in the game, and you catch it at certain times, especially the confines of something like Truk (Tokyo Bay is another), there is not a whole lot of room for a group to "build", and they will seemingly "stand still" for a bit near their spawn-in location. Also though, some are set to slower speeds inside the terminal, and then speed up once outside the confines, and in deeper water. But, we have found a few more issues with some ships lately. s7rikeback is working hard to eliminate duplicates and certain shared assets in the game as much as possible, which makes the game run more efficiently. However, as we go, other issues are then uncovered. This is the reason for not updating the add-in mods yet. The next version of the mod will not be backward compatible, but will hopefully be the end of such changes being necessary in the future... knock on wood - famous last words...

Possibly more of the same, but just in case:
3/1/44 @ 2030ish, USS Balao, ex-Midway, found two convoy remnants:
- Agano, oriented N, 23 km, 243° from Moen AB
- SSF, oriented N, 15 km, 248°
- MT, oriented ESE, 18 km, 241°
- CSF, oriented ESE, 9.5 km, 182°
- Corvette, oriented ESE, 12 km, 126°

3/14/44 @ 1544ish, intercepted a SSW bound convoy 132 km, 194° from Yokosuka central pier, sinking one merchant, damaging two, and immobilizing two others. One DE remained active; the other, a Wakatake, became stationary in conjunction with the merchants. After the ships failed to sink several hours later, we surfaced at a distance and engaged with shellfire. This, or more likely the sinking of the ship it was slaved to, awakened the Wakatake. It could have been listening and drifting all that time, but it was well ahead of the convoy the entire period, not an ideal position following repeated beam attacks from starboard.

WH4K
01-29-21, 06:23 AM
Got upgraded to a Balao mid-1943.

Problem is, I'm apparently stuck with Mare Island as a home port. I just got back from my initial patrol with the new Balao, and am told "transfer not possible." That's a dealbreaker. I'm not going to waste months in-game, transiting the entire Pacific on every patrol. Guess I'll have to load an earlier save and refuse the upgrade.

Date is 23 March 1943 FWIW.

Usual disclaimers apply: FotRS:UE 1.39 is my only mod, using LAA, started from a pristine SH4 1.5 install, etc. Until this point, I've had few to no issues.

KaleunMarco
01-29-21, 08:34 AM
Got upgraded to a Balao mid-1943.

Problem is, I'm apparently stuck with Mare Island as a home port. I just got back from my initial patrol with the new Balao, and am told "transfer not possible." That's a dealbreaker. I'm not going to waste months in-game, transiting the entire Pacific on every patrol. Guess I'll have to load an earlier save and refuse the upgrade.

Date is 23 March 1943 FWIW.

Usual disclaimers apply: FotRS:UE 1.39 is my only mod, using LAA, started from a pristine SH4 1.5 install, etc. Until this point, I've had few to no issues.
your plan of action is probably best.
not long ago it was discovered that the Mare Island/Hunters Point piece of FOTRSU was not functioning as desired.
the FOTRSU team is working feverishly to fix it and execute a new release.
i thought i saw a post recommending that Kaleuns avoid transferring to Mare Island/Hunters Point.
that is what i would recommend....until there is an announced fix.
:Kaleun_Salute:

fitzcarraldo
01-29-21, 09:38 AM
All is working fine in my installation.:Kaleun_Cheers:

Pigboat on first patrol, from Manila. Two merchants sunk, no CTD.

I don´t play with more than 64/128 TC, with this compression I have no problems. And I´m an slow player...quasi real time....

Ever I think many of the problems with weather, spawn of ships, etc, are caused by high use of TC. A flaw of the vanilla SH4.

Many thanks for the great work. Hope you will publish a next update compatible with Vickers Officers Quarters.

Best regards.

Fitzcarraldo :Kaleun_Salute:

Moonlight
01-29-21, 10:07 AM
Regarding high TC, I always use 4096 going towards and from corridor II and I've never had a problem with stormy weather and spawning of ships etc. 10 years of doing that and that also includes vanilla SH4 or this FotRSU mod, just thought I would point that out, although nobody listens to my bloody opinion around here. :haha:

KaleunMarco
01-29-21, 11:56 AM
i held off on asking this question until i had additional experiences.
consistently, i have experienced a single enemy ship icon in the Nav Map and positioned the boat so as to intercept it.
at the time of interception, the single ship actually spawned into either two or four enemy ships.
this behaviour is unique to FOTRSU because i have NOT experienced this in Stock, RFB, TMO, GFO, DW.
i can not see how FOTRSU could affect this type of display//spawn so what is different in this mod set that would cause this to happen?

:Kaleun_Salute:

propbeanie
01-29-21, 12:44 PM
... should I wait for the next fix or is there something I can edit now?...
The edits are rather involved, but we are in the final stages of assembly, so hopefully no more than 2 weeks. However, I have found more issues while searching for others... lol


Possibly more of the same, but just in case...

... One DE remained active; the other, a Wakatake, became stationary in conjunction with the merchants... sinking of the ship it was slaved to, awakened the Wakatake. It could have been listening and drifting all that time, but it was well ahead of the convoy the entire period, not an ideal position following repeated beam attacks from starboard.
One thing we keep finding in some of the older groups in that if a DD or DE were not set to "Escort=true", they do not hunt at all, and will stay with a convoy, like a merchant ship does. Very odd behavior. We're still looking for those, and I think I have a script that will find the last of those... maybe.


Got upgraded to a Balao mid-1943.

Problem is, I'm apparently stuck with Mare Island as a home port. I just got back from my initial patrol with the new Balao, and am told "transfer not possible." That's a dealbreaker. I'm not going to waste months in-game, transiting the entire Pacific on every patrol. Guess I'll have to load an earlier save and refuse the upgrade.

Date is 23 March 1943 FWIW.

Usual disclaimers apply: FotRS:UE 1.39 is my only mod, using LAA, started from a pristine SH4 1.5 install, etc. Until this point, I've had few to no issues.
March 23 is before the May 14th 1943 "active" period of the Balao. As such, even though you transferred to Mare, there are no missions there, hence the "fall-through fail-safe" of the game, where you most likely were assigned an East China Sea mission behind the Ryukyu chain. We have tried all sorts of possible solutions to prevent this, but it is almost to the point of just dropping the Balao and Tench from the game. I still do not understand why the game ignores restricting dates from the modder / user, but chooses to "bomb" itself in other areas because of dates... You will not be able to transfer a Balao anywhere, until August of 1943, to Brisbane, September of 43 to Pearl. Mare island for the Balao is a Sea Trials location, and does function properly, so long as the start there is after May 14, 1943. Treasure Island function correctly with one Sea Trial for diving tests. In both locations, you should "automatically" transfer. However, a player is reminded to do a Save when coming back into port, so that you can return to that Save if need be, and manually do a transfer, if you are coming in too early. In the case of the Balao, if you are offered a new sub, and you are in a Gato at the time, and it is before May 14, 1943, do NOT accept the Balao. If you are in a Gar or earlier boat, be sure you have Saved prior to coming into the terminal and docking, so that you can go back to that Save if need be, in case you are assigned a Balao too early. You have to refuse a Balao if it is before May 14, 1943...


your plan of action is probably best.
not long ago it was discovered that the Mare Island/Hunters Point piece of FOTRSU was not functioning as desired.
the FOTRSU team is working feverishly to fix it and execute a new release.
i thought i saw a post recommending that Kaleuns avoid transferring to Mare Island/Hunters Point.
that is what i would recommend....until there is an announced fix.
:Kaleun_Salute:
Mare works fine. Treasure Island works fine, and Hunters Point works fine. You cannot come in too early to any of those 3 though. The issue with Hunter's Point is at Tulagi, where a player is assigned to Mare Island instead of Hunter's Point, and those boats at Tulagi are NOT available at Mare. That is what should be avoided - Tulagi. As you say, that is fixed for the next release. Going through the testing and double-checks for that now.

All is working fine in my installation...
... Many thanks for the great work. Hope you will publish a next update compatible with Vickers Officers Quarters.
We did send Vickers a copy of the UPC files for the subs, so when he finishes with his next release, it should be compatible with the next FotRSU (and this version). The main trouble with the interiors mod is that it uses the sub upc file, which is newly updated in v1.39 for the 20mm Deck Gun and the combinations of guns. That should function fine in Vickers next iteration.


i held off on asking this question until i had additional experiences.
consistently, i have experienced a single enemy ship icon in the Nav Map and positioned the boat so as to intercept it.
at the time of interception, the single ship actually spawned into either two or four enemy ships.
this behaviour is unique to FOTRSU because i have NOT experienced this in Stock, RFB, TMO, GFO, DW.
i can not see how FOTRSU could affect this type of display//spawn so what is different in this mod set that would cause this to happen?

:Kaleun_Salute:
Zoom level is the determining factor. Stock and all the other mods have the same thing. You might initially get a single hit on radar, that will display as a "box" on the NavMap, even when zoomed-in, but once the 'pips' are discernable as separate objects, they will spit into their "parts" if you are at the correct zoom level. CapnScurvy did adjust the radar, so it is possibly more inclinced to do that in FotRSU, but the visual and sonar do not. Most of the time, the NavMap will display the "center" of a Task Force, when you are zoomed out. Then, if like me the other day, I zoomed way in, and was too close to notice that the grouping had split into its related parts, and after a few minutes of tracking, there was a DD coming down my radar beam, right at 3800 yards away in the rain and fog when I got the "Ship spotted" alarm... "Crash Dive - Crash Dive!!!". Zooming back, sure enough, there it was. I did get down in time, but man, that was close...

KaleunMarco
01-29-21, 04:11 PM
Zoom level is the determining factor. Stock and all the other mods have the same thing. You might initially get a single hit on radar, that will display as a "box" on the NavMap, even when zoomed-in, but once the 'pips' are discernable as separate objects, they will spit into their "parts" if you are at the correct zoom level. CapnScurvy did adjust the radar, so it is possibly more inclinced to do that in FotRSU, but the visual and sonar do not. Most of the time, the NavMap will display the "center" of a Task Force, when you are zoomed out. Then, if like me the other day, I zoomed way in, and was too close to notice that the grouping had split into its related parts

maybe i didn't explain the situation properly.

on the Nav Map, Task Forces, Large Convoys, Small Convoys, and Single Ships appear periodically. Some are quite a distance off and not within sensor range. The Single ship icons are actually labeled as Single Ships when you click on them in the Nav Map. however, when they get within sensor range, they spawn into a "group" of ships between 2 and maybe 4 or 5 ships of various types.

if you tell me that it is a native-SH4-thing, i believe you, but i have never seen that behaviour previously.
:Kaleun_Salute:

KaleunMarco
01-29-21, 04:14 PM
Mare works fine. Treasure Island works fine, and Hunters Point works fine. You cannot come in too early to any of those 3 though. The issue with Hunter's Point is at Tulagi, where a player is assigned to Mare Island instead of Hunter's Point, and those boats at Tulagi are NOT available at Mare. That is what should be avoided - Tulagi. As you say, that is fixed for the next release. Going through the testing and double-checks for that now.

thank you for the clarification.
i took the transfer to Tulagi and i was going to ask if it was OK for me to change the Tulagi's end-date-transfer-to from Mare Is to Hunter's Point. it's still Late-Spring 1943 so i have a few months before Sargo-Tulagi ends.

propbeanie
01-29-21, 05:29 PM
maybe i didn't explain the situation properly.

on the Nav Map, Task Forces, Large Convoys, Small Convoys, and Single Ships appear periodically. Some are quite a distance off and not within sensor range. The Single ship icons are actually labeled as Single Ships when you click on them in the Nav Map. however, when they get within sensor range, they spawn into a "group" of ships between 2 and maybe 4 or 5 ships of various types.

if you tell me that it is a native-SH4-thing, i believe you, but i have never seen that behaviour previously.
:Kaleun_Salute:
OK - Gotcha... so prior to any sub sensor. You are talking about the icon that the "Report" would generate then... I do not recall off the top of my head where that comes from, and I'm at the wrong computer to look... "Data / Menu / GUI / Units" for the images? but I am drawing a blank on the NavMap text right now... it should be change-able.


thank you for the clarification.
i took the transfer to Tulagi and i was going to ask if it was OK for me to change the Tulagi's end-date-transfer-to from Mare Is to Hunter's Point. it's still Late-Spring 1943 so i have a few months before Sargo-Tulagi ends.
Again, not being at the right computer, and I cannot remember which boats are transferred to "MareIsland", which should be HuntersPointCommand instead... if I named it that... sheesh. short-term memory is losing its charge... lol - but the main problem is that Hunter's Point definitions were left out of the file, and most of the boats sent to Mare are not defined there either... The Balao (to Fremantle), Gato (to Pearl), and Gar (to Midway) are safe to choose, but the others are not defined at Mare, and will most likely crash the game if played until transfer date.

The plan for the future was to have choices at Mare Island Naval Yard, Treasure Island Naval Station, Hunter's Point Naval Yard, and San Diego Naval Base as "re-fit" locations for specific boats, as well as new career start locations. The problem with a re-fit location is the timing of the missions and the transfer. Get there too soon, and it renders the location unusable. Get there too late, and you have already been transferred before you are able to start - witness WH4K above being early... There most likely is not an elegant way to do "re-fits", unfortunately. The game marches to the beat of a different drummer, and unfortunately is easily distracted by dates...

Mad Mardigan
01-29-21, 06:08 PM
maybe i didn't explain the situation properly.

on the Nav Map, Task Forces, Large Convoys, Small Convoys, and Single Ships appear periodically. Some are quite a distance off and not within sensor range. The Single ship icons are actually labeled as Single Ships when you click on them in the Nav Map. however, when they get within sensor range, they spawn into a "group" of ships between 2 and maybe 4 or 5 ships of various types.

if you tell me that it is a native-SH4-thing, i believe you, but i have never seen that behaviour previously.
:Kaleun_Salute:

Ahoy...:Kaleun_Cheers:

Afer reading what was said to now, this is just a thought that I'm spit ballin' out for consideration here... :yep:

Know that with the nav map, the icons popping up saying task force here (insert whatever size for it here) or Convoy there.. or here... (see task force) or... single contact here or there... moving at whatever speed is designated for it... as I recall, you'd have ships, planes & such out there & would send in 'contact reports'... & on the nav map, the icons popping up is basically Command, sending off that info as it came in...

Follow My train of thought here, so far... :hmmm:

Now, when you take that into account, & then consider... that sometimes those contact reports sent in... weren't entirely... accurate... could be that the 1 sending it in, could have just caught sight of 1 ship, so.. on the nav map, the report sent off by command, would include that... error, for lack of a better word here... it isn't until you get in contact, with that reported single ship yourself, that the error becomes obvious... what you thought was a solo bogey, turns out to be a couple of ships... or a medium or larger convoy.. heck, even a task force instead... sized accordingly... :D

Could be that somewhere in all the bits & files of the base SH4, that this is modelled into SH4... perhaps... is the only thing that can think of... :hmmm:

In short, its the only thing that makes sense... I could be wrong, I do admit... but, it is something to consider... :yep:

M. M.

:Kaleun_Salute:

KaleunMarco
01-29-21, 09:04 PM
Ahoy...:Kaleun_Cheers:

Afer reading what was said to now, this is just a thought that I'm spit ballin' out for consideration here... :yep:

Know that with the nav map, the icons popping up saying task force here (insert whatever size for it here) or Convoy there.. or here... (see task force) or... single contact here or there... moving at whatever speed is designated for it... as I recall, you'd have ships, planes & such out there & would send in 'contact reports'... & on the nav map, the icons popping up is basically Command, sending off that info as it came in...

