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KaleunMarco
01-18-23, 04:33 PM
PB,

You and I have had a running discussion on conning tower upgrades for several years now. One of the things that got lost in the conversation a month ago is the fact that while I was driving the Argonaut, we received two conning tower upgrades. The only noticeable difference in my career with the Argo and my previous careers with various boats when no upgrade was received is that I kept my mission score deliberately below 3. And…..I made all boats Class=0 so that there was no possibility of upgrading to a new boat.

To recap that Argo career, it was started mid-42 with tower#2. Then at the proper time(s), the boat received two more upgrades. All missions were completed with a mission score less than three. Not to complicate matters, but we also received higher level medal awards for the crew, which was almost unprecedented. But I digress……

So, I connected the dots of reduced mission score, no boat upgrades and conning tower upgrades.

I started a Gato career, mid-42 with the same install as above, notably, all boats classes set to 0.

We are into mid-44 and no tower upgrades. I should feel sheepish but I do not. Since there are no more scheduled tower upgrades for the Gato, I may end the career and start a new one and see if I cannot provoke another conning tower upgrade.

propbeanie
01-19-23, 07:57 AM
PB, You and I have had a running discussion on conning tower upgrades for several years now. One of the things that got lost in the conversation a month ago is the fact that while I was driving the Argonaut, we received two conning tower upgrades. The only noticeable difference in my career with the Argo and my previous careers with various boats when no upgrade was received is that I kept my mission score deliberately below 3. And…..I made all boats Class=0 so that there was no possibility of upgrading to a new boat.
...
Mission Score, Career Rating, Renown Total, etc. None of that matters, only the orange text above in the quote of your post. So long as the player has enough points, and there are no available boat upgrades, then you MIGHT get a new conning tower. There is still a "roll of the dice" involved. But there is almost always a chance for a new boat before there is a chance for a conning tower.

The player should not have to wonder whether they are going to get a new boat, nor whether they will get a new conning tower. It should not be an either/or situation, but a player choice. This is what was good about the SH3 system, in that you purchased your new turm, though people complained because they couldn't earn enough renown for the new turm. What ~SHOULD~ happen in SH4, is that when a player comes in from patrol, and their boat's turn for a new conning tower comes up by date, they should get the new conning tower, whether they have an Excellent, or Poor Rating, shouldn't matter. The player should be given the choice of whether to take a new boat or keep their old one, but should never have to worry about getting their covered wagon cut on a Gato in 1943. Unfortunately, the game does not work like that without intervention such as you're attempting. But a normal player shouldn't have to edit his Save files to get proper functionality, which the editing can be detrimental to the game functioning properly, and is advised against, besides losing the possibility of a new boat altogether with the UpgradeClass edit.

KaleunMarco
01-19-23, 02:47 PM
Mission Score, Career Rating, Renown Total, etc. None of that matters, only the orange text above in the quote of your post. So long as the player has enough points, and there are no available boat upgrades, then you MIGHT get a new conning tower. There is still a "roll of the dice" involved. But there is almost always a chance for a new boat before there is a chance for a conning tower.

The player should not have to wonder whether they are going to get a new boat, nor whether they will get a new conning tower. It should not be an either/or situation, but a player choice. This is what was good about the SH3 system, in that you purchased your new turm, though people complained because they couldn't earn enough renown for the new turm. What ~SHOULD~ happen in SH4, is that when a player comes in from patrol, and their boat's turn for a new conning tower comes up by date, they should get the new conning tower, whether they have an Excellent, or Poor Rating, shouldn't matter. The player should be given the choice of whether to take a new boat or keep their old one, but should never have to worry about getting their covered wagon cut on a Gato in 1943. Unfortunately, the game does not work like that without intervention such as you're attempting. But a normal player shouldn't have to edit his Save files to get proper functionality, which the editing can be detrimental to the game functioning properly, and is advised against, besides losing the possibility of a new boat altogether with the UpgradeClass edit.

yeah, i am not editing Save files any more.
too much effort.:03:
i am setting the conditions for the code to do its thing and it would be really great if that GD code would actually be consistent.

do you think that if a conning tower becomes effective (available) 1-1-194x, and a player returns from a mission during that year, that there is possibility that the upgrade will happen?
or
will the upgrade "possibly" happen ONLY when a mission ends early in January of the effective year?

propbeanie
01-19-23, 05:10 PM
Yes. Remember the sequence of events when docking... strangeness in and of itself... First, the Patrol Number counter starts at Zero for One - computer counting. Second of all, say it is January 14, 1942 coming back in, and you "Dock" to "End Patrol". It is all of a sudden January 31, 1942 in the Office, because the game has already assigned you your next mission, and advanced the clock to do the "day before" sailing display on the screen. Once you click on the Wall Map and away you go, you see your Orders and sailing date. While in port during that time, you, your boat and your crew are like in Limbo, basically losing time.

But yes, coming in on the January 14, 1942 example date, if there was a conning tower available on January 1, 1942, then the dice should roll for a chance at that conn, upon your coming in on that day. In fact, if I remember correctly, you get that before you get into the office and get to assign medals and promotions etc. - IF it gives you one. Seems like maybe a 50-50 chance, tops. Again though, just to re-iterate for the audience - if there is a new boat available, the game will ALWAYS default to giving you a new boat first, no matter how old your conning tower is...

KaleunMarco
01-19-23, 05:53 PM
Yes. Remember the sequence of events when docking... strangeness in and of itself... First, the Patrol Number counter starts at Zero for One - computer counting. Second of all, say it is January 14, 1942 coming back in, and you "Dock" to "End Patrol". It is all of a sudden January 31, 1942 in the Office, because the game has already assigned you your next mission, and advanced the clock to do the "day before" sailing display on the screen. Once you click on the Wall Map and away you go, you see your Orders and sailing date. While in port during that time, you, your boat and your crew are like in Limbo, basically losing time.

But yes, coming in on the January 14, 1942 example date, if there was a conning tower available on January 1, 1942, then the dice should roll for a chance at that conn, upon your coming in on that day. In fact, if I remember correctly, you get that before you get into the office and get to assign medals and promotions etc. - IF it gives you one. Seems like maybe a 50-50 chance, tops. Again though, just to re-iterate for the audience - if there is a new boat available, the game will ALWAYS default to giving you a new boat first, no matter how old your conning tower is...

ok, let take your example one more step.
say that there is a tower upgrade available for your boat and no boat upgrade available for your boat.
the date is 1/14/42.
you shove off on your next mission, on/about 2/14/42.
you return home on/about 3/7/42.
does your boat have an opportunity to get the tower upgrade as it enters home port?

KaleunMarco
01-19-23, 10:12 PM
hey, PB-ole-buddy, i did as i posted earlier, i started a new career.
driving a Sargo, out of Manila.
managed to survive into March, so we are based in Perth/Fremantle.
just for grins, i clicked on the telephone, the one with the dial (what happened to the display:haha:), and there was only one alternative to Perth/Fremantle.
i was wondering if you could help me understand where in Australia the Cavite base is located?
https://i.ibb.co/DRw4kxz/Picture0104.jpg

propbeanie
01-20-23, 03:43 PM
Yeah KM, that's one of those "SH4" issues, where you are looking at the Command's "NameDisplayable", and not the base itself. If you go ahead and transfer, you will end up at the base that is active at the time, which might land you at Darwin if before the big Feb 19 bombing, or in your case of March 1942, at Albany in Southern Australia, which lasts until May 16, 1942 when you will transfer to Brisbane in most cases, but maybe Fremantle, being boat dependent. We'll try to come up with a better name for the next version to cover the multiple bases involved. That is associated with the Cavite Start. There is one in there for Mariveles
also, as well as Olongapo...

KaleunMarco
01-20-23, 05:20 PM
Yeah KM, that's one of those "SH4" issues, where you are looking at the Command's "NameDisplayable", and not the base itself. If you go ahead and transfer, you will end up at the base that is active at the time, which might land you at Darwin if before the big Feb 19 bombing, or in your case of March 1942, at Albany in Southern Australia, which lasts until May 16, 1942 when you will transfer to Brisbane in most cases, but maybe Fremantle, being boat dependent. We'll try to come up with a better name for the next version to cover the multiple bases involved. That is associated with the Cavite Start. There is one in there for Mariveles
also, as well as Olongapo...

i thought it was funny. bad timing, i guess.:wah:

hey i also noticed that there are patrol-missions that state we should be on patrol for 5 days but the bell rings after like 3 1/2 days.
is that purposeful or just a math error calculating patrol-seconds or whatever SH4 uses for patrol length? the latest one i experienced is early in the war, patrol philippines xx, i think, or possibly a Banda Sea patrol. i forget. they seem to be all fungible after so many missions.:doh:

propbeanie
01-21-23, 09:05 AM
Purposeful. The Asiatic boats especially early were moved from location to location willy-nilly, in a vain attempt to stop the onslaught with really bad torpedoes and tactics.

You'll run into similar later when lifeguarding comes online and a patrol mission will be interrupted for lifeguarding.

torpedobait
01-21-23, 01:42 PM
In each of my last 2 careers, when going out of Brisbane in Gato in mid-t0-late 1943, I received a radio message inviting me to transfer to a new special ops group to run out of Darwin. However, Darwin subsequently does not come up as a transfer option after returning to port.

Is this a time-sensitive thing, or is the invite only for show?

torpedobait
01-21-23, 01:51 PM
I was fortunate enough to visit Truk Lagoon and get away with it. But while there on 9/14/43 in Gato out of Brisbane, at an anchorage spot just off Moen, I found a cluster of IJN ships jammed together (especially the two escort carriers.

There were 2 BB's (Nagato and Fuso), two escort carriers (Taigo and Shoho), several Kajairo destroyers, and a single Takao heavy cruiser.

Got credit for sinking the two BB's, both Escort carriers, and the Takao. The DD's went down after being damaged by explosions on the bigger ships, so no credit there.

I really appreciated the easy targets and tonnage, but I think there should only be on battle group there, not what seemed to be two. Might be a timing issue?

KaleunMarco
01-21-23, 02:17 PM
https://subsim.com/radioroom/showthread.php?t=239471

hedging my bets........
:Kaleun_Salute:

propbeanie
01-21-23, 06:14 PM
In each of my last 2 careers, when going out of Brisbane in Gato in mid-t0-late 1943, I received a radio message inviting me to transfer to a new special ops group to run out of Darwin. However, Darwin subsequently does not come up as a transfer option after returning to port.

Is this a time-sensitive thing, or is the invite only for show?
It is time-sensitive, but also, the Gato is not part of assignments given (Salmon & Sargo, in addition to the cruiser boats). If based at Fremantle, there are a few Gato assignments for specific missions, including a couple via DynamicMiss, if you are in the area of the assignments (such as a Timor rescue). The game does not allow specific "addressing" of boats unfortunately, hence the "blanket" messages to all boats. It looks like the devs intended to be able to do that, but never finished the "messaging" for that.


I was fortunate enough to visit Truk Lagoon and get away with it. But while there on 9/14/43 in Gato out of Brisbane, at an anchorage spot just off Moen, I found a cluster of IJN ships jammed together (especially the two escort carriers.

There were 2 BB's (Nagato and Fuso), two escort carriers (Taigo and Shoho), several Kajairo destroyers, and a single Takao heavy cruiser.

Got credit for sinking the two BB's, both Escort carriers, and the Takao. The DD's went down after being damaged by explosions on the bigger ships, so no credit there.

I really appreciated the easy targets and tonnage, but I think there should only be on battle group there, not what seemed to be two. Might be a timing issue?
September of 1943 is when the IJN was paralyzed, unable to decide where to go next, so there are actually 3 groups in there at that time, co-mingled together. Once the Tarawa landings start, the groups start to head west for Tawi Tawi, Palau and/or Lingga Roads by Singapore... There is supposed to be a heavy response to the presence of a US sub in Truk, and you should be found and sunk prior to being able to attack... apparently, the local commander has failed us once again, and will have to be disciplined accordingly... :salute:

KaleunMarco
01-21-23, 06:46 PM
apparently, the local commander has failed us once again, and will have to be disciplined accordingly... :salute:

i volunteer to administer said-discipline.

torpedobait
01-21-23, 07:01 PM
i volunteer to administer said-discipline.

:haha::haha::haha:

KaleunMarco
01-23-23, 06:59 AM
hey guys,

i drew an Equitorial mission (ID530) and something is amiss.
i'll take a look at it and let you know what i find.

https://i.ibb.co/2M4dWL2/SH4-Img-2023-01-23-05-55-09-294.png

propbeanie
01-23-23, 09:33 AM
To save you some hunting time, it's either Equatorial02 or Equitorial05, and I lean to 02 since 05 has a briefing, and 02 does not. The mission star placement is "off" though and makes it slightly difficult to place it. Both of those mission sets have the objective summaries undone, still set to the name of the Objectives, so you do need to pay attention to the orders when receiving radio messages. Those sets of missions get rather complicated, since they were Fife / MacArthur inspired sets...

In the Equatorial02 you should have had a briefing along the lines of "You are to proceed to the Madang area via the Vitiaz / Dampier Straits with a summary of "Patrol off Madang for 5 days", then to "Patrol off Wewak for (probably) 5 days", which is shortened and you are moved north toward the equator with an "Enter Equatorial area near 145-45E and proceed east" message, and once you enter, "Patrol east to 147-20E", upon which you should get a "RTB via Vitiaz / Dampier Straits and Buka enroute".

KaleunMarco
01-23-23, 10:05 AM
To save you some hunting time, it's either Equatorial02 or Equitorial05, and I lean to 02 since 05 has a briefing, and 02 does not. The mission star placement is "off" though and makes it slightly difficult to place it. Both of those mission sets have the objective summaries undone, still set to the name of the Objectives, so you do need to pay attention to the orders when receiving radio messages. Those sets of missions get rather complicated, since they were Fife / MacArthur inspired sets...

In the Equatorial02 you should have had a briefing along the lines of "You are to proceed to the Madang area via the Vitiaz / Dampier Straits with a summary of "Patrol off Madang for 5 days", then to "Patrol off Wewak for (probably) 5 days", which is shortened and you are moved north toward the equator with an "Enter Equatorial area near 145-45E and proceed east" message, and once you enter, "Patrol east to 147-20E", upon which you should get a "RTB via Vitiaz / Dampier Straits and Buka enroute".

it's 02.

i'll take a stab at sprucing it up.

propbeanie
01-23-23, 11:14 AM
Try this:

EquatorialMissFix.7z (https://drive.google.com/file/d/1M9GbcMWP0rZbg6Nkd2VmPFn0HeUdyCNW/view?usp=sharing)


Edit: ratz... mis-spelled Dampier as Damier... lol

KaleunMarco
01-23-23, 01:49 PM
Try this:

EquatorialMissFix.7z (https://drive.google.com/file/d/1M9GbcMWP0rZbg6Nkd2VmPFn0HeUdyCNW/view?usp=sharing)


Edit: ratz... mis-spelled Dampier as Damier... lol

i'll see your misspelled version and raise you a proper version.:har:
i just played it and it works fine.:salute:
https://www.mediafire.com/file/fd3z5rgcunbx7hh/Equatorial02_Fix_20230123.zip/file

just got assigned Equatorial04 for my next mission. i'll check it out.

BTW, you reference Kavieng and Buna in the mission directions however neither are indicated in the map. just an observation, not a criticism.
:up:

propbeanie
01-24-23, 01:23 PM
Thanks KM. I ran an S-18 mission out of Cavite a few days ago, and the islands "to the seaward around Cabra and Lubang Islands and into the Calavite Passage" are missing their names also... sigh - The Campaign LOC & NMS files look to be an incorrect version apparently in v1.8 - fixed for next release. :salute:

KaleunMarco
01-24-23, 05:14 PM
Thanks KM. I ran an S-18 mission out of Cavite a few days ago, and the islands "to the seaward around Cabra and Lubang Islands and into the Calavite Passage" are missing their names also... sigh - The Campaign LOC & NMS files look to be an incorrect version apparently in v1.8 - fixed for next release. :salute:

sounds like a good plan.

add The Shortland Islands to the list. Same use case.
:salute:

torpedobait
01-25-23, 01:39 PM
I'm in the (unnamed) channel approximately 325 Nm NE of Singapore in Gato. Left from NAB Manus Island to patrol an area East of Malaysia and on August 13, 1944 at 1400 encountered a Small Group in said channel consisting of a DD B Class, a KyokutuMaru, a DE Kaibokan, a DE C Class, and a Torpedo Boat Otari.

The KyokutuMaru was literally pushing the DD-B Class - had its bow (how shall I put this delicately) shoved right up the stern of the escort. Both sank when the Kyokutu exploded. Surprisingly I got credit for both sinkings - usually when a target causes the nearby ships to sink I only get credit for the target I actually hit.

Anyway, the behavior of the other 3 escorts was a bit off. The DE Kaibokan was rocking and rolling side to side as it would in a heavy sea, but the seas were flat calm.

The other two were perched high in the water so much so that the props were about 80% exposed. Not the usual displacement, for sure. It's been a long time since I've seen these odd behaviors. Speaking of which, only the Otari bothered to look for us. The other two escorts stopped and eventually ran off. The Otari was still circling the supposed torpedo launch site when last seen or heard.

Not a big deal, but I know you've seen it before elsewhere. Have fun!

KaleunMarco
01-25-23, 01:58 PM
Anyway, the behavior of the other 3 escorts was a bit off. The DE Kaibokan was rocking and rolling side to side as it would in a heavy sea, but the seas were flat calm.


how fast was the Kaibokan moving, if you remember?
i have seen this behavior when the DD/DE is moving at high speed, in any seas.
when seas are bad, they can and will sink.

propbeanie
01-25-23, 11:28 PM
I'm in the (unnamed) channel approximately 325 Nm NE of Singapore in Gato. Left from NAB Manus Island to patrol an area East of Malaysia and on August 13, 1944 at 1400 encountered a Small Group in said channel consisting of a DD B Class, a KyokutuMaru, a DE Kaibokan, a DE C Class, and a Torpedo Boat Otari.

The KyokutuMaru was literally pushing the DD-B Class - had its bow (how shall I put this delicately) shoved right up the stern of the escort. Both sank when the Kyokutu exploded. Surprisingly I got credit for both sinkings - usually when a target causes the nearby ships to sink I only get credit for the target I actually hit.

Anyway, the behavior of the other 3 escorts was a bit off. The DE Kaibokan was rocking and rolling side to side as it would in a heavy sea, but the seas were flat calm.

The other two were perched high in the water so much so that the props were about 80% exposed. Not the usual displacement, for sure. It's been a long time since I've seen these odd behaviors. Speaking of which, only the Otari bothered to look for us. The other two escorts stopped and eventually ran off. The Otari was still circling the supposed torpedo launch site when last seen or heard.

Not a big deal, but I know you've seen it before elsewhere. Have fun!
325 nm would put you closer to that Riau Island than to where I'm guessing you were, which would be the Balabac Strait maybe, after crossing the Sulu Sea and coming into the South China Sea?? The Strait is labeled, but you have to be at the proper zoom level on the map.

Overall image of the South China Sea, Palawan to the upper right, Singapore to the lower left, French Indo-China toward the upper left...

https://i.imgur.com/icwGi1P.jpg

The Mission Editor showing one of two or three zoom levels that will show the Balabac Strait text. Zoom further in and it "disappears" so as to not "hide" ships underneath the text

https://i.imgur.com/S6D7o6o.jpg

You are nearing the end of the 44a layer, getting ready to head into the "no targets" time frame, but there are two "Task Forces" that go through the Balabac, one each direction, but they would both have at least one light cruiser(Leader) and probably one Heavy, along with the escorts, which would vary in type. Which direction was the group traveling? The TF101 traveling east & north has a tanker 100% of the time, but has those CA & CL, along with 4 regular DD, only has 1DE chance, and no torpedo boats. There are no Hunter/Killer groups anywhere near the area... None of the Merchant traffic comes close in Rostering. My primary suspect for now is Convoy 117, which has up to 3 tankers at 100%, 90% & 60% of the time. It can have 2 generic freighters at 70 & 50%, and then escorts as 2x DE 100 & 60%, 2x Corvettes at 90 & 25% and 2xFrigates (the Chidori etc) at 74 & 51% chances... The group can do a top speed of 12knots, and does 9 knots eastbound into the Balabac Strait, with a hard move to starboard and 7 knots a bit after clearing the strait. Combine that with your torpedo attack and them being single file at 816m spacing and the escorts cutting in and out of the tanker's path like they usually do, and that could have been part of the issue. I see no reason for the Kaibokan being light in the skirts, unless they tried to run over the little barrier island while leaving Brunei Bay... I dunno. I'll do a couple of test missions there tomorrow though and see what I see. Thanks for the details! :salute:

KaleunMarco
01-25-23, 11:42 PM
Thanks KM. I ran an S-18 mission out of Cavite a few days ago, and the islands "to the seaward around Cabra and Lubang Islands and into the Calavite Passage" are missing their names also... sigh - The Campaign LOC & NMS files look to be an incorrect version apparently in v1.8 - fixed for next release. :salute:

pb,

i was assigned a sister mission, Equatorial04.
i spruced that one up for you also.
https://www.mediafire.com/folder/wa47ufarc0nd6/Equatorial04_Fix_20230125
:salute:

and so, we hit the summer of '43 and still no tower upgrade for our Sargo, which means that we have missed both the May '42 upgrade and the 'Jan '43 upgrade. it does not appear likely that we will get one. and so, on to the next.
here is a list of recent careers and the lack of success in getting a tower upgrade:

Gar/Tambor - no upgrade
Gato - no upgrade
Argo - two upgrades
Sargo/Salmon - no upgrades
Cachalot & Narwhal - no upgrades available
Balao - one upgrade available but if you start after July '43, which is recommended, you get the upgrade at ship-build time.
Tench - never had any luck with this boat, and it appears as if she has only one tower.
that leaves the Sugar Boats. i guess i'll try one of those and see if i can get a sympathy upgrade.:haha:

torpedobait
01-26-23, 12:18 PM
how fast was the Kaibokan moving, if you remember?
i have seen this behavior when the DD/DE is moving at high speed, in any seas.
when seas are bad, they can and will sink.
It was moving at a good clip trying to find me.

The other two were moving slow, then stopped for a while. No change in displacement.

torpedobait
01-26-23, 12:30 PM
325 nm would put you closer to that Riau Island than to where I'm guessing you were, which would be the Balabac Strait maybe, after crossing the Sulu Sea and coming into the South China Sea?? The Strait is labeled, but you have to be at the proper zoom level on the map.

Overall image of the South China Sea, Palawan to the upper right, Singapore to the lower left, French Indo-China toward the upper left...

https://i.imgur.com/icwGi1P.jpg

The Mission Editor showing one of two or three zoom levels that will show the Balabac Strait text. Zoom further in and it "disappears" so as to not "hide" ships underneath the text

https://i.imgur.com/S6D7o6o.jpg

You are nearing the end of the 44a layer, getting ready to head into the "no targets" time frame, but there are two "Task Forces" that go through the Balabac, one each direction, but they would both have at least one light cruiser(Leader) and probably one Heavy, along with the escorts, which would vary in type. Which direction was the group traveling? The TF101 traveling east & north has a tanker 100% of the time, but has those CA & CL, along with 4 regular DD, only has 1DE chance, and no torpedo boats. There are no Hunter/Killer groups anywhere near the area... None of the Merchant traffic comes close in Rostering. My primary suspect for now is Convoy 117, which has up to 3 tankers at 100%, 90% & 60% of the time. It can have 2 generic freighters at 70 & 50%, and then escorts as 2x DE 100 & 60%, 2x Corvettes at 90 & 25% and 2xFrigates (the Chidori etc) at 74 & 51% chances... The group can do a top speed of 12knots, and does 9 knots eastbound into the Balabac Strait, with a hard move to starboard and 7 knots a bit after clearing the strait. Combine that with your torpedo attack and them being single file at 816m spacing and the escorts cutting in and out of the tanker's path like they usually do, and that could have been part of the issue. I see no reason for the Kaibokan being light in the skirts, unless they tried to run over the little barrier island while leaving Brunei Bay... I dunno. I'll do a couple of test missions there tomorrow though and see what I see. Thanks for the details! :salute:
I went back and compared the game map to Google Earth. I believe I was in the deep water immediately to the SE of Raiu Islands, which is not labeled on the game map. Drawing a line from approximately Singapore to that point should give you about 325 NM, more or less.

I was no where near Balabac.

propbeanie
01-26-23, 01:51 PM
Gotcha - I hope... lol - Does this look a bit closer then?


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


and I am not aware of a name for that body of water there between the islands, other than South China Sea. Anyway, nothing obviously wrong with the group, so the usual possibilities apply in speed changes, sharp turn, running single file, escorts are extremely "wild" in their "guarding" the convoy, plus your attacking. Notice also that the tanker is the "Leader" unit, so if it is sunk, the "Leader" baton must be passed to another ship, which can create the AI all sorts of confusion. I am setting up right now though, to "observe" what I can in the area near August 13, 1944 (checking the ships also, prior to sailing)... :salute:

KaleunMarco
01-26-23, 07:58 PM
hey PB,

couple of things to go over.
started a new career with an S-boat, out of Manila/Cavite (i forget which).
was assigned the SBoatSou03 mission.
ran out of torpedoes TWICE, trying to sink two Kongos in Lingayen Gulf. Got one. no idea how the other one stayed afloat, but it did.:wah:

https://i.ibb.co/pZRfLbV/SH4-Img-2023-01-26-17-10-08-026.png

secondly, and more importantly, as we were making our way to Watching Point, we received a message that cancelled the remainder of the mission and ordered us to Surabaya to end the mission. that would be great, except that our home base was Tilatjap and not Surabaya. Message arrived on January 4 and we were south of Makassar straits when we received it.

Lastly, as we were making our way around Java, we passed Merak and look what we discovered.
https://i.ibb.co/j3q4GJ9/SH4-Img-2023-01-26-18-45-09-868.png

there was no obvious violence between forces. maybe they were playing pinochle and drinking scotch with a sake chaser. probably one of those date things.
:Kaleun_Salute:

torpedobait
01-27-23, 11:57 AM
Gotcha - I hope... lol - Does this look a bit closer then?


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



That is the place, alright.

Note that I "cheated" and used the arrow key "spy" camera when I first got the sonar contact message, or maybe it was the radar contact, and saw the tanker. When I "paged" through the other contacts behind the tanker, I observed the odd rocking and rolling, and the too-high floating on the last two. I had not initiated contact or attempted to attack before noticing the oddness in the escorts. Hope that helps! :salute:

propbeanie
01-28-23, 10:05 AM
OK, thanks... I set the group to 100% spawn every 24 hours and parked myself just east of the "strait" there, and watched four groups in a row not have any trouble (got sunk twice). Generally, when a group spawns as you encountered, there is something "off" in the group's config somewhere, but I haven't found anything as of yet. I'm done with the look-see testing, and will "dive" into the text stuff further, and maybe spreadsheet the waypoint speeds all of the way, and look at a few other points in the file. The group is such that it has a 12 knot max, so if there is a waypoint somewhere in its journey that exceeds that speed, it can lead to trouble spawning "cleanly". My guess though is that there are too many "escorts", and escorts in the Silent Hunter games like to flit about the place, running into each other or their charges as they do their pirouettes and knuckles... I'll probably eliminate the 90 degree course changes, as that possibly contributes to what you had. :arrgh!:

torpedobait
01-31-23, 12:02 PM
On January 9, 1945 Balao arrived in home port of NAB Manus Island. Decided I wanted to be closer to the "action" so I requested a transfer to Guam on January 10, 1945. The transfer was approved.

So imagine my surprise when after getting orders to head to Convoy College I was now at Mios Woendi. It was also now shown as my Home Port.

Teleportation is wonderful, but they could at least give a guy a little warning! The question is: is there a file problem somewhere that confuses Guam with Mios Woendi? Not an urgent matter. Thanks! :salute:

KaleunMarco
01-31-23, 12:27 PM
On January 9, 1945 Balao arrived in home port of NAB Manus Island. Decided I wanted to be closer to the "action" so I requested a transfer to Guam on January 10, 1945. The transfer was approved.

So imagine my surprise when after getting orders to head to Convoy College I was now at Mios Woendi. It was also now shown as my Home Port.

Teleportation is wonderful, but they could at least give a guy a little warning! The question is: is there a file problem somewhere that confuses Guam with Mios Woendi? Not an urgent matter. Thanks! :salute:

so, Jan 10, 1945 you are home ported at Manus Island and request transfer to Guam and when you start your mission on what-date(?) your home base is Mios Woendi?

well, at first glance, i'd say you have mod-soup, because....Guam, once established, never expires as a home base. with that fact, there is no reason for you to be auto-transferred away from Guam to any other home base.

second question, and there is no offense intended here, could you have mis-clicked when requesting transfer and accidently clicked on Mios Woendi and not on Guam, as intended?

propbeanie
01-31-23, 01:24 PM
On January 9, 1945 Balao arrived in home port of NAB Manus Island. Decided I wanted to be closer to the "action" so I requested a transfer to Guam on January 10, 1945. The transfer was approved.

So imagine my surprise when after getting orders to head to Convoy College I was now at Mios Woendi. It was also now shown as my Home Port.

Teleportation is wonderful, but they could at least give a guy a little warning! The question is: is there a file problem somewhere that confuses Guam with Mios Woendi? Not an urgent matter. Thanks! :salute:
When you are based at BaseOne, you are assigned BaseOne missions. But this occurs when you come back in from patrol, NOT as you go out on patrol. So you are at BaseOne on January 9, 1945 (Manus). The game will go at least 17 days between patrols. That is January 26, but it can go longer. I do not remember the upper limit... Anyway, at Manus, the Gato transfers out automatically on 1945-02-16, and is set to go to SubicBay, which becomes active 1945-02-14. Guam is active 1944-10-07 to NULL, and the Gato is allowed there the same dates. Mios Woendi, which is a SpecOps site, is active from 1944-08-18, and the Gato is transferred out of there on 1945-02-16, automatically transferring to SubicBay also...

The arrival at BaseOne (again, Manus) on January 9, 1945 gets you another Manus assignment (or ~SHOULD~), which then will show a January 10 date... your sail date will be no sooner than January 28, but should still be a Manus assignment, which should be for the South China Sea, even if you transfer to Pearl Harbor from there... of which, if you did that, you should have the SCS assignment, but start from Pearl. Since you attempted a transfer to Guam, you should have Guam as home port, but still be assigned the SCS...

I'll double-check any possible date "bleeds" that might be causing you the issue...

propbeanie
01-31-23, 01:34 PM
Page turned, and I missed this one:
hey PB,

couple of things to go over.
started a new career with an S-boat, out of Manila/Cavite (i forget which).
was assigned the SBoatSou03 mission.
ran out of torpedoes TWICE, trying to sink two Kongos in Lingayen Gulf. Got one. no idea how the other one stayed afloat, but it did.:wah:

https://i.ibb.co/pZRfLbV/SH4-Img-2023-01-26-17-10-08-026.png

secondly, and more importantly, as we were making our way to Watching Point, we received a message that cancelled the remainder of the mission and ordered us to Surabaya to end the mission. that would be great, except that our home base was Tilatjap and not Surabaya. Message arrived on January 4 and we were south of Makassar straits when we received it.

Lastly, as we were making our way around Java, we passed Merak and look what we discovered.
https://i.ibb.co/j3q4GJ9/SH4-Img-2023-01-26-18-45-09-868.png

there was no obvious violence between forces. maybe they were playing pinochle and drinking scotch with a sake chaser. probably one of those date things.
:Kaleun_Salute:
Issue #1 for the Kongo in Lingayen Gulf is the Mark 10 torpedo is not very "robust", and while you might sometimes sink a Kongo with 4 Mark 14, it often takes 6+ with the Mark 10, unless you get all good hits. The Kongo is one of the original FOTRS ships with the NSM model on it, so you have to hang around longer, and/or you also have to keep pumping torpedoes into the ship, because their "damage control" can sometimes stop the leaking, and might even get the ship underway, unless you do not allow them the time to do so.

As for #2 and #3 combined, you did not follow orders if you went to the West of Java Island and saw the original SH4 HarborTraffic at Merak left in FotRSU... :D - But yes, Merak (and other harbors in the area) apparently give the Japanese a head-start in their occupations. Also, that SBoatSou03 is an early FotRSU mission assignment with "specific" wording left from before the mod enabled Mariveles (your probable Start base) and Tilatjap. Wording is now changed, and consider yourself notified via proper USN communication channels of such. Strike the "PER ORDERS COMSUBSAF YOU ARE TO RETURN IMMEDIATELY TO SURABAYA JAVA DEI TO END PATROL X" and change it to read "PER ORDERS COMSUBSAF YOU ARE TO RETURN TO CURRENT ASSIGNED BASE IMMEDIATELY TO END PATROL X" Make changes in ink. Be governed accordingly... :har:

torpedobait
01-31-23, 03:07 PM
so, Jan 10, 1945 you are home ported at Manus Island and request transfer to Guam and when you start your mission on what-date(?) your home base is Mios Woendi?

well, at first glance, i'd say you have mod-soup, because....Guam, once established, never expires as a home base. with that fact, there is no reason for you to be auto-transferred away from Guam to any other home base.

second question, and there is no offense intended here, could you have mis-clicked when requesting transfer and accidently clicked on Mios Woendi and not on Guam, as intended?

Guys, notice I said I was in Balao, not Gato. And I forgot to include that I was ordered to start the mission to Convoy College (the assignment made by the system upon arrival at Manus Island) the departure date was February 2, 1945.

The transfer was indeed requested to go to Guam, but the departure on 2/2/45 was from Mios Woendi. To verify that I did not fat key the transfer request, I went back to the save taken upon arrival at NAB Manus Island, processed promotions and medals, took another save, and then requested a tranfer to Guam. Again the assigned mission started on 2/2/45 from Mios Woendi. I have not changed my configuration since at least 5 careers ago. This is the first time I requested a transfer to Guam from Manus in any career.

I do not believe I have a mod soup situation. These have been stable since going to the last version of SH4-FOTRSU.

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
105_FI-OQ_FotRSU_v1.8f_upcPatch
305_LessJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
450_MoonlightzSonarLines
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
902_EAX_SoundSim_FOTRSU_1.8
903_FOTRSU_1.8_SUB_SKINS_IN_4k
904_RUBINI_CLOUDS_SH4
999_Lite Fog v2 + 300' Underwater Visability

KaleunMarco
01-31-23, 03:14 PM
Guys, notice I said I was in Balao, not Gato. And I forgot to include that I was ordered to start the mission to Convoy College (the assignment made by the system upon arrival at Manus Island) the departure date was February 2, 1945.

The transfer was indeed requested to go to Guam, but the departure on 2/2/45 was from Mios Woendi. To verify that I did not fat key the transfer request, I went back to the save taken upon arrival at NAB Manus Island, processed promotions and medals, took another save, and then requested a tranfer to Guam. Again the assigned mission started on 2/2/45 from Mios Woendi. I have not changed my configuration since at least 5 careers ago. This is the first time I requested a transfer to Guam from Manus in any career.

I do not believe I have a mod soup situation. These have been stable since going to the last version of SH4-FOTRSU.


well, then, that would cover 99% of the use cases.
i'll stare at the config again and see what i can see that i did not see.

thank you for answering!:Kaleun_Salute:

KaleunMarco
01-31-23, 04:51 PM
Guys, notice I said I was in Balao, not Gato. And I forgot to include that I was ordered to start the mission to Convoy College (the assignment made by the system upon arrival at Manus Island) the departure date was February 2, 1945.

The transfer was indeed requested to go to Guam, but the departure on 2/2/45 was from Mios Woendi. To verify that I did not fat key the transfer request, I went back to the save taken upon arrival at NAB Manus Island, processed promotions and medals, took another save, and then requested a tranfer to Guam. Again the assigned mission started on 2/2/45 from Mios Woendi. I have not changed my configuration since at least 5 careers ago. This is the first time I requested a transfer to Guam from Manus in any career.

I do not believe I have a mod soup situation. These have been stable since going to the last version of SH4-FOTRSU.

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
105_FI-OQ_FotRSU_v1.8f_upcPatch
305_LessJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
450_MoonlightzSonarLines
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
902_EAX_SoundSim_FOTRSU_1.8
903_FOTRSU_1.8_SUB_SKINS_IN_4k
904_RUBINI_CLOUDS_SH4
999_Lite Fog v2 + 300' Underwater Visability

well, TB, i duplicated your conditions:
January 1945
Balao Command
Manus Home Base
Transfer to Guam
Next Mission to Convoy College
Start Mission
Except we were NOT transferred to Mios Woendi.

do you have a drop box where you can send a copy of your Flotillas.Upc file?

torpedobait
01-31-23, 05:11 PM
well, TB, i duplicated your conditions:
January 1945
Balao Command
Manus Home Base
Transfer to Guam
Next Mission to Convoy College
Start Mission
Except we were NOT transferred to Mios Woendi.

do you have a drop box where you can send a copy of your Flotillas.Upc file?

No, but I could zip it and email it. Can you PM me with your email address?

KaleunMarco
01-31-23, 05:33 PM
No, but I could zip it and email it. Can you PM me with your email address?

done.
go check your PM-Inbox

torpedobait
01-31-23, 05:43 PM
done.
go check your PM-Inbox

Done. File sent via email.

propbeanie
01-31-23, 08:09 PM
I found the hole that the transfer crawled through, and it is the fact that the missions for the Balao at Manus Island are "finished" on 1945-01-31, while your departure date is 1945-02-02. There is a mission for the South China Sea for the Balao boat at Mios Woendi, which is why you ended up there. You would be there whether you transferred or not... The game assigns the next mission upon arrival, so there was no mission at Manus to grab, so it took you to Mios. But, since you intervened and wanted to transfer to Guam, the game got really confused and gave you a Luzon Straits CP mission, but left you at Mios Woendi. This somewhat reminds me of

https://www.youtube.com/watch?v=sYOUFGfK4bU

Issue found and resolved in the next release. Now, go on the mission, and your base might change to Subic Bay on 1945-02-15... then again, it might not.

KaleunMarco
01-31-23, 09:12 PM
I found the hole that the transfer crawled through, and it is the fact that the missions for the Balao at Manus Island are "finished" on 1945-01-31, while your departure date is 1945-02-02. There is a mission for the South China Sea for the Balao boat at Mios Woendi, which is why you ended up there. You would be there whether you transferred or not... The game assigns the next mission upon arrival, so there was no mission at Manus to grab, so it took you to Mios. But, since you intervened and wanted to transfer to Guam, the game got really confused and gave you a Luzon Straits CP mission, but left you at Mios Woendi. This somewhat reminds me of

Issue found and resolved in the next release. Now, go on the mission, and your base might change to Subic Bay on 1945-02-15... then again, it might not.

not to belabor the point, as you may well have described the situation.

however, Manus is defined to stay available until the end of the war as a base and the Balaos can be based there until 1945-02-17.
TB's next mission began on 1945-02-02 which is two weeks before his boat's expiration date at Manus.

question for TB: when did you notice that your transfer to Guam was intercepted by Mios...at the departure screen where you choose from which location to start, at the dock or out to sea or after you had started the mission and noticed the new location on the Nav Map?

propbeanie
01-31-23, 09:44 PM
He went to Mios because Manus did not have a mission to give him when he arrived back from patrol, and was then "auto-transferred" because of the need for a mission, which is a better alternative than a retirement or CTD. Also, Mios is closer to Manus than Guam. Why the game was further confused when he requested basically another transfer with his Guam choice, and then got a CenPac mission, I don't understand, but it is easy to see why he ended up at Mios Woendi. It's the old v1.5 fix for the repeating mission issue that the game used to have.

torpedobait
02-01-23, 02:17 PM
To answer KM's question, I noticed the departure from Mios Woendi on the Departure Page, where I choose either to leave from the dock or out to sea. I chose the latter, btw.

I'm glad you all were able to sort it all out. As for me, I'm just going to continue the current mission at Convoy College and see what happens. Will advise if anything weird comes up.

I'm NOT going to request another transfer. I'd rather see what the game comes up with.

Thanks for your usual excellent analysis. :salute:

TB

propbeanie
02-01-23, 02:30 PM
:salute: Let us know either way, if you would please, torpedobait. My guess is that on Feb 15, you will transfer, but whether it would be Subic or Guam remains to be seen...

torpedobait
02-01-23, 06:09 PM
:salute: Let us know either way, if you would please, torpedobait. My guess is that on Feb 15, you will transfer, but whether it would be Subic or Guam remains to be seen...

Good guess! On or about Feb. 21, 1945 I received a notice that Subic Bay would now be available for resupply, etc. Late on the 22nd, after expending the last 5 torpedoes (successfully, I might add) I started to plot a course for return to NAB MW but saw the Home Base was now Subic Bay. Did not get a base change notice, but that is pretty normal now days. So that's where I went and successfully ended the patrol on February 27, 1945.

The next mission is set to start on March 23, 1945.

Have a beer on me! :Kaleun_Cheers:

propbeanie
02-01-23, 07:01 PM
This was just pointed out to me by an observant observer of the highest order...:
...

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 - should be able to remove
105_FI-OQ_FotRSU_v1.8f_upcPatch - remove since you do not have FI-OQ activated
305_LessJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
450_MoonlightzSonarLines
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
902_EAX_SoundSim_FOTRSU_1.8
903_FOTRSU_1.8_SUB_SKINS_IN_4k
904_RUBINI_CLOUDS_SH4
999_Lite Fog v2 + 300' Underwater Visability - no issues found then?
Now, with that "105_FI-OQ_FotRSU_v1.8f_upcPatch", after you deactivate it, you probably won't notice any changes, since the mod is somewhat like the CWC mods, and has no "recovery". It will not harm having it in the game, but it is made for the base Fleetboat Interiors - Officer's Quarters mod, and goes on top of that, which both go on top of the EAX sound mod. :salute:

torpedobait
02-02-23, 11:32 AM
This was just pointed out to me by an observant observer of the highest order...:

Now, with that "105_FI-OQ_FotRSU_v1.8f_upcPatch", after you deactivate it, you probably won't notice any changes, since the mod is somewhat like the CWC mods, and has no "recovery". It will not harm having it in the game, but it is made for the base Fleetboat Interiors - Officer's Quarters mod, and goes on top of that, which both go on top of the EAX sound mod. :salute:
Thanks for the review! Since I'm now in the office I'll exit, remove the 2 mods in orange, and start the next mission.

I have noticed no issues at all using the 300' visibility and lite fog mod. I've been using it since waaay back in FOTRSU, and in TMO before that. If it has a negative effect I can't see it.

Thanks again!

:salute:

propbeanie
02-02-23, 12:10 PM
I neglected to mention to add the 101_FotRSUv18_FixPak (https://www.subsim.com/radioroom/downloads.php?do=file&id=6230)...

torpedobait
02-03-23, 05:43 PM
I neglected to mention to add the 101_FotRSUv18_FixPak (https://www.subsim.com/radioroom/downloads.php?do=file&id=6230)...

where exactly do I add it? Should it be placed immediately after the v1.8 FOTRSU, and before the Nippon mod?

propbeanie
02-03-23, 06:41 PM
That would be best... but it isn't overwritten by anything in your list though, so it shouldn't be necessary to destroy what you have, and should be fine at the end of your list.

KaleunMarco
02-04-23, 07:54 PM
Ave Kaleuns, i have wondered for quite some time if we could begin a mission with multiple objectives....and i decided to throw caution to the wind and try what i thought was the way to do it.

so, i added multiple objectives to my next mission and... it worked....like.....a swiss car. :03:

i was driving an S-boat out of Brisbane, late in 1942.
The primary assignment was to drop off supplies for the coastwatchers.
i simply added on four (4) more coastwatcher drop off objectives to the Next Mission line in CareerTrack.UPC and shoved off.

the orders were limited to only one screen but the radio messages came in the proper sequence.

all five (5) objectives appeared on the Objectives screen (Radio) and i was allowed to complete them in any order.
after the last objective was completed, i went and patrolled between Rabaul and New Georgia and bagged a few merchies and then headed back to the barn.

:Kaleun_Salute:

torpedobait
02-04-23, 11:04 PM
That would be best... but it isn't overwritten by anything in your list though, so it shouldn't be necessary to destroy what you have, and should be fine at the end of your list.

Just to be on the safe side, I reloaded all my Mods via JSGME and restarted from the Office. Works fine so far. Thanks again for all the help. :salute:

torpedobait
02-05-23, 01:06 PM
I just noticed that the starting Splash Screen for FOTRS-U with the slightly revised Mod loading order is now "Combined Rosters for ..." instead of the Surfacing Sub (in Yellow) that I have been getting all along.

Did I put something in the wrong order, or is this what should have happened?

Current Mods List:

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
101_Nippon_Maru_v1.9_FotRSU
102_Nihon Kaigun v1.2_FotRSU
104_JP_SoyoMaru_fix
399c1_NoScrollNavMap - Same Sized Dials
450_MoonlightzSonarLines
451b_TMOstyle_NavMapDots_Nihon_Kaigun
525_StickieCamera
650_OriginalFOTRS_Dudz
801_UMark Invisible
803_NoPlayerSubFlags
851_Yel_FotRSU_Logo
901_Strategic_Map_Symbols
902_EAX_SoundSim_FOTRSU_1.8
903_FOTRSU_1.8_SUB_SKINS_IN_4k
904_RUBINI_CLOUDS_SH4
999_Lite Fog v2 + 300' Underwater Visability
Combined Roster
FI-OQ_FotRSU_v1.8f_upcPatch

EDIT: I deleted the last two listed here and it reverted to the Splash Screen I was used to seeing. Interesting.

propbeanie
02-05-23, 01:33 PM
No, not at all. "Designed behavior" with the Combined Roster mod. If you want the original FotRSU logo back, use "851_Yel_FotRSU_Logo" from the AddInModzPak. Red text? "851_Red_FotRSU_Logo", Get the FotRSU Museum loading screen? There are two "856_BnW_FotRSU_Museum" and "856_Col_FotRSU_Museum" for black and white and color choices. If you load in vickers03 Fleetboat Interiors - Officers Quarters, he has his own choices of splash and loading screens also. We do not have a loading screens, or "of facees" to replace any changes, but it is easy enough to either remove those from a mod (the Menu folder) before activation, or add them back in either by hand or with your own mini-mod. :salute:

s7rikeback
02-06-23, 04:13 PM
I just noticed that the starting Splash Screen for FOTRS-U with the slightly revised Mod loading order is now "Combined Rosters for ..." instead of the Surfacing Sub (in Yellow) that I have been getting all along.

Did I put something in the wrong order, or is this what should have happened?

Current Mods List:

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
101_Nippon_Maru_v1.9_FotRSU
102_Nihon Kaigun v1.2_FotRSU
104_JP_SoyoMaru_fix
399c1_NoScrollNavMap - Same Sized Dials
450_MoonlightzSonarLines
451b_TMOstyle_NavMapDots_Nihon_Kaigun
525_StickieCamera
650_OriginalFOTRS_Dudz
801_UMark Invisible
803_NoPlayerSubFlags
851_Yel_FotRSU_Logo
901_Strategic_Map_Symbols
902_EAX_SoundSim_FOTRSU_1.8
903_FOTRSU_1.8_SUB_SKINS_IN_4k
904_RUBINI_CLOUDS_SH4
999_Lite Fog v2 + 300' Underwater Visability
Combined Roster
FI-OQ_FotRSU_v1.8f_upcPatch

EDIT: I deleted the last two listed here and it reverted to the Splash Screen I was used to seeing. Interesting.

Interesting to see, that you have removed the "Combined Roster" mod, doing this will screw up the ship names in your game as it's been built for a reason to support both Nippon Maru & Nihon Kaigun to be run together as described in the readme files.

Now, what I would do is, remove 851_Yel_FotRSU_Logo and install it after the Combined Roster mod.

Do not worry about the "851" number sequencing, as this is only a texture mod.

Also notice, you have the following mod:
451b_TMOstyle_NavMapDots_Nihon_Kaigun

But you are not running:
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru

For a complete NavMapDots experience I would suggest you install these also, or else the navmap will have both dots and silhouettes showing shipping.

torpedobait
02-06-23, 06:47 PM
Interesting to see, that you have removed the "Combined Roster" mod, doing this will screw up the ship names in your game as it's been built for a reason to support both Nippon Maru & Nihon Kaigun to be run together as described in the readme files.

Now, what I would do is, remove 851_Yel_FotRSU_Logo and install it after the Combined Roster mod.

Do not worry about the "851" number sequencing, as this is only a texture mod.

Also notice, you have the following mod:
451b_TMOstyle_NavMapDots_Nihon_Kaigun

But you are not running:
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru

For a complete NavMapDots experience I would suggest you install these also, or else the navmap will have both dots and silhouettes showing shipping.

Ok, I think I've got it now!

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
101_Nippon_Maru_v1.9_FotRSU
102_Nihon Kaigun v1.2_FotRSU
104_JP_SoyoMaru_fix
105_FI-OQ_FotRSU_v1.8f_upcPatch
305_LessJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
450_MoonlightzSonarLines
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
525_StickieCamera
650_OriginalFOTRS_Dudz
801_UMark Invisible
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
902_EAX_SoundSim_FOTRSU_1.8
903_FOTRSU_1.8_SUB_SKINS_IN_4k
904_RUBINI_CLOUDS_SH4
999_Lite Fog v2 + 300' Underwater Visability
FI-OQ_FotRSU_v1.8f_upcPatch
Combined Roster
851_Yel_FotRSU_Logo

Thanks for your input! :salute:

fitzcarraldo
02-08-23, 09:31 AM
This is my modlist, working very fine in my actual career (new construction Gato Class, 22000 tons sunk in Convoy College, 1942).


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
BuPers_Mod_Beta_3
jimimadrid HUD
Jimimadrid Optics
Jimimadrid SubManagement
jimimadrid Shells
Jimimadrid Tools
Jimimadrid TDC

Regards

Fitzcarraldo :Kaleun_Salute:

cj95
02-08-23, 12:25 PM
Like the title says, im trying to figure out if the Cachalot, Argonaut, and Nautilus boats included in FOTRSU are actually new unique models or are they just Gatos and such with extra deck guns stuck on board?

Its kinda hard to tell scale wise and was just wondering.

Thanks

propbeanie
02-08-23, 11:52 PM
The mod's documentation has all of that, but that is a bit of a jungle... :roll: - suffice to say that the Cachalot is from Hitman, and is basically a shrunken Porpoise boat with a few additional cosmetic changes. So it is a "kit-bash" if you will. The Argonaut is the TMO pseudo-Narwal boat, which is basically another "kit-bash", but using the Sargo boat as its base model. It is NOT historically accurate, being too short and having after torpedo tubes, in addition to a myriad of other issues, but it "performs" like an Argonaut with slower dive times, and it has dual deck guns, though those are fake also, being copies of the 4 inch gun, renamed... the Nautilus is a "clone" of the Narwhal, which is the Bonus Mod Narwhal, used with exclusive permission in FotRSU. It was constructed by a contest team years ago, and is another "kit-bash" submarine, made from parts of others. However, one thing to remember about SH4, is that ALL of the boats are basically Type VII boats from SH3... no splitting of the prop rotations, only two non-independent engines and motors, no donkey motor, etc. It is all an illusion, in fact, it is

THE Grand Illusion!
https://www.youtube.com/watch?v=7U2E-In0DDg


Definitely unique boats that do not look like a Gato... well, at least, not to their mothers... :salute:

Sledgehammer427
02-15-23, 10:33 AM
if someone told me the hull Keltos and I made looked like a Gato I'd throw hands :haha: I spent way too long playing with vertices on top of a stupidly low-res version of a Nautilus class submarine plan and elevation view for that!

Actually, PB, I've been meaning to reach out to you regarding Narwhals and Spiral Shelled mollusks. Getting old with ADHD is a killer.

propbeanie
02-15-23, 03:57 PM
Good to "see" you again Sledgehammer427! Yes, ADHD can cause all sorts of issues... especially if something you mod does not pass the first test, but you just ~KNOW~ it should, so you test again... and again... and again... maybe I'll make some changes... Lather Rinse Repeat - lol - Reach away, young feller! btw, we need to get keltos01 and Peabody back... love them spiral-shelled mollusks! They're full of trick-sezz!

https://www.goldennumber.net/wp-content/uploads/2012/08/Nautilus-Golden-Ratio-Animation.gif

J0313
02-16-23, 04:19 AM
Where on the target ship do you line up the Stadimeter to get a good range?

propbeanie
02-16-23, 10:24 AM
If there is no mark in the RecMan pic, then the top of the mast. With what DanielCoffey did for the sil files, the mast heights given should be much closer and more consistent with the actual 3D model, and not so much with the "historical" data. :salute:

J0313
02-17-23, 03:34 PM
What file controls CO2 build up when submerged.

KaleunMarco
02-17-23, 05:01 PM
What file controls CO2 build up when submerged.

my friend, that exists behind the UBI curtain. an impenetrable mithril curtain.
many have failed in their attempts to penetrate that curtain. none have succeeded.

have you run into an issue with CO or are you trying to mod it for your own designs?

:Kaleun_Salute:

J0313
02-17-23, 05:23 PM
No sir. I was just wondering if I could slow down the build up a little.

J0313
02-17-23, 05:24 PM
That sucks that it's hard coded.

J0313
02-17-23, 05:27 PM
Here is another question. To what level can you take the CO2 before adverse effects on the crew start? I have never went pass 16. I start to lose my nerve and surface.

KaleunMarco
02-17-23, 07:27 PM
Here is another question. To what level can you take the CO2 before adverse effects on the crew start? I have never went pass 16. I start to lose my nerve and surface.

i do not know that threshold.
i, myself, have experienced high-20's with no ill-effects.
maybe some of the other Kaleuns will chime in with their experiences.
:Kaleun_Salute:

Texas Red
02-18-23, 01:12 AM
I can go to 10 (or even five if I'm feeling lucky) without loosing anybody. When the bar hits zero, people start dying off quick

That has been my experience.

propbeanie
02-18-23, 11:28 AM
There are threads on the subject peppered thoughout SubSim, back into the archived material... Nowhere can I find anything "concrete". As examples:

Medium-old
https://www.subsim.com/radioroom/showthread.php?p=2200082#post2200082

Newer-old
https://www.subsim.com/radioroom/showthread.php?p=2784112#post2784112

SH5, but should apply to 3 & 4 also
https://www.subsim.com/radioroom/showthread.php?p=2381000#post2381000

Suffice to say that you will get a "warning" in the Text box for "CO2 level is over 10%!", and then nothing more until "CO2 level is critical, sir!", which I do not remember when you encounter that (70%??). The rate increases exponentially as time passes, at an ever increasing rate. When you do get that warning though, you do not have a lot of time to get to the surface. I think it is 30% where you will begin to notice a lag between "giving an order" and its resultant "compliance". In other words, you order PD from 150 feet, and you do not notice a change in the bubble or the depth for a bit. You might have to "re-issue" the order. Your crew is suffering from CO2 poisoning. They're still alive, but reacting slowly, and often inaccurately. If you go to the crew screen (F7 in FotRSU), you'll see health and fatigue issues. A crewmember may also have a yellow border around them when the level gets high, indicating they are near death. Hopefully, there is nothing above your boat at that time... else you will shortly encounter the slow spin, screen growing darker phenomenon called "EndGame Sequence", as your crew passes out at the helm and dive planes and begins that descent to crush depth...

A really BIG thing to remember about the CO2 level, is that it is one of the first things to get "stuck" in the game, as far as anomalies encountered after shelling-out to the desktop from the active game. If after you surface and your CO2 level does not clear inside of 30 seconds, then Pause the game, Save the game, Exit the game. Re-start the game, and load your Save, and your CO2 should restore. :salute:

Levyathan89
03-02-23, 12:43 PM
Hey guys, what does the FI-OQ_FotRSU_v1.8f_upcPatch do, that comes with the download? I'm sorry I couldn't find anything in the documentation and I'm not sure if I need it.

propbeanie
03-02-23, 03:26 PM
Hey guys, what does the FI-OQ_FotRSU_v1.8f_upcPatch do, that comes with the download? I'm sorry I couldn't find anything in the documentation and I'm not sure if I need it.
That is only needed if you use vickers03's "Fleetboat Interiors - Officer's Quarters (https://www.subsim.com/radioroom/showthread.php?p=2664082#post2664082)" mod. All it does is update the sub upc files to FotRSU v1.8's paradigm. Otherwise, leave it out of the mix. :salute:

gandyrail
03-03-23, 05:07 PM
Why do I hear morse code when under water; way under water not periscope depth.

KaleunMarco
03-03-23, 06:58 PM
Why do I hear morse code when under water; way under water not periscope depth.

:har:

dial 1-800-Ask_UbiThatQuestion.

the background sound was constructed for the player to hear ambient boat sounds rather than no sound at all. the developer who built the sound file probably had no naval or submariner experience and just cobbled together sounds lifted from elsewhere.

it can get even better. :03:

there is a meg-mod or sound mod where one of the ambient sounds is someone idly whistling and another where a guy is telling a joke. this is extremely funny when you hear these sounds while at battle stations and under silent routine.

just go with the knowledge that the AI cannot hear any of it.

:Kaleun_Salute:

propbeanie
03-04-23, 09:19 AM
Now, fellers, submarine technology by the time 1941 came around allowed for underwater comms, but not by voice, only "keyed" entry, or telegraphy...
See Communication with submarines (https://en.wikipedia.org/wiki/Communication_with_submarines), specifically the VLF section, and Very low frequency (https://en.wikipedia.org/wiki/Very_low_frequency), especially the Applications section. Also, remember that the game allows one, count 'em ONE ambient background sound file, so you cannot rotate among "deep water", "shallow water" and "surfaced" modes for that, although... there is the "Creaks" file sets... :hmmm: - perhaps there is a way to skin this cat yet... an experiment is called for here. If you happen to see a mushroom cloud on the horizon, do not worry, it is not radiologic... it might be full of microbits, as well as assorted pieces of plastic and fibrous material... :o

... also, if CapnScurvy happens by, he'd laugh his backside off that no one has bothered to attempt to write down the Morse Code message... Happy Easter!

KaleunMarco
03-04-23, 12:45 PM
Now, fellers, submarine technology by the time 1941 came around allowed for underwater comms, but not by voice, only "keyed" entry, or telegraphy...
See Communication with submarines (https://en.wikipedia.org/wiki/Communication_with_submarines), specifically the VLF section, and Very low frequency (https://en.wikipedia.org/wiki/Very_low_frequency), especially the Applications section. Also, remember that the game allows one, count 'em ONE ambient background sound file, so you cannot rotate among "deep water", "shallow water" and "surfaced" modes for that, although... there is the "Creaks" file sets... :hmmm: - perhaps there is a way to skin this cat yet... an experiment is called for here. If you happen to see a mushroom cloud on the horizon, do not worry, it is not radiologic... it might be full of microbits, as well as assorted pieces of plastic and fibrous material... :o

... also, if CapnScurvy happens by, he'd laugh his backside off that no one has bothered to attempt to write down the Morse Code message... Happy Easter!

no thanks.
even after Boy Scouts and the USN, i can remember only three letters: O, S, V.
th-th-th-that's all, folks.:salute:

Larrywb57
03-05-23, 11:36 AM
https://i.imgur.com/vfODJNT.jpg

I came across a Japanese Air Base that appears to be in the water, in my mission to Marshall Islands in the Kwajalein Atoll. My boat is a Gato out of Pearl. The date is 02May1943 at 12:00 hrs. I didn't get close enough to get a look at it. Anti-submarine net destoryed my boat.
Here is also my mod list:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
Nippon_Maru_v1.9_FotRSU
Nihon Kaigun v1.3a_FotRSU
Combined Roster
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
454_EasyAOB_FotRSU + Manual Range and Mast Height Dial Fix
FOTRSU Position Keeper Tweak

propbeanie
03-07-23, 08:53 AM
Ah yesh, Larrywb57... would you believe the ole "won't shrink enough icon to fit the map" scheme? How about "the island is too small for the icon to fit properly" scheme?? But that's all it is. That is just "artwork" to signify that there is an airbase there on Roi-Namur, which were two separate islands just prior to WW2, and a "causeway" was started by the Japanese and finished by the Americans after their landings in 1944. The airfield took up most of the eastern island of Namur, with further support facilities on the western Roi island. See Roi-Namur Island (https://en.wikipedia.org/wiki/Roi-Namur) on wikipedia for a little bit of background on it. I have slightly rotated and shrunk the icon just a pinch, and it does seem to fit a bit better, ready for the next release. That icon does not affect the operational capabilities of the AirField there though, so don't be seen there, else you'll have planes on you like stink... :salute:

Aktungbby
03-12-23, 10:35 PM
Reese!:Kaleun_Salute: finally on the surface after a long 'silent run'!:up:

torpedobait
03-12-23, 10:49 PM
I can supply more accurate dates if you are interested, but the short of it is that after completing my second patrol in Gato out of Fremantle in late February 1943, I was given the ever elusive Conning Tower Refit! That is something I hadn't seen in two previous careers.

The mission results that may or may not be a factor in the awarded refit were pretty impressive. While patrolling the shallow water area just below Makassar Strait, I ran into a significant IJN Task Force on February 20 consisting of multiple heavy cruisers (Maya), at least 2 Kongo BBs, two large tankers, numerous escorts, and one Hiryu CV. Managed to sink one Kongo and the Hiryu, plus two of the destroyers. Escaped with 39% damage to the pressure hull plus numerous other items requiring repair.

Frankly I expected to be relieved and court marshalled having been ordered to disengage after filing my report. But I fell to the temptation of a Kongo BB passing 600 yards across the bow, followed by the CV. It was worth the risk, in my book.

Instead I received a Silver Star and a Conning Tower Refit. Who could ask for more?

Anyway, knowing that the conning tower refits are in scarce supply, thought I'd pass this on incase PB or KM wanted to look into it. End of Report. :salute:

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
101_Nippon_Maru_v1.9_FotRSU
102_Nihon Kaigun v1.2_FotRSU
104_JP_SoyoMaru_fix
105_FI-OQ_FotRSU_v1.8f_upcPatch
305_LessJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
450_MoonlightzSonarLines
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
525_StickieCamera
650_OriginalFOTRS_Dudz
801_UMark Invisible
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
902_EAX_SoundSim_FOTRSU_1.8
903_FOTRSU_1.8_SUB_SKINS_IN_4k
904_RUBINI_CLOUDS_SH4
999_Lite Fog v2 + 300' Underwater Visability
FI-OQ_FotRSU_v1.8f_upcPatch
Combined Roster
851_Yel_FotRSU_Logo

KaleunMarco
03-13-23, 12:01 PM
I can supply more accurate dates if you are interested, but the short of it is that after completing my second patrol in Gato out of Fremantle in late February 1943, I was given the ever elusive Conning Tower Refit! That is something I hadn't seen in two previous careers.



good for you!!!!

the conditions under which you received your new tower do not match anything i have experienced, that, plus others experience have led me to the belief that getting an SH4 tower refit has the same odds as winning the lottery.:D

propbeanie
03-13-23, 06:34 PM
... after completing my second patrol in Gato out of Fremantle in late February 1943 ...
There-in lies the key "Gato ... February 1943", the hightest available boat at the time, and prior to the possibly early Balao "reward"... The game could not do anything other than give him the tower... When Jupiter, aligns with Mars... :arrgh!: - besides the fact that he sank a BB AND a CV...

I also suppose torpedobait, that you had several patrols prior in another boat, before getting the Gato at Fremantle, correct?... :salute:

KaleunMarco
03-13-23, 09:06 PM
I can supply more accurate dates if you are interested, but the short of it is that after completing my second patrol in Gato out of Fremantle in late February 1943, I was given the ever elusive Conning Tower Refit! That is something I hadn't seen in two previous careers.

There-in lies the key "Gato ... February 1943", the hightest available boat at the time, and prior to the possibly early Balao "reward"... The game could not do anything other than give him the tower... When Jupiter, aligns with Mars... :arrgh!: - besides the fact that he sank a BB AND a CV...

i disagree.
i still think it is a long shot, lottery to get an upgrade.:D
:Kaleun_Salute:

torpedobait
03-13-23, 10:26 PM
There-in lies the key "Gato ... February 1943", the highest available boat at the time, and prior to the possibly early Balao "reward"... The game could not do anything other than give him the tower... When Jupiter, aligns with Mars... :arrgh!: - besides the fact that he sank a BB AND a CV...

I also suppose torpedobait, that you had several patrols prior in another boat, before getting the Gato at Fremantle, correct?... :salute:

Yes. Started on 12/08/41 in USS Searaven (Sargo) out of Manila; After arriving in Fremantle, I transferred to USS Tuna, a Tambor class boat on 05/31/42; Made 3 patrols then went to Gato on 12/09/42, again while in Fremantle. After 2 patrols in that boat got the Conning Tower Refit on 02/26/43. Made 2 more patrols and was offered a new command on 04/12/43, presumably a Balao, which I declined.

I want to keep the Gato and enjoy the new tower. This last patrol we were jumped by a Zero while conducting a gunfire attack on a troopship. My two AA gunners, each with a twin 20mm, dispatched the Zero handily. Can't wait till I can add twin 40mm's. Bwaaaahaaaahaaa! Now preparing for our 3rd patrol in Gato out of Fremantle. :D

KaleunMarco
03-13-23, 11:17 PM
I want to keep the Gato and enjoy the new tower. This last patrol we were jumped by a Zero while conducting a gunfire attack on a troopship. My two AA gunners, each with a twin 20mm, dispatched the Zero handily. Can't wait till I can add twin 40mm's. Bwaaaahaaaahaaa! Now preparing for our 3rd patrol in Gato out of Fremantle. :D

i was testing some new things out and i slaved a 3 inch shell to the twin 40 mm.
https://i.ibb.co/yBKMVfB/Gomez-Addams.gif

torpedobait
03-14-23, 12:49 PM
[QUOTE=KaleunMarco;2857819]i was testing some new things out and i slaved a 3 inch shell to the twin 40 mm. QUOTE]

Woo, Hoo!!!

:har:

melis
03-15-23, 05:03 AM
Hello. Mod is Wonderful! But.. When the leaks are removed, the water is not removed, and after ascending, the carbon dioxide is not vented. Is this a bug?

propbeanie
03-15-23, 07:04 AM
No, not a "bug" per se, but a "design feature" of the interaction of stock SH4 in the 'modern' Windows OS. SH4 is an old DirectX v9 game, written basically to the Windows XP paradigm with single-threaded processes. No "virtual" threads and no multi-core cpus - they were only dreamed of for user computers. The 'modern' Windows (Vista version and later) can "virtualize" the computer and "sandbox" the SH4 game into a segmented area of the computer memory (hence the use of LAA or the 4Gig Patch). As such, SH4 has no idea when "the game" loses focus with Windows, such as if you shell-out and use the calculator or do email. The game assumes it has exclusive use of all hardware. The "shelling-out" can also happen from Windows itself, if you have a background process running (usually in the systray) that "interrupts" the normal operation of the User's work, such as 'Notifications' from the systray. When the game does lose focus, Windows will at times re-assign the resources, such as the video stream or the audio stream to a different process to use while SH4 is "paused" (by the OS). When you return to the game, it does not always receive its resources back at the same memory address, and that results in those little nigglies and nargles you are experiencing. The game does not like being "interrupted" like that.

It can be difficult, if you have a lot of "background" processes running, to prevent the system from shelling-out on you, but try to avoid the situation. If you do notice that the CO2 will not clear within 30 seconds of surfacing, then Save the game immediately. Exit the game to the desktop. Reload the SH4 game, and then Load the Save game to continue. The O2 should then be restored and CO2 cleared. All graphic anomalies should also clear. This applies to all of the SH series games, and probably most other DirectX v9 games.

Leaks can be a beast of a different stripe, though the shelling-out can cause a similar issue as above. At its root, the repair process has a "timer" for each repair, as found in the game's configuration files. As an example, a "Small Leak" might take fifteen minutes to repair, while a "Medium Leak" might take two hours, and a "Large Leak" might take eight hours, and this "game timer" for the repairs only begins after you put the repair team to work, either directly, or while at Battle Stations. If that "game timer" gets interrupted, the process starts all over, no matter what interrupts the "game timer" (which happens to be a DirectX v9 Library timer).

The "shelling-out" issue does interrupt the timer, as does Saving the game and exiting, both of which seem counter-intuitive, but that is the way the DirectX v9 Library stuff functions (or fails to... :roll: ). If you have CO2 building in the boat after surfacing, no matter how bad the "repair" situation is, you do have to Save the game, exit the game, reload the game, and load the save, so that your crew does not die. Then you deal with having to wait for the repairs to complete again. Now, it could be that the shelling-out that caused your CO2 build-up while surfaced also caused a graphics anomaly, and you'll know that soon enough when you load the saved game, if the compartments do show "clear" when you get back inside the boat. Just be aware, that no matter the circumstances of your loading of a saved game, that if you took any damage, or had a song playing on the radio, or any one of a number of things, including if you hit an anti-sub net and got that awful Banshee scream from it, you will hear it all over again, one right after the other, as the game loads. That can be rather rude at times, if you have the sound up too loud for your computer... :roll: - that is also an SH4 issue... :salute:

melis
03-15-23, 02:48 PM
Thank you sincerely for your reply. And could it be that some mods are more susceptible to this than others?

KaleunMarco
03-15-23, 04:47 PM
Thank you sincerely for your reply. And could it be that some mods are more susceptible to this than others?

jumping in here for PB........

no.
shelling out (alt-tab to windows to do other stuff) is consistently bad.
don't do it.:wah:

i'll add another don't: don't change mods while you are on a mission.
or in a positive manner: change mods only while in port between missions and, when you do this, delete your savefolders under this subfolder:
Documents\SH4\data\cfg
https://i.ibb.co/s1PWGz2/Picture0110.jpg

torpedobait
03-25-23, 01:41 PM
Just left Midway Island in Gato (from outside harbor) bound for Maple Grove at 0730 on 03-17-1944. Almost immediately after getting under way, heard two loud explosions in the distance toward Eastern Island. Observed two smoke columns rising from the NW edge of the Island. On closer inspection it appears to be coming from a DDE that is broken in two and burning! No obvious causes noted.

Noticed something similar (explosions and smoke) on leaving for the Carolines on 02/11/1944. I noted a destroyer-type firmly aground and burning on Eastern Island at the same location. Did not take time to investigate as I assumed the emergency services would be able to handle it.

You may wish to investigate further in case there is an unknown hazard at that location.

:salute:

jldjs
03-27-23, 09:39 AM
My game is installed on drive C:\Game folder. My Document folder is on the D drive. If I put another Document folder on C (C:\Document) how can I get the game to put saves there instead of on D:\Document?

propbeanie
03-27-23, 10:29 AM
Just left Midway Island in Gato (from outside harbor) bound for Maple Grove at 0730 on 03-17-1944. Almost immediately after getting under way, heard two loud explosions in the distance toward Eastern Island. Observed two smoke columns rising from the NW edge of the Island. On closer inspection it appears to be coming from a DDE that is broken in two and burning! No obvious causes noted.

Noticed something similar (explosions and smoke) on leaving for the Carolines on 02/11/1944. I noted a destroyer-type firmly aground and burning on Eastern Island at the same location. Did not take time to investigate as I assumed the emergency services would be able to handle it.

You may wish to investigate further in case there is an unknown hazard at that location.

:salute:
Thus far, I have not found anything close to running aground while looking in the ME, so I'm doing test starts to try to find the culprit. My guess is that two ships are on a collision course, and the one avoids collision by running aground. "Collision avoidance" in the game is sadly lacking, and begins to happen when the AI "anticipates" that two assets will pass within a given distance from each other (500m??). Instead of slowing one of the assets down, and doing it smoothly, each asset (in this case two ships) with their "independent" AI, will sometimes both slow down just before impact, or both assets steer to the same course, or both techniques are used, and the ships (or planes) still collide. Sometimes, they do avoid collision by one or both of the ships "backing" out of the way, in an attempt to find a new route. However, any "backing" movements usually involves improper rudder control and they then steer to inappropriate headings (the opposite of what they should do) and back themselves onto shore, into docks, or into other ships. I just saw another at Pearl Harbor the other day, and had to tweak a tug boat's start so-as to avoid having it pull out in front of a departing freighter. Very frustrating to make a harbor look like a harbor, yet not have the ships & planes crash into each other, or the "ground". This is probably why the Stock game had minimal movements in harbors...

My game is installed on drive C:\Game folder. My Document folder is on the D drive. If I put another Document folder on C (C:\Document) how can I get the game to put saves there instead of on D:\Document?
Using MultiSH4 v1.5 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110) allows you to alter the Save folder 3-character "name" designation, but NOT the drive. That follows your Windows Documents folder, usually. You could move the whole "Documents" structure with the instructions as in a TenForums article (Win 11 link on that page), Move Location of Documents Folder in Windows 10 (https://www.tenforums.com/tutorials/74952-move-location-documents-folder-windows-10-a.html), which you may have already done, but that does move the folder for everything on the computer that uses the Windows GUI for files - mostly... There will still be arbitrary times when apps & Windows itself will still use the original C:\Users \UserName \Documents location, and sometimes it will dump files and folders into the Root of the drive where you moved your Documents folder to, which can be very frustrating, and difficult to anticipate. Which drive you installed Windows to might also influence this. But setting a new path only to the Save folder for SH4, no-can-do, impossible without injection somewhere into either the SH4 executable file, or maybe the FileManager dll file of the game... the "path" to the folder is hard-coded somewhere in there. If you haven't tried MultiSH4, give it a whirl, and then look to see where your "unique" 3-character folder ends up being located. My Win10 desktop puts the folder on the same drive as the game. In Windows 7, it followed the My Documents location. Windows 11 is an unknown to me thus far in this regard, since my Win11 laptop only has one drive... :salute:

KaleunMarco
03-27-23, 01:46 PM
Thus far, I have not found anything close to running aground while looking in the ME, so I'm doing test starts to try to find the culprit. My guess is that two ships are on a collision course, and the one avoids collision by running aground. "Collision avoidance" in the game is sadly lacking, and begins to happen when the AI "anticipates" that two assets will pass within a given distance from each other (500m??). Instead of slowing one of the assets down, and doing it smoothly, each asset (in this case two ships) with their "independent" AI, will sometimes both slow down just before impact, or both assets steer to the same course, or both techniques are used, and the ships (or planes) still collide. Sometimes, they do avoid collision by one or both of the ships "backing" out of the way, in an attempt to find a new route. However, any "backing" movements usually involves improper rudder control and they then steer to inappropriate headings (the opposite of what they should do) and back themselves onto shore, into docks, or into other ships. I just saw another at Pearl Harbor the other day, and had to tweak a tug boat's start so-as to avoid having it pull out in front of a departing freighter. Very frustrating to make a harbor look like a harbor, yet not have the ships & planes crash into each other, or the "ground". This is probably why the Stock game had minimal movements in harbors...

do you remember Sub Battle (SB) from decades ago? i think it was an Epyx game. there is a story that relates to collisions.

i remember running into a problem/question while playing SB and calling the C/S line, after hours.
a guy picks up the call and he turns out to be a systems developer who was working late and happened to walk by the ringing phone.
for you young guys, this was back in the days when a telephone was attached to something, a desk or a wall, and not your thumbs.

anyway, we ended up chatting for hours, on not only Sub Battle, but also systems development.
one of things i remember him telling me was that there are an unbelievable number of collisions in a game such as this. it was one of the top issues that they had to deal with.

one of the features that SB had that SH3-4-5 do not have is the auto-drive feature. auto-drive allowed the player to set a destination and press the auto-drive key and the game would calculate the most direct course, using the best speed, and calculate the proper elapsed time, and deliver you to your destination. saved a lot of time traveling the pacific to/from Pearl. the only problem that would arise would be if you encountered an enemy during your auto-drive such that the game took you out of auto-drive while you were passing through an island on your most-direct-course. don't laugh. (:har:) when it happened, it would always screw up a perfectly good mission. the point is: that's a collision.

anyway, PB's description of designing a harbour layer of ships and their movement took me to a memory palace and i thought i would share the story. Collisions are a historical issue for games such as this.

:Kaleun_Salute:

fitzcarraldo
03-29-23, 01:46 PM
do you remember Sub Battle (SB) from decades ago? i think it was an Epyx game. there is a story that relates to collisions.

i remember running into a problem/question while playing SB and calling the C/S line, after hours.
a guy picks up the call and he turns out to be a systems developer who was working late and happened to walk by the ringing phone.
for you young guys, this was back in the days when a telephone was attached to something, a desk or a wall, and not your thumbs.

anyway, we ended up chatting for hours, on not only Sub Battle, but also systems development.
one of things i remember him telling me was that there are an unbelievable number of collisions in a game such as this. it was one of the top issues that they had to deal with.

one of the features that SB had that SH3-4-5 do not have is the auto-drive feature. auto-drive allowed the player to set a destination and press the auto-drive key and the game would calculate the most direct course, using the best speed, and calculate the proper elapsed time, and deliver you to your destination. saved a lot of time traveling the pacific to/from Pearl. the only problem that would arise would be if you encountered an enemy during your auto-drive such that the game took you out of auto-drive while you were passing through an island on your most-direct-course. don't laugh. (:har:) when it happened, it would always screw up a perfectly good mission. the point is: that's a collision.

anyway, PB's description of designing a harbour layer of ships and their movement took me to a memory palace and i thought i would share the story. Collisions are a historical issue for games such as this.

:Kaleun_Salute:

Well...For an autodrive, will be nice a FMC with SID /STARS for subs :Kaleun_Thumbs_Up:

Regards.

Fitzcarraldo :Kaleun_Salute:

Tigerzhunters
03-29-23, 04:49 PM
Is here any Alternate Download Link For some reason If im download from subsim More than 10 mb Its always corrupted when im extrack

:Kaleun_Salute:

KaleunMarco
03-29-23, 04:51 PM
Well...For an autodrive, will be nice a FMC with SID /STARS for subs :Kaleun_Thumbs_Up:

Regards.

Fitzcarraldo :Kaleun_Salute:

i was reminiscing.

the collisions discussion took me to a memory palace and i shared a memory. i probably should not have shared that.

:oops:

Bernardi
04-12-23, 12:03 AM
Anyone knows if either of the steam versions of SH4 will work with this mod pack with the necessary patches enabled? There is also the Ubisoft Launcher Store that sells the "Gold Edition" but its labeled as a DLC so im really confused which game i should buy.
The store pages for the game are very confusing to what exactly they are selling so excuse me for the confusion.

Im sure there must be an asnwer somewhere in the 350 pages of this thread but honestly while i look if anyone knows please help me out.

:Kaleun_Cheers:

Thanks in advance.

propbeanie
04-12-23, 06:46 AM
The first post and the download page both have notes that the mod is only for the v1.5 of the SH4 game. That is basically the "Gold Edition", which was a euphemism for a all-in-one version of the game, which was originally released with a v1.x number (of course), and went through several interim updates, up through v1.4 that were US Pacific theatre-only versions of the game. Version 1.5 added several "features", including the German Type IX-D2 and Type XVIII U-Boats for a playable German career in the Monsun Gruppe, based in SE Asia. The basic "artwork" of the game was slightly changed, rendering the v1.5 "update" un-compatible with previous versions of the game, which also made all of the existing (at the time) mods incompatible. So, FotRSU is written to that "standard" and will not run in anything prior to v1.5. However, it does not matter whether you have a version of the game with the U-Boat Mission Add-On added on top of an older version of the game, the Steam, the Ubisoft, or any other download version, or the disk "Gold Edition" version of the game. If it says it is "Version 1.5" or "Gold Edition", that would be the same, and what you want. What you do have to do though, is ensure that the game is NOT installed in a Windows "Program Files" folder, or any other folder that Windows monitors. Otherwise, Windows itself will remove any updates and mods that you might add to the folder, and that is due to Windows "security" and the fact that the game was written for Windows XP, and is ignorant of anything about "Vista" or later versions of Windows. There are pdf files in the mod's Support folder, as well as other "help" peppered through-out the first post and the download page to help with game installation and mod activation. Or, any other questions, just post back and someone will help out. :salute:

Bernardi
04-12-23, 09:28 AM
The first post and the download page both have notes that the mod is only for the v1.5 of the SH4 game. That is basically the "Gold Edition", which was a euphemism for a all-in-one version of the game, which was originally released with a v1.x number (of course), and went through several interim updates, up through v1.4 that were US Pacific theatre-only versions of the game. Version 1.5 added several "features", including the German Type IX-D2 and Type XVIII U-Boats for a playable German career in the Monsun Gruppe, based in SE Asia. The basic "artwork" of the game was slightly changed, rendering the v1.5 "update" un-compatible with previous versions of the game, which also made all of the existing (at the time) mods incompatible. So, FotRSU is written to that "standard" and will not run in anything prior to v1.5. However, it does not matter whether you have a version of the game with the U-Boat Mission Add-On added on top of an older version of the game, the Steam, the Ubisoft, or any other download version, or the disk "Gold Edition" version of the game. If it says it is "Version 1.5" or "Gold Edition", that would be the same, and what you want. What you do have to do though, is ensure that the game is NOT installed in a Windows "Program Files" folder, or any other folder that Windows monitors. Otherwise, Windows itself will remove any updates and mods that you might add to the folder, and that is due to Windows "security" and the fact that the game was written for Windows XP, and is ignorant of anything about "Vista" or later versions of Windows. There are pdf files in the mod's Support folder, as well as other "help" peppered through-out the first post and the download page to help with game installation and mod activation. Or, any other questions, just post back and someone will help out. :salute:

Thanks that clarifies a lot of things. I did see the requirments in the first page im just confused if the Steam version of the game goes up to v1.5.
Actually i just found a comment on Steam saying they only sell version 1.3 even with the U-Boat addon and the guy says he didnt find a way to update to version 1.5. Now that was in 2014 so is there a way to update now from the 1.3 version? Also i guess the gold edition of the Ubisoft Store should work as it says in the cover art it's the "Gold Edition" again they don't specify what version the game uses.

propbeanie
04-12-23, 12:11 PM
Notice this Steam page is "Silent Hunter: Wolves of the Pacific"
https://store.steampowered.com/app/15200/Silent_Hunter_Wolves_of_the_Pacific/

That would be version 1.3, while this Steam page is "Silent Hunter: Wolves of the Pacific U-Boat Missions"
https://store.steampowered.com/app/15240/Silent_Hunter_Wolves_of_the_Pacific_UBoat_Missions/

and that would be version 1.5, as an "upgrade" for the v1.3 package. Note that under the title, the Steam page says "This is an expansion for Silent Hunter: Wolves of the Pacific and requires the Steam version of the original game to play." So you do need both versions from Steam.

When put altogether in a single package though, as in this Ubisoft store page
https://store.ubisoft.com/us/game/?lang=en_US&pid=56c4948988a7e300458b47fa&dwvar_56c4948988a7e300458b47fa_Platform=pcdl&edition=DLC&source=detail

While it says "Gold Edition", it is version 1.5 also.

Why Steam does theirs that way is beyond my comprehension... If their v1.3 could be updated to the Ubisoft v1.4 download, then maybe it would be useful, but it cannot. The only way to update the Steam v1.3 is to use the Steam v1.5 U-Boat Missions purchase... :roll:

Bernardi
04-12-23, 02:13 PM
Notice this Steam page is "Silent Hunter: Wolves of the Pacific"
https://store.steampowered.com/app/15200/Silent_Hunter_Wolves_of_the_Pacific/

That would be version 1.3, while this Steam page is "Silent Hunter: Wolves of the Pacific U-Boat Missions"
https://store.steampowered.com/app/15240/Silent_Hunter_Wolves_of_the_Pacific_UBoat_Missions/

and that would be version 1.5, as an "upgrade" for the v1.3 package. Note that under the title, the Steam page says "This is an expansion for Silent Hunter: Wolves of the Pacific and requires the Steam version of the original game to play." So you do need both versions from Steam.

When put altogether in a single package though, as in this Ubisoft store page
https://store.ubisoft.com/us/game/?lang=en_US&pid=56c4948988a7e300458b47fa&dwvar_56c4948988a7e300458b47fa_Platform=pcdl&edition=DLC&source=detail

While it says "Gold Edition", it is version 1.5 also.

Why Steam does theirs that way is beyond my comprehension... If their v1.3 could be updated to the Ubisoft v1.4 download, then maybe it would be useful, but it cannot. The only way to update the Steam v1.3 is to use the Steam v1.5 U-Boat Missions purchase... :roll:

Yes very weird, i think i will end up just buying the Ubisoft store one. :Kaleun_Salute:

Maybe on a sale i can get both packeges on Steam for the price of the Ubisoft one but then that's for me to decide. Thanks for the help.

propbeanie
04-13-23, 03:23 PM
:yeah: It shouldn't be long, and one or both of them will have their "summer game sale" or some such, and they have priced the games as low as $2.50US, but usually like $3.99

Wolfcat
04-16-23, 06:16 AM
I have a previous version of FOTRS installed. Any instructions on how to uninstalled the old one and install the most recent update?

torpedobait
04-16-23, 01:12 PM
I have a previous version of FOTRS installed. Any instructions on how to uninstalled the old one and install the most recent update?

You should start with the instructions on Page One of this Thread. It's all there.

Good luck! :salute:

propbeanie
04-16-23, 03:36 PM
I have a previous version of FOTRS installed. Any instructions on how to uninstalled the old one and install the most recent update?
If you still have a copy of the Stock game on your computer, you can copy and paste that folder into another new folder and use that. Do not have the game in a Program Files folder, which as torpedobait says, is all in the first post on the first page of this thread, or on the download page, or can be found in detail in the mod's Support folder. You basically should start with a "fresh" copy of the game, because as good of an app as JSGME is, you cannot guarantee that the game folder is "clean" after de-activating a mod, since there are too many factors that can play a part in ruining that. If you used JSGME to activate FOTRS, then you can use JSGME to deactivate it also, but be aware that it might not completely restore your game files. Also, pay attention to the requirements for the FotRSU mod, in that you must be running v1.5 of SH4, aka: Gold Edition, aka: U-Boat Missions Add-On on v1.4 of the game (very rare these days). FOTRS v2.x ran on the SH4v1.4 while FOTRS v1.2 & .3 ran on SH4v1.5 (Gold Edition). It is also best to be using a 64-bit version of a Windows OS, since you really do need to use a Large Address Aware type program to open more Windows memory to the 32-bit SH4.exe file. :salute:

KaleunMarco
04-16-23, 03:43 PM
You should start with the instructions on Page One of this Thread. It's all there.

Good luck! :salute:

do mean to say that you read the Page One instructions?!?!?!?:har:
:Kaleun_Salute:

Wolfcat
04-17-23, 11:43 AM
If you still have a copy of the Stock game on your computer, you can copy and paste that folder into another new folder and use that. Do not have the game in a Program Files folder, which as torpedobait says, is all in the first post on the first page of this thread, or on the download page, or can be found in detail in the mod's Support folder. You basically should start with a "fresh" copy of the game, because as good of an app as JSGME is, you cannot guarantee that the game folder is "clean" after de-activating a mod, since there are too many factors that can play a part in ruining that. If you used JSGME to activate FOTRS, then you can use JSGME to deactivate it also, but be aware that it might not completely restore your game files. Also, pay attention to the requirements for the FotRSU mod, in that you must be running v1.5 of SH4, aka: Gold Edition, aka: U-Boat Missions Add-On on v1.4 of the game (very rare these days). FOTRS v2.x ran on the SH4v1.4 while FOTRS v1.2 & .3 ran on SH4v1.5 (Gold Edition). It is also best to be using a 64-bit version of a Windows OS, since you really do need to use a Large Address Aware type program to open more Windows memory to the 32-bit SH4.exe file. :salute:

Thanks a lot for the tips. However, I can't download the 101 quickfix for FOTRSU. I was able to download everything except that. When I click on the link, it says it's restricted to officers of this forum...

propbeanie
04-17-23, 02:48 PM
If you used the link 101_FotRSUv18_FixPak.7z (https://www.subsim.com/radioroom/downloads.php?do=file&id=6230), then you may have exceeded your download authorization for the day. Try again in a few hours, or perhaps tomorrow. That add-on is not needed for the base mod, but does fix a few issues. I am not certain how Onkel Neal works the download bandwidth anymore, but the FotRSU mod is rather large, at almost 2gig in size.

The AddInModzPak_18.7z (https://www.subsim.com/radioroom/downloads.php?do=file&id=5811) does add some options to the game, as does the other mods on the first page with vickers03's Fleetboat_Interior: Officers Quarters (https://www.subsim.com/radioroom/downloads.php?do=file&id=5593), and s7rikeback's Nippon Maru (https://www.subsim.com/radioroom/downloads.php?do=file&id=5724) and Nihon Kaigun (https://www.subsim.com/radioroom/downloads.php?do=file&id=5911) add-in mods. Those, for the most part, are the only "sanctioned" mods for FotRSU, though jimimadrids new stuff should work with some care. Just be certain that you start with a fresh SH4 install, outside of a Program Files folder, that you use a LAA-type applet on the SH4.exe, and that you have either emptied the game's Save folder, or created a new one with MultiSH4v1.5, which is also included in the FotRSU mod, along with JSGME in the "Extras" folder. You will have to pay attention to the details in the instructions in each of the add-ins and packages. Let us know how it goes! :salute:

Wolfcat
04-18-23, 11:31 AM
@propbeanie The installation instructions on the 1st page are a bit confusing. So once I have the clean install of the stock game, then:
1. create a "MODS" folder in the game's root directory
2. Drop each mod into the "MODS" folder: the main FOTRSU mod, hotfix, AddinModz, Nippon Maru etc
3. Run JSGME to enable each one of them

Is this the correct procedure? Is there any particular order that these items should be activated?

There shouldn't be unzip and overwrite the files in the folders, right?

propbeanie
04-18-23, 02:58 PM
Yes, all the mods downloaded go into the MODS folder. You can use 7-zip (https://www.7-zip.org) to "Unzip here", and you should not get extra folders when doing that. If you use the Windows archive utility, it will create a same-named folder as the mod, and then you'll have to get rid of the upper folder. You want to end up with mods that are set-up with folders of "ModName \Data" (and all of the other folders), not a "ModName \ModName \Data" set-up.

Activate the "100_FalloftheRisingSunUltimate..." mod first, then any patches, which in this case is "101_FotRSUv18_FixPak". You will get an overwrite warning with both, and yes, you do want them to overwrite files. I would advocate doing "Nippon_Maru v1.9b, then Nihon Kaigun v1.3a. If you do both of those mods, then add the "Combined Roster" mod that they will both add to the MODS folder for you. If you do not use both of those mods, do NOT use the Combined Roster Mod. If you use the Fleetboat Interiors - Officer's Quarters, do that next. When you "activate" the Add-in Modz Pak, that will copy a folder into the Extras folder under the game folder. You have to navigate inside that folder, and down into "AddInModzPak_v18" from there, and then choose the Add-In Modz that you want to use, by copying and pasting those into the MODS folder yourself. Note the numbering of those mods, in that you can only use one of each similarly numbered mod, such as only one of the 399 mods can be used. There are combinations of some of those mods. That way, you won't overwrite one mod with another, and get something you do not expect. If you use the Add-in Modz 451_TMOstyle_NavMapDots mod, then you'll want to add the same 451_ mods from s7rikeback's mods for the same "Dots" for ship designators on the NavMap.

There are pdf files in the Support folder of the mod, and you should be able to find even more detail than the confusion of the first page here. There is quite a lot involved in getting an old DirectX v9.0c game running properly in the 'modern' Windows OS. The more detail you can absorb, the better your gaming experience and the lower the frustration... :arrgh!: - any issues, just ask questions! :salute:

Wolfcat
04-18-23, 03:51 PM
@propbeanie thanks for the detailed instructions. Just one more clarification on "AddInModzPak". So I need to:

1. Activate the main "AddInModzPak" through JSGME first
2. Then find the specific addin mod that I want out from /Extras/AddInModzPak_v18/ and drag it out into the main "MODS" folder

Is my understanding correct?

torpedobait
04-18-23, 05:33 PM
do mean to say that you read the Page One instructions?!?!?!?:har:
:Kaleun_Salute:

Oh, Yah Shur Yu Betcha, By golly! :D

Wolfcat
04-18-23, 09:01 PM
It says FOTRSU v1.7. Did I do something wrong? Isn't this supposed to be v1.8?

propbeanie
04-18-23, 11:40 PM
Finally!!! You have discovered another of FotRSU's many Easter Eggs!!!

https://media.giphy.com/media/1sxwiKgL7FDVYslGhF/giphy-downsized-large.gif


Well... actually, no... it's a "bug" of sorts. If you downloaded v1.8 of the mod, and then added some of the AddInModzPak splash screens, some of those do indeed have v1.7 instead of v1.8... The "assembler" (ahem) grabbed an incorrect set of files for those... :oops:

@propbeanie thanks for the detailed instructions. Just one more clarification on "AddInModzPak". So I need to:

1. Activate the main "AddInModzPak" through JSGME first
2. Then find the specific addin mod that I want out from /Extras/AddInModzPak_v18/ and drag it out into the main "MODS" folder

Is my understanding correct?
Yes, that is correct. You could also just drill into the folder structure after unzipping, and drag them directly into the MODS folder... :roll:

Wolfcat
04-19-23, 06:53 AM
@propbeanie So what can I do to fix this problem? Or it doesn't really matter. Btw, I have the following Additional mods activated.

Wolfcat
04-19-23, 08:56 AM
I found out it's the "Fleetboat Interior" mod that's causing it. However, the FOTRSU credit screen is always v1.7. I guess it's never been updated.

KaleunMarco
04-19-23, 09:49 AM
@propbeanie So what can I do to fix this problem? Or it doesn't really matter. Btw, I have the following Additional mods activated.

next time you want to post your Mods list:
open JSGME
Click Tasks, then Export, To Clipboard.
Switch screens to your post, and either right-click-Paste or press Ctrl+v to paste.

much easier than the screen shot.
:Kaleun_Salute:

Wolfcat
04-19-23, 10:46 AM
Gotcha. Good to know. Here is my list.


100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
Nippon_Maru_v1.9b_FotRSU
Nihon Kaigun v1.3a_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
305_LessJapaneseAirRadar
650_MoreDudz
803_NoPlayerSubFlags

fitzcarraldo
04-19-23, 11:31 AM
Gotcha. Good to know. Here is my list.


100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
Nippon_Maru_v1.9b_FotRSU
Nihon Kaigun v1.3a_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
305_LessJapaneseAirRadar
650_MoreDudz
803_NoPlayerSubFlags

This is my list with FOTRSU 1.8. All working very fine.

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 v1.3a_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
New Sounds for Fleetboat_Interior-Officer Quarters mod
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
650_OriginalFOTRS_Dudz
Jimimadrid Metalic Dials
Jimimadrid Sailors for FotRSU
851_Red_FotRSU_Logo
DarkerNightsEnv_V2
BATTLEFLAG_CONNING_SILVERSIDES_SS-236
BATTLEFLAG_WARDROOM_SILVERSIDES_SS-236
Lite Fog v2 + 200' Underwater Visability
Vanilla Impurities
Jimimadrid SubManagement
Jimimadrid Optics
jimimadrid Shells
Jimimadrid Tools
Jimimadrid TDC
jimimadrid HUD
Select Your Sub

Regards.

Fitzcarraldo :Kaleun_Salute:

Wolfcat
04-19-23, 02:17 PM
@fitzcarraldo, so you launch splash screen shows v1.8 rather than v1.7?

propbeanie
04-19-23, 09:44 PM
The splash screen saying v1.7 does not affect the game play. If you activate the Interiors mod, that splash screen is for the previous version, but the "FI-OQ_FotRSU_v1.8f_upcPatch" makes it compatible with FotRSU v1.8

Wolfcat
04-20-23, 07:15 AM
@propbeanie Gotcha. Yeah, I have played it. So far so good. No crashes. No major issues.

shake307
04-20-23, 01:36 PM
Anyone take a stab as to why I CTD on mission start? I have only downloaded the v1.8 mod and its patch. JGMSE is in the SH4 folder. I can get into the game, but on mission start, I have a black screen, then CTD. Using the Steam Version. I think it may have something to do with SH4 being installed in the steamapps folder, but I can't get it to run anywhere else. I copy and paste SH4 to C: and I get some Application Error as soon as I double click the sh4 app. I have also deleted my save game folder.

Aktungbby
04-20-23, 02:42 PM
shake307!:Kaleun_Salute:...after a 6 year 'silent run'!:up:

propbeanie
04-20-23, 04:20 PM
Anyone take a stab as to why I CTD on mission start? I have only downloaded the v1.8 mod and its patch. JGMSE is in the SH4 folder. I can get into the game, but on mission start, I have a black screen, then CTD. Using the Steam Version. I think it may have something to do with SH4 being installed in the steamapps folder, but I can't get it to run anywhere else. I copy and paste SH4 to C: and I get some Application Error as soon as I double click the sh4 app. I have also deleted my save game folder.
Where do you have the game installed? You cannot be in a Windows "protected" folder, such as Program Files, even when under the Steam directory. The Library folder has to be outside of any folder that Windows interferes with. Also, which version of the Steam game are you trying to start? There is the "plain" Silent Hunter: Wolves of the Pacific, and then there is "U-Boat Missions Add-On", which is the v1.5 of the game, and is necessary to get FotRSU to run... although, it does look like Steam has changed their SH4 pages - AGAIN!!! Kind of more difficult to tell what they're doing there... sigh

Silent Hunter®: Wolves of the Pacific (https://store.steampowered.com/app/15200/Silent_Hunter_Wolves_of_the_Pacific/)
Silent Hunter®: Wolves of the Pacific U-Boat Missions (https://store.steampowered.com/app/15240/Silent_Hunter_Wolves_of_the_Pacific_UBoat_Missions/)

Time was, the "Wolves of the Pacific from Steam was version 1.3 of the game, but they are showing a German Type IX-D2 U-Boat in their "splash" ad on that page... :hmmm: :timeout:

Look to see which version you are starting. When you start SH4, and get to the main menu, do you have a choice for "U-Boat Campaign"? Although, seems to me that you would get a "Black_80" error message instead, if you were starting the wrong one... :hmmm:

Two other things to check. Number one would be the Properties settings of the SH4.exe file. Navigate into your game folder in Windows FileManager, and find SH4.exe. Right-click on it, and from the Context Menu that comes up, choose "Properties" at the bottom of the list. That opens the "Properties" dialog. On that first "General" tab, toward the bottom, make certain that the tick-box for "Read-only" is cleared. That will allow the file to be altered. Then click on the "Compatibility" tab and do some adjusting there.

https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=12948

You are almost guaranteed to need to tick that "Disable fullscreen optimizations". You most likely have to click on the "Change high DPI settings" button, which is what makes that upper window in that picture. You'll want to set the "High DPI Scaling Override" section near the bottom like in the picture. Unless you have an odd laptop like mine, leave that top "Program DPI" section alone and the tick-box empty. Quite a few folks have to use that "Compatibility Mode" section, and some have to use the "Run this program as an administrator". You will need to experiment there, since no two computers are alike.

Number two, you do have to set either LAA or the 4Gig Patch properly on the SH4.exe file (hence the clearing of the "Read-only" part above). Both are in the FotRSU mod download, with LAA being in the game folder after activation, and the 4Gig Patch being in the "Extras" folder, if you want to use it instead. The 4Gig Patch does give you a better indication that it failed, though you do not get any beeps are flashing read text. LAA will seem that it took, but if you open it again, and bring the SH4.exe file in again, the tick-box for the "Large Address Aware Flag" will be empty still. Make certain you have one or the other of those enabled, and that should allow the app more of your RAM to run it. It doesn't matter if you have 64 Gig of RAM on your computer, Windows will still only give each "legacy" app about 640k of RAM. Using LAA or similar will get you up to about 1.5Gig of RAM, which is enough for SH4 with FotRSU enabled, to run in. :salute:

Wolfcat
04-20-23, 06:27 PM
Anyone take a stab as to why I CTD on mission start? I have only downloaded the v1.8 mod and its patch. JGMSE is in the SH4 folder. I can get into the game, but on mission start, I have a black screen, then CTD. Using the Steam Version. I think it may have something to do with SH4 being installed in the steamapps folder, but I can't get it to run anywhere else. I copy and paste SH4 to C: and I get some Application Error as soon as I double click the sh4 app. I have also deleted my save game folder.

If I have to take a guess, you probably forgot to apply LAA. This beast was designed 10+ years ago and back then very few machines had 2gb+ memory.

Wolfcat
04-20-23, 06:32 PM
I am not so sure if this is vanilla game bug or FOTRSU bug:

1. Ambient noise such as sea wave, wind is so loud. Even if I go submerged and inside my sub, it's still there. Once I had heavy and bad weather, the noise wouldn't go away any more. And it drowns out all other noise such as crew reverberating my command.

2. Deck watch won't go inside boat once the sub is submerged. They would still stick around on deck underwater

3. Sometimes at high time compression (4k-3kish), you sub would suddenly stop for no reason. Speed just suddenly falls down to 0.

propbeanie
04-21-23, 10:41 AM
I am not so sure if this is vanilla game bug or FOTRSU bug:

1. Ambient noise such as sea wave, wind is so loud. Even if I go submerged and inside my sub, it's still there. Once I had heavy and bad weather, the noise wouldn't go away any more. And it drowns out all other noise such as crew reverberating my command.

2. Deck watch won't go inside boat once the sub is submerged. They would still stick around on deck underwater

3. Sometimes at high time compression (4k-3kish), you sub would suddenly stop for no reason. Speed just suddenly falls down to 0.
Those are all symptoms of having shelled-out to Windows. As you stated above for shake307, this is an ~old~ DirectX v9.0c game. If you did much game-playing in Windows XP, you did NOT leave the game, else things went wonky. While Windows got better at that with Vista and Win7 (quite by accident), Windows 8, 10 & 11 have not bothered to attempt any improvements - on purpose. They do not want you playing old games. They want you buying new, at least every three years... Sorry, let me kick the MS-dissing soapbox away...

Anyway, whether you shell out on purpose to go use the calculator or do email, or maybe Windows does it for you with a "Notification" from the systray, it does trash the game, which expects everything to be where it put it, at actual off-set addresses. This happens whether you play stock, or a modded version. With 'modern' Windows, everything is flat memory and "virtual machine", so Windows puts each session of SH4 in its own little sandbox area to play with, in a restricted memory space. When you shell-out, Windows might reassign the buffers the game uses and then you get some strange anomalies. Even if Windows doesn't trash the buffers for the game, the game itself does not like losing focus, and has issues when you give the game section the focus again.

Also, with Time Compression, it is recommended to not go over 2048, and it is better if you do not go over 1024 actually. The "busier" it is around your boat, the worse that can get. Anything over 256x has the potential to mess up the sound stream, Stock or modded again, of course. The more powerful your computer, the more you can abuse TC, but it is best to be "safe" about it, and stay at 2048x or below. Nothing of course, prevents you from experimenting and trying to find what your computer can do in that regard.

If you do end up with anomalies as you describe, or if you end up with a steam cloud over your boat that just follows you everywhere, then Save the game with a new, unique name. EXIT THE GAME. Do not attempt to re-load a Saved game unless you first Exit. Then re-start the game, load your Save, and continue. This Exiting of the game also applies if you "change modes", such as doing a SingleMission or the Museum, in that before you go to another "mode" in the game, Exit, and then re-start. Someone didn't do their C alloc properly in the game. in other words, it does not clean up well after itself... Your sound, video and other "streams" should be back to somewhat "normal", whatever that is in SH4, especially as it relates to Windows... :roll:

fitzcarraldo
04-21-23, 05:07 PM
@fitzcarraldo, so you launch splash screen shows v1.8 rather than v1.7?

No. It is from 1.7. You can leave the splash from Fleetboat interiors or those included in Nihon Kaigun and/or Nippon Maru.

Regards

Fitzcarraldo :Kaleun_Salute:

Wolfcat
04-21-23, 11:12 PM
@propbeanie thanks for the tips. Yeah, it seems by exiting game and relaunching, I can reset those issues. Also I have the following observations/suggestions:

1. I don't think it's historical accurate that S-class can use Mk14 torpedoes. The weapon was too long for their tubes.

2. I remember for some of the larger boats such as Tambor class, you can access deck, conic tower and command room. However, with the interior mod, the quick key command for conic tower is disabled. You can still access it but you just need manually move there. (is that correct?)

3. In Propoise class, there is radio overhead that you can use. But I could find similar radio in Tambor any more.

4. On mission 2 of my Asiatic Fleet campaign, I was instructed to go to an area and wait for orders. Once I get there, I was told simply to sink ships. I wondered around for a few days but couldn't find any ships. I traveled around a bit and finally found a Nikita Maru and sank it, but the mission still shows incomplete. What can I do to complete the mission?

propbeanie
04-22-23, 07:38 AM
@propbeanie thanks for the tips. Yeah, it seems by exiting game and relaunching, I can reset those issues. Also I have the following observations/suggestions:

1. I don't think it's historical accurate that S-class can use Mk14 torpedoes. The weapon was too long for their tubes.

2. I remember for some of the larger boats such as Tambor class, you can access deck, conic tower and command room. However, with the interior mod, the quick key command for conic tower is disabled. You can still access it but you just need manually move there. (is that correct?)

3. In Propoise class, there is radio overhead that you can use. But I could find similar radio in Tambor any more.

4. On mission 2 of my Asiatic Fleet campaign, I was instructed to go to an area and wait for orders. Once I get there, I was told simply to sink ships. I wondered around for a few days but couldn't find any ships. I traveled around a bit and finally found a Nikita Maru and sank it, but the mission still shows incomplete. What can I do to complete the mission?
As for 1., you have found another "Easter Egg", courtesy the SH4 devs. For whatever reason, the game cannot tell the difference between the two types of torpedo tubes, and loads the first-named torpedo in the Weapons file. Since we don't want full load-outs of Mark 10s on the fleetboats, the Mark 14 is named first. Hence, when you empty your S-Boat's stores and then come back in, the "automatic load" will pull the Mark 14s from "inventory". If instead you stop somewhere (including your home port), and re-stock your stores yourself, BEFORE docking, it will replace your torpedoes with what you had when you left originally. This can have an advantage later when you have a fleeboat and purchase a custom set of torpedoes, and want to keep that same loadout, just restock before docking, and you'll have the same load-out when you go to leave for your next assignment. But definitely strange behavior to be aware of.

#2 is necessary for the functionality of the "free travel" from compartment to compartment, and therefore, the hot keys and buttons do not function the same. The interior is the whole interior. You are correct in your assumption that you do have to move there. Like so many aspects of the game, the devs only coded in one or two ways to do things, either/or, and not both...

As for #3, each of the boats, especially with vickers03's Interiors are different, and the radio will be found in different places. For some of the boats, you might have to use the shortcut keys, or the button to access the radio, since the "radio room" (not at all accurate anyway) was removed when the Officer's Country portion of the Interiors was built. On most of the fleetboats, the radio room was right behind the control room, and they could pipe the audio into the MC1 throughout the boat. That room is not modeled yet in the Interiors mod, so on the Tambor (and most of the boats), go into the Officer's Mess, and above the cabinets on the after bulkhead in there, to the left (oops! sorry - "starboard" side), is the radio for mouse manipulation. For the menu buttons, click on the "movie camera" button, and then on the shortwave radio button. In both cases, the radio is a little "box" in the lower-right of a map image that will display.

#4 is another unexplained mysteries of the game... almost like they wrote the manual for the game before they knew what the game could (or could not) do. Besides that, it was two different teams that apparently did not have each other's phone numbers to talk and find out what the other had... We call those "Sink" missions, since they are named like "Sink Sulu Sea 01" and the like. In any case, they are all the same in that you are instructed to proceed immediately to a given area. Once you get close to the marking "star", you then receive the "Sink all you can find. Skipper has autonomy", or similar. What the game insinuates is "sink anything anywhere", so you are free to roam about the cabin - er, world. Where ever you can find a ship, you can go and sink them. The stock game had it to where you had to sink 10,000 tons. In FotRSU, that figure for the most part is 5,000 tons. If the ship you sank is a Nittoku Maru, it is 6450 tons, so you may have found one of the few missions still set to 10,000 tons to sink, so you have to sink at least one more ship to fulfill the requirements. The part I don't much like about the Sink missions, is that you have to fulfill its requirements before you can radio in a Status Update and get another assignment, but that is the "shakes" of the game. Go find another target of at least 3550 tons - IF you want to fulfill the Objective. If by chance, it still does not fulfill, look at where the original assignment star was, and let us know, so we can track the bugger down, please! :salute:

flaminus
04-22-23, 07:54 AM
As this document said, The JP sonar should appear in late 1942, but in this mod it has been installed for all boats from the very beginning. So in the future version of FotRSU, is that possible to make it an upgrade pack and player could purchase it at the proper time?:Kaleun_Salute:

https://i.postimg.cc/vmt7kmjP/22-4-2023-204121-pwencycl-kgbudge-com.jpg

Reference: http://pwencycl.kgbudge.com/J/p/JP_sonar.htm

propbeanie
04-22-23, 09:52 AM
Those were supposed to be "showing" in the v1.8 of the mod, but someone grabbed the old set of files... sigh - the JP is active on most boats from the start, but the 3D "artwork" is missing on most boats. This is rectified in the next version, but there will be no "purchases" per se, just regular, routine "upgrade" via the upc files and the date structure. :salute:

flaminus
04-22-23, 10:31 AM
Those were supposed to be "showing" in the v1.8 of the mod, but someone grabbed the old set of files... sigh - the JP is active on most boats from the start, but the 3D "artwork" is missing on most boats. This is rectified in the next version, but there will be no "purchases" per se, just regular, routine "upgrade" via the upc files and the date structure. :salute:

Good news! happy to see "T-head" model of JP sonar system coming back~:Kaleun_Cheers:

But why not "purchases"? It will be fun to buy new sonar at base, like the radars. If no purchases, how can player get new equipment during career campaign? :hmmm:

propbeanie
04-22-23, 11:18 AM
It will show based upon the date. While the JP was "ordered" into use in 22d February, 1942, getting into the field and into use took a while, but as boats rotated in, it was added, so that is the way we've done it in FotRSU. As a little side note, besides the JP being activated from the beginning in the mod (done to reduce confusion for the player), there was an oversight as to the "H" node that the subs used. Some boats have H01-H04, with the first and last being the under hull-mount, and the 2 & 3 being the deck-mounted points. However, just like with the R01-R04 nodes for radar, there was minimal consistency in their use. Combine that with various mods and the combining of the same for other mods, and some of the boats use the H04 node (Starboard head) for the mounting of the JP "T"... so you would have to use the external camera, go below, and then inside the hull, to be able to "see" the rotating JP "T"... They should be pointing to node H02... lol

Wolfcat
04-23-23, 09:53 AM
@propbeanie I was able to complete that mission. The Nikitoku Maru is only 3700 tons. So I sank another 8k+ ton maru and mission was complete. It would be great if they make it clear how many tons needed to complete the mission in the future.

I am currently using "more duds" mod, but felt Mk14's success rate is still too high. So if I want to swap in "alotdudz" mod, do I need to restart my campaign?

Also another bug, not sure it's from stock game or something introduced by the mods:
1. "No1 Motor Torpedo Boat" is undetectable on sonar.

propbeanie
04-24-23, 03:35 PM
More Duds is just a pinch worse than what the Stock game does. The Original FOTRS Duds is more than that, frustrating, but not near enough, eh? So yes, Lotsa should be an "improvement". Yes, you can enable it without starting a new career, but only in between patrols in-base. So come in from patrol, do a Save game, exit. JSGME the mod, and re-start the game, load your Save, and off you go!

As for the torpedo boat, we broke that between 1.7 and 1.8 - maybe. I can't seem to get any of my SH4 installs to run just now... hmmm :hmmm: - I do remember being in Sibutu Strait one dark night, and getting cornered by two of them, and an Otori coming along later to help (I had sunk a freighter near there), so I had to surface, Ahead Flank and run right at the closest PT, guns a-blazing and make for deep water... without sonar, I would have been sunk. That No.1 MTB is from keltos01. We have added to the Japanese MTB line-up for the next release with the T-51 boats, and thus far, sound works on them both now.

Wolfcat
04-25-23, 07:48 AM
@propbeanie Thanks for the tips and explanation. I found another few "bugs" or weirdness:

1. One of the Japanese twin-engine bombers can be detected on Sonar. :o It looks like the Betty Bomber (I don't know how many different twin-engine Japanese bombers are modeled in game or mod). The green sonar light would come up and you can hear engine humming (like an electric motor). I have encountered and verified this multiple times.

2. Airplanes can be detected by SJ radars (at close range). I always thought SJ radars are for surface contacts only.

propbeanie
04-25-23, 04:52 PM
You're not hearing the Betty on sonar, you are hearing the torpedo they dropped at you!... :o

SJ could detect some air contacts, if they got low and close enough. The "band" is a pinch wide in SH4, but it has to be, since the game doesn't do the pitch and roll and "aiming" with the radar so well. We could narrow the band down more, so that it would be more like "real life", but then we would get complaints of "my SJ isn't working!" because as you go through the waves, the angle of the radar band going our shoots higher or lower from where the "targets" are...

:salute:

Wolfcat
04-25-23, 06:58 PM
You're not hearing the Betty on sonar, you are hearing the torpedo they dropped at you!... :o


Hmm... the airplane had its ass pointed at me though. Why would it fire a torp away from me? Anyway, I will test it out next time and report it back.

It would be great if the AI can have two different types of radar contact reports. Like when crew calls out "radar contact", the message below would show either SD or SJ in text. Right now when the AI crew report radar contact, it would be hard to determine whether it's surface or air contact sometimes, especially when the aircraft is getting detected by SJ radar as well. I know it's stupid of Ubisoft to have SD radar but there is no radar scope for a player to see.

KaleunMarco
04-25-23, 07:43 PM
You're not hearing the Betty on sonar, you are hearing the torpedo they dropped at you!... :o

oh, that's what that sound is!:oops::wah::ping::har:

Wolfcat
04-26-23, 08:37 AM
1. For Betty and torp thing, I am pretty sure there is no torp dropped from Betty. a. the sound appears when Betty is still beyond visual range. Back then there was no guided torp. b. the bearing shift matches exactly that of the airplane itself. It feels as if the "torp" is hanging into the water by the airplane with a rope attached to it. But anyways, this is not a huge issue

2. Random damages to the boat when loading a save. The boat was perfectly fine. When I came back to play the game and loaded the save, whole bunch of damages showed up.

propbeanie
04-26-23, 09:11 AM
1. For Betty and torp thing, I am pretty sure there is no torp dropped from Betty. a. the sound appears when Betty is still beyond visual range. Back then there was no guided torp. b. the bearing shift matches exactly that of the airplane itself. It feels as if the "torp" is hanging into the water by the airplane with a rope attached to it. But anyways, this is not a huge issue

2. Random damages to the boat when loading a save. The boat was perfectly fine. When I came back to play the game and loaded the save, whole bunch of damages showed up.
Your symptoms are sounding more like a messed-up config somewhere in the activation... a few questions:
1. What is the path to the SH4 install you modded with FotRSU?
2. Can you use JSGME to do "Tasks..." "Export activated mod list to ->" "Clipboard", and then post on here with that by using <Ctrl><V> to paste it into that posting?
3. Had you deleted the Save folder, using Windows File Explorer to navigate to C:\Users \UserName \Documents \SH4" (by default unless changed by MultiSH4) prior to playing the modded game?
4. Had you attempted to read any of the pdf files in the Support folder for install / activation help?
There are 3 main Betty plane varieties in FotRSU. One is the torpedo bomber that if it sees you, will spiral down to wave top level and drop its torpedo, then come and attempt to strafe you. If you dive too soon, it might fly over your location and come back for multiple strafing passes. Next is the level bomber Betty that carries regular impact bombs, ranging in size from 100kg to 500kb. Lastly, is the ASW variety that carries either all depth charges, or a mix of depth charges and impact bombs. In all cases, they are "programmed" to do multiple passes, usually at least strafing, and dropping ordnance dependent upon where you are and what you are doing at the time of their initial attack run. There is a fourth version of the Betty that shows after October, 1944 that carries the Ohka rocket bomb, which can be quite deadly to all vessels... but let us know the above.

Wolfcat
04-26-23, 12:22 PM
@propbeanie Thanks for helping me looking into this.

1. Path of installation:

D:\Users\{user_name}\Games\SteamLibrary\SteamApps\ common\Silent Hunters Wolves of the Pacific\

2.
Generic Mod Enabler - v2.6.0.157
[D:\Users\{user_name}\Games\SteamLibrary\SteamApps\ common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
Nippon_Maru_v1.9b_FotRSU
Nihon Kaigun v1.3a_FotRSU
Combined Roster
305_LessJapaneseAirRadar
801_UMark Invisible
803_NoPlayerSubFlags
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
650_MoreDudz
851_Red_FotRSU_Logo

3. Yes, I had deleted the Save folder per instruction

4. Yes, but clueless on how to fix it.

I didn't know there were multiple types of Betty. Let me test it out and report back.

propbeanie
04-26-23, 02:57 PM
Hmmm... that D:\Users \Username folder, is that something you created, or did you move your Documents folders etc off of your C: drive? Windows does protect folders in what it considers "system" folders, such as Program Files folders, but it had been known to put its sticky fingers in other folders, such as My Documents... but not everyone's computer is like that. What kind of cpu and how much RAM do you have in your computer? Do you know what level your User Access Control (UAC) is set to? Are you playing other mods in another SH4 install? If you right-click on your SH4.exe file in the game folder, then left-click on Properties, on the first "General" tab, there is a "Read-only" tick box. Is that clear or have a check mark in it? :salute:

Wolfcat
04-26-23, 03:17 PM
@propbeanie

That folder is something I created long time ago. I never used my C: for game installation cuz C: is really small only has 100gb. Below is my spec:

1. CPU: i5-4670k 2.4ghz
2. 16gb RAM
3. Windows 7
4. Not sure how to check UAC
5. I only have one SH4 install.
6. Read-only box is empty

Btw, the following are the sequence of events that led to random damage bug:

1. I am in Oct, 1942
2. I was sailing in the "Slot", that iron bottom sound near Guadalcanal.
3. One night I ran into a task force of 5-6 destroyers led by one Kuma class light cruiser.
4. I sank the cruiser and got away
5. A few days later, I was attacked by a Betty bomber and got some light damages from its strafing, but everything got repaired
6. Then I sailed into "Slot" again. This time I ran into that same group again, exact same composition and led by a Kuma. While approaching Kuma, random damages start to appear and eventually heavy flooding. I was under water and miles away from the fleet and didn't know what hit me.
7. I reloaded the same save and same thing happened again
8. So I reload an older save (before I was attacked by Betty). But this time, I was able to approach and sink the Kuma for a 2nd time. So I saved and overwrote that save I had issue with.
9. When I return and reload the save, random damages start to appear right off the reloading. And the damages are not repairable.

propbeanie
04-26-23, 06:22 PM
The computer is more than capable of handling the modded game. Since you created the folder, there should not be any issue with that. Run the LAA applet again, since your SH4.exe is write-enabled then, and make certain it has the check mark in the Large Address Aware field tick box. If you have Intermediate Mode, then it would show "True" un the "Current" column. The group with the Kuma is the Tokyo Express run, and runs most nights, with at least 4 Kaya Transports and 2 escorts at a minimum, but you might find as many as 6 Kaya and 6 DD, along with another light cruiser.. There are also several cover forces that are slated to bombard Henderson Field, and then attempt to cover the Tokyo Express return trip, so if they're all going northwest, you might have as many as a dozen destroyers, some DE and the Kaya, in addition to several CL. If you pick the right night to be in the area, you encounter the battle groups, along with their DD escorts.

I cannot think of a reason for you to have Save load issues though. There are no minefields near there, and there are no shore guns in the area (not enough time to set them up). What boat are you driving, and what were your orders when you started the patrol? I'll try to replicate. :salute:

Wolfcat
04-26-23, 06:57 PM
@propbeanie My boat is a Salmon class. The initial mission is to patrol Bismarck sea for 5 days. After that, I was bored and clicked on report status and got a new mission to patrol west of Solomon Seas (above the eastern tip of New Guineas)for 10 days. Also there was a secondary mission to sink 5000 tons of shipping. Btw, my base is at Brisbane. I started off in Asiatic fleet in Manila and moved to Fremantle after Manila's fall. Then I requested a transfer to Brisbane.

Wolfcat
04-27-23, 07:27 AM
@propbeanie just another question. When I was activating each mod in JSGME, I always got a message asking to overwrite certain files. Is that normal? I know 101_FotRSUv18_FixPak is supposed to overwrite 100_FalloftheRisingSun_Ultimate_v1.8, but not sure about others such as Interior mod or Kaigun Maru.

propbeanie
04-27-23, 08:43 AM
@propbeanie My boat is a Salmon class. The initial mission is to patrol Bismarck sea for 5 days. After that, I was bored and clicked on report status and got a new mission to patrol west of Solomon Seas (above the eastern tip of New Guineas)for 10 days. Also there was a secondary mission to sink 5000 tons of shipping. Btw, my base is at Brisbane. I started off in Asiatic fleet in Manila and moved to Fremantle after Manila's fall. Then I requested a transfer to Brisbane.
It's not a fershure ferserttin with your assignment, but I have found an issue with a mission you might have been assigned Wolfcat. It would not affect the Save data though. I will attempt to replicate what you have later today. In the meantime, your main mission objective of Patrol for 10 days might not complete after 10 days, depriving you of the 250-300 renown points, but sink another ship to make up for that, and make for home to end patrol. Docking back at home port should also get rid of any damage bug you are experiencing.


@propbeanie just another question. When I was activating each mod in JSGME, I always got a message asking to overwrite certain files. Is that normal? I know 101_FotRSUv18_FixPak is supposed to overwrite 100_FalloftheRisingSun_Ultimate_v1.8, but not sure about others such as Interior mod or Kaigun Maru.
Yes, almost all mods overwrite something. Nippon Maru replaces ship names, but you'll notice fewer such warnings with Nihon Kaigun, since it mostly adds to what is already there. The Interiors mod does overwrite quite a bit, but also adds to the Interiors used, so you might notice that not all boats are overwritten. But that is a definite occurence when modding.

Let me ask you this though: Had you played the game after activating FotRSU, then added more mods and then played again, or had you activated all the mods, then played for the first time? :salute:

Wolfcat
04-27-23, 09:44 AM
I launched the game after each mod's activation, but I did not play any campaign or single mission. I just activated one mod and launched the game to see if everything is ok and then exited the game. Would that potentially cause any issues?

propbeanie
04-27-23, 10:37 AM
It has the potential to, since the submarine changes might not be properly reflected. But, you didn't start a career or mission though, so I don't think it would pull the sub configurations in though... :hmmm:

Wolfcat
04-27-23, 10:50 AM
Another thing I did was I used SH_Keymapper to customize my keyboard commands. However, I remember in old FOTRSU, there is a key mod. But this time I just used SH_Keymapper without a key mod. Not sure if that might cause any issues?

propbeanie
04-27-23, 06:07 PM
So long as you do proper assignments, it should be fine. I don't remember bad Save data from bad links... only crashes and missing menu items... :har:

Wolfcat
04-28-23, 08:03 AM
I found out something interesting. In my c:\users\user_name\ folder, there are two "my documents" folders. One of them is windows system controlled folder that mirrors exactly the other one. So every time, a folder is created in the regular "my documents" folder, there would be a copy in the system one. I wasn't able to access it first cuz it was system controlled. So probably, when I first deleted the old save folder, something lingered in the system folder. I changed the access permission that now I can access that system controller folder. Also, I reinstalled everything from stock game to mod. Erased every trace of SH4 pre-install. Hopefully, this time that save issue would be gone. But fingers crossed.

propbeanie
04-29-23, 10:21 AM
That "duplicate" is probably the MS OneDrive "mirror", and it can and does cause grief. This is why you are better off in something you create in the root of the C: drive yourself, such as "C:\Games", and then put your Steam Library folder in that. You do NOT want to be directly in the root with the Steam Library, due the potential for "accidents" ( :roll: ), but you do not want to run the risk of Windows getting in your way - er, uh... you getting in Windows way... we must remember, it is King, judge and executioner all in one... :oops:

Wolfcat
04-29-23, 10:35 AM
As for the torpedo boat, we broke that between 1.7 and 1.8 - maybe. I can't seem to get any of my SH4 installs to run just now... hmmm :hmmm: - I do remember being in Sibutu Strait one dark night, and getting cornered by two of them, and an Otori coming along later to help (I had sunk a freighter near there), so I had to surface, Ahead Flank and run right at the closest PT, guns a-blazing and make for deep water... without sonar, I would have been sunk. That No.1 MTB is from keltos01. We have added to the Japanese MTB line-up for the next release with the T-51 boats, and thus far, sound works on them both now.

I believe all Japanese torpedo boats need a closer look. I ran into quite a few of them and they behaved weirdly on sonar. Some would show up on sonar (the light comes up and there is sound), but the notepad on the upper left hand corner is blank ( no warship, no nothing, not even unknown). Also, how can my sonarman pick up stationary ships? Nothing on sonar but sonarman can magically pick them up.

propbeanie
04-29-23, 12:46 PM
That is the nature of the game unfortunately, as far as the sonar lines and your sonarman picking up stationary ships. As for the PT, it depends upon the speed of the little boat, as to how well you pick it up, and from how far away. To "see" them ID'd in the periscope or TBT, you generally have to lock onto them, since they're so small and fast, and your XO can't think that fast... If you're too far away, there is not enough of the boat visible to ID.

Wolfcat
04-30-23, 07:23 AM
Has your sub been followed around by a long column of smoke wherever you go? I searched around. Found it's an old bug. But someone said by disabling NSM, it will go away. I don't remember using NSM mod anywhere.

https://www.subsim.com/radioroom/showthread.php?p=797502

KaleunMarco
04-30-23, 11:31 AM
Has your sub been followed around by a long column of smoke wherever you go? I searched around. Found it's an old bug. But someone said by disabling NSM, it will go away. I don't remember using NSM mod anywhere.

https://www.subsim.com/radioroom/showthread.php?p=797502

you cannot get rid of it.
no worries, only you can see it.
it is not visible to the game-enemy-forces.
just ignore it.
:Kaleun_Salute:

propbeanie
04-30-23, 03:28 PM
Has your sub been followed around by a long column of smoke wherever you go? I searched around. Found it's an old bug. But someone said by disabling NSM, it will go away. I don't remember using NSM mod anywhere.
You definitely do not want to use any mods that are not expressly built for FotRSU, since a goodly portion of the ship calls and library calls are quite different from most other mods. That "steam cloud" that follows you around is not a bug, unless you consider self-inflicted wounds as "bugs". Generally speaking, when you get graphic and / or sound anomalies, it is usually due to the player having "shelled-out" to Windows. Whether it is done purposefully to do email or use calculator, or if it is accidental, due to Windows using the systray or notification area to throw up a splash screen, it will take the focus off of the game, and the game then gets confused. Usually, if you Save the game, exit the game, re-start the game, and then load the Save, you'll be back to "normal" (as normal can be). Definitely NOT a 'modern' Windows program. :salute:

trebby
05-01-23, 02:08 AM
Hi guys,

I have a UBI installed and vanilla working in 1.5 SH4 install.
However, with FOTRS (and Dark Waters) I get a CTD just the second I would enter the control room after the loading screen to start the mission.

I do not get this if I load Dark waters over KSDII, then it loads normally but minus the UB control towers. Logically because of the mod mixup, but that seems to me both FOTRS and DW take or fail to bring certain files to the game (guessing here)

In FOTRS I get the message "an error occured" and when okaying that he gives 1 more message, after giving a blackscreen. see pics...
(DW just goes to desktop)

Any ideas?




EDIT: As a side note, the Italian Betasom Fleetboat mod works, on a clean SH4, so this mod has something the others dont... (tech speaking)

propbeanie
05-01-23, 07:27 AM
You should have a separate copy of SH4 for each mod you want to use (within reason, of course). You also cannot be in a Windows "protected" folder, such as Program Files. Looking at your JSGME grab, you are in "C:\Program Files (x86) \Ubisoft \..." (downloaded version??), and Windows rolls back a lot of the changes made to the folder that JSGME (or you) makes. The picture files are not rolled back, but anything with a cfg extension (and others) are, which results in a odd mix. You also must empty the Save folder between mod config changes, because JSGME puts the changes into the game folder, and the game then populates the Save folder, but does NOT over-write existing files there, which results in more of a mish-mash of a mod mix. Then there is the need to use an app like the 4Gig Patch or Large Address Aware (LAA) on the SH4.exe file to have Windows give the app more memory space to play in. The KSD mod comes with a patched copy of the file, which is why it works OK. You might have 64 Gig of RAM on your machine, but Windows still only allows a small sandbox for the 32-bit apps to play in. Using a memory applet like the 4Gig Patch or LAA tells Windows that the SH4.exe file is able to address more memory, and it therefore allows it more.

I would suggest un-installing what you have, and deleting the "C:\Users \UserName \Documents \SH4" folder (easier to get to in Win10 & 11 with the Quick Access or This PC shortcuts in File Manager). Then re-install the game, and when the installer asks you where you want to install the game, change the path to a folder you make, such as "C:\Games \Ubisoft..." You can install to the default if you want, but once you have the game installed fresh, select your game folder (Silent Hunter: Wolves of the Pacific), and <Ctrl><C> to copy it. You could come out to the "root" Games folder (C:\Games\) that you created and paste it there, or put it where you want to (other than a Program Files folder... :roll: ). Once all of the files are copied over, change the name of the game folder to whatever mod you're going to add to it. You can do that however many times you want to, re-naming the folder each time. Download MultiSH4 v1.5 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110) from SubSim, un-zip it and put a copy of that in the root game folder of each of your copies. Download the NTCore 4Gig Patch (https://ntcore.com/?page_id=371), unzip it, and put a copy in each folder. Navigate to the root of each of your game copies, select the "SH4.exe" and the "FileManager.dll" file in those folders, right-click and choose "Properties". On the first "General" tab toward the bottom is the "Attributes" section. Make certain the "Read-only" tick box is empty. OK your way out. Now with just the SH4.exe selected, do the same right-click and "Properties", only this time, use the "Compatibility" tab, and either click on the "Run compatibility troubleshooter" and go through it to set the Properties, or do it yourself. You will most likely need to tick the "Disable fullscreen optimizations", and probably have to use the "Change high DPI settings" button, and then set the "High DPI scaling override" to "Application". You might also need to "Run this program as an administrator" and to use the "Compatibility mode". On this computer, I have a 4k monitor, but I cannot see anything at that resolution, so I set the game to 2048 instead, but I then have to set the Scaling to "When I start this application" also. You will have to experiment with those settings.

Once you have those, run the 4Gig Patch app, navigate it into the game folder you are currently in, and select the SH4.exe file. You should then get a little message window "Executable successfully patched! [OK]" If not, then either you are in the wrong folder, or the SH4.exe is NOT write-able, so check your patch, and check the Properties & that "Read-only" tick box again, and try the 4Gig Patch again. After you have that, run the MultiSH4.exe file in the game folder, and type in a new, unique, 3-character "name" for the Save folder. "SH4" is used by the Stock game (still in your Ubisoft folder), so what I like to do is name the Save folder after the mod I'm using, such as "KSD" for that mod, "TMO" for that one, "FRS" (or similar) for FotRSU, etc. Once you have all of that done, then - and only then - you can apply the mod set you want. But keep the KSD files in your KSD copy of SH4, your OM-DW files in that copy, your FotRSU files in that copy, etc. With each copy of SH4 having their own unique "Save" folder, all of the copies are segregated and their own entities, not interfering with each other, and Windows not interfering with them... usually... :roll:

I probably forgot something important in all of that, so since you have the FotRSU mod, look in its Support folder for the various pdf files with help. There is "Install Notes For SH4.pdf" and "Activating Fall of the Rising Sun Ultimate Edition.pdf", along with the "100_FotRSU_ReadMe.pdf" that all mention various aspects of installing SH4 and / or activating FotRSU, which does apply to the other mods, other than the names of what you are activating. FotRSU also has LAA and the 4Gig Patch, along with MultiSH4 as part of the mod package. Look in the mod's root folder, or the Extras \AddInToolsPak folders. :salute:

Wolfcat
05-01-23, 07:53 AM
Last night, I parked myself near northwest of Midway and ambushed a retreating column from the battle of midway. At first I thought it was the remnants of famous Kido Butai, but I saw 1x Yamato, 2x Nagato and 1x Zuiho. Then I realized that I stumbled upon the Main Body rather than Kido Butai.

But historically, the Main Body should be positioned to the southwest of Midway rather than northwest, right? Also, Yamato took 8x MK10 torpedoes on her portside, (4x direct under keel explosions and another 4 near the rear engine space with 1 shot right above the propellers), she didn't even slow down. :wah:

Another question is I was trying to catch and participate in all major naval battles of the pacific war. I was able to do many of them such as Battle of Java Sea or Midway. But I have never been able to catch any Japanese for the battle of Coral Sea. I tried and searched around multiple times, but couldn't find any trace of either Port Moseby Invasion flotilla or Admiral Takagi's carrier force. I am pretty sure I was using the correct coordinates and there were multiple radio messages in-game talking about potential positions of those enemy forces, but all I found was empty sea. Do Japanese forces exist for Coral Sea in-game? Just wonder.

I also had an un-requested base transfer. I was on my 3rd mission driving a S boat as a part of the Asiatic Fleet out of Fremantle. But when I was leaving the port, I noticed my home base changed to Brisbane. I did not request any transfer while in-base. Also there was no radio message announcing base transfer. Is this normal?

Oh, one last question. I saw a pdf file in one of the folders listing out all boat available dates for all bases. But is there any info on renown cost for each class? Or ship upgrades don't cost any renown?

propbeanie
05-01-23, 09:01 AM
Working backwards through your questions, there is a "Submarine Availability_16112021.pdf" under the Support \ExtraInfo folder that is just as inaccurate as the "BoatsByMonth.pdf" file. Both are from almost 2 years ago, and badly need updating. Most of the boat "upgrades" do not cost the player, unless they are offered early, which most are not. The boats were not discriminated against, favoring one over the other, and as they came back in from patrol were re-fitted with what was available. You cannot purchase boats, as you can in SH3, nor can you purchase conning towers, which is a definite disadvantage and a very short- short-coming of the SH4 game. The way it is laid out, if you come back in from patrol and "qualify" (score enough renown points) for a "re-fit" (a new conning tower -OR- new command), the game will ALWAYS offer the new boat first, whether it is truly available or not. It behooves the player to know when the Balao and Tench are actually "active" in the game prior to accepting a New Command, since that is the quickest way to becoming the Flying Dutchman, and ~never~ being allowed to come home and dock to end patrol. So, do NOT accept a Balao boat if it is prior to 1943-05-21, nor a Tench if it is prior to 1945-01-01, else that would be it for your game... ~THAT~ is a bug of the game, similarly to the S-Boats loading Mark 14 torpedoes.

As to the "unrequested" base transfer, that is a matter to take up with CNO Adm King, but be prepared for a keel-hauling as disciplinary action... :arrgh!: - The surviving, soon-to-be former Asiatic Fleet S-Boats were transferred to Brisbane effective April 15, 1942, to begin operations around Rabaul and other points in the new enemy territories of the Solomon and Bismarck Seas. There was also a contingent of six "freshly" overhauled S-42 Class boats (six of them) that came over from Panama with tender USS Griffin. There were supposed to be more S-Boats that came over, but were rejected as being un-fit for combat duty ( :roll: ). None of the base transfers will be automatically sent to your boat. That is an impossibility in the game. It behooves the player to pay attention to normal radio traffic, because important information such as that is broadcast to all boats. You will usually get at least two messages, one saying "prepare to move", and the other saying "effective such-and-such a date" about the bases. You might also see "port facilities now available at..." messages, informing you of a base that can either be transferred to (if applicable), or at the least, be a fueling / re-arming location. If you're not careful, Christie will drag you before the review board, and give your boat to someone else... :03:

Now, as to the "realism" of the battles... even with lurker_hlb3's (RSRDC) attempts at "accuracy" in routing, that will still fall short of "historical". The game is a one-track, one-trick pony, and can only do so many things at any one point in time. Actually, it can only do one thing at a time, just kind of rapidly. As such, a given group that is supposed to spawn at a given time on a given date might be several hours late due to the game. Routing is another oddity, in that the game is rather liberal with how closely it follows the modder's WayPoints used. Plus, if you throw in a random other grouping that happens to cross paths with the "scheduled" grouping, that throws the scheduled group off schedule even further. Plus, all of the "routing" of these groups, being somewhat based on history, all depend upon which charting map track the modder follows. With all of that in mind, the major groupings are generally there, but not precisely. You will find the Coral Sea Battle and the Battle of Midway in the Campaigns Campaign folder, but those are just two sets of "battle" files, and do not show the whole picture. The Milne transports are in the game, but of course, they do not make it very far. The cover group is there also, but all of the groupings "fake" the impetus behind their turning back, or the troop's abandonment in later movements. You can use Naval History and Heritage Command's War, Conflicts & Operations (https://www.history.navy.mil/browse-by-topic/wars-conflicts-and-operations/world-war-ii/general.html) section for WW2, and browse by year for a bit of "historic" background (the site is slow again this morning here), if desired. In the meantime, don't forget that it's a BIG ocean our there... :salute:

Wolfcat
05-01-23, 10:34 AM
@propbeanie
I am a little confused by what you said about new sub/ship upgrade/conning tower upgrade.

1. Just to confirm what negative things would happen (say for example if you accept Tench before 1/1/1945)? You would become baseless unable to end a patrol?

2. How am I supposed to know the actual in-game "active" date for each boat?

3. When I am offered a new command, they don't tell you what new boat you are getting. So I guess if you accept it and it turns out to be a Tench before 1/1/1945 then quit and reload?

4. Lastly (the game will ALWAYS offer the new boat first). I ended my patrol at Brisbane in June 1942. Based on "BoatsByMonth", the new boat for Brisbane would be Sargo, but I was offered a Salmon. I guess the "BoatsByMonth" is outdated as you said?

trebby
05-01-23, 02:14 PM
You should have a separate copy of SH4 for each mod you want to use (within reason, of course). You also cannot be in a Windows "protected" folder, such as Program Files. Looking at your JSGME grab, you are in "C:\Program Files (x86) \Ubisoft \..." (downloaded version??), and Windows rolls back a lot of the changes made to the folder that JSGME (or you) makes. The picture files are not rolled back, but anything with a cfg extension (and others) are, which results in a odd mix. You also must empty the Save folder between mod config changes, because JSGME puts the changes into the game folder, and the game then populates the Save folder, but does NOT over-write existing files there, which results in more of a mish-mash of a mod mix. Then there is the need to use an app like the 4Gig Patch or Large Address Aware (LAA) on the SH4.exe file to have Windows give the app more memory space to play in. The KSD mod comes with a patched copy of the file, which is why it works OK. You might have 64 Gig of RAM on your machine, but Windows still only allows a small sandbox for the 32-bit apps to play in. Using a memory applet like the 4Gig Patch or LAA tells Windows that the SH4.exe file is able to address more memory, and it therefore allows it more.

I would suggest un-installing what you have, and deleting the "C:\Users \UserName \Documents \SH4" folder (easier to get to in Win10 & 11 with the Quick Access or This PC shortcuts in File Manager). Then re-install the game, and when the installer asks you where you want to install the game, change the path to a folder you make, such as "C:\Games \Ubisoft..." You can install to the default if you want, but once you have the game installed fresh, select your game folder (Silent Hunter: Wolves of the Pacific), and <Ctrl><C> to copy it. You could come out to the "root" Games folder (C:\Games\) that you created and paste it there, or put it where you want to (other than a Program Files folder... :roll: ). Once all of the files are copied over, change the name of the game folder to whatever mod you're going to add to it. You can do that however many times you want to, re-naming the folder each time. Download MultiSH4 v1.5 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110) from SubSim, un-zip it and put a copy of that in the root game folder of each of your copies. Download the NTCore 4Gig Patch (https://ntcore.com/?page_id=371), unzip it, and put a copy in each folder. Navigate to the root of each of your game copies, select the "SH4.exe" and the "FileManager.dll" file in those folders, right-click and choose "Properties". On the first "General" tab toward the bottom is the "Attributes" section. Make certain the "Read-only" tick box is empty. OK your way out. Now with just the SH4.exe selected, do the same right-click and "Properties", only this time, use the "Compatibility" tab, and either click on the "Run compatibility troubleshooter" and go through it to set the Properties, or do it yourself. You will most likely need to tick the "Disable fullscreen optimizations", and probably have to use the "Change high DPI settings" button, and then set the "High DPI scaling override" to "Application". You might also need to "Run this program as an administrator" and to use the "Compatibility mode". On this computer, I have a 4k monitor, but I cannot see anything at that resolution, so I set the game to 2048 instead, but I then have to set the Scaling to "When I start this application" also. You will have to experiment with those settings.

Once you have those, run the 4Gig Patch app, navigate it into the game folder you are currently in, and select the SH4.exe file. You should then get a little message window "Executable successfully patched! [OK]" If not, then either you are in the wrong folder, or the SH4.exe is NOT write-able, so check your patch, and check the Properties & that "Read-only" tick box again, and try the 4Gig Patch again. After you have that, run the MultiSH4.exe file in the game folder, and type in a new, unique, 3-character "name" for the Save folder. "SH4" is used by the Stock game (still in your Ubisoft folder), so what I like to do is name the Save folder after the mod I'm using, such as "KSD" for that mod, "TMO" for that one, "FRS" (or similar) for FotRSU, etc. Once you have all of that done, then - and only then - you can apply the mod set you want. But keep the KSD files in your KSD copy of SH4, your OM-DW files in that copy, your FotRSU files in that copy, etc. With each copy of SH4 having their own unique "Save" folder, all of the copies are segregated and their own entities, not interfering with each other, and Windows not interfering with them... usually... :roll:

I probably forgot something important in all of that, so since you have the FotRSU mod, look in its Support folder for the various pdf files with help. There is "Install Notes For SH4.pdf" and "Activating Fall of the Rising Sun Ultimate Edition.pdf", along with the "100_FotRSU_ReadMe.pdf" that all mention various aspects of installing SH4 and / or activating FotRSU, which does apply to the other mods, other than the names of what you are activating. FotRSU also has LAA and the 4Gig Patch, along with MultiSH4 as part of the mod package. Look in the mod's root folder, or the Extras \AddInToolsPak folders. :salute:


The Oracle speaks.... and so It worked!

Thanks again for setting me up.

Only thing with multiple copies of the game is that only if I change the name to the original title of "SH4 Gold Edition" in the game folder the game runs, with any mods and just fine.
Have to re-change the name in my gamefolder (outside of any program files)
If I want another modded version.

:hmmm:

propbeanie
05-02-23, 02:08 PM
@propbeanie
I am a little confused by what you said about new sub/ship upgrade/conning tower upgrade.

1. Just to confirm what negative things would happen (say for example if you accept Tench before 1/1/1945)? You would become baseless unable to end a patrol?

2. How am I supposed to know the actual in-game "active" date for each boat?

3. When I am offered a new command, they don't tell you what new boat you are getting. So I guess if you accept it and it turns out to be a Tench before 1/1/1945 then quit and reload?

4. Lastly (the game will ALWAYS offer the new boat first). I ended my patrol at Brisbane in June 1942. Based on "BoatsByMonth", the new boat for Brisbane would be Sargo, but I was offered a Salmon. I guess the "BoatsByMonth" is outdated as you said?
1. If you take a Tench on 1944-12-31, you will not have a home port, even on 1945-08-01, you will not have a home port. This is the story behind The Flying Dutchman, doomed to roam the 7 seas, looking for home, but unable to find it... :o

2. That spreadsheet is close to accurate, but the only two boats the player has to worry about are the Balao (1943-05-21) and the Tench (1945-01-01), so just remember those two. The Gato is in early 1942, but unless you "seed" your renown score before March, no biggie.

3. If it is before May of 1943, the Tench will not show up. Generally, the "earliest" we've seen either of the boats offered is one quarter, so in February of 1943 for the Balao, and October of 1944 for the Tench, though I'm sure someone has gotten them earlier, if they had a HUGE renown score...

4. Yes, but herein lies the rub: We used to have each class of boat as its own "level", starting at zero "0" with the S-Boats, going up to 8 with the Tench... unfortunately, that made the "New Boat" issue worse, in that there was almost always a new, higher ranked boat available for the game to "reward" you with. Therefore, we went back to the "old" way, and the S-boats through the Porpoise are now one level, the Salmon & Sargo are next, then the Tambor and Gar, then the Gato, then the Balao, and lastly the Tench. The game will almost always choose the "lower" class as your new boat assignment. If you instead earn enough renown for a higher class boat, it will step up to the next Class, such as the Tambor instead of the Salmon... kind of irritating the way the game does stuff like that, but it is what it is. :salute:

The Oracle speaks.... and so It worked!

Thanks again for setting me up.

Only thing with multiple copies of the game is that only if I change the name to the original title of "SH4 Gold Edition" in the game folder the game runs, with any mods and just fine.
Have to re-change the name in my gamefolder (outside of any program files)
If I want another modded version.

:hmmm:
Yes, there are differences between the older Ubisoft copies (which I have), and the newer ones with the updated UConnect, which I have not tried to deal with my SH4 install yet. I have with SH5, and it is a bother... You can build your own desktop short-cuts, or make them in the Ubi Launcher also, but I do not remember the Launcher's way... you can right-click on your desktop though, then "New", "Shortcut", and then the "Browse" button and navigate to find your game install folder. Find the SH4.exe file, and "Next", then change the name to whatever you want, and "Finish" that. With my version of UConnect, I don't have to go through the Ubi Start, but maybe with the newer version they might want to check your "license", which Steam does similar the first time you run a copy of their game.

flaminus
05-02-23, 11:40 PM
4. Yes, but herein lies the rub: We used to have each class of boat as its own "level", starting at zero "0" with the S-Boats, going up to 8 with the Tench... unfortunately, that made the "New Boat" issue worse, in that there was almost always a new, higher ranked boat available for the game to "reward" you with. Therefore, we went back to the "old" way, and the S-boats through the Porpoise are now one level, the Salmon & Sargo are next, then the Tambor and Gar, then the Gato, then the Balao, and lastly the Tench. The game will almost always choose the "lower" class as your new boat assignment. If you instead earn enough renown for a higher class boat, it will step up to the next Class, such as the Tambor instead of the Salmon... kind of irritating the way the game does stuff like that, but it is what it is. :salute:


I'm wondering that is it possible to skip some sub class? For example, now i'm in a salmon, when the game give me a new sub (which should be tambor or gar) , if i refuse the new command and continue my career with salmon and earn enough renown, can i get a gato directly in the furture? :salute:

Wolfcat
05-03-23, 07:35 AM
@propbeanie

So essentially, once you upgraded to Tench, you cannot end your game any more?

Also, I know Gato is available in early 1942. I am in Oct 1942 now and have 3000+ renown accumulated, but still not offered to upgrade. I played from several different starting (from Manila, PH), but never get upgrade to Gato. I mean how many renown do I need? 3000 is still not enough?

KaleunMarco
05-03-23, 08:16 AM
I'm wondering that is it possible to skip some sub class? For example, now i'm in a salmon, when the game give me a new sub (which should be tambor or gar) , if i refuse the new command and continue my career with salmon and earn enough renown, can i get a gato directly in the furture? :salute:

i think the game is wired from a different POV.
rather than a player earning renown to be awarded a newer/better boat, SH4 seems to be programmed to award the next level boat.

so, "saving up" renown and being successful over time will not necessarily mean that your next boat will be a Gato or Balao.

another factor, is that some of the older boats have a defined life, so if you kept your salmon into 1945, tambor or gar may no longer be available as an upgrade. this will depend on the mod-set you are playing.
it is more complicated than it needs to be, i suspect.
:Kaleun_Salute:

propbeanie
05-03-23, 09:18 AM
I'm wondering that is it possible to skip some sub class? For example, now i'm in a salmon, when the game give me a new sub (which should be tambor or gar) , if i refuse the new command and continue my career with salmon and earn enough renown, can i get a gato directly in the furture? :salute:
i think the game is wired from a different POV.
rather than a player earning renown to be awarded a newer/better boat, SH4 seems to be programmed to award the next level boat.

so, "saving up" renown and being successful over time will not necessarily mean that your next boat will be a Gato or Balao.

another factor, is that some of the older boats have a defined life, so if you kept your salmon into 1945, tambor or gar may no longer be available as an upgrade. this will depend on the mod-set you are playing.
it is more complicated than it needs to be, i suspect.
:Kaleun_Salute:
Definitely too complicated. I always refer to Ducimus's #10 post from back-when in the Of refits, new commands, rank, and retirements (https://www.subsim.com/radioroom/showthread.php?p=1602175#post1602175) thread. You have your renown, but you also have a Patrol (skipper) Rating that plays into the equation. You can indeed "skip" boat levels. We have had reports from players in early 1943 driving a Sargo out of Fremantle, be awarded a Balao and sent to Mare Island. We have attempted to alter the points possible in the mod, but the game still does some kind of strange behavior. Ducimus's "formulation" is not 100% correct by any stretch (the order of math operations is ambiguous at best), but there are no better explanations as to what the "logic" in the game does... but yes, you can indeed skip classes of boats, but it depends upon your Patrol Rating, and the renown points earned total, as well as the points earned on the most recent patrol, along with the caveat that Ducimus speaks of about NOT HAVING BAD PATROLS, especially early in your career, because of the difficulty of recovering from negative scores sometimes, due to the way the game does its "math"...


@propbeanie

So essentially, once you upgraded to Tench, you cannot end your game any more?

Also, I know Gato is available in early 1942. I am in Oct 1942 now and have 3000+ renown accumulated, but still not offered to upgrade. I played from several different starting (from Manila, PH), but never get upgrade to Gato. I mean how many renown do I need? 3000 is still not enough?
Refer to the above for the game's "criteria" for an upgrade. The number of patrols, the renown score, the patrol rating all come into play. That "rating" thing is apparently also contingent upon completed Objectives. If you do the bare minimum when on patrol, such as "Patrol the designated area for 10 days", which you complete and then come in, will not "earn" you as good of a rating as if you patrol for the 10 days, then do a Status Update and get another assignment, complete that, and do the same again. In the meantime, each time you come in contact with the enemy, track them properly and send in a Contact Report, and get an Objective from that... It seems that if you do four or more Objectives each patrol, your rating will be higher. Possibly due to the fact that you earn more renown, but it seems like it bumps your level up also. Same with the settings you use for Difficulty going into the GamePlay settings, and get as close to 100% as you can. If you run at say 34% difficulty, then when you get 1000 renown points, it only counts as 340 renown points. 90% would give you 900 points, etc.
:salute:

Wolfcat
05-03-23, 09:32 AM
@propbeanie
Oh, man I never know that. Damn, I have been lazy and trying to do the minimum so that I can roam freely to participate in historical battles. I only reported convoy once. Btw a few other questions:

1. I did two patrols out of my new base at Brisbane. But the mission objectives were exactly the same for both Patrols (patrol north coast of New Guineas for 5 days). The funny thing was both time I departed my base at night. Felt a bit Deja Vu. Maybe a coincidence, but not sure if that sounds normal to you.

2. How many torpedoes does it take to sink a Yamato? The 1st time which I mentioned earlier. I hit her with 8x Mk10 and she shrugged it off. My jaws were on the floor while watching her leisured her way away from me. The 2nd time, I sneaked into Truk and found her (maybe her sister) again. This time I hit her with 9x MK14 (lucky for me, no duds) and she laughed me like I just scratched her back. So my question is: has anyone ever sunk a Yamato or Musashi? Or is it really sinkable?

propbeanie
05-03-23, 10:05 AM
There are several very similar missions in that New Guinea area, with slightly different assignments. The time you depart is dependent upon when you came in from the previous patrol... like a 12 hour difference... ?? I am not certain on that. Also, if you did not complete the original Objective assignment, the game can and will re-assign your boat to it. Not always right away, but usually it does.

As for the Musashi's demise:
https://www.bbc.com/news/world-asia-31724995
"After the final attack ended in mid-afternoon, the vessel was hit by 20 torpedoes, and 17 bombs. There were 18 near-misses.

By early evening, the Musashi capsized and sank. More than 1,000 of its crew were killed for the loss of 18 American aircraft."


and Yamato's:
https://www.history.com/this-day-in-history/japanese-battleship-yamato-is-sunk-by-allied-forces
" Struck by 19 American aerial torpedoes, it was sunk, drowning 2,498 of its crew."

Sure, those are not the same torpedoes as the submarines used, but similar. Also, the Mark10 was quite a bit weaker than the Mark14 head, especially after they started using torpex in the 14s. I did a test mission a while back, and with a stationary Yamato, giving careful aim with my torpedoes from 1200 yards out, it normally took 10+ Mark 14 torpedoes to sink her. One time, I got it down with 8, but that was an accident that I hit the magazine apparently on her on the 8th hit... but 10-12 Mark 14 is definitely not out of the question. I have shot 12 Mark 10s out of an S-Boat, and had to leave it at that... :o - I wouldn't be surprised if it would be as many as 16 Mark10 torpedoes... You can get the Kongo (I think it is) down with four, and I think I have sunk the Nagato with four. Again though, those are test missions with cooperative targets that happily take it on the chin. I have also seen, while on patrol, the same ships be hit with four torpedoes that detonated, and walk away, leaving behind 3 or 4 DD that then proceed to do the Mexican Hat Dance above our boat for a while... :o - If you want something "easy" to sink, hit some of the cruisers just behind the turrets, in front of the conn, and watch them go down with one torp... We're trying (again) to change that behavior. :yeah:

KaleunMarco
05-03-23, 10:58 AM
If you want something "easy" to sink, hit some of the cruisers just behind the turrets, in front of the conn, and watch them go down with one torp... We're trying (again) to change that behavior. :yeah:

bwaaaah...good luck with that!
one torpedo per ship.
make 'em count, son.:D

:Kaleun_Salute:

Wolfcat
05-03-23, 01:07 PM
One torp kill on even heavy cruiser is doable. Yesterday, I sank one Myoko with single torp right below the rear turret. I guess it triggered the magazine explosion. But that takes extreme luck. On another occasion, another Myoko ate 3 torp but still kept on going. So out of the 3 torp types available to US sub force: mk10, mk14 and mk18, mk14 is the most powerful one?

KaleunMarco
05-03-23, 03:29 PM
One torp kill on even heavy cruiser is doable. Yesterday, I sank one Myoko with single torp right below the rear turret. I guess it triggered the magazine explosion. But that takes extreme luck. On another occasion, another Myoko ate 3 torp but still kept on going. So out of the 3 torp types available to US sub force: mk10, mk14 and mk18, mk14 is the most powerful one?

Mine.
Special mixture.
:D

propbeanie
05-04-23, 06:33 AM
One torp kill on even heavy cruiser is doable. Yesterday, I sank one Myoko with single torp right below the rear turret. I guess it triggered the magazine explosion. But that takes extreme luck. On another occasion, another Myoko ate 3 torp but still kept on going. So out of the 3 torp types available to US sub force: mk10, mk14 and mk18, mk14 is the most powerful one?
The Mark 10 according to wikipedia had a warhead that weighed 497 lbs., made of TNT
https://en.wikipedia.org/wiki/Mark_10_torpedo

The Mark 18 mod 1 weighed 595 lbs, but was torpex, a 'stronger' explosive, while the Mark 14 mod 3 had a 668 lb torpex warhead
http://www.navweaps.com/Weapons/WTUS_WWII.php

The Mark 14 initially was made with a 500lb tnt head, similar to the Mark 10, and the 18 was first made with a 600lb torpex head. The difference between the 14 & 18 for the warhead weight was probably due to the 18's use of an electric motor (slower) and the additional battery weight (lead-acid). The Mark 10 also had a depth-keeping problem, due to the Navy having tested (such as they supposedly did) their torpedoes with a dummy "practice" warhead that was filled with water, that at the end of their runs, expelled the water and then floated to the surface (in theory anyway). The real warheads weighed quite a bit more of course, hence the deep-running behavior.

Wolfcat
05-04-23, 07:50 AM
I finally got my 1st Gato, skipping over Tambor/Gar (albeit a bit late: Nov 1942). :Kaleun_Salute: I guess it's like what @propbeanie said. You have to get good mission rating, not just total renown. Be aggressive. I sneaked into Truk again and this time, got shot at by a submarine. I saw the enemy torpedoes streaking by me and lucky I was deep enough to avoid it. I was running out of torps and heading home, but ran into two convoys with big escorts. I still attacked them with my remaining few weapons including one very long range shot on a fast moving merchant at 7000yrd (I am playing at 90% realism, only unchecked external view). Btw, a couple of more of observations:

1. last night I pulled into my base port at Brisbane and found many sinking ships and fires. Did it get attacked by Japanese? Most sinking ships have no visible damage (no holes on them), only one has a small fire on it. Brisbane is pretty far from the front, Japanese navy would venture that far? I hope it's not one of those anomalies caused by fragile installations and some file issues.

2. Sub skins: All American subs are painted in black. It's kinda dull since many classes look very similar. Would any later classes have different color paint?

3. How do you tell if some areas are protected by mines?

4. What do metals do now? I remember it used to increase experience, but I don't see anything happening.

propbeanie
05-04-23, 09:13 AM
1. This is a problem with the game. While you are on patrol, the home port receives the same bad weather you encounter. "Docked" ships drift with the "wind", and smack into each other and the docks, plus, the moving patrol ships will sometimes have said drifting ships in their paths, and the collision avoidance does not do a good job... So the livelier a modder attempts to make a base, the more often that happens. But there was an air raid there... yeah, that's the ticket yeah... that's it... an air raid, yeah...

https://www.youtube.com/watch?v=pkYNBwCEeH4


2. The MS9 scheme was on most subs until 1944, even though the MS32/33 was authorized in 1943. Paint was almost a luxury item at the time... yeah, that's the ticket...

3. Well, there were minefield maps made as the information came in from several sources, but we have not been able to find even somewhat accurate information. Also, we have tried to "draw" red boxes and lines where minefields might be found and have them show on the NavMap, but it reminds me too much of a kindergarten drawing I did in 1962... worse than stick figure people... sigh - If we can, we'll attempt to "draw" a maps that would be a pull-out drawing. In the meantime, if you want to "cheat", open the Mission Editor (Sh4MissionEditor.exe) and navigate into the data campaigns campaign folder, and open "Jap_Minefields.mis" file, and you can see where they are. As mentioned, the US commanders would have had close to that same information, though not always in a timely manner, since the Japanese did move the fields at times, and add to others, especially if they thought the US was going to make a move on a location, such as Okinawa seemed a logical place to protect after the Philippines, but especially after Iwo Jima.

4. Medals are nothing but decoration basically. It looks like the original intention was to have it improve boat morale, but it does not appear to be implemented. After each patrol when you dock and are back in the office, if you go to your crew page, you can click on the various little icons in the upper left, and award promotions and medals to your crew. Trying to remember who was on duty during any given attack can be problematic (for my brain), so I usually pepper them around throughout the boat.
:salute:

Front Runner
05-05-23, 11:30 AM
Avoid Using FOTRSU Keyboard Command <CTRL><N> "Follow Nearest Warship".
Apparently the "Easter Egg" for "RESET/CLEAR WEATHER" is also triggered by the same command <CNTRL><N>

So far my research indicates that <CNTRL><N> is built into the SH4.exe file and cannot be changed or overwritten.

So, there I was using Keyboard Command "Follow Nearest Warship" and Clearing my weather each and every time....
:Kaleun_Applaud:
:Kaleun_Cheers:

KaleunMarco
05-05-23, 01:28 PM
Avoid Using FOTRSU Keyboard Command <CTRL><N> "Follow Nearest Warship".
Apparently the "Easter Egg" for "RESET/CLEAR WEATHER" is also triggered by the same command <CNTRL><N>

So far my research indicates that <CNTRL><N> is built into the SH4.exe file and cannot be changed or overwritten.

So, there I was using Keyboard Command "Follow Nearest Warship" and Clearing my weather each and every time....
:Kaleun_Applaud:
:Kaleun_Cheers:

i re-assigned that function to a different key.
:Kaleun_Salute:

propbeanie
05-05-23, 07:33 PM
Avoid Using FOTRSU Keyboard Command <CTRL><N> "Follow Nearest Warship".
Apparently the "Easter Egg" for "RESET/CLEAR WEATHER" is also triggered by the same command <CNTRL><N>

So far my research indicates that <CNTRL><N> is built into the SH4.exe file and cannot be changed or overwritten.

So, there I was using Keyboard Command "Follow Nearest Warship" and Clearing my weather each and every time....
:Kaleun_Applaud:
:Kaleun_Cheers:

i re-assigned that function to a different key.
:Kaleun_Salute:
Searching on my end did not yield any hits either, so it must be buried somewhere in one of the act, dll or the exe file... Therefore, we'll do a new key stroke. KaleunMarco, which key combo did you use? I'm thinking of the easy way out, with <Ctrl><H>, since "H" takes you to the sonar station, and is just above the "N", which does the Report nearest sound contact... ?? We'll have to put a "Do Not TOUCH!!!" sign in red letters on the <Ctrl><N> combo, since it for whatever reason, does BOTH functions. The only keystroke in the game that does that... sigh :salute:

KaleunMarco
05-05-23, 08:01 PM
Therefore, we'll do a new key stroke. KaleunMarco, which key combo did you use?
after further review, i did NOT change the Follow Nearest Warship, i use Report_nearest_visual_contact because i discovered that it works both surfaced and submerged. so, thanks to Ubi, that command functions as Report_nearest_visual_contact and "Report_nearest_hydrophone_contact".


i use the V character.

i forget if the command was there or i had to create it. keep in mind that if you add it, you may exceed the MaxKeyCommandsNb limit. i've been stung by that one.

propbeanie
05-06-23, 11:17 AM
OK fellers, try this little "test" mod:

TestCommands.7z (https://drive.google.com/file/d/1XxC2KbqPJdQ3cF-keTJeNDtpF8Pc6GWy/view?usp=share_link)

It changes the <Ctrl><N> for "Follow Nearest Warship" to a <Ctrl><H> combo, which was the easiest way to go. That leaves the <Ctrl><N> as "Re-set Weather" only... and it is a rather stark "re-set" indeed... wowsers. :salute:

KaleunMarco
05-06-23, 11:30 AM
hey PB,

is this still a good config for FOTRSU?

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
550 Jimimadrid SubManagement
500 Jimimadrid Sailors for FotRSU

propbeanie
05-06-23, 11:31 AM
Should be :yeah:

I have not checked jimimadrid's latest, but I do not see how they could trash much as far as boat ops go, so should be good on the last two also. :salute:

Wolfcat
05-06-23, 11:33 AM
Hey folks, I am not sure if this is a bug or anything. The front deck gun and rear flak combo has some issues. I cannot access the flak. Nor is it crew-able. Is it just an eye candy?

KaleunMarco
05-06-23, 11:34 AM
Hey folks, I am not sure if this is a bug or anything. The front deck gun and rear flak combo has some issues. I cannot access the flak. Nor is it crew-able. Is it just an eye candy?

post your config, please.
JSGME-Tasks-Export to Clipboard, then post here (ctrl+v).

propbeanie
05-06-23, 11:44 AM
... in addition, did you change the deck gun position? What boat, where did you start from, what is the current date? :salute:

Wolfcat
05-06-23, 01:37 PM
Generic Mod Enabler - v2.6.0.157
[D:\Users\Bill\Games\SteamLibrary\SteamApps\common\ Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
Nippon_Maru_v1.9b_FotRSU
Nihon Kaigun v1.3a_FotRSU
Combined Roster
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
AddInModzPak_18
304_NoJapaneseAirRadar
650_MoreDudz
803_NoPlayerSubFlags
851_Red_FotRSU_Logo
801_UMark Invisible

1. I don't recall if I have ever changed the deck gun position. Was the default deck gun position of Gato class in the rear? If so then yes. I always like forward deck guns.
2. So the boat once again is a Gato.
3. I started off at Manila as a part of Asiatic fleet, but now I have transferred to Midway.
4. The current date is Jan 1943

My boat's current config is forward 4inch deck gun + rear deck 20mm flak and another twin 20mm flak on the conning tower. F11 is supposed to cycle thru all AA guns, but it doesn't cycle me to the one on deck. My deck gun's crewable spots are still 4, and they are all on the forward deck gun. I would image the spot should increase to 5 so one crew can be put on the flak. But anyway, maybe it's I don't know how to access it.

propbeanie
05-06-23, 02:51 PM
OK, if you are referring to a 20mm gun position on the deck, then that is not usable by the player. The game allows the two conning tower positions are AA guns, while the deck gun positions are deck guns. As such, only the one position can be used by the player. I don't know if we want to muddy the waters with another mod for each of the "twin gun" options with it, to where the player can shoot it, since its range is limited to effectively under 2800 yards, but it does work rather well as a barge or sampan buster...

KaleunMarco
05-06-23, 03:22 PM
OK, I don't know if we want to muddy the waters with another mod for each of the "twin gun" options with it, to where the player can shoot it, since its range is limited to effectively under 2800 yards, but it does work rather well as a barge or sampan buster...

i try never to be THAT close to any enemy vessel because one never knows which one is armed and will shoot at my crew.
:Kaleun_Salute:

KaleunMarco
05-06-23, 03:58 PM
Started new career in SF with a Gato, April 1942.
Shoved off on first mission May 27, 1942, to the Convoy College with a "sink" objective.
Sank 7 ships for 1,465 renown and a mission rating of 1.
returned to Pearl at mission-end and received a medal and a conning tower upgrade. the effective date for the new conning tower is 4/16/42, so this was the first time we entered port after that date.
all subs share the same Upgrade class.

https://i.ibb.co/mt64rWz/SH4-Img-2023-05-06-15-48-28-476.png

Wolfcat
05-06-23, 08:28 PM
Yeah, I also tested it. The rear deck AA gun is working. It's just not accessible to users. It would automatically shoot either air or surface target. It just feels like an unmanned autocannon. Also there is a bit graphics glitch. When submerged, that deck AA gun disappears.

KaleunMarco
05-06-23, 09:23 PM
hey PB,

is there a 3000 yd indicator that is compatible with FOTRSU 1.8?

propbeanie
05-07-23, 10:40 AM
Started new career in SF with a Gato, April 1942.
Shoved off on first mission May 27, 1942, to the Convoy College with a "sink" objective.
Sank 7 ships for 1,465 renown and a mission rating of 1.
returned to Pearl at mission-end and received a medal and a conning tower upgrade. the effective date for the new conning tower is 4/16/42, so this was the first time we entered port after that date.
all subs share the same Upgrade class.

- pic -
Excellent. We might try like Ducimus did, and offer a "flat" UpgradeClass option for those who want to force the game to have to choose "conning tower", since the boat upgrade is removed...

hey PB,

is there a 3000 yd indicator that is compatible with FOTRSU 1.8?
Just about any of them should be. CapnScurvy's versions are the most accurate, but some of the others probably used the same artwork. Just remember though, that the 3k is a bit larger in memory, which was why FotRSU (CapnScurvy) chose to do a 1500 yd version for those with "lighter" computer hardware. It really shouldn't be noticed on a newer box.


Yeah, I also tested it. The rear deck AA gun is working. It's just not accessible to users. It would automatically shoot either air or surface target. It just feels like an unmanned autocannon. Also there is a bit graphics glitch. When submerged, that deck AA gun disappears.
Think of the after gun not as "AA" but as "Deck Gun". You will notice that when manned for "automatic" use, your crew will only shoot the two AA guns on the fairweather at planes, and the deck guns shoot only at surface targets, which the AA guns ignore. In reality, a target is a target is a target... but alas, the game is not built like that. You will notice similar behavior from the 2nd deck gun when it is a 4" or 5" gun also. The player can only man the one deck gun position, while both of the AA guns are able to be manned by the player. Also, that 20mm gun would have been pulled and stowed when a dive is called for, hence it "disappears" when underwater... :salute:

Wolfcat
05-07-23, 09:06 PM
Wait a min, so you are saying the deck AA gun is considered a part of the deck gun so it won't shoot air target? I have seen it shoot surface target automatically. But since I usually avoid confrontation with air threat, so I haven't seen it shoot air targets yet.

propbeanie
05-08-23, 06:25 AM
Yep. When a gun is on the "deck" of the boat, it is mounted in a "Deck Gun" position, so therefore, is a Deck Gun, not an AA gun, no matter its size, and will only shoot at surface targets. Plus, since the game only provides for one player position, you can only man the one gun. Any gun on the fairweather is mounted in an "AA Gun" position, is an AA Gun, and with then only shoot at air targets, and ignores surface targets. Even if you manage to mount an 18.3 inch triple gun turret there - it will only shoot at air targets, unless the player assumes control. Now, take that same boat and same guns, and turn them into an AI controlled ship, and all guns shoot at all available targets, which is infuriating... but that's the nature of the game.

KaleunMarco
05-08-23, 08:42 AM
but that's the nature of the game.

nature of the game......
https://i.ibb.co/PQVDgt7/iago.gif

KaleunMarco
05-08-23, 11:36 AM
Excellent. We might try like Ducimus did, and offer a "flat" UpgradeClass option for those who want to force the game to have to choose "conning tower", since the boat upgrade is removed...

i have noticed another nuance relating to "awards".

in the recent past i drove an Argonaut, as well as a Narwhal/Nautilus, with FOTRSU. when we had a decent mission, our crew was awarded actual Silver Stars, Bronze Stars, and Navy Crosses.

i played TMO 2.5 w/RSRD, driving a Porpoise and the same range of awards was presented to my crew.

however, when we had the same success from missions while driving a Gato or a Balao with FOTRSU and TMO 2.5+RSRD, the highest awards made available to the crew were the Campaign ribbon and Commendation award. That's it.

so, it sure seems like Ubi values success with lesser boats more highly than it does with better, more modern boats. but how?
other than the Upgrade Class field, what other field could Ubi use to rank boat quality?
:doh::hmmm::wah::06:

KaleunMarco
05-08-23, 05:49 PM
Excellent. We might try like Ducimus did, and offer a "flat" UpgradeClass option for those who want to force the game to have to choose "conning tower", since the boat upgrade is removed...

ok, December 1942 come around and we shove off to patrol the Carolines.
Driving a Gato out of Pearl
Sank a bunch of ships ships for 2,660 renown and a mission rating of 2.
returned to Pearl at mission-end and received a medal but no conning tower upgrade.
the effective date for the new conning tower is 1/01/43, so this was the first time we entered port after that date.

the last refit-in-base occurred after the second mission and this was our sixth.

i'll have to try and remember next December to keep the renown score under 2.
:Kaleun_Salute:

propbeanie
05-10-23, 08:44 AM
Yes, KaleunMarco... you can earn too much renown and/or have too high of a rating, when it comes to the :mad: conn upgrades, when you have the boat upgrades stifled with all boats having the same Upgrade level... The game wants to give you conn 3 instead of 2, or 4 instead of 3, because your score is too good, but the date is just too far away... so the game goes "uh... uh... hiccup hiccup... uh..." and does nothing. Maybe next time in from patrol though, it will have regain its "senses", and gives you the next conn... While I am thinking about it, some of the boats (Salmon / Sargo especially) have differences in the radar mounts, with the first conn having no provision for a radar mast at all, the 2nd conn being an unsupported radar mast (ie: the conn has a support for it to sit in), while the 3rd & 4th conn then uses Supported Radar (the mast supports are part of the radar, not the conn). This is another reason you lose radar from conn to conn... Besides the going from regular SJ to Improved SJ... :salute:

Wolfcat
05-10-23, 09:18 PM
I think I am fuked. I was offered a Balao on 5/3/1943. I didn't know it and I took it. I guess I have to reload a pre-Balao save now?

propbeanie
05-10-23, 10:21 PM
I think I am fuked. I was offered a Balao on 5/3/1943. I didn't know it and I took it. I guess I have to reload a pre-Balao save now?
Most likely. You are so close, you only missed it by || this much... It goes active in v1.8 on 21 May, 1943... So you most likely would never have a valid Home Port. It would be best to go back to a previous Save. Think of those Green circles when you are coming back in from patrol as your "I have to Save the game" reminder. They also signify where you will start seeing the TC slow downs. If you're at 2048, you'll need to come down to 1024, then 512, then 256 then 128 as you get closer to that Red circle, which is about where you will be asked if you want to End Patrol. Whether you are just outside the Red circle, or just inside, is a function of the "clock" in the game, and how busy the traffic around you is. Now, another thing, look at KaleunMarcos post above about where he was awarded a new conning tower. The initial wording can be somewhat misleading, but the confirmation pictures of the Re-Fit and the New Command are definitely different. Again, this is a function of the game wanting to reward the player for having done so well... but why they didn't make it bullet-proof, I don't know... We do have an idea we are experimenting with right now for the next release, and we'll see how well testing goes. It is a rather involved work-around though, and testing it is not easy to do. This has really delayed the processing of the next release, as has oldmanitis, but we are working on it... :salute:

Alexsandr7822
05-11-23, 04:42 AM
Hello everyone, my name is Corsair Andy! Streaming your modification. represented by the Russian community. Ran into a flyout off the coast of Attu! 2 times in a row in the same place when approaching the island... The game tries to unload the game as a result of flying out on the desktop.
The game version SH4 1.5 + Uboat Misson FoRS 1.7v. On misson: Boat class Porporise. Mission patrol near Kuril Islands October 1942. After completing the main task report to headquarters give the next mission to patrol near the island of Attu.

Streaming footage : https://www.youtube.com/watch?v=iKpkVTQ1vLs&t=2875s&ab_channel=%D0%9A%D0%BE%D1%80%D1%81%D0%B0%D1%80%D1 %8B%D0%AD%D0%BD%D0%B4%D0%B8

The time stamp departure is 56:52.

Wolfcat
05-11-23, 07:09 AM
Another observation. I see whole bunch of new weapons such as MK23, MK18. However, MK18's cost is in red font while others are in blue. I am at the end of May 1943. Is it legit to see all these weapons showing up? Also why the price is in red?

Questions on some the special abilities:
1. What does perfect pitch do? There is no description of any kind
2. Is there any way to change a crew's specialization? I promoted one of the officers on watch and he was randomly assigned "perfect pitch", which is useless for watch crew, so I had to move him to sensor department, but he is still specialized in watch.

propbeanie
05-11-23, 08:44 AM
Hello everyone, my name is Corsair Andy! Streaming your modification. represented by the Russian community. Ran into a flyout off the coast of Attu! 2 times in a row in the same place when approaching the island... The game tries to unload the game as a result of flying out on the desktop.
The game version SH4 1.5 + Uboat Misson FoRS 1.7v. On misson: Boat class Porporise. Mission patrol near Kuril Islands October 1942. After completing the main task report to headquarters give the next mission to patrol near the island of Attu.

Streaming footage : [video link above]

The time stamp departure is 56:52.
I am tracing through the files now, looking for the possible cause of your CTD, concentrating on what happens between October and December 1942. Did you happen to note the date in the game of the crash? Do you remember the wording of your Patrol off Attu assignment? I can see them in the video, if I could only read Russian... lol - I cannot quite see the date in your video on my computer display, even at full-screen... lol - I have old man eyes...

btw, do you have your translations for the FotRSU mod in a mod of your own that others could download? Onkel Neal could get you some space here on SubSim for you to post your translation mod for others to use, or post a link to a site of your own. :salute:

Edit: I forgot to ask you your mod loadout. Can you list the mods you have loaded through JSGME please? Especially, do you have Nippon Maru or Nihon Kaigun loaded, and the associated Roster mods, such as Combined Roster? I found your Patrol assignment, which is "Patrol Attu 01F" with orders to patrol for five days. Since there are not any Triggers or Events associated with it, and there is only the one Objective and Patrol Marker (the green circle), it is not the source of the trouble, which only leaves something spawning most likely north and west of your location as you come into the Agattu Strait, south and east of Attu Island.


Another observation. I see whole bunch of new weapons such as MK23, MK18. However, MK18's cost is in red font while others are in blue. I am at the end of May 1943. Is it legit to see all these weapons showing up? Also why the price is in red?

Questions on some the special abilities:
1. What does perfect pitch do? There is no description of any kind
2. Is there any way to change a crew's specialization? I promoted one of the officers on watch and he was randomly assigned "perfect pitch", which is useless for watch crew, so I had to move him to sensor department, but he is still specialized in watch.
I have not seen the red and blue fonts... I'll have to look into that. What is the date you are in the office and seeing that? As for "Perfect Pitch", we thought we had most of the Special Abilities turned down enough to where you would not see them (hence, no description), other than the battery charge and medic specialists... :hmmm: - Perfect pitch is for the sonar / hydrophone operators though, and they can ID a ship quicker. The "specialization" comes with promotions. If you promote the crew in-base between patrols, you can choose the specialization. If the game does the promoting, it is a "random" thing, and some of the game's choices are somewhat inappropriate, such as giving the on-deck watchmen a sonar or torpedo specialty... The specialization is from when the character goes from PO1 to CPO. The officer's already have their specialization from the game, and generally are considered "jack-of-all-trades" people, so definitely a roll of the dice assignment. When submerged, you could move him to the conning tower or control room, where ever your hydrophone station is on your particular boat. When you go to surface, put him back on the watch. PIA, but workable.

Wolfcat
05-11-23, 10:23 AM
The date is late May- early Jun of 1943. MK18 price is in red font, but doesn't seem to have any negative effects. Anyway, so a crew cannot have dual specialization, right?

propbeanie
05-11-23, 10:42 AM
OK. For reference on the Torpedoes, we used Torpedoes of the United States of America (http://www.navweaps.com/Weapons/WTUS_WWII.php) on the NavWeps site, but made things a bit earlier, and differences between the various boats. As for the Special Ability, if I remember correctly, it is only one per character, but that Special Ability does not always match their specialty, such as what you've seen with the officer of the watch getting the Perfect Pitch. I have had a torpedo man get the medic ability, and swapped him to the Damage Team, so I could move him throughout the boat easier, and not lose a torpedo man when he might be needed, replacing him, of course, prior to the next patrol. An officer is not easy to replace in SH4 though...

Wolfcat
05-12-23, 09:06 AM
CO2 level is somewhat unrealistic. There were numerous accounts that WWII submarines can stay submerged for a long time without significant CO2 issue. One Japanese submarine was able to stay underwater for 2 days before CO2 level reached 6%. A German submarine was chased and depth charged by a group of British destroyers for 36 hours. American subs are much bigger and roomier than German counterparts. In-game, you stay underwater for more than 12hrs then CO2 level can creep up to 10%. Feels a bit unrealistic.

propbeanie
05-12-23, 01:16 PM
Definitely not an accurate rendition in SH4. The US boats, while bigger, also had a much bigger crew, and did not have a scrubber like the German boats. All had an O2 "bleed", where they could put O2 from tanks in the atmosphere, but that did increase the internal boat atmospheric pressure. But they could stay under for more than 24 hours also. The main problem with the SH4 game is that the warning message pops up, but that's all it is - a warning... it is colored yellow. The actual "you have to surface" message is in red and says something like "CO2 level is critical", and you do have to surface pretty much immediately. The warning message could actually say something like "Smoking lamp is out! CO2 level is getting high", then have another, the "warning" message, about 1/2 to the critical... that would be more useful... but alas, they have those two triggers, and that is it. Of course, it behooves the skipper to stay on top of the situation and make the decision for himself... :roll:

Alexsandr7822
05-14-23, 02:09 AM
[QUOTE=propbeanie;2867321]I am tracing through the files now, looking for the possible cause of your CTD, concentrating on what happens between October and December 1942. Did you happen to note the date in the game of the crash? Do you remember the wording of your Patrol off Attu assignment? I can see them in the video, if I could only read Russian... lol - I cannot quite see the date in your video on my computer display, even at full-screen... lol - I have old man eyes...

btw, do you have your translations for the FotRSU mod in a mod of your own that others could download? Onkel Neal could get you some space here on SubSim for you to post your translation mod for others to use, or post a link to a site of your own. :salute:

Edit: I forgot to ask you your mod loadout. Can you list the mods you have loaded through JSGME please? Especially, do you have Nippon Maru or Nihon Kaigun loaded, and the associated Roster mods, such as Combined Roster? I found your Patrol assignment, which is "Patrol Attu 01F" with orders to patrol for five days. Since there are not any Triggers or Events associated with it, and there is only the one Objective and Patrol Marker (the green circle), it is not the source of the trouble, which only leaves something spawning most likely north and west of your location as you come into the Agattu Strait, south and east of Attu Island.

You're absolutely right! The problem is in the unit, which the game can not simply load. I looked in the comping file and found the most suitable file to consider is Aleutians_traffic
That's where we need to go from here. As in the spawning area within a radius of 30 km falls precisely these ships from this file. I'll test it separately. Yes I did the translation itself, the modifications are only on the interiors of the boats plus the background music. It is worth noting that in the modding is not the first year, and understand the file structure of the game. The rest of the mods that you listed I have not stand.

Wolfcat
05-14-23, 08:43 AM
@propbeanie Remember we talked about some Betty bombers are audible on sonar? I tested it extensively (now I have enough AA power to battle out on surface). It turns out, I believe, that it's not any particular bomber. It's torpedo carrying bombers. All Japanese torpedo carrying bombers are audible on sonar. I believe that sonars cannot differentiate air or water. As long as a torpedo shows up, regardless whether in air or in water, it would show up on sonar. I battled out with torpedo carrying Betty and Jill on surface. Multiple of them. You can hear them long before they came within visual range (as a matter of fact as soon as they show up on radar). Then they come down to low level, drop their torpedoes and come around to strafe me. Other types of bombers don't have this issue.

Oh another question. Now I have an upgrade option for some radar warning equipment (APR-1/SPA-1). But the problem is I can't install it anywhere on my boat. The upgrade costs about 1500, but there doesn't seem to be a place on Balao where you can install it.

propbeanie
05-14-23, 10:20 AM
You're absolutely right! The problem is in the unit, which the game can not simply load. I looked in the comping file and found the most suitable file to consider is Aleutians_traffic
That's where we need to go from here. As in the spawning area within a radius of 30 km falls precisely these ships from this file. I'll test it separately. Yes I did the translation itself, the modifications are only on the interiors of the boats plus the background music. It is worth noting that in the modding is not the first year, and understand the file structure of the game. The rest of the mods that you listed I have not stand.
Basically, the only file that influences the sea traffic in the area is the AleutiansTraffic file. All of the "battle" engagements are in the file also. If I understand you correctly, you only have FotRSU v1.7 and your language files as mods then, and are not using the Nippon Maru or Nihon Kaigun add-ins? Are you editing vickers03's interior files, or adding your own changes to regular FotRSU? Although, I cannot think of an interior change that would affect the sea traffic... :hmmm: - I have not found any ships that are non-compliant with FotRSU as of yet, but I am still looking. Another possible source could be the Japanese AirBase nearby, so the AirGroup configuration for that also needs to be checked. If you find anything amiss, please let us know! :salute:


@propbeanie Remember we talked about some Betty bombers are audible on sonar? I tested it extensively (now I have enough AA power to battle out on surface). It turns out, I believe, that it's not any particular bomber. It's torpedo carrying bombers. All Japanese torpedo carrying bombers are audible on sonar. I believe that sonars cannot differentiate air or water. As long as a torpedo shows up, regardless whether in air or in water, it would show up on sonar. I battled out with torpedo carrying Betty and Jill on surface. Multiple of them. You can hear them long before they came within visual range (as a matter of fact as soon as they show up on radar). Then they come down to low level, drop their torpedoes and come around to strafe me. Other types of bombers don't have this issue.

Oh another question. Now I have an upgrade option for some radar warning equipment (APR-1/SPA-1). But the problem is I can't install it anywhere on my boat. The upgrade costs about 1500, but there doesn't seem to be a place on Balao where you can install it.
So you are finding that the torpedoes themselves are being detected... I wonder if there is a way to "trigger" the torpedo's motor to not run until either launch or contact with water?... This game has some really strange behaviors... but I do know that the torpedo is running while being carried, because you can see it... The Betty planes are supposed to be carrying the torpedo inside the bomb bay doors, and so is the Avenger... alas, making animated bomb bay doors, while most likely possible, is a gargantuan task...

The Radar Counter Measures APR-1 suite does not have any displayed mounting point on some of the boats, but goes in the radar column. It starts out rather expensive, but in a few months will be automatically put on your boat. The device can be a bother, constantly interrupting the TC when approaching your home port. For the next release, we might have relief for that aspect of it. I would leave the APR-1 alone for now, and the game will put it on your boat in a while. :salute:

KaleunMarco
05-14-23, 12:08 PM
The Radar Counter Measures APR-1 suite does not have any displayed mounting point on some of the boats, but goes in the radar column. It starts out rather expensive, but in a few months will be automatically put on your boat. The device can be a bother, constantly interrupting the TC when approaching your home port. For the next release, we might have relief for that aspect of it. I would leave the APR-1 alone for now, and the game will put it on your boat in a while. :salute:

Some are looking for that “relief”. :03:

I no longer use the apr because it does not offer appreciative benefit vs the TC pain that it causes.
:Kaleun_Salute:

Wolfcat
05-14-23, 06:10 PM
Lucky, it cannot be installed onboard Balao for now. Happy that I checked with you first.

As for the torpedo bomber problem, I am pretty sure it's due to torpedo's running motor being detected. I guess the game cannot tell the difference between air and water, right? Also, how many torpedoes do these bomber carry? I believe there was a time I was tracking two contacts: one the real dropped torpedo in the water and the other still shifting with the aircraft. But I am not 100% certain about that. I will double check on that and report back. But overall the issue seems to be related to torpedo motor.

flaminus
05-14-23, 10:00 PM
The Radar Counter Measures APR-1 suite does not have any displayed mounting point on some of the boats, but goes in the radar column. It starts out rather expensive, but in a few months will be automatically put on your boat. The device can be a bother, constantly interrupting the TC when approaching your home port. For the next release, we might have relief for that aspect of it. I would leave the APR-1 alone for now, and the game will put it on your boat in a while. :salute:

I'm wondering that when near home port, could we just remove the crew from the conn tower to prevent the constant warning by APR-1? It's a interesting device and it would be better to be preserved.:)

propbeanie
05-14-23, 11:39 PM
Lucky, it cannot be installed onboard Balao for now. Happy that I checked with you first.

As for the torpedo bomber problem, I am pretty sure it's due to torpedo's running motor being detected. I guess the game cannot tell the difference between air and water, right? Also, how many torpedoes do these bomber carry? I believe there was a time I was tracking two contacts: one the real dropped torpedo in the water and the other still shifting with the aircraft. But I am not 100% certain about that. I will double check on that and report back. But overall the issue seems to be related to torpedo motor.
The player sub detecting the already running torpedo does make sense, especially with this game... Each plane though - in theory - can only 'drop' one. I have not looked into the animation involved, but it might be that the torpedo isn't actually dropped from the plane itself.


I'm wondering that when near home port, could we just remove the crew from the conn tower to prevent the constant warning by APR-1? It's a interesting device and it would be better to be preserved.:)
I did some extensive testing with manning the various positions in the boat, and if you do remove the crew from the positions, the efficiency of the compartment does drop, sometimes drastically, similar to the gun positions. But no, it does not eliminate the reports. It does however, slow them down usually, but you have to empty the compartment. Do not forget that you emptied the compartment if going on patrol... :o

flaminus
05-15-23, 01:13 AM
I did some extensive testing with manning the various positions in the boat, and if you do remove the crew from the positions, the efficiency of the compartment does drop, sometimes drastically, similar to the gun positions. But no, it does not eliminate the reports. It does however, slow them down usually, but you have to empty the compartment. Do not forget that you emptied the compartment if going on patrol... :o

Thanks :Kaleun_Cheers: and the meaning of "For the next release, we might have relief for that aspect of it" is to remove APR-1 from the game? or it would become a optional addin mod?:salute:

Front Runner
05-15-23, 08:04 AM
OK fellers, try this little "test" mod:

TestCommands.7z (https://drive.google.com/file/d/1XxC2KbqPJdQ3cF-keTJeNDtpF8Pc6GWy/view?usp=share_link)

It changes the <Ctrl><N> for "Follow Nearest Warship" to a <Ctrl><H> combo, which was the easiest way to go. That leaves the <Ctrl><N> as "Re-set Weather" only... and it is a rather stark "re-set" indeed... wowsers. :salute:

Thanks for your very quick fix!

:Kaleun_Applaud::Kaleun_Cheers:

propbeanie
05-15-23, 08:53 AM
Thanks :Kaleun_Cheers: and the meaning of "For the next release, we might have relief for that aspect of it" is to remove APR-1 from the game? or it would become a optional addin mod?:salute:
It will automatically be on the boat at relatively appropriate times for each of the boats, but it will be controllable. The APR-1 suite was part of the SD Radar suite of equipment, so you can turn it on and off with the SD, and avoid issues with both.


Thanks for your very quick fix!
If I didn't include the images for the Front/Back sheets, those will be in the next release. Thanks to you for helping find another "issue" with this strange game that we all love, and love to hate... :arrgh!: :salute:

Wolfcat
05-15-23, 09:29 AM
The player sub detecting the already running torpedo does make sense, especially with this game... Each plane though - in theory - can only 'drop' one. I have not looked into the animation involved, but it might be that the torpedo isn't actually dropped from the plane itself.


You misunderstood me. I saw the Jill drop a torpedo, and then it flew past me. So on my sonar, there were two contacts. One with the dropped torpedo in the water right in front of me and the other with the plane, which just flew past me. That's what I meant. If a Jill can only carry one torpedo then the problem becomes torpedo bomber can be detected on sonar regardless if they are carrying a torpedo or not. But I cannot confirm this at this moment. I have to test it. But a running torpedo, whether in air or in water, can be detected for sure.

torpedobait
05-15-23, 10:30 AM
[QUOTE=propbeanie;2867783]The player sub detecting the already running torpedo does make sense, especially with this game... Each plane though - in theory - can only 'drop' one. I have not looked into the animation involved, but it might be that the torpedo isn't actually dropped from the plane itself./QUOTE]

I can't say that I've ever checked if the torpedo appears to be attached to the plane, but I can say that I have observed the splash it makes when it hits the water. And using an underwater view, I have seen the torpedo as it bores in on my boat. :salute:

propbeanie
05-15-23, 01:53 PM
One thing to remember about most games, is that it is all illusion... lol - so you "see" a torpedo, but it is just artwork. The "drop" of the torpedo is just an animation sequence, and a torpedo is "spawned" with the contact with the "water", but the plane still carries its original torpedo, though the plane is now restricted (hopefully) from dropping another by the configuration of the plane. That is why you hear the one in the water, but also (apparently) the one still in the plane...

I once again present:
https://www.youtube.com/watch?v=7U2E-In0DDg

KaleunMarco
05-15-23, 02:01 PM
One thing to remember about most games, is that it is all illusion... lol - so you "see" a torpedo, but it is just artwork. The "drop" of the torpedo is just an animation sequence, and a torpedo is "spawned" with the contact with the "water", but the plane still carries its original torpedo, though the plane is now restricted (hopefully) from dropping another by the configuration of the plane. That is why you hear the one in the water, but also (apparently) the one still in the plane...

I once again present:
https://www.youtube.com/watch?v=7U2E-In0DDg
So…the torpedo is a “sticky”?

propbeanie
05-15-23, 02:42 PM
... with the tassels, yes... :arrgh!:

KaleunMarco
05-15-23, 04:37 PM
... with the tassels, yes... :arrgh!:

https://m.youtube.com/watch?v=k-oqgIZGhbU&pp=ygULTHVyY2ggZ3JvYW4%3D

Kal_Maximus_U669
05-18-23, 12:02 PM
Beanie...Kaleun Marco..s7rikeback...help :ping::ping:
I shoot at 3m.. here is what it gives with the wake.. the wake even appears at the back in an infinite length..
...screen
https://image.noelshack.com/fichiers/2023/20/4/1684429207-sh4img-2023-05-18-18-41-21-668.png
I shoot at 5m no wake.. I've never had that... what a "MdR"...
Help Guys...:oops:
I already consult "Wake_Torp.tga".. can you tell me more:hmmm:
In mod KsDII

propbeanie
05-18-23, 01:03 PM
Uhhh... no - Looks like an S-Boat though. What is the mod load-out, date and location of what happened please? Did the torpedo end up being a circle-runner? Was it a Mark 10 that you shot, or maybe did it look more like one of the German torpedoes, with a red nose? I do a test run right now :salute:


Edit 1325: This is what I see, and this is the same for all of the boats, and is an SH4 thing:

https://i.imgur.com/9fNYQ0S.jpg

When you initially launch, it shows behind the player boat, but soon is just by the torpedo, as can be seen between the 1st torpedo and the 2nd. I had the same with the S-Boat when doing this. My wake is not displaced to the side, and does not leave a bubble-trail like that, so I am guessing you have a mod added, and it is probably still following the Stock game's example of wake placement. The S-Boat is smaller though, so the difference between it and a Gato is quite significant in both width and length... ??

Kal_Maximus_U669
05-18-23, 03:09 PM
Uhhh... no - Looks like an S-Boat though. What is the mod load-out, date and location of what happened please? Did the torpedo end up being a circle-runner? Was it a Mark 10 that you shot, or maybe did it look more like one of the German torpedoes, with a red nose? I do a test run right now :salute:


Edit 1325: This is what I see, and this is the same for all of the boats, and is an SH4 thing:

https://i.imgur.com/9fNYQ0S.jpg

When you initially launch, it shows behind the player boat, but soon is just by the torpedo, as can be seen between the 1st torpedo and the 2nd. I had the same with the S-Boat when doing this. My wake is not displaced to the side, and does not leave a bubble-trail like that, so I am guessing you have a mod added, and it is probably still following the Stock game's example of wake placement. The S-Boat is smaller though, so the difference between it and a Gato is quite significant in both width and length... ??

Thank you Beanie for the up...and my best regards to the whole team that animates here I invite you to change lanes because it's about the
SH4 Knights of the Sea Depths II mods as well as KSDII ace of the deep... Your FoTrS mods are impeccable... BH's ok...
I posted here in order to bring together the best experts as quickly as possible... I wouldn't want to pollute your file...
:Kaleun_Wink:https://www.subsim.com/radioroom/showpost.php?p=2868285&postcount=1

Front Runner
05-19-23, 11:54 AM
Starting a new career. Here is my current MOD list. How does it look?

https://www.subsim.com/radioroom/picture.php?albumid=1190&pictureid=13204

propbeanie
05-19-23, 01:01 PM
That should be a good list Front Runner, but you could drop the 802_TMO_torp_tex_FotRSU, unless you just like the colors. The jimimadrid torp textures are in the v1.8 version, and are very nice. But no harm in using that one for the TMO colors. :salute:

KaleunMarco
05-19-23, 02:35 PM
That should be a good list Front Runner, but you could drop the 802_TMO_torp_tex_FotRSU, unless you just like the colors. The jimimadrid torp textures are in the v1.8 version, and are very nice. But no harm in using that one for the TMO colors. :salute:

i was going to ask frontrunner about that mod but i thought i would wait for you to weigh in on it. i assume that you created it specifically for FOTRSU prior to jimi's torpedo mod?

Front Runner
05-19-23, 07:24 PM
That should be a good list Front Runner, but you could drop the 802_TMO_torp_tex_FotRSU, unless you just like the colors. The jimimadrid torp textures are in the v1.8 version, and are very nice. But no harm in using that one for the TMO colors. :salute:

I like jimimadrid torp textures!

:Kaleun_Applaud:

Kal_Maximus_U669
05-20-23, 08:57 AM
Hey Beanie greetings...:salute:
I have partly solved my problem... but I need to know which file controls the wake display... at 5 m depth it works I would say that I have a better result than the original... but at 6 m meter the wake is no longer displayed ... so who controls what??:ping::ping:
shoot a starbord.. 20 degree.. deeph 5m..
https://image.noelshack.com/fichiers/2023/20/6/1684590911-sh4img-2023-05-20-15-49-26-053.png
https://image.noelshack.com/fichiers/2023/20/6/1684590922-sh4img-2023-05-20-15-49-39-959.png

Kal_Maximus_U669
05-20-23, 09:17 AM
a story with the particles.. I'm sure... as well as the duration.. and the depth.. but where to look!!! your lights would be a plus :yep::yep:
https://image.noelshack.com/fichiers/2023/20/6/1684592074-capture.png

Michael Wood
05-20-23, 09:33 PM
In SH 4, version 1.5, TMO and RFB if I move a sailor from one position to another, his hat goes with him. In this mod, if I move a sailor from one position to another, he leaves his hat behind and puts on the hat assigned to that position.

How to I change this mod to make it like all the other versions?

Example: I start with an S-boat in Manila. The first position in the bottom row of the bridge has an enlisted man occupying it. He is wearing a Dixie cup cap. I want to put an officer there, as I always have in the past. I select an officer wearing a barracks cover. I drag it into the position in the bottom row of the bridge. I then go to the bridge. The officer it no longer wearing a barracks cover. He is now wearing a Dixie cup cap.

This total lack of immersion is a game killer for me. I need to change this in order to play this mod.

Thanks.

KaleunMarco
05-21-23, 11:05 AM
In SH 4, version 1.5, TMO and RFB if I move a sailor from one position to another, his hat goes with him. In this mod, if I move a sailor from one position to another, he leaves his hat behind and puts on the hat assigned to that position.

How to I change this mod to make it like all the other versions?

Example: I start with an S-boat in Manila. The first position in the bottom row of the bridge has an enlisted man occupying it. He is wearing a Dixie cup cap. I want to put an officer there, as I always have in the past. I select an officer wearing a barracks cover. I drag it into the position in the bottom row of the bridge. I then go to the bridge. The officer it no longer wearing a barracks cover. He is now wearing a Dixie cup cap.

This total lack of immersion is a game killer for me. I need to change this in order to play this mod.

Thanks.

well, Michael, for one, you are posting this in the Fall of the Rising Sun Ultimate forum, so you are not going to necessarily reach the right audience for your question. RFB Forum is here: Real Fleet Boat 2.0 (https://www.subsim.com/radioroom/showthread.php?t=159709) and TMO 2.5 is here: Trigger Maru Overhauled (https://www.subsim.com/radioroom/showthread.php?t=132330)

secondly, you should post your JSGME mod list, as well as your installation config, when you post a question. this will provide the potential answerers some needed background data.
Installation config means, OS, SH4 install folder, use of Multish4, and use of a 4 GB enabler such as Large Address Aware (LAA).
JSGME config can be had by opening it, then Tasks, Export to Clipboard, then pasting the results here (ctrl+v).

thirdly, RFB and TMO should probably not be used in the same game installation. each is a separate and distinct mod set. the fact that you have laid one on top of the other may be the cause of the graphics issue you are seeing. you should check out both the RFB forum and the TMO 2.5 forum and see what others have posted on this topic.

:Kaleun_Salute:

Michael Wood
05-21-23, 04:18 PM
well, Michael, for one, you are posting this in the Fall of the Rising Sun Ultimate forum, so you are not going to necessarily reach the right audience for your question. RFB Forum is here: Real Fleet Boat 2.0 (https://www.subsim.com/radioroom/showthread.php?t=159709) and TMO 2.5 is here: Trigger Maru Overhauled (https://www.subsim.com/radioroom/showthread.php?t=132330)

secondly, you should post your JSGME mod list, as well as your installation config, when you post a question. this will provide the potential answerers some needed background data.
Installation config means, OS, SH4 install folder, use of Multish4, and use of a 4 GB enabler such as Large Address Aware (LAA).
JSGME config can be had by opening it, then Tasks, Export to Clipboard, then pasting the results here (ctrl+v).

thirdly, RFB and TMO should probably not be used in the same game installation. each is a separate and distinct mod set. the fact that you have laid one on top of the other may be the cause of the graphics issue you are seeing. you should check out both the RFB forum and the TMO 2.5 forum and see what others have posted on this topic.

:Kaleun_Salute:

Thanks for your reply.

1) Question did not concern stock, TMO or RFB. Only mentioned those as comparison. Question was about "Fall of the Rising Sun Ultimate". If my example produces same results on all systems, it is a feature, if it does not I did something wrong.

2) I have never downloaded or used "The JoneSoft_Generic Mod Enabler (JSGME)". First I delete the Documents\SH4 sub-directory. Then, I do a fresh SH 1.5 install and then install FOTRS over that. Operating system Windows 10.0. Install directory "D:\Fall of the Rising Sun". "Large Address Aware (LAA)" installed and active.

3) TMO and RFB are not in same installation. Sorry, if I somehow misled.

D:\Fall of the Rising Sun

D:\Trigger Maru Overhaul

D:\Real Fleet Boat

D:\Silent Hunter 4

4) Just try my example. If you get the same results, then it is the mod, if not, I messed up, somewhere, somehow, someway.

Great mod, by the way. Only issues are hats and passive sonar working on the surface while underway (I was told this would be addressed).

Thanks.

KaleunMarco
05-21-23, 08:25 PM
Thanks for your reply.

1) Question did not concern stock, TMO or RFB. Only mentioned those as comparison. Question was about "Fall of the Rising Sun Ultimate". If my example produces same results on all systems, it is a feature, if it does not I did something wrong.

2) I have never downloaded or used "The JoneSoft_Generic Mod Enabler (JSGME)". First I delete the Documents\SH4 sub-directory. Then, I do a fresh SH 1.5 install and then install FOTRS over that. Operating system Windows 10.0. Install directory "D:\Fall of the Rising Sun". "Large Address Aware (LAA)" installed and active.

3) TMO and RFB are not in same installation. Sorry, if I somehow misled.

D:\Fall of the Rising Sun

D:\Trigger Maru Overhaul

D:\Real Fleet Boat

D:\Silent Hunter 4

4) Just try my example. If you get the same results, then it is the mod, if not, I messed up, somewhere, somehow, someway.

Great mod, by the way. Only issues are hats and passive sonar working on the surface while underway (I was told this would be addressed).

Thanks.

my apologies for misunderstanding your post.
despite what Danny Devito says, old age sucks.
i am out of town until Friday but i will try and remember to check out your crew-exchange-hat-issue when i return.

propbeanie
05-23-23, 12:39 PM
a story with the particles.. I'm sure... as well as the duration.. and the depth.. but where to look!!! your lights would be a plus :yep::yep:
https://image.noelshack.com/fichiers/2023/20/6/1684592074-capture.png
I am currently unable to look at game files since the laptop I brought with me on vacation (holiday) has died. I'll have to wait to get home to pull the drive and recover my files... :oops: :wah: - in the meantime, find the torpedo you are shooting in the torpedo dat file applicable to the mod. Get its ID number and search for that in the torpedo sim file. Inside of that should be a couple-three "wake" settings, and if memory serves me, there is be a hex number there, like "0x7806abe..." etc. Copy that number and go to the Particles dat file, and search on that ID. Someone correct me if I have that wrong... lol


In SH 4, version 1.5, TMO and RFB if I move a sailor from one position to another, his hat goes with him. In this mod, if I move a sailor from one position to another, he leaves his hat behind and puts on the hat assigned to that position.

How to I change this mod to make it like all the other versions?

Example: I start with an S-boat in Manila. The first position in the bottom row of the bridge has an enlisted man occupying it. He is wearing a Dixie cup cap. I want to put an officer there, as I always have in the past. I select an officer wearing a barracks cover. I drag it into the position in the bottom row of the bridge. I then go to the bridge. The officer it no longer wearing a barracks cover. He is now wearing a Dixie cup cap.

This total lack of immersion is a game killer for me. I need to change this in order to play this mod.

Thanks.
That "hat" behavior is a function of the manning of the guns as found in FotRSU. I am forgetting the exact wording Michael Wood, but it is found in the Data \Submarine folder in each \NSS_SubName folder, in each of the NSS_SubName.upc files, under the crewing sections for each compartment. Also, as well in the Data \UPCData \UPCUnits data folder, in each of the UnitParts#XSubName upc files - except the Cachalot and Tench, which have them in the NSS_SubName upc file. The Gar is a clone of the Tambor, and the S-42 is a clone of the S-18, and therefore do not have UnitPart entries in the UPCData folders.

I do not have a computer with any SH game on it where I am right now, so this is guesswork: What you look for is the 3D watch clothing or accessories for each of the crewman, so they are listed in like "UnitPart 1.Compartment 1.Crewmember 1" style, though that is most likely NOT the correct wording - maybe. The NSS_SubName of course only has the one "UnitPart" but has a compartment for each "room" on the boat. The UnitParts will have a UnitPart for each of the conning towers, of which there might be five for some subs, but there are only a couple-three compartments. For each crewmember you find though, there will be like a "3DWatchAccessoriesToAdd=" line, and it will usually name a hat, or maybe a NULL. Some of the gun crew in Compartment 7 & 8 will have binoculars and headsets. Otherwise, if you make every position a "NULL" for any "sapca_*" listing, that will remove the mod's added hat, and will rely intead upon game's "automatic" clothing found in the clothing file, which is also in the UPCData folder somewhere (3DCrewMembers ??). I wish I had more accurate info, but if you want to dive in right away on that, it might be close enough. I would build a mini-mod with just the affected files for the submarine that you are "targeting", so that you can activate and de-activate it as necessary. You should be able to apply such a mod between patrols and see results. Use a Single Mission to test your results before going out on patrol again. :salute:

Kal_Maximus_U669
05-24-23, 08:27 AM
Many thx Boss...:salute:
I have made a little progress in research since then but some things escape me... we will see about this when you return from vacation...enjoy my dear Beanie you deserve it:Kaleun_Cheers::Kaleun_Cheers:...because you have a lot of patience especially with some people here... .!!!
When I say they're at Pam Am...:har::har::timeout:

KaleunMarco
05-27-23, 10:50 AM
Hey PB,

the PatrolObjectives file states that this is one of several new missions that needs testing and it was assigned to our boat so i expect that you want feedback.

Mission: Insert Palau Island 01. Drop off a spec ops team on the east side of the island and then penetrate a harbor on the other side of the island and do some photo recon on some warships. The warships are defined in the mission.

the mission date range in Patrol Objectives is StartDate=19421001, EndDate=19440801 and AvailabilityInterval=1944-05-20, 1944-06-28 is in the Flotillas file.

We were assigned approx May 20-something 1944, so we are good there.

the three ships are seeded in the mission are: an Ise, a Mogami, and a Fubuki.
the problem is that all of those ships have an End Date of 5/1/1944. I am changing that End Date to match the PatrolObjective date.
if you want, i can send you the Insert Palau Island 01 mission folder when i complete the mission.

:Kaleun_Salute:

KaleunMarco
05-27-23, 12:02 PM
Hey PB,

the PatrolObjectives file states that this is one of several new missions that needs testing and it was assigned to our boat so i expect that you want feedback.

Mission: Insert Palau Island 01. Drop off a spec ops team on the east side of the island and then penetrate a harbor on the other side of the island and do some photo recon on some warships. The warships are defined in the mission.



it still does not work properly.
i closed the ships to within 3000 yds but the camera will not activate.
https://i.ibb.co/nBVRDtK/Picture0127.jpg

all three ships in the mission (DD(100),CA(220),BB(400)) should qualify for photo recon credit.

:timeout::hmmm::/\\!!

https://i.ibb.co/VNXj7gJ/SH4-Img-2023-05-27-11-52-06-125.png