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KaleunMarco
12-18-21, 03:09 PM
Mr. Bean and Dr. House were in BlackAdder!
:up:

as an American, we sometimes forget that Hugh Laurie is a native-borne Oxonian. probably because he speaks pretty-good American.

let us not forget that Americans and English are two peoples separated by a common language.

Rock Storm
12-18-21, 03:42 PM
@Jeff-Groves (https://www.subsim.com/radioroom/member.php?u=330901)

"Mr. Bean" (too lazy to google)
studied history, and as a student he already thought: Why must history always be presented in such a boring manner. He was the one who had the idea for Blackadder.

He is pretty deep and thoughtfull in personel interviews.


@KaleunMarco (https://www.subsim.com/radioroom/member.php?u=236544)
Ah ok. Thank you.

Jeff-Groves
12-18-21, 03:55 PM
@Rock Storm,

I grew up with Monty Python. Then searched out British Shows.
Back before We had the Interwebz? That was difficult!
After watching Fawlty Towers? I carried a spoon to wack people in the head with! That was a new insult to MANY Americans back then.
:har:

Being a Comedic Actor does NOT make them Idiots! They have a gift they share with us. And I thank GOD for them!

Rock Storm
12-18-21, 06:17 PM
Even in Germany we watched Monty Phytons Flying Circus and all of their movies, way before the internetz, since i am getting 44.

Hey never heard of Fawlty Towers, and i am right away sure that I have to thank you:

https://www.imdb.com/title/tt0072500/

I recently discovered "Das Boobs", since there was a picture at the steampage of SH4. Just watched one show. Wasn't hillarious, but i will check out some more.

And a couple of years ago, i have met two guys from Manchester in an Bavarian Beergarden, who said i should watch Mrs. Browns Boy's. They were also the ones who intruduced me to Blackadder.

https://www.imdb.com/title/tt2201815/

Jeff-Groves
12-18-21, 06:43 PM
And here I thought Germans had no sense of humor!
:03:

FotRSU Mod Team
12-20-21, 07:11 PM
Ho Ho Ho!!! Merry Christmas!!! Ho Ho Ho!!!

New Version of Fall of the Rising Sun (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992) released as of now
Version 1.7

New Version of the Add In Modz Pak (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993) released as of now
for FotRSU v1.7 - which includes a possible patch for vickers current Interiors mod

Ho Ho Ho!!! Merry Christmas!!! Ho Ho Ho!!!

https://thumbs.gfycat.com/EmotionalInsubstantialHarlequinbug-max-1mb.gif Is that Rudolph???

fitzcarraldo
12-20-21, 07:50 PM
Ho Ho Ho!!! Merry Christmas!!! Ho Ho Ho!!!

New Version of Fall of the Rising Sun (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992) released as of now
Version 1.7

New Version of the Add In Modz Pak (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993) released as of now
for FotRSU v1.7 - which includes a possible patch for vickers current Interiors mod

Ho Ho Ho!!! Merry Christmas!!! Ho Ho Ho!!!

https://thumbs.gfycat.com/EmotionalInsubstantialHarlequinbug-max-1mb.gif Is that Rudolph???

Skipper Santa is arrived! My best gift! I canīt wait until Christmas. I want NOW a holiday in the Bungo Suido.:Kaleun_Wink:

Downloading now...:Kaleun_Applaud::Kaleun_Applaud:

Awesome surprise. Many thanks to all the Team. :Kaleun_Cheers:

Best regards and Happy Holidays!

Fitzcarraldo :Kaleun_Salute:

Mad Mardigan
12-20-21, 09:13 PM
Ho Ho Ho!!! Merry Christmas!!! Ho Ho Ho!!!

New Version of Fall of the Rising Sun (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992) released as of now
Version 1.7

New Version of the Add In Modz Pak (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993) released as of now
for FotRSU v1.7 - which includes a possible patch for vickers current Interiors mod

Ho Ho Ho!!! Merry Christmas!!! Ho Ho Ho!!!

https://thumbs.gfycat.com/EmotionalInsubstantialHarlequinbug-max-1mb.gif Is that Rudolph???

Ahoy... talk about a merry christmas... :shucks: :Kaleun_Cheers:

Downloading, & will set it up.

To all fellow subsimmer's...

from the M. M. house to yours...
:()1: :Kaleun_Cheers: :()1: :Kaleun_Cheers: :()1: :Kaleun_Cheers: :()1: :Kaleun_Cheers: :()1: :Kaleun_Cheers: :()1: :Kaleun_Cheers: :()1:

Ho Ho Ho!!! Merry Christmas!!! Ho Ho Ho!!!

https://thumbs.gfycat.com/EmotionalInsubstantialHarlequinbug-max-1mb.gif

Air attack.! Battle stations... (Battle Station alarms going off...) Man the flak guns.!!! Wait, Skipper. Is that Rudolph??? Secure from battle Stations... Secure the flak guns... :oops:

:Kaleun_Salute:

M. M.

Battleship 61
12-20-21, 10:18 PM
Hey guys, great mod by the looks of things but I simply cannot make this mod work. Can it not work on Laptops or is my processor unable to process such loads of information?

My Processor: AMD Ryzen 9 4900HS with Radeon Graphics, 3000 Mhs, 8 Cores, 16 Logistical Processors
I have a 32GB RAM 64 Bit ASUS Laptop

Also, whenever I disable Volumetric Fog in the Graphics Settings it seems to break the game. Whenever I do have pretty much everything as was when installed it gives me an error about the Volumetric Fog. I decided to try disabling the Texture Quality High I'm able to get a Single Mission to work but all the internal graphics of the submarine seem to spaz out if not outright disappear, same with the hull of the submarine. Same effect with Post Process Filters disabled.
I tried my resolution size but 60 Hz instead of 240 Hz and I can get a Single Mission to work just fine but trying to get a Campaign started at first crashed the game. I enabled Vertical Sync and tried again and now shows an error [Data/Shaders/VolumetricFog/VolumetricFogPS.fx] which was the same at 240 Hz without Vertical Sync. Trying to continue ultimate causes the game to freeze and repeat someone clearing their throat. I tried again this time outside of harbor and it ultimately crashed giving the same error. Is there some way to fix this or is it just my laptop? Would really love to play this mod so I hope there is a way to fix it. Cheers.

Battleship 61

propbeanie
12-20-21, 11:15 PM
Hey guys, great mod by the looks of things but I simply cannot make this mod work. Can it not work on Laptops or is my processor unable to process such loads of information?

My Processor: AMD Ryzen 9 4900HS with Radeon Graphics, 3000 Mhs, 8 Cores, 16 Logistical Processors
I have a 32GB RAM 64 Bit ASUS Laptop

Also, whenever I disable Volumetric Fog in the Graphics Settings it seems to break the game. Whenever I do have pretty much everything as was when installed it gives me an error about the Volumetric Fog. I decided to try disabling the Texture Quality High I'm able to get a Single Mission to work but all the internal graphics of the submarine seem to spaz out if not outright disappear, same with the hull of the submarine. Same effect with Post Process Filters disabled.
I tried my resolution size but 60 Hz instead of 240 Hz and I can get a Single Mission to work just fine but trying to get a Campaign started at first crashed the game. I enabled Vertical Sync and tried again and now shows an error [Data/Shaders/VolumetricFog/VolumetricFogPS.fx] which was the same at 240 Hz without Vertical Sync. Trying to continue ultimate causes the game to freeze and repeat someone clearing their throat. I tried again this time outside of harbor and it ultimately crashed giving the same error. Is there some way to fix this or is it just my laptop? Would really love to play this mod so I hope there is a way to fix it. Cheers.

Battleship 61
Did you read the first page, before the download link?
Read Me Please
Please read the included instructions found in this first post or on the download page, as well as also found in the mod itself in the Support folder. Briefly reiterated:
1. You must have a fresh install of Silent Hunter: Wolves of the Pacific v1.5 - the one with the U-Boats
2. That game must be installed in a folder that is NOT a "Program Files" folder, including if you are using Steam
3. You must have at least four (4) gig of RAM and a 64 bit Windows OS
(if you have something older and 32-bit with 4 gig of RAM, PM propbeanie who can get you going)
4. You must PROPERLY use either LAA or NTCore's 4Gig Patch, or similar on the SH4.exe file
5. You MUST empty the Save folder prior to starting the modded game
Further along in the posting is listed the information we need if you need help, such as where do you have Silent Hunter 4 installed? The default for the installer is into C:\Program Files... which will not work correctly. The game itself has to be installed outside of any "protected" folder. If you have Steam, that would mean also having Steam outside of Program Files, since the game installs under the Steam folder. If you do not move the game out of the Windows protection racket - er, folders, then Windows will rollback all portions of the mod that it thinks are dangerous to the system, which includes cfg files, of which each ship, plane, sub, and land unit in the game uses a cfg file. Imagine the result...

After that is mentioned the use of an LAA app to set the SH4.exe file to be recognized by Windows as capable of addressing more RAM. You do need to have a 64-bit OS for those applets to function correctly. If you have a 32-bit OS, you can edit the boot.ini kind of stuff, but it does cramp Windows itself a bit. Doable, but better to avoid and just use a 64-bit OS, especially with the RAM you have. Of necessity, the SH4.exe file must be write-enabled, and a lot of game installs will set it to read-only. Right-click on the file, choose "Properties" at the bottom of the context menu, and on the bottom of the "General" tab is the "Attributes" section. Clear the "Read-only" tick box and OK that.

You also must empty the Save game folder, which by default is C:\Users \UserName \Documents \SH4, unless you use MultiSH4 (included with the mod) to change the 3-letter name of the Save folder (recommended). The use of FotRSU without having emptied the Save folder will result in a mix of the previous mod or Stock, and FotRSU, which is usually not very pleasant. Somewhat similar results as a partial mod activation from above.

Your video stream should "match". Windows will show a "recommended" resolution for your display, and that's what it should be set to. In the game, it should recognize most Windows resolutions, but I am not certain if it can do 4k or not. If it doesn't, pick a multiple, such as 1/2 that, or 1920x1080, and a frequency that is a divisible of your 240, which would be 60, as an example. If it lists something that matches, use that. Then you will most likely have to delve into the Properties settings of the SH4.exe again, but this time on the "Compatibility" tab:

https://i.imgur.com/bP46VIS.jpg

No two computers are exactly alike, and you might have to dig deep into this aspect. Let us know though, if matching that picture doesn't help at least some. Also, don't bother with the "Volumetric Fog" in the game, because it makes your deck crew "see-through", almost like apparitions, when it fogs in the game. It can get creepy just seeing two eyes with the outline of a body... yeesh! The "Sync Lock", especially with the newer cards will trash your display, and it is recommended not to do that. If you have an nVidia card, you can use some of its functionality, or use the Profile Inspector thingie, and limit the frame rate. The game is an old DirectX 9 game, and was designed to run at 30fps, and is what at least one of the game's clocks runs off of, but most players will not notice the time shift that occurs over the course of time...

Let us know how you get along!

Mad Mardigan
12-20-21, 11:22 PM
Hey guys, great mod by the looks of things but I simply cannot make this mod work. Can it not work on Laptops or is my processor unable to process such loads of information?

My Processor: AMD Ryzen 9 4900HS with Radeon Graphics, 3000 Mhs, 8 Cores, 16 Logistical Processors
I have a 32GB RAM 64 Bit ASUS Laptop

Also, whenever I disable Volumetric Fog in the Graphics Settings it seems to break the game. Whenever I do have pretty much everything as was when installed it gives me an error about the Volumetric Fog. I decided to try disabling the Texture Quality High I'm able to get a Single Mission to work but all the internal graphics of the submarine seem to spaz out if not outright disappear, same with the hull of the submarine. Same effect with Post Process Filters disabled.
I tried my resolution size but 60 Hz instead of 240 Hz and I can get a Single Mission to work just fine but trying to get a Campaign started at first crashed the game. I enabled Vertical Sync and tried again and now shows an error [Data/Shaders/VolumetricFog/VolumetricFogPS.fx] which was the same at 240 Hz without Vertical Sync. Trying to continue ultimate causes the game to freeze and repeat someone clearing their throat. I tried again this time outside of harbor and it ultimately crashed giving the same error. Is there some way to fix this or is it just my laptop? Would really love to play this mod so I hope there is a way to fix it. Cheers.

Battleship 61

:nope: :nope: :nope:

Did you, clear out save folder for FotRS-U, as it is clearly stated... is NOT back compatible... meaning if you attempted to continue with your career, from the last (or any earlier on version... well... it's gonna crash & burn on ya... :arrgh!: is just how it is... :yep:)

1st off... source of your SH4 & what version... is it, hmmm... :hmmm:

2ndly, with SH4.. where do you have it installed... hmmm... :hmmm:

3rdly, did you go into the SH4.exe & in "properties... uncheck mark write only...??? & while in properties... did you change it to Win 7 mode & check mark "Run as Admin".?

4th... you did 4GB patch or use Large Address Aware with your SH4 mod mix... hmmm... :hmmm:

and... Last, but most definitely not least... post your jsgme mod activated list... (That is, assuming... that you are using JSGME... I trust & NOT :doh: :o free basing the mods into the SH4 mix.)

:Kaleun_Salute:

M. M.

Admiral8Q
12-21-21, 12:26 AM
Yes. The rising Sun!

https://www.youtube.com/watch?v=4-43lLKaqBQ

Rock Storm
12-21-21, 12:35 PM
Should i really do a complete new installation, or is it enough do disable Fotrs 1.46 with JSGME then check via Steam for missing files and then delete the whole SH4 Folder in C/User/documents?

Just asking cause I have a poor Internet connection.
Germany is an Internetz banana republic.

P.S. Great Mod. Me and the men had much fun this far.
Also doesn't run less stable than the Stock game if i remember correctly.
All my crashes resulted from planes so far, on all TC rates at least down till 16X

Mad Mardigan
12-21-21, 01:10 PM
Should i really do a complete new installation, or is it enough do disable Fotrs 1.46 with JSGME then check via Steam for missing files and then delete the whole SH4 Folder in C/User/documents?

Just asking cause I have a poor Internet connection.
Germany is an Internetz banana republic.

P.S. Great Mod. Me and the men had much fun this far.
Also doesn't run less stable than the Stock game if i remember correctly.
All my crashes resulted from planes so far, on all TC rates at least down till 16X

With the method you outlined, should be doable Rock Storm.

Did that when I went from v1.46 to v1.6X (aka the preview version :yep:)

So, should be safe. De activate, remove the v1.46 & replace with v1.7 FotRS-U. After that, just add in the basic mods like Nippon Maru v.4, I think is the latest... (have to check on that, Myself, still... :D) the add on to Nippon, Nihon_Kaigun_v1.0 & vickers03's interiors mod, followed by the patch. (if needed, I think was what was said on that... adding that patch in. :hmmm:)

Haven't had My 1st mug of Navy mud yet... so the ol' grey cells, aren't firing on all 8 cylinders just yet. :

After ensuring that just the base mods, are all working rightly... then... & ONLY then, slowly investigate with the rest of the mod mix you had with v1.46 mod mix. Adding in 1... at a time... & testing with a dummy career.

I name Mine "Tester Crashdummy"...

Know that porpbeanie will confirm or refute anything incorrect here... but... am pretty fairly confident that what I've outlined, should be followable...

That is... if He doesn't beat Me to the punch... :haha: :D

:Kaleun_Wink:

Just joshing, propbeanie, but.. there have been times, I'd be or will be typing & you slid in under the radar on Me... porting a reply that was pretty much in line with what I finished with & posted... just to find out you... crossed the finish line ahead of Me. Not that I consider it a race... ever. just a useful... metaphor... :yep: :shucks:

Hope this helps... as always. :shucks:

:Kaleun_Salute:

M. M.

Rock Storm
12-21-21, 01:28 PM
Ausgezeichnet! (excellent, disginguished)
In the german synchronisation of the simpsons, thats what Monty Burns is saying in these moments with the close shot on his face and with his cold smile.

Yeah, i'am brewing a cup of "Mucke****" for you too.
"Mucke****" was some artificial coffee during those WW1 years in Germany, because of the english blockade. Along with artificial honey and other stuff, don't ask what these things were made of. Those guys who liked their coffee must have developed the solid coastal defence Subs (Type 7C).
Now that i think of it.

Thank you very much.
Sorry can't talk any more, the men are waiting.
:Kaleun_Salute:

Rock Storm
12-21-21, 01:30 PM
LoL. Censored.
In german they really called it Muckephuck, but phuck has no meaning in german, at least back in those days.

https://www.youtube.com/watch?v=hRlXAHX1E-g

torpedobait
12-21-21, 01:43 PM
Followed standard procedures: Deleted entire SH4 folder from Documents; Deleted the game from my Ubisoft folder on G: drive; copied a pristine v1.4 SH4 to a new Ubisoft sub-folder on the G: drive; applied LAA to new SH4.exe; Downloaded and extracted FOTRU 1.7 to the MODS folder; ran SH4 one time without the Mod to set sound and graphics (did not leave the Main Menu); then applied the FOTRSU 1.7 mod via JSGME with NO other Mods.

I love the fast load of the game and the career start. Started a new career out of Manila on December 9 in the Sturgeon. Got the mission to patrol just North of Luzon, leaving on 12/10. Got underway, set the torpedos and a course to the patrol area. Drew 10.2 NM Circles around Manila, Mariveles, and Subic Bay to know the boundaries. Set speed to Ahead Full and then I increased TC to 256, and BOOM - CTD.

Tried the mission twice after reloading the game. Same results, both at about 25NM outside Manila Bay (I'm guessing). The first time I had two programs running in the background by mistake. I shut them off before starting the second time but had same results there. Btw, both times i was in the F5 map view when it crashed. Did not observe any other activity on the map (Map Contacts ON).

I suspect TC, but my gear should be able to handle that and a lot more. Are you saying that I can no longer use a half-way decent TC? Or did I miss a procedure?

EDIT: I ran the exact same mission again, this time with TCx1. Again starting Outside the harbor, I let it run and left it for about 20-30 minutes (my dogs insisted I join them for a nap). I awoke as the ambient sound dropped to zero, and the screen black. So, it is not likely a TC problem as much as one that occurs a certain distance WNW of the West end of Corregidor. Using that as a measuring point I'm guessing I was about 20-30 NM WNW of the island when I got the CTD.

BTW, I really like the new ambient sound. That typewriter was driving me NUTS!. (:-D

Mad Mardigan
12-21-21, 01:58 PM
Followed standard procedures: Deleted entire SH4 folder from Documents; Deleted the game from my Ubisoft folder on G: drive; copied a pristine v1.4 SH4 to a new Ubisoft sub-folder on the G: drive; applied LAA to new SH4.exe; Downloaded and extracted FOTRU 1.7 to the MODS folder; ran SH4 one time without the Mod to set sound and graphics (did not leave the Main Menu); then applied the FOTRSU 1.7 mod via JSGME with NO other Mods.

I love the fast load of the game and the career start. Started a new career out of Manila on December 9 in the Sturgeon. Got the mission to patrol just North of Luzon, leaving on 12/10. Got underway, set the torpedos and a course to the patrol area. Drew 10.2 NM Circles around Manila, Mariveles, and Subic Bay to know the boundaries. Set speed to Ahead Full and then I increased TC to 256, and BOOM - CTD.

Tried the mission twice after reloading the game. Same results, both at about 25NM outside Manila Bay (I'm guessing). The first time I had two programs running in the background by mistake. I shut them off before starting the second time but had same results there. Btw, both times i was in the F5 map view when it crashed. Did not observe any other activity on the map (Map Contacts ON).

I suspect TC, but my gear should be able to handle that and a lot more. Are you saying that I can no longer use a half-way decent TC? Or did I miss a procedure?

Downloaded v1.7, but... have NOT yet, got it unzipped or installed, just yet... am in the works of doing just that.

Will report back, after I have done so &... ran it, to see if those selfsame end results occur on My end. Either way.. I shall report back, one way... or the other. :shucks: :yep:

:Kaleun_Salute:

M. M.

In the interim... care to run jsgme, task it with making a copy of the mod order that you currently have, & pasting the net results back here... if you would, torpedobait, sir. :yep:

propbeanie
12-21-21, 03:01 PM
Followed standard procedures: Deleted entire SH4 folder from Documents; Deleted the game from my Ubisoft folder on G: drive; copied a pristine v1.4 SH4 to a new Ubisoft sub-folder on the G: drive; applied LAA to new SH4.exe; Downloaded and extracted FOTRU 1.7 to the MODS folder; ran SH4 one time without the Mod to set sound and graphics (did not leave the Main Menu); then applied the FOTRSU 1.7 mod via JSGME with NO other Mods.

I love the fast load of the game and the career start. Started a new career out of Manila on December 9 in the Sturgeon. Got the mission to patrol just North of Luzon, leaving on 12/10. Got underway, set the torpedos and a course to the patrol area. Drew 10.2 NM Circles around Manila, Mariveles, and Subic Bay to know the boundaries. Set speed to Ahead Full and then I increased TC to 256, and BOOM - CTD.

Tried the mission twice after reloading the game. Same results, both at about 25NM outside Manila Bay (I'm guessing). The first time I had two programs running in the background by mistake. I shut them off before starting the second time but had same results there. Btw, both times i was in the F5 map view when it crashed. Did not observe any other activity on the map (Map Contacts ON).

I suspect TC, but my gear should be able to handle that and a lot more. Are you saying that I can no longer use a half-way decent TC? Or did I miss a procedure?
Just to be sure, but you have v1.4 of the game listed, and your finger just did a propbeanie right? It should be v1.5, correct? Next, I highlight in orange what NOT to do, unless you delete that Save folder before running FotRSU. You probably have a mix of Stock and FotRSU in your folder. You should be able to use 128x on the F5 map with lots going on around you. 256x might sutter some. Dependent upon the load, you might have to 64x, like at about 0900 hours Manila, this dude is hightailing it south:

https://i.imgur.com/x1xinN6.jpg

That is our Long Island stunt double for the Langley hightailing it to Balikpapen and then Darwin, to finally go to Fremantle and then be sunk enroute to Tilatjap. (Too much information!!!) Anyway, there should be a green circle around the Manila Bay / Cavite area. If you start at Mariveles, you are outside that circle, of course, but it is not as "necessary" out there, due to the already reduced traffic of the area. But, delete your Save folder and try again. You should not have to re-do the mod. You might also check on the read / write status of the SH4.exe file, and make certain the LAA (or 4Gig Patch) is definitely properly set on the SH4.exe file.

torpedobait
12-21-21, 03:04 PM
Downloaded v1.7, but... have NOT yet, got it unzipped or installed, just yet... am in the works of doing just that.

Will report back, after I have done so &... ran it, to see if those selfsame end results occur on My end. Either way.. I shall report back, one way... or the other. :shucks: :yep:

:Kaleun_Salute:

M. M.

In the interim... care to run jsgme, task it with making a copy of the mod order that you currently have, & pasting the net results back here... if you would, torpedobait, sir. :yep:

See my edited comment above. Same thing with TCx1.

propbeanie
12-21-21, 03:06 PM
Should i really do a complete new installation, or is it enough do disable Fotrs 1.46 with JSGME then check via Steam for missing files and then delete the whole SH4 Folder in C/User/documents?

Just asking cause I have a poor Internet connection.
Germany is an Internetz banana republic.

P.S. Great Mod. Me and the men had much fun this far.
Also doesn't run less stable than the Stock game if i remember correctly.
All my crashes resulted from planes so far, on all TC rates at least down till 16X
Theoretically Rock Storm, you shouldn't have to even do the Steam thing after disabling the v1.46. Just clear the Save folder as MM say, and then activate v1.7 -UNLESS- you used non-FotRSU mods in the v1.46... If you have troubles after NOT doing the Steam thing, we'll blame it on Steam... :roll:

torpedobait
12-21-21, 03:07 PM
Just to be sure, but you have v1.4 of the game listed, and your finger just did a propbeanie right? It should be v1.5, correct? Next, I highlight in orange what NOT to do, unless you delete that Save folder before running FotRSU. You probably have a mix of Stock and FotRSU in your folder. You should be able to use 128x on the F5 map with lots going on around you. 256x might sutter some. Dependent upon the load, you might have to 64x, like at about 0900 hours Manila, this dude is hightailing it south:

https://i.imgur.com/x1xinN6.jpg

That is our Long Island stunt double for the Langley hightailing it to Balikpapen and then Darwin, to finally go to Fremantle and then be sunk enroute to Tilatjap. (Too much information!!!) Anyway, there should be a green circle around the Manila Bay / Cavite area. If you start at Mariveles, you are outside that circle, of course, but it is not as "necessary" out there, due to the already reduced traffic of the area. But, delete your Save folder and try again. You should not have to re-do the mod. You might also check on the read / write status of the SH4.exe file, and make certain the LAA (or 4Gig Patch) is definitely properly set on the SH4.exe file.

That was indeed a fat finger. I did load a new copy of v1.5. However, I did not check the Read Only box to see what might have happened there. Also, my map looks "funny". All jagged edges on the land masses, no relief details, and no circles. I'll go check it all again.

propbeanie
12-21-21, 03:12 PM
Good luck!

FotRSU Mod Team
12-21-21, 03:25 PM
Ho Ho Ho!!! Merry Christmas!!! Ho Ho Ho!!!

New Version of Fall of the Rising Sun (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992) released as of now
Version 1.7

New Version of the Add In Modz Pak (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993) released as of now
for FotRSU v1.7 - which includes a possible patch for vickers current Interiors mod

Ho Ho Ho!!! Merry Christmas!!! Ho Ho Ho!!!

https://thumbs.gfycat.com/EmotionalInsubstantialHarlequinbug-max-1mb.gif Is that Rudolph???
We jumped s7rikeback in the back alley, but grabbed incorrect info in the Nippon Maru. There are a few changes he has made to it that have to packaged and released. Please refrain from using Nippon Maru with FotRSUv17 for now. It will mostly work, but that little bit that won't will "kill" your career, so don't do it. Blame it all on propbeanie. He's easy that way... :har:

Rock Storm
12-21-21, 03:46 PM
LoooooL.
After disableing mods via JSGME i allways let steam check the original Stockdata in case JSGME hasnt removed everything, or not fully reloading/ reestablishing the original from its Backup folder. For silent hunter 4 steam allways tells me that 343 files could not be found and are again reuploaded.
And sure enough the altered Sh4.exe (LAA).
Became a freeze as soon as "No mission, too complicated" came up.
Tried different boats, imperial measurements. But then i took a step aside and tried some thsinking.


German Advertisment for Englishcourses:
-Guy starts as coastguard.

Chief of staff says:
-This is my sector
-This is the most important machine
-Survivalradar (Überlebensradar)

https://www.youtube.com/watch?v=yR0lWICH3rY

Battleship 61
12-21-21, 03:50 PM
Did you read the first page, before the download link?

Further along in the posting is listed the information we need if you need help, such as where do you have Silent Hunter 4 installed? The default for the installer is into C:\Program Files... which will not work correctly. The game itself has to be installed outside of any "protected" folder. If you have Steam, that would mean also having Steam outside of Program Files, since the game installs under the Steam folder. If you do not move the game out of the Windows protection racket - er, folders, then Windows will rollback all portions of the mod that it thinks are dangerous to the system, which includes cfg files, of which each ship, plane, sub, and land unit in the game uses a cfg file. Imagine the result...

After that is mentioned the use of an LAA app to set the SH4.exe file to be recognized by Windows as capable of addressing more RAM. You do need to have a 64-bit OS for those applets to function correctly. If you have a 32-bit OS, you can edit the boot.ini kind of stuff, but it does cramp Windows itself a bit. Doable, but better to avoid and just use a 64-bit OS, especially with the RAM you have. Of necessity, the SH4.exe file must be write-enabled, and a lot of game installs will set it to read-only. Right-click on the file, choose "Properties" at the bottom of the context menu, and on the bottom of the "General" tab is the "Attributes" section. Clear the "Read-only" tick box and OK that.

You also must empty the Save game folder, which by default is C:\Users \UserName \Documents \SH4, unless you use MultiSH4 (included with the mod) to change the 3-letter name of the Save folder (recommended). The use of FotRSU without having emptied the Save folder will result in a mix of the previous mod or Stock, and FotRSU, which is usually not very pleasant. Somewhat similar results as a partial mod activation from above.

Your video stream should "match". Windows will show a "recommended" resolution for your display, and that's what it should be set to. In the game, it should recognize most Windows resolutions, but I am not certain if it can do 4k or not. If it doesn't, pick a multiple, such as 1/2 that, or 1920x1080, and a frequency that is a divisible of your 240, which would be 60, as an example. If it lists something that matches, use that. Then you will most likely have to delve into the Properties settings of the SH4.exe again, but this time on the "Compatibility" tab:

https://i.imgur.com/bP46VIS.jpg

No two computers are exactly alike, and you might have to dig deep into this aspect. Let us know though, if matching that picture doesn't help at least some. Also, don't bother with the "Volumetric Fog" in the game, because it makes your deck crew "see-through", almost like apparitions, when it fogs in the game. It can get creepy just seeing two eyes with the outline of a body... yeesh! The "Sync Lock", especially with the newer cards will trash your display, and it is recommended not to do that. If you have an nVidia card, you can use some of its functionality, or use the Profile Inspector thingie, and limit the frame rate. The game is an old DirectX 9 game, and was designed to run at 30fps, and is what at least one of the game's clocks runs off of, but most players will not notice the time shift that occurs over the course of time...

Let us know how you get along!

I've got it to work thanks to you all. I didn't quite understand the instructions for I'm not much of a computer nerd but rather just a gamer, so I didn't quite exactly know what it meant by LAA or NTCore's 4Gig Patch. I downloaded NTCore's 4Gig Patch and tried it out and it made the game work. Yes, my game is off of Steam for I never had the honor of owning it via disk.
I don't know why some of you were quite rude but despite the fact I still appreciate the help, even for a stupor like me. Hope y'all have a great day and Merry Christmas!

Battleship 61

Mad Mardigan
12-21-21, 04:16 PM
I've got it to work thanks to you all. I didn't quite understand the instructions for I'm not much of a computer nerd but rather just a gamer, so I didn't quite exactly know what it meant by LAA or NTCore's 4Gig Patch. I downloaded NTCore's 4Gig Patch and tried it out and it made the game work. Yes, my game is off of Steam for I never had the honor of owning it via disk.
I don't know why some of you were quite rude but despite the fact I still appreciate the help, even for a stupor like me. Hope y'all have a great day and Merry Christmas!

Battleship 61

I don't know why some of you were quite rude but...

Dunno if that was directed My way... or not, but... just in the off chance that, it was...

I do hope... you realize & understand... that for 1, I have a particularly weird sense of humor, that runs the gamut... from dry, sarcastic, :doh: :o

to... downright ribald, in that it would have a sailor & well... ladies of the night, blushing in shame... :oops:

That, sense of humor, does NOT translate well... through textual medium...

Glad that you got it all sorted out &.... "ship shape". :Kaleun_Salute: :Kaleun_Cheers:

Fair winds, smooth seas &... Good huntin', skipper.! :arrgh!:

:Kaleun_Salute:

M. M.

torpedobait
12-21-21, 05:05 PM
I just now ried to zero base this thing by deleting my SH4 game file from G:Games/Ubisoft and from the Documents folder. This should have taken care of any traces of history, right?

Assuming that is so, I copied my pristine v1.5 from my safe place back to G:Games/Ubisoft, and set the Read Only box to unchecked for all files and folders. I ran LAA to set the value to True for SH4.exe, and then extracted the new FOTRSU 1.7 to the MODS folder in the game file and then activated the mod via JSGME.

So at this point I should have a clean install of SH4 v1.5 plus the FOTRSU v1.7 mod, with no SH$ directory in the Documents folder, and with LAA activated.

I started the game, noting the new V1.7 Splash screen and the rapid load time, and set the Sound, Graphic, and Gameplay options from the main menu. Then exited the game to Windows. Next came a restart of the game to verify the graphics settings were there, and started a new career in the Asiatic fleet. Assigned to USS Seal (SS-183). Set my mission options in the office, got an assignment to patrol the Convoy College area of the Luzon Strait, and took off from outside the harbor.

I made the usual setting changes for torpedos, AA gun, etc., set a course, and went to Full Speed ahead. Note the "strange" appearance of the map - no topography or colors.

So, once again I followed the course, and once again, at about 25.1 NM WNW of the end of Corregidor Island the game crashed to desktop. I have no idea what is going on or what I missed. I'm considering scrubbing the whole thing, rebooting, and starting from zero. Any other suggestions? Thanks.

KaleunMarco
12-21-21, 05:15 PM
I've got it to work thanks to you all. I didn't quite understand the instructions for I'm not much of a computer nerd but rather just a gamer, so I didn't quite exactly know what it meant by LAA or NTCore's 4Gig Patch. I downloaded NTCore's 4Gig Patch and tried it out and it made the game work. Yes, my game is off of Steam for I never had the honor of owning it via disk.
I don't know why some of you were quite rude but despite the fact I still appreciate the help, even for a stupor like me. Hope y'all have a great day and Merry Christmas!

Battleship 61

i'll add to what MM posted in his reply: some of us have a very odd (uncommon) sense of humor and that comes off as not-humor from time to time.

not sure if you are familiar with British humor but there are a lot of Monty Python fans in the SH4 forum which would account for the oddness of some of our posts.

i'll say this and then finish the post: of all of the guys who post answers to your questions (or ask probing questions in pursuit of answering your questions), none will be rude. stick with it and you should have hours of fun. or weeks of maddening frustration. (see what i mean).

:Kaleun_Salute:

Rock Storm
12-21-21, 05:52 PM
Is it just me having not enough sleep or does the graphic look "sharper".
Works great so far, just wondering what the yellow strings are for:

https://ibb.co/drw67tx

propbeanie
12-21-21, 06:10 PM
I just now ried to zero base this thing by deleting my SH4 game file from G:Games/Ubisoft and from the Documents folder. This should have taken care of any traces of history, right?

Assuming that is so, I copied my pristine v1.5 from my safe place back to G:Games/Ubisoft, and set the Read Only box to unchecked for all files and folders. I ran LAA to set the value to True for SH4.exe, and then extracted the new FOTRSU 1.7 to the MODS folder in the game file and then activated the mod via JSGME.

So at this point I should have a clean install of SH4 v1.5 plus the FOTRSU v1.7 mod, with no SH$ directory in the Documents folder, and with LAA activated.

I started the game, noting the new V1.7 Splash screen and the rapid load time, and set the Sound, Graphic, and Gameplay options from the main menu. Then exited the game to Windows. Next came a restart of the game to verify the graphics settings were there, and started a new career in the Asiatic fleet. Assigned to USS Seal (SS-183). Set my mission options in the office, got an assignment to patrol the Convoy College area of the Luzon Strait, and took off from outside the harbor.

I made the usual setting changes for torpedos, AA gun, etc., set a course, and went to Full Speed ahead. Note the "strange" appearance of the map - no topography or colors.

So, once again I followed the course, and once again, at about 25.1 NM WNW of the end of Corregidor Island the game crashed to desktop. I have no idea what is going on or what I missed. I'm considering scrubbing the whole thing, rebooting, and starting from zero. Any other suggestions? Thanks.
That looks like mod soup... but I don't know how... that is part Stock, part FotRSU. Look at Rock Storm's pic below, and you should have perty yeller lines at certain zooms, as well as much prettier land graphics there... It sounds like you should have a clean install, but blow it up again, and do the game re-install routine, whether Ubi, Steam or disk. Just make certain to install the DirectX v9 and Codecs if prompted. There is MultiSH4 in the main folder after activating, and you could try to use it to create a new Save folder, like FRS or whatever (3 characters only), and that will keep it away for any cross-contamination. It does not "sound" like an LAA issue, though it could possibly be. I am more inclined to think "contaminated", but I cannot figure the "how". There is often a couple of PT boats to the west-northwest of Mariveles about the time you're leaving, and then there are several fishing boats and / or tugs roaming about the place also that you might encounter. But that NavMap is the main symptom... if I was only a doctor... Where's Bones when you need him?...

https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ftse1.mm.bing.net%2Fth%3Fid%3DOIP. rT8RWMN6FCllZHz4WHNz8AAAAA%26pid%3DApi&f=1


Is it just me having not enough sleep or does the graphic look "sharper".
Works great so far, just wondering what the yellow strings are for:
Those line signify 15 degrees of longitude, and approximate one hour time zone lines. There is a purple line, not as easy to see, that denotes a simplified IDL, mostly on the 180 mark.

Rock Storm
12-21-21, 06:46 PM
Just wanted to write, that i thoght the purple line would be the ... ---> typed "Datumsgrenze" in the dic. and got "International Date Line <IDL>".

:D


Cool addition with the yellow lines.
Yes sometimes it is very irritating to have many different times of sunset all over the pacific ocean.

:up:

propbeanie
12-21-21, 07:00 PM
In theory, if all parts of the game work correctly and we don't abuse the TC level, sunrise / sunset will be at nearly the same "base time" during the entire patrol. If you want to know what one fellow was "sinking", you could read through Front Runner's Base Time 2018 (https://www.subsim.com/radioroom/showthread.php?p=2577977#post2577977) thread. We do fall off into the weeds into the wee rabbit hole to go visit Alice a few times, but suffice to say, if you depart Pearl, in theory, you will stay on that time. Cross the IDL, and it is now tomorrow. From there on, I get mixed-up as to whether to keep subtracting an hour at each line... lol but it you get an historic moon cycle thingie, you can plan your attacks a little better... maybe. Me? I sink as often as I sink - I stink... where is the confounded Coast Guard?...:doh:

Mad Mardigan
12-21-21, 07:10 PM
In theory, if all parts of the game work correctly and we don't abuse the TC level, sunrise / sunset will be at nearly the same "base time" during the entire patrol. If you want to know what one fellow was "sinking", you could read through Front Runner's Base Time 2018 (https://www.subsim.com/radioroom/showthread.php?p=2577977#post2577977) thread. We do fall off into the weeds into the wee rabbit hole to go visit Alice a few times, but suffice to say, if you depart Pearl, in theory, you will stay on that time. Cross the IDL, and it is now tomorrow. From there on, I get mixed-up as to whether to keep subtracting an hour at each line... lol but it you get an historic moon cycle thingie, you can plan your attacks a little better... maybe. Me? I sink as often as I sink - I stink... where is the confounded Coast Guard?...:doh:

What I do, is go into Nvidia into their... control panel dealio... & locate SH4's .exe, then dial into the settings for it... to lock it down to 30 fps... then accept that setting... & close out.

If memory serves... that is the frame rate that it was... designed for... if I'm NOT misremembering that info... :doh: :hmmm:

Dang it all... I seriously hate, getting older... :Kaleun_Mad: :shucks: :D

:Kaleun_Salute:

M. M.

Kal_Maximus_U669
12-21-21, 08:22 PM
:Kaleun_Salute::Kaleun_Cheers::k_confused:
http://image.noelshack.com/fichiers/2021/51/3/1640136131-sh4img-2021-10-31-21-42-37-616.png :up::up::salute:

Kal_Maximus_U669
12-21-21, 08:30 PM
What I do, is go into Nvidia into their... control panel dealio... & locate SH4's .exe, then dial into the settings for it... to lock it down to 30 fps... then accept that setting... & close out.

If memory serves... that is the frame rate that it was... designed for... if I'm NOT misremembering that info... :doh: :hmmm:

Dang it all... I seriously hate, getting older... :Kaleun_Mad: :shucks: :D

:Kaleun_Salute:

M. M.

pour vous monsieur Mad Madigan... :Kaleun_Salute: :up:
http://image.noelshack.com/fichiers/2021/51/3/1640136597-capture.png

torpedobait
12-21-21, 10:49 PM
That looks like mod soup... but I don't know how... that is part Stock, part FotRSU. Look at Rock Storm's pic below, and you should have perty yeller lines at certain zooms, as well as much prettier land graphics there... It sounds like you should have a clean install, but blow it up again, and do the game re-install routine, whether Ubi, Steam or disk. Just make certain to install the DirectX v9 and Codecs if prompted. There is MultiSH4 in the main folder after activating, and you could try to use it to create a new Save folder, like FRS or whatever (3 characters only), and that will keep it away for any cross-contamination. It does not "sound" like an LAA issue, though it could possibly be. I am more inclined to think "contaminated", but I cannot figure the "how". There is often a couple of PT boats to the west-northwest of Mariveles about the time you're leaving, and then there are several fishing boats and / or tugs roaming about the place also that you might encounter. But that NavMap is the main symptom... if I was only a doctor... Where's Bones when you need him?...

Those line signify 15 degrees of longitude, and approximate one hour time zone lines. There is a purple line, not as easy to see, that denotes a simplified IDL, mostly on the 180 mark.

Thanks for the advice. I've decided to uninstall the whole thing and reinstall it from teh Amazon download version I bought several years ago. I have done the install, deleted all known references to the FOTRSU mod (I keep them in at least two places, one still in 7z and the other extracted). Next (tomorrow) I will redownload the version 1.7, extract it to the MODS folder, run LAA, and try it again. Will advise.

:Kaleun_Salute:

torpedobait
12-22-21, 06:03 AM
It appears I had an incomplete download the first time. Windows Security doesn't like the files in the Download section - says they are highly vulnerable to hacking, but I hadn't noticed anything wrong.

The total reinstall from source and the second attempt at a download worked. All components are there, I was able to start a career at Cavite, the boat ran fine, I saw the Aux Carrier you mentioned, and TCx4096 was flawless once I got to sea.

I'm now going to try adding some additional features from the approved list and try another career.

Thanks for your assistance! :salute:

Kal_Maximus_U669
12-22-21, 09:06 AM
It appears I had an incomplete download the first time. Windows Security doesn't like the files in the Download section - says they are highly vulnerable to hacking, but I hadn't noticed anything wrong.

The total reinstall from source and the second attempt at a download worked. All components are there, I was able to start a career at Cavite, the boat ran fine, I saw the Aux Carrier you mentioned, and TCx4096 was flawless once I got to sea.

I'm now going to try adding some additional features from the approved list and try another career.

Thanks for your assistance! :salute:

yes you are quite right to point out .. because I have encountered the same problems as you going through the Edge engine, it is better is more reliable it looks like ..
Well
I take this opportunity to thank the "FotRSU Mod Team" which once again brings us a great gift at the end of the year. I really like it, it's nice (especially after the rotten world events of this year)
I also greet the members: Mad Mardigan & propbeanie & s7rikeback (thx for the database) & Bubblehead1980 (thx for your mod that thinks outside the box) & KaleunMarco (the technician tester) & Vickers (great interiors a "killing" the engine room wo.wouw ..) thank you for your patience with me; !! is especially with certain ... to help bring ...
Merry Christmas to all of you...
Okay now finally on patrol ...
http://image.noelshack.com/fichiers/2021/51/3/1640181738-sh4img-2021-10-31-21-43-26-308.png
http://image.noelshack.com/fichiers/2021/51/3/1640181741-sh4img-2021-10-31-21-45-03-266.png
http://image.noelshack.com/fichiers/2021/51/3/1640181733-sh4img-2021-10-23-20-35-55-163.png
http://image.noelshack.com/fichiers/2021/51/3/1640181782-sh4img-2021-11-05-23-46-36-381.png
http://image.noelshack.com/fichiers/2021/51/3/1640181730-sh4img-2021-10-23-19-29-16-701.png
http://image.noelshack.com/fichiers/2021/51/3/1640181748-sh4img-2021-11-05-23-50-07-003.png
http://image.noelshack.com/fichiers/2021/51/3/1640181754-sh4img-2021-11-05-23-51-09-529.png
:subsim: :Kaleun_Salute:

FotRSU Mod Team
12-22-21, 01:26 PM
We thank you for the "thanks", Kal_Maximus_U669 and others. But we do wish to clear-up the "team" though. The "team", currently is only propbeanie and s7rikback. That's it. Two guys trying not to drive each other nuts while wrassling with real life (it ain't been easy lately) and the mod mod world of SubSim. Mad Mardigan and KaleunMarco have both been valuable helps in the development, and in answering SubSim members' questions concerning FotRSU, as well as testing pre-release components at times, but are not "official" members of the team. Just to clear up any confusion on the "team's" members.

Schiffmorder
12-22-21, 01:56 PM
Howdy and Merry Christmas,
I have a fresh install of U-Boat Missions from Steam. Can someone point me at a definitive step by step how to guide for getting this new FOTRSU going? I have modded SH3 a lot
but had the use of JSGME and Blitzkrieg's tools which made things largely automatic, particularly the whole moving of the game out of Program Files and I am fearful of screwing this up.

Thank you
:Kaleun_Cheers:

Mad Mardigan
12-22-21, 02:50 PM
We thank you for the "thanks", Kal_Maximus_U669 and others. But we do wish to clear-up the "team" though. The "team", currently is only propbeanie and s7rikback. That's it. Two guys trying not to drive each other nuts while wrassling with real life (it ain't been easy lately) and the mod mod world of SubSim. Mad Mardigan and KaleunMarco have both been valuable helps in the development, and in answering SubSim members' questions concerning FotRSU, as well as testing pre-release components at times, but are not "official" members of the team. Just to clear up any confusion on the "team's" members.

:hmmm:

Maybe, quality checkers... or "official" crash test dummies, perhaps... :D

Would not be... adverse to either, being put forth & considered... :yep: :shucks: :D :up:

yes you are quite right to point out .. because I have encountered the same problems as you going through the Edge engine, it is better is more reliable it looks like ..
Well


I take this opportunity to thank the "FotRSU Mod Team" which once again brings us a great gift at the end of the year. I really like it, it's nice (especially after the rotten world events of this year) (Official FotRS-U team members: propbeanie & s7rikeback)


I also greet the members: Mad Mardigan & propbeanie & s7rikeback (thx for the database) & Bubblehead1980 (thx for your mod that thinks outside the box) & KaleunMarco (the technician tester) & Vickers (great interiors a "killing" the engine room wo.wouw ..)


thank you for your patience with me; !! is especially with certain ... to help bring ...
Merry Christmas to all of you...
Okay now finally on patrol ...

:subsim: :Kaleun_Salute:

BUT.. thanks for the thanks, Kal. :shucks: even though, am NOT an official member of the team. :yep:

(Mad Mardigan (Crash test dummy, wall to bounce ideas off of, pursuer of info :arrgh!: &... what if purveyor of ideas... NOT necessarily, in that exact order at any given day/time. (Side note: wise cracking subsimmer, whose sense of humor, is NOT always understood... at times. :roll: BUT despite that, still perseveres to show that weird sense of humor, nonetheless... :yep: :shucks:) :D )

That's Me, in a general nutshell...

:Kaleun_Salute:

M. M.

propbeanie
12-22-21, 03:44 PM
How 'bout velcro'd crash test dummies?... lol

https://www.youtube.com/watch?v=8YB7Tb9hNdQ

propbeanie
12-22-21, 03:56 PM
Howdy and Merry Christmas,
I have a fresh install of U-Boat Missions from Steam. Can someone point me at a definitive step by step how to guide for getting this new FOTRSU going? I have modded SH3 a lot
but had the use of JSGME and Blitzkrieg's tools which made things largely automatic, particularly the whole moving of the game out of Program Files and I am fearful of screwing this up.

Thank you
:Kaleun_Cheers:
Merry Christmas doubled, back atcha! The best article I have found for Steam is on the Steam Support Knowledgebase site Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327), which walks you through the "easy" ways of doing it. If you have a desktop with multiple hard drives, or partitioins that are usable, as well as a fast external drive and good connection, you can create a 2nd Steam Library folder on a different hard drive, and avoid have to move the rest of your Steam Library. No matter which way you go though, it will take a while because of the nature of Steam and its licensing scheme. As for installation / activation of the mod itself, page one This Thread (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992) has all sorts of info, a lot of it hiding in the "Spoiler" tag buttons, which are used to "un-crowd" the page. Also, in the mod itself, in the support folder, are all sorts of pdf files, of which at least two apply directly. "Activating Fall of the Rising Sun Ultimate Edition.pdf" and "Install Notes For SH4.pdf". The Install Notes is mostly for a "disk" version of the game, but most of it does apply to a Steam install, other than the fact that the Steam install does the DirectX v9 and Codecs parts for you "automatically" now... Once you have the mod activated, there is a "01_FotRSU_Support_TOC.bat" file put in the game's root directory, that can be used to start the "01_FotRSU_TableOfContents.pdf" file, which the pdf can be "run" on its own from inside the Support folder at anytime. :salute:

KaleunMarco
12-22-21, 04:02 PM
We thank you for the "thanks", Kal_Maximus_U669 and others. But we do wish to clear-up the "team" though. The "team", currently is only propbeanie and s7rikback. That's it. Two guys trying not to drive each other nuts while wrassling with real life (it ain't been easy lately) and the mod mod world of SubSim. Mad Mardigan and KaleunMarco have both been valuable helps in the development, and in answering SubSim members' questions concerning FotRSU, as well as testing pre-release components at times, but are not "official" members of the team. Just to clear up any confusion on the "team's" members.

thanks, PB.
it feels good to have my confusion cleared up.
i've been waiting a long time for that to happen.
:har::har::har:

pitti
12-22-21, 04:36 PM
MoinMoin Mod-Team. Thank you for this nice Christmas-Present. Very smooth, no problems (so far). Merry Christmas and a happy new year, you all.

Kal_Maximus_U669
12-22-21, 05:25 PM
thanks, PB.
it feels good to have my confusion cleared up.
i've been waiting a long time for that to happen.
:har::har::har:

:k_confused:
https://www.youtube.com/watch?v=DRIuRR8jSSM&ab_channel=PubMaroc
here I am reassuring .. :har::har:

KaleunMarco
12-22-21, 09:09 PM
:k_confused:


the ad looks hilarious but i do not understand enough French to know what the two men are saying.

Mad Mardigan
12-22-21, 09:47 PM
the ad looks hilarious but i do not understand enough French to know what the two men are saying.


Translation, via google:

Louer une belle voiture ca fait du bien. translation: Renting a beautiful car feels good.

No clear idea of what they were saying, either. I know some french, but not near enough... :doh: :o :timeout:

:Kaleun_Salute:

M. M.

FotRSU Mod Team
12-23-21, 10:13 PM
https://i.pinimg.com/originals/4a/b1/cd/4ab1cd85aa1bad9d7b09af33d24eee16.jpg


https://thumbs.gfycat.com/BleakHappyBluet-max-1mb.gif


Merry Christmas to you all!!!

fitzcarraldo
12-24-21, 09:18 PM
Merry Christmas to all! :Kaleun_Cheers:

First report about 1.7 with Vickers Interiors:

Trying with the VFBI mod installed and with a Gato class (I donīt try with others subs), I have a serious problem with the scopes:

- The F3 and O keys donīt work, and the buttons in the bar donīt work, also. I donīt have access to the scopes.

- Going to the conning tower interior, both scopes are moving up and down as crazy things. No way to calm the scopes!

I tried with and without the provisional patch. The problem persists.

It seems something in the VFBI mod isnīt compatible with the commands in FOTRSU v1.7.

Hope Vickers can resolve the issue.

Without the VFBI mod, all works flawesly.

Best regards.

Fitzcarraldo :Kaleun_Salute:

Mad Mardigan
12-24-21, 10:05 PM
Merry Christmas to all! :Kaleun_Cheers:

First report about 1.7 with Vickers Interiors:

Trying with the VFBI mod installed and with a Gato class (I donīt try with others subs), I have a serious problem with the scopes:

- The F3 and O keys donīt work, and the buttons in the bar donīt work, also. I donīt have access to the scopes.

- Going to the conning tower interior, both scopes are moving up and down as crazy things. No way to calm the scopes!

I tried with and without the provisional patch. The problem persists.

It seems something in the VFBI mod isnīt compatible with the commands in FOTRSU v1.7.

Hope Vickers can resolve the issue.

Without the VFBI mod, all works flawesly.

Best regards.

Fitzcarraldo :Kaleun_Salute:

Ahoy, fitzcarraldo... :Kaleun_Cheers:

Going out on a limb here... & am guessing you have, by chance... periscope splash mod, added into your mix with FotRS-U v1.7, am I correct.

Cause if you do... I noted that same issues with it, in the mix.

Removing it, deleting the save folder & restarting a career, ended that issue.

It seems that mod, is not compatible with this updated version of FotRS-U... unfortunately.

Will see if the creator of it, is still about & see if they intend to update it, or if they don't care to, if they'd allow s7rikeback or propbeanie.. or any one else, to look into it & edit it so that it is workable with the latest verion of FotRD-U.

:Kaleun_Salute:

M. M.

Mad Mardigan
12-24-21, 10:20 PM
Ahoy... :Kaleun_Cheers:

Have sent to Canonicus, the following dm...

Ahoy, Canonicus... :Kaleun_Cheers:

1st off, Merry Christmas... I hope you have a very safe, joyous one. :Kaleun_Cheers:

With the mod you created, am wondering if you will be considering updating it to work with the latest just released version of FotRS-U v1.7, by chance.

If you don't, would you consider allowing the FotRS team, or another of your choosing, to rework it so that it works with the latest update of the mega mod FotRS-U... I hope.

Happen to like it, but... know with the v1.7, it causes the peri in the command room & quite possibly in the upper sonar/radar room to go spastic... inside the sub.

Otherwise, outside it... appears that it is not occurring on the exterior view.

Respectfully & with warmest regards... :shucks:

:Kaleun_Salute:

M. M.


Know that this is the mod in question, that caused the issues reported previously, by fitz... as they are the same that I noted, while working to set up v1.7, Myself.

Right down the line... with the only exception of the sonar/radar room area,since with the FI:OQ mod, it's NOT possible to click on & go up into there, that I am aware of... unless vickers03, found a solution to that peculiarity... after I last asked them about that. :yep: :shucks:

:Kaleun_Salute:

M. M.

& Yes... that is with the patch for FI:OQ mod, added in that was included in the addinzpack4v1.7 :yep:

propbeanie
12-24-21, 10:42 PM
Merry Christmas to all! :Kaleun_Cheers:

First report about 1.7 with Vickers Interiors:

Trying with the VFBI mod installed and with a Gato class (I donīt try with others subs), I have a serious problem with the scopes:

- The F3 and O keys donīt work, and the buttons in the bar donīt work, also. I donīt have access to the scopes.

- Going to the conning tower interior, both scopes are moving up and down as crazy things. No way to calm the scopes!

I tried with and without the provisional patch. The problem persists.

It seems something in the VFBI mod isnīt compatible with the commands in FOTRSU v1.7.

Hope Vickers can resolve the issue.

Without the VFBI mod, all works flawesly.

Best regards.

Fitzcarraldo :Kaleun_Salute:
Well, here is the mod list I've been testing with fitzcarraldo
Generic Mod Enabler - v2.6.0.157
[C:\Games\FotRSUv17\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
AddInModzPak_17
EAX_SoundSim_FOTRSU_1.7
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN
FIOQ_FotRSU_Patch
I have been through Conning Tower 1, 2, 3 & 4, and have not found any issues in the Gato. In that list, the "AddInModzPak_17" isn't really a mod, but just the Pack that I then pull the bottom "FIOQ_FotRSU_Patch" out of the Extras / AddInModzPak folder and put in MODS for activation. If you could, post your mod list, and I'll try to match it. I don't know what mod MM is talking about with the splash, but if you guys could clear that up and point us to it, we might be able to swing it. There are a few mods out there that should most likely be compatible, but we have not tested them as of yet. I am not certain about Webster's clearer water mod since, since I do perceive a change in escort behavior - but it might be my imagination. We have to do the "scientific" on it now, under a controlled situation to actually "test" it. There was another one we were going to do, but my mind is misplacing it just now - the eggnog turned on me the other day, I do believe... :haha: - that's my excuse, and i'm sticking to it!

Couple of other things to look at, is an external view of your boat. Do you have a conning tower on the boat? You will see the scopes going up and down when that happens, and you won't be able to use F3 and "O" with that situation. I'm not certain though if you wouldn't just CTD if you have vickers03's FIOQ enabled and end up with a bad conn assignment though, since the conn, control room, and Officer's Country are all connected now, which is why the F9 won't take you to the conning tower now. But let us know your mod list, and the date you're sailing with the Gato. Thanks! :salute:

PS Edit: I just happened to think - the interior could not care less whether or not a conning tower is placed properly or not on the 3D submarine... the "Interior" of the boat has nothing whatsoever to do with the "Exterior"... but if you do not have a conning tower showing on the external view fitzcarraldo, that would explain the lack of function for the periscope controls, and the up / down craziness in the interior of the "conning tower"... As to why you would not be assigned a conning tower, I don't know. UPC file issue, which is altered by the interior mod could be one source. Be sure you delete the Save folder, and try again, if nothing else. This mod is NOT backwards compatible with earlier versions of itself due to all of the submarine changes and additions.

fitzcarraldo
12-24-21, 11:25 PM
Ahoy, fitzcarraldo... :Kaleun_Cheers:

Going out on a limb here... & am guessing you have, by chance... periscope splash mod, added into your mix with FotRS-U v1.7, am I correct.

Cause if you do... I noted that same issues with it, in the mix.

Removing it, deleting the save folder & restarting a career, ended that issue.

It seems that mod, is not compatible with this updated version of FotRS-U... unfortunately.

Will see if the creator of it, is still about & see if they intend to update it, or if they don't care to, if they'd allow s7rikeback or propbeanie.. or any one else, to look into it & edit it so that it is workable with the latest verion of FotRD-U.

:Kaleun_Salute:

M. M.


I tried without that mod BUT with Interiors and continue to have the issue. Though, I didn't delete the saves folder before the tests. I will do that and will report tomorrow.

Merry Christmas!

Fitzcarraldo :salute:

Mad Mardigan
12-24-21, 11:50 PM
Well, here is the mod list I've been testing with fitzcarraldo
Generic Mod Enabler - v2.6.0.157
[C:\Games\FotRSUv17\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
AddInModzPak_17
EAX_SoundSim_FOTRSU_1.7
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN
FIOQ_FotRSU_Patch
I have been through Conning Tower 1, 2, 3 & 4, and have not found any issues in the Gato. In that list, the "AddInModzPak_17" isn't really a mod, but just the Pack that I then pull the bottom "FIOQ_FotRSU_Patch" out of the Extras / AddInModzPak folder and put in MODS for activation. If you could, post your mod list, and I'll try to match it. I don't know what mod MM is talking about with the splash, but if you guys could clear that up and point us to it, we might be able to swing it. There are a few mods out there that should most likely be compatible, but we have not tested them as of yet. I am not certain about Webster's clearer water mod since, since I do perceive a change in escort behavior - but it might be my imagination. We have to do the "scientific" on it now, under a controlled situation to actually "test" it. There was another one we were going to do, but my mind is misplacing it just now - the eggnog turned on me the other day, I do believe... :haha: - that's my excuse, and i'm sticking to it!

Couple of other things to look at, is an external view of your boat. Do you have a conning tower on the boat? You will see the scopes going up and down when that happens, and you won't be able to use F3 and "O" with that situation. I'm not certain though if you wouldn't just CTD if you have vickers03's FIOQ enabled and end up with a bad conn assignment though, since the conn, control room, and Officer's Country are all connected now, which is why the F9 won't take you to the conning tower now. But let us know your mod list, and the date you're sailing with the Gato. Thanks! :salute:

PS Edit: I just happened to think - the interior could not care less whether or not a conning tower is placed properly or not on the 3D submarine... the "Interior" of the boat has nothing whatsoever to do with the "Exterior"... but if you do not have a conning tower showing on the external view fitzcarraldo, that would explain the lack of function for the periscope controls, and the up / down craziness in the interior of the "conning tower"... As to why you would not be assigned a conning tower, I don't know. UPC file issue, which is altered by the interior mod could be one source. Be sure you delete the Save folder, and try again, if nothing else. This mod is NOT backwards compatible with earlier versions of itself due to all of the submarine changes and additions.

Ahoy, propbeanie... :Kaleun_Cheers: Merry Christmas.

The mod, referred to, is the following...

Canonicus' peri wake splash mod, found here:

https://www.subsim.com/radioroom/showpost.php?p=2749692&postcount=1

It is this mod, that I speak of... with that in, I had the same issues that fitz, reported having... :shucks: :yep:

:Kaleun_Salute:

M. M.

fitzcarraldo
12-25-21, 12:06 AM
Ahoy, propbeanie... :Kaleun_Cheers: Merry Christmas.

The mod, referred to, is the following...

Canonicus' peri wake splash mod, found here:

https://www.subsim.com/radioroom/showpost.php?p=2749692&postcount=1

It is this mod, that I speak of... with that in, I had the same issues that fitz, reported having... :shucks: :yep:

:Kaleun_Salute:

M. M.

The problem is the sensors.dat file used by the splash mod.

BTW the splash mod isn't part of the addon mods included in FOTRSU 1.7.

Tomorrow I will open that file and will compare it with the same dat from V1.7.

Good Christmas night. It is 2AM here in Buenos Aires....

Fitzcarraldo :salute:

Mad Mardigan
12-25-21, 02:30 AM
Please see highlighted notes, added into your reposted reply, propbeanie... :shucks: :yep:

Well, here is the mod list I've been testing with fitzcarraldo
Generic Mod Enabler - v2.6.0.157
[C:\Games\FotRSUv17\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
AddInModzPak_17
EAX_SoundSim_FOTRSU_1.7
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN
FIOQ_FotRSU_Patch


I have been through Conning Tower 1, 2, 3 & 4, and have not found any issues in the Gato. In that list, the "AddInModzPak_17" isn't really a mod, but just the Pack that I then pull the bottom "FIOQ_FotRSU_Patch" out of the Extras / AddInModzPak folder and put in MODS for activation. If you could, post your mod list, Sent you a dm, with My modz list that I was working with... before I culled out Canonincus' peri wake splash mod and I'll try to match it. I don't know what mod MM is talking about with the splash
(of which I posted definitive info on that mod & where to locate said mod... :yep: :shucks:), but if you guys could clear that up and point us to it, we might be able to swing it. already done... :shucks:There are a few mods out there that should most likely be compatible, but we have not tested them as of yet. I am not certain about Webster's clearer water mod This mod, sets it to less fog, & clearer waters, taking out the... murkiness.. so that the skipper, can see their own boat, underwater... that's it. To the best of My recall... it does nothing with the AI behaviors, sensors or anything else related to that behavior... :hmmm: as near as I can tell of, at any rate... :shucks:since, since I do perceive a change in escort behavior - but it might be my imagination. We have to do the "scientific" on it now, under a controlled situation to actually "test" it. There was another one we were going to do, but my mind is misplacing it just now - the eggnog turned on me the other day, I do believe... :haha: - that's my excuse, and i'm sticking to it!

Couple of other things to look at, is an external view of your boat. Do you have a conning tower on the boat? You will see the scopes going up and down when that happens, and you won't be able to use F3 and "O" with that situation. as for external view.. that was just dandy, on My end... scopes were normal, Yes... there was a conning tower, virginia... erhm.... uhm.... sorry... :oops: propbeanie... :D The issue for Me, & am certain the issues fitz noted, were interior... for whatever reasons. fritz, is of the opinion that it was the .dat file in the peri wake splash mod, that was the cause... am thinking that could well be the culprit... but... no way to confirm since .dat files... are NOT My forte... gimme a .cfg or the like & I'll rip through it, no sweat... even the menu.ini, though... am loathe to dink about too much in there... as it's more.. trickier than .cfg's, to Me... at least. I know My strengths & limitations... :shucks: I'm not certain though if you wouldn't just CTD if you have vickers03's FIOQ enabled and end up with a bad conn assignment though, since the conn, control room, and Officer's Country are all connected now, which is why the F9 won't take you to the conning tower now. But let us know your mod list, and the date you're sailing with the Gato For Me, t'was the Sargo, (USS Seawolf (SS197? I think is her SS #... :hmmm: as for the date, was 09/12/41... 2 days after Pearl being attacked... & outta Manilla. Ugh... got used to using f9, to go to the sonar/radar area... blast it all... :/\\!! was hoping that it could be worked out with vick's FI:OQ mod, that would be able to be done... like the interior view... though :yep: ahh well... ). Thanks! :salute:

PS Edit: I just happened to think - the interior could not care less whether or not a conning tower is placed properly or not on the 3D submarine... the "Interior" of the boat has nothing whatsoever to do with the "Exterior"... but if you do not have a conning tower showing on the external view fitzcarraldo, that would explain the lack of function for the periscope controls, and the up / down craziness in the interior of the "conning tower"... As to why you would not be assigned a conning tower, I don't know. UPC file issue, which is altered by the interior mod could be one source. Be sure you delete the Save folder, and try again, if nothing else. This mod is NOT backwards compatible with earlier versions of itself due to all of the submarine changes and additions.

:timeout:

Lest, I forget to mention it...

Copy of SH4 that I'm working with, with v1.7 ... is stock fresh copy, from My virgin Gold standard SH4 install... btw... :yep:

:Kaleun_Salute:

M. M.

torpedobait
12-25-21, 09:38 AM
Started in Asiatic Fleet with USS Searaven out of Cavite on 12/10/1941. After Manila, Subic Bay, and Mariveles fell was assigned to return to Darwin, reaching there on 12/30/1941.

Left Darwin on 02/19/1942 and almost immediately ran into an IJN Battle Group - sank a Hiyo and ran off due to the shallow water and large number of DD's looking for me. Shortly after that received a notice that Darwin was no longer a Base.

However, now on 03/11/1942 I still do not have an assigned base. I have checked every base from England to Fremantle. No tilted anchor anywhere.

I'm guessing there is a date problem somewhere (?), but it appears i will be on endless patrol if I stay with this career.

Please advise! :salute:

EDIT: Oh, and where are my manners? MERRY CHRISTMAS TO ALL SUBSIMERS! AND A HAPPY, SAFE NEW YEAR!

fitzcarraldo
12-25-21, 09:47 AM
Report:

I can confirm the issue with the scopes in v1.7 is due the splash wake scopes mod.

Do not use that mod with FOTRSU 1.7. Also, after disable the mod (if you were using it), delete all your savegames from my documents (or documents)/SH4 folder. If you disable the splash mod and do not delete your savegames, the issue will persist and will cause CTD, too.

Iīm comparing the sensors dat file from v1.7 and the scopes mod with S3D, searching differences.

Happy Christmas.

Fitzcarraldo :Kaleun_Salute:

propbeanie
12-25-21, 11:26 AM
Started in Asiatic Fleet with USS Searaven out of Cavite on 12/10/1941. After Manila, Subic Bay, and Mariveles fell was assigned to return to Darwin, reaching there on 12/30/1941.

Left Darwin on 02/19/1942 and almost immediately ran into an IJN Battle Group - sank a Hiyo and ran off due to the shallow water and large number of DD's looking for me. Shortly after that received a notice that Darwin was no longer a Base.

However, now on 03/11/1942 I still do not have an assigned base. I have checked every base from England to Fremantle. No tilted anchor anywhere.

I'm guessing there is a date problem somewhere (?), but it appears i will be on endless patrol if I stay with this career.

Please advise! :salute:

EDIT: Oh, and where are my manners? MERRY CHRISTMAS TO ALL SUBSIMERS! AND A HAPPY, SAFE NEW YEAR!
You are supposed to be assigned Albany, Australia, below Fremantle... From what I can see, all the spelling and dates are correct for you to be there from 24 Feb '42. You then are supposed to be sent to Brisbane, but I do see a gap in dates there, so that might be why you are not seeing Albany... I'll try later this evening to see if mine transfers OK. It did in testing, but that was weeks ago, and before dates were moved again... Let me know if Albany is tilted or not please...


Report:

I can confirm the issue with the scopes in v1.7 is due the splash wake scopes mod.

Do not use that mod with FOTRSU 1.7. Also, after disable the mod (if you were using it), delete all your savegames from my documents (or documents)/SH4 folder. If you disable the splash mod and do not delete your savegames, the issue will persist and will cause CTD, too.

Iīm comparing the sensors dat file from v1.7 and the scopes mod with S3D, searching differences.

Happy Christmas.

Fitzcarraldo :Kaleun_Salute:
There are 2 nodes added for "Splash" under the Attack scope and the Night scope. I have added those to a copy of the FotRSU v1.7 mod, and they do "splash" while on the way down to PD, but they then quit the splash while cruising with the scope up, which is not correct... I'll have to dig some more on that.

KaleunMarco
12-25-21, 12:01 PM
Started in Asiatic Fleet with USS Searaven out of Cavite on 12/10/1941. After Manila, Subic Bay, and Mariveles fell was assigned to return to Darwin, reaching there on 12/30/1941.

Left Darwin on 02/19/1942 and almost immediately ran into an IJN Battle Group - sank a Hiyo and ran off due to the shallow water and large number of DD's looking for me. Shortly after that received a notice that Darwin was no longer a Base.

However, now on 03/11/1942 I still do not have an assigned base. I have checked every base from England to Fremantle. No tilted anchor anywhere.

I'm guessing there is a date problem somewhere (?), but it appears i will be on endless patrol if I stay with this career.

Please advise! :salute:

EDIT: Oh, and where are my manners? MERRY CHRISTMAS TO ALL SUBSIMERS! AND A HAPPY, SAFE NEW YEAR!

Merry Christmas.

Jumping in here.......

your situation appears to be caused by a NULL value in the one of the related bases. i have been where you are, previously.
however, in looking at Flotillas.UPC file, neither Darwin nor Albany bases are coded with a NULL for one of their dates.
check your version of the Flotillas file and see if they have these values:

Flotilla 21.Base 2
AvailabilityInterval=1942-12-12, 1942-02-28


Flotilla 21.Base 3
ID=Albany NS
AvailabilityInterval=1942-03-01, 1942-04-15

i've deleted the extraneous lines in the Bases in an effort to clear away the unrelated info.
let us know if your file has the same values.

propbeanie
12-25-21, 12:34 PM
The Flotilla has to be defined with dates, if they are "restricted" any, such as the CaviteCommand is. The NULL at a base just means it follows that same date position, or in the case of Cavite, the NULL in the first position assumes the date of the beginning of the flotilla command. The same for any boat definitions. Where a problem may lie here is that the boat involved does not "terminate" in the command until after the command ceases to exist, which might be the reason for the failure of an Albany assignment, since it is last in the list. So my guess is the boat with the May date, and the command with the April date is where the problem lies. We'll see if he finds Albany "tilted". If it is, and he can dock there, a transfer to Fremantle would be in order here...

KaleunMarco
12-25-21, 12:40 PM
The Flotilla has to be defined with dates, if they are "restricted" any, such as the CaviteCommand is. The NULL at a base just means it follows that same date position, or in the case of Cavite, the NULL in the first position assumes the date of the beginning of the flotilla command. The same for any boat definitions. Where a problem may lie here is that the boat involved does not "terminate" in the command until after the command ceases to exist, which might be the reason for the failure of an Albany assignment, since it is last in the list. So my guess is the boat with the May date, and the command with the April date is where the problem lies. We'll see if he finds Albany "tilted". If it is, and he can dock there, a transfer to Fremantle would be in order here...

yes, that is all very interesting but we have discovered that a NULL in a date field also has some unintended consequences.

propbeanie
12-25-21, 01:30 PM
PearlHarborCommand is set at "NULL, NULL", as are several NavalBases and other Commands, and is a "Stock" setting as well. In the case of the Stock game, as well as FotRSU, since we did not change the "base" dates, means the effective dates are 1938-01-01 to 1945-12-31. One does have to be careful with the Mission Editor also, since it "starts" 1940-01-01 unless changed. Someone like iambecomelife, doing the WW1 Wolves of the Kaiser, has to dig and find all such references and dates, and make them what he wants - and there are a LOT of them. If a given Command has a date of say 1942-03-01, NULL, and anything below that command using NULL, NULL, would then mean 1942-03-01 to 1945-12-31, and not present any troubles. However, any use of "NULL" does mean that a mission under those bases would then have to be set to run two days before the listing for the CareerStart file (ie: 1942-02-27), which is where it gets a bit tricky, keeping dates aligned with each other. You also have to be careful of assignments in PatrolObjectives, where dates, like in the eqp and sns file HAVE to be specific dates, and NULL is not allowed. The use of NULL at the end of a Submarine's effective date means the same date as the Base and / or Command, which is where an automatic transfer might fail, so the actual date desired would have to be used.

All told, CaviteCommand is there from the beginning, and "dies" on 15 Apr 42. Cavite the NavalBase is there from the beginning, but dies on 10 Dec 41, where a person is then "transferred to Darwin effective 12 Dec 41, and active until the bombing there on 19 Feb 42, which then results in the Albany assignment, supposedly effective 24 Feb 42. The inactivating Albany on 15 Apr 42, while the sub goes to 16 May is probably where a problem would be. We'll have to see if torpedobait gets the Albany base as a valid docking facility. I do have my doubts... If not, he may have to load a Save prior to departing Darwin, and transfer to the Asiatic fleet at either Surabaya or Fremantle, as the case might be... Searaven is a Sargo, so Tilatjap might be available for transfer also, depending upon when he last leaves Darwin.

torpedobait
12-25-21, 02:22 PM
The Flotilla has to be defined with dates, if they are "restricted" any, such as the CaviteCommand is. The NULL at a base just means it follows that same date position, or in the case of Cavite, the NULL in the first position assumes the date of the beginning of the flotilla command. The same for any boat definitions. Where a problem may lie here is that the boat involved does not "terminate" in the command until after the command ceases to exist, which might be the reason for the failure of an Albany assignment, since it is last in the list. So my guess is the boat with the May date, and the command with the April date is where the problem lies. We'll see if he finds Albany "tilted". If it is, and he can dock there, a transfer to Fremantle would be in order here...

Albany is there, but is not tilted. As I said before, there are no tilted anchor bases anywhere in my world. Hope this helps.

torpedobait
12-25-21, 02:30 PM
PearlHarborCommand is set at "NULL, NULL", as are several NavalBases and other Commands, and is a "Stock" setting as well. In the case of the Stock game, as well as FotRSU, since we did not change the "base" dates, means the effective dates are 1938-01-01 to 1945-12-31. One does have to be careful with the Mission Editor also, since it "starts" 1940-01-01 unless changed. Someone like iambecomelife, doing the WW1 Wolves of the Kaiser, has to dig and find all such references and dates, and make them what he wants - and there are a LOT of them. If a given Command has a date of say 1942-03-01, NULL, and anything below that command using NULL, NULL, would then mean 1942-03-01 to 1945-12-31, and not present any troubles. However, any use of "NULL" does mean that a mission under those bases would then have to be set to run two days before the listing for the CareerStart file (ie: 1942-02-27), which is where it gets a bit tricky, keeping dates aligned with each other. You also have to be careful of assignments in PatrolObjectives, where dates, like in the eqp and sns file HAVE to be specific dates, and NULL is not allowed. The use of NULL at the end of a Submarine's effective date means the same date as the Base and / or Command, which is where an automatic transfer might fail, so the actual date desired would have to be used.

All told, CaviteCommand is there from the beginning, and "dies" on 15 Apr 42. Cavite the NavalBase is there from the beginning, but dies on 10 Dec 41, where a person is then "transferred to Darwin effective 12 Dec 41, and active until the bombing there on 19 Feb 42, which then results in the Albany assignment, supposedly effective 24 Feb 42. The inactivating Albany on 15 Apr 42, while the sub goes to 16 May is probably where a problem would be. We'll have to see if torpedobait gets the Albany base as a valid docking facility. I do have my doubts... If not, he may have to load a Save prior to departing Darwin, and transfer to the Asiatic fleet at either Surabaya or Fremantle, as the case might be... Searaven is a Sargo, so Tilatjap might be available for transfer also, depending upon when he last leaves Darwin.

I intend now to go back to the save I took in the office prior to departing Darwin and request a transfer. Since I've never been to Albany I will try to transfer there. Otherwise, it'll be Brisbane for me, which is closer to a likely next hot spot in the war.

One thing I didn't mention in the details is that the mission I left for on Feb. 19 was the second out of Darwin. I did another starting on 1/18/1942. I don't think that matters.

If Darwin is closed as a Base on 19 Feb and that is my date of departure, could that cause a conflict somewhere?

torpedobait
12-25-21, 03:26 PM
Ok, went back to the Save I took in the Office as of 10 Dec 42 and looked at available transfers. First option was to the "Asiatic Fleet" temporary base at Surabaya; the Second option was Labeled Mariveles, with a temporary base of Tilapjap. I took that one - got the same mission and departed on 19 Feb 1942.

I'm anxious to see what happens when Tilapjap goes away later in the month. I'll let you know.

EDIT: Took the transfer that went to Tilapjap and left there on 2/19. Received the notice on 2/20 that Darwin was removed as a Base. My base remained Tilapjap. While on patrol in Area A2, on 2/25 got notice that all Asiatic Fleet subs were transferred to Fremantle, but the Base indicator was not changed. On 3/1 Surabaya was abandoned, and then on 3/6 Tilapjap was abandoned. Now I had no Base to return to. Once again there were no tilted anchors.

HOWEVER, on 3/13 I checked again for a Base (I did this every day) and saw that Fremantle was now tilted and therefor was my Base. I did not receive an Operations Message to that effect. No biggie, but why the 7 day wait to get a Base indicator, and why no notification after my prior base was abandoned?

Now I wonder if I had waited longer out of Darwin if the Base might have shown up as Albany if I had waited a full week? I really don't want to go back and try it again. That encounter with the IJN TF was unnerving to say the least!

propbeanie
12-26-21, 01:16 AM
The scary thing about this is, I spent like 3 days building a spreadsheet, and used that as the "model" for the flotillas, boat and mission assignments, part of which can be seen in the "BoatsByMonth.pdf" file in the Support folder... So how I missed the date of the Flotilla 21 ending, I don't know, but it was supposed to be May of 1942, not April. The reason for the delay in Fremantle showing as the base to change to is a combination of the game, the way it operates, the transfer, and in the fact that the configuration for your boat, even though you transferred, still doesn't match. I don't think waiting longer would have worked for Albany. You would have had to wait until May 17, 1942 at least, and it may still have failed. The "fix" is easy enough, thankfully. In the meantime, the base changes are now rather a shotgun affair. So a skipper has to really watch the bases and the radio messages, hence the new pdf. The radio is supposed to drop the player to 1x TC when something important comes across, and not for the "Ship sunk..." messages anymore. So all messages about bases are going to bring you back to 1x, and should not mention any particular base or command anymore, but rather "withdraw to the Malayan Barrier". It is still up to the player to look at those, and / or look at the anchors. No matter how the "address" is set-up in those radio messages, they are still basically "broadcast" messages that go to everybody. So you get Pearl messages in Alaska and Australia, etc... It'd be really nice to have "Command Specific" stuff, but not possible, the way the game is... btw - thanks for the details! :salute:

torpedobait
12-26-21, 06:51 AM
The scary thing about this is, I spent like 3 days building a spreadsheet, and used that as the "model" for the flotillas, boat and mission assignments, part of which can be seen in the "BoatsByMonth.pdf" file in the Support folder... So how I missed the date of the Flotilla 21 ending, I don't know, but it was supposed to be May of 1942, not April. The reason for the delay in Fremantle showing as the base to change to is a combination of the game, the way it operates, the transfer, and in the fact that the configuration for your boat, even though you transferred, still doesn't match. I don't think waiting longer would have worked for Albany. You would have had to wait until May 17, 1942 at least, and it may still have failed. The "fix" is easy enough, thankfully. In the meantime, the base changes are now rather a shotgun affair. So a skipper has to really watch the bases and the radio messages, hence the new pdf. The radio is supposed to drop the player to 1x TC when something important comes across, and not for the "Ship sunk..." messages anymore. So all messages about bases are going to bring you back to 1x, and should not mention any particular base or command anymore, but rather "withdraw to the Malayan Barrier". It is still up to the player to look at those, and / or look at the anchors. No matter how the "address" is set-up in those radio messages, they are still basically "broadcast" messages that go to everybody. So you get Pearl messages in Alaska and Australia, etc... It'd be really nice to have "Command Specific" stuff, but not possible, the way the game is... btw - thanks for the details! :salute:

Glad I could help, and thanks for saving me the trouble of going back to Darwin to try for Albany again! Good job all around, Props. Merry Christmas and a Happy New Year to you, and the entire SubSim membership. :salute:

propbeanie
12-26-21, 10:46 AM
Thank you from the team, and Merry Christmas and Happy New Year to you and yours also, as well as to the entire SubSim Community!

I did find one message I missed concerning the "All Asiatic Submarines" and "move to Perth / Fremantle W.A.", so I will include that with a small patch for Albany. :salute:

Niume
12-26-21, 11:16 AM
Where is the changelog for the 1.7 version?

fitzcarraldo
12-26-21, 11:21 AM
Important report:

Searching some skipper trying the S-class boats in v1.7...

Iīm having consistents CTD when try to play with this class, in single missions, patrols and campaign.

With all the other boats I donīt have problems.

Today I installed the new FBIQ mod by Vickers including the full interior for the pigboats and I have a CTD. Well, I believed it was a problem with the interiors. Deactivated the Interiors mod, I tried to load a pigboat and CTD. I deactivated (until now), all the addons, except Nihon Kaigun and Nippon Maru, with the combined roster.

No solution. Ever I try a mission or campaign or patrol with a S-Class I have a CTD.

I have (of course), a pristine SH4 1.5 DVD Gold installed, with LAA, deleted all the previous savegames from my docs/SH4...all works fine except it is impossible to use a pigboat. FOTRSU 1.7 with NK and NM combined, only.

If someone has the problem, please report...or help me to discover the solution :Kaleun_Crying:

Many thanks and Happy Holidays,

Fitzcarraldo :Kaleun_Salute:

propbeanie
12-26-21, 11:29 AM
I'll get a chance later today to check into a few things, and we'll move this to the top of the list. Where do you encounter the CTDs? While an assignment is loading, or when choosing the boat? And what date and where are you starting from for the Campaign?

propbeanie
12-26-21, 01:41 PM
OK, lunch break from trying to put together Christmas "toys" (a really really nice nice 'pellet' cooking grill, & others), so I ran some Single Missions, Quick Patrols & a couple of Career starts, and the only issue I encountered was when I went too fast from the stern to the stem inside the boat... I went from the shaft animation, through the engine room, to the command room to the radio room to the bunk room to the torpedo room, and then discovered that something got stuck, and I ended up in the "wild blue yonder" of nothingness, and had to Save, exit, re-start and Load the save, and all was fine. Frame rate seldom dropped below 60fps, and might even be better than before. Here is a quick shot looking back at the Manila Harbor tender:

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


Nary any other sign of issue. so if your <Arrow Key> gets stuck, do a quick Save, exit, re-start and Load to fix that. Maybe vickers03 knows where to look for that, but like all things Silent Hunter, it might be difficult to trace down. One last "little" point about this game, and especially with FotRSU loaded, is that you MUST exit the game between what Ubisoft calls "modes" of operation. In other words, you do a Single Mission, and then want to do a career, exit the game, re-start, and then go into the Career Start section. If you run the Museum to look at all the wonderful work so many modders have done for FotRSU, and then want to do a Quick Patrol, exit the game and then re-start and go into the Quick Patrols.

What I had loaded to look at this was:
Generic Mod Enabler - v2.6.0.157
[C:\Games\FotRSUv17\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
AddInModzPak_17
EAX_SoundSim_FOTRSU_1.7
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
No matter your mod load, I would do the Interiors last, and make certain that you have removed the patch, which is no longer necessary with this version of the Interiors.
:salute:

fitzcarraldo
12-26-21, 01:44 PM
I'll get a chance later today to check into a few things, and we'll move this to the top of the list. Where do you encounter the CTDs? While an assignment is loading, or when choosing the boat? And what date and where are you starting from for the Campaign?

An hour ago I remade a complete, pristine, installation of SH4 1.5, after a complete elimination of files, savegames, registry cleaned, etc. An all new installation.

I continue to have the problem. With and without the new FBIOQ, with and without addins, with and without NM or NK or both. I can't play with S boats. The mission, patrol, campaign, go to CTD after a few seconds with the "No Mission...Too Difficult" splash. I started campaigns December 8, 1941 in the Asiatic Fleet, Manila, Cavite, Mariveles....Also I try with diverse missions. Ever I have a CTD with the pigboats. I can select it in the mission selector (and for the campaigns), I can load the boat with crew and torps in campaign, I have all the orders, videos, messages, etc., previous to load the scenery. The red bar goes to his end, appears the "No Mission..." black splash...and CTD. No error message, nothing. Simple and plain CTD.

I didnīt have this issue with 1.46 or 1.6 preview. I mainly play with Gatos, but I ran patrols and a campaign in the Asiatic Fleet with a pigboat in 1.6P, and I didnīt have issues.

Best regards and many thanks for the support.

Fitzcarraldo :Kaleun_Salute:

propbeanie
12-26-21, 01:57 PM
I will mention this also: We have had two people actually have issues with the download itself. You can run Windows "CertUtil -hashfile ..." on the downloaded archive, and check it against what is on the download page:
20/12/2021 @ 16:25

100_FalloftheRisingSun_UltimateEdition_v1.7.7z
Size = 1.45 GB (1,529,811kb - 1,566,527,488 bytes) compressed.

SHA1 hash of 100_FalloftheRisingSun_Ultimate_v1.7.7z:
02afaae658e91ebd13d5bab6464427637ce7d885
CertUtil: -hashfile command completed successfully.
You should get the same number 02afaae658e91ebd13d5bab6464427637ce7d885 when you run it (I think). Someone might be able to help further on how to do that check. Anyway two people have reported issues, and after a new download, have not had issue. Just to be sure, with a "fresh" SH4 install, make certain it runs fine first, especially the S-Boat Asiatic start. Then exit, activate only FotRSU, empty the Save folder, and run the same thing again, checking the S-Boat Asiatic start. Then try the interiors again. Another little bit of Windows weirdness to be aware of, is that I have found Windows 10 will sometimes put the Save game folder in the "root" of my game folder on the other computer where FotRSU is activated on SH4 on the D: drive, instead of putting it in the C:\Documents folder. None of my other computers do that... So look for a like-named save folder on a 2nd hard drive, if you have that set-up. Let us know how you get along. Thank you!
:salute:

vickers03
12-26-21, 02:45 PM
Generic Mod Enabler - v2.6.0.157
[C:\Games\FotRSUv17\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
AddInModzPak_17
EAX_SoundSim_FOTRSU_1.7
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_ENNo matter your mod load, I would do the Interiors last, and make certain that you have removed the patch, which is no longer necessary with this version of the Interiors.

EAX needs to be activated last or it stops working.

s7rikeback
12-26-21, 03:23 PM
An hour ago I remade a complete, pristine, installation of SH4 1.5, after a complete elimination of files, savegames, registry cleaned, etc. An all new installation.

I continue to have the problem. With and without the new FBIOQ, with and without addins, with and without NM or NK or both. I can't play with S boats. The mission, patrol, campaign, go to CTD after a few seconds with the "No Mission...Too Difficult" splash. I started campaigns December 8, 1941 in the Asiatic Fleet, Manila, Cavite, Mariveles....Also I try with diverse missions. Ever I have a CTD with the pigboats. I can select it in the mission selector (and for the campaigns), I can load the boat with crew and torps in campaign, I have all the orders, videos, messages, etc., previous to load the scenery. The red bar goes to his end, appears the "No Mission..." black splash...and CTD. No error message, nothing. Simple and plain CTD.

I didnīt have this issue with 1.46 or 1.6 preview. I mainly play with Gatos, but I ran patrols and a campaign in the Asiatic Fleet with a pigboat in 1.6P, and I didnīt have issues.

Best regards and many thanks for the support.

Fitzcarraldo :Kaleun_Salute:
Merry Christmas Fitzcarraldo,

The problems you are experiancing has nothing to do with either FotRSU or Vickers03 most excellent mod "Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN"

My mod load is as follows:
100_FalloftheRisingSun_Ultimate_v1.7
Nippon Maru v1.6
Nihon Kaigun v1.1
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
EAX_SoundSim_FOTRSU_1.7

Like PB, i have ran serveral campaign starts with S-Boats, with and without Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN and cannot find any issues..

The probelm has to be with your install. Did you check the follwing after you downloaded? Did you empty the docs > Sh4 name folder before the new start ?
SHA1 hash of 100_FalloftheRisingSun_Ultimate_v1.7.7z:
02afaae658e91ebd13d5bab6464427637ce7d885

vickers03
12-26-21, 03:29 PM
playing S-Boats and Cachalot, no CTD's so far.
excellent work with the new FOTRSU 1.7 by the way:Kaleun_Wink:

fitzcarraldo
12-26-21, 03:51 PM
Merry Christmas Fitzcarraldo,

The problems you are experiancing has nothing to do with either FotRSU or Vickers03 most excellent mod "Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN"

My mod load is as follows:
100_FalloftheRisingSun_Ultimate_v1.7
Nippon Maru v1.6
Nihon Kaigun v1.1
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
EAX_SoundSim_FOTRSU_1.7

Like PP, i have ran serveral campaign starts with S-Boats, with and without Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN and cannot find any issues..

The probelm has to be with your install. Did you check the follwing after you downloaded? Did you empty the docs > Sh4 name folder before the new start ?
SHA1 hash of 100_FalloftheRisingSun_Ultimate_v1.7.7z:
02afaae658e91ebd13d5bab6464427637ce7d885

I discover the problem in my installation, WITH and WITHOUT FBIQ:

The addin 802 TMO Torp tex fotrsu...

This mod changes the Torpedoes_US.dat file in some way the S class boat causes CTD. Not with the others subs, so I think is the Mk. 10 fish in the pigboats the badass.

If you add this mod to FOTRSU 1.7 you will have a CTD with the S class. It was compatible until v1.6P but it seems with the new v1.7 causes problems. Do you test the addin on V1.7? I use the latest addins for 1.7, and the TMO torp tex is causing my CTDs. I tried with and without the 802 addin, and ever had a CTD with it, and all works fine without it.

Of course is not a problem of FBIQ. With and without this mod, CTDs with pigboats appears when you have the 802 addin.

BTW, with the fabulous interiors, I have a constant 30 FPS fixed via Nvidia Inspector, 1/2 frequency (30/60 Hz). Also, I can run from bow to stern the old piggy and all runs flawesly. :Kaleun_Applaud:

If you could test the 802 addin, verify please if you have a CTD charging a S class with it. If we can confirm this, that addin shouldnīt be used until it is repaired.

All this need verification in other installations. My FOTRSU 1.7 now is working very well, with FBIQ but without the 802 addin.

Many thanks for all the support :Kaleun_Cheers:

I continue to investigate the issue with the periscope wake mod. Comparing with S3D the dat files...No solution at this moment.

Best regards.

Fitzcarraldo :Kaleun_Salute:

s7rikeback
12-26-21, 04:12 PM
I discover the problem in my installation, WITH and WITHOUT FBIQ:

The addin 802 TMO Torp tex fotrsu...

This mod changes the Torpedoes_US.dat file in some way the S class boat causes CTD. Not with the others subs, so I think is the Mk. 10 fish in the pigboats the badass.

If you add this mod to FOTRSU 1.7 you will have a CTD with the S class. It was compatible until v1.6P but it seems with the new v1.7 causes problems. Do you test the addin on V1.7? I use the latest addins for 1.7, and the TMO torp tex is causing my CTDs. I tried with and without the 802 addin, and ever had a CTD with it, and all works fine without it.

Of course is not a problem of FBIQ. With and without this mod, CTDs with pigboats appears when you have the 802 addin.

BTW, with the fabulous interiors, I have a constant 30 FPS fixed via Nvidia Inspector, 1/2 frequency (30/60 Hz). Also, I can run from bow to stern the old piggy and all runs flawesly. :Kaleun_Applaud:

If you could test the 802 addin, verify please if you have a CTD charging a S class with it. If we can confirm this, that addin shouldnīt be used until it is repaired.

All this need verification in other installations. My FOTRSU 1.7 now is working very well, with FBIQ but without the 802 addin.

Many thanks for all the support :Kaleun_Cheers:

I continue to investigate the issue with the periscope wake mod. Comparing with S3D the dat files...No solution at this moment.

Best regards.

Fitzcarraldo :Kaleun_Salute:
My Apologies Fitzcarraldo,

Good investigation work, this is the culprit of the CTD, as I have just had the same thing happen with that mod installed, normally I do not use any of these, so would not have spotted this.
I will look into this straight away.

+++Update+++
Problem CTD traced and corrected...

Root cause;
The author of "802 TMO Torp tex fotrsu" added different texture calls to > data > Library > Torpedo_US.dat, and in this process they gave node 26 a new ID, which was not needed.
And also gave the node a new name, again not needed, and did not link the change of ID to the sim file etc, so anyone using this mod, may have had problems during the game.

vickers03 and his great - Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN, is based on the default files within FotRSU, so would not be aware of this "other mod" and the different ID found within it during his testing.
To fix the problem, I gave Node 26 back it's original FotRSU ID, it now re-links to the sim file and is now CTD free when running alongside "Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN"

Really sorry for the issues this caused guys, expect a patch out very soon to fix this and the date issues raised by Torpedobait.
In the meantime, the Add-on pak, will be checked for anymore surprises.

Kal_Maximus_U669
12-26-21, 07:23 PM
My Apologies Fitzcarraldo,

Good investigation work, this is the culprit of the CTD, as I have just had the same thing happen with that mod installed, normally I do not use any of these, so would not have spotted this.
I will look into this straight away.

+++Update+++
Problem CTD traced and corrected...

Root cause;
The author of "802 TMO Torp tex fotrsu" added different texture calls to > data > Library > Torpedo_US.dat, and in this process they gave node 26 a new ID, which was not needed.
And also gave the node a new name, again not needed, and did not link the change of ID to the sim file etc, so anyone using this mod, may have had problems during the game.

vickers03 and his great - Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN, is based on the default files within FotRSU, so would not be aware of this "other mod" and the different ID found within it during his testing.
To fix the problem, I gave Node 26 back it's original FotRSU ID, it now re-links to the sim file and is now CTD free when running alongside "Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN"

Really sorry for the issues this caused guys, expect a patch out very soon to fix this and the date issues raised by Torpedobait.
In the meantime, the Add-on pak, will be checked for anymore surprises.

Hey friends .. I confirm all of this the same issues as Fitz ..
I had problems with the winter clothing .. my guys missing from the bridge ??? when I surface .. while I tested in January 1941 .. but it takes another try ..
It is not yet as I want .. I have not finished the assembly but it is taking shape soon ...
http://image.noelshack.com/fichiers/2021/52/1/1640564354-sh4img-2021-12-27-01-05-08-855.png
:up::up::Kaleun_Cheers:

Mad Mardigan
12-26-21, 07:46 PM
Winter clothing...??? :hmmm: :hmmm: :hmmm: or lack there of, with regards to running a career in Sugar boats, out of D.H. Alaska... :doh: :o :timeout:

Have 2 copies of v1.7 set up...

1 for all boats, including the S class.... out of warm climes &...

The 2nd set up, for running nothin' but... S class career's from the harsh winter climes of, Alaska. :shucks: :arrgh!: :shucks:

Seriously... crew being kitted out in tropical digs... in a harsh, winter climes... whilst, sailing out int the frigid waters, of the unforgiving Alaska waters...


:nope: :nope: :nope:

This is not right...

is a wonder that My crew, ain't got icicles, hanging off various body parts...

:haha: :har: :haha: :har: :D

Any word/thoughts on a cold weather gear mod that's FotRS-U v1.7 ... approved, here...?????

:hmmm: :hmmm: :hmmm:

:Kaleun_Salute:

M. M.

s7rikeback
12-26-21, 07:56 PM
Winter clothing...??? :hmmm: :hmmm: :hmmm: or lack there of, with regards to running a career in Sugar boats, out of D.H. Alaska... :doh: :o :timeout:

Have 2 copies of v1.7 set up...

1 for all boats, including the S class.... out of warm climes &...

The 2nd set up, for running nothin' but... S class career's from the harsh winter climes of, Alaska. :shucks: :arrgh!: :shucks:

Seriously... crew being kitted out in tropical digs... in a harsh, winter climes... whilst, sailing out int the frigid waters, of the unforgiving Alaska waters...


:nope: :nope: :nope:

This is not right...

is a wonder that My crew, ain't got icicles, hanging off various body parts...

:haha: :har: :haha: :har: :D

Any word/thoughts on a cold weather gear mod that's FotRS-U v1.7 ... approved, here...?????

:hmmm: :hmmm: :hmmm:

:Kaleun_Salute:

M. M.
MM,

You crew and your officers need to man up quick, war is a dynamic theatre, things change fast, the US postal service cannot keep up.
I would suggest as an officer, you improvise until a time, the uniforms arrive.

You are dismissed:salute:

s7rikeback
12-26-21, 08:02 PM
Hey friends .. I confirm all of this the same issues as Fitz ..
I had problems with the winter clothing .. my guys missing from the bridge ??? when I surface .. while I tested in January 1941 .. but it takes another try ..
It is not yet as I want .. I have not finished the assembly but it is taking shape soon ...
http://image.noelshack.com/fichiers/2021/52/1/1640564354-sh4img-2021-12-27-01-05-08-855.png
:up::up::Kaleun_Cheers:
Sorry about the desertions Kal_Maximus_U669,
Rest assured the uniforms will arrive soon...

:salute:

propbeanie
12-26-21, 08:06 PM
Where is the changelog for the 1.7 version?
A combination of the ReadMe stuff on the first post here, the download page, a "LastMinute_ReadMe17" and "FotRSU_RunningLog" pdf files in the Support folder. I did manage to lose most of the "... RunningLog" file, so it is rather short, but we'll try to gather it all back for the next release .


EAX needs to be activated last or it stops working.
Small issue found there also, and s7rikeback is wrassling with it in the mud right now. He likes wrasslin'...


Winter clothing...??? :hmmm: :hmmm: :hmmm: or lack there of, with regards to running a career in Sugar boats, out of D.H. Alaska... :doh: :o :timeout:

Have 2 copies of v1.7 set up...

1 for all boats, including the S class.... out of warm climes &...

The 2nd set up, for running nothin' but... S class career's from the harsh winter climes of, Alaska. :shucks: :arrgh!: :shucks:

Seriously... crew being kitted out in tropical digs... in a harsh, winter climes... whilst, sailing out int the frigid waters, of the unforgiving Alaska waters...


:nope: :nope: :nope:

This is not right...

is a wonder that My crew, ain't got icicles, hanging off various body parts...

:haha: :har: :haha: :har: :D

Any word/thoughts on a cold weather gear mod that's FotRS-U v1.7 ... approved, here...?????

:hmmm: :hmmm: :hmmm:

:Kaleun_Salute:

M. M.
Refer to "805_CWC_All" in the AddInModzPak folder. However, be aware that the mod is NOT fully tested, and will over-write vickers Interior crew assignments. Also, vickers Interior mod will overwrite the CWC (Cold Weather Clothing) mod, so one or the other, not both. We'll try to do an "Interiors" version, since I am going to say, that it is the "MOD of the Year" winner... lol - as is vickers03 the "Modder of the Year"! :salute:

Mad Mardigan
12-26-21, 08:21 PM
A combination of the ReadMe stuff on the first post here, the download page, a "LastMinute_ReadMe17" and "FotRSU_RunningLog" pdf files in the Support folder. I did manage to lose most of the "... RunningLog" file, so it is rather short, but we'll try to gather it all back for the next release .



Small issue found there also, and s7rikeback is wrassling with it in the mud right now. He likes wrasslin'...



Refer to "805_CWC_All" in the AddInModzPak folder. However, be aware that the mod is NOT fully tested, and will over-write vickers Interior crew assignments. Also, vickers Interior mod will overwrite the CWC (Cold Weather Clothing) mod, so one or the other, not both. We'll try to do an "Interiors" version, since I am going to say, that it is the "MOD of the Year" winner... lol - as is vickers03 the "Modder of the Year"! :salute:

Agreed... vickers03, certainly has My vote on that.

Interior for the S class... is... marrrvelllousssss... simply marveeloussss...

Will have My men, stand firm on the uni req's to catch up with the boat... until then... in the meantime... will enjoy the view inside the boat... :D

:Kaleun_Salute:

M. M.

propbeanie
12-26-21, 09:10 PM
Go stand by the engine room man (rank and identity unknown at this time), and watch the gauges panel above him as you change speeds... or look at the clock over the hatch between the galley and forward battery. Absolutely amazing... but I will not be using the head... too many rats. We need some cockroaches running around the place though. Seems kind of lonely without them... lol

In the meantime, we are cooking-up a small add-in patch, and once that is done, we'll see if anything else rears its ugly head. Then do another release that includes the patching. More later, like give us roughly 24 hours... (famous last words.)
:har:

Mad Mardigan
12-26-21, 09:57 PM
Go stand by the engine room man (rank and identity unknown at this time), and watch the gauges panel above him as you change speeds... or look at the clock over the hatch between the galley and forward battery. Absolutely amazing... but I will not be using the head... too many rats. We need some cockroaches running around the place though. Seems kind of lonely without them... lol

In the meantime, we are cooking-up a small add-in patch, and once that is done, we'll see if anything else rears its ugly head. Then do another release that includes the patching. More later, like give us roughly 24 hours... (famous last words.)
:har:

Many thanks... will wait with bated breath for that... no rush. :yep: :shucks:

:Kaleun_Salute:

M. M.

propbeanie
12-28-21, 11:27 AM
I apparently used an incorrect version of the Cold Weather Clothing mod (an interim version), since what I have left on my computer after "house-cleaning" does not have an Argonaut or Nautilus in it... This makes me recommend to all to not do your hard drive house-cleaning until AFTER you are certain of ALL of your files... sigh - Anyway, this is necessitating a complete re-do of the CWC for all, as well as making a version for the Interiors mod... Hopefully by tomorrow.

vickers03
12-28-21, 12:10 PM
I apparently used an incorrect version of the Cold Weather Clothing mod (an interim version), since what I have left on my computer after "house-cleaning" does not have an Argonaut or Nautilus in it... This makes me recommend to all to not do your hard drive house-cleaning until AFTER you are certain of ALL of your files... sigh - Anyway, this is necessitating a complete re-do of the CWC for all, as well as making a version for the Interiors mod... Hopefully by tomorrow.
i never throw away my working files, just keep buying new hard drives..

Kal_Maximus_U669
12-28-21, 12:13 PM
Hello friends..I could not connect rather sorry ...
No offense to Mr. Mad Mardigan, I give him a small one.
http://image.noelshack.com/fichiers/2021/52/2/1640711545-sh4img-2021-12-27-03-03-54-922.png
Nothing serious Mad Mardigan you are forgive
Okay, I'm on patrol. but I am still not satisfied with my editing ...
[MODS]
100_FalloftheRisingSun_Ultimate_v1.7=1
Nippon Maru v1.6=2
Nihon Kaigun v1.1=3
Com Roster Nipon Maru & Nihon Kaigun=4
301_MoreDifficultAI00=5
302_MoreDifficultAI001=6
303_MoreDifficultAI_Air=7
305_LessJapaneseAirRadar=8
450_MoonlightzSonarLines=9
453_TMOstyle_NavMapAirMarks=10
525_StickieCamera=11
650_MoreDudz=12
801_UMark Invisible=13
803_NoPlayerSubFlags=14
804_RUIM_EnlistedAddIn=15
901_Strategic_Map_Symbols=16
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=17
EAX_SoundSim_FOTRSU_1.7=18
I had some small problems ... but I think it is due to the interior mod with AddInModzPak it must be said that it is new ... so let's be patient ... sir Vickers wanted to spoil us for Christmas .. we really can't blame him on the contrary ... what matters is to relate the facts and progress ... same fight for the FOTRS team ..
ah yes..the association vickers03 & Jeff-Groves..c is the bomb a killer at the job level ..
https://media.giphy.com/media/NPWk82RqA6YoM/giphy.gif
well I will go back on patrol continue and see ........
were you able to repair the torpedoes? "802_TMO_torp_tex_FotRSU"
will these mod be available?
1-Periscope Wake Splash for FOTRSU 1.46
2-Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
http://image.noelshack.com/fichiers/2021/52/2/1640711548-sh4img-2021-12-27-22-01-22-585.png
Thank you all here Kind regards KM_U669 :Kaleun_Cheers:

Rock Storm
12-28-21, 12:49 PM
Hi all,

game ran perfect. No CTD's, no bugs, everything perfect, even after the first new command (upgrading from GAR to GATO).
Normally i got the first CTD in the first patrol after a new command, and then onwards. Never had Crashes before that point, that was also the case with TMO. But now everything is fine.

Problem again:
-Fuel

After my last patrol i transfered to Brisbane and after leaving the harbor, i realised that my "fuel gauge" (?), the line that starts with 100 and decreases from there doesn't went down.
I then loaded a save in port right before the transfer, so still in Pearl Harbor, but the same problem.
I mean everything works fine, but...

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

propbeanie
12-28-21, 01:18 PM
i never throw away my working files, just keep buying new hard drives..
:har: :yeah: The CFO does have her say in that matter though, so appropriating funds can be difficult... :haha: - I do still have the files, all zipped up in an archive, but there are several versions of the CWC, and I don't feel like extracting it all again and looking... half of it was wrong anyway, which leads us to Kal_Maximus_U669 below:

...
http://image.noelshack.com/fichiers/2021/52/2/1640711545-sh4img-2021-12-27-03-03-54-922.png
...
[MODS]
804_RUIM_EnlistedAddIn=15
...
I had some small problems ...
...
were you able to repair the torpedoes? "802_TMO_torp_tex_FotRSU"
will these mod be available?...
Well, I don't know what happened with my edits to my post above, but there are links on the First Page, as well as on the Download Page for a "TemporaryPatch_v17 (https://drive.google.com/file/d/16L0rfnUNtAiw5vh-_XFPIjePdBk4zRFV/view?usp=sharing)" (that is also a link to it)...

As for the Chief's hat with the helmet, I would almost guarantee you that it is the RUIM addition. The Interiors mod functions as intended, but adding anything either before or after that which alters the upc files will cause issue... The RUIM is probably still done the "old" way for the crew clothing, so drop it out, and see if most of your people don't show-up in proper uniforms and other attire then... There are a LOT of nooks and crannies to do that... Sorry for your trouble. We'll put out a real patch, but the RUIM will require at least another day... yeeesh! :oops:

...
Problem again:
-Fuel

After my last patrol i transfered to Brisbane and after leaving the harbor, i realised that my "fuel gauge" (?), the line that starts with 100 and decreases from there doesn't went down.
...
Same as before. We have not attempted to get "accurate" fuel usage, and it is a pipe dream to expect it anyway. However, we will attempt to get closer with it. That is not a "problem". Also, be certain that you have the Options Gameplay settings from both the Main Menu, as well as in the Captain's Office for the Career set to how you want them. That is two different sets of Options. Click on the radio console in the Captain's Office to get to the set for the Career. Just in case you were not aware of that. However, you still won't use an "accurate" amount of fuel. The batteries charge about right, but the fuel doesn't go down as fast as it should yet...

propbeanie
12-28-21, 01:43 PM
To make it stand-out a bit more, here is

TemporaryPatch_v17 (https://drive.google.com/file/d/16L0rfnUNtAiw5vh-_XFPIjePdBk4zRFV/view?usp=sharing)


Which after you "activate" it with JSGME, will place the 802_TMO_torp_tex_FotRSU and 806_PeriscopeSplash into the Extras / AddInModzPak folder, for you to then drag into your MODS folder, if you want to use them. There is no documentation with this, just the two files in sub-folders. :salute:

Rock Storm
12-28-21, 02:06 PM
I have checked both option menues, again, to be sure.
I mean, right now, i ran on ahead flank from Brisbane through the coral sea, and through the bismark sea, and still 99%.
I also checked the "maximum range at current speed" and it stays at 5.681 km, without dropping a single kilometer.

(Game settings)
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true

(Career settings)
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true

Kal_Maximus_U669
12-28-21, 02:34 PM
To make it stand-out a bit more, here is

TemporaryPatch_v17 (https://drive.google.com/file/d/16L0rfnUNtAiw5vh-_XFPIjePdBk4zRFV/view?usp=sharing)


Which after you "activate" it with JSGME, will place the 802_TMO_torp_tex_FotRSU and 806_PeriscopeSplash into the Extras / AddInModzPak folder, for you to then drag into your MODS folder, if you want to use them. There is no documentation with this, just the two files in sub-folders. :salute:

Thank's Beanie.lol .. how fast ..!

@Rock Storm I confirm that the fuel does not drop normally ...! I am in class S18 but it seems that the problem is known and is not easy to solve ...

Beanie I confirm I suspected the breakage at the level of the upc files that seemed obvious to me. Like "like a paving stone in the face of a cop" if you will allow me the expression ...

Well, I admit that I have not finished reading the whole Doc there are so many ... a little rushed like a kid because of mister vickers03 ... with his superb machine room ... I liked the mini lathe too much .. in the back room as well as the transmission shafts etc .. thank you for this patch I am going up fresh .. direct for tonight ... Bg ThX Beanie .. :salute::up:

Super Beanie just got splash etc..NKL
Sincerely KM_U669

Rock Storm
12-28-21, 02:49 PM
Ok.
It's just strange that it starts in the ...don't know 6th or 7th patrol, without getting a new command or changing homeports, since i have also tried out with staying in Pearl Harbor.

:hmmm:

Edit: In fact nothing new, no new weponary, or sensors, or torpedoes.

propbeanie
12-28-21, 02:58 PM
I have checked both option menues, again, to be sure.
I mean, right now, i ran on ahead flank from Brisbane through the coral sea, and through the bismark sea, and still 99%.
I also checked the "maximum range at current speed" and it stays at 5.681 km, without dropping a single kilometer.

(Game settings)
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true

(Career settings)
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true
You have them set correctly then. Notice though, that according to Wikipedia (not always the most accurate "source"), the Gato class could go "11,000 nautical miles (20,000 km) surfaced at 10 knots (19 km/h)[3], with the "[3]" note signifying "Friedman, Norman (1995). U.S. Submarines Through 1945: An Illustrated Design History". An S-Boat could do "Range: 8,000 nautical miles (15,000 km) at 10 knots (19 km/h) surfaced", from the same source. However, they do not show the difference when the ballast tanks were used for fuel, which happened rather quickly, and bumped them up to 10k miles or more, depending upon cruising speed used. Notice also, that they do not say whether that speed given was the "most fuel-efficient" or not. Most likely, but it is not stated... You should see the gauge move in real time though, if you are using Ahead Flank... but the Range figure appears to be correct.

As for the no new gear, that goes by date, and most should show automatically, but not all. Have they shown in the "catalogue" when you are in-base in the Captain's Office? Some of those updates do not apply themselves to the boat. What date is it you are looking for new gear, what is your active mod list, and what is the path to where your game is installed?


Thank's Beanie.lol .. how fast ..!

@Rock Storm I confirm that the fuel does not drop normally ...! I am in class S18 but it seems that the problem is known and is not easy to solve ...

Beanie I confirm I suspected the breakage at the level of the upc files that seemed obvious to me. Like "like a paving stone in the face of a cop" if you will allow me the expression ...

Well, I admit that I have not finished reading the whole Doc there are so many ... a little rushed like a kid because of mister vickers03 ... with his superb machine room ... I liked the mini lathe too much .. in the back room as well as the transmission shafts etc .. thank you for this patch I am going up fresh .. direct for tonight ... Bg ThX Beanie .. :salute::up:

Super Beanie just got splash etc..NKL
Sincerely KM_U669
Just remember though, that s7rikeback is the one who did the quick work on those.

Kal_Maximus_U669
12-28-21, 03:21 PM
N'oubliez pas cependant que s7rikeback est celui qui a fait le travail rapide sur ceux-ci.
:Kaleun_Wink:https://www.icone-gif.com/gif/looney-tunes/bipbip/bipbip001.gif
:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Salute:

propbeanie
12-28-21, 03:29 PM
Oui, c'est exact, bon monsieur! :salute:


so help me, if Translate failed... lol

Mad Mardigan
12-28-21, 04:06 PM
To make it stand-out a bit more, here is

TemporaryPatch_v17 (https://drive.google.com/file/d/16L0rfnUNtAiw5vh-_XFPIjePdBk4zRFV/view?usp=sharing)


Which after you "activate" it with JSGME, will place the 802_TMO_torp_tex_FotRSU and 806_PeriscopeSplash into the Extras / AddInModzPak folder, for you to then drag into your MODS folder, if you want to use them. There is no documentation with this, just the two files in sub-folders. :salute:

Will download here in a momo.. after I post this reply...

As for this... have to wonder... *stares at propbeanie :huh: :hmmm: :ahoy:

http://image.noelshack.com/fichiers/2021/52/2/1640711545-sh4img-2021-12-27-03-03-54-922.png

New head gear for the crew... :haha: :har: :haha: :har: :haha:

Sorry, Kal... not laughin' at you Mon ami, just the.. silliness of the look of that crewman, standing there... adorned in.. in... that nightmare looking, heebie jeebie inducing head topper. :D :up:

Have to say, that even that crewmen, doesn't look amused if that is supposed to be the new required head gear for the crew... :haha: :D :shucks:

Warmest regards, Mon ami.

:Kaleun_Salute:

M. M.

Rock Storm
12-28-21, 05:27 PM
I am not complaining about not getting any new gear or stuff.

I just tried to state out, that nothing has changed around the boat from the last patrol with fuel consumption, and the next patrol with 99% from start to end.
Also the batteries hold way longer, and therefor need also way longer to be recharged.

My (C) drive is an SSI, only for Windows and Programmes.
All my Games are on (D). Physically another drive.
So it's D/Steam/Steamapps/common/Silent Hunter

Kal_Maximus_U669
12-28-21, 05:30 PM
maybe too fast s7rikeback ... don't want to work sorry for the Bads News ..
News Fresh install
PeriscopeSplash no work..
My list:
D:\Sh4\Sh4_FOTRS1.7\[MODS]
100_FalloftheRisingSun_Ultimate_v1.7=1
Nippon Maru v1.6=2
Nihon Kaigun v1.1=3
Combin Roster Nipon Maru & Nihon Kaigun=4
301_MoreDifficultAI00=5
302_MoreDifficultAI001=6
303_MoreDifficultAI_Air=7
305_LessJapaneseAirRadar=8
450_MoonlightzSonarLines=9
453_TMOstyle_NavMapAirMarks=10
525_StickieCamera=11
650_MoreDudz=12
801_UMark Invisible=13
802_TMO_torp_tex_FotRSU=14
803_NoPlayerSubFlags=15
806_PeriscopeSplash=16
901_Strategic_Map_Symbols=17
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=18
EAX_SoundSim_FOTRSU_1.7=19

Mad Mardigan
12-28-21, 06:08 PM
maybe too fast s7rikeback ... don't want to work sorry for the Bads News ..
News Fresh install
PeriscopeSplash no work..
My list:
D:\Sh4\Sh4_FOTRS1.7\[MODS]
100_FalloftheRisingSun_Ultimate_v1.7=1
Nippon Maru v1.6=2
Nihon Kaigun v1.1=3
Combin Roster Nipon Maru & Nihon Kaigun=4
301_MoreDifficultAI00=5
302_MoreDifficultAI001=6
303_MoreDifficultAI_Air=7
305_LessJapaneseAirRadar=8
450_MoonlightzSonarLines=9
453_TMOstyle_NavMapAirMarks=10
525_StickieCamera=11
650_MoreDudz=12
801_UMark Invisible=13
802_TMO_torp_tex_FotRSU=14
803_NoPlayerSubFlags=15
806_PeriscopeSplash=16
901_Strategic_Map_Symbols=17
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=18
EAX_SoundSim_FOTRSU_1.7=19

This here, is the order that I am trying to rework with, from the 1.6X (aka preview mod set up I had, minus some mods after a as much as is possible to cross check the extra's, that is. 1st up, is the v1.6X list... followed up by the v1.7 list (please note, that I have noticed that I have an... error to correct in the 1.7 list. :oops:) & so... the lists.)

v1.6X:

Generic Mod Enabler - v2.6.0.157
[E:\Games\SteamLibrary\steamapps\common\SH-megamods\SH4-megamods\FotRS-U-EN v1.6 preview\MODS]

FotRS_U v1.6 preview
Preview_EnlistedFix
Nippon Maru v1.4 -A
Nihon Kaigun v1.0 -B
Nippon Maru & Nihon Kaigun Combined -C
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN
Z01-Flaminus Add-on for FotRSU 1.46
New Sounds Interior-Officer Quarters mod
Enhanced Sounds for SH4
International Radio mod
452_MoonlightzSonarLines
901_Strategic_Map_Symbols
FOTRSU v1.46 Sub skins 4k
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
Sea life - SH4 Pacific
Smaller seabed rocks
Smaller seaplants-small
Sober's Better Sand v2
Sober's better rocks v2
Sober's 3D waves mod
399_OAKsHudGauges_v1.5.Edition
802_TMO_torp_tex_FotRSU
851_Yel_FotRSU_Logo
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
Periscope wake splash for FOTRSU
Improved gun tracers - torp damage mod
vickers03 Aircraft reflections mod
302_MoreDifficultAI001
650_LotsaDudz
TMO-New depth charges - Type 95 (until 08-43)
BATTLEFLAG_CONNING_SCULPIN_SS191
BATTLEFLAG_WARDROOM_SCULPIN_SS191 (Alt)
1-MM's Gramophone music mix


v1.72 (.02 signifying My, 2nd go around with working to get it set up...):

Generic Mod Enabler - v2.6.0.157
[E:\Games\SteamLibrary\steamapps\common\SH-megamods\SH4-megamods\FotRS-U-EN v1.7\MODS]

001- 100_FotRS-U v1.7
001B- Nihon Kaigun v1.1
001C- Nippon Maru v1.6a
001D- N.MaruV1.6a-N.KaigunV1.1-combinedroster
EAX_SoundSim_FOTRSU_1.7
FI-OQ-FOTRSUv1.7-EN(patched)
New Sounds Interior-Officer Quarters mod
Enhanced Sounds for SH4
450_MoonlightzSonarLines
901_Strategic_Map_Symbols
FOTRSU v1.46 Sub skins 4k
FDSMod DD tex Pack-Solo
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
Sea life - SH4 Pacific
Smaller seabed rocks
Smaller seaplants-small
Sober's Better Sand v2
Sober's better rocks v2
Sober's 3D waves mod
802_TMO_torp_tex_FotRSU
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
806_PeriscopeSplash
Improved gun tracers - torp damage mod
302_MoreDifficultAI001
650_LotsaDudz
SH4 - Sealife_Pacific (new)

Have with this set up (v1.72), the nav training loading & working... have yet to begin a career... yet... (& yes, propbeanie... that includes wiping out the games save.. :shucks:)

With My S class career set up (v1.72-S), I did get started with a career... (from v1.71-S) but, have yet to back track & restart from the office to head out with the sub out to patrol the areas assigned. Am thinking with it, I should... (a hoping, at best... :hmmm: :yep:) that with the save folder, loading up in the office & then beginning the patrol from there.. that I may be fortunate in being able to follow on from there... can but try... if not, then is no big, as the career is only in the neophyte stage any way... :yep: :shucks:)

If it doesn't... will then, nuke it & start off with a fresh save folder.

:Kaleun_Salute:

M. M.

Mad Mardigan
12-28-21, 06:10 PM
Regarding that "stickie" mod, Mon ami...

should NOT need that, in the mix... at all. as My mix, the external next/previous cam views, the cam spins with the sub, at the center of that view... just as it does with the SH3 version cam view. :yep:

Warmest regards... :Kaleun_Cheers:

:Kaleun_Salute:

M. M.

Kal_Maximus_U669
12-28-21, 06:35 PM
Good evening my friend Mad Mardigan. :Kaleun_Salute:
I also have 1.46 still in place ... :D
list here
[MODS]
100_FalloftheRisingSun_Ultimate_v1.46_EN=1
Nippon Maru v1.4=2
Nippon Maru & Nihon Kaigun Combined=3
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN=4
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter=5
New Sounds for Fleetboat_Interior-Officer Quarters mod=6
452_MoonlightzSonarLines=7
901_Strategic_Map_Symbols=8
SH4_original_4k_light_gray_less_rust=9
DrJester's Environment Overhaul=10
EAX_SoundSim_FOTRSU_1.46=11
Z01_Flaminus Add-on for FotRSU 1.46=12
Enhanced Sounds for SH4=13
Periscope Wake Splash for FOTRSU 1.46=14
Torpedo's No Red Gauges=15
Speech_Overhaul=16
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU=17
801_UMark Invisible=18

replaces the
standard camera that returns to
the default position I love it.. :up:
I'm waiting for your feedback on "Periscope Wake Splash for FOTRSU" :yep:

propbeanie
12-28-21, 06:47 PM
I am not complaining about not getting any new gear or stuff.

I just tried to state out, that nothing has changed around the boat from the last patrol with fuel consumption, and the next patrol with 99% from start to end.
Also the batteries hold way longer, and therefor need also way longer to be recharged.

My (C) drive is an SSI, only for Windows and Programmes.
All my Games are on (D). Physically another drive.
So it's D/Steam/Steamapps/common/Silent Hunter
Not taking it as a complaint, and also stating that as before, we have not attempted to do anything about the fuel consumption as compared to the previous versions, going back to the initial v1.2x - It is a very time-consuming endeavor that does not yield results very often. No two of the boats are alike in most regards, so each boat must be individually tested. The testing involves driving the submarine an accurately measured distance until it runs out of fuel. When we last visited the attempt at correction, we relied upon the game's "Range at current speed" function - which is woefully inaccurate, from all indications. We might attempt to visit the issue for the next release, but do not count on it. None of us have a lot of time for computer fun, much less modding. We'll do what we can.

In the meantime, the battery usage and re-charging should be fine, and with your other symptoms you reported of the fuel gauge barely moving at all, it leads me to believe that something is amiss in your install, hence the question of where you game is installed - which is fine where it is on the D drive - but what is your mod list, as Kal and MM have posted. You use JSGME, and click on the "Tasks" link in the middle gutter of the app window, then on "Export activated mod list to ==> and choose "Clipboard". Then paste that in your next reply. While you will not run out of fuel at 15,000nm, you should use about 40-60% of your fuel on a normal 45-60 day patrol. For a Pearl boat, that means not having to use Midway as an intermediate fueling location, which is not "historically accurate". We can also point you at the time frame when gear will show up, if you supply the date you're sailing from port. There is a chart pdf in the Support folder somewhere that can give you a ballpark figure, but with recent changes to the mod, is not 100% accurate in all regards. Let us know your mod list though, please... :salute:


maybe too fast s7rikeback ... don't want to work sorry for the Bads News ..
News Fresh install
PeriscopeSplash no work..

We noticed that the "splash" mod only splashes when the periscope initially goes under, if it is extended while submerging. We'll look into that, but the original mod apparently had something that is missing in what we downloaded, or has a "link" that died. So we suspected it was a bust with two tests, which was one reason it was not touted as a "fix". You make for a third fail. The actual "splash" graphic might be missing, but we have to look further into it.


This here, is the order that I am trying to rework with, from the 1.6X (aka preview mod set up I had, minus some mods after a as much as is possible to cross check the extra's, that is. 1st up, is the v1.6X list... followed up by the v1.7 list (please note, that I have noticed that I have an... error to correct in the 1.7 list. :oops:) & so... the lists.)
...
Generic Mod Enabler - v2.6.0.157
[E:\Games\SteamLibrary\steamapps\common\SH-megamods\SH4-megamods\FotRS-U-EN v1.7\MODS]
...
New Sounds Interior-Officer Quarters mod
Enhanced Sounds for SH4
...
FDSMod DD tex Pack-Solo
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
...
Smaller seabed rocks
Smaller seaplants-small
Sober's Better Sand v2
Sober's better rocks v2
Sober's 3D waves mod
...
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
806_PeriscopeSplash
Improved gun tracers - torp damage mod
...

Have with this set up (v1.72), the nav training loading & working... have yet to begin a career...
As to your list, I would drop all of the above. For one thing, a couple are now part of vickers03's newer mod version. The seabed stuff might be OK, but I would put those five in one at a time and test. Splash Effect I have no idea about, and Kal has proven that our re-do of the Periscope Splash, while not causing a CTD, does not function yet. "Improved" Tracers-Torps" is also an unknown. I would remove all of those though, before going on patrol, and do The interiors and EAX last, in the order vickers03 recommends in his pages.

btw - That "Stickie" camera has to do with the Next / Previous Unit, and is not the actual Exterior Camera...

Mad Mardigan
12-28-21, 08:56 PM
replies, added into the requotes... section. :Kaleun_Cheers:


We noticed that the "splash" mod only splashes when the periscope initially goes under, if it is extended while submerging. We'll look into that, but the original mod apparently had something that is missing in what we downloaded, or has a "link" that died. So we suspected it was a bust with two tests, which was one reason it was not touted as a "fix". You make for a third fail. The actual "splash" graphic might be missing, but we have to look further into it.

On this mod, believe I still have the original verion of it... (zipped, as well... I think.. but, don't quote Me 100% on that. I shall investigate & see. If I do, can see of dropping it into either mediafire or mega & provide a link to ya, for it... if I do indeed still have the original zip of it. Or zip the unzipped folder for it... either way... just say the word, cap'n... :shucks:



As to your list, I would drop all of the above. For one thing, a couple are now part of vickers03's newer mod version. The seabed stuff might be OK, but I would put those five in one at a time and test. Splash Effect I have no idea about, and Kal has proven that our re-do of the Periscope Splash, while not causing a CTD, does not function yet. "Improved" Tracers-Torps" is also an unknown. I would remove all of those though, before going on patrol, and do The interiors and EAX last, in the order vickers03 recommends in his pages.

Will see of the enhanced & interior sounds add on, with vickers... if that is the case, then will see of dropping them from the mix.

Have checked the seabed mods, & these are tex files... of which, have kept the better looking (to My eyes, that is... no offense to be taken or intended... propbeanie/s7rikeback :yep: just My own personal tastes on the look of them.) Can say the difference is much noticed from My perspective of the sea floor with them included.

With adding them in 1.. at.. a... time & testing... :doh: :o :hmmm: you should know Me better on that by now, propbeanie... & yes... I did do that. been there, done that, lesson learned of not dropping in a bunch without individual testing... once burned, twice shy & all that pip pip cheerio stuff... :D No offence taken, just clarifying that is all... :shucks: :yep: :up: splash effects to My view, enhances the dc bubble effect wave... where it looks more like it did what with SH3's dc explosion effect with that... bubble.
As for the improved traces-torp... tracer graphics that make the rounds fired, show up in color. Of the several color choices, I went with the... more yellowish, less red color, so to know what direction the attacking plane (should 1 get too close in before the warning is given of their... being about... to be able to consider that, when looking at the nav map, when making My evasive maneuver to get out of the way (while diving to get... the flock outta Dodge...:haha: :D :yep:), should they drop a bomb or dc, besides make a gun attack coming in, initially.

As for the torp side... will have to see if I can figure on that side of it.. & for now, will put that aspect of it, into a backup folder. Think the torp aspects were to make the explosive power, the water bloom from the explosion, more in line with the differing war head composition, as the early on warheads, used a tnt based warhead... later on they switched to a more explosive less needed warhead compound... as I recall.

I think that part of the mod came from a mod that... the settings in the mod I worked from... mimicked those aspects of the different warheads, while still working with... the dud factors in play. All that info on that, as well as the mod itself... went bye bye when I lost that 1 HD that I had all that (info & mod/s) stored on it. :damn:

With regards, just to make sure I have it, understood rightly...

in adding them in last... is that meaning at the end of the main mods section, namely.. after the Maru/Kaigan+ combined roster for them...

Or, instead... at the dead end tall list of the entire mix... :hmmm:

With regards to "peri wake splash", will rego over Kal's post report comment about it & see if I have any issues with the patch version. Didn't think to look while diving.. will see of running a couple of dive tests with the non Alaska S class career set, for that. As the mix is both identical... the only difference is, I run all other subs from out of Manilla with v1.72 & an S class career out of the Alaska front, with v1.72-S class set.

btw - That "Stickie" camera has to do with the Next / Previous Unit, and is not the actual Exterior Camera... This was the view/cam I was meaning... :doh: :o :oops: :roll:

Apologies for not being clearer on that point... :shucks:

:Kaleun_Salute:

M. M.

Mad Mardigan
12-28-21, 09:44 PM
:Kaleun_Cheers:

Ok, here are the end results, of a test run, with My v1.72... erhm... v1.73 now, mod set up... with the peri wake splash patch, included in the mix.

Ran, 4... separate test runs... as outlined, as follows:

1. Attack scope up (not that any respecting skipper would run surfaced with it or... much less, their boats Obs. scope fully unhoused from its stored position, but.. in the interests of fully exploring the interactions from the mod & its patched state... decided for... thoroughness here. :yep:)

That said, on giving the order to crash dive... whilst going from a surfaced to submerged state... the wake effect, that a "raised" scope would generate... did, in fact... occur.

Think of like the wave/wake effect with the sub charging ahead at full bore... just... way smaller.

That continues, until the scope head, disappeared, once it was fully submerged. so.... end results... all good there.

1. Obs. scope test.

As noted with the attack peri notes... same end results as before, with the attack scope.

End analysis.. all good there.

3. For this test run, I upped the ante & had not just the attack or Obs. scope fully upright, but... BOTH... as if any skipper back then, worth their salt.. would ever... EVER... run with their scopes out & up, like bending over, waving a "come kick me" sign... :D :shucks: :hmmm: :yep:

However... again, for thoroughness here, ran with it, any way. :yep:

End noted results... same as with both scopes, in the solo testing... all good there.

last test, # 4.... No scopes up, at all...

On diving, no wake effect, in evidence... with exception of one, caused by the.... air search radar... I believe it was... or the early surface search, perhaps... there was a similar wake from that... but on the top of that submerging... just as with the scopes... it too, disappeared, once the sub was in no way above the surface.

In conclusion... the patched mod, is on My end, working as it did.. before with v1.6X & as well as with v1.46... aces. :yep:

Kal, Mon ami, have not a clue as to what is with the set up you have... with that included... except for the possibility of the mod order... perhaps...

:hmmm: :hmmm: :hmmm:

Is the only thing I can think of... that, comes to mind. :yep: :shucks:

End test report...

:Kaleun_Salute:

M. M.

Kal_Maximus_U669
12-29-21, 09:40 AM
Hello, I regret Mad Mardigan it does not work that it is with different speed obs & o.Atk .. radar deck wash .. even change the list of mods even without the vickers mod...??? I will be curious to see yours ..
mods FoTrS1.46 :doh:
http://image.noelshack.com/fichiers/2021/52/3/1640788489-binocular-1-46.png
http://image.noelshack.com/fichiers/2021/52/3/1640788520-radar-deck-wash-1-46.png
http://image.noelshack.com/fichiers/2021/52/3/1640788513-obs-scope-1-46.png

mods FoTrS1.7 :ping:
http://image.noelshack.com/fichiers/2021/52/3/1640788672-binocular-1-7.png
http://image.noelshack.com/fichiers/2021/52/3/1640788694-radar-deck-wash-1-7.png
http://image.noelshack.com/fichiers/2021/52/3/1640788702-obs-scope-1-7.png

propbeanie
12-29-21, 09:50 AM
I am suspecting - not confirmed of course - Kal_Maximus_U699, is that MM has a mod (Splash_effect_DC_bombs_bullets_shells_1.0_for_FOT R SU??) that has a Particles.dat file that Periscope wake splash for FOTRSU uses. His Interiors mod is loaded early, as compared to those, but whatever it is, it is a different load-out of mods than what we have. We're trying to dig deep into that today... :salute:

Kal_Maximus_U669
12-29-21, 09:54 AM
I am suspecting - not confirmed of course - Kal_Maximus_U699, is that MM has a mod (Splash_effect_DC_bombs_bullets_shells_1.0_for_FOT R SU??) that has a Particles.dat file that Periscope wake splash for FOTRSU uses. His Interiors mod is loaded early, as compared to those, but whatever it is, it is a different load-out of mods than what we have. We're trying to dig deep into that today... :salute:

Thx for the précisions.... :up: :D :yeah:
I was going to forget ... binocular problem the compass is wrong ...

Rock Storm
12-29-21, 12:00 PM
My Modlist:

Generic Mod Enabler - v2.6.0.157
[D:\STEAM\steamapps\common\Silent Hunters wolves of the pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
German PPI Screen and Metric Nomographs
399_NoScrollNavMap
452_MoonlightzSonarLines
454_EasyAOB_FotRSU

Next Patrol now, and the Rank signs have disappeared:
https://ibb.co/Sy5KFm1


(https://ibb.co/Sy5KFm1)And they offered me a new command, which i denied, of course, because it was the 2x of January '43. Would have been the Balao, since i allready have the MS Gato.
Wonder if they offer me a new, new command, when the time should be fitting?

https://ibb.co/Sy5KFm1

Mad Mardigan
12-29-21, 01:30 PM
Current mod mix, that I ran the tests with...

Generic Mod Enabler - v2.6.0.157
[E:\Games\SteamLibrary\steamapps\common\SH-megamods\SH4-megamods\FotRS-U-EN v1.7\MODS]

001- 100_FotRS-U v1.7
001B- Nihon Kaigun v1.1
001C- Nippon Maru v1.6a
001D- N.MaruV1.6a-N.KaigunV1.1-combinedroster
EAX_SoundSim_FOTRSU_1.7
FI-OQ-FOTRSUv1.7-EN(patched)
New Sounds Interior-Officer Quarters mod *
Enhanced Sounds for SH4 *
450_MoonlightzSonarLines
901_Strategic_Map_Symbols
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter *
Smaller seabed rocks *
Smaller seaplants-small *
Sober's Better Sand v2 *
Sober's better rocks v2 *
Sober's 3D waves mod *
SH4 - Sealife_Pacific (new)
802_TMO_torp_tex_FotRSU
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU *
806_PeriscopeSplash
Improved gun tracers - torp damage mod *
302_MoreDifficultAI001
650_LotsaDudz
FDSMod DD tex Pack-Solo *
FOTRS-U v1.7(only) Sub skins in 4k
BATTLEFLAG_CONNING_SEAWOLF_SS197 (Alt)
BATTLEFLAG_WARDROOM_SEAWOLF_SS197 (Alt)
1-MM's Gramophone music mix *

* denotes non FotRS mods, of which, am more than happy to see of packaging together, zip it & host the zip an share the link to it.

Just drop Me a dm & will see of doing just that.

:Kaleun_Salute:

M. M.

propbeanie
12-29-21, 01:57 PM
Thx for the précisions.... :up: :D :yeah:
I was going to forget ... binocular problem the compass is wrong ...
eh... what kind of binocular problem? The Player's view, or one of the crew does not have theirs at the ready? If you use the CWC, I have found a few boats that have a crewmember or two not properly holding them, losing them overboard, and then pretending like they still have them... such behavior shall not be tolerated, and they will be reprimanded with forthcoming Patch. I am having issues now with the new jackets, but it seems I found the issue, and just have to apply it across the "fleet"... but let us know about the binoculars, which ones you mean, and which compass, but also be sure and include which boat, from where, and which date you are sailing. Thanks.


My Modlist:

Generic Mod Enabler - v2.6.0.157
[D:\STEAM\steamapps\common\Silent Hunters wolves of the pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
German PPI Screen and Metric Nomographs
399_NoScrollNavMap
452_MoonlightzSonarLines
454_EasyAOB_FotRSU

Next Patrol now, and the Rank signs have disappeared:
https://ibb.co/Sy5KFm1

And they offered me a new command, which i denied, of course, because it was the 2x of January '43. Would have been the Balao, since i allready have the MS Gato.
Wonder if they offer me a new, new command, when the time should be fitting?

Image link is not showing, but when editing, I can see that it is the same interior picture...
https://ibb.co/Sy5KFm1

OK, I got to see your picture above, but I could not get the link to function as it looks like you intended... imgbb just does not like to do the IMG tag here apparently. Anyway, I would not recommend you use the "German PPI Screen and Metric Nomographs" at all while playing the US pacific subs. I cannot find that mod, and we have no way of seeing what it does, besides artwork. If you want a metric Nomograph, CapnScurvy has one around SubSim somewhere here, and it is probably compatible with FotRSU. I'll see if I can find that here in a bit. In the meantime, a new command is an elusive target. About like trying to do manual targeting on a BB moving at 32 knots, and your periscope wont' stop spinning... This is the post from Ducimus, creator of TMO "Of refits, new commands, rank, and retirements (https://www.subsim.com/radioroom/showthread.php?p=1602175#post1602175), which we have a pdf version of in the Support folder of FotRSU somewhere. If the "math" looks a bit wonky, it is... no one mentions order of operations or mentioins using parenthesis to delineate such. If the math is done the way he says, then you end up with the possibility of a divide by zero situation, which surely is not what can happen... but anyway, suffice to say that a Player can end up with a Zero rating for their Patrol Rating, which is what promotions and New Commands are based upon. The basic premise that you have to do three patrols, and all three at an "Excellent" rating, which involves (seemingly) more than just renown. When you meet the conditions, then you are offered a New Command upon return to base. But again, you do have to do rather well. Years ago, I had a Porpoise out of Pearl in TMO, which FoTRSU is based upon, and I did nine patrols in the boat, sinking some ships, taking a lot of damage, and never got a new conning tower, and was never offered a New Command. I did get promotions, we did earn "medals", we did get new radar etc. as time allowed, but I still had the "bathtub" conning tower in late 1943. When I came back in from my last patrol, I was "retired" and sent to the Submarine School, with the admonition of "Those who can't, teach"... lol - that wasn't rude at all, now was it? lol - In other words, I did just enough, apparently, to not be retired earlier, but never quite enough to get a new boat. Oh well. But that is the way the game works in that regard. We have ~never~ seen any Ubisoft documentation on how most of the internals of the game works, and most of what we "know" is supposition :salute:

propbeanie
12-29-21, 02:00 PM
MM, you mod list destroys certain of the other mods in it. Specifically, something is contributing that "splash" effect you get from the periscope. It probably also adversely affects vickers sound mods, including what's in his Interiors mod. I don't know for certain on that, but we cannot replicate the "splash" effect. Where did you get that "Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU" mod? That is our current "suspect"...

Mad Mardigan
12-29-21, 02:31 PM
Hello, I regret Mad Mardigan it does not work that it is with different speed obs & o.Atk .. radar deck wash .. even change the list of mods even without the vickers mod...??? I will be curious to see yours...

MM, you mod list destroys certain of the other mods in it. Specifically, something is contributing that "splash" effect you get from the periscope. It probably also adversely affects vickers sound mods, including what's in his Interiors mod. I don't know for certain on that, but we cannot replicate the "splash" effect. Where did you get that "Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU" mod? That is our current "suspect"...

Ahoy, propbeanie... Kal... :Kaleun_Cheers:

Check DM... as in the immortal words of, AOL...

"you've got mail.!"... :yep:

:shucks:

:Kaleun_Salute:

M. M.

Rock Storm
12-29-21, 03:15 PM
"German PPI Screen and Metric Nomographs"

Ah, ok. Thank you.
But now, that i think about it, the Metric Nomographs are not that important.
I have to multiply the nm with 1.852 to get Kilometers.
And I also have multiplied the yards with 0.91 to get meters.
I used to play imperial back then, but having the yards evolving into nm, and having yards on the radar, but the deckwatch then tells you how many feet the target is away...Brainphuck.
I also used to work in Florida at my aunts landserveying business, and renovating houses. I got a feel for inches and feet with the time, but going to a homedepot and having stuff like screws with 7/49 of an inch... Holy Moly.

Periscope spinnt:
Back then when playing TMO, i didnt knew about the specific dates of when boats are officially available. So i took every new command i could get so besides not working survace radar, i also now remember the exact same situation. Task Force huge Carriar and stuff, yes sir, periscope depth, and the periscope would just spin around at like 3 spins per second.

https://www.youtube.com/watch?v=mkJK_44YZ_I

Kal_Maximus_U669
12-29-21, 03:24 PM
double degree band ...
http://image.noelshack.com/fichiers/2021/52/3/1640788672-binocular-1-7.png

double degree band ... see screen
I do not recall these mods anymore ... because I have amassed so many and tried a lot .. !!!
"Splash_effect_DC_bombs_bullets_shells_1.0_for_FOT R SU"
anyway I tried different combination with 1.7 is it has nothing to give ..
I redid a clean install yesterday ... have not yet started a career .. it is about trying in training is already all these problems ... even without the interior vickers ... even without EaX sound ..
I will reload the intergraliter of all the elements necessary for the construction is there .. there will be no excuse for the errors .. see you later

s7rikeback
12-29-21, 05:31 PM
Current mod mix, that I ran the tests with...

Generic Mod Enabler - v2.6.0.157
[E:\Games\SteamLibrary\steamapps\common\SH-megamods\SH4-megamods\FotRS-U-EN v1.7\MODS]

001- 100_FotRS-U v1.7
001B- Nihon Kaigun v1.1
001C- Nippon Maru v1.6a
001D- N.MaruV1.6a-N.KaigunV1.1-combinedroster
EAX_SoundSim_FOTRSU_1.7
FI-OQ-FOTRSUv1.7-EN(patched)
New Sounds Interior-Officer Quarters mod *
Enhanced Sounds for SH4 *
450_MoonlightzSonarLines
901_Strategic_Map_Symbols
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter *
Smaller seabed rocks *
Smaller seaplants-small *
Sober's Better Sand v2 *
Sober's better rocks v2 *
Sober's 3D waves mod *
SH4 - Sealife_Pacific (new)
802_TMO_torp_tex_FotRSU
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU *
806_PeriscopeSplash
Improved gun tracers - torp damage mod *
302_MoreDifficultAI001
650_LotsaDudz
FDSMod DD tex Pack-Solo *
FOTRS-U v1.7(only) Sub skins in 4k
BATTLEFLAG_CONNING_SEAWOLF_SS197 (Alt)
BATTLEFLAG_WARDROOM_SEAWOLF_SS197 (Alt)
1-MM's Gramophone music mix *

* denotes non FotRS mods, of which, am more than happy to see of packaging together, zip it & host the zip an share the link to it.

Just drop Me a dm & will see of doing just that.

:Kaleun_Salute:

M. M.
Hello MM,

Could you link me with;
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
Improved gun tracers - torp damage mod


I would like to view the contents against fotRSU.

Mad Mardigan
12-29-21, 05:55 PM
Hello MM,

Could you link me with;
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
Improved gun tracers - torp damage mod


I would like to view the contents against fotRSU.

Ahoy, s7rikeback... :Kaleun_Cheers:

Check DM... as in the immortal words of, AOL...

"you've got mail.!"... :yep:

:shucks:

:Kaleun_Salute:

M. M.

propbeanie
12-29-21, 07:06 PM
double degree band ...
http://image.noelshack.com/fichiers/2021/52/3/1640788672-binocular-1-7.png

double degree band ... see screen
I do not recall these mods anymore ... because I have amassed so many and tried a lot .. !!!
"Splash_effect_DC_bombs_bullets_shells_1.0_for_FOT R SU"
anyway I tried different combination with 1.7 is it has nothing to give ..
I redid a clean install yesterday ... have not yet started a career .. it is about trying in training is already all these problems ... even without the interior vickers ... even without EaX sound ..
I will reload the intergraliter of all the elements necessary for the construction is there .. there will be no excuse for the errors .. see you later
Gotcha... thanks. Now, referring back to you list on the last page:
... My list:
D:\Sh4\Sh4_FOTRS1.7\[MODS]
100_FalloftheRisingSun_Ultimate_v1.7=1
Nippon Maru v1.6=2
Nihon Kaigun v1.1=3
Combin Roster Nipon Maru & Nihon Kaigun=4
301_MoreDifficultAI00=5
302_MoreDifficultAI001=6
303_MoreDifficultAI_Air=7
305_LessJapaneseAirRadar=8
450_MoonlightzSonarLines=9
453_TMOstyle_NavMapAirMarks=10
525_StickieCamera=11
650_MoreDudz=12
801_UMark Invisible=13
802_TMO_torp_tex_FotRSU=14
803_NoPlayerSubFlags=15
806_PeriscopeSplash=16
901_Strategic_Map_Symbols=17
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=18
EAX_SoundSim_FOTRSU_1.7=19
If you haven't already, pull numbers 6, 7, 11, 12, 14 - unless it's the new one, and 16, if you haven't already. Those are all of the AddIns in your list, that might cause trouble. s7rikeback may have found the issue with the periscope splash, and it is an old "problem", similar to the "red flare" that didn't shoot back when... the "splash" was something that was already in FotRSU, from the FOTRS days that was disable sometime when-ago when the links were broken, which is why they won't work now... so hopefully, it's just a matter of re-building the links. Similar with some of these other mods, where we have found bits and pieces (if you will) just hanging there, looking for a link to activate them properly... We are going into testing for the CWC (much more had to be re-done in it) and the periscope splash... We'll have a CWC for the Interiors also, but it might be a couple of days... It still doesn't change the fact though, MM, that something is broken on your install. You have what used to be called "cross-contamination" from something old in one of the other mods. It's just a question of "what"...

Kal_Maximus_U669
12-29-21, 07:22 PM
the binoculars are being repaired ...
http://image.noelshack.com/fichiers/2021/52/4/1640823714-sh4img-2021-12-30-00-23-43-090.png
I'll let you work .. then when we're ready we'll try ... :up: :D
I thank Mad Mardigan for his PM ... for his assembly which seems to work ...
"Fresh" assembly ... redownload file
[MODS]
100_FalloftheRisingSun_Ultimate_v1.7=1
Nippon Maru v1.6=2
Nihon Kaigun v1.1=3
Combined Roster=4
301_MoreDifficultAI00=5
302_MoreDifficultAI001=6
303_MoreDifficultAI_Air=7
305_LessJapaneseAirRadar=8
450_MoonlightzSonarLines=9
650_LotsaDudz=10
801_UMark Invisible=11
802_TMO_torp_tex_FotRSU=12
803_NoPlayerSubFlags=13
901_Strategic_Map_Symbols=14
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=15 ā(29:12:21)
EAX_SoundSim_FOTRSU_1.7=16 ā(26:12:21)
FOTRSU_1.7_SUB_SKINS_IN_4k=17
:Kaleun_Cheers::Kaleun_Salute:

Mad Mardigan
12-29-21, 07:46 PM
Gotcha... thanks. Now, referring back to you list on the last page:

If you haven't already, pull numbers 6, 7, 11, 12, 14 - unless it's the new one, and 16, if you haven't already. Those are all of the AddIns in your list, that might cause trouble. s7rikeback may have found the issue with the periscope splash, and it is an old "problem", similar to the "red flare" that didn't shoot back when... the "splash" was something that was already in FotRSU, from the FOTRS days that was disable sometime when-ago when the links were broken, which is why they won't work now... so hopefully, it's just a matter of re-building the links. Similar with some of these other mods, where we have found bits and pieces (if you will) just hanging there, looking for a link to activate them properly... We are going into testing for the CWC (much more had to be re-done in it) and the periscope splash... We'll have a CWC for the Interiors also, but it might be a couple of days... It still doesn't change the fact though, MM, that something is broken on your install. You have what used to be called "cross-contamination" from something old in one of the other mods. It's just a question of "what"...

Hmmm.... Strange, as with the 1.73 (standard career set up... :yep:) did a complete nuke & burn of the game saves folder & reran, fresh from jump street with the last posted mod mix list... :hmmm: :hmmm: :hmmm:

On the 1.73 (S class career mod set up... :hmmm:) will admit, that I didn't do a wipe & burn... though did restart from the office before going out on patrol. So... possibility for "cross" contamination, could play into that 1, if I ran a cross test on the peri issue... :hmmm:

Though... note when I ran that series of tests with the peri's... that was ran with the (standard) set up, NOT the (S class career) set up... :yep: & that testing "was" done, "after" a slash & burn of the saves folder... just to be clear on that point. :yep: :up:

Only difference between the 2 set ups, is... the (standard set) has the old FI:OQ mod, interspliced with the submarine folders injected into the OQ mod (where they needed to be...) & the (S class) has the updated OQ mod, from vickers... but... don't think that should make too much difference, I'd imagine though.

Am still gonna do a dump & burn of the saves folder on the (standard) set, back down the mods to the OQ 1... dump the old mod out & replace with the new updated version...

Will await on the rest until I hear back from y'all on the rest... & see what y'all figure out there. :shucks: :up:

:Kaleun_Salute:

M. M.

Mad Mardigan
12-29-21, 11:20 PM
Ok, after some.. consulting... (My thanks to them on their... insights, much appreciated) culled the list down to:

Generic Mod Enabler - v2.6.0.157
[E:\Games\SteamLibrary\steamapps\common\SH-megamods\SH4-megamods\FotRS-U-EN v1.7\MODS]

001- 100_FotRS-U v1.7
001B- Nihon Kaigun v1.1
001C- Nippon Maru v1.6a
001D- N.MaruV1.6a-N.KaigunV1.1-combinedroster
EAX_SoundSim_FOTRSU_1.7
FI-OQ-FOTRSUv1.7-EN(patched)
New Sounds Interior-Officer Quarters mod
Enhanced Sounds for SH4
450_MoonlightzSonarLines
901_Strategic_Map_Symbols
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
Smaller seaplants-small
Sober's Better Sand v2
Sober's better rocks v2
Sober's 3D waves mod
802_TMO_torp_tex_FotRSU
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
806_PeriscopeSplash
Improved gun tracers - torp damage mod
302_MoreDifficultAI001
650_LotsaDudz
FOTRS-U v1.7(only) Sub skins in 4k

Of special note: Save folder, was nuclear cleansed... upon activating the above mix... before rolling with a test run of the mix.... just, to be clear, on that point, thanks. :yep: :shucks:

Booted up... then ran a nav map test run, using that as a test bed run, with the peri splash... as before, not understanding why, but.. for Me, it is working fine. am... baffled as to what is not working for others... as I nuke sanitized the game saves folder... up to the point of it not existing, until I ran this test of the current mix. :hmmm: :06: :hmmm: :06: :hmmm:

From what I observed... wake & such, is as reported before... just like when you're charging all out flank speed ahead, just... at a.... hmm 1/4 the effects level of the "All ahead flank" effects, from the sub body as it barrels full bore ahead.

Same end results... from what I can see of, the peri mod patch, released just a day or so ago... is working, as it did (the original peri wake splash mod, that is... here in regard to v1.46 & the preview, v1.6X) when it was done up for v1.46 & with the preview release v1.6X...

Same, as far as I can tell for the torp tex mod 802_TMO_torp_tex_FotRSU...

End report.

:Kaleun_Salute:

M. M.

vickers03
12-30-21, 09:48 AM
Generic Mod Enabler - v2.6.0.157
[E:\Games\SteamLibrary\steamapps\common\SH-megamods\SH4-megamods\FotRS-U-EN v1.7\MODS]

001- 100_FotRS-U v1.7
001B- Nihon Kaigun v1.1
001C- Nippon Maru v1.6a
001D- N.MaruV1.6a-N.KaigunV1.1-combinedroster
EAX_SoundSim_FOTRSU_1.7
FI-OQ-FOTRSUv1.7-EN(patched)
New Sounds Interior-Officer Quarters mod
Enhanced Sounds for SH4


etc..

M. M.
please activate EAX after the interiors, otherwise it won't work.

Mad Mardigan
12-30-21, 11:46 AM
001- 100_FotRS-U v1.7
001B- Nihon Kaigun v1.1
001C- Nippon Maru v1.6a
001D- N.MaruV1.6a-N.KaigunV1.1-combinedroster
EAX_SoundSim_FOTRSU_1.7
FI-OQ-FOTRSUv1.7-EN(patched)

please activate EAX after the interiors, otherwise it won't work.

:oops:

:k_confused:

Noted... thanks on pointing that out, vickers.

:Kaleun_Thumbs_Up: :Kaleun_Cheers:

:Kaleun_Salute:

M. M.

propbeanie
12-30-21, 04:05 PM
OK - Let's try this:

FotRSUv17_Patches.7z (https://drive.google.com/file/d/17EfREMh2hQZqtmIoLWrR53yDfeMsq8hU/view?usp=sharing)


That has a few "fixes" in the Data folder for the FotRSU mod itself, including a "fix" of the Cavite / Darwin / Albany links. Also included in the Extras / AddInModzPak folder of the patch is another version of 802_TMO_torp_tex_FotRSU; a completely new 805_CWC_FIOQ, which is Cold Weather Clothes for Fleetboat Interiors Officer's Quarters, but only if you have that enabled; 805_CWC_FotRSU, the same thing but for FotRSU only, NOT FIOQ; and 806_PeriscopeSplash, which should function for those of you without cross-contamination. Notice that the CWC mods are numbered the same, so only one activated at a time. Activating the patch will apply the folders in the data file to your install, and place the AddIn modz into the game's Extra folder. You will still have to navigate into that folder and copy them to paste them into your MODS folder for use. If you use any of the AddInModzPak and notice issues, please let us know. This includes anybody on deck that are holding their hands and pretending to have binoculars... :roll:

We will state again, that it is NOT recommended that you use any mods not in the AddInModzPak, other than Nippon Maru, Nihon Kaigun, Fleetboat Interiors Officer's Country and a select set of vickers03's mods. Be aware though, that we have NOT had time to put them through the latest FotRSU checks for compatibility. We are in the process of that though, so let us know of any issues, please. Thanks :salute:

Edit: Also, see The FotRSUv17_Patches (https://www.subsim.com/radioroom/showthread.php?p=2787550#post2787550) for more info on what is included in the patch.

Mad Mardigan
12-30-21, 04:30 PM
OK - Let's try this:

FotRSUv17m_Patch.7z (https://drive.google.com/file/d/15zQ-BeFso3ldSV6Mv7yJG7HsFOP7HPNn/view?usp=sharing)


That has a few "fixes" in the Data folder for the FotRSU mod itself, including a "fix" of the Cavite / Darwin / Albany links. Also included in the Extras / AddInModzPak folder of the patch is another version of 802_TMO_torp_tex_FotRSU; a completely new 805_CWC_FIOQ, which is Cold Weather Clothes for Fleetboat Interiors Officer's Quarters, but only if you have that enabled; 805_CWC_FotRSU, the same thing but for FotRSU only, NOT FIOQ; and 806_PeriscopeSplash, which should function for those of you without cross-contamination. Notice that the CWC mods are numbered the same, so only one activated at a time. Activating the patch will apply the folders in the data file to your install, and place the AddIn modz into the game's Extra folder. You will still have to navigate into that folder and copy them to paste them into your MODS folder for use. If you use any of the AddInModzPak and notice issues, please let us know. This includes anybody on deck that are holding their hands and pretending to have binoculars... :roll:

We will state again, that it is NOT recommended that you use any mods not in the AddInModzPak, other than Nippon Maru, Nihon Kaigun, Fleetboat Interiors Officer's Country and a select set of vickers03's mods. Be aware though, that we have NOT had time to put them through the latest FotRSU checks for compatibility. We are in the process of that though, so let us know of any issues, please. Thanks :salute:

:Kaleun_Thumbs_Up:

Have grabbed a copy & will test check it out... :yep: :shucks: :up:

:Kaleun_Salute:

M. M.

torpedobait
12-30-21, 09:25 PM
[QUOTE=propbeanie;2785489]OK - Let's try this:

FotRSUv17m_Patch.7z (https://drive.google.com/file/d/15zQ-BeFso3ldSV6Mv7yJG7HsFOP7HPNn/view?usp=sharing)

/QUOTE]

So I clicked on the link thinking it would take me to a download page; it doesn't. It gives me the contents but I can't copy them.

How do I use your link?

Mad Mardigan
12-30-21, 09:41 PM
[QUOTE=propbeanie;2785489]OK - Let's try this:

FotRSUv17m_Patch.7z (https://drive.google.com/file/d/15zQ-BeFso3ldSV6Mv7yJG7HsFOP7HPNn/view?usp=sharing)

/QUOTE]

So I clicked on the link thinking it would take me to a download page; it doesn't. It gives me the contents but I can't copy them.

How do I use your link?

Clicking the link, you should be seeing "this" page:

http://snipboard.io/TWr7M9.jpg

Clicking where I notated... should give you the option to download & from there, you should be able to set just where you want the download to go. :yep:

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

:Kaleun_Salute:

M. M.

Kal_Maximus_U669
12-31-21, 01:15 PM
http://image.noelshack.com/fichiers/2021/52/5/1640974642-sh4img-2021-12-11-23-24-43-585.png
hey friends
-I will be on the bridge tomorrow .. thank you for the "job" ...
-I'm going to look at all this ...
:Kaleun_Wink:best wishes to all... :Kaleun_Cheers:

torpedobait
12-31-21, 05:30 PM
[QUOTE=torpedobait;2785545]
Clicking where I notated... should give you the option to download & from there, you should be able to set just where you want the download to go. :yep:

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

:Kaleun_Salute:

M. M.

Thank you, Mad Man! I'd never used that page before. All worked as you said. Now I'm going to activate them for a new career. Thanks again!

:salute:

Jeffg
12-31-21, 06:03 PM
I hope everyone has a safe and happy New Year.

JeffG

Mad Mardigan
12-31-21, 06:43 PM
http://snipboard.io/kuvo4S.jpg

Here's to wishing all, everywhere...

A safe, hopefully much better, successful patrol filled Happy New Year.

To absent subsimmer's, who have gone on to an eternal patrol. Gone... but never forgotten. *snaps to attention & :salute:*

:Kaleun_Cheers:

:Kaleun_Salute:

M. M.

FotRSU Mod Team
12-31-21, 06:58 PM
:woot: :woot: :woot:
:woot:Happy New Year SubSim Community!!!:Kaleun_Party:
:subsim:

:woot: :woot: :woot:

Rock Storm
12-31-21, 09:01 PM
Happy New Year, Everryboddy.

Love you all. When every you guys near the GERMANY-BORDY, i am a son of a forrester, so i really love bonfire and meat, fish, and bavarian beer, or good wine or..
..doug stanhope...when ever near the Kaiserreich. Write something, Wee willl fiiind you.
https://www.youtube.com/watch?v=LzGBQerkvWs

..doug stanhope...when ever near the Kaiserreich. Write something, Wee willl fiiind you. (https://www.youtube.com/watch?v=LzGBQerkvWs)

Rock Storm
12-31-21, 09:32 PM
https://www.youtube.com/watch?v=KxDDNzG1lxM

Rock Storm
12-31-21, 09:44 PM
Thats a mee

https://www.youtube.com/watch?v=vR6n4ZqVHDE

(https://www.youtube.com/watch?v=vR6n4ZqVHDE)"Alemao, poco locco" laike the latin guys said, when we were working 7-4 in the floridian summer....

Rock Storm
01-01-22, 12:23 AM
Over and out

https://www.youtube.com/watch?v=rEGOihjqO9w

Rock Storm
01-01-22, 12:35 AM
We can stand the white mans firewater. 1st Fallschirmjäger approved...no making stuff upp. My grandfather, never went to the Hj...but defending the Vaterland in an "Nichts neues aus dem Westen" way. And only survived, cause he was 17 and the old Landsers hide him away, when stuff got serious. Never was proud off anything. Tried to tell me things, but would started crying every now and then. I have done civil service....

https://www.youtube.com/watch?v=km8BODHiWJU

Kal_Maximus_U669
01-01-22, 11:59 AM
Hey boy's :doh: :D
new assemblage :hmmm:
[MODS]
100_FalloftheRisingSun_Ultimate_v1.7=1
FotRSUv17m_Patch=2
Nippon Maru v1.6=3
Nihon Kaigun v1.1=4
Combined Roster=5
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=6
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter=7
New Sounds Interior-Officer Quarters mod=8
FOTRSU_1.7_SUB_SKINS_IN_4k=9
301_MoreDifficultAI00=10
302_MoreDifficultAI001=11
303_MoreDifficultAI_Air=12
305_LessJapaneseAirRadar=13
Enhanced Sounds for SH4=14
450_MoonlightzSonarLines=15
451_TMOstyle_NavMapDots=16
Sober's 3D waves mod=17
Sober's better rocks v2=18
Sober's Better Sand v2=19
802_TMO_torp_tex_FotRSU=20
801_UMark Invisible=21
803_NoPlayerSubFlags=22
650_LotsaDudz=23
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU=24
901_Strategic_Map_Symbols=25
Improved gun tracers - torp damage mod=26
806_PeriscopeSplash=27
EAX_SoundSim_FOTRSU_1.7=28

Big thanks Mister Mad Madrigan for providing what I needed to establish this composition :yep:
for the moment an error the Cachalot class displays the flag while l is not supposed to be the ...
I started different career changing torpedo etc ... all working for the moment .. :yep::Kaleun_Cheers:

s7rikeback
01-01-22, 12:41 PM
Hey boy's :doh: :D
new assemblage :hmmm:
[MODS]
100_FalloftheRisingSun_Ultimate_v1.7=1
FotRSUv17m_Patch=2
Nippon Maru v1.6=3
Nihon Kaigun v1.1=4
Combined Roster=5
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=6
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter=7
New Sounds Interior-Officer Quarters mod=8
FOTRSU_1.7_SUB_SKINS_IN_4k=9
301_MoreDifficultAI00=10
302_MoreDifficultAI001=11
303_MoreDifficultAI_Air=12
305_LessJapaneseAirRadar=13
Enhanced Sounds for SH4=14
450_MoonlightzSonarLines=15
451_TMOstyle_NavMapDots=16
Sober's 3D waves mod=17
Sober's better rocks v2=18
Sober's Better Sand v2=19
802_TMO_torp_tex_FotRSU=20
801_UMark Invisible=21
803_NoPlayerSubFlags=22
650_LotsaDudz=23
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU=24
901_Strategic_Map_Symbols=25
Improved gun tracers - torp damage mod=26
806_PeriscopeSplash=27
EAX_SoundSim_FOTRSU_1.7=28

Big thanks Mister Mad Madrigan for providing what I needed to establish this composition :yep:
for the moment an error the Cachalot class displays the flag while l is not supposed to be the ...
I started different career changing torpedo etc ... all working for the moment .. :yep::Kaleun_Cheers:
Kal,

You have a number of non-FotRSU mods in there... Why are you surprised that things "are showing errors" ?

To qoute you in a previous post;
it's all just great the multitude of options .. the documentation tidy up ... is to order .. the details on all ... I say excellent ... a must
:har: no excuse for misunderstanding will be tolerated
https://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAA6IAAAAsCAYAAAB/qgWyAAAPN0lEQVR4nO2dS4sc1xXHe69N9vkGZfBiNBlvokCH2O BOsgheGEMCxmOugzCxvXCMZYyhkPyYQQoMinC7GBv5RSyshZVO wAbFhCgPohJklw+RhTchCcziZNHdNVW37uPcZ1X3/Bc/humuvnXuedU59bg12dvbo729PRJCUFEUAAAAAAAAAABAUiZoRA EAAAAAAAAA5ASNKAAAAAAAAACArKARBQAAAAAAAACQFV4jOitp US+onBkG42zjS3vsoWXZNsauqyHtnUs3oqK6rpdUGU8Ijd32Y5 3Ptult2/Rk2+9ZsN+2zXFT5rNNOci17hoTmyz7NgJ7AAN+V0SVjiSoGksj mmrfIzBYkHyqbTdtfjkb0yy6EVTVNVViRH6yCQzpy9umyxhzG2 vTOSZZN4mx6Whs8uhkGmsOCpVrjPrnyptb9vaJ5RzH9k0gpT02 zTeH0PnQsliI3IhWJFIrFI2ov3xoRMdn+1lJi1Rxk3suQ/pFzjlumy5jzA2N6HYxNh2NTR6dTGPNQWhE88q+afraZHtA1xuv F49bc2dULurOGZ96UdJMbkSls0LLbfSCzMpFd3td82FR7uk4hu 3lz7Sy6uaqm4die1mOcr2vU12Jqr19tykx6sVJPs22PbnUZ/FMMur8papOZV+Us85cFuVMHyxae1vmwN5GH6jdecr6dtSDSu8d +yyvhur2xR5HacO2bFyduO5D8hPHmPcnoy+z/MJkY00cr7dh+j8rlmzzs+pHn0+88lBs/3L1A0Zcz8qFwl7LcWW9mvKGMmdp4zED7GOcg16Zvh6Wu3THRYd cbBhze3OQaUzPuDbVXc65Pnbsx6sZs8SfDoMeTfPzyls2PxGV5 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Yet you and others simply fail to read or understand this post on the front page..
It is recommended that you NOT use additional mods with this release initially, until you are certain the base FotRSU mod is functioning correctly, and then only use mods found in the Extras / AddInModzPak_1.7 (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993)

Look, we have no problems with you all adding, removing mods, but please do not come to this thread moaning your game is broken by your own doing, by not following very simple insructions...

Now, if you are seeing the flag underwater while using a camera topside, this is a SH4 thing, that cannot be fixed as far as we are aware.

Mad Mardigan
01-01-22, 05:09 PM
Kal,

You have a number of non-FotRSU mods in there... Why are you surprised that things "are showing errors" ?

To qoute you in a previous post;
it's all just great the multitude of options .. the documentation tidy up ... is to order .. the details on all ... I say excellent ... a must
:har: no excuse for misunderstanding will be tolerated
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Yet you and others simply fail to read or understand this post on the front page..
It is recommended that you NOT use additional mods with this release initially, until you are certain the base FotRSU mod is functioning correctly, and then only use mods found in the Extras / AddInModzPak_1.7 (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993)

Look, we have no problems with you all adding, removing mods, but please do not come to this thread moaning your game is broken by your own doing, by not following very simple insructions...

Now, if you are seeing the flag underwater while using a camera topside, this is a SH4 thing, that cannot be fixed as far as we are aware.

s7rikeback,

Know that your & propbeanie's hard work, is appreciated... that goes without saying... & is beyond dispute. Not just appreciated but respected. :yep:

Kal, I believe, is like Me, in the regards that we both strive to want to see that, improved even more... & wanting something to be better, is never a bad thing. It just needs finesse in getting to that point.

Hey boy's :doh: :D
new assemblage :hmmm:
[MODS]
100_FalloftheRisingSun_Ultimate_v1.7=1
FotRSUv17m_Patch=2
Nippon Maru v1.6=3
Nihon Kaigun v1.1=4
Combined Roster=5
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=6
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter=7
New Sounds Interior-Officer Quarters mod=8
FOTRSU_1.7_SUB_SKINS_IN_4k=9
301_MoreDifficultAI00=10
302_MoreDifficultAI001=11
303_MoreDifficultAI_Air=12
305_LessJapaneseAirRadar=13
Enhanced Sounds for SH4=14
450_MoonlightzSonarLines=15
451_TMOstyle_NavMapDots=16
Sober's 3D waves mod=17
Sober's better rocks v2=18
Sober's Better Sand v2=19
802_TMO_torp_tex_FotRSU=20
801_UMark Invisible=21
803_NoPlayerSubFlags=22
650_LotsaDudz=23
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU=24
901_Strategic_Map_Symbols=25
Improved gun tracers - torp damage mod=26
806_PeriscopeSplash=27
EAX_SoundSim_FOTRSU_1.7=28

Big thanks Mister Mad Madrigan for providing what I needed to establish this composition :yep:
for the moment an error the Cachalot class displays the flag while l is not supposed to be the ...
I started different career changing torpedo etc ... all working for the moment .. :yep::Kaleun_Cheers:

Could placement of the mods that do come from v1.7 addinz pack, namely...
801_ & 803_, be better placed at the tail end of the mods list, perchance.

As, from what I believe the intent of those mods is, to:

801_ : Eliminate the orange circled arrow, that shows where your sub is... should you choose to utilize the free cam or the next/previous cam views.?

&

803_ : To remove the flag, in its entirety, from the sub, altogether.?

I went with not including them, in the mix that I am running with... after having the non FotRS mods, gone over & given a report of their potential viability in being used in the mix.

As to the overuse of the mods that were included in the adinz pack, namely... 301_ to 303_ mods... perhaps some clarification if those need not all be activated... just asking for better clarity is all that is asked for there. Thanks.

:Kaleun_Salute:

M. M.

Mad Mardigan
01-01-22, 05:21 PM
On that front... there is somethigng that I am looking into, to see if it is something not quite in place & pertains to the crewman in the control room not having animation working as it should from the previous v1.6X & 1.46 versions...

To be frank, it could well be involved with vickers EAX mod, am not sure yet, as I didn't really notice it, until afterwards... as I never thought to look for it beforehand.

Am working up a test stock v1.7 & then an add-in of the FI:OQ, then EAX... to see if it could be in there that is causing the issue with the crewman's animation not working.

Namely, when they repeat a given order or if your diving... them giving out depth info, is heard & seen in the command's bars box... yet, their mouth isn't moving, at all... :doh: :o small glitch, I know... but I will investigate it.

Just only noticed that last night, before I hit the sack...

Will report back on that, more... after I get that test stock v1.7 & EAX mod put together to check it & see.

:Kaleun_Salute:

M. M.

Herr Kapitan Gavin
01-01-22, 05:46 PM
I have Silent Hunter 4 on Steam, but your mod says, as far as I understand, that it does not work with the Steam version of the game. Is there a version that does? Or a way to get this version to work with it?

Mad Mardigan
01-01-22, 06:03 PM
I have Silent Hunter 4 on Steam, but your mod says, as far as I understand, that it does not work with the Steam version of the game. Is there a version that does? Or a way to get this version to work with it?

Ahoy... & Happy New Year... :Kaleun_Cheers:

I use not only Steam, but... Ubi, as well... & it works.

Just have to be sure to right click and in the properties for the SH4.exe (or any other game, for that matter...:yep:) & check to ensure that on the main properties page menu, that the write-only box, is unchecked, as well as go into the compatibility tab section, & make sure to have "Run this program as: admin" box, checked... as well. Then, click accept to finalize that & done.

Next, is to avoid installing SH4 (if your source is non steam or Ubi, at least... :yep:) NOT default installed in either of Window's Vulcan, Darth Vader King Kong death grip dictatorship... namely, UAC's rapid pit bull watch dawg, of Window's... territory.

Better still, that also includes having Steam (or any other games launcher & it's requisite "games" library, there... either, besides & not just limited there, to Steam. :yep:).

Make sure to use jsgme to activate the mods... & use MultiSH4 to set up a games save folder, separate from the normal saves folder that is created... when you 1st run SH4... to finalize its initial set up.

Last, but not least... make sure to use either... 4GB patch or Large Address Aware, either of which, will tell your computer, to assign that copy of SH4, access to 4 GB's or RAM.

Myself, I find it far simpler, to utilize LAA, as it is referred to by others... as it is a simple 3 step process.

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

:Kaleun_Salute:

M. M.

Mad Mardigan
01-01-22, 06:21 PM
Off the rip, found the problem... with just v1.7 activated... that crewman in the control room... the "chief" I believe is there... rank.

On giving the order to just plain out dive the boat... saw motion from them, reacting to said order... heard the vocalization of the order being counter repeated... yet... their lips... weren't moving & I do know of & recall in the previous versions... that did happen... on confirming a dive or surfacing or whatever, not only was there vocal confirmation... but, there was animation of their mouth moving in time or as best an approximation of that, that occurred.

This... is not the case, in v1.7, at all.

:doh: :o

Just putting that out there... :shucks:

End... report...

:Kaleun_Salute:

M. M.

J0313
01-01-22, 06:57 PM
Are you suppose to be able to enter the forward torpedo room in all the classes or just the Sboat?

Mad Mardigan
01-01-22, 07:16 PM
Are you suppose to be able to enter the forward torpedo room in all the classes or just the Sboat?

That I know of... just the "S class", only. At this time.

To the best of My knowledge... I think vickers has the plans to work it where you can on the other subs, as well.. if I am not mistaken... J0313.

:hmmm:

vickers03, can confirm or refute that... at their leisure. :yep:

:Kaleun_Salute:

M. M.

propbeanie
01-01-22, 08:28 PM
We have been looking for broken animation links since the beginning of FotRSU. More of the crew now move their mouths than before. The one fellow only nods his head still, for the most part. Also, sometimes you might expect a given character, such as the Chief of the Boat to answer, but since there are only nine voices in the game, and 12 characters, plus there is no way to "place" the sound, you might see the Chief nod his head, but if you are up in the conning tower, you would see the JG moving his lips and is the one "speaking". Same with being on the bridge, and the Officer of the Deck does some of the "calls". All of that depends upon the boat, the crew, the ranks, the location, the circumstances, like Battle Stations, etc., and all make a difference.

I would be curious to see Kal's trouble with the Cachalot's flag. As to the non-FotRSU mods, there are several reasons NOT to use ANY, with the main one being there is no way to determine what is wrong with your activations. If you look in that Splash Effect mod, it changes the Materials.dat file - NOT GOOD. If you look in the Smaller Seabed Rocks mod, it changes the Undersea.dat - NOT GOOD either. Both files are different than the FotRSU versions of those files, and changing them will break links to other aspects of the game. The Particles.dat file is very important in the game. Some of the other mods you are using are just texture files, but those two are definitely not.

propbeanie
01-01-22, 08:55 PM
I have Silent Hunter 4 on Steam, but your mod says, as far as I understand, that it does not work with the Steam version of the game. Is there a version that does? Or a way to get this version to work with it?
Steam does fine, other than you cannot be in a Program Files folder with the game install, which if you use the Steam default, the Library folder is "C:\Program Files (x86)\Steam \SteamApps \common \Silent Hunter Wolves of the Pacific." Windows will "protect" that folder from changes from programs like JSGME and others. You need to move the game if that's where it is. The best article for that info is from Steam's Knowledgebase article "Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327), of which both methods can be tedious. If you have a 2nd hard drive available, you can create another Library folder on it, and install SH4 there. Member kakpro090 has found a way online to fool the Steam app into creating a 2nd Library folder on the C drive, but I've not tried it myself yet. Preparing SH4 for modifications (https://www.subsim.com/radioroom/showthread.php?p=2784625#post2784625) - ymmv. After getting out of the Program Files folders, you can follow the other recommendations. There is also a lot of information in the Support folder of the mod.


Are you suppose to be able to enter the forward torpedo room in all the classes or just the Sboat?
Just the S-Boats at this time.

Woozle
01-01-22, 09:05 PM
My sincere apologies if this has been brought up before but I'm getting kind of a weird error. I brought out the Nautilus in anticipation of those special missions, I went with the treasure island start and did all my sea trials but once I got to midway and went into port I am greeted with this interesting error the next time I tried to set out. "Error: No primary objectives found!" It won't let me leave for port either. I'm not using any mods except the updated version of fleetboat interior and FOTRSU v1.7 of course.

Mad Mardigan
01-01-22, 09:37 PM
We have been looking for broken animation links since the beginning of FotRSU. More of the crew now move their mouths than before. The one fellow only nods his head still, for the most part. Also, sometimes you might expect a given character, such as the Chief of the Boat to answer, but since there are only nine voices in the game, and 12 characters, plus there is no way to "place" the sound, you might see the Chief nod his head, but if you are up in the conning tower, you would see the JG moving his lips and is the one "speaking". Same with being on the bridge, and the Officer of the Deck does some of the "calls". All of that depends upon the boat, the crew, the ranks, the location, the circumstances, like Battle Stations, etc., and all make a difference.

I would be curious to see Kal's trouble with the Cachalot's flag. As to the non-FotRSU mods, there are several reasons NOT to use ANY, with the main one being there is no way to determine what is wrong with your activations. If you look in that Splash Effect mod, it changes the Materials.dat file - NOT GOOD. If you look in the Smaller Seabed Rocks mod, it changes the Undersea.dat - NOT GOOD either. Both files are different than the FotRSU versions of those files, and changing them will break links to other aspects of the game. The Particles.dat file is very important in the game. Some of the other mods you are using are just texture files, but those two are definitely not.

The sub, that I noted with the "chief" I'd gather... while in the control room view... that I'd see move, right after giving the order to dive... that I'd assume, was giving the confirm audio wise... & having that visual confirm, in the "command's box"... just not their facial that is... was the... Porpoise, the boat, used in the.. nav map trainer. :hmmm:

With the others I've done careers with, iirc, that guy aka crew member of the sub's I've used... had their back, to Me... per say... & likely didn't really think on it, so much... that perhaps they weren't animated to the... sound bites, as I thought they were. :hmmm:

That said, it could well be, 1 of the guys up in the upper control room, that did... & because of that, led Me to think that the other officers/p.o's, did as that 1 did...

With the smaller seabed rocks.. have since dropped it from that earlier on list... the only set up that I still use that in, is the older 1.6X preview & v1.46, OM: DW's... "all" older versions, that would I think, not have isses with it having been used.

I had... another, (they know who they are... thanks for your doing so, :yep: :shucks: :up:) & looked through those mods.. providing Me.. with a blueprint of those that they could consider, fairly confident could be used, with v1.7 to the best of their knowledge.

Of which, I understand that there is always the 1 in a... (whatever # you want to slap in there) chance that it could cause small to big, issues.


Haven't yet gone out in a full-bore career run... but, from the test runs I have made with the nav map trainer... it looks to perform alright with the others in... that are non FotRS mods.

:Kaleun_Salute:

M. M.

propbeanie
01-01-22, 10:10 PM
My sincere apologies if this has been brought up before but I'm getting kind of a weird error. I brought out the Nautilus in anticipation of those special missions, I went with the treasure island start and did all my sea trials but once I got to midway and went into port I am greeted with this interesting error the next time I tried to set out. "Error: No primary objectives found!" It won't let me leave for port either. I'm not using any mods except the updated version of fleetboat interior and FOTRSU v1.7 of course.https://www.subsim.com/radioroom/attachment.php?attachmentid=4972&d=1641088984
You were supposed to stay on patrol for the Battle of Midway... There should be an assignment for you anyway, even if you do dock there though. Open JSGME and click on the "Tasks..." link in the middle gutter, then choose "Export activated mods list to -->" and choose "Clipboard", which copies the data to the clipboard so that you can then paste the text into your next posting here. Also, can you navigate into your Save folder, down to "C:\Users \UserName \Documents \SH4 (or whatever Save folder name you used) \ data \cfg \SavedGames" folder, and find the numbered folder that has the most recent date / time stamp on it. Open that folder (such as 00000004), and find the CareerTrack.upc file. It is a plain text file, and can open in Notepad or Notepad++ by the use of the "*.* All Files" filter. There is a line in that file that will read something like "PlayerDefaultObjectives=ID94", which would be about the 34th line in the file. Below that should be a similar line, but say something like "PlayerCurrentObjectives=ID374", but the "=ID" number 374 would most likely be different. The line below should be the date and time you are supposed to leave on the mission. Barring that, if you upload the file somewhere, or possibly zip up the whole Save folder with 7-zip app, and post that somewhere for us to download. Send the link in a PM though, if you do that.

s7rikeback
01-01-22, 10:14 PM
s7rikeback,

Know that your & propbeanie's hard work, is appreciated... that goes without saying... & is beyond dispute. Not just appreciated but respected. :yep:

Kal, I believe, is like Me, in the regards that we both strive to want to see that, improved even more... & wanting something to be better, is never a bad thing. It just needs finesse in getting to that point.

M. M.
OKAY - I have kept a cool head here for the last few days, the post above has blown that.

Let's one thing clear right away, If you both strive to want to see things improved even more, then by all means do your own mod... Nothing is stopping you... But you will not be using FotRSU as your base.
We have a proud name to protect, and up to now, you cannot even get a basic install of FotRSU together without help, as you cannot seem to read the very simple instructions on the first page of the thread.

you keep injecting third party mods, without understanding the files you are attempting to use. Some of these are binary files, which will over-write and harm the fabric of FotRSU.
Also 99% of the FotRSU binary files, have been reworked for duplicate ID & name conflicts, hence why the WARNING in the first thread, again you fail to understand that simple warning...
These means a vast majority of the SH4 mods that carry Binary files, will cause FotRSU to CTD or show errors, these are not FotRSU errors.

We should not be here for the 1000th time explaining the text that is so clearly available on the first page of the thread. Perhaps the first page of the thread is really an important read after all , as i have mentioned it three times already.

Okay, you stated "Kal, I believe, is like Me, in the regards that we both strive to want to see that, improved even more... & wanting something to be better, is never a bad thing. It just needs finesse in getting to that point."

Can I just remind you, that this is a mod by the FotRSU Mod team with help from some of the best modders in the game, from SH3, SH4 to SH5... Some of these have retired, some have passed away, but we had one moto...
It's our mod, it always was, always will be...

We will not let anyone tell us, our direction, you can offer clear advise or suggestions by all means.
Yet all we get from you is a mod list, containing multiple lists of non-FotRSU mods, and complaining it's broken... Even after we advise you otherwise.

And finally, a part of your the post above - You state improved even more, what, where, what's the idea? Perhaps finesse needs to be definded more, as to explain what you may want improving, do we need to increase the font size in the thread for you to understand it ? Thats the forth time i have mentioned the first page of the thread now... Guess it's very important to read and understand...

Do we need to highlight the misunderstandings in understanding what the AddIn mods do, there is a file for the set in the ModPak, as well as on the 2nd post of the SubSim thread, and each mod (generally) has a jsgme text file and inside its structure. No further explanation should be necessary.

Happy New Year to you all.

propbeanie
01-01-22, 10:38 PM
... Note: This mod is for "Silent Hunter 4: Wolves of the Pacific" v1.5 only - with Uboat Missions Add-on aka: "Gold Edition"
Note: This mod is NOT compatible with previous versions of itself

++++++++++++++++++++++++++++++++++++++++++++++++++
Read Me Please
Please read the included instructions found in this first post or on the download page, as well as also found in the mod itself in the Support folder. Briefly reiterated:
1. You must have a fresh install of Silent Hunter: Wolves of the Pacific v1.5 - the one with the U-Boats
2. That game must be installed in a folder that is NOT a "Program Files" folder, including if you are using Steam
3. You must have at least four (4) gig of RAM and a 64 bit Windows OS
(if you have something older and 32-bit with 4 gig of RAM, PM propbeanie who can get you going)
4. You must PROPERLY use either LAA or NTCore's 4Gig Patch, or similar on the SH4.exe file
5. You MUST empty the Save folder prior to starting the modded game
++++++++++++++++++++++++++++++++++++++++++++++++++
It is recommended that you NOT use additional mods with this release initially, until you are certain the base FotRSU mod is functioning correctly, and then only use mods found in the Extras / AddInModzPak_1.7 (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993) folder...
... it matters little who says what about what works with FotRSU. If they are not part of the team, they do not know all that has transpired in constructing the mod, unless they trace a lot of links through files. FotRSU is NOT like Stock, it is not like TMO - it is NOT like anything else, and is most likely not compatible. There are quite a few things done quite differently with the mod, in OUR EFFORT at improving gameplay. Also, almost all of the AddInModz in the Pak have plenty of documentation included with them. There is a ReadMe in the Extras / AddInModzPak folder, as well as documentation for each individual mod, both in a jsgme text file in the Documentation folders, as well as ReadMe files in the Support folders. The ModPak files are written such that if they impact another file, they have a combination mod of the same number, else it matters little what order they are activated in. That's the idea behind the numbering system.

Woozle
01-01-22, 10:53 PM
It's getting a little heated in here and I'd hate to contribute to that atmosphere but I'd really like to get to the bottom of this Nautilus issue. It turns out my mod list was a bit more voluminous than I thought.


Generic Mod Enabler - v2.6.0.157
[Z:\Games\Silent Hunter 4 Gold Edition\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
FotRSUv17m_Patch
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
CPT_ROOM_CUSTOM_NAME_PLATE
SEA_LIFE_SH4_PACIFIC_FOTRSU17
FOTRSU_1.7_SUB_SKINS_IN_4k

That out of the way, the radio message I got after completion of sea trials told me to head to midway and "end patrol" so I did that and that's when the error started. Maybe I went to midway too early? I docked at april 28th, I'm going to try waiting around and see if any more events fire. I really appreciate you guys doing tech support even on new years day, above and beyond the call of duty! :subsim:

Mad Mardigan
01-01-22, 11:11 PM
It's getting a little heated in here and I'd hate to contribute to that atmosphere but I'd really like to get to the bottom of this Nautilus issue. It turns out my mod list was a bit more voluminous than I thought.


Generic Mod Enabler - v2.6.0.157
[Z:\Games\Silent Hunter 4 Gold Edition\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
FotRSUv17m_Patch
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
CPT_ROOM_CUSTOM_NAME_PLATE
SEA_LIFE_SH4_PACIFIC_FOTRSU17
FOTRSU_1.7_SUB_SKINS_IN_4k

That out of the way, the radio message I got after completion of sea trials told me to head to midway and "end patrol" so I did that and that's when the error started. Maybe I went to midway too early? I docked at april 28th, I'm going to try waiting around and see if any more events fire. I really appreciate you guys doing tech support even on new years day, above and beyond the call of duty! :subsim:

Was stated by vickers, to NOT use the sealife mod, as there were issues with it, Woozle.

Remove that... do a wipe of the save folder & restart, anew.

:shucks:

:Kaleun_Salute:

M. M.

propbeanie
01-01-22, 11:14 PM
It's getting a little heated in here and I'd hate to contribute to that atmosphere but I'd really like to get to the bottom of this Nautilus issue. It turns out my mod list was a bit more voluminous than I thought.


Generic Mod Enabler - v2.6.0.157
[Z:\Games\Silent Hunter 4 Gold Edition\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
FotRSUv17m_Patch
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
CPT_ROOM_CUSTOM_NAME_PLATE
SEA_LIFE_SH4_PACIFIC_FOTRSU17
FOTRSU_1.7_SUB_SKINS_IN_4k

That out of the way, the radio message I got after completion of sea trials told me to head to midway and "end patrol" so I did that and that's when the error started. Maybe I went to midway too early? I docked at april 28th, I'm going to try waiting around and see if any more events fire. I really appreciate you guys doing tech support even on new years day, above and beyond the call of duty! :subsim:
I am getting boats mixed-up. Let me ask you this:
1. You start at Naval Station Treasure Island, and then did what I call a "dunk and go", where you did some diving tests, and then find the DD 54nm south, correct?
2. you are then told to proceed to Midway and dock, reporting to com subs there for further disposition, correct?
3. So you arrive at Midway then April 28th...
4. What day does that order thingie say you are to depart on? like May 12th or so?
I do not see anything wrong with the mission, which if you can look in your Save folder, should show a "PlayerCurrentObjectives=ID525" on that Line 35 in that CareerTrack.upc file (if you use Notepad++). That points to the BOM_01.mis file, which assigns you an area to patrol off Midway, to look for the Japanese invasion force and / or the Strike Force. You then should be sent to Empire Waters. I'll try to run a test on that again, with the mods you have. vickers03 did say to remove Sea_Life from the game in "update 29.12.21 (https://www.subsim.com/radioroom/showthread.php?p=2785318#post2785318), but I don't think that is the issue here. If you can find that line in your Save folder, it would be helpful in tracing down your trouble. :salute:

one last question: Did you apply any of the other mods after docking at Midway? Thanks.

Edit: Hang ON!!! I found the trouble... Let me send you a little test file via a PM here shortly... Please Standby!
Do NOT remove any of your mods just yet!!!

Mad Mardigan
01-01-22, 11:32 PM
*sighs*

Just to let it be known.. might wish to take a look at, in the nav map trainer... the QE BB... no idea if that BB is in any of the task force calls, or any convoy calls, either... but..

topmost prop, port side... the prop, is arse backwards... trying to hump the rudder.

Also, another thing you may care to want to look into.. is when you're calling for reverse speeds... is felt that you should NOT be seeing prop wash, nor bow wave action, that I know of, at any rate... coming from those areas, as if you're going ahead, when you're in reverse. To the best of My knowledge at any rate.

That said... it is with sadness & regret... that as of now, I am walking away from FotRS.

I do, wish you all the best with it. :yep: :shucks:

:Kaleun_Cheers:

:Kaleun_Salute:

M. M.

propbeanie
01-02-22, 01:07 AM
OK, slight change to the Patch file, not necessary if you do NOT use the Nautilus out of Treasure Island in April 1942. We were calling for a "BOM_01" file, but had it as "BOM01" in the folders. That is corrected, and now confirmed to work on my computer and Woozle's, who is now heading out for picket duty off Midway. It will be very boring "work" until June 4...


https://i.imgur.com/8uLH8DU.jpg

Anyway, as pointed out by Mad Mardigan, and we thank him for the find, the prop on the Queen Elisabeth is mounted backwards, and both props on that port side were off-center. That is in this little patch, as well as the Queen Mary liner had #3 prop dead - now also corrected. That was another naming issue.

As far as the wakes go, the game has a bow wake, and a prop wake, as well as a few secondary additions, but there are no qualifiers for forward and reverse associated with them. They change as the speed changes, but they do not have a turn-around function. So "functioning as intended" at this time.

We hope to have a full release out later tomorrow with everything found included in one file.

FotRSUv17_Patches.7z (https://drive.google.com/file/d/17EfREMh2hQZqtmIoLWrR53yDfeMsq8hU/view?usp=sharing)

Notice the "N" instead of "M" now. You might have to use that same download icon as MM pointed out earlier, depending upon OS and browser. Also, note that I trashed the link trying to do housekeeping, so there is a new link there now... As stated, this is NOT necessary unless you are going to use the Nautilus out of Treasure Island April 1942. The above includes all changes in the "M" update, so remove it and then apply this, if using it.

See thread FotRSUv17_Patches (https://www.subsim.com/radioroom/showthread.php?p=2787550#post2787550)

Kal_Maximus_U669
01-02-22, 12:46 PM
Kal,

you have a number of non-FotRSU mods in there ... why are you surprised things are "showing errors"?

you are right on this point ...

Quote you in a previous post;
it's just great the multitude of options .. documentation storage ... is to order .. details on everything ... I say excellent ... a must
no excuse for misunderstanding will be tolerated

it seems to me that I was joking .. how would you like to swallow so much document ... more in english .. i try to save time but it got stuck ..

Now I think your mods came out too early .. there is info all over the place .. patch re .. patch ..

Regarding the flag, it would be good to make it optional .. on all boats .. you tend to put it everywhere too much more it is not realistic I am not a specialist in American submarine warfare but I doubt that 'he was flying the flag in the sea plain ... I have no problem underwater ... it is on the surface that I do not want to see him

I have created a new assembly that here is still errors ...

[MODS]
100_FalloftheRisingSun_Ultimate_v1.7 = 1
FotRSUv17n_Patch = 2
Nippon Maru v1.6 = 3
Nihon Kaigun v1.1 = 4
Combined Roster = 5
802_TMO_torp_tex_FotRSU = 6

does not tell me that 3 and 4 does not work in the compile ...
Peal Harbor December 8, 1941 class Cachalot ...
http://image.noelshack.com/fichiers/2022/52/7/1641145472-sh4img-2022-01-02-18-18-59-346.png
http://image.noelshack.com/fichiers/2022/52/7/1641145462-sh4img-2022-01-02-18-18-43-896.png
Thank you to Mr. Mad Mardigan for his support in this adventure. :D
but where is Kaleun Marco ..? (the technician) :hmmm:
because you have to be careful if you navigate this way ... do not stretch your arm overboard too long .. otherwise you will end up one-armed ..with Beanie & s7rikeback sharks roaming around ...:har::har:

propbeanie
01-02-22, 03:08 PM
One more attempt at clarification: Your mod list looks fine, so we know it is not something interfering with the modded game. We thank you all very much for pointing things out, but "No" and "Bad" tell us absolutely nothing. What is "No" and "Bad" in the picture? The sub hull? The decking? The "skinning"? The color? The fact that there are no bikini-clad girls on deck? To say something needs improving is one thing, but please describe in which manner it could be improved upon. Saying there is troubles with the flag is fine, but what is the trouble? Is it too high? Upside down? at half mast? We finally figured out what you were talking about, in that the Cachalot had an extra flag node in the eqp file, and the flag was still showing when you had applied the NoPlayerSubFlag mod. That is hopefully fixed in the Patch, and we do appreciate your pointing it out Kal_Maximus_U669. If you downloaded the patch prior to roughly five hours ago, the link was pointing to an incorrect file, which has been rectified, and you can try to do it again.

As for "patches" - there are not that many mods out there that do not have patches. TMO, RFB and RSRDC are three that spring immediately to mind, being SH4 mods. Just the sheer size of a mod makes it next to impossible to fully test prior to release. We're amateurs and not to the level of the game's devs... oh wait... they had patches too, didn't they? As an aside, more work has already been done on the Cachalot. However, what is wrong or incorrect where the "No" and "Bad" are pointing to? We're not "sharks", have not played one, but did stay at a Holiday Inn Express about six months ago, so that should qualify us to act like one...

Jeff-Groves
01-02-22, 04:13 PM
Hey! I'm a card carrying VALUED MEMBER of Holiday Inn Hotel/Motels!
:D
No and Bad are generally reserved for the Wife to use on me when I'm home.
So I'm confused by that image and hiding under the couch!
:doh:

KaleunMarco
01-02-22, 05:03 PM
Thank you to Mr. Mad Mardigan for his support in this adventure. :D
but where is Kaleun Marco ..? (the technician) :hmmm:
because you have to be careful if you navigate this way ... do not stretch your arm overboard too long .. otherwise you will end up one-armed ..with Beanie & s7rikeback sharks roaming around ...:har::har:

i've played FOTRSU 1.46 Preview Edition without issue(s).
here is my config.

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 have not played later editions of FOTRSU because i've been off playing other modsets: Dark Waters and most recently TMO ala Bubblehead1980 (TMO_BH).

if i manage to complete my career in TMO_BH, i may venture back to FOTRSU in whatever version is current at that time.

i appreciate your advice given at the end of your post however i read AND abide by the modders' recommendations and directions for playing a modset.
as you can see with my config, i use only those mods that come with the modset, which means that if/when i encounter an error condition, if it is not my misunderstanding with the game, then it is truly an issue to be investigated by the modders.


:Kaleun_Salute:

Kal_Maximus_U669
01-02-22, 05:04 PM
Good evening Mister Beanie .. s7rikeback .. :salute::salute:
I am aware of the errors in your mods ..
I am aware that I approached the theme a bit quickly .. but there was a lot of different focus ... in addition vickers c is adapting as quickly ... several updates with several files at different dates
at the beginning I trusted a certain list quickly ... then indeed not to add anything for the moment is necessary ...
I attach you some screens of the Cachalot as well as of these problems ...
: Kaleun_Wink:
http://image.noelshack.com/fichiers/2022/52/7/1641160792-sh4img-2022-01-02-22-00-44-152.png
http://image.noelshack.com/fichiers/2022/52/7/1641160797-sh4img-2022-01-02-22-02-11-756.png
http://image.noelshack.com/fichiers/2022/52/7/1641160802-sh4img-2022-01-02-22-02-50-698.png
http://image.noelshack.com/fichiers/2022/52/7/1641160807-sh4img-2022-01-02-22-03-25-304.png
http://image.noelshack.com/fichiers/2022/52/7/1641160822-sh4img-2022-01-02-22-03-12-890.png
http://image.noelshack.com/fichiers/2022/52/7/1641160813-sh4img-2022-01-02-22-24-40-471.png :temps libre:

I add that adding the 4K skins you will lose the connection of several points in the tower :hmmm: ... the son will no longer have the right author .. you have to look at the position of the nodes with S3d ... :yep:
:yep: +1 flag voucher it now works with this class ...
Now for these "sharks" I said that just to joke .. !! I respect all your work ... and I am aware of the difficulty .. I am just a vulgar tester .. see you soon :up:

Kal_Maximus_U669
01-02-22, 05:27 PM
Hey! I'm a card carrying VALUED MEMBER of Holiday Inn Hotel/Motels!
:D
No and Bad are generally reserved for the Wife to use on me when I'm home.
So I'm confused by that image and hiding under the couch!
:doh:

you should take it off right? besides I find it ugly ..
I'm not trying to cover a coat of arms here ...
I admit having been a little distracted ...

propbeanie
01-02-22, 06:15 PM
That is the kind of stuff we want / need, Kal_Maximus_U669. Good detail. Thank you. This is our 2nd release with the Cachalot, counting the Preview version, and we were probably too close (I say I say, thass a joke, son) to the model to notice things like that.

https://www.youtube.com/watch?v=8JtnEUPvpus

I do not understand why the gun isn't textured, but maybe others are seeing that on the 3" deck guns on their boats early? Either that, or they just used some new, deep gloss, deep black paint on it, and the Chief of the Boat is now a happy person... ?? The comm tubes are already handled by vickers03, and we have just the person to attempt to add that cable aft - if it is really supposed to be there. The front will be a pinch tougher to handle, but we'll manage. Thank you again for those.

Now, as to the Holiday Inn Express, again, I say "Thas a joke, I say a joke, son":

https://www.youtube.com/watch?v=15Grfs2c9xg&t=30s

that is one of many commercials of theirs that played on US TV 15-20 years ago.

vickers03
01-02-22, 07:41 PM
I do not understand why the gun isn't textured, but maybe others are seeing that on the 3" deck guns on their boats early? Either that, or they just used some new, deep gloss, deep black paint on it, and the Chief of the Boat is now a happy person... ?? The comm tubes are already handled by vickers03, and we have just the person to attempt to add that cable aft - if it is really supposed to be there. The front will be a pinch tougher to handle, but we'll manage. Thank you again for those.

cables fixed, latest cachalot including lightmaps are in the 4k sub skins mod.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6049

Kal_Maximus_U669
01-02-22, 08:25 PM
cables fixed, latest cachalot including lightmaps are in the 4k sub skins mod.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6049

Thx .. for quick repair ...
I understand very well that this one needed adjustment .. it is all new..j try soon..see soon

Captain Ken
01-02-22, 09:51 PM
I love the FOTRS game that you folks have created, and I literally never play the stock game or other mods.

I am so looking forward to playing this new version, but I'm having trouble getting it running.

I' pretty sure I have installed things properly, deleted my saved data, but I don't seem able to resolve the compatibility thing.

When I start the program, it loads, goes through the mission screens, then when I click 'start outside harbour', it goes to a black screen with an arrow at the bottom, and stalls there.

Any help would be much appreciated!!!

KaleunMarco
01-03-22, 06:34 AM
I love the FOTRS game that you folks have created, and I literally never play the stock game or other mods.

I am so looking forward to playing this new version, but I'm having trouble getting it running.

I' pretty sure I have installed things properly, deleted my saved data, but I don't seem able to resolve the compatibility thing.

When I start the program, it loads, goes through the mission screens, then when I click 'start outside harbour', it goes to a black screen with an arrow at the bottom, and stalls there.

Any help would be much appreciated!!!

post your JSGME config because that is table-stakes for resolution of your issue.

Tasks-Export Activated Mods-To Clipboard. then Paste the results in a reply.

propbeanie
01-03-22, 10:30 AM
cables fixed, latest cachalot including lightmaps are in the 4k sub skins mod.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6049
We thank you very much Sir vickers of 03!


I love the FOTRS game that you folks have created, and I literally never play the stock game or other mods.

I am so looking forward to playing this new version, but I'm having trouble getting it running.

I' pretty sure I have installed things properly, deleted my saved data, but I don't seem able to resolve the compatibility thing.

When I start the program, it loads, goes through the mission screens, then when I click 'start outside harbour', it goes to a black screen with an arrow at the bottom, and stalls there.

Any help would be much appreciated!!!
Also, in additioin to KaleunMarco's point, when you go to enable LAA or the 4Gig Patch, the SH4.exe file has to be write-enabled for the large address aware applet to flip the bits. LAA especially is not good at giving an error dialog, whereas the 4Gig Patch will at least change the message displayed. Right-click on the SH4.exe file in the game folder, choose "Properties", and at the bottom of that first "General" tab is the "Attributes" section. Be sure the "Read-only" tick box is cleared, and "OK" out of that, then go back and try to set LAA on the SH4.exe again. Also, be certain you are in the correct folder with LAA... I don't know how many times I have set LAA on an SH4.exe file in the wrong folder... :roll:

torpedobait
01-03-22, 12:59 PM
I applied the patch in the following ordeer:

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

100_FalloftheRisingSun_Ultimate_v1.7
FotRSUv17m_Patch
101_Nippon Maru v1.6
102_Nihon Kaigun v1.1
102a_Combined Roster
304_NoJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
450_Lite Fog v2 + 300' Underwater Visability
450_MoonlightzSonarLines
801_UMark Invisible
802_TMO_torp_tex_FotRSU
803_NoPlayerSubFlags
805_CWC_FotRSU
806_PeriscopeSplash
901_Strategic_Map_Symbols

Started a new career after deleting the two Save files in the SH4 folder in Documents. I left originally from Cavite on 12/9/1041 in USS Saury. My experiments showed that you have to leave from there to get assigned to Darwin after the Philippines fall. I was assigned to Darwin and went there at the end of our first patrol.

On 2/09/1942 left Darwin for Area F8. Sank one ship, rearmed and refueled at Surabaya, and then waited near Lombok Strait for any invasion fleet coming that way (they didn't). After the abandonment of Surabaya and Darwin, I waited patiently at Lombok for a base change to Albany or wherever. It did not happen by mid-March, so I'm now wondering if I applied the patch in the wrong order? Note that I added some prefix numbers to help me keep things straight. Should I have waited longer? I waited until several days after Surabaya and Tilatjap were removed from the map. Any advice?

propbeanie
01-03-22, 03:06 PM
The mod list is fine, other than a few notes below. As before, Cavite is "destroyed" on December 10 1941, and your Darwin assignment should show changed by December 13, 1941. You will not receive a direct message about that. Darwin, like Pearl and Cavite, is bombed on February 19, 1942 and for all practical intents and purposes, is destroyed and then abandoned. Albany should show as the new base by February 25, 1942, and is in service as a US base (in FotRSU) until March 16, 2021, but the Sargo and Salmon transfer out on the 15th to Brisbane, which should become active by about March 17, 1942... I'll do another test run with a Sargo this time from Cavite over the next couple of days, and see what happens in mine.

All looks like it should be fine, other than I wonder about your statement "Started a new career after deleting the two Save files in the SH4 folder in Documents." Did you empty the whole folder (data & cfg folders)? Or just specific numbered Save folders? Just to clarify, the whole folder must be deleted to clear the original "initial" file cache the game makes to create the new Save folder files from.

The "805_CWC_FotRSU" mod is Cold Weather Clothing, and puts P-Coats and stocking caps on your crew. Probably not needed out of Darwin, maybe out of Albany... I would recommend removing "450_Lite Fog v2 + 300' Underwater Visability" mod, since it changes the scene.dat file, which probably does not cause major trouble, but has different IDs on some of the nodes, and might not link correctly in FotRSU.

Kal_Maximus_U669
01-03-22, 03:42 PM
Good evening friends...
I come back with a few errors to note ... "see the Cachalot screens"
The SuB Classes
"Porpoise"
"Tambor"
"Sargo"
antenna connection problems the rear wire is not in its place "see Cachalot screens"
I am thinking of rechecking all the submarines
- By classes not ... what do you think ...? because these date problems also it seems to me ....
http://image.noelshack.com/fichiers/2022/52/7/1641160807-sh4img-2022-01-02-22-03-25-304.png
the red gauges are not yet repaired should be ... as they have already been dealt with ....
http://image.noelshack.com/fichiers/2022/01/1/1641242326-sh4img-2022-01-03-21-05-06-329.png
The work of vickers on the "Cachalot" class works thank you .. for his quick intervention .. him that he does not necessarily have time with the projects in progress ...
on the Cachalot I did not have the wooden panels of the bridge ... could still be under construction otherwise the rest impeccable ..
here it will be all for the moment ... :up: :salute:

propbeanie
01-03-22, 05:24 PM
You might never guess which mod this is from:

https://i.imgur.com/B8uKOHm.jpg

That is the Stock game though. FotRSU is done the same way. I can understand the Cachalot bow being the way it is, since it comes from a shrunken Porpoise for its lineage, so missing a part would not be unusual. I have looked at several images online, and cannot find any confirming images. What I can find, does not clearly show the cables. I know there are large builder images out there somewhere, but I have not found them lately. A rebuild image usually would not do us any good, since those fouling cables were generally removed at rebuild. For now, we'll leave them as they are. We are currently going through all the boats, and have not found any other similar issues. Here's the Tambor:

https://i.imgur.com/8MYyOxF.png
View from aft, so you'll have to look closely

https://i.imgur.com/QFbkqiu.jpg
View from fore. No issue

If I pull back just a pinch, and look at the fore Union Jack flagpole, it is definitely missing its texture somehow, which we'll put that in this next release.

If you have something specific you can mention, please do so.

As for the red gauges, I have seen pictures with red, black and white gauges, seemingly builder, boat and time specific. ie: What was at hand at the time of replacement or build. :salute:

Kal_Maximus_U669
01-03-22, 06:15 PM
For the gauges very well thank you for these details ... I did not know ..
for the submarine class antenna cables .. that I mentioned above. On the back it is wrong wrongly positioned error of placement it should be symmetrical is not in the center as they are currently
just in training mode The "porpoise" look at the wires behind ... you will understand those I have described Tambor etc ... we have the same problem I hope to have been clear
I wonder if we understand each other sometimes please excuse me but I think I described the problem simply ...
Les Sub Classes
"Marsouin"
"Tambor"
"Sargo"


I work on 2 different games
the first is original in order to detect problems
the second to try with the interiors.
_1er Fotrs 1.7 référence....original
Mod list:
[MODS]
100_FalloftheRisingSun_Ultimate_v1.7=1
FotRSUv17n_Patch=2
Nippon Maru v1.6=3
Nihon Kaigun v1.1=4
Combined Roster=5
802_TMO_torp_tex_FotRSU=6
803_NoPlayerSubFlags=7
806_PeriscopeSplash=8

_2eme Fotrs 1.7
Mod list:
[MODS]
100_FalloftheRisingSun_Ultimate_v1.7=1
FotRSUv17n_Patch=2
Nippon Maru v1.6=3
Nihon Kaigun v1.1=4
Combined Roster=5
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=6
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter=7
New Sounds Interior-Officer Quarters mod=8
FOTRSU_1.7_SUB_SKINS_IN_4k=9
450_MoonlightzSonarLines=10
801_UMark Invisible=11
802_TMO_torp_tex_FotRSU=12
803_NoPlayerSubFlags=13
806_PeriscopeSplash=14
901_Strategic_Map_Symbols=15
Enhanced Sounds for SH4=16
EAX_SoundSim_FOTRSU_1.7=17
BATTLEFLAG_WARDROOM_SEADRAGON_SS194=18
BATTLEFLAG_CONNING_SEADRAGON_SS194=19

As you can see I have reduced my list drastically ...
for "Cachalot" I was talking about the wooden bridge .. the slats do not appear .. as I say they may still be under construction ...
kind regards KM_U669 :03:

propbeanie
01-03-22, 06:33 PM
Language can be a stumble, that is for certain... lol - but the bottom two pictures I link to above are the Tambor, Dec 9, 1941 off of Pearl, and they are symmetrically mounted, both fore and aft, as well as on the conn, near as I could tell. The Porpoise is like the Stock game, using the port and center gains for the aft mount, but the fore being fine. I have not found clear enough images yet to determine "proper" mounting for the aft yet, but I do suspect it is supposed to be the outer pulleys they attach to, as you mention - unless they also used a center cable for a time, such as the S-Boats did...

https://upload.wikimedia.org/wikipedia/commons/thumb/d/d2/USS_S-26_%28SS-131%29.jpg/1280px-USS_S-26_%28SS-131%29.jpg


Edit: Have you checked the Sound mods you use? Look at their Sound folder contents, and compare them one to another, to be certain you are not over-writing a sound file you want to keep. :salute:

Kal_Maximus_U669
01-03-22, 07:25 PM
Language can be a stumble, that is for certain... lol - but the bottom two pictures I link to above are the Tambor, Dec 9, 1941 off of Pearl, and they are symmetrically mounted, both fore and aft, as well as on the conn, near as I could tell. The Porpoise is like the Stock game, using the port and center gains for the aft mount, but the fore being fine. I have not found clear enough images yet to determine "proper" mounting for the aft yet, but I do suspect it is supposed to be the outer pulleys they attach to, as you mention - unless they also used a center cable for a time, such as the S-Boats did...

https://upload.wikimedia.org/wikipedia/commons/thumb/d/d2/USS_S-26_%28SS-131%29.jpg/1280px-USS_S-26_%28SS-131%29.jpg


Edit: Have you checked the Sound mods you use? Look at their Sound folder contents, and compare them one to another, to be certain you are not over-writing a sound file you want to keep. :salute:

yes the "Tambor" class is good, a thousand excuses .. it is with 4K skins that I had problems on the other assembly

Yes mister Beanie go up symmetrically voila ...
Porpoise here
http://image.noelshack.com/fichiers/2022/01/2/1641255673-sh4img-2022-01-04-00-58-00-895.png
http://image.noelshack.com/fichiers/2022/01/2/1641255663-sh4img-2022-01-04-00-57-47-727.png

Kal_Maximus_U669
01-03-22, 07:43 PM
yes the "Tambor" class is good, a thousand excuses .. it is with 4K skins that I had problems on the other assembly

Yes mister Beanie go up symmetrically voila ...
Porpoise here
http://image.noelshack.com/fichiers/2022/01/2/1641255673-sh4img-2022-01-04-00-58-00-895.png
http://image.noelshack.com/fichiers/2022/01/2/1641255663-sh4img-2022-01-04-00-57-47-727.png

Tambor 2nd montage error with skin 4k here.
http://image.noelshack.com/fichiers/2022/01/2/1641256914-sh4img-2022-01-04-01-34-32-521.png
http://image.noelshack.com/fichiers/2022/01/2/1641256905-sh4img-2022-01-04-01-33-56-403.png

propbeanie
01-03-22, 08:25 PM
The Porpoise, as I said, I do understand. The Tambor I have in FotRSU does not do that. I have not looked at the Tambor with the 4k Textures though. I'll try to get to that later tonight... Thank you. :salute:

Woozle
01-04-22, 01:03 AM
I am unfortunately back here with another bug report. So with the help of propbeanie we've gotten the midway mission for Nautilus working, but another issue has cropped up. I've wound my way into the middle of the Japanese fleet, sighting in on Akagi and fired four torpedos set to go off just under her draft. As soon as one torpedo is about to impact and the little event camera for that appears, the game hard crashes to desktop. It seems the Mark 14 has developed yet another flaw.

At first I thought it was Vickers03s "Sea life" causing the issue as it was warned to cause CTDs but I cleaned out the save game folder and ran the whole campaign again to get into the same situation without that mod installed and still got a crash on torpedo impact. Heres the current mod list for your perusal.

Generic Mod Enabler - v2.6.0.157
[Z:\Games\Silent Hunter 4 Gold Edition\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
FotRSUv17m_Patch
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
CPT_ROOM_CUSTOM_NAME_PLATE
FOTRSU_1.7_SUB_SKINS_IN_4k
BOMmisPatch

I've tried various troubleshooting measures like loading into a campaign and firing at ships in port to see if that detonation causes a crash but it does not! I'm totally at a loss as to what's going on here. :hmmm:

propbeanie
01-04-22, 07:53 AM
Have you shot at the Akagi both times?


Edit: Here are a couple of pix from a test mission I just did:

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

so the torpedoes do blow up just fine, and no crash

and:

https://i.imgur.com/ic02QFy.jpg

so the ship takes damage and sinks. So the boat, the torpedoes and the target are all fine. I'll dig through a few more things, and then try to match your mod load and try the run again in the Campaign. I also have to check the Sargo out of Cavite just yet...

Kal_Maximus_U669
01-04-22, 12:06 PM
Mr. Beanie hi
I just watched these famous antenna wire connection problems ...
I played the game without mod Sh4 gold 1.5 original
these problems are already existing from the beginning I find it surprising that no one has corrected after all this time ..
starting with 'Porpoise' this one has the same error that I quoted you
I had never tried this game without mod and I must say that some thing at the base was better graphically starting with certain model of ship ..
I'm going to install Peter's compilation which seems very sober to me
but this and another story ... i will look at the others and tell you ... see soon :Kaleun_Salute:

KaleunMarco
01-04-22, 12:57 PM
I am unfortunately back here with another bug report. So with the help of propbeanie we've gotten the midway mission for Nautilus working, but another issue has cropped up. I've wound my way into the middle of the Japanese fleet, sighting in on Akagi and fired four torpedos set to go off just under her draft. As soon as one torpedo is about to impact and the little event camera for that appears, the game hard crashes to desktop. It seems the Mark 14 has developed yet another flaw.

At first I thought it was Vickers03s "Sea life" causing the issue as it was warned to cause CTDs but I cleaned out the save game folder and ran the whole campaign again to get into the same situation without that mod installed and still got a crash on torpedo impact. Heres the current mod list for your perusal.

Generic Mod Enabler - v2.6.0.157
[Z:\Games\Silent Hunter 4 Gold Edition\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
FotRSUv17m_Patch
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
CPT_ROOM_CUSTOM_NAME_PLATE
FOTRSU_1.7_SUB_SKINS_IN_4k
BOMmisPatch

I've tried various troubleshooting measures like loading into a campaign and firing at ships in port to see if that detonation causes a crash but it does not! I'm totally at a loss as to what's going on here. :hmmm:

jumping in here...

it has been my experience that when this phenomenon occurs, it is an SH4 memory usage issue.
reboot your PC and reload your game and it should be ok.

this type of CTD will also occur if you are watching the torpedo hit through one of your periscopes.
it just happened me while i was playing TMO_Bubblehead1980 and i fired Mark 18's at a merchie. i did almost exactly what you did except when the event camera popped, i went to the scope to watch and blam .... then CTD (another blam).
i rebooted and everything was copacetic.

based on general system design experience, i believe that SH4 runs out of memory from time-to-time and CTD's are the result. in these examples we've discussed, a torpedo hit generates a lot of graphical activity which requires memory and when SH4 attempts to display the explosion and its results/aftermath, it tries to allocate additional memory and if there is not enough, then CTD-land.

it has been said before by others and bears repeating: SH4 was designed with a 4 meg usable memory limit for a Windows operating system back in 2006-2007. through modding the conditions of the game (graphics, additional RGG's, equipment enhancements, etc), we have placed additional burdens on SH4 and, of course, its memory handling. occasionally, we reach a point where SH4 cannot execute something that we think is perfectly normal.

try rebooting. hopefully, you have a savepoint such that you do not have to repeat the entire mission.
good luck, Herr Kaleun!
:Kaleun_Salute:

propbeanie
01-04-22, 04:12 PM
Mr. Beanie hi
I just watched these famous antenna wire connection problems ...
I played the game without mod Sh4 gold 1.5 original
these problems are already existing from the beginning I find it surprising that no one has corrected after all this time ..
starting with 'Porpoise' this one has the same error that I quoted you
I had never tried this game without mod and I must say that some thing at the base was better graphically starting with certain model of ship ..
I'm going to install Peter's compilation which seems very sober to me
but this and another story ... i will look at the others and tell you ... see soon :Kaleun_Salute:
Amazing, isn't it? The game has been out since 2007, and you found the issue... lol :haha: - I still cannot decide, if just one cable is missing, or if they put the cable in an incorrect position... As an aside, you will most likely enjoy Peter's mix of Webster's mod. Easy to set-up and easy to use. Just don't use the "improved" torpedoes if you go to drive an S-Boat. It will crash the game when a Mark 10 goes to detonate. Other than that, good stuff.


I am unfortunately back here with another bug report. So with the help of propbeanie we've gotten the midway mission for Nautilus working, but another issue has cropped up. I've wound my way into the middle of the Japanese fleet, sighting in on Akagi and fired four torpedos set to go off just under her draft. As soon as one torpedo is about to impact and the little event camera for that appears, the game hard crashes to desktop. It seems the Mark 14 has developed yet another flaw.

At first I thought it was Vickers03s "Sea life" causing the issue as it was warned to cause CTDs but I cleaned out the save game folder and ran the whole campaign again to get into the same situation without that mod installed and still got a crash on torpedo impact. Heres the current mod list for your perusal.

Generic Mod Enabler - v2.6.0.157
[Z:\Games\Silent Hunter 4 Gold Edition\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
FotRSUv17m_Patch
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
CPT_ROOM_CUSTOM_NAME_PLATE
FOTRSU_1.7_SUB_SKINS_IN_4k
BOMmisPatch

I've tried various troubleshooting measures like loading into a campaign and firing at ships in port to see if that detonation causes a crash but it does not! I'm totally at a loss as to what's going on here. :hmmm:
jumping in here...

it has been my experience that when this phenomenon occurs, it is an SH4 memory usage issue.
reboot your PC and reload your game and it should be ok.

this type of CTD will also occur if you are watching the torpedo hit through one of your periscopes.
it just happened me while i was playing TMO_Bubblehead1980 and i fired Mark 18's at a merchie. i did almost exactly what you did except when the event camera popped, i went to the scope to watch and blam .... then CTD (another blam).
i rebooted and everything was copacetic.

based on general system design experience, i believe that SH4 runs out of memory from time-to-time and CTD's are the result. in these examples we've discussed, a torpedo hit generates a lot of graphical activity which requires memory and when SH4 attempts to display the explosion and its results/aftermath, it tries to allocate additional memory and if there is not enough, then CTD-land.

it has been said before by others and bears repeating: SH4 was designed with a 4 meg usable memory limit for a Windows operating system back in 2006-2007. through modding the conditions of the game (graphics, additional RGG's, equipment enhancements, etc), we have placed additional burdens on SH4 and, of course, its memory handling. occasionally, we reach a point where SH4 cannot execute something that we think is perfectly normal.

try rebooting. hopefully, you have a savepoint such that you do not have to repeat the entire mission.
good luck, Herr Kaleun!
:Kaleun_Salute:
Interesting... I had not considered a few aspects of the game. I have had that happen, but only when I try to do something else in the game first, such as when testing, trying to do too many career starts from one game start, or forgetting what I was doing in one "mode" of the game, and opening another without re-starting. You definitely cannot go from the Museum to a career, or a career to a Single Mission, etc., as well as I mentioned, doing too many of any of the above on one SH4.exe run... Woozle, can you comment please?

Can you also let us know your computer specs please (cpu, RAM, Hard Drives & remaining capacity and vid card), in addition, please double-check the SH4.exe Attributes, and make certain it is write-enabled and either LAA or the 4Gig Patch are definitely activated. I'm coming back in to Darwin doing a test for torpedobaits set-up, and should know in a few hours the status of what he encountered. Then we'll be taking a Pacific tour via Treasure Island and Midway! :salute:

Woozle
01-04-22, 04:29 PM
I went to bed right after writing out that bug report, I'm afraid I'm not as experienced at writing bug reports as I am at generating bugs!
I have a save right before I fire torpedoes at the Akagi and ran through it atleast ten times each resulting in a crash last night. I also had this issue also firing one torpedo at a Yuugumo class destroyer, but it seems like this bug only shows up in the general area around Midway June 4th because I've run various test missions and haven't been able to reproduce it except while attacking Nagumo's fleet in the vicinity of Midway. :hmmm:

I can't believe the Museum is at fault here because I only ran that several days ago to eyeball the new Narwhal model. I have sixteen GB of ram, a Nvidia 1060 4gb, and I'm running the game out of my second hard drive which is a Samsung "hybrid" SSD, I have around 67 gigabytes left on it out of a 1 TB capacity. As far as I can tell SH4.exe is NOT in read only and has the large address aware flag on it. I think my install might just be cursed, going to try a reinstall and only use the bare minimum of mods. c

Mad Mardigan
01-04-22, 04:52 PM
A thought that occurred to Me, that there is a very... very slim to none chance.. that LAA, if that is being used by woozle... of it losing its laser guided focus of where the .exe is located & thusly... of its guiding principle of clarity to Window's, of the fact that it is to be assigned the necessary, 4GB access pass.

Rare, but... it can & does occur.

Not sure if with the use of the 4GB patch, if that occurs... never having used said patch. :hmmm:

There is, in LAA, the ability to lock step the .exe into "brute force", using the lock in to, that SH4.exe's (or any other, for that matter, .exe of any other game.) being, for all intents & purposes of assignment of 4GB access. Not that means it will use all 4, just that it has the admin privilege to it. As is My understanding of that.

Is but a simple matter, to rerun LAA, & after pointing it or making sure that LAA is laser pointed at the .exe in question... to edit the link up to change the whole thing to a "forced" state.

Hope (as always) that this info is helpful. :shucks:

:Kaleun_Salute:

M. M.

propbeanie
01-04-22, 06:25 PM
I went to bed right after writing out that bug report, I'm afraid I'm not as experienced at writing bug reports as I am at generating bugs!
I have a save right before I fire torpedoes at the Akagi and ran through it atleast ten times each resulting in a crash last night. I also had this issue also firing one torpedo at a Yuugumo class destroyer, but it seems like this bug only shows up in the general area around Midway June 4th because I've run various test missions and haven't been able to reproduce it except while attacking Nagumo's fleet in the vicinity of Midway. :hmmm:

I can't believe the Museum is at fault here because I only ran that several days ago to eyeball the new Narwhal model. I have sixteen GB of ram, a Nvidia 1060 4gb, and I'm running the game out of my second hard drive which is a Samsung "hybrid" SSD, I have around 67 gigabytes left on it out of a 1 TB capacity. As far as I can tell SH4.exe is NOT in read only and has the large address aware flag on it. I think my install might just be cursed, going to try a reinstall and only use the bare minimum of mods. c
Def check the LAA versus SH4.exe, as MM points out. I have found an issue at Darwin for the early boats, with transposed numbers, of which torpedobait apparently hit one of those. I am almost finished checking his trouble, and will look into the actual make-up of the Strike Force off Midway. One ship, not directly related to the ship that seeminly CTDs the game, can indeed, cause that. But were both the CV Akagi and the DD Yugumo in the same task force? Thanks.

Woozle
01-04-22, 06:50 PM
Def check the LAA versus SH4.exe, as MM points out. I have found an issue at Darwin for the early boats, with transposed numbers, of which torpedobait apparently hit one of those. I am almost finished checking his trouble, and will look into the actual make-up of the Strike Force off Midway. One ship, not directly related to the ship that seeminly CTDs the game, can indeed, cause that. But were both the CV Akagi and the DD Yugumo in the same task force? Thanks.

The "task force" icon wasn't popping up on my map, probably because I hadn't spotted all the ships so there really isn't any way to tell. The Yuugumo showed up shortly before the rest of the task force so I'd assume it was the outer picket of the task force.

propbeanie
01-04-22, 10:24 PM
OK, thanks. I am going to dig into the files further before starting a test career in your footsteps, but I do hope to get back to you before midnight... :salute:

propbeanie
01-05-22, 01:38 PM
@ torpedobait, I am still working on it for yours. I have found some typos that ~might~ be contributing, but I do not know. I still have to test some edits and see if we can get you going from where you are.

@ Woozle, I struck out last night, missing the Strike Force three out of three tries. Today, I have found them 2 out of 2 times. The first try, I got to the Kongo, and shot at it, but apparently missed... So I turned off the duds - sigh. Do all that work to get into there and forgot that... Second time, I got my boat between the columns, shot at the Kongo from the 2 rear tubes first, on slow speed, then waited until they were a minute away, then shot at the Akagi now passing in front of my bow and 1250 yards, 25 foot depth, magnetic pistol, all four bow tubes, all torps away, down scope, Ahead Flank, head for 300 foot (thermal at 240), and the sound went away, the screen froze, then the spinning ball thing from Windows, and then the desktop... I do not see why... I might try a different boat and go get them, because I do not see anything in the BOM mis file, nor the assignment file... I thought maybe a duplicate or something, but no... more digging is required, and I'll try to get back to this in a few hours.

propbeanie
01-06-22, 04:10 PM
@ Woozle - I have it apparently down to the mission, but I am not understanding the "why" of it. I will send you a mis file for you to add to your game, then re-start the patrol from Midway and see what it does. I just took my "fix" out, and it crashed again, so now another test to prove it is "fixed", and we'll PM you again.

@ torpedobait - I have to test a fix for yours yet, and I am not certain if it will work from the middle of a career yet or not...

Zero Niner
01-06-22, 07:52 PM
Not sure if this is a bug or a feature, but why are hospital ships classed as warships in 1.7? I didn't encounter any in 1.46, but in my first patrol in 1.7 I've encountered 2 small convoys with a hospital ship each. These were in the waters off Kyushu, Feb 1943.

KaleunMarco
01-06-22, 08:23 PM
Not sure if this is a bug or a feature, but why are hospital ships classed as warships in 1.7? I didn't encounter any in 1.46, but in my first patrol in 1.7 I've encountered 2 small convoys with a hospital ship each. These were in the waters off Kyushu, Feb 1943.

are you sure about the warships' classification? FOTRSU used to have those classed as neutrals.

propbeanie
01-06-22, 08:29 PM
Not sure if this is a bug or a feature, but why are hospital ships classed as warships in 1.7? I didn't encounter any in 1.46, but in my first patrol in 1.7 I've encountered 2 small convoys with a hospital ship each. These were in the waters off Kyushu, Feb 1943.
are you sure about the warships' classification? FOTRSU used to have those classed as neutrals.
Well, they have been "Type13=Auxiliary Ship" for as long as I can remember, and that shows as a warship. Note however, they are listed as a "Neutral" usually, even if they are operated by a belligerent. Other Auxiliary vessels are far from Neutral. :arrgh!:

KaleunMarco
01-06-22, 09:36 PM
Well, they have been "Type13=Auxiliary Ship" for as long as I can remember, and that shows as a warship. Note however, they are listed as a "Neutral" usually, even if they are operated by a belligerent. Other Auxiliary vessels are far from Neutral. :arrgh!:

ok.....warship and neutral are mutually exclusive.
if a kaleun sinks one, does he get positive renown or negative renown?

propbeanie
01-06-22, 10:45 PM
Negative renown. "Warship" is the Type, while "Neutral" is the Red Cross Nation in this case, operating in a Japanese convoy and using it as "cover'. But the Type=13 Auxiliary Ship is found under the Warship classification, such as 11 for the BB, etc.

Zero Niner
01-07-22, 01:40 AM
are you sure about the warships' classification? FOTRSU used to have those classed as neutrals.

They were neutral but classed as warships (green diamond on the map). And they were part of a Japanese convoy each time I encountered them. Shouldn't they be green squares?

Now that I think about it, I guess they would be Japanese hospital ships, and because they are hospital ships, not valid targets. But they were flying the Red Cross flag, not the Japanese hinomaru and I guess this threw me off for a bit.

I really should read up on Red Cross operations during WW2, particularly in the Pacific.

fitzcarraldo
01-07-22, 09:45 AM
Hello FOTRSU Team: New report on v17.

https://i.imgur.com/UTB52sG.jpg

https://i.imgur.com/3cspcCf.jpg

The officer on the deck continues to have this issue. There is a sailor hat over the officer hat.

Departing from Miraveles, December 8, 1941. S-Boat, S-18.

When I departed from port, I donīt have this problem. Saved game, reload and appeared the issue.

My list of mods:

Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
FotRSUv17n_Patch
Nippon Maru v1.6
Nihon Kaigun v1.1
Combined Roster
901_Strategic_Map_Symbols
304_NoJapaneseAirRadar
399_OAKsHudGauges
399c2_NoScrollNavMap - OAKsSameSizedDials
450_MoonlightzSonarLines
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
806_PeriscopeSplash
802_TMO_torp_tex_FotRSU
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
FOTRSU_1.7_SUB_SKINS_IN_4k
EAX_SoundSim_FOTRSU_1.7
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum

All are the latest versions of the addins and extra mods.

I read about this problem in v146 and v16P, but it seems it persists.

Best regards.

Fitzcarraldo :Kaleun_Salute:

KaleunMarco
01-07-22, 09:50 AM
Hello FOTRSU Team: New report on v17.


The officer on the deck continues to have this issue. There is a sailor hat over the officer hat. :Kaleun_Salute:

this officer is most likely a "maverick"...a former enlisted man who was commissioned as an officer while on active duty.

probably was a bit late in reporting for his duty section and grabbed both his Dixie Cup and his Officer's cap in his haste.

hopefully, his chief will spot it and discretely inform him of his uniform gaffe before the CO sees it.
:haha::Kaleun_Salute:

torpedobait
01-07-22, 10:01 AM
@ torpedobait - I have to test a fix for yours yet, and I am not certain if it will work from the middle of a career yet or not...

I won't mind going to a new career. It's all part of the deal. Thanks, mate! :salute:

EDIT: I went around it by transferring to Surabaya DEI before leaving Darwin. More than one way to skin a cat, as they say! :-D

fitzcarraldo
01-07-22, 10:10 AM
this officer is most likely a "maverick"...a former enlisted man who was commissioned as an officer while on active duty.

probably was a bit late in reporting for his duty section and grabbed both his Dixie Cup and his Officer's cap in his haste.

hopefully, his chief will spot it and discretely inform him of his uniform gaffe before the CO sees it.
:haha::Kaleun_Salute:


Iīm making a report to Lockwood. It is passed only one day from Pearl Harbor and these mavericks are searching for glory in the Pacific. :k_confused:

Regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie
01-07-22, 10:53 AM
Hello FOTRSU Team: New report on v17.

[pic]

[pic]

The officer on the deck continues to have this issue. There is a sailor hat over the officer hat.

Departing from Miraveles, December 8, 1941. S-Boat, S-18.

When I departed from port, I donīt have this problem. Saved game, reload and appeared the issue.

My list of mods:

Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
FotRSUv17n_Patch
Nippon Maru v1.6
Nihon Kaigun v1.1
Combined Roster
901_Strategic_Map_Symbols
304_NoJapaneseAirRadar
399_OAKsHudGauges
399c2_NoScrollNavMap - OAKsSameSizedDials
450_MoonlightzSonarLines
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
806_PeriscopeSplash
802_TMO_torp_tex_FotRSU
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
FOTRSU_1.7_SUB_SKINS_IN_4k
EAX_SoundSim_FOTRSU_1.7
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum

All are the latest versions of the addins and extra mods.

I read about this problem in v146 and v16P, but it seems it persists.

Best regards.

Fitzcarraldo :Kaleun_Salute:
I don't have the exact mod load-out you have, but I do have torpedobait's mod load-out in my FotRSU right now, and I do not see how that fellow ends up with a sapca_m#Head. While there is a typo in the NoJapaneseAirRadar, and I do not have Realistic Floor Tiles on the install, there really is no direct way for those to do that anyway... There are two JG for deckwatch on the S-Boats, and no CPO, but the third shift fellow is a POWatch, so do you know if you have been through the shift change for third watch back to first watch? Although I cannot think of a reason for the PO to still be there... I'll do some more digging here in a bit. In the meantime, see what happens next shift change, and if that canvas cap stays on the 2nd shift JG, and let me know please. When you get to the 3rd shift watch with the PO as Leader, surely the officer's cap will disappear. If you do go back to one hat, Save, exit the game, and then re-start and Load that Save, and see what happens next time that 3rd shift goes off-duty and 1st shift comes back on...

I won't mind going to a new career. It's all part of the deal. Thanks, mate! :salute:
I am still trying to get to the change to Albany, but surely just a couple of hours... :06:

Thanks guys! :salute:

propbeanie
01-07-22, 05:42 PM
@ fitzcarraldo - did you add any mods after having started a different campaign, and not empty the Save folder, by chance? Are you certain you have vickers03's latest 4k skins for the S-18 update? Thanks! I hope to begin testing a similar mod load-out shortly! :salute:

btw, you don't need the first 399_OAKsHudGauges if you use the 399c2_NoScrollNavMap - OAKsSameSizedDials mod, which I am sure you're aware of, probably seeing that too late in the process and didn't want to undo most of what you had done... lol

propbeanie
01-07-22, 06:51 PM
I cannot seem to break it fitzcarraldo. I have done 4096x TC and shelled out to windows at the same time, opened the browser, edited a photo, etc., crashed dived and blew ballast etc, and in the middle of those left the game. Saved and exited while under high TC, re-loaded the Save and still cannot get a hat stuck on either of JG officers... any more info maybe?

Woozle
01-07-22, 10:02 PM
I come bearing good news! The torpedo crashing issues around the area of Midway on June 4th appear to be subsiding. I recreated my original approach from my last bug post exactly and fired four torpedos at the Akagi and got four hits, the stubborn girl refuses to sink but that's another matter! :haha: The emergency patch @propbeanie sent seems to have done the trick and resolved those crashing issues. :salute:

fitzcarraldo
01-08-22, 08:28 AM
I cannot seem to break it fitzcarraldo. I have done 4096x TC and shelled out to windows at the same time, opened the browser, edited a photo, etc., crashed dived and blew ballast etc, and in the middle of those left the game. Saved and exited while under high TC, re-loaded the Save and still cannot get a hat stuck on either of JG officers... any more info maybe?

The issue is with the third deck watch. For some reason, the game (or the mod), want a third watch with all sailors. I organized three watches with an officer in each of them; in the third watch, the game "want" a sailor and not the officer, so "put" the sailor hat over the officer.

I donīt remember this behaviour with others mods or in vanilla, but never played too much with pigboats. There is something - maybe - in the upc file for the crew. Or is it hardcoded? Try organizing the three deck watches with an officer in each watch, and you will see the issue in the third watch.

Best regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie
01-08-22, 09:48 AM
That would explain it then, changing people around. Unfortunately, the deck crew's clothing does not follow the characters, but rather their positions. The way the S-Boat crew is put together, there is not a CPO available for watch duty, so a regular PO is used instead. What the game does is use the position though, for the clothing change between Watch and Battle Stations. Therefore, the crew is "stripped" of clothing before deck watch, and then clothed for watch duty. When you moved one of the officer characters from inside, that 3D character happens to have a hat assigned to the actual character, otherwise you would only see the canvas cap of the 3rd Watch Leader's position:
Type= Leader
WatchIndex= 3
IDLinkCrewMember= POWatch
WatchCrewMemberSlot3D= WCS_03_dummy
...
WatchAccessoriesForAdding3DObjects= Binoclu_WCS, sapca_m#Head
WatchAccessoriesForSubtracting3DObjects= sapca_m01, ...
That "m#Head" is the canvas cap, and it goes with the "WCS_03_dummy" position. If you put the crew back, they will "clothe" fine.

propbeanie
01-08-22, 09:53 AM
I come bearing good news! The torpedo crashing issues around the area of Midway on June 4th appear to be subsiding. I recreated my original approach from my last bug post exactly and fired four torpedos at the Akagi and got four hits, the stubborn girl refuses to sink but that's another matter! :haha: The emergency patch @propbeanie sent seems to have done the trick and resolved those crashing issues. :salute:
Excellent news! So it was one of the dates in the mis file then... Thanks for the confirmation!

fitzcarraldo
01-08-22, 10:37 AM
That would explain it then, changing people around. Unfortunately, the deck crew's clothing does not follow the characters, but rather their positions. The way the S-Boat crew is put together, there is not a CPO available for watch duty, so a regular PO is used instead. What the game does is use the position though, for the clothing change between Watch and Battle Stations. Therefore, the crew is "stripped" of clothing before deck watch, and then clothed for watch duty. When you moved one of the officer characters from inside, that 3D character happens to have a hat assigned to the actual character, otherwise you would only see the canvas cap of the 3rd Watch Leader's position:
Type= Leader
WatchIndex= 3
IDLinkCrewMember= POWatch
WatchCrewMemberSlot3D= WCS_03_dummy
...
WatchAccessoriesForAdding3DObjects= Binoclu_WCS, sapca_m#Head
WatchAccessoriesForSubtracting3DObjects= sapca_m01, ...
That "m#Head" is the canvas cap, and it goes with the "WCS_03_dummy" position. If you put the crew back, they will "clothe" fine.

Great explanation. Many thanks!

Fitzcarraldo :salute:

propbeanie
01-08-22, 11:37 AM
Great explanation. Many thanks!

Fitzcarraldo :salute:
I have been attempting to come up with work-arounds to this issue, and the only one I can "see" to do is to just allow for every crew person in the boat to be stripped of all clothing upon coming top-side, and receiving new deck watch uniforms when top-side... If I can come up with the proper sequence for one, it should work for all... maybe. lol

Niume
01-08-22, 01:08 PM
Is it okay, If I add FOTRSU harder AI mod to my KSD Ace Edition 1.3 release? I will credit you.

FotRSU Mod Team
01-08-22, 02:21 PM
Is it okay, If I add FOTRSU harder AI mod to my KSD Ace Edition 1.3 release? I will credit you.
Happy new year Niume,

Permissions granted, :salute:
Good luck and fair winds.

propbeanie
01-09-22, 01:10 PM
OK folks, the cause of the issue torpedobait found has been identified. We aren't going to do a patched release just yet, because the identified issue might just involve other locations that have not been found before, so a thorough search of the files for similar configs will be done. Needless to say, we discovered that the game handles white space in the text files differently in different sections of the game... "exact" spellings do not function as expected...

However, we do want anybody with other issues to please get with us ASAP. I am not certain if we are going to attempt fixing the Porpoise boat's issue with the cabling that Kal_Maximus_U669 found or not, because that poor boat has 3 additional uv maps associated with it, which really complicates edits on it. We'll see if vichers03 might be brave enough to attempt to at least do the cabling, but we do really want to remove the flagpole from the cigarette deck railing on the 3rd conn also... two files then, each with those extra uv maps... yeesh! Anyway, let us know of any issues you may have found please. :salute:

Jeff-Groves
01-09-22, 03:19 PM
I am not certain if we are going to attempt fixing the Porpoise boat's issue with the cabling that Kal_Maximus_U669 found or not, because that poor boat has 3 additional uv maps associated with it, which really complicates edits on it.
The extra UV maps can be ignored.
Just import the adjusted model with the Main object and it's UV2
You shouldn't even need to change the UV2 as long as you don't add or remove anything.
If it makes you feel all warm and cushy? Just re-import the UV 3 and UV 4.
Not that they do a damned thing except add to file size.

propbeanie
01-09-22, 04:31 PM
Copy that Jeff, thanks. When we did the Gato 04 tower and removed the flag pole from the railing, we had to re-do the UV2, not too much of an issue with it, since it was just a delete of the same parts, so easy enough to match, after a private consult with kapuhy that cost us ~huge~ (just kidding of course. we only had to give up the next three year's worth of first- and second-round draft picks). Just the flag pole, and it glitched the conn. With the Porpoise, that flag pole is part of the rear stanchion of the railing making it much more difficult to match, since it would be either a precise cut, or precise replacement. Not matching the UVs does result in shadow glitches, especially on the Porpoise. Beyond my skills currently. However, vickers03 has volunteered his services, and given time, will get to the issues eventually - lol - :yeah:

Jeff-Groves
01-09-22, 04:44 PM
There are ways to fool S3D in some cases that avoids issues like that.
:03:
The current program I'm working on, Almagest, does just that!
:haha:

Written mostly for SH5, I did Ghost files for S3D by hand and the same rules kind of apply.

What happens if you 'CUT' parts?
Well now you've upset vert counts and such and file sizes in those areas don't match and usually fail on import or you get bad JUJU!
I've solved that by Fooling S3D and TDW's program for SH5!

The main IDEA is this!
IF you know a files format? You can duplicate that format.
If you KNOW how any program does the Import to said format? You can step in and adjust things to take advantage!
Now say your import goes fine but you still have shadows that shouldn't be there. How do you ADAPT!
You EDIT the AO texture! You have no idea how many times I've done that just testing things.

Never mind the Man behind the curtain!
:har:

propbeanie
01-09-22, 10:52 PM
Yes yes... following the Almagest thread with as rapt of attention as I can muster, good sir! Others should direct their browsers to Almagest. Strict Import for SH5 (https://www.subsim.com/radioroom/showthread.php?p=2734205#post2734205) - start with the first post and read your way through. Along the way, imagine the possibilities and ramifications for SH4... :salute:

propbeanie
01-11-22, 06:48 PM
Alright - step one in releasing a Patched version of the whole mod, is to be certain the patch actually works, therefore we give you

FotRSUv17_Patches.7z (https://drive.google.com/file/d/17EfREMh2hQZqtmIoLWrR53yDfeMsq8hU/view?usp=sharing)

This is a combination of what torpedobait tested with a Nippon Maru modded FotRSU game, and what Woozle tested, with a Fleetboat Interiors modded FotRSU, in addition to testing from propbeanie, s7rikeback and vickers03 for the same and various other parts, also included. Thanks to those two and to Mad Mardigan and Kyle_Maximus_U669 for finding these issues. Here is the ReadMe for the patch:
v17Patch_ReadMe.txt
===================

This is a "package" with two mods inside. Use one or the other, not both. The way to use these is to

1. Leave your base FotRSU mod in. If you have Nippon Maru and / or Nihon Kaigun it, leave those and the Combined Roster mod. Remove all other add-in mods

2. Extract this package to any folder of your choice, and copy the appropriate mod to your game's MODS folder. FotRSU with add-in mods would use the FotRSU17_Base_Patch, even if using Nihon Kaigun. Installs with Nippon Maru activated would use the FotRSU17_Nippon_Patch. After activating the appropriate Patch, you cannot change the mods that are above the Patch file, unless you de-activate the patch and then Nippon Maru and / or Nihon Kaigun, then apply the other Patch.

3. It is advisable to apply the new copies of the Add-in Mods out of the Extras folder for use with FotRSU. Several of those have changed also, and are included in each patch set.

Changes found in this Patch set:
--------------------------------
Common changes to both:
======================
Campaign Folder
---------
BattleofGuadalcanal, BattleOfMidway, BattleOfPhilippine, BattleOfPhilippineSea, BattleofTruk, Bungo_Pete, CoralSeaBattle, DeepBlueWolf, GeRaider all edited for tighter configuration and GameEntry date control. This does result in higher spawn rates for some of the files.

US_NavalBases.mis file NavalBase names edited to remove leading white space in their names. This was preventing the Albany base being used as a home port.

messages.txt edited for better language of base changes, with no specific bases named, unless spoken of in general terms. It behooves the player to pay attention to the slanted, fouled anchor that designates their Home Port, especially the submarines involved with the Asiatic Fleet locations early in the war.

PatrolObjectives
-----------------
BOM_01 folder and files added (copy of BOM01) to match the "call" in PatrolObjectives.cfg for the Nautilus

Insertion Corregidor Supplies edited for linear activity for read-ability

Patrol Java Sea 01 patrol area moved west and north to cover the strait involved in the Objective

SalmonNorth02 edited to "hide" the "Hidden Primary" Objectives that the player can see at the start of the mission. They now appear at appropriate times.

Sea
----
AI_Sen_Toku_Static sil file changed

NBB_Queen_Elisabeth #3 prop flipped 180 and re-oriented to "center"

NCVE_Long_Island smoke attached to stack

NPPQ_ "dead" #2 prop properly linked with sim file

Submarine
----------
NSS_Cachalot AO Mapping fixed, including cables

NSS_S18 water streams fixed

Textures
---------
TNormal and TLowRes files changed for NSS_Cachalot

UPCCampaignData
----------------
Flotillas.upc file edited for better dating of Java Sea assignments, in addition to altering the CaviteCommand Bases and Salmon assignments that were mis-numbered.

PatrolObjectives.cfg several files with further date restrictions and / or alteration

UPCUnitsData
-------------
Typos in UnitParts1Gato corrected, missing "hat" designations edited.

Typos in UnitParts9Argonaut corrected, missing "hat" designations edited.

Still to fix: Porpoise cabling

Additional Changes In the Nippon verion:
=======================================

Campaign folder
---------
Edits exclusive to naming conventions in Nippon Maru mod for Ship calls in the "Battle" files

Extras folders:
==============
Edits made to the following for FotRSU conformity:
304_NoJapaneseAirRadar, 802_TMO_torp_tex_FotRSU, 803_NoPlayerSubFlags, 805_CWC_FIOQ, 805_CWC_FotRSU, and 806_PeriscopeSplash. Note: CWC = Cold Weather Clothing, with the "FICQ" version for Fleetboat Interiors - Officer's Quarters, and "FotRSU" for FotRSU without the Interiors, whether Nippon Maru or Nihon Kaigun are activated or not.

All edits either propbeanie, s7rikeback or vickers03 (alphabetically)

-End-

If you have any issues or questions, just kindly holler and we'll attempt to accomodate.

Laffertytig
01-11-22, 07:21 PM
Does this mod work with the steam version of the game? I've not played in years and fancy diving back in but i've lost my physical copy.

goldmastersims
01-12-22, 04:07 AM
Guys, just before I download, will this patch break a campaign I've already started? Don't wanna lose all my tonnage over these changes? Thanks.

Been enjoying this mod so far ever since I got the game during Steam's recent winter sale.

goldmastersims
01-12-22, 07:26 AM
There is also a bug I have found relating to using sonar.


After sinking an Otori-class patrol boat, pointing the hydrophone at the bearing of its wreck will cause the game to crash to desktop.

Here's a screenshot that shows sunken ship in question. This was right before I reproduced the bug.


It also happened on another occasion before this. I'm not sure if it was mentioned in the previous patches. So sorry if it's been found.


https://imgur.com/a/GgM7Lf5https://i.imgur.com/T3SO9Jn.png

fitzcarraldo
01-12-22, 07:56 AM
Thanks for the new update. Going for it :Kaleun_Applaud:

Best regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie
01-12-22, 08:57 AM
There is also a bug I have found relating to using sonar.

After sinking an Otori-class patrol boat, pointing the hydrophone at the bearing of its wreck will cause the game to crash to desktop.

Here's a screenshot that shows sunken ship in question. This was right before I reproduced the bug.

It also happened on another occasion before this. I'm not sure if it was mentioned in the previous patches. So sorry if it's been found.

[pic]...
I have never had or heard of that before, but to attempt to trace it down, we need the usual information. I can see on the NavMap that this ship was just east and north of 119-10 and 023-49, so we have the location of the incident. However, we need what submarine you were in, where you sailed from, and the date, at a minimum. It appears you were involved in a surface engagement with the Otori, putting your boat and crew in unnecessary danger, which is against Departmental regulations and guidelines, so you are to report to appropriate authority upon termination of patrol. Please clarify your attack... lol - In the meantime though, using JSGME, click on the "Tasks..." link, "Export activated mods list to -->" and "Clipboard", then paste that info into your next post so we can see the mod combination you have to attempt to recreate the incident.

Now had this happened prior to your applying the patch, or had you applied the patch? The patch would possibly interfere with a Salmon boat out of Cavite in 1941, but that should be about it. Stranger things happen with this game though... Let us know! Thanks. :salute:


Thanks for the new update. Going for it :Kaleun_Applaud:

Best regards.

Fitzcarraldo :Kaleun_Salute:
You are welcome, and any issues, please let us know! We'll be trying to do a combined mix later today. Thanks. :salute:

propbeanie
01-12-22, 12:08 PM
I have been able to get a CTD while in a SingleMission with a Tambor dated March 1st, 1942 after sinking an Otari and then spinning the Sonar head. However, I did not have to spin to the Otari, which had not fully sunk yet, but instead got the CTD when the sonar head spun to the sub's screws... We'll have to dig deeper here. Be back in a while with more, but we do still want more details on what you have goldmastersims, please. Thanks :salute:

Kal_Maximus_U669
01-12-22, 06:30 PM
Good evening friends ...
thank you for the update ...
for my part departure "Surabaya" class Salomon USS Seadragon ss194
2 months at sea at the start of 1942 ...
25 backup ..no "ctd" .. no problem
the weather seems to be working .. the crews too ... (in bad weather, dress in their rain gear ..)
personally the night is really too bright ... !! compared to the Bubblehead Trigger Maru Overhauled Update BH ... which is very good ...

http://image.noelshack.com/fichiers/2022/02/4/1642029990-sh4img-2022-01-09-22-53-40-795.png
http://image.noelshack.com/fichiers/2022/02/4/1642029994-sh4img-2022-01-09-23-22-06-545.png
http://image.noelshack.com/fichiers/2022/02/4/1642030000-sh4img-2022-01-09-23-22-39-199.png
http://image.noelshack.com/fichiers/2022/02/4/1642030014-sh4img-2022-01-09-23-25-59-154.png
http://image.noelshack.com/fichiers/2022/02/4/1642030024-sh4img-2022-01-09-23-26-20-608.png
http://image.noelshack.com/fichiers/2022/02/4/1642030033-sh4img-2022-01-09-23-31-57-426.png
http://image.noelshack.com/fichiers/2022/02/4/1642030039-sh4img-2022-01-12-23-53-47-539.png
:salute::salute:

goldmastersims
01-12-22, 07:52 PM
I have never had or heard of that before, but to attempt to trace it down, we need the usual information. I can see on the NavMap that this ship was just east and north of 119-10 and 023-49, so we have the location of the incident. However, we need what submarine you were in, where you sailed from, and the date, at a minimum. It appears you were involved in a surface engagement with the Otori, putting your boat and crew in unnecessary danger, which is against Departmental regulations and guidelines, so you are to report to appropriate authority upon termination of patrol. Please clarify your attack... lol - In the meantime though, using JSGME, click on the "Tasks..." link, "Export activated mods list to -->" and "Clipboard", then paste that info into your next post so we can see the mod combination you have to attempt to recreate the incident.

Now had this happened prior to your applying the patch, or had you applied the patch? The patch would possibly interfere with a Salmon boat out of Cavite in 1941, but that should be about it. Stranger things happen with this game though... Let us know! Thanks. :salute:



You are welcome, and any issues, please let us know! We'll be trying to do a combined mix later today. Thanks. :salute:
I was in a Porpoise. The engagement started between 0030 and 0045 hours on December 30, 1941 and ended at 0052 hours. Yes, I did engage it with the deck gun. However, I had managed to stay undetected at >4000yd even when it was firing star shells to find me.

There was also another incident where this happened beforehand. It was slightly to the southwest of this point but still in this Taiwan Strait patrol zone. It took place during afternoon around 5-7 days before this engagement There was an Otori accompanied by either a Minekaze or Momi DE. I successfully torpedoed both of them while submerged and undetected from ~3000yd. I pointed the hydrophone at the sinking Otori after the moment of destruction, and a CTD happened just like right after this screenshot.

I have not applied any of the patches in this thread so far.

Here's my mod list:

Generic Mod Enabler - v2.6.0.157
[D:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.7

So I only have FOTRSU 1.7 right now. But if you need me to test with the new patch, I'm up for it.


Edit: It also happens with the patch.

propbeanie
01-12-22, 09:49 PM
Thanks for the details. It does "sound" then (sorry, bad pun), like it is the early hydrophone. I have not tested the V or S boats yet, but probably them also. This does point to the sensors file, so if we can find it, it should just be the one thing... maybe...

In the meantime, I don't know if you noticed on my earlier confirmation post, that it doesn't matter what you point the hydrophone to apparently, because I spun my boat's hydrophone past the subs screws, and got a CTD when it registered that sound... Hopefully we find this fast.

In the meantime:
DO NOT USE YOUR HYDROPHONE WHILE A SHIP IS SINKING NEARBY
until we find the culprit.

We'll try to get more specific details shortly, but pointing at any sound while an Otari Torpedo Boat is sinking is a definite CTD, no matter your mod load-out. Thanks again for the detaiils goldmastersims.

KaleunMarco
01-12-22, 10:08 PM
Thanks for the details. It does "sound" then (sorry, bad pun), like it is the early hydrophone. I have not tested the V or S boats yet, but probably them also. This does point to the sensors file, so if we can find it, it should just be the one thing... maybe...

In the meantime, I don't know if you noticed on my earlier confirmation post, that it doesn't matter what you point the hydrophone to apparently, because I spun my boat's hydrophone past the subs screws, and got a CTD when it registered that sound... Hopefully we find this fast.

In the meantime:
DO NOT USE YOUR HYDROPHONE WHILE A SHIP IS SINKING NEARBY
until we find the culprit.

We'll try to get more specific details shortly, but pointing at any sound while an Otari Torpedo Boat is sinking is a definite CTD, no matter your mod load-out. Thanks again for the detaiils goldmastersims.
here is your culprit.
https://i.ibb.co/z5NGL3T/226-2265787-image-of-evil-stripe-puppet-gremlin-gremlins-stripe.jpg

torpedobait
01-12-22, 10:11 PM
Good evening friends ...
thank you for the update ...
for my part departure "Surabaya" class Salomon USS Seadragon ss194
2 months at sea at the start of 1942 ...
25 backup ..no "ctd" .. no problem
the weather seems to be working .. the crews too ... (in bad weather, dress in their rain gear ..)
personally the night is really too bright ... !! compared to the Bubblehead Trigger Maru Overhauled Update BH ... which is very good ...:salute::salute:

Have you tried adjusting the Gamma setting in the Video Options to lower the light level? :salute:

propbeanie
01-12-22, 10:28 PM
here is your culprit.
https://i.ibb.co/z5NGL3T/226-2265787-image-of-evil-stripe-puppet-gremlin-gremlins-stripe.jpg
Oh, gremlins are easy compared to BERNARD!!!

Quick Question (https://www.subsim.com/radioroom/showthread.php?p=368547#post368547)

Mystery Solved (https://www.subsim.com/radioroom/showthread.php?p=446539#post446539)

There were rumors of a picture of him having been found, but someone spilled coffee on it, and it is no longer usable...

propbeanie
01-12-22, 10:38 PM
Good evening friends ...
thank you for the update ...
for my part departure "Surabaya" class Salomon USS Seadragon ss194
2 months at sea at the start of 1942 ...
25 backup ..no "ctd" .. no problem
the weather seems to be working .. the crews too ... (in bad weather, dress in their rain gear ..)
personally the night is really too bright ... !! compared to the Bubblehead Trigger Maru Overhauled Update BH ... which is very good ...

[pic]

[pic]

[pic]

[pic]

[pic]

[pic]

[pic]

:salute::salute:
Have you tried adjusting the Gamma setting in the Video Options to lower the light level? :salute:
Beautiful screen grabs, Kal_Maximus_U669. Glad you like it, but beware as noted above, about the sonar. A conscious effort was made to have the nights lit by the moon a bit more than is "natural", since that was a "complaint" early about the FOTRS v2 environment. As torpedobait mentions though, move the gamma control just a pinch to the left (not much at all), and you'll be back at it. I'll see if I can find any old notes on the way it used to be set, but it seems to me that all we did was changed the GFXSettings.cfg file's "GammaCorrection=" line from about 48 to 50, which is the Stock figure. It has no bearing on the environment, only on the apparent darkness of the display - I think that's all we did. I'll try to find out more...

KaleunMarco
01-12-22, 11:56 PM
Oh, gremlins are easy compared to BERNARD!!!

Quick Question (https://www.subsim.com/radioroom/showthread.php?p=368547#post368547)

Mystery Solved (https://www.subsim.com/radioroom/showthread.php?p=446539#post446539)

There were rumors of a picture of him having been found, but someone spilled coffee on it, and it is no longer usable...

firstly, "anything that can go wrong will go wrong" is Murphy's Law of Probability. Always has been...always will be. Even when i was in the USN, Murphy was alive and well. Murphy was my roommate for all three sessions of Plebe summer. Him and the summer weather. Ghastly.

secondly, prior to firstly, Where Eagles Dare is not that good of a movie. Clint Eastwood has six lines, maybe seven. Burton is clearly hammered for 90% of the film. the screenplay adaption of the book is horrible. Read the book....it is much better than the movie and i believe that it has more explicit sex scenes than the implied sex in the movie.:03:
:Kaleun_Salute:

phooey
01-13-22, 12:57 AM
Hello FORTSU team, NBB_Richelieu is missing its search lights.

propbeanie
01-13-22, 01:37 AM
firstly, "anything that can go wrong will go wrong" is Murphy's Law of Probability. Always has been...always will be. Even when i was in the USN, Murphy was alive and well. Murphy was my roommate for all three sessions of Plebe summer. Him and the summer weather. Ghastly.

secondly, prior to firstly, Where Eagles Dare is not that good of a movie. Clint Eastwood has six lines, maybe seven. Burton is clearly hammered for 90% of the film. the screenplay adaption of the book is horrible. Read the book....it is much better than the movie and i believe that it has more explicit sex scenes than the implied sex in the movie.:03:
:Kaleun_Salute:
That was a ghastly movie (I never wanted to read the book because of it), but it does explain Bernard... unless you subscribe to the theory that since Neal and Bernard are never seen together... :roll: :hmmm:

Hello FORTSU team, NBB_Richelieu is missing its search lights.
Why are you enticing the Richelieu to turn on its search lights then? But thanks, duly noted. We'll attempt to rectify the situation.


- In the meantime, thus far in the sonar issue, if you find a Chidori or and Otari (Chidori II) Torpedo Boat, either do not use magnetic pistols on them, or do not point your sonar at anything after they take the deep six dive and go below the water. We are just starting to look for the issue, but seemingly have it isolated. If the ships do not sink, no problem.

Kal_Maximus_U669
01-13-22, 07:06 AM
Thank you Propbeanie for your advice ...
I have two questions for you
1_or increase the exhaust smoke (I guess you have to go to the "dat" with s3d)
2_or change the interior light in the submarine.
thank you see you soon ... kind regards KM_U669

Kal_Maximus_U669
01-13-22, 07:10 AM
Have you tried adjusting the Gamma setting in the Video Options to lower the light level? :salute:

yes I have already tried but I will try to tinker with the "GFXSettings.cfg" files and see what happens .. thank you for your advice ..:up:

phooey
01-13-22, 07:13 AM
Why are you enticing the Richelieu to turn on its search lights then? But thanks, duly noted. We'll attempt to rectify the situation.



Search lights is a must for a well functioning ship :yep:. Anyway there's a typo in nbb_hyuga silhouette filename so it won't show up in rec manual like it suppose to. More bug report is coming.

s7rikeback
01-13-22, 10:01 AM
Search lights is a must for a well functioning ship :yep:. Anyway there's a typo in nbb_hyuga silhouette filename so it won't show up in rec manual like it suppose to. More bug report is coming.
Hey phooey,

Nice reports there, both issues have been fixed, expect an update for FotRSU shortly.

And a new version of Nihon Kaigun with that spelling issue and another spelling issue I found will be up ASAP.

s7rikeback
01-13-22, 12:56 PM
I was in a Porpoise. The engagement started between 0030 and 0045 hours on December 30, 1941 and ended at 0052 hours. Yes, I did engage it with the deck gun. However, I had managed to stay undetected at >4000yd even when it was firing star shells to find me.

There was also another incident where this happened beforehand. It was slightly to the southwest of this point but still in this Taiwan Strait patrol zone. It took place during afternoon around 5-7 days before this engagement There was an Otori accompanied by either a Minekaze or Momi DE. I successfully torpedoed both of them while submerged and undetected from ~3000yd. I pointed the hydrophone at the sinking Otori after the moment of destruction, and a CTD happened just like right after this screenshot.

I have not applied any of the patches in this thread so far.

Here's my mod list:

Generic Mod Enabler - v2.6.0.157
[D:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.7

So I only have FOTRSU 1.7 right now. But if you need me to test with the new patch, I'm up for it.


Edit: It also happens with the patch.
Good reporting goldmastersims,

With the data you provided, we have found the issues, and there were few more ships with the same problems..

We are happy to report, that after primary tests, the issues look to be sorted.

Laffertytig
01-13-22, 03:42 PM
Is this mod compatible with the steam version of SH4?

It's been a few years since i've played and fancy diving back in but i've lost my physical copy.

goldmastersims
01-13-22, 03:51 PM
Is this mod compatible with the steam version of SH4?

It's been a few years since i've played and fancy diving back in but i've lost my physical copy.

Yes. I’m using the Steam version.

propbeanie
01-13-22, 04:05 PM
Is this mod compatible with the steam version of SH4?

It's been a few years since i've played and fancy diving back in but i've lost my physical copy.
Yes, it is compatible with the Steam version. However, as with all versions of Silent Hunter 3 & 4, no matter the publisher, with SH4 being installed in the 'modern' Windows, you cannot allow it to use its default install of Program Files. For a Steam install, that would involve a slightly different Steam Library path, in that Steam wants to install in "C:\Program Files (x86)\ Steam..." which results in the game having a path of "C:\Program Files (x86) \Steam \SteamApps \common \Uboat AddOn Missions" (or whatever the name is). You also want to be certain you mod the correct copy of SH4, since you do need to use the Uboat Missions version of theirs.

When doing the install, you will be asked for the path where you would like the game. If you have no other Steam games, you can tell it to install in a folder you created. As an example, "C:\Games". Point the installer at that folder, and you then have SH4 being installed in "C:\Games \Steam \SteamApps \common \ Silent Hunter..." Steam will still end up in the Program Files folder, but your Library folder is now in Games. For more info, consult the Steam Knowledgebase article "Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327), and if you are feeling adventurous and have other Steam games installed already, you can try kacpro090's trick in Preparing SH4 for modifications (https://www.subsim.com/radioroom/showthread.php?p=2784625#post2784625). I have not tried that out yet myself, but I do have the perfect machine to try it on one of these days, to see how it goes. A computer with 2 valid hard drives alleviates most of the difficult issues, since you can create a new Steam Library folder without issue - generally. You cannot use an image drive though, that the computer manufacturer set for restoring Windows from...

... and goldmatersims beat me to the punch! lol :salute:

Laffertytig
01-13-22, 07:20 PM
Ok good to know. I have steam installed on a 2nd drive already so no worries there.

I've read on the steam SH4 review section getting SH4 to run on windows 10 is a painful mission, is this true?

Mad Mardigan
01-13-22, 08:20 PM
Ok good to know. I have steam installed on a 2nd drive already so no worries there.

I've read on the steam SH4 review section getting SH4 to run on windows 10 is a painful mission, is this true?

Ehhh.... depends... some have expressed having difficulties getting things set up what with Win 10, Steam... I've managed... to have (at 1 point, mind you... :hmmm:) up to 11/12 copies modded out to various mod mixes.

FotRS, being but just... 2 well... at 1 time, 4 of them... v1.39, v1.46 being the versions that come to mind... of running a straight up out of the Philippines career... & then a solo set up of each, for a Alaskan command set up.

More have had success, in getting SH4 (the proper version of it, that is... as there is still mods out there, for the original SH4 release... v1.4 the last that I am aware of... :hmmm:) to v1.5 which is with Uboat missions slap dash added to the tail end of it. :yep: Just have to be real.... careful of what mods you're grabbing ahold of & using... that they match the particular version of SH4, from Steam... that you have installed.

Hope this info helps... as always. :shucks: :up:

:Kaleun_Salute:

M. M.