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propbeanie
08-21-22, 02:07 PM
:salute: - yes, "Super-Senior" is the correct term to use, so as to not affect the youngsters around here too much. The game seems to be catching up in age to us FAST... :haha: - glad you like FotRSU. We are working on releasing a "patch" for a few nigglies found by a few other players, but the coordination required between the team members can at times take longer than the actual building of a patch... lol :salute:

Edit: btw, "batch file", as in KeyStart.bat, or whatever... but since you are using the game's Command.cfg, you do have to start it in the game, so a bat or batch file to start it is a moot point... JSGME is the appropriate start method.

Rigel44
08-23-22, 10:19 AM
I just finished 3 patrols in a Sargo class sub starting in Manila December 41 then on to Albany WA. I am playing with high realism (exception being external views that I enjoy for cinematic effect and screen shots). To my surprise, even with manual targeting I am achieving a very high hit rate but even more surprising is that I have not had one dud in 46 torpedoes fired. Is there something up with my config?

I only have FotRSU enabled as a mod.

Rigel44
08-23-22, 10:38 AM
Is there a medal mod that work with FotRSU? I got a purple heart on return from my 3rd patrol for outstanding success. Clearly not what would have been awarded as there was never any "wounded" status on the sub. I had a bronze and silver star from the first two patrols. Maybe a Navy Cross having sunk almost 100K tons in the 3 patrols. I searched on medal mods and see one for stock and one for other mods but wanted to know if there is one that works with FotRSU. Thanks for any feedback

propbeanie
08-23-22, 02:18 PM
I just finished 3 patrols in a Sargo class sub starting in Manila December 41 then on to Albany WA. I am playing with high realism (exception being external views that I enjoy for cinematic effect and screen shots). To my surprise, even with manual targeting I am achieving a very high hit rate but even more surprising is that I have not had one dud in 46 torpedoes fired. Is there something up with my config?

I only have FotRSU enabled as a mod.
Be sure that you have things set the way you in the career. When you are in the base Captain's Office, to the left of the desk is a "file cabinet", and on top of it is a wooden civvy radio console. Click on that and you'll get the options for the career. This is modifiable for each career you might have running, and is separate from the one on the main menu, which is for Sub School, Single Missions and War Patrols (plus multi-player). The FotRSU mod by default has that set to "off", with the tickbox empty. But even with that set, the base FotRSU dud rate is lower than the stock game's setting. To get something closer to "realistic", you would have to use "650_LotsaDudz" from the "AddInModzPak_v18 (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993)" collection. If that's too many (and for me, it frustratingly is), then use the "650_MoreDudz" mod, which is more than "650_OriginalFOTRS_Dudz". The "MoreDudz" for me seems about right, usually. Use only one at a time, hence them all three having a "650_" designation.

Is there a medal mod that work with FotRSU? I got a purple heart on return from my 3rd patrol for outstanding success. Clearly not what would have been awarded as there was never any "wounded" status on the sub. I had a bronze and silver star from the first two patrols. Maybe a Navy Cross having sunk almost 100K tons in the 3 patrols. I searched on medal mods and see one for stock and one for other mods but wanted to know if there is one that works with FotRSU. Thanks for any feedback
FotRSU has CapnScurvy's "Medal Fix" in it already. The "Purple Heart" is similar in function to the "Philippines Campaign" medal, in that it is reserved for lower-scoring patrols that do OK, not for good patrols. Look closer at your Captain's Log, and you might see that you sank a Russian "neutral", or a hospital ship, or (horrors) a friendly. The Japanese were "famous" for putting Hospital ships in regular convoys, and would have the lights out on them. I have had more than one patrol ruined by hitting and sinking them, usually quite by accident with a "miss" on a different ship. I have also been fortunate in hitting them with "duds" before also... lol - The "neutral" and hospital ship are worth a 1x negative amount of renown, while a "friendly" will ding you 10x a negative amount. They will affect your "patrol rating" also, which is what the medals and other "awards" are based upon. With CapnScurvy's medal fix in the mod, you will find it a bit more difficult to get higher than the Navy Cross.

Rigel44
08-23-22, 09:54 PM
Be sure that you have things set the way you in the career. When you are in the base Captain's Office, to the left of the desk is a "file cabinet", and on top of it is a wooden civvy radio console. Click on that and you'll get the options for the career. This is modifiable for each career you might have running, and is separate from the one on the main menu, which is for Sub School, Single Missions and War Patrols (plus multi-player). The FotRSU mod by default has that set to "off", with the tickbox empty. But even with that set, the base FotRSU dud rate is lower than the stock game's setting. To get something closer to "realistic", you would have to use "650_LotsaDudz" from the "AddInModzPak_v18 (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993)" collection. If that's too many (and for me, it frustratingly is), then use the "650_MoreDudz" mod, which is more than "650_OriginalFOTRS_Dudz". The "MoreDudz" for me seems about right, usually. Use only one at a time, hence them all three having a "650_" designation.


FotRSU has CapnScurvy's "Medal Fix" in it already. The "Purple Heart" is similar in function to the "Philippines Campaign" medal, in that it is reserved for lower-scoring patrols that do OK, not for good patrols. Look closer at your Captain's Log, and you might see that you sank a Russian "neutral", or a hospital ship, or (horrors) a friendly. The Japanese were "famous" for putting Hospital ships in regular convoys, and would have the lights out on them. I have had more than one patrol ruined by hitting and sinking them, usually quite by accident with a "miss" on a different ship. I have also been fortunate in hitting them with "duds" before also... lol - The "neutral" and hospital ship are worth a 1x negative amount of renown, while a "friendly" will ding you 10x a negative amount. They will affect your "patrol rating" also, which is what the medals and other "awards" are based upon. With CapnScurvy's medal fix in the mod, you will find it a bit more difficult to get higher than the Navy Cross.

Thank you for the quick reply - I will check my settings in the office and will also look to install "650_MoreDudz". Maybe if my difficulty setting isn't what I think it is it would explain the purple heart. I did sink a Konga BB and a merchant on that patrol for ~35,000 tons so I would think that as a good patrol. It took 7 torpedoes to finally get the BB under the waves!

fitzcarraldo
08-24-22, 06:06 AM
Thank you for the quick reply - I will check my settings in the office and will also look to install "650_MoreDudz". Maybe if my difficulty setting isn't what I think it is it would explain the purple heart. I did sink a Konga BB and a merchant on that patrol for ~35,000 tons so I would think that as a good patrol. It took 7 torpedoes to finally get the BB under the waves!

When I use "moreDudz" in the trials of new construction 42', I need 10 fishes to sunk the badass Ensign Parker and his tin can. All the missed passed under the hull, with minimum depth setting. I was more angry than Ensign Parker...:Kaleun_Mad:

Now I´m playing with the original duds

Best regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie
08-24-22, 02:24 PM
fitzcarraldo, you now have me wondering if maybe I am getting the "650_MoreDudz" and "650_LotsaDudz" mods confused... :har: Either one could be considered "realistic" but I lean more toward "frustrating"... lol - The main differences between the three mods is the frequency and the angles. The dates are all similar.

Rigel44
08-25-22, 12:22 PM
Thanks for the info. I will do trials with both "650_MoreDudz" and "650_LotsaDudz" and see what I like. I did confirm in base using the gameplay options (click on the radio) that Dud Torpedoes was checked and that external view is the only thing that is not 100% reality. So the fact that I fired 52 torpedoes in 3 patrols without a single dud seems unusual - maybe I was just lucky

Rigel44
08-25-22, 01:10 PM
I started a new career out of Pearl in a Gato Class - Mid 42. I was surprised to see that PPI SJ Radar was available to me. While the A scope SJ did start to trial in fall of 42 the PPI didn't really become available until well into 1943. Any idea where the dates of availability are controlled? I will just uninstall in my boat for now to stay true to history.

propbeanie
08-25-22, 02:44 PM
The game, in spite of all efforts for upgrades, will at time balk on something as seemingly simple as the PPI screen... For whatever reason, an "Upgrade" for the "console" does not function reliably. You can get a new conning tower and all is well, but the activation of the A-Scope and the PPI can throw a wrench at the monkey. Also for maintenance sake, all boats with the June of 1942 start get surface radar, so that by the time an earlier-start player does maybe get a conning tower update, the antenna mounts properly and they can get radar.

You can use a similar technique as what you did with the radar for other items onboard, and if you don't like sonar reports when on the surface, remove the man at the station by placing him elsewhere, such as the Damage Control or Gun crew. You then should not get sonar reports on the surface. Just be sure to put him back when you dive...

We are attempting to "tighten" dates further for the next release, but definitely do NOT want to have an upgrade fail, as they do all too often in the stock game. Real skippers got cut towers and radar as soon as it was available, and did not have to wait for a point score or patrol rating from Ubisoft to get them... lol - this does involve even more testing, which will take a while.

Rigel44
08-25-22, 10:09 PM
The game, in spite of all efforts for upgrades, will at time balk on something as seemingly simple as the PPI screen... For whatever reason, an "Upgrade" for the "console" does not function reliably. You can get a new conning tower and all is well, but the activation of the A-Scope and the PPI can throw a wrench at the monkey. Also for maintenance sake, all boats with the June of 1942 start get surface radar, so that by the time an earlier-start player does maybe get a conning tower update, the antenna mounts properly and they can get radar.

You can use a similar technique as what you did with the radar for other items onboard, and if you don't like sonar reports when on the surface, remove the man at the station by placing him elsewhere, such as the Damage Control or Gun crew. You then should not get sonar reports on the surface. Just be sure to put him back when you dive...

We are attempting to "tighten" dates further for the next release, but definitely do NOT want to have an upgrade fail, as they do all too often in the stock game. Real skippers got cut towers and radar as soon as it was available, and did not have to wait for a point score or patrol rating from Ubisoft to get them... lol - this does involve even more testing, which will take a while.

Thanks for the reply and tips - I like the idea of moving the crew out of the station when on surface as well. Nice to know the mod team is still working some of these issues but for now there are work arounds to them so all is well. Thanks again!

:Kaleun_Salute:

Malakite1708
09-04-22, 06:40 PM
I'm not sure if this is listed somewhere else, but there's a thing about installing this mod on the Steam version of SH4 that is not listed in the installation information. That thing is: when installing the mod on the Steam version of the game, you have to do it under the "Program Files (x86)", which does go against the information provided by the mod (that being to not install the mod in that folder, and to instead do it within the SH4 file listed under "documents").

Again, this could be listed somewhere else on the forum, I just wanted to throw this out here in case anyone is having problems installing this mod on the steam version of the game.

propbeanie
09-04-22, 07:44 PM
Do not install the game in the default Steam installation of "C:\Program Files (x86)", and do NOT install it in "C:\Users \UserName \Documents \SH4" or any other folder under "Documents". Both of those folders are heavily guarded by Microsoft Windows against any and all "un-authorized" changes. Anything "legacy", which would mean any DirectX v9 game, whether Silent Hunter or any other title, has the same "restrictions". This is not to say that the games are bad, or that JSGME is bad. The reason being that Windows will rollback any "system file" changes, which includes cfg, ini, exe, dll, and others, to their previous state. This results in a partial mod activation which can be worse than playing an unmodded version of the game, since the potential for crash is greatly increased.

If you have Steam, you HAVE to have a Steam Game Library folder that is NOT in a Windows protected folder. To accomplish this, you have to follow Steam's advice at Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327) in their Knowledge Base section. But if you have a 2nd viable hard drive, you can create a 2nd Steam Library folder on it, and install the game there. In all cases though, a player should install the game in a folder of their own creation, such as C:\Games\...". Steam itself will still be in the Programs Files folder system, but the game cannot be.

A person does have to empty any previous Save folder, which is found at "C:\Users \UserName \Documents \SH4", in order for the modded game itself to re-create when you start the game after applying the mod. The game, for the most part, runs off of data in the Save folder. A player can use MultiSH4 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110) to create a new 3-character named folder for their Saves...

If you do not follow instructions given with the mod in the first post in this thread, or on the download page, or in the pdf files in the mod's Support folder, you most likely will have a modded game plagued with CTD and all manner of frustration. This advice applies for ALL SH4 and SH3 mods, not just FotRSU.

GrayWolf3rdXO
09-07-22, 11:35 AM
Game wont run when I go to start a mission or even training it crahses. I dont even know how or if I got 1.5 i bought it off steam

Mad Mardigan
09-07-22, 12:57 PM
Game wont run when I go to start a mission or even training it crahses. I dont even know how or if I got 1.5 i bought it off steam


OK, don't have to ask what the source of it is... as you already mentioned that pertinent info.



So, how do you have the pathway for Steam's games library set up, exactly.? You did run SH4 after install, so as to allow for it to finalize set up of everything it needs, I trust. On doing that, run.... for the 1st time, you should see v1.5 on the original splash screen while it boots up. The other way to know is in the folder, hovering over the SH4.exe... it should read, as follows:

File version: 1.5.0.0




On checking the library, through Steam's game launcher after signing into it in the games listing of installed games, should see "Silent Hunter: Wolves of the Pacific Uboat Missions" & clicking on that, should pull up an info screen on the right that reads: Play, rather than install.




Hope this info... helps clear things up on what version f SH4 that you're... rolling with. :shucks: :yep: :up:







:Kaleun_Salute:


M. M.

propbeanie
09-07-22, 07:26 PM
Game wont run when I go to start a mission or even training it crahses. I dont even know how or if I got 1.5 i bought it off steam
In addition to MM's comments, if you have downloaded the Fall of the Rising Sun Ultimate mod, you can look in the Support folder of the mod for several pdf files that can either be opened in a web browser, Adobe Acrobat Reader, or several other various programs such as newer versions of MS Word. Specifically look for "Install Notes For SH4.pdf", which is written for a disk install, but very similar for a Steam or Ubisoft download install. Also of use would be "Activating Fall of the Rising Sun Ultimate Edition.pdf" for information on activating the mod. You could also use the "01_FotRSU_TableOfContents.pdf" file, which will load links for multiple pdf files found with the mod. Once properly set-up, you can have each of the files you click on open in a new tab in Acrobat Reader.

In the first post on the first page of this thread (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992), you can click on some of the "Spoiler" tags and see some abbreviated install instructions. Similar can be found on the download page itself. As alluded to, do NOT install the game in a "Program Files" folder, but rather in a folder you create yourself, such as "C:\Games..." - Refer to "Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327) for some information. Notice at the top of that page is a section "How do I change the default installation path for my games?" that might help you. :salute:

Larrywb57
09-10-22, 01:08 PM
USS Tautog, SS-199, Pearl Harbor Base, 13Sep42 0724 hrs, 140°18'E 35° 2' N.
Spotted Jyunsen Type 1 Submarine, course 228°, 10 knots.
Fired two Mark 14 torpedoes at magnetic setting with 20 foot depth at target. Observed two hits and target sunk. No sunken ship icon or credit in Captain's Log.

https://i.imgur.com/E3XerEq.jpg

Larrywb57
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
Nihon Kaigun v1.2_FotRSU
Combined Roster
JP_SoyoMaru_Sil Fix
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
454c_EasyAOB_InputTargetDistanceOnTBT
FOTRSU Position Keeper Tweak

propbeanie
09-10-22, 09:30 PM
What is your "FOTRSU Position Keeper Tweak" mod? What files are changed by it? Were you able to "Lock" onto the target properly? Had you previously sunk a Jyunsen boat? If you have already sunk one the same patrol, a 2nd one is not always counted properly, which can happen with ships also.

My observation while testing the sinking of the AI subs is that they sometimes do not completely sink ("Actrually, I'm feeling much better now!"). I'm sure you have seen some ships get hit with two torps and they sink most of the way, but don't quite go down, and continue traveling on, while you scramble and try to get a torpedo loaded and put the ship down before it calls reinforcements in on you... similar happens with the submarines, but they seem to go deeper before they "die" and counted as sunk. When you leave the immediate area, they "de-spawn" and no longer exist... Technically, a submarine should sink most of the time with one torpedo, but when we tested some changes previously, you could then sink them with a couple of shots of a 20mm, which isn't correct either...

By the same token, I'll do some testing on the Type 1 tomorrow, and see what happens. :salute:

Larrywb57
09-11-22, 08:38 AM
Hey Propbeanie,

My answers are in red fonts.

What is your "FOTRSU Position Keeper Tweak" mod? Tweaks the TDC's Position Keeper to be more readable. Torpedo Track needles are shorter. Indicator lines are red to make them more visible. The mod is in the download section of SUBSIM. If you think that is the problem, I'll remove it and get the mission a go again. What files are changed by it? Not sure but, this is what JSGME says when activated."PeriscopeDials_imperial.dds" has already been altered by the "100_FalloftheRisingSun_Ultimate_v1.8" mod.
"PeriscopeDials_metric.dds" has already been altered by the "100_FalloftheRisingSun_Ultimate_v1.8" mod.
"PeriscopeLeftPanel.dds" has already been altered by the "100_FalloftheRisingSun_Ultimate_v1.8" mod.
Were you able to "Lock" onto the target properly?Yes, until the a few moments after the torpedoes struck the Jyunsen boat. Had you previously sunk a Jyunsen boat?Yes, earlier in the patrol, but a different location, on the 12th at 07:04, 141° 07' E 36° 00' N. If you have already sunk one the same patrol, a 2nd one is not always counted properly, which can happen with ships also. I also think this may be the case, I just sank another Jyunsen boat on the 13th approximately 06:10 hrs at 139°28'E 35° 01 N. here wasn't a nav map icon of sunken ship or an entry in Captain's Log.

My observation while testing the sinking of the AI subs is that they sometimes do not completely sink ("Actrually, I'm feeling much better now!"). I'm sure you have seen some ships get hit with two torps and they sink most of the way, but don't quite go down, and continue traveling on, while you scramble and try to get a torpedo loaded and put the ship down before it calls reinforcements in on you... similar happens with the submarines, but they seem to go deeper before they "die" and counted as sunk. When you leave the immediate area, they "de-spawn" and no longer exist... Technically, a submarine should sink most of the time with one torpedo, but when we tested some changes previously, you could then sink them with a couple of shots of a 20mm, which isn't correct either...

By the same token, I'll do some testing on the Type 1 tomorrow, and see what happens. :salute:

Thank you!
:salute

propbeanie
09-11-22, 02:53 PM
OK Larrywb57, your mod just changes the dials themselves, and not the functionality. If you don't mind, we'll look at the mod, and see about maybe incorporating that into the other "dials" mods in the 454 series of AddInModzPak mods.

Your having previously sunk a Type 1 sub, and then having a good lock until just after torpedo detonation with the 2nd, tells me that you definitely sank the 2nd sub also (no longer a valid target), but that for whatever reason the game has, if a 2nd vessel of the same type is sunk later in the same patrol, it does not always show in the log... it seems that you do indeed get the renown points, but that the game seems to drop the "duplicates" all too easily. I might try another experiment while testing for the next version of the mod, and see if a few ideas won't work to further reduce that issue. I have one idea we have already implemented for the next release, but there is another possibility that has to do further with the game's "naming convention", aka: nomenclature, of ships sunk. We'll see what happens in testing... :salute:

h4rdliner
09-12-22, 08:56 PM
Hi Guys, i have a problem with FORTS Mod, i played it a few years ago and liked it, it was still on my hard drive so i just played it tonight, everything seems normal exept one gamebreaking bug:


Whenever i am in combat with an enemy destroyer they go in sleeping mode, stop their engines and just float around without moving or doing anything.


For example my last Convoy attack near Tokyo, attacked an escort and hit 2 Freighters, the destroyer in front turns on their Lights and Sirens, shoots a few Flares and then stops all engines and just floats there, while the rest of the convoy flees.


had this on 2 occations already and never saw it before. Anyone has an idea how to fix it? Thanks.

propbeanie
09-12-22, 09:26 PM
Are you using the v1.8 of the mod? If so, had you emptied the Save folder after activating the new version? The game runs a goodly portion of itself from data in the Save folder. That data will not "re-fresh" when you do a new mod configuration, unless you empty the folder and let the game re-create it.

Also, if there are only one or two escorts, that is sometimes "normal" behavior early war, where they attempt to put you off, aka: put the scare in you, by letting you know that they know you're out there - somewhere... not all of the escorts have sonar early, and that is usually the way they handle things, is to put themselves between you and the convoy, and attempt to "bait" you, so that they can hear you on the hydrophones. I don't think it is a purposeful thing on the programmer's part, it's just that the ship does not have all of the tools it needs, nor are there enough reinforcements to help sometimes. Next time you see that (or if you already know), get the escort type, and let us know which ship it is. :salute:

SeniorCitizen
09-16-22, 07:10 PM
This is most likely not a FOTRSU specific question, but I'm posting this here because I've only played FOTRSU (no vanilla SH4, no other mega mods) and know that some of the most knowledgeable SH4 folks routinely participate in this thread (lookin' at you PB). I've tried searching in this and other Sh4 related threads on my question but can't find where it is addressed. That said...

FOTRSU 1.8; started career at PH December 8, 1941; now late October 1944; sailing out of Saipan; and I've been rocking a Balao for last couple of missions. Had a 5" bow deck gun for last couple of missions, but just spent some reknown and bought myself a pair of 5" guns "front and back"...SWEET! Made necessary adjustments in upc file to get the 2nd set of gun crew members to appear correctly for the additional gun and have successfully engaged surface ships on current mission with both guns crewed and blazing away in auto fire. Their gunnery still sucks, but twice as many rounds downrange makes up for it. As expected, I can only take manual control of one of the 2 deck guns (unlike bow and stern AA guns). Just wanted to tell everyone that because it's pretty awesome.

So, here's my question...for at least the last few missions, my mission ammo loadouts have included main deck gun AA shells in addition to the regular AP and HE. That's cool, but there doesn't really seem to be any way to use them other than manually jumping into the gunner seat of the gun I can control, loading AA ammo, and trying to engage a plane myself? That seems like a total waste of time and good ammo. I can't see any way to get the crews of the main deck guns to engage aircraft...just like there is no way to get AA gun crews to engage surface targets. I realize that UBI probably just didn't think this through, but wondering why the AA ammo for deck guns if it has no practical use, or am I missing something?

propbeanie
09-16-22, 09:02 PM
That was an early FotRSU experiment, but I left it when I was able to annihilate several sampans with one shot each. The problem with the shots is the fusing... you cannot set it yourself, which limits the practicality of doing that, but US subs did use AA ammo for anti-personnel also. We just left them in there, but for a sampan, you do have to be at just the right range - which I do not remember... 2500 yards?? It sure would be sweet to be able to send some 5" AA downrange on a zero, but your gun crew indeed will not do it... The irritating thing is that the AI subs will... sigh - what a game, eh?

btw, for the sampans, shoot 'em first, then ram them. You might clear the gun crews from the deck first. If you just ram them outright, you do not get the credit. Just be careful that you don't ram something with fuel or ammo on it... :roll: :arrgh!:

KaleunMarco
09-17-22, 07:53 AM
btw, for the sampans, shoot 'em first, then ram them. You might clear the gun crews from the deck first. If you just ram them outright, you do not get the credit. Just be careful that you don't ram something with fuel or ammo on it... :roll: :arrgh!:

i did what you suggest above, once, with Stock, a long time ago.
it was on the way back to Pearl at the end of a patrol.
normally, i avoid these types of craft but for some reason i decided to play "John Wayne".
after ramming, we limped back to Pearl with some unbelievable amount of hull damage and casualties.
we'll never do THAT again.
:k_confused::Kaleun_Salute:

SeniorCitizen
09-17-22, 08:00 AM
That was an early FotRSU experiment, but I left it when I was able to annihilate several sampans with one shot each. The problem with the shots is the fusing... you cannot set it yourself, which limits the practicality of doing that, but US subs did use AA ammo for anti-personnel also. We just left them in there, but for a sampan, you do have to be at just the right range - which I do not remember... 2500 yards?? It sure would be sweet to be able to send some 5" AA downrange on a zero, but your gun crew indeed will not do it... The irritating thing is that the AI subs will... sigh - what a game, eh?

btw, for the sampans, shoot 'em first, then ram them. You might clear the gun crews from the deck first. If you just ram them outright, you do not get the credit. Just be careful that you don't ram something with fuel or ammo on it... :roll: :arrgh!:

Thanks PB. I think the 5" might be 3500 yds and 4" 2500 yds. I saw it somewhere but can't remember where now. Regardless, targeting a fast moving plane with the AA rounds from the deck gun would be pretty fruitless. I'll see if I can get a sampan or crab boat to sit still out at 3500 yards and pump a few into them. Might also be good for clearing the decks on a chasing destroyer if you can catch them at the correct range. On a related note, I find those ugly little acoustic torpedoes to be awesome for dealing with surface ships heading my way. Just put chasing ship in the rear view mirror, get even a pretty loose target solution plotted and cut it loose. Pretty much load up the rear torpedo room with them before each mission. It's hilarious to watch the destroyers trying to evade or outrun (which some of them can do) that little sucker as it homes in on their propeller. :cool:

propbeanie
09-17-22, 08:57 AM
i did what you suggest above, once, with Stock, a long time ago.
it was on the way back to Pearl at the end of a patrol.
normally, i avoid these types of craft but for some reason i decided to play "John Wayne".
after ramming, we limped back to Pearl with some unbelievable amount of hull damage and casualties.
we'll never do THAT again.
:k_confused::Kaleun_Salute:
I have had that also. I don't know if it has to do with the state of damage you have done with the guns, or if maybe it is just a roll of the dice, as to whether you take damage when ramming... the one time it's like hitting paper, and the next, it's got the armor of a BB...

Thanks PB. I think the 5" might be 3500 yds and 4" 2500 yds. I saw it somewhere but can't remember where now. Regardless, targeting a fast moving plane with the AA rounds from the deck gun would be pretty fruitless. I'll see if I can get a sampan or crab boat to sit still out at 3500 yards and pump a few into them. Might also be good for clearing the decks on a chasing destroyer if you can catch them at the correct range. On a related note, I find those ugly little acoustic torpedoes to be awesome for dealing with surface ships heading my way. Just put chasing ship in the rear view mirror, get even a pretty loose target solution plotted and cut it loose. Pretty much load up the rear torpedo room with them before each mission. It's hilarious to watch the destroyers trying to evade or outrun (which some of them can do) that little sucker as it homes in on their propeller. :cool:
See the caveat above, of course about the ramming. As for the AA shell on the sampan, I think "luck" had a lot to do with it also. As for use as an anti-personnel device, if the game had a proper damage model for that, it would be fantastic, but alas, you cannot damage guns and their personnel unless you damage the platform to the point of "killing" it, else a gun position, even partially underwater can and will continue firing at you, even with an unreal list on the deck, to the point where a human could not possibly remain "standing" and be capable of firing the weapon... oh well.

As for Fido, I was attacking a convoy just the other day while testing, and had shot 3 torps at the merchants. I turned the scope to look back at an escort I knew was close by, and noticed he was charging me with a bone in his teeth, so I sic'd a Fido on him, turned back to shoot a few more torps at the merchants and then went deep - NOT at flank, of course... lol - however, the DE kept coming, and Fido kept attempting to follow, even as the DE dropped his cans. I had turned and was out of their path, and roughly 110 foot deep. I went on to the attack map to see where Fido was in relation to the DE, and for whatever reason, it had turned at the charges area and was now tracking me... I couldn't remember if they could go any deeper (probably can't), so as to not take a chance, I cut the engines completely and glided on down deeper. Fido went practically directly over me, and did a slow turn, then found a merchant and got it... phwew! There were several tense moments on the boat, that is for certain. I know there is no way that the depth charges "confused" Fido, that'd be a stretch with this game, but the DE had gotten for enough ahead of Fido that it heard me better... then it heard the straggling merchant, thank goodness... lol

KaleunMarco
09-17-22, 09:32 AM
As for Fido, I was attacking a convoy just the other day while testing, and had shot 3 torps at the merchants. I turned the scope to look back at an escort I knew was close by, and noticed he was charging me with a bone in his teeth, so I sic'd a Fido on him, turned back to shoot a few more torps at the merchants and then went deep - NOT at flank, of course... lol - however, the DE kept coming, and Fido kept attempting to follow, even as the DE dropped his cans. I had turned and was out of their path, and roughly 110 foot deep. I went on to the attack map to see where Fido was in relation to the DE, and for whatever reason, it had turned at the charges area and was now tracking me... I couldn't remember if they could go any deeper (probably can't), so as to not take a chance, I cut the engines completely and glided on down deeper. Fido went practically directly over me, and did a slow turn, then found a merchant and got it... phwew! There were several tense moments on the boat, that is for certain. I know there is no way that the depth charges "confused" Fido, that'd be a stretch with this game, but the DE had gotten for enough ahead of Fido that it heard me better... then it heard the straggling merchant, thank goodness... lol

acoustic torpedo performance escapes me.
or rather i should say: SH4 programming of the acoustic torpedo escapes me.

i have fired one from the stern tubes at an approaching escort which is less than 1000 yds from us, and closing. little bugger passes once, circles around and "bang", nails her.

then, another time, with the escort bearing down on us but a bit more distant, we have fired an acoustic torpedo and it just sailed straight-on-by the escort, without so much as a by-your-leave.

there is absolutely no consistency.

now, having related these game experiences, it is immaterial that the Mk27 never made it into WWII combat.

propbeanie
09-20-22, 01:59 PM
It is now "official". s7rikeback has Nippon Maru (https://www.subsim.com/radioroom/showthread.php?p=2715764#post2715764) updated, and the "FixPatch" 101_FotRSUv18_FixPak (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992) for FotRSU v18 can now be used with it (Nippon Maru) also. See the ReadMe file in the Support folder of the patch for the "details" of what all is "fixed". :salute:

!!HansGruber!!
09-28-22, 09:03 AM
Started a new career in early '44 and was assigned to patrol Rosegarden and after 5 days of empty seas requested new orders that sent me to Corridor II. Just to experiment I reloaded the save game and was ordered to Pelau. I had a peak at the traffic files with the mission editor and noticed there was no traffic in '44 to any of those areas. I have no experience mission editing so was just curious if that was working as intended? Mods are FOTRSU 1.8 and Nippon Maru.

propbeanie
09-28-22, 11:51 AM
I am not certain what you are looking at, but be sure that you don't just arbitrarily open files. Early 1944 would be the 43a series of files. All three of these grabs are "43a_Jap_" files, in CoastalTraffic, Convoys, HarborTraffic, Merchants, TaskForce and TroopConvoys combined into one. The CoastalTraffic and very little of the HarborTraffic shows in these pics:

Rosegarden:
https://i.imgur.com/vr3UY7F.jpg

Corridor II:
https://i.imgur.com/85DsLLX.jpg

and Palau area:
https://i.imgur.com/FRFfE96.jpg


Now, the Rosegarden is definitely "shy" on traffic, as compared to the others, but those are some high-spawn-rate groups. Corridor II (two) is a rather high-density area, and Palau should be teaming. By the time summer (after June 1944 aka: 44a files) comes along, things will start to get scarce in those areas.

Things to look for would be "is the mod activated correctly?". Do you get an FotRSU splash screen as the game starts, like the one below in my "signature" here? Did you empty the Save folder after activating FotRSU? Failure to do so would result in a partially activated mod with odd traffic patterns. Have you been shelling out to Windows, whether purposeful, accidental or Windows-induced? Doing so can result in graphic and sound anomalies, as well as eventual bad Save data, which of course, can result in odd traffic patterns. Also, bear in mind that (especially in the Rosegarden) it might be a while before a group would come along, and if you're in the wrong spot, you would never know it. You don't have to keep your radar on all the time, but be certain you have it set to reach out beyond the "default" setting, which is NOT very far, and that you have it on "Sweep". While the hydrophone does work on the surface, it works better submerged on electrics at slow speed, so do a dunk and spin every once in a while, looking for sound contacts. You should not have a bit of trouble finding something off Palau. Patience and rig for depth charges are required, being mindful of the shoals and the 100 fathom line... :salute:

!!HansGruber!!
09-28-22, 01:21 PM
Thanks propbeanie. You could have saved yourself a lot of typing by stopping after "Early 1944 would be the 43a series of files". :haha:

I had assumed it being 1944 we were using the 44a files but you know what assuming does.

Thanks for all that you do sir. :salute:

torpedobait
09-29-22, 12:23 PM
First patrol in USS Balao (SS-285) out of Brisbane, leaving on May 10, 1943 for Area G6. Having met all objectives and expending all torpedoes, arrived back at Brisbane on June 8, 1943. Brisbane still shows tilted anchor as home port, but SH4 will not give us permission to Dock and end the patrol! See attached picture.

Did I accept the upgrade to Balao too early on April 22, 1943 ?

I think my only recourse at this point is to go back to the previous patrol and decline the upgrade from Gato to Balao. Otherwise, I am stuck in limbo.

While that may get me back into the career, it does not really solve the problem. Your help is appreciated!

:salute:

(IGNORE THE VERSION IN MY SIGNATURE BELOW - I AM RUNNING FOTRSU V1.8 with the following Mods):

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

100_FalloftheRisingSun_Ultimate_v1.8
101_Nippon_Maru_v1.9_FotRSU
102_Nihon Kaigun v1.2_FotRSU
103_Combined Roster
101_FotRSUv18_FixPak
104_JP_SoyoMaru_fix
305_LessJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
450_MoonlightzSonarLines
451_Lite Fog v2 + 300' Underwater Visability
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
525_StickieCamera
650_OriginalFOTRS_Dudz
801_UMark Invisible
803_NoPlayerSubFlags
851_Yel_FotRSU_Logo
901_Strategic_Map_Symbols
FI-OQ_FotRSU_v1.8f_upcPatch
Combined Roster

KaleunMarco
09-29-22, 03:12 PM
First patrol in USS Balao (SS-285) out of Brisbane, leaving on May 10, 1943 for Area G6. Having met all objectives and expending all torpedoes, arrived back at Brisbane on June 8, 1943. Brisbane still shows tilted anchor as home port, but SH4 will not give us permission to Dock and end the patrol! See attached picture.

Did I accept the upgrade to Balao too early on April 22, 1943 ?

I think my only recourse at this point is to go back to the previous patrol and decline the upgrade from Gato to Balao. Otherwise, I am stuck in limbo.

While that may get me back into the career, it does not really solve the problem. Your help is appreciated!


April 43 is too early...you will encounter unexpected endings. (CTD)

Very Late May, 1943 is the earliest you should accept a Balao.

go back and reload, finish your mission, decline the upgrade. wait for the next one.
:Kaleun_Salute:

torpedobait
09-29-22, 03:24 PM
April 43 is too early...you will encounter unexpected endings. (CTD)

Very Late May, 1943 is the earliest you should accept a Balao.

go back and reload, finish your mission, decline the upgrade. wait for the next one.
:Kaleun_Salute:

Thank you, KM. That was my choice too.

I'm guessing that we cannot fix the early award date because it is in the code, not the files.

Thanks again!

propbeanie
09-29-22, 05:25 PM
Thanks propbeanie. You could have saved yourself a lot of typing by stopping after "Early 1944 would be the 43a series of files". :haha:

I had assumed it being 1944 we were using the 44a files but you know what assuming does.

Thanks for all that you do sir. :salute:
:arrgh!: That was my assumption on the files, but just in case, and to educate others that stop by. Thanks, and thanks for the thanks! :salute:


Thank you, KM. That was my choice too.

I'm guessing that we cannot fix the early award date because it is in the code, not the files.

Thanks again!
KaleunMarco speak truth -
UnitInterval= 1943-05-21, 1963-07-11
Never take a Balao before 05-21, and in fact, just to be "safe", it's "AvailabilityInterval= 1943-06-03, 1943-11-12" at Brisbane, "AvailabilityInterval= 1943-06-01, 1943-07-01" at Treasure Island and "AvailabilityInterval= 1943-05-24, 1943-07-12" at Mare Island. Brisbane is regular patrols, Treasure Island is a "Dunk & Go" one mission and then to Brisbane, while Treasure Island is (supposed to be) 3 training missions and then to Brisbane. Pearl is "AvailabilityInterval= 1943-07-01, NULL". It used to be that the game would transfer you automatically to the first base where the boat is available if you got it too soon, but would keep you where you were if it was just a little too early. We had the Balao and Tench written up somewhere in the mod's documentation about this, but I couldn't find it right away just now... we should have a "real" user's guide next release - which might take a while in and of itself... lol - very frustrating trying to deal with this "early boat as a reward" issue, both from a player's perspective, but also a modder's... sigh :doh:
:salute:

KaleunMarco
09-29-22, 05:39 PM
Thank you, KM. That was my choice too.

I'm guessing that we cannot fix the early award date because it is in the code, not the files.

Thanks again!

the date is set in the various files: roster, boat, equipment, the whole nine yards.
these things must be delicately.

CaptainSkinnyP
09-29-22, 05:41 PM
:k_confused: :hmmm: So I have been trying to download this mod and I cant seem to get it activated no matter what I do (what I mean is it saids its activated in the JGSME but when I load it up nothing changes), I have redownloaded a clean version of the game 3-4 times and have followed the support pdf way to install, the quick activation on this thread and others, it seems no matter what I do I cant get it activated! Please someone help me enjoy this amazing mod :Kaleun_Salute: (If your in the discord I am Dixon and have had a chat with Mad Mardigan but he cant help till saturday).

propbeanie
09-29-22, 05:53 PM
the date is set in the various files: roster, boat, equipment, the whole nine yards.
these things must be delicately.
"... hit with a hammer"... ?? :har:

:k_confused: :hmmm: So I have been trying to download this mod and I cant seem to get it activated no matter what I do (what I mean is it saids its activated in the JGSME but when I load it up nothing changes), I have redownloaded a clean version of the game 3-4 times and have followed the support pdf way to install, the quick activation on this thread and others, it seems no matter what I do I cant get it activated! Please someone help me enjoy this amazing mod :Kaleun_Salute: (If your in the discord I am Dixon and have had a chat with Mad Mardigan but he cant help till saturday).
If you are reasonably certain you are following the pdf way of doing things, then check your MODS folder structure. Using File Explorer, open the "D:\Games \SH4 \MODS \100_FalloftheRisingSun_Ultimate_v1.8" folder, where "D:" is your drive, "\Games" is your install folder (do NOT use a "Program Files" folder), and "\SH4" is the game folder itself. Looking in that "100_FalloftheRisingSun_Ultimate_v1.8" folder, do you see more folders "Data", "Extras", "Support", and several files, including a couple of bat files, a couple of exe files and a couple of jpg files? Or do you just see another "100_FalloftheRisingSun_Ultimate_v1.8" folder? If you see the same folder name in that mod folder, then you'll have to drag the inside folder to the outside, one way or another, or re-extract the mod, but use 7zip and "Extract here" after right-click the 7zip file... let us know. :salute:

KaleunMarco
09-29-22, 06:04 PM
"... hit with a hammer"... ?? :har:


If you are reasonably certain you are following the pdf way of doing things, then check your MODS folder structure. Using File Explorer, open the "D:\Games \SH4 \MODS \100_FalloftheRisingSun_Ultimate_v1.8" folder, where "D:" is your drive, "\Games" is your install folder (do NOT use a "Program Files" folder), and "\SH4" is the game folder itself. Looking in that "100_FalloftheRisingSun_Ultimate_v1.8" folder, do you see more folders "Data", "Extras", "Support", and several files, including a couple of bat files, a couple of exe files and a couple of jpg files? Or do you just see another "100_FalloftheRisingSun_Ultimate_v1.8" folder? If you see the same folder name in that mod folder, then you'll have to drag the inside folder to the outside, one way or another, or re-extract the mod, but use 7zip and "Extract here" after right-click the 7zip file... let us know. :salute:

i was just on Discord with Skinnyp and gave him some things to look for.
he is re-installing and then he will re-apply FOTRSU.

fitzcarraldo
10-02-22, 01:21 PM
Hi FOTRSU Team:

I have a little problem with the latest version: I see a double angle scale in the binocular. First time I see this issue.

BTW, any way to eliminate the scale at all in the binos? I can - and I like - to see with the binos without the angle scale.

Many thanks!

Fitzcarraldo :Kaleun_Salute:

Kal_Maximus_U669
10-02-22, 03:19 PM
Hi FOTRSU Team:

I have a little problem with the latest version: I see a double angle scale in the binocular. First time I see this issue.

BTW, any way to eliminate the scale at all in the binos? I can - and I like - to see with the binos without the angle scale.

Many thanks!

Fitzcarraldo :Kaleun_Salute:

Hey Fitz greetings..
I also have this problem like you I didn't have it on the previous version.. so I confirm what you say :salute:

J0313
10-02-22, 03:24 PM
Is this in the correct order. I want to make sure,

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
399_NoScrollNavMap
399_OAKsHudGauges
450_MoonlightzSonarLines
454_EasyAOB_FotRSU + Manual Range and Mast Height Dial Fix
454c_EasyAOB_InputTargetDistanceOnTBT
801_UMark Triangle
802_TMO_torp_tex_FotRSU
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
Nihon Kaigun v1.2_FotRSU
Nippon_Maru_v1.9_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
805_CWC_FIOQv18

fitzcarraldo
10-02-22, 05:27 PM
Is this in the correct order. I want to make sure,

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
399_NoScrollNavMap
399_OAKsHudGauges
450_MoonlightzSonarLines
454_EasyAOB_FotRSU + Manual Range and Mast Height Dial Fix
454c_EasyAOB_InputTargetDistanceOnTBT
801_UMark Triangle
802_TMO_torp_tex_FotRSU
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
Nihon Kaigun v1.2_FotRSU
Nippon_Maru_v1.9_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
805_CWC_FIOQv18

Correct.

Best regards.

Fitzcarraldo :Kaleun_Salute:

J0313
10-02-22, 05:47 PM
Thanks Fitz. Much appreciated.

Kal_Maximus_U669
10-02-22, 06:13 PM
Correct.

Best regards.

Fitzcarraldo :Kaleun_Salute:

ThX..:Kaleun_Salute:

propbeanie
10-03-22, 04:30 AM
Hi FOTRSU Team:

I have a little problem with the latest version: I see a double angle scale in the binocular. First time I see this issue.

BTW, any way to eliminate the scale at all in the binos? I can - and I like - to see with the binos without the angle scale.

Many thanks!

Fitzcarraldo :Kaleun_Salute:
Hey Fitz greetings..
I also have this problem like you I didn't have it on the previous version.. so I confirm what you say :salute:
Can you fellows please list your mods? I do not have a doubled display in my mix, but I might not have the same set-up as you do. Thanks :salute:


Is this in the correct order. I want to make sure,

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
399_NoScrollNavMap
399_OAKsHudGauges
450_MoonlightzSonarLines
454_EasyAOB_FotRSU + Manual Range and Mast Height Dial Fix
454c_EasyAOB_InputTargetDistanceOnTBT
801_UMark Triangle
802_TMO_torp_tex_FotRSU
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
Nihon Kaigun v1.2_FotRSU
Nippon_Maru_v1.9_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
805_CWC_FIOQv18
As fitzcarraldo said, that is a good order, other than since you have 454c_EasyAOB... activated, you do not need the 454_EasyAOB mod. They are duplicates. However, the 454c just overwrites the plain 454, so no harm, no foul, and it should function fine. Of note, the 802_TMO_torp_tex_FotRSU was kept for those that specifically want the TMO textures, but FotRSUv1.8 does have jimimadrids Torpedo Texture mod as part of the FotRSU mod. Very cool and slick stuff. The CWC mod does not "de-activate" properly, so be aware of that. That behavior is a function of the Stock game, and we'll have a "removal" mod for the next version of FotRSU. Time permitting, we might try a pre-release test of that Add-In. :salute:

Kal_Maximus_U669
10-03-22, 05:28 AM
Can you fellows please list your mods? I do not have a doubled display in my mix, but I might not have the same set-up as you do. Thanks :salute:



As fitzcarraldo said, that is a good order, other than since you have 454c_EasyAOB... activated, you do not need the 454_EasyAOB mod. They are duplicates. However, the 454c just overwrites the plain 454, so no harm, no foul, and it should function fine. Of note, the 802_TMO_torp_tex_FotRSU was kept for those that specifically want the TMO textures, but FotRSUv1.8 does have jimimadrids Torpedo Texture mod as part of the FotRSU mod. Very cool and slick stuff. The CWC mod does not "de-activate" properly, so be aware of that. That behavior is a function of the Stock game, and we'll have a "removal" mod for the next version of FotRSU. Time permitting, we might try a pre-release test of that Add-In. :salute:

Hey Boss.. :D
my list
[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
RUBINI_CLOUDS_SH4=8
EAX_SoundSim_FOTRSU_1.8=9
305_LessJapaneseAirRadar=10
450_MoonlightzSonarLines=11
650_MoreDudz=12
801_UMark Invisible=13
803_NoPlayerSubFlags=14
901_Strategic_Map_Symbols=15
451a_TMOstyle_NavMapDots_Nippon_Maru=16
451b_TMOstyle_NavMapDots_Nihon_Kaigun=17
805_CWC_FIOQv18=18
JP_SoyoMaru_Sil Fix=19
BATTLEFLAG_WARDROOM_GRAYBACK_SS-208=20
BATTLEFLAG_CONNING_GRAYBACK_SS-208=21
but I haven't tinkered with it yet... I'm busy on NYGM Fifi but I'm glad Fitz made this comment because I have the problem...
Besides, I don't have the same list...

Beanie can you tell me more... ThX Boss keep it up
and my best regards Kal Maximus U669 :salute:

Kal_Maximus_U669
10-03-22, 01:22 PM
I just solved the problem new impeccable patrol..
ah yes I thank for all the answers here... I had so many..!!! I'll take it into account later... :har:
My List
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
101_FotRSUv18_FixPak=2
305_LessJapaneseAirRadar=3
450_MoonlightzSonarLines=4
650_MoreDudz=5
801_UMark Invisible=6
803_NoPlayerSubFlags=7
901_Strategic_Map_Symbols=8
Nihon Kaigun v1.2_FotRSU=9
Nippon_Maru_v1.9_FotRSU=10
Combined Roster=11
451a_TMOstyle_NavMapDots_Nippon_Maru=12
451b_TMOstyle_NavMapDots_Nihon_Kaigun=13
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=14
FOTRSU_1.8_SUB_SKINS_IN_4k=15
EAX_SoundSim_FOTRSU_1.8=16
RUBINI_CLOUDS_SH4=17
FI-OQ_FotRSU_v1.8f_upcPatch=18
805_CWC_FIOQv18=19

propbeanie
10-04-22, 05:25 AM
Glad you have a good binocular scale again. I finally managed to build a new install yesterday, and have about half of the mod list fitzcarraldo is using loaded up. I was interrupted though, but hope to have things running in a few hours and try to trace down the doubled display. I want to track this down so that we can advise in the future, of how to avoid issues like that. My guess is mod order - but what was the culprit mod? It's been too long since we worked on that segment of the mod, and I don't even remember what puts it in place... :oops: sigh :arrgh!:

propbeanie
10-05-22, 08:33 AM
Hi FOTRSU Team:

I have a little problem with the latest version: I see a double angle scale in the binocular. First time I see this issue.

BTW, any way to eliminate the scale at all in the binos? I can - and I like - to see with the binos without the angle scale.

Many thanks!

Fitzcarraldo :Kaleun_Salute:
Hey Fitz greetings..
I also have this problem like you I didn't have it on the previous version.. so I confirm what you say :salute:
Well, using Kal_Maximus_U669's old mod listing, I was not able to replicate what he was seeing under 'normal' conditions. I tried noodling with a few other mods, and could not get it to happen either. However, while testing with my expanded mod list, I did use some "bad" gaming techniques by using very high TC and shelling-out to Windows to use the internet, and was able to get several graphic anomalies induced, including the repeating scale. A Save of the game, exiting the game, re-starting and then loading the Save would restore "normal" operations... But fitzcarraldo, if you could supply your mod list, I might be able to find something definitive. Thanks! :salute:

Kal_Maximus_U669
10-05-22, 01:43 PM
Well, using Kal_Maximus_U669's old mod listing, I was not able to replicate what he was seeing under 'normal' conditions. I tried noodling with a few other mods, and could not get it to happen either. However, while testing with my expanded mod list, I did use some "bad" gaming techniques by using very high TC and shelling-out to Windows to use the internet, and was able to get several graphic anomalies induced, including the repeating scale. A Save of the game, exiting the game, re-starting and then loading the Save would restore "normal" operations... But fitzcarraldo, if you could supply your mod list, I might be able to find something definitive. Thanks! :salute:

hey Boss
for my part with this list it seems to work I didn't take the time to look for the culprit.. Beanie I'll tell you more soon I don't have too much time right now the job Boss you know what it is.. . :salute::salute:

torpedobait
10-06-22, 10:24 AM
[QUOTE=Kal_Maximus_U669;2830717]I just solved the problem new impeccable patrol..
ah yes I thank for all the answers here... I had so many..!!! I'll take it into account later... :har:
My List
[MODS]

EAX_SoundSim_FOTRSU_1.8=16
RUBINI_CLOUDS_SH4=17]

Where did you find these two mods? Thanks.

propbeanie
10-06-22, 11:03 AM
[REL] EAX sound simulation (https://www.subsim.com/radioroom/showthread.php?p=1183499#post1183499)

Rubinis 3D Clouds SH4 (https://www.subsim.com/radioroom/showthread.php?p=2819413#post2819413)

You can't blink around here when it comes to vickers03 and modding... You missed the Christmas in July FOA (Flurry of Activity)... lol :salute:

KaleunMarco
10-06-22, 11:19 AM
[REL] EAX sound simulation (https://www.subsim.com/radioroom/showthread.php?p=1183499#post1183499)

Rubinis 3D Clouds SH4 (https://www.subsim.com/radioroom/showthread.php?p=2819413#post2819413)

You can't blink around here when it comes to vickers03 and modding... You missed the Christmas in July FOA (Flurry of Activity)... lol :salute:
Christmas in July? Flurries?
Are these events due to climate change?:03:

Kal_Maximus_U669
10-06-22, 01:42 PM
Don't be so dark guys a tornado and so fast is coming:har::har::har:
... Greetings friends is to the team cordially Kal Maximus
http://image.noelshack.com/fichiers/2022/40/4/1665082061-photofunky.gif

torpedobait
10-07-22, 01:25 PM
[REL] EAX sound simulation (https://www.subsim.com/radioroom/showthread.php?p=1183499#post1183499)

Rubinis 3D Clouds SH4 (https://www.subsim.com/radioroom/showthread.php?p=2819413#post2819413)

You can't blink around here when it comes to vickers03 and modding... You missed the Christmas in July FOA (Flurry of Activity)... lol :salute:

Thanks much!!

:salute:

booster45
10-07-22, 05:55 PM
Hello,
hope you are well.
I'm having some issues with activating the free camera in FOTRSU.
I'm currently using FOTRSU v1.8, FOTRSU v1.8 sub skins in 4k, and Nippon Maru v1.9.
Wondered if anyone had any suggestions on how I could solve this, or if it's a known issue.
EDIT: I've done some more experimenting, and it seems that the issue for me is when I'm in a Fleet sub career, on normal, hard or realistic mode. It works fine on easy.
Very weird...

propbeanie
10-07-22, 06:27 PM
Thanks much!!

:salute:
You're welcome!


Hello,
hope you are well.
I'm having some issues with activating the free camera in FOTRSU.
I'm currently using FOTRSU v1.8, FOTRSU v1.8 sub skins in 4k, and Nippon Maru v1.9.
Wondered if anyone had any suggestions on how I could solve this, or if it's a known issue.
EDIT: I've done some more experimenting, and it seems that the issue for me is when I'm in a Fleet sub career, on normal, hard or realistic mode. It works fine on easy.
Very weird...
You are probably dealing with the game's Options settings. When the game first starts, clicking on the "Options" menu item, and then "Gameplay Settings", you get the one set of options for the Single Missions, War Patrols, and other such aspects of the game. When you do a career though, there is a 2nd set of such options. In the US career, when you first enter the office with the map on the wall, there is a radio console on the file cabinets to your left. Click on that radio console, and you will get a set of options to use for that particular career. If you run 3 different careers concurrently, they can each have a different settings, and the Main menu settings stay the same. If you do the German career instead, click on the 4 drawer file cabinet by the exit door to get to the options. If that doesn't do the trick, let us know! :salute:

booster45
10-07-22, 07:01 PM
You're welcome!



You are probably dealing with the game's Options settings. When the game first starts, clicking on the "Options" menu item, and then "Gameplay Settings", you get the one set of options for the Single Missions, War Patrols, and other such aspects of the game. When you do a career though, there is a 2nd set of such options. In the US career, when you first enter the office with the map on the wall, there is a radio console on the file cabinets to your left. Click on that radio console, and you will get a set of options to use for that particular career. If you run 3 different careers concurrently, they can each have a different settings, and the Main menu settings stay the same. If you do the German career instead, click on the 4 drawer file cabinet by the exit door to get to the options. If that doesn't do the trick, let us know! :salute:

Ah! Thanks so much forgot about that.
All the best to you:)

propbeanie
10-07-22, 10:10 PM
Have fun with it! :salute:

fitzcarraldo
10-08-22, 07:30 PM
@FOTRSU Team:

I discovered the guilty of the double angle scale in binos. After several tests with and without addin mods, the problem is in:

452_TMOstyle_NavMapShipMarks

Something in this addin (I suspect the included bearing.dds file), is causing the issue.

With this list:

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
DarkerNightsEnv_V2
RUBINI_CLOUDS_SH4
Nippon_Maru_v1.9_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
304_NoJapaneseAirRadar
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum
399_NoScrollNavMap
399_OAKsHudGauges
450_MoonlightzSonarLines
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
452_TMOstyle_NavMapShipMarks

I have the problem.

Disengaging the mod:

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
DarkerNightsEnv_V2
RUBINI_CLOUDS_SH4
Nippon_Maru_v1.9_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
304_NoJapaneseAirRadar
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum
399_NoScrollNavMap
399_OAKsHudGauges
450_MoonlightzSonarLines
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun

All is OK in the binoculars.

With this list I have the problem:

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
DarkerNightsEnv_V2
RUBINI_CLOUDS_SH4
Nippon_Maru_v1.9_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
304_NoJapaneseAirRadar
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum
399_NoScrollNavMap
399_OAKsHudGauges
450_MoonlightzSonarLines
452_TMOstyle_NavMapShipMarks


So, that addin needs some correction.

My actual complete list, without the addin, working very fine:

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
DarkerNightsEnv_V2
RUBINI_CLOUDS_SH4
Nippon_Maru_v1.9_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
304_NoJapaneseAirRadar
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum
399_NoScrollNavMap
399_OAKsHudGauges
450_MoonlightzSonarLines
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
901_Strategic_Map_Symbols
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
FOTRSU_1.8_SUB_SKINS_IN_4k
EAX_SoundSim_FOTRSU_1.8
New Sounds for Fleetboat_Interior-Officer Quarters mod
SMALLER SEABED ROCKS
SMALLER SEA PLANTS MEDIUM
sobers better rock Ver 2 mod
sobers better sand II


Best regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie
10-09-22, 12:24 PM
Ah-HAA!!!! I was using the wrong mod when doing my hunt... I was loading the 451_TMOstyle_NavMapDots, not the 452 or 453 mods... That "Bearing.dds" file should not be in either of those... I wonder what it is left-over from?... We shall banish that file from the Add-In Modz Pak... Thank you for finding that fitzcarraldo. :yeah: :salute:

Kal_Maximus_U669
10-09-22, 04:20 PM
no more problem for now
I have 2 installations:
_A class S-18
_My list
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
101_FotRSUv18_FixPak=2
305_LessJapaneseAirRadar=3
450_MoonlightzSonarLines=4
650_MoreDudz=5
801_UMark Invisible=6
803_NoPlayerSubFlags=7
901_Strategic_Map_Symbols=8
Nihon Kaigun v1.2_FotRSU=9
Nippon_Maru_v1.9_FotRSU=10
Combined Roster=11
451_TMOstyle_NavMapDots=12
451a_TMOstyle_NavMapDots_Nippon_Maru=13
451b_TMOstyle_NavMapDots_Nihon_Kaigun=14
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=15
FOTRSU_1.8_SUB_SKINS_IN_4k=16
EAX_SoundSim_FOTRSU_1.8=17
DarkerNightsEnv_V2=18
RUBINI_CLOUDS_SH4=19
FI-OQ_FotRSU_v1.8f_upcPatch=20
805_CWC_FIOQv18=21

_Un class Gar SS208 Grayback
_My list
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
101_FotRSUv18_FixPak=2
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=3
FOTRSU_1.8_SUB_SKINS_IN_4k=4
FI-OQ_FotRSU_v1.8f_upcPatch=5
Nippon_Maru_v1.9_FotRSU=6
Nihon Kaigun v1.2_FotRSU=7
Combined Roster=8
DarkerNightsEnv_V2=9
RUBINI_CLOUDS_SH4=10
EAX_SoundSim_FOTRSU_1.8=11
305_LessJapaneseAirRadar=12
450_MoonlightzSonarLines=13
650_MoreDudz=14
801_UMark Invisible=15
803_NoPlayerSubFlags=16
901_Strategic_Map_Symbols=17
451_TMOstyle_NavMapDots=18
451a_TMOstyle_NavMapDots_Nippon_Maru=19
451b_TMOstyle_NavMapDots_Nihon_Kaigun=20
805_CWC_FIOQv18=21
BATTLEFLAG_WARDROOM_GRAYBACK_SS-208=22
BATTLEFLAG_CONNING_GRAYBACK_SS-208=23
http://image.noelshack.com/fichiers/2022/40/7/1665350373-sh4img-2022-07-26-21-34-37-315.png
I Works Fine :subsim:

Kal_Maximus_U669
10-10-22, 01:58 PM
Hey Boss :D:D
I think this mod is very good it brings more realism to your work.. we are almost in "TmO" of BH...
suggestion why not put it in Add InMods Packs.. for the purrists the night considerably increases the close attacks as in reality when do you think Beanie ???
Come on, I'll let you think about it.
Kal Maximus U669 greetings to the team... :salute:

Brzydki
10-11-22, 02:42 AM
Hi everyone. I have a problem that I cannot deal with and it is also hard for me to find. After installing the game, installing mods, the game starts correctly and you can start any mission or campania us. The problem was revealed after a week of use. After saving the game, when I returned to the game the next day when loading the save, the game crashes, it completely crashes into windows. I didn't make any changes to the game state or update the viewer. MOD Version 1.8 of Fall of the Rising Sun Ultimate

propbeanie
10-11-22, 11:10 AM
Hey Boss :D:D
I think this mod is very good it brings more realism to your work.. we are almost in "TmO" of BH...
suggestion why not put it in Add InMods Packs.. for the purrists the night considerably increases the close attacks as in reality when do you think Beanie ???
Come on, I'll let you think about it.
Kal Maximus U669 greetings to the team... :salute:
If such would not ruin the daylight, or bad weather aspect of the game...


Hi everyone. I have a problem that I cannot deal with and it is also hard for me to find. After installing the game, installing mods, the game starts correctly and you can start any mission or campania us. The problem was revealed after a week of use. After saving the game, when I returned to the game the next day when loading the save, the game crashes, it completely crashes into windows. I didn't make any changes to the game state or update the viewer. MOD Version 1.8 of Fall of the Rising Sun Ultimate
First things to look at would be what folder do you have the game installed in? The "default" that the game uses is "C:\Program Files (x86)...", so let us know what you have for that please.

Second would be did you empty the Save folder prior to starting the SH4 game? If you did not, then the mod most likely did not properly activate. Do you get the proper FotRSU v1.8 splash screen as SH4 launches? You should see a submarine surfacing, as in my signature below and to the left, along with the FotRSU logo.

Third would be, are you certain you have either Large Address Aware or the 4Gig Patch properly enabled on the SH4.exe file? With LAA, run the app again, choose the SH4.exe file, and see if it shows enabled, either in the Intermediate or Advanced list, or with a checkmark in the Basic configuration of the app. With the 4Gig Patch, you have to pay attention to the message that shows in the dialog box after you attempt to activate it on SH4.exe.

If you have issues with the first two, then you might need to back off the mod, and either re-install the game and / or delete the Save folder data and then try to re-activate and run SH4 again. There are of course, other causes that can cause issues, such as a Windows Update may have re-set your User Settings, as seems to happen on my computer all too often, so check the Properties for the SH4.exe file, and make certain you have things good to go there.

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


Lastly (in my brain right now) is did you happen to change the mod configuration you had when the game was running previously? Some mods cannot be added or removed during a career without causing issues. When you post back, have the JSGME mod list ready to post. You get that by running the JSGME.exe file in the game folder, choosing "Tasks..." in the middle gutter, then "Export activated mods list to -->" at the bottom of that list, chose "Clipboard", and the list will then be in your Windows Clipboard. When you Reply here, use the <Ctrl><V> key combination to "paste" the clipboard into your post. Someone can give you better help after that. :salute:

torpedobait
10-12-22, 06:50 AM
If such would not ruin the daylight, or bad weather aspect of the game...

Lastly (in my brain right now) is did you happen to change the mod configuration you had when the game was running previously? Some mods cannot be added or removed during a career without causing issues. When you post back, have the JSGME mod list ready to post. You get that by running the JSGME.exe file in the game folder, choosing "Tasks..." in the middle gutter, then "Export activated mods list to -->" at the bottom of that list, chose "Clipboard", and the list will then be in your Windows Clipboard. When you Reply here, use the <Ctrl><V> key combination to "paste" the clipboard into your post. Someone can give you better help after that. :salute:

Another possibility I have run into is that some automatic Windows updates may have changed something to make the Save game incompatible. I can't point to a specific instance, but I have encountered situations where I've had to delete all in-patrol Saves clear back to the departure from the Office, in essence wiping out all progress on the patrol.

Like I said, this is purely anecdotal, but it does seem that some changes to the operating environment on a computer can mess with the Save games. Just sayin'.

torpedobait
10-12-22, 07:04 AM
I have been running a career from Brisbane after being transferred there in early 1942. While there I eventually upgraded to Gato and subsequently turned down the upgrade to Balao that caused a previously discussed issue.

The current issue is strange, but minor. On Nov. 13, 1943 Gato docked in Brisbane after another successful patrol. On Nov 14, 1943 I requested a transfer to NAB Milne Bay to save travel time, which was Approved. However, upon leaving for the next patrol, the base had changed to Pearl Harbor instead of NAB Milne Bay. What I mean is, we sailed from Pearl Harbor instead of Milne Bay, and Pearl Harbor was the designated home port based on the tilted anchor symbol.

I completed the assignment per orders, returned to Pearl Harbor to dock on January 18, 1944, and then once in the Office again requested a transfer to NAB Milne Bay. Again the transfer was approved, but this time when I sailed for the next patrol on February 5, 1944 the sail-from point was indeed NAB Milne Bay, which was now shown on the map as our Home Port.

There may some small file glitch with the late 1943 transfer from Brisbane to NAB Milne Bay that sends one to Pearl Harbor instead. Going from PH to NAB Milne Bay worked.

Thanks.

propbeanie
10-12-22, 01:25 PM
I have been running a career from Brisbane after being transferred there in early 1942. While there I eventually upgraded to Gato and subsequently turned down the upgrade to Balao that caused a previously discussed issue.

The current issue is strange, but minor. On Nov. 13, 1943 Gato docked in Brisbane after another successful patrol. On Nov 14, 1943 I requested a transfer to NAB Milne Bay to save travel time, which was Approved. However, upon leaving for the next patrol, the base had changed to Pearl Harbor instead of NAB Milne Bay. What I mean is, we sailed from Pearl Harbor instead of Milne Bay, and Pearl Harbor was the designated home port based on the tilted anchor symbol.

I completed the assignment per orders, returned to Pearl Harbor to dock on January 18, 1944, and then once in the Office again requested a transfer to NAB Milne Bay. Again the transfer was approved, but this time when I sailed for the next patrol on February 5, 1944 the sail-from point was indeed NAB Milne Bay, which was now shown on the map as our Home Port.

There may some small file glitch with the late 1943 transfer from Brisbane to NAB Milne Bay that sends one to Pearl Harbor instead. Going from PH to NAB Milne Bay worked.

Thanks.
Possible reason can be found in the Flotillas file:
Pearl
[Flotilla 1.UserPlayerUnitType 4]
ID= F1Gato
NameDisplayable= Gato Class
AvailabilityInterval= 1942-04-15, NULL
IDLinkUserPlayerUnitType= Gato
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= NULL

Brisbane
[Flotilla 3.UserPlayerUnitType 5]
ID= F3Gato
NameDisplayable= Gato class
AvailabilityInterval= 1942-10-21, 1943-11-17
IDLinkUserPlayerUnitType= Gato
UnitTypeCommonality= 6
IDFlotillaLinkTransferTo= MilneBayCommand

MilneBay
[Flotilla 9.UserPlayerUnitType 5]
ID= F9Gato
NameDisplayable= Gato class
AvailabilityInterval= 1943-10-22, 1944-05-15
IDLinkUserPlayerUnitType= Gato
UnitTypeCommonality= 11
IDFlotillaLinkTransferTo= ManusIslandCommand
Since the auto-transfer at Brisbane was going to take effect before your next patrol start, your sending yourself there 3 days early on 1943-11-14 probably "confused" the 'logic' in the game, so it "defaulted" to the first active listing of Pearl, and there you landed... There is a pdf of a spreadsheet in the Support folder structure somewhere, but we'll have to update it, and try to make it more sensible looking... There are appropriate missions available at Milne, so that is my supposition. Digging further into it...

Kal_Maximus_U669
10-12-22, 05:55 PM
Hey boss greetings... :D
already 6 days of patrol I had good weather bad weather... in bad weather the night is really deep... it will please BH it is on him who likes the night attack.. in normal weather.. . it depends on the moon... but I find it not bad .. but it is necessary to deepen I continue the tests ..
a screenshot of the beginning of the night under water Surabaya 4:00 p.m. 1942-01-14 night falls very well in this region in winter..Hi Beanie...
more soon.. :salute::salute:
extrait
http://image.noelshack.com/fichiers/2022/41/4/1665615194-sh4img-2022-10-12-00-24-11-184.png
http://image.noelshack.com/fichiers/2022/41/4/1665615199-sh4img-2022-10-12-00-24-51-822.png
http://image.noelshack.com/fichiers/2022/41/4/1665615201-sh4img-2022-10-12-00-25-09-862.png
http://image.noelshack.com/fichiers/2022/41/4/1665615204-sh4img-2022-10-12-00-36-06-288.png
:salute::salute:

Gilbou
10-13-22, 10:16 PM
On the download page for this mod, should I download the big 1.8 ultimate file only ? Or is the various paks required ?


The "101_FotRSUv18_FixPak (https://www.subsim.com/radioroom/downloads.php?do=file&id=6230)" file
Is that something that is to be installed after the 1.8 first link ?



I'm not english so as I'm reading the forum post about FOTRS I am lost and don't understand what to download.

What is Nippon Maru ? What are all those files with links below the FOTRS download link ?!

propbeanie
10-14-22, 08:13 AM
The only "required" file is the "100 Fall of the Rising Sun Ultimate v1.8" 7-zip file. Put that in a MODS folder with a fresh SH4 install, unzip it, and activate via JSGME. The "101 FotRSUv1.8 FixPak" edits a few files, but is NOT required. However, it is a small file, and does fix some over-sights missed with the v1.8 release.

The "AddInModzPak" is a set of add-in mods that change certain aspects of the game, as the user desires, such as harder AI response, or easier AI response, more flexible manual targeting, stock NavMap colors, or TMO-style targeting with "dots" on the NavMap instead of ship boxes and shapes, etc. NOT required to have.

Nippon Maru and Nihon Kaigun are add-in mods that are NOT required. The mods alter the Japanese ship naming nomenclature, such that a ship is identified as a "Nippon Maru" instead of the anglicized "plain" names, and with the Nihon Kaigun mod, each of the warship classes are split into separate ships, such as all four of the Furutaka class are identified individually, with period appropriate flagging, such as if an admiral used a specific ship as a flagship, you will see that flag flying from the yardarm. Neither of those mods has any "specific" traffic patterns, but that is planned for the future.

The "Fleetboat Interior - Officer's Quarters" mod combines the player's submarine interior files into one, and adds more sections forward that the player can then "walk" through, such as the officer's mess and bunk rooms. The S-Boat class has a full interior, including forward torpedo room, and the engine / motor rooms. Very cool stuff, but again, NOT required.

One of the original design criteria for the mod was for the player to be able to set things the way they want, as easy or difficult as they'd like, with as many bells and whistles as they'd like. It's not easy getting to that point, and we are definitely not finished. Be sure and notice that the first post in this thread, and the download page both have "Spoiler" tags that can be clicked, which will then display more instructions / information. The mod itself has quite a few pdf files in the Support and other sub-folders to help with install, activation and playing aspects with the mod. :salute:

Gilbou
10-16-22, 09:03 AM
Thanks.


Until now I've only played with the stock game.
Gonna try that mod



:salute:

nionios
10-17-22, 01:34 PM
I encountered a sampan with guns.I assumed that because it opened fire on me.Does this WAD? Is this a new feature of the mod?


Also, realistic is having the ability to man the deck gun on stormy weather?If I'm not mistaken, in Silent Hunter 3, you couldn't use the deck gun in such conditions.

propbeanie
10-17-22, 02:12 PM
Yes, some sampan have no guns, some have a 50 cal machine guns, some have a 20mm cannon. This not new, but has been there all along. Do be careful around them. As for stormy weather, we did bump up the wind speed, but I do not recall the setting now... but yes, you can man the gun in some foul weather, but not the worst. This was due to the fact that even in 6ms winds, you could have a wave wash across the deck, and then you and the entire deck gun crew end up back inside the sub. We had an idea to include a "realistic gun weather" kind of mod to turn that up or down a pinch. As it stands, if you have a 40mm AA gun, that can be used rather effectively against a sampan also, so would be your go-to just-in-case solution... :salute:

Michael Wood
10-17-22, 08:53 PM
My deck crews are wearing funny hats. Anyone else have this problem?

propbeanie
10-17-22, 11:27 PM
Are you insinuating that official USN-issued clothing is "funny", mister?... :haha: - I am going to guess you are referring to the N3 caps some of the deck and interior crew are sporting, in addition to their canvas caps, officer's caps & helmets?

https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=12764

https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=12765

If there is a way found to "date" them, we will do it, because technically, they didn't show-up on submarines until mid 1943. Here's a little site for reference, http://www.usww2uniforms.com/USN_N3_Utility_Cap.html set to the N3 page. In the FotRSU modded game itself, you will see a couple of "loading" images of real life US submarines with crewmen wearing the N3 hats. Almost all of the gun crew people have the hats, unless you go to Battle Stations, and they will then don their USN issued combat helmets. Most of the watch crew will also wear them, but there are some that do like their canvas hats. The CPOs like their officer-style hats, so most of them keep those, while about half of the officers will wear the N3. The interior crew is variable, in that the game grabs what it wants of the "inventory", so you'll see a lot of hats one time, then the next, no hats whatsoever. You could also watch most any of the Silent Service TV series on ToobYu and see the hats, such as at 1:04 of this one, with "Bones" as the CO... lol

https://www.youtube.com/watch?v=p9cU2gVDxJ4

btw, pay no attention to the Spearfishes conn there in 1942... it's a double-cut MS32... kind of like SH4...

If you happen to be seeing a canvas hat shining through a helmet, or an N3, or any combination of hats, let me know what boat you have, where you sailed from, and what the date is please. I'm relatively certain we almost have the doubled hats stamped out... maybe. :salute:

Michael Wood
10-17-22, 11:57 PM
Are you insinuating that official USN-issued clothing is "funny", mister?... :haha: - I am going to guess you are referring to the N3 caps some of the deck and interior crew are sporting, in addition to their canvas caps, officer's caps & helmets?:salute:


My deck officers all wear "Dixie cups" and not officer's barracks covers or a cap And, the canvas caps are so badly drawn, I thought they were missing the bitmap.

propbeanie
10-18-22, 08:37 AM
Interesting Michael Wood. Are you using v1.8 on a fresh install, having emptied the Save folder before running the modded game? Do you have a screen grab of your deck crew? Also, the date, where you are, where you sailed from, and the boat you are on. A list of your activated mods would help also. Did you happen to move any of the watch crew around? Unfortunately, with the way the game is, the hats and some clothing go with the positioning node on-deck in the game, and NOT with the character, so if you move an officer, and a regular crewman takes his place, the regular crewman will assume the hat and jacket the officer was wearing, while the officer will assume the hat and jacket of the position moved to. But it almost sounds like an issue with graphics. Do you have any issues with the interior characters, or are they drawn as in the image above? Thansk :salute:

KaleunMarco
10-18-22, 09:47 AM
Are you insinuating that official USN-issued clothing is "funny", mister?... :haha: - I am going to guess you are referring to the N3 caps some of the deck and interior crew are sporting, in addition to their canvas caps, officer's caps & helmets?

My God, Jim, (i mean PB), what the he[[ am I doing in that 20th century death trap?!?!?!?!
Did we go back in time, again?!?!?!

Michael Wood
10-18-22, 11:47 AM
Interesting Michael Wood. Are you using v1.8 on a fresh install, having emptied the Save folder before running the modded game? Do you have a screen grab of your deck crew? Also, the date, where you are, where you sailed from, and the boat you are on. A list of your activated mods would help also. Did you happen to move any of the watch crew around? Unfortunately, with the way the game is, the hats and some clothing go with the positioning node on-deck in the game, and NOT with the character, so if you move an officer, and a regular crewman takes his place, the regular crewman will assume the hat and jacket the officer was wearing, while the officer will assume the hat and jacket of the position moved to. But it almost sounds like an issue with graphics. Do you have any issues with the interior characters, or are they drawn as in the image above? Thansk :salute:

Did some testing. With fresh install of 1.8 and no other mods, after deleting SH4 folder, got the following results for deck crews:

"Single Missions" and "War Patrol" = first slot wears barracks cover.

Starting campaign with fleet boat, first slot wears N3 cap.

Starting campaign with S-Boat, first slot wears Dixie cup.

Do I need to reinstall 1.8 or have others found the same results?

propbeanie
10-18-22, 03:47 PM
My God, Jim, (i mean PB), what the he[[ am I doing in that 20th century death trap?!?!?!?!
Did we go back in time, again?!?!?!
https://media1.giphy.com/media/4KszoHlOkfVsc/giphy.gif?cid=790b761187cb9abe329d7d517aa61ddbc414 069edb5f7cd0&rid=giphy.gif&ct=g


Did some testing. With fresh install of 1.8 and no other mods, after deleting SH4 folder, got the following results for deck crews:

"Single Missions" and "War Patrol" = first slot wears barracks cover.

Starting campaign with fleet boat, first slot wears N3 cap.

Starting campaign with S-Boat, first slot wears Dixie cup.

Do I need to reinstall 1.8 or have others found the same results?
You could try a re-install and emptying of the Save folder if your display is much different than the above images I posted, but If you are just noticing differences between boats, then yes, each boat is slightly different from the next, between each crew shift, and between the different conning towers on the boats sometimes (if you ever manage to coerce a new conning tower out of the game). The interior characters are controlled by the game, while the exterior guys are basically "set" by their slot position. btw, the various Graphic settings in the game can make a difference in the display. If you are using the "Post Process Filters", that adds more color saturation and "fuzz" to an image. The other options below that in that first column will further distort things, but make them "prettier", until you get to the "Volumetric Fog", which make things partially invisible and see-through. Try turning all of those off if you have any on. Likewise, if you have some off, turn them on (except the "Fog" thing - leave it off). Be certain that the "Vertical Sync" is off, else you run a strong risk of Jello water and other anomalies...

Use <Ctrl><F11> to grab a bmp screen shot in-game, and then make it a jpg. The screen grab bmp files are posted into the game's root folder. You could use Paint dot net (https://www.getpaint.net/index.html) to edit and then upload it (them) into your SubSim account UserCP "Pictures & Albums", and post a link in you next post, unless your images are similar to the examples I posted above. :salute:

Michael Wood
10-18-22, 07:34 PM
You could try a re-install and emptying of the Save folder if your display is much different than the above images I posted, but If you are just noticing differences between boats, then yes, each boat is slightly different from the next, between each crew shift, and between the different conning towers on the boats sometimes (if you ever manage to coerce a new conning tower out of the game). The interior characters are controlled by the game, while the exterior guys are basically "set" by their slot position. btw, the various Graphic settings in the game can make a difference in the display. If you are using the "Post Process Filters", that adds more color saturation and "fuzz" to an image. The other options below that in that first column will further distort things, but make them "prettier", until you get to the "Volumetric Fog", which make things partially invisible and see-through. Try turning all of those off if you have any on. Likewise, if you have some off, turn them on (except the "Fog" thing - leave it off). Be certain that the "Vertical Sync" is off, else you run a strong risk of Jello water and other anomalies...

Use <Ctrl><F11> to grab a bmp screen shot in-game, and then make it a jpg. The screen grab bmp files are posted into the game's root folder. You could use Paint dot net (https://www.getpaint.net/index.html) to edit and then upload it (them) into your SubSim account UserCP "Pictures & Albums", and post a link in you next post, unless your images are similar to the examples I posted above. :salute:

Deleted SH4 folder. Reinstalled game. Added FOTRS 1.8. Turned off all in left row of graphics options. Started campaign driving S-38 in Manila, December 1941.

Problem persisted. Slot one on deck crew still wears Dixie cup (white hat naval enlsted men wear), which is okay unless I put an officer in that slot.

propbeanie
10-19-22, 09:27 AM
Unless your images are messed-up, that's the way the game functions for the deck crew. The deck crew slots themselves are assigned the binoculars, headphones, hats, etc., so if you move a crewmember, his "clothing" stays, and he assumes the "clothing" of the new position. The characters inside the boat use the game's "automatic" clothing scenario, but can still run afoul of the same issue if they occupy certain positions that take "specialty" clothing or gear, such as the radio, sonar and radar operators. Click on the "spoiler" tag to see some screen shots:

https://i.imgur.com/X35Uhgl.jpg
This is the Control Room. All of the hats (or lack thereof) are controlled by the game. The officers will have officer's hats or N3 caps, CPOs will have a CPO hat or N3 cap, enlisted will have the canvas or N3 hat. All of the above might NOT have a hat. It depends upon the "random" roll of the dice.


https://i.imgur.com/bnnXSkz.jpg
On the crew page, the "Deck Watch", "Deck Gun" and "Anti-Aircraft Gun" positions have the "set" clothing. This is due to their using binoculars and/or headsets, as well as the fact that the game (for whatever reason) does not put hats on the exterior people very often, as compared to the interior people. You might end up with one out of 19 (in the S18 case) having something on their heads. Almost all deck personnel should have a head covering... With the mod set like that, if you happen to move an officer into the "highlighted" slot here with PO3c Royal Hathaway, the officer would then don the canvas hat that the PO3c is wearing, as in

https://i.imgur.com/ClSGqJm.jpg
Each of those crew characters has a line in the submarine's conning tower config like
- "WatchAccessoriesForAdding3DObjects= Binoclu_WCS, sapca_u#Head"
Which calls the "Utility" hat, or it might be "sapca_m#Head" for the canvas hat, "sapca_o#Head" for the officer's hat, or "sapca_cpo#Head" for the CPO's hat. You could go into the game's Save folder, the newest save slot, "ActiveUserPlayerUnits.upc" file and edit the "Deck Watch 3rd Leader" line that has that "WatchAssessories..." line. Things get rather complicated fast in that file though, due to the wall of text you encounter... Each time you move someone in the deck crew, you might end up with this issue.


https://i.imgur.com/AaI9tq7.jpg
As time passes, the crew changes shift, so in this case, it advances to the first shift at 12N


https://i.imgur.com/a1XBAUq.jpg
So in this case, the 1st shift has an officer assigned, and he has his proper hat. The 2nd shift on the S-18 boat is similar to the 1st.
There really isn't much that can be done about this in SH4. The game has restrictions on what can and cannot be done. Some things we want to "date control" are not possible, and we have already found that the game will ignore most date restrictions we attempt to place on it, while at the same time, it restricts us very tightly...

clear4ils
10-25-22, 09:47 PM
The link for the (101_FotRSUv18_FixPak) is not working in the download section. Any help would be appreciated.

:hmmm:

propbeanie
10-25-22, 09:58 PM
I have tried on several computers, and none have issue. The FixPak is just like the main mod, in that you must be logged into SubSim for downloads, and SubSim.com must be white-listed in your browser. Notice the top of the download pages that Onkel Neal has

https://www.subsim.com/radioroom/picture.php?albumid=1161&pictureid=11995 If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser. https://www.subsim.com/radioroom/picture.php?albumid=1161&pictureid=11995
Try turning off the ad-blocker or whitelisting www.subsim.com in your ad-blocker extension
or switching to Microsoft Edge browser or Firefox to complete the download. Thanks.

So it could be that also... Let us know how you get along! :salute:

clear4ils
10-25-22, 10:34 PM
I just successfully downloaded the main FOTRSU 7z, but the fixpack is not downloading for me.

I see that others have had the same problem. They posted in the fixpack download page.

clear4ils
10-25-22, 10:40 PM
I finally downloaded it.

It only worked from Firefox, but not Chrome.

Thanks for the help!

Aktungbby
10-25-22, 11:42 PM
clear4ils!:Kaleun_Salute: back on the surface after a 9-year silent run':up:

FotRSU Mod Team
10-26-22, 09:23 AM
I finally downloaded it.

It only worked from Firefox, but not Chrome.

Thanks for the help!
Did you attempt to whitelist SubSim.com in your regular browser?

KaleunMarco
10-26-22, 02:04 PM
I finally downloaded it.

It only worked from Firefox, but not Chrome.

Thanks for the help!

in the recent past i began having the same issue as you had: not able to d/l from Subsim.
i switched browsers to Opera (https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwik_Zz9yv76AhWkpIkEHb8MDugQjBB6BAgMEAE&url=https%3A%2F%2Fwww.opera.com%2Fdownload&usg=AOvVaw2UUk7sVmn9CMvfqBasXCH9), which is very Chrome-like but without the warts and without the Google-tracking.

Brooksie
10-26-22, 10:29 PM
I know that they have had versions of this mod out for the base game in the past, but where do I get that? I don't have the U-boat missions and I want this mod! I've looked everywhere and I cannot find it, any and all help would be appriciated. Thanks!

propbeanie
10-27-22, 08:39 AM
You would want the AOTD_MadMax team's Fall of the Rising Sun (FOTRS) v2.0 for SH4v1.4, which is what FotRSU is based on:

Fall of the Rising Sun v2.0 for SH4 v1.4 (https://www.subsim.com/radioroom/downloads.php?do=file&id=4958)

The MadMax team did have a patch for that, and we had done some further "fixes" for it that eliminated the "run-a-way" spawn issues that the mod had. If I can find those, I'll PM you the links. :salute:


Edit 28th Oct 1515: OK, s7rikeback does have the AOTD_MadMax team's patches in this folder: Patches (https://www.mediafire.com/folder/k2ulto2yyf0gv/Patches)

Brooksie
10-28-22, 04:41 PM
I just got the FotRSU installed and working, kinda. The setup went fine, but when I attempt to start the mission (either docked in the harbor or docked out of the harbor) after the loading screen, I get a black screen freeze. And if I alt-tab out I see an error pop up saying...

"Data/Shaders/VolumetricFog/VolumetricFogPS.fx"

What can I do to fix this issue? Thank you in advance.

propbeanie
10-28-22, 08:45 PM
Are you using the v1.5 of SH4? You need to have German U-Boats available in the game. It might also be name "Gold Edition". If you are using the Steam version of the game, be certain you are using the correct Steam short-cut to start the game. Wolves of the Pacific gets you v1.3, whereas U-Boat Missions gets you v1.5... You to still play the US Pacific side in v1.5, but a German career is also available. Also, DirectX v9.0c must also be installed so that the DirectX on your computer includes the old "calls" for the old game... :salute:

Brooksie
10-28-22, 10:13 PM
Are you using the v1.5 of SH4? You need to have German U-Boats available in the game. It might also be name "Gold Edition". If you are using the Steam version of the game, be certain you are using the correct Steam short-cut to start the game. Wolves of the Pacific gets you v1.3, whereas U-Boat Missions gets you v1.5... You to still play the US Pacific side in v1.5, but a German career is also available. Also, DirectX v9.0c must also be installed so that the DirectX on your computer includes the old "calls" for the old game... :salute:

I actually bought the U-Boat missions DLC for SH4 from the steam page, upgraded my way from v1.3 to v1.4 of the base game prior to that using this amazing community's help, and successfully installed everything needed for the mod. When I attempt to start a new American campaign, upon loading into the mission (NOT the pre-mission screen where you can upgrade your crew and all that, the game runs that no problem) it finishes loading but immediately goes to black screen freeze before loading me into my boat. An error message pops up as I mentioned previously and it closes my game.

Aktungbby
10-28-22, 10:23 PM
Brooksie!:Kaleun_Salute:

J0313
10-28-22, 11:51 PM
I just got the FotRSU installed and working, kinda. The setup went fine, but when I attempt to start the mission (either docked in the harbor or docked out of the harbor) after the loading screen, I get a black screen freeze. And if I alt-tab out I see an error pop up saying...

"Data/Shaders/VolumetricFog/VolumetricFogPS.fx"

What can I do to fix this issue? Thank you in advance.

I think maybe unchecking Volumetric Fog in your graphics options might help. I don't think it is used by most SH4 players though I could be wrong. Its kind of wonky. Or that particular file could be missing for some reason. Open up your game install and navigate to that file and see if its there.

torpedobait
10-29-22, 08:52 AM
I think maybe unchecking Volumetric Fog in your graphics options might help. I don't think it is used by most SH4 players though I could be wrong. Its kind of wonky. Or that particular file could be missing for some reason. Open up your game install and navigate to that file and see if its there.

There is another change that may fix the black screen problem. Others know more about than I do (Propbeanie!), but I think you could try this:

Go to the game execution folder, find SH4.exe and right click on it. Select Properties (at the bottom of the box), then click on the Compatibility Tab at the top of the Properties box. Then click on the "Change High DPI Settings", and check the box for "Override High DPI Scale..."

If that box is checked already, uncheck it. If it is not checked, then check it. Sounds confusing, but one of those two changes will eliminate the black screen.

Wish I could be more clear, but it won't hurt to try it! Good luck.

propbeanie
10-29-22, 11:10 AM
I actually bought the U-Boat missions DLC for SH4 from the steam page, upgraded my way from v1.3 to v1.4 of the base game prior to that using this amazing community's help, and successfully installed everything needed for the mod. When I attempt to start a new American campaign, upon loading into the mission (NOT the pre-mission screen where you can upgrade your crew and all that, the game runs that no problem) it finishes loading but immediately goes to black screen freeze before loading me into my boat. An error message pops up as I mentioned previously and it closes my game.
I think maybe unchecking Volumetric Fog in your graphics options might help. I don't think it is used by most SH4 players though I could be wrong. Its kind of wonky. Or that particular file could be missing for some reason. Open up your game install and navigate to that file and see if its there.
There is another change that may fix the black screen problem. Others know more about than I do (Propbeanie!), but I think you could try this:

Go to the game execution folder, find SH4.exe and right click on it. Select Properties (at the bottom of the box), then click on the Compatibility Tab at the top of the Properties box. Then click on the "Change High DPI Settings", and check the box for "Override High DPI Scale..."

If that box is checked already, uncheck it. If it is not checked, then check it. Sounds confusing, but one of those two changes will eliminate the black screen.

Wish I could be more clear, but it won't hurt to try it! Good luck.
https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=12763

That's the picture I usually use of what torpedobait is referring to, Brooksie. What J0313 is referring to is also correct. The volumetric fog will make your crew look like ghosts topside, and sometimes inside the boat also, besides causing other video glitching issues. Be sure you also do not have the vsync locked, the bottom choice in the right-hand column of the Graphic Setting screen should also be cleared. However, that error message you are getting: "Data/Shaders/VolumetricFog/VolumetricFogPS.fx" is often a difference between the v1.3 and v1.5 of the game. Another similar one concerns the differences between the "black" dds files that are different between v1.4 and v1.5 of the game, so be certain you are using the correct Steam start for the game, which would be the U-Boat Missions start... If Mad Mardigan or another Steam user stops by, they can point you in the right direction about the Steam version of the game. I have SH3 and SH5 from Steam, but not SH4. I have a Ubisoft SH4 and SH5, and I have disk-based SH3 and SH4, so I do not have a "complete Library" of any, just too many of each... :har: - of course, I have the various games peppered across 4 different computers... :doh: - Otherwise, you are missing portions of DirectX v9.0c dll files that the Silent Hunter series of games needs to run the 3D portion. Those aused to automatically installed with the Steam version of the game, but my most recent install of SH5 did take me to the MS Download site to download DirectX v9.0c, so maybe the Steam install made it a separate choice again?? I dunno... but you do need a portion of the DirectX v9.0c library file set. That does NOT overwrite anything in your current Windows install, it just adds to it... if that's what the trouble is...

Brooksie
10-29-22, 01:28 PM
I think maybe unchecking Volumetric Fog in your graphics options might help. I don't think it is used by most SH4 players though I could be wrong. Its kind of wonky. Or that particular file could be missing for some reason. Open up your game install and navigate to that file and see if its there.

I unchecked volumetric fog from settings within the game and the same thing happened. The file is also there in the proper spot. Idk if I should delete it or what?

Brooksie
10-29-22, 01:38 PM
https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=12763

That's the picture I usually use of what torpedobait is referring to, Brooksie. What J0313 is referring to is also correct. The volumetric fog will make your crew look like ghosts topside, and sometimes inside the boat also, besides causing other video glitching issues. Be sure you also do not have the vsync locked, the bottom choice in the right-hand column of the Graphic Setting screen should also be cleared. However, that error message you are getting: "Data/Shaders/VolumetricFog/VolumetricFogPS.fx" is often a difference between the v1.3 and v1.5 of the game. Another similar one concerns the differences between the "black" dds files that are different between v1.4 and v1.5 of the game, so be certain you are using the correct Steam start for the game, which would be the U-Boat Missions start... If Mad Mardigan or another Steam user stops by, they can point you in the right direction about the Steam version of the game. I have SH3 and SH5 from Steam, but not SH4. I have a Ubisoft SH4 and SH5, and I have disk-based SH3 and SH4, so I do not have a "complete Library" of any, just too many of each... :har: - of course, I have the various games peppered across 4 different computers... :doh: - Otherwise, you are missing portions of DirectX v9.0c dll files that the Silent Hunter series of games needs to run the 3D portion. Those aused to automatically installed with the Steam version of the game, but my most recent install of SH5 did take me to the MS Download site to download DirectX v9.0c, so maybe the Steam install made it a separate choice again?? I dunno... but you do need a portion of the DirectX v9.0c library file set. That does NOT overwrite anything in your current Windows install, it just adds to it... if that's what the trouble is...

Thank you for attempting to help me. I read everything and ensured that I had volumetric fog turned off and that I had VSYNC turned off within the game settings. I updated SH4 from v1.3 to v1.4 prior to getting the U-boats missions DLC. When I load into the game I can see in the bottom right-hand corner that it's running v1.5. I followed your DPI instructions and tried that, and the same thing happened. Where can I get the DirectX v9.0c from? Can you copy that file to me?

Brooksie
10-29-22, 01:42 PM
There is another change that may fix the black screen problem. Others know more about than I do (Propbeanie!), but I think you could try this:

Go to the game execution folder, find SH4.exe and right click on it. Select Properties (at the bottom of the box), then click on the Compatibility Tab at the top of the Properties box. Then click on the "Change High DPI Settings", and check the box for "Override High DPI Scale..."

If that box is checked already, uncheck it. If it is not checked, then check it. Sounds confusing, but one of those two changes will eliminate the black screen.

Wish I could be more clear, but it won't hurt to try it! Good luck.

I did this and nothing happened, same black screen crashed. Idk wtf to do.

Spirit_Wolf_2
10-30-22, 09:56 AM
So i just returned to pearl from a second patrol and upon ending the patrol with FOTRSU i receiving a medal, sounds great yea? No the second i clicked okay the game crashed, i tried ending patrol three times in a row but all ended exactly the same. Anyone might have an idea how to fix this? I did a fresh reinstall of the game for FOTRSU and i don´t have any other mods enabled. Any help is appreciated.
:Kaleun_Salute:


Win 10 64bit

Ryzen 3 1200
16gb ram
RX560 4GB
SH4 v1.5 steam version

propbeanie
10-31-22, 08:41 AM
I did this and nothing happened, same black screen crashed. Idk wtf to do.
Are you still crashing brooksie? Did you say you have a Steam SH4 install? Thanks :salute:


So i just returned to pearl from a second patrol and upon ending the patrol with FOTRSU i receiving a medal, sounds great yea? No the second i clicked okay the game crashed, i tried ending patrol three times in a row but all ended exactly the same. Anyone might have an idea how to fix this? I did a fresh reinstall of the game for FOTRSU and i don´t have any other mods enabled. Any help is appreciated.
:Kaleun_Salute:

Win 10 64bit

Ryzen 3 1200
16gb ram
RX560 4GB
SH4 v1.5 steam version
Can you tell us what submarine you are using, and what the date is that you are docking? If you know the date you sailed, fantastic, but not necessary if you have the date you are coming back in on. It is almost 99.9% not the medal causing the issue. Do you know how to find the newest SH4 Save folder on your computer? You can copy and zip the whole Dave folder, or just the one numbered folder that is the most recent. If you have a DropBox or GoogleDrive or similar account, and post that, and then PM me a link, I can look in the data and maybe see the issue. You could also look yourself at the CareerTrack.upc file in the newest Save folder, and line 33, 34, & 35 will have lines like:
PlayerCurrentObjectiveCode=EmpireEarly
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID335
That show what your next assignment is. One last question is, did you delete that Save folder data before beginning play in the FotRSU modded SH4? Thanks :salute:

Spirit_Wolf_2
10-31-22, 12:26 PM
Are you still crashing brooksie? Did you say you have a Steam SH4 install? Thanks :salute:



Can you tell us what submarine you are using, and what the date is that you are docking? If you know the date you sailed, fantastic, but not necessary if you have the date you are coming back in on. It is almost 99.9% not the medal causing the issue. Do you know how to find the newest SH4 Save folder on your computer? You can copy and zip the whole Dave folder, or just the one numbered folder that is the most recent. If you have a DropBox or GoogleDrive or similar account, and post that, and then PM me a link, I can look in the data and maybe see the issue. You could also look yourself at the CareerTrack.upc file in the newest Save folder, and line 33, 34, & 35 will have lines like:
PlayerCurrentObjectiveCode=EmpireEarly
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID335
That show what your next assignment is. One last question is, did you delete that Save folder data before beginning play in the FotRSU modded SH4? Thanks :salute:

PlayerCurrentObjectiveCode=Honshu
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID145
PatrolStartDateTime=1942-02-06 18:32:20

And i was using cachalot class sub
Well i deleted every save file but from inside the game, i havent touched the folder at all.

Aktungbby
10-31-22, 12:40 PM
Spirit_Wolf_2!:Kaleun_Salute:

jldjs
10-31-22, 03:31 PM
Been using FotRSU v1.8 with FixPak1.8 since early September, no problems. Currently I'm running a campaign which started at Midway in '42 in a Gato and proceeded into May '43 where I was awarded a Balao, again at Midway. After a few patrols in this Balao, completed patrol to East China Sea and then Luzon Strait and returned to Midway Oct 3 '43. Then started a new patrol Oct 23 '43 to Truk area, same Balao. I took a Save point after leaving Midway and setting the course to Truk. I did NOT exit to windows, but resumed on the course and took second Save point later, again not exiting to Windows, but to Main menu where I loaded the first Save. When I opened the Nav map the course I plotted to Truk was no longer there! So I went back and started from Saves I took prior to this patrol, before ending Oct 3, everything worked fine, the plotted courses all showed on the Nav map with restarting those Saves. I reported this issue back with V1.7 and v1.6. The suggestion was to Save and exit to Windows, then restart. But with v1.8 this issued seemed to be fixed. And, it was, until I started this new patrol, in a Balao, Oct 23 '43 game month.

FotRUS v.18
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
399_NoScrollNavMap=2
304_NoJapaneseAirRadar=3
901_Strategic_Map_Symbols=4
SH4_original_4k_light_blue=5
454c_EasyAOB_InputTargetDistanceOnTBT=6
JayMyKey=7 (this is my laptop keyboard mapping)
101_FotRSUv18_FixPak=8

propbeanie
10-31-22, 05:41 PM
PlayerCurrentObjectiveCode=Honshu
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID145
PatrolStartDateTime=1942-02-06 18:32:20

And i was using cachalot class sub
Well i deleted every save file but from inside the game, i havent touched the folder at all.
OK, the Honshu code and the ID145 does coincide with the timeframe for the Cachalot for that date, using Patrol Honshu 06 mission, which would actually say to patrol off Kyushu and Shikoku islands, but to stay out of Bungo Suido... I see nothing obviously wrong, and I do have your Save folder downloaded, and looking closer at things. There are no "upgrades" to the Cachalot in the mod, since it does "die on the vine" in mid-1943, which will either result in your getting a new boat, or just continuing on to the end of the game in 1945 in the same tired boat. In light of this, I am suspecting your Save game. Just to clarify though, you say "... i deleted every save file but from inside the game, i havent touched the folder at all." To my "ear", that sounds like you did not delete the actual "C:\Users \UserName \Documents \SH4" folder then, but rather after you were in the game, you did delete some folders? If that is the case, then you do have a set of "crossed" files in the Save folder that bears part of what you had previously, and part of FotRSU. Which ever way you want to navigate into that Save folder, it would be recommended that you delete the "cfg" folder below the SH4 folder - unless you changed the folder name with MultiSH4, in which case, delete that. That will "kill" your career progress thus far, but should allow a full career then, with proper configuration. If you did delete the Save folder from Windows Explorer, then don't delete that yet, and let me look further into your Save data here... Let me know either way, though please... :salute:


Been using FotRSU v1.8 with FixPak1.8 since early September, no problems. Currently I'm running a campaign which started at Midway in '42 in a Gato and proceeded into May '43 where I was awarded a Balao, again at Midway. After a few patrols in this Balao, completed patrol to East China Sea and then Luzon Strait and returned to Midway Oct 3 '43. Then started a new patrol Oct 23 '43 to Truk area, same Balao. I took a Save point after leaving Midway and setting the course to Truk. I did NOT exit to windows, but resumed on the course and took second Save point later, again not exiting to Windows, but to Main menu where I loaded the first Save. When I opened the Nav map the course I plotted to Truk was no longer there! So I went back and started from Saves I took prior to this patrol, before ending Oct 3, everything worked fine, the plotted courses all showed on the Nav map with restarting those Saves. I reported this issue back with V1.7 and v1.6. The suggestion was to Save and exit to Windows, then restart. But with v1.8 this issued seemed to be fixed. And, it was, until I started this new patrol, in a Balao, Oct 23 '43 game month.

FotRUS v.18
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
399_NoScrollNavMap=2
304_NoJapaneseAirRadar=3
901_Strategic_Map_Symbols=4
SH4_original_4k_light_blue=5
454c_EasyAOB_InputTargetDistanceOnTBT=6
JayMyKey=7 (this is my laptop keyboard mapping)
101_FotRSUv18_FixPak=8
I would never say that we "fixed" something anymore... lol :doh: - we might have made the game slightly more efficient with your computer's RAM usage, but you can still end up with the same, tired results with this #$%$&# game... Now, that said, you got the Balao in May of 1943, which does not always result in something bad happening right away, but it is bad, "invalid data" ("I am sorry Will Robinson. That does not computer") The Balao becomes active May 21, 1943, but at San Francisco, not Midway. It's first "regular" base availability is Brisbane in August 1943, Pearl in September
for mission assignments and on the menu. The Balao at Midway is "active" beginning in July, so if you got the boat right at the May 21 neighborhood, go on a "normal" patrol and come back after July 1, 1943, then it could well look "normal", but there is still that "invalid data" set in the Save folder that will reach out and bite. Hopefully, that's all the trouble that you encounter... Just remember that the "Exit" still applies when going to use a Saved game - just to be certain... It's kind of like the "shelling out to windows" thing, where a lot of times, if you pause the game and then shell out, you won't have trouble - but not always... it is best not to shell out, and recommended not to do it. Pretend you're still playing on a WinXP 32-bit box with 4gig of RAM and an old AGP graphics card, and you'll be fine (usually).. :salute:

propbeanie
10-31-22, 08:26 PM
PlayerCurrentObjectiveCode=Honshu
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID145
PatrolStartDateTime=1942-02-06 18:32:20

And i was using cachalot class sub
Well i deleted every save file but from inside the game, i havent touched the folder at all.
OK, small update, it looks like you had the Patrol Marshalls Early 03 file like this for your first mission assignment:

https://i.imgur.com/yAUG8r6.jpg
Mission Editor image

According to the track file in the 00000001 folder, you sank a JP Fleet Oiler and a JP Old Freighter, for a total tonnage of 12087. Then ended the patrol 18 Jan, 1942 back at Pearl, and all looks like the patrol ended fine with a departure date set of 6th Feb 1942, and it stops after you get the assignment...

Another file though shows 4 ships sunk for a total tonnage of 23320, so that 00000001 might not be the newest folder, unless that is old data from a previous career? If you have a numbered folder with a more recent date / time stamp than the 00000001 folder, I would need that. I am only seeing the first patrol, and an assignment for the 2nd patrol to Empire Waters off Shikoku... :salute:

Spirit_Wolf_2
11-01-22, 02:45 AM
OK, the Honshu code and the ID145 does coincide with the timeframe for the Cachalot for that date, using Patrol Honshu 06 mission, which would actually say to patrol off Kyushu and Shikoku islands, but to stay out of Bungo Suido... I see nothing obviously wrong, and I do have your Save folder downloaded, and looking closer at things. There are no "upgrades" to the Cachalot in the mod, since it does "die on the vine" in mid-1943, which will either result in your getting a new boat, or just continuing on to the end of the game in 1945 in the same tired boat. In light of this, I am suspecting your Save game. Just to clarify though, you say "... i deleted every save file but from inside the game, i havent touched the folder at all." To my "ear", that sounds like you did not delete the actual "C:\Users \UserName \Documents \SH4" folder then, but rather after you were in the game, you did delete some folders? If that is the case, then you do have a set of "crossed" files in the Save folder that bears part of what you had previously, and part of FotRSU. Which ever way you want to navigate into that Save folder, it would be recommended that you delete the "cfg" folder below the SH4 folder - unless you changed the folder name with MultiSH4, in which case, delete that. That will "kill" your career progress thus far, but should allow a full career then, with proper configuration. If you did delete the Save folder from Windows Explorer, then don't delete that yet, and let me look further into your Save data here... Let me know either way, though please... :salute:

Well i deleted every old save but by launching the game, starting a radom career, opening the save game option and hitting deleted on everything.
Mostly because i forgot where the save folder is. Maybe that also explains why after some time silent running and repairs dont work but when i re load the save then they work again.

OK, small update, it looks like you had the Patrol Marshalls Early 03 file like this for your first mission assignment:

https://i.imgur.com/yAUG8r6.jpg
Mission Editor image

According to the track file in the 00000001 folder, you sank a JP Fleet Oiler and a JP Old Freighter, for a total tonnage of 12087. Then ended the patrol 18 Jan, 1942 back at Pearl, and all looks like the patrol ended fine with a departure date set of 6th Feb 1942, and it stops after you get the assignment...

Another file though shows 4 ships sunk for a total tonnage of 23320, so that 00000001 might not be the newest folder, unless that is old data from a previous career? If you have a numbered folder with a more recent date / time stamp than the 00000001 folder, I would need that. I am only seeing the first patrol, and an assignment for the 2nd patrol to Empire Waters off Shikoku... :salute:

Well there was newer save but that was from one war patrol where i decided to go on a world tour so i thought that it´ll only contain that.

jldjs
11-01-22, 09:50 AM
Posted by Propbeanie
"would never say that we "fixed" something anymore... lol - we might have made the game slightly more efficient with your computer's RAM usage, but you can still end up with the same, tired results with this #$%$&# game... Now, that said, you got the Balao in May of 1943, which does not always result in something bad happening right away, but it is bad, "invalid data" ("I am sorry Will Robinson. That does not computer") The Balao becomes active May 21, 1943, but at San Francisco, not Midway. It's first "regular" base availability is Brisbane in August 1943, Pearl in September
for mission assignments and on the menu. The Balao at Midway is "active" beginning in July, so if you got the boat right at the May 21 neighborhood, go on a "normal" patrol and come back after July 1, 1943, then it could well look "normal", but there is still that "invalid data" set in the Save folder that will reach out and bite. Hopefully, that's all the trouble that you encounter... Just remember that the "Exit" still applies when going to use a Saved game - just to be certain... It's kind of like the "shelling out to windows" thing,
where a lot of times, if you pause the game and then shell out, you won't have trouble - but not always... it is best not to shell out, and recommended not to do it. Pretend you're still playing on a WinXP 32-bit box with 4gig of RAM and an old AGP graphics card, and you'll be fine (usually).. "

Thanks for explaining, that's what happened. I saw the May 31 date for a Balao but didn't know that did not include Midway! I'll remember that going forwarded.

Brooksie
11-01-22, 11:35 AM
Are you still crashing brooksie? Did you say you have a Steam SH4 install? Thanks :salute:



Can you tell us what submarine you are using, and what the date is that you are docking? If you know the date you sailed, fantastic, but not necessary if you have the date you are coming back in on. It is almost 99.9% not the medal causing the issue. Do you know how to find the newest SH4 Save folder on your computer? You can copy and zip the whole Dave folder, or just the one numbered folder that is the most recent. If you have a DropBox or GoogleDrive or similar account, and post that, and then PM me a link, I can look in the data and maybe see the issue. You could also look yourself at the CareerTrack.upc file in the newest Save folder, and line 33, 34, & 35 will have lines like:
PlayerCurrentObjectiveCode=EmpireEarly
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID335
That show what your next assignment is. One last question is, did you delete that Save folder data before beginning play in the FotRSU modded SH4? Thanks :salute:

Yes, I'm still crashing, I've determined that it's an issue with the FotRSU and not my install of SH4. This is because when I run v1.5 of SH4 (the one with U-boat missions), I have no issues at all. Yet when I load the mod on, it crashes on me.

Rigel44
11-01-22, 02:29 PM
I just return from a patrol where I sank 10 ships in Japanese home waters early in the war and I received a medal - the citation read Navy Cross - but the picture was a bronze star... did my medals file get corrupted? Is there a file I should recopy from a clean install?

On a related question - can the criteria for medals be edited in a specific file in the game? In history, if a captain returned with 5 or more sinkings, the Navy Cross was the award. Can you get more than one the same medal in the game? Does realism play into the award criteria? I play realism except for exterior view (because I like the eye-candy of watching my sub slip below the wave or surface)

Thanks for any thoughts you can share...

:salute:

propbeanie
11-01-22, 10:00 PM
Thanks for explaining, that's what happened. I saw the May 31 date for a Balao but didn't know that did not include Midway! I'll remember that going forwarded.
We have a pdf "spreadsheet" in one of the Support folders that shows the subs and ports, but it needs some updating for the next release. We might move Midway out of the Balao until September, like Pearl is, and then maybe the game will start taking people to San Francisco, like it used to when you got an early "award"... lol


Yes, I'm still crashing, I've determined that it's an issue with the FotRSU and not my install of SH4. This is because when I run v1.5 of SH4 (the one with U-boat missions), I have no issues at all. Yet when I load the mod on, it crashes on me.
Just be sure you navigate into the Save folder (C:\Users \UserName \Documents \SH4" or similar) with Windows Explorer after activating FotRSU, and delete the data. Doing that from the game does not eliminate all of the old data. The game will re-create the folder and data the next time it runs. You do lose all progress in any career you have though, and you will have to re-set your options for the game.


I just return from a patrol where I sank 10 ships in Japanese home waters early in the war and I received a medal - the citation read Navy Cross - but the picture was a bronze star... did my medals file get corrupted? Is there a file I should recopy from a clean install?
The Awards were re-worked for the mod a while back by CapnScurvy, to make the CMoH more difficult to obtain. The Awards in the game are not easy to deal with, so the way they are edited is to change the names we see in the game, but the base award is still the same. The pictures were also changed to protect the guilty (Ubisoft). If there are issues with your Save folder, what you describe is a possible side-effect. Another way to have similar happen is to Save the game prior to coming into port, docking, and then loading the earlier Save and coming back in to dock again in an attempt to get an upgrade. Usually, any medal earned will be downgraded when coming in to port a 2nd time. Your situation does not seem to quite fit that. Like the advice to Brooksie above, it is recommended that you delete your Save folder so that fresh data can be brought in. You will lose those ship sinkings and other career progress, as well as the game configuration.
On a related question - can the criteria for medals be edited in a specific file in the game? In history, if a captain returned with 5 or more sinkings, the Navy Cross was the award. Can you get more than one the same medal in the game? Does realism play into the award criteria? I play realism except for exterior view (because I like the eye-candy of watching my sub slip below the wave or surface)

Thanks for any thoughts you can share...

:salute:
Yes, you can get more than one of the same medal in a career, but only one per patrol. We attempt "realism" in the medals awards, but... it is a Silent Hunter game... There are also medals and promotions available for you to give to your crew when in the Office. Click on the sub on the desk, then go to the crew page, and click on the appropriate tab in the left-hand column, and then click and drag to the crew member with the mouse pointer signifying who will get the medal or promotion. Release the mouse button over that person. If a promotion does not take, then there is probably a restriction in place. As to editing the Medals.upc file, it is in the Data /UPCData /UPCCrewData folder, and can be edited with a text editor. The medals' pictures are in the Data /Menu and Data /Menu /Gui folders.

Rigel44
11-01-22, 10:23 PM
Thank you propbeanie for some suggestions to try. I did check my crew there was one promotion and no awards to be given out

Brooksie
11-02-22, 07:00 AM
We have a pdf "spreadsheet" in one of the Support folders that shows the subs and ports, but it needs some updating for the next release. We might move Midway out of the Balao until September, like Pearl is, and then maybe the game will start taking people to San Francisco, like it used to when you got an early "award"... lol



Just be sure you navigate into the Save folder (C:\Users \UserName \Documents \SH4" or similar) with Windows Explorer after activating FotRSU, and delete the data. Doing that from the game does not eliminate all of the old data. The game will re-create the folder and data the next time it runs. You do lose all progress in any career you have though, and you will have to re-set your options for the game.



The Awards were re-worked for the mod a while back by CapnScurvy, to make the CMoH more difficult to obtain. The Awards in the game are not easy to deal with, so the way they are edited is to change the names we see in the game, but the base award is still the same. The pictures were also changed to protect the guilty (Ubisoft). If there are issues with your Save folder, what you describe is a possible side-effect. Another way to have similar happen is to Save the game prior to coming into port, docking, and then loading the earlier Save and coming back in to dock again in an attempt to get an upgrade. Usually, any medal earned will be downgraded when coming in to port a 2nd time. Your situation does not seem to quite fit that. Like the advice to Brooksie above, it is recommended that you delete your Save folder so that fresh data can be brought in. You will lose those ship sinkings and other career progress, as well as the game configuration.

Yes, you can get more than one of the same medal in a career, but only one per patrol. We attempt "realism" in the medals awards, but... it is a Silent Hunter game... There are also medals and promotions available for you to give to your crew when in the Office. Click on the sub on the desk, then go to the crew page, and click on the appropriate tab in the left-hand column, and then click and drag to the crew member with the mouse pointer signifying who will get the medal or promotion. Release the mouse button over that person. If a promotion does not take, then there is probably a restriction in place. As to editing the Medals.upc file, it is in the Data /UPCData /UPCCrewData folder, and can be edited with a text editor. The medals' pictures are in the Data /Menu and Data /Menu /Gui folders.

I'll give that a try later, I really hope this time it works, Thank you.

SeniorCitizen
11-08-22, 02:15 PM
I'm in a Balao out of Guam in late 1944. After last patrol, I purchased the available 5 inch deck gun upgrade that offers both a bow and a stern gun. I've done this in past careers and don't recall if I had (or even noticed) an issue with the gun crews. The bow gun has slot for 4 crew on the crew page. The stern gun only has slots for 3 crew. I've checked the ActiveUserPlayerUnits.upc file and both guns reflect crew slots for 4. Hoping maybe PropBeanie has an idea of whether this is an issue or intended behavior for one gun to only have 3 crew members. If that is the case, I wonder why the file reflects 4 slots for bot the bow and stern guns?

Swissup
11-08-22, 02:21 PM
Hello everybody!
I've made an account just for this mod:)

I'm having the exact same issue as Brooksie mentioned here above.
Same error message with the fog (which is now deactivated) and the game blackscreens the moment you'd appear in your submarine. Sometimes a small error message pops up after the blackscreen which just says error.

I am also using the Steam version 1.5 of SH4 - U-boat missions.
I've made sure to install the game on a separate drive and deleted everything in documents/SH4 prior and after mod activation.
SH4 1.5 runs fine without the mod.

Thanks and kind regards!

SeniorCitizen
11-08-22, 02:45 PM
I'm in a Balao out of Guam in late 1944. After last patrol, I purchased the available 5 inch deck gun upgrade that offers both a bow and a stern gun. I've done this in past careers and don't recall if I had (or even noticed) an issue with the gun crews. The bow gun has slot for 4 crew on the crew page. The stern gun only has slots for 3 crew. I've checked the ActiveUserPlayerUnits.upc file and both guns reflect crew slots for 4. Hoping maybe PropBeanie has an idea of whether this is an issue or intended behavior for one gun to only have 3 crew members. If that is the case, I wonder why the file reflects 4 slots for both the bow and stern guns?

Never mind PB. I got it resolved. 4 crew members for both deck guns now. :yeah:

propbeanie
11-09-22, 09:45 PM
Hello everybody!
I've made an account just for this mod:)

I'm having the exact same issue as Brooksie mentioned here above.
Same error message with the fog (which is now deactivated) and the game blackscreens the moment you'd appear in your submarine. Sometimes a small error message pops up after the blackscreen which just says error.

I am also using the Steam version 1.5 of SH4 - U-boat missions.
I've made sure to install the game on a separate drive and deleted everything in documents/SH4 prior and after mod activation.
SH4 1.5 runs fine without the mod.

Thanks and kind regards!
Be sure you are using the correct Steam start for the game. You want the U-Boat Missions start. Once the game loads, look at the menu, and if you do not have a choice for a German career, then you have the "plain" Wolves of the Pacific starting. FotRSU will not run in the older versions of SH4. Steam used to install the DirectX v9.0c files and codecs without prompting the player, but when I did a re-install of my Steam SH5 the other day, it did NOT do it automatically. Do not bypass that. The game needs the additional dll files of v9 to be able to run SH4. Also, look at Post #204 in Silent Hunter 4 & Windows 10 (https://www.subsim.com/radioroom/showthread.php?p=2755870#post2755870) thread, and see if experimenting with the Properties of the SH4.exe helps. Navigate into the game folder, right-click the SH4.exe file, and then choose "Properties" from the bottom of the context menu. That will open the middle window you'll find in the image. Clicking on "Change high DPI settings" button gets you the top window. You want the "native" resolution of your display monitor set in Windows, which will show as " (recommended)" in the display resolution dialog. Set the game to that same resolution.


Never mind PB. I got it resolved. 4 crew members for both deck guns now. :yeah:
What did you find amiss with it?

SeniorCitizen
11-10-22, 08:02 AM
What did you find amiss with it?

Still not exactly sure what was off in the upc file I shared above. I looked over the Compartment 7 and 8 data numerous times and couldn't find any obvious reason the 4th crew member wasn't showing for aft gun in dual gun mode. The way I resolved it was to go back to my entering port save when I last returned from patrol with my existing single 5 inch bow gun. I then switched to single aft gun from single bow gun while in port and saved. At this point, the aft gun crew members showed the proper 4 positions in the crew page. I then purchased the dual deck guns again, but now with existing stern gun instead of bow gun as the starting point. The 4 aft crew member slots still showed properly, but no slots for additional bow gun. I saved again, opened the upc and removed all the additional repository comments from the entries for the bow gun crew in compartment 8, reloaded the saved game with the dual deck guns, and then all 8 crew slots for bow and stern guns appeared appropriately on the crew page. I started the next mission, manned up both 5 inch deck guns and both twin 40mm AA guns, everyone appeared where they should, and all was good. I printed out the current active player upc and will sit down when I have time and do a line by line comparison with the original (bad) upc posted above to see if I can find what's different between the 2 versions in sections 7 and 8. Will let you know.

SeniorCitizen
11-10-22, 09:05 AM
Still not exactly sure what was off in the upc file I shared above. I looked over the Compartment 7 and 8 data numerous times and couldn't find any obvious reason the 4th crew member wasn't showing for aft gun in dual gun mode. The way I resolved it was to go back to my entering port save when I last returned from patrol with my existing single 5 inch bow gun. I then switched to single aft gun from single bow gun while in port and saved. At this point, the aft gun crew members showed the proper 4 positions in the crew page. I then purchased the dual deck guns again, but now with existing stern gun instead of bow gun as the starting point. The 4 aft crew member slots still showed properly, but no slots for additional bow gun. I saved again, opened the upc and removed all the additional repository comments from the entries for the bow gun crew in compartment 8, reloaded the saved game with the dual deck guns, and then all 8 crew slots for bow and stern guns appeared appropriately on the crew page. I started the next mission, manned up both 5 inch deck guns and both twin 40mm AA guns, everyone appeared where they should, and all was good. I printed out the current active player upc and will sit down when I have time and do a line by line comparison with the original (bad) upc posted above to see if I can find what's different between the 2 versions in sections 7 and 8. Will let you know.

Can't find any obvious reason why the 4th crew slot didn't show on aft gun originally and now can't replicate it. Using same starting point as before (port arrival save upon mission completion), I again purchased dual deck guns to replace single bow gun and this time NO aft gun crew slots showed. Went into upc and removed additional repository entries for aft gun crews and they all then appeared as expected. No idea why just that 4th crew slot originally failed to show up.

propbeanie
11-10-22, 09:20 AM
I also did not see any "AdditionalRepository" entry in your Compartment 7, which is the Aft gun. This is part of the problem with the game, in that you sometimes just never know when it will flip a couple of bits in the Save data that just messes with our heads, and you might never find the issue, since maybe it was a alloc / malloc problem. Who knows.

One thing we do know is that if a submarine came with an Aft gun, is that if you previously moved the gun forward to a bow mount, that anytime you go to do an "upgrade", it is a good idea to move the gun back to the aft mount before proceeding with an upgrade. You are also advised to remove the gun crew from ALL guns and place them back in their original locations, or in the Damage Control Team slots for "safe-keeping". It does not happen as often as it used to, but back when, you might lose the gun crew altogether somewhere in the digital etherworld of nowheresville. All of this was the idea behind placing reminder green circles around the sub ports, in that if you save outside that "busy" area when coming into port, you have something to fall back on. We should - forgiving the RAM-state of the grey matter at this end of the mod - have the circles around all potential home ports for the next release, and a combined User's Manual with a TOC and Index (we hope). That would have a section devoted to this issue and other frustrating aspects of the SH4 game. :salute:

SeniorCitizen
11-10-22, 02:08 PM
I also did not see any "AdditionalRepository" entry in your Compartment 7, which is the Aft gun. This is part of the problem with the game, in that you sometimes just never know when it will flip a couple of bits in the Save data that just messes with our heads, and you might never find the issue, since maybe it was a alloc / malloc problem. Who knows.

One thing we do know is that if a submarine came with an Aft gun, is that if you previously moved the gun forward to a bow mount, that anytime you go to do an "upgrade", it is a good idea to move the gun back to the aft mount before proceeding with an upgrade. You are also advised to remove the gun crew from ALL guns and place them back in their original locations, or in the Damage Control Team slots for "safe-keeping". It does not happen as often as it used to, but back when, you might lose the gun crew altogether somewhere in the digital etherworld of nowheresville. All of this was the idea behind placing reminder green circles around the sub ports, in that if you save outside that "busy" area when coming into port, you have something to fall back on. We should - forgiving the RAM-state of the grey matter at this end of the mod - have the circles around all potential home ports for the next release, and a combined User's Manual with a TOC and Index (we hope). That would have a section devoted to this issue and other frustrating aspects of the SH4 game. :salute:


Yeah. The original issue of the one missing crew member for the aft gun wasn't an "additionalrepository" issue. That was actually what I was expecting when I first looked in the file...to just find one of the crewman positions with additional repository text in it. Anyway, basically did what you said; I went back in time and swapped deck gun back to original aft position first, then purchased dual guns again. This time I got the guns, but only crew for one gun, but was able to quickly fix that through removal of additionalrepository from the crew positions in the second compartment. That I understood, and could resolve. Done it many times. However, the one completely missing crewman from my original post is still just a great mystery that Sherlock friggin' Holmes could probably never solve.
:k_confused:

J0313
11-12-22, 12:31 AM
I just noticed that there is no exhaust smoke in as much that the Balao is concerned. I don't know about the other classes. It's the case for both regular skin's and the 4k skin's. Did anyone notice this before?

teckel
11-12-22, 06:32 AM
Hello everyone, I was wondering if there was a way to add a torrent option for FOTRSU. I am currently posted somewhere that has power supply issues and the traditional download is reset whenever the power goes out due to lost internet connection.


If not, I'll keep trying the traditional way. Thank you for your time in compiling this great mod.

propbeanie
11-12-22, 10:27 AM
I just noticed that there is no exhaust smoke in as much that the Balao is concerned. I don't know about the other classes. It's the case for both regular skin's and the 4k skin's. Did anyone notice this before?
Here is my Balao leaving Pearl Jan 1944, and the exhaust is fine while sitting at idle:
https://i.imgur.com/9FJgb8p.jpg

I have the interiors, NM, NK and a few other add-in mods in my mod set. What mods do you have loaded J0313?


Hello everyone, I was wondering if there was a way to add a torrent option for FOTRSU. I am currently posted somewhere that has power supply issues and the traditional download is reset whenever the power goes out due to lost internet connection.

If not, I'll keep trying the traditional way. Thank you for your time in compiling this great mod.
At this point, we do not. I can build a split archive easily enough though, if that would help some. I'll PM you when we have it up. In the meantime, have you tried a download manager app teckel? Those are older apps, but some of those have a "restore" or streaming feature in them. I have not used one in quite a while, but perhaps someone else here has a recommendation?? If you go to download one, just be aware that AV scanners will flag some of them, and that some of their install apps will "piggyback" other apps, such as browser toolbars and such, along with an otherwise good app... :salute:

teckel
11-12-22, 03:09 PM
At this point, we do not. I can build a split archive easily enough though, if that would help some. I'll PM you when we have it up. In the meantime, have you tried a download manager app teckel? Those are older apps, but some of those have a "restore" or streaming feature in them. I have not used one in quite a while, but perhaps someone else here has a recommendation?? If you go to download one, just be aware that AV scanners will flag some of them, and that some of their install apps will "piggyback" other apps, such as browser toolbars and such, along with an otherwise good app... :salute:


Thank you, I would appreciate it. I haven't tried using a download manager, but the split archive would be helpful. I have fast internet, through the Subsim servers I get normally ~100 kb/s, which means the power goes out long before it's finished.


Thank you again.

propbeanie
11-12-22, 08:36 PM
Also for others needing / wanting a multi-part download, I refer you to

100_FalloftheRisingSun_Ultimate_v1.8p1.7z.001 (https://drive.google.com/file/d/1xlVkcmRLwt7YrF2waxn5ONy_kvbyC2MI/view?usp=sharing)

100_FalloftheRisingSun_Ultimate_v1.8p1.7z.002 (https://drive.google.com/file/d/1zfFZaQ4x8Otz_aCWpIxdhX2Hlp4sUBmn/view?usp=sharing)

100_FalloftheRisingSun_Ultimate_v1.8p1.7z.003 (https://drive.google.com/file/d/1KFGAz4FombMGxoDeN1mR5UqBWELhVRoY/view?usp=sharing)

How these work, is you download the three files, each in turn, all 3 to the same folder, which can be your MODS folder. Once you have all three files, run 7-zip on the 001 file, and it should extract the three files in order, doing 001, the 002 and lastly 003, reconstructing them all into the 100_FalloftheRisingSun_Ultimate_v1.8p1.7z mod, which does have the Patch applied to it. You do NOT need the FixPatch file with this, of course. It does NOT have the FI-OQ_FotRSU_v1.8f_upcPatch file, if you use vickers03's FI-OQ mod, though... that is

FI-OQ_FotRSU_v1.8f_upcPatch.7z (https://drive.google.com/file/d/1dtakkBKrpR6tkwMXzMoLvza_1DVBQCdK/view?usp=sharing)

but you only need that if you use the Fleetboat Interiors - Officer's Quarters mod. That also does not have the AddInModzPak, which is at

AddInModzPak_18 (https://www.subsim.com/radioroom/downloads.php?do=file&id=5811)

here on SubSim
:salute:

Skipper Patrik
11-15-22, 05:52 PM
Hi,
I have been playing FOTRSU for a while now, but all of a sudden a bug (I assume) appeared: I don't have a home port anywhere on the map. Sure, it's fun to play the submersible Flying Dutchman, haunting the seas with torpedo refills, but it does get a bit old after a while...

Is this a known issue?

KaleunMarco
11-15-22, 07:39 PM
Hi,
I have been playing FOTRSU for a while now, but all of a sudden a bug (I assume) appeared: I don't have a home port anywhere on the map. Sure, it's fun to play the submersible Flying Dutchman, haunting the seas with torpedo refills, but it does get a bit old after a while...

Is this a known issue?

lol.

more than likely, you are in the middle of a base change. SH4 sometimes gets lost at times like that.

can you post some info to help us help you?


your last home base location
the current date in SH4
your boat type

propbeanie
11-16-22, 11:21 AM
Hi,
I have been playing FOTRSU for a while now, but all of a sudden a bug (I assume) appeared: I don't have a home port anywhere on the map. Sure, it's fun to play the submersible Flying Dutchman, haunting the seas with torpedo refills, but it does get a bit old after a while...

Is this a known issue?
lol.

more than likely, you are in the middle of a base change. SH4 sometimes gets lost at times like that.

can you post some info to help us help you?


your last home base location
the current date in SH4
your boat type

In addition Skipper Patrik, besides the boat type and other KaleunMarco points out, it would be nice to know the origin of the boat. ie: Did you start with the boat, or were you awarded the boat? Also, if awarded, when and where did you get the boat? Thanks :salute:

Skipper Patrik
11-16-22, 02:56 PM
Hello again, and thanks for your prompt replies. The date is June 27th, 1943 and I'm in the USS Balao, which was awarded to me. As that happened, I was whisked away from Midway to Brisbane, whence I departed.

As I tried to return, I only got the "Rearm/Refuel" and "Postpone" options. After a couple of reloads, I suddenly got the fouled anchor at Brisbane as my home port again, but I still can't dock there.

Any ideas?

Aktungbby
11-16-22, 04:46 PM
Skipper Parik!:Kaleun_Salute:

propbeanie
11-16-22, 05:08 PM
Hello again, and thanks for your prompt replies. The date is June 27th, 1943 and I'm in the USS Balao, which was awarded to me. As that happened, I was whisked away from Midway to Brisbane, whence I departed.

As I tried to return, I only got the "Rearm/Refuel" and "Postpone" options. After a couple of reloads, I suddenly got the fouled anchor at Brisbane as my home port again, but I still can't dock there.

Any ideas?
Eee-yup... You do not mention when you were "awarded" the boat, but I suspect that you probably accepted delivery of the Balao prior to its "official" availability date in the game. This happens when you do well, and the game "rewards" you with a new boat, which near as we can tell, can happen up to three months prior to its actual availability date of 1943-05-21, but at San Francisco's Mare Island Naval Yard. The first date west of the 180° IDL where it is used is at Brisbane 1943-06-03, with Midway 1943-07-01, but partols do not start on the CareerStart menu until Fall of 1943 at Brisbane, which is why you were sent there for the Start. If you did accept it earlier than May 21, you will most likely never be able to End Patrol dock. This is another reason why it is always best to Save coming into port when outside the 'busy' area surrounding the home ports. If you have an old Save, go back to prior to your accepting the Balao, and tell the game "no". Dock at Midway again, and go on a Patrol that takes you past June 3rd at least, and preferably past July 1 at Midway. If you do not have a Save coming into port, you would have to either re-do your patrol, or start a new career. We will do another attempt at a work-around for the next release but, be aware, like several other perceived "bugs" in the game, they are not truly "fixable" with mods. All we can do is attempt to minimize their occurrence and possibly minimize their impact. :salute:

Skipper Patrik
11-16-22, 05:45 PM
Ah, that must be it, then! Thankfully, I do have an old save.

Thank you for your help! :Kaleun_Salute:

Captain Wreckless
11-18-22, 09:42 PM
Hello again, and thanks for your prompt replies. The date is June 27th, 1943 and I'm in the USS Balao, which was awarded to me. As that happened, I was whisked away from Midway to Brisbane, whence I departed.

As I tried to return, I only got the "Rearm/Refuel" and "Postpone" options. After a couple of reloads, I suddenly got the fouled anchor at Brisbane as my home port again, but I still can't dock there.

Any ideas?


Could be a date issue. It's possible that Brisbane isn't available yet for you. It happened to me awhile back and that is possibly the reason why.

Kal_Maximus_U669
11-21-22, 03:36 PM
Hey Boss...
:D
https://www.subsim.com/radioroom/showpost.php?p=2838944&postcount=5306
I love the underwater atmosphere...
I congratulate you for the underwater explosions.. during the sinking of this one..
The fuel stains...I have to say congratulations especially since it's not easy to implement the rendering is very good..Beanie you did well to take the @Jimimadrid mods for AddinsMod pack...I can't anymore without it..!!!
My dear Beanie I dream of yours with an RFB style navigation I would like to see it split the blade by 15ms... that it flies then slumps heavily in the foam... it only lacks that... really inertia from the BH-style deck camera..
Do you believe Beanie that it will be like this for the next update... I know that Team FoTrS is preparing Christmas for us, it's a tradition..:yep::yep:
Bon Boss good continuation and greetings to the whole team here..:up:
Sincerely Kal Maximus U669 :salute:

KaleunMarco
11-21-22, 04:20 PM
Hey, PB, i've been meaning to discuss this with you.
Your IJN DD drivers have been pulling wheelies while on patrol.
https://i.ibb.co/GpPbKC4/SH4-Img-2022-11-20-16-54-57-375.png (https://ibb.co/r0y1C5R)

while this hot dog was showing off, i sank the convoy he was supposed to be guarding.

then, i think he got a radio message and tried to respond to his pals and couldn't bring her around. so, my crew and i decided to help him get his bow down, into the water.
https://i.ibb.co/mGMg8p3/SH4-Img-2022-11-20-17-01-14-320.png (https://ibb.co/vHKRY9S)

https://i.ibb.co/VQkCbQN/SH4-Img-2022-11-20-17-01-24-185.png (https://ibb.co/8dQxGdB)
https://i.ibb.co/qg5zykS/SH4-Img-2022-11-20-17-01-40-281.png (https://ibb.co/8xcJK6C)
https://i.ibb.co/QjrJXkg/SH4-Img-2022-11-20-17-01-55-886.png (https://ibb.co/WpgHs0h)

when the captain gets back to the Home Islands and dries off, you need to have a 1:1 session with him. :har:

propbeanie
11-22-22, 10:17 AM
Hey Boss...
:D
https://www.subsim.com/radioroom/showpost.php?p=2838944&postcount=5306
I love the underwater atmosphere...
I congratulate you for the underwater explosions.. during the sinking of this one..
The fuel stains...I have to say congratulations especially since it's not easy to implement the rendering is very good..Beanie you did well to take the @Jimimadrid mods for AddinsMod pack...I can't anymore without it..!!!
My dear Beanie I dream of yours with an RFB style navigation I would like to see it split the blade by 15ms... that it flies then slumps heavily in the foam... it only lacks that... really inertia from the BH-style deck camera..
Do you believe Beanie that it will be like this for the next update... I know that Team FoTrS is preparing Christmas for us, it's a tradition..:yep::yep:
Bon Boss good continuation and greetings to the whole team here..:up:
Sincerely Kal Maximus U669 :salute:
We do have some plans for "more better" in the next release, but are having troubles with the same attempts at a couple of additions that we have had trouble with all along with SH4. Certain aspects of the game just will not cooperate as it seems they should. When you mention RFB "navigation", are you referring to the way the boat goes through the water? Because that has been worked on more than once, but has not been implemented yet, and now we might have a better version with the help of vickers03. We'll see how testing goes there. The newer jimimadrid mods will not be an add-in, but will be the "default" in the game. We do have our doubts now though, of not having "delivery" in time for Christmas this year, unless the rest of the process goes smoother than the last few months... sigh :hmmm: :wah:
:gulp:


Hey, PB, i've been meaning to discuss this with you.
Your IJN DD drivers have been pulling wheelies while on patrol.
https://i.ibb.co/GpPbKC4/SH4-Img-2022-11-20-16-54-57-375.png (https://ibb.co/r0y1C5R)

while this hot dog was showing off, i sank the convoy he was supposed to be guarding.

then, i think he got a radio message and tried to respond to his pals and couldn't bring her around. so, my crew and i decided to help him get his bow down, into the water.
[pic]

[pic]
[pic]
[pic]

when the captain gets back to the Home Islands and dries off, you need to have a 1:1 session with him. :har:
That looks like the No 13 Subchaser.

https://i.imgur.com/kjIXDa5.jpg

In your first screenie, the Event Camera has a ship sinking in it that appears to be "light in the skirt" as it is listing from being torpedoed. Was is partially out of the water also? It also appears that the Event Camera is not showing the same exact image as your view angle shows. In other words, the ship appears to be lower in the water than your regular camera. Notice that there are no gun crews on the No13SC at all? In theory, the ship has already taken damage from something, but also notice that the bow wave "wake" is on the water, while the bow is not?... That appears to be an improperly rendered scene. What is your mod list there, what is the date, what boat are you in, and what is the approximate location? Thanks.

KaleunMarco
11-22-22, 11:22 AM
That looks like the No 13 Subchaser.

In your first screenie, the Event Camera has a ship sinking in it that appears to be "light in the skirt" as it is listing from being torpedoed. Was is partially out of the water also? It also appears that the Event Camera is not showing the same exact image as your view angle shows. In other words, the ship appears to be lower in the water than your regular camera. Notice that there are no gun crews on the No13SC at all? In theory, the ship has already taken damage from something, but also notice that the bow wave "wake" is on the water, while the bow is not?... That appears to be an improperly rendered scene. What is your mod list there, what is the date, what boat are you in, and what is the approximate location? Thanks.

it IS a #13 SC but it was #10 that day. :har:

ok, recapping events.....
the event camera was a different ship than the SC and obviously we had torpedoed it and it was in its death throes. she went down stern first, just like in the movies. if that was the manifestation of something incorrect then i have to say it was more realistic than watching it just settle into the depths on an even keel. IMO, for what it is worth.

clearly, the SC was struggling to stay afloat in 7 m/s water. we watched her for several minutes and then decided to put her out of her misery. i was worried that a torpedo might miss her because she presented such a small target area. we closed to within a few hundred yards and did not miss.

our boat was the only US resource in the vicinity so if the SC took damage it was from the 7 m/s water.

i no longer have the save file to verify things. this action took place in the spring of 1942 and was in one of three general locations: Carolines, Marshalls, or Marianas.

driving a Gar out of Midway/Pearl. Started in Treasure Island on December 8.

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
102-OQ_FotRSU_v1.8f_upcPatch (***haven't backed this one out yet)
200 Nippon_Maru_v1.9b_FotRSU
300 Nihon Kaigun v1.3_FotRSU
400_Combined Roster
450_NoScrollNavMap
500_jimimadrid Torpedos
550_Jimimadrid Sailors for FotRSU

propbeanie
11-22-22, 12:38 PM
You really should back both
FI-OQ_FotRSU_v1.8f_upcPatch
500_jimimadrid Torpedos
out of your set-up. While I don't know if the FI-OQ patch would cause your issue, but the Torpedoes might. jimimadrid's torpedo mod is part of v1.8 of FotRSU anyway. His original mod had some ID conflict issues with v1.7 of FotRSU, which were rectified for inclusion in v1.8. I do not recall what the conflicts were though... short-term memory is... is... uh... what's the word?... LOST!!! :har: - anyway, graphic and other anomalies (including weird wind issues) are certainly possible with what you have there. Have you seen the water seemingly flowing "backwards" yet? :salute:

KaleunMarco
11-22-22, 01:52 PM
You really should back both
FI-OQ_FotRSU_v1.8f_upcPatch
500_jimimadrid Torpedos
out of your set-up. While I don't know if the FI-OQ patch would cause your issue, but the Torpedoes might. jimimadrid's torpedo mod is part of v1.8 of FotRSU anyway. His original mod had some ID conflict issues with v1.7 of FotRSU, which were rectified for inclusion in v1.8. I do not recall what the conflicts were though... short-term memory is... is... uh... what's the word?... LOST!!! :har: - anyway, graphic and other anomalies (including weird wind issues) are certainly possible with what you have there. Have you seen the water seemingly flowing "backwards" yet? :salute:

ok, wilco.

water flowing backwards?
not in SH4 but i have seen that in real life.
i have also seen it rain upwards, back towards the sky.

Kal_Maximus_U669
11-22-22, 02:57 PM
Hello Beanie...
I'm really happy to hear such news. Especially for the navigation.. yes you understood my request perfectly... your mods with external camera like RFB as well as the navigation of bridge with movement the diving style RFB.. of the "bomb" what..!!
i want to see this ship hit the waves here a demo:
https://www.subsim.com/radioroom/showpost.php?p=2831672&postcount=16667
If master vickers03 is in on it "it's going to send heavy .."
Personally, your work deserves and must appropriate the RFB style, it seems essential to me...I'm sure that all the elders here are waiting for that...even other players..
great news about @jimimadrids
Beanie you are the boss, this being my point of view for this work..
the custom I know that the team will do for the best and will make us happy I don't even doubt it!!!.. then there is no hurry...
I did some research about winter outfits for WW2 Pacific submariners.. I didn't see much except here
https://www.subsim.com/radioroom/showpost.php?p=2744751&postcount=1
do you have any info on it Beanie thank you..
http://image.noelshack.com/fichiers/2022/47/2/1669147294-000.png
they are non-compliant ... no

propbeanie
11-22-22, 04:24 PM
ok, wilco.

water flowing backwards?
not in SH4 but i have seen that in real life.
i have also seen it rain upwards, back towards the sky.
Oh yes, flowing backwards... happens when a lot of time compression is used, or configs are wrong, or after shelling out to windows, or all of the above or combinations thereof... it can almost make a person seasick when using the external camera. Very odd. Maybe not on par with rain going up (though I have seen that, and it was NOT on the water - roilling green clouds, and a tornado coming across an Illinois cornfield, headed for the trailer I was living in at the time) and I have seen the illlusion of the water going backwards when the winds were stronger and faster than the boat on real water... lol


Hello Beanie...
I'm really happy to hear such news. Especially for the navigation.. yes you understood my request perfectly... your mods with external camera like RFB as well as the navigation of bridge with movement the diving style RFB.. of the "bomb" what..!!
i want to see this ship hit the waves here a demo:
[linkie]
If master vickers03 is in on it "it's going to send heavy .."
Personally, your work deserves and must appropriate the RFB style, it seems essential to me...I'm sure that all the elders here are waiting for that...even other players..
great news about @jimimadrids
Beanie you are the boss, this being my point of view for this work..
the custom I know that the team will do for the best and will make us happy I don't even doubt it!!!.. then there is no hurry...
I did some research about winter outfits for WW2 Pacific submariners.. I didn't see much except here
[linkie]
do you have any info on it Beanie thank you..
[pic]
they are non-compliant ... no
We have tried kapok life vests before, and they came out rather odd-looking. Perhaps jimimadrid or vickers03 have something top-secret up their sleeves for that maybe?? Jackets have been worked on before (P-coat with anchor buttons), and we will have another jacket next release. We have the white "dixie cup" canvas hats and the N3 Utility cap, along with a close-to-correct CPO hat and the officer's hats (no scrambled eggs allowed here). The tough thing about the submariner's uniforms of SH4 is that you cannot date-control them, which is why you see some N3 hats in 1941 & 1942, even though they were not issued until mid-1943... Those can be somewhat "controlled" with the conning tower "upgrade" (re-fits), but since those are a rather rare occurrence in SH4, most players never see more than one conn... :hmmm:

Kal_Maximus_U669
11-22-22, 04:38 PM
Oh yes, flowing backwards... happens when a lot of time compression is used, or configs are wrong, or after shelling out to windows, or all of the above or combinations thereof... it can almost make a person seasick when using the external camera. Very odd. Maybe not on par with rain going up (though I have seen that, and it was NOT on the water - roilling green clouds, and a tornado coming across an Illinois cornfield, headed for the trailer I was living in at the time) and I have seen the illlusion of the water going backwards when the winds were stronger and faster than the boat on real water... lol



We have tried kapok life vests before, and they came out rather odd-looking. Perhaps jimimadrid or vickers03 have something top-secret up their sleeves for that maybe?? Jackets have been worked on before (P-coat with anchor buttons), and we will have another jacket next release. We have the white "dixie cup" canvas hats and the N3 Utility cap, along with a close-to-correct CPO hat and the officer's hats (no scrambled eggs allowed here). The tough thing about the submariner's uniforms of SH4 is that you cannot date-control them, which is why you see some N3 hats in 1941 & 1942, even though they were not issued until mid-1943... Those can be somewhat "controlled" with the conning tower "upgrade" (re-fits), but since those are a rather rare occurrence in SH4, most players never see more than one conn... :hmmm:

Thanks for the details Boss..
really good news...
But I am surprised that there are very few photos of the deck combat outfits of the submariners in winter in the Pacific..
after that it is complicated considering the regions in the ocean the climate can vary so much..
DarkerNightsEnv_V2 still no problem I find it very good..
My best regards Beanie and thank you
cordially Kal Maximus U669

propbeanie
11-23-22, 11:22 AM
... DarkerNightsEnv_V2 still no problem I find it very good...
Have you tried daylight surface attacks with that?...

Kal_Maximus_U669
11-23-22, 02:40 PM
Have you tried daylight surface attacks with that?...

hey Beanie..salutation..:D
No, the situation does not know how to present it yet.. yesterday I felt hot to attack several destroyers in broad daylight.. isolate on patrol along the Indonesian Celebes coast... but I changed my mind I found it completely stupid.. the night is better.. I have come across LCV barges and fishing rods is small business
I was attacked by this one.. strange thing he bombarded me from very high at sight 2000 meters.. I would say..
http://image.noelshack.com/fichiers/2022/47/3/1669232257-sh4img-2022-11-23-01-15-01-154.png
he made 2 passes then I didn't see him anymore. Usually these bombers descend lower..!! I find that curious..
but I will find an attack slot during the day it is inevitable believe me I am waiting for the prey..
I'll keep you posted boss.. :salute:

propbeanie
11-23-22, 06:12 PM
I am on a different computer, and do not have an FotRSU install to look at, but I do remember there are three Betty bombers, and a couple of them have multiple load-outs. In other words, you might be attacked by a Betty with a torpedo, which would spiral down to wave top, approach and launch. Depending upon circumstances, it might also strafe attack a couple of times. Then you have a "dive" bomber Betty that will do multiple attacks on a relatively shallow dive (for a dive bomber), and drop bombs, depth charges and/or strafe. Next is the level bomber Betty (which is what it sounds like you just had). It will stay relatively high and drop bombs, possibly strafing, possibly doing multiple runs. Last, but certainly no to be forgotten, is the Betty Bahka, which has the Bahka "guided" rocket to drop at you, and then the Betty might strafe attack afterwards. The Bahka (Okha) is only capable of the one attack... You will not see them until 1945. (The Zero and Judy kamikaze appear in October 1944.) There are quite a few ways to "die" in FotRSU.

Texas Red
11-23-22, 06:53 PM
Hey guys!

I've noticed that my frame rate is low and I am prone to lag spikes. This makes the game a massive pain to play so I was wondering what I could do to improve/fix these issues. I've searched online and haven't found anything.
Here's my modlist:

100_FalloftheRisingSun_Ultimate_v1.8
FI-OQ_FotRSU_v1.8f_upcPatch
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
302_MoreDifficultAI001
305_LessJapaneseAirRadar
399c2_NoScrollNavMap - OAKsSameSizedDials
650_LotsaDudz
801_UMark Triangle
802_TMO_torp_tex_FotRSU
803_NoPlayerSubFlags
805_CWC_FIOQv18
856_Col_FotRSU_Museum
901_Strategic_Map_Symbols
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster

My system specs are:
16GB RAM
CORE i5 9th GEN
NVIDIA GTX 1050
Acer Nitro 5

Any help is great. Thanks!

Kal_Maximus_U669
11-23-22, 07:39 PM
Hey guys!

I've noticed that my frame rate is low and I am prone to lag spikes. This makes the game a massive pain to play so I was wondering what I could do to improve/fix these issues. I've searched online and haven't found anything.
Here's my modlist:

100_FalloftheRisingSun_Ultimate_v1.8
FI-OQ_FotRSU_v1.8f_upcPatch
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
302_MoreDifficultAI001
305_LessJapaneseAirRadar
399c2_NoScrollNavMap - OAKsSameSizedDials
650_LotsaDudz
801_UMark Triangle
802_TMO_torp_tex_FotRSU
803_NoPlayerSubFlags
805_CWC_FIOQv18
856_Col_FotRSU_Museum
901_Strategic_Map_Symbols
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster

My system specs are:
16GB RAM
CORE i5 9th GEN
NVIDIA GTX 1050
Acer Nitro 5

Any help is great. Thanks!

:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2645978&postcount=107

For your information the FotRSU does not suffer from these problems.. but others that will soon be gone...
:salute::salute:

propbeanie
11-23-22, 09:54 PM
Hey guys!

I've noticed that my frame rate is low and I am prone to lag spikes. This makes the game a massive pain to play so I was wondering what I could do to improve/fix these issues. I've searched online and haven't found anything.
Here's my modlist:

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak - Add
302_MoreDifficultAI001
305_LessJapaneseAirRadar
399c2_NoScrollNavMap - OAKsSameSizedDials
650_LotsaDudz
801_UMark Triangle
802_TMO_torp_tex_FotRSU (FotRSU has jimimadrid torps)
803_NoPlayerSubFlags
856_Col_FotRSU_Museum
901_Strategic_Map_Symbols
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN - new sequence
FI-OQ_FotRSU_v1.8f_upcPatch
805_CWC_FIOQv18



My system specs are:
16GB RAM
CORE i5 9th GEN
NVIDIA GTX 1050
Acer Nitro 5

Any help is great. Thanks!
As Kal_Maximus_U669 mentions, an alternative video config might help immensely. Also, and alternative mod list order would help in your case, since you have a few out of sequence. You will probably have to delete the Save folder data again because of that. That probably contributes to the frame rate issue. Also, be certain your Windows display settings match your display monitors "recommended" settings, and that you have SH4 set to that. Be certain that the 4Gig Patch (or LAA) are indeed properly set on the SH4.exe file (which has to be write-enabled). Another point to make about the frame rate, is that when you are near major harbors, especially Allied ports and inside the green circles around most of those, that you will have a difficult time getting about 128x TC at times there, and if you are after late 1943 with an APR-1 RWR, your framerate might be best set at 64x max near those ports, due to all of the "Radar signals detected, sir!" reports. No matter how much computer you have, the game still has a limited "bandwidth" that its engine can do... Also, try not to have too much going on in the background of your computer, including being certain to update a Win10 or 11 machine prior to attempting to play the game. Windows Update is a resource HOG of the Nth degree... :salute:

KaleunMarco
11-26-22, 07:52 PM
hey fellas,

you've probably answered this in the past but i cannot find the post.

driving a Gar out of Midway, Mid-43.
the 40mm stern gun became available and i installed it.
while we were en route to our patrol area, i manned the weapon with crew and attempted to load the weapon with ammo. not only would it not load but it would not move. called battle stations but that did not make a difference.
the deck gun is the original 3 incher.
previously, the AA weapons and the deck gun were NOT slaved together.

is there another action i need to take to get the 40mm to operate?
:Kaleun_Salute:

propbeanie
11-27-22, 11:57 PM
There looks to be a "date" issue between the NSS_SubName.upc of 1943-06-01, the UpgradePacks.upc dating, and the Weapons.upc date for the single being 1943-08-01, while the dual is 1943-06-01... ?? I don't know how that slipped by the inspectors, but BuOrd accusations are flying... :oops:

KaleunMarco
11-28-22, 01:28 PM
There looks to be a "date" issue between the NSS_SubName.upc of 1943-06-01, the UpgradePacks.upc dating, and the Weapons.upc date for the single being 1943-08-01, while the dual is 1943-06-01... ?? I don't know how that slipped by the inspectors, but BuOrd accusations are flying... :oops:

well, that's FUBAR'd SNAFU. :har:

seriously, i am trying to goad SH4 into upgrading my Conning Tower and so i have refrained from tinkering. There are four levels of Conning Tower for Gar and although it is Q3 1943 i still have the original.

would the 40mm issue cure itself if the tower was upgraded to mid-war or even late-war status?


if no, then which files would i need to mod: NSSGar.UPC, Weapons.UPC, UpgradePacks.UPC, and.........?

:Kaleun_Salute:

propbeanie
11-28-22, 03:18 PM
The gun will probably have to be "fixed" by going into the Save folder and finding the ActiveUserPlayerUnits.upc file with the "UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1.Weapon" and change the date associated with it. You might also have to change the same thing in the UPCInitial folder. I am not certain of that. It would also fix itself - in theory - on August 1st... maybe. It would for certain work if you had a previous Save you could roll back to prior to the purchase, and change the Weapons.upc & UpgradePacks.upc files' Availability dates for the 40mm.

We have been doing testing since before the v1.8 release for items associated with conning tower upgrades, and sadly, the re-fits are fewer and farther between than free Tesla vehicles. I even did some testing in the Stock game a few weeks ago, with revised dating on the availability dates, as per Ducimus's "findings" of years ago... I never got one upgraded conning tower in Stock. However, I did manage to get a new Balao in August 1942... which of course, did not function very well... We have an idea, but it involves programming, which I'm not so certain we want to get into that, but... The game does the dice roll for the new boat first, apparently even if one is not available. Then it will do the dice roll for the new conning tower, but apparently at a lower percentage chance for a "hit". I have even Saved outside the harbor area, and re-loaded that Save a dozen times to come back in and try for a new conning tower... On a Gato, I succeeded one time in FotRSU going from #1 to #2 on the sixth try like that. It seems that something like a Salmon or Sargo does not stand a chance to get one, since there is always a new boat available... :hmmm:

KaleunMarco
11-28-22, 03:54 PM
The gun will probably have to be "fixed" by going into the Save folder and finding the ActiveUserPlayerUnits.upc file with the "UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1.Weapon" and change the date associated with it. You might also have to change the same thing in the UPCInitial folder. I am not certain of that. It would also fix itself - in theory - on August 1st... maybe. It would for certain work if you had a previous Save you could roll back to prior to the purchase, and change the Weapons.upc & UpgradePacks.upc files' Availability dates for the 40mm.

ok, i'll try to sync the dates in the four files and let you know.

We have been doing testing since before the v1.8 release for items associated with conning tower upgrades, and sadly, the re-fits are fewer and farther between than free Tesla vehicles. I even did some testing in the Stock game a few weeks ago, with revised dating on the availability dates, as per Ducimus's "findings" of years ago... I never got one upgraded conning tower in Stock. However, I did manage to get a new Balao in August 1942... which of course, did not function very well... We have an idea, but it involves programming, which I'm not so certain we want to get into that, but... The game does the dice roll for the new boat first, apparently even if one is not available. Then it will do the dice roll for the new conning tower, but apparently at a lower percentage chance for a "hit". I have even Saved outside the harbor area, and re-loaded that Save a dozen times to come back in and try for a new conning tower... On a Gato, I succeeded one time in FotRSU going from #1 to #2 on the sixth try like that. It seems that something like a Salmon or Sargo does not stand a chance to get one, since there is always a new boat available... :hmmm:
this is an interesting topic.
recently i re-discovered Ducimus' whitepaper "On Refits" and was attempting to get SH4 to perform as he thought it would.
the last piece was put into place when i equalized the SubClass on Gato and Balao to equal that of the Gar.
however, after last mission, we were offered a boat upgrade and not a conning tower upgrade which was very disappointing, as i have been interweaving Good and Excellent missions and not achieving Outstanding missions with a view to matching Ducimus' paper.

followup question: if i refused an upgrade, will i need to wait three missions to be offered a conning tower upgrade or could that happen in the next mission or two?

KaleunMarco
11-28-22, 04:33 PM
The gun will probably have to be "fixed" by going into the Save folder and finding the ActiveUserPlayerUnits.upc file with the "UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1.Weapon" and change the date associated with it. You might also have to change the same thing in the UPCInitial folder. I am not certain of that. It would also fix itself - in theory - on August 1st... maybe. It would for certain work if you had a previous Save you could roll back to prior to the purchase, and change the Weapons.upc & UpgradePacks.upc files' Availability dates for the 40mm.

is this purposeful or unexpected?
i ask because the Unitparts7Tambor.upc lists the Objects as Tambor_01 through _04...no Gato.

Tambor.eqp

[Equipment 1]
NodeName=Z01
LinkName=data/objects/Conning_Tambor_01
StartDate=19380101
EndDate=19420430

[Equipment 2]
NodeName=Z01
LinkName=data/objects/Conning_Gato_02
StartDate=19420501
EndDate=19421231

[Equipment 3]
NodeName=Z01
LinkName=data/objects/Conning_Tambor_03
StartDate=19430101
EndDate=19431231

[Equipment 4]
NodeName=Z01
LinkName=data/objects/Conning_Gato_04
StartDate=19440101
EndDate=19601230

KaleunMarco
11-28-22, 04:42 PM
There looks to be a "date" issue between the NSS_SubName.upc of 1943-06-01, the UpgradePacks.upc dating, and the Weapons.upc date for the single being 1943-08-01, while the dual is 1943-06-01... ?? I don't know how that slipped by the inspectors, but BuOrd accusations are flying... :oops:

no, the dates in NSSGar.UPC are not the problem.
Single 40mm is available 8/1/43
Twin 40mm is available 6/1/44.
:up:

UpgradePacks.upc matches these dates.
:up:

the only anomaly is the Gar thing in Tambor's EQP file which is covered in a separate post. let's keep that issue there.
:yeah:

propbeanie
11-28-22, 08:32 PM
You're after August of 1943 then? and the gun will not function? Is there a problem in your Save file? Look in the same ActiveUserPlayerUnits.upc for the AA gun position and make sure it is fully populated. You need the gun slot and the gun, two separate sections, along with the crewmen.

As for the cfg files, those do nothing for the game itself, and only come into play in The Museum. Only certain guns and equipment are recognized there, so you will not see the double-barreled guns there, but the dates should be similar to having a single-barrel through the time of the double-barrel. The conns listed like that are a hold-over from the earliest versions of FotRSU.

As for the Re-Fit chances, as I mentioned earlier, I have gone so far as to Save coming back into port, and using that same Save to re-enter port time after time after time, and very seldom, get an upgrade on the conn. I do get downgrades on medals. I have declined new boats, and then come back in, and get offered a new boat again... but I was never offered a conning tower upgrade, except after going back out on another patrol and then coming back in... in theory, if there is no new boat available, you should be offered a conning tower. But depending upon your current boat and the date, there is usually a good chance a new boat is indeed available, and you will then (apparently) never be offered a conning tower... but who knows for certain? I don't think even the Ubi fellows know.

KaleunMarco
11-28-22, 08:41 PM
You're after August of 1943 then? and the gun will not function? Is there a problem in your Save file? Look in the same ActiveUserPlayerUnits.upc for the AA gun position and make sure it is fully populated. You need the gun slot and the gun, two separate sections, along with the crewmen.


yes, november 1943.
40mm will not move.
the 40 looks kosher to me.
it just doesn't move.
kind of like some of my co-workers.

there does not seem to be anything wrong with the Savefile as i have begun the next mission and nothing seems amiss.

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2]
ID=TamborConn3AA
CompartmentType=2
FunctionalType=FlakRoom
NameDisplayable=Aft AA Gun
Type=NULL
MechanicalCoef=0.200000
ElectricsCoef=0.000000
GunsCoef=0.500000
WatchmanCoef=0.500000
WatchStandingCoef=0.048000
MaintenanceCoef=0.014400
RepairsCoef=0.072000
ReloadingweaponCoef=0.072000
SleepCoef=-0.120000
LeadersSlots=1
CrewMembersSlots=1
EffciencyDenominator=1
EffciencyDenominatorBS=1

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

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1.Weapon]
ID=40mmSingleUS
NameDisplayable=40mm AA Gun
WeaponInterval=1943-08-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=40mmAPUS,40mmHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=4
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=2
ExternalLinkName3D=40mm_Single_soclu

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakL1
NameDisplayable=AA Guns Crew
Type=Leader
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_A01
BattleStationsCrewMemberSlot3D=WM1@slot_A01

propbeanie
11-28-22, 09:15 PM
You do have a listing for CrewMember 2, correct? Also, have him, is there an UpgradePackSlot for the AA, and then the regular UpgradePackSlots for the rest of the boats equipment? Also, you've only listed about half of the info for brevity, correct?

KaleunMarco
11-28-22, 09:27 PM
You do have a listing for CrewMember 2, correct? Also, have him, is there an UpgradePackSlot for the AA, and then the regular UpgradePackSlots for the rest of the boats equipment? Also, you've only listed about half of the info for brevity, correct?

yes, yes, yes, and yes.
the second crew station was an "additional repository". did not see the need to enable that position or include it in the response.
the weapon has operated in the past with one crewman assigned.

propbeanie
11-28-22, 10:54 PM
In this case, the AdditionalRepository indicates an error in the guns config, so definitely get rid of that for the 2nd gunman. You might also look for any other Saved game you might have with a good ActiveUserPlayerUnits.upc, preferably with a 40mm, but anything would do, other than the naming. Just make sure it matches in Weapons, UpgradePacks, UnitParts, etc.



I am kind of curious about this though... had you by chance moved the deck gun at any point in the current career?

KaleunMarco
11-29-22, 12:40 AM
I am kind of curious about this though... had you by chance moved the deck gun at any point in the current career?

at the very start of the career, the default desk gun is a Stern 3 incher.
i swapped out the stern gun for a bow gun.
i am on mission #12 or more.

propbeanie
11-29-22, 09:27 AM
I'll try some more experiments with moving the deck gun around, and see if that interferes with the other equipment also... It seems that moving the gun puts something in the Save folder that then comes back and bites later when doing other changes - but not always... :hmmm:

KaleunMarco
11-29-22, 05:46 PM
In this case, the AdditionalRepository indicates an error in the guns config, so definitely get rid of that for the 2nd gunman. You might also look for any other Saved game you might have with a good ActiveUserPlayerUnits.upc, preferably with a 40mm, but anything would do, other than the naming. Just make sure it matches in Weapons, UpgradePacks, UnitParts, etc.



I am kind of curious about this though... had you by chance moved the deck gun at any point in the current career?

so, as i went to perform the edit you requested (above), i discovered that there is only one crew slot to the 40mm. (I could swear there was two)
what you see below is the weapon's section which appears just prior to the Crew Slot,
followed by the Crew Slot,
which is followed by an Upgrade Section.
this is exactly how it appears in the ActiveUserPlayerUnits.UPC file.

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.WeaponSlot 1.Weapon]
ID=40mmSingleUS
NameDisplayable=40mm AA Gun
WeaponInterval=1943-08-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=40mmAPUS,40mmHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=4
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=2
ExternalLinkName3D=40mm_Single_soclu
FunctionalType=WpFlak
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:11
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.0771261
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,10.4711

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakC1
NameDisplayable=AA Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_A01
BattleStationsCrewMemberSlot3D=WM1@slot_A01
WatchAccessoriesForAdding3DObjects=sapca_u#Head
WatchAccessoriesForSubtracting3DObjects=sapca
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.UpgradePackSlot 1]
ID=UpgAAGun
NameDisplayable=Anti-Aircraft Gun
Type=NULL
AcceptedTypes=USMGAA,USLightAA,USHeavyAA,USLightAA 2,USHeavyAA2
UserCustomizable=Yes
IDLinkUpgradePackSlots=CTBackAA
CurrentUpgradePack=40mm AA Gun
IDLinkUpgradePackSlotsLoaded=NULL

KaleunMarco
11-29-22, 06:14 PM
BTW, i meant to ask if you had modified the IJN DE/DD damage models to eliminate any possible damage except for torpedo damage?:03:

KaleunMarco
11-29-22, 08:08 PM
ok, i'll try to sync the dates in the four files and let you know.


this is an interesting topic.
recently i re-discovered Ducimus' whitepaper "On Refits" and was attempting to get SH4 to perform as he thought it would.
the last piece was put into place when i equalized the SubClass on Gato and Balao to equal that of the Gar.
however, after last mission, we were offered a boat upgrade and not a conning tower upgrade which was very disappointing, as i have been interweaving Good and Excellent missions and not achieving Outstanding missions with a view to matching Ducimus' paper.

followup question: if i refused an upgrade, will i need to wait three missions to be offered a conning tower upgrade or could that happen in the next mission or two?

i cannot get a conning tower upgrade for love nor money.
at least six missions, probably more, bouncing between 0 and 2 for mission rating, but no upgrade.
been offered a boat upgrade every three missions but nothing on the conning tower.:timeout:
+++
i guess i'll have to do it the old fashioned way: start a new career with the same boat type at a later date and copy my crew over to the new boat with the new tower.
+++
boy, i wish this thing would work the way it is supposed to.
:Kaleun_Salute:

propbeanie
11-29-22, 11:05 PM
Take your CrewmemberSlot 1 and copy and paste it below that, but make it CrewmemberSlot 2. Then take CrewmemberSlot one, and make the Type = Leader. Edit the WatchCrewMemberSlot3D and BattleStations of Slot 2 to =WM2 instead of WM1 (plus the rest of the line). That should then give you the two spots for the sit-down crewing of the gun. Maybe that is the only issue... ??

The DD / DE and others are the same basic damage models from TMO v1.7, which is lantern-jawed indestructible bows. Hit them broadside though, under the bridge / gun area, and they go down fast. There are not enough damage spheres on the ships, that is for certain. If you really want to be entertained, hit them on the fantail and set off the depth charges, then watch as they come back around and do another run on you, dropping and/or throwing depth charges as they sink... or not...
i cannot get a conning tower upgrade for love nor money.
at least six missions, probably more, bouncing between 0 and 2 for mission rating, but no upgrade.
been offered a boat upgrade every three missions but nothing on the conning tower.:timeout: ...
Exactly. The Stock Game is the same way. So long as there is an "upgrade" boat available, that will continue... So, if we make all the boats the same "UpgradeClass", no problem, we might get new conns, but then, no new boats... eetsah catcha twenty-two-ah... (what a disappointing movie too).

KaleunMarco
11-30-22, 11:58 AM
Take your CrewmemberSlot 1 and copy and paste it below that, but make it CrewmemberSlot 2. Then take CrewmemberSlot one, and make the Type = Leader. Edit the WatchCrewMemberSlot3D and BattleStations of Slot 2 to =WM2 instead of WM1 (plus the rest of the line). That should then give you the two spots for the sit-down crewing of the gun. Maybe that is the only issue... ??

i'll try this. thanks.
i "upgraded" my boat the new-fashioned way and the 40 still won't work. i'll try your fix (above) but i am not confident that it will solve the problem.

The DD / DE and others are the same basic damage models from TMO v1.7, which is lantern-jawed indestructible bows. Hit them broadside though, under the bridge / gun area, and they go down fast. There are not enough damage spheres on the ships, that is for certain. If you really want to be entertained, hit them on the fantail and set off the depth charges, then watch as they come back around and do another run on you, dropping and/or throwing depth charges as they sink... or not...

i must have pumped 100 rounds of 3" into a DD and she had zero visible damage, and never slowed a knot. i could see her but she could not see me.:D

Exactly. The Stock Game is the same way. So long as there is an "upgrade" boat available, that will continue... So, if we make all the boats the same "UpgradeClass", no problem, we might get new conns, but then, no new boats... eetsah catcha twenty-two-ah... (what a disappointing movie too).

yeah, i am aware of this feature because of previous work that you and i have collaborated on and so i made those changes to Gato, Balao, and Tench to make them equal the Gar. but still no upgrade. Madness.

KaleunMarco
11-30-22, 04:32 PM
I'll try some more experiments with moving the deck gun around, and see if that interferes with the other equipment also... It seems that moving the gun puts something in the Save folder that then comes back and bites later when doing other changes - but not always... :hmmm:

i noticed something else that is weird/different now that i am in an upgraded Gar.

with the original Gar and the original conning tower, sometime late in 1942 or early in 1943, the APR/Radar Detector becomes available. and of course, it is "on" all of the time. went out on two/three/four missions and do not notice any difference. never detected being detected.

started a new Gar career in January 1944 and copied my old, original Gar crew. no equipment, just the crew.

the new, 1944 Gar has the "elite" conning tower, two single 40mm flak guns, which will neither load nor move, and the 5 inch deck gun, plus upgraded radar and the APR radar detector.

went out on patrol and only now do i begin to see a green line when i detect that i am detected. didn't get that the first two-three-four patrols when we had the APR in the old Gar but NOT the new conning tower.

i thought this was interesting enough to mention it in a separate post.

propbeanie
11-30-22, 05:23 PM
There is definitely something borked in your install and/or Save folder for those guns not to function. I suspect both. It sounds like a case of mod soup combined with Save folder mod soup. The APR-1 in 1943 will not pick-up much, unless you do the original FotRSU IJN radar, where the planes get radar in 1943. Otherwise, only the H8K and ASW Betty (both relatively rare) and Yamato BB (also rare) would have radar that could be detected. None of the DD have it. The APR is indeed "on" all of the time, and can adversely affect getting back in to port. We are going to make it an optional addition in the next release. It would be really nice to have an on/off function somehow though... btw, a player only sees the "Green" line if they have Moonlight's 450 mod activated.

KaleunMarco
11-30-22, 08:08 PM
There is definitely something borked in your install and/or Save folder for those guns not to function. I suspect both. It sounds like a case of mod soup combined with Save folder mod soup. The APR-1 in 1943 will not pick-up much, unless you do the original FotRSU IJN radar, where the planes get radar in 1943. Otherwise, only the H8K and ASW Betty (both relatively rare) and Yamato BB (also rare) would have radar that could be detected. None of the DD have it. The APR is indeed "on" all of the time, and can adversely affect getting back in to port. We are going to make it an optional addition in the next release. It would be really nice to have an on/off function somehow though... btw, a player only sees the "Green" line if they have Moonlight's 450 mod activated.

i have a 450 Mod for Stop the Scroll but do NOT have Moonlight's 450 mod, whatever it does.

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nippon_Maru_v1.9b_FotRSU
300 Nihon Kaigun v1.3_FotRSU
400_Combined Roster
450_NoScrollNavMap
550_Jimimadrid Sailors for FotRSU

Da%n. i didn't think of the Yamato. the detected ship "could" have been the Yamato because it was in the group we encountered. it would be safe to assume that if the Big Guy detected my radar, he would naturally let the Tin Cans know about it.

i can clear the mod soup, that is easy enough to run through.

i have NEVER seen an H8K in the air...only parked in some harbor-port....and how can i tell the difference between the Betty's that i see constantly and an ASW Betty? and if you say because one has radar you are going to get socked. :yep:

it would be nice to be able to turn off the APR. There is a lot of combat ship activity at Midway.

KaleunMarco
12-02-22, 02:20 PM
do any of the clearer underwater mods work with FOTRSU?
i have not created a list but i know that there are several, most notably Webster's.
but i would use any one that made the water clearer.
or
alternately, if the fix can be made by me in a personal mod, then PM what parms i need to adjust within which files.

whatever is easier.
:Kaleun_Salute:

KaleunMarco
12-02-22, 03:07 PM
There is definitely something borked in your install and/or Save folder for those guns not to function. I suspect both. It sounds like a case of mod soup combined with Save folder mod soup. The APR-1 in 1943 will not pick-up much, unless you do the original FotRSU IJN radar, where the planes get radar in 1943. Otherwise, only the H8K and ASW Betty (both relatively rare) and Yamato BB (also rare) would have radar that could be detected. None of the DD have it. The APR is indeed "on" all of the time, and can adversely affect getting back in to port. We are going to make it an optional addition in the next release. It would be really nice to have an on/off function somehow though... btw, a player only sees the "Green" line if they have Moonlight's 450 mod activated.

more ships than Yamato have radar:

https://i.ibb.co/GJYDX3W/SH4-Img-2022-12-02-13-41-18-398.png (https://ibb.co/b3wVxRs)
https://i.ibb.co/7kknHvL/SH4-Img-2022-12-02-13-41-25-138.png (https://ibb.co/4118cW3)

there was a Yamato and the other two green lines belong to Menaki and Ushio.

and not to change the subject:yep:, what is Starman doing on board my vessel?:har:
https://i.ibb.co/2vFn4kq/SH4-Img-2022-12-02-13-40-01-693.png (https://ibb.co/m9RDWcJ)

torpedobait
12-02-22, 11:14 PM
do any of the clearer underwater mods work with FOTRSU?
i have not created a list but i know that there are several, most notably Webster's.
but i would use any one that made the water clearer.
or
alternately, if the fix can be made by me in a personal mod, then PM what parms i need to adjust within which files.

whatever is easier.
:Kaleun_Salute:

I don't know where I got it or who made it, but I've been using this one for years now with virtually all versions of FOTRSU: "Lite Fog v2 + 300' Underwater Visability" (sic).

Wish I could send the mod to you, but copy/paste doesn't work for me on this one. Perhaps you can search the archives for it?

It has a data folder that holds a MISC folder and a Scene.dat file. The MISC folder has a file named "impurity.dds". That's all I can see. Hope tis is of some help.

KaleunMarco
12-03-22, 02:18 PM
I don't know where I got it or who made it, but I've been using this one for years now with virtually all versions of FOTRSU: "Lite Fog v2 + 300' Underwater Visability" (sic).

Wish I could send the mod to you, but copy/paste doesn't work for me on this one. Perhaps you can search the archives for it?

It has a data folder that holds a MISC folder and a Scene.dat file. The MISC folder has a file named "impurity.dds". That's all I can see. Hope tis is of some help.

well, thank you for that.
unfortunately, i am on some sort of probation because i no longer have a download menu item.:hmmm::timeout::wah:


i'll look for it once Onkel Neal restores my privileges.

propbeanie
12-03-22, 02:49 PM
That is part of Webster's mod KM.

https://www.subsim.com/radioroom/downloads.php?do=file&id=1017

The "Downloads" menu item is missing, but go to any of the mod threads with a download, and then you can work your way to the "Search" function. Must have been a site update that went wonky. Probably Windows 11... lol

As for the Japanese radar, initially the Yamato is the only ship with it, but as time passes, more and more get it. Same with the planes.


Edit: Say uh KM... we're both dunderheads... Instead of "Downloads", it now says "Mods"... same link though... :oops:
:har:

KaleunMarco
12-03-22, 06:25 PM
That is part of Webster's mod KM.

https://www.subsim.com/radioroom/downloads.php?do=file&id=1017



The "Downloads" menu item is missing, but go to any of the mod threads with a download, and then you can work your way to the "Search" function. Must have been a site update that went wonky. Probably Windows 11... lol

yes, i did a google search and was able to get to the "downloads" forum.


As for the Japanese radar, initially the Yamato is the only ship with it, but as time passes, more and more get it. Same with the planes.


Edit: Say uh KM... we're both dunderheads... Instead of "Downloads", it now says "Mods"... same link though... :oops:
:har:

old dogs, new tricks.
never even considered that.
eyes went over and past it and it never clicked.

KaleunMarco
12-03-22, 08:19 PM
which parm in the AI cfg file controls the time that an enemy DD will remain in the area searching for you?

i ask because, when i attack a convoy, the escort stays 10 hours or more, just running around in circles in the area near where the attack occurred, looking for us, i assume.

propbeanie
12-04-22, 02:23 PM
Generally, the Sim cfg with

[AI detection]
Lost contact time=18

is the main part of it, but also the sensor settings there and in the sensors cfg, as well as the sensors library files, all put together affect the effectiveness of the ASW. The hunting ships will generally keep hunting if they "hear" a sound, which it is theoretically impossible to be absolutely quiet while traveling or standing still...

J0313
12-04-22, 07:33 PM
Does anybody know if there is some where I can get castorp345's thermalizer mod?

KaleunMarco
12-04-22, 08:27 PM
Generally, the Sim cfg with

[AI detection]
Lost contact time=18

is the main part of it, but also the sensor settings there and in the sensors cfg, as well as the sensors library files, all put together affect the effectiveness of the ASW. The hunting ships will generally keep hunting if they "hear" a sound, which it is theoretically impossible to be absolutely quiet while traveling or standing still...

i have mastered the ability to become invisible.

https://www.youtube.com/watch?v=JvyEo5oWsXo

KaleunMarco
12-04-22, 08:31 PM
Does anybody know if there is some where I can get castorp345's thermalizer mod?

it does not appear as if castorp345 has been active for over a year and his post is 15 years old.

you can send him a PM which should generate an email but if he's gone deep, you are S-O-L.

at the risk of sounding impertinent, what are you going to do with a thermalizer?

propbeanie
12-14-22, 02:37 PM
A question for those of you playing FotRSU:

Have any of you run into issues using the Argonaut beyond July of 1942? I have found another date issue that could potentially affect those trying to use the Argonaut. ?? :salute:

KaleunMarco
12-14-22, 04:28 PM
I'll try some more experiments with moving the deck gun around, and see if that interferes with the other equipment also... It seems that moving the gun puts something in the Save folder that then comes back and bites later when doing other changes - but not always... :hmmm:

ok, in pursuit of getting an offer to upgrade my conning tower, i started a new career at Treasure Island with a Gar and made sure that the only possible boat upgrade would be a Tambor which is the sister boat to the Gar.

once i received the Tambor, i played into late 1943 without receiving an upgrade offer. i varied by mission ratings from 0 to 3 but no upgrade.

so, i gave myself a manual upgrade: started a new career with a Tambor in January 1944 so that i would received the fourth and last conning tower. then copied my old crew and career into the new boat.

the 20's and single 40 never worked. after the tower upgrade, we were offered fore and aft 40's which we installed.

then, we got surprised by a frickin crab boat that opened up on us. i instinctively went to the 40's and....they worked!

a true mystery of life.

propbeanie
12-15-22, 12:01 AM
The Tambor and Gar technically are the same boat class, but SH4 shows them as two. The Tambor Class was first, in 1939, with small revisions for 1940's Gar (class) boats. Both boats are UpgradeClass=2 boats, so Tambor to Gar cannot come via "upgrade", but only via the Tambor leaving a port and the Tambor remaining as a cross-grade class. I do not remember that being in FotRSU anywhere, though lurker used that technique in OM and RSRDC. The failure for a conning tower upgrade is a game failure through and through, no matter if an Ally boat or an Axis boat. They can happen, but very seldom. However, an upgrade to a Gato and then early Balao or Tench are entirely too common.

As for editing the Save files for a conning tower upgrade, you might have several places to edit in the ActiveUserPlayerUnits file, depending upon the date. You of course, run the risk of borking the crewing, equipment and weapons when doing that. You mention "... after the tower upgrade, we were offered fore and aft 40's..." so you DID get a conning tower upgrade from the game, or only after editing the Save file?

KaleunMarco
12-15-22, 05:49 PM
The Tambor and Gar technically are the same boat class, but SH4 shows them as two. The Tambor Class was first, in 1939, with small revisions for 1940's Gar (class) boats. Both boats are UpgradeClass=2 boats, so Tambor to Gar cannot come via "upgrade", but only via the Tambor leaving a port and the Tambor remaining as a cross-grade class. I do not remember that being in FotRSU anywhere, though lurker used that technique in OM and RSRDC. The failure for a conning tower upgrade is a game failure through and through, no matter if an Ally boat or an Axis boat. They can happen, but very seldom. However, an upgrade to a Gato and then early Balao or Tench are entirely too common.

Despite the fact that the Tambor is the earlier edition of Gar, SH4 models the Gar with the Tambor files. Bulgarian programmers.:03:
and...
i set the Upgrade Class of Gato, Balao, and Tench to 2, which is the Gar class, and then set Tambor to 3, so that the only upgrade possibility would be from Gar to Tambor, which are essentially the same boat.

the goal was to force (:har:) a conning tower upgrade with a boat that had four conning towers. it was a fine goal, to be sure, but it failed.

You mention "... after the tower upgrade, we were offered fore and aft 40's..." so you DID get a conning tower upgrade from the game, or only after editing the Save file?

The 40's became available AFTER i performed the manual conning tower upgrade because it was 1944 AND the boat had the 1944 conning tower.

in the previous career, with the Gar, the 40's were not available, hence the need to upgrade the tower.

!!HansGruber!!
12-15-22, 09:21 PM
I am noticing an issue with the APR added to the boat that the SJ radar is barely functional. Even though radar is on and range is set to max I will detect ships via the hydrophones before radar, if they ever show on radar. I never had this issue before adding the APR. I thought maybe the APR added too much to the workload of the crew when not at GQ but can't go around at GQ all the time. SD radar seems to be working fine. Is this a known issue or are others experiencing as well? Mod set is as follow:

100_FalloftheRisingSun_Ultimate_v1.8=1
101_FotRSUv18_FixPak=2
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=3
FI-OQ_FotRSU_v1.8f_upcPatch=4
Nihon Kaigun v1.2_FotRSU=5
Nippon_Maru_v1.9_FotRSU=6
Combined Roster=7
399_OAKsHudGauges=8
650_MoreDudz=9

propbeanie
12-16-22, 12:08 AM
The hydrophone reaches out the furthest of all of the sensors. The APR is the next longest, followed by the radar, then visual. The game can only use one sensor at a time, so if in visual contact, your radar and hydrophone do not pick-up that visual target. You might notice also, that different situations will have different settings on the radar be more or less efficient than the other settings, and that sometimes, the "roll-of-the-dice" will skip multiple sweeps in a row (situationally dependent), such that you might go fifteen minutes without a radar contact, in spite of you knowing there should be a contact. That is part of the game. The APR does not affect the radar at all. However, the added bandwidth of the APR may be affecting your computer and the Time Compression efficiency. The busier an area is, the more the APR picks-up, and throw in all of the "Sonar contact...", "Radar signals detected...", "Radar contact..." and "Ship spotted...", and before long you get "We're under attack sir!!!" In my experience, after the APR is added, you basically cut your ability to use TC in about 1/2. If you were able to do 256x in a busy area before APR, you might only be able to do 128x now.

KaleunMarco
12-17-22, 10:36 PM
so, i started a new career with a Cachalot out of Pearl, December 1941.

first mission assignment was the Marshalls, the mission with three separate, patrol objectives spanning 10 days, maybe two weeks.

without warning, the ahead standard keys and ahead full keys no longer work.
the other three work fine, just the 3 key and 4 key do not work. when i click them, the order is repeated but speed drops to zero.
+++
i know what you are thinking: mod soup.
however, i ran my previous mission driving a Tambor on like her 12th mission and no problem with any key.
+++
so, i did the mod soup fix.
restarted the mission from Pearl...problem remains...no action on those two keys.
if i click on the ETO, same result as the keystrokes.
if i click on the knot indicator, then i can ring up whatever speed i wish.
+++
this thing that is puzzling is that everything worked in the previous career and mission and i made no changes to Commands.Cfg...or any other game file for that matter.

i put up with the annoyance for the first mission and did not notice any other disfunction with any other key.

so, what do you think?

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nippon_Maru_v1.9b_FotRSU
300 Nihon Kaigun v1.3_FotRSU
400_Combined Roster
450_NoScrollNavMap
501 Lite_fog_ V2+Slow_water
550_Jimimadrid Sailors for FotRSU

propbeanie
12-18-22, 10:02 PM
Bad Save data usually. What does the "501 Lite_fog_ V2+Slow_water" change? That is not one of our mods. Slow water is liable to "slow boat"...

Generally speaking, if a boat drops to All Stop with Ahead Standard, it will do it with all settings. I have never heard of only 2 of 4 commands doing that, unless you have two of the four diesel engines damaged, and is irreparable. Check your damage screen, and do an outside check on your props. If you have bad Save data, a possible way around it to get home would be to set a course on the NavMap, and that should get you Ahead Standard. Docking and Ending Patrol should also fix it, even if you did take damage, of course.

KaleunMarco
12-19-22, 09:35 PM
Bad Save data usually.
if you mean the previous save used as a base for the next mission, it can't be that because this was the first mission of a new career.
if you mean mod soup, i enacted the fix for that also.


What does the "501 Lite_fog_ V2+Slow_water" change? That is not one of our mods. Slow water is liable to "slow boat"...
this mod changes scene.dat to make the water clearer.
i've been using it for ten-twelve missions without a problem.

Generally speaking, if a boat drops to All Stop with Ahead Standard, it will do it with all settings. I have never heard of only 2 of 4 commands doing that, unless you have two of the four diesel engines damaged, and is irreparable.
it's not this because it occurred right out of the barn...unless the yard crew effed up the repair.:har:

and, yes, i, too, have never seen just two of the four ETO commands work/not work.


Check your damage screen, and do an outside check on your props.
see the reply just above.

If you have bad Save data, a possible way around it to get home would be to set a course on the NavMap, and that should get you Ahead Standard. Docking and Ending Patrol should also fix it, even if you did take damage, of course.

Damage is not the reason.

i guess since i have only one mission invested in this career, i will start over. if it happens again with the new career, i'll perform a reinstall.

East Sokovian programmers...... :06::wah:


p.s. None of the easy, interim fixes work and so i must perform a clean install.

KaleunMarco
12-21-22, 03:44 PM
hey PB, make a note to yourself and your team for the next update:

you need to add a label for Tjilatjap on the Nav Map.
it is a naval base and you refer to it specifically in some dispatches, but there is no label for it on the map.

thanks.

km

KaleunMarco
12-21-22, 08:31 PM
how many IJN ships can fire trouble flares when they are torpedoed?
if the answer is All, then why do some ships fire them and some do not?

propbeanie
12-21-22, 09:58 PM
hey PB, make a note to yourself and your team for the next update:

you need to add a label for Tjilatjap on the Nav Map.
it is a naval base and you refer to it specifically in some dispatches, but there is no label for it on the map.

thanks.

km
Well-ell... imagine that... the name is attached to the dock that is on the eastern shore inside the bay... but it looks like the dock itself is missing also... hmmm :hmmm: - me thinks someone sneezed around there or somethin'...


how many IJN ships can fire trouble flares when they are torpedoed?
if the answer is All, then why do some ships fire them and some do not?
Roughly 1/2 to 2/3 of the ships have the capability to shoot the flare, including some of the warships, which is mostly the CL-BB classes. However, to see the flare shoot, a certain part of the ship must take catastrophic damage, which would insinuate the ship will sink... which it doesn't always do... plus, on some of the ships, as soon as the torpedo hits, the flare goes up, which would insinuate that the officer of the watch was standing there with the gun pointed perfectly overhead as the torpedo approached and then impacted... which is what I do NOT like about them. However, again, they don't always sink after the flare goes up, so you do still have to hang around to see. The European Medium Freighter seems to be very good at that. Hit it with two torpedoes, and up goes the flare, but no matter how long you wait, you will have to either put a 3rd into it, or surface and duke it out with the deck gun, of which they have two... :salute:

jldjs
12-22-22, 01:05 PM
Completed a 5 day patrol Oct 24 '44 NE of Okinowa in my new Tench that I upgraded to in Saipan. Maybe I wasn't paying a mind but when I plotted my return to base I noticed the tilted anchor was Guam! so I arrived Guam Oct 26 '44 entered the 10m(?) circle selected the rearm refuel option and then selected the docking option. The congratulations screen displays, I check OK, and CTD! Retried twice and now here I am!
Here's my MODs;
100_FalloftheRisingSun_Ultimate_v1.8="399_NoScrollNavMap""304_NoJapaneseAirRadar""901_Strategic_Map_Symbols""SH4_original_4k_light_blue""454c_EasyAOB_InputTargetDistanceOnTBT""JayMyKey""101_FotRSUv18_FixPak"
101_FotRSUv18_FixPak=
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
399_NoScrollNavMap=2
304_NoJapaneseAirRadar=3
901_Strategic_Map_Symbols=4
SH4_original_4k_light_blue=5
454c_EasyAOB_InputTargetDistanceOnTBT=6
JayMyKey=7 my Command keys for my laptop
101_FotRSUv18_FixPak=8
Two patrols prior originated from Midway in a Balao, then transferred to Saipan on next patrol, returned to Saipan where I was offered the Tench and departed on next patrol either late Sept or early Oct '44 (as best I recollect because all previous game play was flawless).
Has anyone else reported something like this?

Kal_Maximus_U669
12-22-22, 04:44 PM
Completed a 5 day patrol Oct 24 '44 NE of Okinowa in my new Tench that I upgraded to in Saipan. Maybe I wasn't paying a mind but when I plotted my return to base I noticed the tilted anchor was Guam! so I arrived Guam Oct 26 '44 entered the 10m(?) circle selected the rearm refuel option and then selected the docking option. The congratulations screen displays, I check OK, and CTD! Retried twice and now here I am!
Here's my MODs;
100_FalloftheRisingSun_Ultimate_v1.8="399_NoScrollNavMap""304_NoJapaneseAirRadar""901_Strategic_Map_Symbols""SH4_original_4k_light_blue""454c_EasyAOB_InputTargetDistanceOnTBT""JayMyKey""101_FotRSUv18_FixPak"
101_FotRSUv18_FixPak=
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
399_NoScrollNavMap=2
304_NoJapaneseAirRadar=3
901_Strategic_Map_Symbols=4
SH4_original_4k_light_blue=5
454c_EasyAOB_InputTargetDistanceOnTBT=6
JayMyKey=7 my Command keys for my laptop
101_FotRSUv18_FixPak=8
Two patrols prior originated from Midway in a Balao, then transferred to Saipan on next patrol, returned to Saipan where I was offered the Tench and departed on next patrol either late Sept or early Oct '44 (as best I recollect because all previous game play was flawless).
Has anyone else reported something like this?

hey jldjs Greetings and Merry Christmas..

This comes from your list which is not very well put together..
---we resume:
-Here is your list:
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
399_NoScrollNavMap=2
304_NoJapaneseAirRadar=3
901_Strategic_Map_Symbols=4
SH4_original_4k_light_blue=5
454c_EasyAOB_InputTargetDistanceOnTBT=6
JayMyKey=7 my Command keys for my laptop
101_FotRSUv18_FixPak=8

---my recommendation:
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
101_FotRSUv18_FixPak=2
304_NoJapaneseAirRadar=3
399_NoScrollNavMap=4
454c_EasyAOB_InputTargetDistanceOnTBT=5
901_Strategic_Map_Symbols=6
SH4_original_4k_light_blue=7

---a clean installation must be executed, forget your backups, start on a healthy basis---

remove this one
JayMyKey=7 my Command keys for my laptop
I do not recommend it at all what is your problem with the keyboard?
the remapping must be perfectly executed otherwise there will be problems!!
Have you read the recommendations provided by the "Boss Beanie" observe the numbers he assigned to each of these mods...reading the recommendations will help you enormously..
and you will avoid this kind of inconvenience.
So to avoid .. here is Good install and courage its de rigueur I think ..
http://image.noelshack.com/fichiers/2022/51/4/1671745428-sh4img-2022-01-15-02-47-28-344.png
My Mod list:
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
101_FotRSUv18_FixPak=2
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=3
FOTRSU_1.8_SUB_SKINS_IN_4k=4
FI-OQ_FotRSU_v1.8f_upcPatch=5
Nippon_Maru_v1.9b_FotRSU=6
Nihon Kaigun v1.3_FotRSU=7
Combined Roster=8
DarkerNightsEnv_V2=9
RUBINI_CLOUDS_SH4=10
EAX_SoundSim_FOTRSU_1.8=11
305_LessJapaneseAirRadar=12
450_MoonlightzSonarLines=13
650_MoreDudz=14
801_UMark Invisible=15
803_NoPlayerSubFlags=16
901_Strategic_Map_Symbols=17
451_TMOstyle_NavMapDots=18
451a_TMOstyle_NavMapDots_Nippon_Maru=19
451b_TMOstyle_NavMapDots_Nihon_Kaigun=20
805_CWC_FIOQv18=21
BATTLEFLAG_WARDROOM_GRAYBACK_SS-208=22
BATTLEFLAG_CONNING_GRAYBACK_SS-208=23
Jimimadrid Metalic Dials=24
Jimimadrid Sailors for FotRSU=25

I'm going to update tonight because Jimmy a talented modder just published some great news...
go see his work it's here if you want..
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2843214&postcount=1

KaleunMarco
12-22-22, 05:40 PM
Completed a 5 day patrol Oct 24 '44 NE of Okinowa in my new Tench that I upgraded to in Saipan. Maybe I wasn't paying a mind but when I plotted my return to base I noticed the tilted anchor was Guam! so I arrived Guam Oct 26 '44 entered the 10m(?) circle selected the rearm refuel option and then selected the docking option. The congratulations screen displays, I check OK, and CTD! Retried twice and now here I am!
Here's my MODs;
100_FalloftheRisingSun_Ultimate_v1.8="399_NoScrollNavMap""304_NoJapaneseAirRadar""901_Strategic_Map_Symbols""SH4_original_4k_light_blue""454c_EasyAOB_InputTargetDistanceOnTBT""JayMyKey""101_FotRSUv18_FixPak"
101_FotRSUv18_FixPak=
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
399_NoScrollNavMap=2
304_NoJapaneseAirRadar=3
901_Strategic_Map_Symbols=4
SH4_original_4k_light_blue=5
454c_EasyAOB_InputTargetDistanceOnTBT=6
JayMyKey=7 my Command keys for my laptop
101_FotRSUv18_FixPak=8
Two patrols prior originated from Midway in a Balao, then transferred to Saipan on next patrol, returned to Saipan where I was offered the Tench and departed on next patrol either late Sept or early Oct '44 (as best I recollect because all previous game play was flawless).
Has anyone else reported something like this?

yes, i did, yesterday.
almost exactly the same experience, except that i was driving a Cachalot out of Pearl and it was 1942.

Question for jldjs: what number of mission were you completing?

propbeanie
12-22-22, 06:08 PM
Completed a 5 day patrol Oct 24 '44 NE of Okinowa in my new Tench that I upgraded to in Saipan. Maybe I wasn't paying a mind but when I plotted my return to base I noticed the tilted anchor was Guam! so I arrived Guam Oct 26 '44 entered the 10m(?) circle selected the rearm refuel option and then selected the docking option. The congratulations screen displays, I check OK, and CTD! Retried twice and now here I am!
Here's my MODs;
100_FalloftheRisingSun_Ultimate_v1.8="399_NoScrollNavMap""304_NoJapaneseAirRadar""901_Strategic_Map_Symbols""SH4_original_4k_light_blue""454c_EasyAOB_InputTargetDistanceOnTBT""JayMyKey""101_FotRSUv18_FixPak"
101_FotRSUv18_FixPak=
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
399_NoScrollNavMap=2
304_NoJapaneseAirRadar=3
901_Strategic_Map_Symbols=4
SH4_original_4k_light_blue=5
454c_EasyAOB_InputTargetDistanceOnTBT=6
JayMyKey=7 my Command keys for my laptop
101_FotRSUv18_FixPak=8
Two patrols prior originated from Midway in a Balao, then transferred to Saipan on next patrol, returned to Saipan where I was offered the Tench and departed on next patrol either late Sept or early Oct '44 (as best I recollect because all previous game play was flawless).
Has anyone else reported something like this?
The mod list should be fine. I don't think anything is over-written, but the Tench is not dated to be active until after 1st January, 1945. That is how the game thanks you for scoring too many renown points. Never take a boat prior to its active date, since you will either be doomed to sail the seven seas for eternity, never being able to dock, or you will CTD, or if you would have gotten the boat in November or December, you might have been retired if you came into port after the first of January 1945. This is a Stock issue that most folks see with the Balao, but since TMO added a Tench, it also can be "awarded" too early.

propbeanie
12-22-22, 06:11 PM
yes, i did, yesterday.
almost exactly the same experience, except that i was driving a Cachalot out of Pearl and it was 1942.

Question for jldjs: what number of mission were you completing?
I have been out in a Cachalot for several careers now testing, and have made it to 1943 in the one career, with no issues KM. Similar mod list, but no "slow water" mod, which is adjusted in the scene.dat file. Not recommended due to potential ID conflicts and probable bad links between it and the rest of the game.

KaleunMarco
12-22-22, 07:45 PM
I have been out in a Cachalot for several careers now testing, and have made it to 1943 in the one career, with no issues KM. Similar mod list, but no "slow water" mod, which is adjusted in the scene.dat file. Not recommended due to potential ID conflicts and probable bad links between it and the rest of the game.

yeah, i backed that one out but this happened after my re-build.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nihon Kaigun v1.3_FotRSU
300 Nippon_Maru_v1.9b_FotRSU
310 Combined Roster
399_NoScrollNavMap
410_Strategic_Map_Symbols
500 Jimimadrid Sailors for FotRSU


i am interested to hear from jldjs as to which mission he was on at the time of his similar experience.

it may be related to conning tower upgrades. i'll tell why i think that.
1. Cachalot is a type zero boat with one conning tower upgrade available.
2. i made all the other boats type = 0 so that i would never receive a boat upgrade.
d. the mission that has failed twice at docking is my third mission.
4. my two previous missions were Rating = 2.
e. this mission would have a rating of at least 2 if i could complete it.
ergo, the CTD MAY be related to a conning tower upgrade that is failing.

let's see what jldjs reports.
:Kaleun_Salute:

propbeanie
12-22-22, 07:47 PM
The Cachalot in FotRSU, like the Tench, does not have a conning tower upgrade, and the towers they are issued with is "welded" to the hull, aka: integral = jldjs has a Tench that is not active until January 1945, and he is in October 1944...

jldjs
12-23-22, 12:04 PM
The Cachalot in FotRSU, like the Tench, does not have a conning tower upgrade, and the towers they are issued with is "welded" to the hull, aka: integral = jldjs has a Tench that is not active until January 1945, and he is in October 1944...

Thank Propbeanie, I "did it again", meaning I took a Balao upgrade to early a few weeks ago.

KaleunMarco
12-23-22, 04:30 PM
The Cachalot in FotRSU, like the Tench, does not have a conning tower upgrade, and the towers they are issued with is "welded" to the hull, aka: integral = jldjs has a Tench that is not active until January 1945, and he is in October 1944...

when i went back and checked the Cachalot.UPC file and....the upgrade section was commented out, you sneaky devil, you.:har:

propbeanie
12-24-22, 11:52 AM
Not really sneaky, but bound by the restrictions of the game's code. You can only have UnitPart#1 through UnitParts#9 in the game, which kind of ties your hands when you want a dozen subs... The commented out areas were left for the interim period in the mod's development so that we could find identifiable sections in the file for the conning tower, its associated equipment and crewing. Expect all those "crutches" to be gone for the next release, and ~then~ you can call us "sneaky"... :har:

propbeanie
12-24-22, 11:53 AM
https://media.tenor.com/EgmbY07_x1YAAAAC/hohoho-christmas.gif


... but no updated FotRSU unfortunately... :wah:

KaleunMarco
12-24-22, 05:07 PM
just pulled the Carlson One Mission, July 1942.

Looks like it might be a bit more complex than the usual Sink/Patrol mission, eh?

:yep:

p.s. after starting the mission and performing the drop-offs and one rescue, i got bored.
exited and looked at the mission profile.
why is the mission laid out for mid-August and some of the objectives do not happen until November and December?
was that purposeful or a typo or a series of refinements that got hosed up during implementation?

propbeanie
12-25-22, 10:48 PM
Purposeful. Those dates are like that for the "calls" to spawn when a certain trigger is tripped.

KaleunMarco
12-26-22, 11:38 AM
Purposeful. Those dates are like that for the "calls" to spawn when a certain trigger is tripped.

ok, then.

so, the mission expects the player to drop off raiders mid-August and then hang around until November to pick them back up? because that is how the CarlsonOne mission plays out.

KaleunMarco
12-26-22, 02:01 PM
PB,

what is wrong in this screen shot?:hmmm:
https://i.ibb.co/m56KZH2/SH4-Img-2022-12-26-12-57-36-400.png (https://ibb.co/zVGg9SB)

propbeanie
12-26-22, 02:24 PM
Other than Brisbane is a tilted fouled anchor and you don't have an option to end patrol? Maybe that you didn't supply the sub, date sailed, from port, mission assignment, circumstances encountered while sailing, date there at Brisbane (image too small to read the text with my eyes) and mod list?... lol

KaleunMarco
12-26-22, 03:26 PM
Other than Brisbane is a tilted fouled anchor and you don't have an option to end patrol? Maybe that you didn't supply the sub, date sailed, from port, mission assignment, circumstances encountered while sailing, date there at Brisbane (image too small to read the text with my eyes) and mod list?... lol

yes, you saw enough. :haha:
is this large enough? :o
https://i.ibb.co/QvrVS6T/SH4-Img-2022-12-26-12-57-36-400.png (https://ibb.co/zVGg9SB)



Brisbane is our new home port but we cannot dock.
Our current mission was up in the polar circuit.
by the time we sailed back to Pearl, home had been moved to Brisbane (no warning either).
we then followed the Fouled Anchor from Pearl to Brisbane where we were unceremoniously prevented from completing a long mission. WTF?!?!?!? the men are thirsty!

Driving the Argo originally out of Pearl, now, attempting to end the mission on November 27, 1942 in Brisbane.
not using any unauthorized mods and jimi's new mods have nothing to do with Flotilla.UPC.
No other upgrades or transfers have been executed.
this is our fourth or maybe fifth mission.

according to Flotillas, Argo was transferred effective on/about November 15, 1942. that's 12 days ago.
Under Pearl
AvailabilityInterval= NULL, 1942-11-15

ah, here's the most likely answer. under Brisbane,

[Flotilla 3.UserPlayerUnitType 10]
ID= F3Argonaut
NameDisplayable= Argonaut class
AvailabilityInterval= 1942-12-01, 1943-08-27

so we got transferred out of Pearl on the 15th but will not be welcomed in Brisbane until 12/1.

ok, i guess we will cool our heels outside the barrier at Brisbane for 4 more days.

i'll be writing a letter to my congressman while we are cooling our heels.

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nihon Kaigun v1.3_FotRSU
300 Nippon_Maru_v1.9b_FotRSU
310 Combined Roster
399_NoScrollNavMap
410_Strategic_Map_Symbols
500 Jimimadrid Sailors for FotRSU
999 Jimimadrid SubManagement

KaleunMarco
12-26-22, 03:58 PM
Other than Brisbane is a tilted fouled anchor and you don't have an option to end patrol? Maybe that you didn't supply the sub, date sailed, from port, mission assignment, circumstances encountered while sailing, date there at Brisbane (image too small to read the text with my eyes) and mod list?... lol

ok, so i reloaded the mission and we are sitting just inside of the red circle and the fouled anchor straightened itself out on November 29 and home base is back at Pearl.:har:

going to wait it out right here.:yep:

p.s. it is Noon December 18 and Pearl is still home base.

p.p.s.

ok, well, we never were accepted in Brisbane regardless of the date in December.

so, i modded Flotillas.upc and set the start date at Brisbane to the day after the end date in Pearl (16th and 15th, respectively).

re-started the mission from Pearl on November whatever. patrolled for 5 days. sank some ships. headed for base on the 11th. no way we would make Pearl by the 15th (end date at Pearl for the Argo) so we headed straight south for Brisbane.
along the way the fouled anchor moved from Pearl to Brisbane.
we arrived at Brisbane on the 21st and the anchor was stilled fouled however we could NOT end the mission.

man, is this program messed up or what?

propbeanie
12-26-22, 07:47 PM
I missed this one:
ok, then.

so, the mission expects the player to drop off raiders mid-August and then hang around until November to pick them back up? because that is how the CarlsonOne mission plays out.
Look at the Triggers. When they are tripped, they "spawn" the late-dated assets. You don't want the assets to show prior to when the player hits the trips, else they might drift off, or be irrelevant to the mission otherwise.

As for the Home Port, I do not understand what you have run into there. I have turn through the Argonaut, Narwhal and Nautilus countless times. Here is the Argonauts "active" bases:
Pearl start
-----------
[Flotilla 1.UserPlayerUnitType 14]
ID= F1Argonaut
NameDisplayable= Argonaut class
AvailabilityInterval= NULL, 1942-11-15
IDLinkUserPlayerUnitType= Argonaut
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= BrisbaneCommand
---------------------------
Various Pearl Assignments - Only the Carson mission being specific
until just before transfer time, there is an assignment to the south

[Flotilla 3.UserPlayerUnitType 10]
ID= F3Argonaut
NameDisplayable= Argonaut class
AvailabilityInterval= 1942-12-01, 1943-08-27
IDLinkUserPlayerUnitType= Argonaut
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= DarwinCommand
---------------------------
ObjectiveCode= SolomonSea
ObjectiveCode= Solomon IslandsOPS
ObjectiveCode= Bismark SeaOPS
ObjectiveCode= PhilippineIslands
ObjectiveCode= PhilippinesOPS
ObjectiveCode= Celebes SeaOPS
ObjectiveCode= Bismark Sea

[Flotilla 23.UserPlayerUnitType 4]
ID=F23Argonaut
NameDisplayable=Argonaut class
AvailabilityInterval=NULL(1943-08-28), 1945-01-06
IDLinkUserPlayerUnitType=Argonaut
UnitTypeCommonality=1
IDFlotillaLinkTransferTo=Midway
---------------------------
ObjectiveCode= PhilippinesOPSNar
ObjectiveCode= Java SeaOPS
ObjectiveCode= Sulu SeaOPS
ObjectiveCode= Solomon IslandsOPS
ObjectiveCode= Luzon StraitOPS
ObjectiveCode= Java Sea
ObjectiveCode= South China Sea
ObjectiveCode= PhilippinesOPS

Other Argonaut Starts
Mare Island (Does Carlson Assignment)
-----------
[Flotilla 5.UserPlayerUnitType 16]
ID= F5Argonaut
NameDisplayable= Argonaut class
AvailabilityInterval= 1942-06-25, 1942-07-06
IDLinkUserPlayerUnitType= Argonaut
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= PearlHarborCommand

Midway (End of war)
------
[Flotilla 7.UserPlayerUnitType 9]
ID= F7Argonaut
NameDisplayable= Argonaut class
AvailabilityInterval= 1945-01-02, NULL
IDLinkUserPlayerUnitType= Argonaut
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= PearlHarborCommand

OffMidway Start (Historical Start)
---------------
[Flotilla 17.UserPlayerUnitType 2]
ID= F17Argonaut
NameDisplayable= Argonaut Class
AvailabilityInterval= NULL, 1941-12-09
IDLinkUserPlayerUnitType= Argonaut
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= PearlHarborCommand
You should not have Pearl Harbor as a Home Port after 1942-11-15. My guess is that your Save folder is again borked.

KaleunMarco
12-26-22, 08:21 PM
I missed this one:

Look at the Triggers. When they are tripped, they "spawn" the late-dated assets. You don't want the assets to show prior to when the player hits the trips, else they might drift off, or be irrelevant to the mission otherwise.

As for the Home Port, I do not understand what you have run into there. I have turn through the Argonaut, Narwhal and Nautilus countless times. Here is the Argonauts "active" bases:
[INDENT]Pearl start
-----------
[Flotilla 1.UserPlayerUnitType 14]
ID= F1Argonaut
NameDisplayable= Argonaut class
AvailabilityInterval= NULL, 1942-11-15
IDLinkUserPlayerUnitType= Argonaut
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= BrisbaneCommand
---------------------------
Various Pearl Assignments - Only the Carson mission being specific
until just before transfer time, there is an assignment to the south

[Flotilla 3.UserPlayerUnitType 10]
ID= F3Argonaut
NameDisplayable= Argonaut class
AvailabilityInterval= 1942-12-01, 1943-08-27
IDLinkUserPlayerUnitType= Argonaut
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= DarwinCommand

You should not have Pearl Harbor as a Home Port after 1942-11-15.

i agree with home port conclusion above. i do not think that is a SaveFolder error.

the dates in orange were the problem, i suspected, until i changed the Brisbane (Flotilla 3) date to 1942-11-16 and arrived there on 1942-11-27 to find a fouled anchor but no prompt to end the mission.

however, i will delete the game folders/files in \data\cfg except for the Richsavegames and savegames and then rerun the mission.
++++
now, back to the CarlsonOne mission.
how is a player supposed to drop off raiders in August and wait until November to pick them up and sink the one enemy ship?
that is one long mission.

propbeanie
12-27-22, 11:55 AM
The later dates are like that, so that the asset does not appear. When you hit a proper trigger, it should initiate the spawn. If you do not follow the orders, then you won't hit the trigger. If you don't hit the trigger, you will not spawn the pick-up of the rest of the Raiders. They will eventually show though, as you see in the later GameEntryDate, but notice that the AvailableStartDate is much earlier.

KaleunMarco
12-27-22, 10:13 PM
You should not have Pearl Harbor as a Home Port after 1942-11-15. My guess is that your Save folder is again borked.


i agree with home port conclusion above. i do not think that is a SaveFolder error.

the dates in orange were the problem, i suspected, until i changed the Brisbane (Flotilla 3) date to 1942-11-16 and arrived there on 1942-11-27 to find a fouled anchor but no prompt to end the mission.

however, i will delete the game folders/files in \data\cfg except for the Richsavegames and savegames and then rerun the mission.
++++


well, it was not a borked Savegame folder.
i deleted the savegame files and restarted the mission and we were still not welcome in Brisbane.

p.s. i fixed this. see my PM.

KaleunMarco
12-28-22, 12:59 PM
hey buddy,
in going where no KM has gone, before, i stumbled into the opportunity to use the advance base at Espiritu Santo.
imagine my surprise when i started the mission in Darwin.
:har:

the Espiritu exit path was bitten by the copy-paste bug.
use this line(s) in your next release.
DepartureDescriptionOut1= 19961124.000000, -1853873.000000, 270.000000
DepartureDescription1= 20059568.000000, -1863188.000000, 270.000000

:Kaleun_Salute:

propbeanie
01-01-23, 12:54 PM
hey buddy,
in going where no KM has gone, before, i stumbled into the opportunity to use the advance base at Espiritu Santo.
imagine my surprise when i started the mission in Darwin.
:har:

the Espiritu exit path was bitten by the copy-paste bug.
use this line(s) in your next release.
DepartureDescriptionOut1= 19961124.000000, -1853873.000000, 270.000000
DepartureDescription1= 20059568.000000, -1863188.000000, 270.000000

:Kaleun_Salute:
Thanks. Most interesting... we had that correct in a previous version... sigh - fixed for the next release, so long as oldmanitis doesn't strike too often or strong in the interim... :salute:

KaleunMarco
01-01-23, 02:11 PM
Thanks. Most interesting... we had that correct in a previous version... sigh - fixed for the next release, so long as oldmanitis doesn't strike too often or strong in the interim... :salute:

good to see you back, posting.
i thought, with your absence, that you had gone deep.
:Kaleun_Salute:

KaleunMarco
01-01-23, 04:01 PM
it's August 1943 and you have me transferred to Darwin?
Darwin?
as soon as we put in after this patrol, i am calling my classmate in BuPers!
:haha:

fitzcarraldo
01-01-23, 08:29 PM
Base problem:

I started a new construction campaign 1942 from Mare Island with a Gato class (USS Silversides), did all the trials and training, and was assigned to patrol the Carolines Islands for five days. I reached the patrol area, sunk ships for near 30.000 tons. near Dublon (19-23 May 1942), finished the 5 days patrol and received the known radio message, good work, return to base, etc.

But my base continue to be Mare Island...No tilted anchor in Midway or Pearl; now, 10 june 1942, I´m in Pearl rearming and refueling, and it seems I should go to Mare Island (tilted anchor) to finish the patrol.

I don´t kmow if I should wait some time in Pearl, hoping the base change occurs, or I should start the long travel to Mare Island to finish this patrol.

Some way to be assigned to Pearl or Midway? :wah:

BTW, using the original FOTRSU duds I have very reliable fishes by May 1942.

My modlist:

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
Nippon_Maru_v1.9b_FotRSU
Nihon Kaigun v1.3_FotRSU
Combined Roster
399_NoScrollNavMap
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
450_MoonlightzSonarLines
304_NoJapaneseAirRadar
801_UMark Invisible
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
RUBINI_CLOUDS_SH4
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
sobers better sand II
sobers better rock Ver 2 mod
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
FOTRSU_1.8_SUB_SKINS_IN_4k
856_Col_FotRSU_Museum
EAX_SoundSim_FOTRSU_1.8
speech_overhaul
BATTLEFLAG_CONNING_SILVERSIDES_SS-236
BATTLEFLAG_WARDROOM_SILVERSIDES_SS-236
New Sounds for Fleetboat_Interior-Officer Quarters mod
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
Select Your Sub
650_OriginalFOTRS_Dudz
Jimimadrid Metalic Dials
Jimimadrid Sailors for FotRSU
851_Red_FotRSU_Logo
DarkerNightsEnv_V2
Lite Fog v2 + 100' Underwater Visability
Vanilla Impurities
Jimimadrid SubManagement
jimimadrid Shells

Playing 100% except external view on.


Best regards and Happy New Year.

Fitzcarraldo :Kaleun_Salute:

KaleunMarco
01-02-23, 12:20 AM
Base problem:

I started a new construction campaign 1942 from Mare Island with a Gato class (USS Silversides), did all the trials and training, and was assigned to patrol the Carolines Islands for five days. I reached the patrol area, sunk ships for near 30.000 tons. near Dublon (19-23 May 1942), finished the 5 days patrol and received the known radio message, good work, return to base, etc.

But my base continue to be Mare Island...No tilted anchor in Midway or Pearl; now, 10 june 1942, I´m in Pearl rearming and refueling, and it seems I should go to Mare Island (tilted anchor) to finish the patrol.

I don´t kmow if I should wait some time in Pearl, hoping the base change occurs, or I should start the long travel to Mare Island to finish this patrol.

Some way to be assigned to Pearl or Midway? :wah:

BTW, using the original FOTRSU duds I have very reliable fishes by May 1942.

My modlist:

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak


Playing 100% except external view on.


Best regards and Happy New Year.

Fitzcarraldo :Kaleun_Salute:

yeah, that seems to be the case.
i think that the FOTRSU team made a typo in the critical file.
[Flotilla 6.UserPlayerUnitType 1]
ID= F6Gato
NameDisplayable= Gato class
AvailabilityInterval= 1942-03-04, 1943-05-10
IDLinkUserPlayerUnitType= Gato
UnitTypeCommonality= 4
IDFlotillaLinkTransferTo= MidwayCommand

1943-05-10 probably should be 1942-05-10.
the 1942 date would give a Kaleun time to complete the trials and go out on patrol to the Carolines and then home base at Midway after May 10.

if you know how to make a mini-mod, i suggest that you make one, implement it with an updated Flotilla entry, and re-do your career start.
you should be okay.

if you cannot make a mini-mod and change Flotillas, then you will have to:

pick another career start with a different boat and location
sail on trackless seas forever...or until May 10, 1943.

:Kaleun_Salute:

fitzcarraldo
01-02-23, 06:30 AM
Many thanks KaleunMarco!

Finally I made the trip to Mare Island, requested a transfer to Midway (phone), and now I'm starting the second patrol. I will made the minimod, wonder if it could affect my actual campaign.

Maybe after the trainings I forgot to transfer via phone to Pearl, I departed from Mare Island directly after the trainings and my base remained MI for the first patrol...

Best regards.

Fitzcarraldo :salute:

propbeanie
01-02-23, 05:20 PM
good to see you back, posting.
i thought, with your absence, that you had gone deep.
:Kaleun_Salute:
The holidays this year have been crazy with a capital "K"... wowsers.


it's August 1943 and you have me transferred to Darwin?
Darwin?
as soon as we put in after this patrol, i am calling my classmate in BuPers!
:haha:
Can you describe your career with some detail KM? ie, Argonaut started suchNsuch date, assigned Empire Waters, objective completed, 65 days return to Pearl. Next assignment Marshalls. objective completed, stopped by Truk on the way home, out 48 days, etc. - I have now run two Argonaut (old TMO pseudo Narwhal) careers out of Pearl and have not had issue with Brisbane transfer and docking. I have not hung around long enough to see the transfer to Darwin, but next round I will. We have more changes to the mod for the next build and I can test the Argonaut again for that.


Base problem:

I started a new construction campaign (Mare Island CareerStart 1942 from Mare Island with a Gato class (USS Silversides), did all the trials and training, and was assigned to patrol the Carolines Islands for five days. I reached the patrol area, sunk ships for near 30.000 tons. near Dublon (19-23 May 1942), finished the 5 days patrol and received the known radio message, good work, return to base, etc.

But my base continue to be Mare Island...No tilted anchor in Midway or Pearl; now, 10 june 1942, I´m in Pearl rearming and refueling, and it seems I should go to Mare Island (tilted anchor) to finish the patrol...

Best regards and Happy New Year.

Fitzcarraldo :Kaleun_Salute:
yeah, that seems to be the case.
i think that the FOTRSU team made a typo in the critical file.
[Flotilla 6.UserPlayerUnitType 1]
ID= F6Gato
NameDisplayable= Gato class
AvailabilityInterval= 1942-03-04, 1943-05-10
IDLinkUserPlayerUnitType= Gato
UnitTypeCommonality= 4
IDFlotillaLinkTransferTo= MidwayCommand

1943-05-10 probably should be 1942-05-10...

That is indeed the problem fitzcarraldo, as pointed out by KM. The way you did it, in going back to Mare Island and transferring was the easiest way to "fix" it. Next release has that 1943 year date changed to 1942...

Of note also is a change in the Sea Trials paradigm forthcoming next FotRSU release that will (hopefully) eliminate all issue with the mission assignments and transfers... maybe :roll: :salute:

KaleunMarco
01-02-23, 05:29 PM
it's August 1943 and you have me transferred to Darwin?
Darwin?
as soon as we put in after this patrol, i am calling my classmate in BuPers!
:haha:

Can you describe your career with some detail KM? ie, Argonaut started suchNsuch date, assigned Empire Waters, objective completed, 65 days return to Pearl. Next assignment Marshalls. objective completed, stopped by Truk on the way home, out 48 days, etc. - I have now run two Argonaut (old TMO pseudo Narwhal) careers out of Pearl and have not had issue with Brisbane transfer and docking. I have not hung around long enough to see the transfer to Darwin, but next round I will. We have more changes to the mod for the next build and I can test the Argonaut again for that.


i was kidding you!
+++
in reviewing Flotillas, everything seems to be working according to the settings.
getting assigned all of the spy/supply/commando missions in the southern Philippines.
+++
i believe the next checkpoint will be January 1945 when we are transferred to Midway and end the war there.
:Kaleun_Salute:

ElCid97
01-02-23, 09:59 PM
Since I noticed you had the Argonaut career, I thought I would put some feedback from what I had.

Started career with Argonaut patrolling off Midway just prior to the Pearl Harbor attack. Went to Tokyo after cleared of objective near Midway.

Sunk several ships before having to return to Pearl because of damage. Don't let the two 6"/53cal guns get the better of you because you think you can take on a Cargo-Passenger Ship thinking it's a Passenger-Cargo ship. If it wasn't for the two CANNON (as opposed to the 3"/50cal) I would've had to restart the career right there and then.:haha:

It took quite a few rounds, but I was 500 yds away so it was fairly quick work. Main take-away: verify the ID of what you're trying to torpedo and make sure it won't shoot back!

Sortied on second patrol and no issues. Got back to Pearl instead of refit/rearm at Midway because I just wanted to finish. Shot all torpedoes with 1/2 of them duds. Took me a while to realize it's supposed to be that way with this mod!

Third patrol okay without any issues tech-wise other than I thought there was an AI glitch on the way back to refuel at Midway. Every time I was surfaced in the daytime in the middle of nowhere about 500nm west of Midway I'd be getting attacked by single engine aircraft. Didn't make sense. They even caused enough damage that I almost ended the thing right there and then.

After half a dozen attacks from 0700 to about 1500 I realized it was 4 June 1942. That and the message saying Midway was getting bombed. Nice touch! So I decided to not get angry at a "glitch" and went to Pearl to finish the patrol without stopping at Midway.

Got offered a new boat then asked for a transfer to the Asiatic Fleet before the "get back to Pearl by 15 July" message went into effect, so I never got to do the Makin Island Raid in August. I'll let you know how the Tambor (SS-198) works out.

So far I haven't found any issues with running this mod, so as time goes on and I get further along I'll report any issues I may have. I especially like the "sweating" I would see on the Argonaut's dials. At least I think it was the Argonaut. It may have been the Cachalot career I ended up having to trash since I updated the mods and the readme said a fresh install of the game's save folder was needed. In any case, I never had issues with the sweating gauges when I had them.

My rig:

Asus G72 with 16GB RAM
Intel CORE processor (dual-core at 1.73 GHz)
ATI Mobility Radeon 5800 Series with 1GB RAM (max video is 4.8GB with 3.8GB shared from regular RAM)
WD SSD for the hard drive.
Windows 7 - 64-bit

This is a 12-year old rig, so Intel hadn't even started numbering their processors yet. It still manages to work well, however. Not sure if you guys had something this old in mind when designing, but so far so good. As long as I don't get a Windows-10 requirement, I'm okay with most SH4 mods. After all, the computer is still newer than the game.:D

It's a pitty most SH3 stuff is now Win-10 since I used to have SH3 (steam) installed with the LSH3-2015 mod a few years ago. Can't run the new setup or the OneAlex because of the Win-10 requirements on the new stuff. Same with the video requirements.

Since I also like the "other side" of the game, the next to check will be KSD2: Aces, but that's for down the road a bit. I'll enjoy the Fleet Boats for a while longer before I do anything on that side again. From what I've seen of the thing (as of today with the 1.4.2 version, anyway), I should be able to run it wihout any issues.

Overall, this is the best mod I've seen for this game so far (US side, that is). The only thing I would add is that I would like to have the option to use the more "realistic" looking TDC and torpedo controls I've seen in many videos. Not sure if their TMO, RFB, RSRD, or a combination thereof. The main difference is that the bottom-right control for the tubes doesn't have the green buttons. Instead it has lit-up text. There are other things here and there that look more "realistic" to me, but it may just be a matter of taste. If you guys know what I'm talking about -- or what files I could copy over from the respective addon to place with JSGME in here -- please let me know.

I was also thinking of using JimiMadrid's dials, but I think I read somewhere that they're included in FotRSU 1.8 already. Am I correct on that or should I download and add them? I ask because someone said his torpedo textures are already being used, and from what I've seen they are awesome.

Regards,

ElCid97

PS: Forgive me if some of this is already in a readme somewhere. I've gone through most of them already, but I still have a few more to go.

slimkrakne
01-03-23, 04:28 PM
Im having an issue with fotrsu not spawning in any IJN ships, USN ships spawn in and load perfectly fine, I started my first career with the mod in a narwhal at midway in 1942, sailed to wake island to do some recon and there were no ships physically loaded in, but I was getting sonar contacts and my crew could see them through the periscope. when planes would be spotted, they wouldn't attack but fly straight as if I wasn't there, I switched to a stock boat (I believe porpoise) and had the same problems with no ships spawning but still getting sonar contacts, this is on a fresh install with only fotrsu v1.8 enabled in jsgme and the game is installed under G:/steamlibary/steamapps/common. This behavior has persisted through 2 reinstalls of the game from steam where I manually deleted all the files in the install path and in the documents folder. I uninstalled fotrsu through jsgme and ships did appear properly, and stock IJN ships load properly and appear in the world not just sonar contacts and planes would attack. the only mod installed is a change to the freecam speed to make is similar to SH3. Also how do you change the compass/rudder dial to be the same size as the others, and the propellers on the narhwal rotate in the wrong direction if that means anything. Also this is on the uboat missions install with LAA.

Aktungbby
01-03-23, 06:24 PM
slimkrakne!:Kaleun_Salute:

KaleunMarco
01-03-23, 07:38 PM
i was kidding you!
+++
in reviewing Flotillas, everything seems to be working according to the settings.
getting assigned all of the spy/supply/commando missions in the southern Philippines.
+++
i believe the next checkpoint will be January 1945 when we are transferred to Midway and end the war there.
:Kaleun_Salute:

well, i found another typo.
[Flotilla 23.UserPlayerUnitType 4]
ID=F23Argonaut
NameDisplayable= Argonaut class
AvailabilityInterval=1943-08-28, 1945-01-06
IDLinkUserPlayerUnitType=Argonaut
UnitTypeCommonality=1
IDFlotillaLinkTransferTo=Midway

the last parm should read: IDFlotillaLinkTransferTo=MidwayCommand

otherwise the transfer never happens.
madness.
:o

propbeanie
01-06-23, 10:40 AM
Got it - Thanks! :salute:

Capt RAP
01-10-23, 06:15 PM
Afternoon Captains:
I was assigned to patrol off of Ocean Island and look for enemy activity. I received a "Shell s/e ocean island and vessels" after I completed a five-day patrol of the area. The "Engage Target" symbol appeared. I SHELLED AND SHELLED AND SHELLED! Nothing. I never saw a target symbol in the Scope or deck gun. I was finally driven off by a patrol plane that caused some damage, but I was able to return to midway. Date was 04/18/1943. Anyway just wondering about it

Thanks, Capt RAP

KaleunMarco
01-10-23, 08:16 PM
Afternoon Captains:
I was assigned to patrol off of Ocean Island and look for enemy activity. I received a "Shell s/e ocean island and vessels" after I completed a five-day patrol of the area. The "Engage Target" symbol appeared. I SHELLED AND SHELLED AND SHELLED! Nothing. I never saw a target symbol in the Scope or deck gun. I was finally driven off by a patrol plane that caused some damage, but I was able to return to midway. Date was 04/18/1943. Anyway just wondering about it

Thanks, Capt RAP

what boat are you driving?

propbeanie
01-11-23, 07:43 AM
That mission, as it stands is very fiddly. We are attempting to change it just a bit for the next release, but be aware that you are given the Objective, which directs you to an area off the south coast (approximate location of a phosphorus loading facility). If you get in close enough, you are given a prompt as to when to begin shelling. You have to be within the smaller circle, which is the "target" area. Inside that circle in that "harbor" initially, are several small vessels, and those are your "targets", as stand-ins for the shore and/or phosphorus plant. It is best to do this at night to minimize the possibility of air attack, and to help shield your boat from view. Also, do NOT sink anything by torpedo before you get within the circle, else you will most likely sink your "target" before its "activation" as a valid Objective target is set... We know of at least three people that have done that... lol - One thing to remember about the game, is that there is no "penalty" for not fulfilling Objectives. You only miss out on the 200-400 renown points (dependent) for completing them, so as long as you were able to complete the overall "Patrol" assignment, you still got points. It is more important if you sank something though, as always, since you get points for everything sunk. Since the Marshalls area is relatively "dry" of targets (comparatively) - unless you want to tangle with sub chasers - most of the newer missions to the area have multiple Objectives to help boost the players' chances of a higher score. :salute:

KaleunMarco
01-11-23, 10:38 AM
That mission, as it stands is very fiddly. We are attempting to change it just a bit for the next release, but be aware that you are given the Objective, which directs you to an area off the south coast (approximate location of a phosphorus loading facility). If you get in close enough, you are given a prompt as to when to begin shelling. You have to be within the smaller circle, which is the "target" area. Inside that circle in that "harbor" initially, are several small vessels, and those are your "targets", as stand-ins for the shore and/or phosphorus plant. It is best to do this at night to minimize the possibility of air attack, and to help shield your boat from view. Also, do NOT sink anything by torpedo before you get within the circle, else you will most likely sink your "target" before its "activation" as a valid Objective target is set... We know of at least three people that have done that... lol - One thing to remember about the game, is that there is no "penalty" for not fulfilling Objectives. You only miss out on the 200-400 renown points (dependent) for completing them, so as long as you were able to complete the overall "Patrol" assignment, you still got points. It is more important if you sank something though, as always, since you get points for everything sunk. Since the Marshalls area is relatively "dry" of targets (comparatively) - unless you want to tangle with sub chasers - most of the newer missions to the area have multiple Objectives to help boost the players' chances of a higher score. :salute:

what mission is this?
i could not find it.

propbeanie
01-11-23, 12:50 PM
I forget exactly, but for one of the cruiser subs, like the Argonaut, Narwhal or Nautilus, with an assignment to Bougainville to pick-up evacuees fleeing the Japanese occupation, but with a Patrol enroute around Nauru, which once you've been on that patrol for 24 hours, the "Shell" order comes in. Maybe it's the other way around, to patrol Nauru first, then to Bougainville... I don't remember. It is a "historical" mission though... for what that's worth. lol

KaleunMarco
01-11-23, 04:23 PM
I forget exactly, but for one of the cruiser subs, like the Argonaut, Narwhal or Nautilus, with an assignment to Bougainville to pick-up evacuees fleeing the Japanese occupation, but with a Patrol enroute around Nauru, which once you've been on that patrol for 24 hours, the "Shell" order comes in. Maybe it's the other way around, to patrol Nauru first, then to Bougainville... I don't remember. It is a "historical" mission though... for what that's worth. lol

i was trying to find the mission by searching for Ocean Island in the tsr files but, as usual, Win10 does a less than satisfactory job with its tool set.

p.s. i found it: FifeArgo

i just finished a career with Argo. i must have missed the date window for this mission, which is less than a month, at the very onset of the war.

Capt RAP
01-11-23, 05:14 PM
Thanks for the info. I was in a Gato, I was assigned to Patrol the Islands first (Naura and Ocean), I never saw any vessels, I got close enough to jump off onto the Beach!
Fun mission anyway!
Capt RAP

propbeanie
01-12-23, 07:36 AM
A gato, eh? What was the date you got it, or about when you were in the area? Did you have an original mission assignment to patrol near the Solomon Islands, and you called in a Status Update and was assigned the new area and then the shelling? thanks :salute:

KM: I use Notepad++ and "Find in Files" with a search term. Just make certain the "Replace with:" box is empty. Choose a file extension, such as *.tsr to limit the search and choose the folder to look in.. :roll:

KaleunMarco
01-12-23, 11:27 AM
A gato, eh? What was the date you got it, or about when you were in the area? Did you have an original mission assignment to patrol near the Solomon Islands, and you called in a Status Update and was assigned the new area and then the shelling? thanks :salute:

KM: I use Notepad++ and "Find in Files" with a search term. Just make certain the "Replace with:" box is empty. Choose a file extension, such as *.tsr to limit the search and choose the folder to look in.. :roll:

i ended up having to close my eyes, channel The Force, and use a command-level command: Findstr.
shouldnt have to, though. Win Explorer Search should be able to do it. used to be able to do it. but you know, progress.

back to cases....
after finding the actual mission, it seems almost impossible for a Gato to get that mission in 1943, which may explain why no enemy ships were detected.

Capt RAP
01-12-23, 05:41 PM
I started a new career out of midway in the Gato. This was my 2nd patrol and arrived in the area of Ocean Island in April 43. I don't recall what the exact patrol assignment was, but the "Patrol Area" marker was right between Nauru and Ocean Island. After patrolling the area, I did send a status report and the go to Ocean Island and shell was assigned. Again, no big deal, don't mean to cause extra work with this small issue. I just really wanted to shell the island :) This MOD is really great!! Capt RAP

KaleunMarco
01-13-23, 01:02 PM
I started a new career out of midway in the Gato. This was my 2nd patrol and arrived in the area of Ocean Island in April 43. I don't recall what the exact patrol assignment was, but the "Patrol Area" marker was right between Nauru and Ocean Island. After patrolling the area, I did send a status report and the go to Ocean Island and shell was assigned. Again, no big deal, don't mean to cause extra work with this small issue. I just really wanted to shell the island :) This MOD is really great!! Capt RAP

this picture is becoming clearer.

tell me, Herr Kaleun, were you based out of Brisbane, by chance?

Texas Red
01-13-23, 05:18 PM
Alright. I started an entirely new modlist.

Hopefully, this fixes some of the problems I had earlier. I just want to double-check.

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
302_MoreDifficultAI001
305_LessJapaneseAirRadar
399c2_NoScrollNavMap - OAKsSameSizedDials
650_OriginalFOTRS_Dudz
801_UMark Triangle
803_NoPlayerSubFlags
856_Col_FotRSU_Museum
901_Strategic_Map_Symbols
FOTRSU_1.8_SUB_SKINS_IN_4k
Nippon_Maru_v1.9b_FotRSU
Nihon Kaigun v1.3_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
805_CWC_FIOQv18


Thanks for your help

KaleunMarco
01-15-23, 06:00 PM
you get one of those 5 days patrol missions, and you arrive at your PZ (patrolzone) and begin patrolling and you meet up with a small convoy, attack and then haul off and wait.
then you detect another small convoy from a different directions, and follow the same pattern.
then, just after the second one, you bump into a third, only this is a single merchie/tanker. easy meat, eh?
so, you start your tracking from the surface, as you close to the point where you have to submerge to avoid detection.
and, then, you check the distance with the soundman....and then things hesitate and suddenly you are looking at your desktop.
you know....?
no, no save. too many consecutive contacts to remember to save.
@#$%^$%$@^:wah::wah::wah::wah:

propbeanie
01-16-23, 10:21 AM
Alright. I started an entirely new modlist.

Hopefully, this fixes some of the problems I had earlier. I just want to double-check.

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
302_MoreDifficultAI001
305_LessJapaneseAirRadar
399c2_NoScrollNavMap - OAKsSameSizedDials
650_OriginalFOTRS_Dudz
801_UMark Triangle
803_NoPlayerSubFlags
856_Col_FotRSU_Museum
901_Strategic_Map_Symbols
FOTRSU_1.8_SUB_SKINS_IN_4k
Nippon_Maru_v1.9b_FotRSU
Nihon Kaigun v1.3_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
805_CWC_FIOQv18

Thanks for your help
Looks fine, other than the 856_Col_FotRSU_Museum is overwritten by the Nippon Maru files, which is fine. Good stuff from s7rikeback there. One thing to remember about the 805_CWC_FIOQv18 is that the Cold Weather Clothes are with you all of the way, no matter where you go. Next version we hope to be able to make a "fix" for that, but have not even tested an idea yet... :salute:

propbeanie
01-16-23, 07:15 PM
Im having an issue with fotrsu not spawning in any IJN ships, USN ships spawn in and load perfectly fine, I started my first career with the mod in a narwhal at midway in 1942, sailed to wake island to do some recon and there were no ships physically loaded in, but I was getting sonar contacts and my crew could see them through the periscope. when planes would be spotted, they wouldn't attack but fly straight as if I wasn't there, I switched to a stock boat (I believe porpoise) and had the same problems with no ships spawning but still getting sonar contacts, this is on a fresh install with only fotrsu v1.8 enabled in jsgme and the game is installed under G:/steamlibary/steamapps/common. This behavior has persisted through 2 reinstalls of the game from steam where I manually deleted all the files in the install path and in the documents folder. I uninstalled fotrsu through jsgme and ships did appear properly, and stock IJN ships load properly and appear in the world not just sonar contacts and planes would attack. the only mod installed is a change to the freecam speed to make is similar to SH3. Also how do you change the compass/rudder dial to be the same size as the others, and the propellers on the narhwal rotate in the wrong direction if that means anything. Also this is on the uboat missions install with LAA.
Sorry we missed you the other day with this slimkrakne. Got busy, then got sick... not cool. Anyway, actually have half a brain now, looking for the other 3/5... First of all, you cannot get a Narwhal out of Midway in 1942 in FotRSU v1.8, so I don't know where you are able to do that. Also, I just took one out of Pearl July of 1942, and the port propeller spins clockwise, and the starboard propeller spins counter-clockwise (or anit-clockwise). As far as I know that is the way US submarines were during WW2. As for the airplanes not attacking, I journeyed to near Rongelap Atoll in the northern Marshalls. I did not have my radars turned on purposefully, to prevent a "homing" effect on my waves. However, a cursory search group did find me. I thought I would stay on the surface, but in my haste had forgotten to place the gun crews, so I hurried and did that as the planes attacked...

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

https://i.imgur.com/uQq1U5I.jpg

https://i.imgur.com/Riywl1q.jpg

We hit the one, but did not manage to shoot it down, but they did straddle us rather close on that 2nd pass, taking slight damage and losing hull integrity. That was just as a demonstration, and it is NOT recommended that you stay on the surface and fight airplanes at anytime in FotRSU. Just sayin'... dangerous stuff. We have not seen any ships yet, but maybe later.

If you can, let us know more about your install, the homeport, boat and date of sailing that you are having trouble with. Also, besides emptying the Save folder, do not bring in any old data yourself. You cannot use old Save data at all. It will corrupt your install. Also, did you correctly set the LAA (Large Address Aware) or 4Gig Patch on the SH4.exe file?

Edit: Looking for enemy surface vessels will have to wait... we are having to return home because of the damage suffered from the plane attack. One of the leaks continued seemingly unabated, and as we Crash Dived to avoid another plane attack about an hour after the first, the boat almost collapsed-in on itself... we made it back up to PD at Ahead Standard while the planes buzzed about for a bit, but as soon as they were gone, we pointed the bow east and north for home at Ahead Standard. The hull integrity is bad now, and I doubt we'd survive another Crash Dive, and would be pushing a dive to PD even... Do NOT fight airplanes... lol - hopefully, it remains water-tight enough to make it home...