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KaleunMarco
04-05-21, 01:45 PM
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.

i would love to learn how to dredge. :har:

Comder
04-05-21, 10:14 PM
Thank You propbeanie, I was beginning to realize that distance from the sub makes a difference on what you can see with the external camera. Now I know. I am glad to help. Thank you and all for your modding.


Comder

propbeanie
04-08-21, 11:49 PM
So, see what you guys think:

https://www.youtube.com/watch?v=YGyFOq6paeo


https://www.youtube.com/watch?v=aUDLMVIRcM4


both are really cool, but they do show the weaknesses of the game also, especially when there is a lot of ack ack in the air and other parts of the game can't draw as well... The PT boats didn't hit anything, just like in real life, but most did not survive in FotRSU... You'll also see in the Kamikaze attacks that ships are not equipped for collision detection from above too well... the masts take out a few of the divers, which then inflicts minimal damage to the ship. I did have one run of that mission where the Kamikaze sank two of the ships, but only once in about a dozen runs. Both vidz are rough drafts and have very poor "camera" work, which might make an old man dizzy, present company included... :roll:

vickers03
04-09-21, 01:41 AM
kamikaze looks awesome!:Kaleun_Thumbs_Up:

propbeanie
04-09-21, 09:34 AM
Thanks. Most of that is CapnScurvy's work from his Day of Infamy (https://www.subsim.com/radioroom/showthread.php?p=2314496#post2314496) mod, that he rolled into FotRSU instead. We just copied off of him for another with the Judy D4Y4, which at the time of its development was supposed to be the next gen torpedo bomber, but ended up being used almost exclusively as a kamikaze platform. They even went to far as to install 3-rocket packs on their undersides to give them a little boost when diving on the target... the little fireballs that you see in a couple of shots in the video are something we have to track down though. Those are damaged planes that have "lost" their skin. I probably introduced a conflict we haven't found yet... sigh - we'll be releasing shortly without the Judy until we find the issue. In the meantime, another discovery on the Balao, as to why radar sometimes does not function like a person would want when submerged at Radar Depth... "Radar Depth" is not radar depth for the Balao. Raise up a few feet, and the SJ functions as expected. Trying to see which way the "issue" is, whether it is set too deep (the SD dish is above the "water" though), or if it is from any one of a number of other settings. :salute:

KaleunMarco
04-09-21, 09:53 AM
So, see what you guys think:
both are really cool, but they do show the weaknesses of the game also, especially when there is a lot of ack ack in the air and other parts of the game can't draw as well... The PT boats didn't hit anything, just like in real life, but most did not survive in FotRSU... You'll also see in the Kamikaze attacks that ships are not equipped for collision detection from above too well... the masts take out a few of the divers, which then inflicts minimal damage to the ship. I did have one run of that mission where the Kamikaze sank two of the ships, but only once in about a dozen runs. Both vidz are rough drafts and have very poor "camera" work, which might make an old man dizzy, present company included... :roll:

watched the Kamikaze video.
i have never been witness to surface battles so it was kind of like watching a streaming documentary.
one question: what is the rapid-firing weapon that puts up the black, cotton balls? it is a great presentation of AAA however i do not believe it actually knocked down an aircraft. the puffs looked really neat. reminded me of the Eight Air Force action one can see in some WWII-era films.

propbeanie
04-09-21, 10:58 AM
The "puffs" have to be in front of the airplane, and it fly into them, but just like depth charges, a "roll of the dice" seems to determine a damage zone... Has anyone noticed that the PT boats had their spot lights on when attacking?... lol - not a very sound tactical decision on their part... Now, if they're going against a barge, fine, but when attacking anything like four DD, a Mogami, and 2 BB with a squadron of PT Boats, I would think that zigging and no lights would be the prudent decision... the next two squadrons that attacked after the video ends fared no better. They do however, delay the advance of the Strike Force, which throws off my well-planned schedule at the northern end of the Strait... :arrgh!:

Bubblehead1980
04-09-21, 12:37 PM
So, see what you guys think:

https://www.youtube.com/watch?v=YGyFOq6paeo


https://www.youtube.com/watch?v=aUDLMVIRcM4


both are really cool, but they do show the weaknesses of the game also, especially when there is a lot of ack ack in the air and other parts of the game can't draw as well... The PT boats didn't hit anything, just like in real life, but most did not survive in FotRSU... You'll also see in the Kamikaze attacks that ships are not equipped for collision detection from above too well... the masts take out a few of the divers, which then inflicts minimal damage to the ship. I did have one run of that mission where the Kamikaze sank two of the ships, but only once in about a dozen runs. Both vidz are rough drafts and have very poor "camera" work, which might make an old man dizzy, present company included... :roll:



Loved the videos. The Kamikazes, could be quite terrifying when actually running the sim, I am sure a hit on a players sub would catastrophic(?). I love how the flak "puffs" are visible now. Something I need to add, they are too small and not visible long enough during mass air attacks.

If I can ever get kamikazes working in TMO, will be great as I have the raids scripted perfectly. Leyte, Lingayen, Iwo (attack on Saratoga and Bismark Sea), Okinawa etc. Get them to randomly show up where could attack players.

The Baka's are a nice touch lol. Reminds me of back in the Combat Flight Simulator 2 days. An amazing modder added kamikazes and bakas into the sim, made late war missions extremely challenging. Even flying the F4U-1D or C (20 MM cannons) and may nail some of them, even with the AA from the fleet, some always got through. The ships were simple and damage models simple in CFS 2(lol) so they usually were sunk. Some modders added in better ships so the carriers did not instantly sink when hit. Have not played it in years since SH 4 keeps my interest but was some of the most intense flight sim time have logged.

Surigao Strait video was excellent as well. I would definitely remove the spotlights from the PT lol since they use them foolishly or create a special PT unit for the battles without spotlights. Note to myself for Surigao Strait in TMO . Early on when I began my TMO update I scripted Leyte Gulf and the battles, Surigao Strait included. Once have AI torpedoes for the PT and DD's it will be great.DD's slugging it out with the BB and CA in southern force, kind of silly without torpedoes. When what remains of the Southern force into the battle line of the old US BB's, pretty cool to observe, if in position fire some torpedoes their way. Especially interesting when on surface and a stray BB round lands near you lol I have a shell splash mod for TMO, makes the large guns shells have larger shell splashes, it conflicts with vicker's smoke mod, though so trying to get it worked out.

Anyways, excellent videos, thanks for sharing.

Mad Mardigan
04-09-21, 01:02 PM
So, see what you guys think:

https://www.youtube.com/watch?v=YGyFOq6paeo


https://www.youtube.com/watch?v=aUDLMVIRcM4


both are really cool, but they do show the weaknesses of the game also, especially when there is a lot of ack ack in the air and other parts of the game can't draw as well... The PT boats didn't hit anything, just like in real life, but most did not survive in FotRSU... You'll also see in the Kamikaze attacks that ships are not equipped for collision detection from above too well... the masts take out a few of the divers, which then inflicts minimal damage to the ship. I did have one run of that mission where the Kamikaze sank two of the ships, but only once in about a dozen runs. Both vidz are rough drafts and have very poor "camera" work, which might make an old man dizzy, present company included... :roll:

On the PT boats.. what would the chances be... of maybe cloning a set, without the spot lights & having them used as called on set of PT boats in that set up...? :hmmm: cause like you say, in a follow up post & I quote you here:

Has anyone noticed that the PT boats had their spot lights on when attacking?... lol - not a very sound tactical decision on their part... Now, if they're going against a barge, fine, but when attacking anything like four DD, a Mogami, and 2 BB with a squadron of PT Boats, I would think that zigging and no lights would be the prudent decision...

Is kind of like a burglar, contacting the police to say, Oh yeah... I plan on being at 'X' & robbing the place... on the spot lights...

& PT boats were known for using their small size, powerful motors that they had.. or at least when the concept was conceived & implemented at any rate.. of slipping in like a knife fighter & slipping the shiv (torps) into a victims gut & slip away... or at least that again, was the general idea behind their design.

& 1 question that comes to mind from that.. are they able to be set up, of being able to launch fish.. besides just sitting there, as they rove about, spitting out .5 cal death.. :hmmm: :hmmm:

Other than that, rest of it looked pretty good... & didn't get too dizy from the camera work... :haha: :D :yep: :up:

M. M.

:Kaleun_Salute:

KaleunMarco
04-09-21, 05:07 PM
The "puffs" have to be in front of the airplane, and it fly into them, but just like depth charges, a "roll of the dice" seems to determine a damage zone...

what was the weapon?

propbeanie
04-09-21, 07:53 PM
Mixed, with 20mm & 40mm, as well as 5", all AA

Comder
04-09-21, 10:22 PM
Good Evening Gentlemen,
Propbeanie, both videos look good. I can not wait to play the next release. Good job gentlemen. :Kaleun_Thumbs_Up:
Comder

Larrywb57
04-10-21, 10:26 AM
Ahoy,

06Jan1944, 18:00 hrs
USS Tautog, Tambor Class
Pearl Harbor, Patrol Area 8

I purchased the 20mm Oerlikon paired 4 inch/ 50 Caliber Deck Gun when in home port the last time. The 20mm is on the bow and the 4 inch/ 50cal is on the stern of the boat. The 4 inch/ 50cal deck gun slots remained on the Crew Management page <F7> but, the 20mm didn't come with any gun crew slots to man the gun. My question is, can this be fixed?

Thanks,
Larry

propbeanie
04-10-21, 10:45 AM
Had you removed your gun crew and put them back to the repair team prior to exchanging? Is your 4" gun in the same location as before? If you have not left base yet, remove what you did, and make certain your gun crews are off the guns. Save the game, exit and come back in to that career. Try the gun swap again. There should be four slots for the 4" gun, and 2 slots for the 20mm, no matter which of the fore and aft combos you use. If not, back it off again, and try the other combo and see if you get the crew. If you do not, do not leave port. We'll try the "gun fix". Something goes awry in the Save folder apparently, and finding that is more than a bit of a bother. This has been with the game since the get-go. Just remember that before you attempt to do Battle Stations, if you do have crew slots, that you have to Save, Exit and return again for the new gun crew to show at their stations...

Larrywb57
04-10-21, 11:27 AM
Thank you PB for reply.
Had you removed your gun crew and put them back to the repair team prior to exchanging? My DG crew comes from top skilled crew members in the boat, example, the leader is one with most leadership with good gun skills, the gunner has highest gunnery skills, the assistant gunner has the next highest and the loader has the next highest skill. The crew is only moved from their duty stations when the deck is to be manned for action. Is your 4" gun in the same location as before? I didn't change the gun location.If you have not left base yet, remove what you did, and make certain your gun crews are off the guns. Save the game, exit and come back in to that career. Try the gun swap again. There should be four slots for the 4" gun, and 2 slots for the 20mm, no matter which of the fore and aft combos you use. If not, back it off again, and try the other combo and see if you get the crew. If you do not, do not leave port. We'll try the "gun fix". Something goes awry in the Save folder apparently, and finding that is more than a bit of a bother. This has been with the game since the get-go. Just remember that before you attempt to do Battle Stations, if you do have crew slots, that you have to Save, Exit and return again for the new gun crew to show at their stations...Sadly, I made this change earlier this year, March time frame I think. And real time caused me to stop. When I started playing again, I forgot to check the crew management page to see if the slots for the DG crew where there. And I keep my save folder short unless I think that problems might occur. Do you think when I get back to home port from this patrol, purchase a deck gun like I had before, place it in the position, check the crew management page to see if anything changed and if everything looks good, go out 100mn. Save the mission and close the game. (I always wait about one minute before exiting the game for the files to be written.) Restart the game. And return to home port and purchased the combination again to see if it works this time?

propbeanie
04-10-21, 11:48 AM
Thank you PB for reply.
Sadly, I made this change earlier this year, March time frame I think. And real time caused me to stop. When I started playing again, I forgot to check the crew management page to see if the slots for the DG crew where there. And I keep my save folder short unless I think that problems might occur. Do you think when I get back to home port from this patrol, purchase a deck gun like I had before, place it in the position, check the crew management page to see if anything changed and if everything looks good, go out 100mn. Save the mission and close the game. (I always wait about one minute before exiting the game for the files to be written.) Restart the game. And return to home port and purchased the combination again to see if it works this time?
It might, if you put the same gun back where it was - but I have my doubts... I don't think it should cost you any renown, though I might be mistaken... I cannot remember how I set those up, and I am not at an SH4 computer... but if it doesn't work, look through the "Support / HowTo /NewColetrainsAndOthersDGfix.pdf" file in the 3rd section, and see if that helps then. Your Save folder got munged-up somehow, and the UpgradePackSlot for the deck gun gets corrupted. You either don't have a complete gun description, or you're missing the gun crew slots (possibly just the "AdditionalRepository" text appended), or both...

KaleunMarco
04-10-21, 12:56 PM
Mixed, with 20mm & 40mm, as well as 5", all AA

my 20's and 40mm do not do that. i want that.:har:

Larrywb57
04-10-21, 02:56 PM
It might, if you put the same gun back where it was - but I have my doubts... I don't think it should cost you any renown, though I might be mistaken... I cannot remember how I set those up, and I am not at an SH4 computer... but if it doesn't work, look through the "Support / HowTo /NewColetrainsAndOthersDGfix.pdf" file in the 3rd section, and see if that helps then. Your Save folder got munged-up somehow, and the UpgradePackSlot for the deck gun gets corrupted. You either don't have a complete gun description, or you're missing the gun crew slots (possibly just the "AdditionalRepository" text appended), or both...

No worry! I'll just give it a try. If it doesn't work, I'll go back to my save before entering my home port. But I will post what happens.

Thanks for the help!

Larry

FotRSU Mod Team
04-10-21, 10:56 PM
Notice: 100_FalloftheRisingSun_Ultimate_v1.46_EN (https://www.subsim.com/radioroom/downloads.php?do=file&id=5572) is now posted. see page one (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992)

If you have issues, be sure and give us the details! Thanks.

The FotRSU Mod Team

vickers03
04-11-21, 03:40 AM
very nice:D

fitzcarraldo
04-11-21, 07:41 AM
Notice: 100_FalloftheRisingSun_Ultimate_v1.46_EN (https://www.subsim.com/radioroom/downloads.php?do=file&id=5572) is now posted. see page one (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992)

If you have issues, be sure and give us the details! Thanks.

The FotRSU Mod Team

Many thanks! Going for it. :Kaleun_Wink:

Fitzcarraldo :Kaleun_Salute:

mikesn9
04-11-21, 08:09 AM
Notice: 100_FalloftheRisingSun_Ultimate_v1.46_EN (https://www.subsim.com/radioroom/downloads.php?do=file&id=5572) is now posted. see page one (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992)

If you have issues, be sure and give us the details! Thanks.

The FotRSU Mod Team


Thanks guys!

KaleunMarco
04-11-21, 11:07 AM
Notice: 100_FalloftheRisingSun_Ultimate_v1.46_EN (https://www.subsim.com/radioroom/downloads.php?do=file&id=5572) is now posted. see page one (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992)

If you have issues, be sure and give us the details! Thanks.

The FotRSU Mod Team


i suspect that it is recommended that we start a new career after de-installing the previous version (whatever it is) and deleting the Save Folders prior to installing 1.46.

since my current career is on mission 30-something dateline May 1945, i think i will wait a few more missions and make it to VJ day, God Willing, before upgrading.

thanks for the update.

propbeanie
04-11-21, 11:48 AM
Yes, as has been stated numerous times here during the development, and in a couple of spots in the first post and the download page, though not appropriately prominent enough - This version is NOT backwards compatible - the Save folder must be emptied and a new career started. In our opinions, there are not enough changes to warrant dropping a current career, though you could use MultiSH4 and do a 2nd install of this wonnerfull wonnerfull mod... :roll: :O: :salute:

Larrywb57
04-11-21, 11:54 AM
No worry! I'll just give it a try. If it doesn't work, I'll go back to my save before entering my home port. But I will post what happens.

Thanks for the help!

Larry

After making home port, couldn't purchase my old DG. Reloaded and took the new command of new boat. I purchased the the 20mm Oerlikon paired 4 inch/ 50 Caliber Deck Gun. The 4 inch/ 50 Caliber Deck Gun was in the same location as the older DG. Checked the Crew Management page and had crew slots for both DGs. No problems. :up:

When I signed on this morning, downloaded the new edition of Fall of the Rising Sun Ultimate v.1.46. New mod installed and on first mission. No problems. Great work!

:Kaleun_Cheers:
:Kaleun_Salute: to the Team!

Mad Mardigan
04-11-21, 12:07 PM
i suspect that it is recommended that we start a new career after de-installing the previous version (whatever it is) and deleting the Save Folders prior to installing 1.46.

since my current career is on mission 30-something dateline May 1945, i think i will wait a few more missions and make it to VJ day, God Willing, before upgrading.

thanks for the update.


Am like KaleunMarco... am very vested in My career that I have worked hard to get to where I am, is nearing the end of '43... & able to use Nippon Maru with it.

Have v1.46 downloaded, stored to where I know where it is. Will bide time, so that Nippon can be updated, as well.. hopefully the cam works can get seen to with vicker03's interior mod. Lovely work. Hopefully Bubbleheads work with the corrected ladders in boats can be checked for being able to be used as well.. in conjunction with vickers mod. :hmmm: :yep:

So...

for now, going to hang with v1.39 for the time being.

Do have 1st folder of FOTRS with an older set up.. may wipe it clean & see of using it with v1.46 & see how it goes...

M. M.

:Kaleun_Salute:

Comder
04-11-21, 06:56 PM
Good Day Gentlemen,
I installed V1.46 on a clean install of SH4 Gold. I found That the game loaded faster than V1.39. Played a bit with single missions, No problems. Does play well. I seem to have a few ships that did not show torpedo damage, but went down. Looks good. Thank you Gentlemen.:Kaleun_Thumbs_Up:


Comder

propbeanie
04-11-21, 10:07 PM
Not all ships have a damage model, but let us know which ones you find that don't display one, and we'll see if maybe a link is broken. Thanks :salute:

Mad Mardigan
04-12-21, 06:55 PM
Not all ships have a damage model, but let us know which ones you find that don't display one, and we'll see if maybe a link is broken. Thanks :salute:

Ahoy, team...

Cleaned out that older copy of FotRS-U, v1.24 &... have v1.46 installed.

Loves great. Will keep an eye out for any of those ships that Comder mentioned of.. & will report in if I run across any so y'all can check on them. :yep: :up:

Gonna keep v1.39 for now.. as I want to see if I can make it to the end of the war. :shucks: :arrgh!: :D

M. M.

:Kaleun_Salute:

Randomizer
04-12-21, 11:23 PM
I started a January 1943 career with a GATO from Midway. Before leaving I selected the aft-mounted 4" deck gun but once at sea I discovered that the gun had no crew slots allotted and so could never be manned.

It's not a big deal, although I prefer aft mounts where historical.

-C

dex
04-13-21, 01:01 AM
this is mostly for american sub...is there a purpose to try uboat career...german sub

Mad Mardigan
04-13-21, 01:48 AM
this is mostly for american sub...is there a purpose to try uboat career...german sub

Not with FotRS. If you are able to, have another copy of SH4 & mod it with:

Operation Monsun: Dark Waters v6

found here:
https://www.subsim.com/radioroom/showthread.php?t=243322

Make sure to use multiSH4 to keep the save game folder for it, separate from the FotRS save folder.. as well as making sure to use either 4GB patch or Large Address Aware.

M. M.

:Kaleun_Salute:

dex
04-13-21, 03:31 AM
Not with FotRS. If you are able to, have another copy of SH4 & mod it with:

Operation Monsun: Dark Waters v6

found here:
https://www.subsim.com/radioroom/showthread.php?t=243322

Make sure to use multiSH4 to keep the save game folder for it, separate from the FotRS save folder.. as well as making sure to use either 4GB patch or Large Address Aware.

M. M.

:Kaleun_Salute:
Best regards:up:

propbeanie
04-13-21, 10:47 AM
this is mostly for american sub...is there a purpose to try uboat career...german sub
The German career in FotRSU should function, but it is only the Stock version. If you want more, do as MM says and use Dark Waters or OM.

FotRSU Mod Team
04-13-21, 02:51 PM
++++++++++++++++++++++++++++++++++++++++++++++++++
There seems to be a disconnect somewhere here. We have received numerous PMs, and noticed quite a few of the postings on the Download page, as well as in the thread here, have to do with simple instructions found in the first post and on the download page, but also in the mod itself in the Support folder. We will reiterate, very basically one more time:
1. You must have a fresh install of Silent Hunter: Wolves of the Pacific v1.5 - the one with the U-Boats
2. That game must be installed in a folder that is NOT a "Program Files" folder, including if you are using Steam
3. You must have at least four (4) gig of RAM and a 64 bit Windows OS
(if you have something older and 32-bit with 4 gig of RAM, PM propbeanie who can get you going)
4. You must PROPERLY use either LAA or NTCore 4Gig Patch, or similar on the SH4.exe file
5. You MUST empty the Save folder
++++++++++++++++++++++++++++++++++++++++++++++++++
You WILL have fun, and you WILL like it... :arrgh!:

Please read the instructions though! :salute:

Mad Mardigan
04-13-21, 03:34 PM
++++++++++++++++++++++++++++++++++++++++++++++++++
There seems to be a disconnect somewhere here. We have received numerous PMs, and noticed quite a few of the postings on the Download page, as well as in the thread here, have to do with simple instructions found in the first post and on the download page, but also in the mod itself in the Support folder. We will reiterate, very basically one more time:
1. You must have a fresh install of Silent Hunter: Wolves of the Pacific v1.5 - the one with the U-Boats
2. That game must be installed in a folder that is NOT a "Program Files" folder, including if you are using Steam
3. You must have at least four (4) gig of RAM and a 64 bit Windows OS
(if you have something older and 32-bit with 4 gig of RAM, PM propbeanie who can get you going)
4. You must PROPERLY use either LAA or NTCore 4Gig Patch, or similar on the SH4.exe file
5. You MUST empty the Save folder
++++++++++++++++++++++++++++++++++++++++++++++++++
You WILL have fun, and you WILL like it... :arrgh!:

Please read the instructions though! :salute:

Seems some, are gung ho iguana's.. that don't seem to have the time or patience, to read... or pay attention to install instructions.. sadly... :yep:

blasted, young whipper snappers... :doh: don't they get any of that fancy smancy, readin' writin', rithmatic any more... *begins snoring, after falling asleep, drooling, looking like gran pa on The Simpsons*

M. M.

:Kaleun_Salute:

3catcircus
04-13-21, 08:14 PM
Seems some, are gung ho iguana's.. that don't seem to have the time or patience, to read... or pay attention to install instructions.. sadly... :yep:

blasted, young whipper snappers... :doh: don't they get any of that fancy smancy, readin' writin', rithmatic any more... *begins snoring, after falling asleep, drooling, looking like gran pa on The Simpsons*

M. M.

:Kaleun_Salute:

To be fair, a *lot* of tribal knowledge is bound up in some very old posts here in the forums, but it *does* seem that there are a bunch of nubs who post the same question in multiple postings, expecting a magical response within minutes.

The first thing I do when I see a new mod pop up is subscribe to that thread - oftentimes the answer to an issue is buried on like page 53 of a 100 page thread - and I continue reading as new posts pile up.

The second thing I do is a search here.

The third thing I do is a search in Google or duckduckgo.

99% of the time the answer shows up using one of those three resources.

The other issue I've seen is an inability to actually read and answer when someone trying to help them asks questions or makes a probing statement of inquiry.

If we're asking you a question, it's to your benefit to answer it because we're building a picture of how you've installed something, what mod order things are in, where you've installed it, etc...

Randomizer
04-13-21, 09:35 PM
I started a January 1943 career with a GATO from Midway. Before leaving I selected the aft-mounted 4" deck gun but once at sea I discovered that the gun had no crew slots allotted and so could never be manned.

It's not a big deal, although I prefer aft mounts where historical.

-C
As an inveterate instruction-reader and self-help fan I get all of the rage above. All I would like to know is how to refit with an aft deck gun and get the crew spots to man it.

Sadly, either there is no solution or my post was lost as the page turned.

-C

propbeanie
04-14-21, 12:22 AM
I started a January 1943 career with a GATO from Midway. Before leaving I selected the aft-mounted 4" deck gun but once at sea I discovered that the gun had no crew slots allotted and so could never be manned.

It's not a big deal, although I prefer aft mounts where historical.
As an inveterate instruction-reader and self-help fan I get all of the rage above. All I would like to know is how to refit with an aft deck gun and get the crew spots to man it.

Sadly, either there is no solution or my post was lost as the page turned
A turning of the page is my excuse, and I'm shtickin' to it...

https://www.youtube.com/watch?v=3wC3us4_BgE

Did you happen to remove your gun crew prior to changing the weapon fore to aft? Did you happen to check for the slots prior to departing on patrol with the new gun position? If you had the slots after departing, did you Save the game, exit the game, then come back into the game and Load that Save, so that the game "initializes" the new gun location? Either way though, refer to Section 3 of the "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, also linked to in the "01_FotRSU_TableOfContents.pdf" file in the Support folder... This is a Stock game issue that will apparently always haunt the game...

Randomizer
04-14-21, 12:00 PM
Thanks, PB, last posts on any page often fall down the memory hole, it is the nature of the beast.

I changed nothing and just selected the aft deck gun option then left for patrol. I guess that I assumed (which one should never do because of the whole a$$ thing) that if it was offered, it would probably work.

It was in a loaded save that I discovered the missing crew slots. Then I rolled eyes, shook head and like a true curmudgeon, deleted the career.

I will refer to the references and try again. Thank you!

-C

mikesn9
04-14-21, 01:10 PM
FOTRS 1.46, (the Only mod), Tambor out of Pearl Dec 9, 1941
Mission: scout out Eniwetok, etc.
Got the photo, went hunting got 2 ships in northern 'pool' of deeper water, headed south to get Fleet tanker west of Parry.
Got the fleet tanker Dec 20. returned to deep water the same way I came in: back north west of Engebi.
did a counterclockwise circle of the Atoll, found an Airplane tender sitting west of Parry on Dec 22.

Set up for a long shot on the tender, discovered a Fleet Tanker in exactly the same spot as the one I sank.
Not my first go-around.... I figure, as far as the game is concerned, that is exactly the same ship: no points for sinking again.


Just passing it on, in case it's important to the Modders.


Mike

KaleunMarco
04-14-21, 01:48 PM
Got the photo, went hunting got 2 ships in northern 'pool' of deeper water, headed south to get Fleet tanker west of Parry.
Got the fleet tanker Dec 20.

Set up for a long shot on the tender, discovered a Fleet Tanker in exactly the same spot as the one I sank.
Not my first go-around.... I figure, as far as the game is concerned, that is exactly the same ship: no points for sinking again.


glad you brought this up again...........
through experience, i have noticed that the recurring-ship-i-already-sunk problem seems to occur when the TF/convoy/ship spawns near some land, even an island.
i had not experienced this in years until just a couple of weeks ago when i was passing one of the Ryukyu islands and a small convoy surprised me. i took care of business and went on my way and then, for the first time in a while, they re-spawned and went on their merry way.
i stopped routine patrolling near land masses quite a while ago and so i do not experience the recurring-ship-i-already-sunk problem.

PB will respond with his stay 20-30-mi-away-from-land-when-engaging-enemy-ships rant however sometimes even the best of us are set-upon near land.
:Kaleun_Salute:

Nemesis Bosseret
04-14-21, 02:03 PM
To be fair, a *lot* of tribal knowledge is bound up in some very old posts here in the forums, but it *does* seem that there are a bunch of nubs who post the same question in multiple postings, expecting a magical response within minutes.

The first thing I do when I see a new mod pop up is subscribe to that thread - oftentimes the answer to an issue is buried on like page 53 of a 100 page thread - and I continue reading as new posts pile up.

The second thing I do is a search here.

The third thing I do is a search in Google or duckduckgo.

99% of the time the answer shows up using one of those three resources.

The other issue I've seen is an inability to actually read and answer when someone trying to help them asks questions or makes a probing statement of inquiry.

If we're asking you a question, it's to your benefit to answer it because we're building a picture of how you've installed something, what mod order things are in, where you've installed it, etc...

Or you could just be me and be a SH veteran of all the games including the first one on nintendo and everything you touch turns into dog Fecal matter because you breathed on the download wrong, Or you cussed at the computer during the loading screen so it corrrupted all ur saved games lol ive had issues with every game and it drives me bannanas and i read for solutions just to find that its a common SH issue. but instead of a once in a while issue mine is a poke me in the face 30 times a minute issue even tho im running on a cracked out system.

Nemesis Bosseret
04-14-21, 03:18 PM
The German career in FotRSU should function, but it is only the Stock version. If you want more, do as MM says and use Dark Waters or OM.

Sir i have a question. Actually several questions. Mostly cuz im a bit of a nub on SH4 and stuck mostly with SH3 and SH5. Not a nub in RL tho i actually earned a pair of fish.

Im a bit confused with the American TDC. The range dial seems too small or i cant read it so i cant cross check it with map measurements. Is there any mods that i can add or alterations in the files to make it more legible?
I tried to use the stato/range finder tool and was getting way wonky off measurements, cross checked with the classification of ship and it was trying to throw my torps a miles ahead of the ship i was targeting. I Used the officer ID ship button and then did it myself and found it in the book and clicked the check mark.

Only after several attempts i got it locked up with a semi decent solution. I seriously could of shot with zero solution and guessed my launch times better than the computer was giving me. Im not sure if this deals with having postion keeper on or off. Or if im just a tard with the american TDC. Is there a Tutorial or something on how to use it properly? I like to sharp shoot convoys from near max range and can do this almost every time in SH5 or SH3 with manual targeting even with crap tastic Steam torps. Or is there a way i can maunally input target data to shoot at pre defined spot on the map? aka the Dick O'Kane targeting method?

Thank you for ur time and amazing work.

propbeanie
04-14-21, 05:06 PM
FOTRS 1.46, (the Only mod), Tambor out of Pearl Dec 9, 1941
Mission: scout out Eniwetok, etc.
Got the photo, went hunting got 2 ships in northern 'pool' of deeper water, headed south to get Fleet tanker west of Parry.
Got the fleet tanker Dec 20. returned to deep water the same way I came in: back north west of Engebi.
did a counterclockwise circle of the Atoll, found an Airplane tender sitting west of Parry on Dec 22.

Set up for a long shot on the tender, discovered a Fleet Tanker in exactly the same spot as the one I sank.
Not my first go-around.... I figure, as far as the game is concerned, that is exactly the same ship: no points for sinking again...

glad you brought this up again...........
through experience, i have noticed that the recurring-ship-i-already-sunk problem seems to occur when the TF/convoy/ship spawns near some land, even an island.
i had not experienced this in years until just a couple of weeks ago when i was passing one of the Ryukyu islands and a small convoy surprised me. i took care of business and went on my way and then, for the first time in a while, they re-spawned and went on their merry way.
i stopped routine patrolling near land masses quite a while ago and so i do not experience the recurring-ship-i-already-sunk problem.

PB will respond with his stay 20-30-mi-away-from-land-when-engaging-enemy-ships rant however sometimes even the best of us are set-upon near land.
The airplanes were the reason for staying away from land, but we have reduced that problem by adding more / smaller airbases that respond to your sub's presence (hopefully) from a seaward side, such that they don't go flying through a mountain range at just the time to spawn into "life". As for the "sinking" ships, from all indications I have seen, you have to wait around for them to "complete" their sinking. "I'm not dead yet!"

https://www.youtube.com/watch?v=Jdf5EXo6I68

A bit like the repair crew having to start all over with the damage, if you Save the game and exit at the wrong time, only to have the "repair time" start all over again, or the weather "clock" to do similar, if you leave the "spawn range" prior to the ship actually dying, then it can and will re-spawn, given the opportunity, and not have any damage. Even if you see a distress flare, and / or get a "She's taking on water and going down!" message. This happens especially when you are bird-dogging a convoy, shoot one, toot scoot and boogie for a run-around and do it again, and then wonder "didn't I just sink that Medium Merchant?"... I had one the other day while testing that broke in two and "sank" in about 10 minutes, but the bow and stern pieces kept hanging around. Nothing else in the neighborhood, so I popped-up to put a few rounds of 4" through one or both pieces, only to get caught topside by a plane that proceeded to put a bomb through the forward torpedo room... sigh - the sun was in my eyes! Now, I have no idea how the game decides when a ship is "fully dead", like they hit their "crush depth" or something??


Sir i have a question. Actually several questions. Mostly cuz im a bit of a nub on SH4 and stuck mostly with SH3 and SH5. Not a nub in RL tho i actually earned a pair of fish.

Im a bit confused with the American TDC. The range dial seems too small or i cant read it so i cant cross check it with map measurements. Is there any mods that i can add or alterations in the files to make it more legible?
I tried to use the stato/range finder tool and was getting way wonky off measurements, cross checked with the classification of ship and it was trying to throw my torps a miles ahead of the ship i was targeting. I Used the officer ID ship button and then did it myself and found it in the book and clicked the check mark.

Only after several attempts i got it locked up with a semi decent solution. I seriously could of shot with zero solution and guessed my launch times better than the computer was giving me. Im not sure if this deals with having postion keeper on or off. Or if im just a tard with the american TDC. Is there a Tutorial or something on how to use it properly? I like to sharp shoot convoys from near max range and can do this almost every time in SH5 or SH3 with manual targeting even with crap tastic Steam torps. Or is there a way i can maunally input target data to shoot at pre defined spot on the map? aka the Dick O'Kane targeting method?

Thank you for ur time and amazing work.
Rockin Robbins has the Sub Skipper's Bag of Tricks (https://www.subsim.com/radioroom/showthread.php?p=1025180#post1025180) thread, that has several very useful tutorial vidz in it, including the Dick O'Kane method, as done in SH4, which was the way I usually did manual targeting, since one time I would get 2000 yards on a target with the stadimeter, and the next I would get 9700, or some such useless data, when in actuality, it was probably 4000 yards... so yeah, course, speed, 90, shoot... I only missed about 50% of the time like that... :roll: :oops: :har: - I still don't understand how the stadimeter can be that far off for me, other than user error... ?? I dunno... But, while it's not compatible with FotRSU, CapnScurvy did Optical Targeting Correction (https://www.subsim.com/radioroom/showthread.php?p=1615889#post1615889) mod, which can go on Stock or TMO, or several other mods and combinations. The part that will draw you to it is this:

https://i.postimg.cc/WzT2PLFh/Rangedialinuseforforum.jpg

which is a range dial... s-s-shweet... Our fingers are still crossed that he will take a break from his vintage vehicle overhaul long enough to give us an add-in mod of OTC for FotRSU. Fingers crossed, but not holding my breath... lol

Nemesis Bosseret
04-14-21, 05:37 PM
Rockin Robbins has the Sub Skipper's Bag of Tricks (https://www.subsim.com/radioroom/showthread.php?p=1025180#post1025180) thread, that has several very useful tutorial vidz in it, including the Dick O'Kane method, as done in SH4, which was the way I usually did manual targeting, since one time I would get 2000 yards on a target with the stadimeter, and the next I would get 9700, or some such useless data, when in actuality, it was probably 4000 yards... so yeah, course, speed, 90, shoot... I only missed about 50% of the time like that... :roll: :oops: :har: - I still don't understand how the stadimeter can be that far off for me, other than user error... ?? I dunno... But, while it's not compatible with FotRSU, CapnScurvy did Optical Targeting Correction (https://www.subsim.com/radioroom/showthread.php?p=1615889#post1615889) mod, which can go on Stock or TMO, or several other mods and combinations. The part that will draw you to it is this:

https://i.postimg.cc/WzT2PLFh/Rangedialinuseforforum.jpg

which is a range dial... s-s-shweet... Our fingers are still crossed that he will take a break from his vintage vehicle overhaul long enough to give us an add-in mod of OTC for FotRSU. Fingers crossed, but not holding my breath... lol

God i hope he does because that would make my life so much easier. I totally blundered on two sea plane tenders only getting one torp to stick and a cruiser behind them. It was a very very sad day for me. If i had a Type 7 or 9 id have all three at the bottom. But nope just one to the stern around the screw and the rest wiffed so bad they got better odds of finding Antarctica than finding a ship. I almost wanted to blame it on the torps but there MK10s and they actually work compared to the 14s so i know it was something on my solution that screwed it up. I guess ill have to play with the position keeper and tinker with the range and solution to figure it out

Randomizer
04-15-21, 03:28 PM
A comment and a question.

Comment: I did some testing and it appears that if you select the Aft Deck Gun and then populate the station with its crew, the disappearing crew slot bug does not occur. Once at sea, re-deploy the gun crew and their slots remain. I tried it three times with three different classes and the crew slots appeared as designed after every save.

Question: does FOTRS 1.46 have a hot key for the stop watch? If not, is there a spare hot key available for one in the future.

Awesome for the PTO, well done to all concerned. Now back to the long transit from Pearl to Area 7.

-C

propbeanie
04-15-21, 10:07 PM
A comment and a question.

Comment: I did some testing and it appears that if you select the Aft Deck Gun and then populate the station with its crew, the disappearing crew slot bug does not occur. Once at sea, re-deploy the gun crew and their slots remain. I tried it three times with three different classes and the crew slots appeared as designed after every save.
... and it is important that a person Saves prior to going to Battle Stations against the enemy, if you have swapped ends with the gun, or added a new double mount. If you do not Save, Exit and return, then the gun station will not show as manned, even though they are there. Once a Save has been done, all is well. But you have to make certain you have gun crew slots before you leave... We cannot guarantee 100% reliability, since it is, after all, Silent Hunter 4... :roll: (not forgetting that propbeanie helped mod it...)


Question: does FOTRS 1.46 have a hot key for the stop watch? If not, is there a spare hot key available for one in the future.
According to my handy-dandy "SH4_Q-Ref_Card_Front.jpg" (found in the main game folder), it should be <C> - does it not function correctly on your system? I am not at a proper SH4 computer right now... (the wife has commandeered the laptop for her email app thingie) - I don't want to say that too loud... she might hear me.

Awesome for the PTO, well done to all concerned. Now back to the long transit from Pearl to Area 7.

-C
Thank you on behalf of the team. Smooth sailing and happy hunting - and may your boat not have HORS engines! (wouldn't that be cool if we could emulate them, like we can the dud torpedoes??)... :salute:

Randomizer
04-15-21, 10:54 PM
According to my handy-dandy "SH4_Q-Ref_Card_Front.jpg" (found in the main game folder), it should be <C> - does it not function correctly on your system? I am not at a proper SH4 computer right now... (the wife has commandeered the laptop for her email app thingie) - I don't want to say that too loud... she might hear me.
OK, but according to the Handy-Dandy Silent Hunter Wolves of the Pacific English language manual Page 41 (page 32 in the .pdf), the <c> key is for Crash Dive.
(the wife has commandeered the laptop for her email app thingie)
I had SWMBO buy her own high-end laptop specifically to avoid such a peccadillo. Sharing computers is like sharing tooth brushes; no matter how close you may be, it's still gross.

Thanks.

-C

propbeanie
04-15-21, 11:08 PM
OK, but according to the Handy-Dandy Silent Hunter Wolves of the Pacific English language manual Page 41 (page 32 in the .pdf), the <c> key is for Crash Dive.
Ahhh... but FotRSU "SH4_Q-Ref_Card_Front.jpg" key guide trumps the shtinking SH4 key guide anyday... Crash Dive is <Ctrl><D> now... lol - CapnScurvy did an excellent job on those former cardboard templates, so much so, that they look like the real Ubisoft SH4 Wolves of the Pacific issue... They just don't have the glossy print to them, unless of course, you use photo paper to print them out... Just remember, the <D> key for Dive does NOT stop at a pre-determined depth...


I had SWMBO buy her own high-end laptop specifically to avoid such a peccadillo. Sharing computers is like sharing tooth brushes; no matter how close you may be, it's still gross.

Thanks.

-C
What's wrong with tradin' spit?... lol - the toothbrushes just wear out faster, especially if you use them to clean the tile grout... :roll: - but seriously, I just found this email thingie today. She has had the job for a few weeks now, and there isn't too much that comes across, but it is still there... lurking... interfering with the 3D display... stealing clock cycles... She also has a version on her fone... these people are nutz, being married to their company like that... Never out of touch. Anyway, depending upon the tax situation, my fingers are crossed for a new laptop... :yeah:

Randomizer
04-15-21, 11:28 PM
Ahhh... but FotRSU "SH4_Q-Ref_Card_Front.jpg" key guide trumps the shtinking SH4 key guide anyday...
Perhaps it should have been renamed FOTRS_Q_Ref_Card_Front.jpg so that unimaginative, pedantic whiners can look there first. Just say'n.

Good luck with the taxes, SWMBO bought her laptop to do ours, she's as good at numbers as I am awful with them. Something that a career in the Field Artillery never managed to correct. (Let's see, angle of sight plus complementary angle of sight times range in thousands plus tangent elevation equals... Oh, hell, give her half a crank up and let'r rip.)

-C

propbeanie
04-16-21, 07:01 PM
Oh, I'm really good with numbers, other than mine always end up as negative, or "in the red"... lol - we do owe Uncle Sam some money, which is better than him owing me money and not paying me interest for it this past year... although, I am paying him inflated dollars now... lol - like you: "give her half a crank and let'r rip!" we'll get there eventually to a nice balance.

flaminus
04-17-21, 12:38 AM
I notice that there is no radar warning upgrade (rader counter measure) in FOTRSU 1.46, while in TMO, which i previously played, such equipment is available in late war time. So i'm wondering is this equipment necessary in the game? Will the Japanese ships use radar to detect our submarines in FOTRSU 1.46?

anthor question: I frequently received contact reports and ship information in the radio and map, but when i caulating a proper course and speed to intercept them, i always failed. Only one successful interception out of more than 10 attempts. Does it mean that enemy ships usually change their course and a long-range interception in FOTRSU is almost impossilbe?
:Kaleun_Salute:

Mad Mardigan
04-17-21, 01:41 AM
I notice that there is no radar warning upgrade (rader counter measure) in FOTRSU 1.46, while in TMO, which i previously played, such equipment is available in late war time. So i'm wondering is this equipment necessary in the game? Will the Japanese ships use radar to detect our submarines in FOTRSU 1.46?

anthor question: I frequently received contact reports and ship information in the radio and map, but when i caulating a proper course and speed to intercept them, i always failed. Only one successful interception out of more than 10 attempts. Does it mean that enemy ships usually change their course and a long-range interception in FOTRSU is almost impossilbe?
:Kaleun_Salute:

Ahoy, flaminus... :Kaleun_Cheers:

To state, you have to remember, this IS a WW2 sub sim & mod to boot... it's NOT a modern 1... meaning, that the boys in the navy of then, did not unlike their modern day counterparts.. have access to nice, bright, shiny satellite's nor the boys behind the desks, analyzing what was captured by them... :yep:

So... your odds of doing a successful interception, will widely vary... from fairly good, if you're extremely lucky... to a snowball, wearing gasoline soaked under roo's.. making it through Hades, unscathed.. translating to... nil to none. (Sorry, My weird sense of humor rearing its head, oft times, at the worst time... :D)

Long & short of it... can try to calculate an intercept course, but... don't hold your breath on it being accurate... unless.. you are really NOT that far away when you get the contact report to base 1 off of it.. then, the chances are.. a wee bit better of having a chance at an intercept & even then.. that is probably a 50/50 proposition, at best... propbeanie, could chime in with a more... informed analysis here.. on My supposition & clarify that..

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

M. M.

:Kaleun_Salute:

mikesn9
04-17-21, 08:37 AM
FORTSU 1.46, no other Mods.


Parker's Tincan, and Parker's Tincan II both have 0 tons listed as their weight.
Also ran across Kawanishi H6K4. with no picture.. An airplane in the ship ID book. On purpose?

propbeanie
04-17-21, 10:58 AM
I notice that there is no radar warning upgrade (rader counter measure) in FOTRSU 1.46, while in TMO, which i previously played, such equipment is available in late war time. So i'm wondering is this equipment necessary in the game? Will the Japanese ships use radar to detect our submarines in FOTRSU 1.46?

anthor question: I frequently received contact reports and ship information in the radio and map, but when i caulating a proper course and speed to intercept them, i always failed. Only one successful interception out of more than 10 attempts. Does it mean that enemy ships usually change their course and a long-range interception in FOTRSU is almost impossilbe?
:Kaleun_Salute:
If we can make a radar warning thingie, just like some other aspects of the game, not so "accurate", fine. We might put it back in. It's like several other aspects of the game that are just too "accurate", or spot-on in their results. But number one, the US did not have a radar detector, nor a BOLD until very late in the war. The decoys are there in the mod early, from previous versions of the mod, and will be replaced with another device before long... For the US, and for whatever reason, like the wakeless torpedo, it just was not considered "important" enough to "waste" spending US taxpayer money on new-fangled devices... sigh - "so, here's your fly-swat. Go sink us some ships."... lol - so they copied captured German "technology" - including its flaws... lol - and "yes", the Japanese did use radar in real life, and it is "modeled" in the game and mod, but perhaps a bit to "strongly"... they are on you like shtink at times...

As MM mentions about the contact reports, the contacts, especially in FotRSU and other mods, can be very difficult to track down. In Stock, the ships generally go straight as an arrow from point A to point B, only deviating slightly in their journeys to avoid land. In FotRSU, the groups will zig-zag constantly. Case in point:

https://i.imgur.com/viKd1eb.jpg

Notice the highlighted Troop Transport group starts out of the Ise Bay and begins traveling in a generally southwest direction, but zig-zagging. Suppose the report comes in during one of the south-southwest jogs? and then just a few mile later, the group is going west-southwest? You'll never find it based on the report. Suppose you do get a report on it going southwest, and you're down by the Luzon Straits. You would assume it is coming toward you... but no:

https://i.imgur.com/yuByx9f.jpg

It takes a little jog to the west and goes between the Ryukyus and Kyushu and heads for the Formosa Strait... You completely miss it...


FORTSU 1.46, no other Mods.

Parker's Tincan, and Parker's Tincan II both have 0 tons listed as their weight.
Also ran across Kawanishi H6K4. with no picture.. An airplane in the ship ID book. On purpose?
Parker's Tincans are only used in the Sea Trials missions, and therefore are not used to better your renown score. The landed H6K in Stock does not have a sil file, and that has carried throughout most mods. We might rectify that in the next FotRSU release though... after all, you ~can~ sink them. They are listed in the Sea folder, since they are a "ship" sitting on the water, after all...

Now, you seeing this information, are you looking at them in the Museum, or in their folders? If you're in the Museum, we have to change the set-up for that... :salute:

Mad Mardigan
04-17-21, 11:52 AM
As MM mentions about the contact reports, the contacts, especially in FotRSU and other mods, can be very difficult to track down. In Stock, the ships generally go straight as an arrow from point A to point B, only deviating slightly in their journeys to avoid land. In FotRSU, the groups will zig-zag constantly. Case in point:

https://i.imgur.com/viKd1eb.jpg

Notice the highlighted Troop Transport group starts out of the Ise Bay and begins traveling in a generally southwest direction, but zig-zagging. Suppose the report comes in during one of the south-southwest jogs? and then just a few mile later, the group is going west-southwest? You'll never find it based on the report. Suppose you do get a report on it going southwest, and you're down by the Luzon Straits. You would assume it is coming toward you... but no:

https://i.imgur.com/yuByx9f.jpg

It takes a little jog to the west and goes between the Ryukyus and Kyushu and heads for the Formosa Strait... You completely miss it...

:salute:

To quote...

''Sometimes you get the bear... sometimes (more oft than not... :yep:) Mr. Bear, gets ''you''...

End quote.

M. M.

Bubblehead1980
04-17-21, 03:21 PM
To quote...

''Sometimes you get the bear... sometimes (more oft than not... :yep:) Mr. Bear, gets ''you''...

End quote.

M. M.

lol Well it's meant to add that element of confusion and unpredictability that real subs faced. Sometimes you find the contacts, sometimes you do not. Really is fun when find them though right?

I am contemplating redoing the single merchant layers in TMO for my upgrade, make them zig, they tend to travel a straight line and are too easy to track.

Mad Mardigan
04-17-21, 03:39 PM
lol Well it's meant to add that element of confusion and unpredictability that real subs faced. Sometimes you find the contacts, sometimes you do not. Really is fun when find them though right?

I am contemplating redoing the single merchant layers in TMO for my upgrade, make them zig, they tend to travel a straight line and are too easy to track.

Yep, makes it that much more.. challenging...

Am looking forward to checking out what you're doing with TMO.. by the way.

M. M.

:Kaleun_Salute:

Mad Mardigan
04-17-21, 09:47 PM
Ahoy, team... :Kaleun_Cheers:

Ok, got a very weird one, here..

Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\FotRS-U-EN\MODS]

FotRSU-EN v1.46
901_Strategic_Map_Symbols
452_MoonlightzSonarLines
SEA_LIFE_SH4
Nippon v1.2.1
Fleetboat Interior-Officers Quarters_FOTRSU v1.39 EN
International Radio mod
RadioStationManager
1-MM's Gramophone music mix


On patrol, in a Sargo sub, out of Manila... 1st operational patrol.

Orders were to patrol 10 days, around Makung observe & report activity in the area, as is believed invasion force will sail from here..

Ok, hot footed it there, cranked 4 speed... & on station. Get sonar report of a contact.. get its base heading & got ahead & waited for it to get in range.

On it getting to where I could ID it.. set up fish for it & waited for it to get in better range with torp doors open (2) 1 considering its small size BUT it being a war ship.. a 2nd, set up... just in case.

It gets in range & I find Myself in the middle of a very strange... mystery...

Patrol zone:
http://snipboard.io/s7MnI3.jpg

Target is a subchaser 13...
http://snipboard.io/UtrjRg.jpg

tubes I was set up with to attack, are the fore tubes & this is what I get yet on attack map.. no sign of the torp travel line:

Torp 1, fore - peri view:
http://snipboard.io/QSHYZk.jpg

Attack map, torp tube 1:
http://snipboard.io/Ovcx2H.jpg

Now, when I go to check something... clicking on the aft torp tube, tube 5, to be precise I get this:

torp 5, peri view:
http://snipboard.io/jwkQ52.jpg

& torp tube 5, attack map:
http://snipboard.io/3FnrGT.jpg

Accordingly.. fore tubes are facing the target wrong... despite having My bow facing the right direction, with the target traveling from starboard to port... & is out ahead of Me.. add to that, after lock on... being told it is 30K from were I am.. when best guess.. 3500, to 4500 in front of Me, well would be when & if the right set of torp tubes was accurately locked on... that is.. when I would be unloading all holy hades on them, in the form of 1 torp kiss of death. If it doesn't dud out, that is... :yep: :arrgh!: :haha: :D & they've gotten inside of that range when I go to fire the torps off... :o
YET, can't... as the wrong set of tubes (aft) are saying & declaring that they are the ones to be used... when they ain't.. as the aft end of the sub is most definitely NOT pointing in the targets direction.... :doh:

End report.

M. M.

:Kaleun_Salute:

Comder
04-17-21, 11:07 PM
Good Day Gentleman,
I say congrats to the mod team on 1.46. So far playing very stable. I am going to edit the files for the sub mods I like to use at times. Propbeanie, I was wondering which group of missions you mite think as best to attach to the sub? I have in the past just took the group with the highest number to use. I would like to hear ideas on this. Thank you all for any info you can give.


Comder


Great Mod Guys :Kaleun_Cheers:

propbeanie
04-18-21, 12:05 AM
Ahoy, team... :Kaleun_Cheers:

Ok, got a very weird one, here..

Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\FotRS-U-EN\MODS]

FotRSU-EN v1.46
901_Strategic_Map_Symbols
452_MoonlightzSonarLines
SEA_LIFE_SH4
Nippon v1.2.1
Fleetboat Interior-Officers Quarters_FOTRSU v1.39 EN
International Radio mod
RadioStationManager
1-MM's Gramophone music mix


On patrol, in a Sargo sub, out of Manila... 1st operational patrol.

Orders were to patrol 10 days, around Makung observe & report activity in the area, as is believed invasion force will sail from here..

Ok, hot footed it there, cranked 4 speed... & on station. Get sonar report of a contact.. get its base heading & got ahead & waited for it to get in range.

On it getting to where I could ID it.. set up fish for it & waited for it to get in better range with torp doors open (2) 1 considering its small size BUT it being a war ship.. a 2nd, set up... just in case.

It gets in range & I find Myself in the middle of a very strange... mystery...

[pb edit - several pix showing fore and aft - see original post]

Accordingly.. fore tubes are facing the target wrong... despite having My bow facing the right direction, with the target traveling from starboard to port... & is out ahead of Me.. add to that, after lock on... being told it is 30K from were I am.. when best guess.. 3500, to 4500 in front of Me, well would be when & if the right set of torp tubes was accurately locked on... that is.. when I would be unloading all holy hades on them, in the form of 1 torp kiss of death. If it doesn't dud out, that is... :yep: :arrgh!: :haha: :D & they've gotten inside of that range when I go to fire the torps off... :o
YET, can't... as the wrong set of tubes (aft) are saying & declaring that they are the ones to be used... when they ain't.. as the aft end of the sub is most definitely NOT pointing in the targets direction.... :doh:

End report.

M. M.

:Kaleun_Salute:
First of all, you don't mention pressing the PK to update the targeting. Second of all, I have never seen a 30k+ range with a lock before. The longest range I've ever been able to obtain has been just over 16k, while on the surface, clear sky, calm sea, using the observation scope, and then the lock wouldn't stick. All indications from your pix, are that the range is WAY off. Again, PK update? However, I wouldn't trust anything with that 30k+ figure, or anything targeting on your boat at all right now. We have done extensive testing of the mod, including the Salmon / Sargo, and never had anything like that. Of course though, we didn't have that mod list. If you did PK updates, why did the range not shorten (I am perplexed as to the source of that number)? If such is the case, I would be tempted to pull the Sea Life mod first (I can't think of what it would influence though), because I have used the Interiors mod, and not seen anything like that. The radio station mod shouldn't cause issue, and neither should the RSM. One other thing might be the order of the mods. You don't really need to have RSM "activated". It is an executable file in the "root" game folder, so de-activate that, and then just copy the exe file over, and your short-cut (if any) should still work. I would be tempted though, to put the Interiors mod 2nd to last, and the Sea Life last - but only if you didn't update the PK in those pix... If you did, then I would remove Sea Life first, see what happens with targeting. then remove the other mods, one by one and see what happens. Remember, 30k is well beyond what the game is capable of displaying for targeting... and it doesn't count in "feet" instead of "yards"... you are roughly 10k beyond the realm of possibility. Main thing though - what is the status of the PK?

Good Day Gentleman,
I say congrats to the mod team on 1.46. So far playing very stable. I am going to edit the files for the sub mods I like to use at times. Propbeanie, I was wondering which group of campaigns you mite think as best to attach to the sub? I have in the past just took the group with the highest number to use. I would like to hear ideas on this. Thank you all for any info you can give.

Comder

Great Mod Guys :Kaleun_Cheers:
From the start of the war, the Porpoise / Tambor / Gar boats have the most for Pearl, but the Balao and Narwhal have 17 each, with the Narwhal starting the beginning of 1942, and the Balao in 1943 - easy enough to change though. Remember though, the S-18 / S-42 have quite a few up in Dutch Harbor... lol - The Porpoise, Salmon / Sargo have the most at Fremantle. Realistically though, anything but the S-Boats at Fremantle or Brisbane, since they "retire" earlier than the other boats, should work fine. The Porpoise boat does "retire" at Fremantle, but a strategic, user-induced transfer can fix that... basically, pick your poison, based upon whether you want the CenPac or SoWesPac. The boats with the higher numbers have a few different assignments than the other boats.

Mad Mardigan
04-18-21, 02:10 AM
Ahoy, propbeanie... :Kaleun_Cheers:

Reply is in DarkOrange

First of all, you don't mention pressing the PK ( PK..??? :hmmm: sorry, ol'man-itis, I feel I should know that but drawing a blank, right now... :doh: ) to update the targeting. Second of all, I have never seen a 30k+ range with a lock before. ( I know.. have never, at least to the best of My recollecting, ever locked on to a target, that far off before, either... ) The longest range I've ever been able to obtain has been just over 16k, while on the surface, clear sky, calm sea, using the observation scope, and then the lock wouldn't stick. All indications from your pix, are that the range is WAY off. Again, PK update? However, I wouldn't trust anything with that 30k+ figure, or anything targeting on your boat at all right now. We have done extensive testing of the mod, including the Salmon / Sargo, and never had anything like that. Of course though, we didn't have that mod list. If you did PK updates, why did the range not shorten (I am perplexed as to the source of that number)? If such is the case, I would be tempted to pull the Sea Life mod first (I can't think of what it would influence though), because I have used the Interiors mod, and not seen anything like that. The radio station mod shouldn't cause issue, and neither should the RSM. ( Wouldn't see of them causing issues, either.. which is why I did place them, pretty much dead last... Of note, I did have the RSM, stop working with v1.39, of which I did post on that in the main thread, by the way on the RSM thread. )One other thing might be the order of the mods. You don't really need to have RSM "activated". It is an executable file in the "root" game folder, so de-activate that, and then just copy the exe file over, and your short-cut (if any) should still work. ( Ok, will see of doing that.. :yep: & I did send a shortcut of it, over to desktop, just so I wouldn't have to go into the main folder to run it ) I would be tempted though, to put the Interiors mod 2nd to last, and the Sea Life last - but only if you didn't update the PK in those pix... ( Have 1-MM gramophone mix, dead last, so as to facilitate dropping it out & replacing it with 2-MM, 3-MM as each number is for the last digit year wise, & have 5 folders from '41 to '45 for record music files... for the gramophone, so, interior would be 3rd from last then with Sea life between those 2... ) If you did, then I would remove Sea Life first, see what happens with targeting. then remove the other mods, one by one and see what happens. Remember, 30k is well beyond what the game is capable of displaying for targeting... and it doesn't count in "feet" instead of "yards"... you are roughly 10k beyond the realm of possibility. Main thing though - what is the status of the PK? ( Again, clarify on what PK is.. drawing a blank on that, right off... sorry. :o :doh: ( slaps head & goes D'Oh... Homer Simpson style... ) told ya, I was, then just before I went to post.. I realized what PK is.. & Yeah, I did... several times... & it was on, as far as I can recall of... :hmmm: I'll take a moment, before starting it back up & see of removing RSM from the activation list, stick the .exe for it in the main folder... & reorder the other mods mentioned... & give it another go. Think I did manage to do a save prior to running into that ship... no idea if I shall have it crop up again, to check & see if it does that craziness again, or not.. was weird, as I ran a S boat career, until I got killed attacking a task force, & managed to sink a Kongo... but... got wiped out, in the attempt to clear the area... :oops: Started a new career, since I go by ''DEAD... is DEAD'' principle. YET, didn't have any of that occur while I did run that S boat career... :hmmm: & the mod list, is pretty much the same, except for adding in Nippon, after s7rikeback, reworked it for v1.46 FotRS... :hmmm: Otherwise, it's pretty much what I started off with.

KaleunMarco
04-18-21, 09:20 AM
Ahoy, propbeanie... :Kaleun_Cheers:

Reply is in DarkOrange

the Position Keeper, Mister Mardigan!!!
don't make us have to put you through a remedial qualifying course.

https://i.ibb.co/jWyQnfn/Picture0035.jpg

propbeanie
04-18-21, 09:33 AM
I would attempt to get the list like this:
FotRSU-EN v1.46
Nippon v1.2.1
901_Strategic_Map_Symbols
452_MoonlightzSonarLines
International Radio mod
Fleetboat Interior-Officers Quarters_FOTRSU v1.39 EN
SEA_LIFE_SH4
1-MM's Gramophone music mix
I not sure of having success loading a previous Save though. Nothing to keep you from trying. If it bombs, it bombs and it is only the first mission. I have looked at Sea Life, and I see no reason for it to influence anything as far as AI Visual goes, so I have my doubts about that. All I can think of is maybe you started the S-Boat career, died, then loaded in other mods but didn't clear the Save folder, then started the Sargo career? I dunno. Something like that could muck-up the Save data... I have the mods myself now, and I'll fix up that mix - less your custom period music mix, since I have my own custom mix from over 300 CDs from 1940s through 2000s ABBA to ZZTop baby! It does include Benny Goodman, Glenn Miller and the like, but does have some hook-laden Thunder mixed in... :roll:

https://www.youtube.com/watch?v=x_y5qur8DmI

Mad Mardigan
04-18-21, 03:34 PM
the Position Keeper, Mister Mardigan!!!
don't make us have to put you through a remedial qualifying course.

https://i.ibb.co/jWyQnfn/Picture0035.jpg

Ahoy, KaleunMarco... :Kaleun_Cheers:

Hehh... yeah..

About that, in My defense, was a bit flustered with having that I reported, happening, added to getting as much pertinent info gathered, as possible... to give when I made the report.

Knowing, it may have been possible a mod didn't play well with the others... to any other reason, unbeknownst.. which can & does occur, though it is rare on that, but.. is still a chance. :yep:

Then add to the mix, being tired & pushing it to get the report in, while it was as 'fresh' as was humanly possible... :up:

I do admit, feeling a bit... sheepish, when I was just about ready to hit submit, to have it hit Me like a ton of bricks & realize d'oh.. yeah, that is what that stands for... :oops: :D

So, nope.. no remedial courses needed... :shucks: at least, not yet, at any rate... :D

M. M.

:Kaleun_Salute:

Mad Mardigan
04-18-21, 03:46 PM
I would attempt to get the list like this:
FotRSU-EN v1.46
Nippon v1.2.1
901_Strategic_Map_Symbols
452_MoonlightzSonarLines
International Radio mod
Fleetboat Interior-Officers Quarters_FOTRSU v1.39 EN
SEA_LIFE_SH4
1-MM's Gramophone music mix
I not sure of having success loading a previous Save though. Nothing to keep you from trying. If it bombs, it bombs and it is only the first mission. I have looked at Sea Life, and I see no reason for it to influence anything as far as AI Visual goes, so I have my doubts about that. All I can think of is maybe you started the S-Boat career, died, then loaded in other mods but didn't clear the Save folder, then started the Sargo career? I dunno. Something like that could muck-up the Save data... I have the mods myself now, and I'll fix up that mix - less your custom period music mix, since I have my own custom mix from over 300 CDs from 1940s through 2000s ABBA to ZZTop baby! It does include Benny Goodman, Glenn Miller and the like, but does have some hook-laden Thunder mixed in... :roll:

https://www.youtube.com/watch?v=x_y5qur8DmI

ahoy, propbeanie..

Yeah, that is the exact way you have that I am going to approach doing it.. minus the RSM, which am going to drop RSM.exe into the main folder itself, , dump the desktop shortcut I created after I had activated it via the jsgme & resend it again, following protocol.

After getting all that done.. am going to just crap can the save folder & start off fresh... as you deduced, it is in the early aspect.. so it will not be a big loss..

When I ran that S boat career, all of the mods, were already there.. with exception to Nippon. I did add in that mod, after that.. & don't recall dumping the save career, as it was added in, not taken out.. which iirc, is when dumping the save folder would be directly called for to be done, with the removal of a/any mod add ins... not with adding a mod in.
If I am incorrect, kindly point that out... am not above being shown that I am.. would rather know that I was, than to continue in & causing any one else to follow in that wrong train of thought. :yep:

As for the music choices.. as I say.. whatever blows your hair back, enjoy. In short, to each their own on their taste in music.. it may or may not match up with Mine.. & that's grand. Enjoy what you like. :D As I shall do, & if it meets up on liking the same kind, all the much more the better.. we can enjoy it, together. :shucks:

M. M.

:Kaleun_Salute:

KaleunMarco
04-18-21, 03:55 PM
I do admit, feeling a bit... sheepish,
https://www.youtube.com/watch?v=k1rxlem25ds
:Kaleun_Salute:

Mad Mardigan
04-18-21, 04:07 PM
https://www.youtube.com/watch?v=k1rxlem25ds
:Kaleun_Salute:

:haha: :har: :haha: :salute: :D :up:

Good 1, KaleunMarco... good 1... a tip o' the hat to ya, for that lil' gem... :Kaleun_Applaud:

M. M.

:Kaleun_Salute:

propbeanie
04-18-21, 06:57 PM
So whether you're Crying a River of Pain, or doing the baa baa Black Sheepish, be sure and let us know how the next round out of Manila goes. I do not think you have to dump RSM, I would keep that short-cut, but put the executable in the game folder myself, so you don't have it on the MODS list, since technically, it is not a mod... :salute:

Mad Mardigan
04-18-21, 07:52 PM
So whether you're Crying a River of Pain, or doing the baa baa Black Sheepish, be sure and let us know how the next round out of Manila goes. I do not think you have to dump RSM, I would keep that short-cut, but put the executable in the game folder myself, so you don't have it on the MODS list, since technically, it is not a mod... :salute:

Will do. :yep:

As for the shortcut & RSM... figure, better safe than sorry.. & didn't take all that long to reset up a shortcut.. :shucks: As for RSM, itself.. has been deactivated & removed from 'MODS' with it now nested into the main SH4 FotRS v1.46 folder... so, all good there. :yep:

Now.. to run a test of the last save & see how it goes. If it bombs, no big... will just simply wipe the save folder & go through with setting up a new career...

M. M.

:Kaleun_Salute:

flaminus
04-18-21, 11:52 PM
Ahoy guys, in FotRSU mod, the torpedo textures are wrong, as the pictures show. I looked into the "Torpedoes_US.dat" and found many errors in it, causing mislead of texture files. So i modified it refering TMO mod, and imported the meun texture as well. Hoping it will be integrated into the next upgrade of FOTRS.

https://www.subsim.com/radioroom/downloads.php?do=file&id=5810

:Kaleun_Cheers:

https://i.postimg.cc/C5zJkh1p/2.jpg

https://i.postimg.cc/Zqb9b3S7/1.jpg

propbeanie
04-19-21, 01:38 AM
Whatever, but this is not TMO. Maybe Ducimus was wrong... :arrgh!: CapnScurvy would not like you bad-mouthing his menu color choices :O: - We can add your changes to the next version of Add-In Modz Pak if you want? With your permission and we'll give proper naming credit, of course. :salute:

Mad Mardigan
04-19-21, 03:08 AM
Ahoy... :Kaleun_Cheers:

Per agreement, am reporting end results, after reordering mods list, & renesting of RSM.exe, into the main folder for FotRS...

Renesting the RSM.exe, no issues there. All good.

After reorganizing the mods list... well...:doh:

Loaded last save & ran across a tanker, that I ran across prior to the Subchaser class 13.

Before, I had no issues sinking it, the 1st time I ran across it.

However, this time.. still ended up with the same issue the 2nd time of coming across the subchaser. targeting was askew.. & range was crap. Except this time, it was with that tanker that I had it crop up... :timeout: No ideas... so... I just bit the bullet, exited & scrapped the game save folder.

Upon start of a new career, after resetting up options before shoving off on patrol.. & can report that thus far, have not had the issue show up yet... Knock on wood *knock.. knock...*

End report.

M. M.

:Kaleun_Salute:

flaminus
04-19-21, 03:51 AM
Whatever, but this is not TMO. Maybe Ducimus was wrong... :arrgh!: CapnScurvy would not like you bad-mouthing his menu color choices :O: - We can add your changes to the next version of Add-In Modz Pak if you want? With your permission and we'll give proper naming credit, of course. :salute:

That's good:Kaleun_Salute:

btw, i'm not bad-mouthing the original work, the texture in tmo just more reasonable, at least matched:hmmm:

propbeanie
04-19-21, 09:32 AM
Ahoy... :Kaleun_Cheers:

Per agreement, am reporting end results, after reordering mods list, & renesting of RSM.exe, into the main folder for FotRS...

Renesting the RSM.exe, no issues there. All good.

After reorganizing the mods list... well...:doh:

Loaded last save & ran across a tanker, that I ran across prior to the Subchaser class 13.

Before, I had no issues sinking it, the 1st time I ran across it.

However, this time.. still ended up with the same issue the 2nd time of coming across the subchaser. targeting was askew.. & range was crap. Except this time, it was with that tanker that I had it crop up... :timeout: No ideas... so... I just bit the bullet, exited & scrapped the game save folder.

Upon start of a new career, after resetting up options before shoving off on patrol.. & can report that thus far, have not had the issue show up yet... Knock on wood *knock.. knock...*

End report.

M. M.

:Kaleun_Salute:
Thanks for the report. Have fun!

That's good:Kaleun_Salute:

btw, i'm not bad-mouthing the original work, the texture in tmo just more reasonable, at least matched:hmmm:
I understand, and I was having fun with it. :D All the years of testing and playing the mod, and hadn't noticed that the torp textures do not match... that is a riot. So we'll fix what we have, and include your mod as an add-in for those who want the TMO colors. The idea behind FotRSU is user configurability. Thank you! :salute:

flush deck
04-21-21, 10:31 AM
Hi guys,


First, thanks for this awesome Mod and work behind.


propbeanie propose me, thanks for that, to get a look and test m'y skill on the texture of the USN and Japan ships of FotRSU. Very happy to start this new adventure, and give help to this great Project.


I'll post here (if it's ok of course) the WIP of the differents ships that I'll update.


First batch of reworked skin Will be for the USN DD


The Clemson DD186


https://zupimages.net/up/21/16/gmf7.jpg (https://zupimages.net/viewer.php?id=21/16/gmf7.jpg)


Stay tuned

s7rikeback
04-21-21, 12:31 PM
Hi guys,


First, thanks for this awesome Mod and work behind.


propbeanie propose me, thanks for that, to get a look and test m'y skill on the texture of the USN and Japan ships of FotRSU. Very happy to start this new adventure, and give help to this great Project.


I'll post here (if it's ok of course) the WIP of the differents ships that I'll update.


First batch of reworked skin Will be for the USN DD


The Clemson DD186


https://zupimages.net/up/21/16/gmf7.jpg (https://zupimages.net/viewer.php?id=21/16/gmf7.jpg)


Stay tuned
I think I'm in love... :yeah:

KaleunMarco
04-21-21, 01:07 PM
Hi guys,


First, thanks for this awesome Mod and work behind.


propbeanie propose me, thanks for that, to get a look and test m'y skill on the texture of the USN and Japan ships of FotRSU. Very happy to start this new adventure, and give help to this great Project.


I'll post here (if it's ok of course) the WIP of the differents ships that I'll update.


First batch of reworked skin Will be for the USN DD

The Clemson DD186

Stay tuned
they look very sharp!
however, i kind of liked the one with the rust showing, here and there. it gives a more wartime look, if you know what i mean.:03:
:Kaleun_Salute:

Mad Mardigan
04-21-21, 07:59 PM
Hi guys,


First, thanks for this awesome Mod and work behind.


propbeanie propose me, thanks for that, to get a look and test m'y skill on the texture of the USN and Japan ships of FotRSU. Very happy to start this new adventure, and give help to this great Project.


I'll post here (if it's ok of course) the WIP of the differents ships that I'll update.


First batch of reworked skin Will be for the USN DD


The Clemson DD186


https://zupimages.net/up/21/16/gmf7.jpg (https://zupimages.net/viewer.php?id=21/16/gmf7.jpg)


Stay tuned

Ahoy, flush deck... :Kaleun_Cheers:

Like s7rikeback...

I think I'm in love... :yeah:

but.. also like KaleunMarco...

they look very sharp!
however, i kind of liked the one with the rust showing, here and there. it gives a more wartime look, if you know what i mean.:03:
:Kaleun_Salute:

What would be the possibilities of still retaining a couple that are still... rough about the edges, that have a weary wartime hard use look to them... :hmmm: :yep:

Like they haven't had an opportunity to hit the docks to have seen being repaired or reconfigured yet... kind of it between updated or upgraded... sort of look, if you follow.

Other than that, love the look of the reworked skins thus far proposed... :up: :yep: :D

M. M.

:Kaleun_Salute:

flaminus
04-21-21, 09:49 PM
i start a new campaign in middle 1943 with a gato, there is a upgrade pack of deck gun with "4 inch bow and 20mm AA stern", I adopt this upgrade and wierd thing happen: there is an additional crew slot with 4 crew members, but that should be 1 member since it's a 20mm AA. And in action, there is actually no man operating the new AA gun.

when I adopt the upgrade, there is no crew in deck gun solots. Then I test again with crew in original slots, after upgrading, nothing change, not even the additional solt for new AA gun, bug as well.:k_confused:

edit: i search deck gun issue in this thread and find the solution by saving and reloading without crew. It works! but only only one question: there are still 4 crew for 20mm AA gun, is that the mod intended or just another bug?

https://i.postimg.cc/nLGbV3kS/b.jpg
https://i.postimg.cc/wvwCL3nh/a.jpg
https://i.postimg.cc/509cX8K4/c.jpg

propbeanie
04-21-21, 11:01 PM
As you found flaminus, check your guns crew before you do any "upgrades". This is the idea of the Green circles at a lot of the home ports - to be a reminder to the player to Save prior to entering port, which is near the smaller red circles. Also remove the crews from the guns, and put them back where you found them. Then you can safely enter port and dock, and ~most~ upgrades can't harm your people... maybe.

As you experienced on a new start and changing deck guns yourself, you have to Save the game so that the game engine properly initializes your gun crew positions at the new station(s). Usually, what you will find (if you don't Save) is that the location where the original gun was will be where the gun crew will properly report to their duty stations, while the other gun crew is in the torpedo room, sipping the juice...

As for the number of gun crew positions, remember first of all, it is now a deck gun, and as such, it must be fully manned as per union agreement. A deck gun is a deck gun, after all... :roll: - I jest, but only on the union rules. The game dictates that what we do to the one deck gun, must be done to the other also (crew-wise), else we can't swap ends with the guns... Maybe if we had "auto" stations, the way the Stock game does things, we wouldn't have the issue, but FotRSU, in a early attempt to eliminate the gun problem put designated crew member in the gun slots, so it is what it is. It does eliminate most instances of missing gun crew positions.

Also, the game does not allow us to man that 2nd deck gun, whether it would be a 4" and a 20mm, or a 5" and a 20mm, or two 5" guns. There is only one position the player can jump into, and that is the "default" deck gun position for the boat, which on a Gato is the bow position. The 20mm deck gun will not shoot at airplanes, only surface targets... sigh. So don't expect some help for your AA crews on the conn positions. But definitely check your gun crew positions both before and after any changes you make to the guns. :salute:

btw: I was able to completely hose the gun crews on both the deck guns and the AA guns, just by trying to experiment a bit with the Gato... I don't like the idea of one little mistake trashing the boat like that... I'll do some tweaking on the in-progress careers, to see if similar can happen there...

@ flush deck: I love the new threads for the Clemson also. Is the Measure 12 a North Atlantic scheme? My dad was telling me that as they went across the Pacific for Leyte Gulf, they painted their ship twice. They went from store-bought grey through the Panama Canal, to a different Measure camo, which almost sounds like a dazzle as he describes it, and then they painted it a green camo scheme as they got closer to the Philippines and were going to be closer in toward shore. Looks good! :salute:

Mad Mardigan
04-21-21, 11:23 PM
Ahoy, propbeanie...:Kaleun_Cheers:

Per last report, had restructured set up with v1.46 of FotRS to:

FotRSU-EN v1.46
Nippon v1.2.1
901_Strategic_Map_Symbols
452_MoonlightzSonarLines
International Radio mod
Fleetboat Interior-Officers Quarters_FOTRSU v1.39 EN
SEA_LIFE_SH4
1-MM's Gramophone music mix

with RSM.exe nested into the main SH4 folder that I am running with the updated FotRS.

After testing, & having the same issue showing up, I then dumped the game save folder, reset up & proceeded with a fresh career.

well, it appeared that set things right as it went with target lock & the correct tube assignment.. which was all good, as I saw of.

Got 1/2 way into the 1st patrol objective territory, which was to patrol the Camrahn Bay area for 10 days, got a 2ndary objective of sinkCamrahn3, what ever that is or was exactly.. well.. will not know. As right after I got that objective.. no message forth wit to explain what or where that was to be done (exactly... :doh:) sad to say, I got hit with a CTD... & needless to say.. came to the decision to withdraw both Fleetboat interior & sea life and just roll with the activation of:

FotRSU-EN v1.46
Nippon v1.2.1
901_Strategic_Map_Symbols
452_MoonlightzSonarLines
International Radio mod
1-MM's Gramophone music mix

for now.

Until I can find out what caused it... as is, I know that before I ran into issues, that set up worked when I ran that S boat career, even though it ended badly for Me. Hopefully, can figure out why so that it can be corrected & those added in at another time. For now, am just going to forgo them..

Got to say, I have a lot of respect for our boys, who actually served aboard them S boats.. now even more so... for their perseverance in doing so... as well as for those boys, who served on Uboats. Serving on them, took a ton of guts... :salute:

Just wanted to give you an update...

M. M.

:Kaleun_Salute:

propbeanie
04-22-21, 12:09 AM
I have tested that exact mission myself, and just went through it again in a text editor and found nothing "wrong", other than the secondary mission name... :roll: - You should have received a message "Sink Ships" when you crossed into the patrol area, and then the "Sink tonnage" secondary is added to your list of Objectives. The mod is big, and even with LAA and the like, Windows still will not go beyond 2 gig of RAM for the game's memory space, and from what I remember of Home editions, ~all~ 32-bit apps reside in the same sandbox. If Moonlight or some other Windows 10 techie could let us know for certain.

flaminus
04-22-21, 12:20 AM
As you found flaminus, check your guns crew before you do any "upgrades". This is the idea of the Green circles at a lot of the home ports - to be a reminder to the player to Save prior to entering port, which is near the smaller red circles. Also remove the crews from the guns, and put them back where you found them. Then you can safely enter port and dock, and ~most~ upgrades can't harm your people... maybe.

As you experienced on a new start and changing deck guns yourself, you have to Save the game so that the game engine properly initializes your gun crew positions at the new station(s). Usually, what you will find (if you don't Save) is that the location where the original gun was will be where the gun crew will properly report to their duty stations, while the other gun crew is in the torpedo room, sipping the juice...

As for the number of gun crew positions, remember first of all, it is now a deck gun, and as such, it must be fully manned as per union agreement. A deck gun is a deck gun, after all... :roll: - I jest, but only on the union rules. The game dictates that what we do to the one deck gun, must be done to the other also (crew-wise), else we can't swap ends with the guns... Maybe if we had "auto" stations, the way the Stock game does things, we wouldn't have the issue, but FotRSU, in a early attempt to eliminate the gun problem put designated crew member in the gun slots, so it is what it is. It does eliminate most instances of missing gun crew positions.

Also, the game does not allow us to man that 2nd deck gun, whether it would be a 4" and a 20mm, or a 5" and a 20mm, or two 5" guns. There is only one position the player can jump into, and that is the "default" deck gun position for the boat, which on a Gato is the bow position. The 20mm deck gun will not shoot at airplanes, only surface targets... sigh. So don't expect some help for your AA crews on the conn positions. But definitely check your gun crew positions both before and after any changes you make to the guns. :salute:

btw: I was able to completely hose the gun crews on both the deck guns and the AA guns, just by trying to experiment a bit with the Gato... I don't like the idea of one little mistake trashing the boat like that... I'll do some tweaking on the in-progress careers, to see if similar can happen there...


Thank you for your explanation. :salute: It seems that smoothly playing of this game needs lots of reading and researching:D

Mad Mardigan
04-22-21, 01:17 AM
I have tested that exact mission myself, and just went through it again in a text editor and found nothing "wrong", other than the secondary mission name... :roll: - You should have received a message "Sink Ships" when you crossed into the patrol area, and then the "Sink tonnage" secondary is added to your list of Objectives. The mod is big, and even with LAA and the like, Windows still will not go beyond 2 gig of RAM for the game's memory space, and from what I remember of Home editions, ~all~ 32-bit apps reside in the same sandbox. If Moonlight or some other Windows 10 techie could let us know for certain.

Dunno for definite, if any difference it makes, but with Win 10, am rolling with Win 10 Pro.. not Home. *shrugs* Not that I am impressed with it per se as it is... know that some time soon.. am likely going to get kicked up to whatever is slated to replace the version 1909 version I have of it now. Kicked up to it, kicking & screaming, the whole way, I might add... :yep: & I don't go quietly, either... :arrgh!:

Yeah, in the Capt. Log clipboard, in the messages section, where radio messages go in that clipboard.. was a Sink ships, as I recall.. but nothing else with regards to the sinkcamrahn3 added objective though, to denote to do so in a particular location of just go gung ho on any ship crossing My path.. or if it was to be a certain ship type... nothing. If at all possible, any info on what the tonnage is to be sunk with that & 2ndly... any chance of having a message be received from HQ as to that specifics to show in the Capt.'s Log clipboard... Just asking, Por favor... mi capitán...

Not that it will do any good now, but.. knowing that, I can keep it in Me ol' noggin, for future reference.. that is.. provided ol'man-itis doesn't wipe the memory banks... :o

M. M.

:Kaleun_Salute:

propbeanie
04-22-21, 07:29 AM
If a person gets a "Proceed immediately to..." assignment, which is a "Sink" objective, those will generally be a minimum of 2500 to 10000 tons. The 10000 tons are usually designated by tonnage with something like "Sink 10,000 tons of enemy shipping" or similar. The others might not be. In all cases, a "Sink" assignment can be accomplished anywhere in the SH4 world, where you can find enemy traffic. When you have one of those "Sink" assignments as a secondary that kicks in upon arrival on a Patrol assignment, those might be as low a 1 ton, or up to 1500 tons, all generally obtainable with the sinking of one ship. No penalty of course, if you do not sink any shipping, other than not earning the points for completion of the objective. But you can still sink anything anywhere, though you are confined by the Patrol requirements still... it is best of course, if you play with duds enabled, and get to experience the frustration of several hours of set-up work ruined by BurOrd... :salute:

P.S.: I think the Pro version allows several sandboxes for the kiddies to play in... or would they be "old legacy kiddies"?? and it's 4 gig, not 2... lol

froinchi
04-22-21, 07:45 AM
Hello everyone. I can't use torpedoes in my campaign. I prepare everything, press fire button, nothing happens. How can I fix it? Thanks.

mikesn9
04-22-21, 08:29 AM
Hello everyone. I can't use torpedoes in my campaign. I prepare everything, press fire button, nothing happens. How can I fix it? Thanks.


first: did you open the torpedo tube door? "q" If not, you'll just hear a 'click' when you hit the fire button.


second : if you did open the door, try cntrl-enter. same thing? or not.?


either way put up all the info here for the guru's to use.
Ship type, home base, date, SH4 version, list of all mods in use, and anything else you can send.

Canonicus
04-22-21, 03:36 PM
Was wondering why the SJ radar antenna keeps rotating while underwater. I could be wrong but I don't think this is accurate. Is there a way to turn off rotation when the set is off? Seems The captain should have the option to turn on SJ radar when surfaced, should he choose. Should'nt turn on without a direct order.

propbeanie
04-22-21, 05:26 PM
Was wondering why the SJ radar antenna keeps rotating while underwater. I could be wrong but I don't think this is accurate. Is there a way to turn off rotation when the set is off? Seems The captain should have the option to turn on SJ radar when surfaced, should he choose. Should'nt turn on without a direct order.
This is another issue notated in "known issues", and according to my handy-dandy little "SH4_Q-Ref_Card_Front.jpg" (found in the game's "root" folder), the skipper can indeed turn off his radars (both of them) with the use of the <T> key for SD and <Ctrl>+<T> combo for the SJ. You will notice that various boats will NOT have the radar rotating after you leave the conn, even though you are set to Continuous rotation. You will still "see" the radar refresh your NavMap view though. But yes, some of the boats' dish will indeed rotate while under water. The controller is not attached that way. If we can ever figure-out what we're looking at in this regard, we'll certainly give it a whirl and try and get it to not whirl while under the surface. In the meantime, use <Ctrl><T> and turn it off yourself, or use the menu buttons... :salute: - btw, the courts-martial for improper use of government (the United States Navy Department) issued equipment, placed in your care, begins Monday at 0700 hours sharp... :arrgh!:

KaleunMarco
04-22-21, 07:17 PM
Originally Posted by Canonicus View Post
Was wondering why the SJ radar antenna keeps rotating while underwater. I could be wrong but I don't think this is accurate. Is there a way to turn off rotation when the set is off? Seems The captain should have the option to turn on SJ radar when surfaced, should he choose. Should'nt turn on without a direct order.


the skipper can indeed turn off his radars (both of them) with the use of the <T> key for SD and <Ctrl>+<T> combo for the SJ. btw, the courts-martial for improper use of government (the United States Navy Department) issued equipment, placed in your care, begins Monday at 0700 hours sharp... :arrgh!:

PB, don't be yelling at my Kaleuns for using their radar to the fullest.
the IJN was working on a lot of secret projects and ONI indicates that one of them is a submergible aircraft.
that radar might save this Kaleun's life some day.

torpedobait
04-23-21, 08:20 PM
Late in the war (February 1945) along the coast of Honshu I started encountering "Large Groups" by radar contact. Moving to intercept what seemed to be a constant north heading, I soon found myself being intercepted by multiple escorts steaming directly at me. It turns out that the groups are large, 6 to 8 ships, but only one or two are merchants! The rest are escorts and they are hungry for Balao steak. They are brutally efficient if you let them get you while diving or deep; shallow and you better be ready to dodge torpedos.

I am still running the v1.39 version because I was so close to completing the career to war's end. However, I sincerely doubt our friend Props made it any easier in the latest release.

Consider it a warning- go after those one or two merchants at your peril. Despite propaganda to the contrary, the IJN has become even more protective of the few merchants they have left (mostly smaller freighters). Good luck!

flaminus
04-24-21, 04:11 AM
After several patrols with satisfying tonnage, I found the skill of the crew don't increase, guns, electricals, mechanical.... all the skill points remain the same as when career begins. Is this a bug or ForRSU just remove the skill upgrading mechanism?

Although i feel crew skill has almost no influence to the game play,it's a little bit frustrated to see my crewmen make no progressing in their specialities.

jldjs
04-24-21, 07:59 AM
Started play with v1.46 using same mods as with v1.39. I configure campaign normal difficulty and realistic sensors. Aircraft seem to find me at 11nm while surfaces day or evening reduced light, and beeline for me even after diving. I use a 7.5 nm circle to follow the AC flight path and usually get under as the plane enters this circle. The Betty usually drops a bomb string just aft of my submerged position. This is different from v1.39, or seems to be for me! What’s changed? I feel like a yo-yo in Java and South China Sea where I’ve started in early ‘42.

propbeanie
04-24-21, 10:26 AM
Late in the war (February 1945) along the coast of Honshu I started encountering "Large Groups" by radar contact. Moving to intercept what seemed to be a constant north heading, I soon found myself being intercepted by multiple escorts steaming directly at me. It turns out that the groups are large, 6 to 8 ships, but only one or two are merchants! The rest are escorts and they are hungry for Balao steak. They are brutally efficient if you let them get you while diving or deep; shallow and you better be ready to dodge torpedos.

I am still running the v1.39 version because I was so close to completing the career to war's end. However, I sincerely doubt our friend Props made it any easier in the latest release.

Consider it a warning- go after those one or two merchants at your peril. Despite propaganda to the contrary, the IJN has become even more protective of the few merchants they have left (mostly smaller freighters). Good luck!
Those should be few and far between, but I am not for certain on that, since it is difficult to "see" that kind of stuff testing. I can run the ME viewer all I want to, and it is not the actual game itself, but yes, there will be a few chances where you might have a group of 3 sampans that have 5 or 6 escorts. Usually, with those groups, the "cargo" will be flammable, and they should blow sky-high, but then the DE & Frigates will drop-low...


After several patrols with satisfying tonnage, I found the skill of the crew don't increase, guns, electricals, mechanical.... all the skill points remain the same as when career begins. Is this a bug or ForRSU just remove the skill upgrading mechanism?

Although i feel crew skill has almost no influence to the game play,it's a little bit frustrated to see my crewmen make no progressing in their specialities.
Most things related to the crews have been turned down, since if you played Stock, your crew could all be CPO level within a few patrols, but the player could not add any particular specialist to their crew, because the "officer" ranks were all full. You as the commander of the boat, after good patrols are given the opportunity to present medals and promote your crew members as YOU see fit. As you come back into the Captain's Office after patrol, you can have your own Awards Ceremony, if desired. Do keep good notes while on patrol though - you wouldn't want Cookie messin' with your coffee...


Started play with v1.46 using same mods as with v1.39. I configure campaign normal difficulty and realistic sensors. Aircraft seem to find me at 11nm while surfaces day or evening reduced light, and beeline for me even after diving. I use a 7.5 nm circle to follow the AC flight path and usually get under as the plane enters this circle. The Betty usually drops a bomb string just aft of my submerged position. This is different from v1.39, or seems to be for me! What’s changed? I feel like a yo-yo in Java and South China Sea where I’ve started in early ‘42.
I couldn't find the posting just now, but s7rikeback posted a bit back, prior to the release notification for v1.46 that he had found planes that were showing with radar, but that the radar was non-functional. So he fixed that. Further testing of the mod did not show issues with that, but I've been adding some missions for the Brisbane boats the last few days for the next release, and I have been sunk at least a half-dozen times while testing the missions in mid to late 1942, and usually from the Betty. They have attempted to torpedo me, and barely missed me - I did not have my radar on, and it was a rather rough sea, with clouds but not rain. My watch crew saw the plane at about 5.6 nm, and if we hadn't turned away while diving, we would have been had... Then, I have been strafed more than once, and damaged the one time just from that to sink my boat. Lost all of my watch crew, and most of the guys in the conn. Must have been a cannon on that Betty... Then the rest were either bombs or depth charges, not that it matters that much... But yes, the Betty especially is too strong in 1942, so we'll have to change that. For now, just go and be careful, keeping in mind that it is their radar (the Betty planes) bringing them to you. If you use your radar, all of the plane types will eventually home-in on you, but at least you get some advance warning - usually. One of the big things to watch for on the Betty though, is that they can and do attack at night, and are rather accurate, which that just ain't right... lol - so we'll have to adjust that for the next release. Probably what we'll do, is take that particular Betty model, clone it and have the new one without radar at most locations, and then have the one with radar be more or less a "rare" plane, that is specifically called at certain bases, but only have one instead of 4 or 6 of them. Another similar situation is with the Pete float plane, which is basically a Zero. Thankfully, it can't carry as much as a Betty... :salute:

mikesn9
04-24-21, 10:58 AM
Started play with v1.46 using same mods as with v1.39. I configure campaign normal difficulty and realistic sensors. Aircraft seem to find me at 11nm while surfaces day or evening reduced light, and beeline for me even after diving. I use a 7.5 nm circle to follow the AC flight path and usually get under as the plane enters this circle. The Betty usually drops a bomb string just aft of my submerged position. This is different from v1.39, or seems to be for me! What’s changed? I feel like a yo-yo in Java and South China Sea where I’ve started in early ‘42.


Prop: I have had similar things happen. I get a plane report on radar, and dive to a safe distance. The event camera pops up with a plane dropping a bomb near me (but not close enough to do harm.)
I did some experimenting:


a: dive by selecting a depth, I get the bomb
b: emergency dive 'ctrl d', no bomb
c: normal dive "d" key, no bomb. Don't forget to level off somewhere for b & c.


just some food for thought

KaleunMarco
04-24-21, 03:18 PM
After several patrols with satisfying tonnage, I found the skill of the crew don't increase, guns, electricals, mechanical.... all the skill points remain the same as when career begins. Is this a bug or ForRSU just remove the skill upgrading mechanism?

your observation is correct.
the experience of combat patrols will not raise the skill level for any crew member.
the only way to increase skill level is through promotion.
about the highest set of skills you can expect is to have some mix of Officers and Chiefs up to 12 (typical is 8 to 4) and then get as many of the enlisted crew to first class (level 6 or E6, if you were military).

after that you have to get creative. if you want more on that topic, send me a PM.

good luck.
:Kaleun_Salute:

KaleunMarco
04-24-21, 03:20 PM
Prop: I have had similar things happen. I get a plane report on radar, and dive to a safe distance. The event camera pops up with a plane dropping a bomb near me (but not close enough to do harm.)
I did some experimenting:


a: dive by selecting a depth, I get the bomb
b: emergency dive 'ctrl d', no bomb
c: normal dive "d" key, no bomb. Don't forget to level off somewhere for b & c.


just some food for thought

and the results reported in a,b, & c were consistent in multiple dives?
that is amazing.
i will have to test that and see if i get the same results.
:Kaleun_Salute:

flush deck
04-24-21, 03:54 PM
Hi guys,


Thanks for your supports and your feedback :salute: The best boost to push on the rendering.
The idea is to make something that could be used from 1941 to 1945. And keep in mind the fact that most of those ships were frequency repaint with new camo scheme standards. But you're right, a version most in "wartime" spirit is finally better.
In the new skin, the weathering is not on the occlusion map, like the stock version, but on the skin itself. So that give the opportunity, with multiskin option from different wartime periods, to make something more clean for 1941, and more "rusty" for 42/43/44/45.


So, following your advices, I've made a more rusty version from the base one, sort of evolution of the first one, that show this version that haven't seen a dock since long, but not those wrecked style of the game base.


Here a pict that show on top the base one, for 1941, and the other more rusty for the rest of the war, so used on the two camo scheme.


https://zupimages.net/up/21/16/htyr.jpg (https://zupimages.net/viewer.php?id=21/16/htyr.jpg)


Here also some picts ingame




https://zupimages.net/up/21/16/o1w8.jpg (https://zupimages.net/viewer.php?id=21/16/o1w8.jpg)https://zupimages.net/up/21/16/wm5a.jpg (https://zupimages.net/viewer.php?id=21/16/wm5a.jpg)





@ flush deck: I love the new threads for the Clemson also. Is the Measure 12 a North Atlantic scheme? My dad was telling me that as they went across the Pacific for Leyte Gulf, they painted their ship twice. They went from store-bought grey through the Panama Canal, to a different Measure camo, which almost sounds like a dazzle as he describes it, and then they painted it a green camo scheme as they got closer to the Philippines and were going to be closer in toward shore. Looks good! :salute:


Thank you propbeanie, it seems that there was three camo scheme type.


https://zupimages.net/up/21/16/vhhj.jpg (https://zupimages.net/viewer.php?id=21/16/vhhj.jpg)


The Measure 12 and 22 was used in the first time of the war, from 41 to 43. That was concealment concepts, the Measure 32 is based on the disruptive concept, and reinterpret the old dazzle concept of WW1, it was massively used from 42/43 to the end of the war. At the end of 44, beginning of 45, lot of ships received an overall dark colour, that has always been interpreted as dark navy blue, but the testimony of your dad show that there was some green, probably dark Olivdrab green. That's very interesting as I've never seen a colour illustration that show some green for USN. Thanks for that info, I couldn't make a Measure 22 on the Clemson because of the UV map, but it could be interesting to have an overall dark green version for 1945.


About the Measure 12 camo scheme, it's for sure something thought for Atlantic escort missions, it's because we find the concealment spirit with splashes of sky blue. Most of the Clemson and others DD types were used first in Atlantic duty and ASM tracking.


Fletcher and Asashio are on progress


Stay tuned

Mad Mardigan
04-24-21, 04:24 PM
Hi guys,


Thanks for your supports and your feedback :salute: The best boost to push on the rendering.
The idea is to make something that could be used from 1941 to 1945. And keep in mind the fact that most of those ships were frequency repaint with new camo scheme standards. But you're right, a version most in "wartime" spirit is finally better.
In the new skin, the weathering is not on the occlusion map, like the stock version, but on the skin itself. So that give the opportunity, with multiskin option from different wartime periods, to make something more clean for 1941, and more "rusty" for 42/43/44/45.


So, following your advices, I've made a more rusty version from the base one, sort of evolution of the first one, that show this version that haven't seen a dock since long, but not those wrecked style of the game base.


Here a pict that show on top the base one, for 1941, and the other more rusty for the rest of the war, so used on the two camo scheme.


https://zupimages.net/up/21/16/htyr.jpg (https://zupimages.net/viewer.php?id=21/16/htyr.jpg)


Here also some picts ingame




https://zupimages.net/up/21/16/o1w8.jpg (https://zupimages.net/viewer.php?id=21/16/o1w8.jpg)https://zupimages.net/up/21/16/wm5a.jpg (https://zupimages.net/viewer.php?id=21/16/wm5a.jpg)







Thank you propbeanie, it seems that there was three camo scheme type.


https://zupimages.net/up/21/16/vhhj.jpg (https://zupimages.net/viewer.php?id=21/16/vhhj.jpg)


The Measure 12 and 22 was used in the first time of the war, from 41 to 43. That was concealment concepts, the Measure 32 is based on the disruptive concept, and reinterpret the old dazzle concept of WW1, it was massively used from 42/43 to the end of the war. At the end of 44, beginning of 45, lot of ships received an overall dark colour, that has always been interpreted as dark navy blue, but the testimony of your dad show that there was some green, probably dark Olivdrab green. That's very interesting as I've never seen a colour illustration that show some green for USN. Thanks for that info, I couldn't make a Measure 22 on the Clemson because of the UV map, but it could be interesting to have an overall dark green version for 1945.


About the Measure 12 camo scheme, it's for sure something thought for Atlantic escort missions, it's because we find the concealment spirit with splashes of sky blue. Most of the Clemson and others DD types were used first in Atlantic duty and ASM tracking.


Fletcher and Asashio are on progress


Stay tuned

Ahoy, Flush Deck... :Kaleun_Cheers:

Schwweeeettttt... :up:

Also, appreciate the update. Thanks. :yep:

M. M.

:Kaleun_Salute:

Bubblehead1980
04-24-21, 05:00 PM
Curious who has encountered AI enemy submarines on patrol? Have the fired torpedoes? Did your crew/ radar. sonar detect them? Warn? Were you able to see the torpedoes? Evade? I have yet to encounter but am curious.

KaleunMarco
04-24-21, 05:18 PM
Curious who has encountered AI enemy submarines on patrol? Have the fired torpedoes? Did your crew/ radar. sonar detect them? Warn? Were you able to see the torpedoes? Evade? I have yet to encounter but am curious.

radar and visual detection. then sonar detection when close enough. they are fast little suckers.

not sure if they attack because i have either evaded at long range or submerged and sank him. it's not much of a target and i only attack/sink if there is a dearth of targets for that patrol.

Mad Mardigan
04-24-21, 05:42 PM
radar and visual detection. then sonar detection when close enough. they are fast little suckers.

not sure if they attack because i have either evaded at long range or submerged and sank him. it's not much of a target and i only attack/sink if there is a dearth of targets for that patrol.

Myself.. if it crosses My path, it's going down. Just My way of looking at it, as a valuable target & 1 that even though it is known now that they did not use subs as was by us & their co allies did, it could have & would be a threat otherwise.

So, sayonara lil' subbie... glub glub... for them, I generally use just 1 fish.

fish boats, junks.. I generally pass them by, not much as it goes with tonnage.

M. M.

:Kaleun_Salute:

propbeanie
04-24-21, 05:45 PM
Prop: I have had similar things happen. I get a plane report on radar, and dive to a safe distance. The event camera pops up with a plane dropping a bomb near me (but not close enough to do harm.)
I did some experimenting:

a: dive by selecting a depth, I get the bomb
b: emergency dive 'ctrl d', no bomb
c: normal dive "d" key, no bomb. Don't forget to level off somewhere for b & c.

just some food for thought
and the results reported in a,b, & c were consistent in multiple dives?
that is amazing.
i will have to test that and see if i get the same results.
:Kaleun_Salute:
The "setting a depth" with the gauge is the slowest way to dive. Your crew is careful to not pull the plug too quickly and upset your cup of coffee on the tracking table. When you hit the "D" key, you get a faster dive once you are under. The planes will be set steeper, valves opened more - or whatever they are simulating. It is assumed though that you want to get deep. The Crash Dive opens everything, and "forget about the coffee, it's spilling!!!" I use the Crash Dive almost exclusively, once course is found to intersect. The Betty will use the radar hit as it's reference point to drop its ordnance, which if you used Crash Dive, in that half minute or so it take the plane to get to you, you should be far enough away, to where they might not drop at all. Using the normal dive, your "footprint" is on the surface longer, so they have a "target" area when they get close. At least, that's the way it seems, with all the testing we've been doing. :salute:


Hi guys,

Thanks for your supports and your feedback :salute: The best boost to push on the rendering.
The idea is to make something that could be used from 1941 to 1945. And keep in mind the fact that most of those ships were frequency repaint with new camo scheme standards. But you're right, a version most in "wartime" spirit is finally better.
In the new skin, the weathering is not on the occlusion map, like the stock version, but on the skin itself. So that give the opportunity, with multiskin option from different wartime periods, to make something more clean for 1941, and more "rusty" for 42/43/44/45.

So, following your advices, I've made a more rusty version from the base one, sort of evolution of the first one, that show this version that haven't seen a dock since long, but not those wrecked style of the game base.

Here a pict that show on top the base one, for 1941, and the other more rusty for the rest of the war, so used on the two camo scheme.

[cool pix]

Here also some picts ingame

[more cool pix]

Thank you propbeanie, it seems that there was three camo scheme type.


[more cool pix]

The Measure 12 and 22 was used in the first time of the war, from 41 to 43. That was concealment concepts, the Measure 32 is based on the disruptive concept, and reinterpret the old dazzle concept of WW1, it was massively used from 42/43 to the end of the war. At the end of 44, beginning of 45, lot of ships received an overall dark colour, that has always been interpreted as dark navy blue, but the testimony of your dad show that there was some green, probably dark Olivdrab green. That's very interesting as I've never seen a colour illustration that show some green for USN. Thanks for that info, I couldn't make a Measure 22 on the Clemson because of the UV map, but it could be interesting to have an overall dark green version for 1945.

About the Measure 12 camo scheme, it's for sure something thought for Atlantic escort missions, it's because we find the concealment spirit with splashes of sky blue. Most of the Clemson and others DD types were used first in Atlantic duty and ASM tracking.

Fletcher and Asashio are on progress

Stay tuned
Excellent report, and thank you! My dad was on an LST for the Leyte landings, so since they were going in close, they painted themselves as the shoreline. Dad said the "jungle" of the area was actually rather "shiny" and reflective, and he said that the "flat" colors they used actually made them kind of stand out from the background... lol - There was a mix with the Fletchers Measures used, which were the most numerous US DD around them, in that some were a darker grey, some light grey, and few had on one of several camouflage or "disruptive" schemes. That probably depended upon where the various DesDivs came from, I would imagine. That would have been October of 1944, so they were probably mostly the disruptive (going by pictures I've seen) using "plain" blue/grey color Measures. I'll be calling him tomorrow afternoon, and I'll ask him what he remembers of the close-in ships versus the shore bombardment ships, versus the 'cover force" further out, and if there was a "plan" for the Measure schemes used.

Curious who has encountered AI enemy submarines on patrol? Have the fired torpedoes? Did your crew/ radar. sonar detect them? Warn? Were you able to see the torpedoes? Evade? I have yet to encounter but am curious.
I have encountered them several times, perhaps a bit too often... The easiest ones to find are up around Dutch Harbor, generally directly south by a hundred or two nm, and they'll be JyunsenB with scout planes that can and do attack you also... But yes, they do fire torpedoes, and you will see the "launch" if you have the event camera on, and not too much else is going on around you, somewhat like an airplane attack, except that you are seeing the front of a submarine, and a torpedo launching... rather scary, because your first thought is "Where is he?" then the next thought is "where is the torpedo coming from?", so you crash dive and turn, hoping you are turning the proper way, and not giving them a broadside... run to the sonar station, and try to find the sound of the torpedo, which does light the green light if you find it, as does the sub... I have had "Radar Contact, bearing..." etc., but they are not as "strong" as a ship, and we were in rather close at night, so a visual was not being announced, so having been the one to do the testing for them, I turned toward and crash dived, listening for a torpedo. Not "hearing" one, went to ahead one third, and came up to periscope depth, all the while monitoring the sonar station, because you do NOT get an "Incoming torpedo!!!" warning at all. But we heard the sub... pointed at him, and once at periscope depth, up easy with the scope, waited a few minutes and sure enough, the was a Type 1, so I shot 3 at him, and then crash dove. They reciprocated and sent a couple my way... mine hit, his missed... The only time I have been hit by them, is when I did not do any evasive moves. Sunk once, survived a 2nd, but barely made it back. I have also been hit by the DD, with one detonating on my periscope shears and eventually sinking me, another hit the boat just forward of the conn, but did not sink us. Same with circle runners and other torpedo hits - sometimes they take you out, sometimes not... But you do get sonar warnings for the sub, if he is making noise. You do NOT get that for torpedoes. You do get radar warning for subs, but they are small, so you have to be in closer. You do not get anything for torpedoes. You get a visual for the submarines, if you get in close enough, but apparently, no one can see a torpedo track - no matter who or what shoots it... I played a game (AOTD?? SH1?? Up Periscope?? etc) that you DID have warning, but not SH4 - except the Event Camera... lol

Bubblehead1980
04-24-21, 06:23 PM
The "setting a depth" with the gauge is the slowest way to dive. Your crew is careful to not pull the plug too quickly and upset your cup of coffee on the tracking table. When you hit the "D" key, you get a faster dive once you are under. The planes will be set steeper, valves opened more - or whatever they are simulating. It is assumed though that you want to get deep. The Crash Dive opens everything, and "forget about the coffee, it's spilling!!!" I use the Crash Dive almost exclusively, once course if found to intersect. The Betty will use the radar hit as it's reference point to drop its ordnance, which if you used Crash Dive, in that half minute or so it take the plane to get to you, you should be far enough away, to where they might not drop at all. Using the normal dive, your "footprint" is on the surface longer, so they have a "target" area when they get close. At least, that's the way it seems, with all the testing we've been doing. :salute:


Excellent report, and thank you! My dad was on an LST for the Leyte landings, so since they were going in close, they painted themselves as the shoreline. Dad said the "jungle" of the area was actually rather "shiny" and reflective, and he said that the "flat" colors they used actually made them kind of stand out from the background... lol - There was a mix with the Fletchers Measures used, which were the most numerous US DD around them, in that some were a darker grey, some light grey, and few had on one of several camouflage or "disruptive" schemes. That probably depended upon where the various DesDivs came from, I would imagine. That would have been October of 1944, so they were probably mostly the disruptive (going by pictures I've seen) using "plain" blue/grey color Measures. I'll be calling him tomorrow afternoon, and I'll ask him what he remembers of the close-in ships versus the shore bombardment ships, versus the 'cover force" further out, and if there was a "plan" for the Measure schemes used.


I have encountered them several times, perhaps a bit too often... The easiest ones to find are up around Dutch Harbor, generally directly south by a hundred or two nm, and they'll be JyunsenB with scout planes that can and do attack you also... But yes, they do fire torpedoes, and you will see the "launch" if you have the event camera on, and not too much else is going on around you, somewhat like an airplane attack, except that you are seeing the front of a submarine, and a torpedo launching... rather scary, because your first thought is "Where is he?" then the next thought is "where is the torpedo coming from?", so you crash dive and turn, hoping you are turning the proper way, and not giving them a broadside... run to the sonar station, and try to find the sound of the torpedo, which does light the green light if you find it, as does the sub... I have had "Radar Contact, bearing..." etc., but they are not as "strong" as a ship, and we were in rather close at night, so a visual was not being announced, so having been the one to do the testing for them, I turned toward and crash dived, listening for a torpedo. Not "hearing" one, went to ahead one third, and came up to periscope depth, all the while monitoring the sonar station, because you do NOT get an "Incoming torpedo!!!" warning at all. But we heard the sub... pointed at him, and once at periscope depth, up easy with the scope, waited a few minutes and sure enough, the was a Type 1, so I shot 3 at him, and then crash dove. They reciprocated and sent a couple my way... mine hit, his missed... The only time I have been hit by them, is when I did not do any evasive moves. Sunk once, survived a 2nd, but barely made it back. I have also been hit by the DD, with one detonating on my periscope shears and eventually sinking me, another hit the boat just forward of the conn, but did not sink us. Same with circle runners and other torpedo hits - sometimes they take you out, sometimes not... But you do get sonar warnings for the sub, if he is making noise. You do NOT get that for torpedoes. You do get radar warning for subs, but they are small, so you have to be in closer. You do not get anything for torpedoes. You get a visual for the submarines, if you get in close enough, but apparently, no one can see a torpedo track - no matter who or what shoots it... I played a game (AOTD?? SH1?? Up Periscope?? etc) that you DID have warning, but not SH4 - except the Event Camera... lol

Sounds exciting lol. I do not play with event camera on unless testing , find it annoying and "gamey" lol. Well, I would like to apply real world tactics (which often work fine in SH 4 have found, usually), depending on situation. Recall in Fluckey or O Kane's books (think it was Fluckey as spotted numerous periscopes in Luzon in August/Sept 44) to turn away at flank speed.

While crew does not spot the torpedo trail, can you as they player visually see it?

Bubblehead1980
04-24-21, 06:27 PM
Also, having trouble locating

MG_Tub_PT02

REF_PTLight


20mmGBSingle


I figured they would be in the Library/ShipParts etcbut have not found them, file search comes up empty.

propbeanie
04-24-21, 07:08 PM
All three are in Library / guns.dat

Bubblehead1980
04-24-21, 07:39 PM
All three are in Library / guns.dat

Thanks!

Mios 4Me
04-24-21, 08:01 PM
USS Sailfish ex-Manila to Cam Ranh Bay, 12/16/41 at night torpedoed a Class 13 subchaser 257 degrees, 1389 km from the Manila anchor symbol. Set course for a perpendicular stern shot when I noticed a visual disturbance behind the boat. Sailfish had a silvery cloud of steam following her just above the props, but it would not appear above the horizon. Increasing the angle of view above the surface makes the entire cloud visible but decreasing it and thereby forcing it up to the horizon made it disappear at that line.

This is most likely the issue reported back in 1.39 off Tokyo.

Also the crew slots were missing when I selected a bow position for the gun. I went with a stern position but am quite willing to scrap this first patrol and restart if you need no further data on the steam.

propbeanie
04-24-21, 11:43 PM
Thanks!
You're welcome


USS Sailfish ex-Manila to Cam Ranh Bay, 12/16/41 at night torpedoed a Class 13 subchaser 257 degrees, 1389 km from the Manila anchor symbol. Set course for a perpendicular stern shot when I noticed a visual disturbance behind the boat. Sailfish had a silvery cloud of steam following her just above the props, but it would not appear above the horizon. Increasing the angle of view above the surface makes the entire cloud visible but decreasing it and thereby forcing it up to the horizon made it disappear at that line.

This is most likely the issue reported back in 1.39 off Tokyo.

Also the crew slots were missing when I selected a bow position for the gun. I went with a stern position but am quite willing to scrap this first patrol and restart if you need no further data on the steam.
The steam cloud that follows the player sub is a stock issue and is usually indicative of a player stressing the game, either with liberal use of high TC, shelling out to Windows from the game, having mods not compatible activated together, or any one of a number of different scenarios, including not having the video stream match across the display monitor's "native" resolution (Windows shows "recommended" in its dialog) to the video card settings in Windows, to the game's settings. This also includes the SH4.exe "Properties" page, "Compatibility" settings not having everything needed set correctly, such as "Disable fullscreen optimization" and / or "Run this program as an administrator" and / or "Change high DPI settings". But it can also signify not having enough memory to run the game properly. LAA almost has to be enabled on your machine, else you wouldn't be able to be "outside" of the boat most of the time, but maybe something is running in the background on your computer, eating up available memory. All sorts of things can corrupt the display stream in the game. Usually, a Save, exit and restore of the Save will eliminate the display anomalies. This kind of issue may have played a part in your gun issue, or else if the gun was done first, then it may have caused the display issues later. btw, the "enemy" cannot "see" your steam trail...

torpedobait
04-25-21, 02:47 PM
[QUOTE=propbeanie;2744137]Those should be few and far between, but I am not for certain on that, since it is difficult to "see" that kind of stuff testing. I can run the ME viewer all I want to, and it is not the actual game itself, but yes, there will be a few chances where you might have a group of 3 sampans that have 5 or 6 escorts. Usually, with those groups, the "cargo" will be flammable, and they should blow sky-high, but then the DE & Frigates will drop-low...

Of the four groups I encountered in the one patrol I mentioned above one had a single Kasagisan, the second had two plus one of those even smaller Freighters like the one Bungo Pete favors, the third had one Kasagisan, plus the smallest tanker and one of the abu types. The fourth had three Kasagisans a large Hansa-type, and a Hospital Transport. Since I only had four torpedos left, the Hansa-type caught 3, and one of the Kasagisans got the last one (a dud). The point being that these were not sampans. All of these groups had at least five escorts, and one had 7 or 8. It is a trend I'm noticing that I am not finding the larger ships nearing the end of the war (expected, actually) but that even the small ships have multiple, very aggressive and capable escorts. I don't consider this a bug necessarily. Just trying to find out if that was your intention.

:salute:

torpedobait
04-25-21, 02:51 PM
Curious who has encountered AI enemy submarines on patrol? Have the fired torpedoes? Did your crew/ radar. sonar detect them? Warn? Were you able to see the torpedoes? Evade? I have yet to encounter but am curious.

I've encountered torpedoes from planes and escorts, but have killed AI subs from ambush without any apparently firing back. I've not ever been attacked by a sub (that I know of).

Mad Mardigan
04-25-21, 03:00 PM
I've encountered torpedoes from planes and escorts, but have killed AI subs from ambush without any apparently firing back. I've not ever been attacked by a sub (that I know of).

Just run into not 1, but 2 subs... NE of Saigon. Am working to finish off a 10 day patrol there, 1st patrol thus far.

1 was a Jyunsen Type B, the other a Kai?? something type IV... was able to sneak attack the Jyunsen, with no difficulty... though I think they managed to get off a cry for assist. Cause that other 1, which I did know was about, of all things... came nosing in, & did manage to get off a couple of DG shots at Me...

Managed to get under & moved off from where I went under. Got them, with them close in, yet not so close as for the torp to not have time to arm.

After all was said & done... scratch 2 IJN subs. :arrgh!:

Do have to say, that was mighty strange, coming across 2 enemy subs, traveling together.. or as far as I know of, traveling together, that is... :hmmm: or maybe not, when you look at the Uboat tactics... & the IJN was their allied partners in crime, so to speak... :yep:

M. M.

:Kaleun_Salute:

Bubblehead1980
04-25-21, 05:44 PM
Just run into not 1, but 2 subs... NE of Saigon. Am working to finish off a 10 day patrol there, 1st patrol thus far.

1 was a Jyunsen Type B, the other a Kai?? something type IV... was able to sneak attack the Jyunsen, with no difficulty... though I think they managed to get off a cry for assist. Cause that other 1, which I did know was about, of all things... came nosing in, & did manage to get off a couple of DG shots at Me...

Managed to get under & moved off from where I went under. Got them, with them close in, yet not so close as for the torp to not have time to arm.

After all was said & done... scratch 2 IJN subs. :arrgh!:

Do have to say, that was mighty strange, coming across 2 enemy subs, traveling together.. or as far as I know of, traveling together, that is... :hmmm: or maybe not, when you look at the Uboat tactics... & the IJN was their allied partners in crime, so to speak... :yep:

M. M.

:Kaleun_Salute:


Well have read about two or three Japanese submarines heading to same destination traveling "together" at some distance apart ,departed same time etc. No knowledge of any ijn wolfpacks, but at midway they did form a patrol line east of midway looking for US fleet. Not sure what the "lost contact time" is set to in the .cfg for FOTRS but most likely his radio report brought the other sub in looking for you. In TMO i changed the time from 15 minutes to 24 hours, so when are detected enemy patrols will come hunting. Most interesting when attacking on coast of japan, sink a lone merchant in early war, first a plane comes in hunting, then if one was within range, somewhere from 45 minutes to several hours later will see a patrol vessel come along. Early war not as much of an issue but later war when ships stay close to coast and patrols always moving around, it creates a challenging condition.

Mad Mardigan
04-25-21, 09:07 PM
Well have read about two or three Japanese submarines heading to same destination traveling "together" at some distance apart ,departed same time etc. No knowledge of any ijn wolfpacks, but at midway they did form a patrol line east of midway looking for US fleet. Not sure what the "lost contact time" is set to in the .cfg for FOTRS but most likely his radio report brought the other sub in looking for you. In TMO i changed the time from 15 minutes to 24 hours, so when are detected enemy patrols will come hunting. Most interesting when attacking on coast of japan, sink a lone merchant in early war, first a plane comes in hunting, then if one was within range, somewhere from 45 minutes to several hours later will see a patrol vessel come along. Early war not as much of an issue but later war when ships stay close to coast and patrols always moving around, it creates a challenging condition.

Yeah, Bubblehead...

I do recall that, about that picket line the IJN set up with subs, hoping to catch the U.S. carriers, as they left Pearl. Only downside.. was by the time those set up.. the carriers had already made it well past them... even including.. the Yorktown. Which was way behind the Enterprise & Hornet, as it was.. after being hastily repaired.

Think, but not 100% completely sure, that picket line was their 1 & only large scale 'wolfpack' attempt' on record.. may have been others that I've missed getting the memo on. :yep:

Any way.. scratch 2 IJN subs... glub.. glub... :arrgh!:

M. M.

:Kaleun_Salute:

propbeanie
04-25-21, 10:10 PM
There are actually four subs that will come out of Camranh Bay and proceed southeast. Three are relatively close together, but they do not travel "together". The fourth sub comes out the next day, if I remember correctly. These are "historical" moves. There is also an "historical" 3-cruiser TF that leaves somewhere in the same time period. The do travel together... The area was a hot bed of activity early in the war. :salute:

Mad Mardigan
04-25-21, 10:42 PM
There are actually four subs that will come out of Camranh Bay and proceed southeast. Three are relatively close together, but they do not travel "together". The fourth sub comes out the next day, if I remember correctly. These are "historical" moves. There is also an "historical" 3-cruiser TF that leaves somewhere in the same time period. The do travel together... The area was a hot bed of activity early in the war. :salute:

Ahoy, propbeanie... :Kaleun_Cheers:

I do believe I ran into that 3 Cruiser task force.. 1 Light & 2 Heavies.. & managed to sink 2 Cruisers, along with a tin can... the tin can sink, was a fluke. The torps that sank the tin can, were actually targeted for that 3rd Cruiser.

The Light Cruiser, was leading the pack, with the 2 Heavies, playing follow the leader. Took out the lead & the Heavy right next in line. The trailing Heavy, was the 1 that got away, 7k tons, at that. All in all, not too bad of a haul.

Ok, now that that is out of the way... on to a bad news report... :o

Have run into a weirdness factor...

For some odd reason, the indicator that rotates on the sonar gear, is NOT rotating... & no bloody ideas, as to why.

In a Sargo class, out of Manila, & is 21st of Dec., '41.

jsgme list, is as follows:

FotRSU-EN v1.46
Nippon v1.2.1
901_Strategic_Map_Symbols
452_MoonlightzSonarLines
International Radio mod
1-MM's Gramophone music mix

Yes, I have LAA, & per orders, I dumped the last save folder after I got that list activated, to clear out the baffles... so to speak.

Is a complete, whole new career... the whole shooting match & all.

Know that prior to My save, well after I sank those 2 IJN subs.. sonar was working, as it should... so not a clue as to why now, the bloody thing is not rotating... :doh: :o :timeout: :hmmm:

End Report...

M. M.

:Kaleun_Salute:

flaminus
04-25-21, 11:28 PM
I patroled around west coast of Luzon in July 1942, one night my rader dectect a jap plane at 11 nm, then the plane just went directly to my sub, without any hesitation(with map contact update to show the aircraft route). the time is about 3~4 am. How could he locate my sub in dark night from such a long range?
https://i.postimg.cc/k4nt3hyr/n1.jpg
https://i.postimg.cc/zvvb3bM0/n2.jpg

Such "sharp" aircrafts are ubiquitous in the daytime. althoug i understand there are several Japanese airbases on those islands, the attendance rate of aircrafts is too "good". I think it's very unrealistic and lead to a bad game experience.Every time i surface the boat there is a radar contact warning!:wah: I think both aircraft spawn rate and their sharp sensor need to be reduced to a reasonable level.:hmmm:

BTW, the salmon and sargo class with medwar conning tower will have a small mast inserting into a hatch. it seems a model bug.
https://i.postimg.cc/mD81bNdP/ha.jpg
=====================
Edit:
I check the "UnitParts5Salmon.upc" and "UnitParts6Sargo.upc", both of them use gato medwar conning tower, as below. I try to rewrite that parts as "ExternalLinkName3D= data/objects/Conning_SalmonSargo_02", then no problem in the game, the model looks fine. So, I don't know why did the original files use gato models and abandon the right ones, very strange.:hmmm:
---------
[UnitPart 2]
ID= SargoConningMedWar
Type= SargoConningTower
NameDisplayable= Half-cut Conning Tower
UnitPartInterval=1942-05-01, 1942-12-31
ExternalLinkName3D= data/objects/Conning_Gato_02 ==should be==>> Conning_SalmonSargo_02
HullTextureNameOverride=data/Submarine/NSS_Sargo/NSS_Sargo_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_Sargo/NSS_Sargo_O01.tga
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride= Gato_Class_02.tga
---------

mikesn9
04-26-21, 06:54 AM
Ahoy, propbeanie... :Kaleun_Cheers:

I do believe I ran into that 3 Cruiser task force.. 1 Light & 2 Heavies.. & managed to sink 2 Cruisers, along with a tin can... the tin can sink, was a fluke. The torps that sank the tin can, were actually targeted for that 3rd Cruiser.

The Light Cruiser, was leading the pack, with the 2 Heavies, playing follow the leader. Took out the lead & the Heavy right next in line. The trailing Heavy, was the 1 that got away, 7k tons, at that. All in all, not too bad of a haul.

Ok, now that that is out of the way... on to a bad news report... :o

Have run into a weirdness factor...

For some odd reason, the indicator that rotates on the sonar gear, is NOT rotating... & no bloody ideas, as to why.

In a Sargo class, out of Manila, & is 21st of Dec., '41.

jsgme list, is as follows:

FotRSU-EN v1.46
Nippon v1.2.1
901_Strategic_Map_Symbols
452_MoonlightzSonarLines
International Radio mod
1-MM's Gramophone music mix

Yes, I have LAA, & per orders, I dumped the last save folder after I got that list activated, to clear out the baffles... so to speak.

Is a complete, whole new career... the whole shooting match & all.

Know that prior to My save, well after I sank those 2 IJN subs.. sonar was working, as it should... so not a clue as to why now, the bloody thing is not rotating... :doh: :o :timeout: :hmmm:

End Report...

M. M.

:Kaleun_Salute:
When your sonar was not rotating, what were the conditions of your other gauges? the infamous high noon? while your sonar was not rotating, was the digital information (upper left of screen) changing?

Mad Mardigan
04-26-21, 02:24 PM
When your sonar was not rotating, what were the conditions of your other gauges? the infamous high noon? while your sonar was not rotating, was the digital information (upper left of screen) changing?

Far as I know of.. working, I'd assume. Right after I loaded My last save.. got in, went to map to get My sub rolling back on speed & course set.. then went to check the sonar & see if the reload set things back to rights. When I saw it hadn't. I exited. completely.. just the same as when I 1st noted that the sonar wasn't swinging around like it should when I was running a check to see if there was anything nearby before I went to surface.. to begin with.

After popping off this reply, will see of reloading again.. & eyeball every thing else gauges wise an see if they too.. are frozen up.. aka high noon froze.

By digital info changing, upper left of screen.. you meaning the location bell saying command room > bridge indicator.. if so, will see if that is showing up as it is supposed to.. which I wish it wasn't included.. as is just annoying at times...

M. M.

:Kaleun_Salute:

Bubblehead1980
04-26-21, 02:34 PM
Looking over the Tachibana DE. For a late war class of IJN DE, it only has stern DC racks? Should it not have y guns and/or k guns? Quite ineffective ASW vessel with just stern racks. Oversight or ?

Mad Mardigan
04-26-21, 10:50 PM
When your sonar was not rotating, what were the conditions of your other gauges? the infamous high noon? while your sonar was not rotating, was the digital information (upper left of screen) changing?

Yeah... reloaded that last game save & well.. will let the photo speak for itself...

http://snipboard.io/ygVs6F.jpg

Running surfaced.. yet.. the gauges are swearing that I'm 90 feet deep... clock is stuck at 12/24 hundred hours. Even the up/down indicators at the helm, are NOT even moving.. at all.

All indicators, as I recall seeing it reported, of 'High Noon' @ the OK corral... NOT. syndrome... :doh: :o :timeout:

*le sigh*

M. M.

:Kaleun_Salute:

mikesn9
04-27-21, 07:21 AM
Yeah... reloaded that last game save & well.. will let the photo speak for itself...

http://snipboard.io/ygVs6F.jpg

Running surfaced.. yet.. the gauges are swearing that I'm 90 feet deep... clock is stuck at 12/24 hundred hours. Even the up/down indicators at the helm, are NOT even moving.. at all.

All indicators, as I recall seeing it reported, of 'High Noon' @ the OK corral... NOT. syndrome... :doh: :o :timeout:

*le sigh*

M. M.

:Kaleun_Salute:


curses, still there. This time you weren't off the coast of Japan, were you?
That's where I had all of my troubles with "high noon".
As for that statement of upper left, on the sonar screen, upper left is a box that shows digital direction of sonar. as you try to rotate in the high noon situation, the graphic stays at noon, while the panel in the upper left will show the proper heading.

Mad Mardigan
04-27-21, 01:04 PM
curses, still there. This time you weren't off the coast of Japan, were you?
That's where I had all of my troubles with "high noon".
As for that statement of upper left, on the sonar screen, upper left is a box that shows digital direction of sonar. as you try to rotate in the high noon situation, the graphic stays at noon, while the panel in the upper left will show the proper heading.

Don't know about that last part, but.. can very well, reply in the negative as to being any where near Japan. If you mean a sort of a box that shows info on the direction of the sonar & base info of what the target is.. either unknown or warship or merchant.. those numbers in that, were going from up or down, depending on the direction I was moving the dial, or would have been.. had that part of it, not frozen up, pointing to dead noon. That, was operating, as it should there. The right box, which houses the indicator, showing what direction you are pointing the sonar unit in... was the only part that was NOT working, as it should.

That & the gauges in the control room, as shown in the picture.

Hopefully, I have NOT totally confused you, by now... :hmmm:

At the time of My patrol, was just a bit NE off of Saigon area, around the Cam Rahn bay area. Which is well away from Japan.

M. M.

:Kaleun_Salute:

mikesn9
04-27-21, 01:11 PM
MM, nope no confusion here.

what you experienced is exactly what I and some others ran into at times.
Mine seemed to happen near the cost of japan, by Tokyo.
Yours was way far away from there.


Gives us something to pester propbeanie with.

Mad Mardigan
04-27-21, 01:54 PM
MM, nope no confusion here.

what you experienced is exactly what I and some others ran into at times.
Mine seemed to happen near the cost of japan, by Tokyo.
Yours was way far away from there.


Gives us something to pester propbeanie with.

At this stage.. going to make a copy of the game save folder, as it sits now. Set that off in a spot of safety.. & back track a save point & see if things are working as they should with that save point.

That way, I can forward the folder in it's entirety to propbeanie for inspection... if need be.. or any portion, there of... :hmmm: :yep:

If that save point is error free, then will just say sayonara to the kills I got after it & just proceed forward, hopefully NOT having it lock up in 'High Noon', yet again.

M. M.

:Kaleun_Salute:

Ok, back up made & upon load up, will backtrack 1 game save & see how things go, from there... :hmmm: :yep:

flush deck
04-27-21, 04:08 PM
Hi guys


I've made some test on Japan units


Need to dig more for camo schemes and colours.


Work in progress on the Asashio


https://zupimages.net/up/21/17/rxnl.jpg (https://zupimages.net/viewer.php?id=21/17/rxnl.jpg)


Stay tuned

Mad Mardigan
04-27-21, 04:26 PM
Hi guys


I've made some test on Japan units


Need to dig more for camo schemes and colours.


Work in progress on the Asashio


https://zupimages.net/up/21/17/rxnl.jpg (https://zupimages.net/viewer.php?id=21/17/rxnl.jpg)


Stay tuned

Nice.. thanks for the update there, flush deck... :Kaleun_Cheers:

M. M.

:Kaleun_Salute:

propbeanie
04-27-21, 05:28 PM
I patroled around west coast of Luzon in July 1942, one night my rader dectect a jap plane at 11 nm, then the plane just went directly to my sub, without any hesitation(with map contact update to show the aircraft route). the time is about 3~4 am. How could he locate my sub in dark night from such a long range?
The Japanese radar is too good, and too numerous early. We will "fix" that for the next release. Initial impressions are that they will also stay overhead for longer than seems real... The H6 apparently gives them the ability to "see" you beneath the waves, so each attack is on top of your submarine, no mater how you twist or turn... Not cool...


[pik]
[pik]

Such "sharp" aircrafts are ubiquitous in the daytime. althoug i understand there are several Japanese airbases on those islands, the attendance rate of aircrafts is too "good". I think it's very unrealistic and lead to a bad game experience.Every time i surface the boat there is a radar contact warning!:wah: I think both aircraft spawn rate and their sharp sensor need to be reduced to a reasonable level.:hmmm:

BTW, the salmon and sargo class with medwar conning tower will have a small mast inserting into a hatch. it seems a model bug.
https://i.postimg.cc/mD81bNdP/ha.jpg
=====================
Edit:
I check the "UnitParts5Salmon.upc" and "UnitParts6Sargo.upc", both of them use gato medwar conning tower, as below. I try to rewrite that parts as "ExternalLinkName3D= data/objects/Conning_SalmonSargo_02", then no problem in the game, the model looks fine. So, I don't know why did the original files use gato models and abandon the right ones, very strange.:hmmm:
---------
[UnitPart 2]
ID= SargoConningMedWar
Type= SargoConningTower
NameDisplayable= Half-cut Conning Tower
UnitPartInterval=1942-05-01, 1942-12-31
ExternalLinkName3D= data/objects/Conning_Gato_02 ==should be==>> Conning_SalmonSargo_02
HullTextureNameOverride=data/Submarine/NSS_Sargo/NSS_Sargo_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_Sargo/NSS_Sargo_O01.tga
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride= Gato_Class_02.tga
---------
This might be contributing to what mikesn9 and Mad Mardigan are discussing above. Just starting on testing the edits now. This is like the other day though, that a person can look at the forest until they're blue in the face, and still not see the trees... We'll try to figure if that change was on purpose (doubtful) or just a leftover from a "copy edit"... Thank you very much for finding that.


Looking over the Tachibana DE. For a late war class of IJN DE, it only has stern DC racks? Should it not have y guns and/or k guns? Quite ineffective ASW vessel with just stern racks. Oversight or ?
That's the way it was built for FOTRS, and we haven't changed too much in that regard for most of Maddy's ships. I do know that the Kaibokan series was planned to number quite a few more ships, and to be heavily laden with depth charges, but they kept having to cut corners to get ~something~ out for escort duty, and I'm not certain if that is historical with that vessel or not. We'll look into it. I do know there are several of the DE and Frigate Classes that have throwers, and are able to lay down a rather thick depth charge blanket...

flaminus
04-27-21, 07:34 PM
The Japanese radar is too good, and too numerous early. We will "fix" that for the next release. Initial impressions are that they will also stay overhead for longer than seems real... The H6 apparently gives them the ability to "see" you beneath the waves, so each attack is on top of your submarine, no mater how you twist or turn... Not cool...
Thanks:Kaleun_Salute:
But do you mean that Japanese has radar even in 1942, and on planes? or some ships with radar and inform the planes the position of me? It seems bringing "radar warning" back is becoming necessary.:D
And yes, they stay overhead very long, sometimes I went underwater for a few hours and surfaced, only finding the planes are still around!:wah:


This might be contributing to what mikesn9 and Mad Mardigan are discussing above. Just starting on testing the edits now. This is like the other day though, that a person can look at the forest until they're blue in the face, and still not see the trees... We'll try to figure if that change was on purpose (doubtful) or just a leftover from a "copy edit"... Thank you very much for finding that.
I'm quite happy to be helpful.The medwar salmon/sargo towers do exist in the "Objects" folder of FOTRSU, so it's illogic not using them. Hoping that just a mis-copying of text.

===============================
Hi guys
I've made some test on Japan units
Need to dig more for camo schemes and colours.
Masterpieces of work! So gorgeous and looking forward to seeing them in game. While some of the ships in the game are very poorly textured, such as Japanese Nagato Battleship. Wishing those bad textures can be reworked and all the textures would have uniform style. huge projects~:hmmm:

Mad Mardigan
04-27-21, 07:48 PM
This might be contributing to what mikesn9 and Mad Mardigan are discussing above. Just starting on testing the edits now. This is like the other day though, that a person can look at the forest until they're blue in the face, and still not see the trees... We'll try to figure if that change was on purpose (doubtful) or just a leftover from a "copy edit"... Thank you very much for finding that.



I'm quite happy to be helpful.The medwar salmon/sargo towers do exit in the "Objects" folder of FOTRSU, so it's illogic not using them. Hoping that just a mis-copying of text.


Hmmm... :hmmm:

So... :doh: I guess for now, go into a holding pattern, for now, then... :o :timeout:

:06:

If so, then... am standing by, awaiting orders... :shucks: :yep:

M. M.

:Kaleun_Salute:

In the mean time, am going to go back to My v1.39 career that I still have & work out on it, until I get a radiogram on what to do with v1.46 copy... :shucks:

flaminus
04-27-21, 11:32 PM
Hmmm... :hmmm:

So... :doh: I guess for now, go into a holding pattern, for now, then... :o :timeout:

:06:

If so, then... am standing by, awaiting orders... :shucks: :yep:

M. M.

:Kaleun_Salute:

In the mean time, am going to go back to My v1.39 career that I still have & work out on it, until I get a radiogram on what to do with v1.46 copy... :shucks:

Ahoy, M. M.
Maybe you can try to edit the savegame to change your conning tower (reference:https://www.subsim.com/radioroom/downloads.php?do=file&id=5726) and see if the probem occurs again or not.

Mad Mardigan
04-28-21, 02:41 PM
Ahoy, M. M.
Maybe you can try to edit the savegame to change your conning tower (reference:https://www.subsim.com/radioroom/downloads.php?do=file&id=5726) and see if the probem occurs again or not.

Ahoy, flaminus... :Kaleun_Cheers:

Will give that a look see. Thanks.

M. M.

:Kaleun_Salute:

mikesn9
04-29-21, 07:12 AM
Ahoy, M. M.
Maybe you can try to edit the savegame to change your conning tower (reference:https://www.subsim.com/radioroom/downloads.php?do=file&id=5726) and see if the probem occurs again or not.


how does this fix the 'high noon' gauges?

Mad Mardigan
04-29-21, 07:45 AM
how does this fix the 'high noon' gauges?

Ahoy, mikesn9

This is a rough guess, here mike...

From what I gather, the Sargo & Salmon subs are stuck with a conning tower miss-call.... which, as you know, the sonar gear sits there in the conning tower.

My guess is, as the dial on the sonar has a controller for it, is likely the gauges are also on that same controller.. would be My guess..

Because of that miss-call of the tower... well, it causes the gauge controller to go skitzoid, as it is not finding the right tower call...

& if the sonar glitches... so too, do the other gauges... which gives us, the so called 'Infamous High Noon @ the Ok gauges corral''..

That, which faminus, pointed out, if I am correct... sets the sargo/salmon tower call, to rights... & in doing so, stops the skitzoid embolism, which short circuits the gauges freezing up... :yep: :hmmm:

Of course, that is all supposition, & My brain right now, is running on gas fumes, crappy adrenaline, bad batch of left over navy mud, aka coffee... & lack of sleep.

Of which, the lack of sleep, am going to remedy, right after I post this reply.

The bad batch of navy mud... right after I wake up from remedying the lack of sleep... :yep: :up:

propbeanie, can either... confirm.. or deny, My as well as I can, laid out, crafted supposition here..

M. M.

:Kaleun_Salute:

propbeanie
04-29-21, 10:38 AM
We're not certain whether that is a "miscall" or purposeful. It was just a suggestion on my part that it ~might~ contribute. It is one of several aspects we are looking at. As with several aspects of the game though, you can "name" a device anything you want, and use it as something else, such as naming a 16" triple turret for the BB Missouri as a "deck gun" and using it on a submarine. Very possible to do. We haven't "seen" the reason for calling a Gato conn on the Salmon, Sargo or Tambor as of yet. I do remember we used to have troubles with the Tambor all of the time with one malady after another, and that swapping conns seemed to fix them, which is probably why the Gato conn is on the Tambor. I do not remember similar for the Salmon or Sargo. Going by the antennae mounts, I would prefer to have the correct conns on the subs, plus there is a difference in the shears area of the 3 conning towers involved. However, "why" were their calls put to Gato? and does that contribute to the noon gauges and sonar rotation? The submarine operates normally otherwise. You can dive, crash dive, etc., plus you can rotate the sonar head. You just do not get direct gauges feedback of such. Hopefully, when you dock and end patrol, all will be fine. You do have a 'digital' read-out of the sonar head at the station, and if you look at your HUD, those gauges are fine, so you can "safely" operate the boat back to base, and then see what happens next patrol, since the Save, Exit, Restore didn't do the trick. It might even be that you get far enough away from the "scene" of the incident, and then do a Save, Exit and restore, that they'll re-set.

Now, the main problem for me is that I cannot, in innumerable attempts recently and also over the years, replicate what you guys get. All of the testing we've done over time, the only incidents I got the noon gauges was back when it was the Tambor that was the problem child, and I'm talking back in the beta era, like around v0.56 or so. At that time, it occurred when the player's sub encountered a US AI submarine. That was actually "solved" when the AI subs were given their own Library of parts with unique IDs. Perhaps there is a little something in that regard that we missed back then. MM encountered the subs off of Camranh Bay, and who knows if mikesn9 didn't encounter one unbeknownst to him. We really don't know, but we are still digging. There are several possibilities, including the user's computer configuration. Who knows? Tough to say at this time.

Mad Mardigan
04-29-21, 11:23 AM
We're not certain whether that is a "miscall" or purposeful. It was just a suggestion on my part that it ~might~ contribute. It is one of several aspects we are looking at. As with several aspects of the game though, you can "name" a device anything you want, and use it as something else, such as naming a 16" triple turret for the BB Missouri as a "deck gun" and using it on a submarine. Very possible to do. We haven't "seen" the reason for calling a Gato conn on the Salmon, Sargo or Tambor as of yet. I do remember we used to have troubles with the Tambor all of the time with one malady after another, and that swapping conns seemed to fix them, which is probably why the Gato conn is on the Tambor. I do not remember similar for the Salmon or Sargo. Going by the antennae mounts, I would prefer to have the correct conns on the subs, plus there is a difference in the shears area of the 3 conning towers involved. However, "why" were their calls put to Gato? and does that contribute to the noon gauges and sonar rotation? The submarine operates normally otherwise. You can dive, crash dive, etc., plus you can rotate the sonar head. You just do not get direct gauges feedback of such. Hopefully, when you dock and end patrol, all will be fine. You do have a 'digital' read-out of the sonar head at the station, and if you look at your HUD, those gauges are fine, so you can "safely" operate the boat back to base, and then see what happens next patrol, since the Save, Exit, Restore didn't do the trick. It might even be that you get far enough away from the "scene" of the incident, and then do a Save, Exit and restore, that they'll re-set.

Now, the main problem for me is that I cannot, in innumerable attempts recently and also over the years, replicate what you guys get. All of the testing we've done over time, the only incidents I got the noon gauges was back when it was the Tambor that was the problem child, and I'm talking back in the beta era, like around v0.56 or so. At that time, it occurred when the player's sub encountered a US AI submarine. That was actually "solved" when the AI subs were given their own Library of parts with unique IDs. Perhaps there is a little something in that regard that we missed back then. MM encountered the subs off of Camranh Bay, and who knows if mikesn9 didn't encounter one unbeknownst to him. We really don't know, but we are still digging. There are several possibilities, including the user's computer configuration. Who knows? Tough to say at this time.

If needed.. I do have a back up copy made... (after the CTD when I went to start a patrol learned, by the way.. when I had a Sargo, based out of Surabaya with v1.39... :yep:) of this incident.

I can zip that, post it to.. I think Mega & then get with you to add you to the lookie loo list there so you can then grab a copy of it.. or get with you on Discord & drop it so you can grab it there... (your choice). :yep: :up:

If you need it, can even drop the '41 gramophone folder in with it.. again, your call, propbeanie...

M. M.

:Kaleun_Salute:

p.s.

That back up copy of the game save folder.. is the whole kit & kaboodle... not just a part of it, or 1/2 of it.. it is 100% complete... in its entirety.. by the way.

propbeanie
04-29-21, 11:29 AM
If you have the Save folder available, I'll take the whole thing, which would be easiest, please, along with the gramophone stuff. :salute:

Mad Mardigan
04-29-21, 11:32 AM
If you have the Save folder available, I'll take the whole thing, which would be easiest, please, along with the gramophone stuff. :salute:

No sweat... how do ya want to have it handed off...???

M. M.

:Kaleun_Salute:

p.s

Will zip the entirety, together, right after I post this reply post... :yep: & have it ready for hand off... just as soon as ya lemme know how to do so, sir. :up:

propbeanie
04-29-21, 11:47 AM
Where ever you can post it, and send me a PM with the link. My sites do not allow me to have other people post on them anymore, since all of my "cloud" locations are "free" versions. The "good ole days" are long gone. :salute:

Mad Mardigan
04-29-21, 11:54 AM
Where ever you can post it, and send me a PM with the link. My sites do not allow me to have other people post on them anymore, since all of my "cloud" locations are "free" versions. The "good ole days" are long gone. :salute:

I did send you a friend add on discord, propbeanie...

Will see what I can do with media whats-it.. or mega.. as a back up..

M. M.

:Kaleun_Salute:

Mad Mardigan
04-29-21, 12:09 PM
Where ever you can post it, and send me a PM with the link. My sites do not allow me to have other people post on them anymore, since all of my "cloud" locations are "free" versions. The "good ole days" are long gone. :salute:

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

Here @ Subsim, in the immortal words of... AOL...

''You've got mail.!''

M. M.

:Kaleun_Salute:

propbeanie
04-29-21, 12:12 PM
Now, one must remember history... AOL copied off of this fellow:


https://www.youtube.com/watch?v=yYw17TyKph4


:salute:

Mad Mardigan
04-29-21, 12:45 PM
Now, one must remember history... AOL copied off of this fellow:


https://www.youtube.com/watch?v=yYw17TyKph4


:salute:

Hopefully, that helps track down what is causing that 'High Noon'itis... propbeanie... :yep: :shucks: :up:

M. M.

:Kaleun_Salute:

propbeanie
04-29-21, 04:08 PM
I have the zipper, and I am in the process of going through what vickers03 did in his mod, and comparing apples to oranges, and grapes to grapefruit... I am sure it will be a "fruitful" endeavor... :roll: - as to "success", we'll have to wait and see. :salute:

Arlo
04-29-21, 10:16 PM
So far I'm having a great time with FOTRSU mod. It's good to not CTD. :D

Arlo
04-30-21, 12:55 AM
Not experiencing the 'high noon gauge' thing yet. Sank a Japanese ship in an escorted convoy in bad weather and managed to escape. So, when we were given orders to conduct 'unrestricted warfare' did that include hospital ships? Wondering what be waiting for me back at the base. :06:

mikesn9
04-30-21, 07:17 AM
Not experiencing the 'high noon gauge' thing yet. Sank a Japanese ship in an escorted convoy in bad weather and managed to escape. So, when we were given orders to conduct 'unrestricted warfare' did that include hospital ships? Wondering what be waiting for me back at the base. :06:


Hospital ships will get you large NEGATIVE renown points.

KaleunMarco
04-30-21, 11:37 AM
Not experiencing the 'high noon gauge' thing yet. Sank a Japanese ship in an escorted convoy in bad weather and managed to escape. So, when we were given orders to conduct 'unrestricted warfare' did that include hospital ships? Wondering what be waiting for me back at the base. :06:

+1 on mikesn9

attempt to avoid sinking neutral shipping. try hard not to do that.

Arlo
05-01-21, 08:15 AM
I do kinda miss not being able to grab a headset and do directional sonar. But my crew's been handling it ok, so no deal breaker. :)

Elmo
05-01-21, 09:50 AM
Is there an easy way to obtain this for manual targeting?

propbeanie
05-01-21, 01:18 PM
I do kinda miss not being able to grab a headset and do directional sonar. But my crew's been handling it ok, so no deal breaker. :)
Are you not seeing your sonar head bearing indicator spin when doing the mousewheel rotation, or the Home and End keys? Are your dials at 12 O'Clock high now?


Is there an easy way to obtain this for manual targeting?
Try this little chart Macgregor the Hammer made:
https://www.subsim.com/radioroom/downloads.php?do=file&id=5750

Randomizer
05-01-21, 01:53 PM
Are you not seeing your sonar head bearing indicator spin when doing the mousewheel rotation, or the Home and End keys? Are your dials at 12 O'Clock high now?
Mine remains at the 12 o'clock position although the bearing counter on the target classification/send bearing tool indicates that the bearing is changing.

-C

Arlo
05-01-21, 02:19 PM
Are you not seeing your sonar head bearing indicator spin when doing the mousewheel rotation, or the Home and End keys? Are your dials at 12 O'Clock high now?


I was experiencing the loss of manually taking over from the sonar op (mousewheel? I used to just click on a sonar compass heading and it would turn head to it) without the high noon. Then on Oct. 31, 1942 I experienced 'High Noon.'

https://i.imgur.com/D72eJQz.png

Elmo
05-01-21, 02:24 PM
Try this little chart Macgregor the Hammer made:
https://www.subsim.com/radioroom/downloads.php?do=file&id=5750

Excellent! Thanks, propbeanie.

propbeanie
05-01-21, 02:52 PM
I do kinda miss not being able to grab a headset and do directional sonar. But my crew's been handling it ok, so no deal breaker. :)

Mine remains at the 12 o'clock position although the bearing counter on the target classification/send bearing tool indicates that the bearing is changing.

-C
Just for clarification with the Sonar Station:

https://i.imgur.com/yqHP2JY.jpg


So you should be able to use your mouse wheel and "scroll" it to move the head, or use the <Home> and <End> keys, or use that "orange" handle on the set, though it can be somewhat hit or miss on some of the subs in some of the conns. However, you should be able to use it. As you "scroll" the heads around, you should see that pointer move about the dial with the N, NE, E, SE, S, etc. designations on it, which should also be "facing" the way of your sub... your sub is "relative" to the "true" of the gauge. In other words, the N, E, S, W, etc. will move as your sub moves, but the "relative bearing" of the numeric gauge remains constant, hence the double-headed "pointer". As that needle moves, the numeric read-out in the upper left along that big double-headed arrow should match. If the "target" is IDd, then it will say "Merchant", or whatever. Also, if on a target, as in the example, you should see the green light lit that is on the same panel as the first gauge there. You should also be able to hear something in your headphones, though it might be faint. The "Sounding Indicator" to the left of the view only comes into play when you "ping" the "target", and your needle should then give you a range that holds, if it is hit. You can then "Send to TDC" if desired. If any of this does not function on your boat, let us know. You will usually find, like mikesn9, Mad Mardigan and now Arlo, that your gauges have also gone to 12 O'Clock High and are stuck. The boat is still fully functional, though you are not getting some gauges to read as such. Your HUD should still work, your digital read-out on that sonar station should still work, as will the "ping", but you most likely will not "see" the dial move. You can still "Send to TDC" though, and it will still be "accurate" data.

So to ask Arlo, had you encountered any IJN submarines that you were aware of, and which boat were you in, and do you have a location and timeframe as to where you were when things "stuck" like that? As much detail as you guys can supply is desired. The team has been going through the haystack of text files once again, looking for any issue, and the more descriptive you can be with the details, the easier it will be. We want to be able to re-create the scenario, so that we can find a solution. Thanks. :salute:

Arlo
05-01-21, 03:02 PM
Just South of Bongo Straits in a Tambor Class on Oct. 31, 1942 at 09:20. Just got a sound contact - warship closing (no wait, that's later). Listening to Bing Crosby on the Gramophone. Playing in my underwear.

[edit] Also .. periscope depth. And when I load saved not only are the gauges 'high noon' but the large ones on each end have shattered glass. It text, my chief engineer reports we are taking damage (for some odd reason). Water depth 1000' plus.

[edit 2] Oh, and we were at battle stations - about to secure.

[edit 3 And we had just sunk a paddle wheel coastal freighter. It took six torpedo hits and six shells (had to dive back to peri - it was armed). It still took forever to sink.

https://i.imgur.com/bgvlWRU.png
where and when

https://i.imgur.com/EHhb8db.png
We're taking damage. ... We are?

https://i.imgur.com/odaszp2.png
Saved slot shows as previous day.

https://i.imgur.com/HBbUSp1.png
Another reload of save. No damage but 1000 ft. is 'shallow waters'

https://i.imgur.com/Ft2tnqt.png
Torps - 2 fore and 2 aft left (just 'cause I'm not sure which details count.

Mad Mardigan
05-01-21, 03:17 PM
Just South of Bongo Straits in a Tambor Class on Oct. 31, 1942 at 21:00. Just got a sound contact - warship closing. Listening to Bing Crosby on the Gramophone. Playing in my underwear.

Ahoy, Arlo... :Kaleun_Cheers:

Can you please list, say... the very last 5 ships sunk... take a snap shot of ships sunk log, write them down & transcribe it here... heck, even send it by carrier pigeon or morse code even, to propbeanie if ya are feeling that nostalgic... :haha: :har: :D

Main thing is... send that info on the last ships sunk.

That info will prove very useful, I do believe in helping the team, to work on pinning down just what may be causing this snafu... it'll help. :yep:

I noted with it happening to Me, was right after I sank 2 IJN subs, not far from each other... not saying they were the culprits but something with them, could have... maybeeee just maybe, contributed perhaps.. (no offense team... just informing ya.. is all. :shucks: :hmmm:) that is what happened just prior to Me, experiencing 'High Noon' & I didn't enjoy the movi.. erhm.. experience... though the movie was good. :D

Thanks. :up:

M. M.

:Kaleun_Salute:

P.s.

All others who have run into this with FotRS-U v1.46, please note that info with your reporting of it occurring on your end, as well... thanks.

Arlo
05-01-21, 03:51 PM
https://i.imgur.com/bny9kUN.png

:Kaleun_Salute:

https://youtu.be/KOsTyxV2k9g

Arlo
05-01-21, 05:12 PM
So I decided to cut short the patrol and see if ending it would result in fixing the highnoon issue. Alas, apparently sinking a Japanese hospital ship deep in Japanese waters does count as sinking a U'S' or Allied ship. *ShruG*

https://i.imgur.com/Olh1djG.png

Just as well I ended the patrol. I will now start anew/fresh. :hmph:

KaleunMarco
05-01-21, 06:32 PM
So I decided to cut short the patrol and see if ending it would result in fixing the highnoon issue. Alas, apparently sinking a Japanese hospital ship deep in Japanese waters does count as sinking a U'S' or Allied ship.

in my experience, i have sunk the odd hospital ship, by accident, of course, and no one has said "boo" when i returned to port.

sinking one and getting court martialed seems harsh, even for the UBIs.

how many have you sunk during the career?

Arlo
05-01-21, 06:42 PM
in my experience, i have sunk the odd hospital ship, by accident, of course, and no one has said "boo" when i returned to port.

sinking one and getting court martialed seems harsh, even for the UBIs.

how many have you sunk during the career?

One ... in all my careers. Foul weather night conditions. But why would an allied convoy (with or without hospital ships) be right off the coast of Northern Japan? Hence my certainty that I was shooting at Japanese ships. Well, that and the Japanese DD escorts that came after me.

miltonfilhos
05-01-21, 07:13 PM
I have experience CTD every time i try to enter/leave the Any Base with Fotrs
1.46 , with the same Graphics config i use in the Vanilha or TriggerMaru_Overhaul 2.5 i have try clean Install Sh4 so Many times i decide to start use Old Hdd instead the SSD. any advice how to fix this ?? or maybe something i have miss THEBERSTER guide about Graphics Config with FOTRS ?? I use a win 10 64 with a Nvidia GTX 1070 all 3 recommend software installed ( JSGME , LAA , Multish4 ) With 1920x1080 game graphics (instead my default monitor 3840x2160) Again game run perfect in Vanilha or Trigger Maru ok if i start outside off the harbor but ctd whem i come back or start inside of Harbor.
Look like my Printscreen host is not subsim approved ( Lightshot) sorry.

JSGME


https://prnt.sc/12dgl3e


https://prnt.sc/12dgl3e
Trigger Maru


https://prnt.sc/12dgk10


https://prnt.sc/12dgk10
FOTRS


https://prnt.sc/12dgmul
https://prnt.sc/12dgmul

Thank you in advance for any help .

Arlo
05-01-21, 07:26 PM
I have experience CTD every time i try to enter/leave the Any Base with Fotrs
1.46 , with the same Graphics config i use in the Vanilha or TriggerMaru_Overhaul 2.5 i have try clean Install Sh4 so Many times i decide to start use Old Hdd instead the SSD. any advice how to fix this ?? or maybe something i have miss THEBERSTER guide about Graphics Config with FOTRS ?? I use a win 10 64 with a Nvidia GTX 1070 all 3 recommend software installed ( JSGME , LAA , Multish4 ) With 1920x1080 game graphics (instead my default monitor 3840x2160) Again game run perfect in Vanilha or Trigger Maru ok if i start outside off the harbor but ctd whem i come back or start inside of Harbor.
Look like my Printscreen host is not subsim approved ( Lightshot) sorry.

JSGME


https://prnt.sc/12dgl3e


https://prnt.sc/12dgl3e
Trigger Maru


https://prnt.sc/12dgk10


https://prnt.sc/12dgk10
FOTRS


https://prnt.sc/12dgmul
https://prnt.sc/12dgmul

Thank you in advance for any help .

The best advice I was given (from Bubblehead, I think) fixed CTD issues for me across all mods.

1: Delete the SH4 folder in documents before applying FOTRSU.

2. Use LAA (on the SH4 executable).

https://www.moddb.com/downloads/large-address-aware1

:Kaleun_Salute:

miltonfilhos
05-01-21, 08:31 PM
Thanks for your quick replay but the crazy is i have LAA running and the game works 100% with a Large Mod like a Trigger Maru 2.5 (who in many aspect is similar Fotrs) and always get CTD If i star/return to any base if i play with FOTRS Mod. i thought it could be some modification in harbor environment that is causing this CTD whit one no exist in Trigger Maru.




https://prnt.sc/12dirpa


Any Thanks for your help .

propbeanie
05-01-21, 09:13 PM
@ Arlo : That is the biggest of the big in that Hospital ship, at almost 35kT. -2500 renown is the minimum points lost, and if you didn't have anything big sunk to counter that toward the positive side, then you take a huge hit, especially if one of the first patrols, and often lands one in the "incompetent" category for the points in the game. The game, quite a bit like the US Navy Department, has the propensity to throw a person in a hole and not let them out. You cannot sink a neutral in FotRSU early and recover, usually speaking. If you sink a friendly, it costs you 10x the ship's renown points, and is therefore worse than the "neutral" hospital ship... As to your broken glass on the gauges, that can and does come about from enemy fire. That "little" 3500 ton paddle wheeler has a 3" gun, as well as a number of 20mm cannons, any of which can put a hole in your boat and break all kinds of "stuff". As for the 12 O'Clock High gauges, we have been trying to replicate, and have failed thus far. btw, when I mention "12 O'Clock High", with the caps for a title, this is what I am referring to:

https://www.youtube.com/watch?v=CxgzT765Ed0

That was "high drama" for a prime time TV show back then. Ah yesh, I remember it well... Then "Combat!" came along.

Anyway, I would be curious about mikesn9's (and other's) possible use of the gramophone? radio? anything running that uses computer resources while you are running the game, and you encounter the stuck gauges? Is Windows Update "up to date"?, etc.

@ miltonfilhos : Just having the files in the folder does not make them "run". The first thing to do is in that particular game folder you have, you should select the "FileManager.dll" and the "SH4.exe" files. Since you apparently have the "Hide file extensions of known file types" checked, the SH4.exe will be the first listed "SH4" that you see. The other is SH4.ico. After you have FileManager.dll and SH4.exe selected, right-click on one of them, and choose "Properties" from the context menu. On the little window that pops open, on the "General" tab is the "Attributes" section, and a "Read-only" tick box. Make certain that tick box is clear, no mark in it. Then OK your way out. Now double-click on the "Large Address Aware" (which would be "Large Address Aware.exe if you could see that) to run it. You should get a little window, like that "Properties" page, only sideways comparitively. Under the "Step 1: Select an Executable", to the right of the empty text box is an ellipse (looks somewhat like: [...] ). Click on that little ellipse box, which will give you an "Open" file dialog. Navigate to the correct folder for your game, and select the SH4.exe file, click the "Open" button, which will then populate that Step 1 text box with the filename and path. Under "Step 2. Large Address Aware Flag" will now be an active tick box. Click on that to fill it with a checkmark. That will then make the "Step 3. Commit Changes" active, where you click on the "Save" button, which then sets the bits on the SH4.exe program to show Windows that it is capable of addressing more RAM. User the little "x" in the upper-right of the applet to close LAA. I will generally run LAA a 2nd time on the same program, just to verify that the tick box is indeed checkmarked. If it is not, then the file is still write-protected on its "Properties" page... You run MultiSH4 similarly, and type in a 3 character folder name to Save your game files to. If you get an error such as "Unable to write to FileManager.dll" or some-such, that again, generally means that the file is write-protected, and you would need to clear the "Read-only" attribute. You do need a 64-bit Windows OS (which you said you do) and at least 4 gig of RAM for this to work. The harbor areas are rather busy, and stress the computer resources, and if you do not have LAA properly enabled on the SH4.exe, FotRSU will crash. TMO is quite a bit smaller, and does not put as much stress on the system. :salute:

Arlo
05-01-21, 09:53 PM
Very familiar with the "12 O'clock High" series. I'm a combination amateur/student (senior history major) historian, WWII/USN/aviation/ship fanatic and a fan of the sixties in music/movies/TV. Both the TV show and the clock reference is not lost on me. :)

miltonfilhos
05-02-21, 12:09 AM
@ miltonfilhos : Just having the files in the folder does not make them "run". The first thing to do is in that particular game folder you have, you should select the "FileManager.dll" and the "SH4.exe" files. Since you apparently have the "Hide file extensions of known file types" checked, the SH4.exe will be the first listed "SH4" that you see. The other is SH4.ico. After you have FileManager.dll and SH4.exe selected, right-click on one of them, and choose "Properties" from the context menu. On the little window that pops open, on the "General" tab is the "Attributes" section, and a "Read-only" tick box. Make certain that tick box is clear, no mark in it. Then OK your way out. Now double-click on the "Large Address Aware" (which would be "Large Address Aware.exe if you could see that) to run it. You should get a little window, like that "Properties" page, only sideways comparitively. Under the "Step 1: Select an Executable", to the right of the empty text box is an ellipse (looks somewhat like: [...] ). Click on that little ellipse box, which will give you an "Open" file dialog. Navigate to the correct folder for your game, and select the SH4.exe file, click the "Open" button, which will then populate that Step 1 text box with the filename and path. Under "Step 2. Large Address Aware Flag" will now be an active tick box. Click on that to fill it with a checkmark. That will then make the "Step 3. Commit Changes" active, where you click on the "Save" button, which then sets the bits on the SH4.exe program to show Windows that it is capable of addressing more RAM. User the little "x" in the upper-right of the applet to close LAA. I will generally run LAA a 2nd time on the same program, just to verify that the tick box is indeed checkmarked. If it is not, then the file is still write-protected on its "Properties" page... You run MultiSH4 similarly, and type in a 3 character folder name to Save your game files to. If you get an error such as "Unable to write to FileManager.dll" or some-such, that again, generally means that the file is write-protected, and you would need to clear the "Read-only" attribute. You do need a 64-bit Windows OS (which you said you do) and at least 4 gig of RAM for this to work. The harbor areas are rather busy, and stress the computer resources, and if you do not have LAA properly enabled on the SH4.exe, FotRSU will crash. TMO is quite a bit smaller, and does not put as much stress on the system. :salute:[/QUOTE]


Thanks for your response at you see on the link of screen bellow i already have Laa run (screen from file save generated after run LAA)



https://prnt.sc/12dmv58


https://prnt.sc/12dm21k


About the stress on the system I wonder how much FotRSU can ask from one system capable run Game like Assassin Creed Valhalla with 60 fps on high (no bad for a old 1070 TI) a game with give a new RTX the same Fps on Very high configuration or even run SH5 with sobers mega mod or The wolves of steel without error...
But is not a Big Deal if run is ok if not let try another thing is just some times you get tired to kill Americans and try to kill another ones :haha::haha::haha:
( just a clarification if someone not understand my Joke SH5 you play a German killing allies and SH4 you Play American killing Axes power)
I know windows 64 20h2 can be crazy how handle old games like sh4 in some system can run perfect in another just do not works have so many variations between AMD/INTEL CPU or NVIDIA AMD/GPU will drive crazy. and after 1 month reading and trying all kind fix posted in SH4 forum
unsuccessfully and always with CTD i decide ask here for see if any new idea. Is Sad because FotRSU at first impression look like a Great Mod or even 1 patrol who i start outside off the harbor but was unable to dock the mod look god with some challenge . But is ok let's try some new.
Thank So Much for you guys try to help me :Kaleun_Salute: :Kaleun_Applaud:

Arlo
05-02-21, 10:16 AM
Lightshot, it seems like you have enough hardware to handle the job (which I presume you were alluding). With LAA attached to sh4.exe and running, I don't know what's causing your CTD.

To be clear, you select end mission when in range and that's when you crash or does it crash on both end mission or refuel and replenish (I've been presuming just end mission applies)? There's bound to be a fix here. I actually did a complete uninstall of the game (which gave me a slight headache re-figuring how to download it to D drive and bypass Steam, again ... but managed). Then with a completely fresh install, double checked my document folders to see if there was an SH4 file that needed removing (there wasn't). Then I ran the LAA application to SH4.exe. Then I loaded the FOTRSU megamod. Then I added the interior modification. No CTD with FOTRSU since (was CTD upon transition from menu to active game before). The only issue I now face is the 'High Noon/12 O'Clock High' one which freezes all interior gauges to the straight up position (not the dashboard gauges, though). Just a minor nuisance and not a deal breaker for me.

I would have liked to see if ending the patrol and starting a new one would have cleared the gauges ... but, alas, I was taken into custody for the remainder of the war.

'High Noon' has been reported by other players and Propbeanie, MM, Bubblehead and others have given me help and insight along the way (much thanks to Prop for giving me the revised method to use the sonar - it differs from TMO).

To the FOTRSU team:

One thing I remember about my Tuna (Tambor) 1st patrol (other than that odd captured Allied hospital ship on the rear end of a convoy off Japan) was that I was merely overwriting one save time and again. I wonder if that contributed to the problem of 'High Noon' (noting the date mismatch on the last save). Just a thought.

Realized I haven't yet posted my own specs:

Intel(R)Core(TM)i3-8100 CPU 2 3.60 GHz
16 GB RAM
GeForce GTX 1050

PC runs Outer Worlds at max video settings as well as other new games.

propbeanie
05-02-21, 11:15 AM
@ miltonfilhos : The presence of the "settings.sav" file, and the name of the SH4.exe inside of it does not signify LAA is actually activated on the SH4 file. When you exit LAA is when that file is created, whether successful or not. Unless you're good at reading hex, you cannot tell the difference between activated or not activated. The best / easiest way is to run Large Address Aware.exe again, and see if SH4 has a tickmark in the "Step 2. Set Large Address Aware" box. As a "test", I created a new folder, and put just the SH4.exe and the LAA exe in the folder. SH4.exe properties are set to "Read-only", as in this illustration:

https://i.imgur.com/Fehr91k.jpg


I run LAA and choose the SH4.exe file, tick the Step 2 box, and Save...

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


Looks good thus far, and when I exit LAA, it creates the settings.sav file, which when I open it in Notepad, shows "SH4.exe" in there...:

https://i.imgur.com/DI6nGIk.jpg


This is what you are showing us above. However, if you open Large Address Aware.exe again, and load the SH4.exe file again, you end up with this:

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


... and the LAA has NOT set the bits on the SH4.exe because it is set to "Read-only". Check yours again, and make certain you have the LAA set properly on the "Step 2. Set Larege Address Aware". If you do, then there is something else set incorrectly in the computer's configuration. Be sure the video stream matches, with the monitor's "native" resolution set to that in Windows ("recommended"), and that the game is set to the same. SH4 is not very good at over-driving the video. You can do a "divisor", such as 1920x1080 instead of 2560x1440, but you can't do vice versa. SH4 is also is not as "efficient" as the other games you mention, especially with FotRSU on top of it. Harbors are busy, especially in FotRSU, but you should NOT crash. Blame the mod all you want to, it is no skin off of our teeth, but there is something incorrect with something in your settings. :salute:

propbeanie
05-02-21, 11:31 AM
... 'High Noon' has been reported by other players and Propbeanie, MM, Bubblehead and others have given me help and insight along the way (much thanks to Prop for giving me the revised method to use the sonar - it differs from TMO).

To the FOTRSU team:

One thing I remember about my Tuna (Tambor) 1st patrol (other than that odd captured Allied hospital ship on the rear end of a convoy off Japan) was that I was merely overwriting one save time and again. I wonder if that contributed to the problem of 'High Noon' (noting the date mismatch on the last save). Just a thought.

Realized I haven't yet posted my own specs:

Intel(R)Core(TM)i3-8100 CPU 2 3.60 GHz
16 GB RAM
GeForce GTX 1050

PC runs Outer Worlds at max video settings as well as other new games.
Thanks for the specs, which the computer is probably over twice what the game needs with FotRSU on top - at least. I can run it on an older Core i3 laptop (3rd gen??), with onboard Intel video and 8gig of RAM, so long as I keep the video settings to the lower end, but I still run it at the screen's resolution of 1600x900. Anyway, over-writing Saves is a bad idea, of course, but usually would cause other issues more nefarious than just frozen gauges. Thus far, we have only seen frozen gauges in the Tambor / Gar (which share their upc files) and the Salmon / Sargo. The Salmon and Sargo could realistically be set-up like the Tambor and Gar, and the one be a "clone" of the other, but needless to say, all of these boats do "share" some parts, so an issue on one oftentimes will propagate into the others. That might be what we are dealing with, but we want to replicate the issue in tests on our own computers, to determine if we can "fix" the issue. Similarly, it might be something you fellows have encountered "in the wild", such as a ship or sub that "shares" a part or equipment with the player's sub, with the IJN subs being our suspects there - though we have not found anything wrong there, and they do have their own "Library" of parts they use, and were built from German subs anyway. s7rikeback and myself are both digging into the issue, and hopefully, I'll quit trying to bury s7rikeback with the detritus I'm shoveling... :salute:

Mios 4Me
05-02-21, 12:25 PM
1. While operating just off the mouth of Lingayen Gulf in January 1942, USS Sailfish spotted an unescorted American landing ship (equipment) to the west, heading north. After completing our assignment, we moved to Convoy College; off the NW corner of Luzon, we again encountered it apparently on a heading for Kyushu, several years ahead of schedule.

2. Operating from Surabaya, we launched a series of attacks on an invasion convoy in the Java Sea, whittling it down from eight to two transports. As we broke away, we were at last able to get off a contact report. HQ ordered us to attack the transports, but as we had only three torpedoes left (all in the stern) and there were still six DDs swarming around those two SPCs, we continued on to Tjilijap, reloaded, and headed back to complete the assigned patrol time in that area. Although that was completed, we were never able to get another assignment since the transport assignment remained unfulfilled. Furthermore, since the orders specifically referred to "large transports", of which there had been only the unique Japanese landing ship already sunk, even sinking an unrelated SPC later in the patrol was not enough to clear the assignment.

3. Incidentally, that invasion convoy probably never exceeded 4-5 kts, even when under attack.

4. In addition to the anachronistic use of radar addressed by someone else above, we have encountered a surprising number of night flyers at times, including a high proportion of Petes. Did the Japanese routinely conduct seaplane retrieval operations in full darkness or are these presumably from advanced seaplane bases?

**Someone helpfully recycled my notes, so I'm going strictly from memory on the details. Some may be reproduceable with difficulty if needed.**

propbeanie
05-02-21, 04:03 PM
@ Mios 4Me :

#1 - Whoops! That is supposed to be a fishing boat or a tug, or some other smaller "coastal" vessel... you can't view "Landing Craft" in the Museum (Type=15), so we temporarily change them to Type=108 to be able to see them. This one is apparently a pinch beyond "Temorarily"...

2. The "ContactReport" files attempt to add a "realm of possibility" to a radio contact report, but at times fail in that regard, due to the rigid construction of those files. Apparently, when you first targeted the convoy, you had the larger transport in view, so when you did finally make the report, you had already sunk the large ship. However, another thing to remember about the game, is that unless it is "specific" in having you target something, such as "Sink the Fuso Class BB", then it (the game) is most likely just after tonnage in a given Class. In this instance, you fell through to the ContactReport 12 mission file, which has an objective of "Sink 3600 Tons of Merchant Troop Ships", but instead says "sink the big ships"... We'll review some more of these and try to re-word them into something a little more sensible, like naming the tonnage maybe. However, those ContactReports should not prevent you from getting another "Status Update" assignment. What rules for them is proximity to another mission, your fuel level and / or your ammunition level. You most likely were below the ammunition threshold, or not close enough to another objective in the DynamicMiss pool.

3. You most likely encountered an EastAsia.mis convoy, which are almost all "scheduled" scripted groups. As such, the DD (escorts) play havoc with the groups and their formations, as well as speeds. Most of the groups will have at least one ship in the 10 knot max range, and then throw the DD doing their "escort" duty (doo-dee??) of spinning in knuckles and lagging behing the group, and their speeds often will not exceed 6 knots. Also, from what I remember of that "layer" in the game, someone had apparently attempted to "schedule" the arrivals of some of the groups, and used "speed" as the timetable tool, so that the convoy would arrive off of Malaysia "on-time", so there may be a bit of that also.

4. Yes, we do have to bust Pete and Betty's teeth out of their mouths... Even after doing experiments with further tweaks on the AirStrike config, it is still unbelievable how aggressive those two planes are... future tweaks are in order... :salute:

Comder
05-02-21, 04:26 PM
Propbeanie,
I have found a miss positioned ship. I had selected war patrol, then Hellcat. The date is Sept. 8, 1944. when my sub spawns at Midway, there is a DD in the center of the "lagoon". This is the position that any sub spawns to. I first had it happen with the Titan. Thought maybe it was just the sub mod due to its size. So I tested it with the standard game subs. They all spawn on, in or near the DD. the DD always goes into reverse to backs away. Must be a hell of a surprise for a sub to just appear. LOL. Thought I would let you all know. I am running FOTRSU 1.46 .

I also noticed that under heavy graphics, my Windows 10 home will shutter and not display all graphics. I have recently up graded to a newer laptop with Windows 10 Pro. The Pro version runs the graphics smoothly. Please let me know if I am correct. Home version still only handles/uses 2k memory and Pro can do 4k. I remember reading this, I think on this forum, but I can not remember. Thank you all for the mod! keep it coming.:Kaleun_Thumbs_Up:
Comder

Mios 4Me
05-03-21, 01:13 AM
[COLOR="Orange"]
2. The "ContactReport" files attempt to add a "realm of possibility" to a radio contact report, but at times fail in that regard, due to the rigid construction of those files. Apparently, when you first targeted the convoy, you had the larger transport in view, so when you did finally make the report, you had already sunk the large ship. However, another thing to remember about the game, is that unless it is "specific" in having you target something, such as "Sink the Fuso Class BB", then it (the game) is most likely just after tonnage in a given Class. In this instance, you fell through to the ContactReport 12 mission file, which has an objective of "Sink 3600 Tons of Merchant Troop Ships", but instead says "sink the big ships"... We'll review some more of these and try to re-word them into something a little more sensible, like naming the tonnage maybe. However, those ContactReports should not prevent you from getting another "Status Update" assignment. What rules for them is proximity to another mission, your fuel level and / or your ammunition level. You most likely were below the ammunition threshold, or not close enough to another objective in the DynamicMiss pool.


1. The Shinsu Maru (sp?) went down on the second attack; the contact report went out after the third.
2. Random thought: could the CLs have been operating as fast attack transports?
3. After breaking off, we refitted and refueled in Tjilijap before resuming station. Unable to obtain a new assignment, we went ronin and circumnavigated Borneo looking for targets and tried calling for assignments along the way (number and locations lost in the mists of my recollection).
4. From the logs, we destroyed approximately 40,000 tons of merchant shipping after breaking off from the convoy, but only one transport, a SPC.

Hope that may be of use.

propbeanie
05-03-21, 08:21 AM
Propbeanie,
I have found a miss positioned ship. I had selected war patrol, then Hellcat. The date is Sept. 8, 1944. when my sub spawns at Midway, there is a DD in the center of the "lagoon". This is the position that any sub spawns to. I first had it happen with the Titan. Thought maybe it was just the sub mod due to its size. So I tested it with the standard game subs. They all spawn on, in or near the DD. the DD always goes into reverse to backs away. Must be a hell of a surprise for a sub to just appear. LOL. Thought I would let you all know. I am running FOTRSU 1.46 .

I also noticed that under heavy graphics, my Windows 10 home will shutter and not display all graphics. I have recently up graded to a newer laptop with Windows 10 Pro. The Pro version runs the graphics smoothly. Please let me know if I am correct. Home version still only handles/uses 2k memory and Pro can do 4k. I remember reading this, I think on this forum, but I can not remember. Thank you all for the mod! keep it coming.:Kaleun_Thumbs_Up:
Comder
I have not kept up with MS's recent "innovations" in their various Windows releases, but that used to be the way they did things for Win7. The Pro version could make separate "sandboxes" for the games to play in, while the Home version just made one for all of them. I cannot remember if the Pro version limits that to 4 instances, or if it does it until there is no more RAM available... Anyway, Pro will definitely run things better in that regard. Our laptop has Home on it, and "stutters" every few seconds, no matter what I do with the machine as far as configuration goes, but neither of the desktops with Home have the same issue. The main difference between them is the NIC, of which the laptop is wireless, and the others are ethernet. ??

As for the DD, he is not out of place Mister, you are occupying waters previously authorized for use of the DD by the Harbormaster... lol - But we do have the spawn-in location for the player's sub moved for the next release. :salute:


1. The Shinsu Maru (sp?) went down on the second attack; the contact report went out after the third.
2. Random thought: could the CLs have been operating as fast attack transports?
3. After breaking off, we refitted and refueled in Tjilijap before resuming station. Unable to obtain a new assignment, we went ronin and circumnavigated Borneo looking for targets and tried calling for assignments along the way (number and locations lost in the mists of my recollection).
4. From the logs, we destroyed approximately 40,000 tons of merchant shipping after breaking off from the convoy, but only one transport, a SPC.

Hope that may be of use.
While we have some "Kaya" DD that act as fast transports, none of the CL are made that way, though the Combined Fleet did use them in that capacity, as well as using seaplane tenders also. They were desperate. Since you couldn't get a new assignment, "going ronin" is the next best thing. You just don't get the Objective's renown. My understanding of the ContactReport missions was that they didn't prevent the player from getting other assignments, but they apparently do. There might be a way to fix that, but some experimentation is in order... with the time frame you were in, there are plenty of assignments, especially to the east of Borneo and in the Strait... So wording change on #12, so that it states "Sink 3600 tons of transports", and maybe make those "Secondary" mission objectives, if the game lets us... :hmmm: :salute:

mikesn9
05-03-21, 11:39 AM
Anyway, I would be curious about mikesn9's (and other's) possible use of the gramophone? radio? anything running that uses computer resources while you are running the game, and you encounter the stuck gauges? Is Windows Update "up to date"?, etc.

:salute:


I don't use the gramophone at all. My windows (7) has been up to date since the they quit updating it.

propbeanie
05-03-21, 12:58 PM
Thanks - and with Win7, you gon't get that "stutter" like some installs of Win10... :salute:

Mad Mardigan
05-03-21, 01:23 PM
Lightshot, it seems like you have enough hardware to handle the job (which I presume you were alluding). With LAA attached to sh4.exe and running, I don't know what's causing your CTD.

To be clear, you select end mission when in range and that's when you crash or does it crash on both end mission or refuel and replenish (I've been presuming just end mission applies)? There's bound to be a fix here. I actually did a complete uninstall of the game (which gave me a slight headache re-figuring how to download it to D drive and bypass Steam, again ... but managed). Then with a completely fresh install, double checked my document folders to see if there was an SH4 file that needed removing (there wasn't). Then I ran the LAA application to SH4.exe. Then I loaded the FOTRSU megamod. Then I added the interior modification. No CTD with FOTRSU since (was CTD upon transition from menu to active game before). The only issue I now face is the 'High Noon/12 O'Clock High' one which freezes all interior gauges to the straight up position (not the dashboard gauges, though). Just a minor nuisance and not a deal breaker for me.

I would have liked to see if ending the patrol and starting a new one would have cleared the gauges ... but, alas, I was taken into custody for the remainder of the war.

'High Noon' has been reported by other players and Propbeanie, MM, Bubblehead and others have given me help and insight along the way (much thanks to Prop for giving me the revised method to use the sonar - it differs from TMO).

To the FOTRSU team:

One thing I remember about my Tuna (Tambor) 1st patrol (other than that odd captured Allied hospital ship on the rear end of a convoy off Japan) was that I was merely overwriting one save time and again. I wonder if that contributed to the problem of 'High Noon' (noting the date mismatch on the last save). Just a thought.

Realized I haven't yet posted my own specs:

Intel(R)Core(TM)i3-8100 CPU 2 3.60 GHz
16 GB RAM
GeForce GTX 1050

PC runs Outer Worlds at max video settings as well as other new games.

Something to avoid.. but.. can rest assured, that didn't cause it (I think, but don't shoot Me if I may be incorrect...:o & call it... sheesh.. ain't had enough navy mud yet... :arrgh!:) it.. as propbeanie can attest to.. I do each save, independent of the 1 before.. & I got that bloody 'High Noon''. :yep:

Is best ( bet... bet...??? :hmmm: what are we.. at a bloody casino, fer cripes sake... :har: :D sorry, Me weird twisted sense of humor getting the better of Me... :shucks:) to keep them separate, so if something goofs up.. can always back track, that is.. hopefully the whole kit & caboodle doesn't get corrupted, that is.. that, sadly.. has been known to happen.

I do My save something like..

M-1A P-1 12/12/41 23:57 hrs

M-1A: This pertains to the career I have started by a # letter designator, useful & handy, if you decide to run more than 1 career, as well as helps keep them easily identifiable, should you choose to accept this missi... (:o erhm... scratch that... this ain't mission impossible... :D My wanting to have been a secret agent, is rearing it's head again.. :haha:) just know that helps to keep the multi careers easily identified as what is what & when... :arrgh!:.

P-1: Pertains to what patrol I am on, with the rest pertaining to what the date in game was, when I saved, as well as provides the general state of what the time was in game. Only thing i have yet to figure out to add, keeping it within the allotted space for writing out the game save name.. is what the weather/sea state was @ the time.

Have some ideas.. that I am can kicking about in the ol' noodle on that... :shucks:

Any way, hope this info helps. :yep: :up:

M. M.

:Kaleun_Salute:

KaleunMarco
05-03-21, 01:36 PM
I don't use the gramophone at all. My windows (7) has been up to date since the they quit updating it.

i have to agree with mike, here. the gramophone is for when you are shore leave.

when we are on patrol, the crew is supposed to mind their station by keeping their eyes on the gauges and their ears in the headsets.

do you want to live? then pay attention to your job.
:Kaleun_Salute:

propbeanie
05-03-21, 04:03 PM
Does that mean, no Skynyrd?...

https://www.youtube.com/watch?v=_7p2ogicS1U

or Marshall??!!!

https://www.youtube.com/watch?v=dlc6xCPx60U


Or even Benny???

https://www.youtube.com/watch?v=3mJ4dpNal_k

don't pay attention to the out-of-sync vid... groove man..

and I suppose we'll have to leave the Miller 78s behind also?

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

KaleunMarco
05-03-21, 05:24 PM
Does that mean, no Skynyrd?...


or Marshall??!!!

Or even Benny???

don't pay attention to the out-of-sync vid... groove man..

and I suppose we'll have to leave the Miller 78s behind also?



you've been watching too many Hollywood movies. you can listen to that stuff on your own time and not on Uncle Sam's time.
keep your eyes on the gauges, Mister PB.

propbeanie
05-03-21, 05:38 PM
One last one before we cast off then!

https://www.youtube.com/watch?v=OcToigjcaX4



what's with Buffy in the upper left? def not me!!!

Oh! Another way to advertise! Oh boy! Who knows what ad you folks get to see there!... :hmm:

Comder
05-03-21, 10:04 PM
Propbeanie,
Sorry sir. I did not know he was assigned first! LOL


Thank you for the info on windows. nice pick on songs. Till the next report, Thank you


Comder

Mios 4Me
05-03-21, 10:44 PM
Sailfish, ex-Fremantle, on 5/16/42 @ 0325 at a position 405 km, 50 degrees from the central wharf at Balikpapan received two reports within the same minute. The first was a single incoming air contact, later determined to be a Pete, which was coming from the NE at a distance greater than 17.5 km. The second report was of the boat taking damage, accompanied by the usual sounds. The actual damage was to the AA and deck guns; there was no hull damage nor casualties. The boat had been surfaced and static for the preceding two hours.

We submerged for a minute, then surfaced to scan for a possible second plane we'd missed: nothing, except for IDing the incoming Pete, which soon attacked and missed.

Prior to this session, I had started the game from the .exe in File Manager as always, but it had opened in a flashing, separate tab on the taskbar. I closed it out and restarted; this session opened normally.

mikesn9
05-04-21, 06:47 AM
Thanks - and with Win7, you gon't get that "stutter" like some installs of Win10... :salute:


I had a thought about your question of are there background programs running. (sometimes my thoughts come slowly these days)
I said I don't have any, but it occurred to me that I do leave Outlook mail running, and it checks for new mail every ten minutes.
running FOTRSU 1.46 now with no gauge problems yet, but I think I'm going to try stopping the email while I play.
I may stop my calendar program too. It has been known to take over the screen, which 'kinda' says it's running.

propbeanie
05-04-21, 12:52 PM
Sailfish, ex-Fremantle, on 5/16/42 @ 0325 at a position 405 km, 50 degrees from the central wharf at Balikpapan received two reports within the same minute. The first was a single incoming air contact, later determined to be a Pete, which was coming from the NE at a distance greater than 17.5 km. The second report was of the boat taking damage, accompanied by the usual sounds. The actual damage was to the AA and deck guns; there was no hull damage nor casualties. The boat had been surfaced and static for the preceding two hours.

We submerged for a minute, then surfaced to scan for a possible second plane we'd missed: nothing, except for IDing the incoming Pete, which soon attacked and missed.

Prior to this session, I had started the game from the .exe in File Manager as always, but it had opened in a flashing, separate tab on the taskbar. I closed it out and restarted; this session opened normally.
I was submerged one time after a Betty attack, and after about 10 minutes, came up to PD to have a look around, then to radar depth and scanned around, with nothing found. Surfaced, and encountered a similar set of circumstances with a radar contact, bearing 40, long range, yet at the same time, we were taking damage, and I did hear the bullets ricocheting off the boat... CRASH DIVE!!! and then I went to the external camera, and sure enough, there was a Pete almost directly overhead... kind of scary, having a "blind spot" like that, to both visual and radar... the Betty was the radar contact about 8nm out, and they came on over to try and get their licks in also. As for the "minimized" SH4 that doesn't open, if you think about it next time, see if you don't have a 2nd session of SH4.exe running in the Task Manager. Another thing to look for is to make certain the "Disable fullscreen optimizations" is turned off, or has a checkmark in its box. You might have to do that High DPI thingie also... Windows tries to trip me up each time there is an update lately... :roll:


I had a thought about your question of are there background programs running. (sometimes my thoughts come slowly these days)
I said I don't have any, but it occurred to me that I do leave Outlook mail running, and it checks for new mail every ten minutes.
running FOTRSU 1.46 now with no gauge problems yet, but I think I'm going to try stopping the email while I play.
I may stop my calendar program too. It has been known to take over the screen, which 'kinda' says it's running.
Both of those will "monentarily pause" the game as they do their things, and the Calendar might actually shell you out to Windows momentarily. Outlook used to do pop-ups on my old work machine with "You have mail! Message from Mike xxx concerning contract" kind of stuff. Windows Update the other day interrupted me while I was doing a "test", as it opened a CMD window, then went back into the game. The game was trashed from that, and I had just done a check on Update, and all was well. I should have left the sleeping dog lie... :doh:

Mad Mardigan
05-04-21, 04:32 PM
I had a thought about your question of are there background programs running. (sometimes my thoughts come slowly these days)
I said I don't have any, but it occurred to me that I do leave Outlook mail running, and it checks for new mail every ten minutes.
running FOTRSU 1.46 now with no gauge problems yet, but I think I'm going to try stopping the email while I play.
I may stop my calendar program too. It has been known to take over the screen, which 'kinda' says it's running.

Ahoy, mikesn9... :Kaleun_Cheers:

When you say, ''running FOTRSU 1.46 now with no gauge problems yet'', is that from say.. the last game save, your running.. or a whole fresh career there.?

M. M.

:Kaleun_Salute:

flaminus
05-04-21, 09:26 PM
We'll try to figure if that change was on purpose (doubtful) or just a leftover from a "copy edit"... Thank you very much for finding that.


Hi PB, how about the test on the intermixing of Salmon/Gato medwar conning tower? Do you find anything strange? :Kaleun_Salute:
Recently I'm a little busy with work, Maybe after ten days I may have a test as well to see if there is really some purpose of this intermixing.

propbeanie
05-04-21, 10:38 PM
I have been attempting to spreadsheet the towers and their R Nodes, as well as the equipment and other slots, and all I have managed to prove thus far, is what we had already suspected with surface radar not upgrading on certain boats because they don't have an upgraded conning tower that can accept the antenna mount... but I have added another bit of evidence to that proof in the R04 Nodes on the P_01 and related towers, which would be the Narwhal, Salmon & Sargo. If you get the 02 conning tower upgrade, no problem, you do get radar upgrades after that just fine... so, now, what to do about this info, and why did the devs use a slightly displaced R04 node (other than to fit the antenna - why not displace the antenna instead??), as opposed to the "regular" R01 node that all of the other boats use? So in that regard, I added another question to the original gauges investigation... lol - this also has a tendency to take the conning tower out of the equation for the stuck gauges, since the Tambor has a Gato-style Radar / Sonar set-up in its conning tower, not the P_01 type. Identical listings, in fact, just named for the Tambor instead of the Gato... This is where a boomer would come in handy... make a clean sheet of glass, and start all over... :roll: :salute:

flaminus
05-04-21, 11:26 PM
I have been attempting to spreadsheet the towers and their R Nodes, as well as the equipment and other slots, and all I have managed to prove thus far, is what we had already suspected with surface radar not upgrading on certain boats because they don't have an upgraded conning tower that can accept the antenna mount... but I have added another bit of evidence to that proof in the R04 Nodes on the P_01 and related towers, which would be the Narwhal, Salmon & Sargo. If you get the 02 conning tower upgrade, no problem, you do get radar upgrades after that just fine... so, now, what to do about this info, and why did the devs use a slightly displaced R04 node (other than to fit the antenna - why not displace the antenna instead??), as opposed to the "regular" R01 node that all of the other boats use? So in that regard, I added another question to the original gauges investigation... lol - this also has a tendency to take the conning tower out of the equation for the stuck gauges, since the Tambor has a Gato-style Radar / Sonar set-up in its conning tower, not the P_01 type. Identical listings, in fact, just named for the Tambor instead of the Gato... This is where a boomer would come in handy... make a clean sheet of glass, and start all over... :roll: :salute:

Good to hear that and great thanks for your reasearch. :salute:
Previously I checked the "Sensors_sub_US.dat" in Library and found there are many types of SJ radar mounts, which may cause problem easily. That's the drawback of the game itself:hmmm:. I agree with you that if the game only change the antenna, things will be be better.:D

mikesn9
05-05-21, 08:46 AM
Ahoy, mikesn9... :Kaleun_Cheers:

When you say, ''running FOTRSU 1.46 now with no gauge problems yet'', is that from say.. the last game save, your running.. or a whole fresh career there.?

M. M.

:Kaleun_Salute:
I'm on my second patrol out of Pearl. Saved, etc, many times since the start of my career. As yet, I haven't been anywhere near the areas that I had the problem before. Time will tell.
not really anything to add here yet, we'll just hope it stays that way.
finishing up patrol 2, probably get some areas near Honshu on patrol 3.

Hikiieblitz
05-05-21, 04:10 PM
Hello.

My game crashes when starting a mission in this version of the mod I don't get any notification saying whats wrong so I don't know what to do.

Is there someone who can help me?

thanks in advance.
Hikieblitz

Mios 4Me
05-05-21, 05:10 PM
USS Sailfish, lost with all hands at the northern end of the Makassar Strait, mid-May 1942 during daylight hours, to an apparent guided missile attack from a presumed Betty coming in from the NE at a range greater than 13.5 km. We received the radar warning just as we were hit. The initial attack did only 9 points of hull damage (20 points cumulative) and affected the engine room only, but the flooding was unstoppable.

This is the second attack like this in the same area, though the first resulted in only minor damage (that game was abandoned; this is a fresh start from base). Depths are 1000 meters plus, so mines are very unlikely; there were no sonar contacts to suggest a possible submarine in the area. As we submerged, there were no visual contacts via the external camera. Later we heard the radar contact's apparently ineffectual attack (no increase in hull damage).

Also, should there have been any harbor traffic in Balikpapan?

Canonicus
05-05-21, 06:06 PM
i have to agree with mike, here. the gramophone is for when you are shore leave.

when we are on patrol, the crew is supposed to mind their station by keeping their eyes on the gauges and their ears in the headsets.

do you want to live? then pay attention to your job.
:Kaleun_Salute:

WTF!...no music for the off-watches?... You run a tight boat. :salute:
Maybe too tight,imo... Hope moral doesn't suffer too much :hmmm:

KaleunMarco
05-05-21, 06:58 PM
WTF!...no music for the off-watches?... You run a tight boat. :salute:
Maybe too tight,imo... Hope moral doesn't suffer too much :hmmm:

The Beatings will continue until Morale improves.
:Kaleun_Salute:

KaleunMarco
05-05-21, 09:01 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU 1.46\MODS]

100_FalloftheRisingSun_Ultimate_v1.46_EN
200 Nippon_Maru_v1.2

New install and new Save area using MultiSH4.

Starting to experience CTD when loading a saved career-game. The setting would be in the middle of a patrol and not within 30 miles of land and no enemy ships or planes detected.

My thought is that this is a Win10 issue.
https://i.ibb.co/5xHhR43/Picture0074.jpg

Here are my Compatibility Settings.
https://i.ibb.co/3RVNgqg/Picture0072.jpg
https://i.ibb.co/5sypypK/Picture0073.jpg

Any suggestions?

propbeanie
05-05-21, 09:28 PM
Good to hear that and great thanks for your reasearch. :salute:
Previously I checked the "Sensors_sub_US.dat" in Library and found there are many types of SJ radar mounts, which may cause problem easily. That's the drawback of the game itself:hmmm:. I agree with you that if the game only change the antenna, things will be be better.:D
Yes, the depth of the Library does indeed add to the confusion, and difficulty when trying to track down issues. It is good to have choices, but sometimes, a person wonders "would a player even notice the difference between an H-4 radar, and an H-6, when the range difference is only 2,000 yards?" Now, if the devices were spot-on accurate, yes, I would want the proper device, but in this case, trying to have a "Supported" radar mast, which just meant that it had brackets to hold it to the tower, instead of being built into the shears, makes a radar upgrade nigh on impossible, since the #1 conn cannot hold the new antenna for the radar upgrade. This is why, if a player cannot get a conning tower upgrade, they will not get a radar upgrade either - yet getting the conning tower upgrade is rather difficult, as witnessed by Post #10 of

Of refits, new commands, rank, and retirements (https://www.subsim.com/radioroom/showthread.php?p=1602175#post1602175)


Hello.

My game crashes when starting a mission in this version of the mod I don't get any notification saying whats wrong so I don't know what to do.

Is there someone who can help me?

thanks in advance.
Hikieblitz
The usual things to look for: 1. Is LAA properly activated on the SH4.exe file. 2. Is the game installed in a non-protected folder? You cannot have the game in one of the Program Files folders and have mods "stick". 3. Did you empty the Save folder before running the game after activating the mod?

Since you have the mod, open your game folder, then the MODS folder, then 100_FalloftheRisingSun_Ultimate_v1.46_EN, then the Support folder in there. Find the "ActivatingFOTRSU.pdf" file and read that. It isn't quite two pages of text. If you need more help moving or installing the game, then use the "Install Notes For the Various Versions of SH4 in Windows.pdf" file for comprehensive install help. You can also post back with a little information about your system here, including cpu & ram, or computer model, the video card you have, where the base SH4 game is installed, whether you emptied the Save folder, and if you have checked to make certain LAA is activated on the SH4 file. :salute:


USS Sailfish, lost with all hands at the northern end of the Makassar Strait, mid-May 1942 during daylight hours, to an apparent guided missile attack from a presumed Betty coming in from the NE at a range greater than 13.5 km. We received the radar warning just as we were hit. The initial attack did only 9 points of hull damage (20 points cumulative) and affected the engine room only, but the flooding was unstoppable.

This is the second attack like this in the same area, though the first resulted in only minor damage (that game was abandoned; this is a fresh start from base). Depths are 1000 meters plus, so mines are very unlikely; there were no sonar contacts to suggest a possible submarine in the area. As we submerged, there were no visual contacts via the external camera. Later we heard the radar contact's apparently ineffectual attack (no increase in hull damage).

Also, should there have been any harbor traffic in Balikpapan?
From your description, you are probably not close enough for these bad boys:

https://i.imgur.com/QPfEB5m.jpg

but just in case. At the "zoom" level of the map, you would have to be practically on the shore to be within range of most of those guns, though some do reach out 12nm. Not to give away too many trade secrets, but we did turn their "CrewRating" down, so they wouldn't be so spot-on accurate on their first shot... You also do not always get good sonar reports when on the surface. We did turn that down a bit prior to v1.39, so there could be a ship or sub nearby. Also, as I mentioned above, I have had airplanes in v1.46 seemingly camp-out right above my sub, and they are not seen in the periscope, nor on radar, and then they dive on you and put their first drop in the conn... We have noodled with a "fix" for their radar in v1.46, but I think I went too far, and now they're like any other plane, so on to plan B...

As for Balikpapan, the middle of May 1945 they do have traffic there in the mod, but this picture can be deceiving:

http://i.imgur.com/yBjv1PT.jpg (https://imgur.com/yBjv1PT)

Some of that doesn't start until later dates, and the percentages on others are relatively low. The Japanese had control of the port in late January, so I wouldn't imagine there would have been a whole lot of traffic in and out until about May or June, other than trying to repair the oil facilities...

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

As a little side note, we have replicated the virus in the laboratory (say that like luh-BORE-uh-Tory), and have managed to get stuck gauges, which does include the "gauges" of the sonar room, among others. A little more experimentation, and we should have the "when". Then all we have to do is track down the "HOW"... we will never be able to answer the "why", because after all, this is SH4... :salute:


@ KaleunMarco : Go ahead and tick that "Disable fullscreen optimizations" and see if things change. That usually keeps a game from loading 3D at all though, and not just after a Save... Have you found your Save folder? My Win10 has been putting the MultiSH4 created folders initially in the root folder of the games drive, such as if I have a game path of "E:\Games \FotRSU etc.", and I run MultiSH4, which usually makes the Save folder in "C:\Users \UserName \Documents \SH4", it now creates "E:\SH4" for me... after several plays of the game, it does "move" the folder to the proper place, which I suspect is a function of the "Windows Insider" account I have on this particular computer, and that OneDrive has to "coordinate" itself with My Documents... I do not know for certain, and whether Pro would be like Home in that regard, if you even had OneDrive activated on that computer...

KaleunMarco
05-05-21, 10:08 PM
Have you found your Save folder? My Win10 has been putting the MultiSH4 created folders initially in the root folder of the games drive, such as if I have a game path of "E:\Games \FotRSU etc.", and I run MultiSH4, which usually makes the Save folder in "C:\Users \UserName \Documents \SH4", it now creates "E:\SH4" for me... after several plays of the game, it does "move" the folder to the proper place, which I suspect is a function of the "Windows Insider" account I have on this particular computer, and that OneDrive has to "coordinate" itself with My Documents... I do not know for certain, and whether Pro would be like Home in that regard, if you even had OneDrive activated on that computer...

i have only one hard drive (C) and MultiSH4 did what it always does and created the new folder structure in C:\Users\UserName\Documents\FO2, which is what i needed it named.

i'll make that Properties change and see what happens on the next patrol.

Edit: so i reloaded the most recent patrol when i was RTB. it loaded on the first attempt however when i attempted to set a waypoint, i got the protractor icon but no string appeared and i could not set a waypoint.
i'll be unchecking that Disable Fullscreen feature ASAP.

Mios 4Me
05-06-21, 09:16 PM
A thing repeated will happen a third time.

USS Sailfish @ 1451 on 5/27/42 at a position 51 degrees, 393 km from Balikpapan's central wharf, again simultaneously received a radar report of incoming aircraft from the SW and 16 points of hull damage plus two torpedo tubes heavily damaged. Neither the watch, the radar, nor I could spot anything other than the reported bogey immediately following the hit.

What's different? I'd assumed this was just a side effect of the airborne radar issue but this time there's a crucial difference: there were two bogies, Zeros, which AFAIK never carried radar.

What's the hidden common factor? All three attacks have occurred ahead of an approaching TF moving up the strait.

Here's the kicker: you'll notice the date of this attack is several weeks after the others. On iterations 1&2, we were waiting in the narrowest part of the Makassar Strait (though well offshore) for a reported inbound TF from the south. On iteration 3, we stumbled across an invasion TF just off Lombok early on and, though we waited five days at the previous ambush point, no northbound TF ever appeared. Though we had to dive frequently because of incoming airplanes during those five days, there were no "guided missile" attacks.

However... after we completed our patrol in the Celebes Sea, our next assignment placed us right back in the ambush zone. And, shortly before the missile attack, an incoming TF appeared on the map to the south. Boom.

IIRC all three TFs were half a day or more away at the time of the attacks, possibly a day plus, and two of those came from the NE, the opposite direction of the TFs.

HTH.

propbeanie
05-06-21, 09:55 PM
Thanks for details Mios 4Me. We'll look into that. :salute:


Edit: OK, looking at the 42a layer, and you can indeed be in a bad spot with 2 northbound Task Forces coming home via the Makassar Strait. Only the one has a CV, but the other might be mostly DD... :o - depending upon the spawn, both can be rather large, and with bones in their teeth, with a minimum of 5 DD in the one, and 7 in the other, but with the good chance for over a dozen in each of them. Definitely a hotspot during that time frame. In addition, looking at the AirBase layer, the throat of the Strait is covered by at least six airbases, though it is tough to tell how many, because of all of the circles that display on the ME map, but it is at least six, maybe eight or nine... Most of those are "Normal" airbases, and each has several of each airplane available, so it is entirely possible, when in the throat of the Strait, to have constant air cover 24-7. There are a few other locations about the "Absolute Defensive Zone" that are like that, but most other areas of that amount of coverage are not as restricted in area. We do have the radars tuned-down, but I'll look at making a few of those bases in the area smaller, but we are going to leave Balikpapan itself heavily covered, since it was in real life, more than Rabaul or the Shortlands even (oil)... :salute:

Moonlight
05-07-21, 03:46 PM
I haven't activated this 100_FalloftheRisingSun_Ultimate_v1.46_EN as yet and I don't think I will do either, there are a lot of plane problems being reported with this version which tells me you've made a bloody mess of some of them.
I did tell you Mr beanie that these flying radars were a step too far and to introduce them when you'd fixed every issue with this mod, but no, you've put them in and from what I've been reading so far I've been proven right.

Putting these flying radars in the main mod was a huge bleeding mistake Mr beanie, why you didn't make them as an official "not fully tested mod" to try out at your peril is beyond me, no one listens to anything I have to say anyway so I don't know why I bother. :haha:

s7rikeback
05-07-21, 06:22 PM
I haven't activated this 100_FalloftheRisingSun_Ultimate_v1.46_EN as yet and I don't think I will do either, there are a lot of plane problems being reported with this version which tells me you've made a bloody mess of some of them.
I did tell you Mr beanie that these flying radars were a step too far and to introduce them when you'd fixed every issue with this mod, but no, you've put them in and from what I've been reading so far I've been proven right.

Putting these flying radars in the main mod was a huge bleeding mistake Mr beanie, why you didn't make them as an official "not fully tested mod" to try out at your peril is beyond me, no one listens to anything I have to say anyway so I don't know why I bother. :haha:
propbeanie, can you hear something ? I thought I heard a puddy cat !!!! lol

Fully understand and steps have been taken to take back control of the skies, we may leave one air bound unit as is, we need to keep you all on your toes or kness, whatever comes first...

And to fully clear my learned friend, mr propbeanie... I s7rikeback, put the flying radars in, due to several requests from players, however, it seems the radar settings were from the Starship Enterprise E... Hopefully we will be at the Apollo 13 stage very soon.

KaleunMarco
05-07-21, 07:32 PM
:har:propbeanie, can you hear something ? I thought I heard a puddy cat !!!! lol

Fully understand and steps have been taken to take back control of the skies, we may leave one air bound unit as is, we need to keep you all on your toes or kness, whatever comes first...

And to fully clear my learned friend, mr propbeanie... I s7rikeback, put the flying radars in, due to several requests from players, however, it seems the radar settings were from the Starship Enterprise E... Hopefully we will be at the Apollo 13 stage very soon.

you-guys are killin' me here.

i tawt i shaw a puddy tat.:har:

radar from the Starship Enterprise?:har:

when do we get photon deflector shields, Mr Beanie?!?!?!? :har:

which Conning Tower upgrade has THOSE shields, Mr. Beanie?!?!?!?

Mios 4Me
05-07-21, 08:51 PM
So much for the "TF trigger" theory on the missile strikes, for lack of a better term. Our next patrol was on the USS Tuna and the same radar report & damage combination occurred again, this time 450 km S of the Lombok Strait and with no TF on the board. Bogies were two Tojos.

Mad Mardigan
05-07-21, 08:58 PM
:har:

you-guys are killin' me here.

i tawt i shaw a puddy tat.:har:

radar from the Starship Enterprise?:har:

when do we get photon deflector shields, Mr Beanie?!?!?!? :har:

which Conning Tower upgrade has THOSE shields, Mr. Beanie?!?!?!?

Ahoy, s7rikeback.. propbeanie... & any of the team, still turning a wrench or swing a hammer here.. or slapping a paint brush around :Kaleun_Cheers:

I appreciate the much needed touch of love to fully flesh out a realistic modding to SH4 on the fleetboat side of it all, know that it is very much appreciated. :yep: :Kaleun_Cheers:

That said, am holding pattern on it right now.. & have stepped back to the copy I have modded out with 1.39, for the time being, until things can be brought to bear to being on a more.. even keel on 1.46, no offense.

I may... maaayyyy... see of a 2nd career through 1.46, with a boat out of Pearl, or Midway.. ( I assume with Midway, is a safe base to run out of... or to transfer to from Pearl.??? :hmmm:) just as a test bed & see if I can make it, without 'High Noon' cropping up... :shucks:

M. M.

:Kaleun_Salute:

mikesn9
05-08-21, 07:15 AM
As a little side note, we have replicated the virus in the laboratory (say that like luh-BORE-uh-Tory), and have managed to get stuck gauges, which does include the "gauges" of the sonar room, among others. A little more experimentation, and we should have the "when". Then all we have to do is track down the "HOW"... we will never be able to answer the "why", because after all, this is SH4... :salute:
.


Fantastic, propbeanie!

Boy, if you can fix this, you should get a promotion,
maybe to prop-baseballcap or even prop-panamahat.

Moonlight
05-08-21, 07:30 AM
propbeanie, can you hear something ? I thought I heard a puddy cat !!!! lol

Fully understand and steps have been taken to take back control of the skies, we may leave one air bound unit as is, we need to keep you all on your toes or kness, whatever comes first...

And to fully clear my learned friend, mr propbeanie... I s7rikeback, put the flying radars in, due to several requests from players, however, it seems the radar settings were from the Starship Enterprise E... Hopefully we will be at the Apollo 13 stage very soon.

That's why nobody listens to me cos I'm bloody wrong again, apologies to Mr beanie and it's much appreciated Mr Shadrack s7rikeback and, next time leave my little pussy out of it. :haha:

s7rikeback
05-08-21, 07:51 AM
That's why nobody listens to me cos I'm bloody wrong again, apologies to Mr beanie and it's much appreciated Mr Shadrack s7rikeback and, next time leave my little pussy out of it. :haha:

Believe me, I have no intentions of going anywhere near your pussy...:haha:

flush deck
05-08-21, 11:19 AM
Hi folks,


Some news and WIP on the texture stuff.


Here the Mutsuki, I've finally found good colour ref, so the cameo version of this one and Asashio will come soon. I'will push a bit on the IJN, I guess it could be a priority. By the way, I need to make my base for the IJN, the Minekaze will follow, and I'll be back on the Fletcher.


https://zupimages.net/up/21/18/apkd.jpg (https://zupimages.net/viewer.php?id=21/18/apkd.jpg)


Stay tuned

s7rikeback
05-08-21, 11:34 AM
Hi folks,


Some news and WIP on the texture stuff.


Here the Mutsuki, I've finally found good colour ref, so the cameo version of this one and Asashio will come soon. I'will push a bit on the IJN, I guess it could be a priority. By the way, I need to make my base for the IJN, the Minekaze will follow, and I'll be back on the Fletcher.


https://zupimages.net/up/21/18/apkd.jpg (https://zupimages.net/viewer.php?id=21/18/apkd.jpg)


Stay tuned
:Kaleun_Applaud:

Mad Mardigan
05-08-21, 05:13 PM
Hi folks,


Some news and WIP on the texture stuff.


Here the Mutsuki, I've finally found good colour ref, so the cameo version of this one and Asashio will come soon. I'will push a bit on the IJN, I guess it could be a priority. By the way, I need to make my base for the IJN, the Minekaze will follow, and I'll be back on the Fletcher.


https://zupimages.net/up/21/18/apkd.jpg (https://zupimages.net/viewer.php?id=21/18/apkd.jpg)


Stay tuned

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

Mios 4Me
05-08-21, 10:44 PM
It seems like every career of late has a patrol, whether by design or accident, that covers a stupendous area without encountering any real traffic. I'm not sure if I'm having another of those or if the radar issue is leading the enemy to route traffic away from us.

It's late summer 1942, Japanese expansion has stopped and they're intensifying air coverage of their SLOCs. However we've sighted exactly two ships at sea in 40 days while covering the Sunda Strait up to Hainan, the Gulf of Tonkin, SCS up to Taiwan, over to the Luzon Strait, down to Manila, Balabac to Basilan to Balabac to Hainan to Singapore. In the great port city of Singapore there was exactly one ship, a medium tanker, and a daihatsu guarding it.

Crossing the Sulu Sea, we had seven air contacts eastbound and nine west, each in one day. Even in the middle of the SCS we had approximately that many. I'm beginning to feel like a Kaleun in 1944.

If this is the new norm for 1.46, I think I may take Uncle Louie up on that desk job in the Pentagon until the next release. ;)

KaleunMarco
05-08-21, 10:56 PM
It seems like every career of late has a patrol, whether by design or accident, that covers a stupendous area without encountering any real traffic. I'm not sure if I'm having another of those or if the radar issue is leading the enemy to route traffic away from us.

It's late summer 1942, Japanese expansion has stopped and they're intensifying air coverage of their SLOCs. However we've sighted exactly two ships at sea in 40 days while covering the Sunda Strait up to Hainan, the Gulf of Tonkin, SCS up to Taiwan, over to the Luzon Strait, down to Manila, Balabac to Basilan to Balabac to Hainan to Singapore. In the great port city of Singapore there was exactly one ship, a medium tanker, and a daihatsu guarding it.

Crossing the Sulu Sea, we had seven air contacts eastbound and nine west, each in one day. Even in the middle of the SCS we had approximately that many. I'm beginning to feel like a Kaleun in 1944.

If this is the new norm for 1.39, I think I may take Uncle Louie up on that desk job in the Pentagon until the next release. ;)

you must have hit the worst luck with regards to convoy spawn probability.
there is always traffic in the SCS traveling back to the Home Islands and if traffic doesn't go up through the Taiwan Straits then it jogs east and runs north through the Luzon Strait which is the Convoy College area.
i do not think the enemy is detecting your radar and avoiding you because i always have my radar on, blasting out at the highest power and i am rarely at a loss for targets.
chalk it up to bad luck and let it go.:Kaleun_Salute:

Mios 4Me
05-08-21, 11:49 PM
It's not that they're detecting my radar, but that the Betties and Jakes are detecting me beyond the range of my own radar and then inviting all their friends to the party...and presumably warning away the friends I'd actually like to meet.

As for luck, this has happened at least twice before that I'm sure of, perhaps more than that. There's a post from a previous release where we went from the Solomons through the Philippines to the SCS and back through Makassar without encountering a single merchant at sea. I can dig it up if it might be useful.

Noobicum4Ever
05-09-21, 01:29 AM
How can I download this SuperMod? I can't find...

Mad Mardigan
05-09-21, 01:58 AM
How can I download this SuperMod? I can't find...

Page 1 of this thread... post 1... right under the section tagged, ''history''... can't miss it.

flaminus
05-09-21, 06:05 AM
It's not a serious bug but the weather in this mod seems not presented correctly. The weather report says no rain and the watch crew don't wear rain coats, but the raindrops are obvious...:haha:
https://i.postimg.cc/N01jX1Yg/SH4-Img-2021-05-09-18-47-49-851.jpg

KaleunMarco
05-09-21, 09:05 AM
It's not a serious bug but the weather in this mod seems not presented correctly. The weather report says no rain and the watch crew don't wear rain coats, but the raindrops are obvious...:haha:


it looks like one of our Kaleuns was using the weather cheat.
did you use cntl+n?
:hmmm::haha:

flaminus
05-09-21, 09:33 AM
it looks like one of our Kaleuns was using the weather cheat.
did you use cntl+n?
:hmmm::haha:

:o What's the "weather cheat"? Never heard that:hmmm:

KaleunMarco
05-09-21, 12:31 PM
:o What's the "weather cheat"? Never heard that:hmmm:

your screen shot has all of the features of the results of using ctrl+n to clear visibility, aka weather cheat.
ctrl+n is the key stroke to clear fog however, if it was raining at the time of use, the fog dissipates but the rain remains....until the weather pattern is changed by the application.
it's not a sin to use it but that is the explanation for rain during what seems like fair weather.
it's possible that you mis-typed some other command and never realized the results until afterwards.
now, you are aware.

fitzcarraldo
05-09-21, 01:44 PM
It's not a serious bug but the weather in this mod seems not presented correctly. The weather report says no rain and the watch crew don't wear rain coats, but the raindrops are obvious...:haha:
https://i.postimg.cc/N01jX1Yg/SH4-Img-2021-05-09-18-47-49-851.jpg

This bug is in all SH4 version from vanilla to FOTRSU.

Sometime, a save/reload corrects the problem.

Fitzcarraldo :Kaleun_Salute:

propbeanie
05-09-21, 03:33 PM
The crew also does not put on their caps and gowns until the rain and wind are above a certain level - near gale force. Remember, your crew is NOT a bunch of sissies that need to go back inside and change every 62.3 days... who cares if it's cold or windy or even snowing? They come out in short-sleeved shirts in all weather... lol - part of the game.

Weather, repairs, sounds, all sorts of stuff run off of the game's "clock", and if you Save and exit the game in the middle of one of its processes, that will re-set the clock. Also, the "randomness" of the game has a tendency to get "stuck" if you will, to where if there is a 30% chance of something happening, you will get 3 in a row, then 7 times without, then 3 more in a row, then 7 without, or maybe 2 and 8, then 3 and 7 . It is not often that the game will actually give you a 'true' "roll-of-the-dice" set of chance circumstances.

KaleunMarco
05-09-21, 05:14 PM
It seems like every career of late has a patrol, whether by design or accident, that covers a stupendous area without encountering any real traffic. I'm not sure if I'm having another of those or if the radar issue is leading the enemy to route traffic away from us.

It's late summer 1942, Japanese expansion has stopped and they're intensifying air coverage of their SLOCs. However we've sighted exactly two ships at sea in 40 days while covering the Sunda Strait up to Hainan, the Gulf of Tonkin, SCS up to Taiwan, over to the Luzon Strait, down to Manila, Balabac to Basilan to Balabac to Hainan to Singapore. In the great port city of Singapore there was exactly one ship, a medium tanker, and a daihatsu guarding it.

Crossing the Sulu Sea, we had seven air contacts eastbound and nine west, each in one day. Even in the middle of the SCS we had approximately that many. I'm beginning to feel like a Kaleun in 1944.

If this is the new norm for 1.39, I think I may take Uncle Louie up on that desk job in the Pentagon until the next release. ;)

i may revise my response to this issue.

i am playing 1.46 and it's March 1942, so we playing against the 42a traffic pattern.
we are patrolling the east side of Luzon and there is nothing. no traffic. zero. zip. nada. bupkis.
before going on patrol i reviewed the 42a traffic and Campaign files and saw nothing out of the ordinary but clearly something is out of the ordinary.

zeus
05-09-21, 05:49 PM
is there any mod that changes the climate more frequently?

Mios 4Me
05-09-21, 06:15 PM
i may revise my response to this issue.

i am playing 1.46 and it's March 1942, so we playing against the 42a traffic pattern.
we are patrolling the east side of Luzon and there is nothing. no traffic. zero. zip. nada. bupkis.
before going on patrol i reviewed the 42a traffic and Campaign files and saw nothing out of the ordinary but clearly something is out of the ordinary.

FWIW, we did not encounter a ship (junks, sampans, etc, not counted) all the way from Singapore to Convoy College then along the eastern Ryukyus to Kyushu, where we finally found a convoy.

The two encounters we had prior were due S of HK, approximately 70 km SE from the nearest contour line, and 490 km, 75 degrees from Saigon.

ETA: I'm playing 1.46 as well.

propbeanie
05-09-21, 06:18 PM
i may revise my response to this issue.

i am playing 1.46 and it's March 1942, so we playing against the 42a traffic pattern.
we are patrolling the east side of Luzon and there is nothing. no traffic. zero. zip. nada. bupkis.
before going on patrol i reviewed the 42a traffic and Campaign files and saw nothing out of the ordinary but clearly something is out of the ordinary.

The 42a Convoys, Merchants, TaskForces & Troopship layers combined, no HarborTraffic, no SubHunteres, no Coastal...

https://i.imgur.com/azURX4V.jpg

I don't know where you guys are sitting to not have any traffic, but this is a April 1st date roughly, and the 41a layer is still partially running...


is there any mod that changes the climate more frequently?
Not for FotRSU, and I doubt in much of anything helps. If the install or mod activation is not done correctly, you might be stuck. The game also has a tendency, as I mentioned, to seemingly be "stuck" in one state, but that is the way the games random number generator works, which it of course gets from DirectX v9c... You might encounter 15 days of rain, and then 15 days of beautiful gorgeous sunshine days with flat-calm seas, and then it might start being variable. Several people have noodled with attempt to alter the weather, but as far as I know, no one has completely succeeded. You tweak one thing, it breaks another.

KaleunMarco
05-09-21, 06:28 PM
The 42a Convoys, Merchants, TaskForces & Troopship layers combined, no HarborTraffic, no SubHunteres, no Coastal...

I don't know where you guys are sitting to not have any traffic, but this is a April 1st date roughly, and the 41a layer is still partially running..

i understand what you saying because i have mapped the traffic, also.
there has to be an explanation. we just have to find it.
these are observations not criticisms.

Moonlight
05-10-21, 06:16 AM
The 42a_Jap_Convoys mis files state that it doesn't begin until GameEntryDate=19420301, you'll have to give them time to spawn first and also sail to where you are.

It's time this was sorted out. Over to you Mr beanie. :haha:
Why doesn't the stock game not have this problem and are there other Mega mods with the same spawn date problems.

KaleunMarco
05-10-21, 08:01 AM
The 42a_Jap_Convoys mis files state that it doesn't begin until GameEntryDate=19420301, you'll have to give them time to spawn first and also sail to where you are.

there may be something in what you say.
i ran the simulator with the 42a set and it took 8 or 9 days for vessels to begin to show up east of Luzon, which does not mean that the regular app will have the same results, but it means that the framework is working.

i intend to try once more and wait the required time to see if any one shows up.
i hate throwing a party and no one shows up. :haha:

propbeanie
05-10-21, 12:25 PM
Let's do this...

Here is a merge of the 41a set of Convoys, Merchants, TaskForce & Troopship, on the date of 28 Feb, 1941. Notice the traffic level. This is the last date of the 41a layer, when all RGG will cease to SPAWN - not operate, but will no longer spawn.

https://i.imgur.com/poaSSu7.jpg


I showed an image above of the 42a merged layers at the beginning of April 1942. Refer to that above in a previous post. It is nearly a fully spawned layer by this time. Now, here is the 41a merged layers on 15 March 1942, which is the RGG that had spawned on or prior to 28 Feb 1942, still traveling to destination:

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


Here is the 42a layer early on 10 March, 1942 (almost fully populated):

https://i.imgur.com/P6vMNP9.jpg


If I put those together, through the magic and wonder of PhotoShopLE, I get this:

https://i.imgur.com/kcCwY1o.jpg


Now, I wasn't very good at my screen grabs, but it gives you the idea of the point I am making:

There is no such thing as a "gap" between layers. As the one layer fades out, the other is fading in. You will find lower spawning rates, but the previous layer traffic is still traveling. The 41a layer doesn't quit completely until mid 1942, but the 42a layer is mostly fully functional by April 1. If anything, you will find MORE traffic at the "transition" time frames. This applies to TMO, Stock, RFB, RSRDC, DW, OM, WDAD, etc.

PS: I very much detest the "New" Windows and its displaying of advertisements on my OS "Notifications" area, and I can't close them without opening the advertiser's web site. Who came up with this idea?... sheesh! How do I block this crap, which used to be called "spam"??

Bubblehead1980
05-10-21, 01:59 PM
First, just wanted to compliment the team on the mod as a whole but in particular the Chidori/Otori torpedo boats, they are beautiful vessels. Nice to finally have a real representation of those nasty buggers in the sim lol. Modified it to work in TMO, couple encounters have proven tough, survived but tough.


Second, far as traffic goes, I believe it's just a matter of not detecting contacts. Early war, no radar, likely running at TC and contacts are just out of sight. Happens in TMO as well. Working on adjusting visual sensors for crew because I can see a contact at distance but they can't? lol NOt sure if vicker's has released a FOTRS version of his smoke mod, which gives merchants visible smoke plumes (how they are usually visually tracked at distance) but it really helps contact and track enemies. Example: During time dive do a sonar sweep, hear very distant props. Surface or in early war just raise scope if staying submerged, zoom in, can often see smoke on horizon very distant, something do not have without the smoke(another UBI oversight) .

Harbor traffic, is hit or miss how it spawns, way random groups in harbor traffic files are usually set is something like 50 percent chance every 900 hours etc.


I have not had chance to open up the guts of the traffic files in FOTRS but at a glance seems similar to stock TMO etc far as random generated shipping goes. One thing I noticed is if a group is set to begin spawning at say 1 January at midnight and the interval is set to (to keep it simple) 24 hours, the vessels will not actually spawn until 2 January at midnight. If the spawn chance is set to say 50 percent, then it may not spawn for a few days , its random. To keep a proper balance in TMO i changed the early war random generated single merchants*for most of them) to 25 percent chance every 96-120 hour, keeps traffic at a reasonable and realistic level while giving player chance to encounter targets for most part. Of course, some areas are busier than other. Reduced the flood lone merchants. I'm not sure what FOTRS has set to, I will look later.

One thing to keep in mind, submarines did not always find something to shoot at. I know can be boring when it happens in the sim, but part of it.

I remember a patrol early war where was out for 42 days and found nothing to shoot out. En route back to Pearl Harbor, ran across a large 8000 ton merchant . Perfect approach and shot....four premature explosions, fired two more as target zigged which would have had hit, but they were two deep runners and passed under kel. Ship had big guns fore and aft so waited until she was over horizon to surface and go for end around. During the chase, storms blew in, heavy seas and fog, lost contact, had to turn for home. It happens.

Moonlight
05-10-21, 02:10 PM
That's great to know that there isn't a gap between layers but, and it's a big but Mr beanie, you've actually posted about such "shall we call them gaps" in some previous posts of yours. :hmmm:
With all these buts flying around this post I'm probably being a pain in the butt again, oh god :haha: "pun intended" but players do need to know these things for definite Mr beanie. :haha:

Now about your ad popup problems, as you're on the Windows Insider program are you allowed to disable anything concerning Windows 10, oh well, here goes, try this program "Winaero Tweaker 0.19.1.0" it's what I use among other things, I'm not giving a download of it just it's name, oh yes, and it's been given the OK from a PC magazine that I buy fortnightly.
It's got loads of settings so you'll need to make a big cup of coffee, a large fag which is optional and some patience, some settings will work straight away while others need a reboot. Good Luck. :D

A tut with an official video to get you started, now how much is that worth Mr beanie. :haha:
https://www.thewindowsclub.com/ultimate-windows-tweaker-4-windows-10

propbeanie
05-10-21, 03:50 PM
I am not certain of the possible use of the "tweaker" app as fare as "restrictions" with the license, but I am going to give it a whirl. MS will probably delete it with their next lab experiment of an Update anyways... I'm a-lookin' it up now. Thanks.

As for the "gaps", if you are in closer to shore, you will usually notice gaps at the seams, because the shore and harbor traffic don't travel as far, so terminate much quicker, which is what I was alluding to above when leaving out the Coastal and HarborTraffic layers. The subchasers are very numerous, and wouldn't matter much. But when you are out in the shipping lanes, you should see what appears to be a normal ebb and flow of traffic. I used to think there were gaps because lurker had "gap filler" files in earlier iterations of RSRDC, but after experimenting further with the layers in FotRSU, I no longer think that.

Moonlight
05-10-21, 04:51 PM
That Windows 10 insider thingie, can you back out of it?, if you're not running a business you don't need to be in it, it was not meant for peoples home PC's so I have no idea why you're even in it. :o

Get shut of it, join the force and become a Jedi. :haha:

Arlo
05-10-21, 05:10 PM
That Windows 10 insider thingie, can you back out of it?, if you're not running a business you don't need to be in it, it was not meant for peoples home PC's so I have no idea why you're even in it. :o

Get shut of it, join the force and become a Jedi. :haha:

Microsoft force pushes the product. :o

Mios 4Me
05-10-21, 09:52 PM
Second, far as traffic goes, I believe it's just a matter of not detecting contacts. Early war, no radar, likely running at TC and contacts are just out of sight.

The patrol I described above is the fifth since the war began. The prior ones were all target rich, including the two before surface search radar was added. The patrol area isn't the open Pacific; I can understand not finding targets in either the Pescadores Strait terminus, crossing the Sulu Sea twice, the eastern Ryukyu lanes, the Singapore to Manila/Japan lanes, or the Luzon Straits (twice) on occasion but all of them sequentially?

And it's not just merchants: With all these planes being vectored in, why no DDs or subchasers too?

Plus it's happened before, both now to Marco and to me in previous careers.

Below is an excerpt from a previous version where something similar happened:

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

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

NB: it was actually Sibutu, not Basilan.

propbeanie
05-10-21, 10:28 PM
That Windows 10 insider thingie, can you back out of it?, if you're not running a business you don't need to be in it, it was not meant for peoples home PC's so I have no idea why you're even in it. :o

Get shut of it, join the force and become a Jedi. :haha:
I used to be a Win95/98/2k Jedi, but then that Anakin fellow came along, and also that little green, backwards-talking guy with the weird hair and ears... and now they're making movies of him as a baby... but if I could afford another Win10 license, I would drop the program, but I need something on this machine. My main problem (besides my getting old and senile) is they keep moving the stuff inside the OS for user settings, and I can't find things as fast as I used to ( :har: )... and then each update changes things back anyway... and we did used to call that kind of behavior on a computer "undesirable" and the pop-up ads like that "Spam"... :arrgh!:

As for the traffic, I have never had issues with finding things in FotRSU. Now, back when I did TMO / RSRDC, I did encounter several frustratingly boring patrols where I took to shooting up Sampans and fishing boats in attempts to have something come after me... but that was RSRDC and it's "historical" levels. Don't forget now, that we had complaints in previous versions about the sonar being too good when on the surface, so you will not get good reception when moving usually, but it does vary by boat. It is generally a good idea to take a dip every once in a while, at least to PD and check your sixes as you do it. Unfortunately, "testing" does not allow for but a few patrols each release, due to time constraints, but we'll definitely attempt to find something that can cause us to encounter similar. After all, after enough details from the players of FotRSU, we did finally find the cause of the stuck gauges, which is one of those issues that only applies to certain player submarines, after encountering certain IJN AI submarines, and only under certain conditions... needless to say, we do desire all input. :salute:

Mad Mardigan
05-11-21, 01:54 AM
After all, after enough details from the players of FotRSU, we did finally find the cause of the stuck gauges, which is one of those issues that only applies to certain player submarines, after encountering certain IJN AI submarines, and only under certain conditions... needless to say, we do desire all input. :salute:

So, I take it, that My game save data did help bear fruit, in finding the cause for 'High Noon' gauges, then..??? :hmmm:

If so, then My pain at having it happen, was worth it all. :shucks:

I hope & trust, that a solution or work around, will be forthcoming, sometime in the days ahead... :hmmm: :yep:

M. M.

:Kaleun_Salute:

flaminus
05-11-21, 05:06 AM
Great to hear the information on "high noon", Thx the team to keep this mod improving:Kaleun_Salute:

Here i report another issue, when i upgrade SJ-1 radar to ST radar in a Balao class, the ST is not working, can not turn it on. But ST parts are already in the equipments list.
https://i.postimg.cc/SsrdJ9qZ/ppi.jpg
https://i.postimg.cc/Y0C3gSCt/eqp.jpg
:k_confused: And from external camera, the periscope head is not correct. The periscope head with ST radar should be "longer".
https://i.postimg.cc/W3jSN8RF/pris.jpg
https://i.postimg.cc/qqNK4676/priz.png

propbeanie
05-11-21, 07:07 AM
Need some details. How did you get the Balao, where are you based at (I see a lot of ships in the background), is this an automatic upgrade, or did you purchase it? Your periscope shears look odd also. What is your mod list - do you have any other mods on top of FotRSU?

flaminus
05-11-21, 07:47 AM
Need some details. How did you get the Balao, where are you based at (I see a lot of ships in the background), is this an automatic upgrade, or did you purchase it? Your periscope shears look odd also. What is your mod list - do you have any other mods on top of FotRSU?

Mod list:
FotRSU 1.46
Fleetboat interior for 1.46
Nippon Maru 1.21
my own mod(only incease the start renown to 2000 to test those purchases)
============
I start a new career in fall 1944 with a balao. Base is Midway. I just start and end partol a few times to pass the time. Then I purchase a ST radar when it's available. As you saw, there is a task force docking at midway at that day.
The exact time is shown below:
https://i.postimg.cc/jjvGStYr/time.jpg

propbeanie
05-11-21, 08:47 AM
:hmmm: As all of my medical doctors are fond of saying when doing their examinations and debating in their minds as to what the root cause of malady is: "hmmm, intersting", as they rub their beards or scratch their heads...

Can you do me a favor and make a copy of your Save folder, zip it up and post it somewhere for me to look at please? :salute:

Edit: The Officer's Country does not have any changes to the UnitParts files, and everything I have says that the ST is not available until 1945-01-01... I am trying to figure out how you had it available in November... having to dig into those other equipment files, which are not my forte to say the least...

... and, I do see in the UpgradePacks that it is available for 800 Renown from 12 October 1944 to 14 November 1944, and 200 points after that until 1st January, 1945 when it is then standard issue... Your boat does have the Improved SJ-1 on it, correct?

... I think I see the issue... the different pieces of the dummy radar puzzle do not match. It all goes along with the periscope head, which is part of the "packaage" that you purchase, so that is what has me stymied for now, as to why the periscope is not mounting... it looks like it is properly listed in the compartment, but I'll have to dig into it later. It looks like this issue probably applies to all boats with a similar set-up to the Balao... Suffice to say though, that after 1st January 1945, whether an upgrade in-base, or a new start, it does function properly...

propbeanie
05-12-21, 08:24 AM
Regarding the ST radar in FotRSU (which btw, was made operational by CapnScurvy, and is not in the Stock game nor TMO) - I am reasonably certain that I have found the issue, and I don't think we can fix the problem the way we want. Getting an ST radar early is not physically possible with the way the conning towers are set-up versus the way the submarine hulls are set-up. They each have a Slot for either the Observation periscope, ~OR~ the Observation periscope with ST radar to "sit" in - not both. They seem to be mutually exclusive, and do not seem to be able to mix. You currently can purchase the ST radar and head for the conning tower in FotRSU v1.46 and the previous version, but there is no provision to purchase the Slot that the ST periscope sits in in the submarine hull itself, which is why neither the ST nor the SJ functions when you purchase it early. We will remove the early purchase option from the mod. If we can come up with a way to get the hull Slot to update when the conning tower option is purchased, but still allow the regular Observation Periscope to function for those that do not purchase the ST, then we'll put it back in - but don't hold your breath. The ST and SJ both operate if obtained through the normal "upgrade" process, and become functional January 1, 1945 in most submarines. :salute:

KaleunMarco
05-12-21, 09:42 AM
Regarding the ST radar in FotRSU (which btw, was made operational by CapnScurvy, and is not in the Stock game nor TMO) - I am reasonably certain that I have found the issue, and I don't think we can fix the problem the way we want. Getting an ST radar early is not physically possible with the way the conning towers are set-up versus the way the submarine hulls are set-up. They each have a Slot for either the Observation periscope, ~OR~ the Observation periscope with ST radar to "sit" in - not both. They seem to be mutually exclusive, and do not seem to be able to mix. You currently can purchase the ST radar and head for the conning tower in FotRSU v1.46 and the previous version, but there is no provision to purchase the Slot that the ST periscope sits in in the submarine hull itself, which is why neither the ST nor the SJ functions when you purchase it early. We will remove the early purchase option from the mod. If we can come up with a way to get the hull Slot to update when the conning tower option is purchased, but still allow the regular Observation Periscope to function for those that do not purchase the ST, then we'll put it back in - but don't hold your breath. The ST and SJ both operate if obtained through the normal "upgrade" process, and become functional January 1, 1945 in most submarines. :salute:

nice job researching this.
it made my head hurt just reading the description.:Kaleun_Cheers::Kaleun_Salute:

flaminus
05-12-21, 12:36 PM
Regarding the ST radar in FotRSU (which btw, was made operational by CapnScurvy, and is not in the Stock game nor TMO) - I am reasonably certain that I have found the issue, and I don't think we can fix the problem the way we want. Getting an ST radar early is not physically possible with the way the conning towers are set-up versus the way the submarine hulls are set-up. They each have a Slot for either the Observation periscope, ~OR~ the Observation periscope with ST radar to "sit" in - not both. They seem to be mutually exclusive, and do not seem to be able to mix. You currently can purchase the ST radar and head for the conning tower in FotRSU v1.46 and the previous version, but there is no provision to purchase the Slot that the ST periscope sits in in the submarine hull itself, which is why neither the ST nor the SJ functions when you purchase it early. We will remove the early purchase option from the mod. If we can come up with a way to get the hull Slot to update when the conning tower option is purchased, but still allow the regular Observation Periscope to function for those that do not purchase the ST, then we'll put it back in - but don't hold your breath. The ST and SJ both operate if obtained through the normal "upgrade" process, and become functional January 1, 1945 in most submarines. :salute:

Nice researching! Maybe we can temporarily fix that problem by editing save files, before next release. :ping:

Bubblehead1980
05-12-21, 12:45 PM
Regarding the ST radar in FotRSU (which btw, was made operational by CapnScurvy, and is not in the Stock game nor TMO) - I am reasonably certain that I have found the issue, and I don't think we can fix the problem the way we want. Getting an ST radar early is not physically possible with the way the conning towers are set-up versus the way the submarine hulls are set-up. They each have a Slot for either the Observation periscope, ~OR~ the Observation periscope with ST radar to "sit" in - not both. They seem to be mutually exclusive, and do not seem to be able to mix. You currently can purchase the ST radar and head for the conning tower in FotRSU v1.46 and the previous version, but there is no provision to purchase the Slot that the ST periscope sits in in the submarine hull itself, which is why neither the ST nor the SJ functions when you purchase it early. We will remove the early purchase option from the mod. If we can come up with a way to get the hull Slot to update when the conning tower option is purchased, but still allow the regular Observation Periscope to function for those that do not purchase the ST, then we'll put it back in - but don't hold your breath. The ST and SJ both operate if obtained through the normal "upgrade" process, and become functional January 1, 1945 in most submarines. :salute:


TMO Tench Class does have ST radar. When raise scope its like raising SJ antenna, except for whatever reason contacts do not show up on PPI or A scope but radar operator reads the contacts bearing range and if map contacts are onwill show on map.

That'd be great if could figure it out as an upgrade. Correct me if I am wrong but I thought ST was on the attack scope, which was the point, provide quick and accurate ranges for attacks.

propbeanie
05-12-21, 01:13 PM
nice job researching this.
it made my head hurt just reading the description.:Kaleun_Cheers::Kaleun_Salute:
It gave me a "worser" headache finding it! lol


Nice researching! Maybe we can temporarily fix that problem by editing save files, before next release. :ping:
I am not certain that submarine info is in the Save files... You would be looking for and having to change "UserPlayerUnit 1.Compartment 4.EquipmentSlot 7" from "ObsPeriscope" to "ObsPeriscopeST", as well as the dates associated with that Slot. Several of the UPC files are combined into one in the Save folder, so it may very well be in there. You could try "ObsPeriscope" as a Search term and see if you find it buried in there somewhere, and the date should show as 1945-01-01 and has to made earlier. But if you don't have ST radar and do that, it still ruins the SJ and turns everything off...


TMO Tench Class does have ST radar. When raise scope its like raising SJ antenna, except for whatever reason contacts do not show up on PPI or A scope but radar operator reads the contacts bearing range and if map contacts are onwill show on map.

That'd be great if could figure it out as an upgrade. Correct me if I am wrong but I thought ST was on the attack scope, which was the point, provide quick and accurate ranges for attacks.
It's on the Observation scope in FotRSU. The one thing I remember about early implementations of it in TMO (they never did turn it on in Stock) was that when you attempted to use the Observation Night periscope with the ST up top, your view "spun" and you could not use the periscope. The upgrade itself in FotRSU works fine.

It's the early purchase for renown points that flaminus ran into issues with. You can purchase the package fine, which is the "dummy" radar for the conning tower in the UnitPartsXSubName.upc, which includes the periscope head, the radar app, and the radar antenna. However, the periscope head needs the periscope shaft, as noted above, which is in the SubName.upc file. You cannot link the two together in a "purchase" that I can see. But the dates for both files change on December 31, 1944 and January 1, 1945, which is why the upgrade works...

Bubblehead1980
05-12-21, 01:36 PM
It gave me a "worser" headache finding it! lol



I am not certain that submarine info is in the Save files... You would be looking for and having to change "UserPlayerUnit 1.Compartment 4.EquipmentSlot 7" from "ObsPeriscope" to "ObsPeriscopeST", as well as the dates associated with that Slot. Several of the UPC files are combined into one in the Save folder, so it may very well be in there. You could try "ObsPeriscope" as a Search term and see if you find it buried in there somewhere, and the date should show as 1945-01-01 and has to made earlier. But if you don't have ST radar and do that, it still ruins the SJ and turns everything off...


It's on the Observation scope in FotRSU. The one thing I remember about early implementations of it in TMO (they never did turn it on in Stock) was that when you attempted to use the Observation Night periscope with the ST up top, your view "spun" and you could not use the periscope. The upgrade itself in FotRSU works fine.

It's the early purchase for renown points that flaminus ran into issues with. You can purchase the package fine, which is the "dummy" radar for the conning tower in the UnitPartsXSubName.upc, which includes the periscope head, the radar app, and the radar antenna. However, the periscope head needs the periscope shaft, as noted above, which is in the SubName.upc file. You cannot link the two together in a "purchase" that I can see. But the dates for both files change on December 31, 1944 and January 1, 1945, which is why the upgrade works...



Spin was corrected last time I checked in v 2.5, have only used Tench class a few time sover the years. I will check again to make sure though. That is great you guys have it available as an upgrade for other boats, something else to add to my list lol. Yet another oversight by UBI not implementing it into the game.