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mikesn9
04-08-22, 12:00 PM
Fotrsu v1.7p3, no other mods.


Feb 19 1942. starting second patrol (salmon) out of Darwin.
I got sonar contacts almost dead ahead. took a peek.. IJN fleet, including aircraft carrier.


Is this really what is supposed to be there?

Bubblehead1980
04-08-22, 12:46 PM
Fotrsu v1.7p3, no other mods.


Feb 19 1942. starting second patrol (salmon) out of Darwin.
I got sonar contacts almost dead ahead. took a peek.. IJN fleet, including aircraft carrier.


Is this really what is supposed to be there?



Feb 19 1942 is the day IJN carriers bombed Darwin...

mikesn9
04-08-22, 01:34 PM
Feb 19 1942 is the day IJN carriers bombed Darwin...




Lucky Me!
Got 4 DDs (in self defense). went back to Darwin reload & refuel, took off again.. now there are planes chasing me.
We'll see how this plays out.

Bubblehead1980
04-08-22, 01:57 PM
Lucky Me!
Got 4 DDs (in self defense). went back to Darwin reload & refuel, took off again.. now there are planes chasing me.
We'll see how this plays out.

Nice lol. :Kaleun_Salute:

Yes, quite the contact for you to "stumble" into. Tough to get into position in early war shots on such targets, no radar, their high speed, escorts, alertness. Plus torpedo failures, rare to even locate them, let alone get a shot.

I added the kido butai's movements to the campaign in TMO, pretty much matches history. Now, some time later I was on patrol and did not register, the date. I stumbled across the carrier force (in TMO) it off Staring Bay, Celebes March 26 1942.

I was chasing a oil tanker after four torpedo malfunctions in a pre dawn attack, was trying to get ahead before he entered the bay at dawn. Morning haze saw the outlines of carriers. Submerged in front of the force, worked way inside screen and fired on CV Kaga from 1000 yards. Two prematures, one miss, one hit on Kaga CV. DD's worked me over for six hours, old porpoise class boat did not have speed to catch up with the force.

Historically, this was the date they departed for the "Operation C" , the Indian Ocean raid.

KaleunMarco
04-08-22, 03:11 PM
Feb 19 1942 is the day IJN carriers bombed Darwin...

i encountered this same contact during a previous career playing TMO_BH.
we were on a mission-from-God and they were moving too fast.
it was best for each of us to press on with the task at hand.
:D

Bubblehead1980
04-08-22, 03:14 PM
i encountered this same contact during a previous career playing TMO_BH.
we were on a mission-from-God and they were moving too fast.
it was best for each of us to press on with the task at hand.
:D


lol nice. Hope you at least got off a contact report...

KaleunMarco
04-08-22, 04:05 PM
lol nice. Hope you at least got off a contact report...

stay off the GD radio. who do you think you are, a GD uboat skipper?
:har:

Bubblehead1980
04-08-22, 06:14 PM
stay off the GD radio. who do you think you are, a GD uboat skipper?
:har:


hahah well US skippers would break radio silence for a task force, for sure. Given your proximity to Darwin, possible could have invited friendly air strike on the TF with contact report .

torpedobait
04-08-22, 10:17 PM
hahah well US skippers would break radio silence for a task force, for sure. Given your proximity to Darwin, possible could have invited friendly air strike on the TF with contact report .

Worst thing about this encounter (the IJN TFJ) is that you are in shallow water with hoards of DDs giving you grief! It's very hard to get away. I am 1 for 2. Best way to do it is to time your arrival in Darwin to let you leave before the 19th!

KaleunMarco
04-09-22, 11:56 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:


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.

ok....did some additional research and determined that we can get to within approx 34 miles of the first drop zone before CTD (63 km).
so, what mission condition occurs when the user-boat gets to that point?
this is the key to the problem.
i have no idea.
+++
i noticed what could be an anomaly. there are two APD's defined in the mission. one starts life on May 11, 1943 and the other starts life on July 1, 1943. was this purposeful?
++++++
i removed all references to the Holding Area because the first occurrence of the CTD happened as we entered the Holding Area. - made no difference.
changed the entry date of APD#1 to match APD#2 - made no difference.
noticed that the mission briefing was greater than 900 characters. abbreviated a few words to get is under 900. - made no difference.
noticed that the waypoints of APD#2 caused an error message within the Mission Editor. Fixed those. - made no difference.

propbeanie
04-11-22, 06:26 PM
KM, I am stumped also... I have been editing the file for days, then testing after each edit, and I STILL CTD when about 30nm off the northern coast of Attu. I finally thought maybe something was generating on the 10th that was crashing me, so I decided to go in early, on the 7th the last time, instead of the 11th, and I STILL CTD'd ... I have completely removed the "timer" trip, since it wasn't used anyway, and I have added separate MapZones for a few other triggers, as well as noodling with "dates", but it is still crashing in the same spot. I am now removing the "layers" one by one from the Campaign, to attempt to possibly isolate the issue. Testing after each file is individually blanked. It sure would be a lot easier if it didn't take so #$@%&+ long to play the scenario, to only have it crash... but it does seem to be a "distance" thang, though I cannot "see" anything near the spawn range at the time of the crash. I do know it USED TO function as intended though, because I tested it before putting it in the campaign... sigh - More later. :salute:

propbeanie
04-13-22, 12:33 AM
I have blanked the campaign files, and removed all manner of items from the mis file itself. It is a location thang, KM. This is the closest I have come to marking where it occurs, without fail, no matter the day, no matter the boat:

https://i.imgur.com/x56sVD7.jpg

It crashed just after taking the screen shot. That is a 24nm circle I made there. If I come south toward the area, I can get the "Hold" to complete, but Attu itself will not let me near it. It doesn't matter if I'm in a Narwhal or a Gato or whatever... sigh. Building a completely new mis file and I'll try that.

Edit: New mission crashes also. It seems to be centered on Holtz Bay...

KaleunMarco
04-13-22, 07:59 AM
I have blanked the campaign files, and removed all manner of items from the mis file itself. It is a location thang, KM. This is the closest I have come to marking where it occurs, without fail, no matter the day, no matter the boat:

It crashed just after taking the screen shot. That is a 24nm circle I made there. If I come south toward the area, I can get the "Hold" to complete, but Attu itself will not let me near it. It doesn't matter if I'm in a Narwhal or a Gato or whatever... sigh. Building a completely new mis file and I'll try that.

Edit: New mission crashes also. It seems to be centered on Holtz Bay...

is this the definition of a restricted area?
maybe Attu was the pre-1947 Area 51?

propbeanie
04-13-22, 09:37 AM
It sure acts like it with this particular mission file. Very strange. I have created several other missions in the area, and have no issue with them. Here is a screen grab from the 1st of several, set to 5th May, 1943.:

https://i.imgur.com/8bCa6Fq.jpg

Note that my boat is at the mouth of Holtz Bay facing in, basically 'centered' upon the area where the original mission crashes 20nm out. No problem. Note also, I added a hospital ship facing northeast, just so there would be something to look at besides rock and trees. However, the whole campaign is loaded here, and traffic will show shortly, to the north. No amount of editing, including removing all MapZones, Objectives, ships, campaign files, changing dates, etc., as well as using different boats, has been able to change a thing with the original mission CTD - It still crashes at 20nm out from Holtz Bay. A new one is being created to replace this one. All other similar Commando Insertions function as intended. I have no clue as to what is amiss with the original... oh well... Thanks for your help :salute:

KaleunMarco
04-13-22, 10:07 AM
It sure acts like it with this particular mission file. Very strange. I have created several other missions in the area, and have no issue with them. Here is a screen grab from the 1st of several, set to 5th May, 1943.:

Note that my boat is at the mouth of Holtz Bay facing in, basically 'centered' upon the area where the original mission crashes 20nm out. No problem. Note also, I added a hospital ship facing northeast, just so there would be something to look at besides rock and trees. However, the whole campaign is loaded here, and traffic will show shortly, to the north. No amount of editing, including removing all MapZones, Objectives, ships, campaign files, changing dates, etc., as well as using different boats, has been able to change a thing with the original mission CTD - It still crashes at 20nm out from Holtz Bay. A new one is being created to replace this one. All other similar Commando Insertions function as intended. I have no clue as to what is amiss with the original... oh well... Thanks for your help :salute:

yes, i agree, strange brew, indeed. it's like it's a cursed MIS file.
i'll wait for the new mission. PM the link.
:Kaleun_Salute:

Jeff-Groves
04-13-22, 10:16 AM
Pretty Crazy that that Bay is very nearly the opposite side of the Globe from Dunkirk.
:hmmm:

In GWX 3 you get a CTD at Dunkirk!
:doh:


I suspect a trans dimensional rip in the SH fabric of time.
:o

Now it is documented here at SubSim some where that zooming into some areas in Map view will CTD.
SH3 anyway.

propbeanie
04-13-22, 04:51 PM
Well, Jeff, I had almost forgotten about that and SH3... lol - I was wondering if maybe there aren't several errors in the "terrain" of the game, because of what can happen around Truk lagoon, or off the north shore of New Guinea, where no amount of terrain "fixing" will eliminate the under-sea "rift", where a sheer wall comes up from the thousands of feet deep, to be within 30feet of the surface. If you are submerged near the areas, you do not "crash" your boat, but rather, the game CTDs... I have tried all manner of attempted "fixes", including this "all-new" mission, of which this is the overview:

https://i.imgur.com/LPrkNZ2.jpg

my Player sub is approaching the 24nm line I had drawn. I drew an 18nm circle from the other end, down by the Objective circles seen in the pic above, and was approaching that. This is the last pic taken, with an "X" about where my boat was when the game crashed - again:

https://i.imgur.com/Ndbm8Y3.jpg

The game is consistent with the four Commando Insertion missions I have built over the last two days, of crashing right at the 20nm mark from land. So I have blanked the campaign to eliminate all possibility of it being a unit of any sort. Date of the crash does not seem to matter, only the distance from the north shore of Attu, by Holtz Bay. The only "assets" I can find are two gun emplacements:

https://i.imgur.com/t7a4TJ4.jpg

However, they look to be fine, and the game does still crash with that file removed anyway... I do have MapZones in use that span the 180 longitude, and thought maybe it was them, but removing them makes no difference. I have had issue when attempting to set waypoints for RGG or other Groups / Units in the game, if you "cross" the 180, where the Mission Editor will NOT go directly from WP1 to WP2 if on either side of 180, but rather, the route will "wrap around the world" instead... maybe this is related to that?... Dunno, but here's the set-up for that:

https://i.imgur.com/pJnFd20.jpg

Also of interest is this:

https://i.imgur.com/uMtYZ99.jpg

If I exit the scenario prior to the CTD, the game still crashes - but only with this mission. I have a very similar mission off San Diego, another off Apemama, as well as other locations... It makes NO SENSE, unless I remember Dunkirk, and there is no explaining that one either...

I am now going to test coming North at Attu from west of the 180 line, and see what happens... :salute:

propbeanie
04-14-22, 08:06 AM
In the interest of "science", and to gather data for further FotRSU trouble-shooting, I ran the same, almost exact, scenario in the Stock v1.5 of the game - no mods. The only changes to the mission are the removal of the APD Manley ships used in FotRSU, and the changing of the player submarine call to the Sargo. Same set-up as far as MapZones, Objectives and everything else. Here is the set-up coming in to the Holding Area, with the last radio messages displayed:

https://i.imgur.com/TlIwP6y.jpg

All is well. After going by the center of the 24nm circle, I started doing screen grabs every two thousand yards, to see how close to the FotRSU version any potential crash was. It never happened I quit after getting within 12nm of shore:

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

There we're coming in to line-up for the drops... No issues whatsoever, other than what the Stock game does to the boats in such high seas:

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

... and that is basically to put them under the player sub, no matter what you do to attempt to avoid them. I was always at a Reverse speed, and usually tried a right rudder to back away from the boats, but I did try several other settings to avoid them. They ended up under the sub all four times. Two of the four flipped upside down, turning turtle, as above, and show as "sunk ship" icons on the NavMap - but the Objectives all complete, so it is up to the Scouts to swim for shore, with all their gear... sigh - The third boat launched went northeast, instead of southwest for shore, so I am certain they were late for the engagement:

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


In the end though, the mission functioned as well as can be expected on the Bering Sea side of the Aleutians chain...

https://i.imgur.com/BKepeS5.jpg

That leaves it to ~something~ in FotRSU... but what?... :doh:

KaleunMarco
04-14-22, 09:51 AM
In the interest of "science", and to gather data for further FotRSU trouble-shooting, I ran the same, almost exact, scenario in the Stock v1.5 of the game - no mods.

That leaves it to ~something~ in FotRSU... but what?... :doh:

what you did was very good, scientifically.:Kaleun_Applaud:

so, what the results seem to indicate is that there is a condition within the mega-mod that SH4 is choking on.

a couple of questions about what you have tried to test so far:

did you run the original mission without the APD's? (i am considering the speed v turning radius v proximity to land of the APD's and their waypoints)
did you run the original mission without overlapping drop-off zones? (there could be something to the overlaps that SH4 is choking on. not saying would be expected/logical but this is, after all, an Ubi development.)
i have one other condition-question that i wanted to ask but i have forgotten it. if/when i remember i will post it.:doh:

propbeanie
04-14-22, 12:08 PM
what you did was very good, scientifically.:Kaleun_Applaud:
Thanks

so, what the results seem to indicate is that there is a condition within the mega-mod that SH4 is choking on.

a couple of questions about what you have tried to test so far:

1. did you run the original mission without the APD's? (i am considering the speed v turning radius v proximity to land of the APD's and their waypoints) - Yes...
2. did you run the original mission without overlapping drop-off zones? (there could be something to the overlaps that SH4 is choking on. not saying would be expected/logical but this is, after all, an Ubi development.) - Yes - I have other similar missions with the same set-up in other locations, such as Carlson's Raiders, Apamama landings, San Diego Sea Trial, as well as most of the Insert / Rescue missions, etc...
3. i have one other condition-question that i wanted to ask but i have forgotten it. if/when i remember i will post it.:doh: I read your mind and - an emphatic "Yes"... lol
For #1, I removed all aspects of the mis file, one by one, and tested between each removal of an item, whether a MapZone, Ship, Waypoint, Trigger, Event, Message, etc., or text of any sort, all the way down to just the Objectives, and then only the one of each in turn, whether just ObjOne, or through ObjFour. In all conditions, CTD was the answer...

For #2, The overlapping MapZones and triggers were removed, as noted above, one by one, whether used for an Objective, or a Trigger, until there was only the one for an Objective. Whatever the mission, CTD. ~HOWEVER~ - I could build a mission where my player submarine starts WEST of the IDL, and all would function as intended... That was my testing paradigm when adding the mission to the mod several years ago...

For #3, just post once you recover from your oldmanitis condition - it is contagious, btw... :o

For #4, after doing the mission down to just a single Objective on a MapZone, and that failing, changing boats, and that failing, etc., I went to the Campaign files, and "blanked" them, one-by-one, starting with my "primary suspect", the AleutiansTraffic.mis file, and tested - CTD. So then I went to the 42b files, one by one, and tested. Same resultant CTD each time. This is why it has taken days for all this testing. The Stock game functioning as intended lets me breathe a sigh of relief, because I was worried about what Jeff-Groves mentions above about Dunkirk in the GWX mod... I really do expect to find the issue. It's just a matter of time and patience... :roll:

I am starting further tests now in FotRSU, by "blanking" the entire campaign with the Campaign.cfg file, which will remove all aspects of all files, other than the mis file itself, and the configuratioins of the subs and environment. Smoke on the horizon does not indicate a specifically "bad" condition, but if you notice a mushroom cloud, seek immediate shelter... :arrgh!: :salute:

propbeanie
04-14-22, 12:41 PM
This is a good sign:

https://i.imgur.com/2xfi1pa.jpg


https://i.imgur.com/Lx9DI6j.jpg


https://i.imgur.com/jZ33B6Z.jpg


Although, you might notice that there is no "Ship spotted" or "Life Raft Spotted!" message, nor is there an indication on the NavMap of such, but at least the mission is functioning with an entirely "blank" campaign. It is liable to be a while before you hear back from me... one file at a time, and then test will take a while, especially if it is one of the last files that get added back in... sigh :salute:

KaleunMarco
04-14-22, 03:51 PM
This is a good sign:

Yes. It. Is.

It is liable to be a while before you hear back from me... one file at a time, and then test will take a while, especially if it is one of the last files that get added back in... sigh :salute:

God willing, we'll still be here.:03:

Jeff-Groves
04-14-22, 05:19 PM
"because of what can happen around Truk lagoon, or off the north shore of New Guinea, where no amount of terrain "fixing" will eliminate the under-sea "rift", where a sheer wall comes up from the thousands of feet deep, to be within 30feet of the surface."

Would that "rift" near Truk Lagoon happen to be in the north west corner of that area?

propbeanie
04-14-22, 06:14 PM
Indeed it is, Jeff. We did manage to 'correct' most of the issue there (including the Pillars of Unusual Size - PUS) by re-editing the Stock files with the GWX Terrain Extractor, and doing as Gap suggested back when, and saving to pdf format between editing sessions. We also stayed six pixels away from the edges, to prevent the "overlap" bug from not matching exactly between "bricks". However, even in Stock there are issues in the area that cannot-willnot allow repairs. Any noodling with the underwater "walls" in stock fails, including the massive one off New Guinea (aka: "The Morse Code Issue (https://www.subsim.com/radioroom/showthread.php?p=2611870#post2611870)" - includes pictures!!! lol) - I could not find the original poster, but it can't be but a few pages earlier in the thread. Anyway, Stock SH4 does have undocumented "issues" (aka: "undocumented 'features'") that are not mentioned in the "Known Issues" portion of their ReadMe files... lol

"Diving" back into 194305NarwAttu testing...

Bubblehead1980
04-14-22, 06:28 PM
"because of what can happen around Truk lagoon, or off the north shore of New Guinea, where no amount of terrain "fixing" will eliminate the under-sea "rift", where a sheer wall comes up from the thousands of feet deep, to be within 30feet of the surface."

Would that "rift" near Truk Lagoon happen to be in the north west corner of that area?


I call the "rift" off Truk a "Monument to UBI incompetence and laziness."

First time I saw that, I laughed, but since has just annoyed me. Too bad no one has been able to fix it though.

propbeanie
04-14-22, 06:57 PM
The pillars are fixed in FotRSU. The vertical shift in elevation, like a very focused earthquake shift, was minimized. Most of it was from previous terrain edits in the area. Some however, are from Stock, and CANNOT be fixed, short of getting at their "source" of the problem, and the same for the "Morse Code" off of New Guinea. There is something inherently wrong in their original map data is my guess, where when they "wrapped" their Mercola terrain around the SH world's "toilet paper tube", they missed a few spots that needed "ironing" flat... lol

To the issue at hand though, with the CTD when approaching Attu for the 194305NarwAttu mission, I do have a primary "suspect" now, and that is "Jap_CoastalBattery.mis" - but I do not understand the issue, since the crash does NOT happen with a mission that is created with the boat starting in Holtz Bay... The two gun emplacements near there are apparently at issue, so we'll go that route next, and remove guns in the area, one by one now...

Jeff-Groves
04-15-22, 01:41 AM
The "Morse Code" is gone.
Just edited the E141S002.RAW file.
I have files you might want to test as I did some editing of the BFD and BFI files.
:03:

I removed the garbage RL2 at E141S001 in the BDF and replaced it with a different RL2. Then corrected the size listed in the BFI.
Fired up a Quick Mission to do a visual and it's gone. Need to do a "Drive By" for a deep look.

I did look close at the removed RL2 file and it is a MESS! Reading the RL2 files in hex is REAL easy!
I may have to let ref's extractor run until it's fully converted. Last file was nearly 400,000 kb when I shut it down.
There might be a whole Globe in that file! Atlantis maybe?

Jeff-Groves
04-15-22, 11:19 AM
Drive by and Deep dive tests completed!
No anomalies spotted. No CTDs.

Files uploaded for Suckers willing to test them.
If approved by the Sucke.... Subjects?
Can embed the E141S002 in the BFD and correct the BFI then make a patch file.
Patch would be a Massively smaller download.

!!HansGruber!!
04-16-22, 07:08 AM
I'm struggling with awards in FotRSU. My understanding is completing objectives is most important towards earning awards. I returned from a patrol in March '43 (98/100 difficulty) where I completed 2 x 5 day grid patrols as well as successfully reporting multiple convoys which resulted in additional completed objectives for "Sink Enemy Merchant Vessel", "Attack Jap Task Force", and "Sink Large Troop Transports". All this resulted in the sinking of 129k tons including CV Shokaku. On return to port I receive a shiny Bronze Star. :timeout:

I am enjoying the mod but this just seems odd.

propbeanie
04-16-22, 09:48 AM
The "Morse Code" is gone.
Just edited the E141S002.RAW file.
I have files you might want to test as I did some editing of the BDF and BFI files.
:03:

I removed the garbage RL2 at E141S001 in the BDF and replaced it with a different RL2. Then corrected the size listed in the BFI.
Fired up a Quick Mission to do a visual and it's gone. Need to do a "Drive By" for a deep look.

I did look close at the removed RL2 file and it is a MESS! Reading the RL2 files in hex is REAL easy!
I may have to let ref's extractor run until it's fully converted. Last file was nearly 400,000 kb when I shut it down.
There might be a whole Globe in that file! Atlantis maybe?

Drive by and Deep dive tests completed!
No anomalies spotted. No CTDs.

Files uploaded for Suckers willing to test them.
If approved by the Sucke.... Subjects?
Can embed the E141S002 in the BFD and correct the BFI then make a patch file.
Patch would be a Massively smaller download.
I had never thought of trying to hex edit the file... From what I remember, that particular "tile" was several times larger than all of its neighbors, which was why I was thinking it was a "seam" in the SH world... Anyway Jeff, I would like to have a copy of that E141S002.RAW file, and I can convert and integrate it on this end. That way, you're not having to send the whole shmear!... :arrgh!: :salute:

Jeff-Groves
04-16-22, 10:03 AM
I had to remove E141/S001 COMPLETELY from the BFD file.
Then planted a new RL2 coded section in it's place.
Then had to edit the BFI to reflect the size change.
So you'll need to test my new edits and then will do a patch file so you can include that with future releases if you wish.

S001, once I finally got it exported ended up being 1,052,267,462 bytes!
:o
Pure garbage!

propbeanie
04-16-22, 10:32 AM
I'm struggling with awards in FotRSU. My understanding is completing objectives is most important towards earning awards. I returned from a patrol in March '43 (98/100 difficulty) where I completed 2 x 5 day grid patrols as well as successfully reporting multiple convoys which resulted in additional completed objectives for "Sink Enemy Merchant Vessel", "Attack Jap Task Force", and "Sink Large Troop Transports". All this resulted in the sinking of 129k tons including CV Shokaku. On return to port I receive a shiny Bronze Star. :timeout:

I am enjoying the mod but this just seems odd.
That sounds about right. There should also have been awards and promotions for your crew, if you visited their section in-base. Awards are handed out like candy for your crew, and you can pick and choose which members are "deserving". Wikipedia says "The Bronze Star Medal (BSM) is a United States Armed Forces decoration awarded to members of the United States Armed Forces for either heroic achievement, heroic service, meritorious achievement, or meritorious service in a combat zone." They were not 'easy' to get. Of interest to SH4 players, is the fact that the award did not exist before February 1944. the Silver Star was created in August 1942, replacing the Citation Star.

Awards in the game are based upon points ~AND~ patrol rating, of which the patrol rating is composed of some rather convoluted math that spans more than one patrol, and attempts to "average out" your skill level (see Of refits, new commands, rank, and retirements (https://www.subsim.com/radioroom/showthread.php?p=1602175#post1602175)). One good patrol does not a career make, as was seen from several skippers during WW2. Since the awards are basically point based, you cannot award anything by "area of participation", such as the Philippines campaign, or North Africa, and you cannot award based upon time frame, such as the Bronze Star after February of 1944, or the Silver Star after August 1942, and have the previous awards "go away". Add to that the fact that the Stock game handed out CMOH like candy, and folks get the impression that they should get something every patrol. Whereas, fellows like my dad, who were of the mind that "it was a job, and someone had to do it", and did things that others would run away from - yet all my dad ever got was a field promotion and an Asiatic-Pacific Campaign medal, as well as the Philippines Liberation Award and a host of "victory" medals, but nothing specifically for having done his job while under fire on an LST while doing the Leyte landings, or any one of a number of other chores his unit did. No Dugout Dougs in the US Navy, especially the Submarine Service, mister! :arrgh!: :salute:

KaleunMarco
04-16-22, 10:33 AM
I'm struggling with awards in FotRSU. My understanding is completing objectives is most important towards earning awards. I returned from a patrol in March '43 (98/100 difficulty) where I completed 2 x 5 day grid patrols as well as successfully reporting multiple convoys which resulted in additional completed objectives for "Sink Enemy Merchant Vessel", "Attack Jap Task Force", and "Sink Large Troop Transports". All this resulted in the sinking of 129k tons including CV Shokaku. On return to port I receive a shiny Bronze Star. :timeout:

I am enjoying the mod but this just seems odd.

don't let the awarding of a particular medal bother you.
the fact that you received one is what is important.

others have had the same experiences as you: consecutive missions with very similar performances yielded different awards. it's an Ubi thing.

just enjoy the experience and press on.
:Kaleun_Salute:

propbeanie
04-16-22, 12:21 PM
...
To the issue at hand though, with the CTD when approaching Attu for the 194305NarwAttu mission, I do have a primary "suspect" now, and that is "Jap_CoastalBattery.mis" - but I do not understand the issue, since the crash does NOT happen with a mission that is created with the boat starting in Holtz Bay... The two gun emplacements near there are apparently at issue, so we'll go that route next, and remove guns in the area, one by one now...
Temporary "test fix" is being test-driven by a few folks as we speak, but a permanent "fix" is in the works also. We have plans for a v1.8 release that will have v1.7 plus all "fixes" to date in it. Any additions to the mod will be in a future release. In the meantime, do not attempt any mission Objectives that fall within roughly 24nm of Attu shore installations between July 1942 and June of 1943. If you are in a Narwhal or Nautilus and are assigned the Attu Landings, go sink some ships instead, in any area you desire, but NOT NEAR Attu... The invasion will just have to do without the Scouts for now... :salute:

goldmastersims
04-19-22, 06:43 PM
My current mission objective gives a crash to desktop upon clicking the map.

I've done 9 patrols so far. Got upgraded to Gato. Currently based of Tulagi.

According to the CareerTrack file, the default objective is ID94. Current objective is ID411, which is a spy insertion mission. Philippines is the patrol area. Both my auto and manual saves crashed to desktop upon clicking the map.

Will changing the objective IDs work around this CTD? Kinda sad that I can't get to try out my new toy...

KaleunMarco
04-19-22, 08:10 PM
My current mission objective gives a crash to desktop upon clicking the map.

I've done 9 patrols so far. Got upgraded to Gato. Currently based of Tulagi.

According to the CareerTrack file, the default objective is ID94. Current objective is ID411, which is a spy insertion mission. Philippines is the patrol area. Both my auto and manual saves crashed to desktop upon clicking the map.

Will changing the objective IDs work around this CTD? Kinda sad that I can't get to try out my new toy...

post your playing config.
JSGME-Tasks-Copy-to-Clipboard. then paste here.

also, what is the date when you received your Gato?
:Kaleun_Salute:

goldmastersims
04-19-22, 08:29 PM
post your playing config.
JSGME-Tasks-Copy-to-Clipboard. then paste here.

also, what is the date when you received your Gato?
:Kaleun_Salute:
Generic Mod Enabler - v2.6.0.157
[D:\Silent Hunter 4 FOTRSU\MODS]

100_FalloftheRisingSun_Ultimate_v1.7p3
Nihon Kaigun v1.1b
Nippon Maru v1.6c
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
RWR_APR_Patch
FOTRSU_1.7_SUB_SKINS_IN_4k
SEA_LIFE_SH4_PACIFIC_FOTRSU17
SEA_LIFE_SH4_ATLANTIC_FOTRSU17
301_MoreDifficultAI00
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots for Nippon Maru
451b_TMOstyle_NavMapDots for Nihon Kaigun
801_UMark Invisible
806_PeriscopeSplash
SH3 Tension + SH4 Extended Theme + Vanilla Battle Music

The last mod is just me changing some soundtracks.

I got my Gato on December 11, 1942.

propbeanie
04-19-22, 11:14 PM
My current mission objective gives a crash to desktop upon clicking the map.

I've done 9 patrols so far. Got upgraded to Gato. Currently based of Tulagi.

According to the CareerTrack file, the default objective is ID94. Current objective is ID411, which is a spy insertion mission. Philippines is the patrol area. Both my auto and manual saves crashed to desktop upon clicking the map.

Will changing the objective IDs work around this CTD? Kinda sad that I can't get to try out my new toy...
There might be a couple of things going on here. First of all, the Mission Briefing in the file ~might~ be close to being too long in text length for the Campaign. The file works fine in a SingleMission, but that has different requirements. If you want to, open the "Insertion Spy Philippines 06.tsr" file with a plain text editor and replace the "MissionBriefing=" section with this:
"Your submarine will transport an agent of friendly intelligence service. He is traveling light. Offer all support in the preparation of his mission. Proceed to Cebu Island, Philippines where your passenger will infiltrate enemy territory near Carcar City, south of Cebu City in the Cebu Strait. The secrecy of this mission is of utmost importance. You will have to co-ordinate your approach and egress time to avoid enemy patrols in the area. The operation should only be attempted during dark hours. Be mindful that counter-intelligence activity in the area is high. When in doubt, the safety of your submarine and crew have priority. You are to refrain from normal submarine operations at least 12 hours either side of drop time and at least 24nm away from drop zone. Vacate the area immediately after insertion."
There are no CR/NL characters in that though, so is should be good for the full 1125 characters roughly. The original amount is 1108, and the above is 814. As far as the game is concerned, the less the better...

In the meantime, in your 2nd post there, you show as using Sea Life Pacific and Atlantic both. Only do one or the other, first of all, and 2nd of all, be sure and read update 29.12.21 (https://www.subsim.com/radioroom/showthread.php?p=2785318#post2785318) from vickers03. He recommends not using it in FotRSU there. I do not know if he has updated that stance or the mod yet... The Gato boat itself should be fine, coming online active in March 1942, and on the menu at San Francisco for Spring 1942, Pearl for Middle of 1942 - should not be an issue. I lean more toward the verbosity of the orders... They are "fixed" in the upcoming release, and you might be able to get by with editing the ID for the current assignment, but I'd try changing the orders first. :salute:

- I think this is a mission that KaleunMarco found issues with a few weeks ago... or was it torpedobait?... lol

goldmastersims
04-19-22, 11:57 PM
There might be a couple of things going on here. First of all, the Mission Briefing in the file ~might~ be close to being too long in text length for the Campaign. The file works fine in a SingleMission, but that has different requirements. If you want to, open the "Insertion Spy Philippines 06.tsr" file with a plain text editor and replace the "MissionBriefing=" section with this:"Your submarine will transport an agent of friendly intelligence service. He is traveling light. Offer all support in the preparation of his mission. Proceed to Cebu Island, Philippines where your passenger will infiltrate enemy territory near Carcar City, south of Cebu City in the Cebu Strait. The secrecy of this mission is of utmost importance. You will have to co-ordinate your approach and egress time to avoid enemy patrols in the area. The operation should only be attempted during dark hours. Be mindful that counter-intelligence activity in the area is high. When in doubt, the safety of your submarine and crew have priority. You are to refrain from normal submarine operations at least 12 hours either side of drop time and at least 24nm away from drop zone. Vacate the area immediately after insertion."There are no CR/NL characters in that though, so is should be good for the full 1125 characters roughly. The original amount is 1108, and the above is 814. As far as the game is concerned, the less the better...

In the meantime, in your 2nd post there, you show as using Sea Life Pacific and Atlantic both. Only do one or the other, first of all, and 2nd of all, be sure and read update 29.12.21 (https://www.subsim.com/radioroom/showthread.php?p=2785318#post2785318) from vickers03. He recommends not using it in FotRSU there. I do not know if he has updated that stance or the mod yet... The Gato boat itself should be fine, coming online active in March 1942, and on the menu at San Francisco for Spring 1942, Pearl for Middle of 1942 - should not be an issue. I lean more toward the verbosity of the orders... They are "fixed" in the upcoming release, and you might be able to get by with editing the ID for the current assignment, but I'd try changing the orders first. :salute:

- I think this is a mission that KaleunMarco found issues with a few weeks ago... or was it torpedobait?... lol
Thank you so much! It works.


Are saves in the next release compatible with 1.7p3 saves?

propbeanie
04-20-22, 07:43 AM
Most likely not. While we are not adding anything new to the mod, we did change the "Name" of three existing ships to reduce confusion as to what they are when you see their folder names. That move by itself would cause trouble with old Saves, but we also found issues in the submarine upc files which we have fixed. We found a relatively easy way to check all of the MissionBriefings en masse, find the potential offenders and fix them individually, instead of having to go through each file to look. Hebe Vollmaus released mySH3-Tool v2, and it can do campaign file checks for us (with a pinch of a workaround), so we're able to correct old, existing 'speed' issues in the game, where a ship's cfg file says the ship can go a certain speed, while its sim file says otherwise, and then when in a mis file, the game can't decide what to do, so convoy-keeping suffers. It will take a while to wade through the files. All of that together probably ruins backward compatibility again. But with Hebe's help, the mod will be even more stable than it is (other than the propbeanie-induced verbosity)... :roll: :haha:

When you say "Thank you so much! It works", does that mean that the MissionBriefing edit did the trick, or the ID change, or a mod change?... lol - Definitely glad you are going once again, though! :salute:

KaleunMarco
04-20-22, 11:48 AM
Hebe Vollmaus released mySH3-Tool v2, and it can do campaign file checks for us (with a pinch of a workaround)

thank you for this!!!
i was unaware that the Hebe had updated the toolkit (and in 2016!!!).
i was using a previous version.
i just took it for a test spin vs Dark Waters which i had previously checked and cured but V2 checks so much more. Now i have more errors to find and fix.:hmmm:

:Kaleun_Salute:

propbeanie
04-20-22, 12:39 PM
To do mis file checks, you need to place an SH3.exe file in the SH4 folder. Do NOT attempt to run the SH4 game like that though - it will crash when it apparently attempts to load the SH3 file... :roll: - no need to ask me how I know this. Just use your imagination... :har:

When you go to use the Mis2Csv function, you will need to add a "Title=" line to the mis file. Just use an SH3 campaign mis file as your example for what is missing in the "header" of an SH4 file, to make it look like an SH3 file. Your results will be similarly cryptic what you find with other aspects of mySH3-Tool, but you will get used to that... lol - Since Hebe uses a CSV file, you can open them in a spreadsheet app, and sort to your heart's content and find out all sorts of little tidbits of info...

One other thing about mySH3-Tool, is that it is a lot like TDW's SH Validator, in that it has one "path" structure, and that is "Campaigns / Campaign", so if you go to check the German side of the SH4 game, you will need to re-structure the files and paths to fit the SH3 or SH4 v1.4 folder structure. ie: like when using TDW's tool for the German side, rename the current "Campaign" folder to something like "CampaignUS", which will then allow you to change the "CampaignGE" folder to "Campaign" so that it will be "Searched". In addition though, you'll need to copy and paste the "CampaignData files directly into the "Campaign" folder, so that the structure is like the US Pacific side of the game... Once you are finished with checks and edits, put things back the way you found them... Piece of cake!

Of primary importance though, prior to starting the Campaign check, you do need to match the sim and cfg file "MaxSpeed" entries, which is a function that can be done prior to doing and folder alterations. Cool stuff Hebe did. s7rikeback is the one who asked Hebe a question, which led to Hebe doing v1.9, and he just keeps improving the functionality. :salute:

KaleunMarco
04-23-22, 10:04 PM
hey pb, what's up with this?
https://i.ibb.co/CKsyp3y/SH4-Img-2022-04-23-22-00-03-485.png

driving a Narwhal, formerly out of Pearl.
on the RTB, i noticed that the Home Base had changed from Pearl to Darwin, so we changed course and headed to Australia. when we got there, we could refit but not end the mission.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_Ultimate_v1.7p3
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster
900_jimimadrid Torpedos


p.s. i shut down SH4 to let it think on its sins.
fired it up just now and Home Base has moved from Darwin to Pearl Harbor. (???)
so, we shoved off to head to Pearl and......CTD.:wah:

TMS
04-24-22, 04:07 AM
What about the cachalot? When I look at the boat in the museum, it's a Twin Gun Boat. But in the single missions or in the campaign it's a single gun boat. Is it correct that way?

Aktungbby
04-24-22, 09:00 AM
TMS!:Kaleun_Salute:

propbeanie
04-24-22, 10:49 AM
hey pb, what's up with this?
[pic]

driving a Narwhal, formerly out of Pearl.
on the RTB, i noticed that the Home Base had changed from Pearl to Darwin, so we changed course and headed to Australia. when we got there, we could refit but not end the mission.
Well... it looks like someone's feeble fingers of fickleness flew and hit the wrong key for either the Pearl leave date, or the Darwin start date. I am leaning toward the Pearl date being too early... However, since the mold was cast and then broken, in your case, it would be best to change the Darwin start date from 1943-11-15 to be 1943-09-05. That would have to be done in the Save files, and possibly in more than one location... I cannot remember the details, but it is easy enough to find... maybe


What about the cachalot? When I look at the boat in the museum, it's a Twin Gun Boat. But in the single missions or in the campaign it's a single gun boat. Is it correct that way?
The Museum takes its information from the SubName.eqp file, which in the case of most of the boats in the museum, take a 1945 date, and mounts all of the guns listed in the eqp file onto the boats, whether one two or ten. The Cachalot did only have a single, 3 inch, bow-mounted gun...

KaleunMarco
04-24-22, 02:09 PM
driving a Narwhal, formerly out of Pearl.
on the RTB, i noticed that the Home Base had changed from Pearl to Darwin, so we changed course and headed to Australia. when we got there, we could refit but not end the mission.

p.s. i shut down SH4 to let it think on its sins.
fired it up just now and Home Base has moved from Darwin to Pearl Harbor. (???)
so, we shoved off to head to Pearl and......CTD.

Well... it looks like someone's feeble fingers of fickleness flew and hit the wrong key for either the Pearl leave date, or the Darwin start date. I am leaning toward the Pearl date being too early... However, since the mold was cast and then broken, in your case, it would be best to change the Darwin start date from 1943-11-15 to be 1943-09-05. That would have to be done in the Save files, and possibly in more than one location... I cannot remember the details, but it is easy enough to find... maybe

the Darwin Flotilla start date is 8/28/43.

; ************ Begin F23 DA Darwin *************
[Flotilla 23]
ID=DarwinCommand
NameDisplayable=Port Darwin N.T.
AvailabilityInterval=1943-08-28, NULL

The transfer date for the Narwhals based at Pearl is 9/4/43.
[Flotilla 1.UserPlayerUnitType 6]
ID= F1Narwhal
NameDisplayable= Narwhal Class
AvailabilityInterval= NULL, 1943-09-04
IDLinkUserPlayerUnitType= Narwhal
IDFlotillaLinkTransferTo= DarwinCommand

however, the Narwhal availability at Darwin is 11/15/43.

[Flotilla 23.UserPlayerUnitType 1]
ID=F23Narwhal
NameDisplayable=Narwhal Class
AvailabilityInterval=1943-11-15, 1944-10-03

so, the first two parms are not necessarily the problem but the third one is probably the culprit. I heard a rumor to that extent....maybe it was a recent post. I can't remember back that far. :hmmm:

seriously, i'll change the last parm (Narwhal avail at Darwin) to 8/28/43 and let you know if that worked out.
thanks!
:Kaleun_Salute:

p.s. put this on the list of gripes.:03:

KaleunMarco
04-24-22, 05:13 PM
Originally Posted by propbeanie View Post
Well... it looks like someone's feeble fingers of fickleness flew and hit the wrong key for either the Pearl leave date, or the Darwin start date. I am leaning toward the Pearl date being too early... However, since the mold was cast and then broken, in your case, it would be best to change the Darwin start date from 1943-11-15 to be 1943-09-05. That would have to be done in the Save files, and possibly in more than one location... I cannot remember the details, but it is easy enough to find... maybe


seriously, i'll change the last parm (Narwhal avail at Darwin) to 8/28/43 and let you know if that worked out.
thanks!
:Kaleun_Salute:



the fix worked. our Narwhal is now based in Darwin.

propbeanie
04-25-22, 09:42 AM
the fix worked. our Narwhal is now based in Darwin.
Excellent. Just to let you know, the "root" cause of the issue is that the Pearl to "Darwin" change should have been to "BrisbaneCommand" instead of "DarwinCommand". The Narwhal was at Brisbane initially while she prepared for service as a supplies transport submarine. First mission actually departed Brisbane and then stopped at Darwin to pick-up more supplies, though I think I left that out of the mission... In the game, it is rather dangerous to traverse the Torres Strait and Timor Sea, since unlike in real life, they can track your radar signal too easily early... At least one Betty search plane will almost always will find you in the game in that area... No place to dive, no place to hide...

Gray Lensman
04-26-22, 11:41 PM
...

ArditoCorsaro
04-27-22, 03:06 PM
Watch crew seems don't launch the alarm. They see the enemy ships by asking if there's any ship in sight with the button but they don't launch any allarm at all at least with lonely escort ships at night in first mission in central Pacific. From pearl, Dec 1941 Cachalot class

propbeanie
04-27-22, 10:39 PM
We need a bit more information, please. What is the install "path" to your game? Said another way: "Where is the game installed on your hard drive?" Did you empty the Save folder (C:\Users \UserName \Documents \SH4) prior to starting to play the modded game? Do you have any other mods added besides the FotRSU mod? If you do, can you open JSGME, use the middle "Tasks..." link in JSGME, then choose "Export activated mods list to -->" and choose "Clipboard". You can then paste that into your next post. Also, is it during dark hours, or a storm when you are having the failure to alarm with a "Ship spotted..." message? Is the ship friendly or enemy? :salute:

ArditoCorsaro
04-28-22, 11:25 AM
Yes, it's all ok about the installation, in d: is installed and not in c (years of experience teach me to not thrust of c:) , my mod list is your without other mods, fotrsu ultimate plus the patch, both Maru mods and Vickers interiors compatible with fotrsu, and combined roster. In this order. Sorry if i can't post the list in a conventional way but i write from a handy phone.
Btw Happen to any installation of this last version, it's not the first time. I must try something related to the ship spotted message in the game files maybe...try to fix it. Or to reinstall but i yet done it several times and ever this problem I had. Dark hours, ever at night around Marshall chain, in December 41 orders are to stay submerged during daylight so only at night and with any weather i have this failure. But i can confirm the watch crew see them, since if i ask, they give me the bearing. And sure, they was enemy, the destroyers who patrol around Marshall chain japanese bases. The friendly ships are spotted regularly when I go out from port. With enemy ships at night seems the watch crew is silent and no warship spotted window appear. Also if like i sad, they see clearly them since I ask bearing and attack with tdc.

propbeanie
04-28-22, 03:01 PM
Yes, it's all ok about the installation, in d: is installed and not in c (years of experience teach me to not thrust of c:) , my mod list is your without other mods, fotrsu ultimate plus the patch, both Maru mods and Vickers interiors compatible with fotrsu, and combined roster. In this order. Sorry if i can't post the list in a conventional way but i write from a handy phone.
Btw Happen to any installation of this last version, it's not the first time. I must try something related to the ship spotted message in the game files maybe...try to fix it. Or to reinstall but i yet done it several times and ever this problem I had. Dark hours, ever at night around Marshall chain, in December 41 orders are to stay submerged during daylight so only at night and with any weather i have this failure. But i can confirm the watch crew see them, since if i ask, they give me the bearing. And sure, they was enemy, the destroyers who patrol around Marshall chain japanese bases. The friendly ships are spotted regularly when I go out from port. With enemy ships at night seems the watch crew is silent and no warship spotted window appear. Also if like i sad, they see clearly them since I ask bearing and attack with tdc.
Only question left then is this:
... Did you empty the Save folder (C:\Users \UserName \Documents \SH4) prior to starting to play the modded game?...
Your install path would be fine. As for mod order, you should be fine with what you have, but vickers03's Interiors mod should be last - unless you do any of his optional mods, or the EAX Sound mod, of course, which would then be the last mod in. The Combined Roster though, is only a Names.cfg file, which would not interfere.

Do you use MultiSH4 for a new, unique Save folder name?

I am often disappointed in the way the game works with the "Ship spotted..." messaging and 'vocal' prompt you get, in that you might be 6500 yards away, as an example, and you will get the warning. You look, and decide that you don't need to worry about that particular contact just yet, since they are not closing, and are in fact, going away from your position. Just like so many other aspects of the game though, it is a one-time and one-time-only warning... If that particular ship should happen to turn and start toward your boat, you do not get another "warning". The Officer of the Watch is thinking "I already told him about that ship", and that's it. Next thing you know, you have a 5.1 inch shell through the conn and 2 torpedoes headed your way as you try to crash dive... :salute:

ArditoCorsaro
04-28-22, 04:56 PM
Yes i emptied that folder, i do ever since I use the tools pack paired with the old guerrilla spyron mod, that tool to change name of the boat, date of sail, and to do reports after the patrol. But i use it only to change my name and rank, if i start with an s boat or a v boat i degree my rank to LT. Like pre war. It should not affect that I guess. The rest of the question are no, it's all ok. Yes is strange the way they warn you. I hope in next versions the problem will disappear, in previous versions there wasn't.

Only i don't use multish4, i use the conventional save game folder in documents, sh4 etc etc but in previous versions i never had this problem

torpedobait
04-29-22, 09:33 AM
Yes i emptied that folder, i do ever since I use the tools pack paired with the old guerrilla spyron mod, that tool to change name of the boat, date of sail, and to do reports after the patrol. But i use it only to change my name and rank, if i start with an s boat or a v boat i degree my rank to LT. Like pre war. It should not affect that I guess. The rest of the question are no, it's all ok. Yes is strange the way they warn you. I hope in next versions the problem will disappear, in previous versions there wasn't.

Only i don't use multish4, i use the conventional save game folder in documents, sh4 etc etc but in previous versions i never had this problem

It's not just the watch crew. This also occurs with the Sonar Operator. If you ask for a search (second icon on the Sonar screen), he may report "No Contacts" if the target is moving too slow, no matter how close it is to your boat, even if you can actually see it from the Bridge. But if you ask for a Contact Report, he will give the bearing to that same contact. I've just always considered it another one of those UBI "features" somewhere in the code and have learned to ignore it. Good Hunting! :salute:

KaleunMarco
04-29-22, 02:24 PM
Hey PB,

this one needs some editing.
it has two objectives however one of the objective does not have a placeholder for completion and the other objective does not change the placeholder-icon once we have dropped off the commandos and the objective has been "completed". The objective shows completed but not the icon. it's possible that the two icons are switched.

i'll look at it in more detail later this afternoon, and update this post.
https://i.ibb.co/mHwF3pQ/SH4-Img-2022-04-29-14-17-25-894.png

km

p.s. Mission is 194410NarwhalMW ID516
the issue is that the second objective (ObjB) is pointing at Map Zone A rather than Map Zone B.
i'll update my copy and you can put it on the gripe list.
:Kaleun_Salute:

propbeanie
04-29-22, 07:54 PM
I did in fact find that one on my own the other day while doing a search for doubled use of the MapZones in a mission, looking for missions where a MapZone is set for an Objective, but was also used to fire a trigger to generate a message. It just so happened that MapZoneA there did get flagged by my search, but for what you discovered and not for what I was looking for originally... Thanks :salute:

KaleunMarco
04-30-22, 10:24 AM
what would make the trees/landscape appear like this? if you look closely, they appear to be snow-tipped or outlined against the other background.
this is not expected as we are pulling into San Diego, which is just a mile or two outside of the snow band.
https://i.ibb.co/F8ZNHyk/SH4-Img-2022-04-30-10-13-19-177.png

and here are my graphics settings
https://i.ibb.co/7RCxFw6/SH4-Img-2022-04-30-10-13-39-448.png

normally, i do not spend much time gazing at the flora and fauna, but we were in San Diego Harbor so i figured that my boat was out of harm's way.

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

100_FalloftheRisingSun_Ultimate_v1.7p3
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster
900_jimimadrid Torpedos

KaleunMarco
04-30-22, 10:28 AM
Driving a Narwhal and it's late February 1945.
we were based in Darwin, then Mios Woendi, then San Diego. And my valiant crew thanks you for this assignment.:Kaleun_Applaud:

our first mission in SD is to take a "new" boat out for a dive test, however we are still assigned to the old Narwhal. did we miss a gate or something because this does not seem to track, logically.

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

100_FalloftheRisingSun_Ultimate_v1.7p3
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster
900_jimimadrid Torpedos

propbeanie
04-30-22, 10:43 AM
what would make the trees/landscape appear like this? if you look closely, they appear to be snow-tipped or outlined against the other background.
this is not expected as we are pulling into San Diego, which is just a mile or two outside of the snow band.
[pic]

and here are my graphics settings
[pic]

normally, i do not spend much time gazing at the flora and fauna, but we were in San Diego Harbor so i figured that my boat was out of harm's way.

Fot the Terrain LOD, you can put that either all of the way to the left, or maybe one click to the right of that. That controls the "window" that it pulls the data, so it can be small on a good computer. You could also try turning off the Post Processing Effects. All they do is add "film graininess" to the picture, but of course, it does bump up the saturation also. Other than that, I'll have to come in closer to the shore next time I test there, and see what it is. It might be that the snow climate in the mod/game is set incorrectly...


Driving a Narwhal and it's late February 1945.
we were based in Darwin, then Mios Woendi, then San Diego. And my valiant crew thanks you for this assignment.:Kaleun_Applaud:

our first mission in SD is to take a "new" boat out for a dive test, however we are still assigned to the old Narwhal. did we miss a gate or something because this does not seem to track, logically.
Eventually, that was going to be a trip to Philadelphia to retire the boat... lol - you are driving a boat "officially" slated to be retired and broken up. "Museum", you say?... pay Uncle Sam the scrapping value and it is yours! lol :salute:

KaleunMarco
04-30-22, 11:40 AM
Eventually, that was going to be a trip to Philadelphia to retire the boat... lol - you are driving a boat "officially" slated to be retired and broken up.

that mission would be neat to do...once.
go through the panama canal and trek up the east coast.
maybe have a short movie clip when you go through the docking decision-gate in Philly or New York, if that is possible. can we add events like that?

i was thinking....a dangerous pastime, i know, of modding the Flotillas file and adding one last mission up the east coast. but, alas, there are no east coast Flotillas, so i cannot end a career in that way.

BUT
NY and Philly are defined as US Bases, right? i wonder if i could create a mission with NY/Philly as a destination objective and then take my time getting there, such that August 15 would roll by and the war would be over. i'll have to take a look at the range of objectives available in the ME.

Bubblehead1980
04-30-22, 12:03 PM
that mission would be neat to do...once.
go through the panama canal and trek up the east coast.
maybe have a short movie clip when you go through the docking decision-gate in Philly or New York, if that is possible. can we add events like that?

i was thinking....a dangerous pastime, i know, of modding the Flotillas file and adding one last mission up the east coast. but, alas, there are no east coast Flotillas, so i cannot end a career in that way.

BUT
NY and Philly are defined as US Bases, right? i wonder if i could create a mission with NY/Philly as a destination objective and then take my time getting there, such that August 15 would roll by and the war would be over. i'll have to take a look at the range of objectives available in the ME.



Interesting you mention this as in TMO Update I created campaign missions for Narwhal based on Nautilus's patrols. I made it from 1942- November 44 when I was killed in a friendly fire incident with a DE off Morotai so never got to test the last two missions of Narwhal campaign yet. I want to added Narwhals missions in future as well. I have a final mission for Narwhal class to sail to Philadelphia via Panama Canal in 1945. To keep things interesting the prescribed route is fraught with potential perils....chance of running into enemy submerged submarines firing torpedoes...friendly fire is of course always a threat in TMO now especially in certain areas. Once in Caribbean and Atlantic, U boats are always a threat as well.


I do not believe the movies are possible currently, hardcoded things.


East coast Flotillas are possible. I added New London and Portsmouth to East coast for New Construction and for SUBRON 50 campaign. Philly could be added to the map as a city then a US base assigned for the purposes of transfer. Basically would just add it as a base to the Narwhals flotilla, so the homeport will switch while at sea, thus can start patrol in Darwin and end in Philly. Simultaneously the flotilla would change to Philly or New London etc and could either have it end so the career will end or make training runs etc until end of the war. If I recall I have it set to where things just end after making port in New London (did not get around to adding Philly yet but plan to).

Cloudiergorgon7
04-30-22, 06:21 PM
Would anyone know why this is happening?

Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: Kernel.dll, version: 0.0.0.0, time stamp: 0x476a5b13
Exception code: 0xc0000005
Fault offset: 0x00018b6b
Faulting process id: 0x38f4
Faulting application start time: 0x01d85ce7a8e1d48a
Faulting application path: D:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\sh4.exe
Faulting module path: D:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\Kernel.dll
Report Id: 8392ae87-69ea-43ab-8d91-c3c1e0bce973
Faulting package full name:
Faulting package-relative application ID:

propbeanie
04-30-22, 09:22 PM
You are good to go, as far as installation folder with the D:\SteamLibrary\ install. Did you select the SH4.exe app and right-click it, then on the first "General" tab, clear the "Attributes" "Read-only" tick box? After that one, click on the "Compatibility" tab, and do like in this picture:

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

For most 'modern' computers, you'll have to set the "Disable fullscreen optimizations" and "Change high DPI settings", which are in the middle window there (File Explorer on the bottom). The DPI button will open that upper window, and you usually have to click on that "Override high DPI scaling behavior..." tick box. You may or may not have to "Run as administrator" and / or "Run this program in compatibility mode for:" stuff, and every once in a while, a person might have to use the top button of that top window, with "Program DPI" and set it to "Whenever I open this program". Experimentation is needed sometimes for all of those. You should also have your Windows graphics set to the "native" resolution of your display monitor ("recommended" in the Windows dialog), and the same setting chosen in the game.

In the meantime, did you empty the Save folder (C:\Users \UserName \Documents \SH4), and delete everything below the "SH4" level? If not, then what you had previously and what you activated most recently will be a mix of the two. The game does not overwrite a file that already exists in the Save folder when you apply mods. You have to empty the folder so that the game recreates it from scratch.

SeniorCitizen
05-01-22, 12:27 PM
I apologize if this is discussed somewhere in the FOTRSU thread, but I've searched "Mare Island" and "Balao Upgrade" within this thread to see if I could find my issue addressed and haven't found anything applicable, so far.

I started my career on December 8, 1941, and completed my 8th patrol in early February 1943. I had previously been offered and accepted a couple of new boats along the way, but always took command of the new boat at my existing home port. When I completed my 8th patrol, I was offered a Balao to replace my Gato and accepted. I was then sent to Mare Island to take command of the USS Balao. I departed Mare Island on my 9th patrol (1st in the Balao) on February 10, 1943 on an initial mission in Palau Islands area. I stayed out a long time, getting and completing 4 various missions and rearming/refueling at various ports along the way. I finally was ready to head home in late May 1943 (had taken some hull damage from depth charges along the way) and just automatically headed to Mare Island since that was where I started the patrol. I arrived at Mare Island on June 7, 1943. After that long haul from South China Sea to California, I discovered that I couldn't end my patrol at Mare Island. It hen dawned on me that Mare Island didn't have the home port symbol that differentiates a boat's home port from all other US ports, so I was probably never meant to come back there. I looked around all over the Pacific and Australia for my new home port thinking that maybe I missed something in my patrol orders, it was never intended for me to go back to Mare Island and I had been destined for a new forward base all along. Alas, I can find no evidence of a home port anywhere. Have I done something wrong, did I miss something, am I doomed to a never ending patrol for the rest of the war? Hope someone can set me straight. In the meantime, USS Balao is anchored in the bay and the crew is really enjoying San Francisco and hoping that their hapless commander never gets this sorted. Thanks in advance.

Loadout: FOTRSU 1.7p3, RWR_APR_Patch, FOTRSU Position Keeper Tweak, 454c_EasyAOB_InputTargetDistanceOnTBT, 399c2_NoScrollNavMap - OAKsSameSizedDials, 450_MoonlightzSonarLines, Combined Roster (NM/NK).

:hmmm:

Edit: Checked again and Mare Island does have the leaning anchor for home port. Didn't notice it at first. I pulled up and parked it at the dock. Still only lets me rearm/refuel or postpone. No end mission.

Cloudiergorgon7
05-01-22, 01:33 PM
You are good to go, as far as installation folder with the D:\SteamLibrary\ install. Did you select the SH4.exe app and right-click it, then on the first "General" tab, clear the "Attributes" "Read-only" tick box? After that one, click on the "Compatibility" tab, and do like in this picture:

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

For most 'modern' computers, you'll have to set the "Disable fullscreen optimizations" and "Change high DPI settings", which are in the middle window there (File Explorer on the bottom). The DPI button will open that upper window, and you usually have to click on that "Override high DPI scaling behavior..." tick box. You may or may not have to "Run as administrator" and / or "Run this program in compatibility mode for:" stuff, and every once in a while, a person might have to use the top button of that top window, with "Program DPI" and set it to "Whenever I open this program". Experimentation is needed sometimes for all of those. You should also have your Windows graphics set to the "native" resolution of your display monitor ("recommended" in the Windows dialog), and the same setting chosen in the game.

In the meantime, did you empty the Save folder (C:\Users \UserName \Documents \SH4), and delete everything below the "SH4" level? If not, then what you had previously and what you activated most recently will be a mix of the two. The game does not overwrite a file that already exists in the Save folder when you apply mods. You have to empty the folder so that the game recreates it from scratch.

Now I'm getting this

Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: Sound.act, version: 0.0.0.0, time stamp: 0x476a5c54
Exception code: 0xc0000005
Fault offset: 0x0000888d
Faulting process id: 0x32bc
Faulting application start time: 0x01d85d8912386c91
Faulting application path: D:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\sh4.exe
Faulting module path: D:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\Sound.act
Report Id: 91ae4b89-d25a-4e8a-aa42-e22eb6c3179b
Faulting package full name:
Faulting package-relative application ID:

And

Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: ntdll.dll, version: 10.0.19041.1566, time stamp: 0xbde09443
Exception code: 0xc0000005
Fault offset: 0x0005b943
Faulting process id: 0x368
Faulting application start time: 0x01d85d899e3d00fe
Faulting application path: D:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\sh4.exe
Faulting module path: C:\Windows\SYSTEM32\ntdll.dll
Report Id: b294ea5d-ab06-4ec0-b199-08afbb44e140
Faulting package full name:
Faulting package-relative application ID:

AND

Faulting application name: sh4.exe, version: 1.5.0.0, time stamp: 0x476a5ca9
Faulting module name: Kernel.dll, version: 0.0.0.0, time stamp: 0x476a5b13
Exception code: 0xc0000005
Fault offset: 0x00019cd6
Faulting process id: 0x197c
Faulting application start time: 0x01d85d8a4afac124
Faulting application path: D:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\sh4.exe
Faulting module path: D:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\Kernel.dll
Report Id: d7a8ec59-805a-4a7f-9f0f-97e92f25a17c
Faulting package full name:
Faulting package-relative application ID:

This is still appearing

KaleunMarco
05-01-22, 02:19 PM
I apologize if this is discussed somewhere in the FOTRSU thread, but I've searched "Mare Island" and "Balao Upgrade" within this thread to see if I could find my issue addressed and haven't found anything applicable, so far.

I started my career on December 8, 1941, and completed my 8th patrol in early February 1943. I had previously been offered and accepted a couple of new boats along the way, but always took command of the new boat at my existing home port. When I completed my 8th patrol, I was offered a Balao to replace my Gato and accepted. I was then sent to Mare Island to take command of the USS Balao. I departed Mare Island on my 9th patrol (1st in the Balao) on February 10, 1943 on an initial mission in Palau Islands area.

I arrived at Mare Island on June 7, 1943. After that long haul from South China Sea to California, I discovered that I couldn't end my patrol at Mare Island.

Loadout: FOTRSU 1.7p3, RWR_APR_Patch, FOTRSU Position Keeper Tweak, 454c_EasyAOB_InputTargetDistanceOnTBT, 399c2_NoScrollNavMap - OAKsSameSizedDials, 450_MoonlightzSonarLines, Combined Roster (NM/NK).

:hmmm:
firstly, you didn't do anything wrong, on purpose. :03:

accepting a Balao class prior to May 21, 1943 puts your situation in a tough spot, however, you wouldn't know that so it is not your fault.

you say that you returned to Mare Island June 7. your boat should have been home ported to Brisbane as of May 24.

if you have saved your mission, reload it and see if the fouled anchor is down-under at Brisbane.
:Kaleun_Salute:

KaleunMarco
05-01-22, 02:23 PM
pb,

this mission's Objective 3 will not complete.
i have played it four times and looked at the mission-guts six-ways-from-Sunday and i can't figure out why it is not completing according to plan.
put it on the list of things to look at.
:Kaleun_Salute:

km

SeniorCitizen
05-01-22, 03:37 PM
firstly, you didn't do anything wrong, on purpose. :03:

accepting a Balao class prior to May 21, 1943 puts your situation in a tough spot, however, you wouldn't know that so it is not your fault.

you say that you returned to Mare Island June 7. your boat should have been home ported to Brisbane as of May 24.

if you have saved your mission, reload it and see if the fouled anchor is down-under at Brisbane.
:Kaleun_Salute:

Thanks for the info. I actually saved it as I was departing South China Sea for Mare Island. I know that the leaning anchor is still at Mare Island; I just checked. However, on the off chance that Brisbane is really where I need to go and the home port icon just hasn't moved, I will give that a try and hopefully they'll agree to fix my hull damage. Otherwise, I would just keep rearming/refueling and drive on.

KaleunMarco
05-01-22, 04:14 PM
i started a new career. Driving a Gar out of Treasure Island.
on the first mission i discovered that the batteries are not recharging.
totally new Save folders.
any ideas?

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

100_FalloftheRisingSun_Ultimate_v1.7p3
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster
900_jimimadrid Torpedos

SeniorCitizen
05-01-22, 04:40 PM
firstly, you didn't do anything wrong, on purpose. :03:

accepting a Balao class prior to May 21, 1943 puts your situation in a tough spot, however, you wouldn't know that so it is not your fault.

you say that you returned to Mare Island June 7. your boat should have been home ported to Brisbane as of May 24.

if you have saved your mission, reload it and see if the fouled anchor is down-under at Brisbane.
:Kaleun_Salute:

Reloaded and drove to Brisbane. Unfortunately, Brisbane is also a no-go. Nobody wants us. :wah:

A boat without a home port is sad, especially when this particular career has been going now for weeks in real time, we've got a fully experienced crew with lots of medals and promotions, lots of banked reknown, and just shy of 300,000 tonnage. Dang it! Oh well, time for a new career. Maybe start at Dutch Harbor this time for a change of pace.

propbeanie
05-01-22, 04:53 PM
I apologize if this is discussed somewhere in the FOTRSU thread, but I've searched "Mare Island" and "Balao Upgrade" within this thread to see if I could find my issue addressed and haven't found anything applicable, so far.

I started my career on December 8, 1941, and completed my 8th patrol in early February 1943. I had previously been offered and accepted a couple of new boats along the way, but always took command of the new boat at my existing home port. When I completed my 8th patrol, I was offered a Balao to replace my Gato and accepted. I was then sent to Mare Island to take command of the USS Balao. I departed Mare Island on my 9th patrol (1st in the Balao) on February 10, 1943 on an initial mission in Palau Islands area. I stayed out a long time, getting and completing 4 various missions and rearming/refueling at various ports along the way. I finally was ready to head home in late May 1943 (had taken some hull damage from depth charges along the way) and just automatically headed to Mare Island since that was where I started the patrol. I arrived at Mare Island on June 7, 1943. After that long haul from South China Sea to California, I discovered that I couldn't end my patrol at Mare Island. It hen dawned on me that Mare Island didn't have the home port symbol that differentiates a boat's home port from all other US ports, so I was probably never meant to come back there. I looked around all over the Pacific and Australia for my new home port thinking that maybe I missed something in my patrol orders, it was never intended for me to go back to Mare Island and I had been destined for a new forward base all along. Alas, I can find no evidence of a home port anywhere. Have I done something wrong, did I miss something, am I doomed to a never ending patrol for the rest of the war? Hope someone can set me straight. In the meantime, USS Balao is anchored in the bay and the crew is really enjoying San Francisco and hoping that their hapless commander never gets this sorted. Thanks in advance.

Loadout: FOTRSU 1.7p3, RWR_APR_Patch, FOTRSU Position Keeper Tweak, 454c_EasyAOB_InputTargetDistanceOnTBT, 399c2_NoScrollNavMap - OAKsSameSizedDials, 450_MoonlightzSonarLines, Combined Roster (NM/NK).

:hmmm:

Edit: Checked again and Mare Island does have the leaning anchor for home port. Didn't notice it at first. I pulled up and parked it at the dock. Still only lets me rearm/refuel or postpone. No end mission.
In several places in the mod documentation is mention of not taking boats before their active dates, which are listed in the Submarine Availability pdf file in the Support / ExtraInfo folder. There is also another file BoatsByMonth pdf in the same folder. If you score too high in the game, it will "reward" you with a boat that is much too early. This has been an issue since day one of Silent Hunter Wolves of the Pacific, and they never were able to "fix" it. Same with some of the conning tower updates and mis-matched equipment. The Balao has
UnitInterval= 1943-05-21, 1963-07-11
so should NEVER under any circumstances be accepted prior to that date. The first base it is available is Mare Island, which is quite different from Treasure Island. Notice that Mare is around the corner to the left of Treasure Island, and up inside San Pablo Bay, not San Francisco Bay. The next available Base is Brisbane
AvailabilityInterval= 1943-06-03, 1943-11-12
(transfers to Milne Bay). Pearl is
AvailabilityInterval= 1943-07-01, NULL
Mare Island is
AvailabilityInterval= 1943-05-24, 1943-07-12
You may have missed the mission dates for Mare Island, might be why you are no longer allowed to dock there. Brisbane is next inline, and becomes active 1st in June, as noted. I'm not certain you will be able to salvage what you have career-wise, but it might work to go sit at Brisbane until July... Just remember, for the future, to NOT take the Tench prior to January 1945... btw, what is "FOTRSU Position Keeper Tweak" mod?

propbeanie
05-01-22, 04:58 PM
Now I'm getting this

Faulting application name: sh4.exe...

This is still appearing
No mention as to if you did anything suggested in the quoted post??

propbeanie
05-01-22, 05:00 PM
i started a new career. Driving a Gar out of Treasure Island.
on the first mission i discovered that the batteries are not recharging.
totally new Save folders.
any ideas?

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

100_FalloftheRisingSun_Ultimate_v1.7p3
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster
900_jimimadrid Torpedos
Start of the war, or January 1942? Have you Saved, exited, restarted, Load the Save and see what it does?

KaleunMarco
05-01-22, 06:00 PM
Start of the war, or January 1942?

december 8, 1941

Have you Saved, exited, restarted, Load the Save and see what it does?

i did this between the boat-creation-task and the start of the mission. but no, i have not saved mid-mission and restarted/reloaded. i'll try that.

p.s. restarted SH4.
started mission.
sailed to deeper water.
submerged and ran the batteries to 73%.
surfaced and ran for an hour at 12 kts with battery charge on. No change.
Saved. Exited SH4.
restarted SH4, loaded mission.
ran for an hour at 12 kts with battery charge on. No change.
exit SH4.

any other ideas?

SeniorCitizen
05-02-22, 06:55 AM
In several places in the mod documentation is mention of not taking boats before their active dates, which are listed in the Submarine Availability pdf file in the Support / ExtraInfo folder. There is also another file BoatsByMonth pdf in the same folder. If you score too high in the game, it will "reward" you with a boat that is much too early. This has been an issue since day one of Silent Hunter Wolves of the Pacific, and they never were able to "fix" it. Same with some of the conning tower updates and mis-matched equipment. The Balao has
UnitInterval= 1943-05-21, 1963-07-11
so should NEVER under any circumstances be accepted prior to that date. The first base it is available is Mare Island, which is quite different from Treasure Island. Notice that Mare is around the corner to the left of Treasure Island, and up inside San Pablo Bay, not San Francisco Bay. The next available Base is Brisbane
AvailabilityInterval= 1943-06-03, 1943-11-12
(transfers to Milne Bay). Pearl is
AvailabilityInterval= 1943-07-01, NULL
Mare Island is
AvailabilityInterval= 1943-05-24, 1943-07-12
You may have missed the mission dates for Mare Island, might be why you are no longer allowed to dock there. Brisbane is next inline, and becomes active 1st in June, as noted. I'm not certain you will be able to salvage what you have career-wise, but it might work to go sit at Brisbane until July... Just remember, for the future, to NOT take the Tench prior to January 1945... btw, what is "FOTRSU Position Keeper Tweak" mod?

My bad. Should have paid closer attention to the date restrictions. Just wasn't thinking about it at the time. Have already started new career, but may take my last save from old career and go sit at Brisbane a little longer just to see what happens. No biggie. Stuff happens.

Very aware of the 3 different ports in and around the SF Bay, and that Mare is the farthest one in. I actually did try the others after Mare wouldn't let me in.

Thought I only had "approved" mods loaded, but I must have snuck FOTRSU Position Keeper Tweak in without realizing it wasn't on list. Anyway, it's just a graphics tweak for the position keeper. Swaps out 3 DDS files. Have had no issues with it. Here's the link:

https://www.subsim.com/radioroom/downloads.php?do=file&id=5133

propbeanie
05-02-22, 09:00 AM
december 8, 1941

i did this between the boat-creation-task and the start of the mission. but no, i have not saved mid-mission and restarted/reloaded. i'll try that.

p.s. restarted SH4.
started mission.
sailed to deeper water.
submerged and ran the batteries to 73%.
surfaced and ran for an hour at 12 kts with battery charge on. No change.
Saved. Exited SH4.
restarted SH4, loaded mission.
ran for an hour at 12 kts with battery charge on. No change.
exit SH4.

any other ideas?
Well, I have run 3 test career starts on 3 different machines, with 3 different copies of SH4 with FotRSU v1.7p3, plain, NK/NM & with vickers03's interior, and all 3 seem to be fine. Are you certain you didn't turn the automatic battery charge off somehow? I am not certain that the player is able to do that in FotRSU though, without edits? Had you made changes to the Commands.cfg file, and maybe inadvertently altered the battery charge? Beyond that, I am out of ideas... ??


My bad. Should have paid closer attention to the date restrictions. Just wasn't thinking about it at the time. Have already started new career, but may take my last save from old career and go sit at Brisbane a little longer just to see what happens. No biggie. Stuff happens.

Very aware of the 3 different ports in and around the SF Bay, and that Mare is the farthest one in. I actually did try the others after Mare wouldn't let me in.
My guess then for that, is that you are beyond the dates for more missions there. We will attempt to add a "dummy" set of missions in case a player either drops through the cracks for the SeaTrials sets (happens all too often), and also for "early and late comers" that get the boat early, or return to the base after the SeaTrials mis dates... although I do have another idea for the sea trials I might try...

PS: You can, of course, run more than one Career at a time. Just make certain you name your Save files appropriately to keep them straight in your head for when you go to reload a Save... The settings in the Captain's Office while in port can be different for each career. Just click on the radio console in the office, and you could make one career "no duds" and easy, the other with duds, and other more difficult settings, if desired. The problem comes in with mod sets, in that enabling and disabling mods in one career can and does affect the other careers...

Thought I only had "approved" mods loaded, but I must have snuck FOTRSU Position Keeper Tweak in without realizing it wasn't on list. Anyway, it's just a graphics tweak for the position keeper. Swaps out 3 DDS files. Have had no issues with it. Here's the link:

https://www.subsim.com/radioroom/downloads.php?do=file&id=5133
My golly, I had completely forgotten about that one... Seems to me we tested it, and all was fine... but I cannot find reference to it in any of my notes - which is not surprising, since the oldmanitis factor is on the rise... :roll: - We'll see if we can't contact gutted for permission, and include that in the AddInModzPak for the next release...

propbeanie
05-02-22, 09:26 AM
pb,

this mission's Objective 3 will not complete.
i have played it four times and looked at the mission-guts six-ways-from-Sunday and i can't figure out why it is not completing according to plan.
put it on the list of things to look at.
:Kaleun_Salute:

km
Update: That is indeed one of the infamous missions with the use of a MapZone to serve a dual-purpose, which does not function correctly set-up like that... Objective 3 is the "Speed Intercept" which is set to use "Objective_03" MapZone. There is also a "Trigger" that uses that same MapZone to generate a message about the arrival there. You could change the Trigger for that from "reaching the MapZone" to "completing Objective_03", or adding another MapZone of similar dimension and setting the Trigger to use that - either method should work. It is updated for the next release. I am currently still trying to find all of those missions. No easy feat, especially when the arthritis in my feet is so bad... lol

In the meantime, this is where a person wants to remember their original orders, and remember where they were told they would be based, because you could head there, and await the activation of the new home port and dock to end patrol, which would then get you a new assignment - thanks for the find! :salute:

KaleunMarco
05-02-22, 10:05 AM
Update: That is indeed one of the infamous missions with the use of a MapZone to serve a dual-purpose, which does not function correctly set-up like that... Objective 3 is the "Speed Intercept" which is set to use "Objective_03" MapZone. There is also a "Trigger" that uses that same MapZone to generate a message about the arrival there. You could change the Trigger for that from "reaching the MapZone" to "completing Objective_03", or adding another MapZone of similar dimension and setting the Trigger to use that - either method should work. It is updated for the next release. I am currently still trying to find all of those missions.

i missed the Trigger-thing. So subtle.
i'll update my installation with your suggestion.

KaleunMarco
05-02-22, 10:08 AM
Had you made changes to the Commands.cfg file, and maybe inadvertently altered the battery charge? Beyond that, I am out of ideas... ??


explain what you mean here. please.
what is there in Commands.cfg that can alter the battery charge?
i know that the automatic charge button on the HUD is lit up when we are on the surface. it just has no effect.
is there another feature of the Commands that affects the charging process?

p.s. i found this in Commands. it is unchanged.
[Cmd152]
Name=Propulsion_recharge
Ctxt=1
MnID=0x3F0F0002

propbeanie
05-02-22, 10:26 AM
Just that editing the Commands.cfg can result in "bumping" other commands out. As in when you added the Life-ring Toss to a button, you had to add to the number of commands, although it didn't look like you had to, since the number already looked to be large enough, but you found the different "categories" of Commands was the limiting factor. I seriously doubt if that's where the trouble lies though, because the battery charge is an existing Command in
[Cmd152]
Name=Propulsion_recharge
Ctxt=1
MnID=0x3F0F0002
Notice though, there is no button push for it, only the Menu ID. This is another area of SH4 modding that is a foreign language of deep complexity to me. I may as well attempt to learn Zhou Dynasty "Chinese"... I have no clue what CaptainScurvy did in this area, in spite of his attempting to spell it out to me in plain English... let's talk quantum mathematics instead... lol - or maybe fractal analytics... :har:

- another thought had occurred to me earlier, and that was your previous editing of the Commands.cfg, and the way the edit did seem to work in a previous Install / Save Folder, and that if you did a new Install / Save Folder that had the edit already in the Commands.cfg, that it might alter the functionality in a different way. We have tested equipment on the submarine, and thought the edits a failure, only to have the changes function correctly in a fresh Install / Save Folder, but have also had the opposite also, where they fail in a new install. Again though, I seriously doubt that the Commands.cfg works the same way as a upc file in the UnitParts#SubName.upc file would. The UnitParts changes require an "Objects" conning tower change to initiate the changes with...

SeniorCitizen
05-02-22, 01:33 PM
Well, I have run 3 test career starts on 3 different machines, with 3 different copies of SH4 with FotRSU v1.7p3, plain, NK/NM & with vickers03's interior, and all 3 seem to be fine. Are you certain you didn't turn the automatic battery charge off somehow? I am not certain that the player is able to do that in FotRSU though, without edits? Had you made changes to the Commands.cfg file, and maybe inadvertently altered the battery charge? Beyond that, I am out of ideas... ??



My guess then for that, is that you are beyond the dates for more missions there. We will attempt to add a "dummy" set of missions in case a player either drops through the cracks for the SeaTrials sets (happens all too often), and also for "early and late comers" that get the boat early, or return to the base after the SeaTrials mis dates... although I do have another idea for the sea trials I might try...

PS: You can, of course, run more than one Career at a time. Just make certain you name your Save files appropriately to keep them straight in your head for when you go to reload a Save... The settings in the Captain's Office while in port can be different for each career. Just click on the radio console in the office, and you could make one career "no duds" and easy, the other with duds, and other more difficult settings, if desired. The problem comes in with mod sets, in that enabling and disabling mods in one career can and does affect the other careers...


My golly, I had completely forgotten about that one... Seems to me we tested it, and all was fine... but I cannot find reference to it in any of my notes - which is not surprising, since the oldmanitis factor is on the rise... :roll: - We'll see if we can't contact gutted for permission, and include that in the AddInModzPak for the next release...

Yeah, I didn't have any "sea trials". I accepted new boat, beamed over to Mare Island to take command, took the boat and went on 1st war mission (Convoy College area maybe?). Guess I can blame the lack of sea trials for me stupidly allowing us to get pounded by depth charges on 2 separate occasions - BTW, Balboa can go DEEP. Now up to about 50% hull damage, but alive. That's why I need to end that extended 8th mission and get in for some hull repair. Just adding more fuel and torpedoes ain't gonna fix this. :haha:

Understand about multiple careers. I've got the Balboa career on hold in Save list in case I want to go mess around later looking for another port to call home and see what might open up later in summer 1943. Meanwhile, I'm now 2nd mission in on a Gato out of Pearl. Jumped in this time in July 1942, not at beginning of war.

All the little Position Keeper Tweak does is replace the 3 DDS files for the position keeper with ones that have red index marks on them to make the dial positions more visible. It's just cosmetic.

KaleunMarco
05-02-22, 02:00 PM
Just that editing the Commands.cfg can result in "bumping" other commands out. As in when you added the Life-ring Toss to a button, you had to add to the number of commands, although it didn't look like you had to, since the number already looked to be large enough, but you found the different "categories" of Commands was the limiting factor. I seriously doubt if that's where the trouble lies though, because the battery charge is an existing Command in
[Cmd152]
Name=Propulsion_recharge
Ctxt=1
MnID=0x3F0F0002
Notice though, there is no button push for it, only the Menu ID. This is another area of SH4 modding that is a foreign language of deep complexity to me.

- another thought had occurred to me earlier, and that was your previous editing of the Commands.cfg, and the way the edit did seem to work in a previous Install / Save Folder, and that if you did a new Install / Save Folder that had the edit already in the Commands.cfg, that it might alter the functionality in a different way. We have tested equipment on the submarine, and thought the edits a failure, only to have the changes function correctly in a fresh Install / Save Folder, but have also had the opposite also, where they fail in a new install. Again though, I seriously doubt that the Commands.cfg works the same way as a upc file in the UnitParts#SubName.upc file would.


i disabled my Commands and enabled the "stock" FOTRSU Commands (ver 1/25/20 12:35) and restarted the mission.
the non-recharge issue is not Commands related as the performance is the same: no battery recharge.

also, during the mission, i turned off the Propulsion_Recharge using the Menu and then turned it on again. Made no difference in performance.

so...what else can affect recharging the batteries? what other files are involved? i would think that that functionality is "behind the Ubi curtain".
anything in the Sub files (sim,zon,upc,cfg)?

p.s. Remember when i did that series of tests on battery recharging with various boats at various speeds? just like others?
well....we were not testing for all of the factors. we might still not test for all of the factors but i discovered another factor in battery recharging: Submerged Range in the Sim file has a significant effect on recharging.

i will have to set up some tests to see the effect of the two variables on both endurance range and recharging time but i can definitely state that a high value in the Submerged Range can basically guarantee that you will not be able to recharge the batteries and conversely, setting the Range to a low number will enable the batteries to re-charge ever-so-quickly.

i think i will test with Stock 1.5.

Jeff-Groves
05-02-22, 02:34 PM
fuse blown?

:hmmm:

KaleunMarco
05-02-22, 04:42 PM
fuse blown?

:hmmm:

it is more the result of inverse Ubi logic.:doh:

Gray Lensman
05-03-22, 08:37 PM
<snip>


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



After you pointing this out, I've observed numerous instances of the weather changing within an hour or two game time of a restarted save game

also

just a few minutes ago, I observed the weather changing 4 times within a single 5 hour game time period.

Based on those two observations, I've concluded that your 5 hour timer reset theory has been officially sunk with several well placed torpedoes. :D

goldmastersims
05-04-22, 02:28 PM
If any, which types of mods can be safely enabled while on patrol?

SeniorCitizen
05-04-22, 05:28 PM
Wasn't sure where to post this, but since I'm playing FOTRSU mod, figured I would post it here. Patrolling in Convoy College area and in the middle of the night got a long range surface radar report and followed up on it. When I closed in on the ship, this is what I found (see attached image). Half the crew were petrified and wanted to head to home port immediately. Other half wanted to follow the "Ghost Ship" and see if we could find some Spanish gold. :arrgh!:

BTW, deck gun shells pass right through it.

Have others encountered this apparition?

Bubblehead1980
05-04-22, 05:49 PM
Wasn't sure where to post this, but since I'm playing FOTRSU mod, figured I would post it here. Patrolling in Convoy College area and in the middle of the night got a long range surface radar report and followed up on it. When I closed in on the ship, this is what I found (see attached image). Half the crew were petrified and wanted to head to home port immediately. Other half wanted to follow the "Ghost Ship" and see if we could find some Spanish gold. :arrgh!:

BTW, deck gun shells pass right through it.

Have others encountered this apparition?


Yes, encountered it a few times. Guess this is where the old sea stories come from lol

SeniorCitizen
05-04-22, 06:16 PM
Yes, encountered it a few times. Guess this is where the old sea stories come from lol

Interestingly, the auto recognition function identified it as "FDFrigate". That got me thinking maybe it is supposed to be Sir Frances Drake's ship, the Golden Hind. Maybe his ghost is still circumnavigating the globe as he did in his famous 1577-1580 voyage for Queen Elizabeth I. :hmmm:

KaleunMarco
05-04-22, 06:50 PM
Interestingly, the auto recognition function identified it as "FDFrigate". That got me thinking maybe it is supposed to be Sir Frances Drake's ship, the Golden Hind. Maybe his ghost is still circumnavigating the globe as he did in his famous 1577-1580 voyage for Queen Elizabeth I. :hmmm:

Flying Dutchman Frigate
:Kaleun_Salute:

KaleunMarco
05-04-22, 06:52 PM
If any, which types of mods can be safely enabled while on patrol?

what you are suggesting is the ticket to a CTD.
it is never safe to make modifications to your installation while you are out on patrol.
make changes while you are in port.

ghost7
05-05-22, 09:00 AM
Fantastic mod, the only issue I’ve been having is with the external camera. Is there any way to make the external camera function more like SH5 with the WOS mod where it follows the sub externally and you have multiple zoom levels with the mouse scroll wheel and you can view from underwater or above water by holding the mouse wheel and moving the mouse on the vertical angles?

With F12 , The zoom is limited to one close up when moving the wheel and clicking tab on keyboard, unless I start using the arrow keys. Also when clicking (, or .) on the keyboard to get the side view of the sub, the zoom with mouse fiction does not work unless I go into the command.cfg and enable it there which messes with the overall keyboard commands. (I’m likely doing something wrong there).

I tried using the sticky camera sub mod but still not able to zoom in using the mouse wheel.

Any suggestions or recommendations would be appreciated.

Thanks very much.

torpedobait
05-05-22, 09:16 AM
Fantastic mod, the only issue I’ve been having is with the external camera. Is there any way to make the external camera function more like SH5 with the WOS mod where it follows the sub externally and you have multiple zoom levels with the mouse scroll wheel and you can view from underwater or above water by holding the mouse wheel and moving the mouse on the vertical angles?

With F12 , The zoom is limited to one close up when moving the wheel and clicking tab on keyboard, unless I start using the arrow keys. Also when clicking (, or .) on the keyboard to get the side view of the sub, the zoom with mouse fiction does not work unless I go into the command.cfg and enable it there which messes with the overall keyboard commands. (I’m likely doing something wrong there).

I tried using the sticky camera sub mod but still not able to zoom in using the mouse wheel.

Any suggestions or recommendations would be appreciated.

Thanks very much.

Have you tried using the period (right arrow) and comma (left arrow) keys on the basic keyboard? They work pretty much as you describe. Each press of the period (right arrow) key cycles forward to another ship if you have contacts. The Comma key (left arrow) cycles contacts in the other direction. I do zooming by the Shift/Arrow key combo (up for zoom in, down for zoom out, etc.) but have not tried the mouse wheel for zooming. Using the mouse does enable you to change the perspective on whatever you are viewing.

You might want to consider checking out the two keyboard layout diagrams included with every release of the FOTRS-U Mod. :salute:

Gray Lensman
05-06-22, 10:22 AM
december 8, 1941



i did this between the boat-creation-task and the start of the mission. but no, i have not saved mid-mission and restarted/reloaded. i'll try that.

p.s. restarted SH4.
started mission.
sailed to deeper water.
submerged and ran the batteries to 73%.
surfaced and ran for an hour at 12 kts with battery charge on. No change.
Saved. Exited SH4.
restarted SH4, loaded mission.
ran for an hour at 12 kts with battery charge on. No change.
exit SH4.

any other ideas?


This sounds like a random game glitch that also affected your saved game. I get them every once in a while usually with repairs not being done. Then I have to go back to an even earlier saved game. Sucks!

Battery recharge button works fine for me. I use it frequently to get a knot or two more out of Flank speed. Once I slow back down to standard speed, I click the onscreen button and voila, the battery recharges back to 100% unless there's some battery damage of courst.

KaleunMarco
05-06-22, 06:06 PM
This sounds like a random game glitch that also affected your saved game. I get them every once in a while usually with repairs not being done. Then I have to go back to an even earlier saved game. Sucks!

Battery recharge button works fine for me. I use it frequently to get a knot or two more out of Flank speed. Once I slow back down to standard speed, I click the onscreen button and voila, the battery recharges back to 100% unless there's some battery damage of course.

Nope!:03:
i answered my own question in a later post.
https://www.subsim.com/radioroom/showpost.php?p=2806755&postcount=4584

it took a bit of digging.:doh:

Capt RAP
05-08-22, 03:01 PM
Hello
Is there an edit that will raise the height of the "Raise Camera" view? At 250 ft it barely hits the surface, would like it higher to observe the topside action better.
Thanks
Outstanding Mod !!!!

Capt RAP

Jeff-Groves
05-08-22, 03:56 PM
open Cameras.dat with S3D.

Node 12 Dummy Freecam,
Open Freemove,
Set MaxHeight to 700

!!HansGruber!!
05-13-22, 12:52 PM
In my current career on v1.7p3 (no other mods installed) it is May '43 I got an assignment to patrol the The Slot for 5 days to help the Marines at Cactus. Near as I can tell things have moved well up the Solomons and looking at the .mis files there will be no activity there.

propbeanie
05-13-22, 04:11 PM
Well, if you want the 300 renown points for the mission, just hang around in the marked area for the five days, then drop over to Tulagi and re-fuel and go off and do something else, or do a Status Update. You can't do the status update though, until you have completed the current assignment.

Now, what boat are you driving, and where did you depart from !!HansGruber!! - Brisbane?? That assignment should have been out of the pool after January '43. I have the date somewhere of when the "pincers" closed and the US found that the Japanese were gone... Feb 9th was when it was declared secure, so that mission should have been removed by then. We'll take care of that immediately if not sooner... Thanks for the report! :salute:

!!HansGruber!!
05-13-22, 08:07 PM
Thank you for such a great mod and I hope that you see my post as just feedback to make a good thing even better.

The patrol is in a Gato boat that began out of Midway with objective starting at Truk, then Bismarck Sea, now The Slot.

Aktungbby
05-13-22, 10:39 PM
ghost7!:Kaleun_Salute: after a long silent run!:up:

propbeanie
05-13-22, 10:50 PM
Thank you for such a great mod and I hope that you see my post as just feedback to make a good thing even better.

The patrol is in a Gato boat that began out of Midway with objective starting at Truk, then Bismarck Sea, now The Slot.
Rats - I forgot a slightly important question then... Did you do a Status Update then to get the assignment in the Slot? If so, that would explain why I can't find an issue in the Brisbane Flotilla then, because the "call" for it would have come out of the DynamicMiss.cfg file instead... I'm going to go dig a hole over there, and try to quietly fill this other hole I dug... :O:

We definitely see your post as feedback, and a quite useful one at that. We make every attempt we can to use the players' input to help make things better. :salute:

!!HansGruber!!
05-16-22, 05:42 AM
Yes, the assignment came via Status Update. Thanks.

Mios 4Me
05-18-22, 06:40 PM
Hi all,

After some time away ashore, I'm putting back to sea with a fresh installation of SH4 and v1.7p3, including several mods. I've gotten rusty and have a few questions:

- While fitting out a Balao in Midway, 6/44, the crew deck gun slots were lost when we switched the 5" from stern to bow. How to fix?

- I'd like to bring some torpedo availability forward in time for Leyte. Is it just a matter of changing dates in certain files?

Thanks,
M4M

propbeanie
05-18-22, 08:37 PM
Somewhere around this thread is a post I made with my procedure to ensure keeping the slots and keeping the guns... but someone pulled the plug eons ago, and the info has drained from the grey matter... sigh - it did involve doing a Save upon arrival back at base, prior to docking, somewhere in the green circle, before the red circle, and that was your fall back-on if all else failed once docked in port... :hmmm:

I do remember it involved Docking, then removing the crew members from the gun positions. Prior to leaving for the next patrol, do the gun change in-base on the equipment screen. Then go to the crew page and see if the crew slots followed the gun. If they did, fantastic, you are good to go. If they did not, go back to the equipment screen and back-off the gun change back to what you had. Exit the game, then re-start and try again. You want to be certain the slots are there before you depart. Once populating the new gun positions, you leave on patrol, and go outside the green circle around the home port and Save the game there. Exit the game, re-start and Load that Save. Now your crew should show when you go to battle stations.

If enountering issues with any of the above, consult "NewColetrainsAndOthersDGfix.pdf" in the Support / HowTo folder in the modded game folder, or the mod folder. It gets more complicated the further you read, but it does point out how to fix and incompletely placed gun also, which is the easiest way to lose the crew member slots for the gun. It might look like it's there, but definitely compare Compartment 7 (Aft position) and Compartment 8 (fore position) for compliance with each other, and the notes in the pdf. Those "fixes" do involve Save file editing, so you'll need to know where your Save folder is, or PM us a link to your zipped Save folder data, and we'll try to square the knot and get you going. :salute:

ArditoCorsaro
05-18-22, 09:00 PM
In my second war patrol, with a Cachalot, as i try to return to pearl, click end patrol, the patrol end, but loading the video (it's late March 42 and the mission was in empire waters) and the Pearl harbour office, it return to desktop after a long wait with black screen and only mouse cursor appearing. Without any error or warning. I have installed the game correctly, without any other mods, with large address aware, in d, (that's for say it's all ok with the adjustment to make the game work), and never had these problems with previous versions of the mod, and with other mods. Never and i play to sh4 modded with this PC (a normal Asus laptop with 4gb of ram) by years. I'm the guy who reported that the watch crew didn't warn you sometime of ship spotted several days ago.

PS IF i try to restart the mission and ending it immediately it work. I guess is there's some problem related with the saves... The mission lasted for a week or so, in RL, and during the patrol i saved 12 times circa, with blocks of 3 saves for time to avoid that one didn't work, to have a save of reserve practically, ever deleting the previous 3 saves everytime I did exit the game saving again, 3 times with different names ever ofc. I guess in this long time, with all these saves, something gone wrong. If i try to reload another save, it pass the video clip part, and the music of the office start,but it CTd again with black screen, without allowing me even to see the office. Something gone wrong corrupting my saves, never happened before, i mean yes happened in past that some saces was corrupted but never stopped me to return in port, ending the mission, if i did reload another.

propbeanie
05-18-22, 09:11 PM
You're too fast for me, you old-timer! lol - from the beta thread:

The post should actually be in the thread Fall of the Rising Sun Ultimate (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992). This is the "beta" release thread, but we can manage from here. Can you zip-up the Save folder data, post it to a sharing site, and PM me a link? I would like to see the "CareerTrack.upc" file in the newest Save folder. There will be a line in there with "PlayerCurrentObjectives=IDxxx", with the "xxx" representing a number that points to a file named in the PatrolObjectives.cfg file. With that info, we can look at the file, and see if the mission is the cause of your troubles, which it sounds like it is.

You boat is assigned the next mission file upon your arrival back at base, so once that is assigned, it gets stuck in the game's Save folder data, and you cannot get passed that if you cannot complete the mission. A possible fix is to change that number to a know-good mission assignment, so that the game can finish loading. Then you can go do what you want, or follow orders... There might be another way around it, but it is based upon what the info in the Save folder is.

Out of curiosity, what was the approximate date you came back into port, or else the approximate date it said you would sail? Do you remember the text of the orders you received, as well as the Objective listed near the bottom, or did the game crash before it could take you that far in? Thanks for any more info you can supply. Sorry for your troubles with that. :salute:

btw, which version of the mod are you using, and can you use JSGME to generate an activated mods list?

ArditoCorsaro
05-19-22, 10:53 AM
PROP! i have the link you requested me with the save game file



https://www.mediafire.com/file/xocfhv7h6g0iigh/00000005.rar.rar/file


that's after the mission just before returning home, en route to home. the last save, but every save i reload it ctd once i end mission just a second after the music of the office start.



only if i restart the mission and end it immediatly it work, without completingthe objectives.

Mios 4Me
05-19-22, 11:01 AM
I'm getting "unknown error" and "data/shaders/volumetricfog/volumetricfogps.fx" msgs on a black screen (aside from the frozen cursor) when launching a saved game from port. Note: I don't have any actual games saved as I've never gotten out of port; this is strictly the "leaving port" autosave. I click to leave port, a couple of splash screens load, then it goes black.

This using a fresh install of SH4 U-Boats copied to SH4 directory with the latest version of FOTRS and the mods pack. The SH4 documents folder has been emptied each time before starting the game. Initially I made some minor edits to UPC files but the latest install still crashed with no edits and only the following mods activated: 301, 302, 303, 399c2, 450, and 803.

KaleunMarco
05-19-22, 12:14 PM
PB & S7rikeback,

continuing the discussion on the survivability of the Heian merchie....
she sinks of her own accord when sailing in 9 m/s winds.

prior to this time, i had seen her survive in 0-5 m/s and sink in 12-15 m/s.
finally got to witness her in the middle range of wind speeds.

km

propbeanie
05-19-22, 01:02 PM
PROP! i have the link you requested me with the save game file



https://www.mediafire.com/file/xocfhv7h6g0iigh/00000005.rar.rar/file


that's after the mission just before returning home, en route to home. the last save, but every save i reload it ctd once i end mission just a second after the music of the office start.



only if i restart the mission and end it immediatly it work, without completingthe objectives.
Got it, and inspected... The submarine looks good through its upc file... you have an aft-mounted deck gun? Did you move that? I see 2 DD Mutsuki sunk on the first patrol, and a Kinposan Maru, Nagara Maru and Katsuragisan Maru sunk on the 2nd. I see messages coming in about a Friendly Task Force on the 29th of March, and another on the 4th of April... how close to those are you? That's about all I see of anything suspicious in there... Did you have heavy stuttering as you were coming into port, or were you able to do 64x or 128x TC while approaching the red circle? I'm looking into the US Task Force file now for then, to make certain we don't have an overly large set of ships, nor any bad calls in the group(s)...

propbeanie
05-19-22, 01:03 PM
I'm getting "unknown error" and "data/shaders/volumetricfog/volumetricfogps.fx" msgs on a black screen (aside from the frozen cursor) when launching a saved game from port. Note: I don't have any actual games saved as I've never gotten out of port; this is strictly the "leaving port" autosave. I click to leave port, a couple of splash screens load, then it goes black.

This using a fresh install of SH4 U-Boats copied to SH4 directory with the latest version of FOTRS and the mods pack. The SH4 documents folder has been emptied each time before starting the game. Initially I made some minor edits to UPC files but the latest install still crashed with no edits and only the following mods activated: 301, 302, 303, 399c2, 450, and 803.
You can get similar messages when you are using a version of SH4 other than v1.5 Gold Edition, or the Uboat Missions Add-On... However, if you are Saving the game in port, and then loading that Save without having exited the game, that can do it also. Just exit the game, and try to load that Save, if it's not corrupted, that is... Let us know!

propbeanie
05-19-22, 01:07 PM
PB & S7rikeback,

continuing the discussion on the survivability of the Heian merchie....
she sinks of her own accord when sailing in 9 m/s winds.

prior to this time, i had seen her survive in 0-5 m/s and sink in 12-15 m/s.
finally got to witness her in the middle range of wind speeds.

km
Thanks... never have encountered it in multiple testing sessions, but we also never removed it from the list... What boat, date and location? Which direction was the Heian sailing? Was it in a group? Did you happen to see any smoke or fire coming off of it? We have found a set of over-sized collision spheres on the ship, and incorporated that "fix" into the next release, but thus far, that's all we can find of anything "wrong" with the ship... All that does though, is make the fire "hang" mid-air forward and aft over the holds, instead of in the holds... How do you find so many of them thangs?? lol - We'll look some more though. Thanks.

ArditoCorsaro
05-19-22, 01:07 PM
No i don't move guns (i know the problems of the gun position, and i know how to fix it via upc files, you know better than me this trick probably ), my gun is at stern from the first patrol and i never touched it, i use guns often in combat yes, using both torpedoes and deck gun (a tactic, a couple of torpedoes then finish off with DG, to spare fishes, doing that in a combat against the Kinposan i received a gun shell that damaged the hull to 5%, and this cause some problem sometime with saves but without corrupting or destroying them, simply you receive the warning we re taking damage sir once the game load, nothing more. Never happened something like this time)i had a lag yes, i was able to approach the red circle but with a light lag, not an heavy. Maybe it's because I approached the green circle to 5000 tc? But then I stop to 0, and approach port to 32 or 64, or max 128 with some lag the last. The task force is the problem maybe yes.....i met even a Japanese merchant in some of this test save games, some hundred miles south of Midway. But i avoided it. I ll try to wait until the task force disappear, and try to approach port slower, but note that when I end mission i m ever to tc 1.

PS
THE TASK FORCES, THERE WAS A COUPLE IN THE ROUTE FROM JAPAN, WAS SEVERAL HUNDRED MILES FROM ME. EVEN THOUSAND. NORTH. MAYBE... IS THE TRAFFIC I FIND IN OEARL AND JUST OFFSHORE? when I arrive there is really very traffic...in and out the port.

Mad Mardigan
05-19-22, 02:00 PM
No i don't move guns (i know the problems of the gun position, and i know how to fix it via upc files, you know better than me this trick probably ), my gun is at stern from the first patrol and i never touched it, i use guns often in combat yes, using both torpedoes and deck gun (a tactic, a couple of torpedoes then finish off with DG, to spare fishes, doing that in a combat against the Kinposan i received a gun shell that damaged the hull to 5%, and this cause some problem sometime with saves but without corrupting or destroying them, simply you receive the warning we re taking damage sir once the game load, nothing more. Never happened something like this time)i had a lag yes, i was able to approach the red circle but with a light lag, not an heavy. Maybe it's because I approached the green circle to 5000 tc? But then I stop to 0, and approach port to 32 or 64, or max 128 with some lag the last. The task force is the problem maybe yes.....i met even a Japanese merchant in some of this test save games, some hundred miles south of Midway. But i avoided it. I ll try to wait until the task force disappear, and try to approach port slower, but note that when I end mission i m ever to tc 1.

PS
THE TASK FORCES, THERE WAS A COUPLE IN THE ROUTE FROM JAPAN, WAS SEVERAL HUNDRED MILES FROM ME. EVEN THOUSAND. NORTH. MAYBE... IS THE TRAFFIC I FIND IN OEARL AND JUST OFFSHORE? when I arrive there is really very traffic...in and out the port.

Myself, as a... "Rule of thumb", make it a habit, of going into the main.cfg file (after getting everything, finalized in setting up, of course... :yep:) & edit the max TC to... 1024, max. Then save.

On reading up, about weather, sunrise/moonrise-sunset/moonset being overly messed up with high TC usage, am pondering if perhaps, that shouldn't be set, down to... :hmmm: 256.

Know, I recall reading that... just recently... will see if I can, re-lay hands on the post I saw that mentioned... Unless, someone else, beats Me to it, 1st. :shucks:



:Kaleun_Salute:


M. M.

ArditoCorsaro
05-19-22, 02:02 PM
The problem is that also if i approach to 1000 or 2000 tx to the green circle, don't work. I tried really in every way to fix it, but nothing...maybe are the merchants i attacked? Maybe the combined roster? Maybe the fact that it lag just a little bit even to 64x approaching from the green to the red circle? I don't know...
I ll restart a new campaign from April or may 1942, with another boat, (damn waited a cachalot class for years, as the other V BOATS, my dream is a barracuda!), I lol restart with s boats from San Diego maybe. Or San Francisco. Or maybe i lol do some single patrol in the Aleutians, and restart a new campaign later in 1943. Pity, this campaign with the V boat from pearl was going pretty well. But i ll keep the save i sent to you, so if you ll succeed to fix it i know in future i can do again a pearl campaign. Let's see if in south west Asia or the Aleutians this happen. Never happened before in previous versions in these theatres.

EDIT I tried to remove the ship sunked, from the save, to see if it was the ships to cause the ctd but no. Also if i clean the captain log, the ctd still. I don't know what to do. I could try to restart a new campaign with a Cachalot from pearl too without the extras maybe to see if it work...but i don't think even the extras are faulty. I guess there s something i did in the mission, maybe the objective, maybe the too save games.

Mios 4Me
05-19-22, 03:18 PM
You can get similar messages when you are using a version of SH4 other than v1.5 Gold Edition, or the Uboat Missions Add-On... However, if you are Saving the game in port, and then loading that Save without having exited the game, that can do it also. Just exit the game, and try to load that Save, if it's not corrupted, that is... Let us know!
It's the same SH4 UBE version I've always used, downloaded afresh from the Steam account archive, and the only saves are the Autosave_OnEnteringBase and Autosave_OnLeavingBase. The latter loads, I arrange the crew, check for upgrades, accept the mission, a couple of splash screens appear, then all goes black, frozen cursor aside.

EDIT: I once again uninstalled SH4, deleted FOTRS, deleted the Documents Save folder, deleted all the downloaded FOTRS and ModPak files, rebooted, and then downloaded everything again, along with Nihon Kaigun and Nippon Maru. I created a new FOTRS folder, activated v1.7p3, mods 301, 302, 303, 399c2, 450, 525, and 803 followed by NK, NM, and the roster. Once I had changed the sound, graphics, and gameplay settings, I created a new career and started a Balao mission from Midway in 10/44 with similar results: one new screen loaded, then went black, then CTDed without any error messages. Any ideas?

KaleunMarco
05-19-22, 03:28 PM
Thanks... never have encountered it in multiple testing sessions, but we also never removed it from the list...

What boat, date and location?
[RndGroup 1.RndUnit 1]
Class=KLCSHeian
Type=102
Origin=Japan
Side=0
CargoExt=1
CargoInt=0
CfgDate=19400101
No=1
Escort=false
SpawnProbability=100
CrewRating=2

May 1943. Traveling east of Honshu on its way to Tsugaru Strait, on its route from Tokyo, inside of the mine field. (no, she did not hit a mine...they are subsurface mines.)

Which direction was the Heian sailing?
Due north.

Was it in a group?
Yes

Did you happen to see any smoke or fire coming off of it?

no. we were submerged, tracking the RGG via sonar. one minute she was there and the next minute there was a sunken ship icon.

How do you find so many of them thangs

lol.
i make them a regular member of the RGG's i create within a mission.
I mix a Heian, a couple of tankers, a troop ship, sometimes an escort carrier or a heavy cruiser and then surround them with four to six elite DD's.
if there are heavy seas, the Heian is spawned and then sinks before we engage. happens every time there are heavy seas. if the sea state is 6 or less, we get the chance to sink her, along with the rest.

Heians are my constant in an ever-changing world.:03:

KaleunMarco
05-19-22, 05:01 PM
have you fellows tested larger than normal HUD gauges?
i was looking through the AddInModzPak_17p3.zip and saw a couple (few) mods for different styles of gauges and wondered if you had built any larger ones while testing and never rolled them out for some reason.

this is not a complaint or a request for more development on your part...merely an interrogative.
:Kaleun_Salute:

ArditoCorsaro
05-20-22, 05:19 AM
Propbeanie, could be something related to my rank and the promotions? I m going to the point: when I start a campaign with S BOATS, OR V BOATS, i start usually from the rank or LT, not LTCMDR, (especially with pig boats and with cachalots), could be that after this patrol as i could got a medal or a promotion (the first attempt to return to port wasn't with 3 ships sunked but with 4, for 23000 tons, the last sinking got lost since I hadn't saved the first time before return to port I had only saves on the coast of Japan previously the last sinking), and since I changed the rank to a lower that is never assigned in the mods, it crashed?

KaleunMarco
05-20-22, 08:06 AM
Propbeanie, could be something related to my rank and the promotions? I m going to the point: when I start a campaign with S BOATS, OR V BOATS, i start usually from the rank or LT, not LTCMDR, (especially with pig boats and with cachalots), could be that after this patrol as i could got a medal or a promotion (the first attempt to return to port wasn't with 3 ships sunked but with 4, for 23000 tons, the last sinking got lost since I hadn't saved the first time before return to port I had only saves on the coast of Japan previously the last sinking), and since I changed the rank to a lower that is never assigned in the mods, it crashed?

jumping in here....
i did a bit of testing with the user rank of LT.
the user-captain playing the US-side will never receive a promotion from LT. it is a design flaw within UBI and SH4.
that user-captain-rank did not cause a problem with awards or boat upgrades, as i received several of each, and, after playing maybe a dozen missions, i never experienced a CTD.

if you are experiencing CTD, it is most likely not caused by your user-captain-rank of LT.
good luck, Herr Kaleun.
:Kaleun_Salute:

ArditoCorsaro
05-20-22, 09:42 AM
Yes i guess there was some flaw related to that. Usually for a more realistic experience in career, i do that (to avoid, sometime at least early in the war to change boat and still with the same crew, or other things ), usually i do two careers, early and late war, or mid war with only one, (no skipper pass at sea the war form the first day to the last, that's unrealistic for me, my personal opinion and the game is fine to give you a desk job after two or three commands usually) start the war with some historical single patrol, two or three in 1941/early 43, than i let some month to pass and in late 43 or early 44 i start a career, whatever, could be a new boat commissioned or an older one directly in Frontline, or start two careers, with a boat, take for example an s boat, after two or three missions when a new command is offered in mid or late 42, i stop, and start a new career later, some week)month or even one year later it depend by what I want to simulate during wartime.

Or i start directly a early or mid war career and when a desk job is offered before the war is ended, i accept it and my war is over. So in the first career usually i remain LT, in the second i start as LTCMDR. It depend by the boat to. Now i will restart with an S boat in San Diego in January 1942, until probably the end of the year, going to the Aleutians later, then a single patrol or two, and a new career late in the war. For that this flaw is not a problem fortunately for me. We will see is this time i could finish it.

KaleunMarco
05-20-22, 04:00 PM
i am laughing as i type this....so the USN in FOTRSU is now encrypting orders intended for sub skippers? WTF?

https://i.ibb.co/BCgnD0g/Picture0004.jpg

it's July 1, driving a Gato out of Midway.
our boat received a conning tower upgrade when we completed our previous mission. No choice in the matter: click ok and press on.

the mission is ID145 Sink Honshu 6.
it seems to not like the date/time data.

on a related issue, just prior to this surprise, i upgraded our AA guns from twin-20's a single-40's and when i clicked on the mission map to shove off, i got a CTD. since i had not saved with the new equipment, i restarted and reloaded and re-shoved off and that is when i received the gobbley-gook in the orders.

p.s. this must have been a one-time thing because i returned to the previous mission's RTB save, retraced my steps while in port, and the mission orders look normal.
well, i got a good laugh out of it.

Mios 4Me
05-20-22, 04:04 PM
EDIT: I once again uninstalled SH4, deleted FOTRS, deleted the Documents Save folder, deleted all the downloaded FOTRS and ModPak files, rebooted, and then downloaded everything again, along with Nihon Kaigun and Nippon Maru. I created a new FOTRS folder, activated v1.7p3, mods 301, 302, 303, 399c2, 450, 525, and 803 followed by NK, NM, and the roster. Once I had changed the sound, graphics, and gameplay settings, I created a new career and started a Balao mission from Midway in 10/44 with similar results: one new screen loaded, then went black, then CTDed without any error messages. Any ideas?
The issue lies with FOTRSU itself. I deleted the FOTRSU directory and the SH4 save file, then recreated it using only v1.7p3 without any other mods. I was able to start stock SH4 with no issues but launching a career in v1.7p3 caused the black screen CTD again. The laptop is otherwise functioning normally and there's nothing left I can do. I'll look up the laptop details and add them to this post later, but they're unchanged from the v1.46 era.

Any suggestions?

ArditoCorsaro
05-20-22, 04:09 PM
The same mission that stopped my cachalot campaign in spring 1942 with the ctd upon returning in port, not reversible, i tried in many ways...probably there's some problem with this mission. Maybe. Who know.

propbeanie
05-21-22, 10:18 AM
i am laughing as i type this....so the USN in FOTRSU is now encrypting orders intended for sub skippers? WTF?

https://i.ibb.co/BCgnD0g/Picture0004.jpg

it's July 1, driving a Gato out of Midway.
our boat received a conning tower upgrade when we completed our previous mission. No choice in the matter: click ok and press on.

the mission is ID145 Sink Honshu 6.
it seems to not like the date/time data.

on a related issue, just prior to this surprise, i upgraded our AA guns from twin-20's a single-40's and when i clicked on the mission map to shove off, i got a CTD. since i had not saved with the new equipment, i restarted and reloaded and re-shoved off and that is when i received the gobbley-gook in the orders.

p.s. this must have been a one-time thing because i returned to the previous mission's RTB save, retraced my steps while in port, and the mission orders look normal.
well, i got a good laugh out of it.
The same mission that stopped my cachalot campaign in spring 1942 with the ctd upon returning in port, not reversible, i tried in many ways...probably there's some problem with this mission. Maybe. Who know.
The same mission is just a coincidence. All of the "Sink Honshu" missions in FotRSU are the same as they were in TMO v1.7 or Stock. There are some additional missions, some from copy, paste and re-name, others from new build with other objectives in them, but all of the Sink Honshu missions are basically the same as they were in the Stock game. What KaleunMarco has in the messaging is the orders that are generated upon return to base, using the Save data and the new assignment. Why the gobble-dee-gook for the date is beyond me, but my guess is the game overwrote its own data somewhere and got confused. As to the why remains to be discovered... Whether it was the upgraded conning tower? Adding new AA guns? Dunno. We've been attempting to do further "upgrade" testing here for the future, but I'll add back in the conning towers. It surprises me it gave him a new conning tower, and not a new Balao, which would be too early for that, of course, but the game does ignore those dates usually...


The issue lies with FOTRSU itself. I deleted the FOTRSU directory and the SH4 save file, then recreated it using only v1.7p3 without any other mods. I was able to start stock SH4 with no issues but launching a career in v1.7p3 caused the black screen CTD again. The laptop is otherwise functioning normally and there's nothing left I can do. I'll look up the laptop details and add them to this post later, but they're unchanged from the v1.46 era.

Any suggestions?
If the stock game works, and FotRSU does not, then suspect the set-up of your FotRSU. Number one of course, is to NOT be in a Windows Program Files folder with the game. Number two is be certain you are using v1.5 of the game with U-Boat missions. Number three is to be certain to empty the Save folder after activating FotRSU and prior to trying to run the modded game. Do not attempt to use old saves. Number four is be certain that the LAA app of your choice is properly activated on the SH4.exe file. Right-click on the SH4.exe file, and choose "Properties". On the first General tab, make certain that the "Read-only" Attribute is clear, so that an LAA can be properly set. Number five, on the newer computers and Windows OS, you also have to set the compatibility of the SH4.exe. Right-click the SH4.exe file and choose "Properties", click on the "Compatibility" tab. At a minimum, disable the OS doing any High DPI Scaling (OS dependent). System dependent, you might also have to "Run as administrator", or set the OS compatibility. Refer to

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

for an example on my Win10 install. Each computer / OS / game / computer settings will possibly be quite different. You'll probably have to experiment with the settings.

KaleunMarco
05-21-22, 11:47 AM
What KaleunMarco has in the messaging is the orders that are generated upon return to base, using the Save data and the new assignment. Why the gobble-dee-gook for the date is beyond me, but my guess is the game overwrote its own data somewhere and got confused. As to the why remains to be discovered... Whether it was the upgraded conning tower? Adding new AA guns? Dunno. We've been attempting to do further "upgrade" testing here for the future, but I'll add back in the conning towers. It surprises me it gave him a new conning tower, and not a new Balao, which would be too early for that, of course, but the game does ignore those dates usually...


i was offered an upgrade from the Gato to what i assumed to be a Balao very early in 1943. having experienced that issue previously, i declined the opportunity.
a couple of missions later, the conning tower upgrade was applied. i suspect that in another mission or two, the upgrade will be offered again. by then the time frame will be September-October 43. i will probably stick with the Gato until the end.
++
as far as root cause is concerned, i agree with you that it is almost impossible to figure out why the gobbly-gook date occurred and it was probably a core overwrite within SH4 by the ace-designers of Ubi.

Mios 4Me
05-21-22, 05:10 PM
If the stock game works, and FotRSU does not, then suspect the set-up of your FotRSU. Number one of course, is to NOT be in a Windows Program Files folder with the game. Number two is be certain you are using v1.5 of the game with U-Boat missions. Number three is to be certain to empty the Save folder after activating FotRSU and prior to trying to run the modded game. Do not attempt to use old saves. Number four is be certain that the LAA app of your choice is properly activated on the SH4.exe file. Right-click on the SH4.exe file, and choose "Properties". On the first General tab, make certain that the "Read-only" Attribute is clear, so that an LAA can be properly set. Number five, on the newer computers and Windows OS, you also have to set the compatibility of the SH4.exe. Right-click the SH4.exe file and choose "Properties", click on the "Compatibility" tab. At a minimum, disable the OS doing any High DPI Scaling (OS dependent). System dependent, you might also have to "Run as administrator", or set the OS compatibility.
for an example on my Win10 install. Each computer / OS / game / computer settings will possibly be quite different. You'll probably have to experiment with the settings.
That did the trick, thanks; much appreciated!

CTD report: USS Caiman, out of Midway, night time 10/21/44, just W of the Sibuyan Sea in the Tablas Strait, radar depth. TF detected approaching from the E on the edge of the Sibuyan. Radar returns showed only one target, a tugboat silhouette. Presumably the appearance of the second TF member, whatever it was, triggered the CTD.

V1.7p3, 301, 302, 303, 399c1, 450, 525, 803, NK, NM, Roster.

propbeanie
05-22-22, 09:22 AM
You are several days too early there Mios 4Me for the Battle off Samar ships to be coming through. They don't sail until the 22nd, do a loop-de-loop in the area, and are returning on the 26th. In fact, there are no groups with lines to go through there other than patrols, which could be Japanes barges or PT boats. They would all have the smaller "outline" you describe, as would a corvette or similar sized vessel. What makes you think it was a Task Force? The sonar report of a warship approaching?. I'll double-check the mod's patrol vessels, but we've never seen any trouble from them before... Thanks

Mios 4Me
05-22-22, 10:00 AM
You are several days too early there Mios 4Me for the Battle off Samar ships to be coming through. They don't sail until the 22nd, do a loop-de-loop in the area, and are returning on the 26th. In fact, there are no groups with lines to go through there other than patrols, which could be Japanes barges or PT boats. They would all have the smaller "outline" you describe, as would a corvette or similar sized vessel. What makes you think it was a Task Force?
It was described as a TF on the map. The other similar contacts were all single vessels. We didn't find any traffic escaping ahead of the invasion, just tons of search planes, so I deleted that patrol and ran another arriving on station much closer to Kurita's passage. That one wound up in heavy weather, but CTD'd as we launched the first torpedo at a Yamato, having sunk a Takao minutes before.

ArditoCorsaro
05-23-22, 10:21 AM
Could be the options in the properties of the exe file that corrupted my save? (Read only was crossed But the sh4 4gb patch did work fine, now i disabled it read only) or the dpi values not disables? I restarted from San Diego with an s boat in January 1942, let's see how will go this time.

fitzcarraldo
05-23-22, 10:42 AM
Could be the options in the properties of the exe file that corrupted my save? (Read only was crossed But the sh4 4gb patch did work fine, now i disabled it read only) or the dpi values not disables? I restarted from San Diego with an s boat in January 1942, let's see how will go this time.

Never I could apply 4Gb patch on a read only SH4.exe. Ever I had to disable "read only" and then applied the patch. Also you can use LAA. I don't know how you could play with SH4.exe read only enabled and with 4gb patch applied. Maybe reinstalling all a new and disabling first of all the SH4.exe read only, then applying 4gb patch, things work better.

Fitzcarraldo :salute:

propbeanie
05-23-22, 11:47 AM
It was described as a TF on the map. The other similar contacts were all single vessels. We didn't find any traffic escaping ahead of the invasion, just tons of search planes, so I deleted that patrol and ran another arriving on station much closer to Kurita's passage. That one wound up in heavy weather, but CTD'd as we launched the first torpedo at a Yamato, having sunk a Takao minutes before.
Could be the options in the properties of the exe file that corrupted my save? (Read only was crossed But the sh4 4gb patch did work fine, now i disabled it read only) or the dpi values not disables? I restarted from San Diego with an s boat in January 1942, let's see how will go this time.
Never I could apply 4Gb patch on a read only SH4.exe. Ever I had to disable "read only" and then applied the patch. Also you can use LAA. I don't know how you could play with SH4.exe read only enabled and with 4gb patch applied. Maybe reinstalling all a new and disabling first of all the SH4.exe read only, then applying 4gb patch, things work better.

Fitzcarraldo :salute:
What Fitzcarraldo says is what you will oftentimes see with the game after an install. You HAVE to make certain that the SH4.exe and the FileManager.dll files in the SH4 folder are NOT "Read-only", else LAA nor MultiSH4 will take. MultiSH4 does throw an error, as does the 4GigPatch, if you use it instead of LAA. If using LAA, it does not throw an error, and you have to re-open it and select the SH4.exe file to see if it is now set to "True". I just ran a scenario with Kurita's Center Force in the Sibuyan Sea on Octorber 24, 1944. I started at 10am local time, and encountered a PB4Y-1 on patrol, which apparently overflew Kurita's force, because long about noon, 2 groups of US carrier planes flew overhead headed southwest. A little while later, I got a sonar contact bearing 273 and headed for it. It was the Center Force. so I went below the thermal and approached.

Under normal circumstances I would not attempt to attack this group. The main reason here being the fact that the seas were dead-calm flat. Second being it is such a huge group at this point, with twice the DD screen it needs for its own protection. But, this is an experiment. I did record it for posterior's sake, for what that's worth, since I am not going to bother with it... when I said "dead-calm" sea, it literally was.. First of all, this is a Core2Duo E8600 quad-core with 8 gig of ram and a GTX 560Ti vid card. Not the latest greatest, but generally more than enough for a game of SH4. With MSI AfterBurner running for screen capture, I was getting 20-24fps on the display as the group approached and passed overhead. Definitely a bit slow, but acceptable. If I turn the recording off, it goes back up to 30fps, which is what I have the card set to for FotRSU.

In the meantime, I was detected (surprise surprise) by the screen, taking minimal damage on their first pass (lost my sonar). A second DD came near, and took out three of the four after tubes, and damaged the bulkhead further. "We have flooding sir!". Naturally, a 3rd approach by a 3rd DD set off a flurry of damage reports, no engines, no motors, no torpedo tubes, no periscopes "MEDIC!!!" "We have heavy flooding sir!" etc. Too much for the damage team to keep up with. In spite of blowing ballast several times, we just kept sinking from 230 and on down passed 600 and more before the screen went black. Going by the sounds of things up above with all the sirens etc., there was probably another air attack occurring as we sank. Even if they hadn't sunk us on the 3rd pass, there were two more DD headed in the opposite direction of the TaFee, going down between columns to give us more depth-charge whoop...

Anyway, if you do NOT have LAA or the 4Gig Patch set correctly, or sufficient machine for some of these scenarios, your computer will crash. The game will attempt to keep running at 6fps, but not much less. To see what you are actually getting out of the game, press and hold the <Ctrl> key, and press the <F8> key, then let them both go. You should then have a numberic display of your fps in the top border of the game window. :salute:

Mios 4Me
05-23-22, 12:28 PM
To see what you are actually getting out of the game, press and hold the <Ctrl> key, and press the <F8> key, then let them both go. You should then have a numberic display of your fps in the top border of the game window. :salute:
That simply switches back to FIle Explorer and brings up a Project menu on the
right side of the screen, same as just using F8. Win10 Pro, if that makes a difference.

KaleunMarco
05-23-22, 06:57 PM
PB,

we were chatting about the convoy changing formation when a ship is sunk.
you had suggested that because the ship that was sunk was the Convoy Leader, the remainder of the convoy dispersed helter-skelter due to lack of leadership.
here is an excellent example, however the ship(s) that sank were NOT the convoy leaders.

First stage.
We are on the surface, we've detected most of the convoy but have not identified all of the members. Winds were 15m/s. Notice the two sinks (Heians). Everybody is still in good order. The time is 0530.
https://i.ibb.co/84WxsX5/SH4-Img-2022-05-23-16-57-12-867.png


Second stage.
Still on the surface, three minutes later (0533). Notice a third Heian has sunk and the members are starting to disperse.
https://i.ibb.co/8BCT8kJ/SH4-Img-2022-05-23-16-58-38-761.png

Third stage.
Seven minutes later (0540). We are submerged. the convoy is still dispersing, sailing this way and that way. this behavior is making me think that the Ubi logic is not distinguishing between a ship lost due to stormy weather and a ship lost to enemy fire.
https://i.ibb.co/X7ghWjm/SH4-Img-2022-05-23-16-59-53-091.png

ArditoCorsaro
05-25-22, 09:06 AM
I used LAA when I couldn't end the second mission Prop, but the read only was crossed. The game did work fine but probably as you sad, the LAA couldn't work properly. Maybe is for that, indeed if i did restart the mission ending it immediately it did work. I could end it. I guess that since I makes many saves, in some passage they got corrupted. And maybe the read only option in properties was involved.
So do you suggest to not attack when the enemy force is too big, or if the game lag too much? (To my PC it don't lag very much, with LAA almost nothing lag, only in Pearl harbour when there are too ship or if there's too traffic it lag a little bit, or returning mission with more tc than 64x when I close the red circle it lag. But in other circumstances with LAA it don't lag.).

I will try your suggestions! I hope this time i can end a campaign.
I will start in San Diego with the s boats in early 1942, or i will start with some single war patrol until 1943, then I will do a career. Wish me good luck I hope really this time it will not ctd returning in port sometime after the first patrols. (For that i opted for the s boat campaign in the Aleutians, starting from San Diego, short patrols, to see if all work fine. While with fleet boats i loose 3 months at sea without know that. If all work fine with the early war campaign or war patrols i will try a fleet boat campaign).

About the machine, it is not the latest but it's more than good for sh4, (i play even to Rome total war 2 or Attila, or the last total wars over than the oldest, and i play without problems to il2 sturmovik and other flight simulators l, and sh4 never gived me problems every time I had a problem with fotrsu it was for a options matter, my faulty and changing the options in the right way it ever worked. So i hope i will made it trough also this time. We LL see. Thank you guys!

propbeanie
05-25-22, 10:43 AM
:arrgh!: No, I was saying that under normal circumstances, I would not attack in the dead-calm sea, no matter the size of the group. The example was to show that the game can slow things down quite a lot on a computer, and that you definitely need to have LAA properly activated. We have seen more than one player that did not have LAA or the 4Gig Patch activated, but they had enough computer power to run the game under normal circumstances. Most people end up with a crash. I also wanted to point out that my capturing video was "stealing" frames, and further impacting how well the game ran. Notice that the DDs had no trouble finding my boat, or of sinking me... :haha:

SeniorCitizen
05-26-22, 01:19 PM
If this has been discussed or explained somewhere, please just point me to the right place. I searched the FOTRSU thread but couldn't find anything addressing this specifically.

I'm in USS Gato out of Brisbane. I returned from a patrol in early 1943 and saw that I could upgrade my existing 4inch/50cal deck gun to a 4inch/50cal combined with an additional 20mm "deck" gun on other end of boat. I purchased this upgrade for my Gato. I happen to have my 4inch on the bow so the new single 20mm took the stern deck placement. I also have my primary AA gun (dual 20mm) in its normal placement up on the back of the sail. After setting out on patrol I first stopped to do all my normal pre-patrol checks so I can quickly run back into port if something is amiss. I've got a couple of questions related to the new 20mm deck gun after checking things out.

First, does the new deck mounted 20mm gun function solely as an additional deck gun against surface targets and is not employable as additional AA gun? I saw that the new 20mm gets manned whenever I select "man the deck gun" just as the 4inch gets manned and it appears to react automatically to the same commands I give for the main deck gun (fire at will, aim for waterline, etc.). Giving AA gun commands to the dual 20mm AA has no effect on the single deck mounted 20mm. The deck mounted 20mm also has slots for a crew of 4 just like the 4 inch deck gun, while the dual 20mm AA gun is manned by a crew of one. Is it supposed to be that way?

Finally, I can't see any way to take control of the new single 20mm deck gun. I can take control and manually fire the 4inch main deck gun or the dual 20mm AA gun, but I don't see a method to assume control of the single 20mm deck gun. Just wondering what I might be missing or don't understand.

KaleunMarco
05-26-22, 05:36 PM
If this has been discussed or explained somewhere, please just point me to the right place. I searched the FOTRSU thread but couldn't find anything addressing this specifically.

I'm in USS Gato out of Brisbane. I returned from a patrol in early 1943 and saw that I could upgrade my existing 4inch/50cal deck gun to a 4inch/50cal combined with an additional 20mm "deck" gun on other end of boat. I purchased this upgrade for my Gato. I happen to have my 4inch on the bow so the new single 20mm took the stern deck placement. I also have my primary AA gun (dual 20mm) in its normal placement up on the back of the sail. After setting out on patrol I first stopped to do all my normal pre-patrol checks so I can quickly run back into port if something is amiss. I've got a couple of questions related to the new 20mm deck gun after checking things out.

First, does the new deck mounted 20mm gun function solely as an additional deck gun against surface targets and is not employable as additional AA gun? I saw that the new 20mm gets manned whenever I select "man the deck gun" just as the 4inch gets manned and it appears to react automatically to the same commands I give for the main deck gun (fire at will, aim for waterline, etc.). Giving AA gun commands to the dual 20mm AA has no effect on the single deck mounted 20mm. The deck mounted 20mm also has slots for a crew of 4 just like the 4 inch deck gun, while the dual 20mm AA gun is manned by a crew of one. Is it supposed to be that way?

Finally, I can't see any way to take control of the new single 20mm deck gun. I can take control and manually fire the 4inch main deck gun or the dual 20mm AA gun, but I don't see a method to assume control of the single 20mm deck gun. Just wondering what I might be missing or don't understand.

you have a firm grasp of the obvious. :03:
in order to bring your 20mm to bear on surface targets, the modders had to slave it to the deck gun and so you cannot control it. it was an accommodation to circumvent poor Ubi design.

you can use the dual-20's or the deck gun manually but not the AA gun that came with the deck gun.
:Kaleun_Salute:

propbeanie
05-26-22, 05:54 PM
KM has it. Similarly with the Narwhal Class boat with its two 6 inch guns SeniorCitizen. The game allows two deck guns, but only provided one camera position, which is what the player would look through in the 3D world. The AA guns have two cameras... Any gun in the game can be set to just about anything, so we built a 20mm deck gun, that is basically a clone of the 20mm AA gun, only we changed the default ammo, and named it a deck-gun instead of an AA gun. Unfortunately, ubisoft also did not provide for a dual-purpose gun on the player's boat in the game, so the AA guns will not shoot at a ship when under AI control, and the deck guns will not shoot at planes. However, if you watch any other ship in the game, all their guns shoot at all targets as soon as they come within range, just not on a player's boat. We left the deck gun crew at four, so as to not mess with the manning positions and really blow things up in the game... The gun positions are done differently in FotRSU than most other mods. :salute:

Kal_Maximus_U669
05-26-22, 07:04 PM
Superb Narwhal in FoTrS the team provides us with the best... a real narwhal...
http://image.noelshack.com/fichiers/2022/21/5/1653609659-sh4img-2022-05-26-02-36-44-995.png
Unlike TMO BH .... but BH has promised to use it so we'll see ...
but that of BH has a mod which allows to use AA against boats...
http://image.noelshack.com/fichiers/2022/21/5/1653609872-sh4img-2022-05-22-23-32-12-973.png
:03::D:salute::subsim:

Bubblehead1980
05-26-22, 08:22 PM
Superb Narwhal in FoTrS the team provides us with the best... a real narwhal...
http://image.noelshack.com/fichiers/2022/21/5/1653609659-sh4img-2022-05-26-02-36-44-995.png
Unlike TMO BH .... but BH has promised to use it so we'll see ...
but that of BH has a mod which allows to use AA against boats...
http://image.noelshack.com/fichiers/2022/21/5/1653609872-sh4img-2022-05-22-23-32-12-973.png
:03::D:salute::subsim:


This is the "Donation Narwhal" mod. Yes, its a beautiful mod overall. TMO has the "pseudo Narwhal" which was created some time back to fill the gap If I recall, it was included before the Donation Narwhal was released. FOTRS Team obtained permission to include it in the mod, I have not been able to. Donation Narwhal (as name implies is a Bonus mod player can download after donating to subsim). I've never promised to include it in TMO. The patch to make it work with TMO is terribly out of date for current TMO version and thus does not work. Also has some model issues need corrected, had a weird thing where when fire mod enabled, the sub exterior would catch on fire during depth charge attack and erode hull integrity 5-10 percent before fire burned out, so def needs upgrading, I made it work and played14 patrols with it before was killed by friendly fire, but its not "good enough" for release as of yet, its a project I will get around to at some point, still trying to iron out a few kinks with TMO Update V2.0.

Mios 4Me
05-26-22, 09:22 PM
12/23/41, South Docks, Corregidor, USS Seawolf

Ordered to transport SubAsiaticFleet personnel to Darwin

Upon pickup, received radio msg "all passengers on board ok to depart to Surabaya Java"

Home base symbol was Darwin, but we tried Surabaya anyway. Didn't work.

Kal_Maximus_U669
05-27-22, 07:12 AM
This is the "Donation Narwhal" mod. Yes, its a beautiful mod overall. TMO has the "pseudo Narwhal" which was created some time back to fill the gap If I recall, it was included before the Donation Narwhal was released. FOTRS Team obtained permission to include it in the mod, I have not been able to. Donation Narwhal (as name implies is a Bonus mod player can download after donating to subsim). I've never promised to include it in TMO. The patch to make it work with TMO is terribly out of date for current TMO version and thus does not work. Also has some model issues need corrected, had a weird thing where when fire mod enabled, the sub exterior would catch on fire during depth charge attack and erode hull integrity 5-10 percent before fire burned out, so def needs upgrading, I made it work and played14 patrols with it before was killed by friendly fire, but its not "good enough" for release as of yet, its a project I will get around to at some point, still trying to iron out a few kinks with TMO Update V2.0.

I thought I saw in a thread some time ago.. that you were interested in this narwhal mod... so I deduced that you would necessarily include it at one time or another.. to have more authenticity in your work...but I think I jumped to conclusions...so do as you wish...I included it myself in your work...knowing full well that it wouldn't work without it. adjustment... by the way I mounted it without its weapons at the start knowing the problems of these famous cannons... Now BH I know that you are busy with some adjustment on your mod so there is no rush.. as I have says FotrS has certain aspects that yours does not have... and yours has other aspects that the other does not have...!!:salute:

SeniorCitizen
05-27-22, 08:52 AM
KM has it. Similarly with the Narwhal Class boat with its two 6 inch guns SeniorCitizen. The game allows two deck guns, but only provided one camera position, which is what the player would look through in the 3D world. The AA guns have two cameras... Any gun in the game can be set to just about anything, so we built a 20mm deck gun, that is basically a clone of the 20mm AA gun, only we changed the default ammo, and named it a deck-gun instead of an AA gun. Unfortunately, ubisoft also did not provide for a dual-purpose gun on the player's boat in the game, so the AA guns will not shoot at a ship when under AI control, and the deck guns will not shoot at planes. However, if you watch any other ship in the game, all their guns shoot at all targets as soon as they come within range, just not on a player's boat. We left the deck gun crew at four, so as to not mess with the manning positions and really blow things up in the game... The gun positions are done differently in FotRSU than most other mods. :salute:

Got it....thanks. Understand the constraints now. Just glad it was "performing as designed" and not something I did. With the 4 crew positions on that single 20mm gun, that is one well crewed little gun. :yeah:

propbeanie
05-27-22, 10:10 AM
Fellers, this thread is for discussion concerning Fall of the Rising Sun Ultimate, please...


12/23/41, South Docks, Corregidor, USS Seawolf

Ordered to transport SubAsiaticFleet personnel to Darwin

Upon pickup, received radio msg "all passengers on board ok to depart to Surabaya Java"

Home base symbol was Darwin, but we tried Surabaya anyway. Didn't work.
One of several oversights when we opened more ports in the game. I have since turned the orders generic, such that it doesn't matter what you assigned base is, the people picked-up go with you there. I am still looking for the other missions set-up like that. Quite a few of the boats were given those assignments. The one you got said both Surabaya and Darwin, which of course is confusing. Oversight on the modders part, and he has since been sent behind the shed for some wood chopping punishment with Helga. If the "orders" you get though, do not include an "Objective" with where to take the passengers, then there is no problem with where you go. In your case, the Objective basically is completed when you pick them up.


Got it....thanks. Understand the constraints now. Just glad it was "performing as designed" and not something I did. With the 4 crew positions on that single 20mm gun, that is one well crewed little gun. :yeah:
They should never run out of ammunition with that many gofers... :arrgh!:

Rock Storm
05-27-22, 12:35 PM
"Fellers, this thread is for discussion concerning Fall of the Rising Sun Ultimate, please..."


Thats what i am hoping for, else imma out of this
Back...in Navy Blue. Hy Lads.
Was just busy saving the earth from an alien inveasion (x-com, long war 2).
New machine (Computer) going back to tha pacifics, and...no sound: No "Herr Kaleuns". Hmm...No sound...sourious mayhab.
On my side: Fresh install and stuff but...lets kick the japs finally out of the pond, and then the chinese...

https://www.youtube.com/watch?v=lyEP_st9csI

propbeanie
05-27-22, 02:55 PM
There is a multitude of reasons to not have sound in the game, as well as in the mod. First is, which version of SH4 do you have? FotRSU requires SH4v1.5, aka: Gold Edition, or the older v1.x with the U-Boat Missions Add-On Pack, which is very difficult to find these days. It does not matter if you have a disk, or Steam, or UConnect, or Amazon, or whatever. It just has to have the German side available in it, not that you play the German side in Fall of the Rising Storm.

You also cannot install the game into the default "C:\Program Files (x86)\..." folder. Windows has incorporated all sorts of "protection" into its OS over the years. Since FotRSU uses JSGME to activate the mod, and neither SH4 nor JSGME are registered as proper Windows programs, and effort to alter the files in the folder will be rolled back to their previous stage, so you might end up with the picture files making it through, but you will not have any configuration changes make it. If this is you case, then you are best-off to uninstall the game, and then re-install it into a folder of your own making, such as "C:\Games\WhatEverName...", and Windows will let you activate mods with JSGME to your heart's content.

Another problem might be not emptying the Save folder for the game (C:\Users \UserName \Documents \SH4...") before playing the modded game. The game runs off of the information in that Save folder, and will not overwrite old files with new ones after you activate a mod. If you empty the folder, the game will recreate those files, and then you have a fully modded version. For this reason, you also cannot use old Saved games from other versions of FotRSU, nor from other mods or Stock.

There could be many other reasons, and if you want more help, post back with where you have your game installed, as well as other details mentioned above. You can also browse the Support folder included in the mod for several pdf files on installation, activation, and other aspects of the game.

KaleunMarco
05-27-22, 03:34 PM
S7rikeback & PB,

Have you manipulated a parameter in FOTRSU that affects the assignment of Contact Reports?
i ask because with the last two versions the vast majority of requests to attack by using the Contact Report are replied to in the negative. this is a very different result from Stock so i am drawing a conclusion that some obscure parm has been manipulated. which is fine...i just wondered which parm it is.

btw, i am not sure if i have ever mentioned that the additional island/atoll/straits names are so helpful, even for an old salt who knows Pacific geography. is there a way i can apply some file to Stock to upgrade that installation with more names?
:Kaleun_Salute:

!!HansGruber!!
05-27-22, 05:54 PM
To me contact report seems to be linked with torpedo load. Above 50% load I generally get an attack order. Once it goes below 50% I'm usually told thanks but no thanks.

Torpex77
05-27-22, 10:51 PM
Hey, has anyone had an issue reentering port when Homeport is Guam?
Ive tried different times, angle of approach, but it crashes each time right after Im awarded the Bronze star. Also cannot request transfer from this port. December 1944
Thanks,
Frank

KaleunMarco
05-28-22, 09:31 AM
Hey, has anyone had an issue reentering port when Homeport is Guam?
Ive tried different times, angle of approach, but it crashes each time right after Im awarded the Bronze star. Also cannot request transfer from this port. December 1944
Thanks,
Frank

i am approaching mid-1944 in my Gato career, so i will attempt to transfer to Guam and let you know what happens.

btw, what boat are you driving? and which mods do you have applied?
JSGME-Tasks-Copy to Clipboard-then Paste into a Post here.

thanks.
:Kaleun_Salute:

KaleunMarco
05-28-22, 09:35 AM
To me contact report seems to be linked with torpedo load. Above 50% load I generally get an attack order. Once it goes below 50% I'm usually told thanks but no thanks.

in my case, ammo is NOT the issue. i've been diverted from attacking with a full load of ammo countless times. and then when i have only six shots remaining, i will get the word to attack. seems oddly random...or oddly directed. it is hard to distinguish between the two, and that is why i asked the modders for some additional info.

propbeanie
05-28-22, 11:51 AM
S7rikeback & PB,

Have you manipulated a parameter in FOTRSU that affects the assignment of Contact Reports?
i ask because with the last two versions the vast majority of requests to attack by using the Contact Report are replied to in the negative. this is a very different result from Stock so i am drawing a conclusion that some obscure parm has been manipulated. which is fine...i just wondered which parm it is.

btw, i am not sure if i have ever mentioned that the additional island/atoll/straits names are so helpful, even for an old salt who knows Pacific geography. is there a way i can apply some file to Stock to upgrade that installation with more names?
:Kaleun_Salute:
What happens with the Contact Reports is the Ship Type used by the Reports. The mod uses Type=0 through Type=20, but the stock game handling of Contact Reports does not know what anything over a Type=11 BB is, so the "logic" can be bad, dependent upon what you encounter in a group. We have tried several constructs, and will keep trying.

As for the map names, that is in the "Campaign_NMS.cfg" file in Data / Campaigns / Campaign file, which then calls all of the images in Data / Terrain / LocationMaps folder. I have a mod on SubSim here from a few years ago, but have to update it. We generally add a half-dozen or more each release.


Hey, has anyone had an issue reentering port when Homeport is Guam?
Ive tried different times, angle of approach, but it crashes each time right after Im awarded the Bronze star. Also cannot request transfer from this port. December 1944
Thanks,
Frank
You should not be having an issue like that, but as KM mentions, it would be helpful to have more information. Besides the list of mods you are using, and the boat you are driving,
1. What was the date you started this patrol?
2. Where did you sail from to start this patrol you cannot end?
3. What were your orders for the patrol?
4. Did you complete objectives, sinks ships, etc.?
5. How did you get assigned to Guam?
6. You are able to dock, but are encountering a CTD after the game awards you a Bronze Star?
7. After re-starting the game and trying to Load a career, are you back in the office, and the game ready to start the next patrol?
For a few of the boats, Guam is it, until maybe Subic Bay in February 1945. Several of the submarines should be able to transfer to Pearl, but not all. I don't believe we have encountered anyone crashing after being awarded the Bronze Star, so we would appreciate it if you could zip of your Save folder, post it somewhere, send us a PM with a link, and we'll attempt to see what is visible in that, and get back with you.

Torpex77
05-28-22, 12:33 PM
i am approaching mid-1944 in my Gato career, so i will attempt to transfer to Guam and let you know what happens.

btw, what boat are you driving? and which mods do you have applied?
JSGME-Tasks-Copy to Clipboard-then Paste into a Post here.

thanks.
:Kaleun_Salute:

Generic Mod Enabler - v2.6.0.157
[C:\Silent\Silent Hunter\MODS]

100_FalloftheRisingSun_Ultimate_v1.7p3
803_NoPlayerSubFlags
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
801_UMark Invisible
806_PeriscopeSplash

TENCH CLASS

I always save my last inport just in case, and if I try to transfer OUT of Guam it says transfer not available. DEC 1944 IIRC

Frank

propbeanie
05-28-22, 01:48 PM
The main problem Torpex77 is that the Tench Class boat is not supposed to be available until January of 1945. Since it is not an active boat, it crashes the game.

This is a concept we have been trying to wrap our heads around since the beginning of the game. It's nice that they decided to "reward" a player with a high score by presenting them with a new boat - but NOT until after it is available in the game! All of the updates they had done to this game, and they never bothered to fix the issue. As modders, we have to pay attention to dates on everything. But the game itself apparently can ignore them, and just do whatever whenever. The boat is restricted in multiple places, but the game will still give it to you early. It behooves the player to familiarize themselves with when boats are available (multiple pdf files in the Support folder).

What you will have to do is re-arm and re-fuel, but NOT end patrol. Go back out and do a Status update if you want more assignments, or just go sink stuff. Come back in to dock at Guam after January 1, 1945. You should then make if fully through the process of docking. I am surprised it did let you dock previously...

torpedobait
05-28-22, 02:21 PM
Arrived at home port Pearl Harbor on 6/14/43. Got the option to replace the twin 20mm AA gun with a Single 40mm, so I took it. However, this is only one crew slot for the mew 40mm AA gun.

I said "I got this", exited the game, went to the very last save I took after adding the 40mm AA gun from the office, opened the activeuserplayerunits.upc file within SaveGames, looked for the 40mm AA Gun entries, and then looked at the gun crew slots. I expected to fine a Crew Leader slot description (like L1), and then the 2nd crew man (C1) with the "additionalrepository" that I needed to delete (and change the slot from 1 to 2).

It's not in there! The 40mm AA gun in the equipment list says that there should be 2 crew slots, but they do not appear on the crew page in the Office.

Have you changed how to assign a second crew slot somehow from the last time I went through this, or did I miss something?

Forgot to mention it was in Gato.

Torpex77
05-28-22, 02:26 PM
The main problem Torpex77 is that the Tench Class boat is not supposed to be available until January of 1945. Since it is not an active boat, it crashes the game.

This is a concept we have been trying to wrap our heads around since the beginning of the game. It's nice that they decided to "reward" a player with a high score by presenting them with a new boat - but NOT until after it is available in the game! All of the updates they had done to this game, and they never bothered to fix the issue. As modders, we have to pay attention to dates on everything. But the game itself apparently can ignore them, and just do whatever whenever. The boat is restricted in multiple places, but the game will still give it to you early. It behooves the player to familiarize themselves with when boats are available (multiple pdf files in the Support folder).

What you will have to do is re-arm and re-fuel, but NOT end patrol. Go back out and do a Status update if you want more assignments, or just go sink stuff. Come back in to dock at Guam after January 1, 1945. You should then make if fully through the process of docking. I am surprised it did let you dock previously...


Ahhhhh..Makes total sense. I decided to rearm and refuel and head back out after posting here. I'll take the long way home to make it back to port after January 1 45. I did take a quick glance to see if there were any specific issues in the read me but didnt glean anything, or missed it. Its cool, I can survive without reentering port.))

propbeanie
05-28-22, 02:39 PM
Arrived at home port Pearl Harbor on 6/14/43. Got the option to replace the twin 20mm AA gun with a Single 40mm, so I took it. However, this is only one crew slot for the mew 40mm AA gun.

I said "I got this", exited the game, went to the very last save I took after adding the 40mm AA gun from the office, opened the activeuserplayerunits.upc file within SaveGames, looked for the 40mm AA Gun entries, and then looked at the gun crew slots. I expected to fine a Crew Leader slot description (like L1), and then the 2nd crew man (C1) with the "additionalrepository" that I needed to delete (and change the slot from 1 to 2).

It's not in there! The 40mm AA gun in the equipment list says that there should be 2 crew slots, but they do not appear on the crew page in the Office.

Have you changed how to assign a second crew slot somehow from the last time I went through this, or did I miss something?
No, we haven't changed anything there. What boat are you in? Part of the problem with the 40mm guns is similar to the radars, in that certain conning towers have to be in-place for the gun to be able to mount. Generally speaking, you have to have the 3rd conning tower, which is the double-cut, at a minimum. The game is not supposed to give you the choice for the 40mm before you have a double-cut, but if you do still have a single-cut, that is probably part of the problem. As to the upc file, let me see if I can find my old "fix kit" for that...

Edit: OK, my current Aft AA gun is a 40mm:

This is for CrewMemberSlot 2
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 2]
ID=CrewMemberSlot_FlakC1
NameDisplayable=AA Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_A01
BattleStationsCrewMemberSlot3D=WM2@slot_A01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=sapca_o01, sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06, sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11, sapca_o12,sapca_nco01,sapca_nco02,sapca_nco03,sapc a_nco04,sapca_nco05,sapca_nco06,sapca_nco07,sapca_ nco08,sapca_nco09,sapca_nco10,sapca_nco11,sapca_nc o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04,sapca_ m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09,sapca_ m10,sapca_m11,sapca_m12
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca_ca0 1,sapca_ca02,sapca_ca03,sapca_ca04,sapca_ca05,sapc a_ca06,sapca_ca07,sapca_ca08,sapca_ca09,sapca_ca10 ,sapca_ca11,sapca_ca12

but you want to make certain you have all the parts for the gun.

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1]
ID=CTBackAA
NameDisplayable=Aft AA Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=A01
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=40mmSingleUS, NULL

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1.Weapon]
ID=40mmSingleUS
NameDisplayable=40mm AA Gun
WeaponInterval=1943-08-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=40mmAPUS,40mmHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=4
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=2
ExternalLinkName3D=40mm_Single_soclu
FunctionalType=WpFlak
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.175169
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,9.12954

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakL1
NameDisplayable=AA Guns Crew
Type=Leader
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_A01
BattleStationsCrewMemberSlot3D=WM1@slot_A01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=sapca_o01, sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06, sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11, sapca_o12,sapca_nco01,sapca_nco02,sapca_nco03,sapc a_nco04,sapca_nco05,sapca_nco06,sapca_nco07,sapca_ nco08,sapca_nco09,sapca_nco10,sapca_nco11,sapca_nc o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04,sapca_ m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09,sapca_ m10,sapca_m11,sapca_m12
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca_ca0 1,sapca_ca02,sapca_ca03,sapca_ca04,sapca_ca05,sapc a_ca06,sapca_ca07,sapca_ca08,sapca_ca09,sapca_ca10 ,sapca_ca11,sapca_ca12

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 2]
ID=CrewMemberSlot_FlakC1
NameDisplayable=AA Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_A01
BattleStationsCrewMemberSlot3D=WM2@slot_A01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=sapca_o01, sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06, sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11, sapca_o12,sapca_nco01,sapca_nco02,sapca_nco03,sapc a_nco04,sapca_nco05,sapca_nco06,sapca_nco07,sapca_ nco08,sapca_nco09,sapca_nco10,sapca_nco11,sapca_nc o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04,sapca_ m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09,sapca_ m10,sapca_m11,sapca_m12
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca_ca0 1,sapca_ca02,sapca_ca03,sapca_ca04,sapca_ca05,sapc a_ca06,sapca_ca07,sapca_ca08,sapca_ca09,sapca_ca10 ,sapca_ca11,sapca_ca12
You need all the lines of the weapon slot, and well as all the lines of the Weapon itself that sits in the weapon slot, along with proper crew slots. Compartement 2 is the Aft gun, Compartment 3 is the Fore gun (with exceptions, of course, in the S-Boats and the Cachalot).

Ahhhhh..Makes total sense. I decided to rearm and refuel and head back out after posting here. I'll take the long way home to make it back to port after January 1 45. I did take a quick glance to see if there were any specific issues in the read me but didnt glean anything, or missed it. Its cool, I can survive without reentering port.))
Well, good luck with it still. I do not trust the game to do right still... lol

Torpex77
05-28-22, 09:43 PM
No, we haven't changed anything there. What boat are you in? Part of the problem with the 40mm guns is similar to the radars, in that certain conning towers have to be in-place for the gun to be able to mount. Generally speaking, you have to have the 3rd conning tower, which is the double-cut, at a minimum. The game is not supposed to give you the choice for the 40mm before you have a double-cut, but if you do still have a single-cut, that is probably part of the problem. As to the upc file, let me see if I can find my old "fix kit" for that...

Edit: OK, my current Aft AA gun is a 40mm:

This is for CrewMemberSlot 2
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 2]
ID=CrewMemberSlot_FlakC1
NameDisplayable=AA Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_A01
BattleStationsCrewMemberSlot3D=WM2@slot_A01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=sapca_o01, sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06, sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11, sapca_o12,sapca_nco01,sapca_nco02,sapca_nco03,sapc a_nco04,sapca_nco05,sapca_nco06,sapca_nco07,sapca_ nco08,sapca_nco09,sapca_nco10,sapca_nco11,sapca_nc o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04,sapca_ m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09,sapca_ m10,sapca_m11,sapca_m12
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca_ca0 1,sapca_ca02,sapca_ca03,sapca_ca04,sapca_ca05,sapc a_ca06,sapca_ca07,sapca_ca08,sapca_ca09,sapca_ca10 ,sapca_ca11,sapca_ca12

but you want to make certain you have all the parts for the gun.

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1]
ID=CTBackAA
NameDisplayable=Aft AA Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=A01
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=40mmSingleUS, NULL

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1.Weapon]
ID=40mmSingleUS
NameDisplayable=40mm AA Gun
WeaponInterval=1943-08-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=40mmAPUS,40mmHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=4
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=2
ExternalLinkName3D=40mm_Single_soclu
FunctionalType=WpFlak
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.175169
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,9.12954

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakL1
NameDisplayable=AA Guns Crew
Type=Leader
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_A01
BattleStationsCrewMemberSlot3D=WM1@slot_A01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=sapca_o01, sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06, sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11, sapca_o12,sapca_nco01,sapca_nco02,sapca_nco03,sapc a_nco04,sapca_nco05,sapca_nco06,sapca_nco07,sapca_ nco08,sapca_nco09,sapca_nco10,sapca_nco11,sapca_nc o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04,sapca_ m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09,sapca_ m10,sapca_m11,sapca_m12
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca_ca0 1,sapca_ca02,sapca_ca03,sapca_ca04,sapca_ca05,sapc a_ca06,sapca_ca07,sapca_ca08,sapca_ca09,sapca_ca10 ,sapca_ca11,sapca_ca12

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 2]
ID=CrewMemberSlot_FlakC1
NameDisplayable=AA Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_A01
BattleStationsCrewMemberSlot3D=WM2@slot_A01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=sapca_o01, sapca_o02,sapca_o03,sapca_o04,sapca_o05,sapca_o06, sapca_o07,sapca_o08,sapca_o09,sapca_o10,sapca_o11, sapca_o12,sapca_nco01,sapca_nco02,sapca_nco03,sapc a_nco04,sapca_nco05,sapca_nco06,sapca_nco07,sapca_ nco08,sapca_nco09,sapca_nco10,sapca_nco11,sapca_nc o12,sapca_m01,sapca_m02,sapca_m03,sapca_m04,sapca_ m05,sapca_m06,sapca_m07,sapca_m08,sapca_m09,sapca_ m10,sapca_m11,sapca_m12
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca_ca0 1,sapca_ca02,sapca_ca03,sapca_ca04,sapca_ca05,sapc a_ca06,sapca_ca07,sapca_ca08,sapca_ca09,sapca_ca10 ,sapca_ca11,sapca_ca12
You need all the lines of the weapon slot, and well as all the lines of the Weapon itself that sits in the weapon slot, along with proper crew slots. Compartement 2 is the Aft gun, Compartment 3 is the Fore gun (with exceptions, of course, in the S-Boats and the Cachalot).


Well, good luck with it still. I do not trust the game to do right still... lol

Well, I waited to Jan 5th and it crashed again. Wish there was a "RETIRE" Button..lol maybe there's too many medals, Or Too Much Tonnage? If my Hull wasnt down 35% I would just keep going with resupply to the End of the war. Shame you cant get hull repairs in other bases.

KaleunMarco
05-28-22, 10:57 PM
Well, I waited to Jan 5th and it crashed again. Wish there was a "RETIRE" Button..lol maybe there's too many medals, Or Too Much Tonnage? If my Hull wasnt down 35% I would just keep going with resupply to the End of the war. Shame you cant get hull repairs in other bases.

no, it's not you, it's the Tench....always the Tench.
that boat is the buggiest boat in SH4.
i've learned my lesson: never upgrade to a Tench.:03:
well, if you cannot go back to the Gato or Balao via Save files, then you have two options: become the new Flying Dutchman and sail trackless seas forever until August 15 or start a new career.
:Kaleun_Salute:

Torpex77
05-28-22, 11:23 PM
no, it's not you, it's the Tench....always the Tench.
that boat is the buggiest boat in SH4.
i've learned my lesson: never upgrade to a Tench.:03:
well, if you cannot go back to the Gato or Balao via Save files, then you have two options: become the new Flying Dutchman and sail trackless seas forever until August 15 or start a new career.
:Kaleun_Salute:

:yeah: Im On it! Just Call me Captain RA-n-RF :salute::haha:

torpedobait
05-29-22, 09:30 AM
No, we haven't changed anything there. What boat are you in? Part of the problem with the 40mm guns is similar to the radars, in that certain conning towers have to be in-place for the gun to be able to mount. Generally speaking, you have to have the 3rd conning tower, which is the double-cut, at a minimum. The game is not supposed to give you the choice for the 40mm before you have a double-cut, but if you do still have a single-cut, that is probably part of the problem. As to the upc file, let me see if I can find my old "fix kit" for that...

Edit: OK, my current Aft AA gun is a 40mm:

but you want to make certain you have all the parts for the gun.

Thanks, Props! Worked perfectly once I remembered to make the changes and then EXIT and RELOAD the game. Not your fault - it's a basic step for changes
:salute:

Mios 4Me
05-29-22, 11:14 AM
- While fitting out a Balao in Midway, 6/44, the crew deck gun slots were lost when we switched the 5" from stern to bow. How to fix?

Fix: go to ActiveUserPlayerUnits in the Documents folder, locate the affected crewmember slots and remove the "AdditionalRepository" language from the files, being careful to maintain spacing between the surrounding language.

Side effect: One crewmember's thumbnail pic remains enlarged on the roster display. This may result from not placing all GC members into watch quarters instead of leaving them assigned to the pre-existing gun slots, as PropBeanie correctly forewarned.

This was done on a Gar-class, not Balao, but should work just as well.

Unrelated anomalies observed:
- When upgrading from a Sargo to a Gar, both bow and stern gun positions displayed correctly. When returning to the port screen after a save, all changes had been lost and the bow position no longer loaded properly. See above for fix.
- Both the Sargo and Gar had five aft torpedo reload slots; I verified that the Gar aft torpedo bunker data file was set to four, not five. No idea where that's coming from

KaleunMarco
05-29-22, 03:09 PM
it is mid-July 1944, we have just been modded with the fourth and final conning tower upgrade, and although it is advertized, there are no twin 40's available for our boat.

all of the definitions are their proper place (Unitpart, upgrades, etc) but the code will not execute it.

!#$%^%$#-Ubi.:/\\!!

zeus
05-29-22, 04:42 PM
hello

will there be a next update soon?

propbeanie
05-29-22, 06:37 PM
it is mid-July 1944, we have just been modded with the fourth and final conning tower upgrade, and although it is advertized, there are no twin 40's available for our boat.

all of the definitions are their proper place (Unitpart, upgrades, etc) but the code will not execute it.

!#$%^%$#-Ubi.:/\\!!
Yes, something is 'off' there... the guns are supposed to be available 1944-06-01. I'll look and the 4th conns upc and see if I find a typo or something...


hello

will there be a next update soon?
We had the first beta for team testing two months ago, and then we started taking turns getting sick with various illnesses... I am currently trying to get over a left-side pneumonia, and having a bit of trouble shaking it. Age plays a factor in things anymore, or course... Anyway, hopefully here in about a week, we will have managed to double-check all of our previous double-checks... Very difficult to pick-up from where we were. Sorry. :arrgh!:

pitti
05-30-22, 03:22 PM
Then get well quickly. All the best.:yeah:

Mios 4Me
05-30-22, 04:10 PM
USS Gudgeon, ex-Midway, previous Slot assignment completed, none requested, so went for a field day where at 163°, 105km, from Moen airfield, at approx 1500 local on 7/15/42 we chased down a reported warship and found a stationary convoy consisting of:
- Kyokuro Maru, listed as slow, but found to be at speed 00 when viewed from the periscope, oriented SSE
- CH-28, stationary, SSE
- Type A1 sub, stationary, SSE

The tanker emitted no funnel gases, nor did the first two torpedoes elicit any smoke or flames. The third did the trick.

I realize I've returned late in the development cycle of the next version; would it be better to hold bug reports until that has dropped?

KaleunMarco
05-30-22, 04:47 PM
What happens with the Contact Reports is the Ship Type used by the Reports. The mod uses Type=0 through Type=20, but the stock game handling of Contact Reports does not know what anything over a Type=11 BB is, so the "logic" can be bad, dependent upon what you encounter in a group. We have tried several constructs, and will keep trying.


ok, but HOW does the SH4-engine choose which of the 20-or-so Dynamic Missions will apply?
i understand that some of the Dynamic Missions (DM) are configured for convoys and some are configured for task forces but aside from that what is the selection criteria or algorithm? it is stored in a parm file or is it totally randomized and hard-coded?:hmmm::timeout:

Jeffg
05-30-22, 05:45 PM
I hope everyone is doing ok, being old is not fun sometimes I am 67. My wife just got back from a trip and has Covid.I have tested negative twice so far.

Jeffg

hunter301
05-30-22, 11:55 PM
The main problem Torpex77 is that the Tench Class boat is not supposed to be available until January of 1945. Since it is not an active boat, it crashes the game.

This is a concept we have been trying to wrap our heads around since the beginning of the game. It's nice that they decided to "reward" a player with a high score by presenting them with a new boat - but NOT until after it is available in the game! All of the updates they had done to this game, and they never bothered to fix the issue. As modders, we have to pay attention to dates on everything. But the game itself apparently can ignore them, and just do whatever whenever. The boat is restricted in multiple places, but the game will still give it to you early. It behooves the player to familiarize themselves with when boats are available (multiple pdf files in the Support folder).

What you will have to do is re-arm and re-fuel, but NOT end patrol. Go back out and do a Status update if you want more assignments, or just go sink stuff. Come back in to dock at Guam after January 1, 1945. You should then make if fully through the process of docking. I am surprised it did let you dock previously...

WOW :o I couldn't believe this article was written a week ago. As long as this game has been out and with everything people have been able to do with this game it's amazing that we can't fix stuff like this.
Is there a hidden source code that is unavailable to use?
If we can alter any .cfg files why can't we fix this problem.
Not criticizing just curious.
I have been playing this game off and on since it first came out and I'm always amazed at how many changes can be made to this game.

KaleunMarco
05-31-22, 12:13 AM
WOW :o I couldn't believe this article was written a week ago. As long as this game has been out and with everything people have been able to do with this game it's amazing that we can't fix stuff like this.
"other users" have been aware of this stuff for quite a while and have been trying to fix it since SH4 was released.

Is there a hidden source code that is unavailable to use?
all of the source code is off-limits for change. i will not re-enter the argument that others have had regarding the legality of changing source code when you have purchased a use-only license.
If we can alter any .cfg files why can't we fix this problem.
excellent question. when we apply modifications to certain files, we are changing the conditions under which the source code operates without changing the code itself. Remember the tale of Captain Kirk and the Kobayashi Maru?

hunter301
05-31-22, 01:25 AM
"other users" have been aware of this stuff for quite a while and have been trying to fix it since SH4 was released.

all of the source code is off-limits for change. i will not re-enter the argument that others have had regarding the legality of changing source code when you have purchased a use-only license.

excellent question. when we apply modifications to certain files, we are changing the conditions under which the source code operates without changing the code itself. Remember the tale of Captain Kirk and the Kobayashi Maru?

Excellent answers.
Being somebody who does more playing than modding what exactly is a source code and why can't it be seen?
Are there files that are downloaded with the game that we actually can't see?

torpedobait
05-31-22, 04:08 AM
Excellent answers.
Being somebody who does more playing than modding what exactly is a source code and why can't it be seen?
Are there files that are downloaded with the game that we actually can't see?

Think "SH4.EXE". It was created by UBI programmers, compiled and then linked (more or less - the process is dependent on the programming language used to write the code) with all the elements that go into the game that we run. Neither the source (original) code nor the executable code generated from the source code is publicly available. What is available to modders are the peripheral-type files that determine how the written code within SH4.exe will execute based on the parameters defined in those files.

Because I am an old Assembler and COBOL programmer my vision of how the SH4 programs are put into executable form is likely not accurate, but the process is essentially the same no matter the language, unless someone is writing and modifying machine language (not likely these days). I don't intend to get into a technical argument over the nits of what really has to happen. Just trying to paint the picture of what it is that we cannot have!

KaleunMarco
05-31-22, 10:58 AM
Excellent answers.
Being somebody who does more playing than modding what exactly is a source code and why can't it be seen?
Are there files that are downloaded with the game that we actually can't see?


+1 TorpedoBait

source code is techno-lingo for programming language stuff.
there are many programming "languages".
TorpedoBait mentions that he is proficient in a couple of those.
Silent Hunter was probably written in C-Language or one of its derivatives.

source code is then combined with libraries of common tools which are used in programming and an "executable" is created. there are the various ".exe" files that you see in folders. in addition to .exe files, there are other proprietary files such as DLL files which contain encrypted information specifically formatted to work with the .exe.

the .exe and .dll files are proprietary to the software developer. we call them source code or executables or a lot of other names. you and i (and other SH4 users) agreed to a EULA that says we cannot modify the source code of Silent Hunter.

you and i (and other SH4 users) modify the peripheral files used by the .exe and .ddl files. those files are NOT encrypted and are used to change the conditions under which the game is played.

so, apologies if i went all-Propbeanie on you. suffice it to say that we-users can change some aspects of the game but not others.

Mad Mardigan
05-31-22, 11:55 AM
Basically, with the .exe & .dll files, leads to... is about the equivalent of... an individual being rendered deaf, dumb & blind... then put like a hamster into a maze, that is only circular in nature & expected to find the corner... only problem is... what corner.? :hmmm:


:Kaleun_Mad:


Of course, this is just a simplification of the :damn: frustration I feel (& pretty sure, am NOT alone in feeling that way about it, either... :yep:), in the screw ups that Ubi made, NOT being able to be... corrected, as they seriously need to be.

Know, that just as well as I do, that of course... I don't, can't & won't speak for all, nor will I ever claim to... for that matter.





:Kaleun_Salute:


M. M.

propbeanie
05-31-22, 02:25 PM
USS Gudgeon, ex-Midway, previous Slot assignment completed, none requested, so went for a field day where at 163°, 105km, from Moen airfield, at approx 1500 local on 7/15/42 we chased down a reported warship and found a stationary convoy consisting of:
- Kyokuro Maru, listed as slow, but found to be at speed 00 when viewed from the periscope, oriented SSE
- CH-28, stationary, SSE
- Type A1 sub, stationary, SSE

The tanker emitted no funnel gases, nor did the first two torpedoes elicit any smoke or flames. The third did the trick.

I realize I've returned late in the development cycle of the next version; would it be better to hold bug reports until that has dropped?
This particular issue was the main impetus behind doing a v1.8 before we went into the v2 era. The problem that two patrols pass by each other in front of the Moen docks. One dodges the other, but runs into the docked ships, which are then displaced, or "bumped" into movement, and are set to "drift". The game at the time of the "collision" is in database mode, so there are no 3D objects colliding (other than the ships), including the ships with (no) docks, the ships with (no) land, only the ship-on-ship collision is tracked apparently. Depending upon when the player's sub comes withing the ships' spawn range, determines how far from their original position they are when you see them. Hence, you see them over 100 km from their original position, because if there were no obstacles in their way, that is how far they would have drifted from the collision, before coming to a stop. This is the 3rd incident like this in Truk, and is "repaired" in v1.8, which is running late for release... Thanks for the mention though.


ok, but HOW does the SH4-engine choose which of the 20-or-so Dynamic Missions will apply?
i understand that some of the Dynamic Missions (DM) are configured for convoys and some are configured for task forces but aside from that what is the selection criteria or algorithm? it is stored in a parm file or is it totally randomized and hard-coded?:hmmm::timeout:
Look at the top of the "Data \Campaigns \Campaign \DynamicMiss.cfg" file, and you'll see 20 Sections that each deal with the Contact Report the player sends in. I am not certain of the logic, because the player has to ID 3 ships (3x "Ship spotted sir!" reports), and has to have one targeted at the time of sending the Contact Report. To me, instead of the game going through them 1 through 20 in order, it seems to be a game of chance until if it gets to Section 20, which is one of two "Disengage" messages sent back. You can see the "AllMatch" and "PartialMatch" lines as they apply, and that is where the game (supposedly) makes its "decision".

It does seem though, that the game "cheats" and knows what is in a group, most of which you cannot "see". I have had it to where I see two escorts ("Ship spotted sir!"), and targeted a Light Cruiser, only to have the game tell me "Troop transports are a high priority. Sink all transports you can find." Whuh? I didn't see no shtinking transport! It seems to be a game of mumbly peg though, that the game is not that good at, and it generally hits itself in the foot, and then dials in the Section 20 response. A game of chance. If the game chooses something above 19 or 20 though, it calls that particular file in the "Data \Campaigns \Campaign \DynamicMiss" folder. We are constantly experimenting in there, trying to get appropriate responses, at an OK level. We do not want "Attack!" responses 100% of the time, but we definitely want more than 1-in-10. If a player goes to the trouble of ID'ing 3 ships, and targeting one long enough to get off a Contact Report, at the risk of being seen by the group, then surely BdU - er, CenPac can respond more positively... lol


WOW :o I couldn't believe this article was written a week ago. As long as this game has been out and with everything people have been able to do with this game it's amazing that we can't fix stuff like this.
Is there a hidden source code that is unavailable to use?
If we can alter any .cfg files why can't we fix this problem.
Not criticizing just curious.
I have been playing this game off and on since it first came out and I'm always amazed at how many changes can be made to this game.
The other fellows gave excellent answers for the files. There are no hidden files in the game. Modders can edit the text-based files to their heart's content. Other files are bit more difficult to mod, but some are "reachable" with Silent3Ditor. Those include the "ship" files, which technically are not "source code-based" assets. Some modders familiar enough with hex editing have edited other parts of the games. Modders have been able to "fix" several aspects of the game that were still broken after the release of v1.5 of the game. One thing the devs never did fix, and there is probably a good reason for that, is the "date" issue. I cannot call for a submarine that is not "active" prior to its starting date, such as the Balao (1943-05-21 in FotRSU) and the Tench (1945-01-01 in FotRSU). The game however, uses New Command (submarines) and Re-Fits (new conning tower) as "rewards" for higher scores in the game. This would all be well and good, except that the game will oftentimes "reward" the player with a new boat several months before its Active date. You either end up with being retired, a CTD, or a Flying Dutchman scenario. The game does not honor the new boat, because the dates do not agree with what the game has. We have tried to set those dates earlier, and the game just gives the boats & conns away that much earlier. We have set them later, and the game continues to offer them three months too early. It is next to impossible to try to control or compensate for that aspect of the game. Similar holds if you have an AI battleship (such as an Iowa Class, which while the 1st was commissioned in Feb 1943, did not see action until November 1943. The game will place those in the game whenever it encounters a GENERIC call for a Type=20 BB, whether it is appropriate date-wise or not... So why does the game restrict the player and the modders with dates, but not itself?... :arrgh!: - there are other niggly aspects of the game that irk me to no end that I wish were fixed, but the "dates" thing, to me, is the biggest of them all.

hunter301
05-31-22, 02:45 PM
Basically, with the .exe & .dll files, leads to... is about the equivalent of... an individual being rendered deaf, dumb & blind... then put like a hamster into a maze, that is only circular in nature & expected to find the corner... only problem is... what corner.? :hmmm:


:Kaleun_Mad:


Of course, this is just a simplification of the :damn: frustration I feel (& pretty sure, am NOT alone in feeling that way about it, either... :yep:), in the screw ups that Ubi made, NOT being able to be... corrected, as they seriously need to be.

Know, that just as well as I do, that of course... I don't, can't & won't speak for all, nor will I ever claim to... for that matter.





:Kaleun_Salute:


M. M.

Kind of like the whole Tench Class debacle.

"Congratulations captain on your promotion.
We've got some good news and some bad news.
The good news is your being given the newest class of boat.
The bad news is it hasn't been built yet.
So grab a room and some beers at the Royal Hawaiian :Kaleun_Cheers:
and we'll see you back here in a couple of years." :har:

KaleunMarco
05-31-22, 04:11 PM
Kind of like the whole Tench Class debacle.

"Congratulations captain on your promotion.
We've got some good news and some bad news.
The good news is your being given the newest class of boat.
The bad news is it hasn't been built yet.
So grab a room and some beers at the Royal Hawaiian :Kaleun_Cheers:
and we'll see you back here in a couple of years." :har:

that's the situation, more or less.

make sure the beer is cold...and someone else is buying!
:Kaleun_Salute:

KaleunMarco
05-31-22, 04:26 PM
Look at the top of the "Data \Campaigns \Campaign \DynamicMiss.cfg" file, and you'll see 20 Sections that each deal with the Contact Report the player sends in. I am not certain of the logic, because the player has to ID 3 ships (3x "Ship spotted sir!" reports), and has to have one targeted at the time of sending the Contact Report. To me, instead of the game going through them 1 through 20 in order, it seems to be a game of chance until if it gets to Section 20, which is one of two "Disengage" messages sent back. You can see the "AllMatch" and "PartialMatch" lines as they apply, and that is where the game (supposedly) makes its "decision".

It does seem though, that the game "cheats" and knows what is in a group, most of which you cannot "see". I have had it to where I see two escorts ("Ship spotted sir!"), and targeted a Light Cruiser, only to have the game tell me "Troop transports are a high priority. Sink all transports you can find." Whuh? I didn't see no shtinking transport! It seems to be a game of mumbly peg though, that the game is not that good at, and it generally hits itself in the foot, and then dials in the Section 20 response. A game of chance. If the game chooses something above 19 or 20 though, it calls that particular file in the "Data \Campaigns \Campaign \ContactReports" folder. We are constantly experimenting in there, trying to get appropriate responses, at an OK level. We do not want "Attack!" responses 100% of the time, but we definitely want more than 1-in-10. If a player goes to the trouble of ID'ing 3 ships, and targeting one long enough to get off a Contact Report, at the risk of being seen by the group, then surely BdU - er, CenPac can respond more positively... lol

firstly, thank you.
secondly, how in the heck did i miss this for umpteen years?:timeout:
thirdly, a couple of questions, now that mine eyes have been opened:
Contact Reports
;PartialMatch=17,202 - are these ShipTypes? and, if Shiptypes are listed, then the use case is inclusive? if no ShipTypes are listed then any ShipType will qualify for inclusion?
;PartialMatchingMinimumPercentage=1 - The Contact Report entries have a range from <blank> to 10. Still cannot figure this out.

EntryFocalPointLong=16095615.000000
EntryFocalPointLat=1730000.000000
MaximumDistanceFromStartPoint=40000
i suspect that the Long/Lat is pointing at Pearl Harbor and the Distance in in Kilometers?

Status Reports
ExclusiveLayer=Yes
ExclusiveLayerID=633
my first thought was that these parms pointed to a specific mission in the Patrol Objectives index but there are not 633 missions so it must point to something else. ???

I may have more silly-a$$ed questions later. :D

propbeanie
05-31-22, 07:27 PM
btw, previous post I pointed you at "Data \Campaigns \Campaign \ContactReport..." folder. That is incorrect. It should have been "Data \Campaigns \Campaign \DynamicMiss \..." instead - sorry. Short circuit that did not result in a CTD... :roll:
firstly, thank you.
secondly, how in the heck did i miss this for umpteen years?:timeout:
thirdly, a couple of questions, now that mine eyes have been opened:
Contact Reports
;PartialMatch=17,202 - are these ShipTypes? and, if Shiptypes are listed, then the use case is inclusive? if no ShipTypes are listed then any ShipType will qualify for inclusion?
;PartialMatchingMinimumPercentage=1 - The Contact Report entries have a range from <blank> to 10. Still cannot figure this out.
That particular file is looking for Type=17 and Type=202 (Submarines). That line is used in conjunction with the AllMatch 'grouping', which looks for the "general" groups. Usually speaking, if no Type number is used, you'll see All Match used instead, and the group must match the Contact Report from the player. You'll notice there are quite a few choices the game can use. That Minimum Percentage thingie is that if a group has 10 ships in it, then there must be 1 ship (10%) of that type to 'qualify' for that particular ContactReport mission. You'll notice that all 20 of the active missions have an AllMatch, but not all have the Type used.


EntryFocalPointLong=16095615.000000
EntryFocalPointLat=1730000.000000
MaximumDistanceFromStartPoint=40000
i suspect that the Long/Lat is pointing at Pearl Harbor and the Distance in in Kilometers?
No siree Bob...

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

The Philippine Sea on that particular one... I you play an Atlantic mod, you'll want to change some of those "centers"... Maybe measure how far that 40,000 km actually is... lol

Status Reports
ExclusiveLayer=Yes
ExclusiveLayerID=633
my first thought was that these parms pointed to a specific mission in the Patrol Objectives index but there are not 633 missions so it must point to something else. ???

I may have more silly-a$$ed questions later. :D
Each mission assignment has a Layer ID, whether PatrolObjective, DynamicMiss or ContactReport. Not all are exclusive, but the "ExclusiveLayerID=" number should be a unique number. We have to move them every once in a while in FotRSU, which will happen again in v1.8 - this is another non-compatible change, to where old Saves are not re-usable...

Mios 4Me
06-01-22, 11:25 AM
How difficult is it to change starting radar or gun choices? While I'd love to be able to set up USS Drum in 1941 Manila, I've only ever done a few text edits, so just having a functional surface search radar would go a long way.

KaleunMarco
06-01-22, 12:49 PM
How difficult is it to change starting radar or gun choices? While I'd love to be able to set up USS Drum in 1941 Manila, I've only ever done a few text edits, so just having a functional surface search radar would go a long way.

yes, but it depends on the boat type.
the boat has to have the various radar-set equipment available with the boat.upc. equipment.upc and Unitparts.upc and then
the radar-set has to be date-available in the UpgradePacks.

what you are attempting is possible but it is a multi-step process and must be implemented correctly.....otherwise you are sent to the land of CTD.

KaleunMarco
06-01-22, 10:50 PM
Driving a Gato, out of Saipan, October 1944.
Arriving in port after the umpteenth successful mission, i was offered a new sub, however the message was a bit different than the other upgrades that were offered.
i decided to keep the current "bucket of bolts" and was summarily retired.
the boat had not received any hull damage in the previous mission but it was retired anyway.
this seemed odd so i thought i would mention it.
:Kaleun_Salute:

Mad Mardigan
06-02-22, 01:14 PM
Is Run Silent Run Deep campaign compatible with this mod?

:nope: :nope: :nope:





:Kaleun_Salute:


M. M.

Aktungbby
06-02-22, 01:22 PM
:nope: :nope: :nope:





:Kaleun_Salute:


M. M.A man of few words i see!:arrgh!::arrgh!:

Mad Mardigan
06-02-22, 01:59 PM
A man of few words i see!:arrgh!::arrgh!:

Some times... Fewer's, better. :shucks:






:Kaleun_Salute:


M. M.

Cmdr. Lennox
06-03-22, 01:34 PM
Hello there,

ok I hope someone here can help me. I did a clean and fresh install of SH4 through steam. It´s on a seperate drive so not in a Program Files folder. I can launch the stock game just fine. But when I load FotRSU with JSGME, I cant start anymore. It gives me weird errors, something like "There a new (not implemented)... and this with various files, playerranks and more. The last of the errors say something about menu not found. I tried this and that, mainly admin and compability mode. I also used the Large adress thing. During my testing, I noticed it says V1.3 at the bottom. I installed both SH4 and U-Boat missions. Shouldnt it be V1.5 then? Is that the problem? Please help:Kaleun_Cheers:

propbeanie
06-03-22, 02:41 PM
As per the first post in this thread, and on the download page, and in the documentation that is found in the Support folder of the mod, you MUST use v1.5 of Silent Hunter Wolves of the Pacific. You CANNOT use v1.3 or v1.4 (or earlier versions). You cannot be in a Program Files folder, you must knock the "Read-only" attribute off of at least the SH4.exe and FileManager.dll files, and then activate either LAA or 4Gig Patch on the SH4.exe file, and MultiSH4 on FileManager.dll. In addition, you might have to adjust the Compatibility tab settings of the SH4.exe file also, dependent upon your video card, driver and display monitor. It is recommended to activate the mod with JSGME, but be certain the folder paths are correct... I'm sure there are other pointers I am not thinking of right now...

KaleunMarco
06-03-22, 03:20 PM
As per the first post in this thread, and on the download page, and in the documentation that is found in the Support folder of the mod, you MUST use v1.5 of Silent Hunter Wolves of the Pacific. You CANNOT use v1.3 or v1.4 (or earlier versions). You cannot be in a Program Files folder, you must knock the "Read-only" attribute off of at least the SH4.exe and FileManager.dll files, and then activate either LAA or 4Gig Patch on the SH4.exe file, and MultiSH4 on FileManager.dll. In addition, you might have to adjust the Compatibility tab settings of the SH4.exe file also, dependent upon your video card, driver and display monitor. It is recommended to activate the mod with JSGME, but be certain the folder paths are correct... I'm sure there are other pointers I am not thinking of right now...

geeez. you-modders, want everything your way!:doh::wah::har:

hunter301
06-03-22, 03:24 PM
As per the first post in this thread, and on the download page, and in the documentation that is found in the Support folder of the mod, you MUST use v1.5 of Silent Hunter Wolves of the Pacific. You CANNOT use v1.3 or v1.4 (or earlier versions). You cannot be in a Program Files folder, you must knock the "Read-only" attribute off of at least the SH4.exe and FileManager.dll files, and then activate either LAA or 4Gig Patch on the SH4.exe file, and MultiSH4 on FileManager.dll. In addition, you might have to adjust the Compatibility tab settings of the SH4.exe file also, dependent upon your video card, driver and display monitor. It is recommended to activate the mod with JSGME, but be certain the folder paths are correct... I'm sure there are other pointers I am not thinking of right now...

:o
And that is why I'm still playing the Steam U-boat vanilla game.
Haven't wanted to commit an entire weekend to getting the mods to run correctly...I'm also short of Advil at the moment. :damn:
BTW...if he reinstalled the U-boat version of SH4 from Steam he is running V1.5.

Bubblehead1980
06-03-22, 03:28 PM
:o
And that is why I'm still playing the Steam U-boat vanilla game.
Haven't wanted to commit an entire weekend to getting the mods to run correctly...I'm also short of Advil at the moment. :damn:
BTW...if he reinstalled the U-boat version of SH4 from Steam he is running V1.5.



Effort is worth it. The stock game is such garbage compared to mods like FOTRS, you will be blown away once you do and be glad you took the time:Kaleun_Salute:


I remember years back holding off on mods because seemed time consuming etc and at first, it is. Again, worth it. Just a heads up always give to the uninitiated who seem hesitant:Kaleun_Salute:

hunter301
06-03-22, 03:37 PM
As long as doing this doesn't mess with the Steam download while I'm struggling :wah: with setting up FOTRS mod in another area I'm good. But I'd hate to ruin what I already have trying to get something better and not succeeding. One of the problems is interpreting some of the instruction where getting "thrown" at us by other players.
It's not that it's not appreciated but as in the last post by propbeanie, after reading the post I was like...WHAT?!!:06:

Effort is worth it. The stock game is such garbage compared to mods like FOTRS, you will be blown away once you do and be glad you took the time:Kaleun_Salute:


I remember years back holding off on mods because seemed time consuming etc and at first, it is. Again, worth it. Just a heads up always give to the uninitiated who seem hesitant:Kaleun_Salute:

Cmdr. Lennox
06-03-22, 04:03 PM
As per the first post in this thread, and on the download page, and in the documentation that is found in the Support folder of the mod, you MUST use v1.5 of Silent Hunter Wolves of the Pacific. You CANNOT use v1.3 or v1.4 (or earlier versions). You cannot be in a Program Files folder, you must knock the "Read-only" attribute off of at least the SH4.exe and FileManager.dll files, and then activate either LAA or 4Gig Patch on the SH4.exe file, and MultiSH4 on FileManager.dll. In addition, you might have to adjust the Compatibility tab settings of the SH4.exe file also, dependent upon your video card, driver and display monitor. It is recommended to activate the mod with JSGME, but be certain the folder paths are correct... I'm sure there are other pointers I am not thinking of right now...

Yeah, I know, and did, all of the above. And if I downloaded BOTH games via steam, it should be V1.5 or not?

hunter301
06-03-22, 06:47 PM
Yeah, I know, and did, all of the above. And if I downloaded BOTH games via steam, it should be V1.5 or not?

To answer your question as long as you are downloading the U-boat add on after the initial download of the basic game then it should load up V1.5.
Not sure what happens with the bundle pack.
I've done it several time trying to solve the windows 10 resolution issue and it always loaded up as V1.5.

hunter301
06-03-22, 06:52 PM
Effort is worth it. The stock game is such garbage compared to mods like FOTRS, you will be blown away once you do and be glad you took the time:Kaleun_Salute:


I remember years back holding off on mods because seemed time consuming etc and at first, it is. Again, worth it. Just a heads up always give to the uninitiated who seem hesitant:Kaleun_Salute:

Is there a link out there where it gives step back step instructions as to how to make this happen and what exactly it is you are doing and why?
For some we're not familiar with mod files or LAAs and all the many steps it seems to take to get this mod loaded or any mods for that matter. We're getting a lot do this, then do that but don't forget to do this..
Gets very confusing.
I would like to keep my Steam account and SH4 as it is so I always have it to go back to.
So I want to either download my either my Amazon download or my box version to a stand-a-lone file not in the Program files folder.

propbeanie
06-03-22, 08:38 PM
Yeah, I know, and did, all of the above. And if I downloaded BOTH games via steam, it should be V1.5 or not?
There is a "Wolves of the Pacific" start item, and a U-Boat Missions start item in the Steam app on your computer. I do not recall for certain the "shortcut" name, but anyone like Mad Mardigan or any other Steam user can tell you. If you install the v1.3 and then install the U-Boat Missions Add-On (v1.5), you will still be able to play both versions of the game. Some locations on the Steam site say that the Wolves of the Pacific is actually v1.4, but as you see on your menu, it lists it as v1.3, in spite of Steam's claim of it being "the latest update". The v1.4 Ubisoft update will NOT take properly on the Steam version of the game, and will ABEND, as they used to say, for ABnormal END, and will close. However, use the U-Boats short-cut (I know, you're playing US Fleetboats in the Pacific...), and you'll be in version 1.5 of the game. I am also not certain of the Steam folder layout, but it might be that the mod gets applied across both versions (??) and might actually run in the v1.5, if you get it started.

As to documentation, as I mentioned previously, the first post of this thread (REL Fall of the Rising Sun Ultimate - v1.7p3 (https://www.subsim.com/radioroom/showpost.php?p=2635992&postcount=1)) has all sorts of information in it. You can skip the Add-In Mod Pak, and Nippon Maru, Nihon Kaigun and Interiors mods links for now, but below those are several "hot links" and "Spoiler" buttons that further open the posting. The best place for step-by-step, including installing SH4, is found in the Support folder of the mod. There are 10+ pdf files in the "root" Support folder alone, including a Table of Contents pdf, that if you have Acrobat Reader, you can leave the TOC open, and go back and forth between the other files using the TOC links. There is enough reading material there to put a computer programmer to sleep - better than any "C" Language book...

There are several posts from various Steam users here about making multiple copies of your SH4 installs, and being able to apply different mods to each different copy. Just be sure to understand what they are talking about before starting. I can do my Steam SH3 like that with my eyes closed, but I do not have a Steam SH4... sorry.

Mad Mardigan
06-03-22, 11:54 PM
I would like to keep my Steam account and SH4 as it is so I always have it to go back to.


As propbeanie points out... I am a Steam... I hesitate to & am loath to say it, but... aficionado.


On that note... even though Steam... has 2 different versions of SH4:

Silent Hunter IV: Wolves of the Pacific v1.4 (or 1.3, juries still out on that.. but... as I recall, when I had this 1 installed, the load screen showed v1.4

then, there is...

Silent Hunter IV: Wolves of the Pacific: Uboat Missions v1.5 or known of in short as SH4 UBM


Now, here's the wild kicker of it... :doh:

To run UBM, you don't need both copies of SH4 from Steam, to do so. :o



Main thing is... to make sure that you have v1.5 installed (this is, the complete SH4 files & such, for it to run. Steam... in its... ultimate stupidity, bumbling greed (praying that users of their services are either too stupid or too blind, to realize this fact on the 2 different copy versions & the ramifications of such... :hmmm:) or the ad hoc mix, of both... hope that it is NOT realized.



Even though I have access to both, picked up when I bought their 3-in-1 pack a bit back, so that I ended up with not only SH3, both copy versions of SH4 aforementioned, as well as... the dumpster fire 5... but that is all I shall say on the rest outside of 4... SH4, which is the main point here for this thread.


Now...

that said, the main 1 you'll want to look at if you want to mod out FotRS-U here, is of making sure to have v1.5 set up... in order to do so.


With Steam, it is possible... to do multi copying of SH4... though, the process to do so is, a bit fun doing.. BUT... immensely rewarding, once learned.

I learned, through hard earned trial & error, on how to do so... I now have... 11 copies, modded out with a wide variety of mod sets... FotRS-U, being 2 of those 11... & ALL 11, are v1.5

Hit Me up & I'll be more than happy, to walk you through the process. :up:





:Kaleun_Salute:


M. M.

torpedobait
06-04-22, 03:15 PM
On Gato out of Pearl October 1943. Tasked to patrol Area 11-B off SE coast of Formosa.

October 13, 1943 in patrol area at about 122-17E, 25-01N at 0940, met and torpedoed Akasisan Maru. Used two torpedoes out of stern tubes, but it turns out one would have done it.

She experienced multiple large explosions that obviously ripped out her bottom. She sank by the bow in less than 2 minutes. Just as she was going under, a large lifeboat astern of her suddenly erupted in a HUGE explosion! I don't know what it was carrying that might have caused it to blow up, but I'm glad I wasn't in it, for sure.

I'm only reporting this because I've never seen a lifeboat destroyed in any size explosion, let alone the massive one that tore it up. Perhaps they were carrying something special, but we'll never know. Suffice to say there were no survivors.

:D :salute:

KaleunMarco
06-04-22, 04:49 PM
On Gato out of Pearl October 1943. Tasked to patrol Area 11-B off SE coast of Formosa.

October 13, 1943 in patrol area at about 122-17E, 25-01N at 0940, met and torpedoed Akasisan Maru. Used two torpedoes out of stern tubes, but it turns out one would have done it.

She experienced multiple large explosions that obviously ripped out her bottom. She sank by the bow in less than 2 minutes. Just as she was going under, a large lifeboat astern of her suddenly erupted in a HUGE explosion! I don't know what it was carrying that might have caused it to blow up, but I'm glad I wasn't in it, for sure.

I'm only reporting this because I've never seen a lifeboat destroyed in any size explosion, let alone the massive one that tore it up. Perhaps they were carrying something special, but we'll never know. Suffice to say there were no survivors.

:D :salute:

it was the group of sailors with the rum cache...then they caught a spark or piece of flaming debris from the Maru and....there went the rum.

Mad Mardigan
06-04-22, 05:20 PM
it was the group of sailors with the rum cache...then they caught a spark or piece of flaming debris from the Maru and....there went the rum.


Or.. just as likely, ship was carrying a load of ordance, that with being packed to the gills of.. (including... in the life boats, as well... :hmmm: :yep:) some... sailors, slipped away with a life boat, intending to continue on to the designated delivery point...

Unfortunately, for them... some spark or flaming debris from the mother ship, going up like... a roman candle, ignited said stores on board & well... those poor hapless, souls... may have just as well stayed aboard that Maru.... for all intents &purposes. :arrgh!:

A shame, that... :arrgh!: too bad.

Jeff-Groves
06-04-22, 05:35 PM
I'd say the zon for the Life boat is set to high.

Cmdr. Lennox
06-04-22, 06:58 PM
Ok just a quick reply for everyone who might run into my proplems in the future:

I reinstalled SH4 and Uboat missions completly yesterday. I don't know which order they had the first time, but I made sure this time that stock SH4 gets downloaded first. That might have been the issue here. Works fine now.

Is it normal that theres very few traffic off honshu in early 1942?

Also, can't figure out speed setting or the tdc in general but for now, auto targeting does that until I figure it out haha.

Cmdr. Lennox
06-04-22, 06:59 PM
Is there a link out there where it gives step back step instructions as to how to make this happen and what exactly it is you are doing and why?
For some we're not familiar with mod files or LAAs and all the many steps it seems to take to get this mod loaded or any mods for that matter. We're getting a lot do this, then do that but don't forget to do this..
Gets very confusing.
I would like to keep my Steam account and SH4 as it is so I always have it to go back to.
So I want to either download my either my Amazon download or my box version to a stand-a-lone file not in the Program files folder.


To be fair, FotRSU has very good instructions included in the readme. Maybe give it a try and you can always come back here if it doesnt work

hunter301
06-04-22, 09:26 PM
Effort is worth it. The stock game is such garbage compared to mods like FOTRS, you will be blown away once you do and be glad you took the time:Kaleun_Salute:


I remember years back holding off on mods because seemed time consuming etc and at first, it is. Again, worth it. Just a heads up always give to the uninitiated who seem hesitant:Kaleun_Salute:

Wouldn't both games be trying to use the same "saved game" files in the generic folder location?
How do I protect my original game files while I'm trying to get FOTRS going?

BTW..I see your from Florida as well.
What part?

Mad Mardigan
06-04-22, 11:31 PM
Wouldn't both games be trying to use the same "saved game" files in the generic folder location?
How do I protect my original game files while I'm trying to get FOTRS going?

BTW..I see your from Florida as well.
What part?

*sighs*

This... is where, MultiSH4 becomes your best... friend.


Using this, makes it where your game saves folders, for each & every mod set up you do, has its own save game folder.


It calls for a 3 letter or letter/# combi, to name the save folder... just make sure to keep it in mind, what ID for it that you use or used.


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





:Kaleun_Salute:


M. M.

hunter301
06-04-22, 11:41 PM
Just watched this Youtube video regarding using JSGME V2.6 and from what this video is showing me all I would have to do is download it to my game file in Steam. It has a backup file that goes back to original if you cancel the mods.
Is this out of date information? It was made back in 2015 however it seems the same version of JSGME is being used.

https://www.youtube.com/watch?v=8tedEuZ-2Ew

Mad Mardigan
06-04-22, 11:47 PM
Just watched this Youtube video regarding using JSGME V2.6 and from what this video is showing me all I would have to do is download it to my game file in Steam. It has a backup file that goes back to original if you cancel the mods.
Is this out of date information? It was made back in 2015 however it seems the same version of JSGME is being used.

https://www.youtube.com/watch?v=8tedEuZ-2Ew

Yes, v2.6 is still the current version... I believe.





:Kaleun_Salute:


M. M.

hunter301
06-05-22, 12:06 AM
Yes, v2.6 is still the current version... I believe.





:Kaleun_Salute:


M. M.

So could I just do this with my Steam install and install the FOTRS Ultimate mod into the mod folder?
According to the video if there was a problem it should revert back to the backup folder to run the game on. Worst case scenario I could uninstall and reinstall from the online Steam app correct?

Mad Mardigan
06-05-22, 01:03 AM
So could I just do this with my Steam install and install the FOTRS Ultimate mod into the mod folder?
According to the video if there was a problem it should revert back to the backup folder to run the game on. Worst case scenario I could uninstall and reinstall from the online Steam app correct?

Yes... & Yes.





:Kaleun_Salute:


M. M.

hunter301
06-05-22, 06:06 PM
Trying to download the 7zip app to unzip the FOTRS mod.
However as you can see from the 7z download page there are several, several different downloads to choose from.
Not being familiar with the app which one do I use?

https://www.7-zip.org/download.html

Mad Mardigan
06-05-22, 06:18 PM
Trying to download the 7zip app to unzip the FOTRS mod.
However as you can see from the 7z download page there are several, several different downloads to choose from.
Not being familiar with the app which one do I use?

https://www.7-zip.org/download.html

This 1, if you have... Windows 64 bit op sys:

https://www.7-zip.org/a/7z2107-x64.exe



if, you should run into issues using that 1.. can fall back to this one:

https://www.7-zip.org/a/7z1900-x64.exe




:Kaleun_Salute:


M. M.

hunter301
06-05-22, 07:05 PM
Ok.
Thought I was good to go.
Installed JSGME into SH4 directory.
Downloaded FOTRS Ultimate mod into directory (Properly).
Game starts up just fine showing new intros.
Can't believe the added content on all aspects of the game.
From training and an unbelievable amount of different training scenarios.
The amount of individual war patrols is incredible.
They are what I play mostly.
Now here's where the problem starts.
As soon as I go to load anything up whether it's training or a patrol it shows the load up screen and the I get the big CTD!!
Any ideas what's causing this?
I was really looking forward to a Sunday evening of running this MOD.

Mad Mardigan
06-05-22, 10:55 PM
Ok.
Thought I was good to go.
Installed JSGME into SH4 directory.
Downloaded FOTRS Ultimate mod into directory (Properly).
Game starts up just fine showing new intros.
Can't believe the added content on all aspects of the game.
From training and an unbelievable amount of different training scenarios.
The amount of individual war patrols is incredible.
They are what I play mostly.
Now here's where the problem starts.
As soon as I go to load anything up whether it's training or a patrol it shows the load up screen and the I get the big CTD!!
Any ideas what's causing this?
I was really looking forward to a Sunday evening of running this MOD.

Hmm... 3 things, come to mind...

1. Did you use Multi SH4, so as to have separate game save folders... :hmmm:

which leads to..

2. Did you clear out the save folder/s, from any other previous attempts, to run it (SH4) before starting up on this run through.?

& finally...

3. Before running this set up of FotRS-U, did you either... patch the SH4.exe, with a 4 GB patch, or assign that same .exe, 4 GB access, using Large Address Aware (or LAA, as some refer t it, by... :yep:) ?


In My view, LAA... is so easy, a cave man could run it. 3 steps... & done.



1. Point LAA @ your games .exe


2. Check the box, to assigning it access to utilize 4 GB's of RAM access... NOT that it may use all 4, just tells Windows, that the games .exe has that right to access 4 GB's of RAM.


3. Clicking 'Save', &...

Done.



Eazy peazy, Mac & cheezy... :D





:Kaleun_Salute:


M. M.

Mad Mardigan
06-05-22, 11:01 PM
Ok.
Thought I was good to go.
Installed JSGME into SH4 directory.
Downloaded FOTRS Ultimate mod into directory (Properly).
Game starts up just fine showing new intros.
Can't believe the added content on all aspects of the game.
From training and an unbelievable amount of different training scenarios.
The amount of individual war patrols is incredible.
They are what I play mostly.
Now here's where the problem starts.
As soon as I go to load anything up whether it's training or a patrol it shows the load up screen and the I get the big CTD!!
Any ideas what's causing this?
I was really looking forward to a Sunday evening of running this MOD.

1... additional thing... :hmmm:

Take & open up the JSGME for your FotRS-U mod set up, click on 'tasks' there, in the center of the JSGME, scroll down to the last item there in the sub menu that'll show up after clicking 'tasks'... & chose 'export to.. clipboard.

Doing that, will allow you to paste-post the mods activated list, here in a reply back to asking you to do that... so it can be seen just what mods your using, what order they're in... as it could be, that you may have added in a mod that is NOT usable with FotRS-U, & may be that you have 1 or more.. not in the right order of activation...


Either 1 of those, could also lead to running into a CTD, as well...

As can, running the museum, & starting a single mission or career... too. :shucks:





:Kaleun_Salute:


M. M.

hunter301
06-06-22, 01:18 AM
Got it running.
Had to go in and initiate the LAA program allowing more that 2 gig of ram.

Do have a complaint though.
Was playing an early patrol "Two of a Kind" with an old S boat where I was supposed to sink enemy destroyers that where heading my way.
Fired off two fish the ran in front and then two more that just missed and ran behind. Went to 200' which I didn't think the S boats could go that deep and moved out of the area to reload. While reloading I watched 2 of the 3 destroyers looking for me but they where nowhere near me. I had dropped below the thermocline layer and crawled out of the area. Anyway I cruised around waiting to finish reloading all 4 tubes while catching up on "Silent Victory by Clay Blair..lol.
As I was finishing reloading of tube 4 I came to 100' and turned back towards the 2 destroyers hunting me. One of them must have picked me up because he was making a beeline for me. so I went to periscope depth and turned head on with him and lined up with a perfect cross bow shot. He was showing me a port 30 degree angle coming across my bow at under 1,000 yards. Fired 2 torpedoes at point blank range and he "*******ing disappeared from the screen.
WTF!! When I looked around both destroyers were gone.
So I failed the mission just as I was about to get my first kill.
Don't get me wrong the mod is beautifully done. Great graphics, all the extras but what good is it if you can't even play the game properly.

hunter301
06-06-22, 01:24 AM
1... additional thing... :hmmm:

Take & open up the JSGME for your FotRS-U mod set up, click on 'tasks' there, in the center of the JSGME, scroll down to the last item there in the sub menu that'll show up after clicking 'tasks'... & chose 'export to.. clipboard.

Doing that, will allow you to paste-post the mods activated list, here in a reply back to asking you to do that... so it can be seen just what mods your using, what order they're in... as it could be, that you may have added in a mod that is NOT usable with FotRS-U, & may be that you have 1 or more.. not in the right order of activation...


Either 1 of those, could also lead to running into a CTD, as well...

As can, running the museum, & starting a single mission or career... too. :shucks:




:Kaleun_Salute:


M. M.

Actually I perused the museum for quite a while wanting to check out the new ships. Didn't have any CTDs.
As you can see from previous post everything seemed to run all right.
Started with navigation training mission just to try everything out. Ran it to the end, no problem.
Started a war patrol to check it out. Again seemed to run alright.
Because it was late I decided to do a single mission as stated in my previous post. While I didn't have any CTDs the destroyers I was hunting pulled a Houdini on my.
Game seems to run all right on my system all but for the glitches that didn't have anything to do with me.

propbeanie
06-06-22, 08:09 AM
Actually I perused the museum for quite a while wanting to check out the new ships. Didn't have any CTDs.
As you can see from previous post everything seemed to run all right.
Started with navigation training mission just to try everything out. Ran it to the end, no problem.
Started a war patrol to check it out. Again seemed to run alright.
Because it was late I decided to do a single mission as stated in my previous post. While I didn't have any CTDs the destroyers I was hunting pulled a Houdini on my.
Game seems to run all right on my system all but for the glitches that didn't have anything to do with me.
Several of the Single Missions are "timed" scenarios that have to be completed within a certain time frame. I don't think the author of the files put any notation of that in the files, so we'll attempt to either add that to the files, or just change their termination times, that way it won't be as much of a surprise. For me, the really frustrating one is when you travel all of the way to Attu to attempt to intercept a freighter that is due to depart Attu on a certain date, and you have to dodge this that and the other DDs and DEs enroute, to end up being a tad tardy getting there, but you can find the ship on sonar, and give chase. Ten hours later, you gain visual contact, do a painfully slow run-a-round, get into firing position, and POOF! - it disappears before your very-sonar ears... sigh - up periscope and nothing to see here... lol

As a little side-note for FotRSU, while its "roots" are TMO v1.7, its AI settings as delivered are closer to TMOwTw (TMO with Training wheels), hence the inclusion of add-in mods in the Extras folder to increase the game's AI response. You can also add tougher "Dud torpedoes" and various other options from there. Since FotRSU has several major differences in ship and air plane calls, as well as campaign changes, it is recommended to not add any mods that are not in the Add-InModzPak, or linked to on the Download page, such as Nippon Maru, Nihon Kaigun or Fleetboat Interiors. Also, the S-Boat in FotRSU is basically a "stock" version of the boat, and not as much of a rust-bucket as in Webster's S-Boat, TMO-BH or Real Fleet Boats (RFB) mods. While you still can't go very deep in them, they are more akin to a showroom floor model from 1920 than they are to a rust-bucket model from 1942. Also, the thermocline along the Aleutians is generally found near periscope depth, sometimes higher, sometimes lower, but generally no deeper than 125 feet.

One really important thing to remember about the game is that, even though there is a menu with Career, Multi-Player, Single Mission, Single Patrol, Museum, as well as other choices, those main menu items I mentioned by name are very similar to "modes" of the game. Not all computers are the same, but generally speaking, if you use one particular "mode" of the game, such as Single Mission, and then decide that you want to see the Museum, after you exit your Single Mission, you should exit the game itself, re-start the SH4.exe, then go into the Musuem. That way, Windows itself clears all of the game's memory buffers completely, and then SH4 starts fresh for the next "mode". You can sometimes do that with no issues, but the Museum does load each and every asset in the game, and does use the most memory of them all. :arrgh!:

torpedobait
06-06-22, 01:33 PM
it was the group of sailors with the rum cache...then they caught a spark or piece of flaming debris from the Maru and....there went the rum.


:Kaleun_Thumbs_Up::Kaleun_Applaud::Kaleun_Salute:

Mad Mardigan
06-06-22, 02:44 PM
1... additional thing... :hmmm:

Take & open up the JSGME for your FotRS-U mod set up, click on 'tasks' there, in the center of the JSGME, scroll down to the last item there in the sub menu that'll show up after clicking 'tasks'... & chose 'export to.. clipboard.

Doing that, will allow you to paste-post the mods activated list, here in a reply back to asking you to do that... so it can be seen just what mods your using, what order they're in... as it could be, that you may have added in a mod that is NOT usable with FotRS-U, & may be that you have 1 or more.. not in the right order of activation...


Either 1 of those, could also lead to running into a CTD, as well...

As can, running the museum, & starting a single mission or career... too. :shucks:





:Kaleun_Salute:


M. M.


Actually I perused the museum for quite a while wanting to check out the new ships. Didn't have any CTDs.
As you can see from previous post everything seemed to run all right.
Started with navigation training mission just to try everything out. Ran it to the end, no problem.
Started a war patrol to check it out. Again seemed to run alright.
Because it was late I decided to do a single mission as stated in my previous post. While I didn't have any CTDs the destroyers I was hunting pulled a Houdini on my.
Game seems to run all right on my system all but for the glitches that didn't have anything to do with me.




One really important thing to remember about the game is that, even though there is a menu with Career, Multi-Player, Single Mission, Single Patrol, Museum, as well as other choices, those main menu items I mentioned by name are very similar to "modes" of the game. Not all computers are the same, but generally speaking, if you use one particular "mode" of the game, such as Single Mission, and then decide that you want to see the Museum, after you exit your Single Mission, you should exit the game itself, re-start the SH4.exe, then go into the Musuem. That way, Windows itself clears all of the game's memory buffers completely, and then SH4 starts fresh for the next "mode". You can sometimes do that with no issues, but the Museum does load each and every asset in the game, and does use the most memory of them all. :arrgh!:

+1

What propbeanie said, was the gist of My original posting... about that salient point... propbeanie, put a bit more spit & polish on the explanation, than I did when I .... 1st mentioned, about it... :o :doh: :oops: :damn:





:Kaleun_Salute:


M. M.

hunter301
06-06-22, 08:07 PM
Is there a way to put the TDC back to the original clearer black dials with clear white markings?
I realize we're going for realism here but this moss covered looking dials are very annoying and hard to read in a pinch.
Plus they cover most of the ship diagram on the torpedo arming station.
Most of what I have seen in old photos the dials have always been a clear black and white.

https://maritime.org/tech/tdc.htm

https://www.pinterest.com/pin/124200902209227757/

https://alchetron.com/Torpedo-Data-Computer

propbeanie
06-06-22, 10:16 PM
Is there a way to put the TDC back to the original clearer black dials with clear white markings?
I realize we're going for realism here but this moss covered looking dials are very annoying and hard to read in a pinch.
Plus they cover most of the ship diagram on the torpedo arming station.
Most of what I have seen in old photos the dials have always been a clear black and white.

https://maritime.org/tech/tdc.htm

https://www.pinterest.com/pin/124200902209227757/

https://alchetron.com/Torpedo-Data-Computer
I am going to guess that you are referring to this TDC in FotRSU (tough to get the whole thing in a screen grab from in the conning tower):

https://i.imgur.com/Hx3DBpm.jpg


... but might also be referring to the periscope screens of this:

https://i.imgur.com/9rPPszK.jpg


Versus this, at least as far as the dials go:

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


We did have plans for something similar, but not as "stark" or "washed-out" as the Stock image there. However, it will definitely NOT be in the next version. It ~might~ make the version after next, but then again...

As for the actual TDC machine in the Tower, that is the "original" Stock version in FotRSU, and is non-functional, and as such, the devs drew it like that. There are other plans in the works for that also, but again, "time" is a factor here... Several of the boats are quite different from the others. There are no promises for anything. We'll do what we can when we get to it.

hunter301
06-07-22, 08:48 AM
https://i.imgur.com/XzcJjKZ.jpg

This is the one I was referring to. The original.
Looks like the stock TDC in the conning tower and much clearer and easier to read.
The green one looks like a ghost ship that's been sitting at the bottom of the ocean...lol

goldmastersims
06-09-22, 11:19 PM
Just got scopes from TMO BH implemented. Complete with zoom.


I'm making my own tweaked variant of this mod. Tentatively, I plan to get this out after 1.8 is out, but no promises.


https://i.imgur.com/pp8D97N.png


https://i.imgur.com/7SP9xiP.png


https://i.imgur.com/Ot9fyJt.png


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

propbeanie
06-10-22, 09:42 AM
As a note on this periscope subject, CapnScurvy added the optics from his Optical Targeting Correction (OTC) mod to FotRSU. Every view on the boat, whether periscope, binoculars, TBT, "open eye" etc., was painstakingly properly scaled to represent accurate views. Just be aware that you potentially alter that accuracy by changing the scopes. CapnScurvy has a posting on SubSim (that I cannot find) where he discusses this, and walked us through his testing procedure on how he came up with what he did for OTC and FotRSU. It is a very interesting subject, and the testing procedure is what we use to this day. Very thorough. If I can ever find it, I'll post a link.

Bubblehead1980
06-10-22, 01:24 PM
https://i.imgur.com/XzcJjKZ.jpg

This is the one I was referring to. The original.
Looks like the stock TDC in the conning tower and much clearer and easier to read.
The green one looks like a ghost ship that's been sitting at the bottom of the ocean...lol


Nice, I do the same when I run FOTRS as well. Like propbeanie said, it can change some things, but that is how I prefer it and assume why you were doing it was well. OTC is a great mod and appreciate hard work but I never cared for how easy it makes things on the captain. The default scopes in TMO (night scope lol) did also, which is why I changed it. US subs periscopes for for most part useless at night except with full moonlight and at close range, observation scope was slightly useful. So I chose the filters for that reason, to show the differences. Wish was possible to go further and remove stadimeter from observation scope, limit the movement of attack scope etc but not sure that can be done.


Magnification was increased on both scopes and TBT as well, the default mag powers of scopes in stock and TMO were far too weak vs reality, from what I could gather. TBT and binoculars prob have more power than is realistic (Slightly) but this was done to interact with the environment of the mod and sensor changes.

goldmastersims
06-10-22, 04:22 PM
As a note on this periscope subject, CapnScurvy added the optics from his Optical Targeting Correction (OTC) mod to FotRSU. Every view on the boat, whether periscope, binoculars, TBT, "open eye" etc., was painstakingly properly scaled to represent accurate views. Just be aware that you potentially alter that accuracy by changing the scopes. CapnScurvy has a posting on SubSim (that I cannot find) where he discusses this, and walked us through his testing procedure on how he came up with what he did for OTC and FotRSU. It is a very interesting subject, and the testing procedure is what we use to this day. Very thorough. If I can ever find it, I'll post a link.
Thanks. Let me know if you find it.

KaleunMarco
06-10-22, 05:08 PM
driving a Balao, January 1945 out of Guam.
on patrol in the Luzon Straits.
Bothered by planes coming from the general direction of Taiwan/Formosa.
SV Radar installed at last refit.
SV Radar is turned on.
We detect an incoming at approx 10,000 yds out (5 nm).
according to the info specs we should be detecting them at 17-30 nm.
can you share which of the nodes in Sensors.dat is SV? I'd like to check the parms for that device.

Thx.
:Kaleun_Salute:

propbeanie
06-10-22, 07:03 PM
There are "slots" in the SubName.upc file, as well as in the UnitParts#SubName.upc file. First the Balao sub:
[UserPlayerUnit 1.UpgradePackSlot 2]
ID= UpgAirSearchRadar
NameDisplayable= Air Search Radar
Type=NULL
AcceptedTypes=AirRadars, AirRadarsImp, AdvAirRadars
UserCustomizable=Yes
IDLinkUpgradePackSlots= EqSlot33, AirRadarAntenna
IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1943-03-11, SD Radar
IDLinkUpgradePackSlotsIntervalDefault2= 1943-03-12, 1944-12-31, Improved SD Radar
IDLinkUpgradePackSlotsIntervalDefault3= 1945-01-01, NULL, SV Elite Radar
- That's the Upgrade "package"... and the UnitParts3Balao.upc:
[UnitPart 1.Compartment 1.EquipmentSlot 2]
ID= AirRadarAntenna
NameDisplayable= Air Search Radar Antenna
Type=NULL
AcceptedTypes= NULL
UserCustomizable=Yes
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= R02
ExternalDamageZoneTypeID3D= -1
Note that some subs have four UnitPart sections, such as the Gato. In some of the subs, their Surface Radar might change node designations, due to whether they are "supported" shafts, or "un-supported" shafts. Thankfully, the Air Search does not change very often, if at all. So the Balao for UnitPart 1 and UnitPart2 are both node R02:

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

The Balao has two conns so that we can get it to go from the Mearsure 9 black paint, to the Measure 32 grey, otherwise, they are basically identical. Now, as to the range, the place to look for that is in the Data / Library / USSubParts / Sensors_sub_US.sim file, but you'll have to look in the dat file, and reference the Parent / Child link relationships to find the SV Elite Radar. Don't forget, there is a difference between the shaft and the actual radar antenna itself. Also, in FotRSU, the weather and sea-state will affect your radars ranges. The "beams" were narrowed by CapnScurvy to simulate their unreliability in that regard.

Edit: Ain't that special... inet went out for a few minutes... ah well. To add to the above:

https://i.imgur.com/96zINiX.jpg

I did not do a screen grab of the actual settings, but the range in the sim shows to be set to 32,000 (km?? nm??). One little side-note to this: One of the snorkels is using the same "ID"... we'll have to dig further into that... that would be for a U-Boat of course, but in my mind, it is still a "say whuh???" kinda thang... btw, the "radar" that you "see" on the sub is the 2nd from the left above there, with the big parabolic dish, while the actual "functional" part (Dummy_SV...) is the little red dot at the bottom of the picture, by that green line...

KaleunMarco
06-10-22, 09:12 PM
the place to look for that is in the Data / Library / USSubParts / Sensors_sub_US.sim file, but you'll have to look in the dat file, and reference the Parent / Child link relationships to find the SV Elite Radar.

looking at the .SIM file, could the defect be in the Height or Elevation Parms?

https://i.ibb.co/6ghzj90/image-2022-06-10-211205696.png

goldmastersims
06-11-22, 02:05 AM
Preliminary testing of the TMO BH scopes shows the Dick O' Kane method's accuracy is not affected. Hopefully, the stadimeter readings stay as accurate if done right. As I've expected, it gives a huge benefit in the ability to identify vessels.

propbeanie
06-11-22, 09:25 AM
That is what I was getting at above goldmastersims. The "zoom" view that CapnScurvy did is correct for the period, and is the same throughout the boat. The targeting range will be as close as is possible with computer pixels... which ain't very close... lol :D

As for the settings KM, I am lost beyond the Parent/Child linking as to what each of those settings does. It might make a difference, and then maybe not... sorry, but I am not skilled to understand... :har:

nionios
06-11-22, 10:55 AM
Is there anything strange with the torpedo loadout?
I play 1.7p3 without any other mods and I'm in Dutch Harbor 26 July 1942.

KaleunMarco
06-11-22, 11:06 AM
Is there anything strange with the torpedo loadout?
I play 1.7p3 without any other mods and I'm in Dutch Harbor 26 July 1942.

yes, there is.
welcome, by the way. :subsim:
you have stumbled upon a well-known, unexpected feature (bug) in SH4.
there is no fix.
the best you can do it to replace the Mk14 with Mk10 before you shove off on patrol.

a work-around for you is to Reload prior to Ending Your Patrol. SH4 will reload your ammo according to what you shoved off with.

propbeanie
06-11-22, 11:07 AM
That is the nature of the beast known as SH4 nionios... For a time, I had switched the torpedoes around such that the game loaded the Mark 10 torpedoes upon returning to base - but then the fleet boats loaded Mark 10s. So I put if back to the Mark 14 loading first, since most of the submarines in the game are fleet boats. There are several mentions of this in the mod's (as well as the Stock game's) documentation, in that a person has to be careful with re-loads.

Theoretically, if you stop at Midway (as an example) on your way back to Pearl and you re-load torpedoes, you should get the same load-out as what you left with originally. If you leave a few torpedoes in the bunker, you should end up with a full load of Mark 10s upon return to base. However, if you empty the stores and then return to base, you will end up with a load of Mark 14s, which is very un-historical, since the S-Boat's tubes were not long enough to accommodate the Mark14's length. However, the game doesn't really care, and will shoot them just as well as the historically correct Mark 10s... go figure. Anyway, the S-Boat skipper, if they want to be "historically correct" and carry nothing but Mark 10s, should check their stores in the bunker prior to departure, and swap the Mark 14 torpedoes for Mark 10s. The swap is "free", other than the time involved. Unfortunately, there is apparently nothing that can be done about this situation, since like some of the "date" issues where the game ignores date restrictions, it also ignores torpedo tube restrictions... :arrgh!:

Edit: ... and KM is quicker to the response!!!... lol :salute:

KaleunMarco
06-11-22, 03:25 PM
is there a Q-ship in the Japanese FOTRSU inventory?

nionios
06-12-22, 04:42 AM
I haven't played FOTRSU for months and now in version 1.7p3 I see some yellow(vertical) and purple lines on the nav map.What exactly are these?

KaleunMarco
06-12-22, 03:48 PM
I haven't played FOTRSU for months and now in version 1.7p3 I see some yellow(vertical) and purple lines on the nav map.What exactly are these?

PB can give you the long-version-schematics....

one of the lines is the International Date Line.
The others are visual representations of the administrative divisions for Submarine Operations: SoWesPac, CentPac, etc.

hope that helps.

:Kaleun_Salute:

nionios
06-12-22, 04:39 PM
PB can give you the long-version-schematics....

one of the lines is the International Date Line.
The others are visual representations of the administrative divisions for Submarine Operations: SoWesPac, CentPac, etc.

hope that helps.

:Kaleun_Salute:


Thanks Kaleun:Kaleun_Salute:

propbeanie
06-12-22, 09:59 PM
is there a Q-ship in the Japanese FOTRSU inventory?
If you look in the Museum at the Japan nation, there is an "Aux Cruiser Aikoku Class" that files a Japanese naval war flag, which has multiple guns basically out in the open. A little further down the list is a "Cargo-Passenger Freighter, aka: "JP Aux Cruiser", that has a gun on the bow sprit, and another on the after deck. Look closer, and you'll see two bigger guns hidden in slots on each side of the ship, one forward quarter, one after quarter, which might be considered a "Q" ship, but some would argue that it's not, because it flies the Japanese naval war flag...

I haven't played FOTRSU for months and now in version 1.7p3 I see some yellow(vertical) and purple lines on the nav map.What exactly are these?
The purple line is the International Date Line, as KM mentions, but the red lines are what shows the divide between Northern Pacific, CenPac, SoWestPac and southern Pacific areas. The yellow lines are 15 degrees apart from each other, and denote where the time zones would be, approximately, geographically, not the way man draws them with all the zig-zags of a convoy dodging land masses... We've been debating how to put the letter designations in for the +10 or -11 designations, such as "K" time, etc., and have not come up with anything acceptable yet... All of those lines are only visible at certain zoom levels on the NavMap.

Berneri
06-14-22, 02:48 PM
It appears that the NSS_.*.cfg files are all set up at a max depth of 1000 metres, as shown here:
[Properties]
PeriscopeDepth=18.3;meters
SnorkelDepth=15;meters
CrashDepth=40;meters
MaxDepth=80;meters
SurfaceDepth=6;meters
TorpLaunchMaxDepth=40;meters
StormConditions=9,0.1;max wind speed [m/s], max rain intensity [0,1]


[Properties]
PeriscopeDepth=18.3;meters
SnorkelDepth=15;meters
CrashDepth=40;meters
MaxDepth=1000;meters
SurfaceDepth=6;meters
TorpLaunchMaxDepth=40;meters
StormConditions=9,0.1;max wind speed [m/s], max rain intensity [0,1]


Or the porpoise: [Properties]
PeriscopeDepth=17.0;meters
SnorkelDepth=11.5;meters
CrashDepth=48.8;meters
MaxDepth=1000;meters
SurfaceDepth=6.4;meters
TorpLaunchMaxDepth=33.52;meters
StormConditions=11,0.2;max wind speed [m/s], max rain intensity [0,1]

KaleunMarco
06-14-22, 02:55 PM
If you look in the Museum at the Japan nation, there is an "Aux Cruiser Aikoku Class" that files a Japanese naval war flag, which has multiple guns basically out in the open. A little further down the list is a "Cargo-Passenger Freighter, aka: "JP Aux Cruiser", that has a gun on the bow sprit, and another on the after deck. Look closer, and you'll see two bigger guns hidden in slots on each side of the ship, one forward quarter, one after quarter, which might be considered a "Q" ship, but some would argue that it's not, because it flies the Japanese naval war flag...

i can't find this bugger in either the Roster folder or the Sea folder.
i see the two names you have referenced above in the \Roster\Names.Cfg but i cannot find the actual ship files.
more interested in the "Cargo-Passenger Freighter, aka: "JP Aux Cruiser".

propbeanie
06-14-22, 03:04 PM
It appears that the NSS_.*.cfg files are all set up at a max depth of 1000 metres, as shown here:
[Properties]
PeriscopeDepth=18.3;meters
SnorkelDepth=15;meters
CrashDepth=40;meters
MaxDepth=80;meters
SurfaceDepth=6;meters
TorpLaunchMaxDepth=40;meters
StormConditions=9,0.1;max wind speed [m/s], max rain intensity [0,1]


[Properties]
PeriscopeDepth=18.3;meters
SnorkelDepth=15;meters
CrashDepth=40;meters
MaxDepth=1000;meters
SurfaceDepth=6;meters
TorpLaunchMaxDepth=40;meters
StormConditions=9,0.1;max wind speed [m/s], max rain intensity [0,1]


Or the porpoise: [Properties]
PeriscopeDepth=17.0;meters
SnorkelDepth=11.5;meters
CrashDepth=48.8;meters
MaxDepth=1000;meters
SurfaceDepth=6.4;meters
TorpLaunchMaxDepth=33.52;meters
StormConditions=11,0.2;max wind speed [m/s], max rain intensity [0,1]
I don't have a clue what you are quoting for the first two examples there. 80 meters equals roughly 250 feet. The submarine crushes at that MaxDepth. An 80 setting would be appropriate for an S-Boat, but the V-Boats had test depths of 350 feet, and were known to have gone much deeper. You don't want your submarine crushing before an acceptable depth. Most of the FotRSU sub settings are rather generous to the player. FotRSU is not for the die-hard "realist" sub simmer, especially since SH4 is rather short on being capable of doing that anyway. If the player drives their boat like they were intended, you don't have to worry about sudden death from crossing that "magic" line. You will encounter breaking glass and other damage well in advance of that 1000 meters, which is when the game ends. Notice also that the "test depth" lines on the depth gauges were removed. The fuel usage is very economical (I wish my Buick got such good gas mileage), the boats ride real smooth on the sea, and a hundred-plus other little thingies in the mod and game that are not "realistic", including the rivet count on the after deck of the Salmon / Sargo... if that's what you're pointing out.

torpedobait
06-14-22, 03:08 PM
i can't find this bugger in either the Roster folder or the Sea folder.
i see the two names you have referenced above in the \Roster\Names.Cfg but i cannot find the actual ship files.
more interested in the "Cargo-Passenger Freighter, aka: "JP Aux Cruiser".

Don't know if this is helpful, but yesterday I sank a "Cargo-Passenger Freighter". The name came up as the ID on the Torpedo thingy, what ever it is called. The one that lets you set depth, speed, and detonator type. :D

propbeanie
06-14-22, 03:16 PM
i can't find this bugger in either the Roster folder or the Sea folder.
i see the two names you have referenced above in the \Roster\Names.Cfg but i cannot find the actual ship files.
more interested in the "Cargo-Passenger Freighter, aka: "JP Aux Cruiser".
The Auxiliary Aikoku is in the Roster as
[UnitClass]
ClassName=NAuxCru
UnitType=18
AppearanceDate=19380101
DisappearanceDate=19470101
DisplayName=JP Auxiliary Cruiser Aikoku
Which is in the Data/Sea/NAuxCru folder

While the JP Aux Cruiser is
[UnitClass]
ClassName=JPAuxCruiser
UnitType=13
AppearanceDate=19391130
DisappearanceDate=19470101
DisplayName=JP Armed Merchant
and in the Data/Sea/NAMJP folder

When you look in the Roster Names.cfg, you "find" the name, then use the left side of the line to find the Roster name, then the Roster cfg file to find the actual folder - unless it is something obvious, but a lot of SH4 is NOT obvious, of course... lol


Don't know if this is helpful, but yesterday I sank a "Cargo-Passenger Freighter". The name came up as the ID on the Torpedo thingy, what ever it is called. The one that lets you set depth, speed, and detonator type. :D
That's the 2nd bugger above there... do NOT engage while on the surface... No, wait, that's the Ansyu Maru... nevermind. Docile, other than the usual deck guns... strike that... lol

KaleunMarco
06-14-22, 04:14 PM
and in the Data/Sea/NAMJP folder



THAT is why i couldn't find it: NAMJP is counter-intuitive when looking for a Cargo-Passenger Freighter aka Aux Cruiser.:/\\!!

@#$%^&*-Ubi.:har:

thanks, PB.

p.s. The Cargo-Passenger-Freighter shows up on sonar/radar as a warship. So much for being surprised by a Q-ship.:ping:

Mios 4Me
06-14-22, 10:56 PM
USS Gato, ex-Midway, en route to ECS assignment, on 4/19/43 @ 2030 encountered and sank a solitary Horai Maru moving at 7 kts ESE, location 47km, 109 degrees from the central pier at Miyazaki. We received no credit, nor was there a sinking marker on the map.

The only other Horai we had recently encountered was part of a four-ship convoy 150 km to the NE over 18 hours earlier. I've not seen this happen in both a group and solitary before. Is this something else?

Also note the unusual speed for a Horai.