Follow My train of thought here, so far... :hmmm:

Now, when you take that into account, & then consider... that sometimes those contact reports sent in... weren't entirely... accurate... could be that the 1 sending it in, could have just caught sight of 1 ship, so.. on the nav map, the report sent off by command, would include that... error, for lack of a better word here... it isn't until you get in contact, with that reported single ship yourself, that the error becomes obvious... what you thought was a solo bogey, turns out to be a couple of ships... or a medium or larger convoy.. heck, even a task force instead... sized accordingly... :D

Could be that somewhere in all the bits & files of the base SH4, that this is modelled into SH4... perhaps... is the only thing that can think of... :hmmm:

In short, its the only thing that makes sense... I could be wrong, I do admit... but, it is something to consider... :yep:

M. M.

:Kaleun_Salute:

i hear what you are saying.

BUT (notice the big but), i don't want to argue about.
it is something i noticed with this version of FOTRSU and i thought i would mention it.

KaleunMarco
01-29-21, 09:13 PM
so, my Sargo just had its AA weapons upgraded to twin-twenties.
and we are on our way back to base.
directly ahead of us, two enemy fishing boats/sampans pop up.
we do not usually bother the locals but, well....like Col. Madman Maddox is fond of saying: "Let me hear your guns!!!"
so we man the 20's, close within 2000 yds, and let loose with a burst.
ACK ACK ACK ACK
i go back to the bridge and take a look, and SOB, the sampan's survivors are either flying a kite or frickin parasailing. Brave souls, that's all i have to say!
the flag never moved, it just fluttered where it was.
we watched it until we hove out of sight, just to see if anyone came up out of the water.
https://i.ibb.co/Mpsjt1B/SH4-Img-2021-01-29-19-40-11-748.png

KaleunMarco
01-29-21, 09:20 PM
https://i.ibb.co/s3m5NBF/SH4-Img-2021-01-29-19-45-08-578.png

this experience was strange.
June 7, 1943, somewhere in the elbow of the Bismarck Sea, between New Ireland and New Britain.
we some upon a convoy of four merchies and three escorts.
they were on course 246T, when we detected them and we plotted an intercept course.
during our approach, they zigged to course 305T.
the strange part was the the merchies zigged but the escorts more-or-less stayed on the 246 course and just milled around as the merchies held a true course of 305. never saw that behaviour before.

has anyone else seen this type of behaviour by escorts?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.39_EN
200 FotRSU_NipponMaru_Public_Beta_v1.1_Build
901_FlotillasTestPlus

Mad Mardigan
01-30-21, 12:37 AM
Ahoy, team... :Kaleun_Cheers:

Got 1 for ya, that is weird... well, 2 things.. BUT I shall begin with the ship 1st & its weird behavior...

Am on 4th patrol... at end of the 3rd, on recog of My past patrols & the tonnage that I have sunk, to date.. got selected to go from the Sargo class boat the USS Seadragon, to a Tambor class boat.

All's good there, so no worries.

Issue is, am patrolling the Sulu Archipelago area, is May of 42, the 31st to be exact... & have sank 1 Fishing boat, 3 large sampans, 1 Destroyer Escort B class...

shortly after sinking the DD escort B class... got report of sonar contact.

Got a definitive base course of it & not needing to do any course changes, have it lined up for an aft tube attack, & waited for the contact to get in closer.

On doing so, popped scope to take a quick look see to ID the target.. & it is a Destroyer escort Tachibana... when I 1st got a lock on it, it was making 12 knots. Over the course of time, waiting for it to get closer, I noted the speed had dropped to 6 knots & then down to 4... so...

It piqued My curiosity, & I did a free cam look see to see what was going on... I get in close & drop below to see what's up... & the props are NOT moving.... yet, a look see at the aft end, shows a rooster tail being thrown up behind it... enough to suggest it's making hmm... :hmmm: 6 to 8 knots perhaps... at the outside guess.

Having seen reports of some ships being stationary & such... thought I'd report in on this...

Now, on to the other thing noted...

Same class boat as above... Tambor class..

En route to My patrol area, ended up in a pisser of a storm, rain falling, high waves & winds... daylight, I noticed this, which I took a snap shot of it. This was discussed some time back, so is possible it got missed in other class boats by chance.. can't recall if this issue was resolved or not... but here is the snap...

http://snipboard.io/wHzOFS.jpg

Other than these 2 items of note.. am doing alright after that hiccup with the CTD on clicking map to start next patrol issue...

M. M.

:Kaleun_Salute:

eat_it_vid_boi
01-30-21, 10:36 AM
idk how much messing around with the auto targeting you guys did but it feels great, as long as i make sure i've got a good quality solution my torpedos pretty reliably hit...except when the mk14 does its thing lol. targeting is the thing ive always struggled with the most in SH so its really refreshing to play a mod where i feel like the attack periscope isn't my enemy

KaleunMarco
01-30-21, 12:10 PM
http://snipboard.io/wHzOFS.jpg

:

it looks like you need to clean your glasses, mister.
part of that pisser rainstorm is still on your specs.
:har:

torpedobait
01-31-21, 10:42 PM
After 5 or 6 missions out of Tulagi and turning down at least 3 new commands, I saw an opportunity to transfer to Milne Bay, which would put me about 650 NM closer to the Celebes Sea, the usual destination from Tulagi in May 1944. After starting the first patrol out of Milne Bay I looked a the Nav Map to see where to mark the 10 Nm point out of Milne Bay. I usually scribe a circle around the base so I know when I'll be close enough on the way back to anticipate the end of patrol notice.

There was no Home Base designation on Milne Bay, or on any US Base marked with an anchor. No tilted anchor anywhere. Period. I did get into the patrol, reaching the Celebese Sea as directed, but then realized I'd never be able to end the patrol. So I reloaded a previous Save that put me back in the office on Tulagi, and tried a transfer to Midway. That went just fine, with Midway showing the tilted anchor.

Very strange. I suspect a file problem on the new Milne Bay Advanced Base. I leave it your capable hands. :salute:

Mios 4Me
02-01-21, 12:52 AM
USS Balao, ex-Saipan to Polar Route (heh), encountered a MMCF that had spawned into the dock at Wakaya on 8/4/44.

- The Saipan option is appreciated, even for the polar route. We were at sea at least a day, maybe two, before the radio notification that it was open for service.

- Declined an upgrade to a Tench for the first time ever. Unnatural. Hope you can work out the kinks in that class.

- Ditto the Mark 16, assuming that's why it's absent. Can we still look forward to the second 5"/25 option?

- Is the SV radar fully operational now? 9/23/44

Thanks for all the hard work; it's appreciated.

Edited to add:
Issue: Hiyo-class should not be impervious to 5"/25 shells from 1100 meters, either on the sides, flight deck, or bottom hull. Probably shouldn't be able to withstand a Mk 14 hit 4.5 meters down at a 45 degree angle on the bottom of the hull either.

KaleunMarco
02-01-21, 09:21 AM
After 5 or 6 missions out of Tulagi and turning down at least 3 new commands, I saw an opportunity to transfer to Milne Bay, which would put me about 650 NM closer to the Celebes Sea, the usual destination from Tulagi in May 1944. After starting the first patrol out of Milne Bay I looked a the Nav Map to see where to mark the 10 Nm point out of Milne Bay. I usually scribe a circle around the base so I know when I'll be close enough on the way back to anticipate the end of patrol notice.

There was no Home Base designation on Milne Bay, or on any US Base marked with an anchor. No tilted anchor anywhere. Period. I did get into the patrol, reaching the Celebese Sea as directed, but then realized I'd never be able to end the patrol. So I reloaded a previous Save that put me back in the office on Tulagi, and tried a transfer to Midway. That went just fine, with Midway showing the tilted anchor.

Very strange. I suspect a file problem on the new Milne Bay Advanced Base. I leave it your capable hands. :salute:

i do not see anything out of the ordinary in the Flotillas definition.
which boat are you driving? and what date is it?

propbeanie
02-01-21, 12:02 PM
... it is something i noticed with this version of FOTRSU and i thought i would mention it.
This might be a holdover from early versions of the FOTRS mod, where the size of a group is defined. We'll look into that "Single" nomenclature.

... the sampan's survivors are either flying a kite or frickin parasailing. Brave souls, that's all i have to say!...
They are also stellar origami-ists... but serioiusly, previously reported, and has been fixed for the next release.

... during our approach, they zigged to course 305T. the strange part was the the merchies zigged but the escorts more-or-less stayed on the 246 course and just milled around...
Did you follow-up on the contacts and "ATTACK ATTACK ATTACK" as Fife was fond of x-mitting? My guess is that you "saw" two separate groups. The "Merchies" may have been Kaya transports, and the "Escorts" may have been a DD group headed south for the Shortlands Basin...

... On doing so, popped scope to take a quick look see to ID the target.. & it is a Destroyer escort Tachibana... when I 1st got a lock on it, it was making 12 knots. Over the course of time, waiting for it to get closer, I noted the speed had dropped to 6 knots & then down to 4 ... can't recall if this issue was resolved or not... but here is the snap...

[pik]
Tachibana was an early find due to its issues with its "skin", and it was discovered that there is a configuration problem with some of the ships, which results in them spawning, doing their set speed, but the config problem disables their prop and/or rudder, so they "coast" to a stop eventually. The "rooster tail" of course, is from their "set speed", and not their props, so a failure of a prop to rotate is not readily apparent at first glance. We've gone through the list once, but we'll be double-checking it to see who is naughty or nice - wait, wrong season... As for the image, that was previously discussed, and we don't really know why a certain "device" was appended to the periscopes in FOTRS and then kept in FotRSU, but you are seeing the "outline" of them there. The graphic settings between your video card and the game do affect those, and it might take some experimenting with those settings to minimize that effect. In the meantime, if we hear back about our inquiries and we can get any enlightenment, we'll update. For now though, removing the device does result in an eventual CTD in the game, so they will stay... As someone advised earlier, "don't look up", and let the deck watch handle looking for airplanes... :roll:

idk how much messing around with the auto targeting you guys did but it feels great, as long as i make sure i've got a good quality solution my torpedos pretty reliably hit...except when the mk14 does its thing lol. targeting is the thing ive always struggled with the most in SH so its really refreshing to play a mod where i feel like the attack periscope isn't my enemy
Glad you like it. The more detritus we get "cleaned-out" of the game (thank you s7rikeback & Jeff-Groves), the better things like this get. Hopefully, the next release will be better still.

After 5 or 6 missions out of Tulagi and turning down at least 3 new commands, I saw an opportunity to transfer to Milne Bay, which would put me about 650 NM closer to the Celebes Sea, the usual destination from Tulagi in May 1944. After starting the first patrol out of Milne Bay I looked a the Nav Map to see where to mark the 10 Nm point out of Milne Bay. I usually scribe a circle around the base so I know when I'll be close enough on the way back to anticipate the end of patrol notice.

There was no Home Base designation on Milne Bay, or on any US Base marked with an anchor. No tilted anchor anywhere. Period. I did get into the patrol, reaching the Celebese Sea as directed, but then realized I'd never be able to end the patrol. So I reloaded a previous Save that put me back in the office on Tulagi, and tried a transfer to Midway. That went just fine, with Midway showing the tilted anchor.

Very strange. I suspect a file problem on the new Milne Bay Advanced Base. I leave it your capable hands. :salute:
i do not see anything out of the ordinary in the Flotillas definition.
which boat are you driving? and what date is it?
If you are still in the Gato, I also do not see a problem torpedobait. What is your mod list? By May of 1944, Manus should be open also... When you entered the mission after your transfer, did it show you starting from the new base, even if it was not "tilted"?

USS Balao, ex-Saipan to Polar Route (heh), encountered a MMCF that had spawned into the dock at Wakaya on 8/4/44.

- The Saipan option is appreciated, even for the polar route. We were at sea at least a day, maybe two, before the radio notification that it was open for service.

- Declined an upgrade to a Tench for the first time ever. Unnatural. Hope you can work out the kinks in that class.

- Ditto the Mark 16, assuming that's why it's absent. Can we still look forward to the second 5"/25 option?

- Is the SV radar fully operational now? 9/23/44

Thanks for all the hard work; it's appreciated.
The Polar Circuit was run from all CenPac bases from 3rd quarter 1942 onwards, since the S-Boats out of Dutch Harbor were so unreliable. All boats though, had issues up around the Arctic Circle. Not a fun place to patrol. I have however, "narrowed" the window for getting a Polar assignment, and hopefully removed the chance of a Kiska or Attu assignment later, which should give more Kurile and northern Hokkaido assignments instead, later in the war. Wakaya issue is tentatively IDd, and hopefully fixed. Kinks are worked out of the Tench - in theory. The only "problem" should be from the game ignoring restricting dates, so do not take a Balao prior to 1943-05-24, nor a Tench prior to 1945-01-01, or you will run afoul of the game. The Mk16 should be available in the "stores" window when in the captain's office while in port. I do not remember off the top of my head what they "cost", if anything. The next release will have them mixed into "standard" onboard stores. Again, not tested as thoroughly as we want, but the SV should function as intended, as well as all other radars.

:salute:

Mad Mardigan
02-01-21, 12:51 PM
Tachibana was an early find due to its issues with its "skin", and it was discovered that there is a configuration problem with some of the ships, which results in them spawning, doing their set speed, but the config problem disables their prop and/or rudder, so they "coast" to a stop eventually. The "rooster tail" of course, is from their "set speed", and not their props, so a failure of a prop to rotate is not readily apparent at first glance. We've gone through the list once, but we'll be double-checking it to see who is naughty or nice - wait, wrong season...


OK... useful tid bit to know. I used my phone to post about it, so as to NOT shell out & do so.. did note, when I sent off 2 fish at it.. spaced out a bit on timing, since I was NOT sure it was a glitch or what & to be on the safe side to boot... just as torp 1 got very close.. probably 300' or less... rough guess... that Tachibana all of a sudden kicked into overdrive, not that it did it any good.. the torp caught them in the arse & blew the screws off it. As it drifted torp 2, finished it off.

Some time later & many miles distant, I ran into a 2nd Tachibana... this time it was proceeding at 12 knots as well.. took a look see before it got within striking distance & unlike the 1st run in with the 1st, this 1 the props were turning & not stopped the entire time. It stayed at a consistent 12 the whole time. 1 thing I did note with that 1... the 'skins' issue you mentioned of... some distance from it, it appeared black, except for the funnels... yet got in close & it finally showed up as it should all over to match the funnels... which I assume is the correct scheme for it. Sank that 1, though it took 3 to sink it.. figuring the dud factor kicked in on 1 of the initial 2 I sent off, requiring the 3rd as the 'kill shot' as it were.. which is fine.. as I know early on the issues that were faced with the torps.

Hopefully, the weed issues with it, can be figured out & corrected fully.. but if not, then well.. will just deal with them.. :yep:


As for the image, that was previously discussed, and we don't really know why a certain "device" was appended to the periscopes in FOTRS and then kept in FotRSU, but you are seeing the "outline" of them there. The graphic settings between your video card and the game do affect those, and it might take some experimenting with those settings to minimize that effect. In the meantime, if we hear back about our inquiries and we can get any enlightenment, we'll update. For now though, removing the device does result in an eventual CTD in the game, so they will stay... As someone advised earlier, "don't look up", and let the deck watch handle looking for airplanes... :roll:


hmm... so hanged if you do, hanged if you don't... nice... I'd rather NOT have it CTD.. but, that's just Me... :D

Ok, As it stands, have all the viz options in game, set to being on... with the exception of course, the windowed option... I rather have it in full screen so that 1 stays unused... if I remember, I think in the graphics control panel, I have the .exe locked down at like.. 40 fps... so if you have any suggestions on those settings to see of dropping.. will try them & see how it goes...

I like the way it looks using them & that is the only thing I've seen thus far that has popped up with regards to them... I don't recall seeing them, when I still had the Sargo class boat... but if worst comes to worst.. will just leave the settings be & just ignore the 3 shiny dots flying over my sub... & label them... 'Foo fighters'... :har:


M. M.

:Kaleun_Salute:

KaleunMarco
02-01-21, 12:56 PM
Originally Posted by KaleunMarco
... during our approach, they zigged to course 305T. the strange part was the the merchies zigged but the escorts more-or-less stayed on the 246 course and just milled around...


My guess is that you "saw" two separate groups. The "Merchies" may have been Kaya transports, and the "Escorts" may have been a DD group headed south for the Shortlands Basin...


if there were two groups then the Nav Map would have displayed two groups, one convoy and one TF. But it didn't display two, it displayed one group of six or seven ships heading 236, both merchies and escorts in formation. the merchies made a turn but the escorts just milled around, as if they became confused.

this is the behaviour that is confusing and unique to FOTRSU. neither Stock or the other megas have escorts that react to a course change like that.

please keep in mind that i am describing behaviour...i am not offering criticism.

Task Forces seem to sail somewhat confused also. within Stock and the other megas, TF are in ordered columns of two or three with a ring of escorts. but in FOTRSU, the TF is never in columns and the escorts are interspersed amonst the capital ships in a rather helter-skelter fashion. in other megas, when we attack, several escorts focus on counterattacking us. However, in FOTRSU, everything slows down or stops, except for the CA/CL and they increase speed and either attempt to ram you, especially if they have hydrophones and sonar, or run off at 90 degrees. Only a close escort will counterattack and some escorts go off in seemingly random directions.

torpedobait
02-01-21, 03:33 PM
i do not see anything out of the ordinary in the Flotillas definition.
which boat are you driving? and what date is it?

I am driving USS Gato. Requested a Transfer to Milne Bay (granted) on 4/28/1944, following 9 successful patrols out of Tulagi. Departed Milne Bay on 05/15/1944 for a patrol in the Celebes Sea. That's when I noticed that there is no tilted anchor symbol on the Milne Bay base symbol, or on any other base anywhere in the world.

In the course of making the 9 patrols out of Tulagi, I turned down at least two offers of a new command, choosing to stick with the Gato just for the heck of it. Can't think of anything more relevant than in the first paragraph above. Yes, Manus was previously made available, but I did not use it.

Mods List: Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.39_EN
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols
FotRSU_NipponMaru_Public_Beta_v1.1_Build

Mad Mardigan
02-01-21, 03:42 PM
Task Forces seem to sail somewhat confused also. within Stock and the other megas, TF are in ordered columns of two or three with a ring of escorts. but in FOTRSU, the TF is never in columns and the escorts are interspersed amonst the capital ships in a rather helter-skelter fashion. in other megas, when we attack, several escorts focus on counterattacking us. However, in FOTRSU, everything slows down or stops, except for the CA/CL and they increase speed and either attempt to ram you, especially if they have hydrophones and sonar, or run off at 90 degrees. Only a close escort will counterattack and some escorts go off in seemingly random directions.

Yeah... funny that you mention that about Task forces & their odd behavior, as now that I think about it, I recall during that pisser of a storm I ran into, before I got into My assigned patrol, that I commented about last post that propbeanie replied to...

Ran into a task force... comprised of 3 cruisers (no idea if light or heavy) think it was about 6 escorts... & think it was 6 merchies with 'em.

No firm ID's on them, as with the weather conditions... couldn't get in close enough to lock on to them for definitive break down than that as I described.

Escorts were all muddled about, 3 in front of the lead cruiser... the 2 trailing cruisers, were looking like they were in a mad staring contest with themselves... the merchies & the remaining DD escorts, were scattered at random throughout the space between the lead cruiser & those 2 stare down cruisers. all facing different directions that I could tell from the intermittent radar contact info on the nav map.

After a bit, & deciding that discretion was the better part of valor, I disengaged contact & continued on to My assigned 1st patrol area near by Sibutu pass, for 5 days in the Sulu archipelagoes... with heavy interest in tawi tawi... with skippers discretion if I went into the passage to scout about in the north side of tawi tawi.

The whole of it was kinda comical, as if the task force, couldn't make up its mind which way to go... :hmmm: except for the lead cruiser.. which it seemed to keep a straight heading of like... 230'ish to 240, as I recall...

Was shortly after that run in with the task force i described... that I noted during daylight before submerging... of those crazy foo fighters...

M. M.

:Kaleun_Salute:

KaleunMarco
02-01-21, 05:41 PM
I am driving USS Gato. Requested a Transfer to Milne Bay (granted) on 4/28/1944, following 9 successful patrols out of Tulagi. Departed Milne Bay on 05/15/1944 for a patrol in the Celebes Sea. That's when I noticed that there is no tilted anchor symbol on the Milne Bay base symbol, or on any other base anywhere in the world.

In the course of making the 9 patrols out of Tulagi, I turned down at least two offers of a new command, choosing to stick with the Gato just for the heck of it. Can't think of anything more relevant than in the first paragraph above. Yes, Manus was previously made available, but I did not use it.

Mods List: Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.39_EN
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols
FotRSU_NipponMaru_Public_Beta_v1.1_Build

thank you for that.
i cannot see any issue with a Gato out of Milne Bay in mid 1944. you are able to finish the war at that base, still driving the Gato.
you should have clear sailing...i cannot explain why you lose your base.

as PB suggested in his last, when do you lose during the mission that you notice it? at the beginning of the mission? during the mission?

DSK_Thomsen
02-01-21, 06:55 PM
Hello,
First of all thanks for this great mod. i just discovered and installed FOTRSU 1.39 today and noticed that there is not only a green circle around the assigned patrol area but around the homebase as well. Was playing v1.26 before and there was no such green circle around homebase. So what´s the green circle around home base useful for?

Mad Mardigan
02-01-21, 06:59 PM
Hello,
First of all thanks for this great mod. i just discovered and installed FOTRSU 1.39 today and noticed that there is not only a green circle around the assigned patrol area but around the homebase as well. Was playing v1.26 before and there was no such green circle around homebase. So what´s the green circle around home base useful for?

Ahoy, DSK_Thomsen... :Kaleun_Cheers:

That is basically supposed to pop up the option to dock/rearm sometimes it kicks in just right when you cross that green circle round your base, sometimes it doesn't until you get 1/2 way into it... or there abouts.

M. M.

:Kaleun_Salute:

Mios 4Me
02-01-21, 07:32 PM
The Mk16 should be available in the "stores" window when in the captain's office while in port.
Checked the files; they're set for Jan 45, though I could have sworn having used them in the SBS against Kurita, perhaps Ozawa too. I'm very glad to hear they'll be available fulltime next update.

Issue: Hiyo-class should not be impervious to 5"/25 AP or HE shells from 1100 meters, either on the sides, flight deck, or bottom hull. Probably shouldn't be able to withstand a Mk 14 hit 4.5 meters down at a 45 degree angle on the bottom of the hull either.

Anecdote: Also witnessed a Myoko t-bone a DD at the B turret to the point that the DD was driven back and started to roll. The DD seemed fine later, sporting no damage or fire. This wasn't a Mogami-Mikuma shallow angle collision either and it wasn't at slow speed. Would such damage not render?

WTF moment: attacked a Yamato at anchor in Truk lagoon, partially obscured by a DD. The BB sank stern first at a sharp angle, hit the bottom, bounced back to the surface, and moved with a noticeable bow wake past the DD.

My reaction was "Great, just what we need: zombie battleships!", seconds before she slid back down to oblivion.

KaleunMarco
02-01-21, 08:36 PM
WTF moment: attacked a Yamato at anchor in Truk lagoon, partially obscured by a DD. The BB sank stern first at a sharp angle, hit the bottom, bounced back to the surface, and moved with a noticeable bow wake past the DD.

My reaction was "Great, just what we need: zombie battleships!", seconds before she slid back down to oblivion.

that is an interesting experience.

how did you get a torpedo past the three(3) DD/DE that are parked in front of the BB?:hmmm::timeout::hmmm::timeout:

KaleunMarco
02-01-21, 08:41 PM
maybe i didn't explain the situation properly.

on the Nav Map, Task Forces, Large Convoys, Small Convoys, and Single Ships appear periodically. Some are quite a distance off and not within sensor range. The Single ship icons are actually labeled as Single Ships when you click on them in the Nav Map. however, when they get within sensor range, they spawn into a "group" of ships between 2 and maybe 4 or 5 ships of various types.

if you tell me that it is a native-SH4-thing, i believe you, but i have never seen that behaviour previously.
:Kaleun_Salute:

This is illustrative of what i experienced.
the first announcement in the NavMap is of a single ship @0510.
https://i.ibb.co/LgM3gtp/SH4-Img-2021-02-01-19-20-34-155.png

we track it from 0510 and it spawns to a small convoy of three ships @0630.
https://i.ibb.co/PWNPN3c/SH4-Img-2021-02-01-19-20-39-555.png

why does it morph from one to three?

Mios 4Me
02-01-21, 08:54 PM
that is an interesting experience.

how did you get a torpedo past the three(3) DD/DE that are parked in front of the BB?:hmmm::timeout::hmmm::timeout:

IIRC, that time there was only one DD on the Yamato's starboard side.

My favorite is the Gen. Short iteration.

torpedobait
02-01-21, 10:29 PM
thank you for that.
i cannot see any issue with a Gato out of Milne Bay in mid 1944. you are able to finish the war at that base, still driving the Gato.
you should have clear sailing...i cannot explain why you lose your base.

as PB suggested in his last, when do you lose during the mission that you notice it? at the beginning of the mission? during the mission?

The first thing I do upon starting a mission is set the gunner to fire at will, set the radar range up one click, set torpedo depth to 10' on all tubes, and then go to the Nav map. There I scribe a 10 NM circle around the Home Base symbol before setting course waypoints for the Navigator. At that point, before I even have a course or set a speed is where I saw the missing tilted anchor. Right at the onset of the patrol. There were no "saves" taken, or Alt/Tab out of the game, since I hadn't moved from the patrol start point. I don't take saves within 100 NM of the base.

I did run the patrol for about 10 days before deciding a continuation was fruitless, since I would never be able to end the patrol.

I ended the patrol by loading a save I took in the Office before requesting the transfer. At that point I took a transfer to Midway, where everything was normal. The Midway base had a tilted anchor, etc. That's why I think there is something, somewhere, related to Milne Bay Advance Base that prevents it being recognized as a home port. :salute:

torpedobait
02-01-21, 10:32 PM
how did you get a torpedo past the three(3) DD/DE that are parked in front of the BB?:hmmm::timeout::hmmm::timeout:

Here's how I do it - I set the depth such that the torpedos pass under the DDs. A depth of 25' will do it. Elementary.

KaleunMarco
02-01-21, 10:57 PM
The first thing I do upon starting a mission is set the gunner to fire at will, set the radar range up one click, set torpedo depth to 10' on all tubes, and then go to the Nav map. There I scribe a 10 NM circle around the Home Base symbol before setting course waypoints for the Navigator. At that point, before I even have a course or set a speed is where I saw the missing tilted anchor. Right at the onset of the patrol. There were no "saves" taken, or Alt/Tab out of the game, since I hadn't moved from the patrol start point. I don't take saves within 100 NM of the base.

I did run the patrol for about 10 days before deciding a continuation was fruitless, since I would never be able to end the patrol.

I ended the patrol by loading a save I took in the Office before requesting the transfer. At that point I took a transfer to Midway, where everything was normal. The Midway base had a tilted anchor, etc. That's why I think there is something, somewhere, related to Milne Bay Advance Base that prevents it being recognized as a home port. :salute:

that is, indeed, a strange brew.

torpedobait
02-02-21, 12:50 AM
The first thing I do upon starting a mission is set the gunner to fire at will, set the radar range up one click, set torpedo depth to 10' on all tubes, and then go to the Nav map. There I scribe a 10 NM circle around the Home Base symbol before setting course waypoints for the Navigator. At that point, before I even have a course or set a speed is where I saw the missing tilted anchor. Right at the onset of the patrol. There were no "saves" taken, or Alt/Tab out of the game, since I hadn't moved from the patrol start point. I don't take saves within 100 NM of the base.

I did run the patrol for about 10 days before deciding a continuation was fruitless, since I would never be able to end the patrol.

I ended the patrol by loading a save I took in the Office before requesting the transfer. At that point I took a transfer to Midway, where everything was normal. The Midway base had a tilted anchor, etc. That's why I think there is something, somewhere, related to Milne Bay Advance Base that prevents it being recognized as a home port. :salute:

Oh crap! I forgot one very important detail. Here it is 12:46 am and this nagging thought kicked me out of a sound sleep: When I clicked on the Start Mission button to leave Milne Bay and got to the Nav Map, I was NOT at Milne Bay! I used the default "start outside the harbor" setting as usual, but when I saw the map I was outside the harbor in BRISBANE. How it took a transfer to Milne Bay and then started me off from outside Brisbane is a mystery too. I did check - Brisbane did not have the tilted anchor either.

I apologize for forgetting this one fact that might give you more of a clue. Must have been a side effect of the Covid vaccine!

torpedobait
02-02-21, 11:16 AM
I know you guys thnk I'm crazy, but I see what I see.

I went back to the game, deleted all Save files above the one I took in the Office at Tulagi, and then requested a transfer to Milne Bay. The transfer took on game day 4/28/44, and the orders were the same: depart on 5/15/44 for Area Vineyard. The next screen showed me at Milne Bay with a starting point of Outside the Harbor. I hit the START button, the mission loaded, and I immediately checked the Nav Map.

There I was again, outside the harbor at BRISBANE. There was NO Home Base marked with a tilted anchor anywhere in the world.

EDIT: As a further experiment, I went back to a save I took in the office at Tulagi dated 11/19/43. It was the first date I had where a transfer to Milne Bay was available. I took the transfer. The Start screen map showed I was at Pearl Harbor! And when I started the mission, sure enough, I was just outside Pearl Harbor. Pearl Harbor was marked as the Home Base. WTH??

So I tried again with the same steps - loaded the 11/19 Save, tranferred to Milne Bay, and this time it took me to outside the harbor at Brisbane.

I reloaded save games taken in the Office from Tulagi for the game dates 12/26/43, transferred to Milne Bay, and started outside Bribane. The same happened for the same sequences from 01/28/44 up through April 28, 1944.

If my game is screwed up and no one else can experience this, then so be it. I have no idea how such a sequence could have happened. Up until the first transfer request in 11/19/43 everything was normal. I do not ever alt/tab out of my games. If I need to leave an active mission for some reason I take a Save and exit via the me menus, and load the Save game file when I come back. I started the career with no SH4 file, letting the game build a new one, etc. It is strange that the first time this anomaly appeared was when I requested the transfer to Milne Bay. Every other transfer has worked perfectly through multiple careers over the years I've been in SH4 and FOTRSU.

Good Luck with this one.

Sonicfire1981
02-02-21, 11:29 AM
Ahoi. After a decade of abstinence I wanted to figure out how americans play without map contact updates (i have it on, to double check) and the weird TDC...). It's amazing and earned my deepest respect that you still work on a game which is as old as SH4.:Kaleun_Applaud:

I started reading the whole thread, but am nowhere near completion; I have questions^^
how do you manage without map updates? 4 bearings & stadimeter only? your recognition manual does not even have the ships length, also no RAOFB (as in SH5 wolves of steel)?
I started in an S-Boat (Asiatic Fleet, Beginning of the war) did some sinking and was then called to the "North Watcher" Area, western Java Sea. As I passed Surabaya I was ordered to immediately return to Surabaya to end patrol - in not ignoring that message - did I miss out on some content?

After ending 2nd Patrol in Freemantle (taking some selfies with Enterprise) I reloaded several times as I was hoping to be assigned to coral; but they only had Convoy College (Luzon) or an Agent to Mt. Forgotitsname...
Surprisingly I had enough fuel to go from freemantle to Convoy College, cruised a bit, sunk some junk (literally) and make it back to Brisbane (patrol started 15.04., so I guess I just missed the message to rebase.) Came home somewhere in Juni and received the Asiatic-Pacific Campaign Medal the second time. Got a new boat, the sturgeon, but can't get an SJ radar (which I had in my S-Boat)

Does this sound about right? Or is there something funny with my save for whatever reason?

KaleunMarco
02-02-21, 12:50 PM
I know you guys thnk I'm crazy, but I see what I see.

I went back to the game, deleted all Save files above the one I took in the Office at Tulagi, and then requested a transfer to Milne Bay. The transfer took on game day 4/28/44, and the orders were the same: depart on 5/15/44 for Area Vineyard. The next screen showed me at Milne Bay with a starting point of Outside the Harbor. I hit the START button, the mission loaded, and I immediately checked the Nav Map.

There I was again, outside the harbor at BRISBANE. There was NO Home Base marked with a tilted anchor anywhere in the world.

Good Luck with this one.

thanks for the clarification, TB.

to restate:

you're driving a Gato out of Brisbane, spring 1944.
you transfer from Tulagi to Milne Bay, while you are in-port.
when you start the mission, you are located outside of Brisbane and NOT Tulagi or Milne Bay.
you have no designated Home Base when you start your mission.


there is no logical way that should happen but it is consistent.
i just repeated what you did and the same thing happened.
i created a new career, driving a Gato, Mid-1944 at Brisbane, then transferred to Tulagi and then transferred to Milne Bay.
when i start the mission, i am outside of Brisbane with No.Home.Base.
clearly, something is broken with that series of events.
https://i.ibb.co/ws9bJ7H/SH4-Img-2021-02-02-11-46-01-048.png

Mad Mardigan
02-02-21, 01:41 PM
Ahoy team...:Kaleun_Cheers:

Would like to throw My hat in the ring, with reporting on the issues faced by torpedobait, & the test that KaleunMarco ran... with My own testing of the circumstances, as well...

and CONFIRM... that there is indeed a break in the chain there.

Started off with as KM did, selecting mid '44 as the jump point, Gato selected as the boat & left the skipper name as the main 1 in the main menu:

I. P. Overboard... nice 1 guys... :haha: :har: :haha: :D :up:

Ok, that bit of hilarity aside, & moving on...

let everything roll, after approving the choices made in main menu.

Left crew & sub alone, then proceeded as KM did, to trans to Tulagi, then onward to Milne...

Once done with that, then proceeded to start the mission off... Celebes 5 day patrol...

selected start outside the dock (going against My normal, start in port... was NOT easy to overcome that, but I persevered despite My hand itching to start dock side... :D)

Once aboard the boat... I checked the map & like torp bait & KM... was outside the port area of Brisbane... NOT Milne... (wherever that is on the map exactly... :hmmm:) I then went & looked at every bloody port icon on the map & NO JOY... No tilted anchor... any where.!

Having done that, I then reran starting off in a Gato, same skipper start point as Brisbane by reloading after restart by the way... redid the trans to Tulagi then on to Milne & this time... let that urge to start off docked, kick in...

went to map & went to start off the misson, yet again...

With the same bloody results... NO tilted anchor

Both times, I clicked the anchor icon top right, just to see what doing so would show... and the dock option was greyed out... :o

So ends My test...

End Report.

M. M.

:Kaleun_Salute:

p.s.

On My end, am just running with v 1.39 of FotRS-UEN+Nippon Maru... that's it. No other add ins at all.

M. M.

Michael Wood
02-03-21, 03:51 AM
Ahoi. After a decade of abstinence I wanted to figure out how americans play without map contact updates...


I play with map updates (God's view) off. I look at which way the enemy is heading and try to figure out where he might be going. I then guesstimate an intercept course.

When close enough to use stadimeter, I go to action stations torpedo and take two readings with the stadimeter and couple minutes apart for a crude estimate of course and speed from my crew and start plotting on the map.

I pop the scope up every few minutes and take a new reading, correcting my plot. When I get within a thousand yards, I shoot.

Stadimeter is hard to use at night or in rough seas, so if no escort present, I supplement plot with active sonar.

Attack takes some time to get a good solution. I make almost exclusively constant bearing attacks, as I am not very good at calculating torpedo spreads.

Cybermat47
02-03-21, 04:06 AM
Time to violently restate my opinion that map contacts on is more realistic as it represents your watch crew reporting contacts to you :O:

Sonicfire1981
02-03-21, 06:11 AM
Time to violently restate my opinion that map contacts on is more realistic as it represents your watch crew reporting contacts to you :O:

I partially agree; the problem is - they're spot on. a visual contacts should have a deviation in range - for radar I agree, and as radar is available early on i think it's good that theres no penalty in realism-% to turn map contacts on.

Moonlight
02-03-21, 08:05 AM
I supplement plot with active sonar.

There were some merchant ships with limited sonar and hydrophones in the last version of fotrs, I would imagine that Mr beanie has kept them in this latest version as well, just something that players need to be aware of. :o

KaleunMarco
02-03-21, 10:59 AM
There were some merchant ships with limited sonar and hydrophones in the last version of fotrs, I would imagine that Mr beanie has kept them in this latest version as well, just something that players need to be aware of. :o

yes, there are.
there are also CA, CL, BB, and CV with hydrophones and sonar.
nothing is more sobering than a CA or CL pinging the crap out of you and bearing down on your periscope doing 25 kts as you try and line up your next shot. :ping::o:wah:

the merchies will try the same tactic.
you have been warned!:timeout:
:Kaleun_Salute:

torpedobait
02-03-21, 12:08 PM
thanks for the clarification, TB.

to restate:

you're driving a Gato out of Brisbane, spring 1944.
you transfer from Tulagi to Milne Bay, while you are in-port.
when you start the mission, you are located outside of Brisbane and NOT Tulagi or Milne Bay.
you have no designated Home Base when you start your mission.


there is no logical way that should happen but it is consistent.
i just repeated what you did and the same thing happened.
i created a new career, driving a Gato, Mid-1944 at Brisbane, then transferred to Tulagi and then transferred to Milne Bay.
when i start the mission, i am outside of Brisbane with No.Home.Base.
clearly, something is broken with that series of events.
https://i.ibb.co/ws9bJ7H/SH4-Img-2021-02-02-11-46-01-048.png

Just one correction to my sequence: When I chose to take the Gato I was in Fremantle. Taking the Gato auto-transferred me to Pearl Harbor. I later requested the transfer to Tulagi, and then to Milne Bay. Note that I was never in Brisbane as a visitor or as an assigned base. Yet the mission out of Milne Bay (that is what showed on the Start Mission screen) actually started out of Brisbane.

So, it is not necessarily dependent on having been stationed in Brisbane, or perhaps even Pearl Harbor. It is definitely in the Tulagi-Milne Bay sequence.

propbeanie
02-03-21, 12:42 PM
Ahoi. After a decade of abstinence I wanted to figure out how americans play without map contact updates (i have it on, to double check) and the weird TDC...). It's amazing and earned my deepest respect that you still work on a game which is as old as SH4.:Kaleun_Applaud:

I started reading the whole thread, but am nowhere near completion; I have questions^^
how do you manage without map updates? 4 bearings & stadimeter only? your recognition manual does not even have the ships length, also no RAOFB (as in SH5 wolves of steel)?
I started in an S-Boat (Asiatic Fleet, Beginning of the war) did some sinking and was then called to the "North Watcher" Area, western Java Sea. As I passed Surabaya I was ordered to immediately return to Surabaya to end patrol - in not ignoring that message - did I miss out on some content?

After ending 2nd Patrol in Freemantle (taking some selfies with Enterprise) I reloaded several times as I was hoping to be assigned to coral; but they only had Convoy College (Luzon) or an Agent to Mt. Forgotitsname...
Surprisingly I had enough fuel to go from freemantle to Convoy College, cruised a bit, sunk some junk (literally) and make it back to Brisbane (patrol started 15.04., so I guess I just missed the message to rebase.) Came home somewhere in Juni and received the Asiatic-Pacific Campaign Medal the second time. Got a new boat, the sturgeon, but can't get an SJ radar (which I had in my S-Boat)

Does this sound about right? Or is there something funny with my save for whatever reason?
The US boats did not have an RAOFB. Ship lengths are not in the RecMan, since US boats, going by documentation, did not use "the wire" method. However, MacGregor the Hammer does have them in his Speed Reference Sheet (https://www.subsim.com/radioroom/showthread.php?p=2723100#post2723100) thread. As for a Coral Sea assignment, Brisbane command was not so hot, or prepared for the Battle of the Coral Sea, and only had four S-boats available to send out, and they were too late for the start, and of the four, only one got a shot off at a damaged Okinoshima returning from Tulagi as it was approaching St George's Channel south of Rabaul.I don't remember if there are any assignments there in v1.39, but there are more "Solomons" assignments for the next version, and a person might happen to see 2CA and 3DD on their way out, if they get an assignment early enough, and can get their Speedy Gonzalez S-Boat there in time without breaking it... A Fremantle boat will not be assigned anything remotely close to the Solomon or Coral Seas. Only west and north. As for SJ on the Salmon boats, if you came back after June 1, 1942, the SJ should be part of your new boat. Let us know about that ASAP, if you will...

https://i.imgur.com/hTIvXFc.jpg

Just one correction to my sequence: When I chose to take the Gato I was in Fremantle. Taking the Gato auto-transferred me to Pearl Harbor. I later requested the transfer to Tulagi, and then to Milne Bay. Note that I was never in Brisbane as a visitor or as an assigned base. Yet the mission out of Milne Bay (that is what showed on the Start Mission screen) actually started out of Brisbane.

So, it is not necessarily dependent on having been stationed in Brisbane, or perhaps even Pearl Harbor. It is definitely in the Tulagi-Milne Bay sequence.
My guess here is that Tulagi is messed-up, but Milne more so. While you didn't transfer to it prior to its being "active", the Flotillas file does have it "active" prior to the base being there, and since SH4 does not use "dates" per se, but rather "time passed", that might further confuse the game, and it is probably thinking that the base is no longer active, as far as the Flotillas file goes. Plus, since Milne is "copied" from Brisbane, some dingbat forgot to change one of the "spawn-in" locations for Milne Bay... sigh. :roll: - Both fixed (hopefully) for the next version...

8A
02-03-21, 03:55 PM
Hello is there any fix for falling of the rising sun ultimate 1.39 it keep crashing

granite00
02-03-21, 04:45 PM
I know early SJ radar has been reported before. Nevertheless, I'm using the latest version 1.39. I just returned from a pathetic 2nd patrol to Fremantle and I'm in a Sargo class. The date is 3/28/1942 and the SJ is available as an upgrade.

propbeanie
02-03-21, 08:17 PM
Hello is there any fix for falling of the rising sun ultimate 1.39 it keep crashing
We need details, please. What boat are you trying to sail, where are you starting from, what date is it? etc. Also, when you activated the mod, did you empty the Save folder before running the game again? Have you added any other mods to the game? If so, run a JSGME mod list (Tasks... Export activated mods list to --->> Clipboard), and paste that in your next post.

I know early SJ radar has been reported before. Nevertheless, I'm using the latest version 1.39. I just returned from a pathetic 2nd patrol to Fremantle and I'm in a Sargo class. The date is 3/28/1942 and the SJ is available as an upgrade.
The SJ is available "early", but it should "cost" you renown points, correct?

granite00
02-03-21, 08:20 PM
The SJ is available "early", but it should "cost" you renown points, correct?

Yes, 300 points.

propbeanie
02-03-21, 08:34 PM
Ahhh!!! not expensive enough!!! lol

torpedobait
02-03-21, 10:08 PM
My guess here is that Tulagi is messed-up, but Milne more so. While you didn't transfer to it prior to its being "active", the Flotillas file does have it "active" prior to the base being there, and since SH4 does not use "dates" per se, but rather "time passed", that might further confuse the game, and it is probably thinking that the base is no longer active, as far as the Flotillas file goes. Plus, since Milne is "copied" from Brisbane, some dingbat forgot to change one of the "spawn-in" locations for Milne Bay... sigh. :roll: - Both fixed (hopefully) for the next version...

I believe you are correct, that both Milne Bay and Tulagi are messed up. Tulagi may be further messed by the elapsed time you mentioned above. To wit, I started 11 patrols out of Tulagi without requesting a transfer, but on returning from the 11th patrol, just as I neared the base there, the "end patrol" question came up, but did not give me an end patrol option! I looked and the Tulagi anchor was tilted, but still no "end Patrol" option. So I did what any good captain would do, searched the seas looking for a new base and found none. I had taken a save about 100 NM from Tulagi, so I exited the mission, exited the game, reloaded the game, and loaded my save. Voila! The anchor at Pearl Harbor was now tilted instead of Tulagi. The date where this miracle of base reassignment was 07/11/1944. I made it to Pearl in good order and was rewarded by a conning tower refit and twin 40mm AA guns on the table.

As soon as my boat overhaul was complete I requested a transfer to Midway, where I am now awaiting a departure date of August 9, 1944. I was tempted to transfer to Milne Bay, but I've had enough of that until a "fix" is in, so to speak. :Kaleun_Salute:

KaleunMarco
02-04-21, 08:16 AM
Who is the S2 moofmilker that thought up this mission?

https://i.ibb.co/nLgf5Kv/SH4-Img-2021-02-03-19-13-42-114.png

it is an agent insertion mission on Saipan in 1943, approx 9 months before Operation Forager.
Notice the drop-off location and then compare it to the enemy gun emplacements.
Geez-Louise.

