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propbeanie
01-13-22, 08:41 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?
All of the "old" stuff has issues with the 'modern' Windows and 'modern' video stream. The main problem is Windows and the card attempting to interfere with the game's video, in a vain attempt to make a DirectX v9 game "look better", like can be done with the modern krapp. You need to step into the fray and prevent Windows from interfering ( :roll: ). First, you should have your video set the same way through, from the "Native" resolution of your display monitor, to the display Windows driver, where that resolution will show as "... (recommended)", and then hopefully find the same resolution in the game, or a multiple of the ratio.

This image is from one of my computers. A partial image of my File Manager is the background, showing the Game folder, with the SH4.exe selected. Right-click on the SH4.exe and then left-click on "Properties" at the bottom of the resultant context menu. That will open the Properties dialog to the "General" tab, where you can clear the "Read-only" tick box if necessary, on that page. Most of what you will want is on the "Compatibility" tab, which is what is displayed here. That top "SH4.exe Properties" window is what you get if you click on the "Change high DPI settings" button on the main window.

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

The main settings there are the "Disable fullscreen optimizations" (all of my computers), possibly the "Run this program in compatibility mode for" set to Windows 7 (sometimes - 2 of 4 computers here), "Run this program as administrator" (if the UAC is set 'high' - 2 others of four), and the previously mentioned "Change high DPI settings" button. Once on that upper properties page, you usually can get by with ticking the "Override high DPI scaling..." and setting that to "Application" in the drop-down (all of my computers). On one of my computers, I have had to use the tick box under "Program DPI" up top there, and then "Use this setting to fix scaling problems...", which activates the drop-down box in the middle there for "Use the DPI that's set...", and set that to "I open this program". Hopefully, that is enough to be certain of SH4 starting in Windows 10. :salute:

phooey
01-14-22, 05:30 AM
Hello FORTSU team, more bug report.

NBC_Repulse has its M07 and M08 node kinda misplaced, one of it even "seep" into the ship.

NCVE_Long_Island 40mmsingle link node do not exist in SH4, change it to another gun perhaps?

Kal_Maximus_U669
01-14-22, 08:44 AM
Hey beanie bonjours..
Do you have no time for my questions, thank you? ...
:Kaleun_Wink:https://www.subsim.com/radioroom/showpost.php?p=2787704&postcount=4240

propbeanie
01-14-22, 10:41 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
Hey beanie bonjours..
Do you have no time for my questions, thank you? ...
:Kaleun_Wink:https://www.subsim.com/radioroom/showpost.php?p=2787704&postcount=4240
I claim "oldmanitis" on that... I completely misplaced that in my brain while doing the other replies, and then as Bob Seger says "Turn The Page" - "out of sight, out of mind"... sigh - I was going to ask you to further clarify though, are you looking for more smoke in general, out of the sub you are driving, or are you more after what the vickers03 "Smoke" mod does to the various ships? The "light" inside the subs was an idea being mulled over for a possible add-in, to where you would be able to have several settings of light inside, and another for outside the boat, but we haven't begun to attempt that yet.


Hello FORTSU team, more bug report.

NBC_Repulse has its M07 and M08 node kinda misplaced, one of it even "seep" into the ship.

NCVE_Long_Island 40mmsingle link node do not exist in SH4, change it to another gun perhaps?
Thanks, we'll look into those. As for the 40mm, they are in the game - mayhaps we let that pb fellow do the spelling on it also, and that's the problem... :roll:

Edit: The Repulse is easy enough to see:

https://i.imgur.com/F4KZd9d.jpg

It almost looks like an AuxCruiser's install of the gun... but it's not. Fixed to match the starboard side:

https://i.imgur.com/6EkY3Xh.jpg

with slight alterations.

Definitely a "spelling" issue on the Long Island, and doing testing now.

phooey
01-14-22, 12:20 PM
Thanks, we'll look into those. As for the 40mm, they are in the game - mayhaps we let that pb fellow do the spelling on it also, and that's the problem... :roll:

It is, but under different name so the ship doesn't have it.

Jeff-Groves
01-14-22, 01:44 PM
Why are you NOT running SH Validator on files?
:o

Kal_Maximus_U669
01-14-22, 02:40 PM
yes my dear Beanie... i will speak to the great guru.... master vickers... to expand my knowledge... in order to answer my questions and let you work... sorry to bother you... with my exhaust smoke... and interior light...

propbeanie
01-14-22, 08:31 PM
It is, but under different name so the ship doesn't have it.
Testing the patched release now, but I do have to verify that torpedobait's issue is fixed when starting from Cavite. Cannot have a failure there...


Why are you NOT running SH Validator on files?
:o
Oh my, Jeff, we run SH Validator, and Hebe's mySH3_Tool on it, as well as the Mission Editor and the Museum, as well as some 'custom' tools and set-ups we have of our own, and from some magnanimous benefactor we know :roll: :D ... However, none of them can catch a "mis-named" gun. The game just takes it as a "NULL" and goes on about its business. Now, if we had used a named "Loadout" on it, then Hebe's tool would have caught it, without a doubt. We're fine though, with eagle-eyed users who look closer than the old-man-eye's of the team... lol :haha:


yes my dear Beanie... i will speak to the great guru.... master vickers... to expand my knowledge... in order to answer my questions and let you work... sorry to bother you... with my exhaust smoke... and interior light...
If vickers03 contacted you, definitely drink in his knowledge. However, we also rely on him, so don't take up too much of his time... :har: - If it is the submarines, then by all means, we were going to alter those for the mod also, so let us know how you make-out with that! thanks. :salute:

propbeanie
01-14-22, 11:45 PM
This took me entirely too long to do (out of practice), but it was fun doing:

https://www.youtube.com/watch?v=oEzcFVPi_-Y

That is the Long Island, with the "proper" 40mm added to the eqp file - but this is without the added stack smoke that s7rikeback worked so hard for... barebones FotRSU, preparatory to the "patch", which does have the stacks smoke... btw, for those interested, the first 4:15 are just "posers", with various 'dramatic' shots of the two ships. The shooting starts at like 4:17 if you want to cut to the explosions, fire and mayhem...

Bubblehead1980
01-14-22, 11:53 PM
This took me entirely too long to do (out of practice), but it was fun doing:

https://www.youtube.com/watch?v=oEzcFVPi_-Y

That is the Long Island, with the "proper" 40mm added to the eqp file - but this is without the added stack smoke that s7rikeback worked so hard for... barebones FotRSU, preparatory to the "patch", which does have the stacks smoke... btw, for those interested, the first 4:15 are just "posers", with various 'dramatic' shots of the two ships. The shooting starts at like 4:17 if you want to cut to the explosions, fire and mayhem...


Love it. Wish I could get the black AA "puffs" to show up in TMO.

propbeanie
01-15-22, 12:07 AM
Love it. Wish I could get the black AA "puffs" to show up in TMO.
CapnScurvy got that going for us, but it has been so long ago, I have forgotten what all was needed... Seems to me that it's already there...

phooey
01-15-22, 12:32 AM
This took me entirely too long to do (out of practice), but it was fun doing:

https://www.youtube.com/watch?v=oEzcFVPi_-Y

That is the Long Island, with the "proper" 40mm added to the eqp file - but this is without the added stack smoke that s7rikeback worked so hard for... barebones FotRSU, preparatory to the "patch", which does have the stacks smoke... btw, for those interested, the first 4:15 are just "posers", with various 'dramatic' shots of the two ships. The shooting starts at like 4:17 if you want to cut to the explosions, fire and mayhem...

Nice. :up:

But there should be two more 40mm guns in the back, right? :hmmm:

propbeanie
01-15-22, 01:58 AM
lol - I hadn't gotten that far yet. Just did a test run to see if they fit the gun bucket slot OK. I also want to look at the "historical" Long Island and work off of what I can find on it. Those "search" lights look a pinch out of place there anyway... lol :salute:

Mad Mardigan
01-15-22, 02:27 AM
lol - I hadn't gotten that far yet. Just did a test run to see if they fit the gun bucket slot OK. I also want to look at the "historical" Long Island and work off of what I can find on it. Those "search" lights look a pinch out of place there anyway... lol :salute:

Without looking at the actual ship in question... do seem to recall that there were... times when planes returning, would do so as it started to get dark & if the skipper felt it safe & warranted... would have a set of lights turned on, to give the pilots a... marker, to know where to aim for on their landing attempt.

It is feasibly possible that those there, are accurate... as to, location (taking into consideration, that I have yet to see any plans, detailed specs for the ship in question, mind you... :hmmm:) but maybe, not quite as big. But... am unsure if there is a setup of search lights that may be a bit... smaller in scale. Am still... feeling My way around with things related to modding, that are more... up to date, I admit.

:Kaleun_Salute:

M. M.

dannz
01-15-22, 10:37 AM
downloaded this. but got CTD on loading mission.

it said "No mission, too difficult" then quit.

please help me out.

sh4 1.5+ rising run 1.7 , no other mods.

thanks
Danny

Aktungbby
01-15-22, 11:05 AM
dannz!:Kaleun_Salute:

propbeanie
01-15-22, 12:55 PM
... but maybe, not quite as big. But... am unsure if there is a setup of search lights that may be a bit... smaller in scale...
lol - yeah, they are as big and honking as my ski-slope nose... lol - but my first run with all four 40mm, and the guns seem to fit OK into the same bucket with them, so for now, they're fine. :salute:


downloaded this. but got CTD on loading mission.

it said "No mission, too difficult" then quit.

please help me out.

sh4 1.5+ rising run 1.7 , no other mods.

thanks
Danny
"Details man, details..." lol - Give a bit of information on your computer specs, such as cpu, ram and graphics card, along with your OS. The most important detail is "What folder / path is the Silent Hunter 4 game installed in?" That looms large with the 'modern' Windows OS and the old 'legacy' DirectX v9.0c games, like Silent Hunter 4. Give us those details, and then let us know also what you have done, as far as the instruction on the first post of this thread, or as found on the download page, or in the pdf files in the mod's Support folder, and we'll get you going. The more detail you give, the closer to target we get, and can just use a small, tactical nuclear device then, instead of a Big Boy... :roll:

and as Aktunbby says "Welcome to SubSim!!!" :subsim:

:salute:

dannz
01-15-22, 05:45 PM
lol - yeah, they are as big and honking as my ski-slope nose... lol - but my first run with all four 40mm, and the guns seem to fit OK into the same bucket with them, so for now, they're fine. :salute:



"Details man, details..." lol - Give a bit of information on your computer specs, such as cpu, ram and graphics card, along with your OS. The most important detail is "What folder / path is the Silent Hunter 4 game installed in?" That looms large with the 'modern' Windows OS and the old 'legacy' DirectX v9.0c games, like Silent Hunter 4. Give us those details, and then let us know also what you have done, as far as the instruction on the first post of this thread, or as found on the download page, or in the pdf files in the mod's Support folder, and we'll get you going. The more detail you give, the closer to target we get, and can just use a small, tactical nuclear device then, instead of a Big Boy... :roll:

and as Aktunbby says "Welcome to SubSim!!!" :subsim:

:salute:
Yeah, captain, I used to be sh3 Gmx or gfo user, I forgot. Anyway, Mine is steam sh4 located in steam directory, win7 , 1060 display card. The Original sh4 works fine. Now I’m using rising sun 1.7 mod by following the instructions and by that mod manager “jsgme”, I forgot the name. And changed the files’ attributeS. I also installed the 1.7 patch, the patch has data and extra folder. I just pulled the data files into 1.7 data folder. That is what all I’ve done . Don’t know how to install this patch.
IS this enough? I went for any mission , it was loaded then showed “no mission too difficult” and quit to the Windows desktop suddenly .

Danny

dannz
01-15-22, 06:07 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.
A bit confused with the installation readme. Is this patch a separate mod that would be managed by jsgme mod manager ? Or just put the data files into rising sun base data folder?
Danny

propbeanie
01-15-22, 06:23 PM
Yeah, captain, I used to be sh3 Gmx or gfo user, I forgot. Anyway, Mine is steam sh4 located in steam directory, win7 , 1060 display card. The Original sh4 works fine. Now I’m using rising sun 1.7 mod by following the instructions and by that mod manager “jsgme”, I forgot the name. And changed the files’ attributeS. I also installed the 1.7 patch, the patch has data and extra folder. I just pulled the data files into 1.7 data folder. That is what all I’ve done . Don’t know how to install this patch.
IS this enough? I went for any mission , it was loaded then showed “no mission too difficult” and quit to the Windows desktop suddenly .

Danny
Just to verify then, the install path, it sounds like you have it inside the Steam folder on the C: drive, which puts it inside the "Program Files" folder. That could well be part of the trouble. The easiest way for me to describe moving a Steam game would be to point you at the Steam Knowledgebase article "Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327)". Windows does not like JSGME or SH4, due to their "pre-Vista" programming interface. Any "ini" or "cfg" file changes Windows sees in a Program Files folder is considered tantamount to an invasion, and the files are then rolled back to a previous condition. Member kacpro090 did a write-up on getting around the Steam Library restriction of "one drive, one library" with his posting Preparing SH4 for modifications (https://www.subsim.com/radioroom/showthread.php?p=2784625#post2784625), where he "fakes" steam into putting the new Library on the hard drive, after doing it partially on a thumb (USB) drive. I have not tried that myself as of yet, but we will try to verify what he did.

Another issue is the "proper" setting of the LAA app on the SH4.exe file. Navigate into the game folder, and select the "SH4.exe" file. Then right-click the file, and choose the "Properties" item from the context menu with a left-click. The dialog it opens will be on the "General" tab. First, make certain that the "Read-only" attribute toward the bottom of that page is "cleared", with no check mark in it. Then go to the "Compatability" tab, and use this as a reference:

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

The little window on top is what you get after clicking the "Change high DPI settings" button. That is almost always needed, as is the "Disable fullscreen optimizations" tick box. The others generally have to be experimented with. Once you have all of that checked out, try to run LAA or the 4Gig Patch again, and make certain it is "set" on the SH4.exe. If it is not, then the game usually will not enter the 3D world. If it does, it crashes rather easily. This is due to Windows restricting old 32-bit apps to a small sandbox. Using an LAA on the SH4.exe shows Windows that the program can address more RAM.

In the meantime, you can also run into issues with the video stream itself. Your display monitor has what is called its "native" resolution, which is the dpi it was built with. Windows will refer to that as "... (recommended)" in the display resolution settings dialog. Set SH4 to that resolution also, such that they all match. If you cannot find a matching high resolution setting to match the display, then use a multiple of it, such as 1920x1080 for 3840x2160, if that isn't listed (it probably is though). After that, it is a matter of matching those SH4.exe file's Properties settings (above) to function correctly.

Again, look at the "Spoiler" texts in the first posting in this thread, and also on the Download page for the mod, or in the Support folder for any one of a number of pdf files for more detailed information.

propbeanie
01-15-22, 06:27 PM
A bit confused with the installation readme. Is this patch a separate mod that would be managed by jsgme mod manager ? Or just put the data files into rising sun base data folder?
Danny
The patch download is a package. You un-zip it, and choose the patch based upon what you are running as add-in mods. If you use Nippon Maru on top of FotRSU, then you choose that patch. Else you choose the "normal" FotRSU patch. Drag that into the MODS folder, and you can activate it with JSGME, and all the pieces (in theory) will fall into place... maybe... :roll:

dannz
01-15-22, 10:49 PM
1) my steam folder is f:/steamlibrary/xxxxxx , not /programfile/ instead

2) as for LAA, already done that.

3) sh4.exe yeah, already set it to XP SP3 compatible and disable high DPI optimization

4) the resolution is 1920X1080X60Hz

no worries , Captain! I'm gonna try it out again now by following your instructions. and get back to you the result.


------------------
but the way, I found my topeados most likely missed the targets when they were set to magnetic detonated. I tried using draft height - 2.5~3.5 meters
dont know if the "rising sun" Mod fixed it / the depth of the topeados?
always missed , feel pretty frustrated.
------------------
:k_confused:
thanks
Danny


Just to verify then, the install path, it sounds like you have it inside the Steam folder on the C: drive, which puts it inside the "Program Files" folder. That could well be part of the trouble. The easiest way for me to describe moving a Steam game would be to point you at the Steam Knowledgebase article "Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327)". Windows does not like JSGME or SH4, due to their "pre-Vista" programming interface. Any "ini" or "cfg" file changes Windows sees in a Program Files folder is considered tantamount to an invasion, and the files are then rolled back to a previous condition. Member kacpro090 did a write-up on getting around the Steam Library restriction of "one drive, one library" with his posting Preparing SH4 for modifications (https://www.subsim.com/radioroom/showthread.php?p=2784625#post2784625), where he "fakes" steam into putting the new Library on the hard drive, after doing it partially on a thumb (USB) drive. I have not tried that myself as of yet, but we will try to verify what he did.

Another issue is the "proper" setting of the LAA app on the SH4.exe file. Navigate into the game folder, and select the "SH4.exe" file. Then right-click the file, and choose the "Properties" item from the context menu with a left-click. The dialog it opens will be on the "General" tab. First, make certain that the "Read-only" attribute toward the bottom of that page is "cleared", with no check mark in it. Then go to the "Compatability" tab, and use this as a reference:

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

The little window on top is what you get after clicking the "Change high DPI settings" button. That is almost always needed, as is the "Disable fullscreen optimizations" tick box. The others generally have to be experimented with. Once you have all of that checked out, try to run LAA or the 4Gig Patch again, and make certain it is "set" on the SH4.exe. If it is not, then the game usually will not enter the 3D world. If it does, it crashes rather easily. This is due to Windows restricting old 32-bit apps to a small sandbox. Using an LAA on the SH4.exe shows Windows that the program can address more RAM.

In the meantime, you can also run into issues with the video stream itself. Your display monitor has what is called its "native" resolution, which is the dpi it was built with. Windows will refer to that as "... (recommended)" in the display resolution settings dialog. Set SH4 to that resolution also, such that they all match. If you cannot find a matching high resolution setting to match the display, then use a multiple of it, such as 1920x1080 for 3840x2160, if that isn't listed (it probably is though). After that, it is a matter of matching those SH4.exe file's Properties settings (above) to function correctly.

Again, look at the "Spoiler" texts in the first posting in this thread, and also on the Download page for the mod, or in the Support folder for any one of a number of pdf files for more detailed information.

propbeanie
01-16-22, 12:05 AM
1) my steam folder is f:/steamlibrary/xxxxxx , not /programfile/ instead

2) as for LAA, already done that.

3) sh4.exe yeah, already set it to XP SP3 compatible and disable high DPI optimization

4) the resolution is 1920X1080X60Hz

no worries , Captain! I'm gonna try it out again now by following your instructions. and get back to you the result.


------------------
but the way, I found my topeados most likely missed the targets when they were set to magnetic detonated. I tried using draft height - 2.5~3.5 meters
dont know if the "rising sun" Mod fixed it / the depth of the topeados?
always missed , feel pretty frustrated.
------------------
:k_confused:
thanks
Danny
your #1 is great, but run LAA again for #2, and make certain that the tick box is set for SH4.exe file. #3 fantastic. #4 fantastic.

Your torpedoes might be "dudding". The game has two sets of Options. The one set on the main menu is for the Single Missions, Quick Patrols, and Multi-player options. The other set is once you start a career, and are in the Captain's Office on-base, click on the wood radio console to the left on the cabinets, and there is another set there for the career mode. Under the gameplay settings, you might have the game set to use the "duds", and if so, when you shoot, the torpedoes have a very high chance of running deep and / or prematuring, and / or not detonating upon impact or going under a target. The German and US submarine crews had to deal with the same situation because their respective bureaus of ordnance did not believe the dud reports, blaming the crews on not shooting straight.

If you are still having issue and I failed to mention it, be sure you empty the Save folder (C:\Users \UserName \Documents \SH4 - or use the File Manager "Quick Access" short-cut), and delete the "cfg" folder below the SH4 folder. That will clear all your user settings though, and you lose all progress you have made in the game thus far. The game gets most of its information from that Save folder, but at the same time, if something already exists in that folder, it does not pull in the new information from the game folder... oh well. Old game. :salute:

dannz
01-16-22, 03:27 AM
thank u so much, Captain. did LAA again might work. I finally made it. it works now. what a pretty good UI is , similar to SH3 GMX.
an old game never gets old. haha :Kaleun_Cheers:

Danny

propbeanie
01-16-22, 11:33 AM
Excellent, glad you're going, and no, the game never grows old... sort of a Peter Pan syndrome... us, however... lol


As a little side note to everyone, we are in the process of testing another v1.7 for potential release to dress-up the sonar and other issues found. We are attempting to test the Cavite start that ends up in Albany Australia, but have to stay alive long enough to see the flotilla run its course... not easy when you're in a hurry... :salute:

nionios
01-18-22, 01:07 PM
The patch download is a package. You un-zip it, and choose the patch based upon what you are running as add-in mods. If you use Nippon Maru on top of FotRSU, then you choose that patch. Else you choose the "normal" FotRSU patch. Drag that into the MODS folder, and you can activate it with JSGME, and all the pieces (in theory) will fall into place... maybe... :roll:


In case I don't run any add-on mods, do I need to install any patch?

propbeanie
01-18-22, 02:04 PM
Not absolutely necessary, and this is a "package" with two patches in it for application after activating FotRSU v1.7. One of the mods in the package is for a "regular" FotRSU activated game, while the other is for after FotRSU and Nippon Maru are activated. However, s7rikeback has a better patch for the Nippon Maru and Nihon Kaigun mods. The patches also have the AddInModzPak patches.

As a side note to all of that, we have a patched version of v1.7 coming out later this evening (roughly 8 hours from now) after I finish another run out of Cavite to Darwin to Albany to Brisbane. This will NOT have the AddInModzPak patches, which will be released a few hours after the patched FotRSU... :salute:

Kal_Maximus_U669
01-18-22, 04:32 PM
Not absolutely necessary, and this is a "package" with two patches in it for application after activating FotRSU v1.7. One of the mods in the package is for a "regular" FotRSU activated game, while the other is for after FotRSU and Nippon Maru are activated. However, s7rikeback has a better patch for the Nippon Maru and Nihon Kaigun mods. The patches also have the AddInModzPak patches.

As a side note to all of that, we have a patched version of v1.7 coming out later this evening (roughly 8 hours from now) after I finish another run out of Cavite to Darwin to Albany to Brisbane. This will NOT have the AddInModzPak patches, which will be released a few hours after the patched FotRSU... :salute:

Thank you Beanie I just updated yesterday.... all went well so far.... So I'll wait for you to publish thanks..... Regards KM_U669

KaleunMarco
01-19-22, 06:21 PM
FOTRSU Team,

i do not spend much time strolling around the bridge but i happened to stumble onto this egregious uniform error during an inspection and felt compelled to take the mickey out on you for it.

how can you possibly allow a commissioned officer to perform his duties wearing his brimmed cap with his head poking up the top of the cover?!?!
i am shocked!
please take the time, immediately if not sooner, to correct this issue.
there will be another inspection shortly, to see the remediation of the uniform error.:k_confused:
:yep:
:O:

https://i.ibb.co/b2X24fK/SH4-Img-2022-01-17-12-47-18-771.png

propbeanie
01-19-22, 06:46 PM
Shhhh!!! Not so LOUD!!! that is Beldar's nephew, in disguise, doing his duty for coneheads and country everywhere!!! Must consume massive quantities of salty seawater!!!

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

But seriously, the 12 "characters" of SH4 have pre-defined hat shapes, and thou shalt not alter!!! At least, not without a side-trip to Area 51... :o

KaleunMarco
01-19-22, 08:05 PM
Shhhh!!! Not so LOUD!!! that is Beldar's nephew, in disguise, doing his duty for coneheads and country everywhere!!! Must consume massive quantities of salty seawater!!!


son of Con-Head?

:har:

FotRSU Mod Team
01-21-22, 01:06 AM
Had a bit of trouble with 7-zip and MD5 / SHA1 hashes, but a fully patched version of the mod is now linked to on the first page of the thread, as well as the updated AddInModzPak for it. Everything was set to upload, an oversight discovered, and a text file was edited, 7-zip run again, and the size of the mod grew inexplicably. I am not certain how, so if anyone finds an issue in or with it, let us know ASAP. Needless to say, it took over 2 hours to do a 15 minute job...

J0313
01-21-22, 06:39 AM
Okay. Tried downloading add-in mod pack with Microsoft edge and it sent me to the donation page.

propbeanie
01-21-22, 10:14 AM
I am not having issues from north central Tennessee. Have you whitelisted SubSim.com? Tried a different browser?

J0313
01-21-22, 11:59 AM
All I have is google chrome and microsoft edge. I downloaded the update last night just before trying to download the mod pack. Everything went fine with the update and I used edge with that.

J0313
01-21-22, 12:01 PM
Just tried it again and it worked. Go figure.

propbeanie
01-21-22, 12:48 PM
Now, if you were trying that last night from roughly 2200 to 0100 our time (Central), that was when I was having troubles with uploading, last minute edits, other issues, etc., and you may well have hit one of several times in the interim periods where it was up, then down, then up again... the wife hates it when that happens, and I'm sure everyone else does also... :oops: :arrgh!:

J0313
01-21-22, 12:52 PM
Its very confusing for the lady in our lives! LOL!!:har:

propbeanie
01-21-22, 12:59 PM
... and the computer!!! "Yes yes! No NO!!! Ohhh... Yess-ssss!"...

Kal_Maximus_U669
01-21-22, 03:47 PM
Hello propbeanie & s7rikeback
I just updated "fresh install.." FoTrS1.7p3 & AddInModzPak p3 & Nihon_Kaigun_v1.1b & Nippon_Maru_v1.6c....
I also had problems downloading I went through Edge
thank you guys for your work... for your work I just started a new patrol...
greetings to the friendly team KM_U669 :salute:

propbeanie
01-21-22, 05:29 PM
Have fun with it Kal_Maximus_U669! You might notice that there are still several subs that we have to move that center aft cable on yet... lol

In the meantime, for most players, this update is backwards compatible for most situation, but not in all. It all depends upon what boat you are currently driving. If you have any boat out of Cavite, this is not compatible. Most of the others should do fine. I just crashed the game with the Nautilus out of Treasure Island in April 1942, because I hadn't cleared the Save folder, so this is probably also not compatible for it. I had previously been testing the Nautilus when Woozle was having issues with it at Midway. The fully patched download is basically just the N patch with a fix for the Cavite flotilla to be able to get into Albany correctly, so if you aren't going to do Cavite, you don't really need the fully patched version.

Kal_Maximus_U669
01-21-22, 07:38 PM
Have fun with it Kal_Maximus_U669! You might notice that there are still several subs that we have to move that center aft cable on yet... lol

In the meantime, for most players, this update is backwards compatible for most situation, but not in all. It all depends upon what boat you are currently driving. If you have any boat out of Cavite, this is not compatible. Most of the others should do fine. I just crashed the game with the Nautilus out of Treasure Island in April 1942, because I hadn't cleared the Save folder, so this is probably also not compatible for it. I had previously been testing the Nautilus when Woozle was having issues with it at Midway. The fully patched download is basically just the N patch with a fix for the Cavite flotilla to be able to get into Albany correctly, so if you aren't going to do Cavite, you don't really need the fully patched version.

thank you for these details, I have started a new career for safety...
like that we are sure to leave on a clean basis... :D :salute:

KaleunMarco
01-21-22, 07:58 PM
so, i thought that when we were offered/accepted a new boat, such as a gato, we were automagically transferred to mare island for 3 or 4 training missions.
however, when i reached that point, i stayed in the present home port (fremantle). is this correct or did i hit a glitch?

p.s. not complaining just asking about what is expected behaviour.

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

100_FalloftheRisingSun_Ultimate_v1.7pRC2
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster

Mad Mardigan
01-21-22, 08:12 PM
so, i thought that when we were offered/accepted a new boat, such as a gato, we were automagically transferred to mare island for 3 or 4 training missions.
however, when i reached that point, i stayed in the present home port (fremantle). is this correct or did i hit a glitch?

p.s. not complaining just asking about what is expected behaviour.

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

100_FalloftheRisingSun_Ultimate_v1.7pRC2
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster

If, I am remembering it rightly... was issues with transferring to Mare or training with new boat, had issues when it came to going back out to transferring to a frontline base... I think... or something along those lines.

It was short circuited, so that it could be hammered out so that when it came time to transfer back to a forward base... it would do so, without glitching up... as to if that's been worked out or not... am not sure of... it may be that I missed seeing it stated that had been, fixed... or at least semi wrangled into submission...

Again, if I am recalling all the fine details rightly... :hmmm:

Am sure that either propbeanie or s7rikeback will confirm or refute that... :shucks:

:Kaleun_Salute:

M. M.

Peter Lynn
01-21-22, 09:33 PM
Thank you for this very useful set... a most welcome addition.

J0313
01-22-22, 01:00 AM
What ever happened to TheBerbster?

propbeanie
01-22-22, 01:45 AM
so, i thought that when we were offered/accepted a new boat, such as a gato, we were automagically transferred to mare island for 3 or 4 training missions.
however, when i reached that point, i stayed in the present home port (fremantle). is this correct or did i hit a glitch?

p.s. not complaining just asking about what is expected behaviour...
Depends upon the date, if you got the boat early, and what base you are at when you get the new command. The boat becomes active in March of 42, and is available at Pearl in June, Fremantle in July, etc. So, usually speaking, there isn't a whole lot of time for a New Construction style set of missions when you get assigned it..


Thank you for this very useful set... a most welcome addition.
On behalf of the team, you are welcome. Have fun with it!


What ever happened to TheBerbster?
Real life dealt Peter a tough hand, and he doesn't have much time to stop by, though you will see him every once in a while.

KaleunMarco
01-22-22, 10:17 AM
Originally Posted by KaleunMarco
so, i thought that when we were offered/accepted a new boat, such as a gato, we were automagically transferred to mare island for 3 or 4 training missions.
however, when i reached that point, i stayed in the present home port (fremantle). is this correct or did i hit a glitch?


Depends upon the date, if you got the boat early, and what base you are at when you get the new command. The boat becomes active in March of 42, and is available at Pearl in June, Fremantle in July, etc. So, usually speaking, there isn't a whole lot of time for a New Construction style set of missions when you get assigned it..


so....does your answer mean that the Mare Island training thing happens when a Gato is accepted early 1942 or later in the war (1944?)?

this recent activity took place in June 1942.

propbeanie
01-22-22, 10:58 AM
June of 42 would usually mean staying where you are and getting the boat to go on patrol with. It would be nice if there was a provision in the game for transferring to Mare to "accept delivery" on the new boat, but the game has nothing like that. It definitely will not do that in 1944. In theory, the only way to get the three mission Sea Trials is by use of the New Construction menu item. There are a few out of Hunter's Point and San Diego also, but not as many as I want, just due to the fact that the game is so strange about "time" and its complete and total ignoring of the same at times, thereby running over the missions in a Sea Trials series, other than the "dunk and go". I do have a theoretical way around it, but have not tried it yet... maybe the next release, if my idea works - don't hold your breath though, of course. Not for this game, anyway... lol

KaleunMarco
01-22-22, 11:13 AM
June of 42 would usually mean staying where you are and getting the boat to go on patrol with. It would be nice if there was a provision in the game for transferring to Mare to "accept delivery" on the new boat, but the game has nothing like that. It definitely will not do that in 1944. In theory, the only way to get the three mission Sea Trials is by use of the New Construction menu item. There are a few out of Hunter's Point and San Diego also, but not as many as I want, just due to the fact that the game is so strange about "time" and its complete and total ignoring of the same at times, thereby running over the missions in a Sea Trials series, other than the "dunk and go". I do have a theoretical way around it, but have not tried it yet... maybe the next release, if my idea works - don't hold your breath though, of course. Not for this game, anyway... lol

ok. i'm good.
thanks.

KaleunMarco
01-23-22, 05:43 PM
i encountered a small convoy with two Heian Marus and a two or three-stack troopship along with the usual escorts during storm conditions (wind=13 km/s)

as we were setting up for a shot first one and then the other Heian went down.
we were way up north and there was no US CVA air activity. i confirmed this by watching via the external camera.

we went on to sink the troopship and later, during the hunt for us, one of the DD's went down.

i can understand the loss of the DD under these conditions but are major ships, such as Heian Maru, expected to sink during a storm?

First occurrence. Two ships north of our position were the storm casualties.
https://i.ibb.co/2MSQBVk/SH4-Img-2022-01-23-16-32-11-434.png

Second occurrence.

https://i.ibb.co/L14y3Nv/SH4-Img-2022-01-23-16-58-34-667.png

KaleunMarco
01-23-22, 05:49 PM
i encountered a small convoy with two Heian Marus and a two or three-stack troopship along with the usual escorts during storm conditions (wind=13 km/s)

as we were setting up for a shot first one and then the other Heian went down.
we were way up north and there was no US CVA air activity. i confirmed this by watching via the external camera.

we went on to sink the troopship and later, during the hunt for us, one of the DD's went down.

i can understand the loss of the DD under these conditions but are major ships, such as Heian Maru, expected to sink during a storm?

i'll send a map screenshot as soon as the mission ends.

follow-up question:
is there a dotCFG setting i can change to make the storms less violent/destructive?

propbeanie
01-24-22, 10:47 AM
Yes, there is a way to change the severity of storms, but as it is, FotRSU does not have very strong storms. I do not recall off the top of my head the best way to change that. As for the Heian, we have done several runs of a test mission with the ships going east to west with a 15 winds north to south, and did not have any issues, other than 2 of 3 ships sank with one torpedo hit, one with two, and the fourth got away. We'll try some other runs for observations.

In the meantime, what is your mod list, and what was the date? Thanks.

KaleunMarco
01-24-22, 05:18 PM
Yes, there is a way to change the severity of storms, but as it is, FotRSU does not have very strong storms. I do not recall off the top of my head the best way to change that. As for the Heian, we have done several runs of a test mission with the ships going east to west with a 15 winds north to south, and did not have any issues, other than 2 of 3 ships sank with one torpedo hit, one with two, and the fourth got away. We'll try some other runs for observations.

In the meantime, what is your mod list, and what was the date? Thanks.

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

100_FalloftheRisingSun_Ultimate_v1.7pRC2
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster
999_CFG_changes (still have the Albany NS patch)

and.....in this instance, the Heian's were running north to south during the storm but i do not remember the storm details. August 1942.
p.s. none of the save-files log/retain requests for weather reports.

propbeanie
01-24-22, 05:55 PM
You should be able to do a straight swap for the full "p" mod now, replacing the test version and the last one. The Nippon & Nihon are already updated, so no issues there. We've been attempting something else most of the day today, but I'll get back to setting up for a north to south run of the Heians here in a bit. :salute:

KaleunMarco
01-24-22, 05:57 PM
You should be able to do a straight swap for the full "p" mod now, replacing the test version and the last one. The Nippon & Nihon are already updated, so no issues there. We've been attempting something else most of the day today, but I'll get back to setting up for a north to south run of the Heians here in a bit. :salute:

roger.

check your inbox.

Scotch75
01-26-22, 09:41 AM
Hey Folks,

I've been away from the game for a while and just today installed the latest version of this excellent mod. Congrats to all developers involved.

Now, for the life of me, I can't get the Free Camera (F12) to work. I have "No external views" and "No event camera" both unchecked in settings. Am I missing something obvious?

Cheers!
[emoji1634]


Sent from my SM-G998B using Tapatalk

propbeanie
01-26-22, 09:46 AM
The Team thanks you for the comments, of course. We hope you continue to enjoy the mod.

There are two sets of Gameplay Settings in the game. The one on the Main Menu under Options is for the Single Missions, Quick Patrols, etc, and the 2nd is found in the Career mode when you are in the Captain's Office in-port. You click on the wooden radio console that is to the left on top of some cabinets. You can set the Options there differently for each of any career you might do. The sound and video settings are basically "shared" between the modes, but the Gameplay stuff is not. :salute:

Scotch75
01-26-22, 09:57 AM
Ahhh, many thanks, propbeanie. I knew it would be something simple. I forgot about the 2 different settings.

Cheers!


Sent from my SM-G998B using Tapatalk

Aktungbby
01-27-22, 05:11 PM
Scotch75!:Kaleun_Salute: nice 4 year silent run!:up:

Scotch75
01-27-22, 07:21 PM
Scotch75!:Kaleun_Salute: nice 4 year silent run!:up:[emoji1787] many thanks Altungbby. Time goes so fast these days, even without a button to advance it.. [emoji106][emoji1634]


Sent from my SM-G998B using Tapatalk

propbeanie
01-28-22, 11:39 AM
OK, a little bit of update news for everyone, with two issues identified. First up is an issue identified by Zero Niner in

IJN radar (https://www.subsim.com/radioroom/showthread.php?p=2790092#post2790092)

His sub was equipped with what he assumed was a functioning APR-1 device. In fact, there is no way for it to function correctly, because someone built the links to the device incorrectly :roll: ( :oops: ) Not naming names, but his initials are propbeanie... Anyway, the issue is now identified, a potential fix implemented, and going into testing of said "fix" here in a bit.

The second issue was found by s7rikeback while researching another player's mod set-up. The problem is a continuation of an issue that was found at least two years ago, and was assumed to be "fixed", because testing showed us it was - but that "fix" was approached from a "specific ship" POV... However, the true issue was mis-identified. The issue is a CTD from looking at seemingly certain specific ships in the RecMan, when in fact it has to do with the UnitType of ships MISSING in the RecMan for certain Countries... apparently, the game ~demands~ that any country with a merchant presence, must also have a warship presence. This now properly identified issue also has a "fix", and we will begin testing this as a potential patch.

These two issues, as well as any others you folks can find will be in a "patch" file in a few days to a week from now. Most players will not encounter a CTD as described in the second issue above, but be aware that looking at the Red Cross Roster, or the Philippine Roster can cause a CTD if you page back and forth in the RecManual. The first issue results in you not being aware that you are being "painted" by radar beams, in spite of having a radar detector. Basically, do NOT spend the money on said device until we fix it... :roll:

s7rikeback
01-28-22, 01:55 PM
OK, a little bit of update news for everyone, with two issues identified. First up is an issue identified by Zero Niner in

IJN radar (https://www.subsim.com/radioroom/showthread.php?p=2790092#post2790092)

His sub was equipped with what he assumed was a functioning APR-1 device. In fact, there is no way for it to function correctly, because someone built the links to the device incorrectly :roll: ( :oops: ) Not naming names, but his initials are propbeanie... Anyway, the issue is now identified, a potential fix implemented, and going into testing of said "fix" here in a bit.

The second issue was found by s7rikeback while researching another player's mod set-up. The problem is a continuation of an issue that was found at least two years ago, and was assumed to be "fixed", because testing showed us it was - but that "fix" was approached from a "specific ship" POV... However, the true issue was mis-identified. The issue is a CTD from looking at seemingly certain specific ships in the RecMan, when in fact it has to do with the UnitType of ships MISSING in the RecMan for certain Countries... apparently, the game ~demands~ that any country with a merchant presence, must also have a warship presence. This now properly identified issue also has a "fix", and we will begin testing this as a potential patch.

These two issues, as well as any others you folks can find will be in a "patch" file in a few days to a week from now. Most players will not encounter a CTD as described in the second issue above, but be aware that looking at the Red Cross Roster, or the Philippine Roster can cause a CTD if you page back and forth in the RecManual. The first issue results in you not being aware that you are being "painted" by radar beams, in spite of having a radar detector. Basically, do NOT spend the money on said device until we fix it... :roll:


Just to correct my esteemed friend, it's only the Philippine Roster that will CTD in the RecManual, as the RedCross folder has all it's units as Type13=Auxiliary Ship. (warship)

propbeanie
01-28-22, 03:38 PM
Ahhhh... so we ~did~ accidentally fix that problem 'correctly' back when then, even it was quite by accident... lol

Edit: The above issue with the APR was partially properly identified, but more issues were found. Patch is in the process of being tested now for all the boats that will carry the device. Do not look for it to be on the S-Class, nor the Cachalot, and you will need to have certain conns (the 03 & 04 versions only) before the device will mount, even late in the war.

Part two of this is the operation of the device in FotRSU. If you have radar on, you will generally NOT see the warning line. With the device off, "air targets" will show a "green" line with Moonlight's mod applied, dark grey without it. This give the general direction of the radar beam source. You could then turn on the SD / ST and get a precise distance / course, and you will usually find that they are beelining for your position. One thing to remember about a radar detector is that not all planes had radar, and therefore, you can still be "surprised" by quite a few of the Japanese Rostered planes if you don't do regular sweeps.

As for the surface radar, the SJ also interferes with the APR. If you turn the SJ off, you will still see the "hit" on a radar target, just like the SJ sweep is still going, but instead of "holding" as it does with the SJ, it fades away much quicker and does not show with each "sweep". Usually speaking, you will not notice the "beam" line, because you are usually in sonar contact with the ship(s) also. In which case, only one sensor at a time will show, and sonar apparently has priority over radar detection. Anyway, give us a few days to test, and we'll turn the patch loose on civil society... :salute:

torpedobait
01-29-22, 02:56 PM
USS Snapper (SS-185) departed Albany NS for her 2nd patrol on 4/19/1942.. While out on patrol, the base changed to Brisbane on 5/17/1942 as hoped for. Eventually arrived in Brisbane on 5/25/1942 and accepted command of USS GUDGEON (SS-211), a Gar class boat.

On 5/26/1942, after provisioning and arming the boat and adding crew as needed, clicked on Map to get next assignment. Result was a CTD.

Reloaded Save File for In Office on 5/26/1942 and requested a transfer to Asiatic Fleet, which was granted. Went to Map to get next assignment. Result was a CTD.

So I am stuck in Brisbane awaiting a new patch. It must be something in the .mis file or something between the Gar Class and the .mis file (guessing). I know I can go back to a Save I gook in Albany, but it's been such a struggle to get to Brisbane I hate to give it up.

All help appreciated! :salute:

goldmastersims
01-29-22, 03:26 PM
I haven’t been offered a new sub for some reason.

Finished my second patrol in USS Plunger (SS-179), which started from Surabaya on 2/4/1942. More than five objectives completed. My combined tallies for both patrols brought me up to >300000 tons sunk (I can explain how). A chunk of it was harbor rading Kobe and sinking Shokaku, Zuikaku, an Akitsu, and two heavy cruisers (in two separate attacks) at Coral Sea, effectively winning that battle early on. Docked at Fremantle on 5/20/1942. Got a Navy Cross but no new sub offers. But my renown is now ~7700.

I must’ve been unlucky then. Is there other criteria I didn’t meet?

Mad Mardigan
01-29-22, 04:17 PM
USS Snapper (SS-185) departed Albany NS for her 2nd patrol on 4/19/1942.. While out on patrol, the base changed to Brisbane on 5/17/1942 as hoped for. Eventually arrived in Brisbane on 5/25/1942 and accepted command of USS GUDGEON (SS-211), a Gar class boat.

On 5/26/1942, after provisioning and arming the boat and adding crew as needed, clicked on Map to get next assignment. Result was a CTD.

Reloaded Save File for In Office on 5/26/1942 and requested a transfer to Asiatic Fleet, which was granted. Went to Map to get next assignment. Result was a CTD.

So I am stuck in Brisbane awaiting a new patch. It must be something in the .mis file or something between the Gar Class and the .mis file (guessing). I know I can go back to a Save I gook in Albany, but it's been such a struggle to get to Brisbane I hate to give it up.

All help appreciated! :salute:

Not sure about after clicking map, if that info would still be in the save folder or not... prop can cover that part...

But... pertaining to the 2nd CTD, after clicking on the map... find the last career save folder, I think this info needed would be... in the 'upc" folder in that folder, in the 1st 1/4 of the career track.upc file will be what your mission objective was to be... (highlighted in "orange", in the example below)

should look something like this :

[CareerTrack 1.CareerStatusLast]
ID=ID
Reason=CSS_LastStatus
NameDisplayable=NULL
CurrentDate=1941-12-09 13:00:00
PlayerRankAchieved=LTCDR
PlayerCurrentLastPromotionDateTime=1941-12-07 13:00:00
CurrentFlotilla=FremantleCommand
CurrentFlotillaBase=Manila
CurrentSDepartureDescription=1.44499e+007,1.71122e +006,276.176
CurrentUPCFlotillaUserPlayerUnitType=F2Narwhal
CurrentDifficulty=Easy
PlayerCurrentRenown=8000.000000
PlayerCurrentRating=0.000000
PlayerHighestRating=0.000000
PlayerPatrolsCompleted=0.000000
PlayerTonnageSunk=0.000000
PlayerWarshipsTonnageSunk=0.000000
PlayerMerchantsTonnageSunk=0.000000
PlayerShipsSunk=0.000000
PlayerCurrentMedals=NULL
CrewMembersCurrentMedalsRepository=NULL
CrewMembersCurrentPromotionsRepository=1
PlayerCurrentObjectiveCode=South China SeaOPS
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID260
PatrolStartDateTime=1941-12-09 13:00:00

That will give prop & s7rikeback, needed info on where to look...

:Kaleun_Salute:

M. M.

Mad Mardigan
01-29-22, 04:24 PM
I haven’t been offered a new sub for some reason.

Finished my second patrol in USS Plunger (SS-179), which started from Surabaya on 2/4/1942. More than five objectives completed. My combined tallies for both patrols brought me up to >300000 tons sunk (I can explain how). A chunk of it was harbor rading Kobe and sinking Shokaku, Zuikaku, an Akitsu, and two heavy cruisers (in two separate attacks) at Coral Sea, effectively winning that battle early on. Docked at Fremantle on 5/20/1942. Got a Navy Cross but no new sub offers. But my renown is now ~7700.

I must’ve been unlucky then. Is there other criteria I didn’t meet?

Is not much ado about tonnage... if am not mistaken, given to that aspect... more is given t, how many objectives were done... again, if not mistaken.

Just exactly how many objects completed... would work up on your getting a new command... is unknown... & for good reason... things like that, weren't known by those skippers & crews... 2ndly... wouldn't do, to rank up more than what's needed to get command of a new sub... only to have issues cause... well.. that bright, nice, shiny, new sub smelling sub ya get... wasn't supposed to be had & you're getting it waaaaayyyy ahead of schedule.

Any who... hope that info helps... :shucks: :yep:

:Kaleun_Salute:

M. M.

propbeanie
01-29-22, 04:56 PM
USS Snapper (SS-185) departed Albany NS for her 2nd patrol on 4/19/1942.. While out on patrol, the base changed to Brisbane on 5/17/1942 as hoped for. Eventually arrived in Brisbane on 5/25/1942 and accepted command of USS GUDGEON (SS-211), a Gar class boat.

On 5/26/1942, after provisioning and arming the boat and adding crew as needed, clicked on Map to get next assignment. Result was a CTD.

Reloaded Save File for In Office on 5/26/1942 and requested a transfer to Asiatic Fleet, which was granted. Went to Map to get next assignment. Result was a CTD.

So I am stuck in Brisbane awaiting a new patch. It must be something in the .mis file or something between the Gar Class and the .mis file (guessing). I know I can go back to a Save I gook in Albany, but it's been such a struggle to get to Brisbane I hate to give it up.

All help appreciated! :salute:
Nutz... I'll wager that you still have the old set-up when we were having you test the Albany start, and that you do not have the v1.7p3 activated? In either case, as MM says, if you can go into your Save folder and find in "YourSH4SaveFolder / data / cfg / SaveGames / NumberedFolderWithLatestTimeStamp / CareerTrack.upc" file, and find the line "PlayerCurrentObjectives=IDxxx", where the IDxxx might be a two or three digit number, and we can then find the mission you have been assigned. Since the game assigns you the mission before you come in, that assignment stays with you, even if you transfer, hence the continuation of the CTD. But that is most likely NOT the issue. The Gar in the v1.7 iteration of the mod is not active at Brisbane when you are given the new command, and that is the main issue now (most likely). We might have to have you dig a bit further into the files to fix that, -OR- if you have a save from prior to docking at Brisbane, go back to that, and then refuse the new boat when you come back in to Brisbane. Either way, let us know if you can find that ID number. :salute:


I haven’t been offered a new sub for some reason.

Finished my second patrol in USS Plunger (SS-179), which started from Surabaya on 2/4/1942. More than five objectives completed. My combined tallies for both patrols brought me up to >300000 tons sunk (I can explain how). A chunk of it was harbor rading Kobe and sinking Shokaku, Zuikaku, an Akitsu, and two heavy cruisers (in two separate attacks) at Coral Sea, effectively winning that battle early on. Docked at Fremantle on 5/20/1942. Got a Navy Cross but no new sub offers. But my renown is now ~7700.

I must’ve been unlucky then. Is there other criteria I didn’t meet?
Generally speaking, you need at least one more, most likely two, and maybe three more patrols under your belt. It has nothing to do with Objectives or points until the number of patrols is considered first, and the minimum is three. If you have enough points and a high enough patrol rating, you might be offered a new boat, if one is available. If you don't have enough points, then it might check again after four patrols, then it will check your scores and if there is a boat available. From five completed patrols onward, it will check each time back in to dock, and do something every two patrols, so 5, 7, 9, etc., so long as you do not have an "Average" or lower patrol. If you have a "Poor" patrol, no matter the circumstances, it basically will set you back to a "zero" status. :salute:

torpedobait
01-29-22, 05:45 PM
[QUOTE=propbeanie;2790717]Nutz... I'll wager that you still have the old set-up when we were having you test the Albany start, and that you do not have the v1.7p3 activated? In either case, as MM says, if you can go into your Save folder and find in "YourSH4SaveFolder / data / cfg / SaveGames / NumberedFolderWithLatestTimeStamp / CareerTrack.upc" file, and find the line "PlayerCurrentObjectives=IDxxx", where the IDxxx might be a two or three digit number, and we can then find the mission you have been assigned. Since the game assigns you the mission before you come in, that assignment stays with you, even if you transfer, hence the continuation of the CTD. But that is most likely NOT the issue. The Gar in the v1.7 iteration of the mod is not active at Brisbane when you are given the new command, and that is the main issue now (most likely). We might have to have you dig a bit further into the files to fix that, -OR- if you have a save from prior to docking at Brisbane, go back to that, and then refuse the new boat when you come back in to Brisbane. Either way, let us know if you can find that ID number. :salute: /QUOTE]


EDIT: Before anyone wastes any more time on this, I need to take another look from here. When I look at my Save Files I see that the last one (00021) has data that is earlier than the one previous (00020). they are out of sequence for hte data.

Here is the one prior to the last one:

[CareerTrack 1.CareerStatusHeader]
ID=ID
UserPlayerNameDisplayable=A. L. Hight
CareerStartDate=1941-12-07 06:00:00

[CareerTrack 1.CareerStatusLast]
ID=ID
Reason=CSS_LastStatus
NameDisplayable=NULL
CurrentDate=1942-05-26 20:13:58
PlayerRankAchieved=LTCDR
PlayerCurrentLastPromotionDateTime=1941-12-07 06:00:00
CurrentFlotilla=BrisbaneCommand
CurrentFlotillaBase=Brisbane
CurrentSDepartureDescription=1.83813e+007,-3.28562e+006,356.055
CurrentUPCFlotillaUserPlayerUnitType=F3Gar
CurrentDifficulty=Realistic
PlayerCurrentRenown=2930.000000
PlayerCurrentRating=3.000000
PlayerHighestRating=0.000000
PlayerPatrolsCompleted=0.000000
PlayerTonnageSunk=168296.000000
PlayerWarshipsTonnageSunk=17145.000000
PlayerMerchantsTonnageSunk=151151.000000
PlayerShipsSunk=0.000000
PlayerCurrentMedals=NULL,CMOH,CMOH,CMOH
CrewMembersCurrentMedalsRepository=NULL,Bronze Star,Silver Star
CrewMembersCurrentPromotionsRepository=2
PlayerCurrentObjectiveCode=NewBritain SpecOps
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID395
PatrolStartDateTime=1942-06-18 00:13:58

It looks like I could just delete Save 00021. I'm going to try it after the game.

EDIT: Not sure how things went bad, but it's fixed now. I went back in the game and "fixed" it there rather than going into the files and messing around. I went to a Save I took when I saw the base had changed to Brisbane. This time I just let it run until I was about 100 nm outside Brisbane, took another Save there as a precaution, and then docked. I again received a new command (Gudgeon, a Gar Class). I set up the boat and crew and with some trepidation clicked on the map. Voila! It gave me departure date (5/19/1942) and a mission I didn't wait to read, since I got past the CTD. Sorry for crying wolf, but at least I got some new knowledge out of it. Thanks for trying to help, guys. Much appreciated!

Oh, and did you see how Kentucky spanked Kansas in the Allen Fieldhouse??? Remarkable!!

I have no idea how files got out of order

propbeanie
01-30-22, 10:25 AM
EDIT: Before anyone wastes any more time on this, I need to take another look from here. When I look at my Save Files I see that the last one (00021) has data that is earlier than the one previous (00020). they are out of sequence for hte data.

Here is the one prior to the last one:

[CareerTrack 1.CareerStatusHeader]
...
CurrentDate=1942-05-26 20:13:58
...
CurrentFlotilla=BrisbaneCommand
CurrentFlotillaBase=Brisbane
CurrentSDepartureDescription=1.83813e+007,-3.28562e+006,356.055
CurrentUPCFlotillaUserPlayerUnitType=F3Gar
...
PlayerCurrentObjectiveCode=NewBritain SpecOps
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID395
PatrolStartDateTime=1942-06-18 00:13:58

It looks like I could just delete Save 00021. I'm going to try it after the game.

EDIT: Not sure how things went bad, but it's fixed now. I went back in the game and "fixed" it there rather than going into the files and messing around. I went to a Save I took when I saw the base had changed to Brisbane. This time I just let it run until I was about 100 nm outside Brisbane, took another Save there as a precaution, and then docked. I again received a new command (Gudgeon, a Gar Class). I set up the boat and crew and with some trepidation clicked on the map. Voila! It gave me departure date (5/19/1942) and a mission I didn't wait to read, since I got past the CTD. Sorry for crying wolf, but at least I got some new knowledge out of it. Thanks for trying to help, guys. Much appreciated!

Oh, and did you see how Kentucky spanked Kansas in the Allen Fieldhouse??? Remarkable!!

I have no idea how files got out of order
That is not crying wolf. Something went wrong in the modded game. btw - The Save folder is most likely "technically" not "out of order". The way Windows File Manager sorts the folders is. Windows looks at the folder names as named with "text" characters, while in reality, they are hexidecimal numbers. With that, you have "digits" 0-9, just like with decimal numbering, but then you have A-F for hexidecimal numbers of 10-16. Therefore, when you see a folder "0000000A", it is "higher" in count than "00000009". Coupled with that is the way the game handles things when you delete a saved game. You might delete a set of files that is saved in folder 00000006, but your active Save is in 0000000C. The next time you Save, or the game does an auto-Save, and it will use that now empty "00000006" slot, so things will be out of sequence in that fashion. That's why we'll say "latest time stamp" when looking for the correct folder.

In the v1.7 release of FotRSU, the Gar is not "active" at Brisbane until September of 1942. When I did the testing, I initially was assigned a mission, went out on patrol, but was not allowed to end patrol when I came back in in late June 1942. With the "p3" version, the Gar is now active from May 16, 1942, precisely to cover this sequence of events. This is NOT historical, but it does cover these early "rewards" - hopefully. With this game, you never know...

In the meantime, your ID395 mission is the Insert/Extract sequence in "SolomonInsertExtr.mis" which KM and I wrassled with several months back, but that mission should not have prevented your starting the patrol. So just the one variable remains: Do you have the original v1.7 release of the mod, with the test patch on top, or maybe you have the "n" patch added, or are you running with the v1.7p3 version? Thanks!

torpedobait
01-30-22, 11:47 AM
That is not crying wolf. Something went wrong in the modded game. btw - The Save folder is most likely "technically" not "out of order". The way Windows File Manager sorts the folders is. Windows looks at the folder names as named with "text" characters, while in reality, they are hexidecimal numbers. With that, you have "digits" 0-9, just like with decimal numbering, but then you have A-F for hexidecimal numbers of 10-16. Therefore, when you see a folder "0000000A", it is "higher" in count than "00000009". Coupled with that is the way the game handles things when you delete a saved game. You might delete a set of files that is saved in folder 00000006, but your active Save is in 0000000C. The next time you Save, or the game does an auto-Save, and it will use that now empty "00000006" slot, so things will be out of sequence in that fashion. That's why we'll say "latest time stamp" when looking for the correct folder.

In the v1.7 release of FotRSU, the Gar is not "active" at Brisbane until September of 1942. When I did the testing, I initially was assigned a mission, went out on patrol, but was not allowed to end patrol when I came back in in late June 1942. With the "p3" version, the Gar is now active from May 16, 1942, precisely to cover this sequence of events. This is NOT historical, but it does cover these early "rewards" - hopefully. With this game, you never know...

In the meantime, your ID395 mission is the Insert/Extract sequence in "SolomonInsertExtr.mis" which KM and I wrassled with several months back, but that mission should not have prevented your starting the patrol. So just the one variable remains: Do you have the original v1.7 release of the mod, with the test patch on top, or maybe you have the "n" patch added, or are you running with the v1.7p3 version? Thanks!

I'm running with the latest version; i completely removed/uninstalled/deleted all previous versions and patches, deleted the SH4 files in Documents, deleted the SH4 game from my Ubi folder, and copied over a pristine V1.5 before adding the latest FOTRSU to the MODS folder. This is what I'm running now:

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

100_FalloftheRisingSun_Ultimate_v1.7p3
101_Nippon Maru v1.6c
102_Nihon Kaigun v1.1b
Combined Roster
305_LessJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
450_Lite Fog v2 + 300' Underwater Visability
450_MoonlightzSonarLines
801_UMark Invisible
802_TMO_torp_tex_FotRSU
803_NoPlayerSubFlags
806_PeriscopeSplash
851_Yel_FotRSU_Logo
901_Strategic_Map_Symbols

I know you prefer I only run the "tested" mods, but I'm reaching for the full experience that I'm used to. Whatever the issue was with those files (and I do know hex and how it works) it went away when I went back to a previous save before reaching Brisbane, then using the game, deleted the Save files that followed it. As I said, I now have a new assignment and all seems to be working. :salute:

KaleunMarco
01-30-22, 01:21 PM
i thought we had discussed this topic recently but i cannot find the thread.

i received a new mission to perform lifeguard duty. based on experience with the task of rescuing survivors i have found that arming a key on the keyboard makes the task much less dependent on the mouse: slow down, get close, center the cross-hairs, bang the rescue key. i have done with all previous mods: TMO 2.5, TMO+RSRD, RFB, and GFO(Stock).

so, i edited the Command.cfg file and added a key definition for Rescue_Survivor.

[Cmd352]
Name=Rescue_Survivors
Ctxt=1
Key0=0x30,,"0"

i launch SH4 and as the Nippon Maru Splash screen meter reaches approximately 66%, SH4 shuts down and it's back to the desktop.

if i remove the key definition with a semi-colon, SH4 launches properly.

this is unexplainable.

any ideas?

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

100_FalloftheRisingSun_Ultimate_v1.7pRC2
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster

Mad Mardigan
01-30-22, 02:37 PM
i thought we had discussed this topic recently but i cannot find the thread.

i received a new mission to perform lifeguard duty. based on experience with the task of rescuing survivors i have found that arming a key on the keyboard makes the task much less dependent on the mouse: slow down, get close, center the cross-hairs, bang the rescue key. i have done with all previous mods: TMO 2.5, TMO+RSRD, RFB, and GFO(Stock).

so, i edited the Command.cfg file and added a key definition for Rescue_Survivor.

[Cmd352]
Name=Rescue_Survivors
Ctxt=1
Key0=0x30,,"0"

i launch SH4 and as the Nippon Maru Splash screen meter reaches approximately 66%, SH4 shuts down and it's back to the desktop.

if i remove the key definition with a semi-colon, SH4 launches properly.

this is unexplainable.

any ideas?

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

100_FalloftheRisingSun_Ultimate_v1.7pRC2
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster

Maybe... try a different key definition... like... shift+` key combo... :hmmm:

:Kaleun_Salute:

M. M.

propbeanie
01-30-22, 02:41 PM
I'm running with the latest version; i completely removed/uninstalled/deleted all previous versions and patches, deleted the SH4 files in Documents, deleted the SH4 game from my Ubi folder, and copied over a pristine V1.5 before adding the latest FOTRSU to the MODS folder. This is what I'm running now:

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

100_FalloftheRisingSun_Ultimate_v1.7p3
101_Nippon Maru v1.6c
102_Nihon Kaigun v1.1b
Combined Roster
305_LessJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
450_Lite Fog v2 + 300' Underwater Visability
450_MoonlightzSonarLines
801_UMark Invisible
802_TMO_torp_tex_FotRSU
803_NoPlayerSubFlags
806_PeriscopeSplash
851_Yel_FotRSU_Logo
901_Strategic_Map_Symbols

I know you prefer I only run the "tested" mods, but I'm reaching for the full experience that I'm used to. Whatever the issue was with those files (and I do know hex and how it works) it went away when I went back to a previous save before reaching Brisbane, then using the game, deleted the Save files that followed it. As I said, I now have a new assignment and all seems to be working. :salute:
All I can say then about the Save issue is :hmmm: ... The only "non-approved" mod is the lite fog / visibility, and I had been testing a version of that the other day, and all seemed fine, so it is most likely OK. Your mod mix is most likely good, with a 95% certainty. Using the 'p3' version does have the Gar becoming active March 16, 1942, so an upgrade should have been fine. After reading your reply here a bit ago, I have redone that mission (again) with a couple of more little tweaks, though I do not see what any issue would have been with the mission. The mission becomes active on June 16, 1942, and your sailing date shows it was going to be June 18, 1942. I have moved its active date back a little in time to be available a bit earlier - just in case on that, but this is one area where the game is relatively good at being restricted by dates... I have also changed the "trigger" for when you get the Insert Message. Other than that, again: :hmmm: - we will keep digging. If you want to, go ahead an zip the whole Save folder up, post it, let me know in a PM, and I'll look at a few other places in the structure. :salute:


i thought we had discussed this topic recently but i cannot find the thread.

i received a new mission to perform lifeguard duty. based on experience with the task of rescuing survivors i have found that arming a key on the keyboard makes the task much less dependent on the mouse: slow down, get close, center the cross-hairs, bang the rescue key. i have done with all previous mods: TMO 2.5, TMO+RSRD, RFB, and GFO(Stock).

so, i edited the Command.cfg file and added a key definition for Rescue_Survivor.

[Cmd352]
Name=Rescue_Survivors
Ctxt=1
Key0=0x30,,"0"

i launch SH4 and as the Nippon Maru Splash screen meter reaches approximately 66%, SH4 shuts down and it's back to the desktop.

if i remove the key definition with a semi-colon, SH4 launches properly.

this is unexplainable.

any ideas?

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

100_FalloftheRisingSun_Ultimate_v1.7pRC2
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster
I do remember the discussion... but I'm thinking it was a separate thread?? I have eaten entirely too much pie since then, and all that sugar ruins my storage cell capacity... the info drained a long time ago. One thing to remember when editing the commands.cfg is the count at the top of the file.
[Commands]
CommandsNb=600
MaxKeyCommandsNb=170; Keys number shoud be smaller than this value (in order to accelerate the loading)
... of which you should be fine. Another thing to remember is existing key assignments. The "O" (Oh) key is already in use in FotRSU as "Observation Periscope", and the "0" (Zero) is the Captain's Log. The only "free" key is the NumPad "5", but that might not be touchable, I don't know... There are a couple of options. Make the key assignment a combination with <Ctrl><O> (Oh), or comment out the existing "O" (Oh) for the Observation Periscope, and just rely upon the menu button - which can get tedious when the action starts flying about you... :salute:

KaleunMarco
01-30-22, 02:50 PM
Maybe... try a different key definition... like... shift+` key combo... :hmmm:

no matter what key code is used, the results are the same.

has anyone else assigned a key to Rescue_Survivors and will FOTRSU launch after the change?

KaleunMarco
01-30-22, 02:56 PM
One thing to remember when editing the commands.cfg is the count at the top of the file.
[Commands]
CommandsNb=600
MaxKeyCommandsNb=170; Keys number shoud be smaller than this value (in order to accelerate the loading)
... of which you should be fine.
what is the fastest/easiest way to count KeyCommands in order to see if i am over the limit?


Another thing to remember is existing key assignments. The "O" (Oh) key is already in use in FotRSU as "Observation Periscope", and the "0" (Zero) is the Captain's Log. The only "free" key is the NumPad "5", but that might not be touchable, I don't know... There are a couple of options. Make the key assignment a combination with <Ctrl><O> (Oh), or comment out the existing "O" (Oh) for the Observation Periscope, and just rely upon the menu button - which can get tedious when the action starts flying about you... :salute:
i stopped using the 0(zero) key for All Stop a long time ago. i use NumPad Zero because it is faster/easier to use.

Zero Niner
01-30-22, 09:04 PM
OK, as a rule I make sure that there are no enemies around, sub is surfaced, reloading of torps is completed if any, batteries fully charged and sub is on straight course before I save the game and quit.
For 2 patrols now, I've suffered some light damage to the sub when I load a save. Nothing major, the damage gets repaired, no loss of hull integrity but I am wondering what is causing it since I'm not any form of combat. No aircraft, ships or coastal batteries lobbing the odd shell my way.
What's causing this?

KaleunMarco
01-30-22, 09:50 PM
OK, as a rule I make sure that there are no enemies around, sub is surfaced, reloading of torps is completed if any, batteries fully charged and sub is on straight course before I save the game and quit.
For 2 patrols now, I've suffered some light damage to the sub when I load a save. Nothing major, the damage gets repaired, no loss of hull integrity but I am wondering what is causing it since I'm not any form of combat. No aircraft, ships or coastal batteries lobbing the odd shell my way.
What's causing this?

as det.sgt. john mcclane is fond of saying: welcome to the party, pal.

what you experienced is a mystery of SH4.

i, myself, was sunk by such an incident not long ago.

nothing you can do about it other than restore your last save and press on.
:Kaleun_Salute:

Zero Niner
01-31-22, 04:02 AM
Thanks KM.
So it's not unique to the mod, but all iterations of SH4?

KaleunMarco
01-31-22, 10:40 AM
Thanks KM.
So it's not unique to the mod, but all iterations of SH4?

correct.

Mad Mardigan
01-31-22, 11:55 AM
Thanks KM.
So it's not unique to the mod, but all iterations of SH4?

Yep... KM answered 1st.


Just as is that issue with C02... (having the carbon continue to build up, even after surfacing... :yep:) & hearing loud engine noises... having rocketed ahead at full bore... then submerging... then, still hearing it like the diesel's were pounding away... even while submerged... after submerging...

On those happening, is but a simple process to bounce out... if you've already saved prior to it occurring... then reload. Will usually, do the trick.

If not, a quick save... & reload.. will.... do it.

For those stubborn occasions... can always back off 1 save prior... & that'll do the trick as well... though, will admit... a painful prosect.. especially if that save is way back on the time line... :hmmm: :yep:

Which is why I go for doing saves... around 8 hour time chunks... roughly.

That way, it minimizes the lost time.. rather than do a save after leaving base & don't do saves for like days later, in game.

I also avoid overwriting saves... using My own method to name them, so as to know by them... just where I am while on patrol or in base. depending on the situation...

But... that's just My own methodology... :shucks:

:Kaleun_Salute:

M. M.

torpedobait
01-31-22, 10:32 PM
All I can say then about the Save issue is :hmmm: ... The only "non-approved" mod is the lite fog / visibility, and I had been testing a version of that the other day, and all seemed fine, so it is most likely OK. Your mod mix is most likely good, with a 95% certainty. Using the 'p3' version does have the Gar becoming active March 16, 1942, so an upgrade should have been fine. After reading your reply here a bit ago, I have redone that mission (again) with a couple of more little tweaks, though I do not see what any issue would have been with the mission. The mission becomes active on June 16, 1942, and your sailing date shows it was going to be June 18, 1942. I have moved its active date back a little in time to be available a bit earlier - just in case on that, but this is one area where the game is relatively good at being restricted by dates... I have also changed the "trigger" for when you get the Insert Message. Other than that, again: :hmmm: - we will keep digging. If you want to, go ahead an zip the whole Save folder up, post it, let me know in a PM, and I'll look at a few other places in the structure. :salute:

Out of a sense of frustration I deleted the relevant Save File, but because I am stubborn, finished the patrol before starting it anew. Reason I did that is I think somehow the whole mission was fubared. After going to the assigned area in the Solomons, I found a few ships in St. George's Channel and one in the Bismark Sea NW of Rabaul. Following 10 days of no new sightings other than a few planes and one patrol boat (a PT-type), I went back to the Slot just between Savo Island and Cape Esperance (I think that is what it is). I sat there for the rest of October, and then the entire month of November, without a single ship sighting! I know that wasn't right, so I went back to Brisbane, deleted all the Save files up to the prior arrival in Brisbane, and basically reran the mission, leaving Brisbane on 10/22/1942. This time there were IJN ships galore, steaming down the slot to disembark their cargo on the NW end of Guadalcanal. I had a ball, especially when on a certain date in November the Tokyo Express made a run for Henderson Field. Got me a Kongo! Woo, Hoo! I also got to witnesss naval gunfire clobbering another Kongo - even though I hit it with 4 - 6 Mark 14's, I got no credit for that one - the gunfire sank her. Couldn't even see the US forces, just the splashes falling around it and the occasional eruption of debris from hits. VERY COOL! Came back to Brisbane on November (censored) to get a new Gato. Life is good!

Anyway, let's just assume it was an anomaly; Either I did something, or my system did something, or the game did something that wiped out all the ususl IJN traffic. But that traffic was there the second time I ran it, so I feel Ok with that. But thanks for the offer!

propbeanie
02-01-22, 08:42 AM
:hmmm: Probably undesired "leftovers" of the previous fail... :hmmm:

I'll try to combine tests here, and do a Sargo out of Cavite again, and do well enough to qualify for an upgrade upon arrival at Brisbane.

propbeanie
02-01-22, 09:00 AM
OK, as a rule I make sure that there are no enemies around, sub is surfaced, reloading of torps is completed if any, batteries fully charged and sub is on straight course before I save the game and quit.
For 2 patrols now, I've suffered some light damage to the sub when I load a save. Nothing major, the damage gets repaired, no loss of hull integrity but I am wondering what is causing it since I'm not any form of combat. No aircraft, ships or coastal batteries lobbing the odd shell my way.
What's causing this?
As KaleunMarco and Mad Mardigan mention, it is an oddity with the game. I took an S-42 out of San Diego April 1942 last night to try an idea for conning tower upgrades (failed the test, btw). Somewhere off the Gilberts, I encountered a lone merchant. "Easy prey" I thought... Hah! I eventually missed with three of four torpedoes, most likely due to forgetting that I was shooting Mark 10s... :oops: - anyway, I did a surface pursuit, and attempted a running gun battle, staying 3500 yards away in an attempt at a close run-around while the torpedoes re-loaded... The gun crew got maybe four or five shots off, with one hit on the merchant, when we took two quick hits to the hull and had all kinds of damage and injuries (I mean, really - what are the odds??). We did a crash dive and broke off the pursuit. We had the usual sounds of hissing steam and water spray throughout the boat, to the point where you could barely hear the crew shouting about their damage reports. Pure bedlam for the next couple of hours. The merchant did end up sinking about 30 minutes later, so there was that, and none of the crew were "dead", but it was forever after we surfaced before the damages were repaired, and the crew recovered. Like maybe four days game time. After ALL was completed, I Saved and exited to do more "honey-do" work. When I came back to the game several hours later and loaded that Save, I about jumpred out of my skin as ALL of the sounds of the previous battle and damage replayed in roughly 15 seconds as the lights came on when coming back into the boat - EVERY LAST SOUND... The most worrisome one of course, is the sound of breaking glass and "We're taking damage, sir!!!" lol - Once everything loads though, all is back to "normal", and everything is indeed repaired still, and all systems functional - well, except the 32% Hull Damage, of course... :haha: - If you noodle much with the "Radio" on the boat, especially if listening to the "news broadcasts", you will always hear the last broadcast replay as the the game loads, and the same with the boat's normal radio, you will that "beep beep beep" of a new message coming across at times, as the game loads.

propbeanie
02-01-22, 04:38 PM
OK - so far, so good with this. This is a small patch to "re-acquire" APR radar warning receiver functionality back into FotRSU. There were not only several links incorrect, but there were also parts and pieces missing from the mod. I do not remember us removing the functionality, but... Anyway, included with this is a slightly re-worked Insert / Extract mission off St George's Channel on New Britain. In conjunction with that, the PatrolObjectives file was tweaked to have it assigned earlier out of Brisbane, so as to avoid potential date issues.

In the Library folder, all of the RWR links have been re-worked for the APR-1. That is also redone in the Equipment and UpgradePacks dot upc files. In addition, missing C01 links in the UnitPart#SubName upc files have been corrected. The Tench has its links in the SubName folder in the Submarine folder. Quite a few of the conning towers in the Objects folder had to be re-done for that same C01 node and link.

Since we're posting another patch, we went ahead and added an armed trawler to the Philippine Roster so that it has a warship for the RecMan, which (in theory) will prevent a CTD occurring there.

This had NOT been fully tested, with not all of the subs having been tested for functionality, much less actual proper upgrade in a career. All tests thus far have been successful, though as mentioned the other day, it does NOT function as I expected. It can be very difficult to tell the difference between a sonar line, and a radar signal line, so the player does have to pay attention to the text box. Also, you do not see any "functionality" if you have your own radar on. Do not expect the APR on the S-Boats, nor the Cachalot. Some boats have it available as a purchase in June 1944, but others are July - December of 1944, Class dependent. Do not forget about CapnScurvy's Using Radar_Sonar pdf in the Support / HowTo folder, and we'll try to supplement that in the next release for use with the APR-1 :salute:

RWR_APR_Patch.7z (https://drive.google.com/file/d/1KbsHDIh1Y3vPZ3UYTVo6hfpOytKMsWv-/view?usp=sharing)

Mad Mardigan
02-01-22, 06:55 PM
OK - so far, so good with this. This is a small patch to "re-acquire" APR radar warning receiver functionality back into FotRSU. There were not only several links incorrect, but there were also parts and pieces missing from the mod. I do not remember us removing the functionality, but... Anyway, included with this is a slightly re-worked Insert / Extract mission off St George's Channel on New Britain. In conjunction with that, the PatrolObjectives file was tweaked to have it assigned earlier out of Brisbane, so as to avoid potential date issues.

In the Library folder, all of the RWR links have been re-worked for the APR-1. That is also redone in the Equipment and UpgradePacks dot upc files. In addition, missing C01 links in the UnitPart#SubName upc files have been corrected. The Tench has its links in the SubName folder in the Submarine folder. Quite a few of the conning towers in the Objects folder had to be re-done for that same C01 node and link.

Since we're posting another patch, we went ahead and added an armed trawler to the Philippine Roster so that it has a warship for the RecMan, which (in theory) will prevent a CTD occurring there.

This had NOT been fully tested, with not all of the subs having been tested for functionality, much less actual proper upgrade in a career. All tests thus far have been successful, though as mentioned the other day, it does NOT function as I expected. It can be very difficult to tell the difference between a sonar line, and a radar signal line, so the player does have to pay attention to the text box. Also, you do not see any "functionality" if you have your own radar on. Do not expect the APR on the S-Boats, nor the Cachalot. Some boats have it available as a purchase in June 1944, but others are July - December of 1944, Class dependent. Do not forget about CapnScurvy's Using Radar_Sonar pdf in the Support / HowTo folder, and we'll try to supplement that in the next release for use with the APR-1 :salute:

RWR_APR_Patch.7z (https://drive.google.com/file/d/1KbsHDIh1Y3vPZ3UYTVo6hfpOytKMsWv-/view?usp=sharing)

Just... a general query... would it not be doable, to assign a... different color to the lines, so as to be able to differentiate between the sonar line & a radar one... just wondering... :hmmm:

:Kaleun_Salute:

M. M.

torpedobait
02-01-22, 10:18 PM
OK - so far, so good with this. This is a small patch to "re-acquire" APR radar warning receiver functionality back into FotRSU. There were not only several links incorrect, but there were also parts and pieces missing from the mod. I do not remember us removing the functionality, but... Anyway, included with this is a slightly re-worked Insert / Extract mission off St George's Channel on New Britain. In conjunction with that, the PatrolObjectives file was tweaked to have it assigned earlier out of Brisbane, so as to avoid potential date issues.

In the Library folder, all of the RWR links have been re-worked for the APR-1. That is also redone in the Equipment and UpgradePacks dot upc files. In addition, missing C01 links in the UnitPart#SubName upc files have been corrected. The Tench has its links in the SubName folder in the Submarine folder. Quite a few of the conning towers in the Objects folder had to be re-done for that same C01 node and link.

Since we're posting another patch, we went ahead and added an armed trawler to the Philippine Roster so that it has a warship for the RecMan, which (in theory) will prevent a CTD occurring there.

This had NOT been fully tested, with not all of the subs having been tested for functionality, much less actual proper upgrade in a career. All tests thus far have been successful, though as mentioned the other day, it does NOT function as I expected. It can be very difficult to tell the difference between a sonar line, and a radar signal line, so the player does have to pay attention to the text box. Also, you do not see any "functionality" if you have your own radar on. Do not expect the APR on the S-Boats, nor the Cachalot. Some boats have it available as a purchase in June 1944, but others are July - December of 1944, Class dependent. Do not forget about CapnScurvy's Using Radar_Sonar pdf in the Support / HowTo folder, and we'll try to supplement that in the next release for use with the APR-1 :salute:

RWR_APR_Patch.7z (https://drive.google.com/file/d/1KbsHDIh1Y3vPZ3UYTVo6hfpOytKMsWv-/view?usp=sharing)

Where should this mod/patch be placed in the order of mods? I'm going to assign it a number based on where it should fall in the order. Should it be the last, or fall after the Nippon set?

propbeanie
02-02-22, 01:22 AM
Just... a general query... would it not be doable, to assign a... different color to the lines, so as to be able to differentiate between the sonar line & a radar one... just wondering... :hmmm:

:Kaleun_Salute:

M. M.
I could clarify that a pinch... The FotRSU set-up is 'mostly' Stock, with some TMO - ie: little "boxes" and ship/plane icons to show the enemy, but all of the "lines" used are black, such as Sonar. When you add the "dot" NavMap markers mods in, you get TMO-style targeting. In other words, all lines are still the same color. If however, you add-in "450_MoonlightzSonarLines" mod, you then get full Stock markers and colors. You would then see warships as blue sonar, merchants as black sonar lines, and radar detected as dark green lines, with quick little "blips" as the sweep goes around - but your own radar has to be off to see the detector function, usually. But it can be dangerous to drive around without your radar on... Tracking a radar-carrying target while on the surface at night is usually doable with the APR-1, though the sonar will also show...

I haven't tried it myself yet, but in theory, if you add "450_MoonlightzSonarLines" and then the TMO-style mods on top, it should leave the colored lines, with the "dots".


Where should this mod/patch be placed in the order of mods? I'm going to assign it a number based on where it should fall in the order. Should it be the last, or fall after the Nippon set?
It really shouldn't matter what order you put them in, but if doing a new set-up, I would do the patch 2nd, Nippon & Nihon 3rd & 4th, Roster 5th then the rest of your mods, paying particular attention to any mods s7rikeback has edited specifically for Nippon & Nihon, if any of those apply in your situation.

Edit: btw, I forgot to mention again that the use of the Fleetboat Interiors Officer's Quarters mod will negate the C01 link in the conning tower, and disable the RWR functionality. We'll have a "patch" for that in a few days, after further testing there. :salute:

BeondTheGrave
02-02-22, 08:39 PM
Hope this hasn't been posted before, but I am running into a pernicious crash that I cant quite figure out. It happens as the game renders into the 3d world from both save files and from a fresh new career. I can get through the mission briefing, pick if I want to start in port or out of port, and the game goes through the loading screen just fine. But where the 3d world should appear there is just.... nothing. No sea, no boat, no UI or hud elements. All there is is a golden cursor, and a bunch of 'Unknown Error' Messages and one error about an issue in the volumetric fog file. And then CTD. Except that I have volumetric fog disabled anyway.... I'm sure its an issue with the mod, as I can get into the boat just fine in vanilla. I am also trying to run FotRS by itself. Id like to add in a few more mods, but as of yet nothing that should be causing a compatibility issue there. Run the LAA patch, changed DPI options, cleared out the Save folder. No dice. Anyone have any ideas?

propbeanie
02-02-22, 09:03 PM
It is not the mod. You do not mention which version of SH4 you have attempted to activate the mod in. You also do not mention what the path is to SH4.exe (ie: C:\Program Files (x86) \Ubisoft \Wolves of the Pacific" etc), nor do you mention if when you installed SH4 whether you installed MS DirectX v9.0c or the Codecs for it. A Steam install will generally "automatically" do that for you, and the Ubisoft install prompts you. The disk install gives you more choices. Post back with that info. If you are getting error messages about black80.tga missing, then you do not have v1.5 of SH4, which is a pre-requisite of FotRSU. Does the Stock game function correctly? Let us know please!

Mad Mardigan
02-02-22, 11:57 PM
It is not the mod. You do not mention which version of SH4 you have attempted to activate the mod in. You also do not mention what the path is to SH4.exe (ie: C:\Program Files (x86) \Ubisoft \Wolves of the Pacific" etc), nor do you mention if when you installed SH4 whether you installed MS DirectX v9.0c or the Codecs for it. A Steam install will generally "automatically" do that for you, and the Ubisoft install prompts you. The disk install gives you more choices. Post back with that info. If you are getting error messages about black80.tga missing, then you do not have v1.5 of SH4, which is a pre-requisite of FotRSU. Does the Stock game function correctly? Let us know please!

Willing to bet $$$ to donuts, that they... are trying to run FotRS Ultimate, with SH4 v1.4 (based on their stating... of running into several error codes... :shucks:) & going out on a limb here & saying, that they likely... installed in either 1, of Windows "\Program files"... propbeanie. :hmmm:

Could be wrong... but... am highly doubting it.

:Kaleun_Salute:

M. M.

BeondTheGrave
02-03-22, 08:23 AM
It is not the mod. You do not mention which version of SH4 you have attempted to activate the mod in. You also do not mention what the path is to SH4.exe (ie: C:\Program Files (x86) \Ubisoft \Wolves of the Pacific" etc), nor do you mention if when you installed SH4 whether you installed MS DirectX v9.0c or the Codecs for it. A Steam install will generally "automatically" do that for you, and the Ubisoft install prompts you. The disk install gives you more choices. Post back with that info. If you are getting error messages about black80.tga missing, then you do not have v1.5 of SH4, which is a pre-requisite of FotRSU. Does the Stock game function correctly? Let us know please!

Running the Steam version, with U-Boat missions. Main menu says v1.5 and I do have the German campaign available for selection. The path is A:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific. I didn't intentionally install MS DirectX 9.0, but if you say Steam does that for you then it would have done it for me because I am on steam. I am NOT getting the error message about black80.tga missing, I am getting several unknown error prompts and a prompt about the volumetric fog effect. The literally just say "error! Unknown Error." and "Program. Data/Shaders/VolumetricFog/VolumetricFogPS.fx". Then crash. If someone can direct me to a crash log I'll post it. I do indeed have a file in that location, maybe I should just manually replace it with the one from the mod? I am also using JSGME to install the mod, everything there seems to be working fine though. It created the extras folder and I can see the FotRS splash screen when I load in. I dont have any issues with the stock game, can load in to the 3d view and play the game normally. I am also getting these errors with ONLY the FotRS enabled. No other potential for mod conflicts, because I'm not currently enabling any other mods. I also applied the LAA patch to the SH4.exe, put the game in XP SP3 compatibility mode, disabled DPI scaling, turned off full screen optimizations, and deleted the SH4 save files in MyDocuments.

I tried solving the issue on my own before I posted since I didn't want to waste anyones time, but so far no dice.

propbeanie
02-03-22, 08:49 AM
1. What is your "A:" drive?
2. Did you create the rest of the path yourself?
3. Are you attempting to start from the Steam menu?
4. Are you starting Wolves of the Pacific, or U-Boat Missions?

Copying the "not-missing" files will not solve the problem. If you are seeing the FotRSU splash screen, then the mod structure in the MODS folder should be good. Windows could still be attempting to interfere with the activation. It would leave the graphic files alone, but rollback ini & cfg files.

If you are copying the Steam SH4 files from one folder to another without having first run the game to initialize its licensing, you can run into issues, but if that copy of the game runs find with FotRSU removed, then the licensing is fine. Just be sure you are invoking the proper short-cut for the SH4.exe file. Another possible issue is that the game is a WinXP game, and it might be seeing the "A:" drive as a 3 1/2" floppy, and not whatever it is that you have. I doubt it has that ability, but you never know... If the Stock version there runs fine without FotRSU though, that is probably not an issue.

One last thing I can think of for you to look at is: When doing the Large Address Aware, you have to make certain that the SH4.exe "target" is write-enabled. In the SH4 game folder, right-click the SH4.exe file, and choose "Properties" from the bottom of the context menu. The first "General" tab page has the "Attributes" section at the bottom, and you want to be sure that the tick-box for "Read-only" is cleared. Then run LAA or the 4Gig Patch after that. While you generally won't see the errors you are getting, it does crash the game as it enters the 3D world if SH4.exe is not able to write to a larger memory space.

BeondTheGrave
02-03-22, 09:36 AM
1. What is your "A:" drive?
2. Did you create the rest of the path yourself?
3. Are you attempting to start from the Steam menu?
4. Are you starting Wolves of the Pacific, or U-Boat Missions?

1. I have two hard drives, C: where Windows lives and A: where games live. A: has all my Steam games on it. SteamLibrary is a top level folder on that drive, no program files or whatever.

2. No, this is my default steam installation path.

3.I have both attempted to start from Steam and from the SH4.exe directly, neither produces different results.

4. I have been trying to start from U-Boat Missions. It was my understanding that was the one to pick for modded SH4. For S&Gs I tried just now to run it from the Wolves of the Pacific option on Steam, exact same process.

5. The .exe was write enabled for the LAA patch.

I think probably I should just uninstall and reinstall everything clean, somehow something got messed up or a file was corrupted during download. But I guess I was just hoping there might be a simple solution. I am on rural internet so a fresh download of the two sets of game files (wolves & Uboat) plus FotRS will probably take all day. Tragedy and I havn't even left port.

Mad Mardigan
02-03-22, 12:12 PM
1. I have two hard drives, C: where Windows lives and A: where games live. A: has all my Steam games on it. SteamLibrary is a top level folder on that drive, no program files or whatever.

2. No, this is my default steam installation path.

3.I have both attempted to start from Steam and from the SH4.exe directly, neither produces different results.

4. I have been trying to start from U-Boat Missions. It was my understanding that was the one to pick for modded SH4. For S&Gs I tried just now to run it from the Wolves of the Pacific option on Steam, exact same process.

5. The .exe was write enabled for the LAA patch.

I think probably I should just uninstall and reinstall everything clean, somehow something got messed up or a file was corrupted during download. But I guess I was just hoping there might be a simple solution. I am on rural internet so a fresh download of the two sets of game files (wolves & Uboat) plus FotRS will probably take all day. Tragedy and I havn't even left port.

With having access to SH4 from Steam... did you pay for access to both copies of it or just the 1... as from what I can tell of, Steam... does allow for 1 version copy to be acquired, as best I can tell. Considering that both v1.4 & 1.5 show up in the store as purchasable, solo.

If you grabbed both... then on downloading... of either, will lead to the 1 you're trying to download, overwriting the other 1... meaning, you're not downloading both, individually. Crazy, I know... but... it is what it is. I know. Learned that, the hard way.

:Kaleun_Salute:

M. M.

BeondTheGrave
02-03-22, 01:36 PM
Mad, not sure quite what you mean but I have BOTH Wolves of the Pacific AND U-Boat missions installed. Both are separate entries into my steam games list, one is a 4gb download and the other is 6gb. But they seem to all pour into the same SH4 game folder on my HDD. The install instructions for this mod and others also make it seem like thats the case as well. One unified file structure for both the game and expansion.

Mad Mardigan
02-03-22, 01:55 PM
Mad, not sure quite what you mean but I have BOTH Wolves of the Pacific AND U-Boat missions installed. Both are separate entries into my steam games list, one is a 4gb download and the other is 6gb. But they seem to all pour into the same SH4 game folder on my HDD. The install instructions for this mod and others also make it seem like thats the case as well. One unified file structure for both the game and expansion.

What it means, is... say you download/install v1.4, initially... with the intent to mod it... you get all that done, then decide oh hey, while I'm at it, wanna download/install the other version (1.5), as well... so... you go to do that... but... instead of downloading & installing v1.5 by itself (with the intentions of having the 1.4 copy, as well...) with Me thus far... hope so...

well, you get it downloaded & installed... only to find out, that 1.4 copy... & all that modding ya did to it... gone... arevi derci... buh bye... sayanara... dust in the wind.

you're downloading & installing of 1.5, just wiped 1.4, off the map...

That's what I meant.

:Kaleun_Salute:

M. M.

BeondTheGrave
02-03-22, 02:37 PM
Success! Having completed the reinstallation process I have gotten in to game and seen a submarine. Mad, I think you may actually have been right with your explanation. I looked at my steam download order after I read your second post, this time SH4 Wolves installed FIRST and SH4 U-Boat installed SECOND. Not sure if the order was reversed last time but maybe I tried to install U-Boat first and it mucked everything up? Regardless, fingers crossed the issue seems to have resolved itself. Now lets see about installing some additional mod packs.....

Also THANKS! for the help. Since it was a steam issue, does this mean I owe Mad a donut?

propbeanie
02-03-22, 02:58 PM
He's expensive... a cuppa Joe, sugar jelly doughnut, and a foot stool to prop his feet up on while he relaxes and basks in the glory... :doh:

:har:

torpedobait
02-03-22, 05:45 PM
Is there another file besides the .upc files in the various Submarine that limits the number of P:etty Officers? I have changed the total number to 70 in the Gato in both the v1.5 base and the v1.7p3 folders for all subs, but when I reload SH4 and my last save in the office, it continues to limit my number of Petty Officers below where I want them to be.

I must be missing something? :hmmm:

KaleunMarco
02-03-22, 05:59 PM
I must be missing something? :hmmm:

yes, but you are mostly there.

the \data\submarine\sub.UPC file is used only at certain intervals, like when you start a career or upgrade your boat.

between missions, you need to edit the activeusers UPC file in the saved games folder. i a not near my SH4 computer so i cannot give you the exact location but i think you have enough skill to find it. edit the same lines in the activeuser save file that you did in the sub.UPC and you are good to go.
:Kaleun_Salute:

torpedobait
02-03-22, 06:51 PM
yes, but you are mostly there.

the \data\submarine\sub.UPC file is used only at certain intervals, like when you start a career or upgrade your boat.

between missions, you need to edit the activeusers UPC file in the saved games folder. i a not near my SH4 computer so i cannot give you the exact location but i think you have enough skill to find it. edit the same lines in the activeuser save file that you did in the sub.UPC and you are good to go.
:Kaleun_Salute:

Ah, yes! Thank you. I can do that. Appreciate the quick turnaround!

:salute:

EDIT: That worked just fine! I also did another one that I've been wanting to test. I took a transfer to Tulagi - transfer went through, got a mission, and am off to Borneo with supplies!

Good job, Guys!

Mad Mardigan
02-03-22, 10:17 PM
He's expensive... a cuppa Joe, sugar jelly doughnut, and a foot stool to prop his feet up on while he relaxes and basks in the glory... :doh:

:har:

*chuckles* what'cha doing propbeanie... stalking Me... :D

Yeah, I do enjoy a good cuppa Army mud aka coffee... I on occasion, do also enjoy a good Capaccino or macchiato (white chocolate carmel) . My personal doughnut of choice is a jelly filled (glazed or powdered sugar raspberry jelly filled) kind. I also do enjoy a good apple fritter, as well.

Not much of a footstool kinda Guy, I prefer a Lazyboy or Barcalounger recliner, instead.


Success! Having completed the reinstallation process I have gotten in to game and seen a submarine. Mad, I think you may actually have been right with your explanation. I looked at my steam download order after I read your second post, this time SH4 Wolves installed FIRST and SH4 U-Boat installed SECOND. Not sure if the order was reversed last time but maybe I tried to install U-Boat first and it mucked everything up? Regardless, fingers crossed the issue seems to have resolved itself. Now lets see about installing some additional mod packs.....

Also THANKS! for the help. Since it was a steam issue, does this mean I owe Mad a donut?

No sweat.. talkin' to a Steam user here... do know a good number of tips & tricks when working with Steam... & those, have served Me well.

Anyway, glad that after that, it got ya... ship shape & rolling on a career. :shucks:

Fair winds, smooth seas &... Good huntin'.! :arrgh!: Give 'em 'ell, skipper... :yep:

:Kaleun_Salute:

M. M.

Zero Niner
02-04-22, 04:40 AM
OK - so far, so good with this. This is a small patch to "re-acquire" APR radar warning receiver functionality back into FotRSU. There were not only several links incorrect, but there were also parts and pieces missing from the mod. I do not remember us removing the functionality, but... Anyway, included with this is a slightly re-worked Insert / Extract mission off St George's Channel on New Britain. In conjunction with that, the PatrolObjectives file was tweaked to have it assigned earlier out of Brisbane, so as to avoid potential date issues.

In the Library folder, all of the RWR links have been re-worked for the APR-1. That is also redone in the Equipment and UpgradePacks dot upc files. In addition, missing C01 links in the UnitPart#SubName upc files have been corrected. The Tench has its links in the SubName folder in the Submarine folder. Quite a few of the conning towers in the Objects folder had to be re-done for that same C01 node and link.

Since we're posting another patch, we went ahead and added an armed trawler to the Philippine Roster so that it has a warship for the RecMan, which (in theory) will prevent a CTD occurring there.

This had NOT been fully tested, with not all of the subs having been tested for functionality, much less actual proper upgrade in a career. All tests thus far have been successful, though as mentioned the other day, it does NOT function as I expected. It can be very difficult to tell the difference between a sonar line, and a radar signal line, so the player does have to pay attention to the text box. Also, you do not see any "functionality" if you have your own radar on. Do not expect the APR on the S-Boats, nor the Cachalot. Some boats have it available as a purchase in June 1944, but others are July - December of 1944, Class dependent. Do not forget about CapnScurvy's Using Radar_Sonar pdf in the Support / HowTo folder, and we'll try to supplement that in the next release for use with the APR-1 :salute:

RWR_APR_Patch.7z (https://drive.google.com/file/d/1KbsHDIh1Y3vPZ3UYTVo6hfpOytKMsWv-/view?usp=sharing)
QUestion: did this patch change the loading time of the deck gun? I installed this and all of a sudden my deck gun loading speed is slowed down tremendously, like 2 rounds per minute.

propbeanie
02-04-22, 08:45 AM
Have you placed any crew at the gun positions? If you don't, then you are the only "person" operating the weapon, including the "loading"...

Zero Niner
02-05-22, 07:47 AM
Crew is at battle stations.

propbeanie
02-05-22, 10:58 AM
... but did you place any crew at the gun positions? Nothing was changed for the guns or any crewing positions. Some of the boats and guns are faster loading, and the crew rating does matter also, but it sounds like you do not have any crew members place in the gun positions for it to take that long. Either that, or you have been at Battle Stations too long, and they are exhausted. You can find their "rating" for that by clicking on the individual crew member and reading their stats.

billko
02-05-22, 11:10 PM
So I finally installed 1.5 and decided to come back here to see if there was any recent activity/new mods, and... holy cow! This was updated in January!

Thanks to the authors of this mod for their hard work, and thanks to the community for keeping this game alive!

Zero Niner
02-06-22, 01:35 AM
... but did you place any crew at the gun positions?
But of course! I'ma noob but not that much of a noob.
Seriously, I'm chalking this down to an unstable save - I had to quit the game mid-engagement but didn't want to lose my progress in sinking all the ships in a 4-ship unescorted convoy.
I'll just finish this patrol and see if the problem persists in the next one.

propbeanie
02-06-22, 10:23 AM
When a person posts about a problem, and all they give is the "problem", but no details, we have to assume. The two most common causes of slow gun loading is no crew at the gun positions or an exhausted / wounded gun crew. It would also be nice to know the date and location, as well as the boat Class, so that we might be able to look and see if there is a possible issue.

Zero Niner
02-07-22, 08:28 AM
It's a Balao class boat, March 1944 and I'm off the coast of Honshu.
Gun slots are fully manned and crew are uninjured and (I assume) well rested - they don't have the zzz's.

propbeanie
02-07-22, 11:46 AM
OK, ran through a few things, and this is a vid of the proceedings, April 6, 1944

https://www.youtube.com/watch?v=X4iGr-VNJto


Note that the gun crew shoots the 5 inch gun about as fast as they shoot the 4 incher. The player is able to shoot a bit faster. The main difference is the "hit" percentage. No "issues" detected though. Is your crew not as "fast" Zero Niner?

Laffertytig
02-07-22, 05:26 PM
Apologies for asking a very basic question here guys but how do i get a 1920x1080 resolution working? Is there a file somewhere i've got to edit or does the mod do that stuff when installed?

I just wanna make sure that the vanilla game is working correctly before installing this mod.

propbeanie
02-07-22, 06:57 PM
SH4 is light years ahead of SH3 in that regard, and has all of the 'modern' resolutions because it apparently gets the list it uses from Windows. Someone else would have to mention the use of HDMI or other technologies with resolutions higher than 1920x1080, but if you set Windows to that, it will show in the game. The best thing to do is to set Windows to your monitors "native" resolution, which will show as "(recommended)" in the Windows dialog. Then set that in the game, and you should be good to go. If you by chance do not have a particular choice, then choose a multiple (divisible??) of it, such as 1920x1080 instead of 3840x2160, if that does not show in your game list. Just remember that after you activate the mod, you should delete the game's Save folder ("C:\Users \UserName \Documents \SH4" by default), and then re-set your video settings and other gameplay options.

mikesn9
02-08-22, 12:42 PM
FOTRSU 7P (p3).
2 different career starts:

Pearl 12/9/41 Tambor has an empty slot in the after room reserves, was able to put another torpedo there.


Cavite, same day, Salmon: same situation..


Is this a new feature in the Mod?


Thanks

Bubblehead1980
02-08-22, 01:15 PM
OK, ran through a few things, and this is a vid of the proceedings, April 6, 1944

https://www.youtube.com/watch?v=X4iGr-VNJto


Note that the gun crew shoots the 5 inch gun about as fast as they shoot the 4 incher. The player is able to shoot a bit faster. The main difference is the "hit" percentage. No "issues" detected though. Is your crew not as "fast" Zero Niner?

Curious why the blue shirt with khakis for the dive officer and why is standing to the side of the "table" ?

Mad Mardigan
02-08-22, 01:57 PM
Curious why the blue shirt with khakis for the dive officer and why is standing to the side of the "table" ?

Spotter... just as snipers have... letting them know if they're pulling up short on their aim... or needing to dial it back as they're overshooting... just a thought. think, fire control officer... :hmmm:

:Kaleun_Salute:

M. M.

propbeanie
02-08-22, 02:17 PM
FOTRSU 7P (p3).
2 different career starts:

Pearl 12/9/41 Tambor has an empty slot in the after room reserves, was able to put another torpedo there.


Cavite, same day, Salmon: same situation..


Is this a new feature in the Mod?


Thanks
There are now 20,000 players that know that mikesn9 is responsible for them losing their extra torpedo carrying capacity on the Tambor / Gar and Salmon / Sargo Classes of boats... :har: - but yes, that is a leftover from an experiment on the boats. The next version will have a variable bunker, date dependent, and it might hold more than torpedoes... You might also have to pay for ALL torpedoes. Remember, early war, there is a shortage...


Curious why the blue shirt with khakis for the dive officer and why is standing to the side of the "table" ?
Look in the conning tower, and you will find the "officer" officer... Each shift is different, Battle Stations are different.

flush deck
02-09-22, 10:41 AM
Hi guys,

Glad to be back on track. Some news on the paint shipyard.

The DD reskin is other as for the small units.
Here some pict of the set for the CA cruisers. Those are done and send to the team for test. Mogami and Brooklyn are in progress.

AGANO CLASS

https://zupimages.net/up/21/42/3yd4.jpg (https://zupimages.net/viewer.php?id=21/42/3yd4.jpg)

TAKAO CLASS

https://zupimages.net/up/21/42/9i6m.jpg (https://zupimages.net/viewer.php?id=21/42/9i6m.jpg)

FURUTAKA CLASS

https://zupimages.net/up/21/42/4uo5.jpg (https://zupimages.net/viewer.php?id=21/42/4uo5.jpg)

BALTIMORE CLASS

https://zupimages.net/up/22/06/34dk.jpg (https://zupimages.net/viewer.php?id=22/06/34dk.jpg)

NORTHAMPTON CLASS

https://zupimages.net/up/22/06/opjl.jpg (https://zupimages.net/viewer.php?id=22/06/opjl.jpg)

vickers03
02-09-22, 11:11 AM
awesome work!:Kaleun_Applaud:

Zero Niner
02-09-22, 08:28 PM
Note that the gun crew shoots the 5 inch gun about as fast as they shoot the 4 incher. The player is able to shoot a bit faster. The main difference is the "hit" percentage. No "issues" detected though. Is your crew not as "fast" Zero Niner?
I suspect it's an issue with that patrol. My gun crew normally reloads in roughly 10 sec. That patrol though, it took them 30 secs or slightly more to reload the gun (4"). I reloaded the patrol from Base and tested the gun loading times, it was back to normal.
Another peculiar thing I experienced is that whenever I left the gun station (say, went to the map or TBT) and back to the gun, it would be traversed to starboard (about 100deg) and I would have to lay the gun on target again.
I've upgraded the gun to a 5" and I've just started my next patrol. Testing the gun, it seems to be back to normal - we'll see how it goes.

Edit: It appears that the deck gun is back to normal.

Bubblehead1980
02-10-22, 07:22 PM
Is there a cold weather clothing mod for the crew in latest release?

K9us
02-11-22, 07:05 AM
Is there a cold weather clothing mod for the crew in latest release?


Looks like it's in the AddInModzPak_FotRSUv17, you can find it in the second post of this very thread: https://www.subsim.com/radioroom/showpost.php?p=2635993&postcount=2

K9us
02-11-22, 07:19 AM
Installed v1.7p3 yesterday. Last time I played SH4 was with v1.46. Noticed some stuff has definitely changed, and I'm looking forward to discover that which I have not yet discovered. :ping: I'm keeping a very detailed log of my installation procedure and mod usage now, and I'll report back with this step by step log if I see any issues in 1.7p3.

Good job thus far, although I've only just started the first Manila S-boat mission and those used to work pretty good back in 1.46 too so, we'll see what happens further down the line, mission-wise :)

One question though, I got the S-23 (iirc, I'm at work now, can double check when getting home) and patrolling the mouth of Lingayen Gulf as first assignment (my favorite starting mission from 1.46). Neither the mission description nor the icon specified the size of the patrol area. How far out can I be?




Also as a side note, when reading the documentation I noticed something I haven't read before, namely the clock drifting issue in the base game when not running the game at 30fps. My heartfelt salute :salute: goes to you brave souls out there that actually play SH4 @ 30fps to solve this. I tried it using Nvidias framerate limiter, and I found the gameplay experience to be absolutely horrendous. It's not for the faint of heart. Promptly changed it back to 60fps (which still is kinda sacrilege on a 144hz monitor), I'll just have to deal with possibly overpowered escorts during night time. :wah:

Bubblehead1980
02-11-22, 04:44 PM
Looks like it's in the AddInModzPak_FotRSUv17, you can find it in the second post of this very thread: https://www.subsim.com/radioroom/showpost.php?p=2635993&postcount=2


Thanks. Got it.

torpedobait
02-13-22, 12:17 PM
I've been running a career from Cavite (Dec. 8, 1941).
It ran "normal" from Cavite to Darwin to Albany to Bribane with no anomalies that I can see.

On 2/5/43 I requested a transfer to Tulagi to see how that would go. By that time I was in Gato. I ran two patrols out of Tulagi and on 4/17/43 received a Conning Tower Cutback, then ran two more patrols out of Tulagi.

On 7/19/43 received an upgrade to USS Balao. Ran two patrols in that boat. Midway through the 2nd patrol on 10/2/1943 the base changed from Tulagi to NAB Milne Bay, which was cool to see.

Now the problem: got into port on 10/03/43, and was informed that a New Paint Scheme had been applied. Fine, except they make you buy back all the radars, new AA guns, etc. only this time, while it let me upgrade the deck gun to a 4.5 inch Stern Mount (where it had been prior to the new paint scheme), but it took away the crew slots.

I've since run two more patrols out of NAB Milne Bay without crew slots for the deck gun. I'm sure I could go tinker in the last save game and add slots, but this is a bug and needs to be "fixed" if it can be fixed.

Otherwise, I've never had so much fun with any of the previous mods or versions, FOTRSU or any other. I am starting to see that the dumbed down AI lessens some of the action in that the AI is almost too disinterested. So I'm going to remove that Mod and see how it goes with just the "regular" AI.

Arsenius
02-13-22, 12:52 PM
I'm having sound problems. After accelerate time, hit backpace to return time to normal, the engine sound is accelerated.
the only way to stop this change speed and return to previous speed

What is happening?:06:

recently updated to 1.7 version

propbeanie
02-13-22, 01:15 PM
Thanks for the date detailing. Very helpful... The main problem is probably the early command upgrade where you got the Balao in July of 1943 at Tulagi. It has "AvailabilityInterval= 1943-08-01, 1943-10-01", when it then transfers to Milne Bay, with "AvailabilityInterval= 1943-10-01, 1944-05-17", where it then transfers to Manus Island. The missions are set though, that you do not crash or get retired with the early boat, and that really does not seem like it should mess anything else up along the way. However, we also do not have a "new paint scheme" in FotRSU. The paint should change with a conning tower change, and that should be the prompt, but we might be pointing to the wrong menu.txt entry... I don't think we even have a Measure 32 in the UpgradePackSlots... If the game is calling that "logic" somewhere with the Balao, that might be the problem... A very slight possibility is the going from a Gato boat with its bow mount, to the Balao, with its stern mount, and then the game getting confused... Sad thing is, the "upgraded gun slot" and losing of crew positions has been with SH4 since March of 2007 when it was released. Each update they released had a "fix" for the issue, and yet it remains to this day. Something goes wrong in the Save file, and "poof!" the gun slots are among the first things to be lost.

We will dig into this though, because this is the first time I have ever heard of it happening this way. The "upgrading" issue from a 4 to 5 inch gun is well documented, but that paint change message is definitely new. Now for some questions:
1. Did you get a conning tower upgrade when the paint scheme changed? It would look the same as the first, with slight improvements to some of the "slots" for future radar upgrades, but the only noticeable difference would be going from Measure 9 black to Measure 32 grey.
2. Had you removed the deck gun crew prior to buying the new gun? If not, and you lost the slots, were the slots for the Damage Team filled back the way they were? In other words, did you lose the crew men, along with the slots?
3. Other than the loss of the gun crew slots, all else seems to function as intended then?
4. Can you zip-up your Save folder again, and PM me a link to it, so that I can attempt to follow the sequence of events in it? There is a "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, and it has some relatively detailed instructions for recovery from this, with several examples of what you might find, especially in the newer "New and Improved FotRSU Way" on Page 3 and following. You could do that before or after linking to the Save folder, if you do, since you have a couple of Saves with the condition.
Thanks.

propbeanie
02-13-22, 01:25 PM
I'm having sound problems. After accelerate time, hit backpace to return time to normal, the engine sound is accelerated.
the only way to stop this change speed and return to previous speed

What is happening?:06:

recently updated to 1.7 version
That is the same issue the game has always had. The use of TC sometimes results in this phenomenon, and the S-Boats seem to have more trouble than others. It can also happen that you are underwater, and after the use of high TC, you end up with a diesel sound. It you would though, use JSGME, and then it's "Tasks..." link in the middle of its window, and then choose "Export activated mod list to -->" and choose "Clipboard", and then paste that info into another reply here so we can sort through possible culprits. Thanks.

Arsenius
02-13-22, 01:44 PM
That is the same issue the game has always had. The use of TC sometimes results in this phenomenon, and the S-Boats seem to have more trouble than others. It can also happen that you are underwater, and after the use of high TC, you end up with a diesel sound. It you would though, use JSGME, and then it's "Tasks..." link in the middle of its window, and then choose "Export activated mod list to -->" and choose "Clipboard", and then paste that info into another reply here so we can sort through possible culprits. Thanks.

Generic Mod Enabler - v2.6.0.157
[E:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.7p3
Nippon Maru v1.6c
451a_TMOstyle_NavMapDots for Nippon Maru
Nihon Kaigun v1.1b
451b_TMOstyle_NavMapDots for Nihon Kaigun
Combined Roster
FOTRSU_1.7_SUB_SKINS_IN_4k
805_CWC_FotRSU

propbeanie
02-13-22, 02:22 PM
The mods look fine, then. Thanks for that. I would re-arrange them a pinch, since you are doing the TMO dots thingies. I would go with
100_FalloftheRisingSun_Ultimate_v1.7p3
Nippon Maru v1.6c
Nihon Kaigun v1.1b
Combined Roster
451a_TMOstyle_NavMapDots for Nippon Maru
451b_TMOstyle_NavMapDots for Nihon Kaigun
FOTRSU_1.7_SUB_SKINS_IN_4k
805_CWC_FotRSU
... and that way, there is no doubt that you will have the TMO dots for everything, though your list ~should~ work just fine.

Back to the sound issue though, other ways to induce that condition is to "shell-out" to Windows with the game running. In other words, using the Windows calculator for targeting, or emailing your crew ( :roll: ) while playing. Windows itself will cause shell-outs when it goes to prompt you for new emails received, or updates available, etc., from the systray. Try to avoid that happening. You can attempt to minimize the trouble by "Pausing" the game prior to going to Windows, but no two computers are alike, and in my house, I only have one machine that doesn't seem to mind doing that, while my other three will eventually have issues of one form or another, from shelling out. If that's what you have, let us know - And, if you are driving an S-Boat, let us know that also, please!

Arsenius
02-13-22, 02:43 PM
thank you:Kaleun_Salute:

propbeanie
02-13-22, 04:11 PM
Generic Mod Enabler - v2.6.0.157
[E:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.7p3
Nippon Maru v1.6c
451a_TMOstyle_NavMapDots for Nippon Maru
Nihon Kaigun v1.1b
451b_TMOstyle_NavMapDots for Nihon Kaigun
Combined Roster
FOTRSU_1.7_SUB_SKINS_IN_4k
805_CWC_FotRSU

The mods look fine, then. Thanks for that. I would re-arrange them a pinch, since you are doing the TMO dots thingies. I would go with
100_FalloftheRisingSun_Ultimate_v1.7p3
Nippon Maru v1.6c
Nihon Kaigun v1.1b
Combined Roster
451a_TMOstyle_NavMapDots for Nippon Maru
451b_TMOstyle_NavMapDots for Nihon Kaigun
FOTRSU_1.7_SUB_SKINS_IN_4k
805_CWC_FotRSU
... and that way, there is no doubt that you will have the TMO dots for everything, though your list ~should~ work just fine.

Back to the sound issue though, other ways to induce that condition is to "shell-out" to Windows with the game running. In other words, using the Windows calculator for targeting, or emailing your crew ( :roll: ) while playing. Windows itself will cause shell-outs when it goes to prompt you for new emails received, or updates available, etc., from the systray. Try to avoid that happening. You can attempt to minimize the trouble by "Pausing" the game prior to going to Windows, but no two computers are alike, and in my house, I only have one machine that doesn't seem to mind doing that, while my other three will eventually have issues of one form or another, from shelling out. If that's what you have, let us know - And, if you are driving an S-Boat, let us know that also, please!
s7rikeback pointed out an oversight on both our parts (you and me, not strikeback... lol) with the mod lists, Arenius... we are missing one (kind of two of them), so make your list:
100_FalloftheRisingSun_Ultimate_v1.7p3
RWR_APR_Patch (https://www.subsim.com/radioroom/showthread.php?p=2791268#post2791268)
Nippon Maru v1.6c
Nihon Kaigun v1.1b
Combined Roster
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots for Nippon Maru
451b_TMOstyle_NavMapDots for Nihon Kaigun
FOTRSU_1.7_SUB_SKINS_IN_4k
805_CWC_FotRSU
The 451_TMOstyle_NavMapDots is in the AddInModzPak_17p3 (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993) file. If you don't include it, you will only have "dots" for the Nippon Maru and Nihon Kaigun additions, but not the rest of the Rosters... sorry 'bout that...

Arsenius
02-13-22, 06:48 PM
s7rikeback pointed out an oversight on both our parts (you and me, not strikeback... lol) with the mod lists, Arenius... we are missing one (kind of two of them), so make your list:
100_FalloftheRisingSun_Ultimate_v1.7p3
RWR_APR_Patch (https://www.subsim.com/radioroom/showthread.php?p=2791268#post2791268)
Nippon Maru v1.6c
Nihon Kaigun v1.1b
Combined Roster
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots for Nippon Maru
451b_TMOstyle_NavMapDots for Nihon Kaigun
FOTRSU_1.7_SUB_SKINS_IN_4k
805_CWC_FotRSU
The 451_TMOstyle_NavMapDots is in the AddInModzPak_17p3 (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993) file. If you don't include it, you will only have "dots" for the Nippon Maru and Nihon Kaigun additions, but not the rest of the Rosters... sorry 'bout that...
Thank you again, i always feel myself lost in so many mods:k_confused:

propbeanie
02-13-22, 08:19 PM
We are working on that for the future, yet also have some options left... :salute:

torpedobait
02-13-22, 10:25 PM
Thanks for the date detailing. Very helpful... The main problem is probably the early command upgrade where you got the Balao in July of 1943 at Tulagi. It has "AvailabilityInterval= 1943-08-01, 1943-10-01", when it then transfers to Milne Bay, with "AvailabilityInterval= 1943-10-01, 1944-05-17", where it then transfers to Manus Island. The missions are set though, that you do not crash or get retired with the early boat, and that really does not seem like it should mess anything else up along the way. However, we also do not have a "new paint scheme" in FotRSU. The paint should change with a conning tower change, and that should be the prompt, but we might be pointing to the wrong menu.txt entry... I don't think we even have a Measure 32 in the UpgradePackSlots... If the game is calling that "logic" somewhere with the Balao, that might be the problem... A very slight possibility is the going from a Gato boat with its bow mount, to the Balao, with its stern mount, and then the game getting confused... Sad thing is, the "upgraded gun slot" and losing of crew positions has been with SH4 since March of 2007 when it was released. Each update they released had a "fix" for the issue, and yet it remains to this day. Something goes wrong in the Save file, and "poof!" the gun slots are among the first things to be lost.

We will dig into this though, because this is the first time I have ever heard of it happening this way. The "upgrading" issue from a 4 to 5 inch gun is well documented, but that paint change message is definitely new. Now for some questions:
1. Did you get a conning tower upgrade when the paint scheme changed? It would look the same as the first, with slight improvements to some of the "slots" for future radar upgrades, but the only noticeable difference would be going from Measure 9 black to Measure 32 grey.
2. Had you removed the deck gun crew prior to buying the new gun? If not, and you lost the slots, were the slots for the Damage Team filled back the way they were? In other words, did you lose the crew men, along with the slots?
3. Other than the loss of the gun crew slots, all else seems to function as intended then?
4. Can you zip-up your Save folder again, and PM me a link to it, so that I can attempt to follow the sequence of events in it? There is a "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, and it has some relatively detailed instructions for recovery from this, with several examples of what you might find, especially in the newer "New and Improved FotRSU Way" on Page 3 and following. You could do that before or after linking to the Save folder, if you do, since you have a couple of Saves with the condition.
Thanks.
I do have the Save File I took immediately after the Paint Scheme Change. I'll try to figure out tomorrow how to best get it to you. It might be via email.

Re: your questions:
1. I did not notice any change in the Conning Tower after the paint scheme change, but then I wasn't looking for any. The Conning Tower and the hull are the lighter gray now. The deck is the darker gray.
2. I did not lose any crewmembers, only the deck gun slots. I keep my gun crews on the Damage Control Team and only move them to a gun when I need them there. I did not change the deck gun in any way. It was a 4.5" Stern Mount before the paint change, and
is the same now. By the way, the deck gun is there in the stern position, and I can and have used it, but being the only person who can man it makes it almost useless in value.
3. Everything else functions as usual. The AA guns and gunners are quite effective (2 single Bofors).
4. I'll get the Save File to you tomorrow if all goes well here.

:salute:

torpedobait
02-14-22, 10:20 AM
I do have the Save File I took immediately after the Paint Scheme Change. I'll try to figure out tomorrow how to best get it to you. It might be via email.

Re: your questions:
1. I did not notice any change in the Conning Tower after the paint scheme change, but then I wasn't looking for any. The Conning Tower and the hull are the lighter gray now. The deck is the darker gray.
2. I did not lose any crewmembers, only the deck gun slots. I keep my gun crews on the Damage Control Team and only move them to a gun when I need them there. I did not change the deck gun in any way. It was a 4.5" Stern Mount before the paint change, and
is the same now. By the way, the deck gun is there in the stern position, and I can and have used it, but being the only person who can man it makes it almost useless in value.
3. Everything else functions as usual. The AA guns and gunners are quite effective (2 single Bofors).
4. I'll get the Save File to you tomorrow if all goes well here.

:salute:

Save file sent via email this morning.

KaleunMarco
02-14-22, 12:52 PM
i encountered a small convoy with two Heian Marus and a two or three-stack troopship along with the usual escorts during storm conditions (wind=13 km/s)

as we were setting up for a shot first one and then the other Heian went down.
we were way up north and there was no US CVA air activity. i confirmed this by watching via the external camera.

we went on to sink the troopship and later, during the hunt for us, one of the DD's went down.

i can understand the loss of the DD under these conditions but are major ships, such as Heian Maru, expected to sink during a storm?


continuing this discussion...
we were tracking a convoy of six ships with escorts that were southbound early July 1943, just east of northern part of Honshu.
the weather was mild, winds were 5 m/s and i cannot recall from which direction.
we were ahead of the convoy, moving approx North, when the lead DD sailed past us. we turned to starboard to engage the merchies, when suddenly there were explosions galore, and 1,2,3,4 dead ships appeared on the Nav Map.
i used the external view and saw that the winds had suddenly increased (10 m/s per the weather report) and the result was that the convoy lost both its Heians and two of three escorts. just.like.that.
brutal.

i believe the surviving escort was a DD and the two that were lost were a DE and a FF.

EDIT: this behavior is very consistent. from 10 m/s wind speed on up to 15 m/s is deadly to DE/FF and Heians. it just happened again. same location. same ships. 11 m/s wind speed.

how does one adjust the damage profile for ships? i have never dabbled into .dat or .zon files using the S3ditor, but i would be willing to try with a bit of guidance from a ship-building guru.

anyone care to volunteer for that assignment?

propbeanie
02-17-22, 05:08 PM
I'm still looking into this KaleunMarco, but I am having a most difficult time replicating this. Actually, "most difficult time" is not the phrase to use - "been unable to" is more like it. I have yet to have anything sink in quite a few test encounters. I think future tests will involve just setting the weather to "bad" in the Flotilla assignment files for a specific boat, and test like that, then see what "chance" does for me with patrol encounters, since the Single Missions don't seem to have any issue. What might be happening in the test missions, is that there is nothing to interfere with spawning, and there might be something going on with a group that has been "traveling" in the database, and then is called upon to spawn when encountering the player sub. I'll post back in a few days about that attempt at testing... :salute:

PS: I am not certain of being able to edit anything to alleviate this, since the zon file looks fine, as does the Zones cfg... at least, to my eyes it does...

propbeanie
02-17-22, 05:18 PM
Save file sent via email this morning.
How are you making out with the edits there torpedobait? :salute:

For anyone in a Gato, upgrading to a Balao at an appropriate timeframe, if you would let us know if you lose your gun positions please, or any other "upgrade" from a boat with a fore gun to a boat with an aft gun, or vice versa, we would appreciate it. torpedobait lost his gun positions after an automatic "upgrading" from Conn 01 to Conn 02, which also changed the Measure 9 to Measure 43 paint, this after initially having gotten the Balao with the gun positions properly in place... At this time, like KM's sinking ships, it appears to be one of those "SH4 things"... sigh... :roll:

Bubblehead1980
02-17-22, 05:19 PM
I'm still looking into this KaleunMarco, but I am having a most difficult time replicating this. Actually, "most difficult time" is not the phrase to use - "been unable to" is more like it. I have yet to have anything sink in quite a few test encounters. I think future tests will involve just setting the weather to "bad" in the Flotilla assignment files for a specific boat, and test like that, then see what "chance" does for me with patrol encounters, since the Single Missions don't seem to have any issue. What might be happening in the test missions, is that there is nothing to interfere with spawning, and there might be something going on with a group that has been "traveling" in the database, and then is called upon to spawn when encountering the player sub. I'll post back in a few days about that attempt at testing... :salute:


Just thought I would chime in, hope it helps. I've encountered this issue in TMO and FOTRS. Rare in TMO but have noticed that when it does happen, its after reloading a saved game, in both mods. Sometimes ships in reloaded saves ride too high or too low in water. I have observed some riding too low in water get swamped by heavy seas, and sink. Gather the explosions is waves start racking up hit points on them when they respawn low in water. SH 4 have noticed, does funny things with loaded saved games sometimes, especially on modded installs. Not every time, but it does happen.

Quite rare for me these days because I leave the sim running on the desk top have set up for SH 4 so rarely load a saved game on patrol. Last time I did, had no issues, but usually does.

propbeanie
02-17-22, 05:24 PM
Just thought I would chime in, hope it helps. I've encountered this issue in TMO and FOTRS. Rare in TMO but have noticed that when it does happen, its after reloading a saved game, in both mods. Sometimes ships in reloaded saves ride too high or too low in water. I have observed some riding too low in water get swamped by heavy seas, and sink. Gather the explosions is waves start racking up hit points on them when they respawn low in water. SH 4 have noticed, does funny things with loaded saved games sometimes, especially on modded installs. Not every time, but it does happen.

Quite rare for me these days because I leave the sim running on the desk top have set up for SH 4 so rarely load a saved game on patrol. Last time I did, had no issues, but usually does.
After a Saved game Load :hmmm: ... I'll add that to the testing repertoire then... lol Thanks.

torpedobait
02-18-22, 09:32 AM
How are you making out with the edits there torpedobait? :salute:

For anyone in a Gato, upgrading to a Balao at an appropriate timeframe, if you would let us know if you lose your gun positions please, or any other "upgrade" from a boat with a fore gun to a boat with an aft gun, or vice versa, we would appreciate it. torpedobait lost his gun positions after an automatic "upgrading" from Conn 01 to Conn 02, which also changed the Measure 9 to Measure 43 paint, this after initially having gotten the Balao with the gun positions properly in place... At this time, like KM's sinking ships, it appears to be one of those "SH4 things"... sigh... :roll:

I couldn't be happier! The deck gun is manned, I upgraded to the 5.5" stern-mounted deck gun, and all works fine. Have not tried to move the gun around, nor will I. If the Navy wants me to have a bow or stern gun, than that's the way I take it. Why mess with success?

Thank you for the assistance. I now have the "cure" for adding the second crew to the AA guns when needed, and the Deck gun crew should there be an error there.

I am continuing my career that started out of Cavite. I did notice one strange thing (I can hear you groaning from clear over here). While based out of Manus Island, I requested and was granted a transfer on 7/24/1944 to the new FB at Saipan. However, when I launched the next patrol on 8/10/1944 , it showed me leaving from Manus again! That has never happened before - the mission is assigned based on the arrival base, but the subsequent departure after a transfer has always been from the new base.

So on arrival back to Manus Island on 8/29/1944 I re-requested a transfer to Saipan because I wanted to be closer to Leyte Gulf in the October timeframe. This time the transfer went through as normal. When I left port in early September it was from Saipan, as expected. Probably another date thing, but it did no harm.

And on we go! :salute:

propbeanie
02-18-22, 11:14 AM
Interesting... Saipan comes on-line July 3, as does the Balao there, with mission dates that do precede that, so it should have transferred you... but after patrol, you were still based at Manus? Correct? The game probably lost something in the translation. I'll add a look-see of that to the list. No matter what though, remember that Guam is still contested, and there are shore guns there, so don't wander too close until after mid-October...

KaleunMarco
02-18-22, 08:25 PM
driving a Gato out of Midway, September 1943.
Location is somewhere in the East China Sea, a bit WNW of that infamous vacation location for Marines, Okinawa.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_Ultimate_v1.7pRC2
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster

the first screen shot shows the Nav Map. Notice the DD/DE at approx 17 degrees relative.
https://i.ibb.co/D7SfCHF/SH4-Img-2022-02-17-21-38-53-782.png

the second screen shot shows the hydrophone at approx the same relative bearing. it says it is detecting a merchie however there no merchie between the escort and us.
the hydrophone should be showing a warship but it does not.
does that seem a bit hinky?
https://i.ibb.co/F68p92w/SH4-Img-2022-02-17-21-39-19-621.png

propbeanie
02-18-22, 08:45 PM
Couple of things... First, since you have a visual, you won't have a sonar line, like the other lines are. Notice the blue line (moonlight's sonar lines mod??) at approximately the 345 relative line for a warship... Second in FotRSU, the Kaya class (DE Momi II) "Fast Transports" are not DD, though they do look like DD, but they are instead UnitType=103, or a passenger merchant, hence the call for "merchant"... if that's what it is, a Kaya... ??

KaleunMarco
02-18-22, 09:18 PM
Couple of things... First, since you have a visual, you won't have a sonar line, like the other lines are. Notice the blue line (moonlight's sonar lines mod??) at approximately the 345 relative line for a warship... Second in FotRSU, the Kaya class (DE Momi II) "Fast Transports" are not DD, though they do look like DD, but they are instead UnitType=103, or a passenger merchant, hence the call for "merchant"... if that's what it is, a Kaya... ??

ok, firstly, we were submerged so the escort in question was detected via sonar. more than likely, there was a blue line at 017 relative until the sonar swept that location and it positively identified the contact and then substituted an icon for the blue line.

secondly, prior to firstly, that particular escort was most probably a Hatsuharu (which is wonkavision spelled backwards) or a Mutsuki or a Asashio. according to CareerTrack.upc all three of those escorts are Type 4. I do not recall encountering a Kaya/Momi during this patrol.

i'll try and secure another example during the next patrol.
is there any other specific telemetry that you want me to capture?

torpedobait
02-19-22, 09:43 AM
Interesting... Saipan comes on-line July 3, as does the Balao there, with mission dates that do precede that, so it should have transferred you... but after patrol, you were still based at Manus? Correct? The game probably lost something in the translation. I'll add a look-see of that to the list. No matter what though, remember that Guam is still contested, and there are shore guns there, so don't wander too close until after mid-October...

Correct - after the patrol I was still based at Manus Island. That's when I re-requested the transfer to Saipan and got it. The very next mission was out of Saipan.

I did run that mission, and on the way back from the South China Sea had a very successful engagement in Leyte Gulf, during which the base changed from Saipan to Guam. We sank one heavy cruiser, damaged another, and then sank the Fuso. Added to that the enemy torpedos meant for me sank one of their own DD's. Good times for all!

KaleunMarco
02-19-22, 10:54 AM
Added to that the enemy torpedos meant for me sank one of their own DD's. Good times for all!

i love when this happens.
i also like it after you have successfully attacked a convoy and each of the ships is running around helter-skelter. you pick one who comes into range and get a hit on her and when she explodes, she takes a DD/DE with her.
i wish the game would give us credit for it.:03:

torpedobait
02-21-22, 04:02 AM
i love when this happens.
i also like it after you have successfully attacked a convoy and each of the ships is running around helter-skelter. you pick one who comes into range and get a hit on her and when she explodes, she takes a DD/DE with her.
i wish the game would give us credit for it.:03:


And while it's not a smart place to go, if you can infiltrate Truk Lagoon mid-war and find elements of the IJN Fleet at anchor there, there is sometimes a Yamato class BB moored right next to a Fleet Carrier, surrounded by 3 or more DDs. Setting torpedos to run under the DDs, taking out the carrier with four Mk14s will often result in the carrier exploding with such violence that it either takes the Yamato and at least one DD down with it, or leaves Yamato burning from stem to stern. No credit of course, but cool to watch with a remote camera. If by chance the Yamato does not sink, it only takes a few torpedos to sink her, which gives one credit for both. I love this game! :subsim:

KaleunMarco
02-21-22, 05:20 PM
normally, i do not sweat these details however in this mission we were hammered by a couple of lucky-a$$ escorts who pranged us pretty good.

we were headed to davy-jones-locker and i had to resort to an emergency blow along with all-back-emergency.

these two orders checked the dive and as soon as we rose to an easier-breathing depth, i gave orders to level off just under the therm.

now...here is the kicker. when we blew ballast we had used 27% of our capacity or we had 72% remaining, whichever is easier to understand.

later, when the dust settled, we surfaced and headed for home, but the compressed air tanks never replenished themselves. and, no, the compressed air tanks were not damaged in the DC attack.

has anyone experienced this behaviour?

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

100_FalloftheRisingSun_Ultimate_v1.7pRC2
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster

KaleunMarco
02-21-22, 05:43 PM
if you are not aware of this already, Mission ID413 was assigned to us and it has no objective. Mission Name is Patrol PhilippineSea 02.
i think the bug is that in the TSR, the name is missing some characters. so, it's a typo?
from tsr: Patrol Philippines 02_Objective1=Patrol area Vestible within the designated area east of Luzon for 5 days.

i think that if add "ea" to the end of Philippines, things will connect in the orders. And.....it did. i made the change and it works.

put it on the list if it is not already.
:Kaleun_Salute:

https://i.ibb.co/xz4VpK5/SH4-Img-2022-02-21-16-30-51-549.png

Bubblehead1980
02-21-22, 07:32 PM
normally, i do not sweat these details however in this mission we were hammered by a couple of lucky-a$$ escorts who pranged us pretty good.

we were headed to davy-jones-locker and i had to resort to an emergency blow along with all-back-emergency.

these two orders checked the dive and as soon as we rose to an easier-breathing depth, i gave orders to level off just under the therm.

now...here is the kicker. when we blew ballast we had used 27% of our capacity or we had 72% remaining, whichever is easier to understand.

later, when the dust settled, we surfaced and headed for home, but the compressed air tanks never replenished themselves. and, no, the compressed air tanks were not damaged in the DC attack.

has anyone experienced this behaviour?

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

100_FalloftheRisingSun_Ultimate_v1.7pRC2
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster


Most likely the tanks were damaged, but did not show on the damage control screen, it happens, noticed more in modded games where things have been changed. While it was in TMO, I posted just other day I was in Nautilus (donation narwhal) in 1944 and had a depth charge explode close, my compressed air reserve went down to 21, then bled down to 1 percent and eventually zero if I recall. I survived but boat was sluggish to surface, after breaking surface took about ten minutes to get her clear of water, from 25 feet to the normal 18 feet.

After compressor was repaired, noticed the compressed air reserve slowly began to build up, but it stopped at 12 percent, never went above that for rest of patrol. Also noticed that on routine trim dives, or short dives to avoid aircraft, used much more compressed air than normal.

Implication being, the "tanks" or whatever simulates them in SH 4 were destroyed, some severely damaged.

KaleunMarco
02-21-22, 08:48 PM
Implication being, the "tanks" or whatever simulates them in SH 4 were destroyed, some severely damaged.

so, damage but no message or indication. So, Ubi.

KaleunMarco
02-21-22, 10:13 PM
After compressor was repaired, noticed the compressed air reserve slowly began to build up, but it stopped at 12 percent, never went above that for rest of patrol. Also noticed that on routine trim dives, or short dives to avoid aircraft, used much more compressed air than normal.

Implication being, the "tanks" or whatever simulates them in SH 4 were destroyed, some severely damaged.

ok, after further review, you've connected the compressor to the compressed air tanks. i missed that with the first read.

when i made a cursory glance at the Zones.cfg file, i noticed that there is no zone for compressed air. But there is one for Compresor (sic).

so, the conclusion i draw is that when the Compressor is damaged, it manifests itself with decreased compressed air.

again, very Ubi.
:Kaleun_Salute:

Bubblehead1980
02-21-22, 10:39 PM
ok, after further review, you've connected the compressor to the compressed air tanks. i missed that with the first read.

when i made a cursory glance at the Zones.cfg file, i noticed that there is no zone for compressed air. But there is one for Compresor (sic).

so, the conclusion i draw is that when the Compressor is damaged, it manifests itself with decreased compressed air.

again, very Ubi.
:Kaleun_Salute:


Yes lol very UBI. There are a lot of things present we can't see on our damage and systems screen, but play a role in the damage model. I suppose that, like many aspects of sim at release, damage model was not complete.


Yes, I recall some bit in the old SH 4 manual lol talking about how vital compressor it is as allows to replenish the compressed air. Now, that isa given, but just recently found its connected to the reserve in if it is damaged or destroyed.

Thing is by default that thing has a lot of armor and hit points (the compressor) so its rarely destroyed, kind of like trim pumps. When I was reworking damage model, I made such equipment a lot more vulnerable, so now in TMO, you can lose your trim pump , hydraulic pump,etc and even after damage screen says repaired, noticed they may function but are not operating at full capacity. Same with deck gun. Batteries, esp in the Narwhal and older boats, have noticed after take damage, even if ay repaired, they will only charge up to X capacity, but not 100, battery charge will stay on if dont manually stop it in this case. This 'unseen damage " issue, goes back to even stock game now I think about it, its been so long since I ran stock though lol, def recall it showing up in mods over years .


Few patrols back, I surfaced thinking my deck was repaired after taking damage few days before, the screen said it was repaired, ordered it to fire on damaged ship, said gun too damaged to fire. I manned it myelf, nope, would not even rotate lol.

propbeanie
02-22-22, 08:26 AM
if you are not aware of this already, Mission ID413 was assigned to us and it has no objective. Mission Name is Patrol PhilippineSea 02.
i think the bug is that in the TSR, the name is missing some characters. so, it's a typo?
from tsr: Patrol Philippines 02_Objective1=Patrol area Vestible within the designated area east of Luzon for 5 days.

i think that if add "ea" to the end of Philippines, things will connect in the orders. And.....it did. i made the change and it works.

put it on the list if it is not already.
:Kaleun_Salute:
Got it, thanks! That indeed is the issue. The Patrol Philippine Sea files are copies of original Patrol Philippines and are set for CenPac boats, while the original Patrol Philippines are left for SoWesPac boats. Thankfully, that appears to be the only mission with a failure to match name to objective.

Conor4011
02-23-22, 05:31 PM
Hey guys stumbled upon this mod and want to give it a go to get back into SH4, when I go to the download page however and click the button it pops up another tab for a half second and then closes it and nothing happens.

Is there something I am missing here?

fitzcarraldo
02-23-22, 07:27 PM
Hey guys stumbled upon this mod and want to give it a go to get back into SH4, when I go to the download page however and click the button it pops up another tab for a half second and then closes it and nothing happens.

Is there something I am missing here?

Try with another browser. Chrome has problems. With Edge and Firefox works.

Good luck and welcome to the Pacific! :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

propbeanie
02-24-22, 09:29 AM
Did you get it downloaded Conor4011 after following fitzcarraldo's advice?

woland595
02-24-22, 12:52 PM
Hi everyone,

i have a question about sinking mechanic in this great mod.

So, consider that i hit a ship with two torpedoes, it stopped and is rolling to starboard. how can i know, that ship is going to sink somewhen. or if there are no sinking dynamic (in, say, 30 mins), i should hit it more?

thanks in advance.

Jimbuna
02-24-22, 03:25 PM
Welcome to SubSim Conor4011 :Kaleun_Salute:

propbeanie
02-24-22, 03:43 PM
Hi everyone,

i have a question about sinking mechanic in this great mod.

So, consider that i hit a ship with two torpedoes, it stopped and is rolling to starboard. how can i know, that ship is going to sink somewhen. or if there are no sinking dynamic (in, say, 30 mins), i should hit it more?

thanks in advance.
As they say: "Ya never know"... :roll: - but seriously, you just don't know sometimes. We activated the red flare that some ships (roughly half) will shoot up when in trouble, but those will shoot sometimes when the ship really isn't quite in trouble yet, just a holed hull... Most of the ships in the mod do have at least a modicum of a sinking effect, especially the older ones, and probably half of the newer ones, but it does depend upon the ship's author and to how they built their ship as to whether the sinking mechanics have been tweaked. Most of the ships you encounter though do have a semblence of "damage control", where you will see a damaged ship maybe pause for a while, while "repairs" are made, and then they'll take off again, and sometimes, the bow of the ship will be below the waves when they do, and that does happen a pinch unrealistically (game mechanics)... so it varies. Other times, a ship takes a hit, and an hour later it sinks from the flooding and fire damage. Other times, a ship might take 8 or more torpedoes to sink it, such as the bigger ocean liners, or the Yamato, which might take 12 torpedoes to sink, then the next time you encounter those same classes, it only take 4 and nine torps to sink them. Or, it might be one torpedo and the ship is gone in 60 seconds, and you'll get a "She's taking on water and going down, sir!" message right away...So it depends upon what ship it is, where you hit it, how much damage your torpedo inflicted (that "effect" can vary also with each "hit"). The crew rating of the ship also come into play, as to how well they cope with the damage inflicted... When in doubt, give 'em another fish, or if you have the time and inclination to hang around, try to wait them out. One thing to remember though, if they got a message off, and you are within range of any "help" for them, you might see a plane or two, or even a DD response, so be careful of your choice... lol

torpedobait
02-25-22, 04:44 PM
In Tench, left from NB Guam on January 11, 1945 to patrol ECS. Snagged 65,000 tons and headed back to Guam after spending all torpedos. Took a precautionary Save at about 1,080 NM from NB Guam as of Game Day January 28, 1945 and proceeded. Arrived on 1/30/1945, was awarded a NC, and went to dock. Nothing. CTD.

Reloaded the Save game from Game Day January 28. Took another Save at 100 NM from Guam on January 30, 1945 and proceeded to dock. Was awarded a Bronze Star this time (interesting that it changed) and requested to dock. Nothing. Another CTD

I can email the Save file (either one), but they don't show an arrival back to NB Guam. Never had a CTD on arrival to a base!

propbeanie
02-25-22, 06:26 PM
If you have the Save with the Navy Cross, I'll take that, or the one with the Bronze Star, but you'd probably want to try to keep the higher award... lol - my guess is that the next mission assignment is crashing you... maybe...

- if you want to include the whole folder, I might be able to fix this and send you the whole thing back... but it might not be a small enough archive...

KaleunMarco
02-25-22, 07:36 PM
In Tench, left from NB Guam on January 11, 1945 to patrol ECS. Snagged 65,000 tons and headed back to Guam after spending all torpedos. Took a precautionary Save at about 1,080 NM from NB Guam as of Game Day January 28, 1945 and proceeded. Arrived on 1/30/1945, was awarded a NC, and went to dock. Nothing. CTD.

Reloaded the Save game from Game Day January 28. Took another Save at 100 NM from Guam on January 30, 1945 and proceeded to dock. Was awarded a Bronze Star this time (interesting that it changed) and requested to dock. Nothing. Another CTD

I can email the Save file (either one), but they don't show an arrival back to NB Guam. Never had a CTD on arrival to a base!

the award downgrade happens to me all of the time.
i encounter the situation when i absent-mindedly accept an upgrade that i do not want, reload the previous save, complete the mission, refuse the upgrade an receive the next lowest award.
happens.every.time.
i just press on. nothing to see here.
:03:

KaleunMarco
02-25-22, 07:42 PM
ok, so i need this explained to me. in small words.

i encounter a convoy with elite DD as escorts.
i am able to close to within 10,000 or 11,000 yds on the surface and go undetected, even in daylight.
i encounter a task force with elite DD as escorts and approx 15,000 yds they are on me like ants on cole slaw. like pest bees on an open soda can.

this is consistent behavior in each situation. oh, and there are no aircraft overhead, on patrol, in either situation.

why is there a performance difference when the DD's are the same?

propbeanie
02-25-22, 08:16 PM
the award downgrade happens to me all of the time.
i encounter the situation when i absent-mindedly accept an upgrade that i do not want, reload the previous save, complete the mission, refuse the upgrade an receive the next lowest award.
happens.every.time.
i just press on. nothing to see here.
:03:
I just happened to think (scary) - part of CapnScurvy's "Awards Fix" stuff, which eliminates the easy CMH, is done by changing the names of the awards, which pushes everything "higher" in the level structure, such that the Bronze Star is actually the Navy Cross, which works fine with "normal" assignments... but the game's original "logic" is still in use in the background, with the original names and levels (can't change them, only the renown amount)... When you go back by refusing something, the game then uses the original logic... :hmmm: - does the Stock game do that though also? I'll have to give that a try some time...


ok, so i need this explained to me. in small words.

i encounter a convoy with elite DD as escorts.
i am able to close to within 10,000 or 11,000 yds on the surface and go undetected, even in daylight.
i encounter a task force with elite DD as escorts and approx 15,000 yds they are on me like ants on cole slaw. like pest bees on an open soda can.

this is consistent behavior in each situation. oh, and there are no aircraft overhead, on patrol, in either situation.

why is there a performance difference when the DD's are the same?
The game does not care one iota about "shape", just the total amount of "visible", so there can be differences there from AOB kind of stuff, as well as sea state, wind, speed of vessels, etc. But there is also still an issue with whether you are north or south of the equator, and whether you are east or west of the enemy vessels, as well as which direction they are facing, as well as your heading in relation to them. For whatever reason, sensor sensitivity is affected... I'll see if I can find that thread, but it was a lurker_hlb3 finding a while ago... It was "fixed" with each "update" that Ubi put out, but they only improved on the amount of failure, never truly fixing the issue. I think, again, that it has to be a bad math kind of thing. You used to be able to surface your sub 1200 yards from a DD under certain circumstances, and they wouldn't see you until you opened fire.

KaleunMarco
02-25-22, 10:41 PM
I just happened to think (scary) - part of CapnScurvy's "Awards Fix" stuff, which eliminates the easy CMH, is done by changing the names of the awards, which pushes everything "higher" in the level structure, such that the Bronze Star is actually the Navy Cross, which works fine with "normal" assignments... but the game's original "logic" is still in use in the background, with the original names and levels (can't change them, only the renown amount)... When you go back by refusing something, the game then uses the original logic... :hmmm: - does the Stock game do that though also? I'll have to give that a try some time...
yes.
mod-set does not matter.
i suspect that it is a build-in, unexpected feature (think bug) in SH4.


The game does not care one iota about "shape", just the total amount of "visible", so there can be differences there from AOB kind of stuff, as well as sea state, wind, speed of vessels, etc. But there is also still an issue with whether you are north or south of the equator, and whether you are east or west of the enemy vessels, as well as which direction they are facing, as well as your heading in relation to them. For whatever reason, sensor sensitivity is affected... I'll see if I can find that thread, but it was a lurker_hlb3 finding a while ago... It was "fixed" with each "update" that Ubi put out, but they only improved on the amount of failure, never truly fixing the issue. I think, again, that it has to be a bad math kind of thing. You used to be able to surface your sub 1200 yards from a DD under certain circumstances, and they wouldn't see you until you opened fire.
the last few missions that this has occurred, the AOB has been +/- 10 degrees of 0.
basically, we are heading toward the enemy head-on, whether is a convoy or a task force.
the difference being that the TF escort is s few thousand yards more observant that their convoy counterpart.

torpedobait
02-26-22, 12:12 AM
If you have the Save with the Navy Cross, I'll take that, or the one with the Bronze Star, but you'd probably want to try to keep the higher award... lol - my guess is that the next mission assignment is crashing you... maybe...

- if you want to include the whole folder, I might be able to fix this and send you the whole thing back... but it might not be a small enough archive...

Save File sent via email. Let me know if you need more. I'm going to let it sit as is pending the results of your analysis.

Thanks!

:salute:

propbeanie
02-26-22, 12:50 AM
yes.
mod-set does not matter.
i suspect that it is a build-in, unexpected feature (think bug) in SH4.
Yes, yes it is... lol - there's a few of them in thar!


the last few missions that this has occurred, the AOB has been +/- 10 degrees of 0.
basically, we are heading toward the enemy head-on, whether is a convoy or a task force.
the difference being that the TF escort is s few thousand yards more observant that their convoy counterpart.

That's them mounted 10x binocs they have on the bridge, like you can see in s7rikeback's Nihon Kaigun picture!

Save File sent via email. Let me know if you need more. I'm going to let it sit as is pending the results of your analysis.

Thanks!

:salute:
Reply sent back, with an edited Save folder. All I can see is an early assignment of the Tench boat - which apparently does just like the Balao in that regard... The boat has mission assignments to be used for an early command assignment, but since the boat does not become active at Guam (or anywhere for that matter) until January 1st, 1945, and you are trying to dock on December 24, 1944, the game does NOT like it since the boat is not "officially" active... If the edited Save file does not function properly, then go somewhere for a few days and dock sometime after January 3rd, 1943 at 0001 hours, and see if it doesn't allow you to dock without crashing. Let us all know how it goes, please! Thanks. :salute:

KaleunMarco
02-26-22, 10:53 AM
PB,

we are about to embark on this mission assignment and there are notes to the effect that there may be some unexpected features. just wanted to give you a heads-up in case you are looking for some specific feedback. this mission has two objectives: drop-off and recon-photo.

km

KaleunMarco
02-26-22, 12:09 PM
PB,

we are about to embark on this mission assignment and there are notes to the effect that there may be some unexpected features. just wanted to give you a heads-up in case you are looking for some specific feedback. this mission has two objectives: drop-off and recon-photo.

km

everything has gone swimmingly.
both objectives were completed without issue: the camera worked and the target ships were present to have their photos taken.
we sank them, so my apologies if we were supposed to leave them for a later date. :03:

however, everything in this area of SoWesPac is deadsville. based on previous experiences, i expected some traffic between Davao and Palau and between the Home Islands and Palau but there is nothing happening. D-E-D dead.
https://www.youtube.com/watch?v=L-sqcT_0P9Y
:Kaleun_Salute:

propbeanie
02-26-22, 12:28 PM
Was that the Burfish mission? Was there a pictures, drop-off and recover, or just the drop-off and pictures? There were more than two missions to Palau for recon work for pre-invasion look-sees... The Burfish mission is the more complex version, with the insertion and attempted pick-up of the UDT fellows off Yap, that only a portion show-up for recovery. The landings on that island were cancelled because of the fears of the 3 swimmers of the team having been captured and tortured...

A link with several other links of the story:
http://www.missingaircrew.com/yap2.asp

They are still looking for them:
https://www.projectrecover.org/search-wwii-udt-palau/

I think I put a pdf of the story in the Research folder - maybe... If not, I do have that somewhere on this computer... dig dig dig...

As for DED traffic, what was the date? The "seams" between mis files from like 43a to 44a should not happen as badly as in stock, but there is still a bit of that... I'll take another look-see at those, and maybe put the "tweeners" back in that we built back in the day...

J0313
02-26-22, 04:22 PM
Just a quick note. The draft scale numbers just forward of the forward dive planes are backwards on the port side. I know there is a way to make it mirrored but I can't remember how its done. This is with the 4k skin mod.

KaleunMarco
02-26-22, 05:24 PM
As for DED traffic, what was the date? The "seams" between mis files from like 43a to 44a should not happen as badly as in stock, but there is still a bit of that... I'll take another look-see at those, and maybe put the "tweeners" back in that we built back in the day...

nah, it is february 44.
the seam issue was during august 31-september 1.

as far as Burfish is concerned, i have to plead ignorance.
this is a drop off, then recon/photo mission.
i'm still on it, in it......whatever.

propbeanie
02-26-22, 09:05 PM
@ KaleunMarco: I found the pdf for the mission:
https://www.archives.gov/files/publications/prologue/2015/winter/bakuhatai.pdf

That happened at Yap. If you are at one of the other islands, then it is not the Burfish mission, but I do not remember which boat it is... :salute:


@ J0313: Yes, the draft scale is done in the skin, and we'd have to get fancy with the AO map for that, similar to doing kill flags or Micky Mouse on the side... if we get the time to, we'll correct some of those. thanks :salute:

KaleunMarco
02-26-22, 10:25 PM
@ KaleunMarco: I found the pdf for the mission:
https://www.archives.gov/files/publications/prologue/2015/winter/bakuhatai.pdf

That happened at Yap. If you are at one of the other islands, then it is not the Burfish mission, but I do not remember which boat it is... :salute:


interesting story....one i am not familiar with, although there are many of these stories that are lost to the ages.

Bubblehead1980
02-26-22, 11:01 PM
@ KaleunMarco: I found the pdf for the mission:
https://www.archives.gov/files/publications/prologue/2015/winter/bakuhatai.pdf

That happened at Yap. If you are at one of the other islands, then it is not the Burfish mission, but I do not remember which boat it is... :salute:


@ J0313: Yes, the draft scale is done in the skin, and we'd have to get fancy with the AO map for that, similar to doing kill flags or Micky Mouse on the side... if we get the time to, we'll correct some of those. thanks :salute:


Thank you for sharing! I was aware subs carried UDT teams but was not aware of Burrfish's missions specifically. Well, more to put into the campaign I suppose lol.

Bubblehead1980
02-27-22, 11:53 AM
Also interesting about the Burrfish, she sunk a German tanker in Japanese home waters in 1944.

https://www.wrecksite.eu/wreck.aspx?58853


Think might have to add this to the campaign as a target. I had the raider sunk by Pompano in October 1943 .

Reese
03-02-22, 08:56 PM
I cannot get this to work..

I have:


Deleted my entire steam library to move my install folder to C:\Steam
Installed SH4+Uboat from Steam.
Created MODS folder
unzipped mod into folder.
Ran JSGME and enabled
Deleted SH4 Saves
Ran LAA on SH4.exe

I have done all that(minus steam folder move) several times following all the instructions from forum post and supportTOC.

Game loads, shows mod is installed. Try to load a mission and after load bar fills i get "No mission too difficult..." or something like that.. and then black screen. IT will CTD after 15 or 20 seconds with errors about shaders and volumetricfog.fx

Any thoughts?


Edit: Also made sure no files were read only.
Edit2: I did see a previous post about Volumetricfox errors but i saw nothing about how he fixed it. I saw a mention of running the correct .exe of sh4 but i only have the one sh4.exe. I dont have another that specifically specifies U-boats. I DO however have u-boat options inside the game when i run it so im pretty sure im using the right version.

propbeanie
03-03-22, 12:23 AM
@ Reese - You seem to have done everything correctly, but one more try with a few things. Select the SH4.exe file, right-click on it, and choose "Properties" from that menu. Choose the "Details" pane, be certain the "Product Version:" about the middle of the page has "1.5.0.0" or "1,5,0,0" depending upon your country install. If that's good, click on the "Compatibility" tab, and set the "Disable full-screen optimizations" such that there is a checkmark in the tick box. Then click on the "Change high DPI settings" button. On that new window, click on the "Override high DPI scaling behavior..." tick box in the bottom section, to put a checkmark in it, and then choose "Application" in the drop-down box, if it isn't already chosen. Back to the first "General" tab, and be certain that the "Read-only" tick box is clear - no checkmark. OK out of that If the Read-only was indeed set, run the LAA or 4Gig Patch once again. Neither will display an error when it fails to take. The only way to check is to run the applet again.

Another to check is to have Windows display set to the display monitor's "(recommended)" resolution. Inside SH4 game, Options menu, Display Settings, use the drop-down box to choose that same resolution (if available) in the game's drop-down box for that. Set the other settings the way you want. Exit the game. Now re-start the game and try to go into the 3D portion of a mission or career and see what it does.

If it still fails, post back with some of your computer specs, such as cpu, amount of RAM, hard drives and the OS, and whether 32 or 64 bit. You could also run JSGME again, and choose "Tasks..." in the middle, then "Export activated mods list to -->" and then "Clipboard". You can then paste the clipboard contents into your next post with "Ctrl-V" key combination. One last question: when you start the modded game, are you getting a logo like below in my signature to the left?

Reese
03-03-22, 06:03 PM
Well, a little progress... tried what you suggested with no luck. Full reinstall with your suggestion and i was able to load onto the boat but the depth/speed gauges where white squares. Minimized to come type this reply and game CTD. Tried to restart and i am back to CTD on loading into missions... but no shader errors...

JSGME Mod list


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

100_FalloftheRisingSun_Ultimate_v1.7p3


Specs:

Operating System: Windows 10 Pro 64-bit (10.0, Build 19043) (19041.vb_release.191206-1406)
System Manufacturer: Micro-Star International Co., Ltd.
System Model: MS-7B78
Processor: AMD Ryzen 7 3800X 8-Core Processor (16 CPUs), ~3.9GHz
Memory: 16384MB RAM
Available OS Memory: 16334MB RAM
Page File: 11259MB used, 14801MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 12
DX Setup Parameters: Not found
User DPI Setting: 96 DPI (100 percent)
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled

---------------
Display Devices
---------------
Card name: NVIDIA GeForce GTX 1660 Ti
Manufacturer: NVIDIA
Chip type: NVIDIA GeForce GTX 1660 Ti
DAC type: Integrated RAMDAC
Device Type: Full Device (POST)
Device Key: Enum\PCI\VEN_10DE&DEV_2182&SUBSYS_375C1462&REV_A1
Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_E NUMERATOR|DN_NT_DRIVER]
Device Problem Code: No Problem
Driver Problem Code: Unknown
Display Memory: 14157 MB
Dedicated Memory: 5991 MB
Shared Memory: 8166 MB
Current Mode: 1920 x 1080 (32 bit) (60Hz)






Edit: Yes, my load screen looks like your signature.

propbeanie
03-03-22, 07:26 PM
Hmmm... your computer should be capable of running the game with both hands and a foot tied behind its back... Does your Steam install prompt you for a DirectX v9.0c install? You have to have that, else the 3D stuff will not work. However, my understanding was that Steam did that without issue... ??

Reese
03-04-22, 06:50 PM
It did not prompt me .. but this is not the first time ive installed SH4(maybe thought it didnt need to do again?).. however, i did read DX is needed when trying to figure out issue and ran installer manually(from SH4 install files) before my post.. should i try it again you think?

KaleunMarco
03-04-22, 07:33 PM
It did not prompt me .. but this is not the first time ive installed SH4(maybe thought it didnt need to do again?).. however, i did read DX is needed when trying to figure out issue and ran installer manually(from SH4 install files) before my post.. should i try it again you think?

the Ubi install process will pause and prompt you regarding DirectX.
now, having said that, i have hard media and not Steam d/l, so the install may be different.

Mad Mardigan
03-05-22, 11:00 AM
It did not prompt me .. but this is not the first time ive installed SH4(maybe thought it didnt need to do again?).. however, i did read DX is needed when trying to figure out issue and ran installer manually(from SH4 install files) before my post.. should i try it again you think?

After getting everything reinstalled, as it goes with Steam, &... then, reinstalling SH4+UBM, did you...

Do all the steps mentioned to the .exe, & running SH4... BEFORE dropping the jsgme, mods & all else, mentioned after all those steps you outlined...??? :hmmm: :hmmm: :hmmm:

Just curious...

:Kaleun_Salute:

M. M.

Torpex77
03-05-22, 11:30 PM
Hi, Is it possible to simply remove the 1.46 FOTRS version from JSGME, and install 1.7p3 without reinstalling SH4?

I dont expect my current career to carry over to the new version or can I? :hmmm:

Thanks!

Frank

propbeanie
03-06-22, 09:08 AM
It did not prompt me .. but this is not the first time ive installed SH4(maybe thought it didnt need to do again?).. however, i did read DX is needed when trying to figure out issue and ran installer manually(from SH4 install files) before my post.. should i try it again you think?
I do not have the Steam SH4 set, but look at this page on the Steam Store:
Silent Hunter Collection (https://store.steampowered.com/sub/13751/)
Notice that there are two SH4 versions. Make certain you have the "UBoat Missions" version. I have no idea as to the Steam / Ubisoft way of naming the folders in the install. Usually though, if a person does happen to be using the wrong version, a player would report a missing "Black80.tga" file when loading the game...? A last resort would to move your MODS folder out of the game folder to someplace safe, away from Steam, then run the Steam check files integrity to restore it back to a Stock game. Make certain afterwards that the Stock game does in fact load into the 3D world, and then try the mod again, deleting the Documents / SH4 Save folder before trying to run the game with FotRSU enabled.


Hi, Is it possible to simply remove the 1.46 FOTRS version from JSGME, and install 1.7p3 without reinstalling SH4?

I dont expect my current career to carry over to the new version or can I? :hmmm:

Thanks!

Frank
Generally, yes, you can get by with that, so long as you didn't have issues with the v1.46, but you do have to empty the Save folder, since the two versions are not 100% compatible. We are reasonably certain removing the 1.46 mod will completely restore the stock game (but not 100%) for a successful 1.7p3 activation, but if you do have troubles, you know where to look and what to do first...

Mad Mardigan
03-06-22, 09:41 AM
Hi, Is it possible to simply remove the 1.46 FOTRS version from JSGME, and install 1.7p3 without reinstalling SH4?

I dont expect my current career to carry over to the new version or can I? :hmmm:

Thanks!

Frank

As for going from v1.46 to v1.7p3 of FOTRS... yeah, it's possible to do so.

Simply deactive everything for it, then clear out the 'MODS' folder, then drop in what's needed to set up for v1.7p3... or simply set up a separate SH4 set up, provided that you have a unmodded virgin copy of SH4 to work with.

As for your career, from v1.46....

" " Version 1.7p3 of Fall of the Rising Sun Ultimate :

Note: This mod is NOT compatible with previous versions of itself. " "

So... Say goodbye to that career saves... Meaning, it's toast.

Now, there is a couple of .cfg files you can keep... But, those are for settings such as graphics, gameplay settings, & main settings... which have no connections to the previous mod version incarnation...

Note : am not at My pc, to list which files out of the save folder to keep, exactly. Sorry... But, know it's at baseline minimum of 2... or 3, that can be kept all the rest... Dump.

propbeanie, s7rikeback, KaleunMarko... can expand on that info...

Hope this info, is helpful...:shucks: :yep: :up:

:Kaleun_Salute:

M.M.

Torpex77
03-06-22, 06:05 PM
As for going from v1.46 to v1.7p3 of FOTRS... yeah, it's possible to do so.

Simply deactive everything for it, then clear out the 'MODS' folder, then drop in what's needed to set up for v1.7p3... or simply set up a separate SH4 set up, provided that you have a unmodded virgin copy of SH4 to work with.

As for your career, from v1.46....

" " Version 1.7p3 of Fall of the Rising Sun Ultimate :

Note: This mod is NOT compatible with previous versions of itself. " "

So... Say goodbye to that career saves... Meaning, it's toast.

Now, there is a couple of .cfg files you can keep... But, those are for settings such as graphics, gameplay settings, & main settings... which have no connections to the previous mod version incarnation...

Note : am not at My pc, to list which files out of the save folder to keep, exactly. Sorry... But, know it's at baseline minimum of 2... or 3, that can be kept all the rest... Dump.

propbeanie, s7rikeback, KaleunMarko... can expand on that info...

Hope this info, is helpful...:shucks: :yep: :up:

:Kaleun_Salute:

M.M.

Thanks for your Time. I looked after posting that save games were toast..lol
Frank

Mad Mardigan
03-07-22, 12:44 PM
Thanks for your Time. I looked after posting that save games were toast..lol
Frank

:shucks: :up:

:Kaleun_Cheers:

:Kaleun_Salute:

M. M.

KaleunMarco
03-07-22, 06:47 PM
As for going from v1.46 to v1.7p3 of FOTRS... yeah, it's possible to do so.

Simply deactive everything for it, then clear out the 'MODS' folder, then drop in what's needed to set up for v1.7p3... or simply set up a separate SH4 set up, provided that you have a unmodded virgin copy of SH4 to work with.

As for your career, from v1.46....

" " Version 1.7p3 of Fall of the Rising Sun Ultimate :

Note: This mod is NOT compatible with previous versions of itself. " "

So... Say goodbye to that career saves... Meaning, it's toast.

Now, there is a couple of .cfg files you can keep... But, those are for settings such as graphics, gameplay settings, & main settings... which have no connections to the previous mod version incarnation...

Note : am not at My pc, to list which files out of the save folder to keep, exactly. Sorry... But, know it's at baseline minimum of 2... or 3, that can be kept all the rest... Dump.

propbeanie, s7rikeback, KaleunMarko... can expand on that info...

Hope this info, is helpful...:shucks: :yep: :up:

:Kaleun_Salute:

M.M.
Hi, Is it possible to simply remove the 1.46 FOTRS version from JSGME, and install 1.7p3 without reinstalling SH4?

I dont expect my current career to carry over to the new version or can I? :hmmm:

Thanks!

Frank

Frank,
i would treat any new release of any mega-mod as if it is a brand new mega-mod. others have posted a list previously but i will repeat it here. you can use the previous release SH4 installation if:

you back out all mods for the installation using JSGME
check the JSGME backup folder and ensure that it is empty of files.
remove the older release mods from the JSGME Mods folder. if you want to keep them for historical purposes, i suggest that you zip them and then delete them, keeping the zip.
delete the entire Save Folder for the installation in your Documents folder. Yes, delete everything from the three-letter-name on-down.
recreate your Save folder using MultiSH4
copy your new release mods into the JSGME Mods folder and proceed from there.

:Kaleun_Salute:

Torpex77
03-08-22, 09:17 AM
Frank,
i would treat any new release of any mega-mod as if it is a brand new mega-mod. others have posted a list previously but i will repeat it here. you can use the previous release SH4 installation if:

you back out all mods for the installation using JSGME
check the JSGME backup folder and ensure that it is empty of files.
remove the older release mods from the JSGME Mods folder. if you want to keep them for historical purposes, i suggest that you zip them and then delete them, keeping the zip.
delete the entire Save Folder for the installation in your Documents folder. Yes, delete everything from the three-letter-name on-down.
recreate your Save folder using MultiSH4
copy your new release mods into the JSGME Mods folder and proceed from there.

:Kaleun_Salute:

I will do as suggested!! Thank You again!:up: **UPDATE** All is well, running Hot Straight and Normal. ))
Frank

!!HansGruber!!
03-12-22, 10:07 AM
Any tips on how to use contact report correctly in FOTRSU? If I need to be in visual range on the surface it seems quite likely I will be spotted.

propbeanie
03-12-22, 10:29 AM
That is part of the rub, ain't it? Not being seen, while seeing them good enough to report... You also have to have a report from your crew of "Ship spotted!" three times, for three separate ships, and have targeted and locked at least one, for the report to go through. You can check the NavMap and verify how many icons you have for "ship spotted", unless you have map contacts turned off. To do the report in as "safe" of a manner as is possible, you should determine their course first, so that you can attempt to parallel theirs, to an extent. You do not want to show a broadside to them, since it makes it much easier for them to spot you. Periscope up though, max zoom, and "lock" on a ship while attempt to bird-dog them, but not to get too close - just enough. I will sometimes open the Captain's clipboard while attempting to do this, and as soon as you see the "broken ship" icon mend together, you are able to send a Contact Report. Then back off and await the reply, if you care to. This can also be done while submerged, but you generally have to be at Radar Depth for that, so that you are able to Xmit.

J0313
03-12-22, 03:12 PM
What files did the team adjust to make the weather changes happen at such a good rate. I like the frequency of the changes. I would like to try it with KSD II.

Mad Mardigan
03-12-22, 03:29 PM
Forgive the length, but... wanted to try & make this as clear & concise, as is humanly... possible. Soooo... without further ado... :shucks:

Ahoy, torpex77... & any others who may wish to do this...:Kaleun_Cheers:

Per My post reply to your query on the FotRS-U thread (#4441, I believe... :hmmm:), on reactivating from a SH4 copy from 1 version of FotRS to a newer update...

On the info I gave, outlining the ability to reuse a copy that was previously used for an older version, I mentioned of in the saves folder, of deleting files in it all but 2 or 3.

Have returned to where I was able to go into 1 of several save folders that I have set up for the multitude of SH4 mod versions I have.

Can definitively state, that there is 3 .cfg files that can be kept.

Have highlighted those ones to keep whilst, deleting the rest & will outline the whole process, so you have a blueprint to work with, should you find the need... arise to do thusly, again in the near or far... future.

1st off, is of course, knowing the exact save folder you want to do this in... that is, of paramount importance... can't stress that enough.

Once that folder is known, is a simple matter of going into it & deleting from it, all the files in each of the folders, as shown in the attached pic to follow. Keeping only the 3 that are... highlighted, as seen in that pic :

http://snipboard.io/yhEFno.jpg

As you can see, those are the ones, you'll want to keep.

They do NOT have anything to do with modifications to the SH4 copy, that will be overwritten by the activation of the mods needed to update to the version of FotRS you'll want to go to... (or any other mod set, for that matter, as this can be done with any mega mod set, pertaining to SH4 that you'll want to roll with, either... :yep: :shucks:)

These files, are directly related to control of the screen rez, the TC & the in game graphics, that were they deleted, you would have to then redo. This step, as outlined, saves you... from having to go through doing all that... again.

All files, otherwise, can be deleted... safely & efficiently, even those inside the folders... thereby leaving the folders, as well... that wiping out the entire save folder, would then also would have to be reset back up with running the whole SH4 set up.

Therefore... doing all this, this way, saves a bit of time... not much, granted but... it is useful... at least from My perspective, at any rate.

I hope that this outline & it's execution explanation, is found to be of use, as always... I hope, that you find it useful. :shucks: :yep: :up:

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

:Kaleun_Salute:

M. M.

propbeanie
03-13-22, 11:28 AM
What files did the team adjust to make the weather changes happen at such a good rate. I like the frequency of the changes. I would like to try it with KSD II.
It can still get stuck in the "interminable" weather pattern, but doesn't seem to do that as often. CapnScurvy was the one who edited the environment last, but I'm not certain as to what all he adjusted. Perhaps he would see a PM, if his InBox isn't full?? But probably the biggest contributor to the game running as well as it does now, including cleaner Saved games, is the reduction of the ID conflicts, of which s7rikeback has been a bulldog on rooting those out. He hasn't attempted to eliminate the player sub conflicts, since there is only one of those at a time on a computer, even if doing Multi-Player, but he has removed a goodly portion of others. We'll have to see if he gets time to come by and comment. The game running better (more efficiently) seems to contribute to the weather "timing" being better. If you Save and exit the game, and come back later to play, you can still run into the "clock" for the weather re-setting and getting seemingly "stuck", just like the repair times starting over will do... :salute:

Bubblehead1980
03-13-22, 11:45 AM
It can still get stuck in the "interminable" weather pattern, but doesn't seem to do that as often. CapnScurvy was the one who edited the environment last, but I'm not certain as to what all he adjusted. Perhaps he would see a PM, if his InBox isn't full?? But probably the biggest contributor to the game running as well as it does now, including cleaner Saved games, is the reduction of the ID conflicts, of which s7rikeback has been a bulldog on rooting those out. He hasn't attempted to eliminate the player sub conflicts, since there is only one of those at a time on a computer, even if doing Multi-Player, but he has removed a goodly portion of others. We'll have to see if he gets time to come by and comment. The game running better (more efficiently) seems to contribute to the weather "timing" being better. If you Save and exit the game, and come back later to play, you can still run into the "clock" for the weather re-setting and getting seemingly "stuck", just like the repair times starting over will do... :salute:



I stabilized the weather in TMO by editing all the patrol objective and campaign files under mission parameters. I set weather change interval to 96 hours 1 knot default wind.

I still get weather changes(which is fine) but not the insane weather intervals as when it was set to 5 hours lol. Have had no issues with weather getting stuck for absurd amounts of time.Also found that having it set default to 1 instead of zero makes a difference as well. Worked out quite well. Of course using time compression at lower levels helps as well.

J0313
03-13-22, 01:08 PM
Thanks guys for the replies

jldjs
03-16-22, 03:56 PM
I just DL'd v1.7p3, installed as usual as I did with v1.7.
With just the v1.7p3 mod installed, created a new Save folder, 7p3, made sure LAA is applied for my 64bit WIn 10 rig that has successfully run v1.7, I started a new Fleet Boat career. I started from Midway, Fall 1943 with a Balao. I pushed off heading to the Carolinas, and as usual I take my first Save as I leave, and another save after clearing the two circle around Midway. All's good until I decide to Load one of those Saves. When the Navigation map appears, my plotted course to the Carolinas no longer appears! So I clear out my save, start over but this time select a Gato from Midway, and plot that course. All's well push off and do the same, make two separate Saves, then reload from one of those Saves, and CTD to desktop! I've DL'd FotRUS1.7p3 again, applied the mod to a fresh copy of SH4, started the same two careers and get the same results. Do I need that FotRSU Base patch ? Is there another version of v1.7p3 than the one I took from the beginning of this thread? AM I just unluckey? I know I'm abit old but accept that doing the same thing over more than once will still get the same result!
So I need a life saver or something please.

propbeanie
03-17-22, 08:37 AM
The patch does the APR-1 RWR 'fix', properly activating it on certain boats, and does nothing "operationally". When doing Saves such as you describe, are you exiting the game after the Save, and then re-starting it before trying to load the Save? You do have to exit the game if doing such. Let us know, please! If you are, then be sure you are pausing a bit after Saving to allow the game to finish its write to the hard drive, which is even more important if you have any write-caching activated in Windows, even if you are using an SSD. As usual, double-check your LAA or 4Gig Patch activation. :salute:

jldjs
03-17-22, 11:47 AM
The patch does the APR-1 RWR 'fix', properly activating it on certain boats, and does nothing "operationally". When doing Saves such as you describe, are you exiting the game after the Save, and then re-starting it before trying to load the Save? You do have to exit the game if doing such. Let us know, please! If you are, then be sure you are pausing a bit after Saving to allow the game to finish its write to the hard drive, which is even more important if you have any write-caching activated in Windows, even if you are using an SSD. As usual, double-check your LAA or 4Gig Patch activation. :salute:

"When doing Saves such as you describe, are you exiting the game after the Save, and then re-starting it before trying to load the Save?" No
I usually proceed on the charted course for a while, many minutes, then "Esc", and Return to Main, select Load and choose one of the previous Saves.
Today, I start the game, and choose the last of the two Saves, it loads ok, showing the remaining charted course. So exiting the game does allow reloading a Save correctly, but, I've never had to do it that way with v1.7 or any other previous version before!

Is there something I should check with Win10 regarding this? And yes, my game is loaded on the SSD.

Thanks for your help.

propbeanie
03-17-22, 01:30 PM
"When doing Saves such as you describe, are you exiting the game after the Save, and then re-starting it before trying to load the Save?" No
I usually proceed on the charted course for a while, many minutes, then "Esc", and Return to Main, select Load and choose one of the previous Saves.
Today, I start the game, and choose the last of the two Saves, it loads ok, showing the remaining charted course. So exiting the game does allow reloading a Save correctly, but, I've never had to do it that way with v1.7 or any other previous version before!

Is there something I should check with Win10 regarding this? And yes, my game is loaded on the SSD.

Thanks for your help.
s7rikeback has eliminated a lot of the ID conflicts of the different assets in the game, which allows for a "cleaner" Save, as well as what we think is better game play and more stability (which helps the Save situatioin). However, the game (in fact, the whole SH series) has never been good at "housekeeping", as far as a Windows program's memory management is concerned. When you play one part of the game, you cannot then play another part of the game, since the game does not properly clear or "release" its memory buffer areas. This is also why shelling out to Windows is not good in the SH series games on the 'modern' computer, because Windows is now "virtual" while the SH games are "literal" in their addressing, such that the game sometimes gets "lost" as to where to find its "parts" in memory when you come back in - Windows might change that "virtual" memory location. But the poor "housekeeping", in not properly clearing its buffers (I think) is what you encounter when you load a Saved game back in without exiting. For a preliminary glimpse at the problem, look at what Front Runner posted in "The 'Quit/Start/Load/Reload' Issue (FOTRSU) (https://www.subsim.com/radioroom/showthread.php?p=2586904#post2586904)", which is what led to the discoveries in "Base Time 2018 (https://www.subsim.com/radioroom/showthread.php?p=2577977#post2577977)" (the most helpful stuff is on Page 5). Interesting stuff, though VERY boring subjects. The first link is a game thing. The 2nd was exacerbated by an FotRSU thing (but the game as the root cause), from having mis-configured Career menu choices. A player really should NOT have to deal with that in a game. It should WORK as intended - and it would sure be nice to have some "documentation" for a modder's interface... oh well. Thanks Ubi! :oops: - but kudos to Front Runner and for digging into the details of those situations and helping us root them out! :salute:

jldjs
03-17-22, 03:33 PM
s7rikeback has eliminated a lot of the ID conflicts of the different assets in the game, which allows for a "cleaner" Save, as well as what we think is better game play and more stability (which helps the Save situatioin). However, the game (in fact, the whole SH series) has never been good at "housekeeping", as far as a Windows program's memory management is concerned. When you play one part of the game, you cannot then play another part of the game, since the game does not properly clear or "release" its memory buffer areas. This is also why shelling out to Windows is not good in the SH series games on the 'modern' computer, because Windows is now "virtual" while the SH games are "literal" in their addressing, such that the game sometimes gets "lost" as to where to find its "parts" in memory when you come back in - Windows might change that "virtual" memory location. But the poor "housekeeping", in not properly clearing its buffers (I think) is what you encounter when you load a Saved game back in without exiting. For a preliminary glimpse at the problem, look at what Front Runner posted in "The 'Quit/Start/Load/Reload' Issue (FOTRSU) (https://www.subsim.com/radioroom/showthread.php?p=2586904#post2586904)", which is what led to the discoveries in "Base Time 2018 (https://www.subsim.com/radioroom/showthread.php?p=2577977#post2577977)" (the most helpful stuff is on Page 5). Interesting stuff, though VERY boring subjects. The first link is a game thing. The 2nd was exacerbated by an FotRSU thing (but the game as the root cause), from having mis-configured Career menu choices. A player really should NOT have to deal with that in a game. It should WORK as intended - and it would sure be nice to have some "documentation" for a modder's interface... oh well. Thanks Ubi! :oops: - but kudos to Front Runner and for digging into the details of those situations and helping us root them out! :salute:

Thank for digging up Front RUnners post, but I guess you can add Fall 1943 starts from Midway too!

KOS
03-17-22, 05:25 PM
Hello all!


sorry to bother, but I can't change the difficulty settings when starting a new career.
I'd like to have some external views while keeping everything else.
In the main menu I can find the CUSTOM difficulty, but when selecting a new tour, there is not.


Have I installed uncorrectly the mod or is something missing ?


thank you in advance!

Mad Mardigan
03-17-22, 05:33 PM
Hello all!


sorry to bother, but I can't change the difficulty settings when starting a new career.
I'd like to have some external views while keeping everything else.
In the main menu I can find the CUSTOM difficulty, but when selecting a new tour, there is not.


Have I installed uncorrectly the mod or is something missing ?


thank you in advance!

That options menu in the main... is for other things like... training classes.

The options menu you want, for career/s, is located in that Radio, on the left of the desk, in the office... right after you start a career.

That is the options menu, for careers... you want.

NOT the options menu 1, in the main menu.

Hope this helps... clarify things for ya, skipper. :shucks: :up:

:Kaleun_Salute:

M. M.

Torpex77
03-17-22, 10:40 PM
Upgraded to FOTRS Ultimate 1.7p3 and its absolutely extremely impressive! I'm in my 4th war patrol in an S Class, had the bow blown off (just the free flood area) so I didn't get destroyed. but what's up..a patrol boat with torpedo's! :doh: Excellent Suprise! The diving and rising angles!!!!! LOVE IT! Interiors and sounds are Excellent. Too much to mention (spoilers)

You all did a truly magnificent Job on SH4!!! Thank You! :up::up:

Love the Pacific and the Fleet Boats! :D

Frank

propbeanie
03-18-22, 01:15 PM
Thank for digging up Front RUnners post, but I guess you can add Fall 1943 starts from Midway too!
All starts in the career are like that. Do not Save and then load the save. Even in the Stock game, it causes troubles. :salute:


Hello all!

sorry to bother, but I can't change the difficulty settings when starting a new career.
I'd like to have some external views while keeping everything else.
In the main menu I can find the CUSTOM difficulty, but when selecting a new tour, there is not.

Have I installed uncorrectly the mod or is something missing ?

thank you in advance!
The only thing to add to what MM said, is that each career can have different settings, so each time you start a career, or even while playing the career, when in the Captain's port Office, you can change the settings. So five careers? You can have all five set differently. The Main Menu choices stay the same each time you play, so you should visit that page each time in there also. Just do not go from a career to a Single Mission or vice versa, nor from the Museum to anything else, and vice versa. As above to jldjs, the game is rather cantankerous and persnickety about that kind of thang... :roll:
:salute:


Upgraded to FOTRS Ultimate 1.7p3 and its absolutely extremely impressive! I'm in my 4th war patrol in an S Class, had the bow blown off (just the free flood area) so I didn't get destroyed. but what's up..a patrol boat with torpedo's! :doh: Excellent Suprise! The diving and rising angles!!!!! LOVE IT! Interiors and sounds are Excellent. Too much to mention (spoilers)

You all did a truly magnificent Job on SH4!!! Thank You! :up::up:

Love the Pacific and the Fleet Boats! :D

Frank
Thank you from the team for the thanks! Glad you enjoy it, and we enjoy your enjoying it! :salute:

SeniorCitizen
03-19-22, 09:03 AM
Running FOTRS v1.7p3/Nippon Maru/Nihon Kaigun. 3rd patrol out of Brisbane in Gato Class USS B-Yacht'ch. Patrolling south of Formosa in Convoy College area. May 7, 1943, sank a Split Freighter flying German flag. :hmmm:

propbeanie
03-19-22, 09:07 AM
Yes indeedy! They were there. You won't find them very often, but besides the Yanagi missions and the Auxilary Cruisers that were around early, there were a few regular ship movements also. Definitely look-out for the U-Boats south of there... lol :salute:

SeniorCitizen
03-19-22, 09:18 AM
Cool! Hope I come across those Russian ships making the long transit towards the Black Sea from eastern Russia. They're going down! Doing my part for Ukraine.

Aktungbby
03-19-22, 09:40 AM
SeniorCitizen!:Kaleun_Salute:

SeniorCitizen
03-19-22, 10:50 AM
propbeanie,

Sent you a PM on different subject.

KaleunMarco
03-19-22, 11:06 AM
Cool! Hope I come across those Russian ships making the long transit towards the Black Sea from eastern Russia. They're going down! Doing my part for Ukraine.

:Kaleun_Salute:
sink 'em all, herr kaleun!
:Kaleun_Cheers:

propbeanie
03-19-22, 01:36 PM
I got the PM, and definitely a cool idea there SeniorCitizen. As for the Russians, remember that they are a Japanese neutral in the Empire Waters area, and an Ally of the US and Great Britain... they will count negatively against your renown score... :D You will however see them at times (hopefully mostly winter months) come out of the Korean Strait or the Tsugaru Strait when La Pérouse Strait freezes over.

SeniorCitizen
03-19-22, 02:28 PM
propbeanie,
My previous comment on the Russian ships was actually just a bad attempt at humor in relation to current events and the ships Russia now has moving through the Pacific enroute to the Black Sea. That being said, if ships of the USSR show up "in game", I'll still probably sink them anyway, just on principle, and take the hit on points. :D

KaleunMarco
03-19-22, 03:28 PM
propbeanie,
My previous comment on the Russian ships was actually just a bad attempt at humor in relation to current events and the ships Russia now has moving through the Pacific enroute to the Black Sea. That being said, if ships of the USSR show up "in game", I'll still probably sink them anyway, just on principle, and take the hit on points. :D

jumping in here....because i also responded to your post.

when you mentioned the Black Sea, i immediately connected your comment to the Dark Waters mega-mod in SH4, which is the only scenario of which i am aware where you would access the Black sea and be playing as a German Kaleun with a German U-boat.

if i mis-interpreted your post, please enlighten me.

SeniorCitizen
03-19-22, 05:00 PM
jumping in here....because i also responded to your post.

when you mentioned the Black Sea, i immediately connected your comment to the Dark Waters mega-mod in SH4, which is the only scenario of which i am aware where you would access the Black sea and be playing as a German Kaleun with a German U-boat.

if i mis-interpreted your post, please enlighten me.

Sorry KM; I obviously blew it with my attempt at current event humor. I was actually referencing the fact that Russia is currently having to send ships and supplies from their bases in the Far East to support their war in Ukraine and those ships were actually spotted transiting near Japan a couple of days ago. I was trying to be funny when I said I would sink any Russian ships I saw while on patrol because, of course, my patrol is going on in mid-1943 and we're actually living today in mid-2022. I think it was the time travel aspect of my joke that threw everyone off. The old saying comes to mind, "well, that went over everyone's head." Promise not to try again. :damn:

KaleunMarco
03-19-22, 10:09 PM
Sorry KM; I obviously blew it with my attempt at current event humor. I was actually referencing the fact that Russia is currently having to send ships and supplies from their bases in the Far East to support their war in Ukraine and those ships were actually spotted transiting near Japan a couple of days ago. I was trying to be funny when I said I would sink any Russian ships I saw while on patrol because, of course, my patrol is going on in mid-1943 and we're actually living today in mid-2022. I think it was the time travel aspect of my joke that threw everyone off. The old saying comes to mind, "well, that went over everyone's head." Promise not to try again. :damn:

you're ok with me, pal.
but you reminded me that i also need to watch my P's & Q's and properly frame my posts, lest i incur the wrath of others and get banned! (ooh, the worst thing)

SeniorCitizen
03-20-22, 01:09 PM
you're ok with me, pal.
but you reminded me that i also need to watch my P's & Q's and properly frame my posts, lest i incur the wrath of others and get banned! (ooh, the worst thing)

New to the forums so I don't know what your history is with that type of stuff, but good luck.

Back on topic, I'm really enjoying FOTRS. Had never played SH4 until a couple of months ago and simultaneously bought SH4 from Steam (for $.98 IIRC), downloaded FOTRS from here, along with Nippon Maru and Nihon Kaigun. Loaded it all up and started playing. No idea how entertaining the vanilla SH4 is since I've never played it, but the FOTRS/NM/NK combo reminds me of why I fell in love with computer games back in the 1990s before life got in the way. I'm now on my 6th patrol (2 in S boat from Dutch, 3 in Gato from Brisbane, now in a brand new Balao out of Brisbane) and still enjoying the heck out of it. I've also been fortunate to not have any "war stopper" issues to this point. Many thanks to the creative team.

KaleunMarco
03-20-22, 04:48 PM
New to the forums so I don't know what your history is with that type of stuff, but good luck.


it's not so much my history but what is tolerated within the website.
in other forums at Subsim :subsim:, one can express opinions but it is bad form to be insulting or to spew invective, or to make pejorative comments or to not respect others.
in the past some members have been suspended and/or banned for being personally insulting or nor respecting others' POV.
each forum has a moderator who monitors posts and then there is Onkel Neal who runs the website. Neal is a good guy and a straight-shooter.

SeniorCitizen
03-21-22, 07:45 AM
it's not so much my history but what is tolerated within the website.
in other forums at Subsim :subsim:, one can express opinions but it is bad form to be insulting or to spew invective, or to make pejorative comments or to not respect others.
in the past some members have been suspended and/or banned for being personally insulting or nor respecting others' POV.
each forum has a moderator who monitors posts and then there is Onkel Neal who runs the website. Neal is a good guy and a straight-shooter.
That makes sense. Anyone doing those types of things aren't healthy for a forum. Cheers.

goldmastersims
03-21-22, 02:57 PM
Hey guys. I wanna know if my save's still stable.

I started over because of stability issues with my previous career.

This new career has 7 patrols completed. Went from S-boat in Manila to Gar in Brisbane. Sometimes, when I'm using high time compression and then dive, the bow dive planes' animations don't finish.

Should I be worried?

I have multiple saves to backtrack in case things go south.

KaleunMarco
03-21-22, 03:08 PM
Hey guys. I wanna know if my save's still stable.

I started over because of stability issues with my previous career.

This new career has 7 patrols completed. Went from S-boat in Manila to Gar in Brisbane. Sometimes, when I'm using high time compression and then dive, the bow dive planes' animations don't finish.

Should I be worried?

I have multiple saves to backtrack in case things go south.
so, the animations are the only issue here?
your last save is playable except for the bow planes animation?

goldmastersims
03-21-22, 03:15 PM
so, the animations are the only issue here?
your last save is playable except for the bow planes animation?

Yeah, right now.

I had a CO2 bug a few patrols back, but saving and reloading fixed it. It hasn't happened since.

propbeanie
03-22-22, 02:04 PM
Quit shelling-out to the Windows desktop, goldmastersims. That's what is causing the issue. Generally speaking, you notice that those graphic and functional anomalies will "disappear" when you reload your Saved game. Also, be sure you are starting with an emptied Save folder when first starting FotRSU, else you'll have info from a previous mod or install stuck in the folder, which will prevent a complete, proper mod activation.

Gray Lensman
03-26-22, 11:08 PM
Back into SH4 after a couple of years hiatus. This time I decided to go with the FotRSU mod. Previously, I was an avid fan of the Trigger Maru mod.

Anyhow, reinstallation went just fine into a C:/Steam installation (no /Program Files/ in the path obviously, clean install, clean new save folder. Large Address Aware setup, JSGME implemented okay.

only 3 Mods installed in this order:

Fall of the Rising Sun Ultimate v1.7p
RWR_APR patch
Bigger Better Protractors

I generally like to play with almost all realism difficulties enabled except I enable map updates and stabilize view.

Some minor observations after a couple weeks of playing.

1. Even though Duds are enabled, I don't seem to get any at all... Zero, Zilch... Now of course, I know to offset the impact angle to reduce the chance of Duds, but there should still be a few random duds regardless when Duds are enabled... increases the immersion.

2. Weather and Sea state stay relatively the same for weeks play on end and no matter where you may transit to even if its another thousand miles away.

3. Sunrise, Sunset in FotRSU is totally screwed up. Doesn't affect the individual actions per se. BUT when the difference is sometimes over an hour or two just in a day's time something is obviously amiss.

For example: This affects timing when penetrating some harbors and you may be waiting for sunset to slip in closer and you find that the day before's sunset was 1000, so you wait for approx. 1000 to make your move and you wait and you wait and maybe sometime anywhere between 20 minutes to 2 hours later you might get a sunset.

Another example: I had to go back to a savegame which I had saved (by habit) as... "!942 03 10 1105 Sunrise" deliberately so as to have a reference to the exact time that the nav screen changed from dull pink to bright blue.

Less than an hour later, I had a Sunset occur... "1942 03 10 1201 Sunset" to be exact.

These LARGE Sunrise/Sunset discrepancies did not occur with the base game or with the TMO mod, so it pretty much narrows it down to FotRSU.




I'm having fun with FotRSU, but the above are some small annoyances that could stand some tweaking.

propbeanie
03-27-22, 05:18 PM
I will give a very similar reply to you, Gray Lensman :haha:
Quit shelling-out to the Windows desktop, Gray Lensman (goldmastersims). That's what is causing the issue. Generally speaking, you notice that those graphic and functional anomalies will "disappear" when you reload your Saved game. Also, be sure you are starting with an emptied Save folder when first starting FotRSU, else you'll have info from a previous mod or install stuck in the folder, which will prevent a complete, proper mod activation.
:yeah: After mod activation, be sure you have cleared the Save folder so that you get a complete mod activation. btw - Bigger Better Protractors is already in the mod. As for the duds, be sure you are differentiating between the "Main Menu" gameplay settings, and the Captain's Office in port gameplay settings. Click on the wooden radio console in the office, to the left of the desk, in order to access the career's Options settings. Each career can have a different set. Also, by default, FotRSU is using the Stock game's "duds" chances, which are quite low. For more aggravation, be sure and download the AddInModzPak_FotRSUv17 (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993), which has the original FOTRS settings, a Lotsa Dudz, and an More Dudz mods.

For the weather, and similarly for the repairs and other "timing" things in the game, each time you Save the game, the "timer" starts over. So the weather in FotRSU defaults to a chance of a change every five hours (of game time, not real time). If you shell-out to Windows, or if you Save and exit, that timer starts over again from "zero". You might have had 3 seconds left on the timer for a roll of the dice for a possible weather change, but it is now re-set to five hours. This also happens if your boat takes damage. The clock re-sets. It is a wonderful SH4 'feature' - NOT

The sunrise / sunset is not screwed-up in FotRSU. With the help of Front Runner a while back (Base Time 2018 (https://www.subsim.com/radioroom/showthread.php?p=2577977#post2577977)), we were able to nail it down as to how it was supposed to be. We have since revised the gameplay settings and no longer have the vsync enabled, but the game is an old DirectX v9.0c beast, and uses the DirectX library for its "timers", and is tied to the video card also. The "clock" stays almost exactly 'true' if you run the game at 30fps. Most modern video cards can no longer run that slow, and most of the modern games desire hundreds of fps, but NOT SH4. Time Compression also affects things. Too much TC, and the clock goes 'fast'. Too little, and it goes 'slow'. Nothing short of a re-write of the game's internals can change that. The closer you can get to 30fps, the better for clock 'accuracy' - to a point. A couple things about it though, if you start at Pearl on a patrol, and go west toward Tokyo, you cross the IDL, and you'll not see the date change. You should NOT see the clock change. You should ALWAYS be on Pearl (aka: Base) Time. If you do a Single Mission, you are on Game Time, aka: Local Time, which is dependent upon where the mission starts. Another contributing factor to the time going wonky is shelling out to Windows (see above)... Note also that there are vertical 'yellow' lines on the NavMap, and a purple IDL, seen at certain zoom levels. No labeling is included as of yet, but you can use those to judge what "local time" is where your boat is.

Also, when you do Saves, I would recommend NOT using a space in the name, but rather the underscore character, or using Caps to separate the names. I no longer trust the game and its "naming" conventions. :salute:

Gray Lensman
03-27-22, 06:15 PM
I will give a very similar reply to you, Gray Lensman :haha:

:yeah: After mod activation, be sure you have cleared the Save folder so that you get a complete mod activation. btw - Bigger Better Protractors is already in the mod. As for the duds, be sure you are differentiating between the "Main Menu" gameplay settings, and the Captain's Office in port gameplay settings. Click on the wooden radio console in the office, to the left of the desk, in order to access the career's Options settings. Each career can have a different set. Also, by default, FotRSU is using the Stock game's "duds" chances, which are quite low. For more aggravation, be sure and download the AddInModzPak_FotRSUv17 (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993), which has the original FOTRS settings, a Lotsa Dudz, and an More Dudz mods.


I always set the gameplay settings at the wooden radio console. Nice to know about the Stock game "duds" chances. That'll be a change that I'll have to make. Can you make a change to the Mod re: "Duds" mid-career?

For the weather, and similarly for the repairs and other "timing" things in the game, each time you Save the game, the "timer" starts over. So the weather in FotRSU defaults to a chance of a change every five hours (of game time, not real time). If you shell-out to Windows, or if you Save and exit, that timer starts over again from "zero". You might have had 3 seconds left on the timer for a roll of the dice for a possible weather change, but it is now re-set to five hours. This also happens if your boat takes damage. The clock re-sets. It is a wonderful SH4 'feature' - NOT

The sunrise / sunset is not screwed-up in FotRSU. With the help of Front Runner a while back (Base Time 2018 (https://www.subsim.com/radioroom/showthread.php?p=2577977#post2577977)), we were able to nail it down as to how it was supposed to be. We have since revised the gameplay settings and no longer have the vsync enabled, but the game is an old DirectX v9.0c beast, and uses the DirectX library for its "timers", and is tied to the video card also. The "clock" stays almost exactly 'true' if you run the game at 30fps. Most modern video cards can no longer run that slow, and most of the modern games desire hundreds of fps, but NOT SH4. Time Compression also affects things. Too much TC, and the clock goes 'fast'. Too little, and it goes 'slow'. Nothing short of a re-write of the game's internals can change that. The closer you can get to 30fps, the better for clock 'accuracy' - to a point. A couple things about it though, if you start at Pearl on a patrol, and go west toward Tokyo, you cross the IDL, and you'll not see the date change. You should NOT see the clock change. You should ALWAYS be on Pearl (aka: Base) Time. If you do a Single Mission, you are on Game Time, aka: Local Time, which is dependent upon where the mission starts. Another contributing factor to the time going wonky is shelling out to Windows (see above)... Note also that there are vertical 'yellow' lines on the NavMap, and a purple IDL, seen at certain zoom levels. No labeling is included as of yet, but you can use those to judge what "local time" is where your boat is.I'm retired so quite often my gameplay goes on for 8 hours realtime total during the day. Generally, I play Sunset to Sunrise, then save the game for a play break/pause, then play Sunrise to Sunset and go for another play break/pause. In most cases that's two five hour gameplay periods NON-STOP before exiting the game. I have had 0 wind for multiple sessions in a row like this which is not real life so I'll have to reserve judgement on FotRSu's weather. It just doesn't behave the same as it did with TMO.

Also, when you do Saves, I would recommend NOT using a space in the name, but rather the underscore character, or using Caps to separate the names. I no longer trust the game and its "naming" conventions. :salute:
Never had a problem with spaces in my save game names, but I'll keep the underscore in mind. Thanks. :)

Gray Lensman
03-29-22, 12:25 AM
For What It's Worth... :)


After another 5 game days playing my normal Sunrise to Sunset then save, then Sunset to Sunrise, save again, rinse, repeat with no game exiting and no "shelling" out/Alt-Tab. blah blah, I still had a "becalmed" wind state of Zero (0) wind speed. Reminded me of playing the old low graphics flat sea Silent Service 3.


Re-Setup installation back to TMO update and played the same way as above. In five game days, I had 3 weather changes going from 5 wind speed to 15 wind speed to 8 wind speed with corresponding sea states.


This confirms my suspicions that something is amiss with the way FotRSU handles weather.


One of the pluses to FotRSU is that the sonar scan is twice as fast as TMO. How was that done?


edit> Silent Service 2 (not 3)

Bubblehead1980
03-29-22, 01:00 AM
For What It's Worth... :)


After another 5 game days playing my normal Sunrise to Sunset then save, then Sunset to Sunrise, save again, rinse, repeat with no game exiting and no "shelling" out/Alt-Tab. blah blah, I still had a "becalmed" wind state of Zero (0) wind speed. Reminded me of playing the old low graphics flat sea Silent Service 3.


Re-Setup installation back to TMO update and played the same way as above. In five game days, I had 3 weather changes going from 5 wind speed to 15 wind speed to 8 wind speed with corresponding sea states.


This confirms my suspicions that something is amiss with the way FotRSU handles weather.


One of the pluses to FotRSU is that the sonar scan is twice as fast as TMO. How was that done?



Are you talking "original " TMO or my TMO Update I released in September? Just curious.

Gray Lensman
03-29-22, 02:32 AM
Are you talking "original " TMO or my TMO Update I released in September? Just curious.

The revised final released 9/28/2021.

Wish you could double the sonar scan rate like FotRSU... Gets rather monotonous/tedius waiting for such a slow 360 scan rate every time I do a sonar scan. My technique of playing at the start in 1941 once within a patrol area is to patrol at accelerated time speed to maybe x32 or x64 for 30 minutes advance then revert to x1 and do a sonar scan... rinse, repeat, until I find a sonar signal to home in on. Then make a bee line for it at full speed until I get an on-map sonar trace.

Once I find a viable target, I play out the battle almost full time x1. Some of my intercept battles take me 3 or 4 hours real time to resolve... Realism for the battles themselves. I'm retired so I can enjoy the process... :)

Bubblehead1980
03-29-22, 11:21 AM
The revised final released 9/28/2021.

Wish you could double the sonar scan rate like FotRSU... Gets rather monotonous/tedius waiting for such a slow 360 scan rate every time I do a sonar scan. My technique of playing at the start in 1941 once within a patrol area is to patrol at accelerated time speed to maybe x32 or x64 for 30 minutes advance then revert to x1 and do a sonar scan... rinse, repeat, until I find a sonar signal to home in on. Then make a bee line for it at full speed until I get an on-map sonar trace.

Once I find a viable target, I play out the battle almost full time x1. Some of my intercept battles take me 3 or 4 hours real time to resolve... Realism for the battles themselves. I'm retired so I can enjoy the process... :)


We operate in a similar manner, I use TC sparingly and operate according to the era...early war I am submerged in daylight when in operate era, sonar scans etc. In a attack, TC is rarely used. I leave a patrol running as have a desktop use just for SH 4, only time reload a saved game is rare time when power goes out, rare CTD etc. I also run about half of my patrols without map contact updates,.

Far as the sonar scan, I will consider it. I would have to find out how to change the rotation speed lol but for realism purposes, speed seems correct and is okay with me, although it does seem a bit slow at times. If I recall the sound heads were rotated by hand (there is even a rotating handle on the console lol) and as such speed seems appropriate. Plus, gives time to thoroughly scan.

Gray Lensman
03-29-22, 10:02 PM
We operate in a similar manner, I use TC sparingly and operate according to the era...early war I am submerged in daylight when in operate era, sonar scans etc. In a attack, TC is rarely used. I leave a patrol running as have a desktop use just for SH 4, only time reload a saved game is rare time when power goes out, rare CTD etc. I also run about half of my patrols without map contact updates,.

Far as the sonar scan, I will consider it. I would have to find out how to change the rotation speed lol but for realism purposes, speed seems correct and is okay with me, although it does seem a bit slow at times. If I recall the sound heads were rotated by hand (there is even a rotating handle on the console lol) and as such speed seems appropriate. Plus, gives time to thoroughly scan.


re: sonar scan speed realism... IRL you would have a dedicated sonar man calling out contacts as they are found... not so in SH4, other than those contacts already close by, so I look at the increased sonar scan speed as making up for the 30 minutes gaps between scans. In any case, if you find how to do it, you could make it an optional add-on mod so that those who want the slow torture realism can keep at it. LOL

torpedobait
03-31-22, 09:13 AM
The RM entry for the Soyo shows a picture of the Medium Cooler. However, when my crew IDs a ship as a Soya, the ship appears to be a Medium Heavy Load Freighter (I think). The tonnage awarded is appropriately in the 9100 ton range, whereas the Cooler is more like 3,000 or so. Sinking the Soyo gives the proper displacement credit - I think it only a picture issue in the RM. But it does confuse my crew.

This is small thing in the greater scheme of things. :D

:salute:

propbeanie
04-01-22, 11:09 AM
Confirmed:

https://i.imgur.com/k5lnUnj.jpg


The Medium Cooler (NL_B) is very similar to the Soyo Maru (NL_C) in appearance. The main difference of course, is the superstructure of the NL_B is aft-mounted (that doesn't sound right...) and the Soyo Maru is midship. They have the same hull. In my current install, it looks like the Soyo Maru does use the NL_B image. It looks like you are using the latest / greatest Nippon Maru (https://www.subsim.com/radioroom/showthread.php?p=2715764#post2715764) and Nihon Kaigun (https://www.subsim.com/radioroom/showthread.php?p=2755792#post2755792) versions, but be sure you are using the newest Combined Rosters file from the mods. We've put the bloodhound on the trail of this... For now, here is

JP_SoyoMaru_fix.7z (https://drive.google.com/file/d/1QTKERk9oh8VJJVsiTjuOKLmtLdzhEEpW/view?usp=sharing)

Put this on top of all that you have, and it will copy an NL_C sil file named "JP_SoyoMaru_sil.dds" into the SoyoMaru folder, and you should be golden... :salute:

s7rikeback
04-01-22, 05:20 PM
Confirmed:

https://i.imgur.com/k5lnUnj.jpg


The Medium Cooler (NL_B) is very similar to the Soyo Maru (NL_C) in appearance. The main difference of course, is the superstructure of the NL_B is aft-mounted (that doesn't sound right...) and the Soyo Maru is midship. They have the same hull. In my current install, it looks like the Soyo Maru does use the NL_B image. It looks like you are using the latest / greatest Nippon Maru (https://www.subsim.com/radioroom/showthread.php?p=2715764#post2715764) and Nihon Kaigun (https://www.subsim.com/radioroom/showthread.php?p=2755792#post2755792) versions, but be sure you are using the newest Combined Rosters file from the mods. We've put the bloodhound on the trail of this... For now, here is

JP_SoyoMaru_fix.7z (https://drive.google.com/file/d/1QTKERk9oh8VJJVsiTjuOKLmtLdzhEEpW/view?usp=sharing)

Put this on top of all that you have, and it will copy an NL_C sil file named "JP_SoyoMaru_sil.dds" into the SoyoMaru folder, and you should be golden... :salute:
Thanks to everyone who has spotted this.
this fix, and others inplace, updates arriving very soon.:Kaleun_Salute:

Torpex77
04-04-22, 06:49 PM
I started in The Philippines', eventually transferred to Brisbane. Did 4 patrols from there into the Solomons. Applied for transfer (tried every available port option as well) and every time I select the start mission board I get the Solomons again, even in early 43. Have I done something wrong? :doh:

Frank

propbeanie
04-04-22, 11:20 PM
Nope. "Normal behavior" unfortunately Torpex77. Pick the base you want to go to, and do the Solomon's mission, and once you dock at the new base, you'll be fine. This is what happened when Ubi & the devs "fixed" the old "repeating missions" problem. Back when, if you were based at Brisbane, and asked for a transfer to Fremantle, you would start at Brisbane and "work" your way to your new base, getting your assignment as you left base. The way the game works now though, is that you are given your next mission assignment when you come back in and dock the boat from your previous patrol. Since you are at Brisbane, you are assigned from that pool, so that ID and mission stay with you when you move to the next base for just that next assignment. The Brisbane boats patrol anywhere along the Solomon chain, up to and including the equator over New Guinea. So if you choose Fremantle, your boat IMMEDIATELY goes to Fremantle, but since you were assigned from the Brisbane mission pool, you might have to go to Savo Island for an Objective, and ~then~ go dock at Fremantle for your new home. It is advisable to stop at Brisbane for re-fueling enroute. If you put in for Dutch Harbor, that would eat up a goodly portion of your time just traveling both ways... It is advisable to plan your routing via US_NavalBases... There is an alternative, and it is the old standby "Just Do As You Please", ignore the brass, and go sink some ships and then go to your new home... but just a quirk of v1.5

Torpex77
04-05-22, 10:35 PM
Nope. "Normal behavior" unfortunately Torpex77. Pick the base you want to go to, and do the Solomon's mission, and once you dock at the new base, you'll be fine. This is what happened when Ubi & the devs "fixed" the old "repeating missions" problem. Back when, if you were based at Brisbane, and asked for a transfer to Fremantle, you would start at Brisbane and "work" your way to your new base, getting your assignment as you left base. The way the game works now though, is that you are given your next mission assignment when you come back in and dock the boat from your previous patrol. Since you are at Brisbane, you are assigned from that pool, so that ID and mission stay with you when you move to the next base for just that next assignment. The Brisbane boats patrol anywhere along the Solomon chain, up to and including the equator over New Guinea. So if you choose Fremantle, your boat IMMEDIATELY goes to Fremantle, but since you were assigned from the Brisbane mission pool, you might have to go to Savo Island for an Objective, and ~then~ go dock at Fremantle for your new home. It is advisable to stop at Brisbane for re-fueling enroute. If you put in for Dutch Harbor, that would eat up a goodly portion of your time just traveling both ways... It is advisable to plan your routing via US_NavalBases... There is an alternative, and it is the old standby "Just Do As You Please", ignore the brass, and go sink some ships and then go to your new home... but just a quirk of v1.5

No Problem! Thanks for the clarification. I'll just simulate FDR sent me on a personal Mission..somewheres LOL :yeah:

propbeanie
04-06-22, 10:23 AM
No sir! Higher authority that FDR is required... MacArthur is "Supreme Commander"... :har:

KaleunMarco
04-06-22, 03:03 PM
No sir! Higher authority that FDR is required... MacArthur is "Supreme Commander"... :har:

not on submarine operations, sir.
Dugout Doug never had any control over submarine operations. Ever. NFW.
Marshall conned Ernie King to designate a couple of rowboats and a canoe as the Seventh Fleet for MacArthur to call his own. It stayed that way until the Philippines Campaign in 1944 when the USN had to designate some actual warships to support Dugout and his return.


There is a USN legend that says that when Dugout was ordered out of Corregidor, the USN offered to take him and his family to Australia via submarine. Straight shot all the way to Melbourne.

Dugout wanted nothing to do with a sub, so we had to cook up the PT-boat thing to Mindanao and thence to an Army air base in order to fly him to Darwin and thence to train(s) to Melbourne.

Bubblehead1980
04-06-22, 05:05 PM
not on submarine operations, sir.
Dugout Doug never had any control over submarine operations. Ever. NFW.
Marshall conned Ernie King to designate a couple of rowboats and a canoe as the Seventh Fleet for MacArthur to call his own. It stayed that way until the Philippines Campaign in 1944 when the USN had to designate some actual warships to support Dugout and his return.


There is a USN legend that says that when Dugout was ordered out of Corregidor, the USN offered to take him and his family to Australia via submarine. Straight shot all the way to Melbourne.

Dugout wanted nothing to do with a sub, so we had to cook up the PT-boat thing to Mindanao and thence to an Army air base in order to fly him to Darwin and thence to train(s) to Melbourne.


I was just thinking the other day while modding TMO with early war missions to Corregidor such as Trout, Seawolf etc. Why did Dougie not hitch a ride via submarine? Would have been a safer way to evacuate than PT boat and aircraft.

Legend makes sense though, sounds like a total Dougie move.

KaleunMarco
04-06-22, 05:47 PM
I was just thinking the other day while modding TMO with early war missions to Corregidor such as Trout, Seawolf etc. Why did Dougie not hitch a ride via submarine? Would have been a safer way to evacuate than PT boat and aircraft.

Legend makes sense though, sounds like a total Dougie move.


Why did Dougie not hitch a ride via submarine? Dugout Doug was scared s#itless of boats. Of the ocean. Of boats on the ocean. Read any story about DD and it will relate how he never got his "sea legs".

subs were beyond his ken. why would anyone purposely sink a boat and think that they could travel anywhere in it? Madness!!

so, in the end, here are Dugout's choices: Sea Sickness vs Certain Death?

KaleunMarco
04-06-22, 06:54 PM
hey PB,

i thought i had posted this issue previously however i cannot find it so please pardon my repetition.

driving the Narwhal, out of Pearl, April 1943.
Received the 194305NarwAttu.mis assignment.
We shove off and along the way we receive all of the H-Day delay messages, the Jap TF message, then the all-clear message.
the date was May 7 or 8, we were sitting approx 30 miles east the Group 1 dropoff location, just waiting.
i decided to pull within a day or so sailing of the dropoff site.
when we got approx 25 mi away, the PC rattled for a moment and then CTD.
it happened twice, same conditions, except that the first time we were due north of the drop zone rather than east.
the common element is that when we close to within 20-25 miles, CTD.

any ideas on this?

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

100_FalloftheRisingSun_Ultimate_v1.7pRC2
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster

propbeanie
04-07-22, 08:54 AM
Yes, we do have that KM, thanks. You sent it via PM. Like a few other missions, it is "sharing" a MapZone for both an Objective and a Trigger, which usually just makes the Objective impossible to complete, but a CTD would not surprise me. Does it happen when you are about 12nm from the "Wait" location symbol? :salute:

KaleunMarco
04-07-22, 03:28 PM
Yes, we do have that KM, thanks. You sent it via PM. Like a few other missions, it is "sharing" a MapZone for both an Objective and a Trigger, which usually just makes the Objective impossible to complete, but a CTD would not surprise me. Does it happen when you are about 12nm from the "Wait" location symbol? :salute:

my apologies, i couldn't find the exchange in the PM box either. may be i deleted it (it seems like i am always at 99% utilization :oops:).

the CTD happens a bit further than 12 nm from the Wait Pennant Symbol...more like 20-25 nm.

can i remove the "holding objective" without ruining the other objectives and the mission?
addendum: apparently, removing the Hold Area Objective, Triggers, and Zone does not make this mission playable. it still CTDs as we close the landing area.