View Full Version : [REL] Fall of the Rising Sun Ultimate, full release
KaleunMarco
06-23-21, 03:23 PM
PlayerCurrentObjectives=ID354
As you can see, that's a pretty tight area to be patrolling with a sub and its got no access that wouldn't require surfacing. I'd much rather patrol the deep water just outside the bay rather than potentially getting trapped in there with DDs hounding me. Whatever the case, if I need to be in there for 10 days to fulfill my objective, I guess that's where I need to be.
thanks for the reply.
that mission patrol area is limited to 48 klicks which is 25.9 nm which is the approximate diameter of that graphical circle.
i will not bore you by repeating what has been posted in the interim between this post and your question about the need to patrol inside of the designated area for the designated time period.
some kaleuns have developed pre-mission behaviour whereby they check on their patrol parameters and, from time to time, make adjustments to the conditions of the patrol, when appropriate. :03:
any questions....send me a PM.
:Kaleun_Salute:
KaleunMarco
06-23-21, 07:28 PM
what i want to know is do these petty officers get half-pay before their hazard pay is calculated or after?
https://i.ibb.co/qdHnjqJ/SH4-Img-2021-06-23-19-13-10-947.png
https://i.ibb.co/hcswTfB/SH4-Img-2021-06-23-19-13-22-092.png
or do they get half pay only when there is intemperate weather?
https://i.ibb.co/KzHDm3G/SH4-Img-2021-06-23-19-15-44-278.png
propbeanie
06-23-21, 09:31 PM
I cannot get my guys to do that... no half-bunking here...
https://i.imgur.com/jVxYSU0.jpg
https://i.imgur.com/yUKmPOE.jpg
Had you been in a storm just a bit before? What boat? What date? What mods?
For Cybermat47:
https://i.imgur.com/18wHdkJ.jpg
:salute:
Bubblehead1980
06-24-21, 02:42 AM
I cannot get my guys to do that... no half-bunking here...
https://i.imgur.com/jVxYSU0.jpg
https://i.imgur.com/yUKmPOE.jpg
Had you been in a storm just a bit before? What boat? What date? What mods?
For Cybermat47:
https://i.imgur.com/18wHdkJ.jpg
:salute:
What is going on here? lol is this a cold weather clothing issue? I was just about to try and make it work for TMO
orkfighter2000
06-24-21, 02:59 AM
somehow i cant find ships in the sh4 fotrsu ultimate version :/ i started as s18 at manila 1941, patroling south chinese sea no ships and around philipines also no ships, can somebody help?
fitzcarraldo
06-24-21, 01:29 PM
Hello FOTRSU Team:
Playing with 1.46, I started a new campaign from Mare Island, Gato class, new construction 42'. I did the trials and received a message "Go to base or continue patrol". I returned to Mare Island. Waiting orders, ever I received the same message: patrol at your taste...Well. I decided to go to Pearl Harbor. Arrived to PH...the same message. I have no message with objetives or zones. Now I'm moored in Pearl, waiting. Will I receive some orders or can I depart for any zone?
Damage in trials: I tested the Gato to 500 fts. depth. 10% hull damage. This damage remains in the hull though I moored in Mare Island and Pearl Harbor. The damage team is complete. Is there some way to repair this 10% hull damage?
This is my first new construction campaign with FOTRSU, so I don't know how to proceed after the trials.. After them, as I told, I'm free to go anywhere with my 10% hull damage. Is this the way FOTRSU is supposed to work with New Construction start?
Many thanks for the great job. I'm installing the preview 1.6 in another SH4 with MultiSH4.
Best regards
Fitzcarraldo :salute:
KaleunMarco
06-24-21, 01:46 PM
I cannot get my guys to do that... no half-bunking here...
Had you been in a storm just a bit before? What boat? What date? What mods?
Sargo. February 1944. Based out of Milne Bay.
Well, clearly, one can see the inclement weather, so i must conclude that we were sailing through a storm at the time i took the screen shots.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU 1.46\MODS]
100_FalloftheRisingSun_Ultimate_v1.46_EN
200 Nippon_Maru_v1.2
300_DarkerNightsEnv_V2
Mad Mardigan
06-24-21, 03:03 PM
Ahoy, team... :Kaleun_Cheers:
just wanted to throw My hat in the ring, as it were... & have the preview set up, and am testing it out. :yep:
Just shoved off in career, on My 1st patrol.
Sargo class, (USS Sargo) out of manila. Orders given, patrol Cahm Rahn bay for 10 days.
Recall, this was a patrol area I got a bit back, in v1.39 or was that 1.46, hmm... :hmmm:
Ah, yes... v1.46, with getting slammed with 'High Noon' gauges.. which corrected after docking back at base... thankfully in that one.
Any way, just wanted to say, that I am testing the preview out. Will report back, if I hit any.. snags or snafu's. :yep:
End report.
M. M.
:Kaleun_Salute:
propbeanie
06-24-21, 05:05 PM
somehow i cant find ships in the sh4 fotrsu ultimate version :/ i started as s18 at manila 1941, patroling south chinese sea no ships and around philipines also no ships, can somebody help?
Had you emptied the Save folder prior to starting the FotRSU modded game? If you didn't, you would have a contaminated set of Save folder files. Try deleting that and start a new career again. Also, are you certain that you have LAA or some other similar RAM memory app properly enabled? Big thing: The S-Boats, for the most part, were sent south of Luzon into very quiet areas to keep them (initially) out of harm's way, where most of them only saw local boats and maybe a Japanese airplane. You won't see much IJN traffic in the Manila area until after the Lingayen Gulf landings, unless you go to Formosa, Hainan or Indo-China, or maybe towards Palau...
Hello FOTRSU Team:
Playing with 1.46, I started a new campaign from Mare Island, Gato class, new construction 42'. I did the trials and received a message "Go to base or continue patrol". I returned to Mare Island. Waiting orders, ever I received the same message: patrol at your taste...Well. I decided to go to Pearl Harbor. Arrived to PH...the same message. I have no message with objetives or zones. Now I'm moored in Pearl, waiting. Will I receive some orders or can I depart for any zone?
Damage in trials: I tested the Gato to 500 fts. depth. 10% hull damage. This damage remains in the hull though I moored in Mare Island and Pearl Harbor. The damage team is complete. Is there some way to repair this 10% hull damage?
This is my first new construction campaign with FOTRSU, so I don't know how to proceed after the trials.. After them, as I told, I'm free to go anywhere with my 10% hull damage. Is this the way FOTRSU is supposed to work with New Construction start?
Many thanks for the great job. I'm installing the preview 1.6 in another SH4 with MultiSH4...
That is not the design of the mod, no. However, the dates for the New Construction do get out of whack entirely too easily, defeating the purpose of having the SeaTrials. It sounds like maybe you got stuck in no man's land. You have to go all of the way into the actual Mare Island Naval Yard area, if that is where you started from, and End Patrol there. Treasure Island sits astride San Francisco Bay, and it will ask you if you want to Dock, but only for re-supply. You have to End Patrol to be able to repair the damaged bulkhead. However, look for where the fouled, tilted anchor is, which of course signifies your home port, as you know. If you have now done four trial missions, and you are stuck at Mare Island Naval Yard, not being forwarded to Pearl Harbor, then you will have to use the phone in the Captain's Office and request the transfer yourself. If only there was some way to have a definite number of days in-port between "patrols" for the SeaTrials, things would be much easier...
Sargo. February 1944. Based out of Milne Bay.
Well, clearly, one can see the inclement weather, so i must conclude that we were sailing through a storm at the time i took the screen shots.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU 1.46\MODS]
100_FalloftheRisingSun_Ultimate_v1.46_EN
200 Nippon_Maru_v1.2
300_DarkerNightsEnv_V2
First of all, I cannot see rainy weather, only overcast and waves. A crew does not don wet weather clothing unless it is actually raining heavily, hence the question. It is not so obvious. Second of all, we do not have a "300_DarkerNightsEnv_V2" mod tested with the FotRSU mod. Other than that, I have never seen fellers on the bridge without at least their skivvies on, and bony knees showing... I have made a test mission with a Sargo that starts with really bad weather, and the crew is on deck, fully clothed and in their right minds... well, except they ~are~ submariners... :roll: :har:
propbeanie
06-24-21, 05:13 PM
I have a question for anyone attempting to use v1.46 or the Preview: Have any of you attempted to purchase an early radar? Did it function correctly? We already know that the ST radar needs not just the mount for the radar, but also a new periscope and periscope mount in the conning tower, which is why a person cannot purchase it early, because it is a two-part "upgrade", and the game only allows purchasing one part at a time. I am curious though about an SJ or SD radar purchases, if they function correctly? Thanks :salute:
KaleunMarco
06-24-21, 07:20 PM
Second of all, we do not have a "300_DarkerNightsEnv_V2" mod tested with the FotRSU mod. Other than that, I have never seen fellers on the bridge without at least their skivvies on, and bony knees showing... I have made a test mission with a Sargo that starts with really bad weather, and the crew is on deck, fully clothed and in their right minds... well, except they ~are~ submariners... :roll: :har:+
ok, then i guess we can chalk it up to the contraband mod.
just for grins, which files would control the lower half of the watch crew while they are on deck? i can peruse the Darker Nights mod and see if those files are part of the mod.
:Kaleun_Salute:
flaminus
06-24-21, 08:44 PM
+
ok, then i guess we can chalk it up to the contraband mod.
just for grins, which files would control the lower half of the watch crew while they are on deck? i can peruse the Darker Nights mod and see if those files are part of the mod.
:Kaleun_Salute:
Ahoy KM,the crew models are controled by "Data\UPCData\UPCCrewData\CrewMembers3D.upc". All the parts: heads, Torsos and legs are defined in this file。:salute:
KaleunMarco
06-24-21, 10:16 PM
Ahoy KM,the crew models are controled by "Data\UPCData\UPCCrewData\CrewMembers3D.upc". All the parts: heads, Torsos and legs are defined in this file。:salute:
alas, Darker Nights mods just one file and it is not Crewmembers3D.upc.
so, there is another reason for the half-sailors.
Crewmembers3D.upc version is 4/8/2020 and is part of 1.46.
i'll have to check the bridge during a storm on the next mission.
flaminus
06-24-21, 10:41 PM
What's the file name in 300_DarkerNightsEnv_V2?:hmmm: I don't have this mod for now
KaleunMarco
06-25-21, 12:13 AM
What's the file name in 300_DarkerNightsEnv_V2?:hmmm: I don't have this mod for now
C:\Ubisoft\FOTRSU 1.46\MODS\300_DarkerNightsEnv_V2\Data\Env\EnvColor s_Atl.dat
and it really does make the nights really really dark.
flaminus
06-25-21, 01:58 AM
Yes,it seems this file will not affect the crew models, very strange reason.
Btw, the original night is dark enough i think, how can we see enmy ships in a really really dark night.:D
fitzcarraldo
06-25-21, 05:43 AM
Yes,it seems this file will not affect the crew models, very strange reason.
Btw, the original night is dark enough i think, how can we see enmy ships in a really really dark night.:D
The idea behind the darker nights it is the enemy not seeing you. A problem with the SH series: it is very difficult to make a night attack in surface.
Regards.
Fitzcarraldo :salute:
fitzcarraldo
06-25-21, 05:58 AM
That is not the design of the mod, no. However, the dates for the New Construction do get out of whack entirely too easily, defeating the purpose of having the SeaTrials. It sounds like maybe you got stuck in no man's land. You have to go all of the way into the actual Mare Island Naval Yard area, if that is where you started from, and End Patrol there. Treasure Island sits astride San Francisco Bay, and it will ask you if you want to Dock, but only for re-supply. You have to End Patrol to be able to repair the damaged bulkhead. However, look for where the fouled, tilted anchor is, which of course signifies your home port, as you know. If you have now done four trial missions, and you are stuck at Mare Island Naval Yard, not being forwarded to Pearl Harbor, then you will have to use the phone in the Captain's Office and request the transfer yourself. If only there was some way to have a definite number of days in-port between "patrols" for the SeaTrials, things would be much :
Many thanks for the answer! I made the trip returning from Pearl to Mare Island and docked. The option "End Patrol" appeared, so I end the trials patrol and obtained renown, promotion and hull repaired. All works fine.
A sugerence for the next release: the radio message at the end of the trials should be something as "Return to base at Mare Island and end the patrol. You will be assigned new objectives....". The problem is the actual message, leaving you free to continue on patrol, I choose it and I got the vast no- land Pacific without objectives or missions.
Now is April 21, 1942 and I'm departing from Mare Island, the mission is patrol the Carolines.
Best regards.
Fitzcarraldo :salute:
propbeanie
06-25-21, 07:24 AM
+
ok, then i guess we can chalk it up to the contraband mod.
just for grins, which files would control the lower half of the watch crew while they are on deck? i can peruse the Darker Nights mod and see if those files are part of the mod.
:Kaleun_Salute:
Near as I can tell, you had an "unusual occurrence" there in that all three of the visible characters went without britches... If you were using the Preview, it would most likely be the "fix" for the ranks that might cause that, but you don't have the Preview... but you could try the Preview Enlisted Fix (https://www.subsim.com/radioroom/showthread.php?p=2753906#post2753906) anyway, which would overwrite the existing files for the "bust" images, though those aren't used in rain... I don't know. All I've had are fully-clothed crew when it is storming, thus far... btw, had you or anyone tried a surface attack in FotRSU before using any "darker nights" mod? I haven't tried myself in the last couple of versions, but things were adjusted.
Many thanks for the answer! I made the trip returning from Pearl to Mare Island and docked. The option "End Patrol" appeared, so I end the trials patrol and obtained renown, promotion and hull repaired. All works fine.
A sugerence for the next release: the radio message at the end of the trials should be something as "Return to base at Mare Island and end the patrol. You will be assigned new objectives....". The problem is the actual message, leaving you free to continue on patrol, I choose it and I got the vast no- land Pacific without objectives or missions.
Now is April 21, 1942 and I'm departing from Mare Island, the mission is patrol the Carolines.
Best regards.
Fitzcarraldo :salute:
Will-do. It was left open-ended because of the behavior of the clock, but perhaps we can emphasized the "IF" ("if you are not re-assigned") portion and remove the "discretion" portion. If you had the mission I am thinking you were on, there were radio messages you received on the boat, and perhaps we'll make all such SeaTrial messages modal, ie: they pop-up and you have to read them... We'll put it off to poor USN radio communications... or "atmospheric conditions"... lol
Thanks fellows! :salute:
Previous question still stands though: Has anyone been offered and purchased an early radar, other than the ST, which has been disabled? Did it function properly?
torpedobait
06-25-21, 07:45 AM
I have a question for anyone attempting to use v1.46 or the Preview: Have any of you attempted to purchase an early radar? Did it function correctly? We already know that the ST radar needs not just the mount for the radar, but also a new periscope and periscope mount in the conning tower, which is why a person cannot purchase it early, because it is a two-part "upgrade", and the game only allows purchasing one part at a time. I am curious though about an SJ or SD radar purchases, if they function correctly? Thanks :salute:
Just catching up after 10 days on the road to and from Colorado. I have version 1.46. in multiple careers I purchased the surface radar as soon as available (the air-search has been there from the start, regardless of boat type. All radars seem to be functioning normally, including target finding and tracking (the early surface radar is usually not as effective as the sonar for early detection, but the difference in range is minor).
propbeanie
06-25-21, 07:51 AM
Thanks. What boats, by chance? Some are set the same as others, but not all...
Did you get to go through the mountains on the trip? :salute:
KaleunMarco
06-25-21, 09:47 AM
btw, had you or anyone tried a surface attack in FotRSU before using any "darker nights" mod? I haven't tried myself in the last couple of versions, but things were adjusted.
i have not been able to close near enough to execute a night attack.
i AM able to close within 8000-10000 yds before we are spotted by the enemy escorts. previously, we would be detected at the 17000 yd distance.
and....
the scope is not as readily visible at night, especially by the merchies.
warships will see it, especially after the initial attack, but not as well as without the mod (please forgive my bad english).
Bubblehead1980
06-25-21, 01:55 PM
Yes,it seems this file will not affect the crew models, very strange reason.
Btw, the original night is dark enough i think, how can we see enmy ships in a really really dark night.:D
Others responded but since I spent a huge amount of time adjusting this in SH 4 to get things right , figured would weigh in.
A major problem with SH 4, any version and any mod have encountered is it is impossible to simulate historically accurate night surface attacks. In stock, it was outright impossible. Nights were far far too light for nights on open ocean. This permitted hawkeye, sniper like vision from escorts at night.
This obviously is a major issue, especially in later war as it prevents proper simulation of how US submarines operated. Really was a huge missing element in the game because frankly, night surface attacks bring a whole other level of intensity and fun into this sim.
In TMO, one could work into position but always had to fire from excessive ranges such as 4000-5000 yards, when subs often went in to 2000-2500 yards from targets on the surface. , sometimes closer.A submarine is quite difficult to see on the surface at night. Then one torpedoes hit, 8 out of 10 times player was shot up by gunfire from sniper like escorts and merchants.
So for my TMO update...I made it a major goal to make realistic night surface attacks happen, which includes ability to maneuver on surface .
The darker nights mod changed things, but required some adjusts to the visual settings in sim.cfg to work properly, otherwise ships were blind.
Now, in TMO, player can pull off these attacks in a historically accurate manner, with proper tactics. One can even slip past the escort screen get inside a convoy and attack from within, and escape. Of course a number of factors involved.
As far as seeing the enemy, well player can still see them. However, its more realistic, you're not going to identify a merchant from 9000 yards at night as before lol. Crew sometimes can with the ID ship function. I wait until closer. Just close in and find best target I can. Study of ship silhouettes matters so you can instinctively identify class of ship....tanker, large merchant etc before getting class enough to name it. Player also has to learn to make more "on the fly " shots and maintain situational awareness, especially one first attack has pulled off and are inside the convoy. Dodging gunfire from close merchants(they are no longer sniper like) and of course the escorts which will rush in to the scene of the attack. 90 percent of the time I play without map contacts and camera, and can quickly plot a solution.
I have not tried the darker nights with FOTRS yet, but will soon and will likely require some adjustments to work properly.
KaleunMarco
06-25-21, 02:03 PM
Near as I can tell, you had an "unusual occurrence" there in that all three of the visible characters went without britches... If you were using the Preview, it would most likely be the "fix" for the ranks that might cause that, but you don't have the Preview... but you could try the anyway, which would overwrite the existing files for the "bust" images, though those aren't used in rain... I don't know. All I've had are fully-clothed crew when it is storming, thus far..
it happened again. i have another screen shot but the game is still afoot (on my other system).
it is definitely raining.
Same circumstances: Sargo, out of Milne Bay, May 1944, in the vicinity of the east side of the Philippines.
the only mod that changes Crewmembers3D is 1.46.
Strange.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU 1.46\MODS]
100_FalloftheRisingSun_Ultimate_v1.46_EN
200 Nippon_Maru_v1.2
300_DarkerNightsEnv_V2
Mad Mardigan
06-25-21, 03:37 PM
Ahoy, mr. propbeanie... :Kaleun_Cheers:
This query, is sent your direction... :yep:
Ok, here goes... :hmmm: With regards, the addinz pack supplied with yon preview FotRS...
Just what is the details with:
399_OAKsHudGauges_v1.5.Edition
I looked in anywhere in the support & other folders that pertain to the addinz... til My eyeballs went wonky. :o :doh: :o :doh:
To the best of My knowledge... no info in them, pertaining to this particular mod add in... :06: :hmmm:so I am not knowing to try it... or to not to try it... :hmmm:
:k_confused:
That is the question... soooo, if you could answer My inquiry, it would be ever sooo much appreciated, sir. :shucks: :yep: :up: :yeah:
Thanks...
M. M.
:Kaleun_Salute:
fitzcarraldo
06-25-21, 06:08 PM
Ahoy, mr. propbeanie... :Kaleun_Cheers:
This query, is sent your direction... :yep:
Ok, here goes... :hmmm: With regards, the addinz pack supplied with yon preview FotRS...
Just what is the details with:
399_OAKsHudGauges_v1.5.Edition
I looked in anywhere in the support & other folders that pertain to the addinz... til My eyeballs went wonky. :o :doh: :o :doh:
To the best of My knowledge... no info in them, pertaining to this particular mod add in... :06: :hmmm:so I am not knowing to try it... or to not to try it... :hmmm:
:k_confused:
That is the question... soooo, if you could answer My inquiry, it would be ever sooo much appreciated, sir. :shucks: :yep: :up: :yeah:
Thanks...
M. M.
:Kaleun_Salute:
These are the Pampanito gauges for the GUI, used in TMO. They look nice, and work fine. I put them in both 1.46 and 1.6Preview.
Regards.
Fitzcarraldo :Kaleun_Salute:
Mad Mardigan
06-25-21, 07:01 PM
These are the Pampanito gauges for the GUI, used in TMO. They look nice, and work fine. I put them in both 1.46 and 1.6Preview.
Regards.
Fitzcarraldo :Kaleun_Salute:
Ahoy, fitzcarraldo... :Kaleun_Cheers:
Ok, thanks for that info.
M. M.
:Kaleun_Salute:
AviatorMan
06-25-21, 07:26 PM
So I've got a new question... in the past I'd always run with either Pacific Environment 4 or Real Environment (whichever seemed best at the moment), but that was a long time ago. I've noticed that FOTRS modifies many of the files these modify, so I'm wondering if either is compatible with FOTRS?
Thanks
propbeanie
06-25-21, 08:07 PM
So I've got a new question... in the past I'd always run with either Pacific Environment 4 or Real Environment (whichever seemed best at the moment), but that was a long time ago. I've noticed that FOTRS modifies many of the files these modify, so I'm wondering if either is compatible with FOTRS?
Thanks
No, they are not. Parts of them are already built-in. I just don't remember which one, nor how much... but AOTD_MadMax did a "custom" set of configs, with further edits about 2 years ago from CapnScurvy. The AI is "tuned" to those.
+
ok, then i guess we can chalk it up to the contraband mod.
just for grins, which files would control the lower half of the watch crew while they are on deck? i can peruse the Darker Nights mod and see if those files are part of the mod.
:Kaleun_Salute:
OK, quite a while yesterday, a bit the night before, and then s7rikeback and myself for a good while today, and we cannot get "naked" crewmen without britches KM...
https://i.imgur.com/RIyg3uT.jpg
The v1.46 mod, no other mods
https://i.imgur.com/vKEjH3s.jpg
Preview, with "Preview_EnlistedFix" added
I do not think the darker nights mod did that to you, but that you have some other corruption in the Save folder...
by the by fellows... that OAKsHudGauges mod folder structure is incorrect... there is a mod inside of that mod also... we'll get that sorted with the release version...
AviatorMan
06-25-21, 08:26 PM
No, they are not. Parts of them are already built-in. I just don't remember which one, nor how much... but AOTD_MadMax did a "custom" set of configs, with further edits about 2 years ago from CapnScurvy. The AI is "tuned" to those.
Ok, thanks for the quick response
Larrywb57
06-26-21, 07:01 AM
I have a question for anyone attempting to use v1.46 or the Preview: Have any of you attempted to purchase an early radar? Did it function correctly? We already know that the ST radar needs not just the mount for the radar, but also a new periscope and periscope mount in the conning tower, which is why a person cannot purchase it early, because it is a two-part "upgrade", and the game only allows purchasing one part at a time. I am curious though about an SJ or SD radar purchases, if they function correctly? Thanks :salute:
Ahoy Propbeanie,
With the Preview 16, at the beginning of my third patrol, 21Mar1942 from Pearl Harbor. The cost was 300 renown for SJ Radar on my boat, the USS Pickerel SS-177, a porpoise class boat. I normally turn off the radar when in port but, outside the green circle, I turn it back on. It function correctly.
I also added some mods from the AddIn Modz Pak from the Preview 16.
:Kaleun_Salute: Larry
torpedobait
06-26-21, 07:26 AM
Thanks. What boats, by chance? Some are set the same as others, but not all...
Did you get to go through the mountains on the trip? :salute:
Boats: S-44; Salmon; Salmon with Conning Tower Refit; Gato (current). Don't recall if I got the surface radar in the S boat, but for sure on the later two.
Spent almost the whole trip in a small town 60 miles SSE of Grand Junction. Lovely place. In a valley and surrounded by mountains. Moving there this winter. Can't wait! :salute:
fitzcarraldo
06-26-21, 08:18 AM
In Mare Island (after trials and "end patrol") with 1.46, New SJ radar, I spent 300 points. All OK and departing for Pearĺ. April 21, 1942..
Regards.
Fitzcarraldo :salute:
propbeanie
06-26-21, 09:45 AM
Ahoy Propbeanie,
With the Preview 16, at the beginning of my third patrol, 21Mar1942 from Pearl Harbor. The cost was 300 renown for SJ Radar on my boat, the USS Pickerel SS-177, a porpoise class boat. I normally turn off the radar when in port but, outside the green circle, I turn it back on. It function correctly.
I also added some mods from the AddIn Modz Pak from the Preview 16.
:Kaleun_Salute: Larry
In Mare Island (after trials and "end patrol") with 1.46, New SJ radar, I spent 300 points. All OK and departing for Pearĺ. April 21, 1942..
Regards.
Fitzcarraldo :salute:
Boats: S-44; Salmon; Salmon with Conning Tower Refit; Gato (current). Don't recall if I got the surface radar in the S boat, but for sure on the later two.
Spent almost the whole trip in a small town 60 miles SSE of Grand Junction. Lovely place. In a valley and surrounded by mountains. Moving there this winter. Can't wait! :salute:
Thanks for the radar reports! :salute:
That is my kind of country... I love the Durango / Telluride area and the old DRG&W narrow gauge there. The history of that is not the prettiest, but the country sure is. The San Juan mountains are absolutely gorgeous... but then, so are the Grand Tetons, and several dozen other mountain ranges... including the Ozarks and Appalachian chains, etc... lol - I love hills, rocks & trees. Too bad one can't make a living off of looking at them - I'd be great at that...
Larrywb57
06-26-21, 11:58 AM
Ahoy Skippers,
At the beginning of my third patrol in a porpoise class boat, I was able to purchase a SJ radar. I just completed my third patrol and I was offer a new command of a Tambor class boat. As always, I lose the radar and can't purchase one until the end of that patrol. This time, I saved while in the office instead of when I'm on the other side of red circle. After reloading the save, I was able to purchase the SJ radar for 150 of renown. Just thought I report this.
:Kaleun_Salute:
Larry
Ihatethis
06-26-21, 01:41 PM
btw how dark night is going to be in this new mods. TWoS tier dark or SH3 h.sie dark of darkness? Like here
https://i.imgur.com/lTogVA3.jpg
I'm still have mixed fillings about all those dark nights mods and how realistic they're gameplay wise. No way large convoy can maneuvering with absolute 0 visibility, but they do.
Bubblehead1980
06-26-21, 04:37 PM
btw how dark night is going to be in this new mods. TWoS tier dark or SH3 h.sie dark of darkness? Like here
https://i.imgur.com/lTogVA3.jpg
I'm still have mixed fillings about all those dark nights mods and how realistic they're gameplay wise. No way large convoy can maneuvering with absolute 0 visibility, but they do.
Difficult to tell from a screen shot and the orange marker throws me off also bu. The darker night mod a member shared and I've implemented into TMO is most realistic I have seen. The default nights in SH 4 are way too light, done I am sure so its easy for player to track and target at night since they didn't bother give a realistic radar, but it completely nerfed an important part of submarine warfare in WW 2 in night surface attacks. Submarines were difficult targets to spot, track, attack on the surface, especially at night yet that element was missing.
With the mod, things are more in line with reality. Yes, it is more difficult more player to visually track and target at night from long distances but it is possible, but in TMO at least, have the 3DC TDC Radar mod implemented which makes it easy without map contacts enabled. Frankly, once I modded things I really had to adjust my tactics and expectations in these attacks. Player sort has to assess situation best from visuals and radar, sound info can get and move in to attack. Find best target can, attack, and go from there. With map contacts enabled, its even easier. However, there is no zero visibility, its pretty much in line with my experience boating and sailing and what have heard from others that on open ocean it is difficult to see other vessels at night unless they have running lights on and even then can be a challenge.
Moonlight is a major factor, if its a full moon, visibility for both player and AI improves.
The visual settings in sim.cfg also require tweaking with the darker nights, if light factor is set too high, the enemy is blind, too low they have superhero vision lol. Without darker nights mod, can change these settings to pull off the attacks but then they are just blind and things are so easy, sim gets boring. Before had the darker nights mod, was testing the default nights with some sim.cfg changes and lol could get within 300 yards of an escort set to veteran. it was sad. lol
Really though, a whole new thrill is when large convoys are running in 1944- early 45 and can work inside the screen, attack, and evade escorts to get out, at times under fire. Relying on the element of surprise, speed, and darkness of night to aid in this, a lot of fun. Not possible without the darker nights mod.
AviatorMan
06-26-21, 05:17 PM
I've not yet found anything to shoot at yet, but the constant reminders to only use the correct number of torpedoes has me wondering if early war commanders knew just how likely their torps were to be duds and as a result fired more than needed just to be safe, or did they not really know the extent of the issue and often find themselves running to hide after firing 1-2 duds?
Mad Mardigan
06-26-21, 07:16 PM
I've not yet found anything to shoot at yet, but the constant reminders to only use the correct number of torpedoes has me wondering if early war commanders knew just how likely their torps were to be duds and as a result fired more than needed just to be safe, or did they not really know the extent of the issue and often find themselves running to hide after firing 1-2 duds?
Ahoy, AviatorMan... :Kaleun_Cheers:
Given the nature of supply/resupply... going in, early on... I believe the reasoning behind the governing of torp use was based on the time it would take for a supply to be sent abroad, added to that, of not knowing just how the area to deliver them was going to be in who's hands.. ours or theirs.
Not at the time, the fact that a lot of them were duds. Live fire training I don't think, was really in effect back then... then you add in the following:
''In the inter-war years, financial stringency caused nearly all navies to skimp on testing their torpedoes. Only the Japanese had fully tested torpedoes (in particular the Type 93).''
So, penny pinching bean counters, were the ones to blame for shoddy torpedo's that the boys serving on fleet boats had to thank for the issues with their torp's... yet, they took the brunt of the blame for their failures.
Sadly, no bean counters heads rolled for that snafu... :timeout: which their heads should have been rolling , leaving their shoulders lonesome... :k_confused: :Kaleun_Mad:
But.. I digress..
so, logistics would be the reasoning behind the orders to be stingy on the use of torp's... at the start, not the foreknowledge of the travails & troubles with them.
M. M.
:Kaleun_Salute:
AviatorMan
06-27-21, 06:34 AM
I've run into an issue where many of the Japanese ships are completely black as if they are missing textures. I'm currently using FOTRS 1.46 + Nippon Maru 1.2.1, which as supposedly compatible, but it seems like the issue might be between these two mods as its the Japanese ships that are affected. I've tried uninstalling all the mods and reinstalling them as well as deleting my saves and doing the same again, but to no luck. To that end, has anyone seen this before and if so, how can I fix it?
Thanks
PS: Here is my current mod list in case anyone can see any additional issues and/or other causes for this issue
100_FalloftheRisingSun_Ultimate_v1.46_EN
Nippon_Maru_v1.2.1
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN
EAX_SoundSim_FOTRSU_1.46
Speech_Overhaul
New Sounds for Fleetboat_Interior-Officer Quarters mod
Enhanced Sounds for SH4
Carotio_IntercontinentalRadioPack
452_MoonlightzSonarLines
454_EasyAOB_FotRSU
901_Strategic_Map_Symbols
FOTRSU_1.46_SUB_SKINS_IN_4k
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
^^ torpd tex fix for FotRSU
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
Periscope wake splash for FOTRSU
Aircraft_reflections
TMONewDepthChargesType2
EDIT: So after closer inspection, its not actually "many" ships, but specifically the Heiyo Maru troop transport and I was just seeing multiple instances of it and had difficulty identifying them without textures. Not sure if this is something to bring up here or on the Nippon Maru thread, or even somewhere else entirely.
EDIT2: Another thing to note is that this only seems to occur while out on campaign as the ship looks just fine in the museum (I don't know about one-off missions as I've not found the ship in one yet).
Mad Mardigan
06-27-21, 10:18 AM
I've run into an issue where many of the Japanese ships are completely black as if they are missing textures. I'm currently using FOTRS 1.46 + Nippon Maru 1.2.1, which as supposedly compatible, but it seems like the issue might be between these two mods as its the Japanese ships that are affected. I've tried uninstalling all the mods and reinstalling them as well as deleting my saves and doing the same again, but to no luck. To that end, has anyone seen this before and if so, how can I fix it?
Thanks
PS: Here is my current mod list in case anyone can see any additional issues and/or other causes for this issue
100_FalloftheRisingSun_Ultimate_v1.46_EN
Nippon_Maru_v1.2.1
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN
EAX_SoundSim_FOTRSU_1.46
Speech_Overhaul
New Sounds for Fleetboat_Interior-Officer Quarters mod
Enhanced Sounds for SH4
Carotio_IntercontinentalRadioPack
452_MoonlightzSonarLines
454_EasyAOB_FotRSU
901_Strategic_Map_Symbols
FOTRSU_1.46_SUB_SKINS_IN_4k
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
^^ torpd tex fix for FotRSU
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
Periscope wake splash for FOTRSU
Aircraft_reflections
TMONewDepthChargesType2
EDIT: So after closer inspection, its not actually "many" ships, but specifically the Heiyo Maru troop transport and I was just seeing multiple instances of it and had difficulty identifying them without textures. Not sure if this is something to bring up here or on the Nippon Maru thread, or even somewhere else entirely.
EDIT2: Another thing to note is that this only seems to occur while out on campaign as the ship looks just fine in the museum (I don't know about one-off missions as I've not found the ship in one yet).
Ahoy, AviatorMan... :Kaleun_Cheers:
it may be with the exact order that you have them installed.
I am using those same mods in on a SH4 copy I have set up, & based on info, aka advice... from propbeanie, I dumped My game save folder, after deactivating them & reordered the mods on that advice & have not had any issues thus far.
Their advice... ''put all special effects mods last, with the sounds first, then the graphics.''
Based on that, I sent you a pm here with the mod list as it now stands, based on that advice.
Hope this & the info in that pm, helps... :shucks: :yep:
M. M.
:Kaleun_Salute:
Kal_Maximus_U669
06-27-21, 04:38 PM
Hey Mardigan:haha::Kaleun_Salute:
this is my list no problem in instant:Ouais:
:Kaleun_Wink:
[MODS]:ahoy:
100_FalloftheRisingSun_Ultimate_v1.46_EN=1
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN=2
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter=3
Nippon_Maru_v1.2.1=4
452_MoonlightzSonarLines=5
801_UMark Invisible=6
901_Strategic_Map_Symbols=7
New Sounds for Fleetboat_Interior-Officer Quarters mod=8
DrJester's Environment Overhaul=9
EAX_SoundSim_FOTRSU_1.46=10
SH4_original_4k_light_gray_less_rust=11
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU=12
Enhanced Sounds for SH4=13
Z01_Flaminus Add-on for FotRSU 1.46=14
Speech_Overhaul=15
Torpedo's No Red Gauges=16
Periscope Wake Splash for FOTRSU 1.46=17
GATO REDFIN SS 272=18
http://image.noelshack.com/fichiers/2021/25/7/1624829846-sh4img-2021-06-27-23-29-24-604.png
amicalement KM_U669 :Kaleun_Cheers:
I am starting with a fresh reload. I have a v-1.3 version. Where do I find the V-1.5 with the U-Boats?
AviatorMan
06-27-21, 04:52 PM
Ahoy, AviatorMan... :Kaleun_Cheers:
it may be with the exact order that you have them installed.
I am using those same mods in on a SH4 copy I have set up, & based on info, aka advice... from propbeanie, I dumped My game save folder, after deactivating them & reordered the mods on that advice & have not had any issues thus far.
Their advice... ''put all special effects mods last, with the sounds first, then the graphics.''
Based on that, I sent you a pm here with the mod list as it now stands, based on that advice.
Hope this & the info in that pm, helps... :shucks: :yep:
M. M.
:Kaleun_Salute:
As I mentioned in a DM response to you, I'm using almost exactly the same load order that you've linked to me in a private message and none of the differences have files which affect this ship as far as I can tell so I don't think they would lead to just one ship being without textures and only while out in the game world. I could be wrong however, but it just seems like an oddly specific bug to attribute to something like load order when I'm using the load order you've already got working...
EDIT: I've tried swapping Fleet Boat interiors with Nippon Maru so that there is nothing that overwrites Nippon Maru and then restarted a new career (deleting whats in the saves folder) and beelining to that same convoy with no change... the Heiyo Marus are all still black without textures.
KaleunMarco
06-27-21, 04:53 PM
I am starting with a fresh reload. I have a v-1.3 version. Where do I find the V-1.5 with the U-Boats?
welcome aboard. :subsim:
go here, first: http://www.amazon.com/?tag=cyberknight
then find it on Amazon.
if it is no longer there, go to Steam.
Be careful and be sure you purchase 1.5 with Uboats (aka Gold Edition)
good luck!
propbeanie
06-27-21, 06:04 PM
...
Ubisoft US Store (https://store.ubi.com/us/game/?lang=en_US&pid=56c4948988a7e300458b47fa&dwvar_56c4948988a7e300458b47fa_Platform=pcdl&edition=DLC&source=detail)
Kal_Maximus_U669
06-27-21, 06:36 PM
Pro shop ..:hmmm::timeout::arrgh!:
http://image.noelshack.com/fichiers/2021/26/1/1624836957-utorrent.png
:haha::har::har::har::har: forgive me I couldn't resist
Bubblehead1980
06-27-21, 09:46 PM
I've not yet found anything to shoot at yet, but the constant reminders to only use the correct number of torpedoes has me wondering if early war commanders knew just how likely their torps were to be duds and as a result fired more than needed just to be safe, or did they not really know the extent of the issue and often find themselves running to hide after firing 1-2 duds?
Oh man, where to begin on this one lol .
Well, the skippers of the early patrols had no idea about the duds, prematures , deep, and circle runners until after Dec 7 and boats went into action. Obviously Asiatic Fleet submarines experienced them first as saw combat first. Naturally they were out of touch with one another and even first few attacks were not sure but when it kept happening, they were aware. If I recall, the CO of the Sargo in Dec 1941 sent a message to command regarding the torpedo issue. Felt issue was serious enough to break radio silence.
Having said that, they were trained in torpedo discipline, to fire one or two torpedo for most targets because torpedoes were costly, a limited number could be carried, and the top secret magnetic detonator was designed so could in theory bring down pretty much any ship with one or two torpedoes. Reading early patrol reports, if I recall most were firing just one or two per target initially. Some boats it was necessary. Take a porpoise for example, fire four torpedoes in one attack, that is quarter of torpedoes on board.
Some of the old hands were removed for not producing in spite of obviously the torpedoes were to blame in many cases, some adjusted to firing a full spread, figuring well if fire say four torpedoes, one of them is bound to work properly.
Although the torpedo issues were eventually solved, the two years of toiling along with them was ingrained in the submarine force by then and many skippers developed a penchant for firing several at each target. I recall O Kane mentioning in "CLEAR THE BRIDGE" someone questioning his firing of four torpedoes at a target when two would do the job, and his reasoning was to make sure the ship was finished. Several others were known for firing a "nest full." Of course, it depended on circumstances but the pre war torpedo conservation attitude was pretty much out after late 1942.
Far as how this applies in SH 4.
Really depends on the situation. and variety of factors....What type of target is it? Would you fire four torpedoes at a 1500 ton freighter? No. Tanker? Yes. Tankers a priority vessels. Those that are loaded with fuel will blow up nice after one solid hit usually but never know so I always fire 2-3 at a tanker.
How confident are you in your firing solution? A target have tracked for a while, have a solid speed etc and range is not bad, ma not need the extra fish but something not as confident in, always a good idea to spread them out.
Another factor in the sim if the torpedoes. Are you using Mark 14, 23, or the 18? The 18 has smaller warhead than the 14 and 23. The Mark 16 has a large warhead...one torpedo impacted the side will take out most ships, but usually fire two to make sure. Of course, the MK 16 has very limited use since its a end of the war item.
Torpedoes are also kind of underpowered in the sim. I had to adjust them in TMO , took a lot of testing to get the realistic results, dont want them too powerful but not underpowered. Also, they improved during the war In late 1942 and early 1943 torpedo warheads were switched to torpex explosive, which was much more powerful. This was not modeled in the sim but I have done so in TMO, there is a noticeable different in the effectiveness of a MK14 in 1942 and 1943-onwards.
So I would say consider all factors and act accordingly, really depends on your situation etc. but is a good idea to use a few torpedoes per target as needed so can stay out a while and have chance to sink more vessels, see more things in the sim.
propbeanie
06-27-21, 10:51 PM
As I mentioned in a DM response to you, I'm using almost exactly the same load order that you've linked to me in a private message and none of the differences have files which affect this ship as far as I can tell so I don't think they would lead to just one ship being without textures and only while out in the game world. I could be wrong however, but it just seems like an oddly specific bug to attribute to something like load order when I'm using the load order you've already got working...
EDIT: I've tried swapping Fleet Boat interiors with Nippon Maru so that there is nothing that overwrites Nippon Maru and then restarted a new career (deleting whats in the saves folder) and beelining to that same convoy with no change... the Heiyo Marus are all still black without textures.
Nippon Maru should be first after FotRSU. The Interiors mod should be one of the last ones you put in, with only other vickers03 mods that pertain to it, and / or flaminus's mod for dressing things up further. Near as I can tell though, from several hours of testing the Heiyo Maru ship and others around it, is that in all the tests, of which I have done roughly a dozen, 1941, 42, 43, 44 & 45, and never saw a hint of trouble. I saw early war plain color skins, early war simple razzle dazzle, mid war complex razzle dazzle and later versions - all of which deserve a shout-out to the magnificent max-peck who did all of the Razzle Dazzle for us, btw. Anyway, the ships sink fine also, no issues in that regard either. I do not recognize about a third of what you or MM or KM_U669 have in your mods lists, and I know we haven't tested at least half of what you guys have. My recommendation is to remove mods until you find the trouble, which can take some time... I have a SingleMission made up if you guys want to use that, since the SingleMissions do load the full campaign, and can function as a testing ground... Other than that, make certain your Windows video stream matches ie: the monitor's "Native" resolution, which Windows calls "(recommended)" is used for the Windows setting, and then try to match that in SH4, unless you have a super-high resolution monitor, like 4k or greater, and then you might want to use 1920x1080. Then make certain that you have set the SH4.exe Windows Properties.
https://i.imgur.com/bP46VIS.jpg
Again, this will take experimentation to get the least intrusive set of settings that allow the game to function. You also have to be certain that you do not have background processes interfering, and that either LAA or another 4Gig patch is properly set on the SH4.exe file. The easiest way to check that is to open the program again and look at SH4.exe for its settings. You also have to have emptied the Save folder after activating major - and sometimes minor - mods, so that the game properly pulls the correct information into the game for use.
...
Ubisoft US Store (https://store.ubi.com/us/game/?lang=en_US&pid=56c4948988a7e300458b47fa&dwvar_56c4948988a7e300458b47fa_Platform=pcdl&edition=DLC&source=detail)
Pro shop ..:hmmm::timeout::arrgh!:
http://image.noelshack.com/fichiers/2021/26/1/1624836957-utorrent.png
:haha::har::har::har::har: forgive me I couldn't resist
:O: - :har: - but for $2.50 US currency, you cannot argue with the savings! :yeah: - though one does have to be careful with the 'new' DRM schemes they keep coming up with... :roll: - btw, that corporate logo almost looks like "microfarad"... lol
AviatorMan
06-28-21, 01:43 AM
Oh man, where to begin on this one lol...
Snip
This is a good read, thanks for the detailed reply!
Nippon Maru should be first after FotRSU...
Snip
So I'm getting this behavior with only FOTRS and NM and no other mods. I've tried setting up the windows app settings as you've pictured, but the game refuses to launch when I set it to run as administrator and the other settings don't seem to have any effect on this specific issue. I'm going to try redownloading both mods in the hopes that its just a corrupted texture file causing this.
On a side note however, are those Razzle Dazzle camos already included in FOTRS / NM, or are they a separate download? The fact that the basic texture seems fine in the museum but then when I'm finding them out in the world they are black seems somewhat indicative of the game calling a texture that doesn't exist and maybe I'm missing a set of textures here...
EDIT: And I did double check that I had LAA set correctly
Ihatethis
06-28-21, 02:00 AM
but for $2.50 US currency, you cannot argue with the savings!
Giving money to the company who killed the series is pretty morally wrong. By buying SH, poor souls just sponsoring production of Far Cry 10 and Assassin's Creed 25. For subsim fan it's same as committing war crimes. :Kaleun_Cheers:
Kal_Maximus_U669
06-28-21, 04:50 AM
This is a good read, thanks for the detailed reply!
Giving money to the company who killed the series is pretty morally wrong. By buying SH, poor souls just sponsoring production of Far Cry 10 and Assassin's Creed 25. For subsim fan it's same as committing war crimes. :Kaleun_Cheers:
EDIT: And I did double check that I had LAA set correctly
Ihatethis:up:
"Giving money to the company that killed the show is quite morally wrong"
yes I understand you but any work has copyright otherwise it kills the work .. yes for what you say then ... we have been on the street with them for a long time ... where is this time or who has made take off the company Ubi thanks to the player pc ... now our market is not profitable !!! for them we are too demanding here !!! par like these consolers:Kaleun_Mad: .. mass production is more beneficial besides I thought I understood that the gameplay had to evolve but for the moment it is episodic recycling ... good "AviatorMan" I hope that you will not give up so quickly! ! to enjoy this game you have to know how to accept defeat .. what do you want "all work deserves salary ..." but you have tremendous support here to start here "propbeanie" (logo tinker in haste yesterday for the occasion) " Bubblehead1980 "" KaleunMarco "" Mad Mardigan ":Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:
you cannot afford to fail.
je :Kaleun_Salute: tous les veterants ici... qui travaille d arrache pieds:sunny::agree:
.. Amicalement KM_U669 :subsim:
AviatorMan
06-28-21, 08:23 AM
Ihatethis:up:
"Giving money to the company that killed the show is quite morally wrong"
yes I understand you but any work has copyright otherwise it kills the work .. yes for what you say then ... we have been on the street with them for a long time ... where is this time or who has made take off the company Ubi thanks to the player pc ... now our market is not profitable !!! for them we are too demanding here !!! par like these consolers:Kaleun_Mad: .. mass production is more beneficial besides I thought I understood that the gameplay had to evolve but for the moment it is episodic recycling ... good "AviatorMan" I hope that you will not give up so quickly! ! to enjoy this game you have to know how to accept defeat .. what do you want "all work deserves salary ..." but you have tremendous support here to start here "propbeanie" (logo tinker in haste yesterday for the occasion) " Bubblehead1980 "" KaleunMarco "" Mad Mardigan ":Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:
you cannot afford to fail.
je :Kaleun_Salute: tous les veterants ici... qui travaille d arrache pieds:sunny::agree:
.. Amicalement KM_U669 :subsim:
I think you replied to the wrong message... I never said anything about buying the game being wrong, nor about giving up, just what my next step in trying to resolve the black ship problem would be.
Kal_Maximus_U669
06-28-21, 09:30 AM
I think you replied to the wrong message... I never said anything about buying the game being wrong, nor about giving up, just what my next step in trying to resolve the black ship problem would be.
no I should have .. quite simply integrated two folds of yours ... it's that of Ihatethis (just corrected):yep: which I can be stupid anyway :har::har:... but that said you misunderstood anyway ..! ! you are the one asking for help with graphics problems ...
https://www.subsim.com/radioroom/showpost.php?p=2754969&postcount=27 remember:ping: ...
could you understand this graphical problem:ping:? ... are you using nvidiaInspector:doh:?
KM_U669 :Kaleun_Salute:
AviatorMan
06-28-21, 05:42 PM
no I should have .. quite simply integrated two folds of yours ... it's that of Ihatethis (just corrected):yep: which I can be stupid anyway :har::har:... but that said you misunderstood anyway ..! ! you are the one asking for help with graphics problems ...
https://www.subsim.com/radioroom/showpost.php?p=2754969&postcount=27 remember:ping: ...
could you understand this graphical problem:ping:? ... are you using nvidiaInspector:doh:?
KM_U669 :Kaleun_Salute:
Just a point for future reference, if you click the little button a the bottom right of a post that has a " and a + on it, it will allow you to quote multiple messages with each having its own properly formatted quote box including the name of the person you're quoting. Just click it on each message you want to reply to and then click the "post reply" button and you should have each already quoted and read to be responded to in the reply box. That should help to alleviate the confusion in the future.
AviatorMan
06-28-21, 06:01 PM
So I've narrowed my issue to belonging only to Nippon Maru as uninstalling that fixed the issue. I'll give it a little more effort, but since NM is basically just a renaming mod as far as I can tell, I'm just leaning toward not using it.
Bubblehead1980
06-28-21, 06:10 PM
So I've narrowed my issue to belonging only to Nippon Maru as uninstalling that fixed the issue. I'll give it a little more effort, but since NM is basically just a renaming mod as far as I can tell, I'm just leaning toward not using it.
The issue I believe, is NM clones ships. When I clone certain vessels in TMO, i get the black vessels as well. Texture does not display properly, not on all but some .
AviatorMan
06-28-21, 06:30 PM
The issue I believe, is NM clones ships. When I clone certain vessels in TMO, i get the black vessels as well. Texture does not display properly, not on all but some .
That sounds exactly like what I'm seeing, most ships are fine, but this specific one is not. Were you ever able to find a fix for this?
propbeanie
06-28-21, 08:19 PM
So I've narrowed my issue to belonging only to Nippon Maru as uninstalling that fixed the issue. I'll give it a little more effort, but since NM is basically just a renaming mod as far as I can tell, I'm just leaning toward not using it.
That sounds exactly like what I'm seeing, most ships are fine, but this specific one is not. Were you ever able to find a fix for this?
We'll try one more time... What date is it when you do not see a skin on the Heiyo Maru? There are 10 texture files listed for the ship. I did at least a dozen runs through several missions yesterday and a similar number the day before. All I saw were examples like this:
https://i.imgur.com/WGWWjFd.jpg
and
https://i.imgur.com/Rel1oi9.jpg
The first pik is December 1941, and there are two other Heiyo Marus out of the picture to the left, with "blue" hulls. I have several different shots there. I have video. I have pictures from June and December 1942. I have pictures from June and December 1943. I have pictures from June and December 1944 (the Razzle Dazzle above) and I have pictures from June 1945, all with various Razzle Dazzle schemes in various colors. I never did see the ship without a skin. I looked at them from a distance, as in the first shot and close, as in the 2nd. I shot torpedoes at them. I shot the deck gun at them. No hint of issue. This is NOT to say there might not be something wrong with the ship, but to say "there is something wrong with this ship" and then not tell us any more about it does not help. We need to know where you were and what date it was at a minimum. If you have a picture, even better. Next, my mod list for the above:
Generic Mod Enabler - v2.6.0.157
[C:\Games\NewFotRSUv14\MODS]
100_FalloftheRisingSun_Ultimate_v1.46_EN
Nippon_Maru_v1.2.1
452_MoonlightzSonarLines
399c_NoScrollNavMap - Same Sized Dials
801_UMark Smaller
901_Strategic_Map_Symbols
CAG_Test
"CAG Test" is a set of test missions for an upcoming FotRSU release, and is just submarine related, nothing in the Sea nor Roster folders. You have four "sound" files at least, plus the radio mod. Make certain that is all that they do. You also have 3 mods at least that were not written for the FotRSU v1.x mods. Probably none of those are an issue, but... do you know that? Have you run just FotRSU and Nippon Maru? The Heiyo Maru points at the NPL_Hap, so if there is a trouble with the Heiyo Maru, there might also be issues seen on the Troopship Modern Class of other navies - depending upon which skin they use and the date. So if you can at least get us a date and location to trouble-shoot in more detail...
Pnzrldr
06-28-21, 08:47 PM
Can anyone tell me - precisely - how to install SH4 from Steam, clean install, and then install this mod? I can't even get SH4 to run from Steam, clean. I get to the title move, click or space and get black screen. Reso issue? 3440 x 1440? Only one hard drive, so can't aim Steam at a non- Program Files location, so how do I just 'move' the game? Is there a link to a step-by-step? Didn't there used to be a .pdf somewhere? I just can't hit restart again. Its killing me.
AviatorMan
06-28-21, 09:34 PM
We'll try one more time... Snip
To begin with, this is the first anyone's asked me for more than some of the game settings and I'm happy to provide as much as you need to help sort this out.
Anyway, here's the where / where:
https://i.imgur.com/uJwkHHH.jpg
As of this time, this is the only convoy I know off of the top of my head when and where to intercept, but as you can see, this in just north of Saigon on the coast of Indochina on Dec 13th.
Here is what the ships look like:
https://i.imgur.com/wHQkS0v.jpg
And as you can see here, all 4 of the Heiyo Marus in this convoy have the same issue:
https://i.imgur.com/GjAT6s4.jpg
Finally this is with only FOTRSU 1.46 and Nippon Maru installed:
Generic Mod Enabler - v2.6.0.157
[D:\Ubisoft\Silent Hunter 4 Gold Edition\MODS]
100_FalloftheRisingSun_Ultimate_v1.46_EN
Nippon_Maru_v1.2.1
I've removed all other mods for this process (and had already done so prior to this if you look at my previous post), so while yes, in my previous list I'd shown quite a few other mods, the pictures above were taken with only the two listed mods here. Additionally, I uninstalled them and deleted the contents of my saves folder prior to reinstalling them and starting a new career to intercept this convoy.
Anyway, if you need anything else from me to help sort this out (i.e. save files, other computer specs, etc) please let me know.
EDIT: And just to be clear, I do not get this behavior with only FOTRS installed. It only appears after adding NM.
EDIT2: Some potentially relevant information...
This is the system / settings I'm using:
-Windows 10 Pro
-I7-4770K
-32GB RAM
-GTX 2080S
-Game installed on an SSD
-SH4 version 1.5
-All graphical settings maxed
And finally, I was exploring the files in Nippon Maru for the Heiyo Maru and the config in the roster for it refers to TGA files instead of DDS files while all of the texture files I could find in the NP_HAP folder were DDS. I don't know if this is an issue at all as some games don't really care what the extension is as long as the name is right and the format is one the engine recognizes, but I thought I'd mention it just in case its relevant.
EDIT3: Final note... the images above were taken at extreme sonar range, but I did allow the the convoy to literally run me over (I was parked exactly in front of the easter column of the convoy) and sink me and the textures never resolved into anything other than what you see above.
Kal_Maximus_U669
06-29-21, 07:56 AM
Hello to you I have just followed the evolution of your file ... for my part I would lean more for a graphic adjustment ... do you have the HD enabled in the game? or other options it looks a lot like a graphical texture filtering problem I already had this type of problem a long time ago on another config !!! moreover the mod to play at the time was "Ral mods soup" by Ralf Blienter .. moreover to avoid using other mods not "FOTRS" probeanie the precise in these explanations of installation .. but it is still strange I have not these problems there ..! your config is very good .. so it should work !! I give my list again I do not know any problem for the moment elsewhere I will post screens of the boats soon.
it depends on the construction of the mod.:hmmm:
I don't see the point of checking the CR files; data Val Zon or other config .. TGA with photoshop .. with S3D moreover, be extremely careful with the values of these files if you modify them !!! the problem is not here:/\\!!:/\\!! !!!
do not complicate life, this is already difficult:timeout::yep: ...
My
[MODS]
100_FalloftheRisingSun_Ultimate_v1.46_EN=1
Nippon_Maru_v1.2.1=2
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN=3
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter=4
New Sounds for Fleetboat_Interior-Officer Quarters mod=5
Z01_Flaminus Add-on for FotRSU 1.46=6
Torpedo's No Red Gauges=7
452_MoonlightzSonarLines=8
901_Strategic_Map_Symbols=9
DrJester's Environment Overhaul=10
EAX_SoundSim_FOTRSU_1.46=11
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU=12
Periscope Wake Splash for FOTRSU 1.46=13
Enhanced Sounds for SH4=14
801_UMark Invisible=15
Speech_Overhaul=16
SH4_original_4k_light_gray_less_rust=17
HI RES RED FIN BALAO=18
Kal_Maximus_U669
06-29-21, 08:39 AM
Hello to you I have just followed the evolution of your file ... for my part I would lean more for a graphic adjustment ... do you have the HD enabled in the game? or other options it looks a lot like a graphical texture filtering problem I already had this type of problem a long time ago on another config !!! moreover the mod to play at the time was "Ral mods soup" by Ralf Blienter .. moreover to avoid using other mods not "FOTRS" probeanie the precise in these explanations of installation .. but it is still strange I have not these problems there ..! your config is very good .. so it should work !! I give my list again I do not know any problem for the moment elsewhere I will post screens of the boats soon.
it depends on the construction of the mod.:hmmm:
I don't see the point of checking the CR files; data Val Zon or other config .. TGA with photoshop .. with S3D moreover, be extremely careful with the values of these files if you modify them !!! the problem is not here:/\\!!:/\\!! !!!
do not complicate life, this is already difficult:timeout::yep: ...
My
[MODS]
100_FalloftheRisingSun_Ultimate_v1.46_EN=1
Nippon_Maru_v1.2.1=2
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN=3
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter=4
New Sounds for Fleetboat_Interior-Officer Quarters mod=5
Z01_Flaminus Add-on for FotRSU 1.46=6
Torpedo's No Red Gauges=7
452_MoonlightzSonarLines=8
901_Strategic_Map_Symbols=9
DrJester's Environment Overhaul=10
EAX_SoundSim_FOTRSU_1.46=11
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU=12
Periscope Wake Splash for FOTRSU 1.46=13
Enhanced Sounds for SH4=14
801_UMark Invisible=15
Speech_Overhaul=16
SH4_original_4k_light_gray_less_rust=17
HI RES RED FIN BALAO=18
http://image.noelshack.com/fichiers/2021/26/2/1624973538-00.png
http://image.noelshack.com/fichiers/2021/26/2/1624973549-01.png
http://image.noelshack.com/fichiers/2021/26/2/1624973556-03.png
http://image.noelshack.com/fichiers/2021/26/2/1624973563-05.png
http://image.noelshack.com/fichiers/2021/26/2/1624973571-06.png
http://image.noelshack.com/fichiers/2021/26/2/1624973577-07.png
http://image.noelshack.com/fichiers/2021/26/2/1624973592-04.png
now I will try to find this "Heiyo Marius"
propbeanie
06-29-21, 08:41 AM
Can anyone tell me - precisely - how to install SH4 from Steam, clean install, and then install this mod? I can't even get SH4 to run from Steam, clean. I get to the title move, click or space and get black screen. Reso issue? 3440 x 1440? Only one hard drive, so can't aim Steam at a non- Program Files location, so how do I just 'move' the game? Is there a link to a step-by-step? Didn't there used to be a .pdf somewhere? I just can't hit restart again. Its killing me.
One of the "requirements" for modding SH4, and it applies to all mega-mods, and goodly portion of even the simple mods, is that the game cannot be in a "Program Files" folder, even if it is under the Steam folder there. Hopefully, you do not have a lot of Steam games, because with just the one hard drive, you cannot create additional Steam Library folders on your C: drive. What you will have to do is re-install Steam, and when you do that, put it in a folder other than Program Files. When I installed Steam on my computer here, I took the Install Path of "C:\Program Files (x86)\Steam..." and changed it to "C:\Games \Steam...", which then installs Silent Hunter below that. Steam will still use "Program Files (x86)" for most of its "Steam" app files, but the Library is now in "Games\Steam", and Windows will no longer interfere with modding attempts. For more, you can read the Steam Knowledge Base article "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)". Even with just one game though, it is still a painfully slow process.
That said though, the Stock Steam game not starting is telling you something also, in that your computer's "high" resolution display and Windows (again) are interfering with the "old" DirectX v9.0c game Silent Hunter. You will most likely still need to set the Properties on the SH4.exe file after you move the Steam Library. You do that by going into the game folder (ie: "C:\Games \Steam \SteamApps \common \Silent Hunter...") and right-click the "Sh4.exe" file, which will bring up a context menu. Choose "Properties" at the bottom of that list, and then click on the "Compatibility" tab at the top, which will take you to the "back" portion of the image:
https://i.imgur.com/bP46VIS.jpg
The little window popped-out in front of the "Properties" tab there is from clicking on the "Change high DPI settings" button on the Properties "Compatibility" page. You might have to use both the "Program DPI" and "High DPI scaling override" sections on that page, in addition to what is shown on the Properties page itself. You will have to experiment with those settings.
To begin with, this is the first anyone's asked me for more than some of the game settings and I'm happy to provide as much as you need to help sort this out.
Anyway, here's the where / where:
[pic]
As of this time, this is the only convoy I know off of the top of my head when and where to intercept, but as you can see, this in just north of Saigon on the coast of Indochina on Dec 13th.
Here is what the ships look like:
[pic]
And as you can see here, all 4 of the Heiyo Marus in this convoy have the same issue:
[pic]
Finally this is with only FOTRSU 1.46 and Nippon Maru installed...
I've removed all other mods for this process (and had already done so prior to this if you look at my previous post), so while yes, in my previous list I'd shown quite a few other mods, the pictures above were taken with only the two listed mods here. Additionally, I uninstalled them and deleted the contents of my saves folder prior to reinstalling them and starting a new career to intercept this convoy.
Anyway, if you need anything else from me to help sort this out (i.e. save files, other computer specs, etc) please let me know.
EDIT: And just to be clear, I do not get this behavior with only FOTRS installed. It only appears after adding NM.
EDIT2: Some potentially relevant information...
This is the system / settings I'm using:
-Windows 10 Pro
-I7-4770K
-32GB RAM
-GTX 2080S
-Game installed on an SSD
-SH4 version 1.5
-All graphical settings maxed
And finally, I was exploring the files in Nippon Maru for the Heiyo Maru and the config in the roster for it refers to TGA files instead of DDS files while all of the texture files I could find in the NP_HAP folder were DDS. I don't know if this is an issue at all as some games don't really care what the extension is as long as the name is right and the format is one the engine recognizes, but I thought I'd mention it just in case its relevant.
EDIT3: Final note... the images above were taken at extreme sonar range, but I did allow the the convoy to literally run me over (I was parked exactly in front of the easter column of the convoy) and sink me and the textures never resolved into anything other than what you see above.
Thank you for the additional information, and the pictures. That helps immensely. The file extensions do not matter, other than they do have to be either tga for SH3 and dds for SH4, but as you mention, the extension "names" are not actually necessary. After looking at a few more things, I'll do some specific testing this morning, and might be able to post something for you to try later today. :salute:
Kal_Maximus_U669
06-29-21, 09:44 AM
just went to the museum first, this is what we see there :yep::O:
http://image.noelshack.com/fichiers/2021/26/2/1624977421-sh4img-2021-06-29-16-32-42-797.png
http://image.noelshack.com/fichiers/2021/26/2/1624977425-sh4img-2021-06-29-16-33-11-730.png
now could you tell me campaign? or mission? but it seems to me that you are in the countryside, right?:hmmm:
Kal_Maximus_U669
06-29-21, 02:42 PM
Well, I decided to give you a boost:salute: so fresh install:har: .. we start here by adjusting our graphics card:yep: ... to do this we open our "Nvidia panel" see screens:Kaleun_Wink:
http://image.noelshack.com/fichiers/2021/26/2/1624992129-01.png
http://image.noelshack.com/fichiers/2021/26/2/1624992140-02.png
http://image.noelshack.com/fichiers/2021/26/2/1624992148-03.png
You may have additional options but I doubt it because your card is close to mine 1080 gtx...
now we install "nvidiaInspector":o
"https://www.guru3d.com/files-details/nvidia-inspector-download.html"
then we install our game example: (D: \ Sh4 \ Sh4FORTS):up:
We adjust our screen
http://image.noelshack.com/fichiers/2021/26/2/1624992988-001.png
http://image.noelshack.com/fichiers/2021/26/2/1624993019-002.png
I would not come back to the comments of probeanie or Mad Mardigan who we contribute to the efforts here:/\\!!:/\\!!:damn::agree: (see their posts on the subject which is very well developed:sunny::sunny::sunny:)
We install the FoRtS mods in our game .. neither will I come back to the explanations provided which "abounds" on the forum .. which only asks to be read .... eh ... is not it? ..:gulp:
once the said mods install we will in JSGME activate the main mod 100_FalloftheRisingSun_Ultimate_v1.46_EN Nothing else I insist :/\\chop...
Now we will create a profile on inspector see screen
http://image.noelshack.com/fichiers/2021/26/2/1624994718-01.png
here the profile is to create the red dashes indicates to you where are the particular parameters ... not to be taken lightly ...
http://image.noelshack.com/fichiers/2021/26/2/1624994953-02.png
http://image.noelshack.com/fichiers/2021/26/2/1624994957-03.png
once all these adjustments are made we adjust the graphic parameters in the game
http://image.noelshack.com/fichiers/2021/26/2/1624995352-sh4img-2021-06-29-21-33-22-435.png
Ditto here ... be careful with these parameters which are often the cause of problems ...
http://image.noelshack.com/fichiers/2021/26/2/1624995730-000000.png
are we finally installing my mod list if you want:new::Kaleun_Los::k_rofl::k_rofl:
I wish you good luck KM_U669
KaleunMarco
06-29-21, 03:01 PM
has anyone experienced this type of start with a Sargo?
Running 1.46 Preview with the Fix and Nippon Maru 1.2.1.
i would have pasted the JsGME config but SH4 is still in use on my other system.
Started a Sargo career out of Brisbane, Mid-1944.
before shoving off, we transferred to Manus Island.
also before shoving off, i noticed that we had only two stern torpedo tubes, which is different from the previous version of 1.46, but i figured someone did some research and made a change so i just went with it.
on the way to the patrol station, i inspected the stern torpedo room and to my surprise i found four tubes and two of them had German torpedoes. silver/gray engine with light blue warhead. no description given.
anyone else experience this phenomenon?
propbeanie
06-29-21, 03:59 PM
In relation to AviatorMan's report:
... Thank you for the additional information, and the pictures. That helps immensely. The file extensions do not matter, other than they do have to be either tga for SH3 and dds for SH4, but as you mention, the extension "names" are not actually necessary. After looking at a few more things, I'll do some specific testing this morning, and might be able to post something for you to try later today. :salute:
... there is the possibility of the Heiyo Maru slipping through the "date" net of the game, wherein the ship is "active" on the Roster 19390516, yet the game can and does grab the date of 19380101 for the ship configuration date (in spite of the mod start date of 19411207) - at least, that's what we are thinking is happening... Anyway, there are no skins dated that early, so for an attempted "fix", you all can try to put this on top of either v1.46 FotRSU and Nippon Maru, or the Preview and Nippon Maru:
HeiyoMaruQF.7z (https://drive.google.com/file/d/1Z1kw2rQIHR8xOQpTe4Ejs5dKfQ-DnAa_/view?usp=sharing)
It will not harm FotRSU by itself, other than there is a Roster file for a non-existent ship, which will throw errors - so Nippon Maru users only... I never did get what AviatorMan did, but there are also no ill effects from using that "QuickFix" above. Just make certain you put it on top of Nippon Maru. We will have a more extensive set of edits for s7rikeback for the next release of Nippon Maru. IF YOU HAVE TROUBLE WITH THIS, let propbeanie know, do NOT bother s7rikeback. He is busy with other tasks, and propbeanie is the person who did the "Quick Fix"... Let me know how it goes...
Now, Kal_Maximus_U669's tuning of the nVidia video card can really improve things in the game. If a person takes the time to adjust the settings, they can get pictures and in-game display like he has there...
has anyone experienced this type of start with a Sargo?
Running 1.46 Preview with the Fix and Nippon Maru 1.2.1.
i would have pasted the JsGME config but SH4 is still in use on my other system.
Started a Sargo career out of Brisbane, Mid-1944.
before shoving off, we transferred to Manus Island.
also before shoving off, i noticed that we had only two stern torpedo tubes, which is different from the previous version of 1.46, but i figured someone did some research and made a change so i just went with it.
on the way to the patrol station, i inspected the stern torpedo room and to my surprise i found four tubes and two of them had German torpedoes. silver/gray engine with light blue warhead. no description given.
anyone else experience this phenomenon?
I have not seen that, but I do not remember attempting a set of circumstances like you have, so I will head there next...
Mad Mardigan
06-29-21, 04:00 PM
has anyone experienced this type of start with a Sargo?
Running 1.46 Preview with the Fix and Nippon Maru 1.2.1.
i would have pasted the JsGME config but SH4 is still in use on my other system.
Started a Sargo career out of Brisbane, Mid-1944.
before shoving off, we transferred to Manus Island.
also before shoving off, i noticed that we had only two stern torpedo tubes, which is different from the previous version of 1.46, but i figured someone did some research and made a change so i just went with it.
on the way to the patrol station, i inspected the stern torpedo room and to my surprise i found four tubes and two of them had German torpedoes. silver/gray engine with light blue warhead. no description given.
anyone else experience this phenomenon?
KM... :Kaleun_Cheers:
As it goes.. I have the preview set up (with a few other bells & whistles than AviatorMan, but.. know that they are slated for use with FotRS) &... I am skippering a Sargo class boat (USS Sargo, to be more precise... :yep:)
I started off on the career I am in with it, a lot earlier on than you... & can't categorically say that I had any issues with being informed of only having 2 aft tubes. :hmmm:
I will on reload of the last save, take a gander at the torp info screen & see if there are any odd ball torps showing up in the stock pile or in the tubes on reload. Not that I am sure that any will indeed be there... on the basis of the different time starts for careers as there is with yours & Mine... but... I shall endeavor to check, none the less.
I may, even go so far.. as to set up a career run using the basic info set of what you are with, in terms of a career.. to see if I can replicate the end results you are now seeing. :yep:
I shall report back on what findings I can come up with, on either being able to replicate the end results... or failing to do so.. either way, I shall report back, a.s.a.p. :shucks:
M. M.
:Kaleun_Salute:
propbeanie
06-29-21, 04:28 PM
has anyone experienced this type of start with a Sargo?
Running 1.46 Preview with the Fix and Nippon Maru 1.2.1.
i would have pasted the JsGME config but SH4 is still in use on my other system.
Started a Sargo career out of Brisbane, Mid-1944.
before shoving off, we transferred to Manus Island.
also before shoving off, i noticed that we had only two stern torpedo tubes, which is different from the previous version of 1.46, but i figured someone did some research and made a change so i just went with it.
on the way to the patrol station, i inspected the stern torpedo room and to my surprise i found four tubes and two of them had German torpedoes. silver/gray engine with light blue warhead. no description given.
anyone else experience this phenomenon?
Apparently, this has been going on a while... I cannot find (yet) where the configuration went wrong... There is an issue with the Sargo AFTER the January 1944 start - which is the part I don't understand... Be back in a while - maybe... lol
Edit: I think I found it KM... In the NSS_Sargo.upc file, under "UserPlayerUnit 1.Compartment 1.WeaponSlot 1" (Torpedo 5) you will find a line "IDLinkWeaponIntervalDefault1= NULL, 1944-02-28, TorpedoTube21inUS, Mk14Torpedo" and the line below it is "IDLinkWeaponIntervalDefault1= 1944-03-01, NULL, TorpedoTube21inUS, Mk18Torpedo" change that second line to "IDLinkWeaponIntervalDefault2= 1944-03-01, NULL, TorpedoTube21inUS, Mk18Torpedo" and do the same thing for WeaponSlot 2, which is Torpedo 6... You will probably have to populate your Save data with that also. That is a "new" phenomenon... That will be in the final release.
Kal_Maximus_U669
06-29-21, 04:32 PM
Apparently, this has been going on a while... I cannot find (yet) where the configuration went wrong... There is an issue with the Sargo AFTER the January 1944 start - which is the part I don't understand... Be back in a while - maybe... lol
Hey beanie, I confirm what Kaleun Marco says:yep:, it's the same for me, strictly the same go to more :salute:
propbeanie
06-29-21, 04:44 PM
Hey beanie, I confirm what Kaleun Marco says:yep:, it's the same for me, strictly the same go to more :salute:
See the "Edit:" here:
Apparently, this has been going on a while... I cannot find (yet) where the configuration went wrong... There is an issue with the Sargo AFTER the January 1944 start - which is the part I don't understand... Be back in a while - maybe... lol
Edit: I think I found it KM... In the NSS_Sargo.upc file, under "UserPlayerUnit 1.Compartment 1.WeaponSlot 1" (Torpedo 5) you will find a line "IDLinkWeaponIntervalDefault1= NULL, 1944-02-28, TorpedoTube21inUS, Mk14Torpedo" and the line below it is "IDLinkWeaponIntervalDefault1= 1944-03-01, NULL, TorpedoTube21inUS, Mk18Torpedo" change that second line to "IDLinkWeaponIntervalDefault2= 1944-03-01, NULL, TorpedoTube21inUS, Mk18Torpedo" and do the same thing for WeaponSlot 2, which is Torpedo 6... You will probably have to populate your Save data with that also. That is a "new" phenomenon... That will be in the final release.
Mad Mardigan
06-29-21, 05:05 PM
Apparently, this has been going on a while... I cannot find (yet) where the configuration went wrong... There is an issue with the Sargo AFTER the January 1944 start - which is the part I don't understand... Be back in a while - maybe... lol
Edit: I think I found it KM... In the NSS_Sargo.upc file, under "UserPlayerUnit 1.Compartment 1.WeaponSlot 1" (Torpedo 5) you will find a line "IDLinkWeaponIntervalDefault1= NULL, 1944-02-28, TorpedoTube21inUS, Mk14Torpedo" and the line below it is "IDLinkWeaponIntervalDefault1= 1944-03-01, NULL, TorpedoTube21inUS, Mk18Torpedo" change that second line to "IDLinkWeaponIntervalDefault2= 1944-03-01, NULL, TorpedoTube21inUS, Mk18Torpedo" and do the same thing for WeaponSlot 2, which is Torpedo 6... You will probably have to populate your Save data with that also. That is a "new" phenomenon... That will be in the final release.
Ahoy, propbeanie... :Kaleun_Cheers:
reporting in..
Was able to set up as KM did (& apparently, you were in the interim.. :D :up:) & indeed was able to see the same end results...
BUT... you beat Me to the buzzer on it... though, all good. Glad you were able to find it, figure out what went haywire & what to do to correct that from happening. :shucks: :Kaleun_Cheers: :Kaleun_Wink:
M. M.
:Kaleun_Salute:
KaleunMarco
06-29-21, 05:24 PM
Apparently, this has been going on a while... I cannot find (yet) where the configuration went wrong... There is an issue with the Sargo AFTER the January 1944 start - which is the part I don't understand... Be back in a while - maybe... lol
Edit: I think I found it KM... In the NSS_Sargo.upc file, under "UserPlayerUnit 1.Compartment 1.WeaponSlot 1" (Torpedo 5) you will find a line "IDLinkWeaponIntervalDefault1= NULL, 1944-02-28, TorpedoTube21inUS, Mk14Torpedo" and the line below it is "IDLinkWeaponIntervalDefault1= 1944-03-01, NULL, TorpedoTube21inUS, Mk18Torpedo" change that second line to "IDLinkWeaponIntervalDefault2= 1944-03-01, NULL, TorpedoTube21inUS, Mk18Torpedo" and do the same thing for WeaponSlot 2, which is Torpedo 6... You will probably have to populate your Save data with that also. That is a "new" phenomenon... That will be in the final release.
THAT is excellent news!!!:Kaleun_Cheers:
we are back in port after a very successful patrol and i was about to post the screen shots of the before, during, and after torpedo room...... i think i will anyway.
this is the starting condition as well as the RTB condition
https://i.ibb.co/2kh1rrP/SH4-Img-2021-06-29-17-16-14-077.png
this is what i saw while we were out on patrol...after i had the two oddballs move out of Tubes 5 & 6.
https://i.ibb.co/173T3qB/SH4-Img-2021-06-29-16-06-45-507.png
and, lastly, this is what i saw when i performed a replenish just prior to docking and ending the mission.
https://i.ibb.co/rQGkX4P/SH4-Img-2021-06-29-17-14-18-978.png
Kal_Maximus_U669
06-29-21, 06:01 PM
I am going to bed .. because this will happen if I don't get enough sleep !! see you tomorrow the Lions
http://image.noelshack.com/fichiers/2021/26/3/1625006608-sh4img-2021-06-29-23-55-30-189.png
Depart Brisbane middle 1944 class Sargo
http://image.noelshack.com/fichiers/2021/26/3/1625007331-00.png
after reloading
http://image.noelshack.com/fichiers/2021/26/3/1625007424-01.png
at the start of the patrol after control 2 German torpedoes appeared in reserve slot 5 & 6 :ping:
http://image.noelshack.com/fichiers/2021/26/3/1625008449-sh4img-2021-06-30-01-12-29-218.png
:Kaleun_Salute:
KaleunMarco
06-29-21, 06:06 PM
Apparently, this has been going on a while... I cannot find (yet) where the configuration went wrong... There is an issue with the Sargo AFTER the January 1944 start - which is the part I don't understand... Be back in a while - maybe... lol
Edit: I think I found it KM... In the NSS_Sargo.upc file, under "UserPlayerUnit 1.Compartment 1.WeaponSlot 1" (Torpedo 5) you will find a line "IDLinkWeaponIntervalDefault1= NULL, 1944-02-28, TorpedoTube21inUS, Mk14Torpedo" and the line below it is "IDLinkWeaponIntervalDefault1= 1944-03-01, NULL, TorpedoTube21inUS, Mk18Torpedo" change that second line to "IDLinkWeaponIntervalDefault2= 1944-03-01, NULL, TorpedoTube21inUS, Mk18Torpedo" and do the same thing for WeaponSlot 2, which is Torpedo 6... You will probably have to populate your Save data with that also. That is a "new" phenomenon... That will be in the final release.
the fix works.
to fix the condition with the boat and not have restart the career, i had to edit the ActiveUserPlayerUnits.upc, Tubes 5 and 6 with the following, starting with the last line for Tube 5 and Tube 6 respectively:
IDLinkWeaponLoaded=TorpedoTube21inUS, Mk18Torpedo
[UserPlayerUnit 1.Compartment 1.WeaponSlot 1.Weapon]
ID=TorpedoTube21inUS
NameDisplayable=21" Torpedo Tube
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=TorpedoTube
AmmoTypesAccepted=Mk14Torpedo,Mk16Torpedo,Mk18Torp edo,Mk23Torpedo,Mk27Torpedo,Mk10TorpedoFleetBoat
AmmoTypeLoaded=Mk18TorpUS
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=0
ExternalLinkName3D=NULL
FunctionalType=WpTorpedoTube
Hitpoints=100.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.138991
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,5.89036
for Tube 6 change Weapon Slot 1 to Weapon Slot 2.
to be definitive, the "Weapon" paragraph needs to be added, it will not be present.
you can type it, or you can copy/paste the same Weapon Paragraph from Tube 7 and change the Weapon Slot Number.
thank you, PB!
Kal_Maximus_U669
06-29-21, 06:21 PM
the fix works.
to fix the condition with the boat and not have restart the career, i had to edit the ActiveUserPlayerUnits.upc, Tubes 5 and 6 with the following, starting with the last line for Tube 5 and Tube 6 respectively:
IDLinkWeaponLoaded=TorpedoTube21inUS, Mk18Torpedo
[UserPlayerUnit 1.Compartment 1.WeaponSlot 1.Weapon]
ID=TorpedoTube21inUS
NameDisplayable=21" Torpedo Tube
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=TorpedoTube
AmmoTypesAccepted=Mk14Torpedo,Mk16Torpedo,Mk18Torp edo,Mk23Torpedo,Mk27Torpedo,Mk10TorpedoFleetBoat
AmmoTypeLoaded=Mk18TorpUS
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=0
ExternalLinkName3D=NULL
FunctionalType=WpTorpedoTube
Hitpoints=100.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.138991
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,5.89036
for Tube 6 change Weapon Slot 1 to Weapon Slot 2.
to be definitive, the "Weapon" paragraph needs to be added, it will not be present.
you can type it, or you can copy/paste the same Weapon Paragraph from Tube 7 and change the Weapon Slot Number.
thank you, PB!
I try this tomorrow Kaleun Marco ... greetings KM U669
propbeanie
06-29-21, 06:32 PM
If you have already started a career with a Sargo, but are starting a new career, you can do that in just the NSS_Sargo.upc file, but you will have to populate the "bunker" on the submarine with "re-fills"...
Mad Mardigan
06-29-21, 08:33 PM
Ahoy, for those that look to want to d/l Nvidia Profile Inspector, the correct location web wise for it, can be found here:
https://nvidiaprofileinspector.com/download-nvidia-profile-inspector/
Just a heads up, in case any one was following the link in Kal Maximus' instructions for setting it up... that link opens up a .exe that is for confirming what settings you have with Nvida graphics + the ability to set overclocking, not the profile Inspector. itself... just wanted to give a shout out on that. :shucks:
Kal_Maximus_U669
06-30-21, 06:26 AM
Ahoy, for those that look to want to d/l Nvidia Profile Inspector, the correct location web wise for it, can be found here:
https://nvidiaprofileinspector.com/download-nvidia-profile-inspector/
Just a heads up, in case any one was following the link in Kal Maximus' instructions for setting it up... that link opens up a .exe that is for confirming what settings you have with Nvida graphics + the ability to set overclocking, not the profile Inspector. itself... just wanted to give a shout out on that. :shucks:
Hello everyone Team FoTrS
Mr. Mardigan:hmmm:
I opted for this link because this site is a mine of information now you would have rolled the page you would have seen thishttp://image.noelshack.com/fichiers/2021/26/3/1625051810-capture.png:O:
Now for the software update from the install you will be asked no ... in which case you can always do it manually no ...!:har:https://www.mediafire.com/file/eaqhckoplwntdi1/nvidiaProfileInspector.zip/file
good now I'm going to try the work of Kaleun Marco who seems very promising to me .. also follow the advice of Mr. P ... Beanie who tells us about specific handling in the gameplay ... well that's not all that Mr. Mardigan j I have a job :Kaleun_Salivating::k_rofl::k_rofl:
Kal_Maximus_U669
06-30-21, 07:30 AM
hey Kaleun Marco I just saw the file D: \ Sh4 \ Sh4_FOTRS \ Data \ UPCData \ UPCUnitsData
UnitParts6Sargo
I don't see the same things as you .. or maybe can't find ...:ping:
Kal_Maximus_U669
06-30-21, 07:37 AM
hey Kaleun Marco I just saw the file D: \ Sh4 \ Sh4_FOTRS \ Data \ UPCData \ UPCUnitsData
UnitParts6Sargo
I don't see the same things as you .. or maybe can't find ...:ping:
is this file in the backup? or in games:ping:
propbeanie
06-30-21, 07:50 AM
hey Kaleun Marco I just saw the file D: \ Sh4 \ Sh4_FOTRS \ Data \ UPCData \ UPCUnitsData
UnitParts6Sargo
I don't see the same things as you .. or maybe can't find ...:ping:
is this file in the backup? or in games:ping:
... Edit: I think I found it KM... In the NSS_Sargo.upc file, under "UserPlayerUnit 1.Compartment 1.WeaponSlot 1" (Torpedo 5) you will find a line "IDLinkWeaponIntervalDefault1= NULL, 1944-02-28, TorpedoTube21inUS, Mk14Torpedo" and the line below it is "IDLinkWeaponIntervalDefault1= 1944-03-01, NULL, TorpedoTube21inUS, Mk18Torpedo" change that second line to "IDLinkWeaponIntervalDefault2= 1944-03-01, NULL, TorpedoTube21inUS, Mk18Torpedo" and do the same thing for WeaponSlot 2, which is Torpedo 6... You will probably have to populate your Save data with that also. That is a "new" phenomenon... That will be in the final release.
... to fix the condition with the boat and not have restart the career, i had to edit the ActiveUserPlayerUnits.upc, Tubes 5 and 6 with the following, starting with the last line for Tube 5 and Tube 6 respectively:
IDLinkWeaponLoaded=TorpedoTube21inUS, Mk18Torpedo
[UserPlayerUnit 1.Compartment 1.WeaponSlot 1.Weapon]
ID=TorpedoTube21inUS
NameDisplayable=21" Torpedo Tube
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=TorpedoTube
AmmoTypesAccepted=Mk14Torpedo,Mk16Torpedo,Mk18Torp edo,Mk23Torpedo,Mk27Torpedo,Mk10TorpedoFleetBoat
AmmoTypeLoaded=Mk18TorpUS
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=0
ExternalLinkName3D=NULL
FunctionalType=WpTorpedoTube
Hitpoints=100.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.138991
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,5.89036
for Tube 6 change Weapon Slot 1 to Weapon Slot 2.
to be definitive, the "Weapon" paragraph needs to be added, it will not be present.
you can type it, or you can copy/paste the same Weapon Paragraph from Tube 7 and change the Weapon Slot Number....
So, if starting a new career, you need to edit the "Game \Data \Sumarines \NSS_Sargo \NSS_Sargo.upc" file. If you have a currently active career, then you'll need to edit the Save folder data, generally "C:\Users \UserName \Documents \SH4..." and down into the newest numbered "SaveGames" folder for "ActiveUserPlayerUnits.upc". Of course, you should be back in base in the Captain's Office to do that... A new career will have to populate the re-loads. I'm not certain what KaleunMarco found after his Save folder edits in that regard.
Kal_Maximus_U669
06-30-21, 07:52 AM
So, if starting a new career, you need to edit the "Game \Data \Sumarines \NSS_Sargo \NSS_Sargo.upc" file. If you have a currently active career, then you'll need to edit the Save folder data, generally "C:\Users \UserName \Documents \SH4..." and down into the newest numbered "SaveGames" folder. Of course, you should be back in base in the Captain's Office to do that... A new career will have to populate the re-loads. I'm not certain what KaleunMarco found after his Save folder edits in that regard.
Yes just understood at the same time of course that it is in the backup what con that I am
what do you want I do not yet have the amplitude of veterans like you ... I am learning ..:damn::damn::damn:
propbeanie
06-30-21, 07:57 AM
:yeah: - but for me, one hit on the brickwall is usually sufficient... :damn: :D - of course, my head is a pinch on the soft side... :roll:
KaleunMarco
06-30-21, 08:58 AM
Yes just understood at the same time of course that it is in the backup what con that I am
what do you want I do not yet have the amplitude of veterans like you ... I am learning ..:damn::damn::damn:
Kal,
Here is the decision tree:
if you do not have a Sargo career in progress, then just implement the change PB documented yesterday to the NSS_Sargo.upc in the Data\Submarine\NSS_Sargo folder. https://www.subsim.com/radioroom/showpost.php?p=2755297&postcount=3570
then start a new career.
if you have a Sargo career underway, you need to make the change above.... and then change the conditions of your current boat, with the ActiveUserPlayerUnits.upc file, which can be found in the Savefolder which PB published in his last, long reply (does PB ever have short replies?). https://www.subsim.com/radioroom/showpost.php?p=2755373&postcount=3583
:Kaleun_Applaud:
Kal_Maximus_U669
06-30-21, 09:32 AM
Kal,
Here is the decision tree:
if you do not have a Sargo career in progress, then just implement the change PB documented yesterday to the NSS_Sargo.upc in the Data\Submarine\NSS_Sargo folder. https://www.subsim.com/radioroom/showpost.php?p=2755297&postcount=3570
then start a new career.
if you have a Sargo career underway, you need to make the change above.... and then change the conditions of your current boat, with the ActiveUserPlayerUnits.upc file, which can be found in the Savefolder which PB published in his last, long reply (does PB ever have short replies?). https://www.subsim.com/radioroom/showpost.php?p=2755373&postcount=3583
:Kaleun_Applaud:
Yes Kaleun Marco thank you :up:.. I am on it as well as propbeanie:up: I see what to do:yep: .. I have started to set up .. I must be careful and do Backups because I do not want to break my installation:oops: .. I keep you posted but today is my birthday and I have obligations:har::har: ...
but I will give news as soon as possible I can really feel your work...:subsim::Kaleun_Salute:
KaleunMarco
06-30-21, 10:32 AM
Yes Kaleun Marco thank you :up:.. I am on it as well as propbeanie:up: I see what to do:yep: .. I have started to set up .. I must be careful and do Backups because I do not want to break my installation:oops: .. I keep you posted but today is my birthday and I have obligations:har::har: ...
but I will give news as soon as possible I can really feel your work...:subsim::Kaleun_Salute:
please do not hurry on my part....just wanted to explain what needs to be done so that you can understand it, because you seemed to be confused.
e Bon Anniversaire, Mon Ami.:Kaleun_Applaud:
Kal_Maximus_U669
07-01-21, 02:11 PM
please do not hurry on my part....just wanted to explain what needs to be done so that you can understand it, because you seemed to be confused.
e Bon Anniversaire, Mon Ami.:Kaleun_Applaud:
:Kaleun_Salut :
yes thank you. this birthday story distracted me:Kaleun_Party: ...
why tell me don't hurry ... have you already checked ... does it work ..
Have you noticed my screens and yours, we don't have the same number of slots already ...
for my part I start in Brisbane middle 1944 class Sargo
:ping:
TitanicThomas
07-01-21, 02:23 PM
Hey so dont know if there is something I could add to fix this or if I just have to push through it. But is there a way to turn off famous ships from respawning after they sink?
I had a run where I sank Akagi and kaga on their return form pearl harbor, sailed back to base and set out again, but not even that long later I ran into Akagi again, sailing as if I did not sink her. It threw me a bit off as I know only one Akagi exist... and I really did not understand it much but that might also be a case of me having a problem of not knowing modding much.
So I just come here to ask if there is something I did wrong or is there something I can add to fix this issue?
torpedobait
07-01-21, 09:39 PM
In May 1944 in Balao out of Manus Island Forward Base I was offered twin 40mm guns. However I did not get added crew slots for each of those. I did a little research here on the forum and found the correction entries to add an additional crewman for each gun on page 224, , but could not find the name of the FILE in which to make the changes!
1. Can someone give me a path and/or File Name where I can find the AA Gun crew slots?
2. Is this fix incorporated in the "fix" version that follows v1.46?
I'm assuming the added slots were not included in 1.46, as it doesn't work, at least for me.
Under the assumption that the crew slot changes were made in 1.46, I added the two 40mm guns, exited the game, and restarted it, but no added slots were shown.
Perhaps I missed something simple?
Thanks for your help.
scheffg89
07-02-21, 12:25 AM
My older desktop had issues with the mod (which is great btw) after a few hours like RTD. I got a new desktop which is much better and the mod is activated without issue, I get through all the screens normally until I hit proceed into the mission. Once I get on the boat the music is repeating and I have no functions or abilities. Side note, I downloaded the mod using Firefox and Microsoft edge, G Chrome would not allow me to download this mod, although it allows me to download other mods.
I am using steam, any ideas?
Aktungbby
07-02-21, 01:46 AM
scheffg89!:Kaleun_Salute:
propbeanie
07-02-21, 08:13 AM
Hey so dont know if there is something I could add to fix this or if I just have to push through it. But is there a way to turn off famous ships from respawning after they sink?
I had a run where I sank Akagi and kaga on their return form pearl harbor, sailed back to base and set out again, but not even that long later I ran into Akagi again, sailing as if I did not sink her. It threw me a bit off as I know only one Akagi exist... and I really did not understand it much but that might also be a case of me having a problem of not knowing modding much.
So I just come here to ask if there is something I did wrong or is there something I can add to fix this issue?
There is no issue to fix. That is the way the game is. What you did wrong was to expect the game to be a true simulation. To do as you desire, the ship involved would have to be removed by the user with an additional mod. Each ship would have to have a mod to remove it. In addition, the Roster would have to be updated, which would involve an on-the-fly assembly. Oodles of complexity. Then there are the campaign files, with many thousands of entries. This will not be implemented in FotRSU. You'll have to learn to deal with it if you play FotRSU.
In May 1944 in Balao out of Manus Island Forward Base I was offered twin 40mm guns. However I did not get added crew slots for each of those. I did a little research here on the forum and found the correction entries to add an additional crewman for each gun on page 224, , but could not find the name of the FILE in which to make the changes!
1. Can someone give me a path and/or File Name where I can find the AA Gun crew slots?
2. Is this fix incorporated in the "fix" version that follows v1.46?
I'm assuming the added slots were not included in 1.46, as it doesn't work, at least for me.
Under the assumption that the crew slot changes were made in 1.46, I added the two 40mm guns, exited the game, and restarted it, but no added slots were shown.
Perhaps I missed something simple?
Thanks for your help.
:hmmm: Nothing is simple with this... First of all, did you purchase the gun early for renown points? Under "normal" circumstances, they are not available until after 1st June 1944. Second, if you did purchase, had you previously moved the deck gun (which really should not be a factor, but I do still worry about that). Thirdly, the UnitParts3Balao.upc is the game file that holds the AA guns & crew positions in the Data / UPCData / UPCUnitsData folder, while once the game is running, will be in the Save folder, data / cfg / SaveGames / "NumberedFolder" / ActiveUserPlayerUnits.upc file, where "NumberedFolder" is the most recent folder - which you might have two of, with one for the Captain's Office and the other for either the arrival or departure, dependent upon where you were when you Saved. You want to look for "UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot " (there is a "1" and "2" position) and "Compartment 3", which would be your Aft and Fore AA gun positions. You may or may not find that "AdditionalRepository" phrase in your file(s). Look in that "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder for the deck gun example, which should be relatively similar.
My older desktop had issues with the mod (which is great btw) after a few hours like RTD. I got a new desktop which is much better and the mod is activated without issue, I get through all the screens normally until I hit proceed into the mission. Once I get on the boat the music is repeating and I have no functions or abilities. Side note, I downloaded the mod using Firefox and Microsoft edge, G Chrome would not allow me to download this mod, although it allows me to download other mods.
I am using steam, any ideas?
It all depends upon where you installed the game. If the mod is activated without issue, then the place to check would be your use of LAA - or the failure of same. Open the Large Address Aware.exe file in the game's root folder and navigate in it to your SH4.exe file and make certain it is indeed activated. If it is not, and you had already run LAA on the file, then check the Windows Properties for the file and clear the "Read-only" attribute and run LAA again on the SH4.exe file. Consult the pdf files in the Support folder for all manner of instruction, or the first page of the thread here, or on the Download page for the same. In a nutshell:
1. The base SH4 game must be version 1.5 with the Uboat Missions. If you do not have a choice for a German career, you have the wrong version.
2. The game canNOT be in a Windows program file, and this includes a Steam install that was made to the "C\:Program Files (x86) \Steam \SteamApps \common \Silent Hunter..." folder, since Windows will "kills" all attempts to mod. See Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)
3. LAA or some other applet that sets the header bits on the SH4.exe file to signify to the Windows OS that the SH4 app is capable of addressing more memory MUST be used.
4. You MUST empty the game Save folder prior to playing the modded game ("C:\Users \UserName \Documents \SH4")
5. The video stream should match from the display monitor's "Native" resolution to Windows "recommended" setting to the game's Options display settings for best video performance - you most likely will have to set some of the "Compatibility" settings on the SH4.exe Properties page also. See this in Silent Hunter 4 & Windows 10 (https://www.subsim.com/radioroom/showthread.php?p=2745558#post2745558)
If you have more troubles, post with more detail next time about your install.
KaleunMarco
07-02-21, 08:54 AM
In May 1944 in Balao out of Manus Island Forward Base I was offered twin 40mm guns. However I did not get added crew slots for each of those. I did a little research here on the forum and found the correction entries to add an additional crewman for each gun on page 224, , but could not find the name of the FILE in which to make the changes!
1. Can someone give me a path and/or File Name where I can find the AA Gun crew slots?
2. Is this fix incorporated in the "fix" version that follows v1.46?
I'm assuming the added slots were not included in 1.46, as it doesn't work, at least for me.
Under the assumption that the crew slot changes were made in 1.46, I added the two 40mm guns, exited the game, and restarted it, but no added slots were shown.
Perhaps I missed something simple?
Thanks for your help.
who can say what you missed. unlike some, we are not looking over your shoulder. {laugh here}
i suspect that you need to edit your current mission file.
go to your savefolder area (data\cfg\SaveGames"NumberedFolder" and sort the Numbered folders by date. drill down on the most recent and look for the file named ActiveUserPlayerUnits.upc.
select that file name. using your keyboard, do a Ctrl+c and then a Ctrl+v. this will make a copy of the file before you begin the changes.
use Notepad or a simple text editor to open the Activeuser file. browse through the file....touch nothing!!!! :03:
look for the crewmembers for the 40 mm. you should see the phrase "AdditionalRepository" delete just those characters. save and close. that should fix your issue.
if it doesn't then there is something more serious afoot.
Kal_Maximus_U669
07-02-21, 04:09 PM
Hey team Fotrs
yesterday I played RFB 2.0 to observe how to get Sargo ...
not being familiar with these mods .. having encountered problems on FoTrS .. so I was able to get Sargo nov 44
but the construction is different..that says the number of torpedo slots 4 rear tubes +4 torpedoes in reserve how do you manage to have 6 torpedoes in reserve ... (Kaleun Marco)
when did the Sargo class become available in reality? good you know this answer you gentleman .. me no n I am not familiar with American submarine warfare .. I am more Atlantic Uboat .. but I discover it is all so fascinating ..
KaleunMarco
07-02-21, 04:55 PM
Hey team Fotrs
yesterday I played RFB 2.0 to observe how to get Sargo ...
not being familiar with these mods .. having encountered problems on FoTrS .. so I was able to get Sargo nov 44
but the construction is different..that says the number of torpedo slots 4 rear tubes +4 torpedoes in reserve how do you manage to have 6 torpedoes in reserve ... (Kaleun Marco)
when did the Sargo class become available in reality? good you know this answer you gentleman .. me no n I am not familiar with American submarine warfare .. I am more Atlantic Uboat .. but I discover it is all so fascinating ..
Sargo Class Submarine (https://en.wikipedia.org/wiki/Sargo-class_submarine)
why do i have 6 torpedoes in reserve? because I Am Kaleun Marco.
https://www.youtube.com/watch?v=OYrxSQ_Y2Iw
:D:D:D
torpedobait
07-03-21, 07:42 AM
:hmmm: Nothing is simple with this... First of all, did you purchase the gun early for renown points? Under "normal" circumstances, they are not available until after 1st June 1944. Second, if you did purchase, had you previously moved the deck gun (which really should not be a factor, but I do still worry about that). Thirdly, the UnitParts3Balao.upc is the game file that holds the AA guns & crew positions in the Data / UPCData / UPCUnitsData folder, while once the game is running, will be in the Save folder, data / cfg / SaveGames / "NumberedFolder" / ActiveUserPlayerUnits.upc file, where "NumberedFolder" is the most recent folder - which you might have two of, with one for the Captain's Office and the other for either the arrival or departure, dependent upon where you were when you Saved. You want to look for "UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot " (there is a "1" and "2" position) and "Compartment 3", which would be your Aft and Fore AA gun positions. You may or may not find that "AdditionalRepository" phrase in your file(s). Look in that "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder for the deck gun example, which should be relatively similar.
1. No, did not purchase early for renown. It was offered at no cost on arrival to new Forward Base at Manus Island - Arrival date there was MAY 24, 1944.
2. I did not change the deck gun position this time or since encountering the crew missing problem back several versions ago. It wasn't worth the work, so I take it where the game places it.
3. Will the file changes to incorporate the additional gunners be added to a future version? If I have to go through the somewhat complex process to do it myself I'd rather wait for it to appear in a mod (bless you modders!) or just do without as I have so far.
4. Thanks for all you do for us! :salute:
torpedobait
07-03-21, 08:16 AM
i suspect that you need to edit your current mission file.
go to your savefolder area (data\cfg\SaveGames"NumberedFolder" and sort the Numbered folders by date. drill down on the most recent and look for the file named ActiveUserPlayerUnits.upc.
select that file name. using your keyboard, do a Ctrl+c and then a Ctrl+v. this will make a copy of the file before you begin the changes.
use Notepad or a simple text editor to open the Activeuser file. browse through the file....touch nothing!!!! :03:
look for the crewmembers for the 40 mm. you should see the phrase "AdditionalRepository" delete just those characters. save and close. that should fix your issue.
if it doesn't then there is something more serious afoot.
Ok, I went to Documents/SH4/Data/Cfg/savedgames and sorted by date to get the latest Save (from yesterday). I took the save while in the Makassar Strait midway through a mission.
I made a copy using Ctl-C and Ctl-V, then opened the "original" version, did a search for "AdditionalRepository" and found 2 of them. Not knowing which was which, I deleted BOTH of the phrases. Each was in a flak gun section.
Restarted the game and loaded the changed Save Game. All loaded fine, but alas, the added crew slots were not shown on the crew management page. Everything looks and seems to operate normally. Sigh.
I suppose I should not have deleted one of the two "AdditionalRepository" entries, but which one? I'll go back to the Saved Copy, reset it to be the original, and try deleting just one of them, starting with the 2nd one. I'll let you know. Thanks for your suggestions!
EDIT: i WENT BACK TO MAKE THE CHANGES AGAIN, AND THIS TIME I FOUND FOUR ENTRIES WITH THE "AdditionalRepository" PHRASE. ANY IDEA WHICH ONE(S) SHOULD BE DELETED?
KaleunMarco
07-03-21, 10:03 AM
Restarted the game and loaded the changed Save Game. All loaded fine, but alas, the added crew slots were not shown on the crew management page. Everything looks and seems to operate normally. Sigh.
I suppose I should not have deleted one of the two "AdditionalRepository" entries, but which one? I'll go back to the Saved Copy, reset it to be the original, and try deleting just one of them, starting with the 2nd one. I'll let you know. Thanks for your suggestions!
EDIT: i WENT BACK TO MAKE THE CHANGES AGAIN, AND THIS TIME I FOUND FOUR ENTRIES WITH THE "AdditionalRepository" PHRASE. ANY IDEA WHICH ONE(S) SHOULD BE DELETED?
your safest route is to do this while in-port.
making changes to your config during a mission is very, very risky. you may end up being unexpectedly transported to the land of CTD...very unexpectedly.
my suggestion is to live with the no-crew-on-the-flak-guns until you return to port.
next, what you experienced is a bug in the Ubi-SH4 design-and-code. just when we think we have modded around it, it returns.
next, there is no "right" or "wrong" crewman to enable (removing the additionalrepository). you need to remove at least one to be able to assign crew. i'll reply with a different post so that there will be less confusion.
good luck!
KaleunMarco
07-03-21, 10:21 AM
Ok,
I made a copy using Ctl-C and Ctl-V, then opened the "original" version, did a search for "AdditionalRepository" and found 2 of them. Not knowing which was which, I deleted BOTH of the phrases. Each was in a flak gun section.
I suppose I should not have deleted one of the two "AdditionalRepository" entries, but which one? I'll go back to the Saved Copy, reset it to be the original, and try deleting just one of them, starting with the 2nd one. I'll let you know. Thanks for your suggestions!
EDIT: i WENT BACK TO MAKE THE CHANGES AGAIN, AND THIS TIME I FOUND FOUR ENTRIES WITH THE "AdditionalRepository" PHRASE. ANY IDEA WHICH ONE(S) SHOULD BE DELETED?
ok, class is in session.....
when trying to remedy the no-crew situation, keep in mind that you may have both forward and aft (bow and stern) flak guns.
this means that you will see two separate weapons requiring two different sets of crew. in some instances, your boat may have only one of those weapons. if that is the case, you should change only change the crew setting for the weapon you have, either fore or aft.
here is an example from a current mission of mine. i've dropped some unnecessary lines and substituted the dots.
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakL1
NameDisplayable=Flak Guns Crew
Type=Leader
.....
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 2]
ID=CrewMemberSlot_FlakC1
NameDisplayable=Flak Guns Crew
Type=Crewman
.......
more than likely, you saw two (or maybe three or four) entries with CrewMemberSlot #AdditionalRepository. that means that the modder planned to have a specific number of crew to man the weapon. by removing the additionalrepository text you make one or more slots available for crew. it is up to you how many crew you want. there is no right-or-wrong answer.
the Leader designation means that the weapon will be guided by the leadership of a crewman. that man's leadership skill will add (or detract) from the performance of the crew for that weapon. you do not need a Leader for any weapon. it is just an additional factor.
let me repeat my advice from the previous post: do not make config changes during a mission. either back-up in time to your last in-port savegame to make changes or wait until you return to port. can't stress this enough.
propbeanie
07-03-21, 10:34 AM
1. No, did not purchase early for renown. It was offered at no cost on arrival to new Forward Base at Manus Island - Arrival date there was MAY 24, 1944.
2. I did not change the deck gun position this time or since encountering the crew missing problem back several versions ago. It wasn't worth the work, so I take it where the game places it.
3. Will the file changes to incorporate the additional gunners be added to a future version? If I have to go through the somewhat complex process to do it myself I'd rather wait for it to appear in a mod (bless you modders!) or just do without as I have so far.
4. Thanks for all you do for us! :salute:
Nutz... I highlighted the text in orange, which targets the problem. You should not have that 40mm gun on the boat yet. Let me dig into the files and see if I can figure the route it is taking to sneak in there. The location where you are will not matter, other than the game does "favor" Pearl first, and Fremantle "last" as for equipment assignments and dates. The positions are assigned by date, and are supposed to coordinate with the gun dates. As KM says, only do edits to the Save file while in port, and then only on a copy, and keep the original copy in a safe location for potential replacement of the edited version :roll: - I have trashed probably as many Saves as I have "fixed"... :salute:
Oh! - forgot to ask! Where and when did you get the Balao originally?
btw - the "AdditionalRepository" text is from the game itself when it creates the Save files. We have no control over that aspect of the "ActiveUserPlayerUnits.upc" file. Also, there is a byte counter for the Save system, so one does have to be careful which files they edit, and how extensively they are edited.
stenmars
07-03-21, 10:36 AM
I´ve just started with this mod and after surfacing the boat, no one is in the tower and I run out of oxigen and die. is this a bug?
propbeanie
07-03-21, 10:44 AM
No.
One question, one answer... no details on your install. So now for the twenty questions:
1. Where do you have the game installed?
2. Which version do you have of SH4 - it should be v1.5 with the U-Boat Mission, which you probably do
3. Did you empty the Save folder after activating the mod?
4. Do you have LAA or similar activated properly on the SH4.exe?
5. Are you shelling-out to Windows to do other tasks while running the game?
That's enough for now, so only one fourth of the twenty questions... :roll:
I´ve just started with this mod and after surfacing the boat, no one is in the tower and I run out of oxigen and die. is this a bug?
No.
Good Morning Gentlemen,
Propbeanie, Stenmars, I have run across this once before in the Titan. No matter what I did, the game thought I was under water. I believe it has to do with the base game. I broke protocol, drop out to desktop to Skype, instead of saving and exiting. Thus I believed I "hiccuped" the game. I have never repeated the problem, but I learned not to drop to the desktop during the game. :03: I am just relaying my experience with running out of O2.
as always, Thanks to all the modders for FOTRSU.
Propbeanie, as I am thinking about it. I am reporting on the planes. I am using FOTRSU Preview 16 . The planes are not attacking me at night so far. I am only up to March of 1942. This is different than FOTRSU 1.46 when they would not leave me alone. This is just info for you.
Thanks
Comder
propbeanie
07-03-21, 11:35 AM
Good Morning Gentlemen,
Propbeanie, Stenmars, I have run across this once before in the Titan. No matter what I did, the game thought I was under water. I believe it has to do with the base game. I broke protocol, drop out to desktop to Skype, instead of saving and exiting. Thus I believed I "hiccuped" the game. I have never repeated the problem, but I learned not to drop to the desktop during the game. :03: I am just relaying my experience with running out of O2.
as always, Thanks to all the modders for FOTRSU.
Propbeanie, as I am thinking about it. I am reporting on the planes. I am using FOTRSU Preview 16 . The planes are not attacking me at night so far. I am only up to March of 1942. This is different than FOTRSU 1.46 when they would not leave me alone. This is just info for you.
Thanks
Comder
Yes, the active date for Japanese radar is different, and it is not as strong when it is active. Previously, when you encountered a plane with radar (Betty active after Mar 1944 - but others are sooner), they were already making a bee line for your location. Now, when your radar picks them up, they might be approaching, but not always bee lining, but you might now see them turn toward you, indicating they have a fix on you. When you crash dive and then watch for the planes, they will now "attack" the location you dived and drop bombs or depth charges, depending upon what they are armed with, in the area where they "lost contact" from your diving, even though they never "saw" you. This will necessitate the use of "Crash Dive!!!", and a turn, but NOT toward or away directly, because they do still "miss" on their drops, and you wouldn't want to accidentally drive into their errant drop, such as what I have done a couple of times while testing... a torpedo plane, you turn into or away from so that you might "comb" the torpedo wake, but the bombs require getting away from your last-known location ASAP, and from what I have experienced, a roughly 45 degree turn works best for that, but you do have to crash dive when the plane gets within say 7-8 nm, else you won't have enough time... Visual range, and you are too late.
torpedobait
07-04-21, 10:06 AM
Oh! - forgot to ask! Where and when did you get the Balao originally?
Milne Bay, 44-02-29 after turning down new boats twice while in Brisbane.
And I am still confused as to which "AdditionalRepository" entries to delete. I can't tell which flak gun is which in the files. Is there any harm in deleting all those "AdditionalRepository" entries while in port? Right now I see 5 of them!
:salute:
KaleunMarco
07-04-21, 11:35 AM
And I am still confused as to which "AdditionalRepository" entries to delete. I can't tell which flak gun is which in the files. Is there any harm in deleting all those "AdditionalRepository" entries while in port? Right now I see 5 of them!
:salute:
probably not.
what weapons are they following?
Crew slots typically follow the weapons entries.
torpedobait
07-04-21, 08:55 PM
probably not.
what weapons are they following?
Crew slots typically follow the weapons entries.
While I appreciate all the help and suggestions, in the end nothing I did made any difference. So I just said "screw it" and will live with only one gunner per 40mm. Life is too short to get worked up over it.
Thanks again!
:salute:
KaleunMarco
07-04-21, 09:10 PM
While I appreciate all the help and suggestions, in the end nothing I did made any difference. So I just said "screw it" and will live with only one gunner per 40mm. Life is too short to get worked up over it.
Thanks again!
:salute:
do you have cloud-base storage into which you can drop your Activeuser file? i can take a look at it and give you a more definitive answer.
if yes, send me the link in a PM.
:Kaleun_Salute:
Mios 4Me
07-04-21, 09:52 PM
While I appreciate all the help and suggestions, in the end nothing I did made any difference. So I just said "screw it" and will live with only one gunner per 40mm. Life is too short to get worked up over it.
Thanks again!
:salute:
Not sure if you saw it, but I had this issue a few pages back. In addition to the Additional Repository edit, there's also a problem with the position numbering.
propbeanie
07-04-21, 11:03 PM
Whoops! Thanks for the reminder!
Not sure if you saw it, but I had this issue a few pages back. In addition to the Additional Repository edit, there's also a problem with the position numbering.
Yes, this went unresolved in previous versions, although I seem to recall it going to 2 positions/installation when upgrading to twin 40 mm units.
Nothing really stands out when reviewing the weapons and crew code, other than one section of [UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2] differentiates between 1 leader and 1 crew, while later sections such as [UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1.Weapon] refer only to two crew slots.
Below is a comparison:
<note: aft AA section>
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakL1
NameDisplayable=Flak Guns Crew
Type=Leader
IDLinkCrewMemberLoaded=OFFGun
WatchCrewMemberSlot3D=WM1@slot_A01
BattleStationsCrewMemberSlot3D=WM1@slot_A01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL
<note: position above is occupied and crewman is described>
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakC1
NameDisplayable=Flak Guns Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_A01
BattleStationsCrewMemberSlot3D=WM2@slot_A01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL
<note: position does not display>
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakL1
NameDisplayable=AA Guns Crew
Type=Leader
......
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlotAdditionalRepository 1]
ID=CrewMemberSlot_FlakC1
NameDisplayable=AA Gun Crew
Type=Crewman
.......
change the orange code as "CrewMemberSlot 2". it works.:D
My golly, time flies! More than just a "few" pages... lol - I finally gave up and went into your profile Mios4Me to find the post! Anyway, that is correct and probably is the issue for torpedobait. When I looked at my install, I forgot that I have the "fix" applied...
If you follow Mios4Me's post link back in the quote above, you will find flaminus's post above with the color graphics about changing the "CrewMemberSlot 1" to 2 for the 2nd position... but make certain you have the correct section for the AA guns, and NOT the deck gun...
KaleunMarco
07-05-21, 09:50 AM
PB/S7rikeback
on the way back from patrol in December 1944, i noticed an air base at Iwo Jima. when we got back to base, i checked the configs and, yes, Virginia, there is an air base on Iwo December 1944. is this purposeful or a typo?
[MapLocation 20]
Type=1
Priority=2
Title=Iwo-Jima_Airbase
...
GameEntryDate=19441201
GameEntryTime=0
GameExitDate=19451231
:Kaleun_Salute:
torpedobait
07-05-21, 10:46 AM
do you have cloud-base storage into which you can drop your Activeuser file? i can take a look at it and give you a more definitive answer.
if yes, send me the link in a PM.
:Kaleun_Salute:
I don't have a cloud-based storage site, but I could email as an attachment if you PM your email address to me.
propbeanie
07-05-21, 10:51 AM
What you have there KM is the MapLocation, not the airbase itself. Apparently, the planners on the Joint Chiefs of Staff have let you in on their top-secret plans... you must go down with the ship and prevent capture... The actual airbase is
[Unit 26]
Name= IwoJima_SmallAirBaseUS#4
Class=SmallAirBaseUS
Type=406
Origin=American
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19430101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19450316
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=true
Long=16956582.000000
Lat=2972455.000000
Height=85.000999
Heading=0.000000
Speed=0.000000
CrewRating=4
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
SecondsUntilReport=-22.942942
RandStartRadius=0.000000
NextWP=0
I don't know if that date for the MapLocation is from Fred's map add-on, or if it is something that is in fact a typo from a certain modder falling asleep at the keyboad and doing a face-plant on the numpad... :roll:
Corrections have been made though, to prevent that MapLocation icon from showing until the effective date of 19450316. Thanks :salute:
KaleunMarco
07-05-21, 11:40 AM
What you have there KM is the MapLocation, not the airbase itself.
Corrections have been made though, to prevent that MapLocation icon from showing until the effective date of 19450316. Thanks :salute:
so, an airbase has to have a map location?
placing a an air base (or any other physical thing) on the Nav Map is not sufficient, there has to be a Map Location defined before you can place the physical thing on the map?
that's a bit of overengineering...especially from a design team that has ZERO error handling/correction.
ok, ok, vent over. it's not your fault. thanks for checking on it.
:Kaleun_Salute:
and BTW i have no intention of being in a position to have to go down with my ship. :D
i have a classmate who is the Squadron Operations Officer. we will not be assigned our next patrol until after Operation Detachment is well underway. we are going to fly to Hawaii for Christmas and the New Year while the relief crew performs some maintenance. After the first, when we return, we will dick-around in the area around Saipan testing the new gizmos that are installed and then probably shove off the third or fourth week of February.
torpedobait
07-05-21, 03:45 PM
Whoops!
If you follow Mios4Me's post link back in the quote above, you will find flaminus's post above with the color graphics about changing the "CrewMemberSlot 1" to 2 for the 2nd position... but make certain you have the correct section for the AA guns, and NOT the deck gun...
Captains, the problem was that I could not recognize the file entries in my Save files compared to the correction texts provided in the forum.
I had to go back to a brand new Balao before any changes, add the single 40mm AA guns, and then save. This gave me a simple save file where I could recognize the four sets of entries, two for each gun, that allowed me to see the relationships (Leader and Crewman) and make the corrections to the Crewman sets only.
Solution was to delete the phrase “AdditionalRepository” and change the slot on that same line from “1” to “2”. Voila! Success.
Can’t thank you guys enough for taking your valuable time to help a fellow simmer in trouble. It’s part of what makes this Mod so special.
:salute::salute::salute:
TitanicThomas
07-05-21, 03:56 PM
There is no issue to fix. That is the way the game is. What you did wrong was to expect the game to be a true simulation. To do as you desire, the ship involved would have to be removed by the user with an additional mod. Each ship would have to have a mod to remove it. In addition, the Roster would have to be updated, which would involve an on-the-fly assembly. Oodles of complexity. Then there are the campaign files, with many thousands of entries. This will not be implemented in FotRSU. You'll have to learn to deal with it if you play FotRSU.
:hmmm: Nothing is simple with this... First of all, did you purchase the gun early for renown points? Under "normal" circumstances, they are not available until after 1st June 1944. Second, if you did purchase, had you previously moved the deck gun (which really should not be a factor, but I do still worry about that). Thirdly, the UnitParts3Balao.upc is the game file that holds the AA guns & crew positions in the Data / UPCData / UPCUnitsData folder, while once the game is running, will be in the Save folder, data / cfg / SaveGames / "NumberedFolder" / ActiveUserPlayerUnits.upc file, where "NumberedFolder" is the most recent folder - which you might have two of, with one for the Captain's Office and the other for either the arrival or departure, dependent upon where you were when you Saved. You want to look for "UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot " (there is a "1" and "2" position) and "Compartment 3", which would be your Aft and Fore AA gun positions. You may or may not find that "AdditionalRepository" phrase in your file(s). Look in that "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder for the deck gun example, which should be relatively similar.
It all depends upon where you installed the game. If the mod is activated without issue, then the place to check would be your use of LAA - or the failure of same. Open the Large Address Aware.exe file in the game's root folder and navigate in it to your SH4.exe file and make certain it is indeed activated. If it is not, and you had already run LAA on the file, then check the Windows Properties for the file and clear the "Read-only" attribute and run LAA again on the SH4.exe file. Consult the pdf files in the Support folder for all manner of instruction, or the first page of the thread here, or on the Download page for the same. In a nutshell:
1. The base SH4 game must be version 1.5 with the Uboat Missions. If you do not have a choice for a German career, you have the wrong version.
2. The game canNOT be in a Windows program file, and this includes a Steam install that was made to the "C\:Program Files (x86) \Steam \SteamApps \common \Silent Hunter..." folder, since Windows will "kills" all attempts to mod. See Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)
3. LAA or some other applet that sets the header bits on the SH4.exe file to signify to the Windows OS that the SH4 app is capable of addressing more memory MUST be used.
4. You MUST empty the game Save folder prior to playing the modded game ("C:\Users \UserName \Documents \SH4")
5. The video stream should match from the display monitor's "Native" resolution to Windows "recommended" setting to the game's Options display settings for best video performance - you most likely will have to set some of the "Compatibility" settings on the SH4.exe Properties page also. See this in Silent Hunter 4 & Windows 10 (https://www.subsim.com/radioroom/showthread.php?p=2745558#post2745558)
If you have more troubles, post with more detail next time about your install.
Sorry if I had annoyed any of you with that post... Was just asking as I am not the most informed on the topic. I did not mean any disrespect to the mod I was just wondering if it was something I did wrong. Thank you for informing me.
DSK_Thomsen
07-06-21, 05:13 PM
Hello,
I´ve just installed FOTRSU 1.46 and it works well so far but i still have some doubts about installation. The installation note reads: it must NOT be installed inside a program files folder, including if you are using steam.
I´m actually a bit confused as i´m using the steam version, so does it mean that (a) i can install FOTRSU into the steam folder but the latter has to be outside any program files folder or that (b) i have to install the game outside the steam folder as well. Any advice?
propbeanie
07-06-21, 07:24 PM
so, an airbase has to have a map location?
placing a an air base (or any other physical thing) on the Nav Map is not sufficient, there has to be a Map Location defined before you can place the physical thing on the map?
that's a bit of overengineering...especially from a design team that has ZERO error handling/correction.
ok, ok, vent over. it's not your fault. thanks for checking on it.
:Kaleun_Salute:
and BTW i have no intention of being in a position to have to go down with my ship. :D
i have a classmate who is the Squadron Operations Officer. we will not be assigned our next patrol until after Operation Detachment is well underway. we are going to fly to Hawaii for Christmas and the New Year while the relief crew performs some maintenance. After the first, when we return, we will dick-around in the area around Saipan testing the new gizmos that are installed and then probably shove off the third or fourth week of February.
No, the MapLocation just denotes where the airbase is on the NavMap. It should be (SHOULD BE) placed inconjunction with an actual AirBase Unit. You can put a MapLocation on every island out there, but no operational airbase would ever be there. You need the Unit set to AirBase to have the airplanes spawn for patrolling (normal routine) or attacking (only on player or other "enemy" detection).
btw - All good commanders are ready to go down with the ship, if necessary - no matter the circumstances... :arrgh!:
Captains, the problem was that I could not recognize the file entries in my Save files compared to the correction texts provided in the forum.
I had to go back to a brand new Balao before any changes, add the single 40mm AA guns, and then save. This gave me a simple save file where I could recognize the four sets of entries, two for each gun, that allowed me to see the relationships (Leader and Crewman) and make the corrections to the Crewman sets only.
Solution was to delete the phrase “AdditionalRepository” and change the slot on that same line from “1” to “2”. Voila! Success.
Can’t thank you guys enough for taking your valuable time to help a fellow simmer in trouble. It’s part of what makes this Mod so special.
:salute::salute::salute:
The AA guns in the Save file can get rather long-winded, like a propbeanie posting, all too easily... :roll: - suffice to say, you need the "room" that holds the pieces of the sub, you need the slot in that room for the weapon or equipment, then you need the actual weapon or equipment for that slot, then the crew, clothing, etc for the weapon or room...
Sorry if I had annoyed any of you with that post... Was just asking as I am not the most informed on the topic. I did not mean any disrespect to the mod I was just wondering if it was something I did wrong. Thank you for informing me.
No annoyance, disrepect or insult - or anything of that sort - taken. Nothing "wrong", other than as stated, it is a game first, mod somewhere down the Ubisoft list... it is one of those games that could have been oh-so-much-more with just a bit more time and money spent on development and "incubation", but it is understandable, in that the product ~has~ to come out sometime...
Hello,
I´ve just installed FOTRSU 1.46 and it works well so far but i still have some doubts about installation. The installation note reads: it must NOT be installed inside a program files folder, including if you are using steam.
I´m actually a bit confused as i´m using the steam version, so does it mean that (a) i can install FOTRSU into the steam folder but the latter has to be outside any program files folder or that (b) i have to install the game outside the steam folder as well. Any advice?
Steam defaults to installing itself and it's "Library Folder" on the C:\ drive in the "C:\Program Files (x86)\ Steam" folder. On most computers, this is a problem, but it does depend upon your computer configuration. Most folks will find it necessary to either use a Library Folder on a 2nd hard drive, or to move the Library folder on the "C" drive to another location. It all depends upon your computer. Refer to Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129) for that info. You should have a "splash" screen like the one to the left of the nutty squirrel in my signature below this. On the opening menu, you should see actual WW2 (and immediately thereafter) film playing behind the menu. If you see the "Stock" faces, then you do not have a full activation. If you look on the opening menu, and choose "Fleet Boat Campaign" (you should not have "American Career" any longer). If you click on the "Campaign" date, and scroll to the bottom of the list, you should see a choice for "Dec 7, 1941" with a "Midway" and "Wake" "Simulated War Patrol", which starts early AM on December 7, 1941 as the IJN is launching their attack. If you don't have all of that, your activation is incomplete. Look in the mod folder, find the Support folder, and the files "Install Notes For the Various Versions of SH4 in Windows.pdf" and "ActivatingFOTRSU.pdf" files for much more (maybe too much) detail... If you have more questions though, don't hesitate to ask. :salute:
KaleunMarco
07-06-21, 07:32 PM
btw - All good commanders are ready to go down with the ship, if necessary - no matter the circumstances... :arrgh!:
i don't believe in a no-win scenario.
fitzcarraldo
07-06-21, 07:49 PM
i don't believe in a no-win scenario.
Enough agressive.
Fitzcarraldo :Kaleun_Salute:
Pnzrldr
07-06-21, 09:30 PM
FOTRSU only (no other mods loaded) first patrol, early 42 campaign. Returning from patrol when Suribaya was 'untenable' so I thought that meant go to Fremantle. I did. It said 'rearm/refuel' but the 'end patrol' is grayed out. So, I sail away figuring it wants me to go to untenable Suribaya. 100nm out of port, radio message comes in, "All boats now use Fremantle as base of ops". Yeah, I turn around (I have hull damage, plus want to bank renown). Still have 'end patrol' grayed out on the options. Thoughts?
propbeanie
07-06-21, 11:35 PM
When reporting trouble, we need to know what boat you are sailing, where you sailed from, and what the date is that you are having the issue - at a minimum. Is there a base with a "fouled" anchor? ie: leaning to the side with a rope wrapped around it? All other anchors will be "upright". Had you emptied the Save folder before playing the mod? Do you have LAA properly applied?
Be aware first of all that you will receive radio messages while on the boat concerning the bases, so it is best to keep up with those, especially during the 1st 5 months of the game. But also be aware that like with Cavite closing on the 10th and Manila on the 14th, Surabaya doesn't "open" until late on the 15th of December. It then is closed on the 27th February and Fremantle open late on the 28th, so you might see a 24 hour-plus time period where you do not have an active "home port", just due to the way the game works. Mariveles, Balikpapen and Tilatjap are "bases" you can stop and fuel at until they are also untenable and destroyed.
KaleunMarco
07-07-21, 05:46 PM
FOTRSU only (no other mods loaded) first patrol, early 42 campaign. Returning from patrol when Suribaya was 'untenable' so I thought that meant go to Fremantle. I did. It said 'rearm/refuel' but the 'end patrol' is grayed out. So, I sail away figuring it wants me to go to untenable Suribaya. 100nm out of port, radio message comes in, "All boats now use Fremantle as base of ops". Yeah, I turn around (I have hull damage, plus want to bank renown). Still have 'end patrol' grayed out on the options. Thoughts?
i echo what PB posted.
addendum: sometimes you have to park outside the new home base and wait for the game to activate it. it should take more than a day or so.
in your example, since you received the Fremantle message, you should sail to Fremantle and wait for the anchor to activate as a base (fouled anchor).
rest assured that you are safer there than any other spot on the map.
now that you know what to expect. :salute:
TorBra79
07-08-21, 04:20 AM
Hi Guys,
I just installed the Mod via JSGME.
I read the installation instructions and followed them.
SH4 is starting, US Campaign starts fine but I'm sure it's a vanilla SH4.
In the Playing_FotRSU.pdf ist says:
8 Dec 1941 – this date coincides mainly with the starts from the Manila Bay area
Pearl Harbor – Porpoise, Tambor, Gar boats
Manila (Asiatic Fleet) – S-18 Class, Porpoise, Salmon, Sargo (they all transfer to Surabaya)
San Francisco (Treasure Island) – Gar (transfers to Pearl)
Note that Midway has been “removed” for “historical” purposes, but is still in the menu file for those that want to
mod their mod
but I can't choose San Francisco for example and the start date is the 9th of December like in the vanilla campaign...
Maybe I just need a pointer to where my error was?
KaleunMarco
07-08-21, 08:17 AM
Hi Guys,
I just installed the Mod via JSGME.
I read the installation instructions and followed them.
SH4 is starting, US Campaign starts fine but I'm sure it's a vanilla SH4.
In the Playing_FotRSU.pdf ist says:
but I can't choose San Francisco for example and the start date is the 9th of December like in the vanilla campaign...
Maybe I just need a pointer to where my error was?
ahoy torbra,
not sure that you have made an error.
if you select the Starting Date of 8 Dec, and then Select Treasure Island, a Gar is the only boat available and you should be good to start.
Good Luck!
https://i.ibb.co/5kGR0Ys/SH4-Img-2021-07-08-08-10-59-808.png
Mios 4Me
07-08-21, 08:52 AM
USS Balao, ex-Fremantle, 6/19/44, west of Saipan, encountered a certain TF consisting of 2x Hiyo, a CVL, Nagato, and escorts. Despite a full loadout of torpedoes and fuel, we were directed away from it instead of being ordered to attack. Admiral Spruance got his contact report at least.
KaleunMarco
07-08-21, 09:05 AM
USS Balao, ex-Fremantle, 6/19/44, west of Saipan, encountered a certain TF consisting of 2x Hiyo, a CVL, Nagato, and escorts. Despite a full loadout of torpedoes and fuel, we were directed away from it instead of being ordered to attack. Admiral Spruance got his contact report at least.
lol.
that report does not mean you shouldn't attack.
it only means that you will not get a few additional points for a new "objective".
go sink some ships!!!!:03:
Mios 4Me
07-08-21, 09:54 AM
Not one to disobey orders, but we *were* attacked as we...attempted...to leave the area.
This led to the greatest salvo of my career when we upped scope in the middle of the TF, fired four torpedoes, and scored eight hits. The DDs threw all caution to the wind, firing torpedoes that missed us but hit one DD, one CV, and the Nagato twice. Despite the Type 93's fearsome reputation, not a single ship sank however.
KaleunMarco
07-08-21, 10:18 AM
Not one to disobey orders, but we *were* attacked as we...attempted...to leave the area.
it was fortuitous that you were in the general vicinity. :03:
hopefully you were not operating under Vietnam-era ROE where you had to wait to be attacked before you could counter-attack. :/\\!!(stupid ROE)
This led to the greatest salvo of my career when we upped scope in the middle of the TF, fired four torpedoes, and scored eight hits. The DDs threw all caution to the wind, firing torpedoes that missed us but hit one DD, one CV, and the Nagato twice. Despite the Type 93's fearsome reputation, not a single ship sank however.
:hmmm::hmmm::hmmm:
so the Type 93 can decimate US ships but not Japanese ships?
:timeout::timeout::timeout:
sounds like treachery to me!:haha:
KaleunMarco
07-08-21, 10:29 AM
S7rikeback and PB,
did we discuss in previous posts the lack of a gun crew on an upgrade?
i could not find any discussion but that does not mean there wasn't one.
here is what happened:
February-March 1945.
Based in Saipan.
Driving a Tench. boat upgraded at previous in-port mooring (Jan-Feb).
At reload time, a dual 5 inch gun was offered/accepted in exchange for renown (1500?).
Previously we had a 5-25 bow cannon. Now bow and stern cannons.
https://i.ibb.co/3WRqTKh/SH4-Img-2021-07-08-10-05-25-998.png
https://i.ibb.co/yyYfskX/SH4-Img-2021-07-08-10-08-22-222.png
when i reviewed the crew assignments, there were no stern crew slots.
https://i.ibb.co/mccf6Sd/SH4-Img-2021-07-08-10-05-47-668.png
is the fix just implementing the Additional Repository fix (which is what i used) or is there something more sophisticated needed?
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU 1.46 Preview\MODS]
100_FalloftheRisingSun_Ultimate_Preview16
200_Preview_EnlistedFix
300_Nippon_Maru_v1.2.1
399_NoScrollNavMap
Mios 4Me
07-08-21, 02:47 PM
:hmmm::hmmm::hmmm:
so the Type 93 can decimate US ships but not Japanese ships?
:timeout::timeout::timeout:
sounds like treachery to me!:haha:
The Type 93, in the ASW role, shares a defect with pre-1943 IJN depth charges. Fortunately no one has yet informed Congressman May.
But, yeah, I was surprised about the warheads' lack of yield.
propbeanie
07-10-21, 10:15 PM
Hi Guys,
I just installed the Mod via JSGME.
I read the installation instructions and followed them.
SH4 is starting, US Campaign starts fine but I'm sure it's a vanilla SH4.
In the Playing_FotRSU.pdf ist says:
blah blah blah
but I can't choose San Francisco for example and the start date is the 9th of December like in the vanilla campaign...
Maybe I just need a pointer to where my error was?
Are you getting an FotRSU "splash" screen, as in my signature? Are you getting a menu that looks like KaleunMarco's example? If not, are you installed in a "Program Files" folder?
USS Balao, ex-Fremantle, 6/19/44, west of Saipan, encountered a certain TF consisting of 2x Hiyo, a CVL, Nagato, and escorts. Despite a full loadout of torpedoes and fuel, we were directed away from it instead of being ordered to attack. Admiral Spruance got his contact report at least.
Depends on your current mission Objective status also, besides the fact that the goofy game can fall all of the way through to "fail safe" for no apparent reason... :roll: - that was another reason though that we lowered the renown awarded for getting one of those assignments. If opportunity knocks, hit it in the jaws with a torpedo or two (or three - but definitely not four, because then you wouldn't be "husbanding" your torpedoes, and would be called "extravegant")...
S7rikeback and PB,
did we discuss in previous posts the lack of a gun crew on an upgrade?
i could not find any discussion but that does not mean there wasn't one.
here is what happened:
February-March 1945.
Based in Saipan.
Driving a Tench. boat upgraded at previous in-port mooring (Jan-Feb).
At reload time, a dual 5 inch gun was offered/accepted in exchange for renown (1500?).
Previously we had a 5-25 bow cannon. Now bow and stern cannons.
[pics]
when i reviewed the crew assignments, there were no stern crew slots.
[pic]
is the fix just implementing the Additional Repository fix (which is what i used) or is there something more sophisticated needed?
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU 1.46 Preview\MODS]
100_FalloftheRisingSun_Ultimate_Preview16
200_Preview_EnlistedFix
300_Nippon_Maru_v1.2.1
399_NoScrollNavMap
You should not have to resort to editing the Save file for that... The crew members are with the gun in the UnitParts file... I'll try some upgrades of that sort myself by sometime Monday. Had you had any previous dual-gun set-ups, like a 5" and a 20mm, or maybe had changed the position of the deck gun?
The Type 93, in the ASW role, shares a defect with pre-1943 IJN depth charges. Fortunately no one has yet informed Congressman May.
But, yeah, I was surprised about the warheads' lack of yield.
Don't forget that the torpedo damage is treated like the depth charge damage, in that you do not always get a "full" explosion effect.
KaleunMarco
07-10-21, 11:15 PM
Had you had any previous dual-gun set-ups, like a 5" and a 20mm, or maybe had changed the position of the deck gun?
Negative on the previous dual guns.
Pnzrldr
07-11-21, 09:16 AM
Saw an earlier post criticizing inaccuracy in FOTRSU's fuel model for US boats. Said he could sail around the world in his S-Boat. Seems I cannot do that now, so presumably current version of FOTRUS has updated fuel use model. I'd like some info on that. Optimum speeds, does weather impact, fuel economy by boat, etc.... Any resource for that? Does this mod borrow from others like RFB or TMO? How much mod is there on the stock SH4 on actual boat performance, fuel and otherwise?
propbeanie
07-11-21, 11:21 AM
Whatever it does Pnzrldr, it does... sorry, not much help in that regard. We did attempt to get closer to the TMO / RFB handling for the fuel usage several iterations previous, but all we managed to do was "move" the curve. There is no "set" best mileage figure for the boats, and even the mod's included "Maximum range at current speed" function ( <K> key) does not give a true story of what you can attain. In all mods I've tested for comparison, the same holds true for them, in that it changes as you go. You might get a "Current range 9650nm" and expect, using the same speed and other variables that 1000nm later, you would get a "Current range 8650nm", only to instead get maybe 9700nm, or (horrors) 2350nm... We definitely do NOT want the latter occurring, and have "failed" to the safe side of things. But the game does not allow "true" readings for any of that, and does not take into account sea state or currents. We do, however, blame it all on those... lol - We have not changed anything concerning the mileage attained for several iterations of the mod. It is still too "loose" with the efficiency, and we will most likely attempt another run at that, as well as maybe making the boats' bows dig into the waves a pinch more, so that your conn can be "pooped" more often, and let you experienced the taste of sea water better... :roll:
To find an approximation of what you can get, the idea is to set your speed and travel for a while (30-60 minutes) at that speed, then ask with the "K" key for what the navigator estimates you can get range-wise. His slide rule is usually off though, so don't expect too much of him... after you get an initial reading, change your speed up or down a knot or two, and repeat the process. You will eventually find the "most efficient" speed of your boat, which should generally be about 9 or 10 knots - but not always. Each boat is slightly different...
Michael Wood
07-11-21, 04:39 PM
Ya know, there was a torpedo shortage in the early war. We get messages from base telling us to husband our torpedoes. Due to these, I always use the least number possible. I am not sure all do. I was just watching a Wolfpack345 S-Boat campaign on You Tube. He said, "There aren't many ships here and I have plenty of torpedoes, so I will use three against a 700 ton ship. He did this on three occasions. And, why not? He will get free Mark 10s, when he gets back to base.
I suggest that all torpedoes should cost renown in the early war. Make the player believe in the torpedo shortage. And, if he is going to have to spend 300 renown to sink a ship valued at 70 renown, he may reconsider.
propbeanie
07-11-21, 05:04 PM
Shhhhsh! not too loud Michael Wood! There is a way to do this. At least, preliminary investigations tell me so. All I have to do is set-up work for an add-on to the mod, which will be tested after another add-in portion for the next release. The torpedo shortage will become rather real. Cue the foreboding music!
https://www.youtube.com/watch?v=V5fuP3teihg
OK, maybe a Tele can't do "foreboding"... lol - good to see you commenting Michael Ward! :salute:
Bubblehead1980
07-11-21, 08:00 PM
Ya know, there was a torpedo shortage in the early war. We get messages from base telling us to husband our torpedoes. Due to these, I always use the least number possible. I am not sure all do. I was just watching a Wolfpack345 S-Boat campaign on You Tube. He said, "There aren't many ships here and I have plenty of torpedoes, so I will use three against a 700 ton ship. He did this on three occasions. And, why not? He will get free Mark 10s, when he gets back to base.
I suggest that all torpedoes should cost renown in the early war. Make the player believe in the torpedo shortage. And, if he is going to have to spend 300 renown to sink a ship valued at 70 renown, he may reconsider.
Evil man you are lol jk. I have considered using renown in TMO for torpedoes in early war due to shortage and for later war to make steam fish cost in order encourage use of the new standard, the MK 18. Still undecided.
I am somewhat ignorant on the specifics of the torpedo shortage. I am aware that by Spring of 42 roughly, the pre war stockpile of MK 14's was nearly exhausted. Pompano for example deployed in April 1942 with load of MK 10's due to the shortage as did other boats, heard they became especially scarce for Australia based boats.
propbeanie
07-11-21, 10:52 PM
This is such an interesting subject, in that the Asiatic Fleet lost so many torpedoes when Cavite was bombed, and then more when the submarines no longer attempted to use Manila or Mariveles as a base of operations. Some of the boats that brought supplies into Corregidor left with torpedoes and spare parts that had been left behind. The US also had production problems with the Mark14 torpedo. A lot of the parts were made "by hand" and fitted "by hand", like a German automobile or swiss watch. Never mind the failures of them, which the pins used may well have been a USN decision to save money... and then to put the fellow who helped make the "magnetic" part of the detonator a submarine task force commander... yeesh!
Anyway, as two general quotes, "Silent Victory", page 348, November 1942 has where Christie is re-assigned to BuOrd Newport, only now he'll be "Inspector of Ordnance, In Charge", because they were so far behind in production that they needed an "expert" to take charge and "fix" things. Then on page 401, roughly March 1943, "In spite of all efforts on the part of the Bureau of Ordnance, submarine torpedo production had not yet caught up with expenditures. During all of 1942, the three submarine commands had fired 1,442 torpedoes. During that same period, the Bureau of Ordnance had manufactured about 2,000 submarine torpedoes, many of which had not yet even reached the submarine bases. If the shortage continued, it was clear that submariners would be forced to resort again to unpopular - and ineffective - minelaying missions." Then there are multiple examples of submarines leaving (especially) Fremantle with less than a full load of torpedoes, and with 8 to 16 mines for them to distribute at various "strategic" locations. I have a note somewhere of the "averages", but I have not found that again yet. But if you have ever played the German side with a Type II boat, the load-out would be akin to that, where you have a boat that could carry roughly 24 torpedoes 3800 miles to Empire waters, only taking 12-16 or so... and then only have maybe half of those function correctly? You would have to choose your targets very carefully...
flaminus
07-13-21, 08:12 AM
There is an old uniform texture mod called "Marine_Dat_1_5_Fixed" (download) (https://www.subsim.com/radioroom/downloads.php?do=file&id=5910) by "Captain America". This mod would correct the normal map issue and looks like this:
https://i.postimg.cc/rwKGC101/marinedatcompare.jpg
FotRSU still needs this mod because of the same texture issue, but it's old and will cause other issues if we enable it by JSGME directly, such as missing eye balls. Is there anyone who knows whai this mod changed in "Marine.dat" and we can apply this changes to FotRSU?
in the support file it said:
------------------------------------------
Corrects an issue in the vanilla sh4 1.5 version of marine.dat where the crew's jacket (bust_m01) displayed its bump map incorrectly (the 1.4 version worked correctly). This mod adds some missing data from the 1.4 version in order to correct this.
Thanks to the following people...their hints/info helped me find it:
Ducimus
John W. Hamm
LukeFF
Enjoy,
- Captain America
------------------------------------------
Somthing wrong with the "bust_m01", but i checked the "Marine.dat" and find no difference between this mod and FotRSU file in bust_m01 section:hmmm:, how did this mod fix the texture? any have some idea?
How to download this mod, looks like the download link is broken. Can the author of this mod fix it?
propbeanie
07-13-21, 02:32 PM
There is an old uniform texture mod called "Marine_Dat_1_5_Fixed" ... FotRSU still needs this mod because of the same texture issue, but it's old and will cause other issues if we enable it by JSGME directly, such as missing eye balls. Is there anyone who knows whai this mod changed in "Marine.dat" and we can apply this changes to FotRSU?...
... Somthing wrong with the "bust_m01", but i checked the "Marine.dat" and find no difference between this mod and FotRSU file in bust_m01 section:hmmm:, how did this mod fix the texture? any have some idea?
I remember that... I'll look at that later, but a mod for v1.5 should not have issues with the eyeballs... usually. :hmmm:
How to download this mod, looks like the download link is broken. Can the author of this mod fix it?
Which mod? The texture fix above, or FotRSU? From where? Here on SubSim? The author(s) doesn't need to fix anything, if you are dealing with a SubSim download. Go back to the download page (https://www.subsim.com/radioroom/downloads.php?do=file&id=5572), and notice the text at the top of the page:
https://www.subsim.com/radioroom/picture.php?albumid=1161&pictureid=11622 If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser.
Try whitelisting www.subsim.com in your ad-blocker extension, or switching to Microsoft Edge browser or Firefox to complete the download. Thanks.
So either change your browser settings, or try a different browser - maybe both... :salute:
Canonicus
07-13-21, 02:49 PM
There is an old uniform texture mod called "Marine_Dat_1_5_Fixed" (download) (https://www.subsim.com/radioroom/downloads.php?do=file&id=5910) by "Captain America". This mod would correct the normal map issue and looks like this:
https://i.postimg.cc/rwKGC101/marinedatcompare.jpg
FotRSU still needs this mod because of the same texture issue, but it's old and will cause other issues if we enable it by JSGME directly, such as missing eye balls. Is there anyone who knows whai this mod changed in "Marine.dat" and we can apply this changes to FotRSU?
in the support file it said:
------------------------------------------
Corrects an issue in the vanilla sh4 1.5 version of marine.dat where the crew's jacket (bust_m01) displayed its bump map incorrectly (the 1.4 version worked correctly). This mod adds some missing data from the 1.4 version in order to correct this.
Thanks to the following people...their hints/info helped me find it:
Ducimus
John W. Hamm
LukeFF
Enjoy,
- Captain America
------------------------------------------
Somthing wrong with the "bust_m01", but i checked the "Marine.dat" and find no difference between this mod and FotRSU file in bust_m01 section:hmmm:, how did this mod fix the texture? any have some idea?
I just made a direct in game comparison between the Marine .Dat found in FOTRSU and this mod, The only observable difference was the loss of watch crew eyes..otherwise I saw no change in uniform quality ... IMO...I don't think this mod is necessary for FOTRSU.
propbeanie
07-13-21, 03:06 PM
Are the eyes possibly not in the mod's file? Perhaps it is meant for a "merge" with the existing Marine.dat file, and ~then~ activate it? I'll try to dig into that... I do know that we had issues with the hats a while back that CapnScurvy fixed, with a Fred mod (I think)... might have been Captain America on that one also... Looking at my game on my system, I do not have that view of the back of the officers, but I also don't know if I'm getting the "bust_m01" or a different top...
KaleunMarco
07-13-21, 05:35 PM
I have a question for anyone attempting to use v1.46 or the Preview: Have any of you attempted to purchase an early radar? Did it function correctly? We already know that the ST radar needs not just the mount for the radar, but also a new periscope and periscope mount in the conning tower, which is why a person cannot purchase it early, because it is a two-part "upgrade", and the game only allows purchasing one part at a time. I am curious though about an SJ or SD radar purchases, if they function correctly? Thanks :salute:
May 14 1945, driving a Tench, assigned in February 1945.
upgraded surface radar to ST (no cost) and aircraft radar to SV (100 renown).
surface radar did not work.
i've pasted all of the related ST Radar entries i could find in the ActiveUser file. let me know if you need another piece of data.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU 1.46 Preview\MODS]
100_FalloftheRisingSun_Ultimate_Preview16
200_Preview_EnlistedFix
300_Nippon_Maru_v1.2.1
399_NoScrollNavMap
[UserPlayerUnit 1.Compartment 4.EquipmentSlot 5]
ID=EqSlot43
NameDisplayable=PPI Radar Cabinet
...
IDLinkEquipmentLoaded=ObsPeriscopeST
[UserPlayerUnit 1.Compartment 4.EquipmentSlot 5.Equipment]
ID=ObsPeriscopeST
NameDisplayable=ST Periscope Shaft
[UserPlayerUnit 1.Compartment 10.EquipmentSlot 1]
ID=SurfRadarAntenna
NameDisplayable=Surface Radar Antenna
...
IDLinkEquipmentLoaded=STRadarAnt
[UserPlayerUnit 1.Compartment 10.EquipmentSlot 1.Equipment]
ID=STRadarAnt
NameDisplayable=ST Radar Antenna
[UserPlayerUnit 1.UpgradePackSlot 1]
ID=UpgSurfaceSearchRadar
NameDisplayable=Surface Search Radar
Type=NULL
AcceptedTypes=BalaoSurfaceRadars,BalaoSurfaceRadar sImp,DummyRadar
UserCustomizable=Yes
IDLinkUpgradePackSlots=EqSlot42,EqSlot43,SurfRadar Antenna
CurrentUpgradePack=ST Periscope Radar
IDLinkUpgradePackSlotsLoaded=NULL
[UserPlayerUnit 1.FunctionalSubsystem 13]
ID=Radar
NameDisplayable=ST Periscope Radar
FunctionalType=SensorRadar
IDLinkFunctionalSubsystemSlots=EqSlot42,1,EqSlot43 ,1,SurfRadarAntenna,0
propbeanie
07-13-21, 06:18 PM
Well KM, the Tench should come with the ST on 1945-01-01. Look through your files though and double-check the "UnitPart 1.Compartment 1.EquipmentSlot 1" for the presence of "IDLinkEquipmentIntervalDefault2= 1945-01-01, NULL, STRadarAnt". Then look at "UnitPart 1.Compartment 1.EquipmentSlot 6" for the presence of "IDLinkEquipmentIntervalDefault2= 1945-01-01, NULL, ObsPeriscopeHeadST". I do not remember what they'll look like in the Save file set... The "Upgrade" should have a line "IDLinkUpgradePackElements= STRadarApp, ObsPeriscopeST, STRadarAnt". Those are all associated with the conning tower in the UnitParts9Tench.upc. In the Submarine Tench.upc will have a section
[UserPlayerUnit 1.UpgradePackSlot 1]
ID= UpgSurfaceSearchRadar
NameDisplayable= Surface Search Radar
Type=NULL
AcceptedTypes=BalaoSurfaceRadars, BalaoSurfaceRadarsImp, DummyRadar
UserCustomizable=Yes
IDLinkUpgradePackSlots= EqSlot42, EqSlot43, SurfRadarAntenna
IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1943-05-31, SJ Radar Balao
IDLinkUpgradePackSlotsIntervalDefault2= 1943-06-01, 1944-12-31, SJ-1 Improved Radar Balao
IDLinkUpgradePackSlotsIntervalDefault3= 1945-01-01, NULL, ST Radar
All of those are necessary for the ST to function. You do have to be at Radar Depth, Observation periscope up, and the radar on and on sweep, no waves washing over the scope head. Notice that the radars are now done like the AA guns as mazzi showed for the deck gun, and that all parts are listed, and the "Upgrade" should now work, even on the Gato and Balao -BUT- no early purchases because of the need for multiple parts in two different files, and we can't get them to link together, so we gave up on that... but that should be with the Tench, and during testing for v1.46, was fully functional on multiple computers. It ~looks~ like you have it all there except you are not showing a listing for the ST Periscope Head... ??
KaleunMarco
07-13-21, 06:52 PM
Well KM, the Tench should come with the ST on 1945-01-01. Look through your files though and double-check the "UnitPart 1.Compartment 1.EquipmentSlot 1" for the presence of "IDLinkEquipmentIntervalDefault2= 1945-01-01, NULL, STRadarAnt". Then look at "UnitPart 1.Compartment 1.EquipmentSlot 6" for the presence of "IDLinkEquipmentIntervalDefault2= 1945-01-01, NULL, ObsPeriscopeHeadST". I do not remember what they'll look like in the Save file set... The "Upgrade" should have a line "IDLinkUpgradePackElements= STRadarApp, ObsPeriscopeST, STRadarAnt". Those are all associated with the conning tower in the UnitParts9Tench.upc. In the Submarine Tench.upc will have a section
[UserPlayerUnit 1.UpgradePackSlot 1]
ID= UpgSurfaceSearchRadar
NameDisplayable= Surface Search Radar
Type=NULL
AcceptedTypes=BalaoSurfaceRadars, BalaoSurfaceRadarsImp, DummyRadar
UserCustomizable=Yes
IDLinkUpgradePackSlots= EqSlot42, EqSlot43, SurfRadarAntenna
IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1943-05-31, SJ Radar Balao
IDLinkUpgradePackSlotsIntervalDefault2= 1943-06-01, 1944-12-31, SJ-1 Improved Radar Balao
IDLinkUpgradePackSlotsIntervalDefault3= 1945-01-01, NULL, ST Radar
All of those are necessary for the ST to function. You do have to be at Radar Depth, Observation periscope up, and the radar on and on sweep, no waves washing over the scope head. Notice that the radars are now done like the AA guns as mazzi showed for the deck gun, and that all parts are listed, and the "Upgrade" should now work, even on the Gato and Balao -BUT- no early purchases because of the need for multiple parts in two different files, and we can't get them to link together, so we gave up on that... but that should be with the Tench, and during testing for v1.46, was fully functional on multiple computers. It ~looks~ like you have it all there except you are not showing a listing for the ST Periscope Head... ??
the Upgrade Section has only this with regards to the ST Radar, which i included in my previous email:
[UserPlayerUnit 1.UpgradePackSlot 1]
ID=UpgSurfaceSearchRadar
NameDisplayable=Surface Search Radar
Type=NULL
AcceptedTypes=BalaoSurfaceRadars,BalaoSurfaceRadar sImp,DummyRadar
UserCustomizable=Yes
IDLinkUpgradePackSlots=EqSlot42,EqSlot43,SurfRadar Antenna
CurrentUpgradePack=ST Periscope Radar
IDLinkUpgradePackSlotsLoaded=NULL
ignore the extra space in the AcceptedTypes line. that is a text hiccup by the forum GUI. it is NOT present in the actual ActiveUsers file.
there is no ST Periscope Head.
the Observation Periscope is still just the ObsPeriscopeHead.
[UserPlayerUnit 1.Compartment 10.EquipmentSlot 6]
ID=ObsPeriscopeHeadSlot
NameDisplayable=Night Periscope Head
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
ExternalNodeName3D=O03
ExternalDamageZoneTypeID3D=27
IDLinkEquipmentLoaded=ObsPeriscopeHead
[UserPlayerUnit 1.Compartment 10.EquipmentSlot 6.Equipment]
ID=ObsPeriscopeHead
NameDisplayable=Night Periscope Head
EquipmentInterval=1900-01-01, 1999-12-31
EquipmentSlotType=NULL
ExternalLinkName3D=NSS_obs_periscop
FunctionalType=EqFTypePeriscopeHead
As i indicated previously, the ST radar was not part of the Tench when the boat was offered to me in February 1945. it was available to me after the first mission with the upgrade. i did not load it on board until May 14, 1945... at zero cost.
so it would appear that all three IDLinkUpgradePackSlotsIntervalDefault's are missing from [UserPlayerUnit 1.UpgradePackSlot 1] as well as the two Equipment Slot entries in Compartment 10.
i will zip up the savefolder as well as the tench.upc file for your perusal. i'll send it along in a PM. let me know if you need something else.
:Kaleun_Salute:
flaminus
07-13-21, 09:32 PM
I just made a direct in game comparison between the Marine .Dat found in FOTRSU and this mod, The only observable difference was the loss of watch crew eyes..otherwise I saw no change in uniform quality ... IMO...I don't think this mod is necessary for FOTRSU.
Are the eyes possibly not in the mod's file? Perhaps it is meant for a "merge" with the existing Marine.dat file, and ~then~ activate it? I'll try to dig into that... I do know that we had issues with the hats a while back that CapnScurvy fixed, with a Fred mod (I think)... might have been Captain America on that one also... Looking at my game on my system, I do not have that view of the back of the officers, but I also don't know if I'm getting the "bust_m01" or a different top...
Yes, the hat models in "marine_dat_1_5_fixed" are also not very good so the best way is to find what this mod did to "bust_m01" and apply that to FotRSU file. FotRSU is quite good with the better hats and eyeballs.
In particular, the "bust_m01" means the "short sleeves" coat model. Long sleeves texture are all good. so if we find any crewman (both officer or seaman will do) in shrot sleeves, and put him on deck watch position under a bright sunlight, that problem would be more obvious.
"We already know that the ST radar needs not just the mount for the radar, but also a new periscope and periscope mount in the conning tower"
continuation of the phrase: AND THE CONNING TOWER ITSELF.
In Preview16, Tench does not have a conning tower, the UnitParts9Tench.upc file and everything written in it is useless.
You need to check the radar at 1.46.
propbeanie
07-14-21, 06:52 AM
In v1.46, there is a conning tower, UnitParts, etc. In the Preview, the Tench's conning tower has been merged with the hull, and the UnitParts file combined with the Tench.upc file, as per ETR3(SS)'s examples. If a person does NOT clear their Save folder between v1.46 and Preview, then you would possibly end up with the UnitParts file for the Tench, which would cause trouble with the combined submarine then. If you have the Preview version of the mod, and there is a UnitParts9Tench.upc file in the Data / UPCData / UPCUnitsData folder, then you need to remove the file and clear the Save folder...
KaleunMarco
07-14-21, 04:59 PM
In v1.46, there is a conning tower, UnitParts, etc. In the Preview, the Tench's conning tower has been merged with the hull, and the UnitParts file combined with the Tench.upc file, as per ETR3(SS)'s examples. If a person does NOT clear their Save folder between v1.46 and Preview, then you would possibly end up with the UnitParts file for the Tench, which would cause trouble with the combined submarine then. If you have the Preview version of the mod, and there is a UnitParts9Tench.upc file in the Data / UPCData / UPCUnitsData folder, then you need to remove the file and clear the Save folder...
pb, you are correct. playing the Preview Enhancement, there is no traditional UnitParts9Tench.upc in the UnitParts folder.
https://i.ibb.co/HGjJMP3/Picture0085.jpg
and, yes, i did clear the Save folder between 1.46 and the Preview enhancement.:D
but still the Tench is not able to use the ST radar...or maybe the correct way to state the situation is that the ST radar does not work correctly when selected for the Tench.
i started (or restarted) my Sargo career mid-1944 after implementing the Preview Enhancement, and did not use the Sargo career files from 1.46.
Good Evening Gentlemen,
Propbeanie, I am not sure if it is my windows 10 pro or maybe something in the P16 mode. I have found that when I start a new campaign from Pearl, I am only on my second. Each time when I first start the campaign, I select start outside port, I will get a CTD without any gray bar loading. I can restart SH4 and will load the campaign normally with no CTD. I have also run into it taking up to 2 minutes to exit the game to windows every time. I keep my saved games down to only three at a time. I am using the Titan sub. I am also sheepishly saying that I did not edit the flotilla.upc for P 16. I took a quick look at it and it looked the same as 1.46. let me know if I was wrong. This is the end of my report for now.
Generic Mod Enabler - v2.6.0.157
[C:\Games\FOTRSUPre\MODS]
100_FalloftheRisingSun_Ultimate_Preview16
Nippon_Maru_v1.2.1
301_MoreDifficultAI00
302_MoreDifficultAI001
399_NoScrollNavMap
452_MoonlightzSonarLines
Titan_Normandy_FOTRS_V146
Thanks
Comder
propbeanie
07-15-21, 10:06 AM
pb, you are correct. playing the Preview Enhancement, there is no traditional UnitParts9Tench.upc in the UnitParts folder.
https://i.ibb.co/HGjJMP3/Picture0085.jpg
and, yes, i did clear the Save folder between 1.46 and the Preview enhancement.:D
but still the Tench is not able to use the ST radar...or maybe the correct way to state the situation is that the ST radar does not work correctly when selected for the Tench.
i started (or restarted) my Sargo career mid-1944 after implementing the Preview Enhancement, and did not use the Sargo career files from 1.46.
The dates in the Save folders you sent me are for 1944... not valid dates for a Tench or most of its gear...
Good Evening Gentlemen,
Propbeanie, I am not sure if it is my windows 10 pro or maybe something in the P16 mode. I have found that when I start a new campaign from Pearl, I am only on my second. Each time when I first start the campaign, I select start outside port, I will get a CTD without any gray bar loading. I can restart SH4 and will load the campaign normally with no CTD. I have also run into it taking up to 2 minutes to exit the game to windows every time. I keep my saved games down to only three at a time. I am using the Titan sub. I am also sheepishly saying that I did not edit the flotilla.upc for P 16. I took a quick look at it and it looked the same as 1.46. let me know if I was wrong. This is the end of my report for now.
Generic Mod Enabler - v2.6.0.157
[C:\Games\FOTRSUPre\MODS]
100_FalloftheRisingSun_Ultimate_Preview16
Nippon_Maru_v1.2.1
301_MoreDifficultAI00
302_MoreDifficultAI001
399_NoScrollNavMap
452_MoonlightzSonarLines
Titan_Normandy_FOTRS_V146
Thanks
Comder
There are some significant differences between all files associated, including CareerStart, Flotillas and PatrolObjectives that affect the Cachalot and Tench boats especially, and that could well be the source of issue... maybe... :salute:
Ihatethis
07-15-21, 01:47 PM
Is it possible to add V16B1 features to FOTRSU? Or something from KSD2 like projectors on your boat and more mission types?
Is it possible to add V16B1 features to FOTRSU? Or something from KSD2 like projectors on your boat and more mission types?
No. That is for SH3 only and it deals with hard code changes.
propbeanie
07-15-21, 07:09 PM
Is it possible to add V16B1 features to FOTRSU? Or something from KSD2 like projectors on your boat and more mission types?
I haven't played KSDII much, and at that, not very deeply, nor recently... what do you mean by the "projectors on your boat"? Also, which type of "more mission types" are you referring to?
Good Evening Gentlemen,
Propbeanie, thanks for the info. I knew I should not have assumed. lol Well i guess I will be diving into the files. oh fun. I can not even imagine what you go through going through the many files. Thanks to all the modders for your time and effort for this mod. :Kaleun_Cheers:
Thanks
Comder
KaleunMarco
07-15-21, 11:55 PM
The dates in the Save folders you sent me are for 1944... not valid dates for a Tench or most of its gear...
don't know what to say about that. i still have the last Sargo save files so maybe i should retreat to that time, complete the mission and accept the upgrade to the Tench again and send you the immediate results. the first time i went through this phase, the ST radar was NOT part of the standard equipment. i had to upgrade to it. is this what you were expecting in the February 1945 time frame?
propbeanie
07-16-21, 04:21 PM
As info for you others, no matter what boat you are driving, when you get a Tench as a boat "upgrade", it does NOT come with ST, and of course, as was found last release, you CANNOT purchase the ST because of the fact that it is a multi-part purchase that cannot be linked into one purchase, so we have given KaleunMarco a potential edit, and we'll see what he comes up with... fingers crossed, tossing salt over my shoulder, and all of those other "wee folk" thingies me gran-mamma used to do... you do need a bit of an Irish brogue on "wee folk"... :D
As info for you others, no matter what boat you are driving, when you get a Tench as a boat "upgrade", it does NOT come with ST, and of course, as was found last release, you CANNOT purchase the ST because of the fact that it is a multi-part purchase that cannot be linked into one purchase
You don't have to buy anything. Your ST radar is registered by default in 1945-01-01 on boats Gato, Porpose, Balao, Salmon, Sargo, Tambor, Narwhal.
Start your career on one of these boats in 1945 "Beginning of 1945".
How many radar slots do you have in your equipment?
I have ONE, for "SV Elite Radar" or "Improved SD Radar". ST is simply not there (no second slot).
propbeanie
07-16-21, 11:38 PM
mazzi, I am guessing it goes back to the use of Default1 and Default2 for the Tench, which was used so that there is an "upgrade" path if a player gets the boat early. However, KaleunMarco had a Sargo, and skipped the Tambor, Gato & Balao boats for upgrades. I don't know if he scored that well throughout his career and refused new boats, or if he had a stellar last patrol, or what, but he got a Tench boat as an upgrade reward. His Tench, when issued in February 1945, apparently did not have the ST Radar, even though the ST is active in January 1945. He might be trying to do the upgrade again, but with an edited Tench.upc file that has only a Default1 line for the periscope radar head - which is the piece he was missing. All else was in place. A player cannot purchase an ST radar, since it has several pieces in multiple "slot" and "equipment" sections. It is not set-up like the SJ...
mazzi, I am guessing it goes back to the use of Default1 and Default2 for the Tench, which was used so that there is an "upgrade" path if a player gets the boat early. However, KaleunMarco had a Sargo, and skipped the Tambor, Gato & Balao boats for upgrades.
I realized that his second radar does not work out of the two. Ground or surface - not working, aviation - working.
What is ST, is it a green screen radar or something else?
This green radar does not work on ALL boats in 1945. It doesn't matter how it got there - it stood immediately or appeared during the update.
Your ST is not correctly described either in Equipment.upc or in UpgradePacks.upc, or in general there is an error in data\library\*.dat where the sensors are.
propbeanie
07-17-21, 08:04 AM
The ST is not an actual radar, but uses a dummy set-up and the Improved SJ. In addition to the usual SJ set-up, there is the ST dummy, and a new observation periscope head. The "upgrade" to ST usually functions correctly if the game issues it automatically. But when a player "purchases" it with renown, they are able to get the "package" with the app and other pieces, but the periscope head is not brought in with the purchase. It requires a "slot" change, which also does not happen. KaleunMarco edited his Tench.upc file and tried the upgrade process last night, and there was no change. His Tench still did not come with the ST periscope radar.
KaleunMarco
07-17-21, 08:35 AM
You don't have to buy anything. Your ST radar is registered by default in 1945-01-01 on boats Gato, Porpose, Balao, Salmon, Sargo, Tambor, Narwhal.
Start your career on one of these boats in 1945 "Beginning of 1945".
How many radar slots do you have in your equipment?
I have ONE, for "SV Elite Radar" or "Improved SD Radar". ST is simply not there (no second slot).
mazzi,
the US boats have two types of radar available: surface and air.
each is independent of the other.
in this in-port screen shot, you can see an example of both radar sets.
https://i.ibb.co/Z2qgZR8/SH4-Img-2021-07-17-08-22-00-098.png
in this example, the ST set is installed as the Surface Radar and
Improved SD is the Air Search radar.
if you click on the graphic for either set, the left hand panel will display all of the available sets for that boat at that time period.
in the example above, Improved SD is the installed Air Search set but SV Air Search Radar is available for upgrade.
https://i.ibb.co/MkLYD7K/SH4-Img-2021-07-17-08-29-05-762.png
in this second example (just above), i've clicked on the Surface Search radar and you can see that there is another Surface Search Radar available for installation, SJ-1 Improved Radar.
what PB and i have discovered is that there appears to be an unexpected result if one upgrades to a Tench in 1945 from a Sargo boat, the new Tench should come with the ST Surface Search Radar as standard equipment, but it didn't. My attempt to install it while in port did not make it an effective radar, which means that it doesn't work when i leave on patrol.
does this help you understand the unique situation we have encountered?
KaleunMarco
07-17-21, 09:35 AM
You don't have to buy anything. Your ST radar is registered by default in 1945-01-01 on boats Gato, Porpose, Balao, Salmon, Sargo, Tambor, Narwhal.
Start your career on one of these boats in 1945 "Beginning of 1945".
How many radar slots do you have in your equipment?
I have ONE, for "SV Elite Radar" or "Improved SD Radar". ST is simply not there (no second slot).
Mazzi,
and now i understand to what you were referring.
you are seeing this:
https://i.ibb.co/zfJ2BdZ/SH4-Img-2021-07-17-09-32-48-319.png
you start your career in January 1945 at Pearl with a Tench and you see only one slot...for Air Search and no slot for Surface Search, correct?
@PB: is this expected?
TorBra79
07-17-21, 11:03 AM
Hey Guys and fellow skippers,
I made it work. As soon as the FOTRS Splash Screen showed up I was happy :)
Problem is, I don't remember what the problem was. So can't really tell the solution. Sorry.
Now I'm in my 2nd mission and have to deliver supplies to Mariveles Bay - done. :up:
But while fulfilling this mission I got the 2nd objective to pick up survivors or wounded personel (it says something like they come with a PT boat - look out for their light)
I was in the designated area (green circle) nothing happened. I was directly beside the PT boat, nothing happened.
How do I solve the objective?
Thx in advance :):):ping:
KaleunMarco
07-17-21, 11:31 AM
Now I'm in my 2nd mission and have to deliver supplies to Mariveles Bay - done. :up:
But while fulfilling this mission I got the 2nd objective to pick up survivors or wounded personel (it says something like they come with a PT boat - look out for their light)
I was in the designated area (green circle) nothing happened. I was directly beside the PT boat, nothing happened.
How do I solve the objective?
answering your question will be difficult without some additional information.
do you know where the SH4 Savefolders are located on your system?
Most probably \Documents\SH4...unless you are using MultiSH4 and have more than one instance of SH4.
under that folder there will be a series of sub-folders.
\Documents\SH4\data\cfg\SaveGames
Under SaveGames you will see a series of folders that are mostly numbers but could also be alphanumeric. these folders are where each of the saves you created are stored. (apologies for the bad English).
using the Windows Date-Time stamp, find a save folder from the mission you mention above. if you drill down into that save folder, you will see a file named CareerTrack.upc. Open that file using Windows Notepad. Now, you are almost finished with the task. within CareerTrack.upc look for the line that begins with:
PlayerCurrentObjectives=IDnnn
select that whole line and paste it into your reply here.
close CareerTrack and do not save it. you do NOT want to make any changes, even inadvertently.
good luck!
TorBra79
07-17-21, 11:54 AM
CareerTrack.upc look for the line that begins with:
PlayerCurrentObjectives=IDnnn
select that whole line and paste it into your reply here.
First thank you and no worries about your english, everything was understandable for my German Brain. ;)
Here are the requested lines out of the newest save file:
PlayerCurrentObjectiveCode=EarlyPhilOPS
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID326
Aktungbby
07-17-21, 12:44 PM
TorBra79!:Kaleun_Salute:
KaleunMarco
07-17-21, 01:58 PM
First thank you and no worries about your english, everything was understandable for my German Brain. ;)
Here are the requested lines out of the newest save file:
PlayerCurrentObjectiveCode=EarlyPhilOPS
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID326
ok, great info. good job.
your first objective was to drop off supplies at Cochino's Point.
your second objective is to pick up wounded personnel in a PT boat. what those orders really mean in SH4-ese is that you are looking for "survivors" in a raft.
these wounded-army-personnel/survivors are the same thing as downed aviators who need to be rescued.
if you have not experienced lifeguard missions as yet, practice up on these with single missions or war patrols before attempting to re-run this Mariveles mission.
so, back to the rescue job....the rescue pickup location is ESE of Cochino Point. the raft will be available for rescue between May 1 and May 4. if you are early then you have to wait around somewhere, safely. :03:
if you are late, then the raft has come and gone and you will not be able to complete that objective...so, go and sink some ships, Herr Kaleun.
:Kaleun_Salute:
TorBra79
07-17-21, 02:34 PM
second objective is to pick up wounded personnel in a PT boat.
yes and there is a PT boat cruising around.
what those orders really mean in SH4-ese is that you are looking for "survivors" in a raft.
no raft in sight. just mentioned PT boat. Time of the save its night and raining... would be easier to search for a needle in a hayball :har:
these wounded-army-personnel/survivors are the same thing as downed aviators who need to be rescued.
if you have not experienced lifeguard missions as yet, practice up on these with single missions or war patrols before attempting to re-run this Mariveles mission.
yeah I saw the button that let you do this but it's greyed out cause no "target" - will try a single mission
so, back to the rescue job....the rescue pickup location is ESE of Cochino Point. the raft will be available for rescue between May 1 and May 4. if you are early then you have to wait around somewhere, safely. :03:
if you are late, then the raft has come and gone and you will not be able to complete that objective...so, go and sink some ships, Herr Kaleun.
:Kaleun_Salute:
yeah in the green circle I would think
May?
CurrentDate=1942-02-12 08:36:29
I think I'm running out of booze for my crew before May so... sorry rafters, no chance :oops:
Thanks for the help
KaleunMarco
07-17-21, 03:12 PM
yeah in the green circle I would think May?
CurrentDate=1942-02-12 08:36:29
I think I'm running out of booze for my crew before May so... sorry rafters, no chance :oops:
Thanks for the help
:har::har::har:
yeah, if it's february, then you are just a bit early.
not sure how/why you got assigned this mission but you should press on and go sink some ships.
practice your lifeguarding between now and May, ok?:haha:
propbeanie
07-17-21, 04:00 PM
Hey Guys and fellow skippers,
I made it work. As soon as the FOTRS Splash Screen showed up I was happy :)
Problem is, I don't remember what the problem was. So can't really tell the solution. Sorry.
Now I'm in my 2nd mission and have to deliver supplies to Mariveles Bay - done. :up:
But while fulfilling this mission I got the 2nd objective to pick up survivors or wounded personel (it says something like they come with a PT boat - look out for their light)
I was in the designated area (green circle) nothing happened. I was directly beside the PT boat, nothing happened.
How do I solve the objective?
Thx in advance :):):ping:
In line with what KaleunMarco said, this is one of those "maybe" missions. Here is the overview:
https://i.imgur.com/MAgOfxP.jpg
The big "circle" is used as a "trip wire", in that as you cross it, the "event" sets off a series of changes to the mission. When you first start out, there is the "Primary" objective of inserting the supplies, but when you cross that line, it activates the "Hidden Primary" objective of picking up the passengers. It is then supposed to send you a message alerting you to the update, and then to spawn the "Rescue_Raft" object. While the raft has a May 1 entry date, there is an "event" to have them spawn earlier than that. However, the game will "hiccup" sometimes, and spawn the raft first, which then doesn't have an "Objective" associated with it. We know the "spawning" is working though, because the PT boat spawns... However, the rescue raft should be moving slightly, and the PT boat should be at anchor. As KM described, you should be able to see the boat by its lit flare:
https://i.imgur.com/iJUAqKO.jpg
As you get closer, you should be able to see people onboard, though what you are after probably only has three people in it. This example is from a while back, and is the New Zealand boat:
https://i.imgur.com/tseInDY.jpg
As KM mentioned, you do have to be on the proper menu for the Bridge, and you have to look at the raft through the binoculars, but another point is that you have to be in close enough that you get a "Ship spotted" from your crew. This is generally at least 1500 yards out, but oftentimes much closer, and depends upon the sea state and the weather conditions. When looking at the raft through the binoculars, there is a little plus ( + ) sign in the middle of the view, that is usually yellow. That has to turn red, and then the life ring will light on the menu. That's when you can press it and affect the pickup. But the raft has to be there, and your crew has to spot it... Also, it is best to attempt pickups bow-on, since there is less rocking of the submarine at that angle, and to not get in too close, else it can be difficult to get the binoculars on the subject long enough to activate the life ring...
https://i.imgur.com/TensAJM.jpg
Now, all that said, you cannot use the "SS08 Insertion_Rescue Training" Submarine School mission to try things out (which the pics above are from), or rather, you ~can~ use it, but it does not function correctly... :oops: - Someone trashed it with one of the last updates to FotRSU... We'll fix that for the next version, which is getting close... maybe... lol - after all of that, there are times when the game does not "spawn" the rescue raft or survivors, so the usual CenPac Rule applies "give them 24 hours, and if no sign of them, take off and head home"... As KM says "go find something to sink".
propbeanie
07-17-21, 04:10 PM
Mazzi,
and now i understand to what you were referring.
you are seeing this:
https://i.ibb.co/zfJ2BdZ/SH4-Img-2021-07-17-09-32-48-319.png
you start your career in January 1945 at Pearl with a Tench and you see only one slot...for Air Search and no slot for Surface Search, correct?
@PB: is this expected?
No, it is not - er, rather, I suppose it is with the files the way they are :oops: - we reverted to the old set... you are using the Preview there, correct?
KaleunMarco
07-17-21, 11:05 PM
No, it is not - er, rather, I suppose it is with the files the way they are :oops: - we reverted to the old set... you are using the Preview there, correct?
Correct. Also included is the one line patch for the ST Radar in the Tench.UPC file
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU 1.46 Preview\MODS]
100_FalloftheRisingSun_Ultimate_Preview16
200_Preview_EnlistedFix
300_Nippon_Maru_v1.2.1
399_NoScrollNavMap
propbeanie
07-18-21, 10:30 AM
Last night, I ran through a bunch of starts for the various boats available after 1st January, 1945, and they all do not show a listing for the ST nor SJ radars, but that is easy enough to fix. I do not understand how we reverted to that state, but we did. All radars are present, and do function though. The testing involves the start on the surface, radar on continuous sweep and identifying targets. Ahead One Third and submerging to Periscope Depth, watching the radar menu icons to show activity while using the external view to watch when the various parts of the submarine go under. Radar turns off automatically when expected. I then raise the Observation Periscope, which does indeed have the ST radar head, and when it breaks the surface, the radar turns on and I can see that on the radar screen, menu icons and on the NavMap. The crew again reports contacts. Lower the periscope, and it turns off again. So the ST and SJ function as expected, other than the lack of listing in the office for the devices. I have a test career set-up for a Gato boat to do an "update" from SJ-I to ST, which I will get into later this afternoon. I will then do the Balao and then try to set-up a Balao career a bit earlier and attempt to do a new command to the Tench, and see how that goes over the next few days.
fitzcarraldo
07-18-21, 11:43 AM
Correct. Also included is the one line patch for the ST Radar in the Tench.UPC file
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU 1.46 Preview\MODS]
100_FalloftheRisingSun_Ultimate_Preview16
200_Preview_EnlistedFix
300_Nippon_Maru_v1.2.1
399_NoScrollNavMap
I use Nippon Maru 1.3 with FOTRSU 1.46. I don´t know if this has some influence in the gameplay or these problems.
Now patrolling the Carolinas June 1942, Gato Class, all OK with 1.46 with NM 1.3.
Fitzcarraldo :Kaleun_Salute:
KaleunMarco
07-18-21, 12:20 PM
Last night, I ran through a bunch of starts for the various boats available after 1st January, 1945, and they all do not show a listing for the ST nor SJ radars, but that is easy enough to fix. I do not understand how we reverted to that state, but we did. All radars are present, and do function though. The testing involves the start on the surface, radar on continuous sweep and identifying targets. Ahead One Third and submerging to Periscope Depth, watching the radar menu icons to show activity while using the external view to watch when the various parts of the submarine go under. Radar turns off automatically when expected. I then raise the Observation Periscope, which does indeed have the ST radar head, and when it breaks the surface, the radar turns on and I can see that on the radar screen, menu icons and on the NavMap. The crew again reports contacts. Lower the periscope, and it turns off again. So the ST and SJ function as expected, other than the lack of listing in the office for the devices. I have a test career set-up for a Gato boat to do an "update" from SJ-I to ST, which I will get into later this afternoon. I will then do the Balao and then try to set-up a Balao career a bit earlier and attempt to do a new command to the Tench, and see how that goes over the next few days.
i wonder why the ST works on a new start in 1945 but it will not work after an upgrade from a different boat?
strange brew.
thanks for clearing some of the fog.
Good Morning Gentlemen,
Propbeanie, I finished editing the Careerstart.upc and Flotillas.upc files last night for the Titan. I did find the differences you spoke of. So I can see where I would get the problems. My hat is of to all of you who do moddings. I just modded two files and it took a bit. Plus seeing white out after a while.:03: I do not know how you do it, but I am glad that you do.
Now in doing the edit of the files I did find somethings you may or may not already know. Some where in my v146 file as well as the pre16. here is what I found,
In Flottilas.upc, Flotilla 2, boat 9, Narwhal. objective 12 is listed as obj 11. the start date has no dashes. ie, 19420125. should be 1942-01-25. this is the PhilippinesOPS. the next ones I was tired and forgot to write down the flotilla number. A Gato boat 5, on a south pacific objetive, has an obj of 12. This should be 13. Obj 11, of same boat has the ID incorrect. the id=BR5obj11, should be id=BR6obj11. Then in F16 HP14 GAR1 to guam test boat. The userplayerunittype is set to 11. This should be 14. Also in F19, the S42 boat, obj 5. the userplayerunittype is set to 11 should be 12. This is what I noticed. I know when I edited wrong previously, I made the game lose its mind. So these thing might make the game do strange things? Hope this helps.
I also noticed two versions of the Formosa objective. I was wonding if they are the same or not? one version has an ending date. and the objectivecode is Formosa Strait. The other has an ending date of NULL with the objectivecode of Formosa. I am just wondering if they are the ssame or different. As always thank you all for your time.
Thanks
Comder
propbeanie
07-18-21, 01:13 PM
... Some where in my v146 file as well as the pre16. here is what I found,
In Flottilas.upc, Flotilla 2, boat 9, Narwhal. objective 12 is listed as obj 11. the start date has no dashes. ie, 19420125. should be 1942-01-25. this is the PhilippinesOPS. the next ones I was tired and forgot to write down the flotilla number. A Gato boat 5, on a south pacific objetive, has an obj of 12. This should be 13. Obj 11, of same boat has the ID incorrect. the id=BR5obj11, should be id=BR6obj11. Then in F16 HP14 GAR1 to guam test boat. The userplayerunittype is set to 11. This should be 14. Also in F19, the S42 boat, obj 5. the userplayerunittype is set to 11 should be 12. This is what I noticed. I know when I edited wrong previously, I made the game lose its mind. So these thing might make the game do strange things? Hope this helps.
I also noticed two versions of the Formosa objective. I was wonding if they are the same or not? one version has an ending date. and the objectivecode is Formosa Strait. The other has an ending date of NULL with the objectivecode of Formosa. I am just wondering if they are the ssame or different...
Thanks for that. We did find that the other day, and there should be the dashes in the dates, and well as other corrections. That happens when a certain modder is "snow blind" from the white space in the files and neglects to correct the dates from the PatrolObjectives files... So a mission is built, and input in the PatrolObjectives file, and its dates there copied into the Flotillas files. The modder is then supposed to add the dashes... too many times of doing that, and with drool running down the chin, things start to slip... kind of like the ST Radar currently... The "fix" is in though. As for the Formosa versus Formosa Strait, the original intent was for a SWPA and CenPac set of missions, restricted appropriately by dates, but there were some SpecOps performed there also, so the "doubling" of the calls. We do have to eliminate some of those type calls though, because the game chokes terribly if the same boat gets a SpecOp call and then the same Formosa call, when it is the same mission.
Now, I am currently attempting to test an ST upgrade, so I started at Pearl in a Balao boat (Escolar), and my assignment was a "Sink" mission off Kii Suido. Wanting to "waste" some time on the patrol, so I could try for the ST upgrade after the first, I decide to take the long way there and go via Attu and refuel up there. I cannot decide which of these two pictures I like best. The first is somewhat washed-out from the brightness of the sun, and the 2nd shows "shadow" in the wake of the boat:
https://i.imgur.com/EGNL2qT.jpg
https://i.imgur.com/fzH96XZ.jpg
But that is coming into Attu Massacre Bay. I really like the effect of the sun burning through the fog. Anyway, topped-off the tanks and headed down along the Kurile chain. While up near Parimushiro, we got the message of a heavy naval engagement in Leyte Gulf. Being the astute SH4 player that I am (hah! hardly), and having done the dating of some of CapnScurvy's contributions to the game, I knew the Kamikaze planes enter the fray mid October... but that is down around the Ryukyus, right?... no, that also happens up north... None of my early pictures of this incident turned out, probably from being too excited, but...
We were cruising on the surface at the time, attack periscope up, and I just happened to be on the bridge, when we get an "aircraft spotted, bearing 260, close range" or whatever he said. Then we immediately hear scraping and grinding, like we had run aground, and an explosion right above us, with plane bits falling about us, and then a last "BOOM!!!" to starboard. Looking right, the OOD is in the way, so I hurry and do an external cam, and missed my first picture attempt... but there is a plane down in the water and on fire. I go to the NavMap and click on the little plane icon there, and it says "JP Kamikaze". Can you believe it? My 2nd pic attempt fails trying to take a picture of that. Just a bit late, I call for "Crash Dive!!!"... so I drew a circle with the compass to show that it was 750 yards off the boat, click the plane icon again to show its class, and have (apparently) and 3rd picture failure... sigh - anyway, we did get a "periscope damaged report, so I went to the damage screen, to see if we had any flooding or bulkhead damage:
https://i.imgur.com/6HPsOc8.jpg
Nothing shows damaged... but I can't see out of the Attack Periscope... using the Observation Periscope, I look at the Attack Periscope, and it doesn't look to have a head on it. I turned the attack scope to 180 and no difference in the way it looks. I have never seen this:
https://i.imgur.com/XS2KrNM.jpg
here's the overview of where we were, and the probably "source" of the plane, though that is a bit of a way for a Zero to travel. Of course, one-way trip though:
https://i.imgur.com/j8tZNIG.jpg
KaleunMarco
07-18-21, 02:40 PM
Nothing shows damaged... but I can't see out of the Attack Periscope... using the Observation Periscope, I look at the Attack Periscope, and it doesn't look to have a head on it. I turned the attack scope to 180 and no difference in the way it looks. I have never seen this:
https://i.imgur.com/XS2KrNM.jpg
here's the overview of where we were, and the probably "source" of the plane, though that is a bit of a way for a Zero to travel. Of course, one-way trip though
pb, i am surprised at you. you are a Kaleun with thousands of missions and you "lose your head" like that. tsk, tsk.
:har:
propbeanie
07-18-21, 03:52 PM
Well, I'll not complain about not having anything on the damage control screen ever again... sigh - it all started with a "Radar contact, bearing four zero, long distance", but then the blip was gone, never to be seen again... Then "Aircraft spotted!"...
https://i.imgur.com/rgJpbp8.jpg
Wow... that's close! Where is my radar again for THIS plane? from the bridge, it looked like he was maybe 50 foot above the sea on the approach. Are they really that smart in this game? Anyway, the conn is about to disappear beneath the waves, but there he is, drops the stick, and "BOOM!!!" right dead-center on the conn and "BOOM"! right dead-center on the after deck... In this pic, I was too late for the explosion, and the smoke ball obscures the shears on the boat, but you get the idea:
https://i.imgur.com/tbtfD2H.jpg
Back inside, we have flooding, but not too bad. Hull damage but minimal, but my golly, all of the watch crew members are wounded:
https://i.imgur.com/0OZwCbu.jpg
Several of them are barely alive... you might also notice there that the AA guns are damaged... So the damage screen:
https://i.imgur.com/xgr2nry.jpg
Basically took out the conn... Well, I do have a five inch deck gun, and I do have torpedoes, though I have NOTHING to aim with... and the whole purpose of this is to TEST THE RADAR and it is gone... lol - good thing I saved a few days ago after that other plane attack! lol :wah:
propbeanie
07-19-21, 10:09 AM
I did finally finish the "Balao SJ-I to ST Radar Upgrade" last night, and as expected, it did indeed fail. A new boat is fine and functions fully, but lacks the display of which radar is actually onboard and active. That particular "minor" detail is really a massive clue, it turns out... This falls back to the Stock game's failed attempts at ST Radar and FM Sonar, and I am about to attempt another attempt at the update with several edits in-place... fingers crossed, touching the rabbits foot, staying away from mirrors and salt shakers (and sharp objects)... :salute:
Bubblehead1980
07-19-21, 12:30 PM
Well, I'll not complain about not having anything on the damage control screen ever again... sigh - it all started with a "Radar contact, bearing four zero, long distance", but then the blip was gone, never to be seen again... Then "Aircraft spotted!"...
https://i.imgur.com/rgJpbp8.jpg
Wow... that's close! Where is my radar again for THIS plane? from the bridge, it looked like he was maybe 50 foot above the sea on the approach. Are they really that smart in this game? Anyway, the conn is about to disappear beneath the waves, but there he is, drops the stick, and "BOOM!!!" right dead-center on the conn and "BOOM"! right dead-center on the after deck... In this pic, I was too late for the explosion, and the smoke ball obscures the shears on the boat, but you get the idea:
https://i.imgur.com/tbtfD2H.jpg
Back inside, we have flooding, but not too bad. Hull damage but minimal, but my golly, all of the watch crew members are wounded:
https://i.imgur.com/0OZwCbu.jpg
Several of them are barely alive... you might also notice there that the AA guns are damaged... So the damage screen:
https://i.imgur.com/xgr2nry.jpg
Basically took out the conn... Well, I do have a five inch deck gun, and I do have torpedoes, though I have NOTHING to aim with... and the whole purpose of this is to TEST THE RADAR and it is gone... lol - good thing I saved a few days ago after that other plane attack! lol :wah:
lol it happens. Now, we know in reality direct hit like that would have sunk your boat. I like there is failure by SD and lookouts because in reality SD was not always reliable and lookouts did occasionally miss planes until were close.
I had a similar experience recently but with my "friendly fire" units I added to TMO Stopped to refuel and after departing, SD failed to detect a PBY outside Johnston Island until was at 5.5 NM and lookouts did not spot him before (I do want to adjust the visual range for lookouts, if I can see things, they should be able to as well) , noticed he was making a run so ordered a dive. As passed 80 feet, two depth charges..one on each side of the sub exploded.
Sent hull damage to 70...destroyed trim pump...hydraulic pumps..compressors..forward batteries heavily damaged...pretty much everything in control room and conning tower was in shambles.
With trim pump knocked out...could not maintain a proper depth boat bounced a bit. Surfaced and headed back to Pearl lol.
KaleunMarco
07-19-21, 03:41 PM
Sent hull damage to 70...destroyed trim pump...hydraulic pumps..compressors..forward batteries heavily damaged...pretty much everything in control room and conning tower was in shambles.
With trim pump knocked out...could not maintain a proper depth boat bounced a bit. Surfaced and headed back to Pearl lol.
question: when you went back to Pearl and performed a replenish, did the program fix all of the equipment? or did you have to end the patrol to get it fixed?
Mad Mardigan
07-19-21, 05:52 PM
question: when you went back to Pearl and performed a replenish, did the program fix all of the equipment? or did you have to end the patrol to get it fixed?
KM... :Kaleun_Cheers:
I'm gonna go out on limb here, & say that Bubblehead, likely docked in at Pearl. As the procedure as I know of it, to fix major damages & Bubblehead in that instance, definitely ended up with serious damages. (case in point, hull down to 70)
Not to mention all the other damages that were incurred.
M. M.
:Kaleun_Salute:
fitzcarraldo
07-19-21, 07:24 PM
question: when you went back to Pearl and performed a replenish, did the program fix all of the equipment? or did you have to end the patrol to get it fixed?
You need to end patrol for repairs. If you can´t end patrol, only you can obtain fuel and torpedoes/ammunition.
Regards.
Fitzcarraldo :Kaleun_Salute:
Good Evening Gentlemen,
I have found that most ports can re-arm your boat. Then most of the equipment can be repaired. The hull damage requires dry dock. So only your home port can repair. I find this to be true on both sides of the playing field. I have noticed that I can get a severally damaged uboat back to port, but the same damaged American sub, I can 9 outta 10 times not even get it back to the surface. This supports the old saying. Run silent, run deep. you will survive. just my thoughts
Thanks
Comder
propbeanie
07-20-21, 01:09 PM
How many of you folks are using an S-Boat anywhere, and are close to, or played through the dates of 31 May, 1943 to 1st June,1943? Have you received and upgrade to the Improved SJ Radar? Thanks! :salute:
WININGS48@GMAIL.COM
07-22-21, 07:58 PM
Thank you Neal, I've been doing this since the days of a Commodore 64. I'm so glad to know that you are still running the show. I guess that these simulations are timeless! Thanks again.
Mad Mardigan
07-22-21, 08:13 PM
Thank you Neal, I've been doing this since the days of a Commodore 64. I'm so glad to know that you are still running the show. I guess that these simulations are timeless! Thanks again.
:doh: :o
:nope:
Not sure what to make of their post here... :hmmm: :hmmm:
M. M.
:Kaleun_Salute:
KaleunMarco
07-22-21, 09:30 PM
:doh: :o
:nope:
Not sure what to make of their post here... :hmmm: :hmmm:
M. M.
:Kaleun_Salute:
might be lost.
or
the dreaded spam.:wah:
Cybermat47
07-23-21, 06:05 AM
Hey guys, is anyone else having stuck needles on all the 3D gauges?
Also, I've encountered a Tachibana-class destroyer escort in October 1943. From what I can find, Tachibana-class ships were only commissioned in mid-1945, with the lead ship being comissioned in April.
Mad Mardigan
07-23-21, 06:31 AM
Hey guys, is anyone else having stuck needles on all the 3D gauges?
Also, I've encountered a Tachibana-class destroyer escort in October 1943. From what I can find, Tachibana-class ships were only commissioned in mid-1945, with the lead ship being comissioned in April.
Ahoy, Cybermat47... :Kaleun_Cheers:
Sounds like you got hit with the "High Noon" gauges bug...
Best guess, with that run in with the Tachibana, gather every bit of info about that encounter (date, time place, what sub you're skippering, what base are you based at before running into the stuck gauges... any screenshots you might be able to append to your report on the run in with that destroyer escort... things of that nature & a clipboard copy paste of the mod set up your running with, will help... ) & post it here, for propbeanie, so that He (or s7rikeback) can look into that.
After that, can muddle through with the gauges as best you're able to until you can hit the docks... after docking & going back out on next patrol, the gauges, should be back to normal operation... as I recall, on that.
Hope this info helps... :shucks: :yep: :up:
M. M.
:Kaleun_Salute:
propbeanie
07-23-21, 07:43 AM
Hey guys, is anyone else having stuck needles on all the 3D gauges?
Also, I've encountered a Tachibana-class destroyer escort in October 1943. From what I can find, Tachibana-class ships were only commissioned in mid-1945, with the lead ship being comissioned in April.
As MM mentions, need the date, time, boat, location, etc. of the incident, and where you sailed from, but in addition, which version of the mod? The Preview version has the player and AI subs changed around, theoretically to completely eliminate that issue. If you have that version, then we would want as much detail as is possible, such as if you know if you encountered any enemy AI subs anywhere - that you are aware of.
As for the Tachibana, the game ignores "active" date 'limits' for ships, and puts what it wants to out there. For a while, we tried to put the later ships in a call pool by themselves, but gave up on the idea since the different ship types react differently to different situations, and the idea is rather difficult to implement anyway. We have even taken the configuration dates, as well as skin dates, and changed them all to cover the naked boats when the game does call them early... which we just had a report of that a few weeks ago with one we had missed the dates with... It was one that is not supposed to show up until mid-1943, and was called in late 1942, and forgot to wear it clothes... :roll: - that issue for that particular ship is still there (name forgotten) until the next release. Let us know the details though about the gauges please! :salute:
wow (listening) crickets :D
Hope everyone is doing well.
Comder
propbeanie
07-27-21, 05:31 AM
Still wrasslin' with the ST Radar... it is very stubborn. All indications point to an incomplete implementation of the device in the game. But we're not sure. When it does function (only on a new boat), it takes out the SJ antenna, and also does not display on the sub's inventory. The big thing though, is that it refuses to "upgrade", either resulting in no functioning surface radar, or no observation periscope, or functioning SJ but no ST, or worst of all, no conning tower... There is an easy option for this, but we'll try a few more edits to get it to upgrade properly before we remove it from the mod...
KaleunMarco
07-27-21, 09:34 AM
There is an easy option for this, but we'll try a few more edits to get it to upgrade properly before we remove it from the mod...
yep.
for what it is worth, this is the same conclusion that i came to.:yep::yep::yep:
Mad Mardigan
07-27-21, 11:57 AM
How many of you folks are using an S-Boat anywhere, and are close to, or played through the dates of 31 May, 1943 to 1st June,1943? Have you received and upgrade to the Improved SJ Radar? Thanks! :salute:
Ahoy propbeanie... :Kaleun_Cheers:
Just put together a SH4 mix that I followed off of Wolfpack345, that focuses heavily on the S class.
Just started off on a career out of D.H. 04/42, so haven't gotten to a point yet that is any chances for upgrades yet.
Will keep you appraised soon as I hit the milestone of 31/05-01/06/43 & any issues with upgrades or not being able to should that occur 1 way or the other.
M. M.
:Kaleun_Salute:
lederhosen
07-27-21, 12:24 PM
Salute
New to this side of the war. But, I'm having a problem. I've done two clean installs now and the same thing keeps happening. I'm using the newest version with no other mods etc. Vanilla runs fine. but with this mod on the deck guns look rather impotent, i.e they look broke, wont move, and always point downwards.
Both in Sub school and in campaign.
So thats at least the porpose and S-boats thus far.
I run an I5, 64bit PC with a 1060 gpu and 16GB Ram. Campaign was in Asia 1942
When I remove the mod, vanilla is ok.
https://i.postimg.cc/NF6nR58Q/opps.jpg
Mad Mardigan
07-27-21, 01:27 PM
Salute
New to this side of the war. But, I'm having a problem. I've done two clean installs now and the same thing keeps happening. I'm using the newest version with no other mods etc. Vanilla runs fine. but with this mod on the deck guns look rather impotent, i.e they look broke, wont move, and always point downwards.
Both in Sub school and in campaign.
So thats at least the porpose and S-boats thus far.
I run an I5, 64bit PC with a 1060 gpu and 16GB Ram. Campaign was in Asia 1942
When I remove the mod, vanilla is ok.
https://i.postimg.cc/NF6nR58Q/opps.jpg
Ahoy, lederhosen... :Kaleun_Cheers:
Ok, computer specs are good info to know, but... that is only 1/2 the battle (in most cases, at any rate.. :yep:)
Also just as important...
Source of SH4 your using if you will, sir.
In addition, with the copy of SH4, where exactly do you have that installed...? :hmmm: :hmmm:
Most definitely needs being NOT installed in either /Program files or \Program files (x86) territory, but instead is better served to be installed in like, example... /Games (in a folder created for the mod you're going with, in this case: C:\Games\SH4\SH4-pristine) thereby using that copy as your go to GOLD standard. Meaning to copy the guts from that folder & then in a newly minted folder in \Games to use for modding. Such as in this case, C:\Games\SH4megamods\FotRS-U
What this does, is takes the game out of Microshafts.. erhm, Microsoft's.. dictatorial greed ridden clutches & allows you to then modify it as needed. Having it in either of those 2 NOT to be installed in areas aforementioned, puts it in their :arrgh!: UAC control, which... does NOT like you tampering with things in their domain there.. at all. :o
Not 1 bit... :nope:
A very useful tool to have in your arsenal, is MultiSH4... even if at 1st, you don't consider or even contemplate running more than 1 modded copy of SH4... grab it. ol' boy scout motto... Be prepared.
Using any mods, even including a mega mod set, make sure to use JSGME... in the event you need to take out a mod that has been... updated & believe you me... there will be plenty of times for that to occur. :yep:
Running a mod set, is best to use this... it makes making needed changes pretty easy to do.
Also, if you already have jsgme, then include in a follow up reply a clipboard copy of the mods you have activated through jsgme, will also help too.
Simply click on 'tasks' in the pop up menu, select by holding your mouse over it, 'Export activated mods list to' & clicking in the next pop up window, 'clipboard'. This will alow you to paste the list from jsgme of what mods you have active. :yeah: Which, will give us a chance to see what your rolling with... :shucks: :up:
last, but most definitely NOT least... using either a 4GB RAM patch or just simply finding, downloading & using Large Address Aware (to Me, by far the simplest tool to use... :yep: it's so easy, a cave man can use it.) LAA as it is oft referred to, is a simple 3 step process to assign your computer to grant the SH4.exe 4 GB's of RAM while your playing this game (or much less any other 1 for that matter.. :yep:)
Am guessing it is porbably a clash of 2 different mods, causing your issues... though, sometimes a mod unzipped, will every once in a blue moon, not unzip fully as it should.. or even in downloading a zipped mod, will bork at the worst possible time, resulting in unzipping it, something gets left out & well.. any # of errors... leading to frustrations galore.. won't know fully until it's known what mods fully that your rolling with.
Main point is here... the more info provided, the better the odds of figuring out your Jurassic snafu causing you issues... :shucks:
Hope this helps. :yep:
M. M.
:Kaleun_Salute:
propbeanie
07-27-21, 02:36 PM
Salute
New to this side of the war. But, I'm having a problem. I've done two clean installs now and the same thing keeps happening. I'm using the newest version with no other mods etc. Vanilla runs fine. but with this mod on the deck guns look rather impotent, i.e they look broke, wont move, and always point downwards.
Both in Sub school and in campaign.
So thats at least the porpose and S-boats thus far.
I run an I5, 64bit PC with a 1060 gpu and 16GB Ram. Campaign was in Asia 1942
When I remove the mod, vanilla is ok.
[pic]
Not only deck, but AA guns, and the conning tower is incorrect, being a later war sail. Did you empty the Save folder? Like MM says, install outside of the Program Files folders, but also empty the Save folder before playing the modded game. Instructions are in the first post here, in the download post, and in the Support folder of the mod. :salute:
lederhosen
07-27-21, 02:44 PM
I did everything asked for. It could be a corrupted download, but twice??
Here's another pick.
Bit late here now, I'm going to delete everything and start again tomorrow I think.
ps. 1st pic is from the sub school
https://i.postimg.cc/xdtQwpBK/USA2.jpg
Mad Mardigan
07-27-21, 06:12 PM
I did everything asked for. It could be a corrupted download, but twice??
Here's another pick.
Bit late here now, I'm going to delete everything and start again tomorrow I think.
ps. 1st pic is from the sub school
https://i.postimg.cc/xdtQwpBK/USA2.jpg
Hmm... Can't see of any of the mods causing issues... that I can see of, that is.
See from your reply & the follow up pics, that what I outlined, looks good.
If I am seeing that right, the I:\ drive is not the main drive...
1 thing I did not see an answer on, was what the source was for your copy of SH4.
With regards to the 2 times that you went to set up FotRS, did you dump the unzipped files for the mod & re unzip from the main download you grabbed..??? :hmmm:
Or did you keep the unzipped files & reuse them, for both attempts...??? :hmmm:
It could be a corrupted download, but twice??
As for that, yes.. it can & does occur. You'd think that such the case would be nigh unto impossible, but... there it is... it does happen.
M. M.
:Kaleun_Salute:
Even Steam & Ubisoft, are aware that it can... which is why they both include in their launchers, the means to ''validate game files'' & that's just them 2 that I know of.. am pretty sure any other game source that uses launchers to d/l & play games nowadays has that baked into their launchers.
lederhosen
07-28-21, 12:22 AM
I have a clean vanilla SH4 from a CD on the "I" drive. It has only been run once using the sub school. I make copies of this original vanilla sh4 for KSDII and DarkWaters, both run fine. And both, through multiSH4, have their own save game folder.
Mad Mardigan
07-28-21, 12:44 AM
I have a clean vanilla SH4 from a CD on the "I" drive. It has only been run once using the sub school. I make copies of this original vanilla sh4 for KSDII and DarkWaters, both run fine. And both, through multiSH4, have their own save game folder.
Ok, when you boot up the unmodded SH4... what version is it listed as...
v 1.4, v 1.5 ??? :hmmm:
With regards to FotRS mod, did you dump the MODS folder, along with SH4 when you attempted to reset up the 2nd time.. & unzip the mods after reinstalling SH4... or did you save the mods folder & reuse the unzipped mods.??? :hmmm:
If you kept the unzipped mods & the MODS folder... so as to have only the mods themselves in the MODS folder, you would have had to delete the following:
JSGME (this would be the configuration settings, located in the MODS folder. It sets up when you activate the mods initially. To avoid issues, you'd need to delete that, if you snag the MODS folder out of the SH4 install folder... that config file, should be the last in the list, inside the 'MODS' folder.)
In addition, I would say, also that JSGME file snapshot... would likely need to be deleted, as well.
I believe that those 2 items in 'MODS' folder being kept in there (if you kept it to use in your 2nd attempt to set up SH$ + FotRS-Ultimate) would cause issues, just the same as not deleting the game save folder you set up in documents, using MultiSH4.
propbeanie can confirm that, for 100% sure, but I am fairly confident that am right about that... :yep:
M. M.
:Kaleun_Salute:
lederhosen
07-28-21, 01:11 AM
v.1.5 is the vanilla.
I deleted everything, mods folder incl.
But the JSGME files maybe not so.hmmm
update....... Same problem. I just cant see where I'm going wrong on this.
one last try. Clean install from CD this time
propbeanie
07-28-21, 08:21 AM
Empty the Save folder after you activate the mod. When you play the stock game, even just the Sub School to test your install, you are populating the Save folder with stock game files. You have to empty the Save folder before playing the modded game, else it won't add all of the mod's files, and you end up with a confused mix of a game, that quite possibly could CTD, besides graphics and operational anomalies.
KaleunMarco
07-28-21, 07:02 PM
graphics and operational anomalies.
graphics and operational anomalies?
do you write training manuals for a living?
:D:har:
torpedobait
07-29-21, 09:32 AM
graphics and operational anomalies?
do you write training manuals for a living?
:D:har:
:Kaleun_Cheers::Kaleun_Applaud::Kaleun_Salute:
propbeanie
07-29-21, 11:30 AM
Well... they wanted 1200 words or less for each manual, and I had a difficult time getting under 6200... :roll:
:har: :arrgh!: :har:
Been playing V1.39 since my first try with V1.46 and the over active aircraft took the fun out of my playing. Want to try V1.46 again and want to know if there have been any "fixes" to tone down the AC enthusiasm to sink me every time I surface.
lederhosen
07-30-21, 02:56 PM
Sooooo, my problem is solved.
Seems my "cheap" set of SH4 CD'S may be the resaon after all.
I knew that I bought SH4 on steam yrs ago, so I decided to go this route, buy the uboot missions for $5, followed the install instructions to the letter, and....
yippy seems to work even after adding one or two extra mods/skins etc.
sorry to of bothered you guys as it seems I was at fault (well the cheap CD'S)
lederhosen
07-30-21, 03:14 PM
anyone have a link to US sub-logbooks ?
propbeanie
07-30-21, 04:09 PM
Been playing V1.39 since my first try with V1.46 and the over active aircraft took the fun out of my playing. Want to try V1.46 again and want to know if there have been any "fixes" to tone down the AC enthusiasm to sink me every time I surface.
If you are referring to the doggedly pernicious airplanes - especially Betty planes... ?? I am thinking that we turned the radar efficiency down in the Preview version, which is basically v1.46 with updated airplane activity, as well as submarine changes... The area around Rabaul and Bougainville, as well as several other areas can be a bother at certain times though still. Also, there is a "patch" of sorts for the Preview, for the uniforms.
Preview of the next release of Fall of the Rising Sun Ultimate (https://drive.google.com/drive/folders/1Vou5HqsViiQKX9Gw8sfOSiujMnBHKDiq?usp=sharing)
Preview_EnlistedFix.7z (https://drive.google.com/file/d/1kBKsdslS1CJdWJsmtJk-hAq7BvP97jzT/view?usp=sharing)
It is a preview though, and does not have all parts finished. We are STILL working on the ST Periscope Radar failure to upgrade issue, and don't really want to do the sensible solution which would be liberal use of the <Delete> key... but the airplanes should not bird dog you nearly as strongly.
Sooooo, my problem is solved.
Seems my "cheap" set of SH4 CD'S may be the resaon after all.
I knew that I bought SH4 on steam yrs ago, so I decided to go this route, buy the uboot missions for $5, followed the install instructions to the letter, and....
yippy seems to work even after adding one or two extra mods/skins etc.
sorry to of bothered you guys as it seems I was at fault (well the cheap CD'S)
No biggie.
anyone have a link to US sub-logbooks ?
The War Patrol Reports are here (https://www.hnsa.org/manuals-documents/submarine-war-patrol-reports/), and the Log Books are in the National Archives, but don't hold much info. Are you are after a log book to use yourself, or a mod for the log book in the game?
Mad Mardigan
07-30-21, 05:13 PM
Sooooo, my problem is solved.
Seems my "cheap" set of SH4 CD'S may be the resaon after all.
I knew that I bought SH4 on steam yrs ago, so I decided to go this route, buy the uboot missions for $5, followed the install instructions to the letter, and....
yippy seems to work even after adding one or two extra mods/skins etc.
sorry to of bothered you guys as it seems I was at fault (well the cheap CD'S)
Ahoy, lederhosen... :Kaleun_Cheers:
Wasn't any bother... & am glad you were finally able to get things sorted and rolling.
Fair winds, smooth seas... & Good huntin'... :salute:
M. M.
:Kaleun_Salute:
lederhosen
07-31-21, 12:59 AM
The War Patrol Reports are here (https://www.hnsa.org/manuals-documents/submarine-war-patrol-reports/), and the Log Books are in the National Archives, but don't hold much info. Are you are after a log book to use yourself, or a mod for the log book in the game?
both actually. I sometimes like to keep a logbook of sorts for careers etc..
propbeanie
07-31-21, 09:35 AM
For whatever reason (oldmanitis), I cannot find a log book mod... maybe there never was one (oldmanitis)... There is Kim Ronhof's SH4 Report generator (https://www.subsim.com/radioroom/downloads.php?do=file&id=3560), of which you do have to be careful with in the 'modern' Windows OS, else it will 'flag' it as a pup or worse... also, I thought I had a page in the Support folder in one of the sub-folders of a logbook page, but I apparently left that out... (oldmanitis) - if I manage to find more, I'll post back...
KaleunMarco
07-31-21, 10:04 AM
For whatever reason (oldmanitis), I cannot find a log book mod... maybe there never was one (oldmanitis)... There is Kim Ronhof's SH4 Report generator (https://www.subsim.com/radioroom/downloads.php?do=file&id=3560), of which you do have to be careful with in the 'modern' Windows OS, else it will 'flag' it as a pup or worse... also, I thought I had a page in the Support folder in one of the sub-folders of a logbook page, but I apparently left that out... (oldmanitis) - if I manage to find more, I'll post back...
Kim Ronhof's Report Generator is clunky with SH4 1.5.
Some times, i can get it to run. Other times, even after i fiddle with it, no joy.
i wish i had a tool set to replace it for 1.5, but i do not.
in any case, back to the issue....the report generator is not a log that one would use during mission play, only a post-mission recap or debrief, if you will.
i am unaware of utility that we can use, during play, to log activities that are not already logged in the Message Log or Kill Log.
Mad Mardigan
07-31-21, 12:45 PM
Kim Ronhof's Report Generator is clunky with SH4 1.5.
Some times, i can get it to run. Other times, even after i fiddle with it, no joy.
i wish i had a tool set to replace it for 1.5, but i do not.
in any case, back to the issue....the report generator is not a log that one would use during mission play, only a post-mission recap or debrief, if you will.
i am unaware of utility that we can use, during play, to log activities that are not already logged in the Message Log or Kill Log.
Yeah, there is... it's old school.. an oldie but still a goodie... :haha: :03:
It's called a notebook, note pad... :03: & it still works great. :shucks: :yep:
M. M.
:Kaleun_Salute:
ijustwantrisingsun
08-01-21, 10:52 AM
Just wanted to say thanks for this amazing mod, with FOTRS, I've gone through a career from 42 all the way to the end of the war, at a tonnage of 960,000 I've had some exceptional failures, but each time was a learning experience, between sneaking into Truk and taking out a carrier from under the Japanese's noses, avoiding escorts and snagging a cruiser, or even bagging the Yamato. (Took all of my torpedoes tho :har:)
Not to go on a tangent, but my favorite part of the game was that I didn't feel like the only US combatant, unlike in vanilla where it's you against the IJN, rather there's at times a plethora of Allied support, won't ever forget hitting a large convoy right outside of Rabual, diving to avoid the escorts, only to hear explosions on the surface; P40's and Catalinas! Laden with bombs they ruthlessly sent many a ship to the bottom, and distracted the escorts long enough I was able to get back to periscope depth and and send the remaining escorts to the bottom :arrgh!:
Even after the convoy had been sunk, I spent the entire day searching and rescuing the downed airmen who were all over the area, and drifting in high seas, not gonna lie, I had a kind of attachment to my allies who most likely saved my bacon.
That experience alone is something I don't think I could ever experience in vanilla. Thank you.
propbeanie
08-01-21, 07:37 PM
Glad you like it ijustwantrisingsun! That is what we are after, is that "not alone in the world" feeling, except of course, at the beginning until mid '42 anyway... because, technically, the subs were the only ones out there at first... Now, if there was only a way for the game to "reward" you for rescuing the flyboys you pickup in those situations. I'll have to "test" them further, because you might get the 150 renown points for each "survivor" picked-up... "Lifeguard" missions are a different story, and their Objective renown do count for your "score". It is still fun, even if they don't count for anything, and helps contribute to that feeling of participation. I do the same whenever possible, even if I have to wait around for nightfall. :salute:
KaleunMarco
08-02-21, 08:10 AM
Glad you like it ijustwantrisingsun! That is what we are after, is that "not alone in the world" feeling, except of course, at the beginning until mid '42 anyway... because, technically, the subs were the only ones out there at first... Now, if there was only a way for the game to "reward" you for rescuing the flyboys you pickup in those situations. I'll have to "test" them further, because you might get the 150 renown points for each "survivor" picked-up... "Lifeguard" missions are a different story, and their Objective renown do count for your "score". It is still fun, even if they don't count for anything, and helps contribute to that feeling of participation. I do the same whenever possible, even if I have to wait around for nightfall. :salute:
i was about to ask that very question.
normally, i do not execute lifeguard missions however i am testing GFO for webster and playing things according to hoyle.
so, if a lifeguard mission is assigned and we pick up five survivors, the "objective" is met and changes from orange to gray. if we stick around and pickup another "x" number of survivors, is there point credit given? by points i mean points towards a successful mission rating (-3 to +3). renown comes later.
the follow-up question is the one you posed above: if survivors are rescued outside of a lifeguard mission, are points given towards a successful mission?
propbeanie
08-02-21, 08:41 AM
i was about to ask that very question.
normally, i do not execute lifeguard missions however i am testing GFO for webster and playing things according to hoyle.
so, if a lifeguard mission is assigned and we pick up five survivors, the "objective" is met and changes from orange to gray. if we stick around and pickup another "x" number of survivors, is there point credit given? by points i mean points towards a successful mission rating (-3 to +3). renown comes later.
the follow-up question is the one you posed above: if survivors are rescued outside of a lifeguard mission, are points given towards a successful mission?
I do know (from FotRSU testing) that you do indeed get the 150 renown in the "Survivor.cfg" file in the Sea folder, when within the designated Lifeguarding MapZone area, but I do not remember testing outside of any designated MapZone for any Objective given for a Lifeguard mission. I might try an experiment later today for that, when I attempt to test another iteration of the ST Radar.
I am currently attempting to build UpgradePacks for the SubName upc and the UnitParts SubName upc files, which FotRSU currently relies upon dated "Slots" in the compartments, which might be the problem with no "Upgrade", but a new start functioning correctly... we'll see what happens later today hopefully. Previous attempts have been incomplete and incorrectly implemented (I think), hence "FAILURE" was all I had... If this does work, it will be a 2-part upgrade process that we'll have to document in several places for folks to do the process correctly... it does NOT look like it is possible to do this "automatically". Fingers crossed, rabbit's foot at hand, and any sort of "good luck" talisman I can think of is in full use... :salute:
KaleunMarco
08-02-21, 11:56 AM
I do know (from FotRSU testing) that you do indeed get the 150 renown in the "Survivor.cfg" file in the Sea folder, when within the designated Lifeguarding MapZone area, but I do not remember testing outside of any designated MapZone for any Objective given for a Lifeguard mission. I might try an experiment later today for that, when I attempt to test another iteration of the ST Radar.
I am currently attempting to build UpgradePacks for the SubName upc and the UnitParts SubName upc files, which FotRSU currently relies upon dated "Slots" in the compartments, which might be the problem with no "Upgrade", but a new start functioning correctly... we'll see what happens later today hopefully. Previous attempts have been incomplete and incorrectly implemented (I think), hence "FAILURE" was all I had... If this does work, it will be a 2-part upgrade process that we'll have to document in several places for folks to do the process correctly... it does NOT look like it is possible to do this "automatically". Fingers crossed, rabbit's foot at hand, and any sort of "good luck" talisman I can think of is in full use... :salute:
well, good luck.
let me know if you want some help testing the new parameters/process.
SirMoric
08-03-21, 05:24 PM
I've been back and forward through this a couple of times.... but I simply cannot get the MOD working.
I moved the entire STEAM library to get it away from Program Files a long time ago, so no problem there.
I set up the MOD directory, used the LAA and also downloaded DirectX9C.
Still every time I run the program with the MOD active, it loads and then exits when the red loading bar is complete? No message or anything to indicate why the heck it did so...
I'm confident I had it working in the past, but I simply cannot wrap my head around it now.
Without the MOD, it runs fine.
Any ideas?
For info, I'm using a two monitor setup, where the game usually run full screen on the primary.
Okay, I've checked the "Event Log" (if that is still the english name for it) and this is what I came up with for the crashing:
It's the SimData.DLL that is giving problems somehow (tried removing and finding a "new" online, didn't help the problem)
But this is what it comes up with:
sh4.exe
1.5.0.0
476a5ca9
SimData.dll
0.0.0.0
476a5bf5
c0000005
0001286a
22bc
01d788bd30d2650d
C:\Games\Steam\steamapps\common\Silent Hunters wolves of the pacific\sh4.exe
C:\Games\Steam\steamapps\common\Silent Hunters wolves of the pacific\SimData.dll
701be043-126c-490d-9d5c-0fc506848e5d
Fun thing is, removing the MOD, and the main game works just fine.
propbeanie
08-03-21, 07:29 PM
Are you deleting the Save folder after activating the mod? This is found in "C:\Users \UserName \Documents \SH4" by default, whatever your log-in "UserName" is. Are you properly activating LAA or the 4Gig Patch on the SH4.exe? Do you see a splash screen like in the left side of my signature below?
SirMoric
08-03-21, 08:02 PM
Are you deleting the Save folder after activating the mod? This is found in "C:\Users \UserName \Documents \SH4" by default, whatever your log-in "UserName" is. Are you properly activating LAA or the 4Gig Patch on the SH4.exe? Do you see a splash screen like in the left side of my signature below?
The save folder is deleted after activating the MOD.
I activate the LAA, insert the SH4.exe, and tick the box.... press save.... and then it should be fine, right?
The splash screen is not the one I see.... I still see the UBOAT missions splash screen. But I do see the Yamamoto citation right before the splash screen though?
Thinking about it, could steam be messing with the modding?
propbeanie
08-03-21, 08:31 PM
If the SH4.exe file is write-protected, you won't get an error message from LAA. Run LAA a 2nd time, load the SH4.exe back in, and look at the tick box to see if it did indeed stay. If it is empty again, then you have to set the SH4.exe file to write-enabled, which would entail unticking the "Read-only" tick box on its Windows Properties page.
The fact that you are not getting the splash screen would indicate that you might not have a correct folder structure in the MODS folder. If you have the "100_FalloftheRisingSun_Ultimate..." 7-Zip file in the MODS folder, you can right-click on it and choose "Extract here" from the context menu, and you will end up with a correct folder structure. If you instead used a different method, you might have ended-up with a double folder, which means that the mod is not being activated properly. You should have
GameFolder \MODS \100_FalloftheRisingSun...
.................................................. ............... \Data
.................................................. ............... \Support
you might have something like
GameFolder \MODS \100_FalloftheRisingSun... \100_FalloftheRisingSun...
Look in your GameFolder now, and if you see the 100_FalloftheRisingSun... folder in there, that is probably your problem.
SirMoric
08-04-21, 07:20 AM
The MOD solder is setup correctly, I've checked multiple times. And yes, just unpacking you get the folder in folder thingy, but I corrected that.
The SH4.exe is not write protected, when I run LAA on it it still shows the tick.
My entire STEAM library was moved out of the Program Files folder a long time ago, and placed in a C:\games... etc. etc., just to avoid the problems with write protection.
Okay, I'll try removing everything and installing again (fortunately the internet is fast as hell)
propbeanie
08-04-21, 07:44 AM
Well, if the stock game works fine, and your MODS folder structure is good, after emptying the Save folder and properly activating LAA, you should be good to go, but if you don't get that Balao Class boat (USS Sea Devil, screen shot courtesy of cdrsubron7) surfacing in the sunrise splash screen, then something is not quite right in the mod set-up.
I just happened to think (and it hurts!)... On my one Windows 10 install, my Save folder does NOT go into the Documents folder, but is found in the root of the drive instead. Normally, the Save folder would be as I mentioned previously, but I use MultiSH4 to create unique Save folders for several game installs, and the SH4 save folder is in the usual place, but the Save folder for TMO and FRS are in the root D:\ folder, which is where my Game folder is, such that I have C:\TMO and C:\FRS for those two installs. I don't know if that is a Windows 10 thing for this computer, or a Windows 10 versus MultiSH4 thing, or just some fluke of a mess-up one of them did, but look for your Save folder in the root of your Games folder drive. Of course though, dds files usually are not "rolled back" or kept by Windows if something goes wrong with deleting the Save data...
Also, there are some pdf docs in the Support folder of the mod, and they range from the basic to the over-complex, verbose, boring stuff.
SirMoric
08-04-21, 10:55 AM
Tried reinstalling the game again, same problem.
Everything works fine when the game start, I get the Yamamoto citation, I see the "fall of the rising sun" intro video, with the yellow "fall of the rising sun" on screen written.
Once that is done and the game is supposed to load, I get the red bar on the original U-boat missions splash screen, and once the red bar is full.... crashes to desktop.
I've tried several times removing the entire SH4 folder in "documents", but no go.
Guess I'm just stuck here. kind of a shame, was looking forward to something from the old times.
propbeanie
08-04-21, 11:26 AM
Open your game folder, then the MODS folder, then 100_FalloftheRisingSun_Ultimate... folder (doesn't matter which version you are using), then the Support folder in that, and find the "ActivatingFOTRSU.pdf" file. Double-click on that, and it should open in your default browser just fine, even if you do not have a pdf viewer app. If the un-zipped mod folder is not in there, it should be. You should NOT be seeing "... I get the red bar on the original U-boat missions splash screen..." at all - only the FotRSU splash screen with the USS Sea Devil (SS-400) surfacing in the middle, and when that finishes, you should be at the menu page. You should NOT have any issue getting to the menu page. Generally speaking, if you crash before that, then the mod is not activating correctly for whatever reason. If you crash after that when loading the 3D portion of the game, then you most likely have a DirectX issue.
One of the only other things I can think of that ~might~ be causing you an issue is the display for your computer itself - but you still should NOT be seeing the Stock splash screen, only FotRSU. While in the game folder, right-click on the SH4.exe file, and then left-click on the "Properties" choice at the bottom of that context menu. Click on the "Compatibility" tab at the top of that "Properties" window, and compare to what this is:
https://i.imgur.com/bP46VIS.jpg
You will have to experiment with the settings because it is all computer dependent, but usually, you can almost guarantee yourself that you will have to click the "Change high DPI settings" on the middle window there (which is the "Properties" first page). The top window is what you get after clicking that button, and again, what you click will depend upon your computer. What you see I have clicked there is for the computer I am currently on. On one of our laptops, I also have to click the "Program DPI - Use this setting to fix scaling problems..." and then use the "User the DPI that's set for my main display when:" and then use the drop-down box and choose "I open this program". All of the settings there are dependent upon the OS Build, the video card, and the display, as to what you need to use.
The last thing is a question: What version of FotRSU are you trying to activate, or do you by chance have a version of FOTRS? This thread is for "Fall of the Rising Sun Ultimate (Edition)", while the other is the original mod "Fall of the Rising Sun" from the AOTD_MadMax team, which FotRSU is based upon - but they are two different mods. MadMax built a version of his mod (FOTRS v2.x) for SH4 v1.4, and that can and does cause issues if you attempt to use it on v1.5 of the game...
Let us know! - oh! and you do need a 64-bit version of Windows and 4Gig of RAM - at a minimum. If you don't, let us know your computer details... In the meantime, I going back into absolute frustration trying to test the ST periscope radar... sigh :wah:
SirMoric
08-04-21, 04:51 PM
You don't believe it.
I actually though you mis-remembered the names on some of the files, since when I un-zipped the download, some of the file names were not the ones you mentioned.
I ended up changing the unzip-program I had installed, and is now using the 7z-program. Just an odd hunch I had.
Aaaaaand..... now everything works like a charm!
By the way don't ever use the "Rar Zip Extractor Pro", it downright sucks by having multiple pop ups when unzipping.... and worse, not naming the files and extensions correct.
propbeanie
08-08-21, 01:03 PM
Ah-ha! "The old 'bad' file names from the rar extractor trick!" - Glad you are going, and that it wasn't one of the many oddities I previously listed! That is one reason we specify the 7-Zip extractor, which can read most other "archive" files, but few others can read the 7-Zip format.
Now an update: No news is good news, correct? Well... in this case, "No"... We are still working on the ST radar, and have managed to alter things, but usually more toward the CTD side of the game, than any semblance of success with the ST Radar upgrade. The Observation periscope has thus far refused to cooperate with our attempts. We have sent out a life-line request to one of our consultants, and hope to have an update that way, but all indications thus far are that the original devs of the game left the ST disabled for a reason... sigh :roll:
torpedobait
08-10-21, 05:23 PM
Still in a career in V1.46, arriving Pearl Harbor 7/31/43 to take command of USS Balao (SS-285). Was able to add fore and aft 40mm AA guns, and after fitting out the rest of the boat saved the game while in port at Pearl. Exited the game and made the appropriate crewman changes in the last Save Game, which worked just fine. I now have two crewmen on each gun.
My question is: Will it ever be possible to change the game so the manual changes to the Save Game file will no longer be required?
And one more question: Is there a way to make a mod to change a Save Game file via a load by JSGME?
I'm guessing the answer to both will be "No", because building the Save Game files is probably a UBI-coded process, not one controlled by files accessible to Modders. I'm hoping I'm wrong, but I'm not optimistic about it.
I guess I could always create a text file with the crewman changes that I can later copy into an appropriate Save Game file when needed.
Thanks for your time. :salute:
Torpex77
08-10-21, 07:00 PM
First and Most Important..Thank You for this awesome Modificaion!! So far its looking, AND working great! I did Have a repeatable CTD with the wardroom mod so i simply disabled it.
No issues setting it up and getting it to work! Solid work Guys I am playing it slow because..well..I dont know what to expect! How cool is that!!
Back in the SH1 Days there were alot of Old WWII SUBVETS alive and I made it my job to pick their brains for knowledge. I did all this before Neal scooped me up and made me a Subsim Subject matter expert. I was wrapping up my last tour before retirement from Subs (3 Fast Attacks) so I really enjoyed helping with realism updates back before I left to be a full time single parent in 2002 or 2003. I even made a SH1 Sound Mod..LOL
So So I have only one "submarine" feedback/suggestion. The creaking sounds..is there any way to stop them, or is that a hard code thing? I know quite a bit about WWII Subs and steel, and a few creaks is fine..but not constantly or the sub would surface and look like a raisin..LOL Definately not at PD and absolutely not like Hollyweird depicts in U571. Leaks..YES as Packings and seals were mostly waxed or tarred cord or twine. Rubber O-Rings weren't invented and flanges used cork or sheet rubber.
Any How, I dont want to disturb the mod so I dont mind trying to modify the sound for myself. If thats not too involved..lol
Thank You, and a HUGE Thank You for Trying to make FOTRS Historically accurate within the confines of SH4. :salute:
Mad Mardigan
08-11-21, 12:48 AM
Ahoy, propbeanie... s7rikeback... :Kaleun_Cheers:
At 1st, was undecided on where to ask this... but, on reflection, since the 1st base mod is the FotRS-U v1.6x preview... I reckon it's incumbent to post here... :yep: so... here goes.
Ok, Have a copy of SH4 set up, so as to run an S class boat career & not have it intermixed in with My other career that I started off in a Sargo boat.
That said, am in an S-18 boat, based out of D.H. 1 patrol under the belt & out on My 2nd patrol.. & is May of '42.
My 1st patrol out... I ended up with 3... 3 shakedown patrol objectives.. weird I thought but, managed to complete all of them & docked after radioing in on the completion of the 3rd such orders & got nice job, patrol where ever or head back to base.
I took the option to head back to base & dock, so ending patrol 1 with a Jyunsen B sub sank to My credit.
There in, lies My quandary, after successfully ending patrol 1 & the getting prepared to head out for patrol 2...
Of which, propbeanie... I dm'ed you here with the basics on that.. which I'll recap here. :yep:
On resupplying, & getting My sailing orders... I clicked on the map to see what the particulars where for My next sortie.
Told to stay on My toes, as IJN movement was to be expected (in short, info about the IJN plans to attempt to take Midway, since the date is the beginning of May with My being in port. :yep: which would jibe with the date of the attack on Midway.)
Any way, told to patrol an area South of Umnak Isle. for 3 days solid. In the letter that showed on getting the patrol orders, at the end it stated:
Objective: Null
Odd, in & of itself, as I have never seen that crop up like that before now. :hmmm:
But, I knew that I was to patrol for 3 days, so.. off I went. On the clipboard, for that particular Objective, the only thing there in relation to that objective, was the spy glass icon that clicking on that, will auto jump you to the Nav map & the area, you're to patrol.. that's it, which it did that job brilliantly.
I thence patrolled the assigned area, for the required 3 days 'solid' & got an all clear bell of completion.
Having completed the objective... I thence radioed in for new orders... when low & behold.. I get tasked to do a 4th... 4th shakedown cruise, yet again... say wha... what gives...????
Some how, I do NOT think that this is standard & methinketh that there is... ''Something rotten in the state of Denmark.''
If need be, I can forward all info...
Standing by... & signing off for now.
End report.
M. M.
:Kaleun_Salute:
propbeanie
08-11-21, 02:06 AM
Still in a career in V1.46, arriving Pearl Harbor 7/31/43 to take command of USS Balao (SS-285). Was able to add fore and aft 40mm AA guns, and after fitting out the rest of the boat saved the game while in port at Pearl. Exited the game and made the appropriate crewman changes in the last Save Game, which worked just fine. I now have two crewmen on each gun.
My question is: Will it ever be possible to change the game so the manual changes to the Save Game file will no longer be required?
And one more question: Is there a way to make a mod to change a Save Game file via a load by JSGME?
I'm guessing the answer to both will be "No", because building the Save Game files is probably a UBI-coded process, not one controlled by files accessible to Modders. I'm hoping I'm wrong, but I'm not optimistic about it.
I guess I could always create a text file with the crewman changes that I can later copy into an appropriate Save Game file when needed.
Thanks for your time. :salute:
The answer to both is most likely "no", since no two computers are alike and the game makes some strange changes to the Save section while you're playing, and also when you Save. JSGME works from one folder, and populates to the folder structure in the mod. It would be a bit difficult to "program" that into use for the Save folder structure. The removal of the "AdditionalRepository" text is the most common gun crew problem you will encounter, but not the only one, of course. You have to see what you have (or don't have) in your folder and file Save structure before you do any edits. Following along with one of the 3 methods in the "NewColetrainsAndOthersDGfix.pdf" file covers most of what you'll find, including a missing gun. My favorite is the third, of course ( :roll: ) - ahem... lol
First and Most Important..Thank You for this awesome Modificaion!! So far its looking, AND working great! I did Have a repeatable CTD with the wardroom mod so i simply disabled it.
No issues setting it up and getting it to work! Solid work Guys I am playing it slow because..well..I dont know what to expect! How cool is that!!
Back in the SH1 Days there were alot of Old WWII SUBVETS alive and I made it my job to pick their brains for knowledge. I did all this before Neal scooped me up and made me a Subsim Subject matter expert. I was wrapping up my last tour before retirement from Subs (3 Fast Attacks) so I really enjoyed helping with realism updates back before I left to be a full time single parent in 2002 or 2003. I even made a SH1 Sound Mod..LOL
So So I have only one "submarine" feedback/suggestion. The creaking sounds..is there any way to stop them, or is that a hard code thing? I know quite a bit about WWII Subs and steel, and a few creaks is fine..but not constantly or the sub would surface and look like a raisin..LOL Definately not at PD and absolutely not like Hollyweird depicts in U571. Leaks..YES as Packings and seals were mostly waxed or tarred cord or twine. Rubber O-Rings weren't invented and flanges used cork or sheet rubber.
Any How, I dont want to disturb the mod so I dont mind trying to modify the sound for myself. If thats not too involved..lol
Thank You, and a HUGE Thank You for Trying to make FOTRS Historically accurate within the confines of SH4. :salute:
We thank you for thanking us, by golly! (Long Live Silent Hunter - the original!!!) The sounds you are referring to are "Creaks_Level1.wav", Creaks_Level2.wav", "Creaks_Level3.wav" and "Creaks_Level4.wav", found in the Data Sound folder. If I remember correctly, "1" starts and PD, the 2 at like 100-120, and I forget where 3 & 4 kick in. But the last two especially sound like the tube is getting twisted into a pretzel... lol - Those are, for the most part, what was with the original MadMax FOTRS mod, other than being turned down in level a bit, and all shortened to be less that 15 (actually, 14 to be "safe") seconds in time. If you exceed 15 seconds by any slice of a microsecond, you will introduce sound issues into the game. The background ambient sounds can be just about any length, while any FX files have to be less that 15 seconds. Do what you want with the files, but it will cost you! You have to share what you make... lol
Ahoy, propbeanie... s7rikeback... :Kaleun_Cheers:
At 1st, was undecided on where to ask this... but, on reflection, since the 1st base mod is the FotRS-U v1.6x preview... I reckon it's incumbent to post here... :yep: so... here goes.
Ok, Have a copy of SH4 set up, so as to run an S class boat career & not have it intermixed in with My other career that I started off in a Sargo boat.
That said, am in an S-18 boat, based out of D.H. 1 patrol under the belt & out on My 2nd patrol.. & is May of '42.
My 1st patrol out... I ended up with 3... 3 shakedown patrol objectives.. weird I thought but, managed to complete all of them & docked after radioing in on the completion of the 3rd such orders & got nice job, patrol where ever or head back to base.
I took the option to head back to base & dock, so ending patrol 1 with a Jyunsen B sub sank to My credit.
There in, lies My quandary, after successfully ending patrol 1 & the getting prepared to head out for patrol 2...
Of which, propbeanie... I dm'ed you here with the basics on that.. which I'll recap here. :yep:
On resupplying, & getting My sailing orders... I clicked on the map to see what the particulars where for My next sortie.
Told to stay on My toes, as IJN movement was to be expected (in short, info about the IJN plans to attempt to take Midway, since the date is the beginning of May with My being in port. :yep: which would jibe with the date of the attack on Midway.)
Any way, told to patrol an area South of Umnak Isle. for 3 days solid. In the letter that showed on getting the patrol orders, at the end it stated:
Objective: Null
Odd, in & of itself, as I have never seen that crop up like that before now. :hmmm:
But, I knew that I was to patrol for 3 days, so.. off I went. On the clipboard, for that particular Objective, the only thing there in relation to that objective, was the spy glass icon that clicking on that, will auto jump you to the Nav map & the area, you're to patrol.. that's it, which it did that job brilliantly.
I thence patrolled the assigned area, for the required 3 days 'solid' & got an all clear bell of completion.
Having completed the objective... I thence radioed in for new orders... when low & behold.. I get tasked to do a 4th... 4th shakedown cruise, yet again... say wha... what gives...????
Some how, I do NOT think that this is standard & methinketh that there is... ''Something rotten in the state of Denmark.''
If need be, I can forward all info...
Standing by... & signing off for now.
End report.
M. M.
:Kaleun_Salute:
We should probably have a disclaimer with the Aleutian campaign in that a player should NOT do a Status Update if they are east of the IDL. The distance from more action is quite far, and there are only so many missions to the east and south of Dutch Harbor that can be done. You probably overloaded the poor game - stressed it, you did!... :roll: - we'll probably go ahead and add a couple of journeys toward Kiska or Adak early also, since they were assigned in real life, although the boats didn't make it very far, due to high seas and willowaws... They had to turn back and return to Dutch Harbor for repairs...
I would like you to zip your Save folder if you can though, and upload it somewhere and send me a link, please. I would like to see that "NULL" if possible. It sounds like it was on the Mission Orders page before you sailed, correct? If so, that means whoever built that mission failed to put a Mission Objective synopsis in the tsr portion of the mission files, like "ObjectiveOne = Patrol South of Umnak for three (3) days continuous" :roll: - I wonder who would have done that?... Since the mission completed, that would be my guess. Thanks for the heads-up! :salute:
SirMoric
08-11-21, 09:37 AM
Love the MOD!
But two (three, I added one) things are nagging me.
1.
I spotted a task force, and reported it.... that gave me a new mission, namely damage said task force.
Now problem is, I was behind the task force, which was going 20 kts away from my position.... and I'm in an S-boat. I have no chance of ever catching it, and since the mission sits in the task list, and I cannot complete it..... I cannot get any more missions.
Is there a way to forfeit missions that are unsolvable to get new ones?
2.
Diving during day and surfacing during night, with a dip here and there to listen on the sonar (S-boat). Can that task be automated? I'm constantly pressing "s" and "p".
3.
I'm sad I don't get any credit, or notification, for ships I have damaged. I sank a Kongo class on my first mission.... spent 8 torps sinking the guy, which seems excessive.... a few weeks later another Kongo class shows up, and my remaining 4 torps only damage him.... but noone cares when I get home :(
Mad Mardigan
08-11-21, 11:23 AM
To: Mad Mardigan, per post #3740
We should probably have a disclaimer with the Aleutian campaign in that a player should NOT do a Status Update if they are east of the IDL. The distance from more action is quite far, and there are only so many missions to the east and south of Dutch Harbor that can be done. You probably overloaded the poor game - stressed it, you did!... :roll: - we'll probably go ahead and add a couple of journeys toward Kiska or Adak early also, since they were assigned in real life, although the boats didn't make it very far, due to high seas and willowaws... They had to turn back and return to Dutch Harbor for repairs...
I would like you to zip your Save folder if you can though, and upload it somewhere and send me a link, please. I would like to see that "NULL" if possible. It sounds like it was on the Mission Orders page before you sailed, correct? If so, that means whoever built that mission failed to put a Mission Objective synopsis in the tsr portion of the mission files, like "ObjectiveOne = Patrol South of Umnak for three (3) days continuous" :roll: - I wonder who would have done that?... Since the mission completed, that would be my guess. Thanks for the heads-up! :salute:
Ahoy propbeanie...:Kaleun_Cheers:
As for the NULL, yeah that was on the ''Mission Orders'' load screen, after clicking on the map in the office. I did send ya, via DM a snap shot of that screen... by the way.
Ok, after grabbing a bit of sleep, have that set for you to be able to d/l & look at. Check your DM here propbeanie...:yep:
M. M.
:Kaleun_Salute:
Torpex77
08-11-21, 05:27 PM
"We thank you for thanking us, by golly! (Long Live Silent Hunter - the original!!!) The sounds you are referring to are "Creaks_Level1.wav", Creaks_Level2.wav", "Creaks_Level3.wav" and "Creaks_Level4.wav", found in the Data Sound folder. If I remember correctly, "1" starts and PD, the 2 at like 100-120, and I forget where 3 & 4 kick in. But the last two especially sound like the tube is getting twisted into a pretzel... lol - Those are, for the most part, what was with the original MadMax FOTRS mod, other than being turned down in level a bit, and all shortened to be less that 15 (actually, 14 to be "safe") seconds in time. If you exceed 15 seconds by any slice of a microsecond, you will introduce sound issues into the game. The background ambient sounds can be just about any length, while any FX files have to be less that 15 seconds. Do what you want with the files, but it will cost you! You have to share what you make... lol"
Awesome...Thanks for the pointers! May I ask what you suggest would be a good sound editor?
I will be happy to share them back to you. :up:
propbeanie
08-11-21, 06:04 PM
Love the MOD!
But two (three, I added one) things are nagging me.
1.
I spotted a task force, and reported it.... that gave me a new mission, namely damage said task force.
Now problem is, I was behind the task force, which was going 20 kts away from my position.... and I'm in an S-boat. I have no chance of ever catching it, and since the mission sits in the task list, and I cannot complete it..... I cannot get any more missions.
Is there a way to forfeit missions that are unsolvable to get new ones?
2.
Diving during day and surfacing during night, with a dip here and there to listen on the sonar (S-boat). Can that task be automated? I'm constantly pressing "s" and "p".
3.
I'm sad I don't get any credit, or notification, for ships I have damaged. I sank a Kongo class on my first mission.... spent 8 torps sinking the guy, which seems excessive.... a few weeks later another Kongo class shows up, and my remaining 4 torps only damage him.... but noone cares when I get home :(
1. If using the "Contact Report", you might be given an Objective, but they are not considered as "Primary" or "Secondary" Objectives, and are not worth as many points as your normal assignment (s). They also do not prevent you from getting another assignment, other than maybe another Contact Report, but if there are other "active" assignments within the proper distance (mission and DynamicMiss dependent), then a Status Report should assign you another mission. One thing to remember about these "Objectives" given, is that they are worth (generally) no more than 300 renown points, sometimes more, sometimes less, but you can "earn" more points by sinking enemy ships. What I usually do, is plan a route to my patrol assignment, and hunt on the way there, unless I have a "Proceed immediately to..." assignment, and I will head there first, and then hunt somewhere. But say you've been given northern Hokkaido as your patrol area. I would then head toward Sagami Nada outside Tokyo bay, coming in by Lot's Wife, and hang around that area for a few days, hopefully sink a ship or two, and then vacate the area, then head north along the coast, checking out some areas off of harbors maybe, but usually just cruising parallel to the coast but in deep water, checking say Sendai and Miyako, maybe nosing into Tsugaru Strait, but being mindful of the possibility of mines. Eventually working my way up to my patrol area. If you are assigned say the area off of Suruga Bay, or Myoko Bay, then you could start north and work your way south. Same thing with the Solomons. You might be assigned Ironbottom Sound, but there is nothing keeping you from heading for the Shortland Basin on the way (other than airplane activity). If you find any US submarine order examples on line, they usually had very specific routing orders, with "patrol 5 days in the first area, proceeding thence to 2nd area and patrol there for 5 days, concentrating on the traffic lanes between point A and point B"... the game does not penalize you for "failing" to complete missions. It does not have that capacity. The closest it gets is giving you negative renown for sinking a neutral or friendly ship.
2. I wish it could, but then we'd be on auto-pilot and high TC for most of the game, and then complain about getting sunk by a Betty with radar... lol
3. That is part of the game mechanics, and from all appearances, there is no way around that issue...
Ahoy propbeanie...:Kaleun_Cheers:
As for the NULL, yeah that was on the ''Mission Orders'' load screen, after clicking on the map in the office. I did send ya, via DM a snap shot of that screen... by the way.
Ok, after grabbing a bit of sleep, have that set for you to be able to d/l & look at. Check your DM here propbeanie...
I think we found the issue, as previously stated, though it was a total of three typos in the two files for the mission, and not just one... sort of like a land mine tied to two others... sigh. If we can at least get this ST Radar to NOT bomb the Observation Periscope while out on patrol 1 Jan 1945, we'll try to get the next release out the door, which has that mission fixed...
"We thank you for thanking us, by golly! (Long Live Silent Hunter - the original!!!) The sounds you are referring to are "Creaks_Level1.wav", Creaks_Level2.wav", "Creaks_Level3.wav" and "Creaks_Level4.wav", found in the Data Sound folder. If I remember correctly, "1" starts and PD, the 2 at like 100-120, and I forget where 3 & 4 kick in. But the last two especially sound like the tube is getting twisted into a pretzel... lol - Those are, for the most part, what was with the original MadMax FOTRS mod, other than being turned down in level a bit, and all shortened to be less that 15 (actually, 14 to be "safe") seconds in time. If you exceed 15 seconds by any slice of a microsecond, you will introduce sound issues into the game. The background ambient sounds can be just about any length, while any FX files have to be less that 15 seconds. Do what you want with the files, but it will cost you! You have to share what you make... lol"
Awesome...Thanks for the pointers! May I ask what you suggest would be a good sound editor?
I will be happy to share them back to you. :up:
Though somewhat difficult to work with, Audacity (https://www.audacityteam.org) can do the job. You just have to "Export As..." and MS Wav to get the proper format. Just be sure you use 16-bit 44.1kHz for your format. I am somewhat partial to my old old old Sony Sound Forge v9, in spite of having a newer version from a Vegas Pro purchase a while ago...
Mad Mardigan
08-11-21, 07:32 PM
Ahoy propbeanie...:Kaleun_Cheers:
As for the NULL, yeah that was on the ''Mission Orders'' load screen, after clicking on the map in the office. I did send ya, via DM a snap shot of that screen... by the way.
Ok, after grabbing a bit of sleep, have that set for you to be able to d/l & look at. Check your DM here propbeanie...:yep:
M. M.
:Kaleun_Salute:
I think we found the issue, as previously stated, though it was a total of three typos in the two files for the mission, and not just one... sort of like a land mine tied to two others... sigh. If we can at least get this ST Radar to NOT bomb the Observation Periscope while out on patrol 1 Jan 1945, we'll try to get the next release out the door, which has that mission fixed...
No problem, propbeanie... glad to have helped, even if it was in a small way.
:up: :shucks:
M. M.
:Kaleun_Salute:
2DarkWolf2
08-13-21, 03:03 PM
Greetings,
I've been playing Fotrsu for a few weeks now and have had a couple instances of getting damaged while underwater by seemingly nothing.
The first time I had crashed dived after an aircraft contact and once down to 165 feet I reduced speed and continued on my way with time compression. Maybe 20 minutes in game time later I suddenly received damage and there was an explosion right on top of me. I figured because after diving I continued on the same heading that I was on while on the surface that the enemy continued to attack along my last known heading and got lucky. So I started changing course after crash diving 45-90 degrees (depending on the direction the enemy aircraft was approaching) and holding that heading for awhile before continuing on my original course. This worked for me for several patrols but I just had a second incident that has me scratching my head.
I was running on the surface just before dawn and detected an aircraft. I crashed dived and did my little doe see doe then continued on. As it was so close to first light I decided to just stay down and start my days submerged patrol early. I engaged time compression and about 4 hours after I dived while still at 165 feet I was knocked out of TC with "We're taking damage!", "This damaged!", "That damaged!". I went to the external camera right away and again there was a big explosion right on top of me. I have no idea the cause of the damage though, there were no vessels around, I saw no aircraft (nothing on radar after I emergency surfaced) and I was not in a mined area.
Is this some kind of glitch I am encountering or is there some other explanation? This second incident happened off the coast of japan in january 1944 if that makes any difference.
DW
Aktungbby
08-13-21, 04:02 PM
2DarkWolf2!:Kaleun_Salute: after an 11 year silent run,:up:
KaleunMarco
08-13-21, 06:43 PM
Greetings,
I've been playing Fotrsu for a few weeks now and have had a couple instances of getting damaged while underwater by seemingly nothing.
The first time I had crashed dived after an aircraft contact and once down to 165 feet I reduced speed and continued on my way with time compression. Maybe 20 minutes in game time later I suddenly received damage and there was an explosion right on top of me. I figured because after diving I continued on the same heading that I was on while on the surface that the enemy continued to attack along my last known heading and got lucky. So I started changing course after crash diving 45-90 degrees (depending on the direction the enemy aircraft was approaching) and holding that heading for awhile before continuing on my original course. This worked for me for several patrols but I just had a second incident that has me scratching my head.
I was running on the surface just before dawn and detected an aircraft. I crashed dived and did my little doe see doe then continued on. As it was so close to first light I decided to just stay down and start my days submerged patrol early. I engaged time compression and about 4 hours after I dived while still at 165 feet I was knocked out of TC with "We're taking damage!", "This damaged!", "That damaged!". I went to the external camera right away and again there was a big explosion right on top of me. I have no idea the cause of the damage though, there were no vessels around, I saw no aircraft (nothing on radar after I emergency surfaced) and I was not in a mined area.
Is this some kind of glitch I am encountering or is there some other explanation? This second incident happened off the coast of japan in january 1944 if that makes any difference.
DW
DW,
welcome to :subsim:
with all due respect, how do you know you were not in mine territory?
the situation sounds very much like you ran into mine country.
165 feet....that's about 50 meters.
IJN mines are set at 15 to 75 meters...depending on the location.
where off the coast were you patrolling? sea of japan? Area 4, 5, 6, 7?
propbeanie
08-13-21, 06:50 PM
OK 2DarkWolf2, a few preliminaries: Did you empty the Save folder before playing FotRSU? Do you have the game installed in a non-Program Files folder? Do you have LAA (or similar) properly enabled on the SH4.exe file? Have you done any mod adding or deleting between Saves? When you Save, are you using unique names each time? Do not save on top of the previous Save.
Now, FotRSU is based upon TMO v1.7, so it has the same set-up to where your submarine is visible beneath the surface, at depths up to roughly 160 feet. This also depends upon how "high" in altitude a plane over-flies your location. Generally speaking, you should be fine cruising around at 120 foot depth - usually. There are ASW airplanes constantly on patrol, such as the H6K, H8K, Lorna, and especialy Betty & Judy that can all carry regular bombs, as well as depth charges. Second of all, there are minefields out there, especially in Empire Waters. Here is a portion of the file that holds them:
https://i.imgur.com/KfoleRO.jpg
There are more north of there, more south of there, more off of Formosa, off of Korea, in the Korean Strait, Tsushima Strait, Tsugaru Strait, etc... So you can indeed run into mines. Let us know though, where you were Lat / Long wise, and we'll see what we can see in the area. As another note, airplanes will usually fly over your last-known location twice. In 1944, it might be radar, and if it is, and it is something like a Betty or bigger, they will drop a couple of bombs near you last radar location, then come back and do a couple of more, further along your last-known travel line, and if they still have bombs left, might do a 3rd pass. If the plane used HF/DF to zero-in on your location, then they may not drop bombs the first pass. But if they saw you, they will drop and drop until they run out, then they'll call their buddies to come get ya...
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