KaleunMarco
02-04-21, 09:26 AM
My guess here is that Tulagi is messed-up, but Milne more so. While you didn't transfer to it prior to its being "active", the Flotillas file does have it "active" prior to the base being there, and since SH4 does not use "dates" per se, but rather "time passed", that might further confuse the game, and it is probably thinking that the base is no longer active, as far as the Flotillas file goes. Plus, since Milne is "copied" from Brisbane, some dingbat forgot to change one of the "spawn-in" locations for Milne Bay... sigh. :roll: - Both fixed (hopefully) for the next version...

did a little recon work......
Driving a Sargo out of Tulagi for several missions (starting early 1943).
Current date is Sept 23, 1943.
based on the discussion here and my experience with NULL dates, i changed the Milne Bay Base availability dates from NULL to the same dates as the Flotilla dates.

[Flotilla 9]
ID= MilneBayCommand
NameDisplayable= MilneBay
AvailabilityInterval=1942-04-30, 1945-01-31

;*****************************************
; F8 Milne Bay MB Bases
;----------------------
[Flotilla 9.Base 1]
ID= MilneBay
NameDisplayable= MilneBay, Australia
ExternalBaseName= MilneBay
AvailabilityInterval= 1942-04-30, 1945-01-31
DepartureDescriptionOut1= 18461968, -3258416, 2.546314

On a hunch (boom-siss), i went and checked the US Bases file for the base-definition of Milne Bay.
Here is what is there:

[Unit 25]
Name=Milne Bay
Class=NavalBase
Type=407
Origin=American
Side=1
GameEntryDate=19430628
GameExitDate=19451231

Do you see the problem?

Next issue: Why do all Kaleuns based at Milne start outside of Brisbane?
Look at the Milne Bay Departure Lat/Long Above and compare it to the Brisbane Base Departure Lat/Long Below.

[Flotilla 3.Base 1]
ID= Brisbane
NameDisplayable= Brisbane, Queensland, Australia
ExternalBaseName= Brisbane
Info= Brisbane-Base-Info
AvailabilityInterval= NULL, NULL
DepartureDescription1= 18381318, -3285618, 356.054810
DepartureDescription2= 18382104, -3285435, 0
DepartureDescriptionOut1= 18461968, -3258416, 2.546314

so, to fix Milne Bay as a base and the departure point
Replace the DepartureDescriptionOut1 line for Milne in Flotillas.UPC with this line:
DepartureDescriptionOut1= 18003850, -916000, 0
AND
Replace the
Name=Milne Bay
with
Name=MilneBay
in the US_NavalBases.MIS file.

For those unfamiliar with files locations,
Flotillas is located in \Data\UPCData\UPCCampaignData
US NavalBases is located in Data\Campaigns\Campaign

PB, these changes work. i am operating with them even as we speak.
https://i.ibb.co/BVpZn11/SH4-Img-2021-02-04-09-23-57-100.png
:Kaleun_Salute:

propbeanie
02-04-21, 12:28 PM
Who is the S2 moofmilker that thought up this mission?

[pik]

it is an agent insertion mission on Saipan in 1943, approx 9 months before Operation Forager.
Notice the drop-off location and then compare it to the enemy gun emplacements.
Geez-Louise.
That has been with us since the beginning, and was previously reported and "fixed"... this, along with several other files (Flotillas, PatrolObjectives, etc) of "vintage" age were accidentally mixed into the v1.39 of the mod... oldmanitis - the landing zone was moved in the corrected file, to be "east" of the guns, around the small peninsula, and the player warned that "... intelligence reports shore guns located near xx°N - xx°E. You are advised to approach from the south east, utilizing the land as a view block..." or some-such. Thanks for the update though. That would not have been noticed as another over-sight... :roll:

did a little recon work......
Driving a Sargo out of Tulagi for several missions (starting early 1943).
Current date is Sept 23, 1943.
based on the discussion here and my experience with NULL dates, i changed the Milne Bay Base availability dates from NULL to the same dates as the Flotilla dates.

[text]...

PB, these changes work. i am operating with them even as we speak.

[pik]

... My guess here is that Tulagi is messed-up, but Milne more so. While you didn't transfer to it prior to its being "active", the Flotillas file does have it "active" prior to the base being there, and since SH4 does not use "dates" per se, but rather "time passed", that might further confuse the game, and it is probably thinking that the base is no longer active, as far as the Flotillas file goes. Plus, since Milne is "copied" from Brisbane, some dingbat forgot to change one of the "spawn-in" locations for Milne Bay... sigh. :roll: - Both fixed (hopefully) for the next version...
Keep up man! We move ~fast~ here, at least, for me we do... :arrgh!: - that is my edju-muh-kate-ed guess also. The "fix" is in the files for the next version. s7rikeback is finishing checks on airplane files, and I am now working on eliminating "doubles" in the PatrolObjectives file, such as where a "PhilippineOPS" assignment is also used for a "Philippines" assignment, both calling the same mission file - also a hold-over from a while ago. The usual "easy" fix is to add more missions and change the assignment in one or the other Codes, but that is almost as complicated as the "easy" fix of removing the duplicate entries from the PatrolObjectives file, and then renumbering the whole thing... Scary either way. Hopefully, with all of this, and an "Objectives Checker" thingie I am working on, we won't have the occasional CTD when leaving on patrol... maybe... :roll:

Mios 4Me
02-05-21, 10:38 PM
- The 40 mms we upgraded to just before the start of the patrol have only a single crew position per gun, instead of two.

USS Balao has upgraded to dual 5"/25 guns in November 1944 with these issues:
- No crew positions were created for the new aft gun on the crew page
- The bow gun is unchanged on the crew page but response time is now that of an uncrewed gun
- The aft gun is reloading at the same new uncrewed rate of the bow gun.

propbeanie
02-06-21, 11:00 AM
This is one of the vagaries of the game... After receiving a new gun, and / or changing your existing gun, it is always prudent upon exiting the home port, and outside of the green circle, to Save the game, exit, re-start the game, and then Load that Save. You should then be able to put the crew at their stations on both guns, and when issuing "Battle Stations, guns", be able to "see" the crews at their stations. If not, let me know. Also, when you post back, tell me more about your Balao boat:
1. When and how did you get the boat? ie: "upgrade", new career, etc.
2. What was the date you acquired the boat?
3. Any other issues, such as patrol assignments, etc., other than the guns?
4. Are the radars functioning properly at this time, during the gun issues?
5. How did you get the gun(s)? The 40mm is an automatic "upgrade", whereas the dual 5" should be a purposeful skipper choice.
6. Were there any crew slots on the crew page for the guns?
7. Did you go back and forth on the pages, trying to "force" the game to properly display?
Thanks :salute:

Mios 4Me
02-06-21, 12:31 PM
This is one of the vagaries of the game... After receiving a new gun, and / or changing your existing gun, it is always prudent upon exiting the home port, and outside of the green circle, to Save the game, exit, re-start the game, and then Load that Save. You should then be able to put the crew at their stations on both guns, and when issuing "Battle Stations, guns", be able to "see" the crews at their stations. If not, let me know. Also, when you post back, tell me more about your Balao boat:
1. When and how did you get the boat? ie: "upgrade", new career, etc.
2. What was the date you acquired the boat?
3. Any other issues, such as patrol assignments, etc., other than the guns?
4. Are the radars functioning properly at this time, during the gun issues?
5. How did you get the gun(s)? The 40mm is an automatic "upgrade", whereas the dual 5" should be a purposeful skipper choice.
6. Were there any crew slots on the crew page for the guns?
7. Did you go back and forth on the pages, trying to "force" the game to properly display?
Thanks :salute:

Hi PB,

That technique did not work. I deleted the only Save of the patrol in progress (the first with dual 5" guns), exited the program, started in port from the autosave, went out 75 km (there's no circle on Saipan, incidentally), saved, exited, restarted at that point, and ordered battle stations.

The aft gun was unmanned and no crew slots were created. The fore gun was manned but reload time was 17 seconds; on prior patrols and at normal ranges, reload time was almost equal to flight time.

Before deleting, I checked the replay of a surface action involving both guns: fore was manned but very slow; aft was unmanned but trained and fired, albeit at very slow speed.

I had tried this technique with the 40mm upgrade but nothing happened.

1. We were offered a new boat, the Balao, after ending a patrol in Tulagi, our first one based from there, IIRC. FWIW, we recently declined a far-too-early Tench, but did add four extra bow torpedoes to compensate.
2. It was offered on 2/4/43. First patrol began on 2/21/43 to the SOWESPAC from Mare Island; second patrol began the sea trials.
3. There have been several CTDs over the 18 months since then, as well as one patrol reported earlier where we encountered virtually nothing: "Other than sailing vessels, the only MV underway that we encountered was a DD we'd triggered by coming too close to one of the coastal bunkers in the Basilan Passage. Decided to raid a certain anchorage to finally score some tonnage, which led to the only MV merchant and two other warships on the entire patrol, all three anchored."
4. On the last completed patrol, i.e. just before the dual 5" upgrade, we detected a ship via sonar instead of radar, and even that at rather short range. It was visually detected in calm conditions at 8.5 km after only an unusually brief approach. The radar behaved normally after that.
5. The twin 40mm guns were a voluntary upgrade a couple of patrols ago, date unknown. The dual 5" guns were a voluntary upgrade at the beginning of this patrol in early Nov 1944.

FWIW, the original Balao AA suite was twin 20mm cannons; the single 40mm guns were a later, voluntary upgrade.

6. 40mm - one slot/gun; twin 40mm - one slot/gun; existing single 5" gun - 4 slots (constant since the 4" days); dual 5" gun - same 4 slots for the bow gun, none for the aft gun
7. Yes, on each upgrade.

By the way, is there supposed to be a crewman whose battle station is halfway up the ladder to the bridge from the conning tower, even when we're at 150 meters?

propbeanie
02-06-21, 01:40 PM
Thanks for the details. I'll do me some studying here after a while, and attempt to get this all straight. I'm in a bit of a rush at the moment, and can't decide if I have enough info just yet. When I get back to this though, I'll double-check the "purchases" then. It might be a misconfiguration issue with those guns themselves, as far as a crew goes... :hmmm:

for now, though, you were offered the Balao in Feb of 1943 at Tulagi? Did you have to move to San Francisco then? Was that first SoWesPac assignment to the Solomon or Bismarck Seas? and you then returned to San Fran, and then got a SeaTrials mission? Was your return then after May 26, 1943? What happens with the deck guns when you don't have crew slots is that the game treats both of those guns as basically "unmanned", and you are then stuck with the game's fail-safe default of a slow reload. If you want to, copy your Save folder from "cfg" on down, zip it up and link it to me, and we can see what we see in that. I'll attempt to "fix" the gun positions also while I have it, and then let you attempt to test that. PM me a link, if you want to do that. :salute:

Mios 4Me
02-07-21, 01:12 PM
for now, though, you were offered the Balao in Feb of 1943 at Tulagi? Did you have to move to San Francisco then? Was that first SoWesPac assignment to the Solomon or Bismarck Seas? and you then returned to San Fran, and then got a SeaTrials mission? Was your return then after May 26, 1943?
1. Correct, at Tulagi.
2. Yes, next patrol was from Mare Island to the Solomons, then back eventually to Mare.
3. That first patrol ended on 5/8/43; three sea trial patrols followed, the last ending on 7/8/43.

Tucker
02-07-21, 05:47 PM
Hey yall, I've been having a great playthrough on my latest campaign, but I've run into an issue. I got a new Tench Class boat, Its December/January 44/45, and I am able to kit it out with my renown, but I cant seem to get the double deck guns to show their crew slots properly. I have the bow gun slots showing but not the stern slots and I have no idea what I am missing. I've put the text from the save file in if someone wants to look at it and explain what the issue is.

[UserPlayerUnit 1.Compartment 7]
ID=TenchGunS
CompartmentType=2
FunctionalType=ArtilleryRoom
NameDisplayable=Aft Deck Gun
Type=NULL
MechanicalCoef=0.500000
ElectricsCoef=0.500000
GunsCoef=0.200000
WatchmanCoef=0.500000
WatchStandingCoef=0.048000
MaintenanceCoef=0.014400
RepairsCoef=0.072000
ReloadingweaponCoef=0.072000
SleepCoef=-0.120000
LeadersSlots=1
CrewMembersSlots=3
EffciencyDenominator=2
EffciencyDenominatorBS=2
Hitpoints=200.000000
CrewExposure=0.700000
EquipmentsExposure=0.100000
WeaponsExposure=0.100000
ExternalDamageZoneTypeID3D=198
StatusActive=No
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
FltDamage=0.000000
CriticalFlotation=1.000000
FloodingLevel=0.000000
FloodingTime=0000-00-00 00:00:00
FloodingSpeed=0.000000
DamageDescription1=NULL,0,0.2,0,1,1,Minor Leak,0,0,NULL,0,0.2,0.17076
DamageDescription2=NULL,0.2,0.6,0,1,1,Large hole,0,0,NULL,0,0.2,0.411511
DamageDescription3=NULL,0.6,1,0,1,1,Wall breached,0,0,NULL,0,0.2,0.864189

[UserPlayerUnit 1.Compartment 7.WeaponSlot 1]
ID=SternDeckGun
NameDisplayable=Aft Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M02
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=5in25calUS, NULL

[UserPlayerUnit 1.Compartment 7.WeaponSlot 1.Weapon]
ID=5in25calUS
NameDisplayable=5inch .25 Caliber Cannon
WeaponInterval=1944-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=5inHEUS,5inAAUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=4
ExternalLinkName3D=5_25_soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.206357
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,10.7675

[UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 1]
ID=CrewMemberSlot_ADGunC3
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_M02
BattleStationsCrewMemberSlot3D=WM2@slot_M02
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 2]
ID=CrewMemberSlot_ADGunC2
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_M02
BattleStationsCrewMemberSlot3D=WM1@slot_M02
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 3]
ID=CrewMemberSlot_ADGunC1
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM3@slot_M02
BattleStationsCrewMemberSlot3D=WM3@slot_M02
WatchAccessoriesForAdding3DObjects=headphones#Head
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=headphones#Hea d
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 4]
ID=CrewMemberSlot_ADGunL
NameDisplayable=Deck Gun Leader
Type=Leader
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM4@slot_M02
BattleStationsCrewMemberSlot3D=WM4@slot_M02
WatchAccessoriesForAdding3DObjects=Binoclu_WCS,hea dphones#Head
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=Binoclu_WCS,he adphones#Head
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8]
ID=TenchGunB
CompartmentType=2
FunctionalType=ArtilleryRoom
NameDisplayable=Bow Deck Gun
Type=NULL
MechanicalCoef=0.500000
ElectricsCoef=0.500000
GunsCoef=0.200000
WatchmanCoef=0.500000
WatchStandingCoef=0.048000
MaintenanceCoef=0.014400
RepairsCoef=0.072000
ReloadingweaponCoef=0.072000
SleepCoef=-0.120000
LeadersSlots=1
CrewMembersSlots=3
EffciencyDenominator=2
EffciencyDenominatorBS=2
Hitpoints=200.000000
CrewExposure=0.700000
EquipmentsExposure=0.100000
WeaponsExposure=0.100000
ExternalDamageZoneTypeID3D=43
StatusActive=No
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
FltDamage=0.000000
CriticalFlotation=1.000000
FloodingLevel=0.000000
FloodingTime=0000-00-00 00:00:00
FloodingSpeed=0.000000
DamageDescription1=NULL,0,0.2,0,1,1,Minor Leak,0,0,NULL,0,0.2,0.178957
DamageDescription2=NULL,0.2,0.6,0,1,1,Large hole,0,0,NULL,0,0.2,0.540059
DamageDescription3=NULL,0.6,1,0,1,1,Wall breached,0,0,NULL,0,0.2,1.11369

