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propbeanie
12-20-19, 09:38 PM
Operation Monsun is one of my favorite all time Mods. Noting beats a Hedgehog attack in 60 feet of water. BOOM!!
You might actually survive in 60 foot of water though - blow ballast and you might make it to the surface, for all the good it'll do you though, in the game. At 600 foot though, all they have to do is ding you anywhere, and it's "curtains"... You do not make it to the surface, even it the boat does survive the hull compromising... too much water!


Even in past version I noticed something at Truk. There is a CL at dock that is normally within the dock or sometimes standing almost straight up i the air on fire.

There is a CV or sometimes a Chitose or seaplane tender, then this one ship embedded in the dock or in flames sticking out out of the water then sometimes a merchant then DD. In a row on the north docks.

Today I was there July '43. Finished off 2 CV, CL two DD and had one DD and Yamato to go. This was in an area east of the Dublin Docks. Just as the last DD fire from my 180 I dropped the scope as I fired a fish ... SILENCE. No pings, no sonar lines. I push the periscope back up and the DD and Yamato had disappeared in a flash.

I went to Tulugi to reload. Went back. Took out an Ise BB, Furataka, DD, Naka was trying to leave Truk are and was at least 100nm south east of truk when a plane came up. I dove ... then CTD. No clue if it was a bad save, to many tonnes, the plane or its ordinance.
I'll revisit Truk then. You should be getting all sorts of Japanese air cover if you're inside the Atoll... These airplanes are driving me bonkers. s7rikeback did discover a non-working component on one of the Betty planes, and I may have found a sort-of "fix", which I'll be trying tomorrow. If that works, then I know what to look for on a few others. I am definitely stumped at this time though, by the Zero planes. I cannot see anything wrong with them yet, but some fly right, others are weird... :salute:

wzartz
12-23-19, 06:05 AM
greetings modders of FOTRSU :salute: thnx for this wonderful mod, there may still have bug here and there but so far i loved it :subsim:, i know you guys main concern for the future updates were fixing bug glitch and such.. but i would like to request maybe in the next next future updates we could have a custom conning tower emblem like in TMO? :D i knew its very rare for US subs to had conning tower emblem in RL but you know some skippers would like to see their subs to have its own personality :D

best regards,
Wzartz :Kaleun_Salute:

mikesn9
12-23-19, 07:39 AM
first: the info, SH4 Gold, FOTRSU v1.0.1 Win 7 64 bit with LAA.

Second time it has happened. Almost out of torpedoes, over 50 K tonnage.

I have something on sonar, go to the sonar view, what I see is:
Sonar indicator pointing to 0 degree, will not rotate with mouse.
When using home/end, the pointer does not move, but bearing text in upper
left will change and note presence of sound.

I checked in Control room, all gauges point straight up. I first noticed this when I went to check rpm. At 2 knots, it showed 200 RPM. at all stop it was still 200 rpm.
I've done more checks, ALL gauges are straight up, everywhere I looked.

After I ended first patrol, did a quick return to sea.. everything worked.
I'm in Patrol 2 headed back to Pearl with gauges in-operative..

Any thoughts on this? Happen to anyone else?

propbeanie
12-23-19, 08:00 AM
As a mod-induced incident, it happens when there are two submarines in the scene that are "sharing" assets, such as an AI submarine and your own submarine, with the same conning tower, or deck crew, or guns, etc. That should have been "banished" from FotRSU quite a while ago. Not saying that it couldn't possibly be that, but that it shouldn't be that.

A 2nd way that happens is if something wonks the game's running information, which is why after you save, exit, come back in and load the Save, that things are back to normal. Generally speaking, the most common way that happens is by shelling out to Windows, whether accidental or purposeful. It used to be generally accepted practice to pause the game, shell-out to windows, say for the purpose of looking up a detailed map of a given area, and then coming back into the game, but that is NOT recommended. Do not leave the game at all for any reason. If you need to leave, Save the game, exit, do what you need to, reload the game and then the Save and continue.

Another way for that to occur is if you change the game "Mode". This just refers to Career, Single Missions, Quick Patrols, Multi-player Missions, and the Museum. Each of those "Modes" load a different set of files. If you run a Single Mission and then go directly into your Saved career from the Main Menu, you will have issues, some obvious to see, but mostly the little things, like you encountered. Generally speaking, if you use the Museum, and then try to load any other "Mode" of the game, it will not run at all. My suspicion of this behavior is insufficient buffer memory handling by the game. The devs just assumed no one would use the Menu the way it's layed-out, I guess. This is much more noticeable with the larger mods... :salute:

mikesn9
12-23-19, 08:50 AM
As a mod-induced incident, it happens when there are two submarines in the scene that are "sharing" assets, such as an AI submarine and your own submarine, with the same conning tower, or deck crew, or guns, etc. That should have been "banished" from FotRSU quite a while ago. Not saying that it couldn't possibly be that, but that it shouldn't be that.

A 2nd way that happens is if something wonks the game's running information, which is why after you save, exit, come back in and load the Save, that things are back to normal. Generally speaking, the most common way that happens is by shelling out to Windows, whether accidental or purposeful. It used to be generally accepted practice to pause the game, shell-out to windows, say for the purpose of looking up a detailed map of a given area, and then coming back into the game, but that is NOT recommended. Do not leave the game at all for any reason. If you need to leave, Save the game, exit, do what you need to, reload the game and then the Save and continue.

Another way for that to occur is if you change the game "Mode". This just refers to Career, Single Missions, Quick Patrols, Multi-player Missions, and the Museum. Each of those "Modes" load a different set of files. If you run a Single Mission and then go directly into your Saved career from the Main Menu, you will have issues, some obvious to see, but mostly the little things, like you encountered. Generally speaking, if you use the Museum, and then try to load any other "Mode" of the game, it will not run at all. My suspicion of this behavior is insufficient buffer memory handling by the game. The devs just assumed no one would use the Menu the way it's layed-out, I guess. This is much more noticeable with the larger mods... :salute:

Well,(during both occurrences), I tried save, exit the game, restart and reload.. no help. even tried reboot the PC once.
I did NOT shell out to windows, or use the museum, or change game modes.
It was just simple career mode, both times. I never overwrite save games. I always exit to main, then windows.
I will admit, I'm not sure when the gauges when south: during play, or right after a load.

Thanks for the quick response.

wzartz
12-23-19, 11:29 AM
welcome to salty spitoon how tough are you?
"i sunk two yamato in just 1 patrol.."
"so"
"with a freaking NARWHAL!!! which only had 4 forward tubes and every yamato needs at least 8 or more mark 16 torps to be sunk, sub got damaged hull to 59% couldn't go deeper and barely made it to the base :/\\!!"
https://i.ibb.co/Yf3fxCc/1.png (https://imgbb.com/)

and it seems i had to manually shoot the planes for that i wouldn't get a ctd.. well its not a big deal for now i mostly dived to avoid them

best regards
wzartz :arrgh!:

propbeanie
12-23-19, 12:06 PM
Well,(during both occurrences), I tried save, exit the game, restart and reload.. no help. even tried reboot the PC once.
I did NOT shell out to windows, or use the museum, or change game modes.
It was just simple career mode, both times. I never overwrite save games. I always exit to main, then windows.
I will admit, I'm not sure when the gauges when south: during play, or right after a load.

Thanks for the quick response.
Well, in that case then, what submarine are you in, and what was your location when you noticed the gauges being "12 O'Clock High"? What base had you sailed from? Thanks :salute:


welcome to salty spitoon how tough are you?
"i sunk two yamato in just 1 patrol.."
"so"
"with a freaking NARWHAL!!! which only had 4 forward tubes and every yamato needs at least 8 or more mark 16 torps to be sunk, sub got damaged hull to 59% couldn't go deeper and barely made it to the base :/\\!!"
https://i.ibb.co/Yf3fxCc/1.png (https://imgbb.com/)

and it seems i had to manually shoot the planes for that i wouldn't get a ctd.. well its not a big deal for now i mostly dived to avoid them

best regards
wzartz :arrgh!:
Emperor Hirohito to Prince Fushimi Hiroyasu: "Looks to me like you had better take that Shinano carrier and turn it back into a BB so that wzartz has something left to shoot at later!..." :roll:
:salute:

jldjs
12-23-19, 12:23 PM
FotRSU full release. Started from Freemantle 7/26/42 on a new Tambor, upgrading from a Gar. First patrol was to South China Sea. On first 2, of 8 total assigned patrols, I sank 4 ships. Third patrol was to Gulf of Siam, then back to South China Sea, Gulf of Tonkin, Luzon Straights, over to Kowloon Hong Kong area, and finally to Sulu Sea, where I got low on fuel. No ships of any kind were encountered though I completed all of the 5 day patrols, but with no sinkings! Only occasional aircraft. And, I did look real hard for targets!
Proceeded back to Freemantle to dock. If the war had ended, no one told me!:doh:

von Zelda
12-23-19, 12:59 PM
Sonar indicator pointing to 0 degree, will not rotate with mouse. When using home/end, the pointer does not move, but bearing text in upper left will change and note presence of sound.

I checked in Control room, all gauges point straight up. I've done more checks, ALL gauges are straight up, everywhere I looked.

After I ended first patrol, did a quick return to sea.. everything worked.
I'm in Patrol 2 headed back to Pearl with gauges in-operative..

Happen to anyone else?
I had exactly the same experience early in my career (early 1942). Happened 2 or 3 times until I got a new boat. IIRC, it was in the Sargo class sub in the Solomon Seas to Bismark area out of Brisbane. Didn't mention it cause I was already complaining about too many other small problems.

Note to Propbeanie: I never do all those bad things you suggest. Always exit game properly, etc. Thanks.

propbeanie
12-23-19, 02:09 PM
FotRSU full release. Started from Freemantle 7/26/42 on a new Tambor, upgrading from a Gar. First patrol was to South China Sea. On first 2, of 8 total assigned patrols, I sank 4 ships. Third patrol was to Gulf of Siam, then back to South China Sea, Gulf of Tonkin, Luzon Straights, over to Kowloon Hong Kong area, and finally to Sulu Sea, where I got low on fuel. No ships of any kind were encountered though I completed all of the 5 day patrols, but with no sinkings! Only occasional aircraft. And, I did look real hard for targets!
Proceeded back to Freemantle to dock. If the war had ended, no one told me!:doh:
Well, here is an overview of the general area on July 1, 1942 with the Convoys, Merchants & Troopship layers:

https://i.imgur.com/WKg8hL9.jpg

Notice that there are areas completely void of any shipping at all, and some areas that you can't help but run into something... Also note that the USN hierarchy was known to send subs to "dead" areas, thinking that the Japanese "must be using the resources there"... about all you'll find in the Gulf of Tonkin is sampan and fishing boats... :salute:


I had exactly the same experience early in my career (early 1942). Happened 2 or 3 times until I got a new boat. IIRC, it was in the Sargo class sub in the Solomon Seas to Bismark area out of Brisbane. Didn't mention it cause I was already complaining about too many other small problems.

Note to Propbeanie: I never do all those bad things you suggest. Always exit game properly, etc. Thanks.
OK, mikesn9 had a Tambor out of Pearl, you had a Sargo (maybe) out of Brisbane... The home ports are about the only places that there could be an AI sub conflict on the US side, so we'll start there. Thanks guys! :salute:

merc4ulfate
12-24-19, 12:07 AM
You might actually survive in 60 foot of water though - blow ballast and you might make it to the surface, for all the good it'll do you though, in the game. At 600 foot though, all they have to do is ding you anywhere, and it's "curtains"... You do not make it to the surface, even it the boat does survive the hull compromising... too much water!



I'll revisit Truk then. You should be getting all sorts of Japanese air cover if you're inside the Atoll... These airplanes are driving me bonkers. s7rikeback did discover a non-working component on one of the Betty planes, and I may have found a sort-of "fix", which I'll be trying tomorrow. If that works, then I know what to look for on a few others. I am definitely stumped at this time though, by the Zero planes. I cannot see anything wrong with them yet, but some fly right, others are weird... :salute:

Yep lots of plane in Truk but I can avoid them.

fastfed
12-24-19, 12:11 AM
Loving the new mod, got me to play this great game again, probably like a lot of us.

What I don't understand, this is my first patrol, at the start of 1942 from pearl.

What in the world is going on with the amount of patrols I'm asked to do? I'm out of torps already and it keeps asking me to go to another patrol area, this is nuts.

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

wzartz
12-24-19, 12:21 AM
Loving the new mod, got me to play this great game again, probably like a lot of us.

What I don't understand, this is my first patrol, at the start of 1942 from pearl.

What in the world is going on with the amount of patrols I'm asked to do? I'm out of torps already and it keeps asking me to go to another patrol area, this is nuts.

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

dont send another report XD



there's a guide for shipping route in radio section to guide you guys for the hunt and for the task force just follow the contact report and intercept to their position and if u lucky u could meet them, but if they're going opposite direction my advice dont bother with it they're fast as hell.. my big fat slow narwhal cant catch up with them xd
:Kaleun_Salute:

von Zelda
12-24-19, 07:29 AM
[OK, mikesn9 had a Tambor out of Pearl, you had a Sargo (maybe) out of Brisbane... The home ports are about the only places that there could be an AI sub conflict on the US side, so we'll start there. Thanks guys!]

Propbeanie,
My sub class might also have been a Tambor because I went right from a Sargo to the Tambor. So long ago I don't remember.

propbeanie
12-24-19, 07:54 AM
Loving the new mod, got me to play this great game again, probably like a lot of us.

What I don't understand, this is my first patrol, at the start of 1942 from pearl.

What in the world is going on with the amount of patrols I'm asked to do? I'm out of torps already and it keeps asking me to go to another patrol area, this is nuts.

[ image ]

As wzartz says, quit talking on the radio to Pearl!... lol - but I am curious about a couple of things. First of all, did the "Waypoint" flag show-up after you had received a "Proceed immediately to that area, and await further orders", and upon your arrival you got the "Sink enemy shipping" or some-such? I might attempt to change that flag text... Also, when you say "out of torps", is that before or after receiving your last assignment? If you have less than 3 torpedoes, or less than 1/3 of a full load of fuel, you should not be getting any more assignments, but instead should fall through to the "Lucrative target, but return to base." or some such. I did just go through all of the ContactReport files for the next release and change more "wording" of some of the files, but it seems like maybe the logic is backwards for that "return to base" file... :hmmm:


Propbeanie,
My sub class might also have been a Tambor because I went right from a Sargo to the Tambor. So long ago I don't remember.
Thanks for that! I'm still looking into that, and have not found an issue yet. :salute:

von Zelda
12-24-19, 08:13 AM
The Battle of Eniwetok was fought between 17 February and 23 February 1944 on Eniwetok Atoll in the Marshall Islands. The objective was to take the island so as to have an airfield and harbor to support attacks against the Mariana Islands to the northeast. The island had initially been lightly defended, given the belief of the Japanese command that the US forces would attack the southwestern Marshall Islands first. Nevertheless, the Japanese 1st Amphibious Brigade had reinforced this island chain in January 1944.

Sailing Gar class sub early morning January 31, 1944 heading for Truk, just north of the Eniwetok Atoll which is at the very north-western tip of the Marshall Islands, I begin receiving radar contacts of vessels at anchor right off the coast at the northern most tip of the atoll. Altered course slightly to investigate and the number of contacts became larger; mostly stationary with a few circling around. I went to silent running at 160-foot depth, at approx. 5 nautical miles distance.

By 1pm, I'd reached the closest ship and I'm running between 2 rows of ships; battleships, cruisers, carriers on the left and smaller troop transport destroyers on the right. There were at least 27 ships in total; 5 battleships, 3 carriers, 9 heavy and/or light cruisers and 10 destroyers.

With 10 torpedoes, I immediately sank a Shokaku fleet Carrier (28,000 tons), severely injured an Agano Light cruiser (6,652 tons) that took over an hour to sink. Went to 200 feet to reload and followed another carrier. Surfaced to sink her, a Shoho escort carrier (12,200 tons) and then located the remaining Shokaku fleet Carrier (28,000 tons). I saw a torpedo launch in the event camera that I knew was not mine; crash dive to 200 feet and to receive a light torpedo hit after sinking the last carrier.

Literally took several hours to get out from under the convoy to head back to Midway. All in all, not too bad a day. I hope you find this interesting.

von Zelda
12-24-19, 08:20 AM
Propbeanie,

With numerous patrols between Dec 1941 and Feb 1944, I have never received a "return to base" order and have often been extremely low on torps or completely out.

von Zelda
12-24-19, 09:25 AM
Propbeanie,

Received new Gar on last patrol. Had an aft mounted 50 cal only. Given a remodel to tower on return and offered 5" 25 cal bow gun.

Same problem as before with Tambor. Crew view shows only an aft gun with 4 crew spaces. No bow gun or crew spaces. Equipment view indicates a 5" 25 cal. bow gun only while the external camera shows guns on bow and stern.

Not a major problem until we receive damage to the bow gun and no crew spaces allotted to repair said bow gun; then, we'll have to live with that non-stopping steam burst sound.

propbeanie
12-24-19, 10:31 AM
Propbeanie,

With numerous patrols between Dec 1941 and Feb 1944, I have never received a "return to base" order and have often been extremely low on torps or completely out.
OK, I just looked through the ContactReport files again, and they are set to be like Stock, in that if your submarine has at least 10% of its fuel left AND 25% of your torpedo load (six torps) for most of the 6-tubed subs), then you should be assigned the ContactReport group as an objective, which might give you specific instructions as to what to target. If your boat has 10% or its fuel, and no torpedoes, you should fall through to the "default" ContactReport 50 mission, which tells you to head home - "SHOULD" being the operative word... Normal mission assignment when you call in a Status Report would assign you a new mission if you have 35% of your fuel, and 25% of your torpedoes, to allow for traveling to the assigned area. That is NOT to say that you should do the mission, only that you've been given clearance to do it. It still behooves the skipper to figure his fuel reserves (especially) into his decision. Six torpedoes is sometimes more than sufficient, but it amazes me how sometimes when you only have a few left, how high the failure rate can be... :roll: - I will attempt to set-up some test career missions for checking the full functionality for the release after this next one. s7rikeback is double-checking some loadout settings for the airplanes, and I'm still trying to find the weird mixed groups, but the rest of the next release is ready for hand-off.


Propbeanie,

Received new Gar on last patrol. Had an aft mounted 50 cal only. Given a remodel to tower on return and offered 5" 25 cal bow gun.

Same problem as before with Tambor. Crew view shows only an aft gun with 4 crew spaces. No bow gun or crew spaces. Equipment view indicates a 5" 25 cal. bow gun only while the external camera shows guns on bow and stern.

Not a major problem until we receive damage to the bow gun and no crew spaces allotted to repair said bow gun; then, we'll have to live with that non-stopping steam burst sound.
I might try to do a bat file to attempt a slightly "automatic" fix for that... Did the game offer to put the gun either fore or aft, or just to the bow?... Thanks. :salute:

wzartz
12-24-19, 10:55 AM
never ever trust HQ bro.. they didn't know how's the real situation on the battlefield.. if they order you to go west then you should going east XD, for me, i would just finish the first mission and after that i'll throw away my radio to the sea and then just going places like a mad man (┛ಠ_ಠ)┛彡┻━┻

im near a date where there'll be a battle of the philippines sea.. if they order me to send a dude to tokyo, of course i would be going to philipphine sea first :p

von Zelda
12-24-19, 12:56 PM
I might try to do a bat file to attempt a slightly "automatic" fix for that... Did the game offer to put the gun either fore or aft, or just to the bow?
Bow only.

Then it only gave me a gun and a crew in the aft which is what I previously had. But, external camera shows both. Situation is just like the Sargo.

Thanks.

propbeanie
12-24-19, 01:26 PM
Bow only.

Then it only gave me a gun and a crew in the aft which is what I previously had. But, external camera shows both. Situation is just like the Sargo.

Thanks.
Interesting... :hmmm: - so it seems that with the gun "glued" in place, the game can no longer remove it and replace it, it goes for the empty spot... this is not good either... :hmmm:

Have you tried the Fix for deck gun crew slots disappearing (https://www.subsim.com/radioroom/showthread.php?p=2358643#post2358643), or Michael Ward's succinct version, and just tried to find if those "section labels" were in the files? That's what's happening, is that as the gun is placed, it is not inserting the slots... :hmmm: - that gives me an idea... This might take a bit of digging, but it is giving the gun, but no crew slots... it assumes that you have crew slots - which if you did, it would proceed to over-write, because === IT HAS NO CREW SLOTS === now, can we add crew slots to the gun upgrade?... :hmmm: :salute:

fastfed
12-25-19, 12:19 AM
well. never mind, every save I saved for my first career is a CTD.

seems to have happened with the older version of this mod too.

fastfed
12-25-19, 12:21 AM
ok i just fixed it.. I loaded a new career, go in the boat then loaded my last save.. weird

merc4ulfate
12-25-19, 12:58 AM
Loving the new mod, got me to play this great game again, probably like a lot of us.

What I don't understand, this is my first patrol, at the start of 1942 from pearl.

What in the world is going on with the amount of patrols I'm asked to do? I'm out of torps already and it keeps asking me to go to another patrol area, this is nuts.

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

You do not get those as much playing Asiatic Fleet.

fastfed
12-25-19, 01:22 AM
As wzartz says, quit talking on the radio to Pearl!... lol - but I am curious about a couple of things. First of all, did the "Waypoint" flag show-up after you had received a "Proceed immediately to that area, and await further orders", and upon your arrival you got the "Sink enemy shipping" or some-such? I might attempt to change that flag text... Also, when you say "out of torps", is that before or after receiving your last assignment? If you have less than 3 torpedoes, or less than 1/3 of a full load of fuel, you should not be getting any more assignments, but instead should fall through to the "Lucrative target, but return to base." or some such. I did just go through all of the ContactReport files for the next release and change more "wording" of some of the files, but it seems like maybe the logic is backwards for that "return to base" file... :hmmm:


Thanks for that! I'm still looking into that, and have not found an issue yet. :salute:

thanks for the reply, so I wasn't completely out of torps, just super low about 3 or 4 left, I made the mistake of kept asking for orders, so that fixed it :)

awesome you guys are active still and love the mod. I guess the whole "she's going down message" is hard coded or something? I used to love that about SH3, you never knew if it was going to sink or not and could take days to finally go under.

von Zelda
12-25-19, 03:55 AM
Interesting... - so it seems that with the gun "glued" in place, the game can no longer remove it and replace it, it goes for the empty spot... this is not good either...

Have you tried the Fix for deck gun crew slots disappearing (https://www.subsim.com/radioroom/showthread.php?p=2358643#post2358643), or Michael Ward's succinct version, and just tried to find if those "section labels" were in the files? That's what's happening, is that as the gun is placed, it is not inserting the slots... - that gives me an idea... This might take a bit of digging, but it is giving the gun, but no crew slots... it assumes that you have crew slots - which if you did, it would proceed to over-write, because === IT HAS NO CREW SLOTS === now, can we add crew slots to the gun upgrade?...
It seems that the gun stays where it's originally put and adds another w/o crew.

I have not tried Michael Ward's instructions because I can not open and edit upc files.

Adding crew slots to the forward gun would be helpful; would then have 2 usable guns IF one could now cycle between fore & aft guns (F10).

von Zelda
12-25-19, 04:01 AM
I made the mistake of kept asking for orders...
If I'm not mistaken, sending radio messages might attract enemy aircraft. I usually stay off that radio.

wzartz
12-25-19, 08:55 AM
Guys, does sh4(and this mod) simulate if we go deeper the sonar also gets more sensitive?

Michael Wood
12-25-19, 10:58 AM
It seems that the gun stays where it's originally put and adds another w/o crew.

I have not tried Michael Ward's instructions because I can not open and edit upc files.

Adding crew slots to the forward gun would be helpful; would then have 2 usable guns IF one could now cycle between fore & aft guns (F10).

Hi...

A UPC file is just a regular text file (with a funny extension name). Right click the file name and select "Open". If prompted as to with what should it be opened, choose your favorite text editor. I use the Windows application, "Notebook". Hope this helps.

Michael Wood (or Ward if preferred)...

von Zelda
12-26-19, 08:27 AM
Propbeanie,

March 8, 1944 at 1pm; sighted task force of Yamato, Lt Cruiser Agano and 3 destroyers northwest of Truk on a northwesterly course. Sunk 3 destroyers.

The Lt Cruiser Agano is too high in the water; rudder and propellers are out of the water and is ship continually bobbing port to starboard, back and forth. Not normal looking.

Maybe a small problem?

propbeanie
12-26-19, 10:13 AM
Thanks for that von Zelda. I know the group and will check into that. That type of behavior is from a bad spawn. It might be a ship exceeding the MaxSpeed of the group (I doubt that), or a bad routing (very understandable)... :salute:

propbeanie
12-26-19, 10:15 AM
Guys, does sh4(and this mod) simulate if we go deeper the sonar also gets more sensitive?
Somewhat, but not completely. You can receive at 35 foot almost as well as at 120 foot.

fitzcarraldo
12-26-19, 01:36 PM
An interesting question (for me, at least):

Is it possible to use the Real Environment FOTRS V2.0_by Kriller, in FOTRSU? IŽll try it, but I would to know if this was tried by the FOTRSU team as an alternative to the actual environment. Could it be an addon mod, as an optional? I see some screenies I took when I tried FOTRS v2 for 1.4 and it looks really nice.

Many thanks and best regards.

Fitzcarraldo :Kaleun_Salute:

cdrsubron7
12-26-19, 07:34 PM
An interesting question (for me, at least):

Is it possible to use the Real Environment FOTRS V2.0_by Kriller, in FOTRSU? IŽll try it, but I would to know if this was tried by the FOTRSU team as an alternative to the actual environment. Could it be an addon mod, as an optional? I see some screenies I took when I tried FOTRS v2 for 1.4 and it looks really nice.

Many thanks and best regards.

Fitzcarraldo :Kaleun_Salute:
Hi Fitzcarraldo


Would you have a link to the the environmental mod made by Kriller. Can't seem to find it in the download section or via search. :D :up:


Would like to give it a try myself. :salute:

fitzcarraldo
12-26-19, 07:53 PM
Hi Fitzcarraldo


Would you have a link to the the environmental mod made by Kriller. Can't seem to find it in the download section or via search. :D :up:


Would like to give it a try myself. :salute:

It is included as an optional in FOTRS V2, and this is in the download area of SUBSIM Forums. I can upload only the environment, if I'm authorized.

Regards.

Fitzcarraldo

cdrsubron7
12-26-19, 08:15 PM
It is included as an optional in FOTRS V2, and this is in the download area of SUBSIM Forums. I can upload only the environment, if I'm authorized.

Regards.

Fitzcarraldo


Found FOTRS v2.0 in the downloads. D/ling now. Thx, Fitzcarraldo. :D :up:

Michael Wood
12-27-19, 08:03 AM
Been playing a lot in Asiatic Fleet.

1) Hydrophones have magic range even greater than that of the silly range in TMO mod. Tested this. No need for radar, since hydrophones always detect enemy ships before radar in any weather, at any depth and when traveling any speed on surface or submerged. Have commented on this before (and may do so again).

2) Crews quarters has dumb name, "Watch Crew Lounge". Lounge? With a bar and piano player? I assume you moved the crews quarters from behind the control room to in front of torpedo room so player would not have to drag sailors so far.

3) Absolutely fantastic missions, which is the great saving feature of this mod. Love 'em. Reason I am playing mod. Best of any mod.

4) Escort ships operate properly, not too perceptive.

5) No crashes so far, except when exiting game, when playing Narwhal class boat. No idea why.

6) Cannot turn hydrophone handle in Narwhal with keys or mouse and playing with map updates off, this is a problem.

propbeanie
12-27-19, 08:12 PM
Been playing a lot in Asiatic Fleet.

1) Hydrophones have magic range even greater than that of the silly range in TMO mod. Tested this. No need for radar, since hydrophones always detect enemy ships before radar in any weather, at any depth and when traveling any speed on surface or submerged. Have commented on this before (and may do so again).
My only comment on this is that I have no clue (as of yet) as how to "fix" the issue. Our resident team expert has retired, and if he comes back, it might get "fixed", but then again, maybe not. I know Stock is wonky on this also. One mod does rather well at "historic" with it, so we might consider learning from them...


2) Crews quarters has dumb name, "Watch Crew Lounge". Lounge? With a bar and piano player? I assume you moved the crews quarters from behind the control room to in front of torpedo room so player would not have to drag sailors so far.
Unfortunately, none of the "exterior" crew is protected when the boat submerges. Since the Damage Team was made big enough to hold the gun crews, and screen real estate ran out, the "Lounge" was inserted there to allow display of the full crew "across" at most resolutions. Mayhaps it would become "Submerged Billet" instead? But there's probably not enough room for that text...


3) Absolutely fantastic missions, which is the great saving feature of this mod. Love 'em. Reason I am playing mod. Best of any mod.

4) Escort ships operate properly, not too perceptive.
Glad you like that part. More is planned for this arena


5) No crashes so far, except when exiting game, when playing Narwhal class boat. No idea why.

6) Cannot turn hydrophone handle in Narwhal with keys or mouse and playing with map updates off, this is a problem.
The Narwhal is a "kit-bash", where two subs were cloned and then combined to make the boat (TMO). It does not have 6" guns, is not the proper length, nor does it have a proper bow and deck gun positions, but I doubt if any of that is the cause. We'll look into that hydrophone handle - can't have that. Did you happen to notice your sub's dials? Things like the depth gauge, rpm gauges, etc? If you have a Save from when you know the sonar head wouldn't rotate, if you could load that and see what the rest of the gauges are doing, specifically if they are stuck at 12 O'Clock High? One thing one of the players noted was that even though the head didn't show as rotating, it actually was, and they could then "hear" the target - though finding the heading was more than a pinch difficult...

What I have found with this game, is that any little thing being "off" with the configuration of anything, and the game might CTD on exit. The more of those little errors there are, the greater the chance of CTD while playing. There are also a couple of planes in the current version that are "off" somewhat, with the Betty being one of them. But nothing shows "off" consistently. It is difficult at best to find some of these issues, and when they are inconsistent, nigh on impossible tofind, much less to "fix"...

Michael Wood
12-28-19, 03:06 AM
My only comment on this is that I have no clue (as of yet) as how to "fix" the issue. Our resident team expert has retired, and if he comes back, it might get "fixed", but then again, maybe not. I know Stock is wonky on this also. One mod does rather well at "historic" with it, so we might consider learning from them......

Used to have a friend who was a hydrophone operator on an attack cargo ship (AKA). Sitting at anchor, he said he could hear ships passing at about 6,000 yards. The operators manual on the hydrophone on the bottom hull of WW II submarines (JP Listening Gear) says to secure the station, when moving on the surface at normal or fast speeds. Could find no case where enemy ships were ever detected by hydrophones on a WW II submarine, while surfaced, at any speed, at any time. The heads were on JP Listening Gear could be used at close range and slow speed, but long before they could be detected with hydrophone, the enemy ship could be detected visually....

The way the mod currently functions changes the way the game is played to something very gamey and unrealistic. I know you could fix the operating on the surface problem, because you did so with the S boats. Make all boats' hydrophones operate like the S boats and half the range and you will have something akin to reality. Of course, I know that you cannot make the mod to the specifications of one player, so I may just have to mod your mod to suit my game play or more likely, steal your campaign missions and apply them to Real Fleet Boat. Thanks for your response and for listening to my rant.

Unfortunately, none of the "exterior" crew is protected when the boat submerges. Since the Damage Team was made big enough to hold the gun crews, and screen real estate ran out, the "Lounge" was inserted there to allow display of the full crew "across" at most resolutions. Mayhaps it would become "Submerged Billet" instead? But there's probably not enough room for that text......

Or, you could move the crew quarters to behind the control room and call it "Crew Quarters".

Glad you like that part. More is planned for this arena...

More? Good. Your scenario maker is your team's cleverest fellow.

The Narwhal is a "kit-bash", where two subs were cloned and then combined to make the boat (TMO). It does not have 6" guns, is not the proper length, nor does it have a proper bow and deck gun positions, but I doubt if any of that is the cause. We'll look into that hydrophone handle - can't have that. Did you happen to notice your sub's dials? Things like the depth gauge, rpm gauges, etc? If you have a Save from when you know the sonar head wouldn't rotate, if you could load that and see what the rest of the gauges are doing, specifically if they are stuck at 12 O'Clock High? One thing one of the players noted was that even though the head didn't show as rotating, it actually was, and they could then "hear" the target - though finding the heading was more than a pinch difficult......

I have found the Narwhal doesn't really seem to work well in any mod. Noble attempt.

What I have found with this game, is that any little thing being "off" with the configuration of anything, and the game might CTD on exit. The more of those little errors there are, the greater the chance of CTD while playing. There are also a couple of planes in the current version that are "off" somewhat, with the Betty being one of them. But nothing shows "off" consistently. It is difficult at best to find some of these issues, and when they are inconsistent, nigh on impossible tofind, much less to "fix"...

Just tried again and in this case, hydrophone handle worked just fine. Game crashed when exiting.

merc4ulfate
12-28-19, 01:58 PM
Been playing a lot in Asiatic Fleet.

Me too

1) Hydrophones have magic range even greater than that of the silly range in TMO mod. Tested this. No need for radar, since hydrophones always detect enemy ships before radar in any weather, at any depth and when traveling any speed on surface or submerged. Have commented on this before (and may do so again).

I have no idea what you mean with this. My radar always sees them before sonar. You might want to check your installation.

2) Crews quarters has dumb name, "Watch Crew Lounge". Lounge? With a bar and piano player? I assume you moved the crews quarters from behind the control room to in front of torpedo room so player would not have to drag sailors so far.

Sorry to hear it takes you that long to move them. You might have mentioned this ten years ago when it was already there in the game. Some things are hard coded and you can't please everyone.

3) Absolutely fantastic missions, which is the great saving feature of this mod. Love 'em. Reason I am playing mod. Best of any mod.

Haven't played a single one. The campaign side has been so much more interesting.

4) Escort ships operate properly, not too perceptive.

They explained that.

5) No crashes so far, except when exiting game, when playing Narwhal class boat. No idea why.

You may have a corrupt installation. I would start over.

6) Cannot turn hydrophone handle in Narwhal with keys or mouse and playing with map updates off, this is a problem.

Just played this and all works fine. Check your installation.

[/QUOTE]

merc4ulfate
12-28-19, 02:06 PM
Or, you could move the crew quarters to behind the control room and call it "Crew Quarters".

We had a lounge while I was on a boat ... it was called the mess deck. Lounge/mess deck all the same.


I have found the Narwhal doesn't really seem to work well in any mod. Noble attempt.

I'm not sure how you others might be playing the Narwhal but the hydrophones and controls work fine on my installation and I just
took out a Kongo, Naga, two Shokaku, two other CV half sunk and adrift and one Fubuki down. Seems to work damn fine to me






...

Michael Wood
12-28-19, 02:17 PM
We had a lounge while I was on a boat ..



You were on a fleet boat? How old are you? Oh, and how far could you detect vessels with a hydrophone, when surfaced?

merc4ulfate
12-29-19, 08:10 PM
You were on a fleet boat? How old are you? Oh, and how far could you detect vessels with a hydrophone, when surfaced?

There are more than one type of vessel called boats. We had no Fleet boats when I served they were wooden hulled. I am fairly ancient.

A hydrophone is garbage when on the surface. Ask any sonar operator in a tin can. Slow or all stop and listen was the trick on a DD. The reason was one or two could triangulate listening and then by radio direct the others on coordinates to drop depth charges.

Remember when surfaced your running a hugely noisy diesel engine. On top of that you have a huge amount of noise being generated by the water itself hitting the metal hull of the Fleet Boat or surface vessel.

During WW2 the Kreigsmarine were ahead of the game when it came to passive sonar techniques. With the GHG had at the start 24 sensors and latter 48 sensors. A single ship could be determined 20KM away and a convoy at 100KM

After JP and JT submarines had the model WCA equipment using 3 transducers and 1 hydrophone in three separate housings. The NM is a magnetostriction transducer. The QC magnetostriction transducer and the JK Rochelle-salt hydrophone are housed in one sound head, called the QC-JK. The QB is a Rochelle-salt transducer.

Latter on with WFA-1 you could even map minefields with about 600 yards of range. Which I was was model in the game. I have yet to see a minefield my sonar can detect. Fairly interesting however to move through a minefield and watch out of the periscope.

If you want to do some in depth reading on Hydrophones and Sonar Read these two:

NAVPERS 10884 (https://maritime.org/doc/sonar/index.htm)

NAVPERS 16167 (https://books.google.com/books?id=7qwhn9XzK-wC&lpg=PA26&ots=_ry6-Mcb4Z&dq=jp%20hydrophone%20dropped%20from%20fleet%20boat&pg=PP1#v=onepage&q=jp%20hydrophone%20dropped%20from%20fleet%20boat&f=false)

If you would like a listen on the real thing ... take a listen here:

JP-1 (https://maritime.org/sound/#jp)

Learn it well or see you in hell. (https://maritime.org/sound/jp/11723rb.mp3)

merc4ulfate
12-29-19, 08:28 PM
You were on a fleet boat? How old are you? Oh, and how far could you detect vessels with a hydrophone, when surfaced?

16,000 yards underwater. Zero surfaced.

FotRSU Mod Team
12-30-19, 08:09 AM
Please folks, no purposeful attempts at fratricide allowed in this thread. Besides the fact that it is the holiday season, we must-needs be civil with each other at all times. We do want ~constructive~ criticism, but no bickering or sniping, please. Thanks :salute:

mikesn9
12-30-19, 11:58 AM
All the info:
Windows 7 64bit FOTRSU v1.0.1g , no other add on mods (LAA covered below)

First time, I was on 3rd or 4th patrol (don't remember for sure).
I had read here, that LAA was needed to view museum. I noticed that I could not see anything in Museum. I have LAA I thought, but went to the LAA program and enabled SH4 just in case. Then could see ships in Museum. Hmmm. It appears (DUH!) that when I replace SH4 with pristine to change Mods, I needed to re-activate LAA.
When I started playing the game, I got CTDs from ALL saves "at sea". I could load Autosave.

I decided to start over. went back to pristine, activated LAA, enabled FOTRSU. Played 2 patrols (with gauge problems near end of patrol both times). Started patrol 3, , Did my normal save (Patrol Number, date, time before doing anything) headed to Marshalls, sank 1 ship, saved, and proceeded on, had a DD approaching, decided I didn't have the time (in real life) to avoid, so I saved again. 3 days later, all 3 saves went to CTD. I am able to load the autosave on leaving base. I did my usual start save, went to main menu and reloaded 'start' save ok.

Any of this make sense?

propbeanie
12-30-19, 02:35 PM
The "Save" system is wonky at times... When you change mods, you need to change the Save data folder for all version-to-version changes of FotRSU thus far. This will oftentimes include certain configuration changes. Some mods can be activated while on patrol, but they are few and far between, and if you noticed, Team_Leader changed the next version from a "Possibly compatible" to a "probably not" compatible next-version... It doesn't take much of a change in a mod to do that. If you have a campaign you want to keep, it is best to not mess with the mod configuration, unless it is for something like a flag mod.

Just for clarification, the LAA app is independent, and has nothing to do with SH4.exe. When you run LAA and "enable" SH4.exe, all you are doing is flipping a couple of bits in the SH4.exe executable file's "header" that lets Windows know that it (SH4.exe) can access more than 2 gig of RAM. Once the SH4.exe is replaced with a 'pristine' copy, it no longer has those bits flipped and will need LAA run against it again.

So, when you go from beta to the full release, you need a 'pristine' copy of FotRSU. You need to run MulitSH4 next if you are going to use it. Then LAA. You can enable the new mod most anywhere after the 'pristine' is brought in. But you must not fail to empty the Save game folder, else you pollute the Saves that you already have, and end up with a strange mess sometimes. When in doubt, clean the Save folder. From the way you describe your situation, the "Save" info was probably already corrupt from not having LAA set correctly, so when you do enable LAA, you've got a mess in the folder, and it just kept spreading... :salute:

mikesn9
12-30-19, 04:11 PM
Thanks, Prop.

On the first set of bad saves, I assumed that setting LAA was the cause.

On the second set of lost saves, no changes were made.

I deleted the SH4 folder in documents before changing mods, and always save to a new name, never overwrite, and back out to main menu first if I am leaving the game.

von Zelda
12-30-19, 05:17 PM
Historically, I don't believe US subs patrolled on the surface with a flag flying on the rear. I maybe wrong, but anyway, is there any simple way to remove the flag from the rear when surfaced? Can you point me to the correct file to make a simple text edit? Thanks

jlan5031
12-30-19, 08:45 PM
Not getting the Museum to run is either a not-quite-right activation, or not enough RAM in the computer, or LAA is not activated on the SH4.exe file. Does the game run fine with FotRSU activated, or are you experiencing "stutter" after you get away from the home port? You will almost always experience some stutter near busy ports, what with all of the ships and airplanes around those areas.


Go into your game folder and find the SH4.exe file. Right-click on it, and choose the "Properties" choice at the bottom of that context menu with a left-click. On the first "General" tab of the Properties window is the "Attributes" section. There is a little square tick box next to "Read-only". Is that empty? If it has a check mark in it, click on that to clear it, and then click the "OK" button. Now find the "Large Address Aware...exe" file. Yours might be "2_0_4", or it might be something different. Run that little applet. You will see a little ellipse box for "Step 1. Select an Executible" toward the upper-right of that little window, like [...]. Click on that, and navigate to the folder with your game and find the SH4.exe file again. "Step 2. Large Address Aware Flag" should now be active. If that little box has a check mark in it, you are good to go with LAA. If not, click in the box to "set" the flag, and then "Step 3. Commit Changes" becomes active, and you click the "Save" button and you're finished. Click the little [X] button in the upper-right to close.

If LAA was set, then post back with your computer specs, such as cpu, graphics card, how much RAM the computer has, how much RAM the video card has, your OS, and whether it is 32-bit or 64-bit. We'll see if there is any "weaknesses" there.

Now, other things to check: 1. The "Save" folder - did you empty that before you ran FotRSU? That defaults to "C:\Users \UserName \Documents \ SH4", unless you've changed it. The "UserName" is the name you log-in with, and "Documents" might be "My Documents", depending upon your OS. If you have WinXP, then it would be C:\Documents and Settings \UserName \My Documents \SH4". You have to delete the contents of that folder before you start to use FotRSU, else there will be issues with certain aspects of the mod not completely updating the game, and the Museum for sure would not work.

Let us know what you have there Pranne and - dote! cdrsubron7 beat me to it!... lol :salute:
The Ultimate update of FOTRS seems to work well except for the Museum feature.

I've done all of the above, and selecting "Museum," clicking on the "Yes" I have a ticket, the Museum window opens, the red line fills its space, and after a short wai8t, the game CTDs. I've a new Dell Game Computer with Windows 10. I don't know how to pass the performance data to you, but it's better than my old Windows 7 computer, and, as far as I know, everything worked well. As for the Museum, it works in my clean SH4 backup. The only thing that might be the problem, though my LAA completed as advertised, but it doesn't appear in my SH4 game folder. Is therre something else I might try?

Michael Wood
12-31-19, 01:12 AM
Same here. Activate LAA. Start game.Click on museum, answer "Yes", have ticket. Museum load screen appears and after 10 seconds or so, CTD. Have HP computer with 4 GB RAM and Windows 7.0.

propbeanie
12-31-19, 09:01 AM
Historically, I don't believe US subs patrolled on the surface with a flag flying on the rear. I maybe wrong, but anyway, is there any simple way to remove the flag from the rear when surfaced? Can you point me to the correct file to make a simple text edit? Thanks
Changing the flag in FotRSU is not an easy thing - yet. Plans are in the works to make it that you can have a flag there when in port, remove the flag, and / or put the flag on the cigarette deck - maybe. No promises, but Nodes need to be changed to allow such, and it would involve the use of extra add-in mods.


[LEFT]
The Ultimate update of FOTRS seems to work well except for the Museum feature.

I've done all of the above, and selecting "Museum," clicking on the "Yes" I have a ticket, the Museum window opens, the red line fills its space, and after a short wai8t, the game CTDs. I've a new Dell Game Computer with Windows 10. I don't know how to pass the performance data to you, but it's better than my old Windows 7 computer, and, as far as I know, everything worked well. As for the Museum, it works in my clean SH4 backup. The only thing that might be the problem, though my LAA completed as advertised, but it doesn't appear in my SH4 game folder. Is therre something else I might try?

Same here. Activate LAA. Start game.Click on museum, answer "Yes", have ticket. Museum load screen appears and after 10 seconds or so, CTD. Have HP computer with 4 GB RAM and Windows 7.0.
FotRSU does not get released without it passing "The Museum Test", which is for the team members to all be able to load and run the museum smoothly - with ALL assets properly skinned. With that said, I will mention this: I have the weak-link computer of the group, with a quad-core Core2 Duo Q8350 (or whatever it is) that has multiple WD 2TB Black HD, 8 gig of RAM and an nVidia GTX 560Ti card, so I don't think we would notice if we had gone beyond a 3 gig size for the game's Museum. Your Windows OS system will eat at least 1 gig of RAM, unless you change the Boot ini stuff, which is NOT recommended, even for those with 4gig and a 32-bit OS, though it is possible to do.

Just to be certain though, and for others benefit, after you run LAA the first time (which I have in my FotRSU game folder from the mod activation), run the applet again, and do the "Step 1: Select an Executable" and choose the correct FotRSU SH4.exe file. Using the "Basic" screen, you should see this:

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

Notice that the "Step 2: Large Address Aware Flag" is already set. The Intermediate and Advanced mode of the applet will show "True". Just make certain of that. Generally speaking though, if the game runs and you do not have stutters or errors, then you have probably used LAA (or another utility) correctly on the SH4.exe, because the game will not run very well without it, especially when encountering much traffic or airplanes. Let me know, if you folks that do have trouble with the Museum would, how much RAM you do have. We might have to bump our "recommended" RAM from 4GB to 6-8GB, with 4GB as the minimum now... :salute:

james_nix
12-31-19, 09:06 AM
Changing the flag in FotRSU is not an easy thing - yet.

Can't you just erase the line in the \Data\Submarine\ .eqp file?

propbeanie
12-31-19, 09:07 AM
Can't you just erase the line in the \Data\Submarine\ .eqp file?
Yes, you could try that, but I was talking about making it "variable" somewhat. Currently, there is only a flag node on stern. :salute:

s7rikeback
12-31-19, 11:20 AM
Historically, I don't believe US subs patrolled on the surface with a flag flying on the rear. I maybe wrong, but anyway, is there any simple way to remove the flag from the rear when surfaced? Can you point me to the correct file to make a simple text edit? Thanks
PM Sent.

s7rikeback
12-31-19, 11:30 AM
Changing the flag in FotRSU is not an easy thing - yet. Plans are in the works to make it that you can have a flag there when in port, remove the flag, and / or put the flag on the cigarette deck - maybe. No promises, but Nodes need to be changed to allow such, and it would involve the use of extra add-in mods.





FotRSU does not get released without it passing "The Museum Test", which is for the team members to all be able to load and run the museum smoothly - with ALL assets properly skinned. With that said, I will mention this: I have the weak-link computer of the group, with a quad-core Core2 Duo Q8350 (or whatever it is) that has multiple WD 2TB Black HD, 8 gig of RAM and an nVidia GTX 560Ti card, so I don't think we would notice if we had gone beyond a 3 gig size for the game's Museum. Your Windows OS system will eat at least 1 gig of RAM, unless you change the Boot ini stuff, which is NOT recommended, even for those with 4gig and a 32-bit OS, though it is possible to do.

Just to be certain though, and for others benefit, after you run LAA the first time (which I have in my FotRSU game folder from the mod activation), run the applet again, and do the "Step 1: Select an Executable" and choose the correct FotRSU SH4.exe file. Using the "Basic" screen, you should see this:

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

Notice that the "Step 2: Large Address Aware Flag" is already set. The Intermediate and Advanced mode of the applet will show "True". Just make certain of that. Generally speaking though, if the game runs and you do not have stutters or errors, then you have probably used LAA (or another utility) correctly on the SH4.exe, because the game will not run very well without it, especially when encountering much traffic or airplanes. Let me know, if you folks that do have trouble with the Museum would, how much RAM you do have. We might have to bump our "recommended" RAM from 4GB to 6-8GB, with 4GB as the minimum now... :salute:


Just to confirm what Propbeanie has said, we extensively test each release phase via the museum, before we make any releases... I have now just tested mine and it fully works as expected.

Guy's, can you make sure you have enabled LAA / 4GB Patch and that your install is out of the "Program Files" file structure, I have mine in C:/Games, also make sure before you start a new game, that your saved folder is cleared, as files left here can and will conflict and cause problems with newer installs and possible changes we have made.

Also make sure you are only running mods that are included in the FotRSU download, as these may be effecting your game stability.

And lastly, please make sure you have used MultiSH4, so that each install of a mega mod has it's own save game folder.

Michael Wood
12-31-19, 11:38 AM
FotRSU does not get released without it passing "The Museum Test", which is for the team members to all be able to load and run the museum smoothly - with ALL assets properly skinned. With that said, I will mention this: I have the weak-link computer of the group, with a quad-core Core2 Duo Q8350 (or whatever it is) that has multiple WD 2TB Black HD, 8 gig of RAM and an nVidia GTX 560Ti card, so I don't think we would notice if we had gone beyond a 3 gig size for the game's Museum. Your Windows OS system will eat at least 1 gig of RAM, unless you change the Boot ini stuff, which is NOT recommended, even for those with 4gig and a 32-bit OS, though it is possible to do.

Just to be certain though, and for others benefit, after you run LAA the first time (which I have in my FotRSU game folder from the mod activation), run the applet again, and do the "Step 1: Select an Executable" and choose the correct FotRSU SH4.exe file. Using the "Basic" screen, you should see this:

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

Notice that the "Step 2: Large Address Aware Flag" is already set. The Intermediate and Advanced mode of the applet will show "True". Just make certain of that. Generally speaking though, if the game runs and you do not have stutters or errors, then you have probably used LAA (or another utility) correctly on the SH4.exe, because the game will not run very well without it, especially when encountering much traffic or airplanes. Let me know, if you folks that do have trouble with the Museum would, how much RAM you do have. We might have to bump our "recommended" RAM from 4GB to 6-8GB, with 4GB as the minimum now... :salute:

User error. I had been playing RFB in a different installation. When I opened the LAA in the FOTRS installation, I forget to recheck step two, which ya have to do in each installation. Works fine, now.

propbeanie
12-31-19, 11:56 AM
Thank you for that Michael Wood. So you are fine with 4gig and the Museum then. Kuhl. I was worried that we had too much "bloat"... but when I got to thinking about it, and looked at the size of the mod and underlying ship / plane structures, we are nowhere near that much memory usage, just going by file sizes... phweww! :salute:

s7rikeback
12-31-19, 12:00 PM
User error. I had been playing RFB in a different installation. When I opened the LAA in the FOTRS installation, I forget to recheck step two, which ya have to do in each installation. Works fine, now.
Thanks Michael, thats good news you are now sorted.

von Zelda
12-31-19, 02:05 PM
propbeanie,
My computer is a 10 year old, Toshiba laptop with Windows 7 Home, 64-bit, IntelCore 1.3 CPU 380@2.53GHz with 4.0GB, Intel HD graphics. I have installed LAA. The game plays very well on my laptop.

I've never tried the "Museum" until today. It took a long, long time to load but finally came up. The ships sailing on the ocean look really nice but I've got to say, in my humble opinion, it's an option I'd never look at again. The recognition book is all I'd need.

This Museum must take up a lot of memory and computer usage?

Is there away to delete it totally or partially from SH4 and FotRS? Game play is most important, not the Museum. Just one man's opinion. Thanks.

propbeanie
12-31-19, 02:28 PM
propbeanie,
My computer is a 10 year old, Toshiba laptop with Windows 7 Home, 64-bit, IntelCore 1.3 CPU 380@2.53GHz with 4.0GB, Intel HD graphics. I have installed LAA. The game plays very well on my laptop.

I've never tried the "Museum" until today. It took a long, long time to load but finally came up. The ships sailing on the ocean look really nice but I've got to say, in my humble opinion, it's an option I'd never look at again. The recognition book is all I'd need.

This Museum must take up a lot of memory and computer usage?

Is there away to delete it totally or partially from SH4 and FotRS? Game play is most important, not the Museum. Just one man's opinion. Thanks.
I would be afraid to remove the Museum from the game. My guess is that it was a "test" area for the developers, and they thought it cool enough to leave it in the "game", somewhat like the Mission Editor, in that neither would be considered to be truly "complete". If an "asset" runs OK in the Museum though, it will run in the game. The same cannot be said for the ME... But these are just another "mode" of the game. Once you run any mode of the game, you should exit the game, and then re-start it before going into another mode of the game. Definitely not 2020-tech programming, but actually rather good for 2005 when it was developed for SH3...

As to your computer, a Dell first-gen Core i3 laptop is what I was using for a long while, until I had a catastrophic hard drive crash. Replacing the hard drive got me a few more months out of it. We had already cannibalized another similar computer for its RAM to boost the one working laptop to 8gig of RAM, otherwise, it would be very similar to yours. You might be able to limit the onboard graphics to 512k in order to free some more shared RAM, but my Dell did 1024 and only 1024, so with 4 gig, there was only 3 gig available for the computer itself, of which, the OS would eat another 1gig, which left only 2 gig for the game... :doh: - You might be able to find some RAM for a bargain basement price. Then again, it might not be available any longer... :salute:

Edit: Just one last little point - When you are playing the Career mode, only certain files load. The rest of the game is "idle" on the hard drive, not used and not in RAM. When you play the SingleMission mode of the game, a different set of files is loaded. Some of the career files come in, but not all of them. Similarly to when using the career, the rest of the game is "idle" on the hard drive. Same with the SinglePatrol "mode" files. The Multi-Player portion loads almost a completely different set of files, with none of the career coming in, and mostly only the ships, planes & subs and other similar "assets" come in, along with the LOC and NMS files. In all of the above "modes" of the game, all "assets" only generate (aka: "spawn") into the game when within the "spawn range", which is somewhere around from just beyond the horizon (18-20km), guessing about 24 to 32km away. You will at times see the "stutter" of them generating in the game as their 3D asset is drawn. When you run the Museum, every last ship and plane involved in the game is run through and generated, which is what makes it a useful "trouble-shooting" tool. The Career and other modes do the "checks" on-the-fly (very difficult to tell what caused a CTD), while the Museum does it prior to display. This is not to say that if the Museum loads that all is well... You still have to click through the list to find any "problem" assets, which will usually crash the game. Then you can run through the list to find which one crashed you. But in all cases, the game apparently does not release its 'buffer' RAM, or maybe Windows doesn't feel the need to release it, since this is a 'legacy' app, but either way, you will usually have to exit completely from the game so that such RAM is properly released, then re-start the game to play the other "mode". As such, the Museum might take up some minimal hard drive space, but most of it is the actual game parts... :salute:

jlan5031
12-31-19, 02:54 PM
Well, the problem solved itself. I was aware I had two versions of SH4/FOTRS/Ult enacted in their respective game folders. One was in D Drive, the other in C. D worked and C didn't. So I deleted the C version changed the address of the D version to a C address. All works well. I have no idea why D worked better than C. I suspect it might have LAA, but both games were enabled.
Anyway, all's well that ends well. Thank you for your input.

propbeanie
12-31-19, 03:01 PM
Well, the problem solved itself. I was aware I had two versions of SH4/FOTRS/Ult enacted in their respective game folders. One was in D Drive, the other in C. D worked and C didn't. So I deleted the C version changed the address of the D version to a C address. All works well. I have no idea why D worked better than C. I suspect it might have LAA, but both games were enabled.
Anyway, all's well that ends well. Thank you for your input.
Were you using MultiSH4 with the different copies of the game and two FotRSU activations? If not, they each interfere with the other, because they would both use the "C:\Users \UserName \Documents \SH4" Save folder. This would make your "Save on entering..." and "Save on leaving" auto-saves fight with you, as well as, if you have one little slight difference in the files, such as changing the map icons, you could possibly crash out both copies as they each look for a different set of files. Read-up on "MultiSH4 1.5 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110)" and how to use it. It is actually rather simple, but there is a set "procedure" to use it. After you have your "pristine" install of SH4, you use MultiSH4 first then, to create a new Save folder. Then you can use LAA to flip the SH4.exe header bits. If you try it the other way, MultiSH4 will usually not recognize the SH4.exe file, and report a "FileManager" error back to you. After correcting that (if necessary), activate your mod, and play the game... :salute:

von Zelda
01-01-20, 07:02 PM
propbeanie,
I went through the Japanese and merchant sections of the "Recognition Book" (not the Museum) to make a alphabetical list with draft measurements for myself.

I found what might be a duplication and/or error: the Light Cruiser Katori ASW with a draft of 18.7 feet vs. a Light Warship Katori w/scout planes with a draft of 34.4 feet. I believe the 34.4 foot draft if obviously wrong. Something minor you might wish to look into?

Update on my CTDs: My campaign is now on June 17th, 1944 patrolling area 4 just off the coast of Japan within a couple hundred nautical miles of Tokyo in a Gato sub. I've had no ships of any kind to deal with but numerous aircraft to evade. They either passed out of visual sight or we would dive to allow them to pass.

The very last aircraft (moments ago) was probably 10 to 15NM away, heading straight for me but not yet in visual range; I made a "Save" and then resumed the game to begin a dive. I watched its radar course on the Nav Map to see it make a very odd semi-circular 180-degree turn away from me. Too far away to have launched a torpedo or bomb. No other enemy aircraft had done this, and there have been many, maybe 50 plus encounters in this patrol area so far, but in none of the other encounters did I make a save. I immediately had a CTD as these thoughts crossed my mind. Well, maybe another clue to ponder? Any progress?

merc4ulfate
01-01-20, 07:27 PM
propbeanie,
My computer is a 10 year old, Toshiba laptop with Windows 7 Home, 64-bit, IntelCore 1.3 CPU 380@2.53GHz with 4.0GB, Intel HD graphics. I have installed LAA. The game plays very well on my laptop.

I've never tried the "Museum" until today. It took a long, long time to load but finally came up. The ships sailing on the ocean look really nice but I've got to say, in my humble opinion, it's an option I'd never look at again. The recognition book is all I'd need.

This Museum must take up a lot of memory and computer usage?

Is there away to delete it totally or partially from SH4 and FotRS? Game play is most important, not the Museum. Just one man's opinion. Thanks.


11 year old system

INTEL E2220 2.4GHz
8 Gig RAM
64 bit Windows 7
GeForce GTX 1050 2 GIG ram

Runs the game just fine. I can not recall opening the museum ever.

If I am not starting a new campaign then I'm just hitting Load.

Saw something weird today. I found a Task Force at Eniwetok Sept. '43. Yamato, Nagato, Fuso, CV several CA and DD. At night with a storm I took out the Yamato, Nagato and CV one DD and later a CA. The rough seas made it hard for them to hear me and their slow speed inside the atoll helped me circle them a few times at flank dropping fish into them.

That however was not the weird part.

After leaving and heading south I came across two large groups to the southwest and skies were peppered with USN planes from Strong Island. Over and Over PBY were machine gunning the shipping. I watched for a while and then took off for the first group.

It was also being attacked over and over from planes coming out of Strong island. It was an Ada Maru a huge Ocean Liner then another Ada Maru.

From 9000 yards and only one fish on the boat I fired at the Liner. Several minutes later I hit her stern and she blow up like I had hit her with a MOAB. BOTH ADA MARU blew up from her explosions. I didn't get credit for sinking them ... only credit for the liner. It really surprised me they sank from the liners explosion. I would say they were 500 yards ahead and astern of her.

After several resupplies from Talugi I am heading home with:

Merchants sunk 15
Warships sunk 6

318,000 + tonnes.

propbeanie
01-01-20, 10:15 PM
propbeanie,
I went through the Japanese and merchant sections of the "Recognition Book" (not the Museum) to make a alphabetical list with draft measurements for myself.

I found what might be a duplication and/or error: the Light Cruiser Katori ASW with a draft of 18.7 feet vs. a Light Warship Katori w/scout planes with a draft of 34.4 feet. I believe the 34.4 foot draft if obviously wrong. Something minor you might wish to look into?

Update on my CTDs: My campaign is now on June 17th, 1944 patrolling area 4 just off the coast of Japan within a couple hundred nautical miles of Tokyo in a Gato sub. I've had no ships of any kind to deal with but numerous aircraft to evade. They either passed out of visual sight or we would dive to allow them to pass.

The very last aircraft (moments ago) was probably 10 to 15NM away, heading straight for me but not yet in visual range; I made a "Save" and then resumed the game to begin a dive. I watched its radar course on the Nav Map to see it make a very odd semi-circular 180-degree turn away from me. Too far away to have launched a torpedo or bomb. No other enemy aircraft had done this, and there have been many, maybe 50 plus encounters in this patrol area so far, but in none of the other encounters did I make a save. I immediately had a CTD as these thoughts crossed my mind. Well, maybe another clue to ponder? Any progress?
In the Support folder is a file "FotRSU - Equipment & Unit list.xlsx" which has a lot of the "assets'" info, but not the draft. In the next release will be a pdf with basically what the cfg files have in them for the ships "dimensions". Now, the game does not use most of those figures except in the RecMan, it uses the sim and other files for the "correct" data. This is one of RR's pet peeves that will stay, in that there was bad information, and there was misinformation, and there was missing information in the RecMans used back then, not forgetting to mention typoes - like 34 instead of 24 probably... There are also more than one Katori model in the mod, don't forget. One has planes, one has lots of depth charges. Lots. They are both slow though.

Like you did, it behooves a skipper to use his common sense when shooting at a ship. Most CL didn't have much as far as torpedo protection goes, so the target most likely would have had a 12-15 foot depth, impact pistol, set of torpedoes shot at it, except of course, in the first year of the war, or under Christie... :roll: - If CapnScurvy comes out of retirement and gives all an FotRSU OTC mod, then you will have the perfect RecMan, because it would be necessary for the mod to have such. Now, witness merc4ulfate below, and his haul on the last patrol... :arrgh!: - he don't need no shteenking RecMan at ~all~... :har:


11 year old system

INTEL E2220 2.4GHz
8 Gig RAM
64 bit Windows 7
GeForce GTX 1050 2 GIG ram

Runs the game just fine. I can not recall opening the museum ever.

If I am not starting a new campaign then I'm just hitting Load.

Saw something weird today. I found a Task Force at Eniwetok Sept. '43. Yamato, Nagato, Fuso, CV several CA and DD. At night with a storm I took out the Yamato, Nagato and CV one DD and later a CA. The rough seas made it hard for them to hear me and their slow speed inside the atoll helped me circle them a few times at flank dropping fish into them.

That however was not the weird part.

After leaving and heading south I came across two large groups to the southwest and skies were peppered with USN planes from Strong Island. Over and Over PBY were machine gunning the shipping. I watched for a while and then took off for the first group.

It was also being attacked over and over from planes coming out of Strong island. It was an Ada Maru a huge Ocean Liner then another Ada Maru.

From 9000 yards and only one fish on the boat I fired at the Liner. Several minutes later I hit her stern and she blow up like I had hit her with a MOAB. BOTH ADA MARU blew up from her explosions. I didn't get credit for sinking them ... only credit for the liner. It really surprised me they sank from the liners explosion. I would say they were 500 yards ahead and astern of her.

After several resupplies from Talugi I am heading home with:

Merchants sunk 15
Warships sunk 6

318,000 + tonnes.
I "destroyed" a five ship convoy one time with one torpedo and a couple of planes - getting credit for just the one, but similar to what you did, I hit a ship carrying ammunition apparently, and they were all running away from an airplane attack, so were basically bunched together, almost running into each other. So when the ammunition ship went up, the nearby small merchant was also annihilated, and actually sank first. The explosions also ignited a nearby tanker (avgas??), which blew sky-high, and severely damaged the nearby fast freighter and the other ship, which were then finished off with more planes, before I could get my boat turned... Gone in like 60 seconds... :yep:

It sounds like there are too many PBY at Strong Island, eh?... lol - we might have to twiddle with that in the future. That Yamato movement was one of several "historical" moves in the mod now, so you just ruined history, good sir!

We are back to testing the airplanes tomorrow. s7rikeback has been hard at work going through the entire Roster. We'll put them through the ringer testing, and hopefully get ourselves a new loading graphic and get this next release out, then add to what the planes have - maybe... but most of them will now no longer seemingly ignore your boat, unless they have nothing left to throw at you. They don't really "ignore" you, but "fone home" and let others know that there is a sub in the area, which is why you sometimes do not see traffic. Also, a torpedo plane in v1 will do at least a 360° turn to scrub-off altitude to attack you, from about 6800-9200 yards out, depending upon if and when they see you. It might take them a while to come around again for the actual attack run. Then there is the radar reports you are getting - is it friendly, or is it enemy? If it's friendly, and happens to see one of the myriad Japanese submarines, or ships, on the surface, you might see the plane do some radical turns. They are "intelligent", remember?... which of course, is about as smart as I am... :roll: t'ain't very... :salute:

merc4ulfate
01-02-20, 08:31 PM
In the Support folder is a file "FotRSU - Equipment & Unit list.xlsx" which has a lot of the "assets'" info, but not the draft. In the next release will be a pdf with basically what the cfg files have in them for the ships "dimensions". Now, the game does not use most of those figures except in the RecMan, it uses the sim and other files for the "correct" data. This is one of RR's pet peeves that will stay, in that there was bad information, and there was misinformation, and there was missing information in the RecMans used back then, not forgetting to mention typoes - like 34 instead of 24 probably... There are also more than one Katori model in the mod, don't forget. One has planes, one has lots of depth charges. Lots. They are both slow though.

Like you did, it behooves a skipper to use his common sense when shooting at a ship. Most CL didn't have much as far as torpedo protection goes, so the target most likely would have had a 12-15 foot depth, impact pistol, set of torpedoes shot at it, except of course, in the first year of the war, or under Christie... :roll: - If CapnScurvy comes out of retirement and gives all an FotRSU OTC mod, then you will have the perfect RecMan, because it would be necessary for the mod to have such. Now, witness merc4ulfate below, and his haul on the last patrol... :arrgh!: - he don't need no shteenking RecMan at ~all~... :har:



I "destroyed" a five ship convoy one time with one torpedo and a couple of planes - getting credit for just the one, but similar to what you did, I hit a ship carrying ammunition apparently, and they were all running away from an airplane attack, so were basically bunched together, almost running into each other. So when the ammunition ship went up, the nearby small merchant was also annihilated, and actually sank first. The explosions also ignited a nearby tanker (avgas??), which blew sky-high, and severely damaged the nearby fast freighter and the other ship, which were then finished off with more planes, before I could get my boat turned... Gone in like 60 seconds... :yep:

It sounds like there are too many PBY at Strong Island, eh?... lol - we might have to twiddle with that in the future. That Yamato movement was one of several "historical" moves in the mod now, so you just ruined history, good sir!

We are back to testing the airplanes tomorrow. s7rikeback has been hard at work going through the entire Roster. We'll put them through the ringer testing, and hopefully get ourselves a new loading graphic and get this next release out, then add to what the planes have - maybe... but most of them will now no longer seemingly ignore your boat, unless they have nothing left to throw at you. They don't really "ignore" you, but "fone home" and let others know that there is a sub in the area, which is why you sometimes do not see traffic. Also, a torpedo plane in v1 will do at least a 360° turn to scrub-off altitude to attack you, from about 6800-9200 yards out, depending upon if and when they see you. It might take them a while to come around again for the actual attack run. Then there is the radar reports you are getting - is it friendly, or is it enemy? If it's friendly, and happens to see one of the myriad Japanese submarines, or ships, on the surface, you might see the plane do some radical turns. They are "intelligent", remember?... which of course, is about as smart as I am... :roll: t'ain't very... :salute:

Ruined history?

I just came back from Eniwetok again ... 344,000 tonnes. DD, CA, CV, 2 Kongo and Yamato. DD chasing me about but due to poor weather and night time and going to 300 feet at flank then popping up 2000 yards away and firing again they haven't even got close with an ash can. There are not only Task Force in the Lagoon but outside it as well. 26 ships in one I counted.

It is like the Marianas Turkey shoot for submarines. Even when I miss I hit something lol.

Kongo Otto
01-03-20, 10:49 PM
I opted for manual targeting system in the option settings and every time I load the game the auto targeting system is active again.


The settings in my documents/SH4/data/cfg are:
Gameplay settings cfg<.
[Current]
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true
RealisticRepairTime=true
ManualTargetingSystem=true
NoMapUpdate=false
RealisticSensors=true
DudTorpedoes=true
RealisticReload=true
NoEventCamera=false
NoExternalView=false
NoStabilizeView=true
MPShowPlayerNames=true
MPShowTorpedoes=true

[MiscSettings]
CurrentNation=American
MeasurementUnits=authentic




I don't know what to do. Is this a bug or is this mod ment to be played the auto targeting way?

propbeanie
01-03-20, 11:59 PM
Which area of the mod are you using to change that setting Kongo Otto? When you start the game and choose the "Options" menu and do changes and save them there, those are for the Single Mission and Quick Patrols areas of the game. If you are going into the Career mode, once you are in the Captain's office at the desk, look to the left and click on the wooden radio console, and you'll get another set of Options for the Career section only. Strange thing you might notice, is that some of the options are the same as the Main Menu's Options settings, but, such is programming and gaming... Let us know asap please, if that's not what the issue is. Thanks :salute:

Kongo Otto
01-04-20, 03:04 AM
Which area of the mod are you using to change that setting Kongo Otto? When you start the game and choose the "Options" menu and do changes and save them there, those are for the Single Mission and Quick Patrols areas of the game. If you are going into the Career mode, once you are in the Captain's office at the desk, look to the left and click on the wooden radio console, and you'll get another set of Options for the Career section only. Strange thing you might notice, is that some of the options are the same as the Main Menu's Options settings, but, such is programming and gaming... Let us know asap please, if that's not what the issue is. Thanks :salute:


Thanks for the reply, propbeanie. :salute:
Yeah I did use the "Options" menue and not the Captains office, which would explain that. My bad, sorry.
Also I have another little problem, nothing really bad tho, when I plot a course and set time to 256 the boat follows the course but sometime when it has to change course it stops and goes to 0 knots.
I then go to 1x time and set speed agian to standard and go up to 256 again and it moves again.

propbeanie
01-04-20, 12:04 PM
That is an odd one... :hmmm: - What happens if you use 512x TC instead? How about 128x?? Does it do it every time in 256x TC? When you activated the mod, did you empty your Save folder, generally in "C:\Users \UserName \Documents \SH4" or similar, OS dependent? Do you use the LAA applet to set the bits on the SH4.exe file, to where Windows "knows" that SH4 is capable of addressing more than 4gig of RAM? Thanks.

In the meantime, nothing to be "sorry" for in this. It's just a game, and is rather recalcitrant in its relationship with us mere humans... :roll: :salute:

propbeanie
01-04-20, 02:55 PM
Here's a little "test" vid of airplanes, and the others tested thus far have performed as well as this. They "see" thinks now, and they attack things - sometimes too many times for their own good... :roll:

https://www.youtube.com/watch?v=JHB-rY6HRco

s7rikeback is trying another aspect that we hadn't considered before, and if it works, we will consider this issue completely resolved, though we will still need folks paying attention to all airplanes flying about their SH4 world in FotRSU, and letting us know how the next version does. :salute:

Michael Wood
01-04-20, 04:33 PM
Thanks for the reply, propbeanie. :salute:
Also I have another little problem, nothing really bad tho, when I plot a course and set time to 256 the boat follows the course but sometime when it has to change course it stops and goes to 0 knots.
I then go to 1x time and set speed agian to standard and go up to 256 again and it moves again.

Does that a lot in all versions of the game. Code issue, not related to FOTRS. Recommend plotting 90 degree or less turns for patrol pattern and not 350 degree or greater turns. Confuses path finding algorithm less.

Kongo Otto
01-04-20, 05:33 PM
That is an odd one... :hmmm: - What happens if you use 512x TC instead? How about 128x?? Does it do it every time in 256x TC? When you activated the mod, did you empty your Save folder, generally in "C:\Users \UserName \Documents \SH4" or similar, OS dependent? Do you use the LAA applet to set the bits on the SH4.exe file, to where Windows "knows" that SH4 is capable of addressing more than 4gig of RAM? Thanks.

In the meantime, nothing to be "sorry" for in this. It's just a game, and is rather recalcitrant in its relationship with us mere humans... :roll: :salute:


Hi propbeanie.



I had a pristine installation of SH4 before I activated the mod and the SH4 folder in "C:\Users \UserName \Documents \SH4" was empty.Yes, I use LAA.

So far I could see that behavior in 256, 512 and 1024 but not in lesser TC settings. It follows the plotted course and when it changes course it does stop and goes down to zero knots, but it does not do it right from the start.
The strange behavior starts about after the fifth course change of a plotted course. Alternatively instead of setting tc to 1 and setting speed to standard, when I change view from the map (F5) to the bridge (F4) the boat starts to gain speed again. Then I can go back to the map and I can see the ship starting to follow the plotted course again.



:Kaleun_Salute:

Kongo Otto
01-04-20, 05:35 PM
Does that a lot in all versions of the game. Code issue, not related to FOTRS. Recommend plotting 90 degree or less turns for patrol pattern and not 350 degree or greater turns. Confuses path finding algorithm less.


Thanks for the info, will do so in the future. :salute:

merc4ulfate
01-05-20, 08:12 PM
Does that a lot in all versions of the game. Code issue, not related to FOTRS. Recommend plotting 90 degree or less turns for patrol pattern and not 350 degree or greater turns. Confuses path finding algorithm less.

In all my years of playing I have never once seen this happen. Yes I have had 350 degree course changes in my waypoints.

merc4ulfate
01-05-20, 08:24 PM
Here's a little "test" vid of airplanes, and the others tested thus far have performed as well as this. They "see" thinks now, and they attack things - sometimes too many times for their own good... :roll:

https://www.youtube.com/watch?v=JHB-rY6HRco

s7rikeback is trying another aspect that we hadn't considered before, and if it works, we will consider this issue completely resolved, though we will still need folks paying attention to all airplanes flying about their SH4 world in FotRSU, and letting us know how the next version does. :salute:

Resolved?
So it looks like the AI fished its own ally and the american planes can not hit an object that isn't moving. Seriously messed up I'd say. Can the american planes be set higher as far as skill level such as elite. The american flyers were veterans or taught by veterans and I would think the AI skill level should reflect that.

Kongo Otto
01-05-20, 09:39 PM
It might be nit picking, but right now I'm patrolling the Davao Gulf and all I see are US Tugs and Dutch freighters coming out of Davao.

Davao irl was captured by the Japanese at 20th December 1941 and I'm patrolling at 11th February 1942, there shouldn't be any kind of tugs or allied freighters even near the vicinity.


https://abload.de/img/sh4img2020-01-06_03.2bekkf.png (https://abload.de/image.php?img=sh4img2020-01-06_03.2bekkf.png)

von Zelda
01-06-20, 09:13 PM
propbeanie,

I've been on several patrols near Okinawa in late 1944 and the game begins to freeze up when I get to within 20NM of Okinawa. The closer I get the worse it freezes up. I suspect there is just too much traffic within the Okinawa harbor. Too many ships, too many planes, etc. too much for my game to handle. It doesn't crash, it just freezes up and stops. Assigned to deliver an agent to the shoreline east of Okinawa on the right hand side of the island. The game froze as we got close to land and to Okinawa harbor on the opposite side of the island.

I could almost say the same thing about Pearl, Midway and Brisbaine; but, at least the game doesn't freeze up there.

Just my opinion but some of this harbor traffic is too much & unnecessary, I rather have a smooth running game while I'm seeing less shipping inside the harbor.

Any way you could check into the harbor traffic within Okinawa? I think this one is over the top. Thanks.

propbeanie
01-07-20, 01:29 AM
Resolved?
So it looks like the AI fished its own ally and the american planes can not hit an object that isn't moving. Seriously messed up I'd say. Can the american planes be set higher as far as skill level such as elite. The american flyers were veterans or taught by veterans and I would think the AI skill level should reflect that.
Should I post you the video of them tearing up a CV, CVE, CL & 4 DD, sending all to the bottom in less than 30 minutes? Those are dive bombers only. No supporting TB, no fighters. Just slow dive bombers. They are set in 4 groups of 2. Most of the game has groups of six or more. When I made the CV Attack Group vid, all of the planes were indepent. Much better flying and weapons usage, but that is a LOT of work. The airplanes in that 4x2 Dauntless vid are set to Elite. There is nothing higher. If Set to Veteran, they would crash into each other every once in a while. If set to Competent, they crash into the ships and the ocean. Silent Hunter has never been any good at flying airplanes. Besides the fact, as stated in the video, that it is 8 Dauntless with the "Basic" loadout, which at the time of the video is the small bombs. They see the enemy. They attack the enemy, so they are "fixed" as far as the game is concerned. There might be a slight further improvement when s7rikeback gets ALL of the planes in conformance, but notice the framerate in that video, toward the upper left center. That is 30fps, locked with antilag, and you will see the occasional "blip", but nothing like we were seeing.


It might be nit picking, but right now I'm patrolling the Davao Gulf and all I see are US Tugs and Dutch freighters coming out of Davao.

Davao irl was captured by the Japanese at 20th December 1941 and I'm patrolling at 11th February 1942, there shouldn't be any kind of tugs or allied freighters even near the vicinity.

[pic]

We minimized similar traffic in the Marshalls during the same time frame. I'll look at Davao.

propbeanie,

I've been on several patrols near Okinawa in late 1944 and the game begins to freeze up when I get to within 20NM of Okinawa. The closer I get the worse it freezes up. I suspect there is just too much traffic within the Okinawa harbor. Too many ships, too many planes, etc. too much for my game to handle. It doesn't crash, it just freezes up and stops. Assigned to deliver an agent to the shoreline east of Okinawa on the right hand side of the island. The game froze as we got close to land and to Okinawa harbor on the opposite side of the island.

I could almost say the same thing about Pearl, Midway and Brisbaine; but, at least the game doesn't freeze up there.

Just my opinion but some of this harbor traffic is too much & unnecessary, I rather have a smooth running game while I'm seeing less shipping inside the harbor.

Any way you could check into the harbor traffic within Okinawa? I think this one is over the top. Thanks.
We could build you guys a "NO Harbors" version (we would delete the Harbors layers, and you would see nothing in them), but we do get more praise for a world that is "alive", than we do for criticism against traffic. Of note, is that I was running the game fine on a Core i3 with 4 gig of RAM on Windows 8 until recently when the machine died, and had it running on a low-end dual core with 2 gig of RAM and Windows XP until the Museum got too big for it. Also of note is that the FotRSU team has not edited anything around Okinawa, and there really isn't much going on around there. In fact, a lot of harbors in FotRSU actually have less traffic than when we started working on the mod, mostly because the ships were crashing into each other all of the time. The main thing to look out for near harbors are your radars. When near a friendly harbor, turn your radars off. Do not exceed 128x TC.

I will look for an Insertion mission for Okinawa, but I do not recall FotRSU as having one... Are you sure you've got a "clean" FotRSU install? Did you empty the Save folder after activating the mod?

I just got to thinking - are you running FotRSU (Ultimate), or are you using FOTRS, such as v1.2 or v1.3?? - If you have FOTRS, there are "run-a-way" spawns that FotRSU corrects, and the Okinawa corridor is where you potentially see two giant groups of DD. I mean groups of 60+ DD have been reported, sometimes congregating into a mess when none of them can move. The result from the player's perspective is a framerate that drops to the single-digits, and eventually crashes. :salute:

von Zelda
01-07-20, 04:36 AM
We could build you guys a "NO Harbors" version (we would delete the Harbors layers, and you would see nothing in them), but we do get more praise for a world that is "alive", than we do for criticism against traffic...... Also of note is that the FotRSU team has not edited anything around Okinawa, and there really isn't much going on around there. In fact, a lot of harbors in FotRSU actually have less traffic than when we started working on the mod, mostly because the ships were crashing into each other all of the time. The main thing to look out for near harbors are your radars. When near a friendly harbor, turn your radars off. Do not exceed 128x TC.

I will look for an Insertion mission for Okinawa, but I do not recall FotRSU as having one...

I just got to thinking - are you running FotRSU (Ultimate), or are you using FOTRS, such as v1.2 or v1.3?? - If you have FOTRS, there are "run-a-way" spawns that FotRSU corrects, and the Okinawa corridor is where you potentially see two giant groups of DD. I mean groups of 60+ DD have been reported, sometimes congregating into a mess when none of them can move. The result from the player's perspective is a frame rate that drops to the single-digits, and eventually crashes.
The US & British ports are NOT a big problem although returning to one is a somewhat slow process. I turn radar off but that surface sonar is a real bug and it slows ya down. Maybe a "No Traffic Friendly Harbor Mod" in the future?

I'm using the new FothRS UE by the way. The time period is Oct, Nov, Dec 1944. This 20nm area around Okinawa is the only area that I've found where the frame rate drops so low the game stops. I'm not receiving any radar or sonar signals, just a slowing down. Per your DD description above, maybe there's a large task force or convoy positioned in or near the Okinawa harbor causing an issue?

Thanks for looking into it.

von Zelda
01-07-20, 06:23 AM
propbeanie,

Dec. 19, 1944 after dark in Heavy Rain and Heavy Fog:

Eastbound at top speed on the surface, approx. 25 nm due west of Okinawa Harbor itself. Game now close to zero frame rate and could make no more orders or changes to the game. Had to quit.

Observed at least 68 ships by radar and sonar, probably more, mostly stationary, located mostly in deep water on the southern, shallow portion of the gulf some 8 nm to 24 nm due west of the Okinawa Harbor in groups of 11, 9, 8 and 39 (in 2 long rows) with multiple battleships and carriers of the same class or type.

Could not proceed any further due to low frame rate. Most likely more enemy ships out of radar and sonar range!

Hope this helps indicate the problem.

propbeanie
01-07-20, 07:43 AM
The US & British ports are NOT a big problem although returning to one is a somewhat slow process. I turn radar off but that surface sonar is a real bug and it slows ya down. Maybe a "No Traffic Friendly Harbor Mod" in the future?

I'm using the new FothRS UE by the way. The time period is Oct, Nov, Dec 1944. This 20nm area around Okinawa is the only area that I've found where the frame rate drops so low the game stops. I'm not receiving any radar or sonar signals, just a slowing down. Per your DD description above, maybe there's a large task force or convoy positioned in or near the Okinawa harbor causing an issue?

Thanks for looking into it.
propbeanie,

Dec. 19, 1944 after dark in Heavy Rain and Heavy Fog:

Eastbound at top speed on the surface, approx. 25 nm due west of Okinawa Harbor itself. Game now close to zero frame rate and could make no more orders or changes to the game. Had to quit.

Observed at least 68 ships by radar and sonar, probably more, mostly stationary, located mostly in deep water on the southern, shallow portion of the gulf some 8 nm to 24 nm due west of the Okinawa Harbor in groups of 11, 9, 8 and 39 (in 2 long rows) with multiple battleships and carriers of the same class or type.

Could not proceed any further due to low frame rate. Most likely more enemy ships out of radar and sonar range!

Hope this helps indicate the problem.
If the friendly ports cause you no issues, then Okinawa surely shouldn't. I have run a set of test missions from Dec of 1943 when traffic is the heaviest there, through January of 1945 when it really starts to drop off in the area. I cannot find any issue around there. Here is a screen grab of the Mission Editor, with the player running on December 19, 1944:

https://i.imgur.com/V9YNtdL.jpg

In the immediate area are 3 coastal groups. No convoys, no task forces, no major groupings of any ship, other than those, of which two are sets of fishing boats, calling for one boat each 100% of the time, and a 2nd fishing boat 50% of the time. Those groups spawn about 80% of the time every 25 hours, and they do terminate after their runs. The 3rd group is a set of Daihatsu barges, with up to four of them in the group, with an armed one "escorting" them at times. In the harbors themselves, with Naha being the main one (lower-middle-right), and another just south of there, both having over a dozen ships along their respective docks, but each only spawning one ship - which is reduced from the highs back in 1943, to simulate the impact of the US subs and CV Attack Groups on Japanese shipping late in the war. That's all that shows for multiple runs in the ME. I cannot come close to replicating what you are experiencing. The US invasion occurs in April, and the IJN had already withdrawn most of their warships either to Singapore or the home islands.

I'll ask again, did you clear the Save folder contents after activating FotRSU, and do you have only FotRSU files in there? No RFB stuff or anything else from experimenting with the sonar on the subs? Any files from any other mod will render FotRSU useless and full of errors. We have completely different calls on most major ships, as well as different airplane calls. :salute:

von Zelda
01-07-20, 10:34 AM
I'm going to clear the save folder and try everything from the beginning.

propbeanie
01-07-20, 02:41 PM
:salute: - btw, if anyone has issues with being near harbors in general, you could always open the Data / Campaigns / Campaign folder, find all of the *_HarborTraffic.mis files, open them one by one, and delete all test out of them, and then Save them as an "*.*" All file, with the "MIS" extension, which even MS Notepad should be capable of doing without prompting. Write or Word, or any word processor would need to be lead by the nose to do that correctly, as does Notepad if you aren't careful. The files are called by the Campaign.cfg file, so have to be "found", else you'll bomb, but the game doesn't care if they're empty or not. Just be aware that doing such will eliminate a LOT of traffic. There most likely isn't anyone that would need to do that, unless you are on a computer barely above the Ubisoft minimum recommendations
-Minimum Configuration:
Windowsź 7, Windowsź 8.1, 10
DirectX 9.0c
2 GHz Pentium 4, AMD Athlon, or equivalent
1024 MB RAM
128MB DirectX 9.0c compatible graphics card with Pixel Shader 2.0 capability
DirectX 9.0C compatible sound device
DVD-ROM 4x or faster
6.0 GB hard drive space
Windows-compatible mouse required
Internet connection for play on Ubi.com (minimum 56k modem or broadband)

-Recommended Configuration:
Windowsź 7, Windowsź 8.1, 10
DirectX 9.0c
3 GHz Pentium 4, AMD Athlon or equivalent
2048 MB RAM
256MB DirectX 9.0c compatible graphics card with Pixel Shader 2.0 capability
DirectX 9.0c compatible sound device
DVD-ROM 4x or faster
6.0 GB hard drive space
Windows-compatible mouse required
Internet connection for play on Ubi.com (minimum 56k modem or broadband)

*Supported Video Cards at Time of Release:
ATI(r): 9600/9700/9800, X300 to X850, X1300 to X1800
NVIDIA(r): 6200/6600/6800/7800

*Not Supported Video Cards at Time of Release:
ATI(r): 9200 and below/9500
NVIDIA(r): 5200 and below/5600/5700/5800/5900
Laptop models of these cards are not supported.
We recommend a dual core machine with at least 4 gig of RAM and a 64-bit OS, to ease the application of memory management beyond 2 gig. You can do that in a 32-bit OS, it's just more difficult and "dangerous" to do... That said, as I've mentioned, I've had it running OK on a 2 gig machine with an nVidia 6200 AGP card, but with most everything turned down - and you will NOT get the Museum to run... :salute:

Nicolas
01-08-20, 01:08 AM
Thanks for the mod!
I see easy aob is being used, nice.

So, i played 3 patrols, my first time with fotrs, and at first i crash dived when detecting airplanes but i was surprised on the surface by airplanes and decided to stay on the surface: they do not attack, now it happened like lots of times that they pass very close and don't seem to see me, weird, everything else is working perfectly until now. I am on a s boat.

One other question, i modified the days spent at base in basic.cfg but the game it seems is not reflecting that, so this is correct place to modify that? i searched with google but i couldln't find an answer. Or that was for sh3 and obsolete?

Thanks!

Nicolas
01-08-20, 04:16 AM
Bug:
Ok, so i don't know what happened but the deck gun crew dissapeared after installing an AA gun (20 mm) and a refit of the same.
I went on patrol and no slot for crew on deck gun.
I tried removing "AdditionalRepository" in that file but i can't find this text in that file.

Also, like i posted, aircraft didn't attack even when passing right above me,

propbeanie
01-08-20, 08:37 AM
Thanks for the mod!
I see easy aob is being used, nice.

So, i played 3 patrols, my first time with fotrs, and at first i crash dived when detecting airplanes but i was surprised on the surface by airplanes and decided to stay on the surface: they do not attack, now it happened like lots of times that they pass very close and don't seem to see me, weird, everything else is working perfectly until now. I am on a s boat.

One other question, i modified the days spent at base in basic.cfg but the game it seems is not reflecting that, so this is correct place to modify that? i searched with google but i couldln't find an answer. Or that was for sh3 and obsolete?

Thanks!
Use the Data / Cfg / UPC.cfg file for the Days In Base

Bug:
Ok, so i don't know what happened but the deck gun crew dissapeared after installing an AA gun (20 mm) and a refit of the same.
I went on patrol and no slot for crew on deck gun.
I tried removing "AdditionalRepository" in that file but i can't find this text in that file.

Also, like i posted, aircraft didn't attack even when passing right above me,
The airplanes had a combination of issues. Some of the planes had a "custom" AI_Visual call that was missed, in spite of the "custom" dat file having been removed. Simple oversight there on several of them, hence they could not "see" anything... Probably made take-offs and landings interesting... :roll: - In addition to that, there were several planes that had issues with their Loadouts, either in the definition or the call, or both. Therefore, some of them could "see" you, but could not attack. Didn't even have an empty Coke bottle to throw out the cockpit... :roll: - and some planes just refused to do what we wanted... All of that has been re-worked for the next version, which is being put together now, and has advanced the version numbering scheme beyond comprehension :oops: ... fingers crossed for a new version in just a few more days.

As for the deck guns. They were 'cemented' in position, under the hope that an update would not cause any issues. This apparently has introduced a new problem. When you did your AA upgrade, there was probably already a deck gun upgrade that the game 'gave' you. When the game attempts to upgrade the deck gun, the one that is placed on the sub already is not editable, so therefore the game goes ahead and puts the new one in the empty deck gun position. ie: You have a submarine with an aft-mounted deck gun. When it comes time for the 'upgrade', the aft-mounted gun is seemingly "write-protected" and cannot be removed, for whatever reason. The fore-mount on the submarine is empty, so that's where the game puts the new one. Unfortunately, the positions are no longer there, but the game doesn't care, and once again overwrites what the modder intended... :roll: - Once we get the new version out, that will be wrenched on, and we might end up with the player having a choice once again for deck gun placement, and probably still losing the crew slots, but at least being able to recover from it... maybe... lol - :salute:

Michael Wood
01-08-20, 09:45 AM
Began new campaign at Manila in the S-35 on December 9th.

Noticed that Glynn Summers (O2), Bruce Rosencrans (02) and Blish Greco (01) were all wearing the collar insignia of O3. As I always like my officers to wear long sleeve shirts with proper insignias at all time (like crew to look sharp since my service on the USS Caine), I fixed this and corrected the insignias in ActiveUserPlayerUnits.upc file.

Was ordered to patrol Verde Bay and Verde Is. area. December 12th, while on station at 3 pm and 5 pm, I was on surface (I know, I know) and was attacked by single Kawanishi H6K Type 97 Large Flying Boat on both occasions. Went to battle stations, manned Ma Deuce and told Petty Officer 2nd class Ian Callaghan, manning the AA gun to fire at will. The first aeroplane made a strafing run and then a bombing run with a near miss, no damage to boat in either case. The second aeroplane made his bombing run and then his strafing run, again with a near miss and no damage. In both cases Callaghan got hits on aeroplanes and both left on fire.

So, it would seem that some planes do sometimes see boats.

Nicolas
01-08-20, 11:58 AM
Use the Data / Cfg / UPC.cfg file for the Days In Base


The airplanes had a combination of issues. Some of the planes had a "custom" AI_Visual call that was missed, in spite of the "custom" dat file having been removed. Simple oversight there on several of them, hence they could not "see" anything... Probably made take-offs and landings interesting... :roll: - In addition to that, there were several planes that had issues with their Loadouts, either in the definition or the call, or both. Therefore, some of them could "see" you, but could not attack. Didn't even have an empty Coke bottle to throw out the cockpit... :roll: - and some planes just refused to do what we wanted... All of that has been re-worked for the next version, which is being put together now, and has advanced the version numbering scheme beyond comprehension :oops: ... fingers crossed for a new version in just a few more days.

As for the deck guns. They were 'cemented' in position, under the hope that an update would not cause any issues. This apparently has introduced a new problem. When you did your AA upgrade, there was probably already a deck gun upgrade that the game 'gave' you. When the game attempts to upgrade the deck gun, the one that is placed on the sub already is not editable, so therefore the game goes ahead and puts the new one in the empty deck gun position. ie: You have a submarine with an aft-mounted deck gun. When it comes time for the 'upgrade', the aft-mounted gun is seemingly "write-protected" and cannot be removed, for whatever reason. The fore-mount on the submarine is empty, so that's where the game puts the new one. Unfortunately, the positions are no longer there, but the game doesn't care, and once again overwrites what the modder intended... :roll: - Once we get the new version out, that will be wrenched on, and we might end up with the player having a choice once again for deck gun placement, and probably still losing the crew slots, but at least being able to recover from it... maybe... lol - :salute:

Thanks.
Looking forward for the next update.
I had to discard one patrol and go back to fix the gun sadly.

propbeanie
01-08-20, 01:26 PM
Began new campaign at Manila in the S-35 on December 9th.

Noticed that Glynn Summers (O2), Bruce Rosencrans (02) and Blish Greco (01) were all wearing the collar insignia of O3. As I always like my officers to war long sleeve shirts with proper insignias at all time (like crew to look sharp since my service on the USS Caine), I fixed this and corrected the insignias in ActiveUserPlayerUnits.upc file.

Was ordered to patrol Verde Bay and Verde Is. area. December 12th, while on station at 3 pm and 5 pm, I was on surface (I know, I know) and was attacked by single Kawanishi H6K Type 97 Large Flying Boat on both occasions. Went to battle stations, manned Ma Deuce and told Petty Officer 2nd class Ian Callaghan, manning the AA gun to fire at will. The first aeroplane made a strafing run and then a bombing run with a near miss, no damage to boat in either case. The second aeroplane made his bombing run and then his strafing run, again with a near miss and no damage. In both cases Callaghan got hits on aeroplanes and both left on fire.

So, it would seem that some planes do sometimes see boats.
Well... we don't want you having to go into the Save folder for edits on Rank Insignia... we'll do some digging. :salute:

Some planes do attack, so you do still have to be careful. The big floatplanes are rather cumbersome, but can hit every once in a while, plus they have more bombs and more chances to try. Some of the smaller planes are rather precise in their attacks - but only the ones that see you. This issue is 'fixed' in the next release. Still stepping through them all though to make certain they aren't blind as the three blind mice... :salute:

von Zelda
01-08-20, 05:06 PM
propbeanie,
On my 1st patrol of my second career in a Porpoise (with a new SAVE folder) out of Midway on Dec 9th.

I'm sailing southbound along the coastline of NW Guam on Dec 25, 1941 at 10pm and tracking a sonar signal for a slow moving warship. ID'd it as US Bagley class destroyer at 9300 yards that looks like he's just (merrily) patrolling the waters off Guam; but Guam has already been captured by the Japanese? Why is he out here tooling around by himself?

Found the harbor on south west side of Guam and had difficulty with the photo recon mission. Got a sonar line for a stationary vessel and even briefly, a little photo icon but could not see or lock onto a ship to photograph.

Maybe these items have already been examined? Looking forward to the upcoming update. Will I need to create a new SAVE folder? Thanks.

propbeanie
01-08-20, 09:25 PM
I'll look for that DD. I may have missed terminating one, and it's stuck in a continuous loop. As for the photo recon, there's not much to be done about that at this time and it is mentioned on page 1 of the thread, but you do have to get within as close as 900 yards at times, depending upon the sea state and visibility. I've never gotten one from further away than 1200 yards, sometimes have to get even closer. That particular mission, the FotoRecon isn't worth very much, and are secondary objectives. :salute:

Kongo Otto
01-09-20, 03:27 PM
Have this strange thing on both night and attack periscope.
I don't know if that's a stock game bug or not so I thought I let you know.
Happens on s-class boat.
https://abload.de/img/sh4img2020-01-07_23.1iykht.png

propbeanie
01-09-20, 07:42 PM
Have this strange thing on both night and attack periscope.
I don't know if that's a stock game bug or not so I thought I let you know.
Happens on s-class boat.
https://abload.de/img/sh4img2020-01-07_23.1iykht.png
That, and a "steam" pire that seems to follow you, or your U-Mark being up in the sky and moving up and down in relation to where you put the external camera all can happen after shelling-out to Windows - the most common way - which is 'fixed' by avoiding shelling-out (I know, I know "blame the user" syndrome), or it can happen after using high time compression (again, fixed by not using high time compression) [Captain Obvious Interupting]"Er, uh, excuse me sir, how exactly do you define 'High Time Compression'?[/COI] "Why, anything that causes the game to glitch, of course!" But seriously, these kinds of things were the main reason that there was a 2048x TC limit on the game previously, and in reality, 1024x is probably too much sometimes for the game engine... All of that said, the external cameras and the way they are set-up now, seem to contribute a little bit also. It also seems to be very computer specific, including video card specific. Plus, the settings in GFXSetting.cfg also seem to contribute, like the sun shining through the water, or the lighthouses shining through land... Save the game, exit the game, re-start the game, and Load the Save, hold your mouth correctly as you do all of that), and maybe it will clear. Graphic anomalies are very difficult to track down, but I have occasionally seen that on my system. If it keeps doing that, you might want to experiment with the video settings on the Options menu, try one thing at a time, if see if that makes a difference. :salute:

Fifi
01-10-20, 02:24 AM
That, and a "steam" pire that seems to follow you, or your U-Mark being up in the sky and moving up and down in relation to where you put the external camera all can happen after shelling-out to Windows - the most common way - which is 'fixed' by avoiding shelling-out (I know, I know "blame the user" syndrome), or it can happen after using high time compression (again, fixed by not using high time compression) [Captain Obvious Interupting]"Er, uh, excuse me sir, how exactly do you define 'High Time Compression'?[/COI] "Why, anything that causes the game to glitch, of course!" But seriously, these kinds of things were the main reason that there was a 2048x TC limit on the game previously, and in reality, 1024x is probably too much sometimes for the game engine... All of that said, the external cameras and the way they are set-up now, seem to contribute a little bit also. It also seems to be very computer specific, including video card specific. Plus, the settings in GFXSetting.cfg also seem to contribute, like the sun shining through the water, or the lighthouses shining through land... Save the game, exit the game, re-start the game, and Load the Save, hold your mouth correctly as you do all of that), and maybe it will clear. Graphic anomalies are very difficult to track down, but I have occasionally seen that on my system. If it keeps doing that, you might want to experiment with the video settings on the Options menu, try one thing at a time, if see if that makes a difference. :salute:

For graphical glitches like the one shown on picture above, there are also important files lying in Data/shaders :yep:
Many files related to graphical rendering for all game aspects.
Once i managed to solve a visual glitch we had in DW, the sub shape was sometimes doubled when underwater and periscope view underwater was also a bit off…now it’s clean and nice.
But I’m not familiar with the language spoken in those files...just had the chance to find the right file in other game mod :D

propbeanie
01-10-20, 11:47 AM
Yes, if something is there all of the time, there would be a file reason. When it is not always there, then where would one look? :salute:

cbrown1790
01-12-20, 07:26 AM
Hello,
I'm thinking of a way to install FOTRS while keeping other versions (TMO, WDAD, and vanilla) of SH4.

I've been using Multi Sh4 for this basing it off of a clean install, making copies of the clean install and renaming to the appropriate mod.

Would this clean install work for the installation of FOTRS (making another copy of the game files)

Would I lose the other mods even though they have separate save file locations?

Or.... another idea. Buy the steam version, install in a location not in the default location, and then using that for FOTRS.

It's the whole registry thing that cofusses me.

Randomizer
01-12-20, 12:13 PM
I use Multi-SH4 but keep the original installation pristine. So my SH4 library includes installations of Stock, Real Fleet Boat, Trigger Maru Overhauled with Run Silent Run Deep, Soviet Waterways, We Dive at Dawn, Operation Monsun, Dark Waters and Fall of the Rising Sun Ultimate.

Each version has its own saved games folder and they all run just fine on their own. I have never detected any conflicts or issues between the assorted mods.

-C

cbrown1790
01-13-20, 01:41 AM
Thanks. So using Multi Sh4 should work with installing FotRS?

Fifi
01-13-20, 03:05 AM
Thanks. So using Multi Sh4 should work with installing FotRS?

Yes, with one MultiSH4 installed, you can have as many SH4 mega mods you want on your computer, each one will have its own Document folder so no conflicts between them.
MultiSH4 will ask you to name them with 3 digit letters.
Randomizer has explained it very well above!

Nicolas
01-14-20, 03:25 PM
I started in 1941 and now i am in late 1943, and after 3 or 5 encounters with escorted groups, i haven't been pinged not even once, i fire the torpedoes and dive deep, some destroyers passed close or even above me, but zero pings, one destroyer depth charged far away from me like 600 yards or something once and that was all the action i got from destroyers in all this patrols.


Is this normal behaviour
????????

I didn't like that in tmo the dd's were always pinging even when the sub didn't 'manifest' its presence, and even made a 'hack' to avoid that, but when i hit some targets i should expect some pinging from escorts that get close, or passing the thermal layer is a safe 'barrier' to being pinged?

Also does this mod have 'depth charge in the water' warning like TMO?

propbeanie
01-14-20, 10:12 PM
Yes, an issue was discovered in some of the escorts, and they will be "aggressive" in the next release, but that word is a matter of opinion. They will see you easier and will use more than one tool to try to find you. The thermal layer is stronger than in TMO, but not as strong as Stock.

If memory serves me correctly for a "Depth charges in the water" warning, there is a "splash" sound that you have to listen carefully for, but the vocal warning is generally not there. I have not hunted down all possible ways for it to be triggered, but I have not heard it for a while. I wish there was a way to get a "Incoming torpedo!" vocal warning, but alas... This is why there is no penalty for using the Event Viewer camera in FotRSU. That is like your sound man letting you know what is attacking you. :salute:

Fifi
01-15-20, 02:57 AM
If memory serves me correctly for a "Depth charges in the water" warning, there is a "splash" sound that you have to listen carefully for, but the vocal warning is generally not there. I have not hunted down all possible ways for it to be triggered, but I have not heard it for a while. I wish there was a way to get a "Incoming torpedo!" vocal warning, but alas... This is why there is no penalty for using the Event Viewer camera in FotRSU. That is like your sound man letting you know what is attacking you. :salute:

Yes, that’s an SH4 issue, Voice sounds are for the least … messed.
Never understood why voices speeches aren’t working even correctly displayed :hmmm:
The splash sound as you said is the only way to hear depth charges coming.
Just make sure of the correct sound in DC.dsd linked to all depth charges in .dat, and I think you can even adjust the volume of the splash so to be sure of hearing it…

Nicolas
01-15-20, 05:30 AM
Yes, an issue was discovered in some of the escorts, and they will be "aggressive" in the next release, but that word is a matter of opinion. They will see you easier and will use more than one tool to try to find you. The thermal layer is stronger than in TMO, but not as strong as Stock.

If memory serves me correctly for a "Depth charges in the water" warning, there is a "splash" sound that you have to listen carefully for, but the vocal warning is generally not there. I have not hunted down all possible ways for it to be triggered, but I have not heard it for a while. I wish there was a way to get a "Incoming torpedo!" vocal warning, but alas... This is why there is no penalty for using the Event Viewer camera in FotRSU. That is like your sound man letting you know what is attacking you. :salute:


My sonar guy i think it was picked something stationary, and i was curious and went to see, it was a japanese sub, i fired 1 torpedo at it and they evade it and started circling around, they must of saw my periscope because the next thing i see is a torpedo i did not fire on the event cam for my surprise... i crash dived very quickly. Nice. I left that sub alone, hard to hit moving like that anyway.

propbeanie
01-15-20, 10:06 AM
Yes, that’s an SH4 issue, Voice sounds are for the least … messed.
Never understood why voices speeches aren’t working even correctly displayed :hmmm:
The splash sound as you said is the only way to hear depth charges coming.
Just make sure of the correct sound in DC.dsd linked to all depth charges in .dat, and I think you can even adjust the volume of the splash so to be sure of hearing it…
Didn't someone replace that "splash" file with a vocal "Depth charges in the water" vocal audio file, and found that it played at some inappropriate times for the vocal announcement?

My sonar guy i think it was picked something stationary, and i was curious and went to see, it was a japanese sub, i fired 1 torpedo at it and they evade it and started circling around, they must of saw my periscope because the next thing i see is a torpedo i did not fire on the event cam for my surprise... i crash dived very quickly. Nice. I left that sub alone, hard to hit moving like that anyway.
The subs can be quite interesting. Some are set to be stationary on the surface for a while, and do attempt to give chase if you do not get them first. You definitely have to be careful on the approach, and use minimal periscope, plus "stealth". The Ko Hyoteki mini seems to be capable of submerging while chasing you (possibly just its "sea-keeping", or lack thereof while moving at higher speeds), making it very difficult to do a 2nd shot against. I have not seen any of the others submerge while moving, but there is a submerged Jyunsen B in the mod that could be used if anyone wants a real challenge. They move, they shoot, they scare the daylights out of opponents (they do activate the Event Camera when launching torps)... None of those are purposefully put in the career files, but there is a Single Mission that will have some, for those up for the challenge. Not in the mod yet...

btw, the airplanes are putting up a good fight, cantankerous as ever, but s7rikeback is whipping them into shape (it's actually the Loadout definitions versus the "B" nodes on the platforms), and we should have a fully functional set of them shortly. You will have to dive to avoid visual contact with all of them in the next release, due soon. :salute:

Fifi
01-15-20, 10:40 AM
:hmmm: didn’t know about this!
Basically a good idea for turn around, but i would be not surprised it can’t work as intended :03:

Nicolas
01-15-20, 01:18 PM
Didn't someone replace that "splash" file with a vocal "Depth charges in the water" vocal audio file, and found that it played at some inappropriate times for the vocal announcement?


The subs can be quite interesting. Some are set to be stationary on the surface for a while, and do attempt to give chase if you do not get them first. You definitely have to be careful on the approach, and use minimal periscope, plus "stealth". The Ko Hyoteki mini seems to be capable of submerging while chasing you (possibly just its "sea-keeping", or lack thereof while moving at higher speeds), making it very difficult to do a 2nd shot against. I have not seen any of the others submerge while moving, but there is a submerged Jyunsen B in the mod that could be used if anyone wants a real challenge. They move, they shoot, they scare the daylights out of opponents (they do activate the Event Camera when launching torps)... None of those are purposefully put in the career files, but there is a Single Mission that will have some, for those up for the challenge. Not in the mod yet...

btw, the airplanes are putting up a good fight, cantankerous as ever, but s7rikeback is whipping them into shape (it's actually the Loadout definitions versus the "B" nodes on the platforms), and we should have a fully functional set of them shortly. You will have to dive to avoid visual contact with all of them in the next release, due soon. :salute:

So there is going to be a release soon, good stuff.
I think they ditched the voiced 'depth charge in the water' because it played in 3d, making the voice of the guy all over the place. ALso it could repeat for every depth charge making it very annoying.

merc4ulfate
01-16-20, 09:25 AM
Thanks. So using Multi Sh4 should work with installing FotRS?

It is included in the mod for that reason.

von Zelda
01-17-20, 06:07 PM
December 19, 1941... Patrolling within 5 nm of Wotje Island, Wotje Atoll, Marshall Islands. Gun emplacement observed on the island and a stationary contact within the atoll at at 7,600 yards SW of the island.

Proceeded into shallow water at periscope depth south of the contact. Hit what seemed like a brick wall at the shallowest depth. Sustained a lot of damage very quickly. Maybe a sub net running parallel with the shallow water line?

Looked at sub with the unit view and it seemed like the sub was entangled within a wall of net, mesh or something and there were round floats along the top like they were holding up a sub net?

Are there sub nets and other items in FotRS UE protecting all of the Marshall Island atolls? As well as other islands and atolls?

jldjs
01-17-20, 09:02 PM
December 19, 1941... Patrolling within 5 nm of Wotje Island, Wotje Atoll, Marshall Islands. Gun emplacement observed on the island and a stationary contact within the atoll at at 7,600 yards SW of the island.

Proceeded into shallow water at periscope depth south of the contact. Hit what seemed like a brick wall at the shallowest depth. Sustained a lot of damage very quickly. Maybe a sub net running parallel with the shallow water line?

Looked at sub with the unit view and it seemed like the sub was entangled within a wall of net, mesh or something and there were round floats along the top like they were holding up a sub net?


Are there sub nets and other items in FotRS UE protecting all of the Marshall Island atolls? As well as other islands and atolls?

Short answer, yes, and you hit one.

propbeanie
01-17-20, 11:42 PM
There are mine fields also, so definitely be careful if you plan on harbor raiding. Some of them fight back. The mine fields do "blossom" as time progresses. Not all "historical" areas protected by mines are covered in FotRSU. Subnets are used as "obstacles" in some shallows, to represent reefs and the like, but not all locations are done that way. It would be nice if the game could represent reefs better, but oh well... :salute:

mikesn9
01-18-20, 09:12 AM
December 19, 1941... Patrolling within 5 nm of Wotje Island, Wotje Atoll, Marshall Islands. Gun emplacement observed on the island and a stationary contact within the atoll at at 7,600 yards SW of the island.

Proceeded into shallow water at periscope depth south of the contact. Hit what seemed like a brick wall at the shallowest depth. Sustained a lot of damage very quickly. Maybe a sub net running parallel with the shallow water line?

Looked at sub with the unit view and it seemed like the sub was entangled within a wall of net, mesh or something and there were round floats along the top like they were holding up a sub net?

Are there sub nets and other items in FotRS UE protecting all of the Marshall Island atolls? As well as other islands and atolls?

I ran into nets in that area also. First time running 2/3 or standard at TC 16 or 32. Sustained lots of damage.
Reload. try again much slower no TC, noticed I was set for 1/3 but making 0 Knots (on the surface) external camera showed the net under water.
I now approach all atoll shallows with caution.

Prop: anyway to "see" mines as you near them?

propbeanie
01-18-20, 10:50 AM
Daylight is a requirement, and you have to be mindful of your depth. Depending upon which periscope you are at, either <Page Up> or <Ins(ert)> just enough to clear the shears and have a slight visual forward. Don't strain your eyes too much though. It is a bit like driving through fog. Objects appear like ghosts through the mists... You might only see the cables if you are too deep for the mines themselves, but the cable can hook your boat and pull the mine down on top of you. I do not recall if there is a cable scraping sound or not... If anyone experiments with wandering into a minefield, be sure and let the others here know :roll: ... You can 'see' the nets this way also... Setting the speed with the knot dial to One (1) knot can help, but don't forget about the current and sideways movement :o ... :salute:

merc4ulfate
01-19-20, 10:52 AM
December 19, 1941... Patrolling within 5 nm of Wotje Island, Wotje Atoll, Marshall Islands. Gun emplacement observed on the island and a stationary contact within the atoll at at 7,600 yards SW of the island.

Proceeded into shallow water at periscope depth south of the contact. Hit what seemed like a brick wall at the shallowest depth. Sustained a lot of damage very quickly. Maybe a sub net running parallel with the shallow water line?

Looked at sub with the unit view and it seemed like the sub was entangled within a wall of net, mesh or something and there were round floats along the top like they were holding up a sub net?

Are there sub nets and other items in FotRS UE protecting all of the Marshall Island atolls? As well as other islands and atolls?

Yes and mines as well

merc4ulfate
01-19-20, 10:56 AM
I ran into nets in that area also. First time running 2/3 or standard at TC 16 or 32. Sustained lots of damage.
Reload. try again much slower no TC, noticed I was set for 1/3 but making 0 Knots (on the surface) external camera showed the net under water.
I now approach all atoll shallows with caution.

Prop: anyway to "see" mines as you near them?

Raise your periscope while submerged. You will definitely see them.

merc4ulfate
01-19-20, 11:01 AM
I ran into nets in that area also. First time running 2/3 or standard at TC 16 or 32. Sustained lots of damage.
Reload. try again much slower no TC, noticed I was set for 1/3 but making 0 Knots (on the surface) external camera showed the net under water.
I now approach all atoll shallows with caution.

Prop: anyway to "see" mines as you near them?

I have found a few atolls I like to hunt.

My strategy is to wait till night and move in on the surface running over the nets if I am going to cut across shallows instead of using more time to run the channels. I have notice that this move is Submarine Class dependent. What I mean is that one class runs the surface shallow enough to miss the nets ...

...some classes however run deep and will ground you on the net.

Some atolls have nets and mines. On one particular atoll I know exactly where the mines are and I will be testing the snagging cable scenario today and give a report.

merc4ulfate
01-19-20, 12:43 PM
Daylight is a requirement, and you have to be mindful of your depth.


Check your PM

dark270
01-19-20, 02:41 PM
Just wanted to pop in, and say how much i really LOVE this mod, i know it may sound cheesy, but im longtime fan of the entire silent hunter games/uboat etc. this mod is truly enjoyable! followed instruction and clean install. i don't use the compatibility mode for windows 7 i just use win 10 and it runs no problems, and such fun i cant put it down!!! anyhow much thanks to the great ppl that spent their time/modding power on this mod!!!! please keep it up!

nionios
01-19-20, 04:33 PM
What about fuel consumption?
Is there any issue with it?After one month patrol it's still 99%!

Nicolas
01-19-20, 07:58 PM
So, in my career for now i had 3 ctd, and always i think it was with aircraft in the area, i don't know if someone mentioned this already but just reporting this problem.

merc4ulfate
01-20-20, 09:52 AM
What about fuel consumption?
Is there any issue with it?After one month patrol it's still 99%!

I would check your installation. That should not be occurring. I'm running a clean installation and fuel consumption seems normal.

propbeanie
01-20-20, 05:27 PM
What about fuel consumption?
Is there any issue with it?After one month patrol it's still 99%!
As merc4ulfate mentions, check your install. You cannot use old Saves, and the old Save folder has to be emptied before using FotRSU. You also cannot shell out to Windows, else odd things happen in the game. You also need to enable a 4gig patch, which flips a couple of bits on the SH4.exe file. In all of the above, be sure and read the first posts in this thread, and / or the help files in the Support folder of your game after you activate FotRSU. Either that, or you have "unlimited fuel" checked in the settings menu. For the Single Missions and Quick Patrols, you use the Main Menu and Options. In the career, you use the Options menu in the Captain's Office at your Home Port. In the US side, that is found by clicking the radio console to the left of the desk. In the German side, it is the filing cabinet to the left of the exit door, or to the right of the wall map...

So, in my career for now i had 3 ctd, and always i think it was with aircraft in the area, i don't know if someone mentioned this already but just reporting this problem.
Yes, there were problems with almost all of the planes to some extent, and some of the planes had bad issues. Nothing that would take you out on their own, but put more than a few in a scene, and your computer is quickly overloaded and can be brought down. s7rikeback has finished going through every single airplane's cfg, eqp, sns and other files, and all airplanes are now in "compliance". He has also generated a spreadsheet that will be included with the mod, and it must be adhered to by any mission builder, else they will run afoul of the set-ups... Next release is once again in testing phase, with another incremental version number up-tic... more later. Watch the first page of the thread! :salute:

nionios
01-22-20, 12:47 PM
As merc4ulfate mentions, check your install. You cannot use old Saves, and the old Save folder has to be emptied before using FotRSU. You also cannot shell out to Windows, else odd things happen in the game. You also need to enable a 4gig patch, which flips a couple of bits on the SH4.exe file. In all of the above, be sure and read the first posts in this thread, and / or the help files in the Support folder of your game after you activate FotRSU. Either that, or you have "unlimited fuel" checked in the settings menu. For the Single Missions and Quick Patrols, you use the Main Menu and Options. In the career, you use the Options menu in the Captain's Office at your Home Port. In the US side, that is found by clicking the radio console to the left of the desk. In the German side, it is the filing cabinet to the left of the exit door, or to the right of the wall map...



Thanks for the reply.I know and I don't use old saves, I've deleted the save folder,I play with limited fuel and I use the 4gig patch(I think that the patch has to do only with CTDs).I'm almost sure about my installation and maybe an accidental shell to Windows is the culprit.However, I tried a new war patrol and it works OK.The problem exists in my campaign.Should I start a new one or the issue will be fixed when back to base?

Tuesday
01-23-20, 07:09 AM
Ahoy!

Thank you and congratulations on creating such an immersive experience with Fall of the Rising Sun Ultimate. Its the year 2020 and SH4 is still a great game after all these year because of the tremendous and passionate efforts of individuals like the one's who worked on this supermod.

Now with that being said a quick question:

What is the philosophy and ideas behind the ASW efforts in Fall of the Rising Sun? I know I am a sneaky Bastard, but after attacking two convoys that were well protected by escorts, not a single one dropped a depth charge. I did get some active pings looking for me but I did manage to find a thermal layer & rig for silent running for my escapes.

I started my career on Dec 8th so its very early in the war and I am thinking the Japanese are both inexperienced and not well equipped with dealing with American submarines.

merc4ulfate
01-23-20, 10:48 PM
Ahoy!

Thank you and congratulations on creating such an immersive experience with Fall of the Rising Sun Ultimate. Its the year 2020 and SH4 is still a great game after all these year because of the tremendous and passionate efforts of individuals like the one's who worked on this supermod.

Now with that being said a quick question:

What is the philosophy and ideas behind the ASW efforts in Fall of the Rising Sun? I know I am a sneaky Bastard, but after attacking two convoys that were well protected by escorts, not a single one dropped a depth charge. I did get some active pings looking for me but I did manage to find a thermal layer & rig for silent running for my escapes.

I started my career on Dec 8th so its very early in the war and I am thinking the Japanese are both inexperienced and not well equipped with dealing with American submarines.

FOTRSU ASW AI's are modeled so it mimics historical efforts by the Japanese. The IJN did not put a lot of effort in early war ASW. They never even hit the sub pens at Pearl that is how insignificant they considered submarine warfare in ww2.

Things will get, less easy and from what I have been told the next installment will have a bit harder AI ASW while still trying to mimic it historically speaking. I am looking forward to harder harbor raiding.

merc4ulfate
01-24-20, 01:01 AM
Doing some test on mines and subnets. If you are careful there are some spots you can crawl under nets. If you are careful. You modders did a nice job with the net and mine placements.

Kongo Otto
01-24-20, 07:56 PM
I just upgraded from a S-class boat to a Salmon class boat but there is no SJ-Surface search radar available in the upgrade options screen. Brisbane in September 1942 right now, shouldn't there be SJ set available by now?

propbeanie
01-24-20, 10:10 PM
SJ Radar - speaking from the "system" point of view - is available June 1st, 1942 on the Salmon / Sargo (as well as others). However, the outlying locations often get the new gear later, and that part can be unpredictable. Had you gotten it on the S-Boat prior to the upgrade? btw, There is a "SubmarineAndEquipmentAvailabilityChart.pdf" file in the Support folder of the mod / game, which is improved for the next version (though already out of date) :roll: sigh :salute:

Kongo Otto
01-25-20, 04:25 AM
Hi propbeanie.
No, I haven't got the SJ Upgrade for the S-class boat, all I got for that class was the 20mm Oerlikon single barrel and the improved SD Radar upgrade. Also I got the changed turret for the S-class boat to fit the 20mm Oerlikon.

I have saved before entering the base, I will reload the save and dismiss the new boat and check if I get the SJ-Radar for the pig-boat.

Edit: I reloaded the save and there also was no SJ Radar available for the s-class boat, I was offered an upgrade to the 4in/50cal deck gun tho.
:Kaleun_Salute:

vossejongk
01-25-20, 05:32 AM
Installed vanilla game and then this mod through JSGME, nothing else. Vanilla game starts fine, but with this mod i get a crap ton of popups saying x file could not be loaded. Loading bar when the game starts is stuck at 99/100%, won't go to menu ether.

https://abload.de/thumb/naamloosayj04.jpg (https://abload.de/image.php?img=naamloosayj04.jpg)

Edit: nvm figured it out

Aktungbby
01-25-20, 11:08 AM
vossejongk!:Kaleun_Salute:

propbeanie
01-25-20, 03:34 PM
Hi propbeanie.
No, I haven't got the SJ Upgrade for the S-class boat, all I got for that class was the 20mm Oerlikon single barrel and the improved SD Radar upgrade. Also I got the changed turret for the S-class boat to fit the 20mm Oerlikon.

I have saved before entering the base, I will reload the save and dismiss the new boat and check if I get the SJ-Radar for the pig-boat.

Edit: I reloaded the save and there also was no SJ Radar available for the s-class boat, I was offered an upgrade to the 4in/50cal deck gun tho.
:Kaleun_Salute:
'Magine that... the gun is available on 08-01-1942, with the SJ on 06-01-1942, and the Improved SD isn't supposed to show until 03-12-1943... :hmmm: - May-haps you got the SJ confused with the SD?? Have you tried using the <Alt><T> key combo to turn on the SJ radar?


Installed vanilla game and then this mod through JSGME, nothing else. Vanilla game starts fine, but with this mod i get a crap ton of popups saying x file could not be loaded. Loading bar when the game starts is stuck at 99/100%, won't go to menu ether.

https://abload.de/thumb/naamloosayj04.jpg (https://abload.de/image.php?img=naamloosayj04.jpg)

Edit: nvm figured it out
Yes, that is the usual error message you get when you are attempting to activate on an SH4 version that is not v1.5 with the Uboats add-on. I don't know if you've seen this or not, but here in the US, Steam is having another sale, "Lunar New Year Sale", and SH4 is like $3.39 US a copy, but you do need to get the "Uboats Addon" also at $3.39 a copy, or get their "Silent Hunter Collection" with SH3, SH4, Uboats Addon, and SH5 for $13.59. While their version is not as flexible as a disk or Amazon (or similar) copy, it is definitely better than the Ubisoft UPlay version, which is heavily UAC "protected". :salute:

s7rikeback
01-25-20, 07:28 PM
May I present to you, two newly upgraded Ship models.

We have been given permission from the VonDos & Co" shipyard! (https://www.subsim.com/radioroom/showthread.php?t=136508) to use these units, to upgrade the earlier models we have in game from AOTD_MadMax & UBOAT234.

1# NTUS_= The Old 3 funnels ocean liner
https://i.ibb.co/Y0k5c8B/SH4-Img-2020-01-25-00-27-11-483.png (https://ibb.co/0sM0CZy)

2# NPPQ = RMS Queen Mary in Cunard and GrayWar Colors
https://i.ibb.co/DQMcqT6/SH4-Img-2020-01-25-00-27-03-581.png (https://ibb.co/3cF6JQ8)

We would like to thank our friend VonDos for his very fine work, and his kindness in giving us permissions to use his work here in FotRSU.

Wolfcat
01-25-20, 09:45 PM
Sorry about my ignorance. I don’t quite understand the installation process of FORS on the 1st post. So I just unzip everything into mod folder and activate with jsgm?

propbeanie
01-25-20, 10:20 PM
Basically "yes", Wolfcat. However, most folks who have trouble run afoul of either failing to empty their Save folder, or have Silent Hunter installed in a Windows "Program Files" directory (folder), which will not allow any modding. The game has to be in a folder you created yourself that is outside of the Program Files folders. I will mention again that there is a file "01_FotRSU_Support_TOC.bat" in the root of the mod, which will start the "01_FotRSU_TableOfContents.pdf", which has links to quite a few other pdf documents with help files. :salute:

Wolfcat
01-26-20, 03:31 AM
My periscope is too big. The top and bottom 1/4 gets cut off by the screen. Any mod to scale the periscope to fit my screen?

Kongo Otto
01-26-20, 04:49 AM
'Magine that... the gun is available on 08-01-1942, with the SJ on 06-01-1942, and the Improved SD isn't supposed to show until 03-12-1943... :hmmm: - May-haps you got the SJ confused with the SD?? Have you tried using the <Alt><T> key combo to turn on the SJ radar?



Can rule that out, no SJ radar available in port.
Please take a look here:
https://www.youtube.com/watch?v=436Ggg663Ho

von Zelda
01-26-20, 06:59 AM
I transversed an area (approx 200nm x 200nm) twice, in late March & early April, 1942 on the way to and from Japan, that's in the middle of the Pacific Ocean that has considerably heavy Japanese north & south air traffic.

General location is just north of 160-degrees east and 30-degrees north in the middle of the Pacific. The area is located north of Wake Island and 625nm northeast of Marcus Island, the nearest land mass.

Does the heavy aircraft traffic at these dates correspond to any known battles near this location? Just curious.

propbeanie
01-26-20, 03:43 PM
My periscope is too big. The top and bottom 1/4 gets cut off by the screen. Any mod to scale the periscope to fit my screen?
The game was written to a 1024x768 pixels, 4:3 ratio display. If you have an LCD monitor, you want to use the "Native" resolution, which Windows designates as "recommended" in the display dialog for Windows itself. So match your video card and Windows to the display's "Native" resolution. Then, in the game, Options menu, Graphic Settings, near the upper-left is a drop-down box with an arrow, and you want to scroll through that list and choose the same display settings for the game, as what you have set in Windows. As an example, I have a 1920x1080 16:9 monitor. that 1920x1080 is the "Native" setting. So when I look in my nVidia GTX 560 Ti settings, it shows "1920x1080 60Hz (recommended)", so that is my choice. In the game, when I open the Graphic Settings page, the first choice is "1024x768 @ 60Hz", but if I scroll down toward the bottom of the list, there are "3840x 2160 @ 40Hz" and "1920x1080 @ 60Hz" choices that are "highlighted" at yellow. I choose the 1920x1080 of course, "Apply", are you sure? "Yes", "Back", exit the game and re-start it so that the changes take effect, and then the game matches the computer, which matches the LCD display...


Can rule that out, no SJ radar available in port.
Please take a look here:
https://www.youtube.com/watch?v=436Ggg663Ho
The video is marked as "Private" apparently, and I cannot view it. Sorry.


I transversed an area (approx 200nm x 200nm) twice, in late March & early April, 1942 on the way to and from Japan, that's in the middle of the Pacific Ocean that has considerably heavy Japanese north & south air traffic.

General location is just north of 160-degrees east and 30-degrees north in the middle of the Pacific. The area is located north of Wake Island and 625nm northeast of Marcus Island, the nearest land mass.

Does the heavy aircraft traffic at these dates correspond to any known battles near this location? Just curious.
No battles that I am aware of... Can you tell if those are carrier-based planes? In addition to some "historical" traffic, there is also the RGG (Random Generated Group) traffic, and you might be encountering a CV Task Force... If there are a bunch of float planes, then you might be near a battle group with scout planes, or a seaplane tender or two. If you are seeing Betty planes, those are land-based and should not be out in the middle of nowhere... :salute:

Kongo Otto
01-26-20, 04:02 PM
The video is marked as "Private" apparently, and I cannot view it. Sorry.




Sorry, my bad. Should work now.

von Zelda
01-26-20, 04:47 PM
No battles that I am aware of... Can you tell if those are carrier-based planes? In addition to some "historical" traffic, there is also the RGG (Random Generated Group) traffic, and you might be encountering a CV Task Force... If there are a bunch of float planes, then you might be near a battle group with scout planes, or a seaplane tender or two. If you are seeing Betty planes, those are land-based and should not be out in the middle of nowhere... I did not ID any of the planes; went under water as soon as they appeared on radar.

My guess, a task force with scout planes so I deviated from my westerly course to the north by some 200+ nm since the first plane would originate from the north and then soon would return from the south on a parallel course. Couldn't find a thing, so I turned toward Japan. Sailed through the same area on the return trip to Midway and experienced the same aircraft traffic.

propbeanie
01-26-20, 11:03 PM
Sorry, my bad. Should work now.
I saw it "Live!" for a little while, but couldn't get the time to watch, but it is back to like a private vid. However, I did see it was your equipment screen, and no SJ radar. We've been digging deep into the files the last couple of weeks because of weird strangeness. We fix one thing, and like whac-a-squirrel, the little nutz pop their heads up elsewhere... We'll keep digging.


I did not ID any of the planes; went under water as soon as they appeared on radar.

My guess, a task force with scout planes so I deviated from my westerly course to the north by some 200+ nm since the first plane would originate from the north and then soon would return from the south on a parallel course. Couldn't find a thing, so I turned toward Japan. Sailed through the same area on the return trip to Midway and experienced the same aircraft traffic.
I am posting a big (for me) image here, to illustrate a few things about the game. First of all, the game cheats. It knows what is going on every where around the world at all times - it has to. Second of all, the AI never makes math mistakes. If you are at 160Ex30N at 1000 hours, you will not be that far away from there by 1100 hours, and the game will put another airplane on to your possible locations. Big thing to remember, the game cheats... :roll: - that can be controlled somewhat with the airstrike.cfg. We might try to stretch things a little one way or another. In the meantime, that picture:

https://i.imgur.com/v3ma3Zb.jpg

Japan is to the upper left, Marcus and your sub's location near the middle, Wake and Midway to the right. An important thing to remember, is that radio communication between the enemy vessels, land and air units is impeccable. Remember, the game cheats... :arrgh!: - so if anything "enemy" sees your submarine, they phone home and tell their buddies where you are and which direction you are going. So if you sail too close to Wake and you are seen, headed west, they tell the fellers on Marcus, who are only too happy to come find you, time and time again.

https://www.youtube.com/watch?v=Rm_0NvJoNyg

This applies to SH3, SH4 and SH5. 500nm is not too far for an airplane to fly in the game. Remember, they have a nearly endless supply of them... Maybe we'll make the squadrons smaller... :hmmm:

Kongo Otto
01-26-20, 11:54 PM
I saw it "Live!" for a little while, but couldn't get the time to watch, but it is back to like a private vid. However, I did see it was your equipment screen, and no SJ radar. We've been digging deep into the files the last couple of weeks because of weird strangeness. We fix one thing, and like whac-a-squirrel, the little nutz pop their heads up elsewhere... We'll keep digging.



I put it back on public, so you can have a look when you want. I will report if the radar is available or not when I've finished my current patrol.

merc4ulfate
01-27-20, 02:15 AM
Any chance on getting the Chrysanthemum back on the Yamato and Musashi? I think they had added it on TMO and I always though it looked nice.

propbeanie
01-27-20, 08:10 AM
I put it back on public, so you can have a look when you want. I will report if the radar is available or not when I've finished my current patrol.
OK, very informative vid. I appreciate that. One thing to notice about your Salmon boat is that you are missing crew in the aft torpedo room, and the engine room, all three shifts, so be sure and man those stations. Your boat is like that from having "upgraded" from a Sugar boat and its smaller crew, to the Salmon Class. You most likely should have a 4" deck gun shortly also, so in addition to letting us know about the SJ radar, let us know how a possible deck gun upgrade goes also. They haven't been working as well as we'd like...

Any chance on getting the Chrysanthemum back on the Yamato and Musashi? I think they had added it on TMO and I always though it looked nice.
I hadn't realized we were missing that... No promises for the next release, but we'll try. Thanks. You've been seeing too many of that class if you've noticed the emblem missing... :har: :salute:

Kongo Otto
01-27-20, 11:25 AM
OK, very informative vid. I appreciate that. One thing to notice about your Salmon boat is that you are missing crew in the aft torpedo room, and the engine room, all three shifts, so be sure and man those stations. Your boat is like that from having "upgraded" from a Sugar boat and its smaller crew, to the Salmon Class. You most likely should have a 4" deck gun shortly also, so in addition to letting us know about the SJ radar, let us know how a possible deck gun upgrade goes also. They haven't been working as well as we'd like...




I did put the right amount of crew members into the boat after I researched the correct size of her complement. I alway try to run my subs/u-boat with the historically correct amount of crew. I'll keep you informed about the SJ and the deck gun.

von Zelda
01-27-20, 12:17 PM
I am posting a big (for me) image here, to illustrate a few things about the game. First of all, the game cheats. It knows what is going on every where around the world at all times - it has to. Second of all, the AI never makes math mistakes. If you are at 160Ex30N at 1000 hours, you will not be that far away from there by 1100 hours, and the game will put another airplane on to your possible locations. Big thing to remember, the game cheats...- that can be controlled somewhat with the airstrike.cfg. We might try to stretch things a little one way or another. In the meantime, that picture:

https://i.imgur.com/v3ma3Zb.jpg

Japan is to the upper left, Marcus and your sub's location near the middle, Wake and Midway to the right. An important thing to remember, is that radio communication between the enemy vessels, land and air units is impeccable. Remember, the game cheats.. - so if anything "enemy" sees your submarine, they phone home and tell their buddies where you are and which direction you are going. So if you sail too close to Wake and you are seen, headed west, they tell the fellers on Marcus, who are only too happy to come find you, time and time again.

This applies to SH3, SH4 and SH5. 500nm is not too far for an airplane to fly in the game. Remember, they have a nearly endless supply of them... Maybe we'll make the squadrons smaller...
propbeanie,
Thank you for posting your map which shows everyone the specific location I referenced. It being approximately 500 - 600nm from Marcus Island, the closest land mass that indeed had a Japanese airfield during the entire war.

According to the Pacific War Online Encyclopedia:
"Marcus Island (153.980E 24.295N (http://maps.google.com/maps?f=q&hl=en&q=153.980E+24.295N&ie=UTF8&z=12&ll=24.299231,153.979912&spn=0.137679,0.343323&t=k&om=1&iwloc=A)) was occupied by the Japanese in 1899 to serve as a cable station and was later developed into a military base. It is a tiny triangular island of just 1 square mile (2.6 km2), of which a good fraction was taken up by the Japanese airfield."

The question remains, does the game portray a Japanese airfield on Marcus Island, or Wake Island that is slightly further away, from which land based aircraft could attack targets in the mid-Pacific? And, could these aircraft fly at least 1,200nm for the round-trip back to Marcus Island, note that the distance would be further from Wake Island to the area in the Pacific that you've highlighted for everyone to see?

However, the possibility still exists for a task force with carrier based or catapult ship based aircraft to have been the source?

Is there anyway to know for certain? Thank you.

merc4ulfate
01-27-20, 11:19 PM
I hadn't realized we were missing that... No promises for the next release, but we'll try. Thanks. You've been seeing too many of that class if you've noticed the emblem missing... :har: :salute:

I think I have sank for or five at least.

Sockola
01-29-20, 03:38 PM
I want to thank you for this mod, its beautiful.

My only critisism after some patrols in 1943 is that the game doesn't feel challenging so far. I very seldomly get into contact with escorts (thats why I can't comment on their danger potential) and on the other hand there are so many juicy targets (btw I ran across a Yamato in two patrols) - I mostly encountered ships with 7000+ tons. In my last patrol I sank 11 ships for around 84 000 tons (only merchants).

Personally I generally prefer realism compared to challenging gameplay, so I really don't need the kind of killer escort challenge some players look for. For example, I really like that in FotRSU I m able to do surface night attacks, although they are risky. In most other mods for SH3 or SH4 this would be impossible, because the AI is made too sensitive. But the range of big targets at the moment seems not realistic either. And I would say some special torpedos are too cheap right now. Also, maybe I m not good at finding the convoy routes, but as of now, while shipping around the pacific for 8 months in 1943, operating from Midway, I only encountered two groups of merchants, which were escorted by one warship (one group 4 ships strong, the other 6).

I hope you don't mind the criticism, I will keep playing and really enjoy most parts of this great mod. Thank you again!

Aktungbby
01-29-20, 03:44 PM
Sockola!:Kaleun_Salute:

Michael Wood
01-29-20, 06:13 PM
I want to thank you for this mod, its beautiful.

My only critisism after some patrols in 1943 is that the game doesn't feel challenging so far. I very seldomly get into contact with escorts (thats why I can't comment on their danger potential) and on the other hand there are so many juicy targets (btw I ran across a Yamato in two patrols) - I mostly encountered ships with 7000+ tons. In my last patrol I sank 11 ships for around 84 000 tons (only merchants).

Personally I generally prefer realism compared to challenging gameplay, so I really don't need the kind of killer escort challenge some players look for. For example, I really like that in FotRSU I m able to do surface night attacks, although they are risky. In most other mods for SH3 or SH4 this would be impossible, because the AI is made too sensitive. But the range of big targets at the moment seems not realistic either. And I would say some special torpedos are too cheap right now. Also, maybe I m not good at finding the convoy routes, but as of now, while shipping around the pacific for 8 months in 1943, operating from Midway, I only encountered two groups of merchants, which were escorted by one warship (one group 4 ships strong, the other 6).

I hope you don't mind the criticism, I will keep playing and really enjoy most parts of this great mod. Thank you again!

I concur.

merc4ulfate
01-29-20, 10:43 PM
propbeanie,
Thank you for posting your map which shows everyone the specific location I referenced. It being approximately 500 - 600nm from Marcus Island, the closest land mass that indeed had a Japanese airfield during the entire war.

According to the Pacific War Online Encyclopedia:
"Marcus Island (153.980E 24.295N (http://maps.google.com/maps?f=q&hl=en&q=153.980E+24.295N&ie=UTF8&z=12&ll=24.299231,153.979912&spn=0.137679,0.343323&t=k&om=1&iwloc=A)) was occupied by the Japanese in 1899 to serve as a cable station and was later developed into a military base. It is a tiny triangular island of just 1 square mile (2.6 km2), of which a good fraction was taken up by the Japanese airfield."

The question remains, does the game portray a Japanese airfield on Marcus Island, or Wake Island that is slightly further away, from which land based aircraft could attack targets in the mid-Pacific? And, could these aircraft fly at least 1,200nm for the round-trip back to Marcus Island, note that the distance would be further from Wake Island to the area in the Pacific that you've highlighted for everyone to see?

However, the possibility still exists for a task force with carrier based or catapult ship based aircraft to have been the source?

Is there anyway to know for certain? Thank you.

There are definitely IJN planes at Wake.

propbeanie
01-29-20, 10:51 PM
propbeanie,
Thank you for posting your map which shows everyone the specific location I referenced. It being approximately 500 - 600nm from Marcus Island, the closest land mass that indeed had a Japanese airfield during the entire war.

According to the Pacific War Online Encyclopedia:
"Marcus Island (153.980E 24.295N (http://maps.google.com/maps?f=q&hl=en&q=153.980E+24.295N&ie=UTF8&z=12&ll=24.299231,153.979912&spn=0.137679,0.343323&t=k&om=1&iwloc=A)) was occupied by the Japanese in 1899 to serve as a cable station and was later developed into a military base. It is a tiny triangular island of just 1 square mile (2.6 km2), of which a good fraction was taken up by the Japanese airfield."

The question remains, does the game portray a Japanese airfield on Marcus Island, or Wake Island that is slightly further away, from which land based aircraft could attack targets in the mid-Pacific? And, could these aircraft fly at least 1,200nm for the round-trip back to Marcus Island, note that the distance would be further from Wake Island to the area in the Pacific that you've highlighted for everyone to see?

However, the possibility still exists for a task force with carrier based or catapult ship based aircraft to have been the source?

Is there anyway to know for certain? Thank you.
We don't even have an airfield on Marcus, just by virtue of the fact that the game would then use that to close off the approach to the home islands completely. I would also like to see a more "realistic" air level, and we have been doing some experiments in that regard, but it would be a bit before we're confident in them enough to release. However, as to what you saw, as I mention, once the game "sees" you, and that can be if you used your radio, their huff-duff is run by superman, remember, and they will then be capable of putting a bird dog on you, possibly for the next several days. The game will "cheat" and send airmen dedicated to the Emperor who will fly their planes beyond bingo, just for the possibility to attack you... We want to turn that behavior down maybe a pinch, and we're getting close, but not just yet. Sure, there could be a set of ships with float planes on them tracking you, with Wake as their initial contact point, but in that area, it is probably still Wake sending out the planes...


I want to thank you for this mod, its beautiful.

My only critisism after some patrols in 1943 is that the game doesn't feel challenging so far. I very seldomly get into contact with escorts (thats why I can't comment on their danger potential) and on the other hand there are so many juicy targets (btw I ran across a Yamato in two patrols) - I mostly encountered ships with 7000+ tons. In my last patrol I sank 11 ships for around 84 000 tons (only merchants).

Personally I generally prefer realism compared to challenging gameplay, so I really don't need the kind of killer escort challenge some players look for. For example, I really like that in FotRSU I m able to do surface night attacks, although they are risky. In most other mods for SH3 or SH4 this would be impossible, because the AI is made too sensitive. But the range of big targets at the moment seems not realistic either. And I would say some special torpedos are too cheap right now. Also, maybe I m not good at finding the convoy routes, but as of now, while shipping around the pacific for 8 months in 1943, operating from Midway, I only encountered two groups of merchants, which were escorted by one warship (one group 4 ships strong, the other 6).

I hope you don't mind the criticism, I will keep playing and really enjoy most parts of this great mod. Thank you again!
We definitely have a lot of ships in FotRSU, a lot of warships, a lot of airplanes, but there are definitely not enough smaller ships for the game to pull from. We might get time to work on that shortcoming in a while. The larger the Roster, the lower the chances of you seeing large ships with the "GENERIC" calls that are used by the game. We're glad you like the mod, and we appreciate the criticism, and take it to heart. Does it look to you that we're maybe a bit late turning up the escorts then? You want more escorts earlier? Generally speaking, you would need four escorts for a small convoy, and the Japanese just didn't have that until later, and at the point in time you're at, they were just turning up the pressure and getting some escorts. Some areas are tougher than others, also... :salute:

von Zelda
01-30-20, 07:16 AM
as I mention, once the game "sees" you, and that can be if you used your radio.....The game will "cheat" and send airmen dedicated to the Emperor who will fly their planes beyond bingo, just for the possibility to attack you... We want to turn that behavior down maybe a pinch, and we're getting close, but not just yet. Sure, there could be a set of ships with float planes on them tracking you, with Wake as their initial contact point, but in that area, it is probably still Wake sending out the planes..propbeanie, thank you for your reply.

I've learned to stay out of visual range of aircraft at all times by adjusting speed, course and/or crash diving. Do not let their nav marker turn red. I only send radio messages when I complete an objective so I can receive a new objective; otherwise, radio silence.

Off the coast of Japan in June 1942, I did an end-around to gain a perfect firing position (1200 yards and 45-90 degree AOB) on a solitary Corvette Kanamura. Recognition book shows a 6.6-foot draft. The automatic torpedo depth showed the same 6.6 while it normally would show torpedo depth of 3-feet shallower than draft; and as I changed the depth dial, it would not re-adjust depth with the LOCK button as it normally would. First of all, the draft in the recog book is probably wrong, I guess should be around 10 to 13 feet. Googled the ship name to get correct info and found there was never a Japanese class ship with the name Kanamura as you pointed out in a 2017 SubSim post. IIRC, you mentioned the possibility of changing the name and some other details on this ship cause there had been reports of problems with several solitary Kanamura vessels spawning off the coast of Japan.

That being said, here's the real problem: my torpedo hits broadside at correct depth resulting in a huge explosion and fire ball that I could see under water in the event camera. And this small, coastal vessel sustains no damage what so ever, does not even slow down, then it turns 90-degrees to charge right for me. I quickly fired 2 more rear torpedoes and crash dived. The corvette evaded both. Is this vessel Superman or what?

Also regarding this post, please keep the game historically correct and as realistic as possible. Much appreciated! Looking forward to the anticipated update. Thank you for your attention.

merc4ulfate
01-30-20, 08:28 PM
propbeanie, thank you for your reply.

I've learned to stay out of visual range of aircraft at all times by adjusting speed, course and/or crash diving. Do not let their nav marker turn red. I only send radio messages when I complete an objective so I can receive a new objective; otherwise, radio silence.

Off the coast of Japan in June 1942, I did an end-around to gain a perfect firing position (1200 yards and 45-90 degree AOB) on a solitary Corvette Kanamura. Recognition book shows a 6.6-foot draft. The automatic torpedo depth showed the same 6.6 while it normally would show torpedo depth of 3-feet shallower than draft; and as I changed the depth dial, it would not re-adjust depth with the LOCK button as it normally would. First of all, the draft in the recog book is probably wrong, I guess should be around 10 to 13 feet. Googled the ship name to get correct info and found there was never a Japanese class ship with the name Kanamura as you pointed out in a 2017 SubSim post. IIRC, you mentioned the possibility of changing the name and some other details on this ship cause there had been reports of problems with several solitary Kanamura vessels spawning off the coast of Japan.

That being said, here's the real problem: my torpedo hits broadside at correct depth resulting in a huge explosion and fire ball that I could see under water in the event camera. And this small, coastal vessel sustains no damage what so ever, does not even slow down, then it turns 90-degrees to charge right for me. I quickly fired 2 more rear torpedoes and crash dived. The corvette evaded both. Is this vessel Superman or what?

Also regarding this post, please keep the game historically correct and as realistic as possible. Much appreciated! Looking forward to the anticipated update. Thank you for your attention.

Perhaps the DEVs were trying to sneak something like Kanamara Matsuri into the game. It is a Japanese festival. I hope I can attend one day .

von Zelda
02-03-20, 05:57 PM
I hope I can attend one day .
Patrolling area 4 off coast of Japan and along comes another solitary warship at 4 knots. Went to periscope depth along it's path and ID it as another Corvette Kanamura as I waited for it to sail by. Now for sweet revenge.

Fired two shallow torpedoes (set at 5 feet) from rear tubes with a perfect setup at 1400 yards. Watched them (on attack map) travel straight and true until impact. I believe I saw them hit in the event camera. Nothing, duds? Really? Rapidly fired 2 poorly aimed, rear torpedoes as the Kanamura turned and raced toward me as I crashed dived.


propbeanie,
Is there any way you can check out this Kanamura vessel? It appeared to be riding higher than normal in the water and the recognition book says its draft is 6.6 feet, both I question. I'd guess draft should really be 9 to 13 feet for its size. I normally don't have this problem with a "sitting duck" especially twice.

Thanks.

propbeanie
02-04-20, 02:34 PM
Sorry - I'm out of town and quite busy. The Kanamaru (from memory) is a little 3-stacker gunboat, and is quite shallow draft. If I remember, an impact set to 5 foot passes below. 4.8 foot is stuck in my mind, but might be 4.3 - cannot remember.... the magnetics set to like 10-12 will sometimes pass below and not detonate, and when they do, are sometimes not close enough to cause much damage. I will double- check it again when I get back.

von Zelda
02-06-20, 07:13 AM
I'd like to have the Nearest Visual Contact read Yards not Feet.

4616=Nearest Visual Contact at Bearing %03.0f, Range %.0f %s!

The above text command appears in the menu file under SH4/Data/Menu/menu and gives the range in feet not yards, which is very awkward to me.

Does anyone know of an edit to the above command 4616 that would give the range in yards?

For example, I successfully changed the Report Weather text command 4128 to shorten it from its normal 3 lines of text to 2 lines as follows:

;4128=Clouds %s, Precipitations %s, Fog %s|Wind Speed %d meters per second, direction %3d.
4128=Sky %s, Precip %s, Fog %s|Wind Speed %d meters per second, direction %3d.

J0313
02-06-20, 08:14 AM
This unfortunately is a hard coded issue. It can't be changed. Not unless some forward thinking gentleman decides to modify the code like a few people did in SH3.

FotRSU Mod Team
02-07-20, 07:09 AM
We thank everyone for their patience as we attempt to get the next release out of the door. We had a few false starts previously and had to take the mod back into the garage for additional wrenching but we think we have a good, viable release as of a bit over a week ago. However, real life has stepped in the way once again, and some personal issues are having to be dealt with by a several of the team members. Between our employment commitments, and sickness in the families, we are stressed by time and not getting enough playtime for testing. We don't want to release something that fixes two things and breaks three. Hopefully by the middle or late next week we'll have the new version posted - but it is dependent upon testing results. Just a reminder in that you can watch the first few posts on Page 1 of the thread, and when time permits, there are updates between Post #1 (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992) and Post #5 (https://www.subsim.com/radioroom/showthread.php?p=2635997#post2635997) at times. Thank you. :salute:

Obercunnersdorf
02-07-20, 03:22 PM
Hi, great mod. Will it be available in Spanish?
PS: Sorry for my scary English

merc4ulfate
02-09-20, 12:34 PM
We thank everyone for their patience as we attempt to get the next release out of the door. We had a few false starts previously and had to take the mod back into the garage for additional wrenching but we think we have a good, viable release as of a bit over a week ago. However, real life has stepped in the way once again, and some personal issues are having to be dealt with by a several of the team members. Between our employment commitments, and sickness in the families, we are stressed by time and not getting enough playtime for testing. We don't want to release something that fixes two things and breaks three. Hopefully by the middle or late next week we'll have the new version posted - but it is dependent upon testing results. Just a reminder in that you can watch the first few posts on Page 1 of the thread, and when time permits, there are updates between Post #1 (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992) and Post #5 (https://www.subsim.com/radioroom/showthread.php?p=2635997#post2635997) at times. Thank you. :salute:


Wishing the team wellness and safety. Thank you for what you do.

von Zelda
02-10-20, 09:47 AM
For various reasons, I needed to uninstall and re-install SH4 & SH4 with U-boat Missions from Steam.

For the first time, I came across "File Name Too Long" warning when installing FotRS UE into my MOD folder; 8 files found for with name too long for "Insertion Coast Watcher Bouganville".

Note: I did have Large Address Aware installed. Has anyone else had this problem?

propbeanie
02-11-20, 12:20 PM
How "deep" in the folder structure are you with the game? A "default" stock Steam install will be "C:\Program Files (x86) \Steam \SteamApps \common \Silent Hunter 4 Wolves of the Pacific \Data \Campains \Campaign \PatrolObjectives \Insertion Coast Watcher Bouganville \Insertion Coast Watcher Bouganville.mis" (and .tsr), well within the theoretical 255-260 character limit for Windows file/path names. For the Steam game to be modded, you have to move the Library to another path, of course, and mine ends up being a shorter path than Steam's original. Another reason might be the hard drive itself. Have you done a scan on it, and made certain that it doesn't have bad sectors (surely not)? Or how about write-protection? :salute:

burki
02-11-20, 01:30 PM
Is the next patch gonna fix the save game corruption? Im getting a lot of corruption and crashes when I load saves. Its annoying tbh. I rarely got corruption in the non-full release version of FOTRS.

propbeanie
02-11-20, 01:46 PM
Near as we can tell, there is an airplane (or two or three) that has something "off" in some part of its config. s7rikeback spent several weeks going through them all and straightening out the configs so that all planes are consistently done. If this was the problem, it should "fix" the issue. We have been adding a Save and Load sequence to the testing paradigm, and that is helping us root out other issues also. Nine times out of 10 though, if a Load fails, it will have involved one of the planes in the "scene" of the Save.

All that said, it must be remembered, that when activating FotRSU, you ~must~ clear the Save folder contents, so that there is no corruption from previous versions of the game. Unless you've used MultiSH4, the default path is "C:\Users \UserName \Documents \SH4". Another thing, and I don't know if this is just my computer or not, but on my Windows 10 machine, I have to select all files in the SH4 folder (use the <Ctrl><A> combo), and then right-click and use "Properties", then in the "Read-only" attribute, clear the little tick box and "OK" it, and for all sub-folders and files, then try applying the FotRSU mod. My Windows 10 ignores and runs over all of my user changes on a daily basis, and that is one of the most irritating... :salute:

burki
02-11-20, 03:09 PM
Near as we can tell, there is an airplane (or two or three) that has something "off" in some part of its config. s7rikeback spent several weeks going through them all and straightening out the configs so that all planes are consistently done. If this was the problem, it should "fix" the issue. We have been adding a Save and Load sequence to the testing paradigm, and that is helping us root out other issues also. Nine times out of 10 though, if a Load fails, it will have involved one of the planes in the "scene" of the Save.

All that said, it must be remembered, that when activating FotRSU, you ~must~ clear the Save folder contents, so that there is no corruption from previous versions of the game. Unless you've used MultiSH4, the default path is "C:\Users \UserName \Documents \SH4". Another thing, and I don't know if this is just my computer or not, but on my Windows 10 machine, I have to select all files in the SH4 folder (use the <Ctrl><A> combo), and then right-click and use "Properties", then in the "Read-only" attribute, clear the little tick box and "OK" it, and for all sub-folders and files, then try applying the FotRSU mod. My Windows 10 ignores and runs over all of my user changes on a daily basis, and that is one of the most irritating... :salute:


I have literally reinstalled the game and deleted the sh4 folder in my documents. Saves become unplayable usually when im by japanese ships and airplanes. Its annoying as hell. Plus ive been getting the usual sh4 glitch where the deck crew sometimes doesnt want to show itself when I surface / or they love the water and dont go inside when I submerge way more often now then in previous editions of FOTRSU

propbeanie
02-11-20, 03:52 PM
Those do not sound like our typical batch of troubles lately in the SH4 FotRSU mod... I am more inclined to wonder about your use of LAA instead. There should be two versions of LAA that will show in the "Extras" folder after you activate FotRSU. You can use either of those. One is for a 'modern' computer with netFramework v4, the other is for computers without netFramework. You could also use the NTCore utility, or any one of the utilities that Jeff-Groves and others have posted in the SubSim Downloads sections. If you have attempted to activate one of those memory management programs, and still have the issue, then right-click on your SH4.exe file, and make certain that its "Read-only " attribute box is cleared. If it wasn't, try to re-activate the memory app on it after clearing that. Most of those apps do not "throw" an error for a failure to write to the file's header... The stock game can run fine without that activated, but FotRSU and other mods need that extra memory that is gained from that. Now, if you happen to have a 32-bit version of Windows, let me know, and we'll try to tailor something specifically for you. However, we need to know the particulars of your computer, such as make or brand of the computer, model number of it or the cpu and motherboard, the amount of RAM you do have in the system, how many sticks of that you have, and the Windows OS that you are using. Windows XP is easiest to deal with, but the others are not particularly difficult, just a bit more scary... :salute:

burki
02-11-20, 04:26 PM
Ill try the netframe one I guess

burki
02-11-20, 04:35 PM
Yea to be more specific I get stuck on No mission too difficult.

sperril
02-11-20, 05:48 PM
I'm having a little trouble and can't see it's been reported before. First patrol out of Manila in an S-boat. I've done 2 patrol zones and was then tasked with the landing in Lingayen Gulf. I found 8 or so small troopships without any protection at anchor. I hit 3 with my initial wave of torps. Coming closer to a fourth with the scope up I didn't notice any defensive weapons. I surfaced the boat near #4 to get to work with the deck gun. My first shot caused a massive explosion that I was caught in. I suffered serious damage due to how close I was. After sinking everything else in range, I spent time getting the damage fixed.

Here's the problem: The only things left that need repair are both of the periscope heads and the radio antenna. I had already repaired 1 diesel engine and 2 electric engines, plus the batteries. I can't make the diesels run. If I submerge, the electric runs fine. I've tried turning the battery charger off, but still no go. Is there some type of permanent engine damage feature that I'm not aware of? The game accepts the order of "ahead standard," the telegraph moves, but the props never turn.

Thanks in advance!

propbeanie
02-11-20, 07:36 PM
Yea to be more specific I get stuck on No mission too difficult.
That is the screen just before the display of the interior of the sub to start your mission. Hanging there usually indicates a lack of RAM. Let us know what your computer system is, and we'll go from there, or let us know if the LAA helps. :salute:

I'm having a little trouble and can't see it's been reported before. First patrol out of Manila in an S-boat. I've done 2 patrol zones and was then tasked with the landing in Lingayen Gulf. I found 8 or so small troopships without any protection at anchor. I hit 3 with my initial wave of torps. Coming closer to a fourth with the scope up I didn't notice any defensive weapons. I surfaced the boat near #4 to get to work with the deck gun. My first shot caused a massive explosion that I was caught in. I suffered serious damage due to how close I was. After sinking everything else in range, I spent time getting the damage fixed.

Here's the problem: The only things left that need repair are both of the periscope heads and the radio antenna. I had already repaired 1 diesel engine and 2 electric engines, plus the batteries. I can't make the diesels run. If I submerge, the electric runs fine. I've tried turning the battery charger off, but still no go. Is there some type of permanent engine damage feature that I'm not aware of? The game accepts the order of "ahead standard," the telegraph moves, but the props never turn.

Thanks in advance!
So you were inside the DD defense screen then. Hopefully, the next release will fix the failure of them to respond to your presence after the first torp hit. As far as your engines go, there is indeed a "completely destroyed" in the game. Same for the electrics and for the rudders. Now, in real life, if you lost your rudders, you could use the engines to steer with, but SH4 does not split the engines. In real life, you lose an engine, you'd try to cobble parts from one to fix the other. But there would be damages that are "permanent", which is what you found when you detonated the ammunition stores (most likely) on that troopship. Not to "cheat" or anything, but your batteries don't ever fully deplete in the game. You might be able to submerge and extricate yourself from the situation, come up and get some air, then continue submerged until you need air again... Of course, beginning of a career, it is much easier to start again, though the odds of getting the same assignment again are not real high... :salute:

sperril
02-11-20, 07:52 PM
So you were inside the DD defense screen then. Hopefully, the next release will fix the failure of them to respond to your presence after the first torp hit. As far as your engines go, there is indeed a "completely destroyed" in the game. Same for the electrics and for the rudders. Now, in real life, if you lost your rudders, you could use the engines to steer with, but SH4 does not split the engines. In real life, you lose an engine, you'd try to cobble parts from one to fix the other. But there would be damages that are "permanent", which is what you found when you detonated the ammunition stores (most likely) on that troopship. Not to "cheat" or anything, but your batteries don't ever fully deplete in the game. You might be able to submerge and extricate yourself from the situation, come up and get some air, then continue submerged until you need air again... Of course, beginning of a career, it is much easier to start again, though the odds of getting the same assignment again are not real high... :salute:

I never detected a single destroyer on the way in, I just sailed up to the ships. I've sat for over a day of game time fixing up the boat without being attacked by DDs. I was, however, harassed and attacked by float-planes pretty much constantly.

Is there any indication when permanent damage occurs? My damage control screen shows the engines to be in good working order. Only one of the 4 diesel engine lines showed damage, to my knowledge.

But yeah, I'll probably just start over. I'm just wondering if I have some type of corruption to warrant a clean up and reinstall... :salute:

propbeanie
02-11-20, 08:01 PM
Well, the Sugar boats only had two engines and two motors, but the game only allows one drawing in that display, which is used for all boats in the game. I am not certain how they tackle the "damaged beyond repair" issue, but it is basically a roll of the dice when you take damage above a certain level. I'll look at the "timings" of the ships coming into Lingayen. It might be that the DD screen is "quitting" too early, demanding more pay, or maybe they aren't there yet, though they should be... :salute:

burki
02-11-20, 10:50 PM
That is the screen just before the display of the interior of the sub to start your mission. Hanging there usually indicates a lack of RAM. Let us know what your computer system is, and we'll go from there, or let us know if the LAA helps. :salute:

Ive sent you a pm with my specs

If you didnt get it heres the link

https://imgur.com/a/T8TUypu

I also run with a 2080ti

Dignan
02-12-20, 03:33 PM
It***8217;s been MANY years since I***8217;ve played this game. For whatever reason, I got the urge to play again. I found this mod, downloaded it and have fallen in love all over again.

What a great mod. It feels like a new game. My first patrol has been slow (I***8217;m finding that you really have to ID ships before shooting, else your may send a good guy to the bottom. I***8217;ve had three solutions so far that I took time to set up but then aborted once o realized it wasn***8217;t Japanese. I needed the plotting practice anyway. That, and this is probably more realistic.

Thanks mod team.

Edit: When using the stadimeter, are you lining up the image with the highest mast or with the funnel?

merc4ulfate
02-12-20, 06:49 PM
I have literally reinstalled the game and deleted the sh4 folder in my documents. Saves become unplayable usually when im by japanese ships and airplanes. Its annoying as hell. Plus ive been getting the usual sh4 glitch where the deck crew sometimes doesnt want to show itself when I surface / or they love the water and dont go inside when I submerge way more often now then in previous editions of FOTRSU

A key strategy when attempting saves is making sure you are not near land, ships and airplanes. Most of the time you have no idea where the ships and planes are in relationship to the submarine but I use the twenty mile rule. If anything is within twenty miles I suspect the file might be corruptible.

To avoid this I never save within 20 and even 50 miles from land. I only save at night and on the surface. While this will limit the number of planes that might be near by but not detected you can have a stray ship depending on the shipping routes you might be near.

I use Time Compression ... A LOT ... I have never had an issues with save from this however as I always drop to X1 then to X0 and then save the game. I will use the TC to gauge nearby shipping. If your running your time compression at its highest with a nearby ship you get a stuttering effect in the movement of the submarine over the map. No ships - you get a smooth movement.

At night, 20 or more miles from land normally 50 miles, and TC with no stuttering then I will drop out to X1 then to X0 and save ... fairly but not 100 % sure nothing is near by. I get maybe a one percent chance of a corrupt save like this. I also delete previous saves except for the last two. If I can load a save then to me it is a known good file and I delete everything previous to that point. I then save the next one and if that one does not load I still have my known good file to go back on. Keeping to many saves has in the past been known to cause issues.

merc4ulfate
02-12-20, 07:13 PM
Well, the Sugar boats only had two engines and two motors, but the game only allows one drawing in that display, which is used for all boats in the game. I am not certain how they tackle the "damaged beyond repair" issue, but it is basically a roll of the dice when you take damage above a certain level. I'll look at the "timings" of the ships coming into Lingayen. It might be that the DD screen is "quitting" too early, demanding more pay, or maybe they aren't there yet, though they should be... :salute:

I can not recall who it was now but on Operation Monsun I believe there was a mod or perhaps it was a different mod but total destruction was many times avoided by this mod I can not remember LOL.

Anyway what it was: Long repair times. Meaning your damage rarely got to 100%. I even once sat on the bottom at a 45 degree angle flooded so bad I could not move but repairs kept going until about two game days later I was actually able to float enough to surface for air then went back down for more repairs as the engines were still out. I went back down because I was close to shore batteries but they could not see me at night but on the second submergence I did not have to stay on the bottom. Yes the mod prevented the bottom from severely damaging the boat. Because in real life ... the bottom was a cautious option.

Could have been these mods or something similar to them:

https://www.subsim.com/radioroom/downloads.php?do=file&id=1185
https://www.subsim.com/radioroom/downloads.php?do=file&id=546
https://www.subsim.com/radioroom/downloads.php?do=file&id=1156
https://www.subsim.com/radioroom/downloads.php?do=file&id=981


You are welcome for the can of worms.

WARNING

The above mod list is a reference in relationship to my comment only and not intended to be added to this mod. Just do not do that. You will only corrupt an outstanding mod. I only wished to give examples of what I was talking about.

propbeanie
02-12-20, 11:08 PM
It***8217;s been MANY years since I***8217;ve played this game. For whatever reason, I got the urge to play again. I found this mod, downloaded it and have fallen in love all over again.

What a great mod. It feels like a new game. My first patrol has been slow (I***8217;m finding that you really have to ID ships before shooting, else your may send a good guy to the bottom. I***8217;ve had three solutions so far that I took time to set up but then aborted once o realized it wasn***8217;t Japanese. I needed the plotting practice anyway. That, and this is probably more realistic.

Thanks mod team.

Edit: When using the stadimeter, are you lining up the image with the highest mast or with the funnel?
We're glad you like the mod! Thank you. As for the stadimeter, I do not remember... I'm thinking it is the masts, but CapnScurvy usually changes that to the funnel when he does his OTC mods... and FotRSU has his Optics, just not the Centering, sort of like an Optical Correction mod for the binoculars and scopes... We'll have to try to coax some advice out of him... Either that, or read through the files closer...

Now merc4ulfate, don't forget about all the work Traveler put into his mods, attempting to "fix" the un-fixable in the game. We do have his pre-approval to use his ideas and solutions in FotRSU, if time ever permits us to... :salute:

Dignan
02-13-20, 09:19 AM
We're glad you like the mod! Thank you. As for the stadimeter, I do not remember... I'm thinking it is the masts, but CapnScurvy usually changes that to the funnel when he does his OTC mods... and FotRSU has his Optics, just not the Centering, sort of like an Optical Correction mod for the binoculars and scopes... We'll have to try to coax some advice out of him... Either that, or read through the files.

Sounds like a test of distances using the stadimeter with map contacts on is in order. Comparing to target plot on attack map

propbeanie
02-13-20, 01:52 PM
If you do that, post your results for the others here, and I'll go through and see what I can find in the data files. :salute:

merc4ulfate
02-13-20, 05:13 PM
We're glad you like the mod! Thank you. As for the stadimeter, I do not remember... I'm thinking it is the masts, but CapnScurvy usually changes that to the funnel when he does his OTC mods... and FotRSU has his Optics, just not the Centering, sort of like an Optical Correction mod for the binoculars and scopes... We'll have to try to coax some advice out of him... Either that, or read through the files closer...

Now merc4ulfate, don't forget about all the work Traveler put into his mods, attempting to "fix" the un-fixable in the game. We do have his pre-approval to use his ideas and solutions in FotRSU, if time ever permits us to... :salute:

NICE

Dignan
02-14-20, 10:13 AM
If you do that, post your results for the others here, and I'll go through and see what I can find in the data files. :salute:

If I get around to it this weekend I’ll post my findings here

propbeanie
02-14-20, 01:47 PM
If I get around to it this weekend I***8217;ll post my findings here
Thanks :salute:

As a little side-note, while doing another "test" this morning, I went out of Fremantle in a Porpoise at the Beginning of 1943 start, and encountered the dreaded "No primary objective found". I did find the reason though, in a set of files in the PatrolObjectives folders, that are assigned to the Porpoise through the Flotillas.upc file for certain dates, but the dates in the PatrolObjectives.cfg file had different dates, and it is boss of the show in this regard. I am going through and checking all such dates again between the files, 'cause if I missed this one (and a couple others previously), it stands to reason that there might be more... Slight delay (again) in posting the next release now. :salute:

Dignan
02-14-20, 06:35 PM
Ok, so here's what I found. It appears the stadimeter is calibrated for the highest point on a target, in most cases that is the mast. I tested it on the Cruiser in the sub school mission, a fishing trawler and a US tugboat. By checking the solution on the attack map (with map contacts on) it appears the stadimeter is most accurate when measuring from the masts, not the funnels.



I also had another question about a possible bug I'm encountering. I noticed there are no creaking noises when you dive anymore. I really liked those. Added atmosphere. Is this intentional? Any way to fix it?

I also was wondering if it's hard to tinker with volume levels of sounds. I like to really hear the torpedo tubes opening, it's satisfying. Can I increase the volume on those easily?

Thanks again for all your work on this. I'll keep testing Stadimeter readings and report if I get any results that contradict what I've found so far.



Dignan

propbeanie
02-14-20, 10:47 PM
I thought we had the "creaks" fixed for this release... I'll have to look into that and make sure it "kept". We have had things rollback on their own a few times with no help from WalMart at all... The issue comes about from certain files being too long in length, and after your first dive, they are "lost". Do you get a dive alarm each time you dive, or only the first dive?...

As for the volume levels of things, there are two ways to do that. The one is taking the audio file and changing its level. Another way is to make a mod with Data / Sounds / SH.sdl in it, find the listing for the file(s) there, and increase or decrease the level with that, in the upper right hand corner of SH.sdl, which can be edited with Silent3Ditor (http://s3d.skwas.com). If you can't get them loud enough through SH.sdl (not unusual), then use an audio editor (Audacity (https://www.audacityteam.org) works) to increase the level, but be prepared to change it some in SH.sdl again, to bring it under control... Be sure and include the wav file in your mini-mod. The sounds in SH.sdl and in the folder itself are "sorted" by their categories for the most part, but there are some late-comers that are not. The file itself in your case here is "Torpedo tube opening.wav" in the Sound folder. In SH.sdl, it is already at 100%, so you will have to edit the file first, and there is not a whole lot of room on that, other than EQ and compression. :salute:

von Zelda
02-15-20, 05:38 AM
How "deep" in the folder structure are you with the game? A "default" stock Steam install will be "C:\Program Files (x86) \Steam \SteamApps \common \Silent Hunter 4 Wolves of the Pacific \Data \Campains \Campaign \PatrolObjectives \Insertion Coast Watcher Bouganville \Insertion Coast Watcher Bouganville.mis" (and .tsr), well within the theoretical 255-260 character limit for Windows file/path names.propbeanie,
I found 17 files that were deleted during the installation of the FotRS UE mod. They're in the original FotRS mod download but not in my game's Data folders. I came upon it quite by accident when I found the "Insertion Coast Watcher Bouganville" folder empty, missing the .mis and the .tsr files, after getting an error message on my re-install. There are 3 or 4 other Insertion folders under "PatrolObjectives" that are also missing .mis & .tsr files.

Apparently, on my computer, there's a problem with the length of the file name. Other players may be missing these files as well and not be aware of it. Go into the actual game program were ever its located; and by using this path: "\Silent Hunter 4 Wolves of the Pacific \Data \Campaigns \Campaign \PatrolObjectives\InsertionCoastWatcherBouganville" see if the Insertion Coast Watcher Bouganville.mis" (and .tsr) are actually there. Also check for missing files in the 3 or 4 other insertion patrols with longer names, they're not hard to find. There are 17 missing files in total from mine which I tried to insert by cut & paste to put the missing files into the proper folders, without success. Got the same error message about the file name being too long.

I hope this is helpful.

propbeanie
02-15-20, 10:22 AM
propbeanie,
I found 17 files that were deleted during the installation of the FotRS UE mod. They're in the original FotRS mod download but not in my game's Data folders. I came upon it quite by accident when I found the "Insertion Coast Watcher Bouganville" folder empty, missing the .mis and the .tsr files, after getting an error message on my re-install. There are 3 or 4 other Insertion folders under "PatrolObjectives" that are also missing .mis & .tsr files.

Apparently, on my computer, there's a problem with the length of the file name. Other players may be missing these files as well and not be aware of it. Go into the actual game program were ever its located; and by using this path: "\Silent Hunter 4 Wolves of the Pacific \Data \Campaigns \Campaign \PatrolObjectives\InsertionCoastWatcherBouganville" see if the Insertion Coast Watcher Bouganville.mis" (and .tsr) are actually there. Also check for missing files in the 3 or 4 other insertion patrols with longer names, they're not hard to find. There are 17 missing files in total from mine which I tried to insert by cut & paste to put the missing files into the proper folders, without success. Got the same error message about the file name being too long.

I hope this is helpful.
Not a good thing at all. When I encountered similar before, I thought I was going nutz (alright, no snide remarks - I know, it is a short drive). There is nothing in the mod that I can find that is doing that sort of behavior. There is a 260 character limit to file names and paths combined in Windows. Also, after the last Windows 10 "Update", I now have files that have suddenly become "Read-only" in their properties pages. This has necessitated me running the "Properties" and clearing the "Read-only" attribute on the game folder every time I want to do a mod activation, else I only get a partially modded game.

On my computer, I have a folder structure of "F:\Games \FotRSUE \Data \Campaigns \Campaign \PatrolObjectives \Insertion Coastwatcher Bouganville \Insertion Coastwatcher Bouganville.mis", which comes to 131 characters, if I counted correctly. In my example path there, I added extra spaces before the backslashes so that the line will "break" on them, so those are not counted, but the ones in the names are. The longest file names are the "Insertion Commando East China Sea 01.mis" and #2 files, so they add an additional 2 characters. Now, I use a short "Root" folder names (Games) and name my Silent Hunter folder after the mod (FotRSUE), which saves me characters. This practice comes from my SH3 days, where that was important for the old Win98SE limits. Even with the longer path in your game, you are at 155 characters, by my count, including the "D:" for drive, the spaces in the file path and names, and not counting the spaces you added for line breaks in the text input here... well-within the Windows environment limit. I am beginning to think that either the same thing happening on my computer is also happening on yours, or maybe ~everyone's~ computers, from the MS updates, or something fishy is going on here, like maybe bad hard drive sectors or something similar... I do know that my game folder drive is getting about 3/4 full from all of the modding I've been doing, so perhaps that is contributing to the effect. But whatever it is, I do NOT like it. Does anyone else have the same effect here that von Zelda describes?

As mentioned, I also found some bad dates in the Flotillas file assignments, which would cause trouble under certain situations, depending upon the dates of coming back in to End Patrol and for a new mission assignment, but those will be "fixed" in the next release, which is again in the "testing" phase. Those particular files included a goodly portion of the "OPS" assignments a player might encounter, including the Bougainville and South China Sea assignments. Probably the thing to do von Zelda is to look in your "Trash" can on the Windows desktop, and see if you can find those files in there. You can sort them by date in several ways, or by name, but on the Home Edition of Windows, you cannot see who did the deleting. I'm not sure that would help anyway, because MS always blames the User. You could also de-activate the mod, and see if the folders re-populate the way things were when JSGME first started.

It might be that this has been going on for a while on your computer. Maybe also do a ChkDsk of the drive, either from a Command line, or Windows File Manager (Computer) by right-clicking on the target drive under This PC, choosing "Properties", and on that page, the "Tools" tab, then under the "Error-checking" section, "Check now..." button. Windows might tell you that it can do that the next time you start your computer (if the drive is "locked"), or it might be able to dismount the drive and do it. There is a check box for that utility which you can use to have it "Scan for and attempt recovery of bad sectors", but if you have a very large hd, that will take a good long while. The "Automatically fix file system errors" will take long enough as it is. Then, there is also the possibility of Windows settings on your computer for the drive. I thought of something else, but it just flittered out of my brain... I hate head colds... Anyway, what are the specs on your computer and that particular hard drive? :salute:

merc4ulfate
02-15-20, 01:37 PM
Thanks :salute:

As a little side-note, while doing another "test" this morning, I went out of Fremantle in a Porpoise at the Beginning of 1943 start, and encountered the dreaded "No primary objective found". I did find the reason though, in a set of files in the PatrolObjectives folders, that are assigned to the Porpoise through the Flotillas.upc file for certain dates, but the dates in the PatrolObjectives.cfg file had different dates, and it is boss of the show in this regard. I am going through and checking all such dates again between the files, 'cause if I missed this one (and a couple others previously), it stands to reason that there might be more... Slight delay (again) in posting the next release now. :salute:

I played recently a single mission, "Against All Odds". In the Skipjack you need to get to the depths of the Bohol. No matter what I do however about 3/4 of the way to the Bohol from the starting point the game says "FAIL". I did not see a specific time limit on this mission. Is there a time limit and if so I think it is the only one I have seen. It always tells me I have failed the mission around 3/4 of the way there.

Hrulj
02-15-20, 05:13 PM
I'm having some trouble starting the mod. I installed it, started the game, but when I go into campaign start the game crashes. It goes trough the name choice, the intro video and base, but when I select start mission it loads until it reaches "no game too difficult" and then crashes. I am unsure what is causing it, and what could be the fix for it?

propbeanie
02-15-20, 05:40 PM
I played recently a single mission, "Against All Odds". In the Skipjack you need to get to the depths of the Bohol. No matter what I do however about 3/4 of the way to the Bohol from the starting point the game says "FAIL". I did not see a specific time limit on this mission. Is there a time limit and if so I think it is the only one I have seen. It always tells me I have failed the mission around 3/4 of the way there.
I do not like that scenario. You do manage to get much further than I ever did. First time I ran that, years ago, I thought "what a joke!" You do not stand a chance against all of that. There are a total of 37 patrol and other craft, ranging from sampans to gunboats to full destroyers. There are 5 sets of vessels that do nothing but endlessly circle over your anticipated path to the "EndZone". All of the other ships will cruise up and down your anticipated path to destination. They can't help but find you. Your sub enters the game at 1000 hours on 22nd August, 1942, and the "timer" triggers at 1300 hours on 8th August, 1942. It does not appear to be used however, and I don't think it could be. You have to travel a grand total of about 64km, or 35nm from where you enter the scenario, to where you get a mission completed message. All of this in the small area between Cebu, Bohol & Leyte... Now, where you start the game, the water is only 18 meters deep, which would be like 59-60 foot of water. It gets shallower as you go forward, so you might be hitting the bottom, if you submerge. The water does get a bit deeper further up, like to 20m, but that's still only 65 foot deep... I have never succeeded at this scenario, though I have tried multiple ways, including "historical". The closest I got was to stay on the surface, and move southeast, toward that little island ahead, trying to slide between two sets of fishing boats, running over and ramming the little guys when necessary, and shooting it out with the gunboat coming at you head-on, though it seems a bit tough to sink... I went "behind" the island, hoping it'd be a screen for me, but it isn't much... You can ram the sampan and suffer no harm, the fishing boats might hurt a little... A torpedo directed at the gunboat helped, but the gunboat usually moves too nimbly anyway. Somehow or other, they always manage to put a couple of shells into my sub before I've even got the sub's guns crewed, and usually, it's basically over before I get rid of the gunboat. Those armed trawlers are not nice, and when the subchasers and Akizuki catch up with you, should you survive long enough, it ain't pretty... At least the deck gun is up front, which helps at the beginning of the scenario, but does hurt later when you're being chased. I do not like that one.

I'm having some trouble starting the mod. I installed it, started the game, but when I go into campaign start the game crashes. It goes trough the name choice, the intro video and base, but when I select start mission it loads until it reaches "no game too difficult" and then crashes. I am unsure what is causing it, and what could be the fix for it?
You didn't tell us much about what you have. First of all, does the game work fine without the mod? Second, where did you install the game? Which OS are you using, and is it 64-bit? How much RAM do you have? Have you used the LAA or another memory applet on the SH4.exe so that it can address more of your RAM? This is necessary, else it will crash. Did you empty your Save folder (usually C:\Users \UserName \Documents \SH4" before attempting to run FotRSU? this is necessary, else it might crash. These and potentially more questions need answers. Now, there are basic install instructions in the first posts of this thread, and more detailed ones in the Support folder of the mod. Those are in pdf format. Let us know! :salute:

Hrulj
02-15-20, 06:13 PM
I do not like that scenario. You do manage to get much further than I ever did. First time I ran that, years ago, I thought "what a joke!" You do not stand a chance against all of that. There are a total of 37 patrol and other craft, ranging from sampans to gunboats to full destroyers. There are 5 sets of vessels that do nothing but endlessly circle over your anticipated path to the "EndZone". All of the other ships will cruise up and down your anticipated path to destination. They can't help but find you. Your sub enters the game at 1000 hours on 22nd August, 1942, and the "timer" triggers at 1300 hours on 8th August, 1942. It does not appear to be used however, and I don't think it could be. You have to travel a grand total of about 64km, or 35nm from where you enter the scenario, to where you get a mission completed message. All of this in the small area between Cebu, Bohol & Leyte... Now, where you start the game, the water is only 18 meters deep, which would be like 59-60 foot of water. It gets shallower as you go forward, so you might be hitting the bottom, if you submerge. The water does get a bit deeper further up, like to 20m, but that's still only 65 foot deep... I have never succeeded at this scenario, though I have tried multiple ways, including "historical". The closest I got was to stay on the surface, and move southeast, toward that little island ahead, trying to slide between two sets of fishing boats, running over and ramming the little guys when necessary, and shooting it out with the gunboat coming at you head-on, though it seems a bit tough to sink... I went "behind" the island, hoping it'd be a screen for me, but it isn't much... You can ram the sampan and suffer no harm, the fishing boats might hurt a little... A torpedo directed at the gunboat helped, but the gunboat usually moves too nimbly anyway. Somehow or other, they always manage to put a couple of shells into my sub before I've even got the sub's guns crewed, and usually, it's basically over before I get rid of the gunboat. Those armed trawlers are not nice, and when the subchasers and Akizuki catch up with you, should you survive long enough, it ain't pretty... At least the deck gun is up front, which helps at the beginning of the scenario, but does hurt later when you're being chased. I do not like that one.


You didn't tell us much about what you have. First of all, does the game work fine without the mod? Second, where did you install the game? Which OS are you using, and is it 64-bit? How much RAM do you have? Have you used the LAA or another memory applet on the SH4.exe so that it can address more of your RAM? This is necessary, else it will crash. Did you empty your Save folder (usually C:\Users \UserName \Documents \SH4" before attempting to run FotRSU? this is necessary, else it might crash. These and potentially more questions need answers. Now, there are basic install instructions in the first posts of this thread, and more detailed ones in the Support folder of the mod. Those are in pdf format. Let us know! :salute:

Yes, the game worked fine before. I bought the Uboat pack expansion today so I can install this mod since I only had the base game on steam and needed it updated to 1.5. Tried that out too, worked fine.

Game is in steammapps common, sh4. Made the MODS folder trough generic mod enabler. Extracted the mod files there.

The system is 64 bit, ram is 16gb. I have not used any of that. Should I?Where can I find it? It's probably what's causing the crash. Although I can enter single missions and play them with the mod.
I did empty the save folder.

propbeanie
02-15-20, 07:51 PM
First off, you mention "steammapps common, sh4", but don't say where that is. It is important to NOT be in a Program Files folder with SH4 on a 'modern' Windows OS. Using a Steam game, there are some caveats to moving the Steam Library out of there, if needed. Consult Steam's Knowledgebase Article "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129) for more info. That will take a while to do, and the more games, the longer it takes. Windows is the problem if you are in that "C:\Program Files (x86)\Steam" folder, since it "protects" the user from themself, by not allowing "un-authorized" alterations to what it considers "system" folders, such as Program Files. To be "authorized", the app has to be written to at least the Windows Vista GUI, and SH4 and JSGME are both Windows XP.

2nd thing with the Steam version and v1.5 Uboats add-on, are you landing in the correct folder when attempting to activate the mod? I do not have an SH4 Steam game, so I am not familiar with how that works. FotRSU is not compatible with v1.3 of the game (the base Steam version), so you have to be in the Uboats v1.5 folder.

How many single mission choices do you get in the menu? If you have a lot, like four times the number of stock, then that portion of the mod is seemingly activated OK. However, the Single Mission portion of the game does not load all of the Career files, so needs less RAM to run them, and your computer has enough muscle to get through the ones you have tried. In the "Extras" folder, you will find "laa_2_0_4_NetFramework_4_5.zip", which you should be able to use. It has a netFramwork gui. But "laa_2_0_4.zip" works fine also. Any 4gig app of that type is fine. They all do the same thing of flipping some bits in the SH4.exe file's header that then signifies to Windows that the app is capable of addressing more RAM. By default, the program was written to that spec, but most computers back in the Windows XP days had 32-bit OSes. Take one of those zip files, and drop it in the root folder of your game, where Data, Extras, Support and other files are, and extract that there. Run the resulting "Large Address Aware2_0_4.exe" (or similar) file, and use the "Browse" dialog button (shaped like [...] ). Make certain that you are in the correct folder, and choose the "SH4.exe" file. Put a tick mark in the box next to "2.", which should then populate that portion, which then activates the "Save" button. The deed is done. That is, ~if~ your SH4.exe is writable... so maybe the first step for this should be to find your "SH4.exe" file in the game folder, right-click on it, choose 'Properties' from that context menu, and on that 'General' tab, under the 'Attributes' section, make certain that little "Read-only" tick box is empty. OK your way out, and then do the LAA stuff. The game should run much better now... :salute:

Hrulj
02-15-20, 08:09 PM
First off, you mention "steammapps common, sh4", but don't say where that is. It is important to NOT be in a Program Files folder with SH4 on a 'modern' Windows OS. Using a Steam game, there are some caveats to moving the Steam Library out of there, if needed. Consult Steam's Knowledgebase Article "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129) for more info. That will take a while to do, and the more games, the longer it takes. Windows is the problem if you are in that "C:\Program Files (x86)\Steam" folder, since it "protects" the user from themself, by not allowing "un-authorized" alterations to what it considers "system" folders, such as Program Files. To be "authorized", the app has to be written to at least the Windows Vista GUI, and SH4 and JSGME are both Windows XP.

2nd thing with the Steam version and v1.5 Uboats add-on, are you landing in the correct folder when attempting to activate the mod? I do not have an SH4 Steam game, so I am not familiar with how that works. FotRSU is not compatible with v1.3 of the game (the base Steam version), so you have to be in the Uboats v1.5 folder.

How many single mission choices do you get in the menu? If you have a lot, like four times the number of stock, then that portion of the mod is seemingly activated OK. However, the Single Mission portion of the game does not load all of the Career files, so needs less RAM to run them, and your computer has enough muscle to get through the ones you have tried. In the "Extras" folder, you will find "laa_2_0_4_NetFramework_4_5.zip", which you should be able to use. It has a netFramwork gui. But "laa_2_0_4.zip" works fine also. Any 4gig app of that type is fine. They all do the same thing of flipping some bits in the SH4.exe file's header that then signifies to Windows that the app is capable of addressing more RAM. By default, the program was written to that spec, but most computers back in the Windows XP days had 32-bit OSes. Take one of those zip files, and drop it in the root folder of your game, where Data, Extras, Support and other files are, and extract that there. Run the resulting "Large Address Aware2_0_4.exe" (or similar) file, and use the "Browse" dialog button (shaped like [...] ). Make certain that you are in the correct folder, and choose the "SH4.exe" file. Put a tick mark in the box next to "2.", which should then populate that portion, which then activates the "Save" button. The deed is done. That is, ~if~ your SH4.exe is writable... so maybe the first step for this should be to find your "SH4.exe" file in the game folder, right-click on it, choose 'Properties' from that context menu, and on that 'General' tab, under the 'Attributes' section, make certain that little "Read-only" tick box is empty. OK your way out, and then do the LAA stuff. The game should run much better now... :salute:


Seems I am doomed to not play the mod then :(
The game is in Program Files, steam. Attempts to move library fail due to that disk already having a library and it's the only disk I have. Thanks for the help all the same.

As for how steam installation works it's written as two games in the library but on startup both have the same menus and options.


Edit, decided to try out LAA and safe mode, the game now works. Didn't have to move steam. Thanks for your help, seriously!!!

propbeanie
02-15-20, 08:24 PM
As I said, you have to do it the Steam way. Read all about it on that page of theirs I linked to above. If you have a fast external USB drive, with a good throughput, you should be able to play off of that also. You need either a second usable primary partition to create another Library folder, or you have to "move" things the way that Steam page says to, which is a painful process to say the least, but it is possible to do. There are other games that Steam offers that are moddable, but only if outside of the Program Files grip. Any old game that is DirectX v9 based is most likely like this. It used to be that you could pick up and move a Steam game, but several years back, they changed their license agreement, and this is what we are left with. I have Steam SH3 and SH5, and had to move the install. I left off some games that I had, but it still took most of a day to get it all accomplished. It is what it is. You will not be able to mod the game at all, with any mod as long as it's in that folder. Even after you "move" it all, Steam will still be in the Program Files folder, but the games will be where ever you put the Library folder. I put mine in "Games", and they have the familiar "D:/Games / Steam / Steamapps / common / SH4" path... If all you have of Steam games is the Silent Hunter stuff, it might be easier to un-install the lot, then re-install, but direct the Library to a folder that you name. You have to pay close attention to their installer though, because it likes to point the user to the easy way of doing things. :salute:

Hrulj
02-15-20, 09:34 PM
As I said, you have to do it the Steam way. Read all about it on that page of theirs I linked to above. If you have a fast external USB drive, with a good throughput, you should be able to play off of that also. You need either a second usable primary partition to create another Library folder, or you have to "move" things the way that Steam page says to, which is a painful process to say the least, but it is possible to do. There are other games that Steam offers that are moddable, but only if outside of the Program Files grip. Any old game that is DirectX v9 based is most likely like this. It used to be that you could pick up and move a Steam game, but several years back, they changed their license agreement, and this is what we are left with. I have Steam SH3 and SH5, and had to move the install. I left off some games that I had, but it still took most of a day to get it all accomplished. It is what it is. You will not be able to mod the game at all, with any mod as long as it's in that folder. Even after you "move" it all, Steam will still be in the Program Files folder, but the games will be where ever you put the Library folder. I put mine in "Games", and they have the familiar "D:/Games / Steam / Steamapps / common / SH4" path... If all you have of Steam games is the Silent Hunter stuff, it might be easier to un-install the lot, then re-install, but direct the Library to a folder that you name. You have to pay close attention to their installer though, because it likes to point the user to the easy way of doing things. :salute:



Sorry in case you haven't seen the edit I managed to get it working. Thanks for your help :yeah: appreciate it mate!

propbeanie
02-16-20, 11:39 AM
You are more than welcome! Glad you are going. Let us know if you have any further issues. :salute:

Dignan
02-16-20, 01:45 PM
I thought we had the "creaks" fixed for this release... I'll have to look into that and make sure it "kept". We have had things rollback on their own a few times with no help from WalMart at all... The issue comes about from certain files being too long in length, and after your first dive, they are "lost". Do you get a dive alarm each time you dive, or only the first dive?...




I believe I do get the alarm and sound sequence when I dive every time. Just no creaks whatsoever. I'm going to try throwing an old sound mod of my own on over FOTRSU and see if it makes a difference.


EDIT/UPDATE: Still no creaks when I laid an older sound mod of mine over the top of FOTRSU. However, I did notice when I was poking around in SD3 that there doesn't seem to be any entries/files for the creak noises in the sdl file. Could that be the problem?

merc4ulfate
02-16-20, 05:25 PM
Your sub enters the game at 1000 hours on 22nd August, 1942, and the "timer" triggers at 1300 hours on 8th August, 1942

Triggers? So you enter in the future and the trigger is in the past? Are you saying there is a timer and it is messed up? I haven't hit the bottom in any of my tries so I'm still not understanding why it suddenly says I failed. I kill the first gunboat with a fish stay on the surface after that until a patrol gets close then go to radar depth so I'm never hitting the bottom and any patrol vessel that does get close I fish them and then run.


Finally did it. It took one hour and 57 minutes to get to the star for completion. I sank the first patrol boat taking only 2% damage before getting her. Then a race for the star on the surface the whole way at flank.

propbeanie
02-17-20, 11:39 AM
Hey merc! :doh: - we forgot about the way "time" works in the Mission Editor as it "translates" it to the game! :doh: That "timer" wants to run in the scenario, so when the game starts, it starts, just like it was 22nd August, 1942 instead of its given date of the 8th... therefore, I'll bet you are running out of time really close to that 1300 mark each time. Sometimes maybe 1301, another maybe 1305... ?? Sound reasonable? Therefore, if you open the scenario in the ME, and look at the "Triggers", change that "time" to say 1430, and you should get about another hour and a half to make it. Historically, I'm not sure what the scenario is based upon, because according to the USS Skipjack's Patrol Report, they were off Ambdon on the 22nd... ?? So what a skipper would have done in that situation - besides staying in the deep water during the daylight hours and then making a run across the shallows under cover of darkness, I don't know... :salute:

merc4ulfate
02-17-20, 05:28 PM
Hey merc! :doh: - we forgot about the way "time" works in the Mission Editor as it "translates" it to the game! :doh: That "timer" wants to run in the scenario, so when the game starts, it starts, just like it was 22nd August, 1942 instead of its given date of the 8th... therefore, I'll bet you are running out of time really close to that 1300 mark each time. Sometimes maybe 1301, another maybe 1305... ?? Sound reasonable? Therefore, if you open the scenario in the ME, and look at the "Triggers", change that "time" to say 1430, and you should get about another hour and a half to make it. Historically, I'm not sure what the scenario is based upon, because according to the USS Skipjack's Patrol Report, they were off Ambdon on the 22nd... ?? So what a skipper would have done in that situation - besides staying in the deep water during the daylight hours and then making a run across the shallows under cover of darkness, I don't know... :salute:

I stayed in the shallowest parts on the surface the whole run at flank. One hour and 57 minutes is all it took.

propbeanie
02-17-20, 05:44 PM
So just run like H E double hockey stix, and hope they don't hit you too much, eh? Did you go right at the first gun boat? :salute:

FotRSU Mod Team
02-17-20, 11:59 PM
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10693

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

Announcing 17th February, 2020

100_FalloftheRisingSun_Ultimate_Edition_v1.004.a_E N (https://www.subsim.com/radioroom/downloads.php?do=file&id=5572)
== ^ Download Link ^ == Note: This mod is for "Silent Hunter 4: Wolves of the Pacific" v1.5 only - with Uboat Missions Add-on

See Post 1 on Page 1 (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992) of this thread


Known Issues and Resolutions Worked On In This Release
(+) Location: Pearl Harbor Date(s): December 7th Start only Assignment(s): "Patrol Marshalls Early 01" in PatrolObjectives folder. Circumstances: Player is told FruPac needs info on enemy movements etc. in Marshalls area, and the player is assigned Patrol Mili Atoll for a while. The Objective name in the mis file does not match the Objective name used in the tsr file, resulting in a "blank" "Objective: " summary on the Orders, and on the Captain's Log. The Objective does complete, and the player is advanced to Patrol the Jaluit Atoll, and then eventually to Truk Atoll. Fix?: Yes, file(s) edited, and will be in next release or a patch. Resolved?: Yes.

(+) Location: Manila / Subic Bay areas, and other locations with multiple Objectives Date(s): December 7th Start mostly, but some others as well Assignment(s): "Patrol Verde Island Passage" S-Boat Objective - among others. Circumstances: Player is told to Patrol Verde Island Passage, and is then moved to Subic Bay patrol. However, the patrol area circle "disappears" for that area prior to the time for the player to complete the assignment. Similar will happen in other missions with multiple Objectives assigned, especially the "Hidden" objectives. Player can complete missions, just loses the artwork due to dating. Fix?: Yes, file(s) edited, and will be in next release or a patch. Resolved?: Yes.

(+) Location: Pearl Harbor, War Patrol #7 Triton Date(s): June 26th, 1942 Assignment(s): "Triton's fourth war patrol took her to Alaskan waters..." in a Tambor boat, SS Triton. Circumstances: Game crashes sometimes while loading the scenario, apparently from the submarine being placed too close to the dock. Sea state determines if you crash, from the submarine being pushed into the dock while loading the scenario. Fix?: Yes, file(s) edited, and will be in next release or a patch. Resolved?: Yes.

(+) Location: CenPac, closest to Midway during career mode Date(s): June, 1942 Battle of Midway Assignment(s): All boats patrolling near Midway near June 4, 1942 Circumstances: Game crashes sometimes when encountering certain Asashio DD. Apparently a naming conflict. Fix?: Yes, file(s) edited, and will be in next release or a patch. Resolved?: Yes.

(+) Location: Game-wide Date(s): Around the Guadalcanal time frame Assignment(s): not applicable Circumstances: The intro movie that plays later in 1942 that is named "09_GUADAL_DB.bik" has a typographical error in the name "The Slot", which results in "The SPOT" instead being displayed on the screen map Fix?: Yes, file(s) edited and will be included in next release or a patch. Resolved?: Yes.

(+) Location: Single Missions Date(s): A late Guadalcanal scenario above New Britain Assignment(s): Player is assigned interrupting a couple of small DD task forces attempting a Tokyo Express run to Rabaul Circumstances: The mission file is an old one, included in at least TMO, but might also be a left-over from an SH4 update file Fix?: Yes, file(s) edited to comply with FotRSU calls and will be included in next release or a patch as SM12. Resolved?: Yes.

(+) Location: CenPac Date(s): Approx 11 February, 1942 as encountered in report Assignment(s): Patrol in Area A2 Circumstances: After first objective completed, updated during patrol to proceed to Area A6, but map draws on B6, while the synopsis in "Objective:" field shows "E6" Fix?: Yes - Edits completed, all to area "B6" Resolved?: Yes.

(+) Location: East Asia & CenPac Date(s): various Assignment(s): Opening 7 months Circumstances: Encountering the "Battle..." missions, duplicate ship names are in certain files, causing bad spawns and / or CTDs Fix?: Yes - edits completed - testing. Resolved?: Yes. (related to #4 above)

(+) Location: Game-wide Date(s): various Assignment(s): All Circumstances: Encountering airplanes, some see the players submarine, some do not. Several CTD encountered during encounters (unable to reproduce in same manner, but did get CTDs to throw). Fix?: Maybe - edits completed - Still testing, and other issues seem resolved. The airplanes do seem to be "super-sensitive" to all configuration settings, and this seems to affect other assets in a given scenario... :roll: Resolved?: Yes.

(+/-) Location: Game-wide Date(s): various Assignment(s): All Circumstances: When taking damage internally, steam pipe breaks and Steam Burst.wav file plays. After damages are repaired, audio file continues to play (unable to replicate) Fix?: Maybe - edits completed - attempting tests. Audio exceeded 0 db scale, reduced both the pipe burst and the steam sound. Resolved?: Unknown.
Plus many others found listed in the "v1FixPatchReadMe_v1.004a.pdf" file in the Support folder of the mod - Plus other new stuff just waiting for you to discover! We don't even remember what we did! :salute:

Michael Wood
02-18-20, 12:04 AM
Downloaded and testing.

propbeanie
02-18-20, 02:38 AM
I have some questions for you guys downloading: On my desktop Win7 8gig RAM, old Core2 Duo Quad Core, nVidia GTX560Ti, I have no issues. The game,while in Home Port, getting ready to depart, with all of the surrounding traffic and airplanes runs at 60fps if I don't limit it to 30fps. Nary a hiccup. But on this laptop, Win10 8 gig RAM, new core i7 with onboard Intel HD 620 graphics - which used to run the game just fine in similar fashion to the desktop - now CTDs when starting in the Home Port. I used to just have the usual Windows "hiccups" now and then as it did whatever it is that Windows 10 does. But now it will NOT run the game if I start my career in the Home Port harbor - the game will crash. However, if I start outside the harbor, all is well... ?? I just downloaded this. Is this something with my computer? It acts like LAA did not take on the executable, but it does show as being fine...?? Ubisoft Uplay version of the base game, btw - not that I suspect that at all :roll: ...

Does anyone else have a Windows 10 laptop, Core i7 with onboard video that is trying to run the mod? I do not understand what is going on with the beast and the mod. I have a few hardware things to try, and a few software things, as well as a couple of mod things... Please let us know if you have similar issues. Thanks. :salute:

torpedobait
02-18-20, 12:31 PM
Should the new version number be 1.104a? I'm sort of a stickler for keeping numbers in ascending order. Call me a "Version Nazi" if you will. :haha:
:salute:

propbeanie
02-18-20, 01:09 PM
Naw. The original was numbered v1.0.1.g, so this is like a minor "fix" if you will, so in dropping the 2nd decimal point, aka: 3rd placeholder, and adding the leading zeroes to the "0" number (2nd placeholder) of the original release, we're using the letters (still) as the "build" if you will, of a particular set of files. With the airplane changes and some ship changes, we've actually increased from like a v1.000.1.g (if the leading zeroes would have been used) to v1.004.0.a, if you will. The use of the leading zeroes, such that we are talking about tenths, hundreths and thousandths, and not have single-digit places that turn into double- and even triple-digit places as the numbering advances, will now let you see at a glance that "1.004" is higher than "1.0.1", and that "v1.014.c" will be higher than "v1.004.a", or whatever the case may be. The placement of a digit in the 3 "decimal values" just signifies how high of a move this version is. Realistically, if a certain someone hadn't already done the artwork, it really should be like "v1.104.d" or "v1.014.d", depending upon your definition of "minor". Since this version is not fully backwards-compatible with the previous releases, just this side of a major release, but with no added functionality or anything "fancy", we kept it low. Like a "maintenance release"... Besides "Author's (Team) Perogative"... :har: :salute:

propbeanie
02-18-20, 02:07 PM
I have some questions for you guys downloading: On my desktop Win7 8gig RAM, old Core2 Duo Quad Core, nVidia GTX560Ti, I have no issues. The game,while in Home Port, getting ready to depart, with all of the surrounding traffic and airplanes runs at 60fps if I don't limit it to 30fps. Nary a hiccup. But on this laptop, Win10 8 gig RAM, new core i7 with onboard Intel HD 620 graphics - which used to run the game just fine in similar fashion to the desktop - now CTDs when starting in the Home Port. I used to just have the usual Windows "hiccups" now and then as it did whatever it is that Windows 10 does. But now it will NOT run the game if I start my career in the Home Port harbor - the game will crash. However, if I start outside the harbor, all is well... ?? I just downloaded this. Is this something with my computer? It acts like LAA did not take on the executable, but it does show as being fine...?? Ubisoft Uplay version of the base game, btw - not that I suspect that at all :roll: ...

Does anyone else have a Windows 10 laptop, Core i7 with onboard video that is trying to run the mod? I do not understand what is going on with the beast and the mod. I have a few hardware things to try, and a few software things, as well as a couple of mod things... Please let us know if you have similar issues. Thanks. :salute:
A combination of incidents that coalesced into a mess... First of all, Windows did an "update" on the Intel onboard HD 620 driver... say whuh? you might ask... I know, I know, should have happened a while back, but there it is. The "update" took out the Intel Graphics Control Center, rendering it useless, including the 'profiles' for SH4 that were in it... An 'accidental' side-trip to the Microsoft store (HP induced) led to the removal of the GCC and the installation of the Intel Graphics Command Center... one little word in the title, and all of that now functions, and I can choose more settings for the game. Wow.

Big thing - LAA was NOT applying to the SH4.exe in the game folder, but rather to an SH4.exe in a similarly named folder - yes, old man eyes it is... aka: "oldmanitis", and old man frustration... Re-did the install before I saw that... sheesh. In the meantime, if you have Intel onboard graphics, you really should get that Graphics Command Center, since it does open a few more options, such as anti-aliasing and frame rate control... Just pay more attention to what you're doing, like at least a nickel's worth, and put your good glasses on when doing mod set-ups... :roll: :salute:

Strykr
02-18-20, 10:47 PM
I just downloaded this update.

It installed flawlessly, as per your instructions propbeanie.
Visually........WOW.
Bravo team. :yeah:

I'm new to FOTRS, and certainly no expert.
But I'm looking forward to checking this out.

Thanks to ALL involved with this project. :Kaleun_Salute:

Gotta go.....I'm heading back in to start a campaign.

merc4ulfate
02-19-20, 04:51 AM
So just run like H E double hockey stix, and hope they don't hit you too much, eh? Did you go right at the first gun boat? :salute:

First gum boat yes I went right for it then turned due south ... there is a small channel between two islands. All the patrols were coming down the areas between the two deep holes. I went between the two islands and never had an issue after the first patrol gun boat.

torpedobait
02-19-20, 05:10 AM
Naw. The original was numbered v1.0.1.g, so this is like a minor "fix" if you will, so in dropping the 2nd decimal point, aka: 3rd placeholder, and adding the leading zeroes to the "0" number (2nd placeholder) of the original release, we're using the letters (still) as the "build" if you will, of a particular set of files. With the airplane changes and some ship changes, we've actually increased from like a v1.000.1.g (if the leading zeroes would have been used) to v1.004.0.a, if you will. The use of the leading zeroes, such that we are talking about tenths, hundreths and thousandths, and not have single-digit places that turn into double- and even triple-digit places as the numbering advances, will now let you see at a glance that "1.004" is higher than "1.0.1", and that "v1.014.c" will be higher than "v1.004.a", or whatever the case may be. The placement of a digit in the 3 "decimal values" just signifies how high of a move this version is. Realistically, if a certain someone hadn't already done the artwork, it really should be like "v1.104.d" or "v1.014.d", depending upon your definition of "minor". Since this version is not fully backwards-compatible with the previous releases, just this side of a major release, but with no added functionality or anything "fancy", we kept it low. Like a "maintenance release"... Besides "Author's (Team) Perogative"... :har: :salute:

Ok, I get it. It just looked funny going from a v1.01 to a v1.004. But now I understand why. W-a-a-ay back in the day, when we used punch cards as a source deck, we would sometimes not leave enough room in the card sequence numbers for adding/inserting new code. Created a mess that could only be solved by renumbering the whole deck. This is a bit like that, only it's easier to avoid version issues now. I doubt many can relate to my experience with punch cards - I started on an IBM 1401 Emulator program. I told you I was OLD!

As for the new version, after finally getting it all set up, I started a new career in S-34 out of Cavite, ending the first patrol at Surabaya with no encounters after useless patrol assignments in the Tabula and Makassar straits (going from memory, here). Just started the 2nd patrol, an insertion mission. Encountered an IJN Task Force too far away to attack. They turned right into me, allowing me to sink one of two escort carriers and make a clean getaway. I love the action, and the in-sub ambience is beautiful, day or night. You guys have done an incredible job once again. Many thanks.

Thanks.

propbeanie
02-19-20, 07:27 AM
... Thanks to ALL involved with this project. :Kaleun_Salute:

Gotta go.....I'm heading back in to start a campaign.
On behalf of the team, "thanks" for the thanks. We appreciate that. Good hunting, and remember to maintain radio at all times for changes to your orders... :arrgh!: :salute:

First gum boat yes I went right for it then turned due south ... there is a small channel between two islands. All the patrols were coming down the areas between the two deep holes. I went between the two islands and never had an issue after the first patrol gun boat.
That was the way I would usually try to go... You must be taking out the gunboat faster than I can, because ~someone~ snitches on me, and everyone else follows me that way... Do you get airplanes near the end, as you get closer to the Bohol Sea?...

Ok, I get it. It just looked funny going from a v1.01 to a v1.004. But now I understand why. W-a-a-ay back in the day, when we used punch cards as a source deck, we would sometimes not leave enough room in the card sequence numbers for adding/inserting new code. Created a mess that could only be solved by renumbering the whole deck. This is a bit like that, only it's easier to avoid version issues now. I doubt many can relate to my experience with punch cards - I started on an IBM 1401 Emulator program. I told you I was OLD!

As for the new version, after finally getting it all set up, I started a new career in S-34 out of Cavite, ending the first patrol at Surabaya with no encounters after useless patrol assignments in the Tabula and Makassar straits (going from memory, here). Just started the 2nd patrol, an insertion mission. Encountered an IJN Task Force too far away to attack. They turned right into me, allowing me to sink one of two escort carriers and make a clean getaway. I love the action, and the in-sub ambience is beautiful, day or night. You guys have done an incredible job once again. Many thanks.

Thanks.
Ah, but the first release was "v1.0.1.g", which in the new scheme would be "v1.000.001.a", which would be like running through the alphabet for that third digit placeholder and rolling over to "1" there... We just dropped that "one" placeholder, and put the leading zeroes "in view" for the 2nd placeholder... Sorry for the confusion, which is what we're trying to eliminate... :har:

Now, as to your first patrol, like other subs' first patrols elsewhere, when in the Tablas Strait, about all you'll see besides fishing boats (usually), is the occasional Mavis flying boat, which I just got bombed by one last night while crossing the Sibuyan Sea... rassin rother dad-blame clouds and radar... (forgot to turn on the SD :roll: - "old-school skipper" is my excuse). Minimal damage, no injuries, but they know where I are in my little Sugar boat now... anyway, Manila, of course, was in disarray, and had no clue where the Japanese might be coming from, so wasted a lot of effort going to "quiet" spots. However, You should encounter something in the Makassar Strait... of course, it isn't exactly a small area to cover with one boat without radar. Just be sure to do the occasional "dip" down for your sonarman to try to find something. Of course, while testing, when I encountered something there during a test run last week, I shot four torps at some transports, all missed (say whuh?!!??) and then I spent the next roughly 23 hours game-time trying to avoid a couple DD and a subchaser... I say "trying"... If I wouldn't have used TC as much, I might have made it... dunno tho, 'cause I didn't... :O: - but it was a good test.

Glad you like the look and feel of the mod. What type of "Insertion" do you have, and to where? I went through and tried to limit some of those 2nd missions, similar to what you get at the Beginning, to where you get only a select set of missions for your 2nd patrol, so long as you don't stay out too long for your first patrol... :salute:

Michael Wood
02-19-20, 10:24 AM
Ok, I get it. It just looked funny going from a v1.01 to a v1.004. But now I understand why. W-a-a-ay back in the day, when we used punch cards as a source deck, we would sometimes not leave enough room in the card sequence numbers for adding/inserting new code. Created a mess that could only be solved by renumbering the whole deck. This is a bit like that, only it's easier to avoid version issues now. I doubt many can relate to my experience with punch cards - I started on an IBM 1401 Emulator program. I told you I was OLD!

As for the new version, after finally getting it all set up, I started a new career in S-34 out of Cavite, ending the first patrol at Surabaya with no encounters after useless patrol assignments in the Tabula and Makassar straits (going from memory, here). Just started the 2nd patrol, an insertion mission. Encountered an IJN Task Force too far away to attack. They turned right into me, allowing me to sink one of two escort carriers and make a clean getaway. I love the action, and the in-sub ambience is beautiful, day or night. You guys have done an incredible job once again. Many thanks.

Thanks.




IBM 1401? I started on an IBM 402 accounting machine. Old time tabulator.


I started in the S-35 and was ordered to Lingayen Gulf. Not there, yet. It may be a hot area. Noticed that the officer limit for the S-Boat is still five, which the program assumes to be chiefs and officers, not just officers. And, many of the officers in all boats are still wearing the wrong collar insignia.

propbeanie
02-19-20, 10:58 AM
...
I started in the S-35 and was ordered to Lingayen Gulf. Not there, yet. It may be a hot area. Noticed that the officer limit for the S-Boat is still five, which the program assumes to be chiefs and officers, not just officers. And, many of the officers in all boats are still wearing the wrong collar insignia.

The airplanes ate up too much time, and real life decided to get in the way of all things fun, so the insignia and officers took a back seat for now. I did get to a few things, like the 4" gun on your boat, early in the war, but you might have also noticed that for whatever reason now, it offers a 3" aft gun as an "upgrade", in addition to the 3" fore gun... I did not change any of those settings though, so that needs looking into also. Of course, do NOT attempt to "upgrade" your 4" fore gun on the S-Boat to a 3" aft, since it will not function as intended. The torpedo loadings when returning from Patrol are still whacky also. You might also notice the "typing" as you come into the Manila office at the start, that it continues typing, while the the text appears to "jump" up a pinch... I forgot to draw the text box in 1024_768 ini bigger for that 2nd line, so we'll deal with that in the next release also. s7rikeback is working right now on future "efficiency" changes in the ships' dat files, which we hope will further improve load times and renderings.

As for where you are headed, depending upon your assignments, you might be going to Lingayen Gulf too early to catch anything, and just before the transports arrive, and then you get sent elsewhere. Others are sent there the day after they arrive... seemingly, the patrolling DD assigned to protect th transports apparently don't hang around long enough though, so we'll fix that next version also... time permitting of course :roll: - thanks for the comments! :salute:

propbeanie
02-19-20, 12:49 PM
OK, click on the "Spoilers" for the pix, but beginning yesterday, this Mavis caught us on the surface:

https://i.imgur.com/AkSYzfM.jpg
zoomed shot, prior to them turning toward us for a 2nd attack

gave us a little damage, no injuries, but the Mavis has "staying power", so we were down for a while...

Beginning this morning. We were following ordered protocol with a periscope patrol beginning about 0630 hours. Came up for some quick air, and low and behold, now a Pete finds us on the surface... At first, it didn't look like they'd seen us, but a couple more bobs up to PD and there they were, so this was the order of the day three times:

https://i.imgur.com/w4tdFMm.jpg

of the three sightings, only the one attack, and it wasn't close, but they know fershure ferserttin now that I are there, and just about where to find me... On the 2nd quick drop to 150 (and radical change of course), I got some sonar lines and a report "Warship, moving away, long range".

https://i.imgur.com/pRA5P1u.jpg

So on the next time up to PD, we looked north. No sign of anything of course, so using my handy-dandy "cheat" device, I zoomed that a-way, because I are an "Official FotRSU Tester" of course... :roll: lo and behold:

https://i.imgur.com/Audc5S1.jpg
Looking north across the group

https://i.imgur.com/YC2LW9m.jpg
Looking front-to-back through the group

Some "close-ups":

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

https://i.imgur.com/xTjwQd1.jpg

Further investigation, and there are a couple of DD and a CA hanging back... why? So, like 7 or 8 escorts, a CL, 2x CA, 2x Seaplane tenders, and one CVE (actually, CVL).

https://i.imgur.com/ZAMR043.jpg
looking in my sub's general direction, about 6 miles to the south

https://i.imgur.com/CrDCQCK.jpg
looking East toward Palau at the other two hanging back

I don't stand a chance of catching them in my S-Boat, what with them over 6nm away at least, traveling at a good clip and all, plus that shtinking latest Pete is bound to show his face sooner rather than later... Anyway, the overall:

https://i.imgur.com/A2QUAkx.jpg

I'm having a blast, even though I haven't taken shot one yet... :salute:

torpedobait
02-20-20, 11:50 AM
Glad you like the look and feel of the mod. What type of "Insertion" do you have, and to where? I went through and tried to limit some of those 2nd missions, similar to what you get at the Beginning, to where you get only a select set of missions for your 2nd patrol, so long as you don't stay out too long for your first patrol... :salute:

Second patrol assignment was to take a 6-man squad and drop them on Leyte maybe 30-50 miles south of Manila harbor. On leaving Surabaya and before getting to the deep waters of Makassar Strait, lookouts spotted an IJN Fubuki DD heading WSW. I turned towards him and went to PD (out of range, of course) just to see what was what. Sonar soon picked up multiple warships, reported as "closing". I thought they should be going away, so despite the near presence of the DD raised the scope for a quick look-see. Holy Crap! There was a Maya Class CG heading straight for us, now going due South. Behind the Maya were two escort carriers, another Maya, and several light cruisers, all surrounded by DD's. No way was I going to pass this up. I surfaced enough to use the radio, sent a contact report, and went immediately back to PD, apparently unnoticed. Must have been rookies on the near DD (Thank you!). Orders came to attack the TF without endangering my primary mission. Easier said than done.

As the Fubuki closed and then passed, I turned to the NE to gain some space between us and the line of bigger prey, turning back to the WNW in time for a shot at the carriers. It was pretty dark by then, so when I raised the scope no one spotted it. I was lined up perfectly on the Maya, but I swung the scope to the right for the lead escort carrier. Bingo! I fired two Mark 10's at her front quarters and dropped the scope. When the stopwatch showed about 10 seconds to end of run, I raised the scope and thought I picked out the second carrier and fired my remaining loaded torps. Down scope, turn away to ENE and head to 160 feet on silent running. Heard four explosions in rapid succession and started congratulating myself for sinking two escort carriers (about 30k tons) on getting the "she's going down" message.

However, in my haste I had retargeted the first carrier, so she got all four torps. That's ok - one was a pretty good kill for an S-boat. Funny, the escorting DD's never found me. No pinging, but they did depth charge the hell out of the spot I had fired from - bet they killed a lot of fish. We snuck away undetected and when out of sound range surfaced and continued our run to Makassar Strait. Before getting there, we spotted a Fast Merchant, also on a WSW course, and out of range of our now reloaded tubes. On a hunch, I again turned North and went to PD. Sure enough, when I raised the scope there he was, now on a due South heading. One torpedo in the bow quarter and she blew herself to bits. Must have blown her own bottom out because she went down in about 3 minutes. The rest of the mission was routine.

Dropped off the Army squad on Leyte around midnight right in front of a village. Something I noticed about that - I don't always get the "ready to launch raft" message if I approach on the surface, even after stopping. So I always submerge about two miles out and make my run in, stopping and surfacing about 600 yards from shore. I always get the launch cue doing it that way. I'm not saying it's a flaw - just pointing out that a way to be sure to complete the insertion successfully is to approach the launch point submerged, stop, and then surface.

The rafts behave much more like they should, and the insertion team makes for shore as they should. Don't know if you changed any of that, but it was never so smooth in prior versions of any mod. I like it!

Btw, on the way back I ran into a few more merchies to add to the total, expending all 11 torpedoes. A very successful patrol, that ended at Perth/Fremantle. Made one more patrol with some success, and I'm getting ready for my fourth, this time out of Brisbane.

Sorry for running on like this, but I had to tell someone! :Kaleun_Thumbs_Up:

fitzcarraldo
02-20-20, 12:22 PM
Starting now with a Gato, new FOTRSU version. Good weather in Pearl. Hope I will have a good patrol.

Regards and many thanks for the good job!

Fitzcarraldo :salute:

torpedobait
02-21-20, 09:44 AM
The red flares fired by torpedoed or gunned ships is a really nice touch! Also, thanks for fixing a long-standing but small irritant, that being the link direct to the boat from the Captain's desk in the office. Just wanted you to know I saw these and appreciate the attention to detail.
:Kaleun_Applaud::Kaleun_Salute:

propbeanie
02-21-20, 10:56 AM
The red flares fired by torpedoed or gunned ships is a really nice touch! Also, thanks for fixing a long-standing but small irritant, that being the link direct to the boat from the Captain's desk in the office. Just wanted you to know I saw these and appreciate the attention to detail.
:Kaleun_Applaud::Kaleun_Salute:
You are welcome. I made the base of the submarine model "active" also, with the intent of having it take the player directly to the torpedo screen, but the devs apparently didn't include a built-in link for that... I'm trying to work around it, but I can't remember how... :har: what's my name again?... :doh: :salute:

fitzcarraldo
02-21-20, 04:34 PM
The red flares fired by torpedoed or gunned ships is a really nice touch! Also, thanks for fixing a long-standing but small irritant, that being the link direct to the boat from the Captain's desk in the office. Just wanted you to know I saw these and appreciate the attention to detail.
:Kaleun_Applaud::Kaleun_Salute:

+1.. The red flares is an inmersive element I ever missed in SH4. That's awesome. Congratulations!

Fitzcarraldo :salute:

granite00
02-22-20, 01:40 PM
I'm sorry if this has been asked before. I know most mods are not compatible with FOTRSU. Is there a way to use the TMO black dot ship contact icons instead of the stock icons that immediately indicate a target's direction?

propbeanie
02-22-20, 03:30 PM
I think we have an add-in for that about ready to go... We'll have to consult with the author, if we get a reply. That should be close to compatible with what we have now. You just have to change all of the ShipName_shp files to a dot, or blob, or smilie face, or whatever... :arrgh!: Most of them are already like that from the previous versions... :salute:

s7rikeback
02-22-20, 05:15 PM
I think we have an add-in for that about ready to go... We'll have to consult with the author, if we get a reply. That should be close to compatible with what we have now. You just have to change all of the ShipName_shp files to a dot, or blob, or smilie face, or whatever... :arrgh!: Most of them are already like that from the previous versions... :salute:
Pb, the original FoTRS had those icons ingame, both me and capnScurvy removed them due to popular requests and went towards the original stock version. Green being friendly & blue being the bad guys!!! there's more to change than just the shp files, they would also have to change the Air_shp files & land based_shp files, plus others elsewhere.

propbeanie
02-22-20, 09:45 PM
Pb, the original FoTRS had those icons ingame, both me and capnScurvy removed them due to popular requests and went towards the original stock version. Green being friendly & blue being the bad guys!!! there's more to change than just the shp files, they would also have to change the Air_shp files & land based_shp files, plus others elsewhere.
Plus we've added a few new ships since... But the airplanes and land units could be done separately also... but how "detailed" do folks want? Three add-in mods, or thirty?... :O: :salute:

granite00
02-22-20, 10:28 PM
I'm thankful for the depth of this mod, period.

If the map contacts are fairly easy to change, I'd be happy. I was hoping that it wouldn't be too difficult (sort of like reversing what RR's EZPlot did for RFB and TMO). This seems more complicated than I thought.

ironkross
02-23-20, 11:40 AM
A few months ago I got back into subsims after maybe 7~8 years. I wanted to play SH3. I tried using Grey Wolves mod (on Win7) but gave up after 3 complete installs/uninstall/wipe/reinstall of SH3 and the mod. Finally gave up on that and played it with LSH3, but still had problems simply starting up the game. I had to start with SH3 cmdr, end process with task mgr, and restart cmdr just to play.

So I loaded up SH4, DL'd the FotRSU mod, and installed according to the instructions. Starting out at Pearl Dec 8th '42- the game started without any hiccups, and everything looks great, runs great.

I wanted to thank you for getting this mod right.:salute: When I started the game I really expected some kind of glitch (only because of my previous experiences.) Pleasantly surprised with it playing on the first try.

Wolfcat
02-23-20, 02:18 PM
Is it possible to combine FOTRS with RSRD? I am mainly interested in having historic battles in my campaign. Or it is not necessary because FOTRS already incorporates the features in RSRD? I am kinda new to FOTRS, so not knowledgeable of all the history.

merc4ulfate
02-23-20, 03:37 PM
First CTD new version.

This might be an Allied plane issue.

Sargo class out of asiatic fleet.
Love the messages and issue of order immediately following completion of the first. Went to north Luzon by way of San Bernadino at first, picked up personnel back at Dock two second, then headed to Java third. Just North of Java spotted a Torro but no way to get a good angle. I noticed a down flyer in the water and rescued him. Looked at the Torro again with Allied planes flying overhead on course for Torro.

Saw a second downed pilot and rescued him. Looked back at Torro no other downed pilots sighted so resumed course for Java new home base.

This is where the CTD happens.

Clean install
LAA
Generic Mod Enabler - v2.6.0.157
[X:\FOTRSUNEWEST\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN
901_strategic_map_symbols


I suspect this might be an allied air craft issue simply because they were coming from Java. No other help I can give . I had no saves along the way. This was the first mission I tried in the new campaign.

propbeanie
02-23-20, 10:58 PM
I'm thankful for the depth of this mod, period.

If the map contacts are fairly easy to change, I'd be happy. I was hoping that it wouldn't be too difficult (sort of like reversing what RR's EZPlot did for RFB and TMO). This seems more complicated than I thought.
It is slightly complicated, but we'll get one.


A few months ago I got back into subsims after maybe 7~8 years. I wanted to play SH3. I tried using Grey Wolves mod (on Win7) but gave up after 3 complete installs/uninstall/wipe/reinstall of SH3 and the mod. Finally gave up on that and played it with LSH3, but still had problems simply starting up the game. I had to start with SH3 cmdr, end process with task mgr, and restart cmdr just to play.

So I loaded up SH4, DL'd the FotRSU mod, and installed according to the instructions. Starting out at Pearl Dec 8th '42- the game started without any hiccups, and everything looks great, runs great.

I wanted to thank you for getting this mod right.:salute: When I started the game I really expected some kind of glitch (only because of my previous experiences.) Pleasantly surprised with it playing on the first try.
Glad that you like it. Thanks.


Is it possible to combine FOTRS with RSRD? I am mainly interested in having historic battles in my campaign. Or it is not necessary because FOTRS already incorporates the features in RSRD? I am kinda new to FOTRS, so not knowledgeable of all the history.
The "battles" in FotRSU are not quite as numberous as RSRDC, but will run "on time" and with more accurate ships - mostly because FotRSU has a larger roster of ships to pull from. However, RSRDC will not run on top of FotRSU, and would ruin both mods, because of ship-type calls. FotRSU calls several classes of ships with different Names and with different Types, as well as different Classes. The combination will not work. We were looking into maybe converting some aspects, but it is a huge undertaking.


First CTD new version.

This might be an Allied plane issue.

Sargo class out of asiatic fleet.
Love the messages and issue of order immediately following completion of the first. Went to north Luzon by way of San Bernadino at first, picked up personnel back at Dock two second, then headed to Java third. Just North of Java spotted a Torro but no way to get a good angle. I noticed a down flyer in the water and rescued him. Looked at the Torro again with Allied planes flying overhead on course for Torro.

Saw a second downed pilot and rescued him. Looked back at Torro no other downed pilots sighted so resumed course for Java new home base.

This is where the CTD happens.

Clean install
LAA
Generic Mod Enabler - v2.6.0.157
[X:\FOTRSUNEWEST\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN
901_strategic_map_symbols


I suspect this might be an allied air craft issue simply because they were coming from Java. No other help I can give . I had no saves along the way. This was the first mission I tried in the new campaign.
There is a British airplane base at Balipapan until January 1942. Another at Singapore until February 1942, while the one at Surabaya stays until March. All British. None of the Aussie bases can reach that far. There should be no carriers nearby. Java shows to have a squadron of Brewster Buffaloes (USFighter), some "SearchPlanes", a few Whitleys, a squadron of Hurricanes, a squadron of Beaufighters, and a small squadron of KittyHawks, if they got them off the boats OK... Did you happen to sight-ID any of what you saw?

btw, I am in an S-Boat, north of Samar, about to get re-assigned to either a Davao setting, or a Halmahera setting, then sent toward Darwin, and eventually Surabaya, so I'll be in the same neighborhood in a few days. :salute:

Wolfcat
02-24-20, 03:16 AM
Yeah, love the fact that FOTRS has much larger ship roster. Btw, how do you stadimeter a light carrier? Last nite, I use the tallest master on a chiyoda, the distance computation is far off. However, when I use the deck on waterline then I come close. Either the master height is wrong or carrier is measured differently?

merc4ulfate
02-24-20, 04:24 PM
It is slightly complicated, but we'll get one.



Glad that you like it. Thanks.



The "battles" in FotRSU are not quite as numberous as RSRDC, but will run "on time" and with more accurate ships - mostly because FotRSU has a larger roster of ships to pull from. However, RSRDC will not run on top of FotRSU, and would ruin both mods, because of ship-type calls. FotRSU calls several classes of ships with different Names and with different Types, as well as different Classes. The combination will not work. We were looking into maybe converting some aspects, but it is a huge undertaking.



There is a British airplane base at Balipapan until January 1942. Another at Singapore until February 1942, while the one at Surabaya stays until March. All British. None of the Aussie bases can reach that far. There should be no carriers nearby. Java shows to have a squadron of Brewster Buffaloes (USFighter), some "SearchPlanes", a few Whitleys, a squadron of Hurricanes, a squadron of Beaufighters, and a small squadron of KittyHawks, if they got them off the boats OK... Did you happen to sight-ID any of what you saw?

btw, I am in an S-Boat, north of Samar, about to get re-assigned to either a Davao setting, or a Halmahera setting, then sent toward Darwin, and eventually Surabaya, so I'll be in the same neighborhood in a few days. :salute:

Sorry no ID's on plane I did spot. Restarted from the beginning as I had no saves. Have not made it back down there again as yet maybe tonight.

propbeanie
02-24-20, 04:48 PM
Yeah, love the fact that FOTRS has much larger ship roster. Btw, how do you stadimeter a light carrier? Last nite, I use the tallest master on a chiyoda, the distance computation is far off. However, when I use the deck on waterline then I come close. Either the master height is wrong or carrier is measured differently?
Some of the CV use the flight deck, others use the tower. I "searched" for CapnScurvy's posting on that, but have not found it yet. It might be buried somewhere in a ReadMe...


Sorry no ID's on plane I did spot. Restarted from the beginning as I had no saves. Have not made it back down there again as yet maybe tonight.
OK, if you can then, try to visually ID them. If you get the "visible plane" triangle on the NavMap and can click on it, it will usually ID it for you. I'm currently running through building some test missions with the GB airbase planes, and I hope to find something this evening also. If nothing else, I might disregard my career's "orders" and run my S-boat down the Samar coast and head for Soerabaja, Java early myself... :salute:

ironkross
02-24-20, 10:33 PM
I completed my first mission, but every time I get close enough to Pearl Harbor to dock and end patrol I get a CTD. If I select Dock- CTD, End Patrol-CTD. Even if I select continue mission the game goes on until I select another station- CTD. I am going to try to dock at Midway tonight and stay away from PH. I just want to finish this first patrol.
I do enjoy the mod and it may not be FotRS causing the CTD. Just wondered if anyone has experienced this. :hmmm:
[EDIT] RESOLVED! I reloaded the Large Address Aware in the SH4 file and checked the box to use more than 2GB in memory. I docked without a CTD and started next patrol.

Talvezny1
02-25-20, 01:33 AM
First of all, fantastic mod. Thank you! I may have found a bug, don't know if it's me or the game. I am playing the uboat campaign 1943 out of Batavia. First patrol June 22 1943 @ 15:06 in grid KA9554 after being told to sink 10000 tons of merchant. I spy the Sinclair headed course 324 at 7knts. I sink her with 1- IIg7e and 1-IIIg7e from 700yds 60°aob. She blows up with the first hit but immediately turns a green and red camo color, loses all detail, second hit she breaks in half and sinks. About the time she hits the ocean floor the games crashes.

Michael Wood
02-25-20, 03:32 AM
Some of the CV use the flight deck, others use the tower... :salute:


Really don't like people who play with map updates off, eh? I can ping a lone freighter, but not a war ship in a task force. If stadimeter not reliable, just have to miss a whole lot until I get surface to surface radar and then spend a long time calculating course and speed. Sad.

propbeanie
02-25-20, 01:41 PM
Map contacts on or off, no matter. With map contacts off, I hit my sonar man to report the nearest contact, and the visual the same way, so that when the periscope goes up, I know where to look quicker. What I have found, even with a known-good mast height - of which, most of the ships in FotRSU have that - that where I place the scope in relation to the ship, and where I put the stadimeter in relation to that known-good measurement, has more influence on my "range" finding than anything else. With a Large Composite at 5500 yards away (known from doing map contacts on in another run on the same mission), my stadimeter reading will be anywhere from 4950 to 6200 yards. This is a mission with calms seas and calm winds, the ship on a known 090° course, and my boat on a known 000° course, driving a Porpoise 1st January, 1943. What I did find though, was that if I instead measured a couple of times consistently with the stack, I actually got more consistent results, though usually a little long, but never short. Measuring the angle on the bow and speed were slightly wilder, and knowing how fast the ship was going made confirmation much easier of course. I cannot find my "Measuring Stick", which was a little thing that the GWX devs made, but I'm going to guess that the 22.5m height of the NKLCS_Nagara might be a few feet tall, but of the three times I did shoot at it, the first time I was out in front with two, hit with two, one dud. The second was hit with three, all from the stack back and missed with the 3th, behind, no duds. Hit with 3, nice spread across the ship... all four detonated, but again, my biggest problem in this test was this:

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

and

https://i.imgur.com/3w0cYes.jpg


another circle runner... both of us sank... :o :har: - don't forget now, there is a "ShipsData.pdf" file in the Support folder that has info on the ships in a spreadsheet.

I was shooting from about 1700 yards, and I usually try to get closer to the 1000 to 1200 yards mark, of which I would have definitely had more hits, and maybe no circle runners... :roll: :salute:

merc4ulfate
02-25-20, 05:02 PM
Map contacts on or off, no matter. With map contacts off, I hit my sonar man to report the nearest contact, and the visual the same way, so that when the periscope goes up, I know where to look quicker. What I have found, even with a known-good mast height - of which, most of the ships in FotRSU have that - that where I place the scope in relation to the ship, and where I put the stadimeter in relation to that known-good measurement, has more influence on my "range" finding than anything else. With a Large Composite at 5500 yards away (known from doing map contacts on in another run on the same mission), my stadimeter reading will be anywhere from 4950 to 6200 yards. This is a mission with calms seas and calm winds, the ship on a known 090° course, and my boat on a known 000° course, driving a Porpoise 1st January, 1943. What I did find though, was that if I instead measured a couple of times consistently with the stack, I actually got more consistent results, though usually a little long, but never short. Measuring the angle on the bow and speed were slightly wilder, and knowing how fast the ship was going made confirmation much easier of course. I cannot find my "Measuring Stick", which was a little thing that the GWX devs made, but I'm going to guess that the 22.5m height of the NKLCS_Nagara might be a few feet tall, but of the three times I did shoot at it, the first time I was out in front with two, hit with two, one dud. The second was hit with three, all from the stack back and missed with the 3th, behind, no duds. Hit with 3, nice spread across the ship... all four detonated, but again, my biggest problem in this test was this:

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

and

https://i.imgur.com/3w0cYes.jpg


another circle runner... both of us sank... :o :har: - don't forget now, there is a "ShipsData.pdf" file in the Support folder that has info on the ships in a spreadsheet.

I was shooting from about 1700 yards, and I usually try to get closer to the 1000 to 1200 yards mark, of which I would have definitely had more hits, and maybe no circle runners... :roll: :salute:

Isn't it true that extreme angles, (anything over 45-60 degrees) produce more chances of circle runners?

I got hit yesterday twice within an hour in the stern by IJN fish from DD's ... 85% damage to hull, minor damage to stern tubes no casualties. They even accidentally fished their own CV coming after me. Visually their fish did little damage to the CV. Far less than my MK 14's.

QUESTION:

Why did the MOD devs make the MK 14 renown cost zero but the MK 10 250 renown EACH!?!?

merc4ulfate
02-25-20, 05:04 PM
Map contacts on or off, no matter. With map contacts off, I hit my sonar man to report the nearest contact, and the visual the same way, so that when the periscope goes up, I know where to look quicker. What I have found, even with a known-good mast height - of which, most of the ships in FotRSU have that - that where I place the scope in relation to the ship, and where I put the stadimeter in relation to that known-good measurement, has more influence on my "range" finding than anything else. With a Large Composite at 5500 yards away (known from doing map contacts on in another run on the same mission), my stadimeter reading will be anywhere from 4950 to 6200 yards. This is a mission with calms seas and calm winds, the ship on a known 090° course, and my boat on a known 000° course, driving a Porpoise 1st January, 1943. What I did find though, was that if I instead measured a couple of times consistently with the stack, I actually got more consistent results, though usually a little long, but never short. Measuring the angle on the bow and speed were slightly wilder, and knowing how fast the ship was going made confirmation much easier of course. I cannot find my "Measuring Stick", which was a little thing that the GWX devs made, but I'm going to guess that the 22.5m height of the NKLCS_Nagara might be a few feet tall, but of the three times I did shoot at it, the first time I was out in front with two, hit with two, one dud. The second was hit with three, all from the stack back and missed with the 3th, behind, no duds. Hit with 3, nice spread across the ship... all four detonated, but again, my biggest problem in this test was this:

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

and

https://i.imgur.com/3w0cYes.jpg


another circle runner... both of us sank... :o :har: - don't forget now, there is a "ShipsData.pdf" file in the Support folder that has info on the ships in a spreadsheet.

I was shooting from about 1700 yards, and I usually try to get closer to the 1000 to 1200 yards mark, of which I would have definitely had more hits, and maybe no circle runners... :roll: :salute:

Isn't it true that extreme angles, (anything over 45-60 degrees) produce more chances of circle runners?

I got hit yesterday twice within an hour in the stern by IJN fish from DD's ... 85% damage to hull, minor damage to stern tubes no casualties. They even accidentally fished their own CV coming after me. Visually their fish did little damage to the CV. Far less than my MK 14's.

QUESTION:

Why did the MOD devs make the MK 14 renown cost zero but the MK 10 250 renown EACH!?!?

I cam across a TASK FORCE NE of Surabaya. It had a Menaki DD with its hull keel level with the water. Way to high to hit with a fish.

Michael Wood
02-25-20, 05:10 PM
Map contacts on or off, no matter. With map contacts off, I hit my sonar man to report the nearest contact, and the visual the same way, so that when the periscope goes up, I know where to look quicker. What I have found, even with a known-good mast height - of which, most of the ships in FotRSU have that - that where I place the scope in relation to the ship, and where I put the stadimeter in relation to that known-good measurement, has more influence on my "range" finding than anything else. With a Large Composite at 5500 yards away (known from doing map contacts on in another run on the same mission), my stadimeter reading will be anywhere from 4950 to 6200 yards. This is a mission with calms seas and calm winds, the ship on a known 090° course, and my boat on a known 000° course, driving a Porpoise 1st January, 1943. What I did find though, was that if I instead measured a couple of times consistently with the stack, I actually got more consistent results, though usually a little long, but never short. Measuring the angle on the bow and speed were slightly wilder, and knowing how fast the ship was going made confirmation much easier of course. I cannot find my "Measuring Stick", which was a little thing that the GWX devs made, but I'm going to guess that the 22.5m height of the NKLCS_Nagara might be a few feet tall, but of the three times I did shoot at it, the first time I was out in front with two, hit with two, one dud. The second was hit with three, all from the stack back and missed with the 3th, behind, no duds. Hit with 3, nice spread across the ship... all four detonated :roll: :salute:


Similar. If a known ship mast height in convoy, I take a couple stadimeter readings on said ship to get course and speed. I then set up a constant bearing attack and attack any ship that crosses my cross hair. Works great for convoys. With task forces with many escorts (cannot use active sonar) and uncertain mast heights (RFB), this does not work. I guestimate course and speed and try to move into position for constant bearing attack with wide spread from estimated range of 1000 yards or less. Still get hits, but not so many.


If I spot a task force at a goodly distance (RFB), I try to match course and adjust speed till bearing is constant. From this estimate of course and speed, I then do an end run, move into position and set up constant bearing attack. Works, but takes a long time.

If you can assure that only carriers have faulty mast heights, can adjust. Haven't actually run into a task force in FORTS, yet.

merc4ulfate
02-25-20, 05:49 PM
Haven't actually run into a task force in FORTS, yet.

Odd. I couldn't count the number of CV, BB and CA I have sank in task forces. I once came back with over half a million tonnes from finding so many. I just kept hitting a local supply depot for fish and going back and there they would be. It was like sweet spawn of satan over and over for them as I sank so so many.

Jan 42 North East of Surabaya. Sargo class. Used all but one fish. Just hit a Kongo, Maya, and Taiyō. All sank. One IJN DD sank due to the other DD's firing fish at me. Fun watching those fish underwater through the periscope sail over the main deck. The engagement lasted about 5 hours.

The Task Force are out there Michael ... sometimes it is knowing where to look and sometimes like this case just pure luck. What I will tell you I do every time is write down where I find them. Place, date and time. This particular one is 116.17 by 6.85 around 1200-1400, Jan 21 1942

propbeanie
02-25-20, 09:02 PM
Isn't it true that extreme angles, (anything over 45-60 degrees) produce more chances of circle runners?

I got hit yesterday twice within an hour in the stern by IJN fish from DD's ... 85% damage to hull, minor damage to stern tubes no casualties. They even accidentally fished their own CV coming after me. Visually their fish did little damage to the CV. Far less than my MK 14's.

QUESTION:

Why did the MOD devs make the MK 14 renown cost zero but the MK 10 250 renown EACH!?!?

I cam across a TASK FORCE NE of Surabaya. It had a Menaki DD with its hull keel level with the water. Way to high to hit with a fish.
Yes, the more of an angle, the more chance of a circle-runner. In this case, at the time of shooting, we're talking 12°, so I wasn't at all concerned about a circle-runner. However, I was once I couldn't find the torp on the F6 Attack Screen... sigh. Too late by then... :roll:

As to the cost of renown for the Mk10, that only happens when you are in a fleet boat after January 1942, and it's been discovered that the Mk 14 might not be doing so well... The S-boats get the Mk10s for "free".

do you happen to know what date you saw that Menaki?? Any other ships you remember in the grouping? I can try and chase them down and maybe find them.


Similar. If a known ship mast height in convoy, I take a couple stadimeter readings on said ship to get course and speed. I then set up a constant bearing attack and attack any ship that crosses my cross hair. Works great for convoys. With task forces with many escorts (cannot use active sonar) and uncertain mast heights (RFB), this does not work. I guestimate course and speed and try to move into position for constant bearing attack with wide spread from estimated range of 1000 yards or less. Still get hits, but not so many.


If I spot a task force at a goodly distance (RFB), I try to match course and adjust speed till bearing is constant. From this estimate of course and speed, I then do an end run, move into position and set up constant bearing attack. Works, but takes a long time.

If you can assure that only carriers have faulty mast heights, can adjust. Haven't actually run into a task force in FORTS, yet.
I cannot guarantee ~any~ ship's mast height accuracy. For all I know, they could all be off. Not exactly the easiest thing to check. The part that gets me though, is I was noticing a huge difference in the calculated range when using the same spot multiple times in a row, and from what I can tell, when you are at what I'll call a "boundary" point in the game's 3D rendering, where you'll go from a 2 pixel jump with the stadimeter image, to a 1 pixel jump spot (I'm going by the "clicks" I hear while moving it), that's where I find the biggest jumps in "accuracy" (or the lack thereof). Still though, how close you are when shooting and how fast the target is versus the torp speed is the biggest difference in my accuracy. I will sometimes just do my own artwork, based on the crew's reports, and try to use the periscope gradients, which CapnScurvy has assured us are accurate on all of the boats. Sometimes I'm close, sometimes not... sometimes, using the stadimeter and some artwork and I'm really close, sometimes not. Sometimes, shooting from the hip on a fast 90 is the easiest / best, or similarly, the 45° attack.


...
The Task Force are out there Michael ... sometimes it is knowing where to look and sometimes like this case just pure luck. What I will tell you I do every time is write down where I find them. Place, date and time. This particular one is 116.17 by 6.85 around 1200-1400, Jan 21 1942
Now, on a Save, that methodology will work, but from one career to the next, sometimes not so much. Most of the Task Forces and other traffic are set to spawn maybe 1/3rd of the time, sometimes they don't even hit a 10% mark. Most of the "Battle" scenes though do have near-100% participation... I have not gotten to my S-18 career today, so I am still up north of Samar, trying to catch ~something~ ~anything~ (besides the airplanes)... :har: - and have not gotten down toward the Java area to check on your airplanes from earlier yet... :arrgh!:
:salute:

Michael Wood
02-25-20, 09:38 PM
I cannot guarantee ~any~ ship's mast height accuracy.:arrgh!::salute:


Okay. Sounds like I will have to tolerate existing masts. Ya know, one of the good things about ISP version 2.8 are the flags. The author put accurate flags on the tallest ship masts. These were good because they were more than one pixel wide. They provide a dependable aiming point which does not grow and shrink as do the digital masts at ranges where they are only one or two pixels wide. I trust the aiming flags in ISP 2.8. Don't always hit, but can trust stadimeter. RFB mast heights came form the ONI handbooks, much of the data in which were wrong. Not much chance you could redraw ships to included aiming flag, though it would be nice.

NeonsStyle
02-26-20, 06:19 AM
The one thing that peeves me on every mega mod, is most of them
assume you know what it does. I have FOTR, and TMO and the Documentation never mentions what these mods do. It's not very conducive to downloading. there's lots of instructions on using them (though that's not hard).

If you have a mega mod, just describe what it does at the very beginning of your post.

propbeanie
02-26-20, 10:09 AM
The one thing that peeves me on every mega mod, is most of them
assume you know what it does. I have FOTR, and TMO and the Documentation never mentions what these mods do. It's not very conducive to downloading. there's lots of instructions on using them (though that's not hard).

If you have a mega mod, just describe what it does at the very beginning of your post.
Wow... It adds ships airplanes land units etc changes campaign functionality,etc, as most major mods do.

https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993

and there are readme files in the mod's Support folder...


To Clarify With A Small Example:
FotRSU Stock
ADB_B5N2_Kate ADB_B5N2_Kate
ADB_D3A1_VAL ADB_D3A1_VAL
ADB_D4Y3 ADB_Kyushu_Q1W1
ADB_G4M_Betty ADB_USDiveBomber
ADB_G4M_BettyBaka AFB_A6M2_Zero
ADB_G4M_BettyDive AFB_Beaufighter
ADB_IL2 AFB_USFighter
ADB_Kamikaze AFS_F1M_Pete
ADB_Kyushu_Q1W1 ALBS_G4M_Betty
ADB_USA_24Banshee ALBS_H6K
ADB_USDiveBomber ALBS_H8K
AFB_A6M2_Zero ALBS_USSearchPlane
AFB_A6M5 ALB_HeavyBomber
AFB_Beaufighter AS_Ar_196
AFB_F4U_Corsair AS_Sunderland
AFB_F6F ATB_USTorpedoBomber
AFB_FW_190A5
AFB_HurricaneMk1
AFB_Ki44
AFB_Ki61
AFB_Ki84
AFB_La_7
AFB_Martlet
AFB_MesserschmittBF109
AFB_MosquitoTsetse
AFB_NakajimaN
AFB_p38j
AFB_P40_D
AFB_P40_Kittyhawk
AFB_P40_Tomahawk
AFB_P40_Warhawk
AFB_P47
AFB_P51_Mustang
AFB_RAAFSpitfireAU
AFB_SeverskyP_35
AFB_USFighter
AFB_Wildcat
AFS_E13A_Jake
AFS_F1M_Pete
ALBS_G4M_Betty
ALBS_H6K
ALBS_H8K
ALBS_OS-2U
ALBS_OS-2U2
ALBS_PBY5
ALBS_PBY5A
ALBS_PBYCatalina
ALBS_USSearchPlane
ALB_B17Fortress
ALB_B17FortressA
ALB_B24LevelBomb
ALB_B24Liberator
ALB_B25_Mitchell
ALB_Beaufort
ALB_Gr.2Halifax
ALB_HeavyBomber
ALB_Junkers.Ju.52
ALB_Mk.3
ALB_MK.VIHalifax
ALB_PV1
ALB_PV2
ALB_Wellington
ALB_Whitley
ASW_B6N2
ASW_H6K4
ASW_H8K2
AS_Ar_196
AS_Sunderland
ATBS_Swordfish
ATB_Avenger
ATB_USTorpedoBomber
B17_Combat_Box_12
B17_Combat_Box_18-99
B17_Combat_Box_36
B17_Squadron_9


AI_Fleetboat CMD_small_boat
AI_Fleetboat_Static Float_Plane_H6K
AI_Pigboat_Static Iceberg
AI_Uboat9d2 IcebergM1
APD_Manley IcebergM2
AuxSubchaser IcebergM3
CHGunBoat01 IcebergS1
CHGunBoat02 IcebergS2
CMD_small_boat IcebergS3
COKaibokan JPFish01
Float_Plane_H6K JPFish02
Iceberg JPGunBoat01
IcebergM1 JPGunBoat02
IcebergM2 NAMC
IcebergM3 NATF
IcebergS1 NBB_Colorado
IcebergS2 NBB_Fuso
IcebergS3 NBB_Iowa
IJN_SubTender NBB_Ise
JPFish01 NBB_Ise2
JPFish02 NBB_KGeorgeV
JPGunBoat01 NBB_Kongo
JPGunBoat02 NBB_Nevada
JP_ShinshuMaru NBB_New_Mexico
M35Hansa NBB_North_Carolina
M35R NBB_Pennsylvania
NA25Daihatsu NBB_Tennessee
NACA3 NBB_TennesseeEarly
NADaihatsu NBB_West_Virginia
NAMC NBB_Yamato
NAMJP NCA_Baltimore
NAS_Canopus NCA_Deutschland
NATF NCA_Furutaka
NAuxCru NCA_Kent
NBB_AH NCA_Maya
NBB_Alabama NCA_Mogami
NBB_Bismarck NCA_Northampton
NBB_Colorado NCA_Takao
NBB_Fuso NCL_Agano
NBB_Iowa NCL_Brooklyn
NBB_Ise NCL_Cleveland
NBB_Ise2 NCL_Dido
NBB_KGeorgeV NCL_Fiji
NBB_Kongo NCL_Kuma
NBB_Missouri NCL_Naka
NBB_Montana NCL_Omaha
NBB_Nagato NCO_Flower
NBB_Nelson NCVE_Akitsu
NBB_Nevada NCVE_Attacker
NBB_NewJersey NCVE_Bogue
NBB_New_Mexico NCVE_Casablanca
NBB_North_Carolina NCVE_Taiyo
NBB_Pennsylvania NCVS_Chitose
NBB_Queen_Elisabeth NCV_Hiryu
NBB_Ramillies NCV_Shokaku
NBB_Revenge NCV_Taiho
NBB_Tennessee NCV_USEarlyWar
NBB_TennesseeEarly NDD_Akizuki
NBB_Tirpitz NDD_Asashio
NBB_West_Virginia NDD_Clemson
NBB_Yamashiro NDD_Fletcher
NBB_Yamato NDD_Fubuki
NBC_GrafSpee NDD_J
NBC_Repulse NDD_Minekaze
NCA_Aoba NDD_Mutsuki
NCA_Baltimore NDD_Shiratsuyu
NCA_Deutschland NDD_Somers
NCA_Furutaka NDD_Tribal
NCA_Haguro NDD_V&W
NCA_Kent NDE_Buckley
NCA_Lutzow NDE_Evarts
NCA_Maya NDE_JCB
NCA_Mogami NDE_River
NCA_Mogami2 NFD
NCA_Myoko NFishingTrawler
NCA_Northampton NF_boat
NCA_P26b NKLCS_Nagara
NCA_Pensacola NKLSS_Hakusika
NCA_Pensacola_II NKMCS_Akita
NCA_Portland NKMCS_Heito
NCA_Quincy NKMCS_Zinbu
NCA_SaltLakeCity NKMSS_Biyo
NCA_Takao NKMSS_HogIsland
NCA_Tone NKMSS_Kinposan
NCA_Tuscaloosa NKMSS_WarMelody
NCDaihatsu NKPMCS_Express
NCL_Agano NKSCS_Taihosan
NCL_Atlanta NKSQ_
NCL_Brooklyn NKSSS_Kasagisan
NCL_Cleveland NKSs_
NCL_Dido NLCVP
NCL_Fiji NLifeboat_01
NCL_Isuzu NLifeboat_02
NCL_Katori NLL
NCL_Katori_ASW NLST
NCL_Kuma NML_Okinoshima
NCL_ModLeander NMS_No13
NCL_Naka NOL_Nippon
NCL_Omaha NOL_Schliemann
NCL_Tenryu NOM_Buzyun
NCL_Yubari NOM_Paula
NCO_Bathurst NOS_Haruna
NCO_Flower NOTMs_
NCVE_Akitsu NPC_Black_Swan
NCVE_Attacker NPC_Black_Swan_Elite
NCVE_Bogue NPL_Conte_Verde
NCVE_Casablanca NPL_Horai
NCVE_Kaiyo NPL_Kiturin
NCVE_Ryuho NPS_Tyohei
NCVE_Shoho NPT_Br
NCVE_Taiyo NSampan01
NCVS_Chitose NSampan02
NCVS_Nisshin NSampan03
NCVS_Yoshino NSC_SubChaser
NCVW NTR
NCV_Akagi NTRW_
NCV_Enterprise NVV
NCV_Hiryu Sub_Depot_Ship
NCV_Hiyo Survivor
NCV_Illustrious
NCV_Kaga
NCV_Saratoga
NCV_Shinano
NCV_Shokaku
NCV_Soryu
NCV_Taiho
NCV_Unryu
NCV_USEarlyWar
NCV_USSEssexCV9
NDA_Sirtori
NDD_1936A
NDD_1936B
NDD_1936C
NDD_A&B
NDD_Akatsuki
NDD_Akizuki
NDD_Asashio
NDD_Bagley
NDD_Benham
NDD_Benson
NDD_C&D
NDD_Clemson
NDD_Fletcher
NDD_FletcherII
NDD_Fubuki
NDD_FubukiII
NDD_Gearing
NDD_Hatsuharu
NDD_J
NDD_Kagero
NDD_Kamikaze
NDD_Mahan
NDD_Matsu
NDD_Menaki
NDD_Minekaze
NDD_Momi
NDD_MomiII
NDD_Mutsuki
NDD_Narvick
NDD_Porter
NDD_Shimakaze
NDD_Shiratsuyu
NDD_Sims
NDD_Smith
NDD_Somers
NDD_SU1
NDD_Sumner
NDD_Tribal
NDD_Type7y
NDD_V&W
NDD_Wakatake
NDD_Yugumo
NDD_ZClass
NDE_Akikaze
NDE_BType
NDE_Buckley
NDE_Chidori
NDE_ChidoriII
NDE_CType
NDE_DType
NDE_Evarts
NDE_JCB
NDE_Kisaragi
NDE_Parker
NDE_ParkerII
NDE_PB102
NDE_River
NDE_Tachibana
NECT_Hansa
NFD
NFF_Tacoma
NFishingTrawler
NF_boat
NKGHAN
NKGHAP
NKLCS_Nagara
NKLSS_Hakusika
NKLSS_Hansa
NKMCS_Akita
NKMCS_Hansa
NKMCS_Heito
NKMCS_Zinbu
NKMSS_Ada
NKMSS_Aden
NKMSS_Ansyu
NKMSS_Biyo
NKMSS_HogIsland
NKMSS_JP
NKMSS_Kinposan
NKMSS_WarMelody
NKMSS_WM
NKPMCS_Express
NKSCS_Taihosan
NKSQ_
NKSSS_Kasagisan
NKSs_
NKSS_CAT
NKSS_Yae
NLCVA
NLCVP
NLifeboat_01
NLifeboat_02
NLL
NLST
NLUS_Bremen
NL_B
NL_C
NL_T01
NML_Okinoshima
NMS_No13
NOL_Nippon
NOL_Nippon2
NOL_Schliemann
NOM_Buzyun
NOM_Paula
NOS_Haruna
NOTMs_
NOTM_T2
NPC_01
NPC_461
NPC_Black_Swan
NPC_Black_Swan_Elite
NPL_Conte_Verde
NPL_Hap
NPL_Hikawa
NPL_Horai
NPL_Kiturin
NPL_RC
NPPE_
NPPQ_
NPS_Tyohei
NPT_Br
NPT_Schnellboat
NSampan01
NSampan02
NSampan03
NSC_SubChaser
NSHOS
NSS_A1
NSS_AM
NSS_C3
NSS_Jyunsen1
NSS_Jyunsen_B
NSS_Kaidai4
NSS_Ko
NSS_Sen_Taka
NSS_Sen_Toku_I
NTR
NTRW_
NTUS_
NUSTUG
NVV
NVV2
OldCorvette
PhotoTarget
PhotoTarget2
Rescue_Raft
Rescue_Raft01
STUG
Sub_Depot_Ship
Survivor
T07B
T07US
USGunBoat01
Whalechaser

This is just a table of the folder names of the Air folders above and the Sea folders below, to show the additions to those particular folders, as compared to the Stock game. There are configuration changes to all of the above, in addition to similar additions and alteration in the Land folder, the Cfg folder, Library, etc. that all influence the way the game looks and reacts. The mod is built on TMO v1.7, which modified just about every aspect of the Stock game. FOTRS modified just about every aspect of TMO v1.7, and FotRSU combines all of the various FOTRS versions, and modifies just about every aspect of them. In other words, it is about impossible to describe "what the mod does", other than "it modifies the game".

merc4ulfate
02-26-20, 03:48 PM
The one thing that peeves me on every mega mod, is most of them
assume you know what it does. I have FOTR, and TMO and the Documentation never mentions what these mods do. It's not very conducive to downloading. there's lots of instructions on using them (though that's not hard).

If you have a mega mod, just describe what it does at the very beginning of your post.

Did you even read the files??

01_FotRSU_TableOfContents.pdf

Tells you everything you might want to know.

I'm not sure just how thorough these mod Devs need to be but if you can not find what what you are looking for in the SUPPORT folder then I'd say your asking the wrong questions.

Torpedo
02-27-20, 06:02 AM
Hi all!
My gauges do not work and I have installed FalloftheRisingSun_UltimateEdition_v1.004.a_EN. My career starts with a Porpoise from Pearl Harbor at 8 December 1941. The first two saves OK, but with the third save the gauges don't work. I have 32Gb RAM, Win10 64, the computer is new and updated with updated top hardware. I read that with a new submarine the problem disappears, but the problem disappears forever or can it reappear again? What can I do to fix it? I have activated SH5 with LAA from the beginning and I only use my career, no museum, mission ...
I don't think the problem depends on the Porpoise because in any mission the Porpoise has all the gauges working. It seems that saves have problems, but I don't know how to solve them.
Does it happen to others too? And how did you solve it?
I have tried to research this problem in the forum but have not yet seen solutions. And sorry for my very bad english!
Thanks for any suggestions!
Torpedo

propbeanie
02-27-20, 09:08 AM
Your English is fine Torpedo. The situation you describe can have several underlying causes. The most consistent way to induce the gauges to quit is to have an AI Submarine that shares the same parts as your submarine, comes within the "spawning range" of your submarine, which is somewhere between 24 and 32 km, depending upon whose data you believe concerning the "spawning range". This occurs from having the parts of the submarines "conflict" with each other. In FotRSU, we are reasonably certain we have eliminated this type of issue, by having separate parts and 3D models of the submarines and their parts for all of the AI submarines.

One of the other ways you might encounter this is from "shelling-out" to Windows while playing the game, accidentally or purposefully. The use of the <Windows> key, or the <Ctrl><Tab> or <Alt><Tab> key combinations to access either the Windows desktop or another application running in the background of the SH4 game, can and will cause various issues with your current game. Generally speaking, if you Save the game, fully exit the game to the Windows desktop, then re-start the game and Load that Save, the issues will usually disappear. In this situation, the game is an old 32-bit Windows XP application, and as such expects its "resources", such as temporary files and the audio and video streams, to be static, and "locked" to the SH4 application. From vista onwards in Windows versions, such resources are now "virtual", and Windows might move the addresses as the SH4 application loses the focus of the system. When SH4 once again gains the focus of the Windows system, it might not be able to find all of the resources it had previously. It then struggles with the display and audio streams being the most obviously affected aspects of the game. Do not leave the game while playing. If you need to do something else, Save the game and exit, then do what you need to do. When finished with that task, re-start the game and load your Save. This behavior is somewhat frustrating.

Another way this can happen is if the 4 Gig application you used in an attempt to flip the header bits in the SH4.exe application to enable Windows to "see" that SH4.exe is capable of addressing more than 2 gigabytes of system RAM, has failed. (Wow, that is a long sentence. :roll: ) The most common way that happens is if the SH4.exe file is listed as "Read-only" on its "Properties" page, not allowing another application to write to it. Navigate into your SH4 game folder, right-click on the SH4.exe file, and choose "Properties" from that context menu, and at the bottom of the initial "General" tab is the "Attributes" section. If there is a check mark in the "Read-only" box, click on that to clear the mark, and "OK" your way out of the dialogs. Run your 4 gig utility again, and see if that doesn't fix the issue. FotRSU has the LAA application included in its folder structure, but any of the various files of that nature are capable of doing the job of flipping those bits. :salute:

torpedobait
02-27-20, 09:20 AM
Did you even read the files??

01_FotRSU_TableOfContents.pdf

Tells you everything you might want to know.

I'm not sure just how thorough these mod Devs need to be but if you can not find what what you are looking for in the SUPPORT folder then I'd say your asking the wrong questions.

I must say I admire your restraint. :Kaleun_Applaud: