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Berneri
06-15-22, 03:20 AM
I don't have a clue what you are quoting for the first two examples there. 80 meters equals roughly 250 feet.
Hi, first off, thanks for the mod, it’s great.

The first one, is from the new Narwhal cfg file, while the second is for the Fotrsu Narwhal. I thought that the spoiler HTML would identify it, apparently it does not.

What you write is interesting, because I recall being able to go deeper than 250 ft in a new Narwhal, (went to 350 ft - 400 ft without a hitch). Indeed, after changing that, I had damage occurring at around 520 ft, with destruction of the sub at around 560 - 580 ft for the Narwhal. Obviously, a Balao goes deeper before being destructed.

Anyway, I understand the rationale behind your settings, I was only surprised at first because the warning that pops up in the upper right corner of the screen when we go beyond test depth didn’t show up, so I went and saw that. And I had to ask.

Also, my post wasn’t intended as a critique or a complaint about realism or lack thereof with the game –or the mod–: it was only a question regarding this discrepancy.

propbeanie
06-15-22, 08:01 AM
THAT is why i couldn't find it: NAMJP is counter-intuitive when looking for a Cargo-Passenger Freighter aka Aux Cruiser.:/\\!!

@#$%^&*-Ubi.:har:

thanks, PB.

p.s. The Cargo-Passenger-Freighter shows up on sonar/radar as a warship. So much for being surprised by a Q-ship.:ping:
The 'secret' is in the Names.cfg leading you to the Roster file, which leads to the Sea folder... but yes, "naming" looks to be an attempt to confuse the player - "no noodling in our files!!!"... :arrgh!: - btw, the Notepad "Search" (Find) will not find most of what you are looking for in Names.cfg. You have to use something like Notepad++ or the 010 Editor and their "RegEx Search" functions.


USS Gato, ex-Midway, en route to ECS assignment, on 4/19/43 @ 2030 encountered and sank a solitary Horai Maru moving at 7 kts ESE, location 47km, 109 degrees from the central pier at Miyazaki. We received no credit, nor was there a sinking marker on the map.

The only other Horai we had recently encountered was part of a four-ship convoy 150 km to the NE over 18 hours earlier. I've not seen this happen in both a group and solitary before. Is this something else?

Also note the unusual speed for a Horai.
That is partly the nature of a Random Generic Group (RGG) where the call is for a GENERIC ship. You are stuck with a speed setting for the slowest common denominator, which in the game is 9 knots for the cargo ships, and generally 12 knots for passenger. We have been tempted multiple times to split the Merchant and Convoy files into real "fast" and "slow" groups, and have the ships themselves grouped that way, but alas, that is a LOT of work, besides the fact that we do not have an easy way to group the ships, since we used all of the Type= designations a long time ago... Of note here though, is that the two Merchant groups that spawn at Miyazaki do NOT have any calls for a passenger ship of any sort, nor does the lone Convoy group... None of the Troopship groups sail anywhere near there. All of the HarborTraffic and other groups that sail the area or are docked, are either Sampans, Patrol, Cargo or Tanker classes... So where your Horai came from is a mystery also.

As for not seeing a "sunk" icon, that is a pinch different. Even a storm-damage sinking will show a "sunk" icon. At 20km from Miyazaki, you are in deep enough water for a full "kill" sinking, even if it was a ship previously sunk that respawned - unless it hadn't fully sunk yet ("Actually, I'm feeling much better now, thank you!")... The Horai is a Stock game ship, so should not (in theory) have any issues. We'll try to do some more digging on this.


Hi, first off, thanks for the mod, it’s great.

The first one, is from the new Narwhal cfg file, while the second is for the Fotrsu Narwhal. I thought that the spoiler HTML would identify it, apparently it does not.

What you write is interesting, because I recall being able to go deeper than 250 ft in a new Narwhal, (went to 350 ft - 400 ft without a hitch). Indeed, after changing that, I had damage occurring at around 520 ft, with destruction of the sub at around 560 - 580 ft for the Narwhal. Obviously, a Balao goes deeper before being destructed.

Anyway, I understand the rationale behind your settings, I was only surprised at first because the warning that pops up in the upper right corner of the screen when we go beyond test depth didn’t show up, so I went and saw that. And I had to ask.

Also, my post wasn’t intended as a critique or a complaint about realism or lack thereof with the game –or the mod–: it was only a question regarding this discrepancy.
I understand about not attempting to complain about the realism factor, and I am sorry, I did take it that way. :oops: - It is quite irritating that a person has to "name=" the Spoiler tags when posting, but they do not display in the posting (?? why ?? - lol). The FotRSU original Narwhal (the TMO pseudo-Narwhal), which is basically a Sargo with Narwhal-style settings, is for now used for the "Argonaut" clone. The "new" Narwhal is an extensively re-worked Bonus Narwhal (used by permission and agreement). The two boats are "built" differently, and those differences do lend to modder confusion when attempting to adjust either... :roll:

The game is full of "real life" tagged settings, that have no attachment to reality, and no bearing on real-life measurements. If you drive a boat around FotRSU, you will notice the "Range" looks good initially, and we were rather proud of hitting the "target" for that, and not completely trashing all of the battery re-charge settings. However, as you drive the boat further and further, it seems to use less and less fuel, yet the range given does not coincide with the fuel level (bad math somewhere in the function?). It might be one reason the function is not enabled in the Stock game, or perhaps the devs ran out of time to test it fully - or perhaps we're mis-using it :timeout: - But running out of fuel because of that erroring the other way would not be cool. Each of the settings for a submarine influence other factors, besides what is being adjusted, including that "MaxDepth". Better stability with these "settings" are a "target" of ours (again) for the future. :salute:

Berneri
06-15-22, 08:25 AM
I understand about not attempting to complain about the realism factor, and I am sorry, I did take it that way. :oops:
No worries, rest assured, though, that I wouldn’t dare to critize you and the modders work here. This is outstanding, besides, I understand that you work within a constrained framework that you cannot change (the hardcoded codebase).
Each of the settings for a submarine influence other factors, besides what is being adjusted, including that "MaxDepth". Better stability with these "settings" are a "target" of ours (again) for the future. :hmmm: It would be intersting in having at least schematics on how settings influence each others, like a UML chart. I guess this needs to be reversed engineered.

propbeanie
06-15-22, 08:47 AM
...
:hmmm: It would be intersting in having at least schematics on how settings influence each others, like a UML chart. I guess this needs to be reversed engineered.
It would have been nice if Ubi would have released a "Modder's Pack" or "Modders GUI" or whatever they wanted to call it, that showed the minimum and maximum for each setting, and especially what those settings corresponded to (seconds? hours? nautical miles?) and influence. Some of the files do show little "comments", like "Setting=0.1 ; >0" but very few show something like "Setting=0.1 ; >0 <1" or some-such, where you know what not to go beyond. Some of the settings show comments like those, and yet you can in fact use negative values, such as the AI visual on planes being able to "see" your boat below the surface of the water in mods like TMO and FotRSU, but that was discovered by someone (Ducimus??) with much experimentation - he was curious. Most everything known about modding has come from "word-of-mouth" (and technically reverse engineering) (s-shhh! :88) ) from the old-head modders and former devs that used to post here. Sadly, there are only a few of the old-heads still posting, and they know who they are :haha:

Jeff-Groves
06-15-22, 11:18 AM
Sadly, there are only a few of the old-heads still posting, and they know who they are :haha:

What?
:o
:hmmm:

propbeanie
06-15-22, 12:55 PM
knock knock - who is there? - Old - old who? - Jeff, that's who!

The years, they are FLYING!!!

Jeff-Groves
06-15-22, 01:04 PM
And who is this Jeff?

Oh. Wait. I think thats me.
:hmmm:

hunter301
06-16-22, 07:11 AM
Been here since 2003.
Can remember playing SH3 on a little 14" monitor trying to read the numbers on the TDC controls. :Kaleun_Binocular:

Now it's much easier to see them on a 49" UHD/4K screen...:up:

propbeanie
06-16-22, 06:22 PM
How well I remember those days. I do not remember how big the analog RGB monitor was (10"?? 12"??) for my C-64 (still have it) for Up Periscope and a few other titles were (oh! 2x floppy disk Hunt For Red October!), but I do remember the 14 inch RGB for my SH1, SH2, SH3, SH4 & SH5... lol - it was still being used just a few years ago. I also had a few 17" analog monitors... :oops: - I cannot remember half of the subsim titles I have downstairs... Nothing beats SH1 though, other than the campaign and graphics (and modding) of SH4 - but SH1 still has several items better than SH4. My favorite for the German side has always been Aces of the Deep. Ubi has dropped the ball multiple times in this game. "Fumles and loses the ball on the 2 yard line!!! What a heartbreak!!!" :arrgh!:

KaleunMarco
06-16-22, 09:39 PM
so, the SD radar sucks and fails to pick up a couple of Tony's on patrol.
we crash dive as soon as the lookouts spot them.
we are under the surface but not too deep when the Tony's open up with their 20's. i assume they are 20's because they sound like 20's.
they score some hits and we take 100% hull damage.
that's not right.:down::hmph::nope::wah:

propbeanie
06-16-22, 10:30 PM
I don't know what's going on there, but in my install, the SD will p/u around 10k yds, the SD Improved will do about 12k yds, and the SV will do 14k, roughly - little more little less... unless the sea is rough, there's fog or rain, or any one of a number of different scenarios. One thing that I have seen happen is I'll get a "Radar contact, bearing 109" or whatever, see a little marker (map contacts on), and it then might drop-out, only to be replaced by a red triangle about 3 or 4 minutes later. "Sorry sir, tube went out!" Are you supplementing your SD with SJ? You almost have to, or use the APR, but if a plane doesn't have radar, then you're sunk also... (I know, bad pun)

The Tony in FotRSU carries 3x 100kg bombs (historical??) and 2x 40mm cannons (not historical). The 40mm was used since the 20mm in the game is NOT a cannon. There are also the wing MGs, and there are several "BombDummy" so that the plane will do multiple strafing passes on you. Definitely not something to tangle with. Do you have APR yet?

From the wunnerfull wunnerfull Wikipedia:
Armament
Guns:
2× 20 mm (0.79 in) Ho-5 cannon, 120 rounds per gun each
2× 12.7 mm (0.50 in) Ho-103 machine guns, 250 rpg each
Bombs:
2× 250 kg (550 lb) bombs

We'll look into the SD more though. I'm still editing Support folder files, s7rikeback is still working on NM and NK compliance, while vickers03 is working on Interiors compliance, so we'll be a couple days anyway before the next release.

KaleunMarco
06-17-22, 01:56 PM
I don't know what's going on there, but in my install, the SD will p/u around 10k yds, the SD Improved will do about 12k yds, and the SV will do 14k, roughly - little more little less... unless the sea is rough, there's fog or rain, or any one of a number of different scenarios. One thing that I have seen happen is I'll get a "Radar contact, bearing 109" or whatever, see a little marker (map contacts on), and it then might drop-out, only to be replaced by a red triangle about 3 or 4 minutes later. "Sorry sir, tube went out!" Are you supplementing your SD with SJ?
SD-1 and SV at the moment. i still do not know exactly how that f6cker got so close before we detected him.

The Tony in FotRSU carries 3x 100kg bombs (historical??) and 2x 40mm cannons (not historical). The 40mm was used since the 20mm in the game is NOT a cannon. There are also the wing MGs, and there are several "BombDummy" so that the plane will do multiple strafing passes on you. Definitely not something to tangle with. Do you have APR yet?

nobody really had airborne 40mm during the war. the Nazi's had a couple of late-models armed with 30mm and those were devastating.
but i understand your reasoning for putting the 40's into some planes. i don't like it but i understand it.

i do have the APR installed but we have not detected any radar to date, which makes me wonder if it is working. i seem to remember that there is no on/off switch, you install it and it operates. or do i remember incorrectly?

propbeanie
06-17-22, 03:22 PM
SD-1 and SV at the moment. i still do not know exactly how that f6cker got so close before we detected him.
That's the beauty of CapnScurvy's "bandwidth" tuning, if you have some "chop" to the ocean. You are sometimes above, and sometimes below the 'target' with the beam. There is also the chance of "skipping" a rotation, so combined, as I mentioned, I have had a plane detected at 10nm, it disappears, and then the next warning is visual contact. If you're in a Narwhal Class, you are in trouble with a Tony. Good, fast airplanes - but not much armor.


nobody really had airborne 40mm during the war. the Nazi's had a couple of late-models armed with 30mm and those were devastating.
but i understand your reasoning for putting the 40's into some planes. i don't like it but i understand it.

i do have the APR installed but we have not detected any radar to date, which makes me wonder if it is working. i seem to remember that there is no on/off switch, you install it and it operates. or do i remember incorrectly?

We really should try to make an appropriate ammo for a 20mm cannon, something stronger than the a plain bullet, yet not as strong as a 40mm explosion... :hmmm: - We also need a 30mm cannon for the PT boats... lol

As for the APR, not too many planes have radar, and only certain locations have those, such as Rabaul and the larger bases. That would be the long-range planes, like some of the Betty planes, or the H6K Mavis or H8K Emily, and a few others. Seems to me that the Judy might get it later, as well as a few other single-engined planes, but usually the multi-crewed planes. The Tony never gets it (if I remember correctly...)

KaleunMarco
06-17-22, 04:52 PM
That's the beauty of CapnScurvy's "bandwidth" tuning, if you have some "chop" to the ocean. You are sometimes above, and sometimes below the 'target' with the beam. There is also the chance of "skipping" a rotation, so combined, as I mentioned, I have had a plane detected at 10nm, it disappears, and then the next warning is visual contact. If you're in a Narwhal Class, you are in trouble with a Tony. Good, fast airplanes - but not much armor.



We really should try to make an appropriate ammo for a 20mm cannon, something stronger than the a plain bullet, yet not as strong as a 40mm explosion... :hmmm: - We also need a 30mm cannon for the PT boats... lol

As for the APR, not too many planes have radar, and only certain locations have those, such as Rabaul and the larger bases. That would be the long-range planes, like some of the Betty planes, or the H6K Mavis or H8K Emily, and a few others. Seems to me that the Judy might get it later, as well as a few other single-engined planes, but usually the multi-crewed planes. The Tony never gets it (if I remember correctly...)

yeah, that's all very interesting, but we never detect surface radar. i mean never. and we are into April 1945. someone in the IJN had to have a radar set at sea. (lol)

now, having had my fun, i believe we are being detected via radar but the APR is not giving us any warning.
i've posted previously that DD-escorts have detected me before i detect them, in clear weather and fair seas, and that is not proper.
I'm referring to DD's, not Frigates and not DE's and not the scows with guns, DD's.
so there is detection afoot on their side but not by the APR. Hey...wait....what if....is it possible....that Ubi designed the APR?:ping::har:

propbeanie
06-17-22, 05:12 PM
Well... April 1945, but which boat are you in. Also, what "targeting" are you using? It is really kind of irritating, but you CANNOT do any TMO-style targeting, nor FotRSU either, if you want to do proper APR tracking. You NEED TO USE Moonlight's Sonar Lines, so that you get the Blue for warship, Black for merchant and other, and GREEN (almost black) for the Radar detected. You should also see something to the effect of "Radar signals detected, bearing xxx (whatever)" in the text box, very similar to a sonar detection, and you should then see a dark Green line on the NavMap. It does NOT stay around like the sonar (hydrophone) line usually, because the radar tends to rotate its "focus", and it will fade faster, like a radar contact. One of the MAJOR problems with the game is the AI Sensors. You can only use ONE AT A TIME (sorry for all of the "shouting"). ie: If you have a radar contact showing on your screen, you will lose a sonar contact. If you then "see" the contact, you lose the radar contact... so, if you have your radar on, and have a radar contact, you do lose the APR contact. For ships - if I am remembering this correctly, you might get an APR contact first (green line), then the sonar (black line), then the radar (box on NavMap - IF you have contacts on), then the visual. In each case, as you "step through" the sensors, you lose the previous. Kind of like trying to do an end-around on the edge of visibility, and losing the visual, but getting a sonar or radar contact shortly after. But the game plays it like the Japanese have the best huff-duff (HF/DF) and best radar detection on the planet, even in their smaller planes, and can "home-in" on your boat with relative ease. We've been trying to turn that down ever since beta release 0.1 back in 2016... sigh :roll:

KaleunMarco
06-17-22, 06:23 PM
Well... April 1945, but which boat are you in. Also, what "targeting" are you using? It is really kind of irritating, but you CANNOT do any TMO-style targeting, nor FotRSU either, if you want to do proper APR tracking. You NEED TO USE Moonlight's Sonar Lines, so that you get the Blue for warship, Black for merchant and other, and GREEN (almost black) for the Radar detected. You should also see something to the effect of "Radar signals detected, bearing xxx (whatever)" in the text box, very similar to a sonar detection, and you should then see a dark Green line on the NavMap. It does NOT stay around like the sonar (hydrophone) line usually, because the radar tends to rotate its "focus", and it will fade faster, like a radar contact. One of the MAJOR problems with the game is the AI Sensors. You can only use ONE AT A TIME (sorry for all of the "shouting"). ie: If you have a radar contact showing on your screen, you will lose a sonar contact. If you then "see" the contact, you lose the radar contact... so, if you have your radar on, and have a radar contact, you do lose the APR contact. For ships - if I am remembering this correctly, you might get an APR contact first (green line), then the sonar (black line), then the radar (box on NavMap - IF you have contacts on), then the visual. In each case, as you "step through" the sensors, you lose the previous. Kind of like trying to do an end-around on the edge of visibility, and losing the visual, but getting a sonar or radar contact shortly after. But the game plays it like the Japanese have the best huff-duff (HF/DF) and best radar detection on the planet, even in their smaller planes, and can "home-in" on your boat with relative ease. We've been trying to turn that down ever since beta release 0.1 back in 2016... sigh :roll:

auto-targeting.
driving a Balao.
with APR enabled i am expecting to see something like: "Radar signals detected, bearing xxx (whatever)" in the orders box but it does not appear.
i am not sure what you mean by: You can only use ONE (sensor) AT A TIME.
i have never turned off sensors unless i was playing DW and i encountered Allied forces with HF-DF and then i turned off the radar set. and i do not think you can ever turn off the hydrophone unless you clear out the Attack Room and i cannot do that.

ok. i have enabled the Moonlight mod. i hope it has stock-like contact symbols. :ping:

propbeanie
06-17-22, 07:20 PM
No no... the ~game~ can only use one sensor at a time. Next time you approach a convoy, notice (with Moonlight's mod) the "lines" as you approach - IF the APR is functioning correctly - you should see an APR "Radar signals detected bearing..." message (if they have radar), then you might see "sonar contact, bearing..." (unless it's a plane, of course), but notice that any APR green line is now a black (or blue) sonar line. A bit later, you would get your "Radar contact, bearing..." and the sonar line goes away. When the "painted" target comes into visual range, you will see the radar contact fade away. So it's not you that does the changing, it is the game and its little infantile brain only able to use one sensor at a time ("oh look! a thumb!"). This is also why you do NOT get warned when a DD suddenly turns toward your sub, and the only way you find out about it is when the 5" inch shells punch a hole in the after torpedo room "We're under attack, sir!" Is that Sherlock?? "Well, we told you about it just a short while ago, and figured you had your eye on it"...

I did most of my tests with the APR in the Balao and Gato, so it ~should~ function correctly. I still haven't run through the files though. Surely, something didn't get lost in the translation...

hunter301
06-19-22, 11:00 PM
While we're on the subject of sensors I'm playing the "Wounded Bear" mission in the FOTRSu using the Tambor class submarine. I been running on the surface from Freemantle to Darwin the whole time except for a couple of test dives down to 300' and I can't seem to get my SD radar to turn on.
What's up with that?

Also I ran full out to get to Darwin because I know I have to catch the carrier before it gets back to the home islands and I want to top out my fuel tanks in Darwin. I know I've seen it done in campaigns but I don't know how to access to controls to do it in the single mission if it exist.

propbeanie
06-19-22, 11:17 PM
Look in the game's root folder after you have FotRSU activated, and you will find that the "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" files have been edited by CapnScurvy, and rather nicely too! The "T" key is what toggles the SD on and off. Press the Alt and T key, and the SJ (if available) turns on and off. The SJ "automatically turns on each time you surface, so if you do not want that on continuously, you will have to watch that, and the SD once on, stays on. Once off, stays off. Unlike TMO, the mast does not extend. Most of the keypresses are listed in those files, with the Front being the keyboard image, and the Back being the keys listed by grouping.

As for Wounded Bear, if I remember correctly (not at the game right now) is mid-1942, and Darwin was bombed into oblivion in February, and would still be out of service as far as a base for fueling goes. The Wounded Bear does not go that fast, so you should be able to catch it at Ahead Full, and if you do use Ahead Flank, FotRSU does not do the fuel usage very realistically, in spite of what "Estimated range at current speed" might say. You should see some "Contact Reports" coming in, tracking Wounded Bear. To throw you off though, there are other groups that also report in... and the Bear does not always follow the same path... For a little fun a while back, I ran the scenario in stock as a test, and made a pdf of the adventure:

The Hunt For Wounded Bear (https://drive.google.com/file/d/1q9tc79TOeasNelC1Y0qG-wVF4xXTTCY6/view?usp=sharing)

I don't remember if Google Drive will let you view the pdf online, or if you have to download it to view it...

hunter301
06-20-22, 12:06 AM
Look in the game's root folder after you have FotRSU activated, and you will find that the "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" files have been edited by CapnScurvy, and rather nicely too! The "T" key is what toggles the SD on and off. Press the Alt and T key, and the SJ (if available) turns on and off. The SJ "automatically turns on each time you surface, so if you do not want that on continuously, you will have to watch that, and the SD once on, stays on. Once off, stays off. Unlike TMO, the mast does not extend. Most of the keypresses are listed in those files, with the Front being the keyboard image, and the Back being the keys listed by grouping.

As for Wounded Bear, if I remember correctly (not at the game right now) is mid-1942, and Darwin was bombed into oblivion in February, and would still be out of service as far as a base for fueling goes. The Wounded Bear does not go that fast, so you should be able to catch it at Ahead Full, and if you do use Ahead Flank, FotRSU does not do the fuel usage very realistically, in spite of what "Estimated range at current speed" might say. You should see some "Contact Reports" coming in, tracking Wounded Bear. To throw you off though, there are other groups that also report in... and the Bear does not always follow the same path... For a little fun a while back, I ran the scenario in stock as a test, and made a pdf of the adventure:

The Hunt For Wounded Bear (https://drive.google.com/file/d/1q9tc79TOeasNelC1Y0qG-wVF4xXTTCY6/view?usp=sharing)

I don't remember if Google Drive will let you view the pdf online, or if you have to download it to view it...

Been using the T key to bring it online and all though the crew member /narrator of the game tells me it's online when I go to it I see nothing in the scope.

Was able to download and save your .pdf to my external HD I keep for game videos and such will read it at work tomorrow...LOL.

As for refueling in ports under normal circumstances how would this take place?

Mad Mardigan
06-20-22, 03:59 AM
Been using the T key to bring it online and all though the crew member /narrator of the game tells me it's online when I go to it I see nothing in the scope.

Was able to download and save your .pdf to my external HD I keep for game videos and such will read it at work tomorrow...LOL.

As for refueling in ports under normal circumstances how would this take place?

Believe that (as well as the reprovisioning of AA & DG ammo/torps...) is getting in close until you see a pop up menu, that asks if you wish to refit... as I recall.

If you are at your home base/port... that pop up menu should also include an option to dock, if you so choose to do so... :hmmm:

Again, if I am remembering that, correctly... :yep: :shucks:





:Kaleun_Salute:


M. M.

hunter301
06-20-22, 07:19 AM
Believe that (as well as the reprovisioning of AA & DG ammo/torps...) is getting in close until you see a pop up menu, that asks if you wish to refit... as I recall.

If you are at your home base/port... that pop up menu should also include an option to dock, if you so choose to do so... :hmmm:

Again, if I am remembering that, correctly... :yep: :shucks:





:Kaleun_Salute:


M. M.

I was pretty close to the docks.
Any closer and I would have been drydocked..lol.
Maybe because I slipped in unannounced around 1:00 am and everybody was asleep.

hunter301
06-20-22, 07:22 AM
As for Wounded Bear, if I remember correctly (not at the game right now) is mid-1942, and Darwin was bombed into oblivion in February, and would still be out of service as far as a base for fueling goes.

For a base bombed into oblivion it was in pretty good looking shape when I came in. Or is that not modelled accurately?

propbeanie
06-20-22, 08:26 AM
Answering all your questions hunter301 (unless oldmanitis strikes and I forget one... :roll: ), but with the SD radar, it does NOT show on the radar screens... I can hear you with a "say whuh?? Why would you guys do that???" and the reply is, that is the way the game is built, for whatever reason. Even though you do not have SJ radar at the time of the Hunt For Wounded Bear patrol, the "consoles" are still visible. So you see the A-Scope view, with the green screen, and the PPI screen view, with the orange circle and the degree markers, and you have to pretend that those pieces of equipment are NOT in your conning tower, even though you accidentally run into them every time you try to move around the periscopes, AND... the stations are "manned"... The only display indication for the SD radar is on the NavMap, which if you want to run with Map Contacts off, really cripples your ability to conduct anti-aircraft operations by avoidance... "Radar contact bear-..." "CRASH DIVE!!!" "Yes sir! yes sir! yes sir!!!" There is no easy-to-see indicator for the SD radar condition either, as to whether it is on or off, except by that text box prompt. This is one (of several) areas of the game where Silent Hunter (the original SSI game) was light years ahead of SH4.

As for re-fueling at ports, the US subs in SH4 can only fuel at US Naval Bases, indicated by the Anchor icons, with your Home Port being the "fouled" anchor, with the rope tangled in it, and the anchor sitting at an angle. You cannot find fuel anywhere else, even if holding the port master at gun point, and no matter the hour that you slip into the harbor. Fuel and ammunition is available only at Naval Bases for the player.

As for the Darwin port itselfe, it is very difficult to "model" any port in the game. I was for a while, making clones of ships, but in a "sunken" condition to pepper about the harbor, but then there are the docks that do not take damage, and the cranes continue to function ad infinitum ad nauseum, and personnel and vehicles wandering about the place, remarkably unconcerned about the Japanese bombers that had attached, or could potentially attack again at any moment. So the "sunken" ships, with smoke or not, look a bit ridiculous, so I quit attempting to do that. For a hint of what it looks like, do a start in Pearl Harbor at the very beginning of the war, and while you'll see the four battleships in sunken states on Battleship Row, nothing else around is damaged, with all sorts of dock activity going on all about the place. It is what it is because of the way the game is built, so we just removed most of the ships (hopefully) at Darwin, and then filter them back in over time. You'll notice that the NavalBase anchor is there at the start of the game (Career Mode), but is just a "plain" harbor then from 19th February, 1942 (the day of the IJN Strike Force attack) until near the end of August, 1943. These are definitely "pay no attention to that man behind the curtain!" moments... :salute:

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

hunter301
06-20-22, 08:41 AM
Fortunately I run with map contacts on so from what you are saying that automatically gives me air contacts.
As for the anchors indicating friendly bases I was not aware of this.
Thanks for the heads up.
It has been a few years since I played the game. I saw a Youtube video on the FOTRS mod and just had to try it.
The oceans in the daytime are incredible and being able to move around in the sub at will makes it all that much more real. Can't remember that being a feature in the original game. It has brought a whole new light to the game.

I can fully understand the issues and difficulties with the modelling of bases.
Probably has a lot to do with source codes that we have no access to.

propbeanie
06-20-22, 08:51 AM
Yes, and the controllers for the animations. It would be nice to set it up to where a crane does not move unless a ship is docked near it, and perhaps have a way to trigger the vehicle movements somehow, but alas... complexity, and Ubi wanted the game out the door... lol - :hmmm: I think you just helped come up with another idea... My art skills are sadly lacking though... but it might just work. :arrgh!:

KaleunMarco
06-20-22, 10:35 AM
Hey Guys,

Why am i getting chased out of Manila Bay by IJN Destroyers in early June 1945? (lol)

https://i.ibb.co/pj33Z86/SH4-Img-2022-06-18-19-26-46-517.png

propbeanie
06-20-22, 12:44 PM
Say whuh?? KM? June of 1945, and the shore guns are red also... :doh: :hmmm: - it looks like we took a step back in time on the Jap_CoastalBattery in the area, to the Stock game days... As for the Jap_HarborTraffic, it is supposed to all end by 1st of February 1945... There are apparently a few "loop" settings too many... dig dig dig. Thanks for the heads-up! :salute:

hunter301
06-20-22, 03:11 PM
Say whuh?? KM? June of 1945, and the shore guns are red also... :doh: :hmmm: - it looks like we took a step back in time on the Jap_CoastalBattery in the area, to the Stock game days... As for the Jap_HarborTraffic, it is supposed to all end by 1st of February 1945... There are apparently a few "loop" settings too many... dig dig dig. Thanks for the heads-up! :salute:

Sounds like the makings for a new update..:k_confused:

KaleunMarco
06-20-22, 04:48 PM
Say whuh?? KM? June of 1945, and the shore guns are red also... :doh: :hmmm: - it looks like we took a step back in time on the Jap_CoastalBattery in the area, to the Stock game days... As for the Jap_HarborTraffic, it is supposed to all end by 1st of February 1945... There are apparently a few "loop" settings too many... dig dig dig. Thanks for the heads-up! :salute:

lol.
i was heading full steam into Manila to check out the concrete battleship, which i had never noticed previously, when all of a sudden i'm getting ship sighted reports. i was not looking at the Nav Map at the time and i keep getting these reports. i move to the Nav Map and, it took a couple of seconds for the RED icons to register in my brain. Time to di-di.
as we were GFOT, i remembered to snap a screen so's i could tweek your tail feathers about it.:har:

Hitman
06-22-22, 08:23 AM
Say whuh?? KM? June of 1945, and the shore guns are red also... :doh: :hmmm: - it looks like we took a step back in time on the Jap_CoastalBattery in the area, to the Stock game days... As for the Jap_HarborTraffic, it is supposed to all end by 1st of February 1945... There are apparently a few "loop" settings too many... dig dig dig. Thanks for the heads-up! :salute:


You guys added Hiroo Onoda to the game!!! You rock :Kaleun_Thumbs_Up: :haha:

propbeanie
06-22-22, 10:22 AM
... and a few of his IJN buddies too! :D

We conducted an exorcism early this morning... nearly burnt down the house with the candles when I fahrted (that's old-man talk for 'oh so much more than a fart'), but the groups, which were a mixture of mostly smaller merchant vessels with some appropriate escort types do not stay beyond their appointed demise (hopefully) for the (again, hopefully) soon-to-be-released next version, of which we must thank all of the mod users, especially KaleunMarco and torpedobait for more than capably filling cdrsubron7's "issue-finder" shoes... Currently performing final checks, but I do still have to give our "bug-reports" section another going over to make certain we didn't miss something else that was already reported... :salute:

KaleunMarco
06-22-22, 05:26 PM
You guys added Hiroo Onoda to the game!!! You rock :haha:

this went over my head....i had to look it up.:doh::03:

KaleunMarco
06-22-22, 05:30 PM
of which we must thank all of the mod users, especially KaleunMarco and torpedobait for more than capably filling cdrsubron7's "issue-finder" shoes.

maybe i should change my title from Ocean Warrior to something like yours:

Finding holes....it's not just a job.

:har:

nionios
06-23-22, 09:48 AM
I often experience the double cursor(gold and white) glitch.It's not much a problem but frustrating.

propbeanie
06-23-22, 11:27 AM
maybe i should change my title from Ocean Warrior to something like yours:

Finding holes....it's not just a job.

:har:
Holy molies!!! it's pun-tastic KM!!! (Half of which we cannot share in polite society.)


I often experience the double cursor(gold and white) glitch.It's not much a problem but frustrating.
That can happen when "shelling-out" to Windows, either by use of the <Windows> key combo, <Alt><Tab> or <Ctrl><Tab> combos, or just from Windows itself initiating it, for a pop-up notification ("There is an upgrade available for Brand X to download!!!"), or any one of a number of ways Windows can and does interfere with our gaming lives... Avoid shelling-out, and when it does happen and you get a graphic or audio anomaly, Save the game, exit to the desktop, re-start the game, and Load the Save file. All should be back to as near normal as is SH4-possible... maybe. :arrgh!:

Now - has anyone attempted to use the Argonaut, and if so, what dates and locations, and what kind of a torpedo load-out did you get with it AFTER departing on patrol? During testing the last few days, the boat keeps getting G7a-TI torps in the tubes, but only ~after~ leaving on patrol. When in the office, all is well with the boat. They do function (seemingly) like the Mark 14, but it is an incorrect load-out... The big question of course is "Why?"... The investigation continues. :salute:

Bubblehead1980
06-23-22, 03:22 PM
I often experience the double cursor(gold and white) glitch.It's not much a problem but frustrating.


I get this as well in TMO as of late and I never shell out to windows, etc.

KaleunMarco
06-23-22, 04:54 PM
Holy molies!!! it's pun-tastic KM!!! (Half of which we cannot share in polite society.)

got there in one, did you?
:Kaleun_Applaud::Kaleun_Salute:

nionios
06-23-22, 05:26 PM
Thanks for your replies.I know about shelling out to windows and alt-tab so I avoid it.

propbeanie
06-23-22, 05:54 PM
Thanks for your replies.I know about shelling out to windows and alt-tab so I avoid it.
When you get that glitch then, does Saving, exiting, re-starting and loading the save help? What boat were you driving at the time, and how much TC had you been using, because it can eventually lead to that also.

CapnScurvy had TC limited to 2048 for a while, with a recommendation to not exceed 1024x, but really, it is computer and situationally dependent. If you never run into a high-traffic area nor receive any radio messages, then 8096x does seem to be fine, but encounter anything at a high TC and that can introduce graphic and audio glitches also. Cause is unknown for certain, but our suspicions are on a game bandwidth issue versus your computer.

Amazingly, I have a WinXP32 machine here with 8gig of RAM, and used some of the Windows Boot.ini changes, and the game really does run better there than in Win10, and Win7 both. Not by much, because I cannot get as big of a memory assignment in XP as opposed to Win7/10, but the XP does have fewer system "interruptions" than expecially Win10, but also Win7. Another "trick" a person can try was suggested by mazzi a while back, and that was to use SH Validator and have it set the Registry Path to point to your SH4 game install. You can also try the "manual" technique of doing that, as documented in the "AddToWindowsPath.pdf" in the Support / HowTo folder of the FotRSU mod. That seems to help Windows "find" the game after it goes off wandering about your computer's internals, gathering data on this that and the other... :roll:

Bubblehead1980
06-24-22, 12:53 AM
When you get that glitch then, does Saving, exiting, re-starting and loading the save help? What boat were you driving at the time, and how much TC had you been using, because it can eventually lead to that also.

CapnScurvy had TC limited to 2048 for a while, with a recommendation to not exceed 1024x, but really, it is computer and situationally dependent. If you never run into a high-traffic area nor receive any radio messages, then 8096x does seem to be fine, but encounter anything at a high TC and that can introduce graphic and audio glitches also. Cause is unknown for certain, but our suspicions are on a game bandwidth issue versus your computer.

Amazingly, I have a WinXP32 machine here with 8gig of RAM, and used some of the Windows Boot.ini changes, and the game really does run better there than in Win10, and Win7 both. Not by much, because I cannot get as big of a memory assignment in XP as opposed to Win7/10, but the XP does have fewer system "interruptions" than expecially Win10, but also Win7. Another "trick" a person can try was suggested by mazzi a while back, and that was to use SH Validator and have it set the Registry Path to point to your SH4 game install. You can also try the "manual" technique of doing that, as documented in the "AddToWindowsPath.pdf" in the Support / HowTo folder of the FotRSU mod. That seems to help Windows "find" the game after it goes off wandering about your computer's internals, gathering data on this that and the other... :roll:


I get this glitch in TMO, FOTRS, and DW.

I do not exceed 512 tc, I never shell out to windows.


Reloading a save does not work in TMO and dislike loading saved games as it always seems to foul things up.


Mouse will be fine then at some point in a patrol hear this ton/noise like a "doo duh doo" (lol) and then will have the gold cursor in SH 4 and thent he white cursor from windows, still works but a pain. Sometimes I can't click when in free cam to make the mouse go away unless, I unplug the mouse, wait, plug it back in and it works better. usually.


This just started in last month or so.

nionios
06-24-22, 05:39 AM
When you get that glitch then, does Saving, exiting, re-starting and loading the save help? What boat were you driving at the time, and how much TC had you been using, because it can eventually lead to that also.


Yes, saving , restarting and loading always fixes things.
I was driving S-class boat and I usually play at x256 speed maximum.I never exceed that speed.

hunter301
06-24-22, 07:23 AM
I've found that if I only use the map screen while running TC at 256 or higher it keeps me from having glitches or CTD. Once a contact or something else happens it drops you out of TC right away.
I've relied on this heavily to keep me in the knowing.
It's usually when I try to run high TC while in a heavy graphics mode such as outside freeview with lots of ocean and activity that my system says...
Nope, ain't going there. What do you think I am a supercomputer...:doh:
Can't see the need for high TC for anything other than map purposes.

SeniorCitizen
06-25-22, 06:19 AM
I've found that if I only use the map screen while running TC at 256 or higher it keeps me from having glitches or CTD. Once a contact or something else happens it drops you out of TC right away.
I've relied on this heavily to keep me in the knowing.
It's usually when I try to run high TC while in a heavy graphics mode such as outside freeview with lots of ocean and activity that my system says...
Nope, ain't going there. What do you think I am a supercomputer...:doh:
Can't see the need for high TC for anything other than map purposes.

Totally agree. I've found that if I pretty much stick to real time in every view except for map view, I don't generally run into issues and I've used very high TC (up to 4096) during movement to/from a patrol area.

Larrywb57
06-26-22, 01:41 PM
Totally agree. I've found that if I pretty much stick to real time in every view except for map view, I don't generally run into issues and I've used very high TC (up to 4096) during movement to/from a patrol area.

I agree also, that's the only time I use high TC, up to 4096 when traveling a long distance between home port to my odjective, while viewing the navigation map.

Thank FotRS team for great mod!

hunter301
06-26-22, 02:00 PM
It's also a great time to get caught up on your reading if you want a little realism. lol.
I like to keep some of the "on patrol" feeling to the game so I don't run right to my first battle location.
I usually like to run the TC between 256 and 1024 while getting some reading done. I always have one of my books on my desk.
Just started reading the Ian Toll Pacific war trilogy. Over 1,500 pages total between the 3 books.Hmm! :hmmm:
Maybe I'll keep it at 256 for a while.
And have a beer.:Kaleun_Cheers:

KaleunMarco
06-26-22, 02:46 PM
It's also a great time to get caught up on your reading if you want a little realism. lol.
And have a beer.:Kaleun_Cheers:

i'm with you, hunter-meister.
on my second local brew of the day....and local beer is the only kind i drink now.
if i don't personally know the brewmaster, i do not drink it. :D
:Kaleun_Salute:

nionios
06-27-22, 04:45 PM
Here again the torpedo loadout bug.
But now it's more frustrating because there's one empty aft tube and no available Mk14.Is there any way to fully load with Mk14?

hunter301
06-27-22, 04:48 PM
Here again the torpedo loadout bug.
But now it's more frustrating because there's one empty aft tube.Is there any way to fully load with Mk14?

What is the bug doing?
If it's not reloading you because you still have some fish left then for the meantime I would fire them all off before coming into port.

KaleunMarco
06-27-22, 04:50 PM
Here again the torpedo loadout bug.
But now it's more frustrating because there's one empty aft tube and no available Mk14.Is there any way to fully load with Mk14?

did the "missed load" occur during an at-sea refit or between missions while you were in port?

nionios
06-27-22, 04:52 PM
It was given a new boat between missions.
Reloaded the game at port and the problem solved.

propbeanie
06-27-22, 08:25 PM
Here again the torpedo loadout bug.
But now it's more frustrating because there's one empty aft tube and no available Mk14.Is there any way to fully load with Mk14?
Your image refuses to display, and you do not mention which boat you are in, where you sailed from nor the date. Do you have those details? We must have the data to be able to find the issue. More below...


What is the bug doing?
If it's not reloading you because you still have some fish left then for the meantime I would fire them all off before coming into port.
did the "missed load" occur during an at-sea refit or between missions while you were in port?

It was given a new boat between missions.
Reloaded the game at port and the problem solved.
If you are in an S-Boat, they are supposed to only use the Mark 10 torpedoes. If you empty your stores and come back in to home port and End Patrol and dock, you will be re-loaded with Mark 14s, which is not historical, but is an SH4 problem. You can swap them out "for free" prior to departure - if you remember to. No problem if you forget though, since the game doesn't care and will allow you to shoot them anyway. As hunter301 and KaleunMarco point out, there are some "finer points" to loading-out, both prior to departure on patrol, while on patrol, and coming back in from patrol. If you like certain torpedoes in your submarine, and you paid extra renown for them when you left on patrol, be sure and re-fit prior to docking, even if you do that at home port. It will re-load you with the same set of torpedoes - without any more renown cost. After that, then dock, and when you leave on the next patrol, you should have your load-out. Just do not forget that when you "Re-Fit" first, you do have to load a torpedo into a tube in order to start that process, then you can "Re-Fit" again, and fill the rest of the slots...

Not seeing what your boat is, or what you had, but you wanted another Mark14. If you had Mark23s, they are basically the Mark14 but without the low speed setting, so use one of those. The Mark 18s are the electrics, and are an excellent choice for the first shots of an engagement, especially at night. No one knows they're on their way until they are almost there. The different torpedoes in the load-out in real life was almost always a function of availability. In 1942, there were not enough torpedoes at all, especially in Fremantle, so some subs went on patrol with 3x mine torpedoes. You would shoot one out of a bow tube, and it would "split" into three mines. The game should have those, but alas, does not. You might notice that Mark10s are available to the fleetboats for a short time, but at a premium. When the Pearl command started making repairs to the Mark14 impact pistol, that is the impetus behind the Mark23, but production could not keep up with the Mark14 demand, much less more Mark23 weapons. When the Mark18 came out just after that, again, there were not enough to go around. It was not until well into 1944 that the torpedo production started catching-up with the demand, and of course, the submariners were running out of targets by then...

As to what can happen in FotRSU, there has been a fifth torpedo slot since we don't know when. We cannot find the version that was introduced in just yet, but it was after the beta, and prior to v1.46 - that we know. We do know the origin of that error now, and it is "repaired" in the upcoming v1.8, which keeps getting delayed due to real life issues, but hopefully won't be much longer. This issue did not affect anything other than giving the player a slight advantage. If you had anything other than what has been mentioned, we definitely want to hear about it and see that picture you have so that we can possibly find the trouble. Getting a new boat does not solve the problem, only pushes it under the rug from the next person to trip over... :o :arrgh!: So if you would, let us know please! :salute:

PS: sorry for the wall of text... I'm sure KM appreciates it... :har: :yeah:

nionios
06-28-22, 06:06 AM
Your image refuses to display, and you do not mention which boat you are in, where you sailed from nor the date. Do you have those details? We must have the data to be able to find the issue. More below...


Well, ended patrol with S-18 at Brisbane early May 1942.I was offered a Salmon class and transferred to Abany SW Australia.
So there was a swift from a sub using Mk 10s to a sub using Mk 14s.

kongovsfuso142
06-28-22, 06:48 AM
Will the team be doing any new versions of FOTRS?


Kongo.

propbeanie
06-28-22, 08:11 AM
Well, ended patrol with S-18 at Brisbane early May 1942.I was offered a Salmon class and transferred to Abany SW Australia.
So there was a swift from a sub using Mk 10s to a sub using Mk 14s.
Ah-ha! Now I see it, and yes, that is the same problem with the S18 that has been there since Day1 with the Stock game. Ubisoft does not refer to that as a "bug" - but they also do not say "Known Issue". They just ignored it. :roll:

As mentioned, if you come in with empty torpedo stores on an S boat, the game will 'automatically' load you up with Mark14 torps, which is the game's "default" behavior. However, if you catch that before going on patrol again, you can swap them out for 'free'. Coming back in with one Mark10 left will result in a Mark10 reload. We do mention that in a "Known Issues" pdf file in the Support folder of the mod. We did attempt to fix the issue by listing the Mark10 torpedoes first in the weapons list, but then the fleetboats get loaded up with Mark10 torps if you come in with empty bunkers... sigh - tis so much FUN to mod... (keep repeating that, and it will be so...)


Will the team be doing any new versions of FOTRS?
Well... buried in that wall of text above:
... We do know the origin of that error now, and it is "repaired" in the upcoming v1.8, which keeps getting delayed due to real life issues, but hopefully won't be much longer...
Not nitpicking but to avoid confusion with 'names', this is FotRSU - "Fall of the Rising Sun Ultimate", which is just a re-worked FOTRS. The FOTRS tag is for the AOTD_MadMax team's original "Fall of the Rising Sun" mod. This "Ultimate" version has all versions of FOTRS rolled into it, along with new stuff. :salute:

KaleunMarco
06-28-22, 10:02 AM
PS: sorry for the wall of text... I'm sure KM appreciates it... :har: :yeah:


https://media.giphy.com/media/521JLj0YGzz6AEWsZ5/giphy.gif

{i need some re-training on how to get a giphy into a post}

mikesn9
06-28-22, 01:11 PM
FOTRSU v7 p3, Tambor out of pearl Sept 16 '42


I remember from earlier version that when you make a transfer you get the same mission that was already waiting for you at you prior port. Then you would get missions put out by the new port.


I've tried twice, both from Fremantle to Pearl. first time I figured I might have screwed something up: I ran TC way up by mistake (july'42 tambor also. first mission Banda sea, then sent west to Java sea)


This trip I had the Sulu Sea, then got sent southwest to Makassar Strait, zone F7.


It appears that all missions might still be from Fremantle data.


Any thoughts about this?

propbeanie
06-28-22, 04:41 PM
https://media.giphy.com/media/521JLj0YGzz6AEWsZ5/giphy.gif

{i need some re-training on how to get a giphy into a post}
That site appears to have been hacked, and only goes to reddit now when you click on the gif... very disappointing, since they somehow soak-up all of the 'search engine' "hits"... but you used to do them with regular img tags. Can't do that now with their site... reminds me of that one photo site... can't even remember its name anymore... weenies though.


FOTRSU v7 p3, Tambor out of pearl Sept 16 '42

I remember from earlier version that when you make a transfer you get the same mission that was already waiting for you at you prior port. Then you would get missions put out by the new port.

I've tried twice, both from Fremantle to Pearl. first time I figured I might have screwed something up: I ran TC way up by mistake (july'42 tambor also. first mission Banda sea, then sent west to Java sea)

This trip I had the Sulu Sea, then got sent southwest to Makassar Strait, zone F7.

It appears that all missions might still be from Fremantle data.

Any thoughts about this?
We'll look into that... should not be like that... Fremantle Tambor transfers to Pearl... So yes, after you apply for the transfer at Fremantle and are sent to Pearl, you should get the first mission as if you were still at Fremantle, but the rest after that should be CenPac missions, with the closest you getting to SoWesPac being the Luzon Straits, or the Philippine Sea east of Luzon...

Let me ask you this though, how, when and where did you get the Tambor you had at Fremantle?

Moonlight
06-28-22, 04:45 PM
https://media.giphy.com/media/521JLj0YGzz6AEWsZ5/giphy.gif

{i need some re-training on how to get a giphy into a post}

I had that problem once KM, It took me a while before I worked it out.
https://media.giphy.com/media/Q7ozWVYCR0nyW2rvPW/giphy.gif

Copy your .gif link and click on the "yellow and black insert image icon" above when posting, either remove the letters already there or paste directly over them, go to preview post and your .gif should be on display.

https://media.giphy.com/media/521JLj0YGzz6AEWsZ5/giphy.gif

propbeanie
06-28-22, 04:56 PM
...We'll look into that..
Besides the first mission being a Fremantle-based mission, there is one possible call to the Solomons in "FifeTambor", which is an historically based mission in early 1943, but has a small, two week window where you have a chance at that call. Other than that, I see nothing that could possibly cause those other assignments... Can you upload your "Save" folder data somewhere mikesn9? Can you also post your full mods list from JSGME please? (and that sub info from above?) Thanks.

Mad Mardigan
06-28-22, 04:57 PM
https://img.izismile.com/img/img13/20201013/gifs/where_would_you_hide_from_a_nuclear_blast_01.gif



Many thanks for that 4-1-1 there, Moonlight...:Kaleun_Cheers:


:shucks: :up:



Had wondered on how to go about gifs & ability to use them... thanx. :yep:


https://media1.tenor.com/images/32f8788f522a6264a7fee95e423633b4/tenor.gif?itemid=10078660





:Kaleun_Salute:


M. M.

Jeff-Groves
06-28-22, 05:02 PM
Not a Big Fan of finding the download link to the Main Mod on Page 1 myself.
:/\\!!

And seeing as the S-18 has NO rear torpedo doors?
WHY in God's name does it have slots for Torps in the AFT Room in the Sim file?

propbeanie
06-28-22, 09:40 PM
... And seeing as the S-18 has NO rear torpedo doors?
WHY in God's name does it have slots for Torps in the AFT Room in the Sim file?
Probably because it came that way off the showroom floor in the Stock game. That's a picture of a Sargo in his post above.

KaleunMarco
06-29-22, 09:49 AM
I had that problem once KM, It took me a while before I worked it out.

Copy your .gif link and click on the "yellow and black insert image icon" above when posting, either remove the letters already there or paste directly over them, go to preview post and your .gif should be on display.

https://media.giphy.com/media/521JLj0YGzz6AEWsZ5/giphy.gif

Retraining completed. Thank you.

https://media.giphy.com/media/54PaD9dWT0go/giphy.gif

mikesn9
06-29-22, 11:52 AM
Besides the first mission being a Fremantle-based mission, there is one possible call to the Solomons in "FifeTambor", which is an historically based mission in early 1943, but has a small, two week window where you have a chance at that call. Other than that, I see nothing that could possibly cause those other assignments... Can you upload your "Save" folder data somewhere mikesn9? Can you also post your full mods list from JSGME please? (and that sub info from above?) Thanks.






Mods:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisofdt\Wolves Of The Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.7p3


Again Tambor out of Pearl 9/16/42.


And do you want the entire save folder? uploaded to where? I have a copy ready to send.

Mad Mardigan
06-29-22, 11:59 AM
Mods:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisofdt\Wolves Of The Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.7p3


Again Tambor out of Pearl 9/16/42.


And do you want the entire save folder? uploaded to where? I have a copy ready to send.

I'd suggest mega file upload & share, for hosting that save folder... & to be on the safe side, copy the entire save folder, making sure to 7zip it... 1st before share hosting it... :shucks: :yep:


Mega:

https://mega.io/


After uploading, can click on that upload... & copy the share link for it & post it in a reply post back here...


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





:Kaleun_Salute:


M. M.

propbeanie
06-29-22, 12:22 PM
Mods:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisofdt\Wolves Of The Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.7p3

Again Tambor out of Pearl 9/16/42.

And do you want the entire save folder? uploaded to where? I have a copy ready to send.
Sorry, for the Tambor, when where and how did you get the boat originally? Did you start the game at Fremantle on a certain date with the Tambor and immediately transfer to Pearl for the first mission? Or were you driving a Porpoise (as an example), and was upgraded to the Tambor? If you started at Fremantle in the Tambor, and then immediately transferred to Pearl prior to your first mission, then that can cause the game quite some confusion, since there is a Tambor at Pearl full-time by the time it is active at Fremantle. There are other aspects of the game that are like this... but I am not placing them right now... I have heard that in SH3, you cannot change guns or crew on your first mission, but I have not seen that in SH4 yet...

As MM suggests, Mega is fine, or Google Drive or MS OneDrive. Doesn't matter to me. I used to be able to get them through my email, but the last few tries I have done that with have failed. I am allowed 10G of data, but apparently not when the mailbox is as full as it is... :roll:

hunter301
06-30-22, 02:44 PM
In the FOTRS mod is there a way to change the water density or clarity when viewing underwater? Maybe a value number in one of the .cfg files?
As soon as the sub starts moving away from your view underwater it looks like it's actually going into a solid wall fogbank.
Reminds me of on old Rod Surling Twilight Zone episode when a thick fog bank surrounding a small neighborhood and every time a car would drive into you could actually see the fog wrapping around the car and disappear.
You should be able to see the sub dissipate as it moves away from you as it was in the original game.
Don't get me wrong I'm overjoyed that they got rid of all that damned plankton floating around and how distorted your sub looked in the water.

propbeanie
07-02-22, 09:35 AM
The water "clarity" should somewhat alter as you play, like the weather, but does not get as clear as if you use a "clear water" mod, such as what Webster made. We have been going to look into adapting that to the FotRSU mod, but have run into other problems, along with the time factor and real life issues, so have not gotten to look at but a few additions to FotRSU, so maybe the next version, we'll get a chance to look at that. It would be nice to have something to help in that regard for those who like to "video tape" their gameplay from that perspective. Some players have used Webster's Underwater Visibility Mod (https://www.subsim.com/radioroom/downloads.php?do=file&id=1015) and claim no problems, but we do not advocate using it, since we have no idea if it affects sensors or anything else in the FotRSU mod. Webster says it doesn't affect the sensors, but FotRSU has portions of Real Environment in it, along with parts of other similar mods, so as to fitness for usability is anyone's guess, unless they thoroughly test. ymmv :salute:

Mad Mardigan
07-02-22, 11:52 AM
The water "clarity" should somewhat alter as you play, like the weather, but does not get as clear as if you use a "clear water" mod, such as what Webster made. We have been going to look into adapting that to the FotRSU mod, but have run into other problems, along with the time factor and real life issues, so have not gotten to look at but a few additions to FotRSU, so maybe the next version, we'll get a chance to look at that. It would be nice to have something to help in that regard for those who like to "video tape" their gameplay from that perspective. Some players have used Webster's Underwater Visibility Mod (https://www.subsim.com/radioroom/downloads.php?do=file&id=1015) and claim no problems, but we do not advocate using it, since we have no idea if it affects sensors or anything else in the FotRSU mod. Webster says it doesn't affect the sensors, but FotRSU has portions of Real Environment in it, along with parts of other similar mods, so as to fitness for usability is anyone's guess, unless they thoroughly test. ymmv :salute:

:Kaleun_Cheers:


If that is the mod, I think it is... (that adjusts/tweaks both fog & underwater visibility... :hmmm:) then, I used that in My FotRS-U mod set ups, both with... & without... it, included. Well... up to v1.46, I think... as I don't see it in the mix in the v1.6x preview set up. I also used it in O M: Dark v6, as well and... in My WdaD set up, too.



As far as I could tell of... it did not seem to interfere with sensors... that I could tell of.... BUT... take that, with a convoy of C2 cargo ships, all loaded down with sea salt... for the "what it's worth" department. :shucks:



As for, this... latest iteration of FotRS-U... can't say... or much less, seeing as how the next version is not yet out... that 1 either. :yep: if it'll interfere or not. :hmmm:


:Kaleun_Binocular:


As a... suggestion, should the simmer, have the room to do so... would say... do up a separate FotRS-U set up... & try it, and see how it goes... but... that's just... Me... & My .02 worth. *shrug*


Hopefully, this helps... as always. :yep: :shucks: :up:





:Kaleun_Salute:


M. M.

mikesn9
07-04-22, 11:41 AM
Sorry, for the Tambor, when where and how did you get the boat originally? Did you start the game at Fremantle on a certain date with the Tambor and immediately transfer to Pearl for the first mission? Or were you driving a Porpoise (as an example), and was upgraded to the Tambor? If you started at Fremantle in the Tambor, and then immediately transferred to Pearl prior to your first mission, then that can cause the game quite some confusion, since there is a Tambor at Pearl full-time by the time it is active at Fremantle. There are other aspects of the game that are like this... but I am not placing them right now... I have heard that in SH3, you cannot change guns or crew on your first mission, but I have not seen that in SH4 yet...

As MM suggests, Mega is fine, or Google Drive or MS OneDrive. Doesn't matter to me. I used to be able to get them through my email, but the last few tries I have done that with have failed. I am allowed 10G of data, but apparently not when the mailbox is as full as it is... :roll:


The History: By patrol (my count)

1. Start 12/9/41 Salmon class from Fremantle
2. start 2/19/42 Salmon from Fremantle
3. start 4/28/42 Salmon from Fremantle


Got offered new boat Tambor on 6/10/42

4. Start 7/4/42 Tambor from Fremantle

after returning from patrol, transferred to pearl.


5. start 9/16/42 Tambor from Pearl.
Mission 1: Sulu Sea, Mission 2: Zone F7.








1

propbeanie
07-04-22, 12:41 PM
You should not be getting an assignment in the Makassar Strait for your 2nd Pearl assignment. Are you for certain in the Pearl Harbor port? The Flotilla file has no way for the assignment to be given to you there. The first assignment in the Sulu Sea is understandable... It'd just be better if the game actually had you sail from Fremantle to do that, and ~then~ move your home port, but alas, they do not... If you can try that PM link again, we should be able to see something in there. As for your first & 2nd starts, were those at Manila and Surabaya respectively, or maybe Cavite and New Albany?

In the meantime, do you have your JSGME mod list? Thanks

Silent_Theory
07-06-22, 12:44 AM
Hello, i have only limited knowledge modding games and am trying to get this to work, i have installed a fresh SH4 WOTP U-Boat Missions from steam and have added JSGME to the folder and have put the extracted folder of FOTRS into the MODS folder that JSGME checks.

It recognised it and did its thing, i am able to get into the game and get the initial intro, but as it loads the world i get some errors, they are as follows, a few unknown errors and then i get one that says Data/Shaders/VolumetricFog/VolumetricFogPS.fx and also Data/Shaders/InteriorIllumination/HighligthPS.fx then another few unknown errors

What am i doing wrong in this case, can someone help this poor fellow out...

Thanks Sailors:k_confused:

Mad Mardigan
07-06-22, 01:16 AM
:Kaleun_Cheers:



Silent_Theory.! :Kaleun_Salute:

propbeanie
07-06-22, 08:10 AM
The first post of this thread has quite a few "Spoiler" tags with activation instructions, and the Support folder of the mod has pdf "help" files Silent_Theory. First of all, you cannot have the game installed under any of the Program Files folders, which is what Steam will default to. If the path to your game is "C:\Program Files (x86) \Steam \SteamApss \Common \Wolves of the Pacific..." or similar, then you will have to either un-install and then re-install the game in a folder of your own creation, or manually move the install. For more on that see Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327) from the Steam Knowledge Base. If you have a 2nd viable hard drive in your computer, you can create a 2nd Steam Library folder there and install SH4 in that new Library. There is a way to "fool" Steam into a 2nd Library on the C: drive, but I cannot find the thread just yet. In any case, the 'modern' Windows will prevent your updating of any file set in the Program Files folders, in an effort to protect you from yourself. Windows does not recognize the Silent Hunter games as proper Windows apps - written during for Windows XP during the "wild west" days of minimal OS "security" - and Windows especially does not like JSGME.exe going behind its back without proper authority and changing cfg and other "system" files. When Windows sees that, it does roll certain of the files back to their original state, and you get a mish-mash of the Stock game and the FotRSU (or any other) mod, which can result in error messages and then game crashes.

Secondly, be certain you are using the correct Steam SH4 start-up. It sounds like you might be using the Wolves of the Pacific startup, and not the U-Boat Missions Add-On version. If you use the Wolves start-up, you are using the Steam v1.3 of the game (they claim it is "fully updated", insinuating it is v1.4, but it is not). That is the usual originator of error messages of files missing, and if you get one about black80.tga file.

You have to empty the Save folder ("C:\Users \UserName \Documents \SH4") before you play the modded game, and you most likely have to set Properties on the SH4.exe file for Attributes and Compatibility, so that you can get a 4 gig patch file to enable on the SH4.exe file, and to tell Windows to leave it alone as it runs. The Compatibility settings are system dependent.

torpedobait
07-07-22, 04:44 PM
In the FOTRS mod is there a way to change the water density or clarity when viewing underwater? Maybe a value number in one of the .cfg files?
As soon as the sub starts moving away from your view underwater it looks like it's actually going into a solid wall fogbank.
Reminds me of on old Rod Surling Twilight Zone episode when a thick fog bank surrounding a small neighborhood and every time a car would drive into you could actually see the fog wrapping around the car and disappear.
You should be able to see the sub dissipate as it moves away from you as it was in the original game.
Don't get me wrong I'm overjoyed that they got rid of all that damned plankton floating around and how distorted your sub looked in the water.

There is a mod I use to get the water clarity you were looking for. It does not seem to conflict with any files or settings in FOTRSU, but use at your own risk. I've been using it for several years in and all of the FOTRSU releases with no apparent errors or conflicts.

Lite Fog v2 + 300' Underwater Visability (Spelling error is not mine!) :D

propbeanie
07-08-22, 04:52 PM
The History: By patrol (my count)

1. Start 12/9/41 Salmon class from Fremantle
2. start 2/19/42 Salmon from Fremantle
3. start 4/28/42 Salmon from Fremantle

Got offered new boat Tambor on 6/10/42

4. Start 7/4/42 Tambor from Fremantle

after returning from patrol, transferred to pearl.

5. start 9/16/42 Tambor from Pearl.
Mission 1: Sulu Sea, Mission 2: Zone F7.
Hello mikesn9, did you get back in from that last patrol? Do you happen to still have those screen grabs you were talking about before? Can you post them to like Imgur.com or similar, and then link them in here please? I just want to have you verify your "Mission 2: Zone F7", and make certain it wasn't "Area 7" instead, off Shikoku Japan. Did you have the Patrol marker and circle in the Makassar Strait? Thanks! :salute:

s7rikeback
07-08-22, 06:30 PM
Please keep all posts on topic...

we do not need any welcome posts, only post if you have a problem, or have a solution...
If you feel the need to increase your post count, please go elsewhere.

mikesn9
07-09-22, 07:47 AM
Hello mikesn9, did you get back in from that last patrol? Do you happen to still have those screen grabs you were talking about before? Can you post them to like Imgur.com or similar, and then link them in here please? I just want to have you verify your "Mission 2: Zone F7", and make certain it wasn't "Area 7" instead, off Shikoku Japan. Did you have the Patrol marker and circle in the Makassar Strait? Thanks! :salute:


I haven't made it back to Pearl yet, but I'll try to post the screen grabs here.




And yes, I had the star and circle for the mission area.

propbeanie
07-09-22, 08:13 AM
OK - from the looks of things, there (hopefully) is nothing to worry about mikesn9. You are still on your first patrol from Pearl with the Sulu Sea assignment, which was the original Fremantle assignment from before you transferred to Pearl. The Area F7 assignment is from a "Status Update" where you sent a message in after completing the Sulu Sea objective, and they gave you the Makassar Strait objective. When you do a Status Update, it takes into account your current location, and assigns the next objective based on that, and not on where you are "home port" based. It is possible, being a CenPac sub and in the CenPac side of the Luzon Straits, to be assigned a South China Seas objective if you call in a Status Update while north of Luzon. The game has no idea of Command divides like SoWesPac or CenPac, and just uses 1000km or 1200km, or whatever the DynamicMiss.cfg file's entry has to base those assignments on. You wouldn't even have to do that Area F7 in Makassar Straits anyway, especially if you're still sinking ships like you had been. The F7 renown is at most 300 points. Just head back for Pearl, and ignore Lockwood's assignment and get back to English's authority area... :arrgh!: - good screenies, btw, and thank you for that.

mikesn9
07-09-22, 10:47 AM
OK - from the looks of things, there (hopefully) is nothing to worry about mikesn9. You are still on your first patrol from Pearl with the Sulu Sea assignment, which was the original Fremantle assignment from before you transferred to Pearl. The Area F7 assignment is from a "Status Update" where you sent a message in after completing the Sulu Sea objective, and they gave you the Makassar Strait objective. When you do a Status Update, it takes into account your current location, and assigns the next objective based on that, and not on where you are "home port" based. It is possible, being a CenPac sub and in the CenPac side of the Luzon Straits, to be assigned a South China Seas objective if you call in a Status Update while north of Luzon. The game has no idea of Command divides like SoWesPac or CenPac, and just uses 1000km or 1200km, or whatever the DynamicMiss.cfg file's entry has to base those assignments on. You wouldn't even have to do that Area F7 in Makassar Straits anyway, especially if you're still sinking ships like you had been. The F7 renown is at most 300 points. Just head back for Pearl, and ignore Lockwood's assignment and get back to English's authority area... :arrgh!: - good screenies, btw, and thank you for that.


Thanks. I learned something. When I get the mission complete icon, I usually send a status update, thinking I'd get a new mission from the home base. I see now that the mission I get sent is for a nearby area.
I guess the thing to do, especially after a transfer is wait for 'them' to send a new message, OR go north of Luzon and send my status.


Again, Thanks for all your hard work..pass it on the team too.

Mios 4Me
07-09-22, 11:03 AM
USS Balao, June 1944, on our first assignment (Abridge) out of Majuro after transferring from Midway, returned to base only to find we could not end the patrol, nor is there a tilted anchor anywhere to be found. Checked the saved departing base file; apparently it was never listed as a home base.

Is this a lost patrol?

propbeanie
07-09-22, 02:28 PM
Thanks. I learned something. When I get the mission complete icon, I usually send a status update, thinking I'd get a new mission from the home base. I see now that the mission I get sent is for a nearby area.
I guess the thing to do, especially after a transfer is wait for 'them' to send a new message, OR go north of Luzon and send my status.


Again, Thanks for all your hard work..pass it on the team too.
Consider it passed, and thank you for the help. You will not get an un-prompted message from Pearl for another assignment, and you want to be at least 1000km away from that red boundary line between SoWesPac and CenPac, else it will be the luck of the draw as to which area you are closest to... but you do have to do a Status Update to get another objective assigned (and the possible renown points).


USS Balao, June 1944, on our first assignment (Abridge) out of Majuro after transferring from Midway, returned to base only to find we could not end the patrol, nor is there a tilted anchor anywhere to be found. Checked the saved departing base file; apparently it was never listed as a home base.

Is this a lost patrol?
I'll get back with you here in a bit Mios 4Me... I'm in the Nautilus out of Brisbane, April 1943 enroute to Dutch Harbor to participate in Operation Land Crab... (Landcrab??).. when I get out of this #$%&@ pickle I am in at Kusaie (again), I'll save and check the files... dadblame Chidori...

Edit: While I had it paused anyway, quick text file look, the Balao is at Majuro from 1944-04-01 to 1944-10-09, where it then transfers to Guam for 1944-10-07 to NULL. There should not have been a "gap" between active periods when they overlap like that, but it might take a few days for Guam to show. Missions all look fine - not to say that they aren't but the text all looks fine. Where did you originally get the Balao and how did you get it? Is June 1944 the time you sailed, or are coming back in? Thanks!

Mios 4Me
07-09-22, 03:47 PM
Edit: While I had it paused anyway, quick text file look, the Balao is at Majuro from 1944-04-01 to 1944-10-09, where it then transfers to Guam for 1944-10-07 to NULL. There should not have been a "gap" between active periods when they overlap like that, but it might take a few days for Guam to show. Missions all look fine - not to say that they aren't but the text all looks fine. Where did you originally get the Balao and how did you get it? Is June 1944 the time you sailed, or are coming back in? Thanks!
We transferred to the Balao at Midway in late May/early June 1943. To be as specific as possible, we were 1830 km from Midway on 6/6/43 @0837 at 10 kts.

We sailed from Majuro on 6/4, returning 6/28/44.

hunter301
07-09-22, 08:34 PM
There is a mod I use to get the water clarity you were looking for. It does not seem to conflict with any files or settings in FOTRSU, but use at your own risk. I've been using it for several years in and all of the FOTRSU releases with no apparent errors or conflicts.

Lite Fog v2 + 300' Underwater Visability (Spelling error is not mine!) :D

Can you load the visibility mod after you've already loaded FOTRS?
I have the latest V1.7p3 mod already loaded.

propbeanie
07-09-22, 11:23 PM
We transferred to the Balao at Midway in late May/early June 1943. To be as specific as possible, we were 1830 km from Midway on 6/6/43 @0837 at 10 kts.

We sailed from Majuro on 6/4, returning 6/28/44.
Well, there is a reason details are asked for, and it is not to be a smart @$$. It is to find out what happened. To be specific, the Balao sub is active from 1943-05-21 for a New Construction type start at Mare Island, near San Francisco. The boat is active at Midway beginning 1943-07-01. Hence the reason for my asking is to find out if you happened to get the Balao early, which you did. This is a Stock game issue that cannot be fixed. It is mentioned in several files in the Support folder to not take early "New Commands". Of course, it would help immensely if they would tell you what the new command was... You scored too many renown points, and then accepted the new command too early which trashes things. I would prefer the game break at the outset than to allow something "illegal" to happen like that. Better still would be if they did not allow early subs as "rewards". Something is wrong in the game's "logic" for the upgrades... Near as anyone has found thus far, there is no recourse other than going back to a Save prior to accepting the new sub and then refusing it until an appropriate time, or just start a new career. Sorry.

Can you load the visibility mod after you've already loaded FOTRS?
I have the latest V1.7p3 mod already loaded.
You would have to load it after FotRSU, else FotRSU overwrites it. Just be sure you are at least between patrols and in-base, but be prepared to have to start a new career if it bombs the install (which it shouldn't).

Mios 4Me
07-10-22, 03:26 AM
I thought that might be the case at the time, PB, but didn't have a reference in front of me. That it staggered on another year in game time without an issue is remarkable. Time to hop into the wayback machine to 1943...

propbeanie
07-10-22, 10:21 AM
It really is a shame that in the year of all the updates they did from 2007 to 2008, that they never fixed some important oversights, such as the radar antenna shaft versus the conning towers, the "New Command" versus the "Re-Fit" - which is a new conning tower, the early "New Command", nor the clothing of the sailors, such that they don rain gear when it's raining and not waiting until gale force winds and rain going sideways come, but also the winter clothing that does not show up when you are in the arctic circle. Ask for a weather report, and they do not tell you the temperature nor the barometric pressure - what kind of report is that?... lol

Anyway, we still do experiments with the "upgrade" process in the game and will continue to do so, hoping to find some little thing that can help in this issue. As an example, I've tried to edit the Save files to "roll-back", with nothing but failure thus far, but it seemed to be close the last time where I did make it into the office with a different sub, but failed when I went to go on patrol. If we can at least get that to a working point, we'd have a work-around... Again, in my opinion, I think it should fail outright as soon as something is not right, but since you were close to a proper date, it did OK for a time.

As a little addendum, perhaps if you just go back a little, prior to the transfer to Majuro, and just run from Midway only, that maybe it will do better?... I dunno. I have not tried that yet myself, and you may end up with the same thing there, and have wasted your time... But the Balao stays at Midway for the duration, and does not get transferred by the game to Guam, the way Majuro does, which might be where the trouble with going there is triggered. I dunno. :06:

torpedobait
07-12-22, 12:00 PM
Can you load the visibility mod after you've already loaded FOTRS?
I have the latest V1.7p3 mod already loaded.

Yes, but I would wait until you are in port (in the Office) before loading ANY new mod/feature. This particular mod doesn't seem to care where it is after loading FOTRSU, but I rename it with a number in front so that it goes on near the last. Here is my list of current mods that I've been using for the last 3 or 4 iterations of FOTRSU with no apparent problems:

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


These seem to work fine for me. I make no promises or guarantees about anyone else's list. Just make sure that if you change anything in the JSGME list, do it while in Port.

:Kaleun_Salute:

hunter301
07-12-22, 02:24 PM
These seem to work fine for me. I make no promises or guarantees about anyone else's list. Just make sure that if you change anything in the JSGME list, do it while in Port.

:Kaleun_Salute:

So if I'm in the middle of a saved patrol can I update the JSGME to the visibility mod before loading the saved game or I actually have to sail the boat back into port in order for the mod to work?
If so that's crazy...lol. :k_confused:
FalloftheRisingSun_Ultimate_v1.7p3
Lite Fog v2 + 300' Underwater Visibility
Since the visibility mod alphabetically comes after FOTRSU mod I shouldn't need to change any names correct?
.
.
.
.
.

Bubblehead1980
07-12-22, 02:44 PM
So if I'm in the middle of a saved patrol can I update the JSGME to the visibility mod before loading the saved game or I actually have to sail the boat back into port in order for the mod to work?
If so that's crazy...lol. :k_confused:
FalloftheRisingSun_Ultimate_v1.7p3
Lite Fog v2 + 300' Underwater Visibility
Since the visibility mod alphabetically comes after FOTRSU mod I shouldn't need to change any names correct?
.
.
.
.
.


You will need to go back to port, never a good idea to activate mods while at sea. Even if they work when do this, can and most likely will cause issues at some point...corrupted files etc.

torpedobait
07-13-22, 08:27 AM
S
Since the visibility mod alphabetically comes after FOTRSU mod I shouldn't need to change any names correct?.

If you are using JSGME, you can activate the mods in any order you choose, but they may not function as you expected. Some mods change files in previously added mods, which may be problematic in some cases.

The modders chose to number the mods so that the numerical prefix helps determine the best order for them to be activated in JSGME. Note that in my list there are a couple that do not have prefixes, but they work where I put them (as far as I can tell). Some that are not on the FOTRSU "approved" list did not have numbers. I added the prefixes to ensure I got them in an order that works for me.

I do not recommend an alphabetic-only approach.

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

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

Kal_Maximus_U669
07-14-22, 08:59 AM
I personally agree with what is said here...
the mod can be called as you see fit. The construction of the internal file..!!! that is the importance. For it to work as it should...
however I do not recommend tinkering especially if you do not know what you are doing exactly and in another aspect it limits misunderstandings
now I wonder Quesque?
Lite Fog v2 + 300' Underwater Visibility why use it... it's not useful...
JP_SoyoMaru_fix he would have a problem with what here...? What is that...
Or maybe I'm not aware of a weird recent update..?
I don't use anything useless .. use what brings you closer to difficult realistic gameplay .. (of course do what suits you best ..) believe me you will have another approach to your games ...
I entrust you my list if it can help here..
I want to tell you that I have had no problems for about 4 to 5 months knowing that I don't play all the time!! but always in the corner of my office..
D:\Sh4\Sh4_FOTRS17
[MODS]
100_FalloftheRisingSun_Ultimate_v1.7p3=1
Nippon Maru v1.6c=2
Nihon Kaigun v1.1b=3
Combined Roster=4
304_NoJapaneseAirRadar=5
450_MoonlightzSonarLines=6
650_MoreDudz=7
801_UMark Invisible=8
802_TMO_torp_tex_FotRSU=9
803_NoPlayerSubFlags=10
805_CWC_FIOQ=11
806_PeriscopeSplash=12
901_Strategic_Map_Symbols=13
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=14
New Sounds Interior-Officer Quarters mod=15
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter=16
Enhanced Sounds for SH4=17
FOTRSU_1.7_SUB_SKINS_IN_4k=18
EAX_SoundSim_FOTRSU_1.7=19
jimimadrid Torpedos=20
BATTLEFLAG_WARDROOM_TROUT_SS202=21
BATTLEFLAG_CONNING_TROUT_SS202=22

Hi BH.. Prob.. KM.. s7..MM.. Have a nice holiday everyone.. Sincerely Kal Maximus U669

Ctd ahahha..damm..
http://image.noelshack.com/fichiers/2022/28/4/1657806952-sh4img-2022-05-26-22-08-10-200.png
Chere BH s il vous plait dans BH TMO V2 thank's please..:wah::wah::har:
http://image.noelshack.com/fichiers/2022/28/4/1657806947-sh4img-2022-05-26-02-58-29-385.png
Merci a tous ceux qui œuvre ici pour rendre cela possible..:up::yep:
http://image.noelshack.com/fichiers/2022/28/4/1657806942-sh4img-2022-01-09-22-53-40-795.png
:salute::subsim:

Rigel44
07-14-22, 11:56 AM
I just rejoined the subsim community after years away. For my reentry into the sub sim world I have chosen SH4 with FotRSU mod. I enabled the mod in JSGME last night but I am not sure I got FotRSU mod game... the opening video looked like stock game. Anyway I am troubleshooting that issue.

My real question is - I see really great videos of the game play where the graphics are amazing - the sub and water effects are really well done but I didn't get that when I opened the game for the first time last night. Is there something simple I am doing wrong or can anyone point me to what string I need to read to mod for better graphics in the game?

Thanks,
Rigel44

propbeanie
07-14-22, 01:32 PM
The graphics are a rabbit hole you can disappear into for days on end, and still be stuck on the queen's chess board as a pawn... However, you would have to divulge which video card you have for someone to be able to help with possible improvements there. :arrgh!:

In the meantime, be certain you have your video "stream" set correctly. The 'modern' LCD vid display has a "native" resolution. If you look in the Windows dialog for the desktop Resolution, it will be listed as "(recommended)" next to the actual resolution numbers. Set the Windows properties to that. Then, in the game's Options menu, Graphic Settings section, use the drop down box to also choose that resolution. You might have to scroll through the list to find it, since the game is basically ignorant of a lot of the available resolutions and defaults to using 1024x768, so you'll have to choose proper settings yourself. btw - Do not use the v-sync setting in the game's Graphic Settings page, else you increase the odds of encountering "jello water". Also do not use "Volumetric Fog" on the same menu because the Deck Watch will turn into ghosts on you. "Environmental Effects" can cause similar issues on some systems... "Light Shafts" when you are underwater are really cool, but even the "Post-Process Filters" can cause things to glow at night in the game, but it does add to the depth of color, making the game look somewhat like a Technicolor movie, film grain and all.

Before you get into that though, make certain you have your game installed correctly and the mod activated properly. There is detailed information for installation in the mod's Support folder in "Install Notes For SH4.pdf", and activation in the "Activating Fall of the Rising Sun Ultimate Edition.pdf". Warning: Verbosity reigns supreme in those files... In a nutshell, you want your installation to not be in a "Program Files" folder, but rather in a folder you create yourself, such as "C:\MyGames \SH4" or whatever. If you have Steam, things might get complicated in that regard, but it is possible. Consult Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327) in the Steam Knowledge Base. Not knowing your particular version of the game, whether disk or software, etc., we'll wait until you reply. Also, you MUST use v1.5 of SH4 (aka: Gold aka: U-Boat Missions Add-On). The game will throw errors if you activate the mod on v1.4 or earlier versions.

Let us know which SH4 you have, and where you have it installed. :salute:

Kal_Maximus_U669
07-14-22, 02:58 PM
I just rejoined the subsim community after years away. For my reentry into the sub sim world I have chosen SH4 with FotRSU mod. I enabled the mod in JSGME last night but I am not sure I got FotRSU mod game... the opening video looked like stock game. Anyway I am troubleshooting that issue.

My real question is - I see really great videos of the game play where the graphics are amazing - the sub and water effects are really well done but I didn't get that when I opened the game for the first time last night. Is there something simple I am doing wrong or can anyone point me to what string I need to read to mod for better graphics in the game?

Thanks,
Rigel44

Welcome to Subsim
You did well to start with FoTrS..
That of BH being much more difficult
the talented modders here have moved things so much in order to have a new SH without these mods I will not play it..
I wish you a good assembly...
http://image.noelshack.com/fichiers/2022/28/4/1657828446-02.png
listen to the "boss" in person has made some recommendations :D to you not to skip the steps for the graphics it's "in game" no filter.. or Reshade.. it's natural it reflects the work of the modders here..:timeout:
Sincerely Kal Maximus U669 :salute:

Rigel44
07-14-22, 10:16 PM
Thank you so much for the reply

I have SH4 v1.5 installed via download from UbiSoft store. I had read a tutorial that did teach me to change the install path so the game is in C:\SubSim\SH4 and a zipped a clean back up.

So that was really dumb of me - all I had to do was set the resolution to match like you said and the graphics look great!

The system I am on has a resolution of 4500x3000
Processor is an Intel Core i7 2.7 Ghz. 64bit x64
OS - Win 10 Pro
Graphics Card is NVIDIA GeForce GTX965M. (I didn't see the video memory listed)

propbeanie
07-14-22, 11:43 PM
Cool! Excellent install then. Just check your mod path then. You installed the game in "C:\SubSim\SH4", and there are several ways you can do things from there. If you do not have JSGME.exe, there is a copy of that in the mod's "Extras" folder. If you have JSGME already, just put it in the SH4 folder, and run it. It will prompt you to let it create a "MODS" folder, which it will then add it in the same folder level as the game, so that you will have Data, MODS, Registration Reminder, Resources, etc. You then put 100_FalloftheRisingSun_Ultimate... mod in the MODS folder, extract it there, then run JSGME again, select the mod in the left-hand JSGME window, click the right-arrow button, and let it do its thing, which will take several minutes anyway to run. Once the 100_FalloftheRisingSun... text is in the right-hand window, then the mod is activated. You should now have LAA and MultiSH4 in the "root" folder of the game (C:\SubSim \SH4) for your use. First though, select the SH4.exe file, and the FileManager.dll file in the SH4 folder, and right-click on one of them. That should bring up a Context Menu. Choose Properties from that, and on the first "General" tab that it opens to, look for "Read-only" under the "Attributes" section, and meke certain the tick box is cleared. OK your way out, and the files are now write-enabled to where LAA and MultiSH4 can be used on them. If you are not making a new Save folder with MultiSH4, be certain to empty the game's Save folder, which defaults to "C:\Users \UserName \Documents \SH4", and delete everything below the SH4 folder level. The game runs off of the contents in that folder, and if there is already a file of the same name as the mod contains, JSGME will not over-write the existing file. That can result in an incomplete mod activation. For more info on that aspect, see the Support folder for those pdf files, or ask some specific questions here. Once the Save is cleared, you can run the mod. But you will have to re-set all the video settings...

Rifle Infantry
07-16-22, 05:57 PM
Hello all- first time poster here. Loving FOTSRU so far- the Alaskan campaign is a breath of fresh air compared to a million stock Manila starts for someone who steadfastly refuses to use a "real" fleet boat.

Where can I find documentation on the AI submarines in FOTRSU? Just encountered a Jyunsen Type B south of Umnak Island, running south on the surface, and sent it to the bottom with four Mark 10s. (Overkill, sure, but I wasn't going to get into a deck gun duel with its own being stern-mounted.)

To my understanding there are both surfaced and submerged AI submarines (and they only ever stay as such) armed with both guns and working torpedo tubes. I can guess that the surfaced submarines behave reasonably close to surface ships- attacking you once spotted and trying to avoid being torpedoed- but how do the submerged equivalents behave?

Furthermore, do AI submarines of any type have passive sonar? Chalk it up to the skipper's incompetence, maybe, but the aforementioned Jyunsen made no indication that it had picked up my screws even as I was trying to gain on it at flank speed from six nautical miles off.

propbeanie
07-16-22, 07:01 PM
The surfaced AI subs are found in the Sea folder, and their folder names begin with "NSS_" prefixes. The JyunsenB is the ubiquitous IJN sub, and it has hydrophones after 19430101, so when you are headed that way prior to then, no hydrophone.

The AI subs, being in the Sea folder, are set as "Elite Destroyer Escorts" Type 17 and 18, which is what gives them their AI "attack" attitude. It would be nice if there was some form of scripting in the game to control their maniacal behavior, but alas, not in SH4. At this time, we have NOT included any submerged AI subs. During testing, we would discover that we encountered one after the torpedoes struck... The game does not have any "logic" for the player sub to identify a submerged threat, nor does it have similar for "Incoming torpedo!!!" We therefore do not have the Event Camera give you any penalty, so you can at least possibly "see" a torpedo launch, and therefore be aware of someone shooting torpedoes at you, or someone...

You probably encountered that Jyunsen just after an airplane lauch, and they may have still been in the process of trying to button the ship up for proper submarine operations... at least, that's the back story we'll use... lol - but seriously, there are four IJN subs that carry airplanes, the JyunsenB among them, and there most likely is an airplane or two flying around up there at any given time from about February 1942 through September 1942 that "launched" from the subs...

A little note about the FotRSU Manila (and Pearl for that matter) at the start of the war, is that you are not assigned missions like any other mod. There are specific missions for certain boats. An S-Boat usuall has a 4 in 5 chance of a "quiet" initial assignment in close waters, not too far from Manila. That 1 in 5 chance takes you to San Bernardino Straits where you will almost definitely encounter at least a DD and some seaplane tenders, but if you venture into the open seas, you might encounter two or three invasion forces. The 'quiet" missions near Manila end up turning into terror missions as most of the S-Boats were ordered to penetrate Lingayen Gulf, and you do run a strong chance of encountering either of two landing forces, and / or the cover force. All of them have so many DD, you can see why the real boats had a tough time of getting close to them. As it stands now, there are a few unique missions for 2nd patrols (supply drops etc), but most do revert to "the usual" at Surabaya, but when you get to Fremantle, the odds for SpecOps go up, and you never know what you'll encounter. Then you transfer to Brisbane, and all the fun of hunting in that area with all of the planes that Rabaul and Buna can throw up to look for you...

Rifle Infantry
07-16-22, 07:39 PM
The JyunsenB is the ubiquitous IJN sub, and it has hydrophones after 19430101, so when you are headed that way prior to then, no hydrophone.

No wonder they were totally unaware before the last few seconds. Poor bare-arsed bastards; I would hate to be a Japanese skipper leaning on only visual contact for attacks.

During testing, we would discover that we encountered one after the torpedoes struck... The game does not have any "logic" for the player sub to identify a submerged threat, nor does it have similar for "Incoming torpedo!!!"

Call me masochistic, but I honestly wouldn't be annoyed by that (at least per how hopeless it was for those Jyunsens once they'd spotted my incoming torps). At least it'd give me a reason to conduct periscope patrols by daylight rather than comfortably steaming around with my air search radar covering me (though I bet that won't be such a good idea later in the war).

... there most likely is an airplane or two flying around up there at any given time from about February 1942 through September 1942 that "launched" from the subs...

Yet to encounter one south of Umnak- really, anything but Jyunsens. I've just concluded my first patrol with four of 'em on the sea floor. Two went down just like the first- nice, 90 degree torpedo attacks on unaware targets (steaming at the regulation 7 knots), in calm weather. The fourth... well, he put up a fight worthy of his starburst flag.

I'd set up a good interception for him, marked course and speed, etc. etc. only to find that visibility was limited to 2000 yards by the ongoing Pacific storm- and that I was just a mite too far away to catch him in my periscope. No problem, I think, I'll surface and man the deck gun. Better to face his stern gun crew than his torpedoes, right? Bad idea.

His gun crew turned out to be a little more seasoned than mine, and within a minute or two I had damaged bulkheads and men down on the deck. Diving to lick my wounds and take stock, I watched the sonar contact recede into the storm- rather than waiting to finish the job the Japanese skipper'd elected to retreat. Sufficiently baited I moved to intercept.

After some tense minutes of flank-speed pursuit, punctuated by periodic sonar dives, I found him again- once again, practically close enough to shoot small arms at. Once again he gained the edge in the gunnery duel, and this time my S-boat was coming apart at the seams (71% hull damage). I slapped together an ugly firing solution from the conning tower and fired off my remaining three torpedoes, then crash-dived; fully expecting to have lost this one, and worried his (still-firing) deck gun would do me in before I could slip away.

Pop, pop, pop. All three impacts, and one very dead Jyunsen- all before I can even clear decks-awash depth. I've some ugly holes to explain to command, but also 10524 warship tons to pin to my wall.

Rigel44
07-16-22, 10:39 PM
Cool! Excellent install then. Just check your mod path then. You installed the game in "C:\SubSim\SH4", and there are several ways you can do things from there. If you do not have JSGME.exe, there is a copy of that in the mod's "Extras" folder. If you have JSGME already, just put it in the SH4 folder, and run it. It will prompt you to let it create a "MODS" folder, which it will then add it in the same folder level as the game, so that you will have Data, MODS, Registration Reminder, Resources, etc. You then put 100_FalloftheRisingSun_Ultimate... mod in the MODS folder, extract it there, then run JSGME again, select the mod in the left-hand JSGME window, click the right-arrow button, and let it do its thing, which will take several minutes anyway to run. Once the 100_FalloftheRisingSun... text is in the right-hand window, then the mod is activated. You should now have LAA and MultiSH4 in the "root" folder of the game (C:\SubSim \SH4) for your use. First though, select the SH4.exe file, and the FileManager.dll file in the SH4 folder, and right-click on one of them. That should bring up a Context Menu. Choose Properties from that, and on the first "General" tab that it opens to, look for "Read-only" under the "Attributes" section, and meke certain the tick box is cleared. OK your way out, and the files are now write-enabled to where LAA and MultiSH4 can be used on them. If you are not making a new Save folder with MultiSH4, be certain to empty the game's Save folder, which defaults to "C:\Users \UserName \Documents \SH4", and delete everything below the SH4 folder level. The game runs off of the contents in that folder, and if there is already a file of the same name as the mod contains, JSGME will not over-write the existing file. That can result in an incomplete mod activation. For more info on that aspect, see the Support folder for those pdf files, or ask some specific questions here. Once the Save is cleared, you can run the mod. But you will have to re-set all the video settings...


I believe I followed all these directions but I still don't believe the mod is activated when I launch. I am guessing I should see a Fall of the Rising Sun splash screen when the app launches correct? Also, I found that running a very high resolution screen has resulted in very small control gauges. Is there a recommended fix for this?

Mad Mardigan
07-16-22, 11:53 PM
I believe I followed all these directions but I still don't believe the mod is activated when I launch. I am guessing I should see a Fall of the Rising Sun splash screen when the app launches correct? Also, I found that running a very high resolution screen has resulted in very small control gauges. Is there a recommended fix for this?

After launching SH4, (which the copy you have, should be v1.5 : Silent Hunter IV: Wolves f the Pacific: Uboat Missions) you should see FotRS-U splash screen... I believe, Yes.

Of course, if you are using either of Nipon Maru or Nihon Kaigun, the splash screen, will be different than the FotRS-U one.

On the control gauge issue... after launching... you did go into the main screen 'options menu' & into the 'Graphics Settings' & set the resolution, to your screens 'native resolution'.?


If you don't know what that is, right off... you can click on the Settings gear icon for Windows... in that menu, select 'system', in that menu... look for 'Display' & click on it. In the menu that opens up after doing that... look for 'Display Resolution', it'll be the 2nd box down under the 'Scale & layout' section in that menu.


Take that resolution info & set it to that, in the aforementioned 'Graphics Settings' info... listed above.


Hope this helps, get you sorted out there... :shucks:





:Kaleun_Salute:


M. M.

hunter301
07-16-22, 11:58 PM
I believe I followed all these directions but I still don't believe the mod is activated when I launch. I am guessing I should see a Fall of the Rising Sun splash screen when the app launches correct? Also, I found that running a very high resolution screen has resulted in very small control gauges. Is there a recommended fix for this?

Are you seeing old style ww2 videos on board subs during the startup?
If not then you don't have the mod running. Also you'll see a much larger list of options in the startup screen as well as a slew of added missions in the training, single mission and war patrol options.
If your only seeing the standard 5 or 6 (Can't remember exactly) training missions then the mod isn't getting loaded up.
I believe "chasing the wounded bear" is the last standard single mission in the standard game.

Rigel44
07-17-22, 05:57 AM
Thanks for the info. Based on your replies, I am Definitively not getting the mods to load. I also tried a new folder with a fresh SH4 1.5 install that I tried a dark waters mod with. That also doesn’t load with the mod even though in both my folders with FotRSU and Dark Waters the JSgme shows the mod as active. I checked “read only” and clearly the box is unchecked. Am I not clearing the saved games appropriately or is there something I need to do with LAA or MultiSH4? Both are showing in root game directory but is there anything else I need to do with them? Thanks for your patience and help!

Kal_Maximus_U669
07-17-22, 06:23 AM
Thanks for the info. Based on your replies, I am Definitively not getting the mods to load. I also tried a new folder with a fresh SH4 1.5 install that I tried a dark waters mod with. That also doesn’t load with the mod even though in both my folders with FotRSU and Dark Waters the JSgme shows the mod as active. I checked “read only” and clearly the box is unchecked. Am I not clearing the saved games appropriately or is there something I need to do with LAA or MultiSH4? Both are showing in root game directory but is there anything else I need to do with them? Thanks for your patience and help!
:k_confused:

https://media.giphy.com/media/Yk3CHhjkOkxSE/giphy.gif

Kal_Maximus_U669
07-17-22, 06:57 AM
https://media.giphy.com/media/ik10lqhr0HTUc/giphy.gif

I thought you were a veteran here...!!! I'm starting to doubt it since you haven't been able to do the union minimum..
Mr Beanie... Mr Mad Mardigan... we give you all the recommendations to follow you were served on a platter what more do you want...!!!
I make an effort with you...
we start with a clean install...
observe the path which is given figure A
then we install patch 4go or L AA it's up to you to choose figure C
then we install JSGME figure D this one once activate create the "MODS" file figure B in this one you will place all your mods...
then optional "Multish4" if you want to have several Install figure E
http://image.noelshack.com/fichiers/2022/28/7/1658058920-00011.png
now we activate the mods see screens pay attention to the path at the top in order to locate you
http://image.noelshack.com/fichiers/2022/28/7/1658058936-00022.png
the "mods" are activated on the last screens here is my friend there is nothing to complicate when you give yourself the means to read the recommendations provided for a veteran like you it's small beer no..
http://image.noelshack.com/fichiers/2022/28/7/1658058941-0033.png

Good luck .. in work

propbeanie
07-17-22, 08:24 AM
I believe I followed all these directions but I still don't believe the mod is activated when I launch. I am guessing I should see a Fall of the Rising Sun splash screen when the app launches correct? Also, I found that running a very high resolution screen has resulted in very small control gauges. Is there a recommended fix for this?
You should see a splash screen similar to the one at the bottom left of my post here. There are two probable causes. The easiest one to look for is proper folder structure, which is rather difficult to illustrate in a posting here, but navigate into your game folder, and then the MODS folder and finally the "100_FalloftheRisingSun_Ultimate_v1.x..." folder. In that FotRSU mod folder, do you see "Data", "Extras" and "Support" folders, along with six other files? Or do you see another folder of the same name as the first? If you see a 2nd mods folder, then that is the trouble. This happens when extracting the mod archive. Select all in the folder with a <Ctrl><A> key combination, then <Ctrl><X> combo to cut, go up one folder level to the first FotRSU folder, and <Cdtrl><V> combo to paste all that. You can then delete that now (hopefully) empty extra mod folder. Try to activate it now.

https://i.imgur.com/M5LXSok.jpg

That is an older folder structure picture, but notice the "path" of "C:\Games \FotrSUv17 \MODS" and the "100_FalloftheRisingSun_Ultimate_v1.7p3d" sitting in there. Below that folder is Data, Extras and Support, along with those six other files, and not another same-named folder.

The second possibility is you that you are using an incorrect short-cut to start the game. Make certain your shortcut is pointing to the folder you created, and not the location the Ubi Connect originally wanted to use.

Kal_Maximus_U669
07-17-22, 01:42 PM
thx "boss" https://c.tenor.com/9eRnBTwBJBoAAAAC/han-solo-force.gif
my dear Beanie greetings...i think our friends should be able to without going out..no

propbeanie
07-17-22, 02:59 PM
Should, yes, but there are so many ways the game can lead one astray... lol - we'll see if he posts again. :salute:

FotRSU Mod Team
07-17-22, 07:12 PM
OK - finally - it is out the door:

100_FalloftheRisingSun_Ultimate_v1.8 (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992) (First page link for the download link)

The posts are not edited very well, and will be revised as we catch things. For the latest on the mod, see the Support folder and the "01_FotRSU_TableOfContents.pdf" file for links to all of the ReadMe kind of stuff that is much more accurate than the online posts, which have grown rather unwieldy over the last few update cycles...

NOTE: THIS IS NOT BACKWARDS COMPATIBLE - you will need a fresh install and a clean Save folder since there are again UnitType changes and UnitClass changes. If you want to use vickers03's Interiors mod, there is a "patch" file in the FotRSU mod's MODS folder that must be added to keep the crew and clothing compatible. vickers03 is working on further updates, but they are a bit in the future.

The main thing for now - DO NOT ADD ANY ADDITIONAL MODS - other than those as found in the AddInModzPak (and vicker's interiors and Nihon Kaigun) - but make certain your install and FotRSU activation functions correctly FIRST.

Nippon Maru - due to the late nature of this release, s7rikeback has a few more checks to go through tomorrow (he is six hours ahead of propbeanie and already getting some shut-eye), so DO NOT USE Nippon Maru just yet. If you do, and you experience a CTD, you have been forwarned...

If you have issues - let us know ASAP with the circumstances, such as install location, boat, home port, where you are, what date it is, etc. Since we are textually challenged at time, and dense as a hickory tree trunk, be sure and gather as many arts and crafts as possible (ie: pictures) if at all possible. If it CTDs, of course it's too late to do screen grabs, but... :roll:

Kpt. Lehmann
07-17-22, 07:21 PM
CONGRATULATIONS FotRSU TEAM on your v1.8 release!!!

I know how hard you've been working on this for ages.

Here's to you guys!

SINK'EM ALL!:arrgh!::Kaleun_Cheers:

propbeanie
07-17-22, 07:33 PM
Thank you thank you thank you. On behalf of the Team, I hope we passed the audition... I would like to thank not only the other members of the team, but also me mum for birthing me... I do not know the physical pain of that process... but I sure do know the mental anguish of a troubled teen... since I was one... lol - and this has been like one, staying out past curfew, smoking weed (or something cause it acted CRAZY at times - or maybe that was my medication)... wouldn't clean its room, wouldn't bathe... phwew! Out the door with you, mod!!! :salute:

Rigel44
07-18-22, 12:21 AM
Should, yes, but there are so many ways the game can lead one astray... lol - we'll see if he posts again. :salute:

Hi Propbeanie,

I will attach some screen grabs of my file structure. I have checked again and I believe I have all files in the right location including the mod. To launch the game I am using the SH4 executable right in the modified game file - not a shortcut from anywhere else.

Rigel44
07-18-22, 12:23 AM
This is the file structure inside the install I want to be FotRSU

Rigel44
07-18-22, 12:25 AM
Finally, here is inside my mod folder - I am not seeing anything that should not work. I am going to go read up on running SH4 in Win10 - maybe I am missing something, but I will say the stock game does run

propbeanie
07-18-22, 05:09 AM
Going by the middle post of above Rigel44, the installation of SH4 looks fine, and the mod appears to be activated properly. I of course cannot tell if the LAA or 4Gig Patch have been activated on the SH4.exe properly, but if you are not getting an FotRSU splash screen now, there is something odd going on. That should show just fine after the mod activation. Have you navigated to "C:\Users \UserName \Documents \SH4" and deleted the "cfg" folder below? You can just click on the "Documents" icon in the upper left-hand pane ("Quick Access") of your screen grabs above, and find the SH4 folder there. That is the Save folder that SH4 uses, and it must be cleared so that SH4 creates a new one with the information from the modded game folder.

That looks to be a Ubisoft download game you have, so I'll try to download another copy of my Ubisoft version, and see if they changed their licensing (again), and maybe something is going on there... in the meantime, v1.8 of the mod is out, so you might want to download the latest version of the mod, though there is nothing major in the new version.

Rigel44
07-18-22, 05:26 AM
I did run LAA and it said it was successful on SH4 executable. I have deleted the SH4 folder in Docs as well - still no luck getting anything but the stock game to run. I am at a loss as to what to try next... I have gone into SH4.exe and the filemanager.dll to make sure both "read only" boxes are not checked and tried running as the admin but all results are the stock game launches.

hunter301
07-18-22, 07:29 AM
I did run LAA and it said it was successful on SH4 executable. I have deleted the SH4 folder in Docs as well - still no luck getting anything but the stock game to run. I am at a loss as to what to try next... I have gone into SH4.exe and the filemanager.dll to make sure both "read only" boxes are not checked and tried running as the admin but all results are the stock game launches.

Is the stock game running as it should.
Full screen, no CTD, ect....
My problem was getting the stock game to run on Windows 10.
Would only get the game to play in a small reduced sized window. Very annoying when your trying to play on a 49" UKD/4K. Very annoying.
Every time I tried to change the screen to full size it would go to black and lock up. Finally I found an old article that had to deal with DirectX and copying 2 .dll from one file over to another so they worked together. After that it worked fine.
Was almost afraid to install the FOTRS after that but I really wanted to try it out.
Been playing SH4 since it came out in 2007 so I was ready for something new. The only thing I had to do for FOTRS was a clean install and download the mod and JSGME into my SH4 folder and install the LAA app to run the larger files. Couldn't believe it when it fired up the first time.
I even did it using the game I purchased thru Steam without changing any of the file locations.

Kal_Maximus_U669
07-18-22, 08:26 AM
Many ThX Les Potos...:Kaleun_Salute:

Kal_Maximus_U669
07-18-22, 08:30 AM
I did run LAA and it said it was successful on SH4 executable. I have deleted the SH4 folder in Docs as well - still no luck getting anything but the stock game to run. I am at a loss as to what to try next... I have gone into SH4.exe and the filemanager.dll to make sure both "read only" boxes are not checked and tried running as the admin but all results are the stock game launches.

I'll come back to you soon ... it looks like we are making progress on this installation isn't it my friend :D:up:

Kal_Maximus_U669
07-18-22, 01:58 PM
Nihon Kaigun v1.2_FotRSU where is it?...a problem with the links it seems to me...?
or in the name of the folders..? :hmmm:

propbeanie
07-18-22, 02:00 PM
Try it now Kal. He has the link fixed... One of those things, of doing 2 uploads at once, and didn't clear the text cache before pasting the link probably. If you look closely at the FotRSU first post and download page text, it looks very similar to v1.7's text... sigh - we went through all of the trouble to edit the text for the files, and then linked to incorrect ones from trying to push the mod out before all the pre-edited dates went bad... lol

Kal_Maximus_U669
07-18-22, 02:32 PM
Try it now Kal. He has the link fixed... One of those things, of doing 2 uploads at once, and didn't clear the text cache before pasting the link probably. If you look closely at the FotRSU first post and download page text, it looks very similar to v1.7's text... sigh - we went through all of the trouble to edit the text for the files, and then linked to incorrect ones from trying to push the mod out before all the pre-edited dates went bad... lol

Nothing dramatic Beanie... with all that prep work...
anyway thanks guys...
just started mod alone for the moment no problem... first turn of the wheel. Flawless..:up::salute::subsim:

Kal_Maximus_U669
07-18-22, 03:30 PM
Nothing dramatic Beanie... with all that prep work...
anyway thanks guys...
just started mod alone for the moment no problem... first turn of the wheel. Flawless..:up::salute::subsim:
yes just pecho for those who can't find an appointment directly in the download section :up:
:Kaleun_Wink:
https://www.subsim.com/radioroom/downloads.php?do=file&id=5911

Kal_Maximus_U669
07-18-22, 05:25 PM
Version 1.8 of Fall of the Rising Sun Ultimate
Assembly finished... first try... impeccable... vickers skin & interior & sound with.. tomorrow goes on patrol thank you team Fotrs..:up:
http://image.noelshack.com/fichiers/2022/29/2/1658183487-0000.png
http://image.noelshack.com/fichiers/2022/29/2/1658183121-sh4img-2022-07-18-23-58-35-172.png

Rigel44
07-19-22, 12:05 AM
Is the stock game running as it should.
Full screen, no CTD, ect....

I am able to launch and play the stock game without any issues but cannot get any mods to run via JSGME. They look like they install fine but only the stock game launches. This is a new download of the SH4 Gold (1.5) as I could not find my orginal DVD copy of the game. I do wish I had that DVD to try it because I had that set up to run OMEGU via JSGME on an old computer with WinXP no problem.

I suspect it is something in the download I had or something in my Win10 Pro installation that is blocking the modification

Was almost afraid to install the FOTRS after that but I really wanted to try it out.
Been playing SH4 since it came out in 2007 so I was ready for something new. The only thing I had to do for FOTRS was a clean install and download the mod and JSGME into my SH4 folder and install the LAA app to run the larger files. Couldn't believe it when it fired up the first time.
I even did it using the game I purchased thru Steam without changing any of the file locations.

You should feel lucky you got it to FOTRS to run so easy - I am anxious to play but right now I am in IT hell.

Thanks to all the support from SubSim members I have not lost hope of getting this to run.

Thanks!

Kal_Maximus_U669
07-19-22, 08:35 AM
the tests continued yesterday. A little later than expected...as usual with this game..I had some problems with our sailors so their caps have been reorganized today. But I know the people in charge of 805_CWC_FIOQv18 have already had a go...new assembly from the promising start but hasn't finished...wrong that I'm trying in patrol...
some screens to enhance this magnificent modding work of which the FoTrSu team has the secrets...
Cachalot could do with a little finishing on the visual aspect of the bridge... if I may my dear Beanie..:timeout:
http://image.noelshack.com/fichiers/2022/29/2/1658237503-00111.png
http://image.noelshack.com/fichiers/2022/29/2/1658237508-001111.png
http://image.noelshack.com/fichiers/2022/29/2/1658237522-88888.png
http://image.noelshack.com/fichiers/2022/29/2/1658237516-77777.png
:yep::yep::salute::salute::subsim:

Kal_Maximus_U669
07-19-22, 08:51 AM
You should feel lucky you got it to FOTRS to run so easy - I am anxious to play but right now I am in IT hell.

Thanks to all the support from SubSim members I have not lost hope of getting this to run.

Thanks!

Hey Rigel44
... Where are you with the computer hells...
https://c.tenor.com/P_4yB6uPH-wAAAAC/demon-satan.gif
have you checked the internal mod files? the front page of the forum of said mod ??? Or you are "unpayable" in IT...
the FoTrS team provides all the tools...explanations...proceed in stages...
by reading what is proposed... in a first step of mod no soup activate the main mod that's all we will see the rest after....
what is your material?? what is your game??
read the spoilers.. the PDF in section support?...
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2635992&postcount=1
oh yes there is no hell in computing...otherwise everyone would have already burned me I tell you..
the devil is in the details, it's crispier like that... ahy hy hy

Bubblehead1980
07-19-22, 10:00 PM
I was about to load up my TMO Update V2.0 as after some time with U Boats in Atlantic, ready to come back to the pacific. However, with this released, think will load it up and give it a try.Downloading now. Well done team:Kaleun_Salute:

Bubblehead1980
07-20-22, 01:02 AM
Is EAX sound sim for FOTRS V1.7 compatible with V1.8?

Bubblehead1980
07-20-22, 04:02 AM
Finally got things setup and running. Did not have time to run patrol last night, but did few test dives, familiarized myself with controls etc.



Umark Invisible removes the orange marker correct?


Also, the stadimeter is very difficult to set range manually...

Kal_Maximus_U669
07-20-22, 08:05 AM
Is EAX sound sim for FOTRS V1.7 compatible with V1.8?
Hey Bubblehead1980 my best regards...
yes for both of your questions
since yesterday my patrol at the beginning of 1942.. leaving Surabaya.. S-18 SS123..
all is going according to plan at the moment. Of course I can't predict anymore... :salute:

propbeanie
07-20-22, 10:14 AM
the tests continued yesterday. A little later than expected...as usual with this game..I had some problems with our sailors so their caps have been reorganized today. But I know the people in charge of 805_CWC_FIOQv18 have already had a go...new assembly from the promising start but hasn't finished...
Can you describe this in more detail please Kal_Maximus_U669? I have found an issue with the Cachalot, but it has nothing to do with that hats, other than the look-outs on the shears knocking MY hat off while I'm standing at my station while at Battle Stations... sigh - but as far as hats go, be certain if you are using vickers03's Interiors that you use the "FI-OQ_FotRSU_v1.8f_upcPatch" that comes in the MODS folder with the FotRSU mod, but apply it after the Fleetboat Interiors of course. Also, if you use one of the CWC mods, be certain you are using the correct version of that. The "805_CWC_FotRSUv18" is used without the Interiors mod, and "805_CWC_FIOQv18" is used when you do use vickers03's Fleetboat Interiors mods. Let us know if you find a problem there, because the upc files can be quite complex to edit for all of the boats. It is extremely easy to miss things in there. :salute:


Is EAX sound sim for FOTRS V1.7 compatible with V1.8?
Finally got things setup and running. Did not have time to run patrol last night, but did few test dives, familiarized myself with controls etc.

Umark Invisible removes the orange marker correct?

Also, the stadimeter is very difficult to set range manually...
Yes, EAX will function close to as intended in FotRSU. Put it in PRIOR to the Interiors mod though, if you go to use it. Fleetboat Interiors should be one of the last mods, followed by EAX in any list with FotRSU - probably your TMO_BH also - other than the CWC mod. There are audio files in there that get overwritten by EAX. As for the UMark Invisible, yes, that makes it go away, replacing it with a "blank" file. What sort of issue are you having with the stadimeter? That is basically the "Stock" game, or v1.7 of TMO. We have not (as of yet) done any changes there... The stadimeter is one "device" on the submarine where it is important to have the video stream match all the way through, from the display's "native" resolution to the Windows display driver, to the resolution used in the game. The better the display monitor, with higher resolution, the more precise the stadimeter can be. There are also a couple of add-in mods in the AddInModzPak for manual-targeting, which will become even more useful with the next release (we hope). :salute:

fitzcarraldo
07-20-22, 11:46 AM
Many thanks for the new update. Downloading now. Time to start a new campaign with the new FOTRSU and Nippon Maru.

Best regards.

Fitzcarraldo :Kaleun_Salute:

Bubblehead1980
07-20-22, 11:58 AM
Slightly confused on something...if I missed it in readme somehow, forgive me.



So I am definitely wanting to use the TMO style nav mpa contacts...black lines, "dots", no ship silhouettes etc.

452 TMOstyle_NavMapShipMarks and 453_TMO NavMapAirMarks enabled. Do I need 451aTMOstyle_Navmapdots_Nippon_Maru? Nihon Kaigun?



Also, these will replace the colored ship silhouettes correct? Just want the dots

Bubblehead1980
07-20-22, 12:01 PM
Can you describe this in more detail please Kal_Maximus_U669? I have found an issue with the Cachalot, but it has nothing to do with that hats, other than the look-outs on the shears knocking MY hat off while I'm standing at my station while at Battle Stations... sigh - but as far as hats go, be certain if you are using vickers03's Interiors that you use the "FI-OQ_FotRSU_v1.8f_upcPatch" that comes in the MODS folder with the FotRSU mod, but apply it after the Fleetboat Interiors of course. Also, if you use one of the CWC mods, be certain you are using the correct version of that. The "805_CWC_FotRSUv18" is used without the Interiors mod, and "805_CWC_FIOQv18" is used when you do use vickers03's Fleetboat Interiors mods. Let us know if you find a problem there, because the upc files can be quite complex to edit for all of the boats. It is extremely easy to miss things in there. :salute:




Yes, EAX will function close to as intended in FotRSU. Put it in PRIOR to the Interiors mod though, if you go to use it. Fleetboat Interiors should be one of the last mods in any list with FotRSU - probably your TMO_BH also - other than the CWC mod. There are audio files in there that get overwritten by EAX. As for the UMark Invisible, yes, that makes it go away, replacing it with a "blank" file. What sort of issue are you having with the stadimeter? That is basically the "Stock" game, or v1.7 of TMO. We have not (as of yet) done any changes there... The stadimeter is one "device" on the submarine where it is important to have the video stream match all the way through, from the display's "native" resolution to the Windows display driver, to the resolution used in the game. The better the display monitor, with higher resolution, the more precise the stadimeter can be. There are also a couple of add-in mods in the AddInModzPak for manual-targeting, which will become even more useful with the next release (we hope). :salute:



Using same resolution always have. I'm kind of clueless about resolution matters lol

Stadimeter is functioning kind of like stock did, not easy to adjust to desired range, its different than in TMO. I remember long ago same issue in TMO was fixed, its been so long forget exactly what was done.


Curious, in future versions is it planned to add the pearl harbor sub base to historically correct location? I could try but not sure if what is used in TMO would work in FOTRS?

Rigel44
07-20-22, 12:48 PM
Thanks to s7rikeback, I was able to build a SH4 install based on the image of the DVD rather than my downloaded version from Ubisoft.com. Interesting that the sizes of the SH4.exe files are not the same. Anyway with that new install from the files s7rikeback provided, and following the same procedure I had with my downloaded install - I am now successfully running SH4 with FotRSU 1.8. Special thanks to s7rikeback and propbeanie for hanging in there with me to get me up and running on FotRSU!

vickers03
07-20-22, 02:10 PM
Yes, EAX will function close to as intended in FotRSU. Put it in PRIOR to the Interiors mod though,
no no, EAX should be installed after the Interiors otherwise it doesn't work.
EAX has all the effects the Interiors need but not the other way around:03:

propbeanie
07-20-22, 02:19 PM
no no, EAX should be installed after the Interiors otherwise it doesn't work.
EAX has all the effects the Interiors need but not the other way around:03:
I think you have had to correct me on that one before... sigh... :oops:

propbeanie
07-20-22, 02:27 PM
Thanks to s7rikeback, I was able to build a SH4 install based on the image of the DVD rather than my downloaded version from Ubisoft.com. Interesting that the sizes of the SH4.exe files are not the same. Anyway with that new install from the files s7rikeback provided, and following the same procedure I had with my downloaded install - I am now successfully running SH4 with FotRSU 1.8. Special thanks to s7rikeback and propbeanie for hanging in there with me to get me up and running on FotRSU!
Excellent! Any further issues, just holler...

propbeanie
07-20-22, 02:42 PM
Is EAX sound sim for FOTRS V1.7 compatible with V1.8?
Be sure and see the "correction" above... sigh - oldmanitis


Slightly confused on something...if I missed it in readme somehow, forgive me.

So I am definitely wanting to use the TMO style nav mpa contacts...black lines, "dots", no ship silhouettes etc.

452 TMOstyle_NavMapShipMarks and 453_TMO NavMapAirMarks enabled. Do I need 451aTMOstyle_Navmapdots_Nippon_Maru? Nihon Kaigun?

Also, these will replace the colored ship silhouettes correct? Just want the dots
The "451_TMOstyle_NavMapDots" puts just the dots on the NavMap. The "452_TMOstyle_NavMapShipMarks" and "453_TMOstyle_NavMapAirMarks" replace the zoomed-in view marks. No more colored marks. FotRSU comes with the single-colored lines already, but if you want the DD, Merchant, and APR lines, then put Moonlight's Lines in first, then the 3 TMO mods. You can also do "454c_EasyAOB_InputTargetDistanceOnTBT" on top of those, and have separate rotating dials. More is planned in this regard for the next version.


Using same resolution always have. I'm kind of clueless about resolution matters lol

Stadimeter is functioning kind of like stock did, not easy to adjust to desired range, its different than in TMO. I remember long ago same issue in TMO was fixed, its been so long forget exactly what was done.

Curious, in future versions is it planned to add the pearl harbor sub base to historically correct location? I could try but not sure if what is used in TMO would work in FOTRS?
The Pearl Submarine Base has been sitting on my hard drive for a while. I still have to get the "artwork" for the NavMap and ME matched-up better than what I have. If you ever see that long, narrow dock, such as a Corregidor, it is not quite right either. That is a difficult part of doing those type of mods, as far as I'm concerned... You can build the parts, but getting the dds file to match the dat is tough for me... We hope the next release has it, but we also don't want folks driving into docks that don't look like they're in the way... :roll:

hunter301
07-20-22, 03:11 PM
The "451_TMOstyle_NavMapDots" puts just the dots on the NavMap. The "452_TMOstyle_NavMapShipMarks" and "453_TMOstyle_NavMapAirMarks" replace the zoomed-in view marks. No more colored marks. FotRSU comes with the single-colored lines already, but if you want the DD, Merchant, and APR lines, then put Moonlight's Lines in first, then the 3 TMO mods. You can also do "454c_EasyAOB_InputTargetDistanceOnTBT" on top of those, and have separate rotating dials. More is planned in this regard for the next version.
The Pearl Submarine Base has been sitting on my hard drive for a while. I still have to get the "artwork" for the NavMap and ME matched-up better than what I have. If you ever see that long, narrow dock, such as a Corregidor, it is not quite right either. That is a difficult part of doing those type of mods, as far as I'm concerned... You can build the parts, but getting the dds file to match the dat is tough for me... We hope the next release has it, but we also don't want folks driving into docks that don't look like they're in the way... :roll:

I don't know how you guys find the time to do all this, unless your retired..lol. I barely have time to even play the game without falling asleep at night. One night I woke up in the chair 2 hours into a patrol and found my sub beached up on an island somewhere...lol.
Was praying it wasn't Japanese shores.

propbeanie
07-20-22, 03:38 PM
:har: How do you think half of the mistakes I make are introduced?... lol - would you believe, the old forehead to the keyboard trick?

https://i.giphy.com/media/3ov9jIoFd00talgv72/giphy.webp


That's my excuse, and I'm stickin' to it... but yes, I am retired while the other fellows work at regular jobs. So I get to assemble the parts, and I do try to not mess it up... :roll:

Kal_Maximus_U669
07-20-22, 04:01 PM
Hey Beanie :salute: something must be wrong with Guc patch...
I tested several assemblies and it seems that the mechanics are bored with new caps..
I'm looking at the moment
it depends on the class of boat chosen is the periods chosen remember already the previous time there were bored..!!
It would be good to have the opinion of other MM or Fitz ..BH
http://image.noelshack.com/fichiers/2022/29/3/1658350792-sh4img-2022-07-20-18-08-05-395.png
my list mod
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
Nippon_Maru_v1.8_FotRSU=2
Nihon Kaigun v1.2_FotRSU=3
Combined Roster=4
305_LessJapaneseAirRadar=5
450_MoonlightzSonarLines=6
650_MoreDudz=7
801_UMark Invisible=8
802_TMO_torp_tex_FotRSU=9
803_NoPlayerSubFlags=10
805_CWC_FIOQv18=11
901_Strategic_Map_Symbols=12
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=13
New Sounds Interior-Officer Quarters mod=14
FOTRSU_1.7_SUB_SKINS_IN_4k=15
EAX_SoundSim_FOTRSU_1.7=16
FI-OQ_FotRSU_v1.8f_upcPatch=17
Enhanced Sounds for SH4=18

Bubblehead1980
07-20-22, 04:30 PM
How do you fire the SBT-1 decoys? J key no longer functions, have not located it in the F1 key guide

propbeanie
07-20-22, 04:55 PM
Hey Beanie :salute: something must be wrong...
http://image.noelshack.com/fichiers/2022/29/3/1658350792-sh4img-2022-07-20-18-08-05-395.png
...
:hmmm: I did a Cachalot out of Pearl, and an S-Boat out of Manila last night with the interiors and the upc patch. Let me do it again here in a few hours and take another look at it... just to be certain though, had you emptied the Save folder? This version is not backwards compatible with its earlier self...


How do you fire the SBT-1 decoys? J key no longer functions, have not located it in the F1 key guide
The semi-colon / colon key. It's on the "SH4_Q-Ref_Card_Front.jpg" picture, but there are at least two missing from the Back sheet, which is what is used with the F1 key in-game... You do have to have decoys of course, and I do not remember their date of availability...

Kal_Maximus_U669
07-20-22, 05:48 PM
:hmmm: I did a Cachalot out of Pearl, and an S-Boat out of Manila last night with the interiors and the upc patch. Let me do it again here in a few hours and take another look at it... just to be certain though, had you emptied the Save folder? This version is not backwards compatible with its earlier
:D:D
I'm still on it, I've done several installs...
I have had several careers..;Pearl..;Surabya.. with: s-18.. Sargo...Porpoise..Cachalot..
then the problems start...
I of course took care to remove the "saves"..empty the mods backup...and all the timtim...!!
I'm taking a new approach... I'll tell you more tomorrow..
we have to wait for more feedback MM...KM.. BH...Fitz let's see what they say.. :yep:
http://image.noelshack.com/fichiers/2022/29/4/1658357234-sh4img-2022-07-20-14-03-58-047.png

Bubblehead1980
07-20-22, 07:35 PM
So the stadimeter/range dial is driving me crazy lol Can only drag the plastic "slider" on outside of the dial to about 1300 yards and it just stops. Anyone know how to fix this?

Mad Mardigan
07-20-22, 07:48 PM
Note: This is, a 1st run analysis, thus far... after initial set up.


Ok, that said...

Am skippering the USS Seadragon (SS-194) American Sargo-class submarine, based out of the Phillipines, start date of 12/41, just after Pearl.

On My install is:

[MODS]

FotRS-Ultimate v1.8 X
Nippon_Maru_v1.8_FotRSU X
Nihon Kaigun v1.2_FotRSU X
N-K-M Combined Roster X
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN X
FI-OQ_FotRSU_v1.8f_upcPatch X
New Sounds Interior-Officer Quarters mod X
Enhanced Sounds for SH4 X
International Radio mod
450_MoonlightzSonarLines X
901_Strategic_Map_Symbols X
FOTRSU_1.7_SUB_SKINS_IN_4k X
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
399c2_NoScrollNavMap - OAKsSameSizedDials
802_TMO_torp_tex_FotRSU X
851_Yel_FotRSU_Logo
801_UMark Triangle
302_MoreDifficultAI001
305_LessJapaneseAirRadar X
SH4-JimiMadrid Torp rework mod
BATTLEFLAG_CONNING_SEADRAGON_SS194
BATTLEFLAG_WARDROOM_SEADRAGON_SS194
1-MM's Gramophone music mix


Kal_Maximus_U669's mix:

[MODS]

100_FalloftheRisingSun_Ultimate_v1.8=1 X
Nippon_Maru_v1.8_FotRSU=2 X
Nihon Kaigun v1.2_FotRSU=3 X
Combined Roster=4 X
305_LessJapaneseAirRadar=5 X
450_MoonlightzSonarLines=6 X
650_MoreDudz=7
801_UMark Invisible=8
802_TMO_torp_tex_FotRSU=9 X
803_NoPlayerSubFlags=10
805_CWC_FIOQv18=11
901_Strategic_Map_Symbols=12 X
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=13 X
New Sounds Interior-Officer Quarters mod=14 X
FOTRSU_1.7_SUB_SKINS_IN_4k=15 X
EAX_SoundSim_FOTRSU_1.7=16
FI-OQ_FotRSU_v1.8f_upcPatch=17 X
Enhanced Sounds for SH4=18 X


X = same mods in play

Just about nearly identical... minus some mods & placement differences... of course.



Thus far, have only just begun with that Sargo class sub... & 1 thing that caught My eye.... initially, was... in a couple of the crew, sporting ball caps, like they were part of a... baseball team, or something. :o



After getting over the... intial shock of that, figured that I'd... wait & see if anyone else noted it or not. :hmmm: Not being sure of if it was part of the new innovative things added in or not.



Special note:

Of the mod:

SH4-JimiMadrid Torp rework mod


I took a look into this 1... & did do a bit of reworking of it.

I gutted the original jimi torp.dat & the Torp_US.dat files in the /Library folder... & replaced those with the FotRS-U EN v1.8 ones.

I'll make note of the sub that seems to be... facing the crisis of the 'dueling hats' & see if it crops up on My end...


:hmmm:




End preliminary report.





:Kaleun_Salute:


M. M.



P.S.:

This install, is a complete fresh, out of the box, SH4 v1.5 branded, clean install... & that includes, even the save games folder...

propbeanie
07-21-22, 12:10 AM
OK fellows, I have had a time of it getting laptop computer time with the wife doing her shopping, but I finally got it so I could do a fresh-fresh install on the machine. Since it is so late, I have not had time to do any more mods other than FotRSU, the Interiors and the Interiors patch, in that order, and here is my S18 out of Manila:

With gun crews placed:
https://i.imgur.com/eluNB5M.jpg


Same, at Battle Stations:
https://i.imgur.com/mBJRihW.jpg


Normal surface ops restored:
https://i.imgur.com/DOPrW4v.jpg


Interior:
https://i.imgur.com/sKyxo5v.jpg


Interior at Battle Stations:
https://i.imgur.com/w4nMlTn.jpg


I have not had time to load my test mission that I use to go through all three shifts on all of the boats, but I can try some of that tomorrow. First glance is that there is nothing wrong here. However, it does look like this is the pre-vickers fix version of the file, so some of the interior characters might have inappropriate gear for where they are. However, I am not seeing hats doubled anywhere thus far - not to say that they aren't somewhere, but I have not found them yet. I will try to match your mod list tomorrow Kal_Maximus_U669, and try some more. The idea with the new set-up with the hats and clothing is that even if you move a character, other than the CPO and Officers, that appropriate head gear would follow.

http://www.usww2uniforms.com/USN_N3_Utility_Cap.html

Speaking of which, the crew IS a team MM, like a ball team, only closer, hence the uniforms, etc.. lol - but those "ball caps" represent the N3 Utility hat, which while it did not technically come out until 1943, there were similar hats previous, and you cannot "date" dress the crew, even if they know a hot babe in the next port... sorry, bad joke... Also, jimimadrid's Torpedoes are IN THE MOD - no need to tear things apart to use them. They are really nice renditions of authentic US torpedoes. The TMO style mod was left in there for those who want that style of torpedo, but the artwork is nothing close to what jimimadrid did. Both shoot what you see - in theory...

Bubblehead1980, I don't believe I have ever had an issue like that in manual-targeting, though I am not the best at it, of course. I am usually off with my stadimeter measurements anyway, and will either miss ahead or behind with that, so I am usually doing a fast 90 couple of shots instead, where no range is needed. If we find anyone else with issues, or better still, a solution, we'll let you know. I'll try to noodle some with it tomorrow when testing for the hats further.

Bubblehead1980
07-21-22, 01:22 AM
Just made my first torpedo attack in Dec 1941 in Marshalls on a DD. I had a perfect set up but DD changed course, forcing to fire from longer range than planned. Given Marshalls is a slow area generally and this is a full fledged DD, decided to attack. Fired from 4600 yds, excellent track. Two premature explosions ( I am using my torpedo settings from TMO), but one stayed on track. Unfortunately he spotted my wake and evaded, now closing at me.

I've set up for down the throat shot. This stadimeter now the slider will only let select between 900 and 9000 yds lol. This is definitely a leftover stock issue, I am searching to find what TMO did to correct it long ago. Really will prove problemsome for manual targeting/realistic attacks.

propbeanie
07-21-22, 07:18 AM
Hey Beanie :salute: something must be wrong with Guc patch...
...
my list mod
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
Nippon_Maru_v1.8_FotRSU=2
Nihon Kaigun v1.2_FotRSU=3
Combined Roster=4
305_LessJapaneseAirRadar=5
450_MoonlightzSonarLines=6
650_MoreDudz=7
801_UMark Invisible=8
802_TMO_torp_tex_FotRSU=9
803_NoPlayerSubFlags=10
805_CWC_FIOQv18=11
901_Strategic_Map_Symbols=12
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=13
New Sounds Interior-Officer Quarters mod=14
FOTRSU_1.7_SUB_SKINS_IN_4k=15
EAX_SoundSim_FOTRSU_1.7=16
FI-OQ_FotRSU_v1.8f_upcPatch=17
Enhanced Sounds for SH4=18
OK, as I am setting up for the day and reviewing your list Kal_Maximus, I noticed this. The highlighted Orange text 11 mod should be after the 13 and 17 mods. The Interiors mods gives you the interiors, of course, the upcPatch makes that 'compatible' with v18, which is only a few clothing changes, and then the FIOQ version of the CWC mod adds the Cold Weather Clothing, also edited for the Interiors mod. I am not certain what happens with the sound mods in the order you have them, but perhaps vickers03 sees this, he can comment on those. EAX after the Interiors mod, but I am not certain about the Enhanced Sounds or Sounds Interior mods, but I would guess the order you have them is OK... Anyway, I am taking a deep dive into more hat and targeting testing now... I'll see how many times I get sunk trying the stadimeter and setting range... lol

Bubblehead1980
07-21-22, 10:00 AM
Interesting....

Dec 1941...fired torpedo "down the throat" of a oncoming Mutsuki DD.

Of course torpedo prematurely detonated. I was passing 80 feet when two depth charges exploded ahead to starboard. Not super close, but close.
Took some minor damage overall. Battery damage was listed as 12 percent,
but after repaired, batteries will only recharge to 57 percent. I know this happens, which is fine, just surprised by the discrepancy showed on damage screen and lingering residual damage.

After initial run, the DD was completely inept lol. Briefly pinged, never dropped depth charges on me again. I cruised along at 250 ft.

U-190
07-21-22, 11:22 AM
Great job! :up:

propbeanie
07-21-22, 01:00 PM
Hey Beanie :salute: something must be wrong...

my list mod
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
Nippon_Maru_v1.8_FotRSU=2
Nihon Kaigun v1.2_FotRSU=3
Combined Roster=4
305_LessJapaneseAirRadar=5
450_MoonlightzSonarLines=6
650_MoreDudz=7
801_UMark Invisible=8
802_TMO_torp_tex_FotRSU=9
803_NoPlayerSubFlags=10
805_CWC_FIOQv18=11
901_Strategic_Map_Symbols=12
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=13
New Sounds Interior-Officer Quarters mod=14
FOTRSU_1.7_SUB_SKINS_IN_4k=15
EAX_SoundSim_FOTRSU_1.7=16
FI-OQ_FotRSU_v1.8f_upcPatch=17
Enhanced Sounds for SH4=18
OK, as I am setting up for the day and reviewing your list Kal_Maximus, I noticed this. The highlighted Orange text 11 mod should be after the 13 and 17 mods. The Interiors mods gives you the interiors, of course, the upcPatch makes that 'compatible' with v18, which is only a few clothing changes, and then the FIOQ version of the CWC mod adds the Cold Weather Clothing, also edited for the Interiors mod. I am not certain what happens with the sound mods in the order you have them, but perhaps vickers03 sees this, he can comment on those. EAX after the Interiors mod, but I am not certain about the Enhanced Sounds or Sounds Interior mods, but I would guess the order you have them is OK... Anyway, I am taking a deep dive into more hat and targeting testing now... I'll see how many times I get sunk trying the stadimeter and setting range... lol
Rather than post all of the pictures I took (non of which have hat troubles), I made a PDF file that has basically 3 parts to it:
TestingS18Submarine.pdf (https://drive.google.com/file/d/1Czk4i2pRx9fgcdBmW7rwx6d4Tg0EXhgP/view?usp=sharing)
I listed two mod lists, the first is
100_FalloftheRisingSun_Ultimate_v1.8
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
RUBINI_CLOUDS_SH4
SEA_LIFE_SH4
AddInModzPak_18
and the 2nd is rather more involved:
100_FalloftheRisingSun_Ultimate_v1.8
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
RUBINI_CLOUDS_SH4
SEA_LIFE_SH4
AddInModzPak_18
450_MoonlightzSonarLines
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
805_CWC_FIOQv18
The 3rd one (not listed due to its "Top-Secret" status) throws in a bunch of Hi-Res stuff that is currently in development - lots of window dressing - but I also added EAX for FotRSU. I have yet to observe any issues out of Dutch Harbor Alaska, and have sunk one IJN JyunsenB, a bit after being strafed by a Jake airplane... good thing we had an eagle-eye look-out, else we would not have made the Crash Dive to safe depth in time for the bomb that was dropped... the patrol continues... In the meantime:


Interesting....

Dec 1941...fired torpedo "down the throat" of a oncoming Mutsuki DD.

Of course torpedo prematurely detonated. I was passing 80 feet when two depth charges exploded ahead to starboard. Not super close, but close.
Took some minor damage overall. Battery damage was listed as 12 percent,
but after repaired, batteries will only recharge to 57 percent. I know this happens, which is fine, just surprised by the discrepancy showed on damage screen and lingering residual damage.

After initial run, the DD was completely inept lol. Briefly pinged, never dropped depth charges on me again. I cruised along at 250 ft.
I did not have issue with the use of the stadimeter or the dials, though since I am a slow manual-targeting lackey, I ended up having to do a fast 90 (again) to be certain of hitting my target. I calculated 3 different ranges while attempting to set-up for the JyunsenB, with a disparity of 1200 yards between my first two... not good - should have been maybe 300 yards. The 3rd did not help satisfy the previous two... so is it me, or the stadimeter? I don't know. I will have to do "controlled studies" later... :roll:

Edit: Relatively normal behavior on the batteries. They will be fine after a re-fit, but since you took damage to the bank, there is a roll-of-the-dice involved in what portion functions when the repairs are complete. While 57% charge might be toward the bottom of a dice roll, it is not beyond the realm of what the game does to the player in that regard. This is like when a depth charge is dropped, where there is a damage zone, but between that and the outer limit, there is the "variable damage" that can be incurred. The thing with the batteries, is that if a cell in the middle of a bank breaks in real life, the battery "cell" (or "cells") can be unstrapped and removed from the bank - even if it has to stay physically in-place under the floor, but jumper wires would be used to route the wiring around it, and avoid it or its neighbors altogether, resulting in maybe getting the re-charge back to 80-85% instead. But that is the way the game works, until we attempt to re-do that segment of the "damage" screens, along with the torpedo doors... :roll:


Great job! :up:
Thank you very much - good to see your mods back up and available also! :yeah: :salute:

Kal_Maximus_U669
07-21-22, 01:48 PM
hey
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
Nippon_Maru_v1.8_FotRSU=2
Nihon Kaigun v1.2_FotRSU=3
Combined Roster=4
FOTRSU_1.7_SUB_SKINS_IN_4k=5
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=6
New Sounds Interior-Officer Quarters mod=7
FI-OQ_FotRSU_v1.8f_upcPatch=8
EAX_SoundSim_FOTRSU_1.7=9
305_LessJapaneseAirRadar=10
450_MoonlightzSonarLines=11
650_MoreDudz=12
801_UMark Invisible=13
802_TMO_torp_tex_FotRSU=14
803_NoPlayerSubFlags=15
901_Strategic_Map_Symbols=16
Enhanced Sounds for SH4=17
jimimadrid Torpedos=18

it's really weird... new approach it seems to be ok... since yesterday
jimimadrid with torpedo modify 1.8
but the know-how in the assembly is important it seems to me not... in this assembly
irony of fate MM we have almost the same mix...for the new approach..!!

It's cool beanie Guc pisses us off...for a lot of things I think game design and terrible for modders...

propbeanie
07-21-22, 01:54 PM
Excellent. Mod order does matter. Although you do not need to do the TMO-style torpedoes (14), nor the jimimadrid Torpedoes (18) mods. The jimimadrid Torpedoes are in FotRSU v18 already, and the TMO style just overwrites those... jimimadrid's mod is much prettier... lol

Mad Mardigan
07-21-22, 02:15 PM
Excellent. Mod order does matter. Although you do not need to do the TMO-style torpedoes (14), nor the jimimadrid Torpedoes (18) mods. The jimimadrid Torpedoes are in FotRSU v18 already, and the TMO style just overwrites those... jimimadrid's mod is much prettier... lol

Was NOT aware, that jimi's torp mod... had been... incorporated into v1.8 of FotRS-U.

On knowing that, now... have it in worx to back that out of the mix. :yep:


irony of fate MM we have almost the same mix...for the new approach..!!


Did find it interesting, that our mod mixes were nearly identical... minus a few not used. :yep:





:Kaleun_Salute:


M. M.

Bubblehead1980
07-21-22, 06:54 PM
So which mod removes the silhouettes of ships on nav map wen zoomed in? I really dislike (always have since stock) the colored and different shapes which reveals what the ship is. Prefer the TMO dot/pencil mark. I hate the tmo style markings mods in but only covers when zoomed out, if zoom in close such as when plotting, shows the shape of ships and color based on friendly/enemy etc.

Bubblehead1980
07-21-22, 07:43 PM
Rather than post all of the pictures I took (non of which have hat troubles), I made a PDF file that has basically 3 parts to it:
TestingS18Submarine.pdf (https://drive.google.com/file/d/1Czk4i2pRx9fgcdBmW7rwx6d4Tg0EXhgP/view?usp=sharing)
I listed two mod lists, the first is
100_FalloftheRisingSun_Ultimate_v1.8
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
RUBINI_CLOUDS_SH4
SEA_LIFE_SH4
AddInModzPak_18
and the 2nd is rather more involved:
100_FalloftheRisingSun_Ultimate_v1.8
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
RUBINI_CLOUDS_SH4
SEA_LIFE_SH4
AddInModzPak_18
450_MoonlightzSonarLines
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
805_CWC_FIOQv18
The 3rd one (not listed due to its "Top-Secret" status) throws in a bunch of Hi-Res stuff that is currently in development - lots of window dressing - but I also added EAX for FotRSU. I have yet to observe any issues out of Dutch Harbor Alaska, and have sunk one IJN JyunsenB, a bit after being strafed by a Jake airplane... good thing we had an eagle-eye look-out, else we would not have made the Crash Dive to safe depth in time for the bomb that was dropped... the patrol continues... In the meantime:



I did not have issue with the use of the stadimeter or the dials, though since I am a slow manual-targeting lackey, I ended up having to do a fast 90 (again) to be certain of hitting my target. I calculated 3 different ranges while attempting to set-up for the JyunsenB, with a disparity of 1200 yards between my first two... not good - should have been maybe 300 yards. The 3rd did not help satisfy the previous two... so is it me, or the stadimeter? I don't know. I will have to do "controlled studies" later... :roll:

Edit: Relatively normal behavior on the batteries. They will be fine after a re-fit, but since you took damage to the bank, there is a roll-of-the-dice involved in what portion functions when the repairs are complete. While 57% charge might be toward the bottom of a dice roll, it is not beyond the realm of what the game does to the player in that regard. This is like when a depth charge is dropped, where there is a damage zone, but between that and the outer limit, there is the "variable damage" that can be incurred. The thing with the batteries, is that if a cell in the middle of a bank breaks in real life, the battery "cell" (or "cells") can be unstrapped and removed from the bank - even if it has to stay physically in-place under the floor, but jumper wires would be used to route the wiring around it, and avoid it or its neighbors altogether, resulting in maybe getting the re-charge back to 80-85% instead. But that is the way the game works, until we attempt to re-do that segment of the "damage" screens, along with the torpedo doors... :roll:



Thank you very much - good to see your mods back up and available also! :yeah: :salute:



Yes, need to try traditional shots to see the issue more.


What I have found is prior to having used the rec manual and clicking to sen the mast data to TDC, the stadimeter only lets move the dial up to 1300 yards. After having sighted a target and entered range, it allows to enter between 900 and 9000 yards roughly, there just is not the free movement needed and should have. Bringing back terrible memories of stock game and TMO before the fix lol.

Periscope and stadimeter is among the most fouled up parts of SH 4 stock, its almost like...UBI just did not care lmao.

Bubblehead1980
07-21-22, 08:49 PM
Really enjoying the mod guys. Well done.


Dec 1941 in USS Triton (Tambor) bouncing around Marshalls. No merchant shipping as of yet, just a DD and couple PC's. Curiously, no aircraft with over ten days in area.

propbeanie
07-21-22, 09:25 PM
Was NOT aware, that jimi's torp mod... had been... incorporated into v1.8 of FotRS-U.

On knowing that, now... have it in worx to back that out of the mix...
Ee-yup... in the ReadMe - if I didn't screw that up... :o :arrgh!:


So which mod removes the silhouettes of ships on nav map wen zoomed in? I really dislike (always have since stock) the colored and different shapes which reveals what the ship is. Prefer the TMO dot/pencil mark. I hate the tmo style markings mods in but only covers when zoomed out, if zoom in close such as when plotting, shows the shape of ships and color based on friendly/enemy etc.
The TMO NavMapDots are the "pencil" dots on the NavMap, of course. The 452_TMOstyle_NavMapShipMarks and 453_TMOstyle_NavMapAirMarks have the zoomed-in "boxes", no color for the ships and planes respectively. No hint as to what nationality. If you use those mods, they will cover the Moonlight Sonar lines if already applied, so put it in last if you want the colored lines hints of Warship blue lines, Merchant black line and radar detected dark green lines...


Yes, need to try traditional shots to see the issue more.

What I have found is prior to having used the rec manual and clicking to sen the mast data to TDC, the stadimeter only lets move the dial up to 1300 yards. After having sighted a target and entered range, it allows to enter between 900 and 9000 yards roughly, there just is not the free movement needed and should have. Bringing back terrible memories of stock game and TMO before the fix lol.

Periscope and stadimeter is among the most fouled up parts of SH 4 stock, its almost like...UBI just did not care lmao.
Copy that on needing more tests, and doing it while another sub is running your down is not the best test environment... lol - as for the Range Dial, 1300 yards on that is like an "Infinity" setting. All TMO did was to increase the number, but the actual "resolution" of the dial is still there. If you haven't tried them, do one of the 454 mods and see if you like being able to do that, with the left and right segments being able to adjust each other...


Really enjoying the mod guys. Well done.

Dec 1941 in USS Triton (Tambor) bouncing around Marshalls. No merchant shipping as of yet, just a DD and couple PC's. Curiously, no aircraft with over ten days in area.
Thank you for that. As for the Marshalls, when you first get there, if you go to the correct location (don't want to give it away), you will encounter the "expansion force", where the Japanese were doing landings into the Marshalls and Gilberts. There should be the occasional 4 engine long-range patrol / float plane, and then in the groupings themselves, there will be sea plane tenders, and you should encounter those when you are close enough. I don't think we put anymore AirBases in there, and I think we took a couple out earlier, because that was all that you saw, was airplanes, kind of like being around Buna and the Shortlands. Up there, OK, that is understood, with it being a Japanese stronghold area and close enough to Rabaul, but not in the eastern Marshalls and northern Gilberts... "shoestring budget" at work... Even when there is merchant traffic in the area, it is only a few ships every other day, a small convoy maybe once a week, and it stops at various atolls... it is really hard to catch anything other than the lonesome DE patrols... That is why, on the early assignments down there, you usually get 3 or more Objectives with the mission, and each worth 300 points usually, just so the player basically get at least a decent patrol score for being sent to a dead, boring locale for their first mission... kind of like the S18 out of Manila that gets the Tablas Strait, or the Sibuyan Sea and only sees the occasional scout plane, but then gets the Lingayen Gulf assignment... lol - Oh Boy! Lots of renown there!

Mios 4Me
07-22-22, 12:25 AM
1. USS Gato, ex-Midway, encountered a stationary Group heading NNW 108km/64 degrees from Takanabe on 9/29/43 @ 0830. Group consisted of a stationary Kiturin with an Akaisasan, a frigate, a DE B class, and a hospital transport dancing attendance. When we closed within 10 km, a stalled Huzisan trailing the Kiturin was spotted. The latter sped up to 5 kts after receiving a torpedo attack, then sank; the Kiturin did not move before sinking. The escorts happily steamed off over the horizon prior to the attacks and were not heard from again.

2. The Soyo Maru does not match the handbook silhouette, which appears to be an Anastasia Maru. Probably a long-known issue, but what the heck.

Bubblehead1980
07-22-22, 01:37 AM
Jan 1942 USS Triton (Tambor Class)


Attempted to equip with historically accurate stern mounted gun upon return to port, lost the deck gun slots, so reloaded in port save, back to bow gun. I thought the deck gun bug was solved ?

Bubblehead1980
07-22-22, 02:22 AM
First patrol in FOTRS V1.8 completed.

Report below.


https://www.subsim.com/radioroom/showthread.php?p=2819257#post2819257

Bubblehead1980
07-22-22, 02:26 AM
Ee-yup... in the ReadMe - if I didn't screw that up... :o :arrgh!:



The TMO NavMapDots are the "pencil" dots on the NavMap, of course. The 452_TMOstyle_NavMapShipMarks and 453_TMOstyle_NavMapAirMarks have the zoomed-in "boxes", no color for the ships and planes respectively. No hint as to what nationality. If you use those mods, they will cover the Moonlight Sonar lines if already applied, so put it in last if you want the colored lines hints of Warship blue lines, Merchant black line and radar detected dark green lines...



Copy that on needing more tests, and doing it while another sub is running your down is not the best test environment... lol - as for the Range Dial, 1300 yards on that is like an "Infinity" setting. All TMO did was to increase the number, but the actual "resolution" of the dial is still there. If you haven't tried them, do one of the 454 mods and see if you like being able to do that, with the left and right segments being able to adjust each other...



Thank you for that. As for the Marshalls, when you first get there, if you go to the correct location (don't want to give it away), you will encounter the "expansion force", where the Japanese were doing landings into the Marshalls and Gilberts. There should be the occasional 4 engine long-range patrol / float plane, and then in the groupings themselves, there will be sea plane tenders, and you should encounter those when you are close enough. I don't think we put anymore AirBases in there, and I think we took a couple out earlier, because that was all that you saw, was airplanes, kind of like being around Buna and the Shortlands. Up there, OK, that is understood, with it being a Japanese stronghold area and close enough to Rabaul, but not in the eastern Marshalls and northern Gilberts... "shoestring budget" at work... Even when there is merchant traffic in the area, it is only a few ships every other day, a small convoy maybe once a week, and it stops at various atolls... it is really hard to catch anything other than the lonesome DE patrols... That is why, on the early assignments down there, you usually get 3 or more Objectives with the mission, and each worth 300 points usually, just so the player basically get at least a decent patrol score for being sent to a dead, boring locale for their first mission... kind of like the S18 out of Manila that gets the Tablas Strait, or the Sibuyan Sea and only sees the occasional scout plane, but then gets the Lingayen Gulf assignment... lol - Oh Boy! Lots of renown there!



lol well guess I missed it, I followed the objectives patrolling around different atolls, attempted to attack destroyers I found worth my torpedoes.

Lingering battery damage from depth charge really hampered my efforts for remainder of patrol, had to be careful.


No merchant shipping nor aircraft were encountered. After last assignment was completed I patrolled approaches to Kwajalein. With assignments completed, I returned to Pearl due to damage batteries limiting my capability.

Next patrol in Area 4 off Tokyo, in Feb 1942, so I expect will see some action.:Kaleun_Wink::Kaleun_Applaud:

Lupo Cattivo
07-22-22, 04:22 AM
Hi,

compliments to all the FotRS staff for the amazing job!

I would like to ask one thing that haunts me:

Is there the possibility to see in the map the various detection ranges "rings" of the various sensors for enemy ships?

I find it a tool of unparalleled didactic value.

Thanks

Kal_Maximus_U669
07-22-22, 09:41 AM
Thank you.. BH. Beanie.. for the details provided as well MM..
I consulted the Pdf Thank you it's great..THX Boss..
I'm going back... my personal life took me no time yesterday.. so let's see it now..:up:
RUBINI_CLOUDS_SH4 I can't find it can someone tell me where..? Thanks

Pranne
07-22-22, 10:04 AM
Can someone help me i installed FOTRS V1.8 but i have CTD´s, even when looking into the museum.

Windows report see below.

Is there a way to find out whats wrong?

Thank you!

Name der fehlerhaften Anwendung: sh4.exe, Version: 1.5.0.0, Zeitstempel: 0x476a5ca9
Name des fehlerhaften Moduls: ntdll.dll, Version: 10.0.19041.1806, Zeitstempel: 0x39cccd9d
Ausnahmecode: 0xc0000005
Fehleroffset: 0x0005b963
ID des fehlerhaften Prozesses: 0x514
Startzeit der fehlerhaften Anwendung: 0x01d89dde3858e269
Pfad der fehlerhaften Anwendung: D:\Spiele\Sh4\sh4.exe
Pfad des fehlerhaften Moduls: C:\WINDOWS\SYSTEM32\ntdll.dll
Berichtskennung: 723331ce-489a-4934-a22d-db28d626b647

fitzcarraldo
07-22-22, 10:53 AM
I installed an all new SH4 with FOTRSU 1.8 and mods:


Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
901_Strategic_Map_Symbols
856_BnW_FotRSU_Museum
Gramps' Watch for 1.5
305_LessJapaneseAirRadar
399c2_NoScrollNavMap - OAKsSameSizedDials
450_MoonlightzSonarLines
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
FOTRSU_1.8_SUB_SKINS_IN_4k
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
FI-OQ_FotRSU_v1.8f_upcPatch
EAX_SoundSim_FOTRSU_1.8
New Sounds for Fleetboat_Interior-Officer Quarters mod
BATTLEFLAG_CONNING_SILVERSIDES_SS-236
BATTLEFLAG_WARDROOM_SILVERSIDES_SS-236

I need to put EAX AFTER FIOQ or I lost the sounds of the Deck Gun and AA guns.

When I fire with the AA guns, I see, from external view, white squares in the splashes of the bullets in the sea. A graphic glitch I don´t know why occurs (I didn´t have it with 1.7p3).

Continuing essays...

Fitzcarraldo :Kaleun_Salute:

Larrywb57
07-22-22, 11:46 AM
Ahoy Captains,

First, to the FotRS Team, Thank you for your work!

Enjoying the mod, no problems with installation. My boat is out of Pearl Harbor, USS Pike (SS-173), the date is 18Feb1942 and see the spoiler for additional information.

https://i.imgur.com/saE687n.png

My first patrol was with Version 1.8 only. A shakedown cruise with new mod to get a feel for it, no problems encountered. With the first patrol under our belt and in our home port of PH, added the mods listed below. The boat came with stern mounted DG in which I prefer one mounted on the bow. After purchase of bow mounted DG, I saved while in the 'Office' and exited the game. Loaded the new save, checked the management page (F7), noticed the slots for DG were missing. Not a problem, made changes to the file, ActiveUserPlayerUnits.upc, thanks to captains that are here to help people like me.

Now in our assigned area of the second patrol, weather is not fit for man or beast. Moonless night, cloudy and rainy skies with heavy fog, can't see your hand in front of your face. Sonar reports a several contacts, possibly our first action of this patrol. After plotting an intercept course, race to get in front of the convey. As the convey comes closer, can't see anything at periscope depth. Not knowing anything about the enemy ships. Using manual targeting, set up for a fast 90 degree attack by sonar. Suddenly a ship appears in the scope, are we too close to the target. No time to think about that. Fire four torpedoes towards the targets, dive to the safety of the depth as warship start pinging to find our location. As time ticks down on the stopwatch, hear an explosion, then another... Quick to safety but don't make too much noise... another explosion... where is the thermal layer? Then last torpedo finds its mark! While under the safety of the 'layer', reload as the pinging starts to fade away.

Manual targeting system working as expected, no problems Sir.
:Kaleun_Salute:
Without a ships ID and the PK off, can adjust range from 0 to 11,000 yards. turn dial to adjust angle on the bow and set speed of target.

End of Report.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Wolves of the Pacific\MODS]
100_FalloftheRisingSun_Ultimate_v1.8
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Combined Roster
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
454c_EasyAOB_InputTargetDistanceOnTBT
FOTRSU Position Keeper Tweak
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Wolves of the Pacific\MODS]
100_FalloftheRisingSun_Ultimate_v1.8
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Combined Roster
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
454c_EasyAOB_InputTargetDistanceOnTBT
FOTRSU Position Keeper Tweak

propbeanie
07-22-22, 11:56 AM
1. USS Gato, ex-Midway, encountered a stationary Group heading NNW 108km/64 degrees from Takanabe on 9/29/43 @ 0830. Group consisted of a stationary Kiturin with an Akaisasan, a frigate, a DE B class, and a hospital transport dancing attendance. When we closed within 10 km, a stalled Huzisan trailing the Kiturin was spotted. The latter sped up to 5 kts after receiving a torpedo attack, then sank; the Kiturin did not move before sinking. The escorts happily steamed off over the horizon prior to the attacks and were not heard from again.

2. The Soyo Maru does not match the handbook silhouette, which appears to be an Anastasia Maru. Probably a long-known issue, but what the heck.
You are in Bungo Suido, home to a lot of traffic. You are also inside the minefield lines - do be careful - but the convoys are having to dodge several fields nearby there, and get bunched together. It look like you may have encountered two groups, the one might have been in or outbound, the other inbound only. The one group I found with a hospital ship would be out of Batavia and inbound to Hiroshima. If you would have stayed nearby your torpedo attack and sinking, you should have seen an airplane and ASW response within the hour, and probably within 30 minutes. The Soyo Maru sil was previoiusly corrected, but the old file apparently made it back in. We'll have a small patch in a few weeks, after we see any more issues.


Jan 1942 USS Triton (Tambor Class)

Attempted to equip with historically accurate stern mounted gun upon return to port, lost the deck gun slots, so reloaded in port save, back to bow gun. I thought the deck gun bug was solved ?
Never claimed to be solved, but there is a procedure to minimize trouble. Number one is to not use mods other than those in the AddInModzPak or vickers03's Interiors (with patch) and EAX, along with s7rikeback's Nippon Maru and Nihon Kaigun mods. Any alterations of weapons, equipment, conning towers, submarines, crew clothing, crew members, etc., can all contribute to issues in seemingly unrelated areas. To do the guns, if starting on the first patrol, make certain the gun crew slots are empty, then grab the gun you want out of the "Available Upgrades" stores area and drag it to the boat's gun slot, currently occupied by the other gun, and drop it in there. Now check the crew page, and make certain that the crew slots are there and properly labeled. Depart on your patrol and exit the home port area, getting outside the green circle, if applicable to the home port, or at least 50+nm away. Stop your boat on the surface. Now go to your crew page and put a gun crew in the positions. If you go to Battle Stations now, the crew will not show at the gun positions on-deck. However, if you Save the game, Exit, Re-Start, Load the Save and do that again, they will now show. Continue with your patrol and all should be fine.

If you have been on patrol already, you should decide to change the gun prior to docking and Save while coming in from patrol, for the "just-in-case" scenario. That will be the "fail-safe" Save. Otherwise, once you dock, and are in-port and in the office, the procedure is similar. You can do an in-base Save and work from that usually, or from the auto-save, if things do fail. First order of business is to remove your crew from the gun positions on the crew page. Go to the equipment page and drag the new gun over to the boat. Go to the crew page and check the positions. If you have moved the gun previously, you have a higher percentage of failure here, but if the crew positions have failed to show, go back to the equipment page, and put the other gun back. The positions should show again with the original gun. Try the other gun again and check the gun positions. It will sometimes work the 2nd time. If not, you could try loading the Saved game(s) and try again with the gun swap. Usually speaking though, especially if you have already changed the gun previously, once the game displays no gun positions, you should put the original gun back and leave it. Go on patrol with the gun in the position that you have a crew. Try to swap the position the next time you come in from patrol.

If you are insistent upon moving the gun, then Save with the gun where you want it and Save in-port. Exit the game and go into the Save folder and use the "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, and look at that newest Save folder, ActiveUserPlayerUnits.upc file, and do the wolfeinsamer method for "AdditionalRepository" phrases. Compartment 7 is the Aft gun, Compartment 8 is the Fore gun. Only change the gun you need to. Check the gun slot above the CrewMember slots though, and make certain it has 11 lines including the header, and check the weapon itself, that it has 21 lines, including the header. The Weapon itself sometimes will be the failure point, and if it is, then you'll probably have to do the full-on "The New and Improved FotRSU Way" below the other two... hopefully not. Anyway, Save the file and try the game again.


lol well guess I missed it, I followed the objectives patrolling around different atolls, attempted to attack destroyers I found worth my torpedoes.

Lingering battery damage from depth charge really hampered my efforts for remainder of patrol, had to be careful.

No merchant shipping nor aircraft were encountered. After last assignment was completed I patrolled approaches to Kwajalein. With assignments completed, I returned to Pearl due to damage batteries limiting my capability.

Next patrol in Area 4 off Tokyo, in Feb 1942, so I expect will see some action.:Kaleun_Wink::Kaleun_Applaud:
The Marshalls and Gilberts areas are "lean" on traffic early. There should be something around Kwajalein though... I'll check that area, especially the planes. Unless you were super-careful around there, you should have encountered a plane patrol. Most of the later "expansion" in 1942 came from Kwajalein. This lack of traffic is why there are 3 areas to patrol for the initial runs from Pearl to the area.


Hi,

compliments to all the FotRS staff for the amazing job!

I would like to ask one thing that haunts me:

Is there the possibility to see in the map the various detection ranges "rings" of the various sensors for enemy ships?

I find it a tool of unparalleled didactic value.

Thanks
Use the AddInModzPak, and inside that, the "450_MoonlightzSonarLines" mod to get the circles etc. that show the supposed ranges of the ships visual, hydrophone, sonar & radar equipment... Thanks for the compliments :salute:


Thank you.. BH. Beanie.. for the details provided as well MM..
I consulted the Pdf Thank you it's great..THX Boss..
I'm going back... my personal life took me no time yesterday.. so let's see it now..:up:
RUBINI_CLOUDS_SH4 I can't find it can someone tell me where..? Thanks
Top-Secret hush-hush information... :har: - vickers converted it, but we have to check it further for v1.8, and let Mr vickers03 possibly update it for v1.8... more later on that. :salute:

Can someone help me i installed FOTRS V1.8 but i have CTD´s, even when looking into the museum.

Windows report see below.

Is there a way to find out whats wrong?

Thank you!

Name der fehlerhaften Anwendung: sh4.exe, Version: 1.5.0.0, Zeitstempel: 0x476a5ca9
Name des fehlerhaften Moduls: ntdll.dll, Version: 10.0.19041.1806, Zeitstempel: 0x39cccd9d
Ausnahmecode: 0xc0000005
Fehleroffset: 0x0005b963
ID des fehlerhaften Prozesses: 0x514
Startzeit der fehlerhaften Anwendung: 0x01d89dde3858e269
Pfad der fehlerhaften Anwendung: D:\Spiele\Sh4\sh4.exe
Pfad des fehlerhaften Moduls: C:\WINDOWS\SYSTEM32\ntdll.dll
Berichtskennung: 723331ce-489a-4934-a22d-db28d626b647
Have you followed the documentation in either the first post in this thread, the download page, or the pdf information in the Support folder?

You must be using v1.5 (with the Uboat Missions) of the SH4 game. You cannot install the game in a Program Files folder, you must have a "clean" install with an empty Save folder or a new Save folder with MultiSH4, and you must have either the 4Gig Patch or LAA properly activated on the SH4.exe file. What we need from you to help you more, is for you to tell us which version of SH4 you have, and the source of the game, such as Steam, Ubisoft, or other download, or a disk. We also need the path to where the game is installed (ie: "C:\Program Files (x86) \Ubisoft \SH4..."), and other details such as the use of LAA or 4Gig Patch, and whether you have emptied the Save folder or used MultiSH4 to generate a New Save folder. You might also look at the MODS folder inside the SH4 game folder, specifically at the "100_FalloftheRisingSun_Ultimate_v1.8" folder, and make certain there isn't another folder of the same name below that...


I installed an all new SH4 with FOTRSU 1.8 and mods:

Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
901_Strategic_Map_Symbols
856_BnW_FotRSU_Museum
Gramps' Watch for 1.5
305_LessJapaneseAirRadar
399c2_NoScrollNavMap - OAKsSameSizedDials
450_MoonlightzSonarLines
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
FOTRSU_1.8_SUB_SKINS_IN_4k
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
FI-OQ_FotRSU_v1.8f_upcPatch
EAX_SoundSim_FOTRSU_1.8
New Sounds for Fleetboat_Interior-Officer Quarters mod
BATTLEFLAG_CONNING_SILVERSIDES_SS-236
BATTLEFLAG_WARDROOM_SILVERSIDES_SS-236

I need to put EAX AFTER FIOQ or I lost the sounds of the Deck Gun and AA guns.

When I fire with the AA guns, I see, from external view, white squares in the splashes of the bullets in the sea. A graphic glitch I don´t know why occurs (I didn´t have it with 1.7p3).

Continuing essays...

Fitzcarraldo :Kaleun_Salute:
I would remove these three I marked "Orange" above for now, clear the Save folder, then add them in one at a time in the order that you want, but run the game between the activations and see what happens with each. EAX does get loaded ~AFTER~ the Interiors mod. Mr vickers03 had to correct me about that again... lol - I am not certain the "New Sounds for FI-OQ" is needed with the new EAX vickers03 is making... :salute:

Kal_Maximus_U669
07-22-22, 05:20 PM
I validate Beanie Pdf impeccable... :up: I propose the two lists here for those who start here or elsewhere... :D

D:\Sh4\Sh4_FOTRS18
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=2
FOTRSU_1.8_SUB_SKINS_IN_4k=3
FI-OQ_FotRSU_v1.8f_upcPatch=4
Nippon_Maru_v1.8_FotRSU=5
Nihon Kaigun v1.2_FotRSU=6
Combined Roster=7
901_Strategic_Map_Symbols=8
305_LessJapaneseAirRadar=9
450_MoonlightzSonarLines=10
451_TMOstyle_NavMapDots=11
451a_TMOstyle_NavMapDots_Nippon_Maru=12
451b_TMOstyle_NavMapDots_Nihon_Kaigun=13
452_TMOstyle_NavMapShipMarks=14
453_TMOstyle_NavMapAirMarks=15
650_MoreDudz=16
801_UMark Invisible=17
803_NoPlayerSubFlags=18
EAX_SoundSim_FOTRSU_1.8=19
805_CWC_FIOQv18=20

second list

D:\Sh4\Sh4_FOTRS18U
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=2
FOTRSU_1.8_SUB_SKINS_IN_4k=3
FI-OQ_FotRSU_v1.8f_upcPatch=4
Nippon_Maru_v1.8_FotRSU=5
Nihon Kaigun v1.2_FotRSU=6
Combined Roster=7
EAX_SoundSim_FOTRSU_1.8=8
305_LessJapaneseAirRadar=9
450_MoonlightzSonarLines=10
650_MoreDudz=11
801_UMark Invisible=12
803_NoPlayerSubFlags=13
901_Strategic_Map_Symbols=14
451a_TMOstyle_NavMapDots_Nippon_Maru=15
451b_TMOstyle_NavMapDots_Nihon_Kaigun=16
805_CWC_FIOQv18=17

Beanie thank you everything is impeccable after several careers its rolling now more bored for the moment... I love the sound of the seabed the atmosphere in S18 superb...:D:up:

http://image.noelshack.com/fichiers/2022/29/6/1658528364-sh4img-2022-07-22-23-38-44-151.png
http://image.noelshack.com/fichiers/2022/29/6/1658528370-sh4img-2022-07-23-00-08-51-869.png
:salute::subsim:

Bubblehead1980
07-23-22, 04:55 AM
Trying to make some adjustments to player crew sensors...the hydrophones are a little too powerful in detecting contacts esp on surface, they detect contacts before visual, which was rare since hydrophones were basically useless on surface unless stopped. Plus its annoying when tracking target and sound keeps cutting in while youre busting a long at 20 kts during end around at long range.

Looking in the USSubParts.sim

Difficult to tell which is the hydrophones...point them out please?


Same with the Deck watch, Attack, and Observation periscope sensors...trying to make it where if I can see it, my crew can. I adjusted this in TMO as well but problem is how things are labeled in files...they don't tell you what they are exactly...I dont see how to match them. Lost my "cheat sheet" I once had with all the sensors, those linked to etc.

Also which files do US player subs use, those in USSubparts or the subsensors in the main Library file or both?

Looking for the

Numbers in the .sim file for deck watch, attack periscope, observation periscope (radar periscope if neeed?) and player sub hydrophones ?

Kal_Maximus_U669
07-24-22, 06:18 AM
Hey Beanie cool "top secret".. :doh: :yep:
http://image.noelshack.com/fichiers/2022/29/7/1658661154-sh4img-2022-07-24-13-08-43-336.png
http://image.noelshack.com/fichiers/2022/29/7/1658661159-sh4img-2022-07-24-13-08-55-004.png
:subsim::salute:

Kal_Maximus_U669
07-24-22, 08:44 AM
Doesn't seem to work on BH.. TMO 2.0...!!!

KaleunMarco
07-24-22, 09:29 AM
Trying to make some adjustments to player crew sensors...the hydrophones are a little too powerful in detecting contacts esp on surface, they detect contacts before visual, which was rare since hydrophones were basically useless on surface unless stopped. Plus its annoying when tracking target and sound keeps cutting in while youre busting a long at 20 kts during end around at long range.

Looking in the USSubParts.sim

Difficult to tell which is the hydrophones...point them out please?


Same with the Deck watch, Attack, and Observation periscope sensors...trying to make it where if I can see it, my crew can. I adjusted this in TMO as well but problem is how things are labeled in files...they don't tell you what they are exactly...I dont see how to match them. Lost my "cheat sheet" I once had with all the sensors, those linked to etc.

Also which files do US player subs use, those in USSubparts or the subsensors in the main Library file or both?

Looking for the

Numbers in the .sim file for deck watch, attack periscope, observation periscope (radar periscope if neeed?) and player sub hydrophones ?

US boats/crew use both the Sensors_sub_US.sim and Sensors.cfg.
the sim may also use AI_Visual_Sensors.dat and sensorvisualsub.sim but i have not test-varied these files.

as far as which set of parameters match the various sensors (visual v radar v hydrophone), you need to walk through the SensorData entries and discover which are which (visual v radar v hydrophone).

i've tested some value-changes and they seem to work.
you are correct in your observation that extending the capability of any sensor means that you will receive interrupts each time a sensor detects the enemy. and yes, it can be a real PITA when you are trying to either flank or close an enemy.

propbeanie
07-24-22, 11:31 AM
Better to be interrupted though, than rammed by a DD just off the beam and a bit behind on the starboard quarter... "out of sight, out of mind" kind of stuff. "Sir, we're taking damage! Sir, we have heavy flooding! Medic!!!" Remember - the crew will NOT announce a ship as closing once it has been IDd and a location given. You already know it's there ("Don't bother the skipper with un-important stuff like that, you lackey!")...

KaleunMarco
07-24-22, 01:48 PM
Better to be interrupted though, than rammed by a DD just off the beam and a bit behind on the starboard quarter... "out of sight, out of mind" kind of stuff. "Sir, we're taking damage! Sir, we have heavy flooding! Medic!!!" Remember - the crew will NOT announce a ship as closing once it has been IDd and a location given. You already know it's there ("Don't bother the skipper with un-important stuff like that, you lackey!")...

i've never experienced that.
i am referring to the longer range contact reports, when you are miles away from your prey. the sensing parameters detect-lose-detect the enemy every few seconds and every time that happens, the TC is reset to 1.

Bubblehead1980
07-24-22, 08:17 PM
US boats/crew use both the Sensors_sub_US.sim and Sensors.cfg.
the sim may also use AI_Visual_Sensors.dat and sensorvisualsub.sim but i have not test-varied these files.

as far as which set of parameters match the various sensors (visual v radar v hydrophone), you need to walk through the SensorData entries and discover which are which (visual v radar v hydrophone).

i've tested some value-changes and they seem to work.
you are correct in your observation that extending the capability of any sensor means that you will receive interrupts each time a sensor detects the enemy. and yes, it can be a real PITA when you are trying to either flank or close an enemy.


Right, I adjusted sensors in TMO and issue was resolved, trying to replicate in my custom FOTRS setup. Trying to get it where lookouts spot contacts on surface in most cases before the hull mounted hydrophones do, so the hierarchy of sensors, do not get the sound reports on surface usually, which is nice. I wish to tune the players hydrophones down to a more historically accurate level, esp for when on surface. Files are a little different than TMO from I recall so not sure which is which.


I really hate I somehow deleted my reference sheet that had the sensors and their ID numbers etc. Member who helped me put it together is no longer active unfortunately. One of my great annoyances with SH 4 is some things are clearly labeled and others are cryptic lmao.

Bubblehead1980
07-24-22, 10:16 PM
Just curious....


Started out at Treasure Island in Jan 1943

Is it supposed to have the MS 32 paint scheme? Jan 1943 is very early to have that paint scheme, even in new construction/sea trials. Just checking to see if this is by design?

propbeanie
07-25-22, 06:10 AM
Yes, intentional. The game only reliably changes textures on the player's sub with a conning tower change. Not all players qualify for an "Elite" tower on January 1, 1944, and most boats were repainted before that time into the MS32 sub scheme, so the change coincides with the #3 conn change, which under "normal" circumstances happens much later in a player's career. However, a "new" boat gets what is available at the time, hence the MS32 on the New Construction Gato start in January 1943. The Balao is done differently, currently as an experiment, a little later in the year.

captnmike
07-25-22, 09:44 AM
Hey Beanie cool "top secret".. :doh: :yep:
http://image.noelshack.com/fichiers/2022/29/7/1658661154-sh4img-2022-07-24-13-08-43-336.png
http://image.noelshack.com/fichiers/2022/29/7/1658661159-sh4img-2022-07-24-13-08-55-004.png
:subsim::salute:

Rubini Clouds Mod is fantastic! I find one of the best visual effect for realism at the Bridge or externa view.
Captnmike:Kaleun_Cheers:

KaleunMarco
07-25-22, 11:34 AM
Yes, intentional. The game only reliably changes textures on the player's sub with a conning tower change. Not all players qualify for an "Elite" tower on January 1, 1944, and most boats were repainted before that time into the MS32 sub scheme, so the change coincides with the #3 conn change, which under "normal" circumstances happens much later in a player's career. However, a "new" boat gets what is available at the time, hence the MS32 on the New Construction Gato start in January 1943. The Balao is done differently, currently as an experiment, a little later in the year.

i just finished re-reading RSRD and Ned Beach references a paint job for his boat either very late 1942 or early 1943.

jldjs
07-25-22, 11:37 AM
Hi Beanie, with FotRSU v1.43 and v1.7 when I tried reloading a Save without first exiting the game and exiting to Win 10, the reload was incomplete in that the plotted courses I had made were no longer displayed! Now I'm using v1.8 and when I reload a Save it works, the plotted course is displayed as are other map contents, sunken ships, range circles, etc. That without having exited the game or exiting to Win 10 after taking the Save! I like that as that's the way I used to play the game before even when playing TMO, etc. So what's changed with v1.8 ?
Respectfully, jldjs

propbeanie
07-25-22, 12:04 PM
i just finished re-reading RSRD and Ned Beach references a paint job for his boat either very late 1942 or early 1943.
That's the thing - documentation. I have seen writings & War Patrol Reports of Fremantle boats doing cuts and paint jobs first, before they were "authorized" or accepted as SOP by the USN, so yes, an MS32=styled paint job is not out of the question in early 1943, but New Construction out of Mare would still be MS9 until mid to late 43. Even the Balao came with MS9 initially.


Hi Beanie, with FotRSU v1.43 and v1.7 when I tried reloading a Save without first exiting the game and exiting to Win 10, the reload was incomplete in that the plotted courses I had made were no longer displayed! Now I'm using v1.8 and when I reload a Save it works, the plotted course is displayed as are other map contents, sunken ships, range circles, etc. That without having exited the game or exiting to Win 10 after taking the Save! I like that as that's the way I used to play the game before even when playing TMO, etc. So what's changed with v1.8 ?
Respectfully, jldjs
That then, would be a side-effect of s7rikeback and the ID Conflict Reduction Program (aka: IDCRP) and the propbeanie effort to standardize crew clothing calls (aka: ETSCCC), which potentially results in fewer quirks in the Save data... At least, we'll say it does... lol - glad it is doing like you want. Just remember, if you ever change the deck gun position, you do have to exit after a Save with that change, so that the gun crew shows at their Battle Stations. :salute:

jldjs
07-25-22, 12:35 PM
That then, would be a side-effect of s7rikeback and the ID Conflict Reduction Program (aka: IDCRP) and the propbeanie effort to standardize crew clothing calls (aka: ETSCCC), which potentially results in fewer quirks in the Save data... At least, we'll say it does... lol - glad it is doing like you want. Just remember, if you ever change the deck gun position, you do have to exit after a Save with that change, so that the gun crew shows at their Battle Stations. :salute:
Thanks for the answer, and yes it is doing what I want.

Bubblehead1980
07-25-22, 01:15 PM
i just finished re-reading RSRD and Ned Beach references a paint job for his boat either very late 1942 or early 1943.

Did he say M/S 32 or other? I recall in some of the memoirs as well talking about getting painted in 42/43 but not M/S. RSRD was a fictional novel, excellent but, fiction.


Impression I always gathered from my research was M/S 32 first began to appear in Fall 1943 and became common into 1944. One could surmise that new construction boats were likely coming out painted M/S 32 in 1944. Tang and the early Balaos in 1943 into 1944 has the M/S 9 gray/black scheme,.first.

Quick search brought this up, for what its worth. Other classes are listed as well.


https://www.shipcamouflage.com/gato_class.htm

Kal_Maximus_U669
07-25-22, 01:16 PM
Rubini Clouds Mod is fantastic! I find one of the best visual effect for realism at the Bridge or externa view.
Captnmike:Kaleun_Cheers:

Yes really essential..!! But be careful with the time compression, otherwise there will be "Clipping"...I think it may take some small adjustments...this mod is fresh...sometimes the clouds can be very low. A little too much even I find... if I can allow myself... when do you think?...:salute:
http://image.noelshack.com/fichiers/2022/30/1/1658772916-sh4img-2022-07-25-02-02-02-909.png

Bubblehead1980
07-25-22, 01:21 PM
Yes, intentional. The game only reliably changes textures on the player's sub with a conning tower change. Not all players qualify for an "Elite" tower on January 1, 1944, and most boats were repainted before that time into the MS32 sub scheme, so the change coincides with the #3 conn change, which under "normal" circumstances happens much later in a player's career. However, a "new" boat gets what is available at the time, hence the MS32 on the New Construction Gato start in January 1943. The Balao is done differently, currently as an experiment, a little later in the year.

Ah ok, I was shocked to see the paint scheme on a boat in Jan 1943 since far as I can tell no boats were painted with it that early. General impression I gained when researching was M/S 32 first appeared in Fall 1943 and became common in Spring 1944. Tang for example had M/S 9 black/gray paint job from her entering service in Fall 1943.


Anyways no big, just thought would make sure. I can change it for my personal install.


https://www.shipcamouflage.com/submarines.htm

Click on the boat class on left. just once resource but came up when did quick search.

KaleunMarco
07-25-22, 01:54 PM
Did he say M/S 32 or other? I recall in some of the memoirs as well talking about getting painted in 42/43 but not M/S. RSRD was a fictional novel, excellent but, fiction.



the fictional part of RSRD are the names. the rest of it you can take as fact. paint, torpedoes, tactics, PCO training, etc you can consider as fact. Ol' Ned just changed the names, for obvious reasons.

Missing Name
07-25-22, 08:49 PM
Does anyone else have issues with the Japanese PT boats not being audible on hydrophones? The sonar operator can hear and track them just fine but I sure can't. They can make a night time patrol fun for sure...

I did check my .dsd files and everything APPEARS fine...

propbeanie
07-25-22, 10:36 PM
Yes, you cannot hear it in the cans yourself Missing Name... hmmm... :hmmm: - we are missing a link somewhere...

Bubblehead1980
07-26-22, 04:28 AM
Found a likely error in campaign traffic...

Layer 43a Jap Convoys

Convoys WewakPalau have 100 percent spawn chance every 24 hours.


Just a heads up:Kaleun_Salute:

propbeanie
07-26-22, 07:52 AM
Thanks. That is a "reply" set for a Palau to Wewak set, and should be at about 54% max, except for a short period when they did a build-up there...

Bubblehead1980
07-26-22, 11:55 AM
Thanks. That is a "reply" set for a Palau to Wewak set, and should be at about 54% max, except for a short period when they did a build-up there...

No problem. :Kaleun_Salute:

Bubblehead1980
07-27-22, 01:32 AM
I recall a previous version of FOTRS had radar warning equipment on some of the japanese ships. I assume the nodes are still present on some?


D01 nodes in the .sns file or C01? What is the entry should use?


I would like to add this to certain ships that had them at correct time, such as Yamato. Want to experiment with them.

Bubblehead1980
07-27-22, 05:16 AM
Any plans to give the Tachibana DE depth charge throwers as historically had?

Makes one of the more advanced IJN DD/DE type designs a bit ineffective at depth charge attacks, only having stern racks. I've tried adding throwers with no success.

propbeanie
07-27-22, 07:16 AM
The Tachibana Class was a sub-class of the "Escort Destroyer" Matsu Class, both of which are later war classes, similar in construction to the Type C and Type D Class gunboat "Escorts". Pre-welded assembly line construction done on the cheap and hurried through construction. We have no documentation of throwers on any of them. Both the C & D had only one chute in real life, but a single mortar was added aft very late. I have no idea as to the configuration of that, but I would guess it threw one to each side, but it may have been "aim-able", and able to throw only one at a time. Nothing of the sort is mentioned for any of the Matsu Class, or its sub-classes...

Rigel44
07-27-22, 09:05 AM
I like to play historical careers - name the captain a historical figure such as Chester C Smith commanding the SS 193 Swordfish out of Manila at the start of the war... I select the right class of sub and then edit my command so the sub name and number are the historical match to the career.

So now for my question - I did try to search the forum to see if this had been discussed previously and although I am certain it would have been I had no luck finding it.

1. Can the assigned patrol area for a career patrol be edited to put the sub in the historically correct area for a mission?

2. Can the port to return to be edited to shift a boat from one command to another be edited? For example: depart on patrol from PH but be reassigned to Brisbane for patrol end and leave from Brisbane for future patrols. Example: Henry Bruton in SS 213 Greenling departs Pearl in December of 42 but ends his patrol in Brisbane and the Greenling now assigned to the Asiatic command.

Thanks for any advice, pointers, or direction to the thread that must exist on this topic.

Rigel44

Mad Mardigan
07-27-22, 09:19 AM
I like to play historical careers - name the captain a historical figure such as Chester C Smith commanding the SS 193 Swordfish out of Manila at the start of the war... I select the right class of sub and then edit my command so the sub name and number are the historical match to the career.

So now for my question - I did try to search the forum to see if this had been discussed previously and although I am certain it would have been I had no luck finding it.

1. Can the assigned patrol area for a career patrol be edited to put the sub in the historically correct area for a mission?

2. Can the port to return to be edited to shift a boat from one command to another be edited? For example: depart on patrol from PH but be reassigned to Brisbane for patrol end and leave from Brisbane for future patrols. Example: Henry Bruton in SS 213 Greenling departs Pearl in December of 42 but ends his patrol in Brisbane and the Greenling now assigned to the Asiatic command.

Thanks for any advice, pointers, or direction to the thread that must exist on this topic.

Rigel44

:Kaleun_Cheers:

Ahoy, Rigel44...

As for that, about side shifting a sub to a new base... iirc, yeah... it can be done, BUT... just know, that even with getting a new base to go on patrol from... is fraught with, initial patrol orders coming from the old base draw pool, & NOT from the new base... if I have that remembered, rightly.

On the exact particulars of doing so... will let anpther point out the details on accomplishing that feat... :shucks: :yep:

As for 1., on that... not sure... so am gonna leave that to propbeanie/s7rikeback or another subsimmer... answer on that score. :up:





:Kaleun_Salute:


M. M.

Bubblehead1980
07-27-22, 09:43 AM
The Tachibana Class was a sub-class of the "Escort Destroyer" Matsu Class, both of which are later war classes, similar in construction to the Type C and Type D Class gunboat "Escorts". Pre-welded assembly line construction done on the cheap and hurried through construction. We have no documentation of throwers on any of them. Both the C & D had only one chute in real life, but a single mortar was added aft very late. I have no idea as to the configuration of that, but I would guess it threw one to each side, but it may have been "aim-able", and able to throw only one at a time. Nothing of the sort is mentioned for any of the Matsu Class, or its sub-classes...

Yes, they were a sub class of the Matsu class. From the wiki Tachibana's armament listed as :


1 × twin, 1 × single 127 mm (5 in) DP guns
4 × triple, 13 × single 25 mm (1 in) AA guns
1 × quadruple 610 mm (24 in) torpedo tubes
2 × rails, 2 × throwers for 60 depth charges


Several other sources as well. Not in depth research, everything I've read indicates had throwers.

Rigel44
07-27-22, 02:47 PM
I see mention of doing historical night surface attacks but that the the original game did not allow for that. Do the mods included in FotRSU 1.8 include enabling night surface attacks - especially early in the war when radar was not present on Japanese escorts? If not built into FotRSU, can anyone recommend a mod that would allow this to happen?

Thanks in advance!

Rigel44
07-27-22, 02:49 PM
:Kaleun_Cheers:

Ahoy, Rigel44...

As for that, about side shifting a sub to a new base... iirc, yeah... it can be done, BUT... just know, that even with getting a new base to go on patrol from... is fraught with, initial patrol orders coming from the old base draw pool, & NOT from the new base... if I have that remembered, rightly.

On the exact particulars of doing so... will let anpther point out the details on accomplishing that feat... :shucks: :yep:

As for 1., on that... not sure... so am gonna leave that to propbeanie/s7rikeback or another subsimmer... answer on that score. :up:

:Kaleun_Salute:


M. M.


I could live without these mods of course - just a nice to have but I will measure the pain vs the gain if not straight forward to get anything like this to work. Thank you!

phooey
07-27-22, 07:03 PM
Hello FORTSU team, can I port some of your ship and library to SH3, I'll credit you.

Bubblehead1980
07-27-22, 08:29 PM
I see mention of doing historical night surface attacks but that the the original game did not allow for that. Do the mods included in FotRSU 1.8 include enabling night surface attacks - especially early in the war when radar was not present on Japanese escorts? If not built into FotRSU, can anyone recommend a mod that would allow this to happen?

Thanks in advance!

I made historical night surface attacks possible in my TMO Update BH mod, which is a first for SH 4. Under right conditions can even get inside a larger convoy and attack undetected until torpedoes hit and escape on surface as US subs did at times. Depends on a variety of factors, moonlight is a major one.

Based on my testing, truly historical night surface attacks are not possible in FOTRS at this time. On the rare very dark night cn get somewhat close but I always seem to get spotted somewhat easily, too easy for a sub on surface on a dark night. Main issue is like stock and all other mods, naturally the nights are too bright in most cases to permit this, especially for getting inside large convoys. Visual sensors have to be tweaked as well.

I am currently working on making historical night surface attacks possible in FOTRS as I did in TMO.

Rigel44
07-27-22, 10:15 PM
[QUOTE=Bubblehead1980

I am currently working on making historical night surface attacks possible in FOTRS as I did in TMO.[/QUOTE]



Thanks for the reply Bubblehead. I will I guess submerge for my night attack for now and try get close - decks awash before submerging for the final approach. I will be very interested in your mod when you have it. If you need someone to help test it out just let me know.

Cheers
Rigel44

Bubblehead1980
07-28-22, 12:04 AM
Thanks for the reply Bubblehead. I will I guess submerge for my night attack for now and try get close - decks awash before submerging for the final approach. I will be very interested in your mod when you have it. If you need someone to help test it out just let me know.

Cheers
Rigel44


I mean in proper light conditions..no moon or fog, reduced visibility, can try and often pull it off and be successful, just not something can do that often currently.I have managed to get is 3500 yards, which is about 1000 yards more than historically accurate as most night surface attacks were carried out 2000-2500 yards range but doable with steam fish, although longer tha run, more chance of missing if data is even a little off. . Makes a problem later in war when MK 18 is preferred weapon since its max range is 4000 yards, not much flexibility. Another issue is once escorts/merchants are alerted, they get sniper like gunfire so escaping without getting holes in your boat every time proposes another challenge to historical night attacks. I had to adjust for this in TMO as well.

Thanks for the offer, I will contact you when ready for testing.:Kaleun_Salute:

propbeanie
07-28-22, 05:15 AM
Guys, this is an FotRSU Fall of the Rising Sun Ultimate thread, for "support" of the FotRSU mod - not a "Make It NOT FotRSU" mod thread, or "My Idea Is Better Than Yours" mod thread. You need to go get your own room to discuss this... Start a new thread.

Bubblehead1980
07-28-22, 06:07 AM
Guys, this is an FotRSU Fall of the Rising Sun Ultimate thread, for "support" of the FotRSU mod - not a "Make It NOT FotRSU" mod thread, or "My Idea Is Better Than Yours" mod thread. You need to go get your own room to discuss this... Start a new thread.


That is not it at all, was discussing night surface attacks in FOTRS and work arounds to make them possible.

phooey
07-30-22, 01:39 PM
Hello FORTSU team, can I port some of your ship and library to SH3, I'll credit you.

Guys, this is an FotRSU Fall of the Rising Sun Ultimate thread, for "support" of the FotRSU mod - not a "Make It NOT FotRSU" mod thread, or "My Idea Is Better Than Yours" mod thread. You need to go get your own room to discuss this... Start a new thread.

Is that a no? :06:

propbeanie
07-30-22, 07:08 PM
I'm sorry about that phooey, we forgot all about your post and got distracted. We've been busy testing an add-in aspect for the next release, which is being recalcitrant... The answer is "Yes", for the FotRSU ships, but check the ReadMe files in the "VariousAddInReadMe" folder of the Support folder of the mod for ships that were added from other modders. You should ask the modders in there for permissions for their ships. Some of them have given carte blanche for use, but you do have to give credit to them, of course. Some of the FotRSU ships actually came from SH3 years ago, so you might be better off with the originals, or already re-worked versions. Also, if you are wanting to do anything that is Nippon Maru, or Nihon Kaigun related, you would need further permissions from s7rikeback. Just remember that the ships are configured for FotRSU, and you will need to do some tweaking on them, besides eliminating the the UnifiedRenderController, as well as a few other differences between SH3 & SH4 ships. Good luck!

phooey
07-31-22, 02:14 AM
Thanks, propbeanie. :Kaleun_Salute:

torpedobait
08-01-22, 11:26 AM
For the v1.8 release, do I need to add anything to the Mod List for Nippon Maru and Nihon Kaigun to complete them? I am still in v1.7 to finish up a career, but meanwhile I'm setting my Mods for v1.8. Seems like for v1.7 I had to add "Combined Roster" and maybe "JP_SoyoMaru_fix". I don't see them mentioned in the v1.8 version. Thanks!

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

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

Mad Mardigan
08-01-22, 11:35 AM
For the v1.8 release, do I need to add anything to the Mod List for Nippon Maru and Nihon Kaigun to complete them? I am still in v1.7 to finish up a career, but meanwhile I'm setting my Mods for v1.8. Seems like for v1.7 I had to add "Combined Roster" and maybe "JP_SoyoMaru_fix". I don't see them mentioned in the v1.8 version. Thanks!

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

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


:Kaleun_Cheers:


Yes, the Nippon & Nihon mods, have been updated to the v1.8 of FotRSU, torpedobait.


This, is mentioned in the 1st post for the thread...


" Nippon Maru has been updated to v1.8, has to been checked and found to be fully compatible with FotRSU v1.8:
Nippon_Maru_v1.8

Nihon Kaigun has been updated to v1.2 and is fully compatible with FotRSU v1.8:
Nihon_Kaigun_v1.2"


Both of these do include a modified roster... with them. As to that other mod you're asking after... no idea on that... :hmmm:


Will let either propbeanie or s7rikeback, tackle that conundrum... :yep:





:Kaleun_Salute:


M. M.

propbeanie
08-01-22, 01:43 PM
For the v1.8 release, do I need to add anything to the Mod List for Nippon Maru and Nihon Kaigun to complete them? I am still in v1.7 to finish up a career, but meanwhile I'm setting my Mods for v1.8. Seems like for v1.7 I had to add "Combined Roster" and maybe "JP_SoyoMaru_fix". I don't see them mentioned in the v1.8 version. Thanks!

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

100_FalloftheRisingSun_Ultimate_v1.7p3
100a_RWR_APR_Patch
101_Nippon Maru v1.6c
102_Nihon Kaigun v1.1b
Combined Roster
305_LessJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
450_Lite Fog v2 + 300' Underwater Visability
450_MoonlightzSonarLines
801_UMark Invisible
802_TMO_torp_tex_FotRSU
803_NoPlayerSubFlags
806_PeriscopeSplash
851_Yel_FotRSU_Logo
901_Strategic_Map_Symbols
JP_SoyoMaru_fix
As MM mentions, both have been updated for v1.8, and yes, you do still use Combined Roster if you use both Nippon Maru and Nihon Kaigun. If you do not use both, you only need what is in the mod, OTHER THAN - do NOT loose your "JP_SoyoMaru_fix mod... that fell through the cracks again, and still has the old sil file, so apply that also... You can also drop the TMO_torp_tex and PeriscopeSplash mods, and see if you like the jimimadrid torpedoes first, which are now part of FotRSU. The FotRSU compatible TMO Style is still in the AddInModzPak if desired. :salute:

propbeanie
08-01-22, 04:31 PM
Those of you using the Nippon Maru mod, might want to direct yourselves to JP_SoyoMaru_Sil_Fix (https://www.subsim.com/radioroom/showthread.php?p=2821157#post2821157) posting in the Nippon Maru thread. :salute:

Kal_Maximus_U669
08-02-22, 02:48 PM
Those of you using the Nippon Maru mod, might want to direct yourselves to JP_SoyoMaru_Sil_Fix (https://www.subsim.com/radioroom/showthread.php?p=2821157#post2821157) posting in the Nippon Maru thread. :salute:

Hey Boss.. :D
I guess there will be an update from s7rikeback...? update version future
this is why it does not bother me for the moment besides the manual of recognition is super beautiful Mr BH should be inspired by it ....
Béanie what would make me happy in yours... more feeling in the navigation way BH... if I can say so. Go good continuation
I would like to add that the list mod problems or other go up the son ... read the Boss chews the job for you then ...
https://drive.google.com/file/d/1Czk4i2pRx9fgcdBmW7rwx6d4Tg0EXhgP/view
I really swear...!!! we will not name the names they will recognize themselves

Sincerely Kal Maximus U669 :salute:

propbeanie
08-03-22, 02:26 PM
Yes, there will be a small fix for FotRSU and for Nippon Maru. We are attempting to coordinate efforts now for the release, since we can't do one without the other... :salute:

Torpex77
08-03-22, 08:13 PM
hey Guys, the SH4 OEM Manual makes reference to an X on the "notepad" that will reset the TDC. Was this feature ever incorporated or am I missing something? :timeout:

My TDC was acting screwy (not the first time) doing manual TDC, and I couldnt get it to clear so I could restart the firing solution. So I checked the manual and it says click the x on the notepad...what notepad LOL :hmmm:

Thanks!
Frank

propbeanie
08-03-22, 08:36 PM
The "Notepad" is a German U-Boat thing when on the Attack Periscope screen. It sits to the right, and is where the ship ID and other pertinent information is notated by the game, similar to what you see in the US side "TDC" display on the left side of the Attack Periscope display.

Torpex77
08-03-22, 08:46 PM
The "Notepad" is a German U-Boat thing when on the Attack Periscope screen. It sits to the right, and is where the ship ID and other pertinent information is notated by the game, similar to what you see in the US side "TDC" display on the left side of the Attack Periscope display.

The Only thing on the Left side of (my) the attack scope display is the torpedo setting/position keeper interface. No Notepad. Im using FOTRS 1.8, Which is awesome BTW just frustrated with this TDC. Really wish they had copied the actual TDC like SH1 did.

Kal_Maximus_U669
08-04-22, 07:41 AM
The Only thing on the Left side of (my) the attack scope display is the torpedo setting/position keeper interface. No Notepad. Im using FOTRS 1.8, Which is awesome BTW just frustrated with this TDC. Really wish they had copied the actual TDC like SH1 did.
hey .. :D
I find your remark useless...:har: especially when you read your banner I quote: :oops:
"An underwater simulation must 'simulate' the historical reality as well as possible! No excuses, because everything you try to simulate is documented… somewhere!"

The work of Team FoTrS is very authentic... it manages to do the best, especially when you know the technical aspect of the game and the difficulties in making mods...
I would even add for those who have stadimeter problems if the reconnaissance procedure when attacking the ship is respected it works very well...a crucial step for the attack in order to obtain speed...distance. Angle recognition of the ship via the manual etc.. the American TDC it is easier than that of the Germans.. :ouais: when has sh1 stop this nostalgia exceed...:nope::nope::nope:

propbeanie
08-04-22, 07:47 AM
The Only thing on the Left side of (my) the attack scope display is the torpedo setting/position keeper interface. No Notepad. Im using FOTRS 1.8, Which is awesome BTW just frustrated with this TDC. Really wish they had copied the actual TDC like SH1 did.
The "User's Manual" is sadly lacking in proper detail and documentation in many aspects of the game, and it does not appear to have changed from v1.0x through v1.5, plus a bit of it seems to be SH3 material, and does not differentiate some important differences between the US and German subs ... It seems to have been an after-thought - "Oh! We'd better do an 'Owner's Manual'!!!" But you will not find a "notebook" in the pacific US boats. To re-set things on the US boats, turn the PK off and unlock the target. Re-lock the target, and turn the PK back on. If you are doing manual-targeting, same thing, but just be certain that you are hitting all of the "Send" buttons twice each. Once to "set", once to "send". I don't think that is mentioned in the manual either... btw, glad you like the mod! Now, go "Sink 'em all!!!"

@ Kal_Maximus_U669: The nostalgia for SH1, the original in the Silent Hunter series is palpable for me as well... there is so much of that version of the game that is NOT in SH4, and I miss it. The "radar" boxes and functionality being a prime example. There are even aspects of SH2 that I think should be in this version, but alas, when Ubisoft made the purchase of SSI / Aegis, they lost a goodly portion of the "team", and many aspects of the game then became "black boxes" of mystery functions... sigh - but you can see in some of the 3D artwork, as well as texture files, that there were "plans", but alas, another incomplete game pushed out the door by the parent company... like so many other (most) games. lol

Torpex77
08-04-22, 10:13 PM
hey .. :D
I find your remark useless...:har: especially when you read your banner I quote: :oops:
"An underwater simulation must 'simulate' the historical reality as well as possible! No excuses, because everything you try to simulate is documented… somewhere!"

The work of Team FoTrS is very authentic... it manages to do the best, especially when you know the technical aspect of the game and the difficulties in making mods...
I would even add for those who have stadimeter problems if the reconnaissance procedure when attacking the ship is respected it works very well...a crucial step for the attack in order to obtain speed...distance. Angle recognition of the ship via the manual etc.. the American TDC it is easier than that of the Germans.. :ouais: when has sh1 stop this nostalgia exceed...:nope::nope::nope:

Relax....:subsim: My Comment is not about those who MOD the Subsims Like you, its to those WHO DEVELOPE the subsims and ignore what was historical on Submarines. The Modders do a SUPERB Job. )

I served 20 years on REAL Submarines and Know exactly how a stadimeter works. SH1 was so accurate was used as a Training aide by me and a couple others on USS Pasadena for qualifying standing Contact Coordinator watch )) We got so good we could do the Trig in our heads; AKA "Mental Gym":03: our Weapons Officer was shocked how accurate a submarine game was.

Frank

Torpex77
08-04-22, 10:15 PM
The "User's Manual" is sadly lacking in proper detail and documentation in many aspects of the game, and it does not appear to have changed from v1.0x through v1.5, plus a bit of it seems to be SH3 material, and does not differentiate some important differences between the US and German subs ... It seems to have been an after-thought - "Oh! We'd better do an 'Owner's Manual'!!!" But you will not find a "notebook" in the pacific US boats. To re-set things on the US boats, turn the PK off and unlock the target. Re-lock the target, and turn the PK back on. If you are doing manual-targeting, same thing, but just be certain that you are hitting all of the "Send" buttons twice each. Once to "set", once to "send". I don't think that is mentioned in the manual either... btw, glad you like the mod! Now, go "Sink 'em all!!!"

@ Kal_Maximus_U669: The nostalgia for SH1, the original in the Silent Hunter series is palpable for me as well... there is so much of that version of the game that is NOT in SH4, and I miss it. The "radar" boxes and functionality being a prime example. There are even aspects of SH2 that I think should be in this version, but alas, when Ubisoft made the purchase of SSI / Aegis, they lost a goodly portion of the "team", and many aspects of the game then became "black boxes" of mystery functions... sigh - but you can see in some of the 3D artwork, as well as texture files, that there were "plans", but alas, another incomplete game pushed out the door by the parent company... like so many other (most) games. lol

Thank You for this info, thought I was missing something..lol Glad Im Not.
Frank

torpedobait
08-05-22, 09:21 AM
I served 20 years on REAL Submarines and Know exactly how a stadimeter works. SH1 was so accurate was used as a Training aide by me and a couple others on USS Pasadena for qualifying standing Contact Coordinator watch )) We got so good we could do the Trig in our heads; AKA "Mental Gym":03: our Weapons Officer was shocked how accurate a submarine game was.

Frank

Bravo! And thank you for your service. Real Submariners are special people in my book. :salute:

fitzcarraldo
08-12-22, 10:45 AM
I installed an all new SH4 with FOTRSU 1.8 and mods:

When I fire with the AA guns, I see, from external view, white squares in the splashes of the bullets in the sea. A graphic glitch I don´t know why occurs (I didn´t have it with 1.7p3).

Continuing essays...

Fitzcarraldo :Kaleun_Salute:

Respect this previous post, I did several test and discover the culprit of the arctifacts in the splashes of bullets and DC is due to the "particles.dat" file in EAX sound sim for FOTRSU 18. Deactivating this mod, or deleting the particles file for EAX, I have the standard and correct splashes of FOTRSU 1.8. I would to know if some player has this issue. I will reference this problem in the EAX subsim thread (Vickers). Really I don´t know what adverse effects could produce the delete of the particles. dat file in EAX, but I need to supress it to recover correct visual splashes with FOTRSU.

My list for the tests:

Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
JP_SoyoMaru_Sil Fix
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
RUBINI_CLOUDS_SH4
305_LessJapaneseAirRadar
399_OAKsHudGauges
399_NoScrollNavMap
450_MoonlightzSonarLines
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum
901_Strategic_Map_Symbols
EAX_SoundSim_FOTRSU_1.8


Best regards.

Fitzcarraldo :Kaleun_Salute:

Kal_Maximus_U669
08-12-22, 11:13 AM
:Kaleun_Wink:https://www.subsim.com/radioroom/showpost.php?p=2822640&postcount=157

Bubblehead1980
08-12-22, 04:37 PM
"Akatuki Maru" as displays in the ME, classified as AO (Replenishment Type 100) causes CTD when try to add it in ME. No roster or sea file found, nothing in the roster.cfg.

Obviously linked to another somehow but after looking over FOTRS, Nippon Maru, cant figure it out. Sure if spawns will likely cause CTD.

fitzcarraldo
08-12-22, 06:23 PM
:Kaleun_Wink:https://www.subsim.com/radioroom/showpost.php?p=2822640&postcount=157


New version of EAX 8-12-2022 solved the issue.

Thanks!

Fitzcarraldo :salute:

!!HansGruber!!
08-12-22, 06:37 PM
Yes, there will be a small fix for FotRSU and for Nippon Maru. We are attempting to coordinate efforts now for the release, since we can't do one without the other... :salute:

I haven't downloaded 1.8 but in 1.7 there was a typo on the splash screen with the combined roster. Was that corrected?

s7rikeback
08-14-22, 06:00 AM
"Akatuki Maru" as displays in the ME, classified as AO (Replenishment Type 100) causes CTD when try to add it in ME. No roster or sea file found, nothing in the roster.cfg.

Obviously linked to another somehow but after looking over FOTRS, Nippon Maru, cant figure it out. Sure if spawns will likely cause CTD.

Please make sure all reports are posted in the correct threads please..
This is not the Nippon Maru Thread.

Bubblehead1980 has got confused and posted a Nippon Maru comment in the FotRSU thread, I have replied to the comments here;
https://www.subsim.com/radioroom/showpost.php?p=2822878&postcount=52

s7rikeback
08-14-22, 06:09 AM
I haven't downloaded 1.8 but in 1.7 there was a typo on the splash screen with the combined roster. Was that corrected?

Please make sure all reports are posted in the correct threads please..
This is not the Nippon Maru Thread.

!!HansGruber!! has got confused and posted a Nippon Maru comment in the FotRSU thread, I have replied to the comments here;
https://www.subsim.com/radioroom/showpost.php?p=2822882&postcount=53

Bubblehead1980
08-15-22, 11:02 PM
Just had my first full engagement/patrol in FOTRS V1.8, tested our some custom mods added for night surface attacks. Really was a lot of fun, beautiful mod guys.

https://www.subsim.com/radioroom/showthread.php?p=2823191#post2823191

propbeanie
08-16-22, 08:52 AM
Glad you like it. Read the posting, and most interesting. No circle-runners, eh (that you were aware of)? lol - Do be aware that FotRSU already has CAGs (aka: Coordinated Attack Groups, aka: wolfpacks) in it, as well as "generic" representations of specific convoys - generally not date controlled of course, but some are. You can, and I have encountered during testing missions, "extra" content (RGG) I did not count on encountering... lol - then you have a mess of merchants and even more escorts to contend with. Remove the test group, and then you don't get the "regular" group... sigh. As for the CAGs in FotRSU, there are roughly six specific assignments in the SoWesPac area, and nine in the CenPac, so the encounters are few and far between at this time, but that number will grow (again) next release.

Bubblehead1980
08-16-22, 02:36 PM
Glad you like it. Read the posting, and most interesting. No circle-runners, eh (that you were aware of)? lol - Do be aware that FotRSU already has CAGs (aka: Coordinated Attack Groups, aka: wolfpacks) in it, as well as "generic" representations of specific convoys - generally not date controlled of course, but some are. You can, and I have encountered during testing missions, "extra" content (RGG) I did not count on encountering... lol - then you have a mess of merchants and even more escorts to contend with. Remove the test group, and then you don't get the "regular" group... sigh. As for the CAGs in FotRSU, there are roughly six specific assignments in the SoWesPac area, and nine in the CenPac, so the encounters are few and far between at this time, but that number will grow (again) next release.


Thanks! I was not aware you added CAG's, missed them I guess. I just added one to interact with this specific convoy. Did not create orders for it, this was a test run, just went to Luzon Straits at proper time.

No circle runners, for sure. I monitor them closely after each launch especially when on surface lol.

jldjs
08-19-22, 03:48 PM
Patrol start from Brisbane Oct '42 to Slot, 5 days. After 5 days no mission complete indication. Returned to Brisbane but could not dock. Refueled, went back to patrol area, sited task force, reported it and received orders to leave area and report to base for fuel and arms. Again tried to enter base and dock but couldn't. See screen image of this below.
Using FoTRsU 1.8 which has been flawless on previous miisions. Any ideas?


https://i.postimg.cc/7hpWn85y/Screenshot-12.png

KaleunMarco
08-19-22, 05:31 PM
Patrol start from Brisbane Oct '42 to Slot, 5 days. After 5 days no mission complete indication. Returned to Brisbane but could not dock. Refueled, went back to patrol area, sited task force, reported it and received orders to leave area and report to base for fuel and arms. Again tried to enter base and dock but couldn't. See screen image of this below.
Using FoTRsU 1.8 which has been flawless on previous miisions. Any ideas?


https://i.postimg.cc/7hpWn85y/Screenshot-12.png

some ideas....
need you to post:


boat type
even though you say you are playing FOTRSU, paste your JSGME mod list
confirm that you are based in Brisbane and it's October 1942.

jldjs
08-20-22, 09:13 AM
some ideas....
need you to post:


boat type GATO
even though you say you are playing FOTRSU, paste your JSGME mod list
confirm that you are based in Brisbane and it's October 1942.


[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
JayMyKey=2 "my laptop keyboard key assignments"
304_NoJapaneseAirRadar=3
399_NoScrollNavMap=4
454c_EasyAOB_InputTargetDistanceOnTBT=5
901_Strategic_Map_Symbols=6
Easier_AI for FotRSU=7
Webster's Better Air Patrols=8

https://i.postimg.cc/XqPrRfwF/Screenshot-14.png

KaleunMarco
08-20-22, 10:11 AM
Patrol start from Brisbane Oct '42 to Slot, 5 days. After 5 days no mission complete indication. Returned to Brisbane but could not dock. Refueled, went back to patrol area, sited task force, reported it and received orders to leave area and report to base for fuel and arms. Again tried to enter base and dock but couldn't. See screen image of this below.
Using FoTRsU 1.8 which has been flawless on previous miisions. Any ideas?

[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
JayMyKey=2 "my laptop keyboard key assignments"
304_NoJapaneseAirRadar=3
399_NoScrollNavMap=4
454c_EasyAOB_InputTargetDistanceOnTBT=5
901_Strategic_Map_Symbols=6
Easier_AI for FotRSU=7
Webster's Better Air Patrols=8


thank you for that!

on the Nav Map graphic from your last post it seems that the Base icon for Brisbane is a tilted fouled anchor. i cannot see that for sure and that's my eyesight problem not yours but i do see the Docking icon in the upper right of the screen which means that you are close enough to dock/refit.

if the Brisbane icon is a tilted fouled anchor and you are being blocked from ending your patrol, then PB and his close-in-team have to look at that. everything appears to be normal however this may be new and undiscovered misbehaviour by SH4.

Mad Mardigan
08-20-22, 12:01 PM
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
JayMyKey=2 "my laptop keyboard key assignments"
304_NoJapaneseAirRadar=3
399_NoScrollNavMap=4
454c_EasyAOB_InputTargetDistanceOnTBT=5
901_Strategic_Map_Symbols=6
Easier_AI for FotRSU=7
Webster's Better Air Patrols=8

https://i.postimg.cc/XqPrRfwF/Screenshot-14.png

thank you for that!

on the Nav Map graphic from your last post it seems that the Base icon for Brisbane is a tilted fouled anchor. i cannot see that for sure and that's my eyesight problem not yours but i do see the Docking icon in the upper right of the screen which means that you are close enough to dock/refit.

if the Brisbane icon is a tilted fouled anchor and you are being blocked from ending your patrol, then PB and his close-in-team have to look at that. everything appears to be normal however this may be new and undiscovered misbehaviour by SH4.




It's not poor eyesight there, KaleunMarco bud... as that's also what I see, as well.


A tilted fouled anchor icon for Brisbane. & the icon top right, indicating ability to dock... though it hasn't popped up the dock/refit/ignore option menu, yet.






:Kaleun_Salute:


M. M.

jldjs
08-20-22, 03:09 PM
When the refuel or dock is presented the dock selection is greyed out. Can only choose refuel rearm or postpone. The first time I tried I had to choose postpone. The second I took the screen shots and saved. But I sure would like to dock and get on with a pretty good career so far!

KaleunMarco
08-20-22, 03:35 PM
When the refuel or dock is presented the dock selection is greyed out. Can only choose refuel rearm or postpone. The first time I tried I had to choose postpone. The second I took the screen shots and saved. But I sure would like to dock and get on with a pretty good career so far!

but the base icon is a tilted anchor, correct?

propbeanie
08-20-22, 08:39 PM
Patrol start from Brisbane Oct '42 to Slot, 5 days. After 5 days no mission complete indication. Returned to Brisbane but could not dock. Refueled, went back to patrol area, sited task force, reported it and received orders to leave area and report to base for fuel and arms. Again tried to enter base and dock but couldn't. See screen image of this below.
Using FoTRsU 1.8 which has been flawless on previous miisions. Any ideas?

[pic]
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
JayMyKey=2 "my laptop keyboard key assignments"
304_NoJapaneseAirRadar=3
399_NoScrollNavMap=4
454c_EasyAOB_InputTargetDistanceOnTBT=5
901_Strategic_Map_Symbols=6
Easier_AI for FotRSU=7
Webster's Better Air Patrols=8

[pic]
OK, the Gato has
AvailabilityInterval= 1942-10-21, 1943-11-17
... so where did you get the Gato from? Also, your mod list does not have the install path of where the game is on your hard drive, so where is it? You have JayMyKey in the mod list? what does that do? Does it interfere with key assignments in the game? What is the Easier_AI mod? If it is not in the v1.8 AddInModzPak, it is not compatible. Same with Webster's Better Air Patrols. While there are no IDs that conflict in that, it does change the air response, and is not "tuned" for the extra, smaller airbases in FotRSU... Also, did you empty the Save folder after you activated FotRSU, and are you over-writing previous Saves? My guess is that you accepted a Gato boat too early, and you are now stuck in the Twilight Zone. If you have a Save from before you accepted the Gato, you can re-start from there...

jldjs
08-21-22, 10:17 AM
“Where did I get the Gato?”
Returned from previous patrol, from Brisbane, in a Gar. Since that patrol was so successful I accepted the new boat offered which is the Gato.
The JayMyKey changes the stock keyboard assignments to match my laptop keyboard.
The Easier_AI changes the range of AI gun fire to 6000 km so I can better enjoy surface attacking.
And yes I always start a new Save folder when first using v1..8, so your explanation of accepting the new Gato to soon must be it. So, why was it offered to soon? I’ve seen this explanation in your replies for other boats so is it bug at Brisbane? In my past playing I’ve never based out of Brisbane .
I think I saved the return to Brisbane from that previous patrol so I’ll try and recover with that.
Thanks.

KaleunMarco
08-21-22, 12:05 PM
“Where did I get the Gato?”
Returned from previous patrol, from Brisbane, in a Gar. Since that patrol was so successful I accepted the new boat offered which is the Gato.
The JayMyKey changes the stock keyboard assignments to match my laptop keyboard.
The Easier_AI changes the range of AI gun fire to 6000 km so I can better enjoy surface attacking.
And yes I always start a new Save folder when first using v1..8, so your explanation of accepting the new Gato to soon must be it. So, why was it offered to soon? I’ve seen this explanation in your replies for other boats so is it bug at Brisbane? In my past playing I’ve never based out of Brisbane .
I think I saved the return to Brisbane from that previous patrol so I’ll try and recover with that.
Thanks.

what you have done seems normal.

WHEN did you upgrade from Gar to Gato while based in Brisbane?

if you accepted it before the end of October, 1942, THAT is probably the issue.

propbeanie
08-21-22, 01:45 PM
OK, the Gato has
AvailabilityInterval= 1942-10-21, 1943-11-17
...

“Where did I get the Gato?”
Returned from previous patrol, from Brisbane, in a Gar. Since that patrol was so successful I accepted the new boat offered which is the Gato.
The JayMyKey changes the stock keyboard assignments to match my laptop keyboard.
The Easier_AI changes the range of AI gun fire to 6000 km so I can better enjoy surface attacking.
And yes I always start a new Save folder when first using v1..8, so your explanation of accepting the new Gato to soon must be it. So, why was it offered to soon? I’ve seen this explanation in your replies for other boats so is it bug at Brisbane? In my past playing I’ve never based out of Brisbane .
I think I saved the return to Brisbane from that previous patrol so I’ll try and recover with that.
Thanks.
As KaleunMarco says, the date of acceptance is the key. If you took delivery of the new boat prior to 1942-10-21 as above, then that could well be almost 100% of the trouble. It is not a "bug" at Brisbane anymore than at Fremantle or Pearl, or anywhere else the $%^#$% game "awards" the player with an early "New Command". We have moved the Availability dates backward and forward multiple times, and it matters little where we put the dates, nor does it matter if we put early missions in place for that "just-in-case", because while you won't CTD now, and you might get assigned one of those early missions, they usually will not complete and you cannot dock the boat, even if you do wait for a proper AvailabilityInterval (as the game calls it). It just will not work properly. On the chance that it does eventually allow you to dock, upon doing so, you are summarily "Retired"... Now, I can't do anything "early" or "late" in the game with modding, but the game itself sure can, and it makes a mess of things. This is also why we used to see inappropriate ships that did not exist at the time, being assigned to convoys and (usually) not having skins on them. We split some of the classes assigned as escorts into smaller groups for "early" and "later" assignments, which has minimized that particular trouble, but we cannot find a way around the Stock games issue of giving out early boats as an "award" to the high-score player... The ONLY alternative is to make ALL boats available 19380101, and even if we did that, the game would probably try to assign it to you 1937-09-31... :roll:

As for your keyboard thingie, can you load that with a bat file prior to playing the game, or is that purpose-build as an SH4 mod. If it is built that way, does it change any key assignments? If it does, that can contribute to SH4 issues also, since the FotRSU key assignments are different from stock, and slightly different from TMO also... If all the EasierAI does is change the cfg file, you should be OK with that.

jldjs
08-21-22, 01:58 PM
As KaleunMarco says, the date of acceptance is the key. If you took delivery of the new boat prior to 1942-10-21 as above, then that could well be almost 100% of the trouble. It is not a "bug" at Brisbane anymore than at Fremantle or Pearl, or anywhere else the $%^#$% game "awards" the player with an early "New Command". We have moved the Availability dates backward and forward multiple times, and it matters little where we put the dates, nor does it matter if we put early missions in place for that "just-in-case", because while you won't CTD now, and you might get assigned one of those early missions, they usually will not complete and you cannot dock the boat, even if you do wait for a proper AvailabilityInterval (as the game calls it). It just will not work properly. On the chance that it does eventually allow you to dock, upon doing so, you are summarily "Retired"... Now, I can't do anything "early" or "late" in the game with modding, but the game itself sure can, and it makes a mess of things. This is also why we used to see inappropriate ships that did not exist at the time, being assigned to convoys and (usually) not having skins on them. We split some of the classes assigned as escorts into smaller groups for "early" and "later" assignments, which has minimized that particular trouble, but we cannot find a way around the Stock games issue of giving out early boats as an "award" to the high-score player... The ONLY alternative is to make ALL boats available 19380101, and even if we did that, the game would probably try to assign it to you 1937-09-31... :roll:

As for your keyboard thingie, can you load that with a bat file prior to playing the game, or is that purpose-build as an SH4 mod. If it is built that way, does it change any key assignments? If it does, that can contribute to SH4 issues also, since the FotRSU key assignments are different from stock, and slightly different from TMO also... If all the EasierAI does is change the cfg file, you should be OK with that.

Yes that's all the Easier_AI MOD does. The keyboard thingie I've been using it throughout playing SH4 on this laptop. I always start with COmmands.cfg that comes with each version of the release, and modify it. I don't know about using a bat file!
Thanks for explaining the early delivery issue with new boats. I'll pay better attention to those boat release dates. Lastly, thanks to you and the other FotRSU modding team this release is by far the best, most stable playing version of SH4 i've played and I've been playing SH4 and many of its Mods (TMO, etc) for past 12 years!, and yes I am old, or should I say a "super senior" in golfing terms.