[UserPlayerUnit 1.Compartment 8.WeaponSlot 1]
ID=BowDeckGun
NameDisplayable=Fore Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M01
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=5in25calUS, NULL

[UserPlayerUnit 1.Compartment 8.WeaponSlot 1.Weapon]
ID=5in25calUS
NameDisplayable=5inch .25 Caliber Cannon
WeaponInterval=1944-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=5inHEUS,5inAAUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=4
ExternalLinkName3D=5_25_soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.206357
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,10.7675

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1]
ID=CrewMemberSlot_FDGunL
NameDisplayable=Deck Gun Leader
Type=Leader
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM4@slot_M01
BattleStationsCrewMemberSlot3D=WM4@slot_M01
WatchAccessoriesForAdding3DObjects=Binoclu_WCS,hea dphones#Head
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=Binoclu_WCS,he adphones#Head
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 2]
ID=CrewMemberSlot_FDGunC1
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM3@slot_M01
BattleStationsCrewMemberSlot3D=WM3@slot_M01
WatchAccessoriesForAdding3DObjects=headphones#Head
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=headphones#Hea d
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 3]
ID=CrewMemberSlot_FDGunC2
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_M01
BattleStationsCrewMemberSlot3D=WM1@slot_M01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 4]
ID=CrewMemberSlot_FDGunC3
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_M01
BattleStationsCrewMemberSlot3D=WM2@slot_M01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.UpgradePackSlot 3]
ID=UpgDeckGun
NameDisplayable=Deck Gun
Type=NULL
AcceptedTypes=USDeckGunImpBow,USDeckGunImpStern,US DeckGunHvyBow,USDeckGunHvyStern,USDeckGunHvyDbl
UserCustomizable=Yes
IDLinkUpgradePackSlots=BowDeckGun,SternDeckGun
CurrentUpgradePack=5inch .25cal Twin Cannons (Bow and Stern)
IDLinkUpgradePackSlotsLoaded=NULL


[UserPlayerUnit 1.FunctionalSubsystem 29]
ID=DeckGun1
NameDisplayable=Bow Deck Gun
FunctionalType=WeaponMainCannon
IDLinkFunctionalSubsystemSlots=BowDeckGun,1

[UserPlayerUnit 1.FunctionalSubsystem 30]
ID=DeckGun2
NameDisplayable=Stern Deck Gun
FunctionalType=WeaponMainCannon
IDLinkFunctionalSubsystemSlots=SternDeckGun,1

Thanks :Kaleun_Cheers::Kaleun_Salute:

Moonlight
02-07-21, 06:16 PM
Scuttlebutt says the Tench is still a busted flush, you've just proved it so it must be true, I rarely upgrade beyond a Gato sub as both the Balao (it came with issues but all good now) and the Tench have caused problems in past editions of the mod, I'm not sure the Tench can be fixed but you can ask for nothing. :yep:

propbeanie
02-07-21, 07:24 PM
1. Correct, at Tulagi.
2. Yes, next patrol was from Mare Island to the Solomons, then back eventually to Mare.
3. That first patrol ended on 5/8/43; three sea trial patrols followed, the last ending on 7/8/43.
Thanks for the clarification :salute:

Hey yall, I've been having a great playthrough on my latest campaign, but I've run into an issue. I got a new Tench Class boat, Its December/January 44/45, and I am able to kit it out with my renown, but I cant seem to get the double deck guns to show their crew slots properly. I have the bow gun slots showing but not the stern slots and I have no idea what I am missing. I've put the text from the save file in if someone wants to look at it and explain what the issue is.

<SPOILERs>
In the Save folder's "ActiveUserPlayerUnits.upc" there, compare your "UserPlayerUnit 1.Compartment 7" to "UserPlayerUnit 1.Compartment 8", specifically the "UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository X" lines in #7. Delete the wording "AdditionalRepository" from those four lines, and your crew slots will show up again. Sometimes, the guns themselves are incomplete. Refer to the "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, on Page 3, for more info, and what else to look out for. Are you by chance using vickers' Officer's Quarters mod?

Scuttlebutt says the Tench is still a busted flush, you've just proved it so it must be true, I rarely upgrade beyond a Gato sub as both the Balao (it came with issues but all good now) and the Tench have caused problems in past editions of the mod, I'm not sure the Tench can be fixed but you can ask for nothing. :yep:
In theory (famous last words while coming back from patrol and s7rikeback is wining and dining your girlfriend), the Tench and Balao should both function as intended, so long as you do NOT accept them prior to their active dates. Testing on my machine has shown fully functional deck guns & crews, as well as fully funtional deck and AA guns, no matter what my choices are, so long as I adhere to proper procedures before going on patrol. I have done several test campaigns with a Gato going to a Balao in 1943, and a Balao to a Tench in 1945 without issue. The only problem being of course, "test" campaign. They are "seeded" campaigns. They are not from 1941 to 1945, involving 16+ Saves, due to "testing cycle" constraints (T-I-M-E)... lol :salute:

Mios 4Me
02-07-21, 07:38 PM
T
In the Save folder's "ActiveUserPlayerUnits.upc" there, compare your "UserPlayerUnit 1.Compartment 7" to "UserPlayerUnit 1.Compartment 8", specifically the "UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository X" lines in #7. Delete the wording "AdditionalRepository" from those four lines, and your crew slots will show up again. Sometimes, the guns themselves are incomplete. Refer to the "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, on Page 3, for more info, and what else to look out for. :
Presumably this applies in my case too?

Tucker
02-07-21, 09:13 PM
In the Save folder's "ActiveUserPlayerUnits.upc" there, compare your "UserPlayerUnit 1.Compartment 7" to "UserPlayerUnit 1.Compartment 8", specifically the "UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository X" lines in #7. Delete the wording "AdditionalRepository" from those four lines, and your crew slots will show up again. Sometimes, the guns themselves are incomplete. Refer to the "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, on Page 3, for more info, and what else to look out for. Are you by chance using vickers' Officer's Quarters mod?

Thank you sir :salute:. Removing the AdditionalRepository wording worked. Now I have all my crew slots available and I'm ready to terrorize the Japanese Merchant Marine with my super sub for the last 6 months of the war. Haha.

Also yes I am using Vickers Officers Quarters Mod. Is this a known issue with his mod and FotRSU Compatibility?

Mad Mardigan
02-07-21, 09:34 PM
Thank you sir :salute:. Removing the AdditionalRepository wording worked. Now I have all my crew slots available and I'm ready to terrorize the Japanese Merchant Marine with my super sub for the last 6 months of the war. Haha.

Also yes I am using Vickers Officers Quarters Mod. Is this a known issue with his mod and FotRSU Compatibility?

In post #1, it very clearly states uncategorically ... do NOT add any other add on/add in mods, ''other than Nippon Maru, at this time...

I quote it here... :

'' Do NOT use additional mods with this release - They are NOT compatible
Except - Nippon Maru_Public_Beta_v1_Release... ''

'' We will re-do the others shortly - This includes vickers03's Officer's Country mod (completed and handed-off)
You will lose all kinds of things if you use extra mods, and will probably crash the game.

DO NOT DO IT! ''

end quote...

M. M.

:Kaleun_Salute:

Tucker
02-07-21, 10:41 PM
In post #1, it very clearly states uncategorically ... do NOT add any other add on/add in mods, ''other than Nippon Maru, at this time...

I quote it here... :

'' Do NOT use additional mods with this release - They are NOT compatible
Except - Nippon Maru_Public_Beta_v1_Release... ''

'' We will re-do the others shortly - This includes vickers03's Officer's Country mod (completed and handed-off)
You will lose all kinds of things if you use extra mods, and will probably crash the game.

DO NOT DO IT! ''

end quote...

M. M.

:Kaleun_Salute:

In all fairness, I wasn't using any add on mods with this latest version, because I didnt even realize there was an updated version released on December 23rd. I was still using v1.24 with the 1.2 to 1.26 patch, along with the supported lotsadudz, and strategic map symbols mods. Plus the Vickers mods with the compatibility patch. It had worked great. But now I know there is a new version so I will use that one and not use any of the add on mods. But it sounds like you are going to implement Vickers Officers Country mod, which was superb, and hopefully the strategic map symbols mod again because that one really added to the map.

Also thanks for informing me in the round about way that yall had a new version released! Only issue is now I've got to start my campaign over again haha.

Mad Mardigan
02-08-21, 12:22 AM
In all fairness, I wasn't using any add on mods with this latest version, because I didnt even realize there was an updated version released on December 23rd. I was still using v1.24 with the 1.2 to 1.26 patch, along with the supported lotsadudz, and strategic map symbols mods. Plus the Vickers mods with the compatibility patch. It had worked great. But now I know there is a new version so I will use that one and not use any of the add on mods. But it sounds like you are going to implement Vickers Officers Country mod, which was superb, and hopefully the strategic map symbols mod again because that one really added to the map.

Also thanks for informing me in the round about way that yall had a new version released! Only issue is now I've got to start my campaign over again haha.

Didn't recall seeing of a mention of, until now, of the version you were rockin' with... if you did & I missed it, then My apologies... :oops:

That said, I (& speaking only for Myself here.. as I can't speak for all..) keep an eye out for the mods & if they get updates... & in that light, can't even begin to tell you the number of times of having to restart a career, for the main reason being, that some of the updates for mods, were NOT backward compatible with game saves.

So, restarting on a career, I feel your pain... :yep:

M. M.

:Kaleun_Salute:

WH4K
02-08-21, 06:04 AM
If dual deck guns aren't working you're not missing much. The AI gunners are so frustratingly bad that I nearly always make the shots manually.

Moonlight
02-08-21, 09:25 AM
I'm probably spouting blasphemy here, but me and my boys gave up on those topside guns before the 1.24? version, or was that the 1.26p one, as you can see Its getting quite difficult to keep up with Mr beanies continual campaign screw ups. :O:
I'm not saying that the master himself "Rockin Robbins" taught him, but all those secret little meetings they used to have, well, you players can go make your own mind up about that as I'm just throwing it out there to the masses to see what they think. :o
Now Mr beanie, why is my new submarine which is a Balao, is actually called a "Balao", Jesus Christ, haven't the US Navy got a shred of imagination under their bloody peaked hats. I propose a few name changes to spice things up a bit, :yep: for that "Balao", you could rename it the USS "Sally Sparrow" heh, what about that then, and besides, who wouldn't want to spend a month cooped up inside Sally Sparrow. :haha:

I'm sure 1 or 2 others could add some other names to go into the hat, think it over Mr beanie, and don't take too long about it. :03:

propbeanie
02-08-21, 12:38 PM
Presumably this applies in my case too?
Not neccessarily:
... Refer to the "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, on Page 3, for more info, and what else to look out for... do NOT accept them (Balao and Tench) prior to their active dates...
In testing prior to the "fixes" involved (thank you again mazzi), I could induce similar to reports back then where a person would get what you describe, with the lack of crew positions, but we would also find incomplete gun descriptions, with whole sections of the "ActiveUserPlayerUnits.upc" missing, and at the least, missing lines. Be sure and look through that "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, and see what you see, or zip up your Save folder, and link me to it via a PM, and I'll look at it and try to "fix" things.


Thank you sir :salute:. Removing the AdditionalRepository wording worked. Now I have all my crew slots available and I'm ready to terrorize the Japanese Merchant Marine with my super sub for the last 6 months of the war. Haha.

Also yes I am using Vickers Officers Quarters Mod. Is this a known issue with his mod and FotRSU Compatibility?
OK, glad it worked.

In all fairness, I wasn't using any add on mods with this latest version, because I didnt even realize there was an updated version... Only issue is now I've got to start my campaign over again haha.
I would finish the current career. ~IF~ current tests go as anticipated, we might have the next version out prior to your finishing that career. I am in the final stages of Flotillas edits, make an alpha build and hand-off to s7rikeback for further evaluation, brainstorming and further tests, then we'll see what we have (s7rikeback has completed a LOT of double-checking)...


If dual deck guns aren't working you're not missing much. The AI gunners are so frustratingly bad that I nearly always make the shots manually.
This is where the game AI does not differentiate "friendly" AI, and "enemy" AI, so if you fix the former, the latter "kills" you... sigh


I'm probably spouting blasphemy here, but me and my boys gave up on those topside guns before the 1.24? version, or was that the 1.26p one... why is my new submarine which is a Balao, is actually called a "Balao" ... haven't the US Navy got a shred of imagination under their bloody peaked hats... and don't take too long about it. :03:
Opinions are not blasphemy :arrgh!: - Basically speaking though, anything v1.2 in all 3 (4??) iterations have gun issues, especially if vicker's Officer's Country is used without its "patch". The main problem though being, as mazzi pointed out, the fact that the 3" gun is not enumerated in the Balao & Tench upc files. For me, that is worse "logic" (since the boats never had the guns) than the USN's lack of imagination in naming convention, and the use of tinfoil, folded tri-hats (quite literally, if you remember from early versions of FotRSU :roll: ). I much prefer the 'modern' way of naming US submarines, and surely they could have come up with something besides fishies names, but alas... it's all history, so take your Cuttlefish or Bream (or any one of hundreds of oddball names :roll: ), and go sink some ships, deck gun or no!!! :oops: :D :salute:

torpedobait
02-08-21, 12:46 PM
I'm probably spouting blasphemy here, but me and my boys gave up on those topside guns before the 1.24? version, or was that the 1.26p one, as you can see Its getting quite difficult to keep up with Mr beanies continual campaign screw ups. :O:
I'm not saying that the master himself "Rockin Robbins" taught him, but all those secret little meetings they used to have, well, you players can go make your own mind up about that as I'm just throwing it out there to the masses to see what they think. :o
Now Mr beanie, why is my new submarine which is a Balao, is actually called a "Balao", Jesus Christ, haven't the US Navy got a shred of imagination under their bloody peaked hats. I propose a few name changes to spice things up a bit, :yep: for that "Balao", you could rename it the USS "Sally Sparrow" heh, what about that then, and besides, who wouldn't want to spend a month cooped up inside Sally Sparrow. :haha:

I'm sure 1 or 2 others could add some other names to go into the hat, think it over Mr beanie, and don't take too long about it. :03:

Speaking as one of the masses you addressed, and I don't intend to start a fight with you, but some input might be helpful. In your comments to "Mr. Beanie" you come across as either sarcastic or nasty. If the latter, they are uncalled for. If the former, indicating humor might be helpful.

He doesn't need me to defend him, but "Mr. Beanie" is one of the most helpful and pleasant members of the FOTRSU Mod Team, and deserves at least a modicum of politeness rather than sarcasm, snark and or nastiness. It is disturbing to see what appears to me to be sniping at him just because you don't like all the "features" of the Mod. These guys are working for nothing, and any criticisms should be made in good humor and with respect.

I apologize in advance if I've misread your intended tone . Otherwise, a little less snark in your comments would be appreciated. Thanks.

jldjs
02-08-21, 02:00 PM
Speaking as one of the masses you addressed, and I don't intend to start a fight with you, but some input might be helpful. In your comments to "Mr. Beanie" you come across as either sarcastic or nasty. If the latter, they are uncalled for. If the former, indicating humor might be helpful.

He doesn't need me to defend him, but "Mr. Beanie" is one of the most helpful and pleasant members of the FOTRSU Mod Team, and deserves at least a modicum of politeness rather than sarcasm, snark and or nastiness. It is disturbing to see what appears to me to be sniping at him just because you don't like all the "features" of the Mod. These guys are working for nothing, and any criticisms should be made in good humor and with respect.

I apologize in advance if I've misread your intended tone . Otherwise, a little less snark in your comments would be appreciated. Thanks.

:Kaleun_Thumbs_Up:

Moonlight
02-08-21, 04:41 PM
Hey you two, Its called British humour, if you don't understand it don't comment on it, I'm sure Mr beanie can take care of himself with out any other members poking their nose in and creating a bleeding mountain out of a molehill. :up:

If Mr beanie doesn't like the urine being extracted out of him (commonly known in England as taking the piss) all he has to do is say so, I'll just mark him down as another humourless yankee from across the pond, which from what I've seen over the years is not the case. :D

Now Mr beanie, I understand its not going to be possible to have the USS "Sally Sparrow" sailing the seven seas, well all I can say to that is its a damned shame old boy, a real damned shame. :doh:

Tucker
02-08-21, 05:23 PM
Didn't recall seeing of a mention of, until now, of the version you were rockin' with... if you did & I missed it, then My apologies... :oops:

No worries you didnt miss anything, I didnt mention which version I was using because I had assumed I was still using the most current version haha. But anyways this just means I will have to keep an eye out for future releases so I end up not falling behind and reporting bugs/issues that are no longer relevant.

I would finish the current career. ~IF~ current tests go as anticipated, we might have the next version out prior to your finishing that career. I am in the final stages of Flotillas edits, make an alpha build and hand-off to s7rikeback for further evaluation, brainstorming and further tests, then we'll see what we have (s7rikeback has completed a LOT of double-checking)...

Well that's too bad and great to hear at the same time. I ended up clearing out my save file to make way for the new version, but its not the end of the world. Also with the next update will the map symbols add on be put back in, and Vickers mod hopefully be compatible/added in? Or is that just wishful thinking hahaha.

Anyways, keep up the great work yall. :salute:

WH4K
02-08-21, 10:12 PM
I would be happy to fire all deck guns myself, unfortunately it seems the game engine will only allow user access to one or the other.

The deck guns seem overpowered anyway. Strikes me as implausible to consistently get hits at 5000 yards, in rough seas, on a Corvette- or Destroyer Escort size target. Real world sub captains probably wouldn't have dared such though.

propbeanie
02-08-21, 10:28 PM
Hey you two, Its called British humour, if you don't understand it don't comment on it, I'm sure Mr beanie can take care of himself with out any other members poking their nose in and creating a bleeding mountain out of a molehill. :up:

If Mr beanie doesn't like the urine being extracted out of him (commonly known in England as taking the piss) all he has to do is say so, I'll just mark him down as another humourless yankee from across the pond, which from what I've seen over the years is not the case. :D

Now Mr beanie, I understand its not going to be possible to have the USS "Sally Sparrow" sailing the seven seas, well all I can say to that is its a damned shame old boy, a real damned shame. :doh:
No worries. I am well aware of and used to the humor involved :up: - and torpedobait and jldjs, I do thank you fellers, but just look at his Location - he drove off into the weeds (copse) ("Blring me a shrubbery... one that is nice... and not too expensive!"
https://www.youtube.com/watch?v=MYSMPjMVnAU


... Well that's too bad and great to hear at the same time. I ended up clearing out my save file to make way for the new version, but its not the end of the world. Also with the next update will the map symbols add on be put back in, and Vickers mod hopefully be compatible/added in? Or is that just wishful thinking hahaha...
Truth be told, most of the old mods are probably still compatible, but since v1.26p was such a shtinker (just ask Moonlight :roll: lol), we put the moratorium on additional mods, so that we could be certain of having found most of the issues, without having to sift through excess chaffe. Anything for the menu_1024_768.ini definitely is a risk, due to changes made in that file, but the strategic map symbols should be fine, as well as bigger better protractors, anything with the U-Mark, the dudz, but the EasyAOB, Same-SizedDials, NoScrollNavMap and the like could potentially cause troubles, since the menu ini file is not the same build. I don't think the AI mods are valid anymore either, because those are now the "default"... :hmmm: - a mind is a terrible thing to lose...

Tucker
02-09-21, 12:28 AM
Truth be told, most of the old mods are probably still compatible, but since v1.26p was such a shtinker (just ask Moonlight :roll: lol), we put the moratorium on additional mods, so that we could be certain of having found most of the issues, without having to sift through excess chaffe. Anything for the menu_1024_768.ini definitely is a risk, due to changes made in that file, but the strategic map symbols should be fine, as well as bigger better protractors, anything with the U-Mark, the dudz, but the EasyAOB, Same-SizedDials, NoScrollNavMap and the like could potentially cause troubles, since the menu ini file is not the same build. I don't think the AI mods are valid anymore either, because those are now the "default"... :hmmm: - a mind is a terrible thing to lose...

Hu, well I will hold off on any add on mods for right now, but maybe a little bit down the road I will see if I can get the map symbols mod up and running. Especially if it is not going to be reintegrated into the next release. But until then, I guess I will just do without. Might go try my luck at Dark Waters and a Uboat campaign in the meantime. That will mean I will have to figure out the Uboat TDC, which confuses me to no end, especially their updated one. But we will see if I am smart enough to do it haha. :Kaleun_Cheers:

torpedobait
02-09-21, 12:39 PM
Hey you two, Its called British humour, if you don't understand it don't comment on it, I'm sure Mr beanie can take care of himself with out any other members poking their nose in and creating a bleeding mountain out of a molehill. :up:

If Mr beanie doesn't like the urine being extracted out of him (commonly known in England as taking the piss) all he has to do is say so, I'll just mark him down as another humourless yankee from across the pond, which from what I've seen over the years is not the case. :D

Now Mr beanie, I understand its not going to be possible to have the USS "Sally Sparrow" sailing the seven seas, well all I can say to that is its a damned shame old boy, a real damned shame. :doh:

It's a shame us poor raggedy-ass Americans don't see British "humour" when it is cast our way. I used to consider myself a pretty smart guy, but I guess I'm not, given I can't tell the difference in the written word between Snarky and Funny. But if Props is amused, fine.

Props doesn't need or want me or anyone to defend him. He's a pretty smart guy himself. I was speaking to the effect your so-called "Humour" has on the great unwashed on this side of the pond. I assure you I am not the only one made uncomfortable by your "Humour", such as it is. But that's just the way it is. Carry on, Mate.

KaleunMarco
02-09-21, 12:46 PM
It's a shame us poor raggedy-ass Americans don't see British "humour" when it is cast our way. I used to consider myself a pretty smart guy, but I guess I'm not, given I can't tell the difference in the written word between Snarky and Funny. But if Props is amused, fine.

Props doesn't need or want me or anyone to defend him. He's a pretty smart guy himself. I was speaking to the effect your so-called "Humour" has on the great unwashed on this side of the pond. I assure you I am not the only one made uncomfortable by your "Humour", such as it is. But that's just the way it is. Carry on, Mate.

:Kaleun_Thumbs_Up::Kaleun_Cheers::Kaleun_Salute:

torpedobait
02-10-21, 12:32 AM
In early October 1944 while patrolling along the Honshu coast WSW of Sagami Wan in Gato, I encountered a lone ship travelling ENE at about 7 knots. My crew identified it as Soyo Maru, which according to the Recognition Manual (RM) looked to be a Medium Cooler. But on actual visual examination through the scope, the target was exactly the same (physical) profile as the Medium Heavy Load Freighter (MHLF) in the RM.

I'm guessing the ship we id'd as Soyo Maru is tagged with the wrong ID name somewhere, but since I know so little about files, etc. I'm only guessing. I do know that the Soyo Maru in the RM does not match what I saw, but the MHLF was a perfect match to the RM.

Either way, it took two torpedos and sank quite nicely.

:salute:

Mad Mardigan
02-10-21, 04:12 PM
In early October 1944 while patrolling along the Honshu coast WSW of Sagami Wan in Gato, I encountered a lone ship travelling ENE at about 7 knots. My crew identified it as Soyo Maru, which according to the Recognition Manual (RM) looked to be a Medium Cooler. But on actual visual examination through the scope, the target was exactly the same (physical) profile as the Medium Heavy Load Freighter (MHLF) in the RM.

I'm guessing the ship we id'd as Soyo Maru is tagged with the wrong ID name somewhere, but since I know so little about files, etc. I'm only guessing. I do know that the Soyo Maru in the RM does not match what I saw, but the MHLF was a perfect match to the RM.

Either way, it took two torpedos and sank quite nicely.

:salute:

Hmm.. sounds like you're using the Nippon add in, if I'm not mistaken...

M. M.

:Kaleun_Salute:

propbeanie
02-10-21, 11:23 PM
Well, Nippon Maru or not, the pics & names should match. We probably overran a folder (or two or three) in our haste. We'll look into that torpedobait. Thanks. :salute:

torpedobait
02-11-21, 09:07 AM
Hmm.. sounds like you're using the Nippon add in, if I'm not mistaken...

M. M.

:Kaleun_Salute:

Yes Indeedee, Nippon Add In it is.

Mad Mardigan
02-11-21, 01:51 PM
Yes Indeedee, Nippon Add In it is.

From propbeanie's comment, they are on the case... thanks to your timely info on it, torpedobait... :Kaleun_Thumbs_Up: Good catch :Kaleun_Cheers:

M. M.

:Kaleun_Salute:

propbeanie
02-12-21, 12:46 AM
That issue is resolved! s7rikeback to the rescue! Now, if I could only get this #$%@ &*@## Flotillas file straightened out, we would be 99% finished... In the meantime, a small status update on what was formerly "New Construction", now known as "Treasure Island", which will have multiple starts now, one test dive and out you go on assignment:
SS-237 USS Trigger Quick Report - All times given as Pearl -11

28 Mar '42
O600 Depart San Francisco Treasure Island.
Set course for Midway Atoll at Ahead Full

xx Apr '42 - I forgot to notate the date
Top off fuel tanks, take on supplies, depart
Destination Ise Bay and patrol

13 Apr '42
2232 Course 300, Betty sighted bearing 42R range 7nm
Roughly 53nm ESE of Hachi Jima. Calculated as soon
to approach too close, Change course to 260 and
ordered crash dive to 160 feet

2240 Prior to reaching 120 feet, called for surface.
No plane in sight

2330 Resumed 300 course

15 Apr '42
0332 Crossed into patrol zone

16 Apr '42
2006 While at Ahead One Third at 120 foot depth for
daylight submerged patrol, sonar reports hi-speed
screws bearing 284T, closing fast. Ordered PD,
course change to 284.

2010 Unidentified ship sighted roughly 10,000 yards,
course roughly 110, speed roughly 15-16knots.
Passenger ship? Seas rough, maybe 10k winds. Course
changed to 350, Ahead Flank to open future range.
Mk14 torpedoes in tubes 1 through 4 made ready,
20 foot depth, high speed, magnetic as per
op instructions.

2024 Course changed to 200 for an approximate 90 attack.

2032 On set course, Ahead one knot. Sound reports ship
closing fast, bearing 45. Estimates "close".

2037 Estimated range for 16 knot ship should be 1000 yards
Up scope. Bearing mark 20, firing 1, 2, 3, & 4 on 5
second intervals, with number 1 detonating as number
4 left the tube... Ship is a Modern Passenger Liner.

2038 Second, third and fourth torpedoes do make it to target
and detonate as they should. Ship in flames, almost
immediately down by the stern. Lifeboats in the water
seemingly early. Ship is sinking rapidly though, as
internal detonations hasten its demise.

2040 Periscope picture, and showing the exec and others as
much of it as can be seen before it disappears
completely

2042 All that is left is a few lifeboats, most over-turned
due to sea state, we called for resumation of 300
course for Ise Bay, depth set for 150.

2245 Surface the boat, Ahead Standard. Resume normal night
patrol. Post-analysis tells us we almost waited too
late to shoot. Range was less than 600 yards, and we
were fortunate to have only one premature detonation.
We would never have caught it had we missed.
Save Game.
https://i.imgur.com/LBA8p3d.jpg


For whatever reason, I forgot to turn on my external camera... I am getting spoiled by that thang anyway... :salute:

Capt RAP
02-12-21, 02:57 PM
Hello
I just moved to windows ten. Periscope view is now ways too sensitive! A small move of the mouse sends the view flying? Imposable to line up a target! is there a way to control the mouse sensitivity in the game? all other views are fine. Worked fine before windows ten. Thanks
The MOD is outstanding THANK YOU FOR ALL YOUR HARD WORK!!

CAPT RAP

Mad Mardigan
02-12-21, 06:20 PM
Hello
I just moved to windows ten. Periscope view is now ways too sensitive! A small move of the mouse sends the view flying? Imposable to line up a target! is there a way to control the mouse sensitivity in the game? all other views are fine. Worked fine before windows ten. Thanks
The MOD is outstanding THANK YOU FOR ALL YOUR HARD WORK!!

CAPT RAP

Ahoy, Capt RAP...:Kaleun_Cheers:

There is a means to lower mouse sensitivity in Win 10 to slow down the mouse movement... can be found in settings, devices then selecting mouse from the list on the left side of the window that opens up. Can find that by typing in the search of the following 'mouse settings' (minus the ' marks, of course...)

Hope this info helps, Capt RAP...

M. M.

:Kaleun_Salute:

Berserker
02-12-21, 10:38 PM
Hey yall, I've been having a great playthrough on my latest campaign, but I've run into an issue. I got a new Tench Class boat, Its December/January 44/45, and I am able to kit it out with my renown, but I cant seem to get the double deck guns to show their crew slots properly. I have the bow gun slots showing but not the stern slots and I have no idea what I am missing. I've put the text from the save file in if someone wants to look at it and explain what the issue is.

[UserPlayerUnit 1.Compartment 7]
ID=TenchGunS
CompartmentType=2
FunctionalType=ArtilleryRoom
NameDisplayable=Aft Deck Gun
Type=NULL
MechanicalCoef=0.500000
ElectricsCoef=0.500000
GunsCoef=0.200000
WatchmanCoef=0.500000
WatchStandingCoef=0.048000
MaintenanceCoef=0.014400
RepairsCoef=0.072000
ReloadingweaponCoef=0.072000
SleepCoef=-0.120000
LeadersSlots=1
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WatchAccessoriesForAdding3DObjects=headphones#Head
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BattleAccessoriesForAdding3DObjects=headphones#Hea d
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DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,10.7675

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WatchAccessoriesForAdding3DObjects=Binoclu_WCS,hea dphones#Head
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BattleAccessoriesForAdding3DObjects=Binoclu_WCS,he adphones#Head
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 2]
ID=CrewMemberSlot_FDGunC1
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
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BattleStationsCrewMemberSlot3D=WM3@slot_M01
WatchAccessoriesForAdding3DObjects=headphones#Head
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BattleAccessoriesForAdding3DObjects=headphones#Hea d
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 3]
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BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 4]
ID=CrewMemberSlot_FDGunC3
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BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.UpgradePackSlot 3]
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AcceptedTypes=USDeckGunImpBow,USDeckGunImpStern,US DeckGunHvyBow,USDeckGunHvyStern,USDeckGunHvyDbl
UserCustomizable=Yes
IDLinkUpgradePackSlots=BowDeckGun,SternDeckGun
CurrentUpgradePack=5inch .25cal Twin Cannons (Bow and Stern)
IDLinkUpgradePackSlotsLoaded=NULL


[UserPlayerUnit 1.FunctionalSubsystem 29]
ID=DeckGun1
NameDisplayable=Bow Deck Gun
FunctionalType=WeaponMainCannon
IDLinkFunctionalSubsystemSlots=BowDeckGun,1

[UserPlayerUnit 1.FunctionalSubsystem 30]
ID=DeckGun2
NameDisplayable=Stern Deck Gun
FunctionalType=WeaponMainCannon
IDLinkFunctionalSubsystemSlots=SternDeckGun,1

Thanks :Kaleun_Cheers::Kaleun_Salute:

On the 1st spoiler: Delete the {additionalrepository'}s the crew slots should appear..

Mios 4Me
02-13-21, 02:31 PM
USS Balao, ex-Saipan, assigned to 11-B, encountered a convoy of three merchants and several escorts. Attacks on the merchants were unsuccessful, although damaging, and these low-value targets were allowed to escape. Escorts behaved normally.

Our patrol course brought us back in contact with them that night. As we approached perpendicularly from astern, two escorts, a CH-28 and a corvette, dropped out of formation and coasted to a stop. Time was 1/17/45 @ 0325, location 42 degrees, 386 km from Taipei's central pier. We approached to within 3000 meters surfaced; they did not respond to 5" shell hits; low on ammo, we left them burning; proceeded to sink another escort; and finally chased down the merchants.

PB- both guns operated normally. Thank you!

propbeanie
02-13-21, 02:52 PM
The Sub Chasers and Corvettes' issues have been rooted out and fixed thanks to s7rikeback, and those will be in the next release. Glad the gun edits got you going fully on the Balao! :salute:

KaleunMarco
02-13-21, 08:58 PM
After being deployed in the Pacific for over two years, we get orders for Hunters Point.

Christmas in San Francisco.
The beer will sure taste fine once we cross under the Golden Gate Bridge.

https://i.ibb.co/TgDmVF8/SH4-Img-2021-02-13-19-44-12-756.png

Macgregor the Hammer
02-14-21, 03:54 PM
I will probably get lost here... but - the explosions are part of a couple of library files, and there are generally quite a few things that go flying through the air. If you are seeing what I call yin & yang puff explosions, we might try to turn those down. They are called from the zones.cfg file, and we do seem to be hitting those too strong lately. Upgrades are scarce in Sept 43, with the 40mm just now being available at Pearl. You'll probably get that shortly. The conning towers are a bird of a different stripe, in that they come only when there are no boat upgrades available. The earliest possible to get the 1st cut is May of 1942, 2nd cut is Jan 43, and the "Elite" is Jan 44. However - again - they are treated by the game, as a new boat, but are only offered when you would qualify for a new boat, but there are no new boats available. Rather convoluted, but it is what it is. The game should give the player a choice "Do you want a new boat, or a new conning tower?", but it doesn't. That option of a 4" deck gun, with a 20mm "deck gun" (not an AA gun, a deck gun), which ever way you choose to mount them, will both shoot at surface targets. That particular 20mm will NOT shoot at airplanes generally, even though it does have AA ammo in the bunker. As with the Narwhal with two deck guns, or with 2x 5" 25 cal or 2x 4" 50 cal deck guns, you can only control one of them. The other you cannot. There is no provision in the game for that, like there is available for the conn-mounted AA guns. It is what it is. As noted in the documentation, when you mount a new deck gun prior to patrol, you will have to Save the game after leaving the terminal area, exit the game, re-enter the game, and then load that Save. Then you can put your gun crews at Battle Stations and they will show at their proper duty stations... another little "gotcha" from the game itself. Ya gotta kick it in the #@%$ to get it to cooperate...


Thanks. We have been BZBZ as of late... as for the airplanes, it depends upon what plane sees you, and whether they have weapons left to use on you, as to whether they attack or not. Rest assured, they have 100% radio comms reliability, and will surely fone home about where you are and which direction you are headed. If CapnScurvy gets finished painting that Mercury that he acquired, he might be coerced into doing an FotRSU-compatible OTC mod, especially since DanielCoffey did all that wonderful sil work. MaxOptics are basically already in the mod, but in an "historical" manner. All the views in-game are properly "zoomed" and "aligned" for accuracy. The scopes and binoculars are all set spot-on to what was on ww2 subs, so even if CapnScurvy did do an OTC mod for FotRSU, you wouldn't see that aspect of the mod change. As for "Bernard" at work on the radar, CapnScurvy did "fine"-tune the set, to where if you are on rough seas, you will lose radar "efficiency" since the "beam" is narrower in FotRSU, but to have an out-and-out failure, the game does not do that in the "stock" base...


If you are ever able to ID the plane, that would be greatly appreciated. We are looking at the planes though, since there were a few subtle changes in them for v1.39.


Thanks for the report. Truk has its issues, and we have found a rogue group in the area that will eventually head south for Kavieng, but there are also some issues with a few ships. All of these "fixes" will be in the next release. We have not gone through all of the airplanes yet, and do have to stop and take a break every few hours, else we go cross-eyed, and just plain cross... :har: - Keep your fingers "crossed" (bad pun) for smooth sailing to the next release.

:salute:

That issue is resolved! s7rikeback to the rescue! Now, if I could only get this #$%@ &*@## Flotillas file straightened out, we would be 99% finished... In the meantime, a small status update on what was formerly "New Construction", now known as "Treasure Island", which will have multiple starts now, one test dive and out you go on assignment:
SS-237 USS Trigger Quick Report - All times given as Pearl -11

28 Mar '42
O600 Depart San Francisco Treasure Island.
Set course for Midway Atoll at Ahead Full

xx Apr '42 - I forgot to notate the date
Top off fuel tanks, take on supplies, depart
Destination Ise Bay and patrol

13 Apr '42
2232 Course 300, Betty sighted bearing 42R range 7nm
Roughly 53nm ESE of Hachi Jima. Calculated as soon
to approach too close, Change course to 260 and
ordered crash dive to 160 feet

2240 Prior to reaching 120 feet, called for surface.
No plane in sight

2330 Resumed 300 course

15 Apr '42
0332 Crossed into patrol zone

16 Apr '42
2006 While at Ahead One Third at 120 foot depth for
daylight submerged patrol, sonar reports hi-speed
screws bearing 284T, closing fast. Ordered PD,
course change to 284.

2010 Unidentified ship sighted roughly 10,000 yards,
course roughly 110, speed roughly 15-16knots.
Passenger ship? Seas rough, maybe 10k winds. Course
changed to 350, Ahead Flank to open future range.
Mk14 torpedoes in tubes 1 through 4 made ready,
20 foot depth, high speed, magnetic as per
op instructions.

2024 Course changed to 200 for an approximate 90 attack.

2032 On set course, Ahead one knot. Sound reports ship
closing fast, bearing 45. Estimates "close".

2037 Estimated range for 16 knot ship should be 1000 yards
Up scope. Bearing mark 20, firing 1, 2, 3, & 4 on 5
second intervals, with number 1 detonating as number
4 left the tube... Ship is a Modern Passenger Liner.

2038 Second, third and fourth torpedoes do make it to target
and detonate as they should. Ship in flames, almost
immediately down by the stern. Lifeboats in the water
seemingly early. Ship is sinking rapidly though, as
internal detonations hasten its demise.

2040 Periscope picture, and showing the exec and others as
much of it as can be seen before it disappears
completely

2042 All that is left is a few lifeboats, most over-turned
due to sea state, we called for resumation of 300
course for Ise Bay, depth set for 150.

2245 Surface the boat, Ahead Standard. Resume normal night
patrol. Post-analysis tells us we almost waited too
late to shoot. Range was less than 600 yards, and we
were fortunate to have only one premature detonation.
We would never have caught it had we missed.
Save Game.
https://i.imgur.com/LBA8p3d.jpg


For whatever reason, I forgot to turn on my external camera... I am getting spoiled by that thang anyway... :salute:

That's a great Patrol Report! :up: Did you use some kind of filter on the screen shot? It looks like it has an 'oil painting' effect. Hopefully I can get project put to bed and finish my patrol and file a report.

MacGregor sends Bravo Zulu.......:salute:

KaleunMarco
02-14-21, 04:25 PM
While on patrol in the Convoy College area north of Luzon, we encountered a small convoy with one escort.

the escort was dip-s#itting around and was run-over by one of the larger merchies, who sailed on. Too bad for them. And this is what happens....
https://i.ibb.co/56yM45J/SH4-Img-2021-02-13-19-19-14-756.png

nailed all four. Surfaced and took some photos. This is the best of the lot.

Sink 'em all.
:Kaleun_Salute:

propbeanie
02-14-21, 05:55 PM
After being deployed in the Pacific for over two years, we get orders for Hunters Point.

Christmas in San Francisco.
The beer will sure taste fine once we cross under the Golden Gate Bridge.

[pik]
They most likely won't keep you long enough to unwrap anything... back out you go!

That's a great Patrol Report! :up: Did you use some kind of filter on the screen shot? It looks like it has an 'oil painting' effect. Hopefully I can get project put to bed and finish my patrol and file a report.

MacGregor sends Bravo Zulu.......:salute:
No filter. Just a periscope screen shot using a GTX 560Ti... def bizzy trying to hash out this next release. We're trying to get things set-up for a future mod, and NOT break Nippon Maru in the interim...

While on patrol in the Convoy College area north of Luzon, we encountered a small convoy with one escort.

the escort was dip-s#itting around and was run-over by one of the larger merchies, who sailed on. Too bad for them. And this is what happens....
https://i.ibb.co/56yM45J/SH4-Img-2021-02-13-19-19-14-756.png

nailed all four. Surfaced and took some photos. This is the best of the lot.

Sink 'em all.
:Kaleun_Salute:
So the little bugger detected you, and went to come get you, but decided to cut in front of one of the big boys, but didn't make it, eh? I had a DD do that with a CV a while ago (3 years??) while doing one of cdrsubron7's Kido Butai missions... looking looking... lol - difference on mine was that the DD did get out from under the CV's bow, apparently not affected enough to slow it down or reduce its effectiveness against me... sigh... to top it off, the CV was undamaged and managed to sail on home anyway... I had shot 6 torps, 2 preemies, 3 duds and one hit, to only be sunk roughly 30 minutes later... :roll:

Found It!:
https://i.imgur.com/GW3Vn84.jpg
That looks like something off the old single-core 2gig WinXP machine with it's AGP ATI AIW 9600 card from more than three years ago... :roll: - Notice my depth there though. From what I remember, there were already two other DD hunting me, and when that fellow got away, that did me in... psychological warfare, ~AND~ ASW...

torpedobait
02-16-21, 10:42 AM
I withdraw my minor complaint to Propbeanie regarding the apparent inaccuracy of explosion spouts. After reviewing a number of online examples and close ups in the game, I am now convinced that there is good representation of both "clean" and "dirty" water spouts upon torpedo detonation. I have seen some that were almost all blackish-gray on film, but all in all the mixture in FOTRSU is quite satisfactory. Thanks!

KaleunMarco
02-16-21, 04:57 PM
Notice my depth there though. From what I remember, there were already two other DD hunting me, and when that fellow got away, that did me in... psychological warfare, ~AND~ ASW...

it is a damn shame that you could not have returned to PD to take advantage of the situation.:wah:

i have had similar experiences and have learned that you need to shoot the higher value target because when one explodes, the explosion will sink the other, but you will get credit for just the one target that you hit and not both.:wah:

:Kaleun_Salute:

Mad Mardigan
02-16-21, 08:20 PM
Ahoy, team.... :Kaleun_Cheers:

Ok, so... I got a question... :hmmm:

Here's the dealio.. Before this question, I have My RTB saved, so if needs be, I can back track & just turn down the Gato...

That said, Started patrol 6, based out of Freemantle... tooling about in a Tambor class sub (USS Triton, which I got after an exemplary patrol with patrol 3 or 4... 1 of them 2 at any rate... :yep: ), managed to complete 4 objectives over all for patrol 6.

Ended patrol & based on My record of managing to sink 96k+ tonnage, got a shiny brand new Gato offered up to Me. Of course, I didn't know that it would be the Gato... though, considering I had the Tambor, it was a fairly forgone conclusion... doubt I would get offered up a Sargo or Porpoise... :D

Any who..

Is it normal to get a Gato & get jacked from being based out of Freemantle & shoved into porting out of Pearl.?

Date after I got the Gato is... 22/12/42 & haven't gotten too divested in patrol 7 yet.. which the orders I got, was to proceed to area F8 & await further orders... which could be anything I reckon... :haha:

If Pearl is normal after getting a Gato, while on patrol, is it possible that I may get orders to go to another base or would I have to apply for a trans to another base.? If the latter of those 2 there, what base is considered 'sanitized' as to be safe to do a trans to?

(Trans = Transfer)

This is the furthest that I have progressed to, thus far... and am kinda sailing uncharted waters, as it were... :o

So... forgive Me the uncertainty here... :yep:

M. M., Standing by...

M. M.

:Kaleun_Salute:


p.s.

Side note.. Seem to remember someone saying they ran into a Soyo Maru, I believe it was.. & it not looking right... I ran into 1 and everything on My end, looked as it should for it.. both with the Rec manual & the ship... so... :06: not sure what the issue was with it & or how it occurred... for them... *shrugs*

I am running with both FotRS v1.39+Nippon Maru add in... as well.... :yep:

KaleunMarco
02-16-21, 09:43 PM
Is it normal to get a Gato & get jacked from being based out of Freemantle & shoved into porting out of Pearl.? Date after I got the Gato is... 22/12/42

when a Kaleun accepts a Sub upgrade (award) you are transferred to whichever port that sub is assigned. i believe today, for the Gato in 1942, Pearl Harbor is the port of choice. That home base assignment may change in future releases.

If Pearl is normal after getting a Gato, while on patrol, is it possible that I may get orders to go to another base or would I have to apply for a trans to another base.? If the latter of those 2 there, what base is considered 'sanitized' as to be safe to do a trans to?

You may get orders to another base IF your boat-type is being transferred to another base.
Normally, that type of transfer is reserved for the boats that are being replaced by the Gato-Balao class.

you can always request a transfer by using the Telephone icon and if your boat is being based at a different base than where it is today, then you can request a transfer to that base.

i don't know what you mean by "sanitize" so i will leave that alone.

i hope my bi-furcated response answered your questions. if not, please sanitize them and re-submit.:har:

:Kaleun_Salute: