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Mad Mardigan
02-16-21, 09:57 PM
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.



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:

Sanitized = being made sure that they are without issues... clean.. many other adjectives to chose from, so take your pick.. :D

As for the rest, had thought of those, but just wasn't sure about if Pearl was the default base for getting a Gato off the rip, as it were...

On that note, have... noticed something that is extremely odd.. am getting notifications of 'radio messages received' yet when I check the clipboard, nothing is there.. nada.. zip.. zilch... 6 notifications of messages received & not 1 of them are there in the log clipboard, at all..

KaleunMarco
02-16-21, 10:06 PM
am getting notifications of 'radio messages received' yet when I check the clipboard, nothing is there.. nada.. zip.. zilch... 6 notifications of messages received & not 1 of them are there in the log clipboard, at all..

are these audio notifications: "Radio Message Received, Sir"?

when you hear them, are you coming out of Time Compression?

Mad Mardigan
02-16-21, 10:28 PM
are these audio notifications: "Radio Message Received, Sir"?

when you hear them, are you coming out of Time Compression?

Not sure about audio, as I was using some tc think it was x64 tc, at the most... as I have to go from Pearl to area F8... as I mentioned... I know of getting them as they are shown in the light grey box just above the commands hud (this is the part where the engine telegraph, compass & depth gauge controls are, the grey box is the 1 where you see reports of messages received, confirm of orders given & info on when torps either dud, go off & when ships sink & such... located just above the hud...) stretched across the bottom of the screen.

When I check the log clipboard, where current orders/messages/ships sunk info can be seen after clicking or tapping on the F8 key, will pull that clipboard up to be interacted with... & I go to the messages section... nothing is there... despite having gotten reports of getting them in the grey box...

Hopefully, I haven't confused you, by this time.. :D

Have snap shot the pertaining areas & attach them below...

Messages reported as having been sent to Me:
http://snipboard.io/vkPhTj.jpg

YET... where are they..??? :
http://snipboard.io/TSxi5Y.jpg

D'oh... ne'er mind.. just realized something... :oops:

Somewhere along the passage of time.. forgot to put it back to showing 'all' messages... ( head bangs My desk.... :/\\!! )

propbeanie
02-16-21, 11:04 PM
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:
That is kind of what ended up getting me sunk... lol - I "heard" the noise of the collision of the two, it being practically on top of me. So, since I was "testing" cdrsubron7's mission pack, I had the external camera available. So me being the brilliant strategist, decided that tactically, it would be prudent to come back up, and bring the rear tubes to bear as I did. Several problems with that... 1. I was at like 275 foot down... ahead one third, they were doing like 18 knots - after the collisions - like 21 prior to it. 2. Long about 180 feet is when the other two DD caught up with me, and both had throwers. They laid out a rather dense volley right on top of me. Their first run actually went below me... wow. As I was still climbing, that's when that one stuck on the Shokaku slunk loose, and he was right there, with the three of them taking turns doing the Mexican Hat Dance on top of me at about 150, trying to get down below them, and now be quite... leaking water and crew shouting gave them a pretty good trail to follow as I ended up passing the 600 foot mark a little later and just kept going... lol


... 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?...
The Gato is "alive" on 1942-03-04, aka 3rd March, 1942. Taking it before that date is chancey (chancie??). OK sprellenChekker - "Risky"... The earliest place to get one "legal" near that date is Mare Island in the v1.39 two days later. The boat goes active at Pearl on tax day 15th April, 1942. You'll be able to use Fremantle after 1st July, 1942, Brisbane 1st of December, 1942. Not available at Dutch Harbor, and goes active at Midway 20th April, 1942. You do have to allow travel time from Fremantle, so I would be curious to know what date you came in and docked at Fremantle? The Tambor isn't available at Fremantle until May of 1942, so did you maybe get it early also? Are you sure maybe you weren't at Brisbane somehow? You really should have stayed at Fremantle for the Gato... There are missions for the Gato at all of the home ports, from just after the start of the war, just in case you do get one early though, so the Gato is relatively safe to take early, but probably better if you don't. Your case though... :hmmm: I'll so some digging into this though. As KaleunMarco says, you should be able to transfer just about anywhere... But I'd only go with Brisbane, Fremantle, Midway or Pearl for now... too many "gotchas" hiding in the Advance Bases just yet...

Not sure about audio, as I was using some tc think it was x64 tc, at the most... as I have to go from Pearl to area F8... as I mentioned... I know of getting them as they are shown in the light grey box just above the commands hud (this is the part where the engine telegraph, compass & depth gauge controls are, the grey box is the 1 where you see reports of messages received, confirm of orders given & info on when torps either dud, go off & when ships sink & such... located just above the hud...) stretched across the bottom of the screen.

When I check the log clipboard, where current orders/messages/ships sunk info can be seen after clicking or tapping on the F8 key, will pull that clipboard up to be interacted with... & I go to the messages section... nothing is there... despite having gotten reports of getting them in the grey box...
[pic]
... Somewhere along the passage of time.. forgot to put it back to showing 'all' messages... ( head bangs My desk.... :/\\!! )
That little drop-down "Messages Received" "Messages Sent" "All Messages" box on that clipboard has fooled more than one skipper, let me tell ya... :roll: Did you notice that "Radio Report Received: Friendly small group..."? Those are from the groups reporting from their configurations, that come across as radio reports. :salute:

KaleunMarco
02-16-21, 11:14 PM
Somewhere along the passage of time.. forgot to put it back to showing 'all' messages... ( head bangs My desk.... :/\\!! )


well, don't cause too much damage to the desk or it will file a suit against you for material damage.

and then....there is the Concussion Protocol for you.

:Kaleun_Salute:

Mios 4Me
02-16-21, 11:20 PM
A probable SSF spawned into the warehouses at Takanabe on 2/19/45 @ 1630.

Balao, ex-Saipan, area 6.


Maybe these are more general questions than FotRSU specific but...

- does having the scope up on the surface increase spotting range?
- are there any noise or other penalties for having the torpedo doors open prior to engagement?
- is the GQ alarm or doors opening detectable at normal combat ranges?

propbeanie
02-16-21, 11:42 PM
A probable SSF spawned into the warehouses at Takanabe on 2/19/45 @ 1630.

Balao, ex-Saipan, area 6.


Maybe these are more general questions than FotRSU specific but...

- does having the scope up on the surface increase spotting range?
- are there any noise or other penalties for having the torpedo doors open prior to engagement?
- is the GQ alarm or doors opening detectable at normal combat ranges?
We'll check those docks also... thanks

1 - It should, but no... The sub's "visual" seems to always have the scope up, even when you are submerged.
2 - no, but there should be... they should also close after being open for so long...
3 - not that I am aware of. There should be an algorithm for those though, A person should also be able to call their crew to GQ silently though, it just taking longer to get everyone to their stations... I don't know of any way to hook stuff like that though.

Mios 4Me
02-16-21, 11:54 PM
Thanks, PB.

I posted too quickly: there are a sunken gunboat and an inland MMSF at Miyazaki too.

Mad Mardigan
02-17-21, 12:54 AM
The Gato is "alive" on 1942-03-04, aka 3rd March, 1942. Taking it before that date is chancey (chancie??). OK sprellenChekker - "Risky"... The earliest place to get one "legal" near that date is Mare Island in the v1.39 two days later. The boat goes active at Pearl on tax day 15th April, 1942. You'll be able to use Fremantle after 1st July, 1942, Brisbane 1st of December, 1942. Not available at Dutch Harbor, and goes active at Midway 20th April, 1942. You do have to allow travel time from Fremantle, so I would be curious to know what date you came in and docked at Fremantle? The Tambor isn't available at Fremantle until May of 1942, so did you maybe get it early also? Are you sure maybe you weren't at Brisbane somehow? You really should have stayed at Fremantle for the Gato... There are missions for the Gato at all of the home ports, from just after the start of the war, just in case you do get one early though, so the Gato is relatively safe to take early, but probably better if you don't. Your case though... :hmmm: I'll so some digging into this though. As KaleunMarco says, you should be able to transfer just about anywhere... But I'd only go with Brisbane, Fremantle, Midway or Pearl for now... too many "gotchas" hiding in the Advance Bases just yet...

Ok, can tell you, that with patrol 6, that I pulled in near the end of 11/42. The date of My being in the office, after docking, accepting the new boat, was Nov. 27th, of '42... before I went to start patrol 7... so My getting the 'Gato', was not a case of getting it too early. Can rest your nerves on that aspect, propbeanie, ol' chap... :D

On the aspect of the Tambor... can see of looking more into that & see what the date for it was... & report back on that... Think that was like.. sometime around May-July of '42... as I started off in the Sargo with 12/41 start as per normal. Normal being like the 8th or 9th of Dec. right after the attack on Pearl. I know of doing at least 2 if not 3 patrols in the Sargo, then got the message of getting a new boat offer... but no later than the 3rd patrol... as best as I can recollect right off hand.

Really miss being able to start the week before (roughly) with fred8615's Pre Pearl mod... but.. *sighs* it is what it is... unless y'all would like to investigate it's inclusion into FotRS.. no pressure or rush.. just something to consider, as to give the option to start right before the attack at Pearl. :yep:

post edit...

Ok, checked & was right after patrol 3, end date of 04/30/42 new command 05/01/42... Tambor class boat...


That little drop-down "Messages Received" "Messages Sent" "All Messages" box on that clipboard has fooled more than one skipper, let me tell ya... :roll: Did you notice that "Radio Report Received: Friendly small group..."? Those are from the groups reporting from their configurations, that come across as radio reports. :salute:

Yeah, as well as noticing numerous reports of 'neutral groups' (either task forces or convoys... as the case would be, as well.. but... come to think of it... have yet to really see any convoy's to speak of.. unless ya count 4 merchies as a convoy...

Do remember seeing when I tried running in an S class, of a sort of convoy near Manilla, that I ran into.. 1/2 warships & 1/2 merchie's... 1st run in with them... got orders to sink the merchie's.. only... the 2nd time I attempted a career in a 'sugar' boat.. when I ran into that self same group.. the orders came in attack & sink whatever... as I recall...

Long/short of it.. both times I ended up fish food, along with the crew... (S class, is not easy.. & I tip Me hat to the guys who did so, back then... mucho respecto... :salute:)

I sorta... had it slip My ol' beat up, dusty, cob web ridden rusty hd of a brain pan, to remember to manually change the setting to all messages... :roll:

chalk it up to.. a brain fart moment... :doh:

M. M.

:Kaleun_Salute:

Mad Mardigan
02-17-21, 01:00 AM
well, don't cause too much damage to the desk or it will file a suit against you for material damage.

and then....there is the Concussion Protocol for you.

:Kaleun_Salute:

:haha: :har:

Let it sue Me.. can't get blood from a turnip... :yep:

M. M.

:Kaleun_Salute:

p.s.

What.. this ol' oak noggin... naww.. :shucks:

WH4K
02-17-21, 10:23 AM
Probably been reported already, but attempting transfer to Milne Bay location does not work. I tried it in March 1944, but started my patrol outside Brisbane.


Have Balao, plain FotRS:UE 1.39, no other mods, LAA-aware enabled, etc.


Hope this helps.

KaleunMarco
02-17-21, 10:48 AM
Probably been reported already, but attempting transfer to Milne Bay location does not work. I tried it in March 1944, but started my patrol outside Brisbane.


Have Balao, plain FotRS:UE 1.39, no other mods, LAA-aware enabled, etc.


Hope this helps.

Milne Bay is broken until the next release. we know what is wrong and it will be fixed.

:Kaleun_Salute:

Mad Mardigan
02-19-21, 07:20 AM
after My last query, on getting awarded a Gato class boat... then being foisted off to being based at Pearl, rather than being still home ported at Freemantle, which prior to getting the Gato, I was in a Tambor class boat.

That aside, just finished off My 7th patrol, &... applied for a Trans, which with the time it is, options were either Midway... or Brisbane.. with Midway being nearly on top of Pearl.. I decided to put in for Brisbane... so, am back in closer to the action. Yeah, Me... :Kaleun_Thumbs_Up: :yep:

OK, that said.. do have some info to impart, concerning a ship I came across while in transit back to Pearl, before I put in for that trans...

Got radar report of a contact.. got the base course, laid in an intercept course, & waited for the ships to come into range for My attack.

When the ships did so, I ID'ed them, as being 1 Kasagisan Maru + 1 Taihosan Maru...

I set up for 2 fish to each target, 1 below their draft, the other to side impact at 1/3 their draft.

When the time was right, I let slip the dogs.. erhm, torps of war... :D

Both went off, as they should, ships were destroyed & sent on their way to the bottom... that is, as was shown on the map, & the ships both launching a red flare... the Kasagisan Maru, went to the bottom... the Taisohan Maru, however... stayed afloat, a burning wreck... shown on the map as being sunk.. YET... refusing to do so, as it should.... it kept on being afloat. It NEVER sank below the waves.. & the good news despite that... I still got credit for it.

In addition to that, ran across a Jyunsen Type 1, sank that... but.. like the Taisohan maru.. it didn't slip beneath the waves headed for the bottom... completely. However, unlike the Taisohan Maru, the aft 1/2 did slip beneath the waves, the bow bobbed about like a cork... & the sub was still in 1 piece, with 2 torp blown holes in it... 1 forward of the conning tower, the other aft, right ahead of the props. Like the Taisohan Maru, I did get credit for its destruction as well.

See attached snap shot...

http://snipboard.io/lohp1i.jpg

End report...

M. M.

:Kaleun_Salute:

ETAIPOS
02-19-21, 09:16 AM
I found two small questionable situations

In my first patrol in (USS Salmon, Manila) I was sent first for useless 10 day patrolling off south coast of Hainan, finishing that, I was called to Lingayen where I arrived in 22/23 December night. I slipped past patrols in the mouth of the gulf and found landing force there. Reported to COMSUBPAC and I was ordered to sink large troop transports. The problem? There was not a single one. The landing force was composed of small passenger carriers, medium and large freighters. I sank 2 passenger, one medium and 2 large freighters but objective was not fulfilled.

It seems a bug as mission do not correspond to actual landing TF composition.

On a side note, after finishing the patrol in the mouth of Lingayen Gulf (including short shadowing of TF with 2x Kongo, 2-3xCA and large oiler), I was not given other orders so I decided to investigate Borneo on the way to Surabaya. While on the way (about 40 miles North from Palawan) I spotted and sunk small TF - HSK Michel and 6,5k ton Japanese freighter.

Why is Michel classified as Widder class? The model is clearly Michel, not Widder.

torpedobait
02-19-21, 10:25 AM
Having finally completed a career in v1.39+Nippon Maru I am reluctant to start another if the next release is "imminent" . Is there a projected release date or should I just go for it and be prepared to start over when the new version is released?

Patience is a virtue to some. Think I'll try it.

:salute:

Sirin
02-19-21, 01:37 PM
No, I only have one sh4.exe, presumably v1.5 since I now have the U-boat Missions installed.


Yes there are two shortcuts (one for regular SH4, one for the U-boat edition), but from what I can tell they do exactly the same thing.


FotRS does run now and I can go on patrol, but I'm having another very random bug. Torpedoes won't fire. At all.

Can't find any discussion of anyone else having this problem, so far. Nothing in the documentation. Strange.

I'm having exactly the same problem. The menu works, but when I load a game (even the training missions) it immediately either freezes or crashes after the 'No Mission Too Difficult' screen. If it freezes and I return to desktop, a notification appears saying 'unknown error' and then another saying 'Data/Shaders/VolumetricFog/VolumetricFogPS.fx'.

How did you fix this problem?

propbeanie
02-19-21, 03:19 PM
Probably been reported already, but attempting transfer to Milne Bay location does not work. I tried it in March 1944, but started my patrol outside Brisbane...
Definitely "broke" as KaleunMarco says, and it is fixed for the next release. The main problem is the spelling of "Milne Bay" versus "MilneBay" between the various "calls" for the Advance Base, plus the fact that it, being a "copy" of Brisbane, it still had the Brisbane spawn-in locations. That is an interim copy of the Flotillas file that found its way into the "final" release of v1.39 instead of a "finished" copy of the file. The next release has updated locations, and now issues have been found with Majuro location also, and I'm sure more are yet to be found...


... When the time was right, I let slip the dogs.. erhm, torps of war... :D

Both went off, as they should, ships were destroyed & sent on their way to the bottom... that is, as was shown on the map, & the ships both launching a red flare... the Kasagisan Maru, went to the bottom... the Taisohan Maru, however... stayed afloat, a burning wreck... shown on the map as being sunk.. YET... refusing to do so, as it should.... it kept on being afloat. It NEVER sank below the waves.. & the good news despite that... I still got credit for it.

In addition to that, ran across a Jyunsen Type 1, sank that... but.. like the Taisohan maru.. it didn't slip beneath the waves headed for the bottom... completely. However, unlike the Taisohan Maru, the aft 1/2 did slip beneath the waves, the bow bobbed about like a cork... & the sub was still in 1 piece, with 2 torp blown holes in it...
That's what your deck gun is for mister! :arrgh!: Actually, that is part of the problem with both the flare going up, and the "sunk" icon appearing. Look how many reports there were from US skippers of "ship sunk", and they hadn't actually, but rather were able to limp somewhere, or ground themselves, to be repaired later. I have had similar, and one hit from the deck gun would probably put the JyunsenB down, while it might take a few to get the ship beneath the waves. Just remember, there are some fanatic gunsmen on some of those ships, that keep their stations until underwater...


I found two small questionable situations

In my first patrol in (USS Salmon, Manila) I was sent first for useless 10 day patrolling off south coast of Hainan, finishing that, I was called to Lingayen where I arrived in 22/23 December night. I slipped past patrols in the mouth of the gulf and found landing force there. Reported to COMSUBPAC and I was ordered to sink large troop transports. The problem? There was not a single one. The landing force was composed of small passenger carriers, medium and large freighters. I sank 2 passenger, one medium and 2 large freighters but objective was not fulfilled.

It seems a bug as mission do not correspond to actual landing TF composition.

On a side note, after finishing the patrol in the mouth of Lingayen Gulf (including short shadowing of TF with 2x Kongo, 2-3xCA and large oiler), I was not given other orders so I decided to investigate Borneo on the way to Surabaya. While on the way (about 40 miles North from Palawan) I spotted and sunk small TF - HSK Michel and 6,5k ton Japanese freighter.

Why is Michel classified as Widder class? The model is clearly Michel, not Widder.
As for the Widder versus Michel, I am glad you can say "clearly Michel". We have a "German_Auxilary_Cruisers.pdf" file in the Support / Extra_Info / Research folder, and there are no pictures of either vessel. A search on the internet does not find pictures. Do you know of an accurate source? Besides the "accurate" as in which date of their existence, that is a "Class" designation, not a specific ship designation. But if you have info, we might be able to accomplish something. Then, as for the "useless 10 day patrolling", those were your orders mister, and there is no such thing as "useless" in the US Department of the Navy. Always remember that... :arrgh!: - The dispensation of the US submarines the first couple of years of the war was not very efficient. Most of the boats were put off major locations, near harbor patrols and airplane ASW, and quite a few were wasted with 10 days of useless patrol in Tablas Strait and the Verde Island passage - four boats, in fact. Of course, the US wasn't certain as to where the Japanese were going to come from... so, is it really "useless"? As for the Contact Report bug, the game uses a rather limited "algorithm" to determine responses to Contact Reports. As such, you "targeted" a transport, which is UnitType=103 Troop Transport. There is no big, medium or small designation in that Class designation. When you got the response, "Sink the Large Transports", it actually hides a "tonnage" requirement in the Contact Report 12.mis file, of a total of 3600 tons of Troop Transports. The "Small Transports" are only about 1800 ton each, so you would need three of them for a "completed objective". The contact report objectives are not worth that much anyway. We reduced the amount they give, because there are issues with the "logic" in the game with them... I'll change that "large" designation though, to just "Sink all of the Troop Transports you can! ATTACK ATTACK ATTACK!" or some such. Thanks for mentioning that.


Having finally completed a career in v1.39+Nippon Maru I am reluctant to start another if the next release is "imminent" . Is there a projected release date or should I just go for it and be prepared to start over when the new version is released?

Patience is a virtue to some. Think I'll try it.

:salute:
It ~was~ imminent... the key word being "was"... I keep finding issues. All other "problems" have been resolved (save what ETAIPOS just reported), near as we can tell, but the Flotillas file is putting up a stubborn fight, like MM's ships staying above the waves. Just downright stubborn, it is... I was guessing with s7rikeback that maybe two weeks?? maybe. I'd do another career with v1.39, but don't do any transferring to the Advance Bases... :roll:


No, I only have one sh4.exe, presumably v1.5 since I now have the U-boat Missions installed.

Yes there are two shortcuts (one for regular SH4, one for the U-boat edition), but from what I can tell they do exactly the same thing.

FotRS does run now and I can go on patrol, but I'm having another very random bug. Torpedoes won't fire. At all.

Can't find any discussion of anyone else having this problem, so far. Nothing in the documentation. Strange.
I'm having exactly the same problem. The menu works, but when I load a game (even the training missions) it immediately either freezes or crashes after the 'No Mission Too Difficult' screen. If it freezes and I return to desktop, a notification appears saying 'unknown error' and then another saying 'Data/Shaders/VolumetricFog/VolumetricFogPS.fx'.

How did you fix this problem?
As for the torpedo shooting, and other issues of that ilk:
In the game's root folder (whatever you installed into) are the pictures of the old reference cards, updated for FotRSU by CapnScurvy. Look for "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg". On the "Back" page, it says to press and hold the <Alt> key and then press the <Enter> key to fire the torpedo. This prevents inadvertent firing of same... :roll: - not that I've ever done that, of course... :roll: - Use the <W> key to cycle through the fore tubes, and the <E> key to cycle through the aft tubes. Use the <Q> key to open the tubes, prior to firing, else any firing solution is ruined. It is imperative that any skipper familiarize themselves with the proper function of their submarine, especially Crash Dive (<Ctrl><D>), Ahead Flank (number <5> key) and Hard to Port or Starboard (the "bracket" keys <[> and <]>. Evasive maneuvers, in other words... :roll: - The use of the greater than and less than signify a "key" to press... (ie: < space >) :salute:
The way you are describing the crash, first of all, make certain that you are using the "Uboat Missions AddOn" start of Steam. Be certain the "Save" folder was emptied before first starting FotRSU, and make certain that the LAA (or other Large Address Aware program of your choice) is properly activated on the SH4.exe file. This might entail having to remove the "Read-only" designation of the SH4.exe file's Windows attributes.

Always open the torpedo tubes - with the "Q" key, switch forward tubes with the "W" key, and the aft tubes with the "E" key - before you shoot. Shoot with an <Ctrl><Enter> key combination.
:salute:

Sirin
02-19-21, 04:00 PM
:The way you are describing the crash, first of all, make certain that you are using the "Uboat Missions AddOn" start of Steam. Be certain the "Save" folder was emptied before first starting FotRSU, and make certain that the LAA (or other Large Address Aware program of your choice) is properly activated on the SH4.exe file. This might entail having to remove the "Read-only" designation of the SH4.exe file's Windows attributes.:

I was pretty sure I did all that, but I'll try reinstalling and have another go.

Really hope I can get it to work, I want to check out this mod! Any important differences I should know about vs. TMO (if I can get it to work)?

propbeanie
02-19-21, 04:12 PM
Oh, why, FotRSU is better, of course... :har: - but seriously, this is based on the v1.7 TMO, but it ain't nowhere near as tough as TMO. It is dolled-up though, to be prettier, and it definitely has more ships and planes. TMO benefits from the use of a Large Address Aware app, but with FotRSU, it is mandatory, else the game will crash. To double-check your LAA activation, just load SH4.exe (NOT the ico file) into LAA, and if the tick box isn't checked, then that means it didn't "take" the first time, which usually means that the "Read-only" attribute is set. If such is the case, navigate into the game folder, right-click on SH4.exe, and choose "Properties" from the resultant context menu. The first tab is the "General" tab, and at the bottom of that should be "Attributes" with a tick box for "Read-only". If it is empty, you are good to go. If it has a checkmark in it, clear and "OK" your way out. Do LAA again.

My last install of SH3 Steam no longer had a DirectX v9.0c install prompt, but when I first started the game, it did install DirectX v9 and the codecs. Don't interrupt that process if your Steam SH4 does that. Usually speaking, if there is a DirectX failure, there is a 3D failure message. If there is a version problem with SH4 (Steam v1.3 versus UBoat Missions), it is usually the Black80.tga file that is mentioned, not the VolumetricFogPS.fx file... that's why I'm guessing an LAA issue.

Mad Mardigan
02-19-21, 05:15 PM
When the time was right, I let slip the dogs.. erhm, torps of war... :D

Both went off, as they should, ships were destroyed & sent on their way to the bottom... that is, as was shown on the map, & the ships both launching a red flare... the Kasagisan Maru, went to the bottom... the Taisohan Maru, however... stayed afloat, a burning wreck... shown on the map as being sunk.. YET... refusing to do so, as it should.... it kept on being afloat. It NEVER sank below the waves.. & the good news despite that... I still got credit for it.

In addition to that, ran across a Jyunsen Type 1, sank that... but.. like the Taisohan maru.. it didn't slip beneath the waves headed for the bottom... completely. However, unlike the Taisohan Maru, the aft 1/2 did slip beneath the waves, the bow bobbed about like a cork... & the sub was still in 1 piece, with 2 torp blown holes in it.

That's what your deck gun is for mister! :arrgh!: Actually, that is part of the problem with both the flare going up, and the "sunk" icon appearing. Look how many reports there were from US skippers of "ship sunk", and they hadn't actually, but rather were able to limp somewhere, or ground themselves, to be repaired later. I have had similar, and one hit from the deck gun would probably put the JyunsenB down, while it might take a few to get the ship beneath the waves. Just remember, there are some fanatic gunsmen on some of those ships, that keep their stations until underwater...

:haha:

Yeah, true.. seems that lil' tid bit of info, slipped past My ol' dusty, rusty beat up hd of a thing called.. a brain, missed that filter memo. Now that it's mentioned, I do recall that pertinent factoid. :oops:

Should I run into that, yet again... I shall see of having the crew man the deck gun & see of pumping a few into their floating carcasses...

Do have 1 further question... :hmmm:

On the Gato, after I rolled into Pearl to end patrol 7... & put in for a trans, (which only options for that were, either Midway, which.. was too bloody close to Pearl, for My tastes... too long of a transit to get on station.. & yeah, I know they dealt with that... not that I want to, & so...) trans applied for & was accepted.. I went with Brisbane.. was kind of hoping for getting back to Freemantle, but was not an option & Brisbane was the lesser of 2 evils, as it were. :yep: Still have some transiting to do, but no where near as long as Pearl or Midway... at least from My perspective, at any rate :shucks:

Any who... back on point...

I did do a bit of upgrading to the ol' tub... I put in a dual barreled flak system, which is fine... My inquiry is with regards to a Bow mount deck gun & the aft addition of a what I assume is a secondary flak gun/deck gun... (?:hmmm::06:?) With that as added to the sub, does it come with any additional crew slots or not..? :hmmm:

While in office there @ Brisbane, before setting off for patrol 8, I did check & there are crew slots for the deck gun, 1 for the anti air flak... but no others, at all... & knowing that others have had issues with gun slots just up & pulling a Harry Houdini.. well.. it does tend to make 1 wonder if this is another case of that... or not.... :yep:

Sooo... inquiring minds wanna know.. is this such a case or is everything... ship shape.?

M. M.

:Kaleun_Salute:

Mad Mardigan
02-19-21, 05:35 PM
Oh, why, FotRSU is better, of course... :har: - but seriously, this is based on the v1.7 TMO, but it ain't nowhere near as tough as TMO. It is dolled-up though, to be prettier, and it definitely has more ships and planes. TMO benefits from the use of a Large Address Aware app, but with FotRSU, it is mandatory, else the game will crash. To double-check your LAA activation, just load SH4.exe (NOT the ico file) into LAA, and if the tick box isn't checked, then that means it didn't "take" the first time, which usually means that the "Read-only" attribute is set. If such is the case, navigate into the game folder, right-click on SH4.exe, and choose "Properties" from the resultant context menu. The first tab is the "General" tab, and at the bottom of that should be "Attributes" with a tick box for "Read-only". If it is empty, you are good to go. If it has a checkmark in it, clear and "OK" your way out. Do LAA again.

My last install of SH3 Steam no longer had a DirectX v9.0c install prompt, but when I first started the game, it did install DirectX v9 and the codecs. Don't interrupt that process if your Steam SH4 does that. Usually speaking, if there is a DirectX failure, there is a 3D failure message. If there is a version problem with SH4 (Steam v1.3 versus UBoat Missions), it is usually the Black80.tga file that is mentioned, not the VolumetricFogPS.fx file... that's why I'm guessing an LAA issue.

propbeanie +1 :up:

Being a Steam.. connoisseur, as it were... :yep:

With Steam, they have 2 versions of SH4, that any who use that as their source for getting SH4, needs to be aware of this fact.. & other than your saying SH4 v1.3 (which is not 1 of them 2 there through Steam, it is actually SH4 v1.4 & SH4 v1.5) I do concur with the rest of what you said...

If an error code of 'Black80.tga' crops up, it is owing to the fact that the subsimmer, using Steam, inadvertently grabbed SH4 v1.4, instead of SH4 v1.5, which is understandable given as I stated above... :yep:

Upon reading what was said, My 1st thoughts went to.. did they ensure that:

1. They went into properties on the SH4.exe & uncheck read only...

2. Did they utilize either a 4GB patch to said SH4.exe or Large Address Aware... ( which to Me, LAA, is the simpler to use.. it is a simple 3 step process, point it at where the .exe is, check to have 4 GB RAM assigned to it & finally.. click accept or OK... as it were &... Done. Ezy peazy.. Mac & cheezy... :D So simple a cave man could do it... :haha:)

*wipes My eyes... & lets out a whoo...* Sorry... My weird twisted sense of humor running amok there.. :D

On 1st install of SH4, can confirm, that SH4 does indeed do an initial set up of all that is needed for it to run, & if memory serves Me right.. I believe that does include dx in that, as well.. & as you pointed out, it is imperative.. that you DO NOT interrupt it... that can't be stressed enough.

At any rate, hope this info helps.. & is found to be useful.. as always...

Am off to go sink the entire IJN... singlehandedly... :haha: & not get sunk, in the process...

Fair winds, smooth seas & good huntin'...

M. M.

:Kaleun_Salute:

Mios 4Me
02-19-21, 06:48 PM
Balao, ex-Subic, Tsugaru Strait-SE Hokkaido coast, April 1945:

Active sonar operation was variable. Could sweep manually sometimes; others, the dial was frozen. Occasionally we could get ranges from the automated reports; usually not.

ETAIPOS
02-19-21, 09:04 PM
As for the Widder versus Michel, I am glad you can say "clearly Michel". We have a "German_Auxilary_Cruisers.pdf" file in the Support / Extra_Info / Research folder, and there are no pictures of either vessel. A search on the internet does not find pictures. Do you know of an accurate source? Besides the "accurate" as in which date of their existence, that is a "Class" designation, not a specific ship designation. But if you have info, we might be able to accomplish something.

Ha, I have to admit I just used navypedia page (though it has only drawings...) and general internet search for Michel... For Widder some photos supposedly showing her pre war as Neumark came up on google. for example here: http://www.sixtant.net/2011/artigos.php?cat=raider-widder&sub=widder&tag=1)raider-widder
Seemingly same ship is also on the photo on Polish(and a few other languages) wikipedia articles for Widder, though the photo itself is named NORDMRK instead, so maybe there was some sort of mixup with names? BDW, the same photo is also used for Orion, the second "old" HSK.

Still, the fact that Michel was brand new ship while Widder was some 10 years old suggest they probably looked differently. Widder was also much bigger than in game displacement, while Michel fits almost perfectly.

Looking at available evidence now, using the word "clearly" was definitely not justified :oops:

Then, as for the "useless 10 day patrolling", those were your orders mister, and there is no such thing as "useless" in the US Department of the Navy. Always remember that... :arrgh!: - The dispensation of the US submarines the first couple of years of the war was not very efficient. Most of the boats were put off major locations, near harbor patrols and airplane ASW, and quite a few were wasted with 10 days of useless patrol in Tablas Strait and the Verde Island passage - four boats, in fact. Of course, the US wasn't certain as to where the Japanese were going to come from... so, is it really "useless"?

And I fulfilled those orders to the letter :salute: But as I had not spotted even a fishing boat, it was objectively useless :D Though I do understand that for high command getting information in which places there are no enemy ships is only slightly less valuable than where they are :)

As for the Contact Report bug, the game uses a rather limited "algorithm" to determine responses to Contact Reports. As such, you "targeted" a transport, which is UnitType=103 Troop Transport. There is no big, medium or small designation in that Class designation. When you got the response, "Sink the Large Transports", it actually hides a "tonnage" requirement in the Contact Report 12.mis file, of a total of 3600 tons of Troop Transports. The "Small Transports" are only about 1800 ton each, so you would need three of them for a "completed objective". The contact report objectives are not worth that much anyway. We reduced the amount they give, because there are issues with the "logic" in the game with them... I'll change that "large" designation though, to just "Sink all of the Troop Transports you can! ATTACK ATTACK ATTACK!" or some such. Thanks for mentioning that.

Ha, I was considering that I just sunk too few troop transports but wasn't sure what is more important in the order - "large" or "Troop Transport" and as I had problems with proper aiming I wasted a too many torps to attack another one. Unfortunately by night of 23/24th when I arrived there most were probably unloaded already...

Mad Mardigan
02-19-21, 09:31 PM
Ha, I was considering that I just sunk too few troop transports but wasn't sure what is more important in the order - "large" or "Troop Transport" and as I had problems with proper aiming I wasted a too many torps to attack another one. Unfortunately by night of 23/24th when I arrived there most were probably unloaded already...

Ahoy, ETAIPOS... :Kaleun_Cheers:

1 thing to never forget is... although NOT 100% accurate, there is your having crew that can man the deck gun, as well... & to NOT forget that it is there, for those instances when torps are not 100% effective in taking down a target.

1 thing to keep in mind, though.. when utilizing the deck gun.. always make sure that using it, doesn't put your sub in danger though.

Check to see that there are NO escorts around, check that the target or in a few cases, targets.. are NOT armed with their own deck guns.

If this has been met, as it were, then surface if you're not already on the surface.. & have them man the gun.

Utilizing it, helps to cut down on having to use so many torps, if you've gotten past the trying time of torps dudding out, that is.. if you are running your career with that option turned on.. & Yes, even the U.S. arm of the sub fleet.. had their own issues with bad batch of torps.. :yep: it wasn't relegated to the Germans having issues with them.. iirc, even the IJN, had their own problem with torps.. though iirc not near as much or as long as either the Germans or the U.S., if memory serves Me right... :hmmm:

Any way, hope this info helps...

Fair winds, smooth seas & Good huntin'...

M. M.

:Kaleun_Salute:

p.s.

Even if they were or not, is not a sticking point.. that you sank them, thereby depriving the enemy those ships... puts the stress of having to use up resources to replace them... after enough of them being sunk, begins to take its toll on their ability to field units & as such begins to put them in a vulnerable position... hence, making it easier to defeat them, in the long view... :yep: :arrgh!: which is the key point, make it invariably costly for them to continue... :yep:

ETAIPOS
02-20-21, 03:32 PM
I encountered a very strange convoy off north-east coast of Borneo.

It seems to be an invasion TF lead by CA, with 10 or so small troop transports, escorted by 8-10 DD and 2-3 CLs. I have no idea where they are going. It is 11 January, too early for Balikpapan, landing force should be at Tarakan (though there is none - I patrolled there from late night 9th to morning 11th).

But the strangest problem with this TF is that they seem to magically know where I am.

As long as I am shadowing, they move super slowly (3kts) South. But as soon as I try to close, they begin to turn away from me, plus they begin strange maneuvers - transports either turn towards second column, or turn towards me to pass almost directly over my position, or just randomly turn resulting in entire convoy becoming a total chaos, with one constant point - an empty space in 40-50 degree angle in front of my sub. Destroyers reposition constantly to be close to charge in as soon as I rise above thermal layer. If I attack from the front, at least 4 guard from that direction. If I approach from the back, similarly they gather around, leaving their original position in front of the formation.

They are not that deadly, as I managed to perform multiple attack attempts then dive back to 240 ft, then reposition and rise up to periscope depth.
But even constantly cheating with outside view the best I managed was to sink one ship with aft tube. On another attempt I hit another in the stern, but it steamed away even though it lost rudder and one of the screws

No matter what angle I approach, no matter that I am at 240 ft, silent running and below thermal layer, convoy still know where my ship is and entire convoy reforms to make the attack super difficult.

It seems as if AI had super skilled search programming (or even cheating level - unlimited view range) but rookie attack routine, or even something that stops them from attacking until my ship is shallow enough (and even then I can often dodge)

As it is my first convoy attack in the mod... are they all like that?

KaleunMarco
02-20-21, 05:27 PM
I encountered a very strange convoy off north-east coast of Borneo.

It seems to be an invasion TF lead by CA, with 10 or so small troop transports, escorted by 8-10 DD and 2-3 CLs. I have no idea where they are going. It is 11 January, too early for Balikpapan, landing force should be at Tarakan (though there is none - I patrolled there from late night 9th to morning 11th).

But the strangest problem with this TF is that they seem to magically know where I am.

As long as I am shadowing, they move super slowly (3kts) South. But as soon as I try to close, they begin to turn away from me, plus they begin strange maneuvers - transports either turn towards second column, or turn towards me to pass almost directly over my position, or just randomly turn resulting in entire convoy becoming a total chaos, with one constant point - an empty space in 40-50 degree angle in front of my sub. Destroyers reposition constantly to be close to charge in as soon as I rise above thermal layer. If I attack from the front, at least 4 guard from that direction. If I approach from the back, similarly they gather around, leaving their original position in front of the formation.

They are not that deadly, as I managed to perform multiple attack attempts then dive back to 240 ft, then reposition and rise up to periscope depth.
But even constantly cheating with outside view the best I managed was to sink one ship with aft tube. On another attempt I hit another in the stern, but it steamed away even though it lost rudder and one of the screws

No matter what angle I approach, no matter that I am at 240 ft, silent running and below thermal layer, convoy still know where my ship is and entire convoy reforms to make the attack super difficult.

It seems as if AI had super skilled search programming (or even cheating level - unlimited view range) but rookie attack routine, or even something that stops them from attacking until my ship is shallow enough (and even then I can often dodge)

As it is my first convoy attack in the mod... are they all like that?
ETAIPOS,

what you experienced is not much different from some of my experiences and yes, it is very frustrating.
we were not detected but the TF/Convoy would act idiotic and nonsensical once it spawned and i was in the general area. i do not think it detected us because it did not send escorts our way, but they just dip-s#itted around, accomplishing no headway to wherever it was they were supposed to be headed. it made our attack planning very difficult because there was no way to predict where they would be.

they are not all like that but that behaviour seems to be unique to this release of FOTRSU because i have not seen it previously in Stock or any of the other mega-mods. that's an observation and not a criticism. we can still sink them even as they dip-s#it around, it just takes more time to accomplish. :D

:Kaleun_Salute:

ETAIPOS
02-20-21, 07:36 PM
ETAIPOS,

what you experienced is not much different from some of my experiences and yes, it is very frustrating.
we were not detected but the TF/Convoy would act idiotic and nonsensical once it spawned and i was in the general area. i do not think it detected us because it did not send escorts our way, but they just dip-s#itted around, accomplishing no headway to wherever it was they were supposed to be headed. it made our attack planning very difficult because there was no way to predict where they would be.

they are not all like that but that behaviour seems to be unique to this release of FOTRSU because i have not seen it previously in Stock or any of the other mega-mods. that's an observation and not a criticism. we can still sink them even as they dip-s#it around, it just takes more time to accomplish. :D

:Kaleun_Salute:

Performed 3 more reloads. This time I was targeting Kuma on the side of the convoy. sank her 3 times :D On first attempt, I was lucky and hit 3 different Troop ships before they reached shallow waters, none sunk. On second just 1 or 2, one of them took torp midships and another aft. graphics shown both propellers and rudder broken off, yet the ship still kept enough speed to keep up with convoy and so managed to escape, even though water was over railings on cargo decks bow and aft. On third I hit just 1 Troop transport, but it looked well - ship was heavily listing had fires over boat deck and one engine knocked out while second was barely moving. managed to overtake it before shallows and as torp was about to finish it...CTD :doh:

torpedobait
02-21-21, 10:31 AM
ETAIPOS,

what you experienced is not much different from some of my experiences and yes, it is very frustrating.
we were not detected but the TF/Convoy would act idiotic and nonsensical once it spawned and i was in the general area. i do not think it detected us because it did not send escorts our way, but they just dip-s#itted around, accomplishing no headway to wherever it was they were supposed to be headed. it made our attack planning very difficult because there was no way to predict where they would be.

they are not all like that but that behaviour seems to be unique to this release of FOTRSU because i have not seen it previously in Stock or any of the other mega-mods. that's an observation and not a criticism. we can still sink them even as they dip-s#it around, it just takes more time to accomplish. :D

:Kaleun_Salute:

Going from memory here, but on the first patrol out of Fremantle following short assignments to Manila and Surabaya (probably in mid-to-late March 1942), I got a warship sound contact after passing the entrance to Lombok Strait. It soon evolved into many multiple mixed contacts, all in the approximate center of the Strait, but moving generally to the Northeast. Still surfaced, I went Westerly and hugged that side of the Strait out of visual range until gaining a position ahead of the mass of sonar contacts. I was nearing the end of the Strait with the contacts clearly to my Southeast when I turned due East to a point about 1/3 the way across. It now seemed that the contacts were moving towards me, or at least Northerly, so I submerged to a point about 80 feet below the reported thermal layer and waited.

Sure enough, they came into range, being led by a Kuma Light Cruiser. It was surrounded by 6-8 DDs and DDEs, but there was a clear gap in the NNW sector as they came towards me. I came to PD and found the Kuma about 2000 yards to my East. I sent 2 MK14's to him, with both hitting and setting him afire. I dove deep again and headed Southeasterly where the bulk of the sonar contacts lay. Upon rising to PD again, there were numerous small transports all around, moving in various directions but generally NNW. I sank several with the bow tubes, then hightailed it East. The escorts made no meaningful attempts to find me! Coming back up to PD, there were 2 more transports and another light cruiser about 1500 yards to my stern. All three went down with our stern torpedos. Again, there was no real pursuit, possibly because we went deep and fast almost immediately on firing the torpedos, dropping a decoy (dubious value) and heading NE. The convoy eventually regrouped and headed NW towards Surabaya via one of those two channels East of Surabaya. We reloaded all tubes, surfaced, and proceeded up towards the Makassar choke point, our intended destination.

The tonnage claimed that day was not great, but the number of ships sunk was impressive: 2 light cruisers and at least 4 or 5 small transports, at a cost of 12 torpedos. And it was fun!

KaleunMarco
02-21-21, 12:20 PM
PB and FOTRSU Team,

Has anyone reported a CTD upon receiving a message of Aircraft Spotted?
if not, here is the situation at the time, although it happened so suddenly and was so unexpected that some of the details are SWAGs.

we were headed NE a bit SE of the Island of Oshima.
The single (?) aircraft came from the NE and was headed SW.
the date was May 21, 1944...the time...i can only SWAG: sometime after Noon.
We were surfaced with both radars working.
i cannot remember if the report was from the radar operator or the lookouts. Like i said earlier, it was swift and unexpected.
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

https://i.ibb.co/vLVcf78/SH4-Img-2021-02-21-11-09-41-041.png

Mios 4Me
02-21-21, 01:20 PM
[COLOR="Orange"]PB and FOTRSU Team,

Has anyone reported a CTD upon receiving a message of Aircraft Spotted?

I had several CTDs associated with an approaching aircraft of indeterminate type in 1943-44, including at night and in stormy weather, but I never heard the Aircraft Spotted message.

KaleunMarco
02-21-21, 02:31 PM
PB and FOTRSU Team,

Has anyone reported a CTD upon receiving a message of Aircraft Spotted?
if not, here is the situation at the time, although it happened so suddenly and was so unexpected that some of the details are SWAGs.

we were headed NE a bit SE of the Island of Oshima.
The single (?) aircraft came from the NE and was headed SW.
the date was May 21, 1944...the time...i can only SWAG: sometime after Noon.
We were surfaced with both radars working.
i cannot remember if the report was from the radar operator or the lookouts. Like i said earlier, it was swift and unexpected.
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


this could have something to do with the ASW G4 Betty.
i've restarted the mission at the last reload point and when an ASW G4 Betty spawns, my system just stops.
Stops for maybe 15 seconds.
Nothing happens during this time.
then...the nothing stops and game activity returns.
when the ASW G4 Betty made its return flight, the same things happened.
Very strange behaviour.

propbeanie
02-22-21, 10:02 PM
The ASW Betty is not the culprit, but there are a few tweaks that s7rikeback has completed on a few planes. I have not had issue with ASW Betty, Zero 6, H6K, Hi61, and a few others. I have on occasion had issues with them NOT attacking when it seemed they should, but not CTDs. However, I am finding that the new airbase at Emirau is definitely too "active" and has airplanes constantly in the air, especially toward Rabaul, and that at times will bring the computer to its knees. I do suspect at least one airplane though that might be found complicit in a lot of these CTDs. We are still digging. As a further update, we have most of the Flotillas functioning as intended, and did find a few more sprelling airs (spelling errors) in the files... Suffice to say that the lack of a space between names has been found more than once... but we have also found issue with "dates", and the game's apparent failure to properly recognize them, more than once. Treasure Island still will not allow a Start after January of 1944, and Hunters Point will take a boat for Transfer, but will not allow it to Start - ever. I can't even get a "normal" start to function there - no matter where I move the base to in San Francisco Bay. Surely it's something simple, but... Certain planned aspects of the mod will start being dropped very soon... not that anyone will ever notice them missing, except myself and s7rikeback... :roll: - sigh

KaleunMarco
02-22-21, 11:45 PM
However, I am finding that the new airbase at Emirau is definitely too "active" and has airplanes constantly in the air, especially toward Rabaul, and that at times will bring the computer to its knees. I do suspect at least one airplane though that might be found complicit in a lot of these CTDs.

well, this was hell-and-gone from Rabaul...we were in Area 4.

and i was guessing on the ASW Betty because it always happened when that aircraft was spawned and passing nearby.

on the Nth restart, i stayed submerged for an inordinate length of time and sailed out into the wide part of the ocean. when we surfaced after dark, there were no more verdammt aircraft.

Mios 4Me
02-23-21, 08:09 AM
- is there a radar-equipped plane that debuts in 1943?

- Is the Lorna, once ubiquitous in 1945, active in 1.39? I haven't seen one through June.

- Is there an attack mode for Ohka-laden Bettys? We were already diving when we spotted one in the northern SOJ, so no opportunity for experimentation.

jgbraswell
02-23-21, 01:20 PM
Newbie here, just played SH4 generic and really liked it. Downloaded and install FOTRUS mod. Problem, when I start the game it freezes (doesn't complete the start up process --- screen with the red bar). Is there anything I can adjust to get it working?
Thanks!!!

KaleunMarco
02-23-21, 01:57 PM
Newbie here, just played SH4 generic and really liked it. Downloaded and install FOTRUS mod. Problem, when I start the game it freezes (doesn't complete the start up process --- screen with the red bar). Is there anything I can adjust to get it working?
Thanks!!!

welcome jgbraswell. :subsim:
don't want to seem unreasonably harsh but have you read the Page 1 instructions, etc? very important gouge is compiled there. things like:


Files and instructions for the utilities are found in the mod's Support folder after extraction, in same-named sub-folders. JSGME and MultiSH4 are included, also with instructions, found in sub-folders off the Support folder. Activating the mod will put Large Address Aware and MultiSH4 into your Silent Hunter Wolves of the Pacific (whatever you've named it), and JSGME into the Extras folder.
Run Large Address Aware, choosing SH4.exe as the "target" file you want to be made Large Address Aware.
More detailed instructions can be found by activating the "01_FotRSU_Support_TOC.bat" file in the game's "root" directory
Or by double-clicking the "01_FotRSU_TableOfContents.pdf" file in the Support folder, and then using the list in that to choose a pdf to read.


please go back to the first page of FORTRSU and read...before proceeding with playing this mod.
https://www.subsim.com/radioroom/showthread.php?t=243064

:Kaleun_Salute:

propbeanie
02-23-21, 02:50 PM
well, this was hell-and-gone from Rabaul...we were in Area 4.

and i was guessing on the ASW Betty because it always happened when that aircraft was spawned and passing nearby.

on the Nth restart, i stayed submerged for an inordinate length of time and sailed out into the wide part of the ocean. when we surfaced after dark, there were no more verdammt aircraft.


Generally speaking though, that which you "see" are not the culprit, but rather the one behind them...


- is there a radar-equipped plane that debuts in 1943?

- Is the Lorna, once ubiquitous in 1945, active in 1.39? I haven't seen one through June.

- Is there an attack mode for Ohka-laden Bettys? We were already diving when we spotted one in the northern SOJ, so no opportunity for experimentation.
Yes, the Ohka Betty can indeed do you harm, as can the Kamikaze zero, given half a chance. I was taken out by an Okha while at PD when attacking a Task Force in the Formosa Strait near the Ryukyus a while back. I did manage to do a Save before I "died", and was able to use the exterior camera to see what had happened... quite impressive. The Lorna was showing up perhaps a bit too much, so its squadrons were reduced somewhat, and it was further "date restricted". There should be several planes that have radar beginning in late 1943 (a Betty??), but I don't remember which off the top of my head. I'll see if I can find them, or maybe s7rikeback will know, if he gets time to stop by...


Newbie here, just played SH4 generic and really liked it. Downloaded and install FOTRUS mod. Problem, when I start the game it freezes (doesn't complete the start up process --- screen with the red bar). Is there anything I can adjust to get it working?
Thanks!!!
welcome jgbraswell. :subsim:
don't want to seem unreasonably harsh but have you read the Page 1 instructions, etc? very important gouge is compiled there. things like:


Files and instructions for the utilities are found in the mod's Support folder after extraction, in same-named sub-folders. JSGME and MultiSH4 are included, also with instructions, found in sub-folders off the Support folder. Activating the mod will put Large Address Aware and MultiSH4 into your Silent Hunter Wolves of the Pacific (whatever you've named it), and JSGME into the Extras folder.
Run Large Address Aware, choosing SH4.exe as the "target" file you want to be made Large Address Aware.
More detailed instructions can be found by activating the "01_FotRSU_Support_TOC.bat" file in the game's "root" directory
Or by double-clicking the "01_FotRSU_TableOfContents.pdf" file in the Support folder, and then using the list in that to choose a pdf to read.


please go back to the first page of FORTRSU and read...before proceeding with playing this mod.
https://www.subsim.com/radioroom/showthread.php?t=243064

:Kaleun_Salute:
ditto. The main culprits are improperly installing SH4 to a "program files" folder (this was not a problem back in the WinXP days), and/or failure to empty the Save folder prior to starting the game, and/or improper activation of LAA on the SH4.exe file.

ETAIPOS
02-24-21, 03:00 AM
Newbie here, just played SH4 generic and really liked it. Downloaded and install FOTRUS mod. Problem, when I start the game it freezes (doesn't complete the start up process --- screen with the red bar). Is there anything I can adjust to get it working?
Thanks!!!

Stupid question maybe but do you have SH4 or SH4 with U-boat missions DLC?
First is version 1.4 and second 1.5.

The mod will only work on the version 1.5. I initially installed over plain SH4 and it looked the same - freeze on the loading screen.

KaleunMarco
02-24-21, 09:52 AM
Stupid question maybe but do you have SH4 or SH4 with U-boat missions DLC?
First is version 1.4 and second 1.5.

The mod will only work on the version 1.5. I initially installed over plain SH4 and it looked the same - freeze on the loading screen.

:Kaleun_Thumbs_Up::Kaleun_Applaud::Kaleun_Cheers: :Kaleun_Salute:

s7rikeback
02-24-21, 01:27 PM
- is there a radar-equipped plane that debuts in 1943?

- Is the Lorna, once ubiquitous in 1945, active in 1.39? I haven't seen one through June.

- Is there an attack mode for Ohka-laden Bettys? We were already diving when we spotted one in the northern SOJ, so no opportunity for experimentation.


1941 > 24 Aircraft - 2 Axis / 22 Allied -- Activated
1942 > 2 Aircraft - 2 Axis / 0 Allied -- Activated
1943 > 4 Aircraft - 2 Axis / 2 Allied -- Activated


So from 1941, we have 6 Axis & 24 Allied radar enabled aircraft.

It seems we may have some research to do, to bring the Axis aircraft to a decent number to match the Allies.

KaleunMarco
02-27-21, 04:55 PM
August 2 1944, Near Area 4, driving a Gato out of Saipan
closed to within 11,000 yds of IJN J-2 sub.
Used 4 inch cannon to put three beautiful holes into her.
about 30 seconds later, SH4 shuttered a bit and took a CTD.
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

https://i.ibb.co/yqWRBLM/SH4-Img-2021-02-27-15-44-43-171.png

KaleunMarco
02-27-21, 05:30 PM
August 2 1944, Near Area 4, driving a Gato out of Saipan
closed to within 11,000 yds of IJN J-2 sub.
Used 4 inch cannon to put three beautiful holes into her.
about 30 seconds later, SH4 shuttered a bit and took a CTD.
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



ok, a similar event happened a bit south of the event described above.
this time, we gunned down a passenger transport and as the thing blew up, SH4 shuttered a moment and then CTD.

so....what happens when an enemy ship explodes in August 1944? what is she doing that she didn't do in the previous 2 years and 9 months? the world wonders. no, wait, that won't happen for a coupla more months.:haha:

Moonlight
02-27-21, 06:50 PM
This campaign has been successfully completed without any crashes or freezes, we got back to base a few times on a wing and a prayer but that was the skippers fault. 26 missions with an average tonnage of 44,000 per trip, me thinks this has been my best campaign yet, all missions were out of Midway, the only problem I had was with accepting a Balao in June? 1943, just a deck gun bug but as I don't use one it wasn't that much of a problem.

Well done Mr beanie and s7rikeback. :up:

propbeanie
02-27-21, 11:41 PM
August 2 1944, Near Area 4, driving a Gato out of Saipan
closed to within 11,000 yds of IJN J-2 sub.
Used 4 inch cannon to put three beautiful holes into her.
about 30 seconds later, SH4 shuttered a bit and took a CTD.
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

https://i.ibb.co/yqWRBLM/SH4-Img-2021-02-27-15-44-43-171.png
ok, a similar event happened a bit south of the event described above.
this time, we gunned down a passenger transport and as the thing blew up, SH4 shuttered a moment and then CTD.

so....what happens when an enemy ship explodes in August 1944? what is she doing that she didn't do in the previous 2 years and 9 months? the world wonders. no, wait, that won't happen for a coupla more months.:haha:
:hmmm: I had never considered an IJN AI sub as a potential culprit... but not from the "damage" taken. A crash of that sort would happen immediately. Rather, a mis-configured sub stealing clock cycles. We had better add them to the list - though they are "ships" in the Sea folder. The possibility is that you will encounter more as the war progresses... :hmmm:


This campaign has been successfully completed without any crashes or freezes, we got back to base a few times on a wing and a prayer but that was the skippers fault. 26 missions with an average tonnage of 44,000 per trip, me thinks this has been my best campaign yet, all missions were out of Midway, the only problem I had was with accepting a Balao in June? 1943, just a deck gun bug but as I don't use one it wasn't that much of a problem.

Well done Mr beanie and s7rikeback. :up:
Thank you, of course. Very much appreciated - but CapnScurvy, RR & cdrsubron7, along with max-peck & XTBilly were also team members, and we are all standing on the shoulders of some excellent modders, of course. :salute:

Para92
02-28-21, 08:19 AM
I have done songs for the gramophone in my folder but when I click on the symbol on the game comes no gramophone. it doesn't show it. can someone help me. my english is bad lynot in using a translated. Help me

propbeanie
02-28-21, 04:09 PM
The grammaphone is on the "Conversion Chart" page, lower-right corner, and is rather smallish. The choice for that is on the NavMap menu, menu button to the right. We do have to try to add some "hot keys" for it and the shortwave radio... :salute:

max-peck
02-28-21, 05:31 PM
It's been a while I know - but I just got a new beast PC, been a few years since I played SH4, really looking forward to see what you guys have come up with :up:
Is any of the old gang around?
Rockin Robins, Capn Scurvy, Strikeback, CDSubron, PropBeanie, XTBillie?????
And so many more - I am just reading the FOTRSU credits - seems like soooo many people got involved in this :salute:
If anyone is around say hi :03:

Para92
02-28-21, 06:17 PM
The grammaphone is on the "Conversion Chart" page, lower-right corner, and is rather smallish. The choice for that is on the NavMap menu, menu button to the right. We do have to try to add some "hot keys" for it and the shortwave radio... :salute:

here in English he apparently heist phonograph where you can play the music. I find him can not you send me a picture here as I find him have searched everything

Para92
02-28-21, 06:19 PM
https://ibb.co/VSzFvfd here to the link of the picture of my game photo

KaleunMarco
02-28-21, 06:21 PM
so....what happens when an enemy ship explodes in August 1944? what is she doing that she didn't do in the previous 2 years and 9 months?
:hmmm: I had never considered an IJN AI sub as a potential culprit... but not from the "damage" taken. A crash of that sort would happen immediately. Rather, a mis-configured sub stealing clock cycles. We had better add them to the list - though they are "ships" in the Sea folder. The possibility is that you will encounter more as the war progresses.

i think that in these two cases (sub and passenger liner) at this time of the war and in this location that they were close to the main island of Japan and as they were sinking they called for help and whomever they called has something broken.:yep:

we've seen this behaviour previously.:yep::wah:

the question is: which entity is broken: ship, sub, or plane?:hmmm:

propbeanie
02-28-21, 11:01 PM
It's been a while I know - but I just got a new beast PC, been a few years since I played SH4, really looking forward to see what you guys have come up with :up:
Is any of the old gang around?
Rockin Robins, Capn Scurvy, Strikeback, CDSubron, PropBeanie, XTBillie?????
And so many more - I am just reading the FOTRSU credits - seems like soooo many people got involved in this :salute:
If anyone is around say hi :03:
s7rikeback and myself are it, as far as "team", for now. There are still a LOT of contributors hanging around though, and we do still get a lot of comments on Razzle Dazzle! We are still attempting to get a stable base for the future. We'll warn you up front to not transfer into the Advance Bases at this time :roll: - too many typos in the text! :salute:

here in English he apparently heist phonograph where you can play the music. I find him can not you send me a picture here as I find him have searched everything
https://ibb.co/VSzFvfd here to the link of the picture of my game photo
The way you have in your image is another correct way to do it. Here is the NavMap button:

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


and the way you have it illustrated:

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


You might have to use the NumPad <Del> key, if you have one, to temporarily close the HUD display, or maybe scroll the mouse around near the edges of the display, and see if the cursor changes to as in that second picture, and you can then click and drag the chart or map over to see it. Both of the devices are "attached" to a chart or map, since the game can only use a certain number of menu buttons. It might also be the display resolution you chose. Try 1920x1080 in Windowed mode, and see if that chart or map does display on the screen, and then maybe you can move them to the left and up for when you use the higher resolution... ?? Both the shortwave and the grammaphone buttons are difficult to read, but the grammaphone's from left to right are "Previous track", "Play", "Stop" and "Next track", with the "X" being "close", of course:

https://i.imgur.com/1HifHyx.jpg


i think that in these two cases (sub and passenger liner) at this time of the war and in this location that they were close to the main island of Japan and as they were sinking they called for help and whomever they called has something broken.:yep:

we've seen this behaviour previously.:yep::wah:

the question is: which entity is broken: ship, sub, or plane?:hmmm:
Well, we thought it was a plane, but we can almost rule that out now. Dan is going through the assets again, doing a new set of tests with different circumstances. Can you look through all of the text-based Save folder files for any sort of clue? I don't think anything in the database is beyond much more that binary data, but you never know...

TimeBandit
03-01-21, 02:52 AM
So I was playing one of the Mods(obviously don't remember which one), in which there was a very long list of missions for Submarine school (particularly 4 for Radar alone). Now for the life of me I can't recall which mod they were a part of. I went through all of them and no dice. Anybody know which one i'm talking about? Thought it was the new FOTRSU, but nope. Thanks :Kaleun_Cheers:

Para92
03-01-21, 10:35 AM
Thank you very much. it was because of the resolution. I have now 1920x1080 before I had my screen resolution of 2560x1440 in it


Thank you for your patience with me, I can finally hear my music.:Kaleun_Cheers:

propbeanie
03-01-21, 11:56 AM
So I was playing one of the Mods(obviously don't remember which one), in which there was a very long list of missions for Submarine school (particularly 4 for Radar alone). Now for the life of me I can't recall which mod they were a part of. I went through all of them and no dice. Anybody know which one i'm talking about? Thought it was the new FOTRSU, but nope. Thanks :Kaleun_Cheers:
Are you perchance thinking of the Real Fleet Boat mod from when Beery was running it? Rockin Robbins uploaded a "mix" of Real Fleet Boat 2.0 with Patch Included (https://www.subsim.com/radioroom/downloads.php?do=file&id=4798), but of course, I am on the wrong computer for me to check its contents, but I do know that Beery made a Sub School Mod (https://www.subsim.com/radioroom/showthread.php?p=537953#post537953) back in the early days of RFB, and it might be part of the full mod... maybe. The links on the Sub School mod page are dead... Someone more familiar with RFB could let you know, if I don't get to the proper computer later today.

Thank you very much. it was because of the resolution. I have now 1920x1080 before I had my screen resolution of 2560x1440 in it

Thank you for your patience with me, I can finally hear my music.:Kaleun_Cheers:
Once you have the players moved closer to the upper-left of your display screen, you should be able to go back to your higher resolution and then be able to manipulate them properly...

Comder
03-01-21, 11:53 PM
Good day Gentlemen,


I wanted to say you are all doing a great job on this mod.


Thank you for all the time you put into doing it. Very well done.


I do have a question. I play the Titan Normandy when I just want to blow


up ships. I would like to edit the CareerStart.upc. would any one be able


the tell me what the numbers after the sub name refers to? I have just



copied the same numbers from older files for this sub. I would like to know



what they mean.



example: IDLinkUserPlayerUnits= F1Porpoise, 3, F1Tambor, 5, F1Gar, 1


I hope this is the correct place to ask this.


again thanks for the great mod


Comder

joedit
03-02-21, 08:43 AM
I was playing and enjoying the mega-mod
FalloftheRisingSun_UltimateEdition_v1.1
and I ran across this newer one
100_FalloftheRisingSun_UltimateEdition_v1.39_EN (1.42 GB)
02-17-2020

So I downloaded the V1.39, 1.4GB mod figured 1.39 was better than 1.1 but after I installation it seems to be reverted to the original game. In the banner at startup it does not say "Ultimate Edition" as it did in the V1.1 release. The Museum was complemented with the newer ships but the game menu and missions were from the original SH4, not V1.1.

I do not see the UltimateEdition_v1.1 availiable for download any more.



I am confused as to which is the latest version. Thanks!

Macgregor the Hammer
03-02-21, 09:31 AM
Now that 1.26p has been out for awhile, I thought I would give some feedback. Over all, the mod shows a nice polish just getting all the bugs and annoyances out of the way. Overall, the graphics show marked improvement! Ships have better texture, detail and a 3d look to them. I'm finding determining AoB much easier by looking at kingposts and masts.

The sea in FotRSU the best looking of all the megamods! Seriously! It flows and reflects sun light and cloud cover naturally. Clouds have more of a 3d look to them. Heavy seas in a storms move the way they should. 5 out of 5 here:up:

The biggest change I've observed is AI. Most large merchants are armed and the crews quite willing to shoot. Enemy crews can sight a periscope head 1500 yds away!! Something I've found interesting, whether it's real or my imagination, gun crews accuracy improves the longer they shoot! This has happened to me a number of times. Spray and pray gives way to loosing my periscope head in short order!

Sinking mechanics appear to have changed too. There's much more standing on bow/stern, slow rolls, secondary explosions and overall, slow sinking that coincides with damage. I haven't split any ships into either. It looks cool, but not too realistic. I do use the Bang for your buck mod because I don't think the default model simulates the Torpex warhead well. My opinion. Explosions, smoke and fire are great.

If I had a vote for a change, it would be for more smoke from the merchant stacks. It would make spotting easier. That's it. I think the way the mod is maturing is great. The team has done a great job.

MacGregor sends Bravo Zulu! :salute:

torpedobait
03-02-21, 10:14 AM
I was playing and enjoying the mega-mod
FalloftheRisingSun_UltimateEdition_v1.1
and I ran across this newer one
100_FalloftheRisingSun_UltimateEdition_v1.39_EN (1.42 GB)
02-17-2020

So I downloaded the V1.39, 1.4GB mod figured 1.39 was better than 1.1 but after I installation it seems to be reverted to the original game. In the banner at startup it does not say "Ultimate Edition" as it did in the V1.1 release. The Museum was complemented with the newer ships but the game menu and missions were from the original SH4, not V1.1.

I do not see the UltimateEdition_v1.1 availiable for download any more.



I am confused as to which is the latest version. Thanks!

Suggest you check out the instructions on the first page of this thread. You will find complete instructions for the installation of v1.39. Among them you will find that you need to delete the Save folders from your documents file. In fact, delete the entire SH4 file from your documents is even better. It will remove all vestiges of prior versions and mods from your game. The game will rebuild them the first time you start it. There is so much more, but at least start with reviewing (and following) the instructions. Good luck!

:salute:

ijustwantrisingsun
03-02-21, 10:23 AM
Just wanted to say, love the mod, just wondering if there are any plans to rework AI submarines; it seems they are just destroyer AI with a new coat of paint, which gets slightly comical when you have to use more than 1 torpedo on a barely 2,000 ton sub, or running across a midget sub in the middle of the Sea of Japan that suddenly begins chasing you down with active sonar....

torpedobait
03-02-21, 10:27 AM
In my firsat patrol out of Fremantle in Thresher on 6/29/42 I went to the assigned area in the Makassar Strait at the Northern choke point. After completing all objectives there, I had almost no torpedos left, and since it was now August, decided to head to Brisbane for a restocking and possible targets up around Guadalcanal.

I restocked and reprovisioned at Brisbane on August 12 and then headed North. Upon arrival in the "canal" vicinity, I took up a position about 8.5 miles West of Savo and 8.5 miles North of Guadalcanal (Cape Esperence?).

Here's the strange part. Other than routine air patrols at various times daily from both NNW and SSE, I saw nothing for the next 2 months! Not one ship of either navy. I saw Henderson Field open up on September 12, and the base at Tulagi open on October 15. Otherwise, nothing. No ships, just planes.

I tried going to the other end of Guadalcanal - still nothing. Radar and Sonar saw no ships! I finally just gave up on game date November 5, reloaded a save from when I was at the Makassar choke point, and finished the patrol from there.

Is it possible I "broke" something by just hanging around? I doubt I was in their spawning spot, because in previous careers I have been steamrolled by strings of IJN supply ships and other DDs from that very spot. Or might it be an effect of the Tulagi stuff you are working on?

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
03-02-21, 10:33 AM
... I would like to edit the CareerStart.upc. would any one be able the tell me what the numbers after the sub name refers to?...

example: IDLinkUserPlayerUnits= F1Porpoise, 3, F1Tambor, 5, F1Gar, 1
On behalf of the team, and those before us, you are welcome for the mod. As to your question, the "F1" for the Porpoise means "[Flotilla 1]" in the Flotillas.upc file, which is Pearl Harbor. the ", 3" for the same boat means that there are 3 boats available. If you are adding a unique boat for your "blow 'em up" fun, make that last number a ", 1", since there is only the one boat - that follows the Roster / Country / Submarine folder's "SubName.cfg" file [Unit X] section, with the "X" representing a number. Be sure you have the boat's "definition" properly constructed in the correct Flotillas.upc file location, and mission assignments for it to use.


I was playing and enjoying the mega-mod
FalloftheRisingSun_UltimateEdition_v1.1
and I ran across this newer one
100_FalloftheRisingSun_UltimateEdition_v1.39_EN (1.42 GB)
02-17-2020

So I downloaded the V1.39, 1.4GB mod figured 1.39 was better than 1.1 but after I installation it seems to be reverted to the original game. In the banner at startup it does not say "Ultimate Edition" as it did in the V1.1 release. The Museum was complemented with the newer ships but the game menu and missions were from the original SH4, not V1.1. I do not see the UltimateEdition_v1.1 availiable for download any more. I am confused as to which is the latest version. Thanks!
Suggest you check out the instructions on the first page of this thread. You will find complete instructions for the installation of v1.39. Among them you will find that you need to delete the Save folders from your documents file. In fact, delete the entire SH4 file from your documents is even better. It will remove all vestiges of prior versions and mods from your game. The game will rebuild them the first time you start it. There is so much more, but at least start with reviewing (and following) the instructions. Good luck!

:salute:
ditto


Now that 1.26p has been out for awhile, I thought I would give some feedback. Over all, the mod shows a nice polish just getting all the bugs and annoyances out of the way. Overall, the graphics show marked improvement! Ships have better texture, detail and a 3d look to them. I'm finding determining AoB much easier by looking at kingposts and masts.

The sea in FotRSU the best looking of all the megamods! Seriously! It flows and reflects sun light and cloud cover naturally. Clouds have more of a 3d look to them. Heavy seas in a storms move the way they should. 5 out of 5 here:up:

The biggest change I've observed is AI. Most large merchants are armed and the crews quite willing to shoot. Enemy crews can sight a periscope head 1500 yds away!! Something I've found interesting, whether it's real or my imagination, gun crews accuracy improves the longer they shoot! This has happened to me a number of times. Spray and pray gives way to loosing my periscope head in short order!

Sinking mechanics appear to have changed too. There's much more standing on bow/stern, slow rolls, secondary explosions and overall, slow sinking that coincides with damage. I haven't split any ships into either. It looks cool, but not too realistic. I do use the Bang for your buck mod because I don't think the default model simulates the Torpex warhead well. My opinion. Explosions, smoke and fire are great.

If I had a vote for a change, it would be for more smoke from the merchant stacks. It would make spotting easier. That's it. I think the way the mod is maturing is great. The team has done a great job.

MacGregor sends Bravo Zulu! :salute:
Copy that. The team appreciates that. Version 1.39 is even better, so long as you do not transfer into one of the Advance Base locations... sigh :roll: - We are currently working on the next release, and are already about a month behind on releasing it, due to issues with the Flotillas file (the Advance Bases are not cooperating). Doing another build this evening, with hopefully a full set of working Flotillas... :hmmm:

Comder
03-02-21, 11:56 AM
Thank you for your reply propbeanie. Now I know why I could not find a reference to the numbers. I also have found with v139, that the titan gets holes in it's hull.:Kaleun_Thumbs_Up: when attacked. Good job gentlemen.
Again thank you for your assistance with the files. Have a good one


Comder

Macgregor the Hammer
03-02-21, 12:14 PM
"Copy that. The team appreciates that. Version 1.39 is even better, so long as you do not transfer into one of the Advance Base locations... sigh - We are currently working on the next release, and are already about a month behind on releasing it, due to issues with the Flotillas file (the Advance Bases are not cooperating). Doing another build this evening, with hopefully a full set of working Flotillas... "

I have considered rev'ing up to 1.39. The rubs are giving up a career and the mod limitation. I guess I could set-up another iteration of FotRSU @ 1.39 and see if I like it. I'll think on it....:hmmm:

Mad Mardigan
03-02-21, 01:33 PM
"Copy that. The team appreciates that. Version 1.39 is even better, so long as you do not transfer into one of the Advance Base locations... sigh - We are currently working on the next release, and are already about a month behind on releasing it, due to issues with the Flotillas file (the Advance Bases are not cooperating). Doing another build this evening, with hopefully a full set of working Flotillas... "

I have considered rev'ing up to 1.39. The rubs are giving up a career and the mod limitation. I guess I could set-up another iteration of FotRSU @ 1.39 and see if I like it. I'll think on it....:hmmm:

Ahoy Mac, ol' chum... :Kaleun_Cheers:

Have to say, that despite not being able to utilize the add in mods (outside of adding in the Nippon Maru 1.. that is) is NOT all bad.

Yeah, it may be of losing progress with doing so, not 100% sure that upping from a later version to v1.39 is back compatible... thus far, haven't had any issues with following the chain up to this point so far, until just prior to 1.39 from the 1 before it.

The only down side (for Me, at any rate...) I wear glasses & could really use having more.. upsizing when using either the Uzo, bino's or the peri... which (heck, has been a bit since I've used it, can't recall the name of it right off..) mod to have that. Another mod I used was making it so the telegraph, Compass & the depth gauges dials were bigger helped.. those are what I miss most.

Outside of that, if I remember right, I did explain on how to do more than 1 copy so if you remember that, can do that without any issues. If you need a refresher, hit Me up & I'll gladly go back over it with ya.. No charge.. :haha: :D

Sorry, Me weird sense of humor shows up at odd times.. :D :yep:

M. M.

:Kaleun_Salute:

KaleunMarco
03-02-21, 02:56 PM
I would like to edit the CareerStart.upc. would any one be able the tell me what the numbers after the sub name refers to? I have just copied the same numbers from older files for this sub. I would like to know what they mean.
example: IDLinkUserPlayerUnits= F1Porpoise, 3, F1Tambor, 5, F1Gar, 1

the number to which you are referring is the number of available boats in the class. i believe it corresponds to the names available is \Data\Roster\Nation\Submarine\SubClass.Cfg.

KaleunMarco
03-02-21, 06:15 PM
Just wanted to say, love the mod, just wondering if there are any plans to rework AI submarines; it seems they are just destroyer AI with a new coat of paint, which gets slightly comical when you have to use more than 1 torpedo on a barely 2,000 ton sub, or running across a midget sub in the middle of the Sea of Japan that suddenly begins chasing you down with active sonar....

doing 23 kts!

propbeanie
03-02-21, 10:39 PM
You fellers must have been posting while I was replying earlier... Anyway
Just wanted to say, love the mod, just wondering if there are any plans to rework AI submarines; it seems they are just destroyer AI with a new coat of paint, which gets slightly comical when you have to use more than 1 torpedo on a barely 2,000 ton sub, or running across a midget sub in the middle of the Sea of Japan that suddenly begins chasing you down with active sonar....
doing 23 kts!
Well, the Ko Hyoteki could do 19 knots, as could the Sen Taka. Imagine chasing one of those with an Everts...

The AI Subs are basically "destroyers". That is all the game allows. We wanted them to be more than "docile", which is all they are in Stock. There are submerged submarines available in the game, but we felt that wouldn't be "sporting" to have any of them active, and to let a player make the choice with an add-in mod later in the mod cycle. As for the active sonar, we hadn't even noticed that yet, but that will "die". We'll keep their hydrophone, so they can track you. Remember though, submarines shoot torpedoes! The sub damage models have been worked on multiple times, and since they are formerly player-controlled subs, they are still a bit on the strong side, but remember, subs did have water-tight compartmentalization, especially when at Battle Stations - well, except the Ko Hyoteki... might be a bit difficult to do that with them... :roll:


... Here's the strange part. Other than routine air patrols at various times daily from both NNW and SSE, I saw nothing for the next 2 months! Not one ship of either navy. I saw Henderson Field open up on September 12, and the base at Tulagi open on October 15. Otherwise, nothing. No ships, just planes...
I'll do me some tests off Guadalcanal in a few days. In the meantime, you should see regular runs of what the US called "The Cactus Express", aka: "The Tokyo Express", and what the IJN referred to as "Rat Transportation", running between Truk/Rabaul and the Shortlands, and then between there and Cape Esperence at the least, and sometimes down further, with occasional forays into Henderson Field bombardments. You should also see the major battle runs from both sides, though they never repeat the same way twice... I doubt if the Tulagi BooBoo has anything to do with the TaskForce, Solomons & other layers failing to run... Did you Save and exit anytime while in there?

Edit: I should qualify that torpedobait, with a "between late August 1942 and late December 1942 for the Tokyo Express, but throughout the Campaign for the Task Forces...

AOTD_MadMax
03-03-21, 03:29 AM
Hello Captains,

great work at all. :yeah:
Since my last visit here at Subsim from 08.10.2017 my life changed hard.
I wanne thank the team for keeping FOTRS alive.

Best regards from Germany and no, i dont wear a mask in my sub :D

MadMax

torpedobait
03-03-21, 10:47 AM
You fellers must have been posting while I was replying earlier... Anyway

I'll do me some tests off Guadalcanal in a few days. In the meantime, you should see regular runs of what the US called "The Cactus Express", aka: "The Tokyo Express", and what the IJN referred to as "Rat Transportation", running between Truk/Rabaul and the Shortlands, and then between there and Cape Esperence at the least, and sometimes down further, with occasional forays into Henderson Field bombardments. You should also see the major battle runs from both sides, though they never repeat the same way twice... I doubt if the Tulagi BooBoo has anything to do with the TaskForce, Solomons & other layers failing to run... Did you Save and exit anytime while in there?

Edit: I should qualify that torpedobait, with a "between late August 1942 and late December 1942 for the Tokyo Express, but throughout the Campaign for the Task Forces...

I do not recall saving and exiting during that game. I did take saves, but had no need to reload one of them until I finally gave up on seeing anything. In the past I have encountered all of the resupply forces you mentioned, especially around Cape Esperance. In previous versions of FOTRSU I found the group heading down the slot to combat the Allied forces waiting for just in front of Savo Island, but not this time. Zilch. Perhaps in some future career I'll try it again, but I don't want to stop where I am until we get a new release. I think it's my OCD kicking in that I hate to go backwards!

You have so much to do that I would not encourage you to spend any time on it until other things are done. It will move up in severity when others encounter it - otherwise it's just something in my doings, although I can't imagine what.

Macgregor the Hammer
03-03-21, 05:54 PM
Here's the list of my FotRSU mods. The team can tell me where or not the under lying issue has been addressed in 1.39:

Nice, but I could get by without:
452_MoonlightzSonarLine
901_Strategic_Map_Symbols
CSL Custom Map Colors -I'm old and don't see well so having deep water light blue makes it a lot easier to see lines.
EZ Plot V1.0
HighContScope
Webster's Easy to Read Game Text
Webster's Missing Voices


I would really like to hang on to:
FOTRSU Position Keeper Tweek
UStorp125plus150
Webster's New Sonar View
Webster's Smaller Clock Needles

Almost a deal breaker:
Bigger Better Protractors
Webster's Ship Maneuvering Fix -The sub acts like a sports car without it!
3000 Yard Bearing Tool
454_EasyAOB_FotRSU + Manual Range and Mast Height Dial Fix -The TDC is really difficult to use without it.


I don't have a large amount of mods. Like Einstein said "Keep things as simple as possible, but no simpler"

KaleunMarco
03-03-21, 07:37 PM
You fellers must have been posting while I was replying earlier... Anyway


Well, the Ko Hyoteki could do 19 knots, as could the Sen Taka. Imagine chasing one of those with an Everts...

The AI Subs are basically "destroyers". That is all the game allows. We wanted them to be more than "docile", which is all they are in Stock. There are submerged submarines available in the game, but we felt that wouldn't be "sporting" to have any of them active, and to let a player make the choice with an add-in mod later in the mod cycle. As for the active sonar, we hadn't even noticed that yet, but that will "die". We'll keep their hydrophone, so they can track you. Remember though, submarines shoot torpedoes! The sub damage models have been worked on multiple times, and since they are formerly player-controlled subs, they are still a bit on the strong side, but remember, subs did have water-tight compartmentalization, especially when at Battle Stations - well, except the Ko Hyoteki... might be a bit difficult to do that with them.

excuse me but it is possible that i did not express myself plainly enough.

i have been chased by a sub, i forget if it was a regular-sized boat or a mini, and the little #ucker was doing 23 kts!

Comder
03-04-21, 01:35 AM
Good Evening Gentlemen,


PropBeanie, I was just setting the Flotillas.upc up for the Titan. I found that in the Flotilla 13, Saipan, That the MidwayPC2 was set to Flotilla 1. All the others are set to 13 as they should be. The question is, is this an oops or is it set this way for a reason?


as always thank you for your time.


Comder

propbeanie
03-04-21, 01:30 PM
Hello Captains,

great work at all. :yeah:
Since my last visit here at Subsim from 08.10.2017 my life changed hard.
I wanne thank the team for keeping FOTRS alive.

Best regards from Germany and no, i dont wear a mask in my sub :D

MadMax
MadMax!!! Good to hear from you once again! Yes, your original mod is gorgeous, and we have attempted to keep that, as well as add more to what your team did. We stand on your shoulders, and it is a dizzying height! lol - we hope our next version eliminates most of the landmines we recently added to the mod... Same old same old, with 2 steps forward, one step back, except the last release seemed to be 2 steps forward, 2 steps back... :roll: :arrgh!: We are sorry to hear of life changing for the more difficult, and wish you well, and all the best to you and yours! Masks are not allowed in our sub either, since the CO2 level is already too high at 350 foot for the past 28 hours. Who needs to breathe more of that directly?... lol :salute:


I do not recall saving and exiting during that game. I did take saves, but had no need to reload one of them until I finally gave up on seeing anything. In the past I have encountered all of the resupply forces you mentioned, especially around Cape Esperance. In previous versions of FOTRSU I found the group heading down the slot to combat the Allied forces waiting for just in front of Savo Island, but not this time. Zilch. Perhaps in some future career I'll try it again, but I don't want to stop where I am until we get a new release. I think it's my OCD kicking in that I hate to go backwards!

You have so much to do that I would not encourage you to spend any time on it until other things are done. It will move up in severity when others encounter it - otherwise it's just something in my doings, although I can't imagine what.
Well, we did find an issue, and it is one that plagues most of the mods and stock if you hit certain areas at certain times. The issue here is that the 42a layer and 42b layer have a "seam" right at the September 1, 1942 time frame, so the traffic usually "dies" and then picks back up between roughly August 27 and September 4th, due to the "cycle" and timing of the "RGG calls", which is when the Random Generated Groups "spawn" and begin traveling. In this case, it is Rabaul to Shortlands, and Shortlands to Florida / Guadalcanal islands - short runs, so it can be rather pronounced, as you experienced. So we have added a few extra small groups to the Solomons file, which is not restricted by the "layer" dates, and it now "bridges" the gap with a few, select runs. We'll have to see what happens when everybody else gets their mitts on the next release, and see what you all think. It looks wunnerful at this time to me... :roll: I still have to turn down all of the Allied airplane response though when Emirau comes online...


Here's the list of my FotRSU mods. The team can tell me where or not the under lying issue has been addressed in 1.39:

Nice, but I could get by without:
452_MoonlightzSonarLine
901_Strategic_Map_Symbols
CSL Custom Map Colors -I'm old and don't see well so having deep water light blue makes it a lot easier to see lines.
EZ Plot V1.0
HighContScope
Webster's Easy to Read Game Text
Webster's Missing Voices

I would really like to hang on to:
FOTRSU Position Keeper Tweek
UStorp125plus150
Webster's New Sonar View
Webster's Smaller Clock Needles

Almost a deal breaker:
Bigger Better Protractors
Webster's Ship Maneuvering Fix -The sub acts like a sports car without it!
3000 Yard Bearing Tool
454_EasyAOB_FotRSU + Manual Range and Mast Height Dial Fix -The TDC is really difficult to use without it.

I don't have a large amount of mods. Like Einstein said "Keep things as simple as possible, but no simpler"
The Add-In mods were removed for two reasons, #1 being that we wanted a "clean" base-mod to find all of the issues we introduced with the previous and latest updates. #2 was due to about 1/2 of the mods no longer being compatible, due to a few changes in the rest of the mod, including the menu_1024_768.ini file. Anything to do with that file is not compatible, which were the 399 mods in v1.24. We have not had a chance to run through those and make the minor changes for them yet, but rest assured that anything we had before, we will once again, along with a few more. What you do yourself to a mod once we release it, is all up to you, the player, but we cannot help then when it comes to issues encountered. Now, 452_MoonlightzSonarLine and 901_Strategic_Map_Symbols are most likely compatible still. Bigger Better Protractors is part of the base-mod, but mods like 454_EasyAOB_FotRSU are older versions, and most likely not 100% compatible. Any other mod from any other author, including the Webster's mod, would not be compatible with FotRSU, as good as those mods are. Webster's mods are built for Stock, not FotRSU. As an example, if you use Webster's "Missing Voices", you overwrite a lot of work that CapnScurvy and I did to "fix" repeated voices, as well as some of the missing voices. Therefore, it is not recommended to add anything that is not numbered by the FotRSU team, which helps in designating what can be used with what. A like number (such as 399) indicates that only ONE of those mods can be used, not all of them. The use of anything else will be at the player's risk.



excuse me but it is possible that i did not express myself plainly enough.

i have been chased by a sub, i forget if it was a regular-sized boat or a mini, and the little #ucker was doing 23 kts!
No, no misunderstanding. The Ko Hyoteki is supposed to be limited to 19 knots... In both the cfg and sim files, it was indeed listed as 23knots, and has been updated to reflect "historical" values... :roll: - we all know how realistic "historical" values can be... :arrgh!:


... PropBeanie, I was just setting the Flotillas.upc up for the Titan. I found that in the Flotilla 13, Saipan, That the MidwayPC2 was set to Flotilla 1. All the others are set to 13 as they should be. The question is, is this an oops or is it set this way for a reason?...
"Oops" would be one way of putting it, yes... but I can think of several other four letter words, expletives deletives to the last, that could take that "oops" place... :o :doh: - The Flotillas.upc file, as well as a couple other files, were interim versions that got mixed into the v1.39 release by mistake. We promise it won't happen again... until the next time. :roll: - If you are making edits there, it would be best to make all of the boats listed as "Flotilla 13", or "F13", as the case may be. If you don't, that particular call can "bomb" the game completely, which is why we recommend, at this time, to not transfer to the Advance Bases if playing the game without edits. Quite a few of the "Advance Base" Flotillas have multiple typos. We are currently going through the Flotillas. upc file, as well as the connected files ~again~, and I am still finding the occasional typo... :roll: - I knew I should have taken the time three years ago to build me a little applet to check these things... ah well - we'll get there eventually... :salute:

Comder
03-04-21, 11:10 PM
propbeanie, glad I could help. I am looking forward to the next release.
Will be time consuming to re-edit the flotilla file again, but always worth it.


as always, thank you and all the modders for the countless hours you put into this mod.


Thank you


Comder :Kaleun_Applaud: :Kaleun_Salute:

Macgregor the Hammer
03-05-21, 09:39 AM
"The Add-In mods were removed for two reasons, #1 being that we wanted a "clean" base-mod to find all of the issues we introduced with the previous and latest updates. #2 was due to about 1/2 of the mods no longer being compatible, due to a few changes in the rest of the mod, including the menu_1024_768.ini file. Anything to do with that file is not compatible, which were the 399 mods in v1.24. We have not had a chance to run through those and make the minor changes for them yet, but rest assured that anything we had before, we will once again, along with a few more. What you do yourself to a mod once we release it, is all up to you, the player, but we cannot help then when it comes to issues encountered. Now, 452_MoonlightzSonarLine and 901_Strategic_Map_Symbols are most likely compatible still. Bigger Better Protractors is part of the base-mod, but mods like 454_EasyAOB_FotRSU are older versions, and most likely not 100% compatible. Any other mod from any other author, including the Webster's mod, would not be compatible with FotRSU, as good as those mods are. Webster's mods are built for Stock, not FotRSU. As an example, if you use Webster's "Missing Voices", you overwrite a lot of work that CapnScurvy and I did to "fix" repeated voices, as well as some of the missing voices. Therefore, it is not recommended to add anything that is not numbered by the FotRSU team, which helps in designating what can be used with what. A like number (such as 399) indicates that only ONE of those mods can be used, not all of them. The use of anything else will be at the player's risk."

PB-
This is a well presented arguement. I think for myself, I have a mindset that anything from Ubi is generally broken and won't work except with mods!! I've forgotten that Fall of the Rising Sun comes from the mod team who are trying to develop the best simulation experience they can. I also had to look at my mindset and many of the mods I choose are more 'cheats' than enhancements. This mod soup we end up is turns out like the The old lady who swallowed the fly...

I'm going to give 1.39 and Nippon Maru a shot. Maybe I can give some solid feedback. I really anxious to see the changes in the radar.

Now, a install question: is 1.39 an upgrade from 1.24 or a stand alone expansion.? That really wasn't clear in the install notes.

Thanks for all your work.....:salute:

Moonlight
03-05-21, 10:59 AM
I can confirm that MoonlightzSonarLine (wrong spelling by the way, should be a "s" not a "z" :yep:) and CapnScurvy's 3000 Yard Bearing Tool are 100% compatible, I've just finished a full 1.39 campaign with those two activated and not one freeze or crash experienced.
I would try them out with the Nippon Maru mod as well but the next version is almost upon us, I think it is anyway?.......and then maybe it's not?, and it all depends on whether or not Mr beanie inadvertently activates oldmanitis again :O:, so I don't want to start a new career and then scrap it after a week, so it's over to you Mr beanie. :hmmm:

I don't see a problem with using the Strategic_Map_Symbols mod either, it's just a few graphics files so I would put them at 99.9% compatibility with out even testing them. Famous last words. :haha:

propbeanie
03-05-21, 12:46 PM
I had a list somewhere of the mods that were almost certainly compatible (also "famous last words"), but I cannot find it, so here we go from oldmanitis brain fahrtz:
252_D3D9_AntiLag = no longer recommended with 'modern' graphics cards
301_MoreDifficultAI = part of the "base" mod now
399c_NoScrollNavMap - SameSizedDials = NOT compatible - a menu_1024_768 file
399_NoScrollNavMap = NOT compatible - a menu_1024_768 file
399_Same Size HUD Dials = NOT compatible - a menu_1024_768 file
454c_Easy AOB_InputTargetDistance = Possibly compatible (dials)
454_Easy AOB = Possibly compatible (dials)
525_v0.75_Camera = part of the "base" mod now
650_LotsaDudz = should be compatible, though very frustrating
650_MoreDudz = should be compatible, but frustrating
650_OriginalFOTRS_Dudz = should be compatible, AOTD_MadMax's "mix" of "crazy" (~Mad~)
901_Strategic_Map_Symbols = probably compatible
MoonlightsSonarLine (can't remember the numbering) = should be compatible
One other mod I cannot remember... sigh
The 3000 yard bearing tool is twice as big as the one in FotRSU, and as such, does eat more memory, but with the 'modern' computer, that should not impact you. I have not looked at that at all yet, so YMMV from Moonlight's.

Version 1.39 is a stand-alone package, not an upgrade to v1.2x, or any previous versions. As for release date for v1.4x, s7rikeback7 finished weeks ago, but I keep falling behind while attempting to fix the issues from the use of an interim edit Flotillas file in v1.39. I apparently deleted the wrong file from my hard drive prior to the build - I don't know - but I am having to rebuild what I had. The intention was to get a "skeleton" for a later add-in mod, but I am putting some "flesh" on the bones now, just to make certain of the fixes. So I am going to "guess" (computer geek for "I don't know when") a week or two (again). I am going through the 23 Flotillas (most are transfer-in locations), doing a test-start for each boat, and trying to make certain the transfers work, then fixing them as I encounter issues. Troubles are fewer and further between, but I am still finding the occasional typo, which "bombs" everything when encountered, and are often very difficult to find. I would go ahead and start new Careers, or start running through cdrsubron7's selection of SingleMissions, most of which can be thought of as War Patrols, without the origination and termination requirements. They can take hours each by themselves. You do have to be careful of some of the War Patrols in v1.39. I have found one thus far that will CTD the computer as it launches. The name escapes my Hogan's Heroes Stalag 13 brain. However, cdrsubron7's Patrol, and all of the converted Stock Patrols, as well as the Alaskan Patrols should function... :salute:

s7rikeback
03-05-21, 01:39 PM
I had a list somewhere of the mods that were almost certainly compatible (also "famous last words"), but I cannot find it, so here we go from oldmanitis brain fahrtz:

252_D3D9_AntiLag = no longer recommended with 'modern' graphics cards
301_MoreDifficultAI = part of the "base" mod now
399c_NoScrollNavMap - SameSizedDials = NOT compatible - a menu_1024_768 file
399_NoScrollNavMap = NOT compatible - a menu_1024_768 file
399_Same Size HUD Dials = NOT compatible - a menu_1024_768 file
454c_Easy AOB_InputTargetDistance = Possibly compatible (dials)
454_Easy AOB = Possibly compatible (dials)
525_v0.75_Camera = part of the "base" mod now
650_LotsaDudz = should be compatible, though very frustrating
650_MoreDudz = should be compatible, but frustrating
650_OriginalFOTRS_Dudz = should be compatible, AOTD_MadMax's "mix" of "crazy" (~Mad~)
901_Strategic_Map_Symbols = probably compatible
MoonlightsSonarLine (can't remember the numbering) = should be compatible
One other mod I cannot remember... sigh

The 3000 yard bearing tool is twice as big as the one in FotRSU, and as such, does eat more memory, but with the 'modern' computer, that should not impact you. I have not looked at that at all yet, so YMMV from Moonlight's.

Version 1.39 is a stand-alone package, not an upgrade to v1.2x, or any previous versions. As for release date for v1.4x, s7rikeback7 finished weeks ago, but I keep falling behind while attempting to fix the issues from the use of an interim edit Flotillas file in v1.39. I apparently deleted the wrong file from my hard drive prior to the build - I don't know - but I am having to rebuild what I had. The intention was to get a "skeleton" for a later add-in mod, but I am putting some "flesh" on the bones now, just to make certain of the fixes. So I am going to "guess" (computer geek for "I don't know when") a week or two (again). I am going through the 23 Flotillas (most are transfer-in locations), doing a test-start for each boat, and trying to make certain the transfers work, then fixing them as I encounter issues. Troubles are fewer and further between, but I am still finding the occasional typo, which "bombs" everything when encountered, and are often very difficult to find. I would go ahead and start new Careers, or start running through cdrsubron7's selection of SingleMissions, most of which can be thought of as War Patrols, without the origination and termination requirements. They can take hours each by themselves. You do have to be careful of some of the War Patrols in v1.39. I have found one thus far that will CTD the computer as it launches. The name escapes my Hogan's Heroes Stalag 13 brain. However, cdrsubron7's Patrol, and all of the converted Stock Patrols, as well as the Alaskan Patrols should function... :salute:
s7rikeback, has not finished by a long shot... These AI Sub damage models do not get "fixed" by themselves... :doh::o:hmmm:

propbeanie
03-05-21, 05:22 PM
Whoops!!! oldmanitis has crept in through the screen door hatch once again!!! :o - I had forgotten about that relatively recent find... :oops:

btw, has anyone else attempted mazzi's reply to Bubblehead1980 in the small Radar bug in TMO (https://www.subsim.com/radioroom/showthread.php?p=2733859#post2733859) thread?

torpedobait
03-05-21, 10:16 PM
Don't recall if the matter of Split Merchants sitting still was ever resolved, but I just found another instance, but this time it is two Hiyo Class CVs.

On completion of third patrol out of Fremantle, was offered a new boat (Gato) and upon taking it was airlifted to Pearl Harbor. Requested a transfer to Brisbane, which was granted. Left Brisbane for a patrol off Lingayen Gulf on 2/09/43. On 2/19/43 encountered an IJN Task Force South and East of Leyte Gulf, where I sank two escort carriers and one Takao heavy cruiser. Making my escape to the NNE, about an hour later I got two sonar contacts, that appeared not to be moving.

I checked them out - 2 Hiyo class CV's sitting dead in the water, about 1/2 mile apart. Whether they were part of the TF I had attacked and laid back, or were held up for some other reason I can't say. They were at approximately 127-34E; 008-39N and just sitting there in the dark.

Three Mark 14's each later and they went to the bottom.

Now I'm not one to look a gift horse in the mouth, but finding that much tonnage in strategic warships just sitting there was indeed strange. No escorts in sight, sonar, or radar range!

Just thought you'd like to know.

Mios 4Me
03-06-21, 11:22 AM
Another plane-induced CTD, this time just below the southernmost contour line of the Bungo Suido on 7/7/45, sometime between midnight and dawn. Plane type is unknowable as the CTD occurs before it's in visual range. Timeframe is mid-1943 to mid-1945.

Types believed to be excluded:
- all single-engine fighters operating in pairs or lacking radar
- Betty ASW
- Betty Ohka
- Emily/Mavis (encountered multiple unit flights of one of these types around Truk without issue)
- Lorna (not spotted but non-operational prior to 1945)

My impression is that all of the other identified all-weather ASW contacts we've had post-Truk were of a single type, most likely Judy. Not sure we've seen a single Kate or Jill; the latter being the obvious culprit and so undoubtedly exonerated long ago.

If the CTDs are not induced by a specific plane per se, could it be a combination of diving, turning, and a radar alert in conjunction with something else? In three of the four specific cases I recall, we were following a recently plotted course involving multiple turns over a relatively large area (Convoy College being the smallest; Bungo-Kii-Suruga the largest) and went to periscope depth upon radar warning of a plane. TC was somewhere between 32 and 250ish, IIRC.

USS Balao, ex-Saipan, after completing Abuse patrol.

KaleunMarco
03-06-21, 11:27 AM
Another plane-induced CTD, this time just below the southernmost contour line of the Bungo Suido on 7/7/45, sometime between midnight and dawn. Plane type is unknowable as the CTD occurs before it's in visual range.

Types believed to be excluded:
- all single-engine fighters operating in pairs or lacking radar
- Betty ASW
- Betty Ohka
- Emily/Mavis (encountered multiple unit flights of one of these types around Truk without issue)
- Lorna (not spotted but non-operational prior to 1945)

My impression is that all of the other identified all-weather ASW contacts we've had post-Truk were of a single type, most likely Judy. Not sure we've seen a single Kate or Jill; the latter being the obvious culprit and so undoubtedly exonerated long ago.

If the CTDs are not induced by a specific plane, could it be a combination of diving, turning, and a radar alert? In three of the four specific cases I recall, we were following a recently plotted course involving multiple turns over a relatively large area (Convoy College being the smallest; Bungo-Kii-Suruga the largest) and went to periscope depth upon radar warning of a plane. TC was somewhere between 32 and 250ish, IIRC.

USS Balao, ex-Saipan, after completing Abuse patrol.

i vote for the ASW Betty. That is the plane that was in the vicinity when i got my CTD.
:03:

Mios 4Me
03-06-21, 12:44 PM
i vote for the ASW Betty. That is the plane that was in the vicinity when i got my CTD.
:03:
Could be we're talking about two different issues as mine are never identifiable. One of those ASW Betties showed up and was promptly shot down while we were disposing of convoy remnants the afternoon before the CTD.

propbeanie
03-06-21, 01:24 PM
Don't recall if the matter of Split Merchants sitting still was ever resolved, but I just found another instance, but this time it is two Hiyo Class CVs.

On completion of third patrol out of Fremantle, was offered a new boat (Gato) and upon taking it was airlifted to Pearl Harbor. Requested a transfer to Brisbane, which was granted. Left Brisbane for a patrol off Lingayen Gulf on 2/09/43. On 2/19/43 encountered an IJN Task Force South and East of Leyte Gulf, where I sank two escort carriers and one Takao heavy cruiser. Making my escape to the NNE, about an hour later I got two sonar contacts, that appeared not to be moving.

I checked them out - 2 Hiyo class CV's sitting dead in the water, about 1/2 mile apart. Whether they were part of the TF I had attacked and laid back, or were held up for some other reason I can't say. They were at approximately 127-34E; 008-39N and just sitting there in the dark.

Three Mark 14's each later and they went to the bottom.

Now I'm not one to look a gift horse in the mouth, but finding that much tonnage in strategic warships just sitting there was indeed strange. No escorts in sight, sonar, or radar range!

Just thought you'd like to know.
They ~were~ problem children. s7rikeback has put the kabosh-whoop on those, and hopefully all other vessels in the game. The issues of this type should be resolved, but keep reporting them, in case we missed one. It can be most difficult to find the typos in some of these files, but we are slowly rooting them out, kind of like taking a dandelion weeding fork to a 10 acre tract of land... we will eventually get there, but not without time - and blisters in places we don't want to think about or see... lol


Another plane-induced CTD, this time just below the southernmost contour line of the Bungo Suido on 7/7/45, sometime between midnight and dawn. Plane type is unknowable as the CTD occurs before it's in visual range. Timeframe is mid-1943 to mid-1945.

Types believed to be excluded:
- all single-engine fighters operating in pairs or lacking radar
- Betty ASW
- Betty Ohka
- Emily/Mavis (encountered multiple unit flights of one of these types around Truk without issue)
- Lorna (not spotted but non-operational prior to 1945)

My impression is that all of the other identified all-weather ASW contacts we've had post-Truk were of a single type, most likely Judy. Not sure we've seen a single Kate or Jill; the latter being the obvious culprit and so undoubtedly exonerated long ago.

If the CTDs are not induced by a specific plane per se, could it be a combination of diving, turning, and a radar alert in conjunction with something else? In three of the four specific cases I recall, we were following a recently plotted course involving multiple turns over a relatively large area (Convoy College being the smallest; Bungo-Kii-Suruga the largest) and went to periscope depth upon radar warning of a plane. TC was somewhere between 32 and 250ish, IIRC.

USS Balao, ex-Saipan, after completing Abuse patrol.
Yes, we have found a couple of problem planes also, similar to the ships with configuration problems. It is a pinch more difficult to "weed out" air problems though, since it can be difficult to find leverage for that dandelion fork... :roll:


i vote for the ASW Betty. That is the plane that was in the vicinity when i got my CTD.
:03:
Could be we're talking about two different issues as mine are never identifiable. One of those ASW Betties showed up and was promptly shot down while we were disposing of convoy remnants the afternoon before the CTD.
The ASW Betty is seemingly fine, for the most part. There was one of the several "Zero" models (I cannot remember exactly which one), plus another plane that were found with troubles. However, note some of the previous posts about issues with the IJN's use of AI Subs... In this case, they are like Divine Wind vessels, in that since they can't get to your submarine, they "dirty bomb" the environment, and can potentially CTD the game... :roll: - wow, somebody has had too much coffee and is ~full~ of analogies - or B.S... Either way though, there are several "problem children" influencing this issue, on the sea, above the sea, and in the sea... With all of the "testing" I've been doing the last few weeks, I have not encountered any ships that do not have props & rudders functional, nor airplanes crashing the game (seemingly). The crashes that I did encounter seemed to occur at "visual range", so if you have radar on, they are fine, but as soon as they render, "BOOM", the game CTDs. As I say though, I have not encountered that in weeks now. All I get now is the self-inflicted weirdness of the Flotillas file and playable submarines.

Another little side note: I have found a mission assignment in more than one flotilla (Pearl & Midway??) that is from "back in the day" (I have to do more research to find its origin) - the date range in Flotillas.upc does not match in the PatrolObjectives.cfg file for the given assignment. Someone was attempting to "historically" restrict assignments to certain areas by date in the PatrolObjectives, but neglected to remove, or restrict the attempted assignment in Flotillas.upc (surely, it wasn't that propbeanie fellow - :roll: ). The boat ends up with the game's "default" East China Sea assignment, which is what the game attempts to fall through to when there is trouble with finding a valid "Objective" assignment. What seemingly happens here, from what I have seen in the Save file, is that this "throws an internal error" or something, and the Save file then grows from roughly 300-500 KB into a 1.2+Gig monster (basically doubling in size), that seems to impact everything. The extent of the trouble this causes is difficult to gauge. Trying to find all such occurrences is quit tedious - more difficult than finding typos - especially with oldmanitis eyes (not related to Betty Davis eyes, but close) :o :arrgh!:

This does not mean an East China Sea assignment is not correct. There are probably over two dozen such assignments for CenPac boats. However, if any of you are using SoWesPac subs out of Fremantle, Brisbane, Milne, Manos, Mios, etc., and you get an assignment to the ECS, especially after March of 1942, definitely give us a SHOUT! :salute:

s7rikeback
03-06-21, 01:42 PM
Don't recall if the matter of Split Merchants sitting still was ever resolved, but I just found another instance, but this time it is two Hiyo Class CVs.

On completion of third patrol out of Fremantle, was offered a new boat (Gato) and upon taking it was airlifted to Pearl Harbor. Requested a transfer to Brisbane, which was granted. Left Brisbane for a patrol off Lingayen Gulf on 2/09/43. On 2/19/43 encountered an IJN Task Force South and East of Leyte Gulf, where I sank two escort carriers and one Takao heavy cruiser. Making my escape to the NNE, about an hour later I got two sonar contacts, that appeared not to be moving.

I checked them out - 2 Hiyo class CV's sitting dead in the water, about 1/2 mile apart. Whether they were part of the TF I had attacked and laid back, or were held up for some other reason I can't say. They were at approximately 127-34E; 008-39N and just sitting there in the dark.

Three Mark 14's each later and they went to the bottom.

Now I'm not one to look a gift horse in the mouth, but finding that much tonnage in strategic warships just sitting there was indeed strange. No escorts in sight, sonar, or radar range!

Just thought you'd like to know.

Another plane-induced CTD, this time just below the southernmost contour line of the Bungo Suido on 7/7/45, sometime between midnight and dawn. Plane type is unknowable as the CTD occurs before it's in visual range. Timeframe is mid-1943 to mid-1945.

Types believed to be excluded:
- all single-engine fighters operating in pairs or lacking radar
- Betty ASW
- Betty Ohka
- Emily/Mavis (encountered multiple unit flights of one of these types around Truk without issue)
- Lorna (not spotted but non-operational prior to 1945)

My impression is that all of the other identified all-weather ASW contacts we've had post-Truk were of a single type, most likely Judy. Not sure we've seen a single Kate or Jill; the latter being the obvious culprit and so undoubtedly exonerated long ago.

If the CTDs are not induced by a specific plane per se, could it be a combination of diving, turning, and a radar alert in conjunction with something else? In three of the four specific cases I recall, we were following a recently plotted course involving multiple turns over a relatively large area (Convoy College being the smallest; Bungo-Kii-Suruga the largest) and went to periscope depth upon radar warning of a plane. TC was somewhere between 32 and 250ish, IIRC.

USS Balao, ex-Saipan, after completing Abuse patrol.

i vote for the ASW Betty. That is the plane that was in the vicinity when i got my CTD.
:03:
Guys, as propbeanie has stated previous in this thread, all the CTD issues with aircraft have now been fixed, I have personally tested and watched every axis aircraft doing an attack run on several trawlers i usd as targets, very interesting to watch.

Some of the axis aircraft, now also have radar from 1942 onwards, again, each aircraft has been tested by me... keep those periscopes hidden...

And, lastly I have made changes to all the damage models in the AI Jap subs, each one now slides towards Davy Jones Locker after 2/3 torpedo hits.

Probeanie has all the above files, for final testing, as he completes his work.

on another note, I saw above that the Hiyo Class CVs were seen having a tea-break,I have ran this model in a single mission and can confirm it's A-OK in-game, so another unit close by has effected it. We have already tracked and fixed serveral JPN sea units..
https://i.ibb.co/0qM5CZQ/Capture.png (https://ibb.co/G72mWkF)

1Patriotofmany
03-06-21, 02:05 PM
I came across a screen somehow that showed the Japanese convoy routes and a short wave radio. For the life of me I can't find that key that brings up the screen. I looked through the key chart, still can't find it. Anybody know which key off hand?

Mad Mardigan
03-06-21, 02:29 PM
I came across a screen somehow that showed the Japanese convoy routes and a short wave radio. For the life of me I can't find that key that brings up the screen. I looked through the key chart, still can't find it. Anybody know which key off hand?

Is under the icon that looks like a movie studio style camera... that icon is found in a couple of the HUD views, such as while in the command room, for 1... clicking on it will show a new set of buttons of which there is 1. A radio icon & the 2nd, which is a record player 1... in addition to the cam view buttons, Free cam & next view & previous view.

Hope this info helps..

M. M.

:Kaleun_Salute:

As for a dedicated 'hot key' on the keys... not 100% sure on this, so don't quote Me on it... but, don't think there is any keyboard shotcut for the radio or the record player...

propbeanie
03-06-21, 03:16 PM
... on another note, I saw above that the Hiyo Class CVs were seen having a tea-break,I have ran this model in a single mission and can confirm it's A-OK in-game, so another unit close by has effected it. We have already tracked and fixed serveral JPN sea units..
That scoundrel was one of your first finds, and in among the first set of fixes...


I came across a screen somehow that showed the Japanese convoy routes and a short wave radio. For the life of me I can't find that key that brings up the screen. I looked through the key chart, still can't find it. Anybody know which key off hand?
As near as I can tell, there are no key presses or combinations that work for the shortwave nor the gramophone. You are left with the menu buttons:
https://i.imgur.com/udta9A4.jpg

which would be the 2nd and 3rd buttons from the left, respectively, once on the proper "page", or else by use of the active highlights found in the radio room of some boats:
https://i.imgur.com/pSrnTyf.jpg

click on that shortwave radio, and you get
https://i.imgur.com/Z8nHO28.jpg

There is a phonograph down by the radioman's left elbow on the desk, and that would take you to the conversion chart / gramophone - unless you use an add-in mod to alter that... Other boats (Porpoise, Narwhal) have the shortwave in an overhead rack in the Control Room:
https://i.imgur.com/iTJeWEH.jpg

which, clicking on it takes you to the same "page":
https://i.imgur.com/G5t39bW.jpg

The gramophone is still in the radio room of those boats. We'll have to see about adding a "hot-key" combo for those maybe... :salute:

Edit: Whoops! while I'm building my "show and tell", MM already posted! lol

1Patriotofmany
03-06-21, 04:29 PM
Thanks a bunch guys! :yeah:

Mad Mardigan
03-06-21, 04:30 PM
Edit: Whoops! while I'm building my "show and tell", MM already posted! lol

No worries, ol' chap.. :Kaleun_Cheers:

you did add in the slide show that I didn't.. as well as filled out a few rough patches.. all in all, a collaborative effort... :Kaleun_Wink: :yep:

M. M.

:Kaleun_Salute:

Mad Mardigan
03-06-21, 04:32 PM
Thanks a bunch guys! :yeah:

:Kaleun_Cheers:

Glad the info was of assistance.. :yep:

Fair winds, smooth seas...

& Good huntin'

M. M.

:Kaleun_Salute:

KaleunMarco
03-06-21, 04:40 PM
My crew and I were going about, fulfilling our orders, when these two DD's decided that they wanted to injure and/or seriously maim my men when i noticed that they were riding a bit high in the water....showing a bit more under the plimsoll line than they might. What do you think?
one is an Otori and one is a Matsu. or maybe it is the other way around.:haha:

https://i.ibb.co/tcM8wTN/SH4-Img-2021-03-06-14-51-31-229.png

s7rikeback
03-06-21, 06:40 PM
My crew and I were going about, fulfilling our orders, when these two DD's decided that they wanted to injure and/or seriously maim my men when i noticed that they were riding a bit high in the water....showing a bit more under the plimsoll line than they might. What do you think?
one is an Otori and one is a Matsu. or maybe it is the other way around.:haha:

https://i.ibb.co/tcM8wTN/SH4-Img-2021-03-06-14-51-31-229.png
Perhaps they used all their depth charges on you, so lightened their load.. :har::arrgh!:

propbeanie
03-06-21, 07:12 PM
My crew and I were going about, fulfilling our orders, when these two DD's decided that they wanted to injure and/or seriously maim my men when i noticed that they were riding a bit high in the water....showing a bit more under the plimsoll line than they might. What do you think?
one is an Otori and one is a Matsu. or maybe it is the other way around.:haha:

https://i.ibb.co/tcM8wTN/SH4-Img-2021-03-06-14-51-31-229.png
First of all, a message just came in from the Admiral: "You tell that skipper that he apparently was NOT following orders! First of all, it is not within the parameters of the Department of the US Navy Regulations to alter equipment in the manner described that is placed under a skipper's care for use against the enemy. The removal and / or modifying of indicator icons by use of menu_1025_768.ini or any other tool is expressly forbidden. Second, your radio log is not to regulation dimensions and is improperly formatted. It also partially blocks the view of the pretty boats. You are not to alter your equipment without previous permission. You put yourself, your crew and your boat at risk by abuse of these regulations and specifications. You also put yourself at risk for charges and courts-martial procedures. I do know a good JAG... Point 3: your report is incomplete and lacks date, time and location parameters..." :har:

But seriously, that does almost look like a graphics glitch with your Silent Running and Underwater notification icons down by the bow wake of the closer DD - whichever it is... Had you shelled-out to Windows any? A Save, Exit, Re-Load can "fix" those issues. If you moved them there yourself, no biggie. Now, are you anywhere near a "shallows" area that the grouping maybe have traversed when you were roughly 8-10 nautical miles from them? ie: After spawning (radar or sonar detection), but just prior to rendering (visual detection)? If a group renders while going through a "shallows", they can "bounce" like that. Or, if one of the ships has a bad configuration, that can be very "contagious" and affect both ships. So give us location and date, and we'll track those bad boys down, and put some bad (er - good) text editing on them and their grouping! :salute:

KaleunMarco
03-06-21, 08:18 PM
Perhaps they used all their depth charges on you, so lightened their load.. :har::arrgh!:

lol. have you been spying on me? yes, these bastages inflicted damage on us for the first time in a long while...but how did you know that?:wah:
methinks something foul is afoot.:06:

KaleunMarco
03-06-21, 08:20 PM
I do know a good JAG.

yeah, i'll bet you do.:har:

Berserker
03-06-21, 08:22 PM
I have tried fortus several times and never survive very long..I need to know the crush depth of the American subs in order to continue..Any help??:hmmm:

KaleunMarco
03-06-21, 08:32 PM
But seriously, that does almost look like a graphics glitch with your Silent Running and Underwater notification icons down by the bow wake of the closer DD - whichever it is... Had you shelled-out to Windows any? A Save, Exit, Re-Load can "fix" those issues. If you moved them there yourself, no biggie.
that is purposeful.
i expand the orders box and move to where you see it every time.
i also move the icon tray to sit on top of the orders.
i do that so that my eyes have to focus on only one area to get all of that info.
think of it as acting like a HUD.

Now, are you anywhere near a "shallows" area that the grouping maybe have traversed when you were roughly 8-10 nautical miles from them? ie: After spawning (radar or sonar detection), but just prior to rendering (visual detection)? If a group renders while going through a "shallows", they can "bounce" like that. Or, if one of the ships has a bad configuration, that can be very "contagious" and affect both ships. So give us location and date, and we'll track those bad boys down, and put some bad (er - good) text editing on them and their grouping! :salute:
no, this battle took place in the middle of Nowhere. no shallows to spawn in.
location, date, time.....October 19, 1944, 1130-ish, Somewhere in the East China Sea. if you asked me for a SWAG, it would be that this TF is 44b_Jap_TaskForce_002.

i think this is a ship config issue, but that is only my opinion. i have that opinion because you can see most of their screws and rudder. she should sit lower in the water. IMHO

KaleunMarco
03-06-21, 08:35 PM
I have tried fortus several times and never survive very long..I need to know the crush depth of the American subs in order to continue..Any help??:hmmm:

look into the Subname.zon file. it is one of the last parameters.
this is where it all happens.
Remember: the measurements are in meters.
https://i.ibb.co/PZ026hx/Picture0068.jpg

propbeanie
03-06-21, 09:11 PM
The S-Boats are "tested" for 200 feet, but dependent upon damage, might not make it to PD, so the damage sustained will change these figures, but:
S-18 - 115.0m = roughly 377.3 feet * Test Depth= 200 feet
S-42 - a clone, same as S-18
Narwhal - 165.0m = 541.3 feet * Test Depth= 300 feet
Porpoise - 167.0m = 547.9 feet * Test Depth= 250 feet
Salmon - 176.7m = rougly 579.7 feet * Test Depth= 250 feet
Sargo - 178.7m = roughly 586.2 * Test Depth= 250 feet
Tambor - 180.0m = 590.5 feet * Test Depth= 250 feet
Gar - clone of Tambor, same
Gato - 185.0m = 606.9 feet * Test Depth= 300 feet (some sources say 350)
Balao - 250.0m = 820.2 feet * Test Depth= 400 feet
Tench - 280.0m = 918.6 feet * Test Depth= 400 feet (some sources say 600)
The crush depth info is found in the zon files for the subs. The cfg file is ~supposed~ to match, but not all of them do. The "test depth" is from online, and subject to the usual internet warnings about "accuracy". Also, final caveate: no two boats are exactly alike.YMMV - Note that while "Test Depths" might increase in real life, the crush depths go down, the older the boat is, and allows less leeway.

Now, all that said - just remember that you do not have to exceed the crush (crash) depths above to sustain damage. There is a "speed" with which you incur damage, and a set amount of hit points for going beyond, but you might start taking damage above that crush depth, boat & speed dependent. You can usually figure twice the test depth is how deep a new US sub could generally safely go. Note that the Tench in the game is not like that. As previously mentioned, just a small amount of hull damage can adversely effect the survivability of your submarine beneath the surface, just as in real life. It is difficult to know when you have exceeded that "line", until you dive and then die... as you apparently already know. :salute:

Edit: Again, I are too slow!!! lol
2nd Edit: Forgot to mention, that successfully diving to the actual listed crush depth does "damage" your boat, and subsequent dives are not able to go as deep, until you get back to home port, and "repairs" are made. Just like in the SeaTrial missions, which came from TMO, if you take your boat down until you see signs of failure in the conn, and do not immediately come back and FAST... you might just sink right there. Also, any further diving is a risk to just get down to test depth now. Once you go back in from patrol though, that "damage" is repaired and your boat should be good to go once again.

propbeanie
03-06-21, 09:45 PM
... COLOR="sandybrown"]no, this battle took place in the middle of Nowhere. no shallows to spawn in.
location, date, time.....October 19, 1944, 1130-ish, Somewhere in the East China Sea. if you asked me for a SWAG, it would be that this TF is 44b_Jap_TaskForce_002.[/COLOR]

i think this is a ship config issue, but that is only my opinion. i have that opinion because you can see most of their screws and rudder. she should sit lower in the water. IMHO
Depending upon where you are in the ECS, it could be one of several groups, but not limited to Task Forces. Were these definitely part of a Task Force group, running as escorts? I ask because the Matsu, as a 2nd class destroyer (a DE) has very slim odds of being attached to a Taffy, while the Otori, being a torpedo boat, would never be attached. However, there is a sub hunter group that runs in the northern ECS, and is almost definitely assigned these boats regularly. Also, a Troop movement might have them, though again lower odds, or a convoy, with higher odds. There are "light" movements in the mod also, to simulate DD transiting to meet a group to provide escort, though those and the sub hunters are few and far between. There is also the possibility of two or more groups meeting each other, and the escorts of one mingling with the others. The difficult part is that most ships are RGG "GENERIC" calls. Definitely a configuration issue, but from what? Both are fine in their sea folders... can you get an approximate lat / long location? :salute:

KaleunMarco
03-07-21, 12:34 PM
The difficult part is that most ships are RGG "GENERIC" calls. Definitely a configuration issue, but from what? Both are fine in their sea folders... can you get an approximate lat / long location? :salute:

ok, i was incorrect in my SWAG but, in my defense, it was a SWAG.
Clearly, this is a "convoy" because the three escorted ships are Kasagisan Cargo ships. the Date time is October 16, 1944 at approx 1730 local time.

the contact was a Large Group east of Patrol Zone 11-C.
https://i.ibb.co/XXT0hXK/SH4-Img-2021-03-07-11-21-52-720.png

the escort leader is the Matsu. The Otori is at the opposite end of the convoy, heading due East in the screenshot. the other two escorts in this group are a CH-class and a Corvette Subchaser. One of them might be riding a bit high also.

https://i.ibb.co/mRSyMKF/SH4-Img-2021-03-07-11-22-25-230.png
https://i.ibb.co/F0RzzsD/SH4-Img-2021-03-07-11-22-31-250.png
https://i.ibb.co/QNvz8hd/SH4-Img-2021-03-07-11-22-41-450.png

Macgregor the Hammer
03-07-21, 01:02 PM
Looking at the numerous images that have been posted, has funnel smoke density and visibility been improved in 1.39? Sure looks like it!

propbeanie
03-07-21, 03:23 PM
... Clearly, this is a "convoy" because the three escorted ships are Kasagisan Cargo ships. the Date time is October 16, 1944 at approx 1730 local time.

the contact was a Large Group east of Patrol Zone 11-C.
https://i.ibb.co/XXT0hXK/SH4-Img-2021-03-07-11-21-52-720.png

the escort leader is the Matsu. The Otori is at the opposite end of the convoy, heading due East in the screenshot. the other two escorts in this group are a CH-class and a Corvette Subchaser. One of them might be riding a bit high also.

[pic]
[pic]
[pic]
OK, I have found only one "single-file" group, and it only uses DE... I have found a group that is listed as a by-twos grouping, that has the required escort possibilities, so maybe the game takes a 3-ship group and does them single-file, no matter what?? dunno. Anyway, I am going on that assumption for now. The group spacing looks fine, so I am double-triple-plus-checking its routing and ~ALL~ ships that could participate in the grouping. I do know that some of them have been found to be "problem children", so it could well be that. It might also be that the group you see, was crossing paths with another group going the opposite way at the render distance, which is also tough to say... but I do not immediately see anything incorrectly set. One last question though, if you zoom way in on that group, what is the spacing of the Kasagisans? They should 800+ meters apart.


Looking at the numerous images that have been posted, has funnel smoke density and visibility been improved in 1.39? Sure looks like it!
No, we haven't changed any, and don't plan on it. It should not be easy (usually) to see smoke on the horizon. It should be something you have to look for. I do wish the game's watch crew's were able to report smoke better, but alas, the game AI is what it is... They usually don't even report the masts. Someone did tweak the watch crew for a mod that could get really close to that, but then they could see through islands and fog also...

Each ship can be slightly different, due to ship speed, but as well as by what they burn, of course. I have seen smoke on the horizon many times in the mod, but it is usually either a single coal-burner, or a grouping of oil burners. I seldom see warships that way, but usually have to wait on the masts, which generally come after the sonar contact...

KaleunMarco
03-07-21, 04:46 PM
OK, I have found only one "single-file" group, and it only uses DE... I have found a group that is listed as a by-twos grouping, that has the required escort possibilities, so maybe the game takes a 3-ship group and does them single-file, no matter what?? dunno. Anyway, I am going on that assumption for now. The group spacing looks fine, so I am double-triple-plus-checking its routing and ~ALL~ ships that could participate in the grouping. I do know that some of them have been found to be "problem children", so it could well be that. It might also be that the group you see, was crossing paths with another group going the opposite way at the render distance, which is also tough to say... but I do not immediately see anything incorrectly set. One last question though, if you zoom way in on that group, what is the spacing of the Kasagisans? They should 800+ meters apart.

using the Ruler on the NavMap:

Between the first AKA and the second is approx 600m.
Between the second and third is closer to 550m.


I believe it is this convoy (and i think you and i agree).
i also suspect (as you do) that if a convoy is defined as a two-column convoy but has only three ships, it spawns to a single-file.

https://i.ibb.co/PcZZfs5/Picture0069.jpg

propbeanie
03-07-21, 04:54 PM
... and that would be another potential cause of the bad spawn... the group cannot "breathe", and they're trying to avoid each other... though my suspect group is spaced at over 800m :hmmm: - we have seen this quite a bit throughout all of SH4, where a group, no matter how it is arranged, each vessel attempts to get to the waypoint location, and they gradually close together... like ignoring dates, the game does ignore spacings...

Mios 4Me
03-07-21, 06:26 PM
Guys, as propbeanie has stated previous in this thread, all the CTD issues with aircraft have now been fixed, I have personally tested and watched every axis aircraft doing an attack run on several trawlers i usd as targets, very interesting to watch.

Must have missed that earlier, sorry. Just logged in to report a CTD with an identified plane at last, a Jill; happy to see it's already addressed.

Mad Mardigan
03-07-21, 07:56 PM
... and that would be another potential cause of the bad spawn... the group cannot "breathe", and they're trying to avoid each other... though my suspect group is spaced at over 800m :hmmm: - we have seen this quite a bit throughout all of SH4, where a group, no matter how it is arranged, each vessel attempts to get to the waypoint location, and they gradually close together... like ignoring dates, the game does ignore spacings...

Ahoy, propbeanie, ol' chap...:Kaleun_Cheers:

Have some info to add to this discussion between you & KaleunMarco.. though, I 'WILL' point out, it does involve another group.

A task force, by the tagging associated with the contact I ran across... :yep:

Made it from Brisbane, to My original objective I got, prior to leaving base. Go to assigned point & await further orders. Which I did, got orders via radio to patrol area & sink any targets found. Which after 4 days, I think it was, maybe up to a week.. will have to reverify on that. Ran across 2 targets, sank both.. & completed objective.

After that, & having sank a few targets en route... decided to hot foot it back to base & end patrol. (Am wondering, if it is possible to put in for a trans from Brisbane back to Freemantle... hmm.. :hmmm: as with being based there, it don't take near as long to reach areas around the Philippines, as it does out of Brisbane...)

Any way, am roughly East of Taiwan as it is now known by... roughly 500 maybe 600 nm's in deep water... when I ran into that task force...

As best as I can determine, this sucker is big. 3 BB's (Ise, Kongo & can't recall the 3rd), 2 cruisers no idea on exact type other than heavy i am guessing. I sank 1 in 1 of My attacks on the Kongo BB.. 1 or 2 torps may have sunk that 1. 2, maybe 3 CV's... 1 looks like it may be a front line carrier, 1 light carrier (Ry something.. ) & 3rd, no clear ID on. Interesting thing was, that last 1 I believe, tangled with a DD or DE... no idea as it got left way back behind the rest of the group. 4 (rough guess, may have been 6 or 8..) of some merchie's.. @ least 2 were the same kind.. but can't recall their names right off... & @ least 8 escorts of DD/DE classing... no ID's on them.. was fun trying to recall all of that off the top of My head... :yep: :D

1 thing I noted... the escorts were milling about looking for Me.. merchie's were trying to flee.. yet, the cruisers & 1 BB went to a dead stop.. 1 BB kept moving but at a reduced speed... it went past Me slowly, after I sent off My spread of torps at the Kongo.

I may.. MAY be lucky enough to run into them again.. not sure. I did do a save, just prior to getting the radar contact report on that task force... & if it is scripted to pass through there at that point in time & all.. then the odds are good.

If I do, will see of taking exact locality markers, so as to pin point it down further... as well as the date as well.

What got Me to thinking on this encounter.. was what you said of spacing & such in your last post. That I quoted here... :shucks:

End Report...

M. M.

:Kaleun_Salute:

Comder
03-08-21, 02:08 AM
Good Day Gentlemen,
I have a question for you all. I am testing the Normandy in campaign mode.
as I was hunting around the Luzon Straits, I thought about it. The question is,
does FOTRSU have the Ghost ship still spawn at times? I have only seem to run across it in the stock mode. That was using the Typhoon class. I am just wondering.


Also to note. I have done 9 parts of the fist campaign out of Pearl Harbor.
I have been using the Normandy-Titan. So far with V1.39 not CTD. Even the menus are selected and swap with no shutters. 1.26p did not like any mod subs. Would shutter and delay between menus. also CTD a lot. I am not sure
how much were the subs, but If I switched over to a normal sub. The game did less of the problems.


So again great Mod Gentlemen. :Kaleun_Thumbs_Up:Sorry for the long winded post




Thank You


Comder

Mios 4Me
03-10-21, 12:06 AM
Remnants of sunken Whale Factory burning at Takanabe on 7/5/45 @ 0030.

Spotted four merchants heading SSE 100m off the beach 137 km @ 202 degrees from Kagoshima on 7/6/45 @ 0017. Detected no escort until passing the small NW head of the island where we were taken under fire by a trapped Momi. Submerged and continued after the convoy. DD then went into emergency reverse, running his stern high aground and exploding.

Not sure that last is not more interesting being left as is.

USS Balao, ex-Saipan, assigned to patrol just WSW of the island above.

Mad Mardigan
03-10-21, 04:42 AM
... and that would be another potential cause of the bad spawn... the group cannot "breathe", and they're trying to avoid each other... though my suspect group is spaced at over 800m :hmmm: - we have seen this quite a bit throughout all of SH4, where a group, no matter how it is arranged, each vessel attempts to get to the waypoint location, and they gradually close together... like ignoring dates, the game does ignore spacings...

Ahoy, propbeanie...:Kaleun_Cheers:

Ok, following up on My post #2858

The reported group, consisting of a Task Force, as roughly outlined in said referenced post, was run into on or around in game date: 20/03/43 @ Long 126 52 E by Lat 22 58 N.

As outlined in My initial report on them... Was able to rerun into them.. can only assume, that somehow I either ran into a scripted battlegroup... or somehow in saving, just prior to getting a radar report of them... managed to 'lock' them in to that save... dunno which, but...

As reported previously... upon attack, 1/2 of the group, came to a dead stop, 25% of group, made to continue on to make a run for it... mostly merchies, from what I could tell of.. the remaining 25% comprised of the escorts (DD/DE's... milled about making an effort to locate Me. I managed to avoid most of them, did have 1 string of depth charges being dropped nearby.. an took some relatively minor slap & tickle damage... nothing that lit up red in the damage assessment section.

Last run in, before I had a brown out, ruin the 1st attempt to attack per radio orders after sending in a contact report...I managed to put the Kongo in the group, in the hurt locker... sunk a Takao cruiser.... an damaged a escort.. bad enough its props were gone.

This go around, managed to damage the bow of the Kongo... (1 out of 4 torps, hit...) Sank the Takao cruiser (yet again... yay Me.. :D) & sunk an escort instead of leaving it DitW... as it is now... managed to evade being located & have given them the slip. As it is, saved after surfacing, upon clearing the baffles & ensuring no enemy was nearby.. air or surface wise.

Am making for base.. & sinking anything else.. is going to be dependent on 1 'Cutie' torp.. an what I got in the stores of deck gun ammo only. All I can say is...

Wish Me luck.. I got a long way to go & a short time to get there... I'm east bound, loaded up (on air) & truckin'.. just watch ol' bandit run... :haha:

end report...

M. M.

:Kaleun_Salute:

propbeanie
03-12-21, 12:03 PM
Remnants of sunken Whale Factory burning at Takanabe on 7/5/45 @ 0030.

Spotted four merchants heading SSE 100m off the beach 137 km @ 202 degrees from Kagoshima on 7/6/45 @ 0017. Detected no escort until passing the small NW head of the island where we were taken under fire by a trapped Momi. Submerged and continued after the convoy. DD then went into emergency reverse, running his stern high aground and exploding.

Not sure that last is not more interesting being left as is.

USS Balao, ex-Saipan, assigned to patrol just WSW of the island above.
Found the culprit... some of the "angular" docks are problematic at best for placing the ships, so rather than waste time noodling and fiddling about with the difference between 91.337862 versus 90,998123 degrees for placement, the ship has been moved to a "straight" portion of the dock, set to 270.000000 degrees... lol - if it drifts into the dock still, we'll tack it up to an accident, or if the spring of 1942, Jimmie Doolittle, and in 1945, US carrier strikes or maybe Fluckey was at work... In between? why, weather, of course... :roll:


... The reported group, consisting of a Task Force, as roughly outlined in said referenced post, was run into on or around in game date: 20/03/43 @ Long 126 52 E by Lat 22 58 N.

As outlined in My initial report on them... Was able to rerun into them.. can only assume, that somehow I either ran into a scripted battlegroup... or somehow in saving, just prior to getting a radar report of them... managed to 'lock' them in to that save... dunno which, but...

As reported previously... upon attack, 1/2 of the group, came to a dead stop, 25% of group, made to continue on to make a run for it... mostly merchies, from what I could tell of.. the remaining 25% comprised of the escorts (DD/DE's... milled about making an effort to locate Me. I managed to avoid most of them, did have 1 string of depth charges being dropped nearby.. an took some relatively minor slap & tickle damage... nothing that lit up red in the damage assessment section.

Last run in, before I had a brown out, ruin the 1st attempt to attack per radio orders after sending in a contact report...I managed to put the Kongo in the group, in the hurt locker... sunk a Takao cruiser.... an damaged a escort.. bad enough its props were gone.

This go around, managed to damage the bow of the Kongo... (1 out of 4 torps, hit...) Sank the Takao cruiser (yet again... yay Me.. :D) & sunk an escort instead of leaving it DitW... as it is now... managed to evade being located & have given them the slip. As it is, saved after surfacing, upon clearing the baffles & ensuring no enemy was nearby.. air or surface wise...
Copy that!

Little side note: We have made it through the Flotillas and PatrolObjectives files, found more issues (surprise surprise surprise)
https://www.youtube.com/watch?v=2TnkJ8_BmSI

... and still have a few more corrections to make there. If life does not get in the way, we should be able to finalize the files this weekend, given we don't find anymore surprises. Some of the finds are "historic", and after FotRSU, we might build a collection for Webster... :salute:

william"hawkeye"
03-12-21, 12:18 PM
I can't seem to download anything off of Subsim directly for whatever reason. is there another website that I can download this mod from?:Kaleun_Salute:

propbeanie
03-12-21, 12:23 PM
No, no other site. Read at the top of the download page though:

"If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser.

Try whitelisting www.subsim.com in your ad-blocker extension, or switching to Microsoft Edge browser or Firefox to complete the download. Thanks."

That is the most likely reason. Change browsers, or "whitelist" this site in your current browser. :salute:

Moonlight
03-12-21, 12:27 PM
There's nothing wrong with the download section, try the tips below, if still no joy PM Onkel Neal.

If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser.

Try whitelisting www.subsim.com in your ad-blocker extension, or switching to Microsoft Edge browser or Firefox to complete the download. Thanks.

Edit
Bah!, that old man beat me to it. :haha:

KaleunMarco
03-12-21, 12:39 PM
I can't seem to download anything off of Subsim directly for whatever reason. is there another website that I can download this mod from?:Kaleun_Salute:

and....another alternative is to d/l the Opera browser and use it.
Opera is very similar to Chrome without the tracking baggage of Chrome...and of course, no issue with d/l from Subsim.
i made the change a few months ago when i encountered the same difficulty as you.

3catcircus
03-12-21, 01:10 PM
I'm using Brave Browser on my phone and can download with no problem. On my desktop, firefox also works

Macgregor the Hammer
03-12-21, 01:47 PM
I'm using Brave Browser on my phone and can download with no problem. On my desktop, firefox also works

There's yet another very light weight browser out called Midori. I use it in Linux. It's ported for Windose. No frills, very low overhead and very little tracking. It's excellent for downloading. I do wish Subsim had an FTP site. That really streamline D/L's!

Mad Mardigan
03-12-21, 02:45 PM
Found the culprit... some of the "angular" docks are problematic at best for placing the ships, so rather than waste time noodling and fiddling about with the difference between 91.337862 versus 90,998123 degrees for placement, the ship has been moved to a "straight" portion of the dock, set to 270.000000 degrees... lol - if it drifts into the dock still, we'll tack it up to an accident, or if the spring of 1942, Jimmie Doolittle, and in 1945, US carrier strikes or maybe Fluckey was at work... In between? why, weather, of course... :roll:



Copy that!

Little side note: We have made it through the Flotillas and PatrolObjectives files, found more issues (surprise surprise surprise)
https://www.youtube.com/watch?v=2TnkJ8_BmSI

... and still have a few more corrections to make there. If life does not get in the way, we should be able to finalize the files this weekend, given we don't find anymore surprises. Some of the finds are "historic", and after FotRSU, we might build a collection for Webster... :salute:

Ahoy, propbeanie, ol' chap... Roger that.! :Kaleun_Salute: :Kaleun_Cheers:

1 side note... reloaded up the save, after giving the escorts the slip so as to make for home port... & I had the damage board lit up red... just about all the bow tubes damaged some & a pump, if I recall it right. nothing major, thankfully. No crew injuries or casualties, either... knock on wood. Put the damage crew to work on it & had everything ship shape in no time.

did make it known to another in the Dark Waters thread, that sometimes you can save with no reports of damages, only to load back up that save & have your damage control section screaming bloody murder about a crap ton of damages or, as in My case.. relatively minor damage reports... :yep:

This is a case of such being the case. :yep: :D

Any way.. am well on My way making for home port Brisbane.

Just out of curiosity, on return to Brisbane.. is it feasibly possible to put in for a transfer to Freemantle.? With being based there, is easier to get to the Philippines & the surrounding area quicker.. am hoping it is possible to do... :hmmm:

Have got some time, so I can hold off before making port to find out a definitive answer to that inquiry... :yep:

M. M.

:Kaleun_Salute:

KaleunMarco
03-12-21, 03:04 PM
Ahoy, propbeanie, ol' chap... Roger that.! :Kaleun_Salute: :Kaleun_Cheers:

1 side note... reloaded up the save, after giving the escorts the slip so as to make for home port... & I had the damage board lit up red... just about all the bow tubes damaged some & a pump, if I recall it right. nothing major, thankfully. No crew injuries or casualties, either... knock on wood. Put the damage crew to work on it & had everything ship shape in no time.

did make it known to another in the Dark Waters thread, that sometimes you can save with no reports of damages, only to load back up that save & have your damage control section screaming bloody murder about a crap ton of damages or, as in My case.. relatively minor damage reports... :yep:

This is a case of such being the case. :yep: :D

Any way.. am well on My way making for home port Brisbane.

Just out of curiosity, on return to Brisbane.. is it feasibly possible to put in for a transfer to Freemantle.? With being based there, is easier to get to the Philippines & the surrounding area quicker.. am hoping it is possible to do... :hmmm:

Have got some time, so I can hold off before making port to find out a definitive answer to that inquiry... :yep:

M. M.

:Kaleun_Salute:

probably.
possibly.
it depends on the boat you are driving.
early in the war, some boats are restricted to certain home bases.
in any case, you have to make port and dock before you can transfer to another eligible base.

Mad Mardigan
03-12-21, 03:21 PM
probably.
possibly.
it depends on the boat you are driving.
early in the war, some boats are restricted to certain home bases.
in any case, you have to make port and dock before you can transfer to another eligible base.

Gato... am gonna hold on to it for a while.. think Balao is the next sub up for offering, if I recall that info rightly.. with the Tench, after that... :hmmm:

Is close to mid '43 for Me now...

M. M.

KaleunMarco
03-12-21, 03:56 PM
Gato... am gonna hold on to it for a while.. think Balao is the next sub up for offering, if I recall that info rightly.. with the Tench, after that... :hmmm:

Is close to mid '43 for Me now...

M. M.

you should be able to transfer to the "Asiatic" squadron once you make port in Brisbane. my FOTRSU PC is unavailable at this time and so i cannot verify this but i think you will be able to transfer toFremantle/Perth in a Gato mid-43.

propbeanie
03-12-21, 09:24 PM
Ahoy, propbeanie, ol' chap... Roger that.! :Kaleun_Salute: :Kaleun_Cheers:

1 side note... reloaded up the save, after giving the escorts the slip so as to make for home port... & I had the damage board lit up red... just about all the bow tubes damaged some & a pump, if I recall it right. nothing major, thankfully. No crew injuries or casualties, either... knock on wood. Put the damage crew to work on it & had everything ship shape in no time.

did make it known to another in the Dark Waters thread, that sometimes you can save with no reports of damages, only to load back up that save & have your damage control section screaming bloody murder about a crap ton of damages or, as in My case.. relatively minor damage reports... :yep:

This is a case of such being the case. :yep: :D

Any way.. am well on My way making for home port Brisbane.

Just out of curiosity, on return to Brisbane.. is it feasibly possible to put in for a transfer to Freemantle.? With being based there, is easier to get to the Philippines & the surrounding area quicker.. am hoping it is possible to do... :hmmm:

Have got some time, so I can hold off before making port to find out a definitive answer to that inquiry... :yep:

M. M.

:Kaleun_Salute:

you should be able to transfer to the "Asiatic" squadron once you make port in Brisbane. my FOTRSU PC is unavailable at this time and so i cannot verify this but i think you will be able to transfer toFremantle/Perth in a Gato mid-43.
I also do not have v1.39 available on this computer, but I just so happen to have my mitts on the next iteration of the mod, which has minimal boat date changes, and the Gato is indeed available at Fremantle from July 1942 to the end, so a transfer there should be possible.

As to issues when loading a Saved game - it can get rather wonky when reloading a Save, especially if you have been listening to the shortwave radio and / or been into or near an anti-submarine net and / or taken damage and / or recently fired your deck gun or shot a torpedo. You can often have a cacophony of sounds going off on the re-load. The whole thing should square itself within a matter of a couple of minutes, but that is what the stock game does, so it has something to do with the "buffers" the game uses. I think it is related to the same thing as what happens when it re-sets the "clock" in the game, for damage sustained, but not yet repaired, in that the game will take you back to the moment it happened, instead of from where you were when Saving the game. The weather does the same thing. High Time Compression will compound all of that, which was one reason FotRSU was restricted to 1024x for a few versions. But then we thought, "we're not the TC police..." and put it up to 4096x again... No further though. If you want more, edit the files yourself. We are considering going back to 2048x, which is a good compromise... more later though. Fingers crossed for a good test period. :salute:

Mad Mardigan
03-13-21, 12:34 AM
you should be able to transfer to the "Asiatic" squadron once you make port in Brisbane. my FOTRSU PC is unavailable at this time and so i cannot verify this but i think you will be able to transfer toFremantle/Perth in a Gato mid-43.

I also do not have v1.39 available on this computer, but I just so happen to have my mitts on the next iteration of the mod, which has minimal boat date changes, and the Gato is indeed available at Fremantle from July 1942 to the end, so a transfer there should be possible.

Ahoy, KaleunMarco... propbeanie... :Kaleun_Cheers:

Made port & after getting into the office, went to see of doing a Transfer... & No dice.! There was a Transfer Option, but it weren't Freemantle on the options menu for Transfers.

T'was only Pearl or bust.! only...

Which, was not something I'd want to do... I already left Pearl so as to be closer to the front... I don't want to do the 2 steps back shuffle off to Buffalo dance routine... :o

Am off on patrol 9, & will see of doing that patrol and check to see if Freemantle comes up as an option for a transfer when I get back into port once more.

Midway & Tulagi, were in the page, but were non clickable... which, as I understand it.. I'd maybe want to avoid a trans to Tulagi...

Just to be clear, Pearl, Midway, Freemantle, Brisbane.. I know of, are safe trans points... any others I can add to that list, propbeanie..??? :hmmm:

M. M.

:Kaleun_Salute:

propbeanie
03-13-21, 11:24 AM
I am at the other computer, and in v1.39, Fremantle has the Gato on 1st July, 1943. So either I mis-read the year on the other computer yesterday, or it was changed from the next version... either way, a sign of oldmanitis... :roll: - If a choice is on the list after clicking on the phone, after you click on the name, it should "bold" and show focus for a possible transfer. Were you not able to click on the bases showing on the list? There are certain timeframes where it is indeed possible to thread yourself through the Advance Bases with some of the boats, but it is a rather complicated spiderweb, with landmines liberally planted throughout, so it is best to not attempt, unless you spreadsheet the flotillas, and make a plan prior to your first move. We are attempting to have said documentation with this next release, so that a person can decide beforehand how "historical" they want to be. Some of the Advance Bases will transfer their boats, others won't, and most of the "normal" bases will not transfer automatically either, leaving the player's options open, hopefully. No one wants to transfer to a dead-end location, nor have a CTD absolutely ruin their immersion... :roll:

Mad Mardigan
03-13-21, 01:01 PM
I am at the other computer, and in v1.39, Fremantle has the Gato on 1st July, 1943. So either I mis-read the year on the other computer yesterday, or it was changed from the next version... either way, a sign of oldmanitis... :roll: - If a choice is on the list after clicking on the phone, after you click on the name, it should "bold" and show focus for a possible transfer. Were you not able to click on the bases showing on the list? There are certain timeframes where it is indeed possible to thread yourself through the Advance Bases with some of the boats, but it is a rather complicated spiderweb, with landmines liberally planted throughout, so it is best to not attempt, unless you spreadsheet the flotillas, and make a plan prior to your first move. We are attempting to have said documentation with this next release, so that a person can decide beforehand how "historical" they want to be. Some of the Advance Bases will transfer their boats, others won't, and most of the "normal" bases will not transfer automatically either, leaving the player's options open, hopefully. No one wants to transfer to a dead-end location, nor have a CTD absolutely ruin their immersion... :roll:

Ahoy, propbeanie..:Kaleun_Cheers:

Ok, so Freemantle is a viable option to transfer to in a Gato... just NOT until July.. if I am understanding that correctly...:hmmm: If that is correct, then I got a wee bit of a wait, then. Is like April, right now of '43, in game. I count mid year being the middle 4 months.

When I clicked on the phone when I was in base (before heading out on My 9th patrol.. :yep:) the ONLY locality, that was open to do a Transfer to, was Pearl. It was noticeably clickable. Midway & Tulagi, were not, were duller & not noticeable as to being able to be selected.. at all. Could see them but no indication that I could click on them to select doing a transfer there...

At this rate, am going to hold on to the Gato... for a good while, & just bide the time til I can then see of doing a transit back to Freemantle as My base...

Will see of maybe taking a Balao as a new boat, in early on '44... that is, if I don't get blasted to kingdom come in the meantime... or I get the heave ho by Command, to a desk job or training post... or drummed out due to PTSD... :haha: :D

M. M.

:Kaleun_Salute:

p.s

Will look forward to that documentation, so as to be able to historically plot out base transfers & hopefully the snafu's being squashed... not causing issues like was faced by... (dang, know who it was, just can't recall the name.. but any who..) with the Tulagi> forward base from there incident.. confirmed by Me & KaleunMarco...

3catcircus
03-14-21, 12:14 PM
Couple of questions - I'm not all that familiar with FotRSU's specific modifications.

Wondering if the SCAF mod is incorporated (or needed) or if the OTC mod could be incorporated (or needed).

propbeanie
03-14-21, 02:00 PM
SCAF was basically a pre-cursor to OTC, with OTC being a full-blown fix for accurate targeting. What FotRSU does have though, is all of CapnScurvy's optics from OTC, so what you see on the bridge, in the binoculars and in the periscopes, are all relatively accurate renderings of what you should see. They are all "balanced", in other words, such that they will look the same at 1000 yards in any view you might choose. Compare his imaging in the OTC release thread for the mod (https://www.subsim.com/radioroom/showthread.php?p=1615889#post1615889) with what FotRSU has, and you will see that he brought all of that into FotRSU. It was going to be in his "Day of Infamy (https://www.subsim.com/radioroom/showthread.php?p=2314496#post2314496)" mod (a lot of his pix are lost to PhotoBucket), but brought all of that with him when he joined the team, including the Kamikaze and Okha suicide bombers that a player can be rudely introduced to in late 1944 if you are not careful from Luzon Straits on north, or anywhere near an airbase. We keep hoping that CapnScurvy will one day take a "short" break from his automobile restoration project (maybe when it gets too hot outside this summer hint-hint) and make an FotRSU-compatible OTC, and maybe even an in-between mod with at least his range input wheel and ship length added to the RecMan, but that for now, is his baby. There are too many aspects of the mod yet to do that are "basic" for what the vision for this mod originally was, to attempt to make an FotRSU version of his mod, even if we did have his permission, which I'm certain he would grant. For now though, we're thankful for what we do have of CapnScurvy's modifications, which just makes FotRSU that much more "Ultimate". :salute:

KaleunMarco
03-14-21, 02:09 PM
this is a narrative and not a criticism.

November 1944. We shoved off from Saipan just after Thanksgiving.
Sailed to the ECS to patrol.
while doing nothing in particular, we picked up a cargo ship being escorted by one DD/DE. we made decent speed and caught up to her from behind, manned the guns and blew her to kingdom-come.
as the escort began to come about, we pumped a few shells into her and bam, she went up like a Roman Candle. unfortunately, approx one second later, SH4 also blew up like a Roman Candle.
so frustrating.
:k_confused:

propbeanie
03-15-21, 02:11 AM
Did you ID the ships? :salute:

:Casper:
03-15-21, 10:37 AM
I can't seem to download anything off of Subsim directly for whatever reason. is there another website that I can download this mod from?:Kaleun_Salute:

Same here.. I turned adblock off and even tried with different browsers.
I haven't downloaded anything for a good few months so I couldn't have passed the limit.

Can someone please reup this mod to a reliable file host?

KaleunMarco
03-15-21, 05:25 PM
Did you ID the ships? :salute:

the AK was a Kasagissan.
the DD/DE blew up too quickly.:D

i do NOT think this is a release issue.
as i indicated in my post, it was a narrative and not a criticism.

propbeanie
03-15-21, 06:07 PM
Same here.. I turned adblock off and even tried with different browsers.
I haven't downloaded anything for a good few months so I couldn't have passed the limit.

Can someone please reup this mod to a reliable file host?
It is on a reliable file host. "Security" in the 'modern' computing environment has gotten downright difficult, which is the most likely reason for the change at SubSim - but I don't know for certain. You could PM a mod... I have tried Vivaldi, which is my regular browser, and I had to "whitelist" subsim dot com. I tried Chrome, and I had to whitelist subsim dot com. I tried Opera, I did not have to whitelist (all 3 are built on the same "engine")... I tried IE, and I had to whitelist, but Edge, I did not... go figure. Turning off ad-block is not enough.


the AK was a Kasagissan.
the DD/DE blew up too quickly.:D

i do NOT think this is a release issue.
as i indicated in my post, it was a narrative and not a criticism.
Copy that. Just wanted to make certain about the "fixes" that have been completed for the ships and planes. :salute:

Mad Mardigan
03-15-21, 06:24 PM
It is on a reliable file host. "Security" in the 'modern' computing environment has gotten downright difficult, which is the most likely reason for the change at SubSim - but I don't know for certain. You could PM a mod... I have tried Vivaldi, which is my regular browser, and I had to "whitelist" subsim dot com. I tried Chrome, and I had to whitelist subsim dot com. I tried Opera, I did not have to whitelist (all 3 are built on the same "engine")... I tried IE, and I had to whitelist, but Edge, I did not... go figure. Turning off ad-block is not enough.



Copy that. Just wanted to make certain about the "fixes" that have been completed for the ships and planes. :salute:

Ahoy, propbeanie... :Kaleun_Cheers:

On patrol 9, and came across an interesting thing... :hmmm:

Ran into a 3 merchie grouping & was the lead ship that drew My interest in an unusual thing with it.

Did NOT notice this about it, until it was sunk & the event pop up window showed up..

In the midst of it sinking, what caught My attention to it, was the prop.

It sank bow down & arse end up.. in doing so, I noted that the prop was all into the rudder & the shaft did NOT meet up with the base of the ship where it would exit out the back. To say that is strange, is well off that beaten path...

Just wanted to inform y'all about it so it can be looked at & see of correcting it.

Ship in question is 1 of s7rikeback's babies in the Nippon Maru category.

Namely, Nittoku Maru

Thus far, it is the only weird thing of them, that I have ran into so far... :yep:

End report...

M. M.

:Kaleun_Salute:

:Casper:
03-15-21, 06:43 PM
It is on a reliable file host. "Security" in the 'modern' computing environment has gotten downright difficult, which is the most likely reason for the change at SubSim - but I don't know for certain. You could PM a mod... I have tried Vivaldi, which is my regular browser, and I had to "whitelist" subsim dot com. I tried Chrome, and I had to whitelist subsim dot com. I tried Opera, I did not have to whitelist (all 3 are built on the same "engine")... I tried IE, and I had to whitelist, but Edge, I did not... go figure. Turning off ad-block is not enough.

Hmm.. I tried again after a few hours later and now it worked. I literally changed nothing :hmmm:

KaleunMarco
03-15-21, 07:29 PM
Hmm.. I tried again after a few hours later and now it worked. I literally changed nothing :hmmm:

welcome to 21st century computing...courtesy of Microsoft and Google et.al.

glad it worked out for you in the end.
:Kaleun_Applaud:

KaleunMarco
03-15-21, 09:27 PM
At the end of a long patrol, we were hit with the Phantom Damage gremlin again.
We had a capital ship all lined up with our last two torpedoes.
Up scope, lock the data from the scope to the torpedo.
Fire 5. Torpedo tube damaged.
Tube 6 also.
Prior to this time, we took no damage. no one fired a shot at us.
So, when and where did tubes 5 & 6 take damage, along with the sound head?
Very frustrating.
https://i.ibb.co/pK7SBy8/SH4-Img-2021-03-15-20-53-41-688.png

Comder
03-15-21, 10:17 PM
Good Day Gentlemen,
I have started my second patrol. I did not think about this before starting the patrol. I would like to know can I install Nippon Maru_Public_Beta_v1_ (https://www.subsim.com/radioroom/showthread.php?p=2715764#post2715764)

even though I started a patrol and saved? or do I need to wait till I have completed the 2nd patrol?


Thank you


Comder

propbeanie
03-15-21, 11:14 PM
... In the midst of it sinking, what caught My attention to it, was the prop.

It sank bow down & arse end up.. in doing so, I noted that the prop was all into the rudder & the shaft did NOT meet up with the base of the ship where it would exit out the back. To say that is strange, is well off that beaten path...

Just wanted to inform y'all about it so it can be looked at & see of correcting it.

Ship in question is 1 of s7rikeback's babies in the Nippon Maru category.

Namely, Nittoku Maru...
Well, we can't blame him exactly, since that ship is the NKMSS_WarMelody just renamed. But did it perchance look somewhat like this:

https://i.imgur.com/694Mtcz.jpg

Me-thinks we had best turn the shaft to the motorized portion that rotates in the interior, which belches oily smoke, and leave the green energy to the modern era. Of course, I'm not certain I have ever heard of "rudder drive", but there are some crazy ideas out there... You know what, let's do blame s7rikeback!... :har:

Hmm.. I tried again after a few hours later and now it worked. I literally changed nothing :hmmm:
Excellent! You weren't holding your thumbs in the proper configuration... :roll:

At the end of a long patrol, we were hit with the Phantom Damage gremlin again.
We had a capital ship all lined up with our last two torpedoes.
Up scope, lock the data from the scope to the torpedo.
Fire 5. Torpedo tube damaged.
Tube 6 also.
Prior to this time, we took no damage. no one fired a shot at us.
So, when and where did tubes 5 & 6 take damage, along with the sound head?
Very frustrating.
https://i.ibb.co/pK7SBy8/SH4-Img-2021-03-15-20-53-41-688.png
You didn't do what I did last night when sharing a screen with s7rikeback? I went to leave somewhere (been too many tests lately), and with my turn to avoid the bulwark (??) flair at the end of the dock, I turned too hard to port, and the stern gave the dock wall a slap instead... never did have good rudder the rest of the way, both 9 & 10 were out the whole trip. No bulkhead damage, no tube damage, no nothing showing, but it was there. It's almost like the devs were in the middle of building the damage model for the player's subs, and the company came in and said "pencils down! that's it! turn in your work! NOW!"... At least you do have something showing as damaged there. Mine did not... So some aspects of the rudders and dive planes, as well as the exterior doors, are not on the damage report. I don't care if they're repairable or not, just so long as I know they're damaged! Like you, nothing quite like slipping past the screen, sticking the scope up, ordering Fire Six!, only to be told "Uh, sir?... Uh, like uh, the "Fire" thingie won't work sir..."

Good Day Gentlemen,
I have started my second patrol. I did not think about this before starting the patrol. I would like to know can I install Nippon Maru_Public_Beta_v1_ (https://www.subsim.com/radioroom/showthread.php?p=2715764#post2715764)

even though I started a patrol and saved? or do I need to wait till I have completed the 2nd patrol?


Thank you
Definitely do not do it while on patrol. When you come back in, you can try it, but then do not load any previous Saves. You would be better to start a new career when you come back in, or just do a Save now, giving it a memorable name, then add the Nippon Maru, and do the Saves for it similarly, but appending an "NM" into the name, so you know it's a Nippon Maru Saved game... Save the other career for later... ?? - but you really should also clear the Save folder prior to starting the Nippon Maru career, since there are some important changes that might not get properly pulled in if you don't empty the folder...

KaleunMarco
03-15-21, 11:45 PM
You didn't do what I did last night when sharing a screen with s7rikeback? I went to leave somewhere (been too many tests lately), and with my turn to avoid the bulwark (??) flair at the end of the dock, I turned too hard to port, and the stern gave the dock wall a slap instead... never did have good rudder the rest of the way, both 9 & 10 were out the whole trip. No bulkhead damage, no tube damage, no nothing showing, but it was there. It's almost like the devs were in the middle of building the damage model for the player's subs, and the company came in and said "pencils down! that's it! turn in your work! NOW!"... At least you do have something showing as damaged there. Mine did not... So some aspects of the rudders and dive planes, as well as the exterior doors, are not on the damage report. I don't care if they're repairable or not, just so long as I know they're damaged! Like you, nothing quite like slipping past the screen, sticking the scope up, ordering Fire Six!, only to be told "Uh, sir?... Uh, like uh, the "Fire" thingie won't work sir..."


no, i did not.
it is well documented that i am a splendid ship handler.
there is no slapping of docks or piers when i am driving the boat.
this was the Phantom Damage Gremlin, and if i ever catch that little bastage.......:gulp::eek:

Mad Mardigan
03-15-21, 11:57 PM
Well, we can't blame him exactly, since that ship is the NKMSS_WarMelody just renamed. But did it perchance look somewhat like this:

https://i.imgur.com/694Mtcz.jpg

Me-thinks we had best turn the shaft to the motorized portion that rotates in the interior, which belches oily smoke, and leave the green energy to the modern era. Of course, I'm not certain I have ever heard of "rudder drive", but there are some crazy ideas out there... You know what, let's do blame s7rikeback!... :har:

Yeah, that would be it.. the exact look... not.. natural... *quoting Shiv Palpatine aka the Emperor*

M. M.

:Kaleun_Salute:

Mad Mardigan
03-16-21, 12:06 AM
Good Day Gentlemen,
I have started my second patrol. I did not think about this before starting the patrol. I would like to know can I install Nippon Maru_Public_Beta_v1_ (https://www.subsim.com/radioroom/showthread.php?p=2715764#post2715764)

even though I started a patrol and saved? or do I need to wait till I have completed the 2nd patrol?


Thank you


Comder


Yeah +1 with what propbeanie said.. is best to not be on patrol.

Since you're only what... 1 patrol out, is best to add the Nippon mod in, delete the save game folder & just restart out on patrol.

Of course, that does NOT include needing to restart a patrol when the new update for FotRS comes out... though... :hmmm: as no idea if that will be back compatible with game saves now with v1.39 of FotRS.

Don't recall if propbeanie did say if it would be or not.. as there have been a lot of posts lately... & I'm doing good right now, to even remember My own name most days... :o :haha: :D :)

M. M.

:Kaleun_Salute:

propbeanie
03-16-21, 11:08 AM
Yeah, that would be it.. the exact look... not.. natural... *quoting Shiv Palpatine aka the Emperor*

M. M.

:Kaleun_Salute:
The "fix" is in... I do wonder though, what they were thinking when it came to that stern section?... lots of "ripples" in the artwork... need to take it back to the body shop for some poly straightening... :roll:


Yeah +1 with what propbeanie said.. is best to not be on patrol.

Since you're only what... 1 patrol out, is best to add the Nippon mod in, delete the save game folder & just restart out on patrol.

Of course, that does NOT include needing to restart a patrol when the new update for FotRS comes out... though... :hmmm: as no idea if that will be back compatible with game saves now with v1.39 of FotRS.

Don't recall if propbeanie did say if it would be or not.. as there have been a lot of posts lately... & I'm doing good right now, to even remember My own name most days... :o :haha: :D :)
No, of necessity, not backwards compatible... unfortunately, there were too many egregious errors in the Flotillas.upc file. That alone does "compatibility" in. :oops: - plus there are other changes. First glances though, and vickers03's new officer's quarters mod looks mostly compatible, with just the loss of a few things. I'm still trying to "test" a gun upgrade though, but keep getting sunk by planes or running into docks... :roll: - We have also re-worked the US west coast bases for incorporation, for those wanting to get an "early" boat... but we are dropping the 3-mission Sea Trials for all but a few boats / locations, since due to game engine variations, you cannot depend upon being in-base for a set number of days, no matter what you do. It might be 17 days, it might 24. The game spits-out what it wants to do in that regard, even if the minimum is set to 24, you don't always get 24 days... ah well. :salute:

jldjs
03-16-21, 12:45 PM
After accepting new boat, Porpoise, in Surabaya, Feb '42, I had no deck gun.
Is this a known issue with v1.39?

https://www.subsim.com/radioroom/picture.php?pictureid=11863&albumid=1356&dl=1615917802&thumb=1

Mad Mardigan
03-16-21, 07:10 PM
After accepting new boat, Porpoise, in Surabaya, Feb '42, I had no deck gun.
Is this a known issue with v1.39?

https://www.subsim.com/radioroom/picture.php?pictureid=11863&albumid=1356&dl=1615917802&thumb=1

Yeaaahhh... do recall a couple of boats, ending up with no deck gun or crew slots & do recall there being a workaround for it.

Can't recall the exact post # for that, though.

Don't recall a Porpoise being 1 of those that ran into that, though... :hmmm:

Can go back about 5 to 10 pages back to take a look see for that post.. or wait & see of getting a response back here.

M. M.

:Kaleun_Salute:

KaleunMarco
03-16-21, 08:35 PM
Me-thinks we had best turn the shaft to the motorized portion that rotates in the interior, which belches oily smoke, and leave the green energy to the modern era. Of course, I'm not certain I have ever heard of "rudder drive", but there are some crazy ideas out there...

Firstly, i think you should leave the rudder-drive in place.
why should the Japanese wait for the Russians to invent rudder-drive and install it on the Red October.

Secondly prior to firstly, was she any quieter than the other normal propulsion ships?:har::har::har:

propbeanie
03-16-21, 09:01 PM
After accepting new boat, Porpoise, in Surabaya, Feb '42, I had no deck gun.
Is this a known issue with v1.39?

[pic]
You show Sargo to Porpoise in your "title caption" or whatever that is, for your posting? What were the circumstances of your upgrade to a Porpoise? What was the previous boat? Had you moved the gun on the previoius boat?

Yeaaahhh... do recall a couple of boats, ending up with no deck gun or crew slots & do recall there being a workaround for it...
It is actually in the Support / HowTo folder, "NewColetrainsAndOthersDGfix.pdf", in the 3rd section. There are also posts in the thread here, of which the 3rd section is from a posting, as are the other sections...

Firstly, i think you should leave the rudder-drive in place.
why should the Japanese wait for the Russians to invent rudder-drive and install it on the Red October.

Secondly prior to firstly, was she any quieter than the other normal propulsion ships?:har::har::har:
A study of the noise level was not started, therefore findings were never concluded... however, we do leave it to the Russians to now be the 2nd in obtaining the rudder-prop (or is it PropDer??) (Rudpeller?)... Anyway, maybe other nations have gotten in on the act also, since it was found that there were spies on the team that built the concept... Bernard (a true master of disguise) was the team's leader, as you can imagine... :roll:

jldjs
03-16-21, 09:21 PM
[QUOTE=propbeanie;2736881]You show Sargo to Porpoise in your "title caption" or whatever that is, for your posting? What were the circumstances of your upgrade to a Porpoise? What was the previous boat? Had you moved the gun on the previoius boat?

Started campaign on Sargo from Manila, completed a few patrols when home base switched to Surabaya. Returned to new home base, was offered the new boat, Porpoise, and saw no deck gun. The Sargo had an aft mounted 3” gun and no I did not move the gun. I reloaded from a Save just before docking at Surabaya, refused the upgrade and kept playing the campaign.

propbeanie
03-16-21, 11:41 PM
You should not be going from a Sargo to a Porpoise... that's a downgrade... All boats leave Surabaya at the same time with a base closure, not a transfer, so there should not be an issue with one boat leaving, and you get the last available boat in a different class... Did you have the usual "You have been selected for a new command" screen? Or did you get a "reprimand" kind of screen? Or anything at all?

Do JSGME, "Tasks..." "Export activated mods list to --->" and "Clipboard", then "paste" that info into your next post...

Had you emptied your Save folder prior to starting and FotRSU career? Thanks.

Mad Mardigan
03-16-21, 11:54 PM
Thought that was a little strange, getting a Porpoise as an upgrade from a Sargo...

:o

M. M.

:Kaleun_Salute:

Comder
03-17-21, 01:18 AM
Good Day Gentlemen,
thank you for your responses Propbeanie and Mad mardigan. I believe I shall just wait till the next release. This way I can put it all together at once. Thanks for the input :Kaleun_Thumbs_Up:



Comder

jldjs
03-17-21, 08:33 AM
You should not be going from a Sargo to a Porpoise... that's a downgrade... All boats leave Surabaya at the same time with a base closure, not a transfer, so there should not be an issue with one boat leaving, and you get the last available boat in a different class... Did you have the usual "You have been selected for a new command" screen? Or did you get a "reprimand" kind of screen? Or anything at all?

Do JSGME, "Tasks..." "Export activated mods list to --->" and "Clipboard", then "paste" that info into your next post...

Had you emptied your Save folder prior to starting and FotRSU career? Thanks.

Yeah, that's what I thought too, a Porpoise and no gun no less!
Yes I got the "You have been selected for a new command"
Yes cleared I cleared my Save folder, I created a new one because I wanted to try a start from Manilla in 1941 for a change.
Activated MODs
100_FalloftheRisingSun_UltimateEdition_v1.39_EN
901_Strategic_Map_Symbols
399_NoScrollNavMap
FOTRSU Position Keeper Tweak
SH4_original_4k_light_blue
Manual Range TDC
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
Webster's Better Air Patrols
JayMyKey
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.39_EN

The last mod was activated while in port at Surabaya at the start of the mission that completed and resulted in getting Porpoise boat.
The JayMyKey mod is the key mapping to my laptop keyboard.

propbeanie
03-17-21, 08:41 AM
I found it... in vicker's mod, the UpgradeClass for the Porpoise is 3, which is the old level, but the Sargo is 1, which is the new level... We'll square that away. There really are no upgrades though at Surabaya. If you're in a Sargo, that is the best they had there, and the only other boats were Pearl or San Francisco based.

To satisfy my curiosity, what are the "FOTRSU Position Keeper Tweak" and "Manual Range TDC" mods? :salute:

jldjs
03-17-21, 09:26 AM
I found it... in vicker's mod, the UpgradeClass for the Porpoise is 3, which is the old level, but the Sargo is 1, which is the new level... We'll square that away. There really are no upgrades though at Surabaya. If you're in a Sargo, that is the best they had there, and the only other boats were Pearl or San Francisco based.

To satisfy my curiosity, what are the "FOTRSU rotate Position Keeper Tweak" and "Manual Range TDC" mods? :salute:
Manually rotating the range dial on TDC and rotating target bearing when change the Angle on the Bow on TDC. They're my old copies of what's in the Extras MODs folder.

Good diagnoses of the problem :Kaleun_Salute:

Mad Mardigan
03-17-21, 10:36 AM
Good Day Gentlemen,
thank you for your responses Propbeanie and Mad Mardigan. I believe I shall just wait till the next release. This way I can put it all together at once. Thanks for the input :Kaleun_Thumbs_Up:



Comder

Ahoy, Comder... :Kaleun_Cheers:

No sweat... Glad the info helped. :shucks: :yep: :up:

M. M.

:Kaleun_Salute:

Mad Mardigan
03-17-21, 10:49 AM
Seem to remember being able to set up torps on the angle adjuster independently, rather than having to do each bloody torp manually before firing.. & having them stay with those settings on each independently. On that, also setting up salvo shots.. 1 good thing, despite not being able to any more in the fleet boats, is opening up all tubes & NOT having 1 you opened slamming shut as you go to the next tube.. Would be nice if there was a hot key that opened all bow tubes with 1 click & same with the aft tubes.. & a return to being able to set up angle deflection independently on each torp as well as salvo shot set up. Know that this was possible in the U.S. Navy during WW2...

Any plans in the work to have that in FotRS, guys.. :hmmm:

M. M.

:Kaleun_Salute:

torpedobait
03-19-21, 04:53 PM
Dec. 9, 1942 at 0027hours, at approximate location 121-40E; 18-30N just north of Aparri, obtained a sonar contact at 121 True. Crew identified contact as a friendly warship, so we just watched as she crossed our bow from port to starboard, ignoring us all the way. Haven't seen her for quite a while. Nice to see she is still around!

:salute:

Comder
03-19-21, 11:42 PM
Good Day Gentlemen,
torpedobait, what sub were you in? I have only come a crossed it in the Typhoon class. I am glad she is still out there. I have been wondering what may trigger The Ghost ship. Thank you for the info.


Comder

Mad Mardigan
03-20-21, 12:14 AM
Good Day Gentlemen,
torpedobait, what sub were you in? I have only come a crossed it in the Typhoon class. I am glad she is still out there. I have been wondering what may trigger The Ghost ship. Thank you for the info.


Comder

As for class of sub, am thinking it is not a trigger for it to HAVE to be a certain class. I think it is LIKELY, as the trigger for seeing 'The Frying Dutchman'... :haha: :har: :D :) erhm.. 'The Flying Dutchman'... that is, to be around Aparri... as other reports of coming across it are around that area. :yep: :arrgh!:

Mayhap, propbeanie, can confirm or deny that supposition on My part... :hmmm:

Which, I do admit, is a guess & about as paper thin as all get out, but.. am fairly confident from what I recall seeing in the past. :yep: :shucks:

That & Torp bait's report on their sighting of that elusive old sailing vessel... roaming the seas of SH4'dom... :arrgh!:

:Kaleun_Salute:

M. M.

propbeanie
03-20-21, 08:02 AM
https://www.subsim.com/radioroom/showthread.php?p=2379712#post2379712

... just don't tell razark... :roll:



Of course, Enquiring Minds Want To Know!!!
:har:

KaleunMarco
03-20-21, 10:21 AM
https://www.subsim.com/radioroom/showthread.php?p=2379712#post2379712

... just don't tell razark... :roll:



Of course, Enquiring Minds Want To Know!!!
:har:

inquiring minds, also.

torpedobait
03-20-21, 11:01 AM
Good Day Gentlemen,
torpedobait, what sub were you in? I have only come a crossed it in the Typhoon class. I am glad she is still out there. I have been wondering what may trigger The Ghost ship. Thank you for the info.


Comder

USS Searaven (SS-196) Sargo Class out of Manila. I've also seen it in TMO north of Midway, plus a few other places and times I can't recall.

propbeanie
03-20-21, 12:55 PM
inquiring minds, also.
Now... it's "Enquirer - for one thing, that is proper King's English, for another:

https://www.youtube.com/watch?v=qTFfthVy_pA

Just ask razark... :har:

USS Searaven (SS-196) Sargo Class out of Manila. I've also seen it in TMO north of Midway, plus a few other places and times I can't recall.
I don't remember if it's Ducimus or who, but someone had it peppered throughout the world. In Stock and FotRSU, it's only in the Luzon Straits, and it is turned down. However, we do have a "new" model of it, and the guns might actually function once again... more "testing" yet to do, but we are in the last few Flotillas, and a couple of "skinning" issues to straighten out yet... I'd like to get Blackbeard sailing in the Caribbean eventually... :arrgh!: - (notice the hat??) :har:

KaleunMarco
03-20-21, 04:26 PM
Now... it's "Enquirer - for one thing, that is proper King's English, for another:

last time i checked the Midwest was still part of the U.S. of A.
https://i.ibb.co/jV94qNz/Picture-1.png (https://ibb.co/N1gYfvr)

propbeanie
03-20-21, 06:46 PM
Refering to the vid, the 20 second mark on... We probably should have done pictures to begin with... lol - and they do tend to "hide" their rag's name...

https://www.subscriptioncore.com/assets/img/products/nationalenquirermagazine-cover.jpg

Not an endorsement of an actual product. User is cautioned against clicking anywhere on the page, lest The Men In Black put the user on their "host" list. Availability varies by location... ahem...

KaleunMarco
03-21-21, 10:29 AM
Refering to the vid, the 20 second mark on... We probably should have done pictures to begin with... lol - and they do tend to "hide" their rag's name...



Not an endorsement of an actual product. User is cautioned against clicking anywhere on the page, lest The Men In Black put the user on their "host" list. Availability varies by location... ahem...

You should probably consider taking that clip out of the post before you are banned because some (including me) consider having to see Kim's 25 lbs of butt filler to be grossly obscene.:har::har::har:

propbeanie
03-21-21, 10:45 AM
:har: the whole page is obscene!!! :har: But if the Men in Black use it for intel, anybody can! :har: :arrgh!:

Randomizer
03-21-21, 01:43 PM
For another worthy piece of journalism, google "Statue of Elvis found on Mars".

-C

KaleunMarco
03-21-21, 03:17 PM
For another worthy piece of journalism, google "Statue of Elvis found on Mars".

-C

well, duh...of course.
Elvis did NOT die....he just went home.
:ping:

Mad Mardigan
03-21-21, 06:39 PM
Ok, believe I just joined the rank of others who noted a plane report & it showing on the map with the radar... & right afterwards, experiencing a CTD...

Just had that occur today, about a 1/2 hour or so ago.. spent a bit right after having it happen, checking the forum threads.. & now.. posting about it.

Am after I post this.. am going to reload, get some basic info on the area, where this happened for Me.

Would on what the plane was.. but as I was moving the mouse pointer to see just what the plane was.. if it was a solo or a duo... next I knew, I was staring at the desktop... wondering just what the #&@! had happened... :hmmm: :timeout: :o :doh: :/\\!!

Soon as I get back in, am going to take a screen shot of the location I was at.. as near as I can... :yep:

M. M.

:Kaleun_Salute:

Mad Mardigan
03-21-21, 07:24 PM
Ok, believe I just joined the rank of others who noted a plane report & it showing on the map with the radar... & right afterwards, experiencing a CTD...

Just had that occur today, about a 1/2 hour or so ago.. spent a bit right after having it happen, checking the forum threads.. & now.. posting about it.

Am after I post this.. am going to reload, get some basic info on the area, where this happened for Me.

Would on what the plane was.. but as I was moving the mouse pointer to see just what the plane was.. if it was a solo or a duo... next I knew, I was staring at the desktop... wondering just what the #&@! had happened... :hmmm: :timeout: :o :doh: :/\\!!

Soon as I get back in, am going to take a screen shot of the location I was at.. as near as I can... :yep:

M. M.

:Kaleun_Salute:

http://snipboard.io/K2fHw1.jpg

Ok, Had just cleared the 2 isles, off on the NW quad in the pic (same quad in the orange encircled area).

Sometime right after clearing them... got a shout out of aircraft spotted, via radar. Was already in Nav map, so I went to click on it to get general info, so as to determine.. do I stay riding the surface or do I need to order crash dive...

As can be seen on the map.. area was safe to do a crash dive, if it was needed to be ordered.

Long, short of it... right after I went to move the cursor to get that info... BOOM... Desktopville CTD, here I am... so can't even try to say of what aircraft it was... :doh: :o :timeout: :hmmm:

Just that it happened & a rough approx, as to the location. Do know there are a couple of air bases near that area... 1 up near Rabal, another one off west of that area...

Any who.. is all the info I can readily provide. Hopefully it is enough... :yep: :shucks:

M. M.

:Kaleun_Salute:

post edit:

:oops: Thought I had that added, when I initially posted this reply...

Corrected, :/\\!!

M. M.

:Kaleun_Salute:

propbeanie
03-22-21, 09:16 AM
Well, MM, if you had a screen grab, I don't see it, but we did find issues with at least a couple of Japanese airplanes, as well as US zoomies, which have since been corrected. The trouble with tracking down airplane issues is that they are generally automatically generated by the game under unknown circumstances (other than AirStrike.cfg and automatic random generation at "AirBases"). So, patrol planes patrol for the most part, sometimes attacking, but even if they don't attacl. they "fone home" and call in the fighter / bombers to come get you. Flying directly to your location is a matter of "chance" (random number seed), but they will eventually cross your path by flying a "grid search pattern". Once they do, they will continue to come at you until you are no longer "seen" by them after a certain (top-secret) amount of time. Another thing of note is that the submarine can only go so fast and cover so much territory in a given span of time, even at flank on the surface, as compared to what an airplane can cover, so you are usually actually rather easy to find. Draw a circular bullseye on the map of roughly 24nm, and you'll be somewhere in that circle for the next hour at least...

Of note for the next release, and this co-incides with the missing Japanese radar on some of the planes (as well as other issues), is night attacks. We have read in a lot of online articles and books purchased and borrowed, of especially Japanese float planes, "bird-dogging" a task force or single surface ships at night by moonlight, and sometimes even attacking at night. This will be in the next version of FotRSU, so just be ready for the occasional night attack. You are generally safe at night all of the way through a career in v1.39 and previous iterations. Not anymore - but we will need feedback on this aspect of the game when you all get your mitts on it. Speaking of which, the testing of all CareerStarts is complete, still working on a couple of ship texture issues, one of which has devolved into having to re-construct the entire ship. We are also re-doing some of the text files in the Support folder, and tidying things up a bit yet, but we are much closer, and much more stable than before (famous last words)... :arrgh!:

Moonlight
03-22-21, 10:43 AM
Of note for the next release, and this co-incides with the missing Japanese radar on some of the planes (as well as other issues), is night attacks. We have read in a lot of online articles and books purchased and borrowed, of especially Japanese float planes, "bird-dogging" a task force or single surface ships at night by moonlight, and sometimes even attacking at night. This will be in the next version of FotRSU, so just be ready for the occasional night attack. You are generally safe at night all of the way through a career in v1.39 and previous iterations. Not anymore - but we will need feedback on this aspect of the game when you all get your mitts on it. Speaking of which, the testing of all CareerStarts is complete, still working on a couple of ship texture issues, one of which has devolved into having to re-construct the entire ship. We are also re-doing some of the text files in the Support folder, and tidying things up a bit yet, but we are much closer, and much more stable than before (famous last words)... :arrgh!:

I can give you some feedback on night attack planes before you even implement them Mr beanie, I would hold off on them for another couple of versions until you've fixed any issues that are still pending and any others you might have inadvertently caused by your incessant desire to fiddle while Rome burns. :haha: (just some funny brit sarcasm Mr beanie)

That's just my two penneth Mr beanie, not that anyone takes any bleeding notice of anything I have to say around here, :O: so go on then and bring them in, just don't expect a bleeding round of applause when unexpected CTD's are still occurring when players are expecting you to have finally fixed those issues. It takes long enough to get to these mission co-ordinates as it is without having to navigate an ocean of "Oh bloody hell not again" scenarios like some players have been experiencing. :03:

Thankfully I never had a CTD in my last 1.39 campaign so I don't know how prevalent they are. :salute:

propbeanie
03-22-21, 11:30 AM
Well, the night attack has always been there. It's just that the airplanes that were supposed to be carrying radar had a configuration issue, which was also a contributor to some of the CTDs. Usually, the CTDs while playing are from an overload of the game system and its "throughput" as it tries to resolve not finding an "asset" or parts of an asset, such as the radar. Same with the ships. This is why, when you encounter a ship that was not moving when it was supposed to, that you would see "stuttering" in the game, like something was trying to spawn - which it was, but the game couldn't find the part(s). Airplanes are more resource intensive, so it takes less of them to overload the system. This is NOT the computer system, because you can have "muscle" beyond the horizon with all of the latest/greatest in 'modern' computer gear, and this game will still mange to crash from this. Rather, it is the game's 32-bit engine that overloads. Sometimes, it is rather amazing that it runs when it does, with some of the abuse we give it...

We did manage to find a(nother) possible link to CTDs as a mission goes to load when you click on the wall map in the Captain's Office, but we are not 100% certain of that yet, and finding all of the possible permutations among 519 mission sets, 273 DynamicMiss calls, 475 PatrolObjectives calls, as well as the 1068 Flotillas calls is a bit daunting to say the least for part-time "employees" (two, count 'em = T-U-E) working for the love of fiddling. Some of the issues are in the stock game, as well as other mods, and we are fortunate to have people such as yourself helping us find them all. Sometimes it's one step forward, and two back, but we do strive for 3 steps forward... :salute:

Mad Mardigan
03-22-21, 03:28 PM
Well, MM, if you had a screen grab, I don't see it, but we did find issues with at least a couple of Japanese airplanes, as well as US zoomies, which have since been corrected. The trouble with tracking down airplane issues is that they are generally automatically generated by the game under unknown circumstances (other than AirStrike.cfg and automatic random generation at "AirBases"). So, patrol planes patrol for the most part, sometimes attacking, but even if they don't attacl. they "fone home" and call in the fighter / bombers to come get you. Flying directly to your location is a matter of "chance" (random number seed), but they will eventually cross your path by flying a "grid search pattern". Once they do, they will continue to come at you until you are no longer "seen" by them after a certain (top-secret) amount of time. Another thing of note is that the submarine can only go so fast and cover so much territory in a given span of time, even at flank on the surface, as compared to what an airplane can cover, so you are usually actually rather easy to find. Draw a circular bullseye on the map of roughly 24nm, and you'll be somewhere in that circle for the next hour at least...

Of note for the next release, and this co-incides with the missing Japanese radar on some of the planes (as well as other issues), is night attacks. We have read in a lot of online articles and books purchased and borrowed, of especially Japanese float planes, "bird-dogging" a task force or single surface ships at night by moonlight, and sometimes even attacking at night. This will be in the next version of FotRSU, so just be ready for the occasional night attack. You are generally safe at night all of the way through a career in v1.39 and previous iterations. Not anymore - but we will need feedback on this aspect of the game when you all get your mitts on it. Speaking of which, the testing of all CareerStarts is complete, still working on a couple of ship texture issues, one of which has devolved into having to re-construct the entire ship. We are also re-doing some of the text files in the Support folder, and tidying things up a bit yet, but we are much closer, and much more stable than before (famous last words)... :arrgh!:

Corrected... got in sort of a hurry & forgot to double check, before I posted... been.. a bit under the weather, of late.. feeling, ugh.. :doh:

I have since reported Myself for dereliction of duty... :shucks:

M. M.

:Kaleun_Salute:

Mad Mardigan
03-22-21, 03:36 PM
I can give you some feedback on night attack planes before you even implement them Mr beanie, I would hold off on them for another couple of versions until you've fixed any issues that are still pending and any others you might have inadvertently caused by your incessant desire to fiddle while Rome burns. :haha: (just some funny brit sarcasm Mr beanie)

That's just my two penneth Mr beanie, not that anyone takes any bleeding notice of anything I have to say around here, :O: so go on then and bring them in, just don't expect a bleeding round of applause when unexpected CTD's are still occurring when players are expecting you to have finally fixed those issues. It takes long enough to get to these mission co-ordinates as it is without having to navigate an ocean of "Oh bloody hell not again" scenarios like some players have been experiencing. :03:

Thankfully I never had a CTD in my last 1.39 campaign so I don't know how prevalent they are. :salute:

Thus far, Mr. Moonlight, can state that I, for 1, have only experienced 2 CTD's.

1 when I went to start a patrol, out of Surabaya, as I recall.. & now, what with a plane, just as I was headed back to base there at Brisbane.. & I am in mid '43 middle of the month of June, to be precise... :yep:

Not bad, thus far.. to be frank about it... :shucks: :yep:

M. M.

:Kaleun_Salute:

Mad Mardigan
03-22-21, 03:42 PM
Well, the night attack has always been there. It's just that the airplanes that were supposed to be carrying radar had a configuration issue, which was also a contributor to some of the CTDs. Usually, the CTDs while playing are from an overload of the game system and its "throughput" as it tries to resolve not finding an "asset" or parts of an asset, such as the radar. Same with the ships. This is why, when you encounter a ship that was not moving when it was supposed to, that you would see "stuttering" in the game, like something was trying to spawn - which it was, but the game couldn't find the part(s). Airplanes are more resource intensive, so it takes less of them to overload the system. This is NOT the computer system, because you can have "muscle" beyond the horizon with all of the latest/greatest in 'modern' computer gear, and this game will still mange to crash from this. Rather, it is the game's 32-bit engine that overloads. Sometimes, it is rather amazing that it runs when it does, with some of the abuse we give it...

We did manage to find a(nother) possible link to CTDs as a mission goes to load when you click on the wall map in the Captain's Office, but we are not 100% certain of that yet, and finding all of the possible permutations among 519 mission sets, 273 DynamicMiss calls, 475 PatrolObjectives calls, as well as the 1068 Flotillas calls is a bit daunting to say the least for part-time "employees" (two, count 'em = T-U-E) working for the love of fiddling. Some of the issues are in the stock game, as well as other mods, and we are fortunate to have people such as yourself helping us find them all. Sometimes it's one step forward, and two back, but we do strive for 3 steps forward... :salute:

Always strive for 3 steps forward & preferably no steps back... :up:

A worthwhile goal, in My opinion.... :yep:

M. M.

:Kaleun_Salute:

Moonlight
03-22-21, 04:19 PM
Sometimes it's one step forward, and two back, but we do strive for 3 steps forward... :salute:

All your fiddling with the files are much appreciated Mr beanie, if I knew anything about this game I'd get stuck in and give you a hand but I don't so I'll continue being a PITA from the side lines. :O:

Jeff-Groves
03-22-21, 05:19 PM
propbeanie does a lot for everyone.
So I'm sending him a VERY special gift.
:03:

propbeanie
03-22-21, 08:20 PM
Corrected... got in sort of a hurry & forgot to double check, before I posted... been.. a bit under the weather, of late.. feeling, ugh.. :doh:

I have since reported Myself for dereliction of duty... :shucks:

M. M.

:Kaleun_Salute:
Prior to reporting yourself DoD, report yourself to the boat's "surgeon" (Pharmacist's Mate). Just don't tell him you have a belly ache. He is still fond of his earlier patrol where he got to do an appendectomy and was successful. Definitely went to his head.

All your fiddling with the files are much appreciated Mr beanie, if I knew anything about this game I'd get stuck in and give you a hand but I don't so I'll continue being a PITA from the side lines. :O:
:haha: - We definitely want / desire all opinion and criticism. Scary thing is, I actually like wrenching on it almost as much as playing it - almost. One of these days, I have to take some time out from the fun stuff though, and make me a custom database that holds all these text files' values for much easier cross-referencing. "Build it, and they will come." but man... Programming is ~nothing~ like it was in the good old 8-bit Assembler, Borland C and Pascal days before that shtinking Windows krutt came along... :roll:


propbeanie does a lot for everyone.
So I'm sending him a VERY special gift.
:03:
Wow. I really appreciate it Jeff - I think... I have heard stories about you though, and there is that video thingie on the dark webs... :o - we don't have a "nail-biting" smilie, do we?... :har: - but seriously, thank you very much, good sir. :salute:
:yeah:

propbeanie
03-22-21, 08:31 PM
I keep forgetting to ask this of all of you:

Has anyone been driving an S-Boat, either an S-18 or S-42 Class around the end of July and beginning of August 1942? Anytime after August 1, 1942 when you dock at your home port, your boat should automatically (eventually) go from the original 4" 50 cal deck gun to the 3" 50 cal deck gun? Any issues at that time with it, or maybe later in the career? We have only had one report of that, and several tests have not confirmed. Thanks.

phooey
03-23-21, 02:29 AM
Hey folks, FORTSU destroyers sometimes not only just randomly drop their depth charges without pinging me first, but also when they're still about 700 yards away or more from me. Is this the intended behaviour? In GWX3, the destroyers at least always try to pass over me first. I'm confused :06:. I was below thermal layer when it happened though.

propbeanie
03-23-21, 03:10 PM
DD of all nations would just randomly drop depth charges. Often, it was because they were afraid of the submarine, but other times, they did it to scare the submarine into making noise by going to Ahead Flank. Also, they don't need to ping to drop. If you make enough noise, the hydrophone will work just fine, thank you very much. But being below the thermal layer would have a tendency to confuse the sonar / hydrophone operators, since the layer will at the least "bend" the sound of your submarine, making it to where it sounded like you were where you weren't... and other times, the layer would "reflect" the sonar signal, and make it bounce off into nothingness. So they can probably hear you, but can't locate you. Come back up to PD though, and let them see your scope, and they'll find you quick enough... :salute:

propbeanie
03-23-21, 05:32 PM
I just tried it again, and there is nothing wrong with the link. At the top of the download page, by this symbol and text:
https://www.subsim.com/radioroom/picture.php?albumid=1161&pictureid=11622 If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser.

Try whitelisting www.subsim.com in your ad-blocker extension, or switching to Microsoft Edge browser or Firefox to complete the download. Thanks.

Make certain that your browser is letting you do the download. Also, be certain that you have not run afoul of Downloads and daily allowed download amount (https://www.subsim.com/radioroom/faq.php?faq=how_stuff_works_faq#faq_downloads), which is the main reason for the "Slow Down, cowboy!..." messages. :salute:

Edit: Alright dex, where did your post go?... lol

KaleunMarco
03-23-21, 07:01 PM
DD of all nations would just randomly drop depth charges. Often, it was because they were afraid of the submarine, but other times, they did it to scare the submarine into making noise by going to Ahead Flank. Also, they don't need to ping to drop. If you make enough noise, the hydrophone will work just fine, thank you very much. But being below the thermal layer would have a tendency to confuse the sonar / hydrophone operators, since the layer will at the least "bend" the sound of your submarine, making it to where it sounded like you were where you weren't... and other times, the layer would "reflect" the sonar signal, and make it bounce off into nothingness. So they can probably hear you, but can't locate you. Come back up to PD though, and let them see your scope, and they'll find you quick enough... :salute:

this technique is very true and sometimes evident in SH4 play although i have seen it more prevalent in TMO than FOTRSU.

in TMO, three and sometimes four escorts will circle the area where they detect you. then one escort will dash in for a DC attack while the other two or three sit back, positioned at various angles, listening for you to dash off in a reaction to the DC attack. then a different escort picks up your sound pattern and then executes the maneuver again, and again, and again, until you are sunk or you have managed to out-smart them and sneak away. i refer to it as the Circle of Death, because if you get caught in it, well, you are probably dead-sub-sailing.
:Kaleun_Salute:

Mad Mardigan
03-23-21, 09:28 PM
this technique is very true and sometimes evident in SH4 play although i have seen it more prevalent in TMO than FOTRSU.

in TMO, three and sometimes four escorts will circle the area where they detect you. then one escort will dash in for a DC attack while the other two or three sit back, positioned at various angles, listening for you to dash off in a reaction to the DC attack. then a different escort picks up your sound pattern and then executes the maneuver again, and again, and again, until you are sunk or you have managed to out-smart them and sneak away. i refer to it as the Circle of Death, because if you get caught in it, well, you are probably dead-sub-sailing.
:Kaleun_Salute:

True... if you are 1 to panic.

Was a task force I reported on not long ago, that I had the DD/DE's... milling about, with a couple of them nearby to where I was.. (while the big boys, froze up on the spot... whilst the merchie's, beat feet from the area... :D) took a bit of doing, but.. was able to get out of the area, while only incurring some minor slap & tickle damages... :yep: & there was like.. 6 to 8 of them pesky suckers, a-huntin' for lil' ol' Me... :arrgh!: I did manage to sink 1 of them pesky suckers (using a cutie no less... :shucks:) Those are worth grabbing a couple of, by the way... don't even have to be @ peri depth to launch 'em...

All I can say is, it pays to keep a cool head & NOT go into full blown panic mode. :D

M. M.

:Kaleun_Salute:

Mad Mardigan
03-23-21, 09:49 PM
http://snipboard.io/Vy35Us.jpg

Ok, something I noticed that seems... a bit off, with the orders I received from HQ... :timeout: :hmmm: :06:

On the map, it shows the area marked by a Star, as being off to the NE of Saigon... YET... the orders in the letter, state to do the insertion, off Penang.

So... which is it..? Saigon or Penang... :hmmm: Inquiring minds, wanna know... :yep: :hmmm:

KaleunMarco
03-24-21, 12:38 AM
Ok, something I noticed that seems... a bit off, with the orders I received from HQ... :timeout: :hmmm: :06:

On the map, it shows the area marked by a Star, as being off to the NE of Saigon... YET... the orders in the letter, state to do the insertion, off Penang.

So... which is it..? Saigon or Penang... :hmmm: Inquiring minds, wanna know... :yep: :hmmm:

you drew a really odd mission, herr kaleun.
it is neither Penang nor Saigon. the graphic is more correct than the text.
the mission is definitely into Viet Nam and closer to Can Ranh Bay than anything else. Definitely neither Penang nor Saigon.
once you begin your mission, head for the icon. your drop-off zone is within 5 km of the marker.
The boys editing FOTRSU need to tidy up that mission. :03:

dex
03-24-21, 02:35 AM
I want the shoot down american planes,I have good flack guns instaled but nothing,just passed above submarine droped bombs and not even a scratch

dex
03-24-21, 06:04 AM
I just tried it again, and there is nothing wrong with the link. At the top of the download page, by this symbol and text:
https://www.subsim.com/radioroom/picture.php?albumid=1161&pictureid=11622 If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser.

Try whitelisting www.subsim.com in your ad-blocker extension, or switching to Microsoft Edge browser or Firefox to complete the download. Thanks.

Make certain that your browser is letting you do the download. Also, be certain that you have not run afoul of Downloads and daily allowed download amount (https://www.subsim.com/radioroom/faq.php?faq=how_stuff_works_faq#faq_downloads), which is the main reason for the "Slow Down, cowboy!..." messages. :salute:

Edit: Alright dex, where did your post go?... lol
Sorry I deleted post about downloading Fotrs... I managed to download simple 1.3 Fotrs version ,it s not ultimate version.
I found that link on https://www.mediafire.com/folder/1637p1s855ukz/Silent_Hunter_Mod_Collection#kwu6leadq2mh6

Macgregor the Hammer
03-24-21, 08:34 AM
Always strive for 3 steps forward & preferably no steps back... :up:

A worthwhile goal, in My opinion.... :yep:

M. M.

:Kaleun_Salute:

Stalin had some radical ideas about 'Not one step back'!! :haha:

Macgregor the Hammer
03-24-21, 08:48 AM
I have had problems with corrupted downloads. I avoid many problems by using Opera. You don't have to worry about 'white lists' or antiviral overlays. Sometimes you just get a data stream 'brain fart'.

Are MD5 hash sums available for the big downloads? It would save a lot of headache.

propbeanie
03-24-21, 02:52 PM
this technique is very true and sometimes evident in SH4 play although i have seen it more prevalent in TMO than FOTRSU.

in TMO, three and sometimes four escorts will circle the area where they detect you. then one escort will dash in for a DC attack while the other two or three sit back, positioned at various angles, listening for you to dash off in a reaction to the DC attack. then a different escort picks up your sound pattern and then executes the maneuver again, and again, and again, until you are sunk or you have managed to out-smart them and sneak away. i refer to it as the Circle of Death, because if you get caught in it, well, you are probably dead-sub-sailing.
:Kaleun_Salute:
That is what I refer to as the "Mexican Hat Dance"... no applause necessary though...


[pic]

Ok, something I noticed that seems... a bit off, with the orders I received from HQ... :timeout: :hmmm: :06:

On the map, it shows the area marked by a Star, as being off to the NE of Saigon... YET... the orders in the letter, state to do the insertion, off Penang.

So... which is it..? Saigon or Penang... :hmmm: Inquiring minds, wanna know... :yep: :hmmm:
As KaleunMarco points out, just like with the "Grid Coordinates" on the German side, always go to the star or other Objective marker. However, it's a good thing you found that. I have never seen that mission, so I'll have to look for that...


I want the shoot down american planes,I have good flack guns instaled but nothing,just passed above submarine droped bombs and not even a scratch
FOTRS v1.3 is the old AOTD_MadMax version, as you are aware. We don't support that version. It is just as beautiful as FotRSU, but not as comprehensive in its Roster. However, I can tell you that most airplanes that the game generates are set to a default height of 500m, and as such, they often cannot see the player's sub very well. They also are generally of the "Competent" skill level, since that is what most of the AirBases are set to - besides the fact that hitting a moving target is not easy. Given enough chances though, they will eventually hit you, and / or your gunners will hit them... either way though, it is risky for a submarine to attempt to dual with airplanes...


I have had problems with corrupted downloads. I avoid many problems by using Opera. You don't have to worry about 'white lists' or antiviral overlays. Sometimes you just get a data stream 'brain fart'.

Are MD5 hash sums available for the big downloads? It would save a lot of headache.
I have found that most corruption comes from the connection, and that most failures to initiate a download come from the browser. Opera is a 'smaller' browser, and has less overhead than most others, so that probably helps, plus it doesn't have all of that "big brother" krapp that attempts to save you from yourself and / or track you. As for the MD5 or hash sums, the v1.39 FotRSU is posted with:
MD5 hash of 100_FalloftheRisingSun_UltimateEdition_v1.39_EN.7z :
c7c0eb520dbee990ed018f6a01ba467a
CertUtil: -hashfile command completed successfully.
We attempt to do that for ours, but that is up to the modder to post. :salute:

Mios 4Me
03-24-21, 02:58 PM
By far the most difficult time I've ever had with DDs took place in a Single Mission, not in a campaign. IIRC it was the Battle of Samar, prior to contact with Taffy 3. We'd done some serious damage to Kurita's capital units but once the DDs closed it, all the fun was over. Despite holding station below 165 meters, they detected any movement at Ahead Slow and were all over us. Congressman May would have been impressed by their depth settings too. We took refuge directly under a stopped BB which did not discourage them at all. In fact, they attempted to lob in DCs whose descent arcs just missed the BB and angled down toward us.

Any attempt to escape was immediately crushed, even with speed set to only 1kt. With only one torpedo left, we couldn't use the tactic of blowing ballast to PD, going to flank, and letting stern tubes fly, so we waited, and waited, and waited. Going to high TC was almost deadly, as we drifted slightly away from the BB and nearly paid the price. It was only the return of Kurita's scattered, beaten remnants heading north in a hurry that at last pulled them away.

I've often wondered why the AI was so much more vicious in this scenario than in any career, even in other iterations of the same battle. It would be interesting going up against those guys on a repeated basis.

propbeanie
03-24-21, 03:10 PM
We have the various escorts set-up differently in equipment and weapons, and try to spread them about the place, but you will find convoys, troopship groupings and task forces sometimes with very deadly DD / DE combinations. Even some of the Frigate / Subchaser combos work just a pinch too well together if you find them with some of the smaller merchant groups. We did attempt to limit those combinations though, so that a player has a chance to make it through the war - if we don't CTD the game on you... :roll: :oops:

But just as the "skill level" will fluctuate up and then down on the escorts, and as you see more of them, and fewer ships as time progresses, so also fewer larger escorts, and more smaller ones will be found. Then you have to go along the coast of China or Korea or Japan to find more / smaller targets, including sampans that if you're too close, will take you out with them as they explode...

Mad Mardigan
03-24-21, 06:38 PM
As KaleunMarco points out, just like with the "Grid Coordinates" on the German side, always go to the star or other Objective marker. However, it's a good thing you found that. I have never seen that mission, so I'll have to look for that...

Do have game saved & can go into the files, (if you'll point out just where to look & can let you know the ID for that mission objective, to save you some time, hunt/tracking it down.) with knowing precisely, where to look.

As for going to where the marker is located for it (& knowing the approximate radii or circumference to set as the ideal area to coast in & give the booted heave ho, to the stowaways, at the appropriate time... does help). Already have that mapped out on the Nav map... only thing to do now, is to arrive & give 'em the swift kick in the pants... :haha:

On a side note am still HQ'ed out of Brisbane... apparently, I did NOT time My arrival well enough, to see of doing a transit out of Brisbane & be able to requarter out of Freemantle.. after this patrol, I will be able to then see of doing so. Left out on My 10th patrol on the 15th of July... so when I get back, Freemantle, ''should be'' an option for transfer, when I check the phone, back at base... :yep: :hmmm: hopefully.

On return to base, I was given the option to take the Balao.. which I did & didn't have any issues with missing deck guns/flak or crew spots... thankfully.. I know I said of waiting, but.. got a case of 'new shiny-itis'... :yep: :D :haha: :har: :haha: :D :) ehh... what can I say... *shrugs*

If am NOT mistaken, the only 1 left to go up to, should be the what... 'Tench'... :hmmm:

M. M.

:Kaleun_Salute:

propbeanie
03-24-21, 07:18 PM
I did find that mission. Every picture tells a thousand stories, or something to that effect... "Penang" has been eradicated in a strike that utilized extreme prejudice...

As for the Balao, so long as you are after 1943-05-24, an upgrade to it should function as intended. After 1945-01-01 for the Tench. In both cases, you can be offered one 3 or 4 months in advance, which sometimes works, most times does not. Mare Island is the location for the Balao initially, and Pearl for the Tench, so you will go to those locations if assigned them early. The Tench is only based at Pearl (for now). :salute:

KaleunMarco
03-24-21, 07:18 PM
If am NOT mistaken, the only 1 left to go up to, should be the what... 'Tench'... :hmmm:

M. M.

:Kaleun_Salute:

IMO, the Tench is way-too-buggy in its present form (CTD's). i would recommend refusing the upgrade until the development team has implemented the improved model. this is an observation and not a criticism.
:Kaleun_Salute:

propbeanie
03-24-21, 08:22 PM
It was re-worked for v1.39 and has been through multiple tests here, and all functions, including the ST, which works in conjunction with the SJ. It is not nearly as "forgiving" as the Balao, if it comes early though, and is definitely more prone to issues, including in TMO, which is where the one in FotRSU came from. We desire to find the time to re-work ETR3(SS)'s Tench Class for inclusion with FotRSU someday, as well as a couple of other subs, and some AI units, but alas, "time" keeps on ticking ticking ticking...or was that "slipping"??... :O: into the future... :D

Mad Mardigan
03-24-21, 09:35 PM
With the 'Tench', will definitely put a kibosh, on accepting it, until after the month of Jan. '45...

As for getting the 'Balao', I most definitely got the bump up to it offer, well after the date you mentioned of the exact earliest date that it is safe to accept an upgrade to it, propbeanie. :yep: :up:

As it was, only upgrading I did to it, was improved air & surface radar, I went with the dual 20's in place of the 50 cals. & went with the dual deck gun set up offered, which... kept it in the same location on board, aft of the conning tower, while adding an additional flak gun forward.

For now, am staying with the Mk. 14's... though I did have Mk. 18's & 23's in base, as well as the 'Cuties' torpedo mines.

I did store some of them 'Cuties' on board... for use as a defense measure for DD/DE's. Only thing I have to say is... only downside to them is.. of having them get drawn off target by your own self.. even at speeds of 1 knot, trying to creep away... :o

Had to, go all stop and scratch & claw for the depths, to avoid getting slammed by them... once... or :oops: twice... :hmmm: :roll: :doh:

Other than that.. they work quite well... having sank a couple of escort vessels, rather nicely, I might add... :yep: :arrgh!:

Wonder, if some of them reports of subs sank by circle runners, weren't in fact, sunk by those torp/mines... in the early on stage of them being used... :hmmm:

Does make 1 wonder, when you consider it... couldn't come out & say 'yeah, we lost a sub due to... x item, of our own design.. ' that would be like tantamount to what's that saying.. something about loose lips... :yep: Basically, giving away information to the enemy... well.. at that time, of course.

M. M.

:Kaleun_Salute:

Macgregor the Hammer
03-24-21, 09:46 PM
It was re-worked for v1.39 and has been through multiple tests here, and all functions, including the ST, which works in conjunction with the SJ. It is not nearly as "forgiving" as the Balao, if it comes early though, and is definitely more prone to issues, including in TMO, which is where the one in FotRSU came from. We desire to find the time to re-work ETR3(SS)'s Tench Class for inclusion with FotRSU someday, as well as a couple of other subs, and some AI units, but alas, "time" keeps on ticking ticking ticking...or was that "slipping"??... :O: into the future... :D

ST radar...that would be most welcome! If memory serves, ST was a problem due to being hard coded. I guess you might have found away around that.

I haven't posted much for the last few weeks. I took the plunge and installed 1.39 with Nippon Maru. I've avoided the know issues, transfers and what not. I have 2 campaigns going right now. One with Gato and the other a Balao. The Gato is sailing out of Freemantle and the Balao is out of Midway, both in 1943. I have discovered that the IJN DD's and aircraft are very aggressive! The worse thing you can do is let a wounded freighter sail away. Their radios work. I was stuck in area 7 for 4 days due to staying submerged in the day time and charging batts at night, repairing depth charge damage. I had long range aircraft searching for me as well as a DE. Finally made it out with only light damage.

Another discovery: most of the larger freighters are armed with cannon/auto cannon and the crews tend to be accurate! A running gun battle is tantamount to suicide :timeout: The AI of 1.39 is challenging and exciting....BZ

I am split between RFB and TWoS besides FotRSU. I am also doing a revision of the Ship Length table. It will include all the 'Maru's', mast height, draft and mast-funnel-kingpost configuration. I find searching a table is much easier than flipping through the book. I have entertained adding silhouettes . Still thinking about it.

If I run across any bugs not listed, I will report. Overall, 1.39 is a bit rough, but a great rev. all in all.

PB- Thanks for the hash sum.

KaleunMarco
03-25-21, 10:53 AM
I did store some of them 'Cuties' on board... for use as a defense measure for DD/DE's. Only thing I have to say is... only downside to them is.. of having them get drawn off target by your own self.. even at speeds of 1 knot, trying to creep away... :o

Had to, go all stop and scratch & claw for the depths, to avoid getting slammed by them... once... or :oops: twice...

this might be an appropriate time to share a Mk27 experience.

as you have, i also like to pack a mk27 or two in the aft torpedo room when going on patrol.
through experience, i find that the mk27 will, from time to time, not track to a perfectly good target just ahead of it.
not sure why but it is what it is.
now the tricky part. in a moment of desperation, when we really needed an errant mk27 to find the effin DD on our six, i went to flank speed...at periscope depth. even though the mk27 was headed away from us (and the target), she detected our noise and did a 180 back towards us (and the target).
at that time, i used our speed to gain depth and took her down while slowing down and the little bugger transferred its attention to the effin DD and that was that. Whew, lady!
inspiration is 99% desperation.
:Kaleun_Salute:

Mad Mardigan
03-25-21, 11:13 AM
this might be an appropriate time to share a Mk27 experience.

as you have, i also like to pack a mk27 or two in the aft torpedo room when going on patrol.
through experience, i find that the mk27 will, from time to time, not track to a perfectly good target just ahead of it.
not sure why but it is what it is.
now the tricky part. in a moment of desperation, when we really needed an errant mk27 to find the effin DD on our six, i went to flank speed...at periscope depth. even though the mk27 was headed away from us (and the target), she detected our noise and did a 180 back towards us (and the target).
at that time, i used our speed to gain depth and took her down while slowing down and the little bugger transferred its attention to the effin DD and that was that. Whew, lady!
inspiration is 99% desperation.
:Kaleun_Salute:

Yeah, can see how that would work, as well... :yep:

Only downside to them.. is their very short, limited range. End result, you have to just about be on top of the target you use that lil' bugger for. :o

In the case of a task force (or a merchie convoy, with a crap ton of escorts... either)... NOT a good prospect to seeing a ripe ol' age of relaxing in a rocker, @ the Ol' Skipper's Retirement Home. :doh:

Now, in the case of rolling across a solo DD/DE escort... that can work in your favor.. though still running the risk of taking some damages.. at least in My own opinion... opinions, like MPG, vary... :yep: Yeah, the escort warship, may be lucky enough, to get in some parting shots before succumbing to the no choice boot up the arse not planned visit to go see ol' Davey... courtesy of you. :D Then there is always the risk, of that bloody thing, not doing enough damage to sink said escort, too. It can happen, I know... :o :yep:

Lon/short of it... sometimes desperation, as well as necessity, is the mother of invention or inspiration... :D :up: :yep:

M. M.

:Kaleun_Salute:

Mad Mardigan
03-25-21, 03:26 PM
Uhm... :hmmm:

Just what is the pre-set crash dive depth, set to, for the Balao class, by chance..???

I did a crash dive & got to 265, with it still diving... NOT knowing just where (As well as when... started getting nervous.. :o) it was going to stop diving, I gave orders to go to peri depth.

Know that test depth, for the Balao's is rated for 400, but the Tang, was known to have passed that, even with flooding from a damaged 'bow' (I think it was... do recall it was a torp tube, at any rate..) tube, all while doing so, to evade a destroyer. By exactly how much past 400, not sure... will have to see of doing some digging to find out if there is still available info on that. :shucks: Ain't history grand... :yep: :D

M. M.

:Kaleun_Salute:

KaleunMarco
03-25-21, 06:47 PM
Uhm... :hmmm:

Just what is the pre-set crash dive depth, set to, for the Balao class, by chance..???

I did a crash dive & got to 265, with it still diving... NOT knowing just where (As well as when... started getting nervous.. :o) it was going to stop diving, I gave orders to go to peri depth.

Know that test depth, for the Balao's is rated for 400, but the Tang, was known to have passed that, even with flooding from a damaged 'bow' (I think it was... do recall it was a torp tube, at any rate..) tube, all while doing so, to evade a destroyer. By exactly how much past 400, not sure... will have to see of doing some digging to find out if there is still available info on that. :shucks: Ain't history grand... :yep: :D

M. M.

:Kaleun_Salute:

pre-set crash depth (ctrl+d) is 90 meters which seems rather deep. 90 m is 295 feet.
crush depth is 250 m or 820 feet.
test depth is set to 1000 meters which is wrong any way you figure. probably a typo.

crush depth is the key. that is the point at which you start to incur damage.
test depth is only a line on the depth meter.

make a copy of Balao.cfg and change these to whatever floats your boat (please forgive the hyperbole).
MaxDepth is test depth.
CrashDepth is CRUSH depth
CrashDepth=90;meters
MaxDepth=1000;meters

Bubblehead1980
03-25-21, 10:53 PM
Uhm... :hmmm:

Just what is the pre-set crash dive depth, set to, for the Balao class, by chance..???

I did a crash dive & got to 265, with it still diving... NOT knowing just where (As well as when... started getting nervous.. :o) it was going to stop diving, I gave orders to go to peri depth.

Know that test depth, for the Balao's is rated for 400, but the Tang, was known to have passed that, even with flooding from a damaged 'bow' (I think it was... do recall it was a torp tube, at any rate..) tube, all while doing so, to evade a destroyer. By exactly how much past 400, not sure... will have to see of doing some digging to find out if there is still available info on that. :shucks: Ain't history grand... :yep: :D

M. M.

:Kaleun_Salute:


Assuming it it is same FOTRS as in TMO, the "D" key is set for the deep diving subs like Balao and Tench so if player needs to go beyond 600 feet (since those bots were capable) can do so since that depth if off the gauges. TMO has a 600 ft depth gauge. . Test depth i.e. the guaranteed safe depth was 412 ft for Balao. Been a while since read book but O Kane went to 600 feet in Tang and even deeper when took on some water in forward torpedo room, Tang was under depth charger attack also. Their depth was beyond their gauges by if recall he believed they were at 680 ft judging by the pressure readings.

I am not sure what the crush depth is have not found out and do not want to (takes an element of surprise out of the sim) but have been to 750 feet safely trying to get away from escorts( I did) . Of course have to have some speed on to maintain any type of depth control.

Mad Mardigan
03-25-21, 11:43 PM
Assuming it it is same FOTRS as in TMO, the "D" key is set for the deep diving subs like Balao and Tench so if player needs to go beyond 600 feet (since those bots were capable) can do so since that depth if off the gauges. TMO has a 600 ft depth gauge. . Test depth i.e. the guaranteed safe depth was 412 ft for Balao. Been a while since read book but O Kane went to 600 feet in Tang and even deeper when took on some water in forward torpedo room, Tang was under depth charger attack also. Their depth was beyond their gauges by if recall he believed they were at 680 ft judging by the pressure readings.

I am not sure what the crush depth is have not found out and do not want to (takes an element of surprise out of the sim) but have been to 750 feet safely trying to get away from escorts( I did) . Of course have to have some speed on to maintain any type of depth control.

Yeah, Bubblehead... with what key does what, in regards to diving, I know what those are.

Wat was being asked is when you give the order (which in FotRS, is Cntrl+D = Crash dive, D = Normal dive & P = Peri depth... :yep: so I know that..) to 'Crash dive', what depth would the boat go to, before.. it levels off exactly.

I know in the Gato, giving that order, the sub would level out at 160-165'ish.. roughly

When I did it with the Balao the 1st time, it went well past that... I had to do an emergency crash dive again, after I got back into My career & I allowed it to continue, just to see what the depth would be & prepared to give the order to go back up to Peri, if it did not appear the dive was going to level out... again, just in case. :yep:

I believe it leveled out about 300, after I gave the order to crash dive... sooo... now I know. & everyone else now. :yep:

M. M.

:Kaleun_Salute:

phooey
03-26-21, 01:58 AM
DD of all nations would just randomly drop depth charges. Often, it was because they were afraid of the submarine, but other times, they did it to scare the submarine into making noise by going to Ahead Flank. Also, they don't need to ping to drop. If you make enough noise, the hydrophone will work just fine, thank you very much. But being below the thermal layer would have a tendency to confuse the sonar / hydrophone operators, since the layer will at the least "bend" the sound of your submarine, making it to where it sounded like you were where you weren't... and other times, the layer would "reflect" the sonar signal, and make it bounce off into nothingness. So they can probably hear you, but can't locate you. Come back up to PD though, and let them see your scope, and they'll find you quick enough... :salute:

Thank you for the reply, propbeanie. :salute:

It's probably just me unfamiliar with SH4 mechanics. One more thing, I noticed FORTSU recognition manual doesn't have ship length. Is there a plan to include that in the future?

this technique is very true and sometimes evident in SH4 play although i have seen it more prevalent in TMO than FOTRSU.

in TMO, three and sometimes four escorts will circle the area where they detect you. then one escort will dash in for a DC attack while the other two or three sit back, positioned at various angles, listening for you to dash off in a reaction to the DC attack. then a different escort picks up your sound pattern and then executes the maneuver again, and again, and again, until you are sunk or you have managed to out-smart them and sneak away. i refer to it as the Circle of Death, because if you get caught in it, well, you are probably dead-sub-sailing.
:Kaleun_Salute:

TMO destroyers is definitely crazier than FORTSU one, I think it's sensors is almost borderline cheapshot. :haha:

propbeanie
03-26-21, 02:00 AM
I ~think~ FotRSU does it the same way... the <D> will send you down and down and down... till you either hit bottom, do <A> to level-off, or set a depth on the gauge. Otherwise the crew says: "Captain said dive, so we dive." The <Ctrl><D> will initiate the "Crash Dive!" and take your boat to the pre-set depth, which in the Balao is scary after you've been driving a Gato... :roll:

Macgregor the Hammer
03-26-21, 09:49 AM
When O'Kane took command of the Barb, he really pushed the depth limits. He would have a sailor in control to let him know when the deck plates started to warp. He determined his max depth was 565-590 feet. He thought the boat would go deeper still. :salute:

KaleunMarco
03-26-21, 05:04 PM
Have we figured out how to switch manual control of a deck gun when we have two installed?
by this i mean that you can be driving a Gato or a Balao late in the war with a bow deck gun which you can control manually.
the option to install both a bow and stern gun becomes available and you take it.
when you put to sea, you can only control the stern gun.
can somehow we change that manual control back to the bow gun?
:k_confused:

propbeanie
03-27-21, 10:01 AM
Near as anyone can tell, the game does not have the functionality built-in for a dual-deck gun set-up to be selectable for the player. You can "see" the AA gun has the choice in the sim file, but the deck gun only has the one "player" position. Attempts to add a 2nd choice to the database results in two "trees" named the same, which is not a good condition for computers :roll: - so "no", does not look like it can be done, short of altering the already baked cake. Which ever gun is the "default" for your boat is the one you can take control of, so put your best "gun" and "watchman" people on the other gun, and the so-so guys on the one you might take control of, unless of course, you never take control of the gun, then distribute your crew accordingly. The 20mm "deck gun" is treated like a deck gun though, and it will shoot at surface targets when within range. However, it does not do AA, since of course, it is set to "Deck Gun"... Which leaves me wondering why ships (including the AI subs) with dual-purpose 5" guns can shoot at planes with AA rounds, and the player's sub cannot?... but alas, the AI is what it is... :salute:

KaleunMarco
03-27-21, 10:36 AM
Near as anyone can tell, the game does not have the functionality built-in for a dual-deck gun set-up to be selectable for the player. You can "see" the AA gun has the choice in the sim file, but the deck gun only has the one "player" position. Attempts to add a 2nd choice to the database results in two "trees" named the same, which is not a good condition for computers :roll: - so "no", does not look like it can be done, short of altering the already baked cake. Which ever gun is the "default" for your boat is the one you can take control of, so put your best "gun" and "watchman" people on the other gun, and the so-so guys on the one you might take control of, unless of course, you never take control of the gun, then distribute your crew accordingly. The 20mm "deck gun" is treated like a deck gun though, and it will shoot at surface targets when within range. However, it does not do AA, since of course, it is set to "Deck Gun"... Which leaves me wondering why ships (including the AI subs) with dual-purpose 5" guns can shoot at planes with AA rounds, and the player's sub cannot?... but alas, the AI is what it is... :salute:

the default WAS for fore deck gun.
after the change to fore and aft deck guns the default was changed to aft.
how did that happen?
:k_confused:

propbeanie
03-27-21, 11:42 AM
Depends upon the gun configuration. You cannot control the 20mm, so if your "default" was the fore gun, and you went with the 20mm fore, and 4" aft, then you follow the 4" gun... strange, but that's what it does...

KaleunMarco
03-27-21, 07:47 PM
Depends upon the gun configuration. You cannot control the 20mm, so if your "default" was the fore gun, and you went with the 20mm fore, and 4" aft, then you follow the 4" gun... strange, but that's what it does...

no, no, we don't use no stinkin' 20mm.

i'm talking about the 5 inchers. deck guns, man. Let me hear your guns! Your guns! blam. blam. blam!

i was able to control the bow 5 incher then we took on the stern 5 incher and now i am stuck manning the stern 5 incher when i want to man the bow 5 incher like i was doing prior to the change.

torpedobait
03-27-21, 09:27 PM
I think this was reported/discovered earlier, but just in case...

Left PH on 8/25/43 in Gato (does it ever get assigned under a different name?) bound for Guam to drop off an agent. Completed that task and headed to Truk to see what I could see. Arrived Truk and a day or so later encountered a IJN TF on 9/9/43 leaving by the West channel. Pursued and intercepted. Sank 2 Light Cruisers. and made a good escape from the multiple escorts.

Decided to check out the lagoon - entered via North channel and went South. Encountered a LARGE group in the center of the large lagoon pool consisting of 2 or 3 Nagato BB, 2 Taiyo Escort CVs, and multiple DDs.

Attacked closest Nagato firing 4 torpedos under a screening DD - BB went down, but no credit given. Attacked 2nd Nagato, also with 4 torpedos. It went down and we got credit.

Attacked the nearest Taiyo with 3 torpedos. It blew up, wiping out the other Taiyo and at least one DD as it went. Final credit out of the group was one BB and one Escort Carrier. Better than nothing, plus I escaped with no damage to the boat or injuries to crew.

The ships were all clustered together in a large mass, but were not cutting into or overlaying each other. I'm sure this is one of those spawn date things, but I'm reporting it in case there is something useful here.

:salute:

KaleunMarco
03-27-21, 09:36 PM
Decided to check out the lagoon - entered via North channel and went South. Encountered a LARGE group in the center of the large lagoon pool consisting of 2 or 3 Nagato BB, 2 Taiyo Escort CVs, and multiple DDs.



if you plan on re-visiting Truk, beware of mines and subnets.
:Kaleun_Salute:

propbeanie
03-27-21, 09:59 PM
no, no, we don't use no stinkin' 20mm.

i'm talking about the 5 inchers. deck guns, man. Let me hear your guns! Your guns! blam. blam. blam!

i was able to control the bow 5 incher then we took on the stern 5 incher and now i am stuck manning the stern 5 incher when i want to man the bow 5 incher like i was doing prior to the change.
:hmmm: I wonder... The cam file is what holds the players "position" for the deck gun... There is only one "Deck Gun" camera available in the listings, whereas there are an A01 and an A02 listing for the AA guns in the database... so why does the game care which end of the sub you are on? Just the addition of the dual-deck gun set-up and it "defaults" to the rear gun?... I've looked at the dual 5" 25 UpgradePack set-up, and it doesn't list "aft" or "bow" for either of the guns... :hmmm: again like a game "default" at work here... but it uses the M02 Position when it does that. The fore mounts are M01... :hmmm: Either way though, there is only one deck gun camera, and apparently, the game chooses for us, preferring the aft position, if available (the last one initialized??). Unless someone knows something more... :salute:

propbeanie
03-27-21, 10:10 PM
I think this was reported/discovered earlier, but just in case...

Left PH on 8/25/43 in Gato (does it ever get assigned under a different name?) bound for Guam to drop off an agent. Completed that task and headed to Truk to see what I could see. Arrived Truk and a day or so later encountered a IJN TF on 9/9/43 leaving by the West channel. Pursued and intercepted. Sank 2 Light Cruisers. and made a good escape from the multiple escorts.

Decided to check out the lagoon - entered via North channel and went South. Encountered a LARGE group in the center of the large lagoon pool consisting of 2 or 3 Nagato BB, 2 Taiyo Escort CVs, and multiple DDs.

Attacked closest Nagato firing 4 torpedos under a screening DD - BB went down, but no credit given. Attacked 2nd Nagato, also with 4 torpedos. It went down and we got credit.

Attacked the nearest Taiyo with 3 torpedos. It blew up, wiping out the other Taiyo and at least one DD as it went. Final credit out of the group was one BB and one Escort Carrier. Better than nothing, plus I escaped with no damage to the boat or injuries to crew.

The ships were all clustered together in a large mass, but were not cutting into or overlaying each other. I'm sure this is one of those spawn date things, but I'm reporting it in case there is something useful here.

:salute:
That is one of several instances of the Combined Fleet at "rest" at Truk - "hiding out". They were basically frozen after Midway, and then Yamamoto gets shot down... adrift on an endless sea of despair without a paddle... As KaleunMarco says though, you do have to be careful of the mines in the area... :o - You see the fleet venture forth every once in a while, like they leave to go challenge the USN near Wake at one point in time, but then hold up at Kwajelein for a few days, then come back to Truk, and then park south of Dublon for a time again...

KaleunMarco
03-28-21, 10:11 AM
:hmmm: I wonder... The cam file is what holds the players "position" for the deck gun... There is only one "Deck Gun" camera available in the listings, whereas there are an A01 and an A02 listing for the AA guns in the database... so why does the game care which end of the sub you are on? Just the addition of the dual-deck gun set-up and it "defaults" to the rear gun?... I've looked at the dual 5" 25 UpgradePack set-up, and it doesn't list "aft" or "bow" for either of the guns... :hmmm: again like a game "default" at work here... but it uses the M02 Position when it does that. The fore mounts are M01... :hmmm: Either way though, there is only one deck gun camera, and apparently, the game chooses for us, preferring the aft position, if available (the last one initialized??). Unless someone knows something more... :salute:

i think i know a work-around but.....why do i NEED a work-around?
just askin':hmmm::timeout::06::ping:

torpedobait
03-28-21, 10:50 AM
if you plan on re-visiting Truk, beware of mines and subnets.
:Kaleun_Salute:

I don't want to give away secrets, but there are at least 2 channels into Truk Lagoon that are not mined or guarded by nets in mid-1943. Not saying which ones.

:Kaleun_Cheers:

KaleunMarco
03-28-21, 11:49 AM
I don't want to give away secrets, but there are at least 2 channels into Truk Lagoon that are not mined or guarded by nets in mid-1943. Not saying which ones.

:Kaleun_Cheers:

i believe that is what i alluded to....without the extra details. :D

propbeanie
03-28-21, 12:42 PM
I don't want to give away secrets, but there are at least 2 channels into Truk Lagoon that are not mined or guarded by nets in mid-1943. Not saying which ones.

:Kaleun_Cheers:
i believe that is what i alluded to....without the extra details. :D
:har: (maniacal laughter) - don't forget the air patrols, as well as harbor patrols... The flyboys can see you almost anywhere you travel in the lagoon, since there are only a few "holes" to get deep enough in... :yeah:

propbeanie
03-28-21, 12:46 PM
i think i know a work-around but.....why do i NEED a work-around?
just askin':hmmm::timeout::06::ping:
That's what I was alluding to with the pensive "thinking" :hmmm: "smilie"... :arrgh!: - I don't know. The game chooses that "default" for us, and I don't know if it is a "requirement" of the coding, or maybe just a choice they made based upon "historical" information of most US subs having aft-mounted deck guns early-war - but I haven't found a way to alter that "choice"... ??

KaleunMarco
03-28-21, 05:11 PM
:hmmm: I wonder... The cam file is what holds the players "position" for the deck gun... There is only one "Deck Gun" camera available in the listings, whereas there are an A01 and an A02 listing for the AA guns in the database... so why does the game care which end of the sub you are on? Just the addition of the dual-deck gun set-up and it "defaults" to the rear gun?... I've looked at the dual 5" 25 UpgradePack set-up, and it doesn't list "aft" or "bow" for either of the guns... :hmmm: again like a game "default" at work here... but it uses the M02 Position when it does that. The fore mounts are M01... :hmmm: Either way though, there is only one deck gun camera, and apparently, the game chooses for us, preferring the aft position, if available (the last one initialized??). Unless someone knows something more... :salute:

well...my fix did not work.

i've checked:
the 5-25 dotSIM file and the dotDAT file
the Weapons.Upc
the Upgradepack.Upc
the Equipment.Upc
UnitpartsGato.upc
Nss_Gato.upc, Sim, Dat, Cam, Eqp

there is no distinguishing feature differentiating the two weapons except for the names of Fore and Aft or Bow and Stern and one is designated as M01 and the other M02.

as near as i can tell, they are duplicated weapons except for their location on the boat.
:timeout::hmmm::wah:

propbeanie
03-28-21, 05:24 PM
Exactly.

Mad Mardigan
03-30-21, 12:02 AM
Ahoy.. :Kaleun_Cheers:

Whilst on My 10th patrol, patrolling just off Lingyaen (sp?) Gulf, off to the NNW of Manilla, best guess... ran across a ship, sitting stationary.

Tender Heian (snap attached of it complete with lat/long coords in the ships sunk log).

http://snipboard.io/RvKipL.jpg

Dunno if this was 1 of those ships you found & corrected or not.. if not, then will need to check into it then... :hmmm: :yep:

End Report.

M. M.

:Kaleun_Salute:

propbeanie
03-31-21, 08:24 AM
Yes, the Heian Tender was one of our previous "victims"... :roll: - All dressed-up now for strutting her stuff with a high bow wake... thanks. :salute:

Mad Mardigan
03-31-21, 11:02 AM
Yes, the Heian Tender was one of our previous "victims"... :roll: - All dressed-up now for strutting her stuff with a high bow wake... thanks. :salute:

:Kaleun_Salute:

Wasn't sure if it did get found during all that poking about or not.. figured I'd post a report.. just in case it did get missed or overlooked. :yep:

M. M.

KaleunMarco
04-01-21, 08:25 PM
What in the name of David Glasgow Farragut is this thing escorting a troop ship in the middle of the Pacific?
https://i.ibb.co/6D8LdYZ/SH4-Img-2021-04-01-20-19-36-048.png

KaleunMarco
04-01-21, 08:27 PM
https://i.ibb.co/sCWPpXj/SH4-Img-2021-03-31-20-28-55-870.png
https://i.ibb.co/r5mnmjp/SH4-Img-2021-03-31-20-28-43-931.png

Macgregor the Hammer
04-01-21, 08:52 PM
@Kaleun Marco

Cdr Richardson and Lt. Bledsoe would be proud :salute:

KaleunMarco
04-01-21, 09:19 PM
@Kaleun Marco

Cdr Richardson and Lt. Bledsoe would be proud :salute:

wasn't that a beautiful photo-scene?
and it played out very anticlimactically.
we were minding our own business, just looking for some targets in Area 7, when Ol' Bungo displays as just another ship on radar.
when he closes enough for us to recoginize him, my attack team worked the geometry and we were about 4000 yds off his track.
take her down, ahead slow, making our course to intercept.
we arrived a bit early and just waited.
when he closed to 2000 yds, with an AOB of approx 75-80 degrees, we fired.
Bungo Pete, meet my little friend, Mr. Mk18.
You-two, have a good time.:salute:

and that, as they say, was that.
He went down do fast that by the time we surfaced, he was gone.
and i so wanted to say "Hi".

Comder
04-01-21, 09:22 PM
Good Day Gentlemen,
I am not sure if this is the correct forum for this question. I enjoy FOTRSU, so I am sing it as I tweak things:03: I am looking into changing an American sub into a German sub that can do German campaigns. I have been comparing the two versions of subs. I believe I can tweak them. My question is have any of you done this? if so, may I ask which files you changed that worked best.
If this is the incorrect forum for this question. Please point me to the correct one.



Thank You
Comder

KaleunMarco
04-01-21, 09:26 PM
Good Day Gentlemen,
I am not sure if this is the correct forum for this question. I enjoy FOTRSU, so I am sing it as I tweak things:03: I am looking into changing an American sub into a German sub that can do German campaigns. I have been comparing the two versions of subs. I believe I can tweak them. My question is have any of you done this? if so, may I ask which files you changed that worked best.
If this is the incorrect forum for this question. Please point me to the correct one.



Thank You
Comder

Comder,

you should probably post this in the next higher forum and start a new thread.

so, you want to drive an American sub in the German Navy? is that your objective?

Mad Mardigan
04-01-21, 10:11 PM
Good Day Gentlemen,
I am not sure if this is the correct forum for this question. I enjoy FOTRSU, so I am sing it as I tweak things:03: I am looking into changing an American sub into a German sub that can do German campaigns. I have been comparing the two versions of subs. I believe I can tweak them. My question is have any of you done this? if so, may I ask which files you changed that worked best.
If this is the incorrect forum for this question. Please point me to the correct one.



Thank You
Comder

Ahoy, Comder... :Kaleun_Cheers:

If, I am understanding you correctly.. what you are saying is, of using the sub side of things, to set up a German Uboat campaign...Not to change up a U.S. Fleetboat, into a German Uboat, in the U.S. Navy.. :hmmm:

If I have that right... can say that there is already, @ least 1 mega SH4 mod already done... (well... 2, if you include the original version that was the base for the 1 I am fixin' to point out) named:

Operation Monsun: Dark Waters, which... can be found here:

https://www.subsim.com/radioroom/showthread.php?t=243322

If that is what you were talking of wanting to do... well.. then you'd be in good company, & want to wish you all the best... don't know if using the U.S. Fleetboat side of SH4 to flesh out the German war effort or not... but I do wish you good luck. :yep:

M. M.

:Kaleun_Salute:

Comder
04-01-21, 11:20 PM
KaleunMarco,
I am not sure how to quote:hmmm:, yes I would like to mod a few of the older American sub mods to uboats. subs like the titan, typhoon, ect. I enjoy figuring out how to change things. I got this idea to put say like, the Titan against the Americans and the British navy. I think it would be interesting to see if I could do it with no CTD's :up:




Mad Mardigan,
yes I have Dark Waters running. I enjoy it for the flip side of the war from the Uboat side. I was talking about changing sub's country they are from. See above.


Thank you both for your replies

Comder

torpedobait
04-02-21, 08:28 AM
What in the name of David Glasgow Farragut is this thing escorting a troop ship in the middle of the Pacific?
https://i.ibb.co/6D8LdYZ/SH4-Img-2021-04-01-20-19-36-048.png

I don't have access to it right now, but it is in the Recognition Manual. Haven't seen one very far offshore, though. Not worth a torpedo, but I wouldn't get too close to it.

:D

Moonlight
04-02-21, 10:03 AM
KaleunMarco,
I am not sure how to quote:hmmm:
Select that cream icon on the bottom right of a post and you'll do your first quote on Subsim, the other one is used to multiquote 2 or more quotes from different posts, easy peasy. :D

Bubblehead1980
04-02-21, 01:31 PM
I don't have access to it right now, but it is in the Recognition Manual. Haven't seen one very far offshore, though. Not worth a torpedo, but I wouldn't get too close to it.

:D


Ah the armed daihatsu. Yes, they can be deadly, esp the 25 MM. the 37 MM has a slow fire rate and is usually not accurate. In TMO, I have them running all over the Solomons in 42 and 43, get into some nice battles with PT boats. One patrol was dropping off a coast watcher on New Georgia (was in the Kula Gulf) at night, and stumbled across several unarmed daihatsus, went after with deck gun then one previously unseen (it was dark) one armed with 25 mm opened up on us, severely wounded gun crew and OOD on the bridge but one good hit from deck gun and he exploded as did rest of the landing craft.

FOr giggles I hit one with a torpedo (magnetic detonation, ran under target) it was interesting, boat went airborne then went under water bobbed back up briefly while burning before sinking lol

KaleunMarco
04-02-21, 02:45 PM
FOr giggles I hit one with a torpedo (magnetic detonation, ran under target) it was interesting, boat went airborne then went under water bobbed back up briefly while burning before sinking lol

YES!
i experienced one counterattack by a small DE, under 1000t.
#ucker would leave me alone. stayed in close, dropping depth bombs.
finally, we were able to open a bit of range and, although i hated to waste a fish on her, we set up and fired a torpedo.
when it hit, she actually rolled over and came back upright.
happened too fast to get a screen shot and it was totally unexpected.

:Kaleun_Thumbs_Up:

Comder
04-02-21, 08:59 PM
Select that cream icon on the bottom right of a post and you'll do your first quote on Subsim, the other one is used to multiquote 2 or more quotes from different posts, easy peasy. :D
Thank you. Now I know how:Kaleun_Thumbs_Up: Thank you Moonlight
Comder

KaleunMarco
04-03-21, 10:05 AM
that is purposeful.
i expand the orders box and move to where you see it every time i play.
i also move the icon tray to sit on top of the orders.
i do that so that my eyes have to focus on only one area to get all of that info.
think of it as acting like a HUD.


no, this battle took place in the middle of Nowhere. no shallows to spawn in.
location, date, time.....October 19, 1944, 1130-ish, Somewhere in the East China Sea. if you asked me for a SWAG, it would be that this TF is 44b_Jap_TaskForce_002.

i think this is a ship config issue, but that is only my opinion. i have that opinion because you can see most of their screws and rudder. she should sit lower in the water. IMHO

PB, do you need this info any longer? i am saving that particular Savegame folder anticipating additional questions.

propbeanie
04-03-21, 01:13 PM
PB, do you need this info any longer? i am saving that particular Savegame folder anticipating additional questions.
If you have that particular Save folder, I'll take a copy of it please, since I have not found that particular group anywhere, in spite of the good pic you supplied with the lat / long coords... I can find groups similar to it, but nothing that has what you see, even with very small percentages... the one I found that is the closest to that, is a 2 column convoy, not a single... but if you don't have the Save folder, no big deal either. :salute:

KaleunMarco
04-03-21, 07:26 PM
If you have that particular Save folder, I'll take a copy of it please, since I have not found that particular group anywhere, in spite of the good pic you supplied with the lat / long coords... I can find groups similar to it, but nothing that has what you see, even with very small percentages... the one I found that is the closest to that, is a 2 column convoy, not a single... but if you don't have the Save folder, no big deal either. :salute:

check your PM Inbox. it should be there shortly.

Macgregor the Hammer
04-03-21, 09:01 PM
I've been really impressed with the aggressive AI with Jap ASW aircraft. Diving for a couple hours doesn't seem to shake them. I'll surface and the damn thing will be on top of me again. I've had to resort to days underwater then surface and recharge at night.

I started my campaign in Jan of '44 and I guess the IJN has got their $hit together with ASW. I guess their tired of loosing their merchant fleet. I'm playing with 'normal' settings. Wonder what's going to happen when I kick it up a notch to 'hard'.

Excellent work guys......BZ....:salute::up:

Comder
04-04-21, 03:18 AM
Good Day Gentlemen,
PropBeanie, I do not know if you already found this. I was in war patrols, USS Shark. I went to Dublon to check the area out. There was a Fuel tanker on the docks on fire. Also what was ID'd as a Type A1 submarine as a double with a plane on the back in the dock. The auto lock even had a double yellow arrow. I figure I would let you know.



Thank You
Comder

propbeanie
04-04-21, 10:22 AM
What was the date, by chance?

Comder
04-04-21, 03:00 PM
Sorry Propbeanie, I forgot to add that. Dec. 31, 1941. around 19:18 hrs. I also found a shore battery inside one of the islands at 151.43s E x 7.23s N. there is also a sea plane down on an island. The plane is on fire and running the engines. This is around 157.37s E x 7.22s N . I beleive I have the numbers correct. The rendering is not working well around this group of islands either. I am not sure if it needs the sub around area to work 100% or not. Around the sub seems to work. get far away and things go wild. I also found more ships near the sea plane. some where on fire and one was on top of the water. I found them with the camera. When I went to find them for location with the sub, I could not relocate them. I hope this helps. I do have it save with my sub at the north/east deep water entrance.


Thank you
Comder

propbeanie
04-05-21, 12:04 PM
OK, found a possible reason for the tanker, especially if it was a big one, since it sits between two quays, and was slightly toward the rear of the slot. Moved forward, and centered (hopefully) better. The airplanes have good routes for the most part, as do the ships. For whatever reason though, the game will ignore the routing, and the "assets" can and do wander off from where they are set. All of the "turns" are within reasonable degrees of curvature, etc., as well as being at good heights. Airpanes do have issues though when they go to attack, and will sometimes crash miles from where they "dove" for an attack. I find nothing wrong with any of the routing. One thing to remember when "zooming" about with the external camera, is that if your submarine is not within about 8.5nm or so, the "scene" is not entirely rendered, especially the terrain. If you go over roughly 20nm away, there may well be nothing. We also cannot explain performance hits at Truk. It has been extensively re-worked over the last four years, always paring down the amount of traffic there, and the only things recently increased have been the "docked" ships at various times from late 1942 to early 1944. The next (hopefully imminent) release does have further improvements in performance for the game, so maybe that will help alleviate some of the Truk issues. However, Truk also had extensive "terrain" changes to "dredge" the channels for ships to pass through, by previous modders, as well as the FotRSU Team, and that might also contribute to the little hiccups you experience in the area. High TC used anywhere near a "major facility", which Truk is, just like Pearl Harbor, and you will sometimes have to bring the TC down to the 128x to 256x area as the maximum. We'll continue to look into areas like Truk, and it is more or less the easiest place to check things out, as pertains to the rest of the mod, because a lot does happen there. Almost as much as what you'll see around Bungo Suido... Thanks for the info! :salute: