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KaleunMarco
05-27-23, 07:03 PM
this one has warts.:haha:

https://i.ibb.co/hXqprxD/Picture0128.jpg

i took a quick look at it and i do not see anything out of whack.
i'll do a deeper dive and let you know what i find.
:Kaleun_Salute:

p.s.

I solved it.
None of the Objectives is a "Primary" Objective.
i'll change the two Recon Objectives to Primary and shove off.
:Kaleun_Salute:
https://i.ibb.co/wRtcd6c/Picture0129.jpg

KaleunMarco
05-28-23, 11:49 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.

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

it's 10/25/1944. just returned from patrol off Iwo with a "patrol" objective.
Sank 8 ships for 1340 renown and a mission rating of 1.
returned to Guam (xfer from Saipan without a notice) and received an award and the last tower upgrade (elite).
that upgrade has been available for 10 months and 6 missions. the mission ratings were (in date order): 0,2,1,0,1,1

this is the first career where we have received two upgrades. truly unprecedented.

in review we missed just the 1943 upgrade. mission ratings for 1942-43 were, beginning with the last mission in 1942: 1,2,1,2,1,1,2,1.
no idea why we didn't qualify. maybe they were short of welders in the Navy Yard.:har:

https://i.ibb.co/p2qThGY/Picture0131.jpg

propbeanie
05-28-23, 05:34 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...
it still does not work properly...
this one has warts.:haha: ...
:hmmm: - ratz, those were not supposed to be linked to in the Flotillas file... None of the Insert Palau are workable as-is... the foto in the harbor does not function correctly because of the photo value is not set correctly...

it's 10/25/1944. just returned from patrol off Iwo with a "patrol" objective.
Sank 8 ships for 1340 renown and a mission rating of 1.
returned to Guam (xfer from Saipan without a notice) and received an award and the last tower upgrade (elite).
that upgrade has been available for 10 months and 6 missions. the mission ratings were (in date order): 0,2,1,0,1,1

this is the first career where we have received two upgrades. truly unprecedented.

in review we missed just the 1943 upgrade. mission ratings for 1942-43 were, beginning with the last mission in 1942: 1,2,1,2,1,1,2,1.
no idea why we didn't qualify. maybe they were short of welders in the Navy Yard.:har:
So, does the ST Radar on the Observation periscope function? Is your Obs Scope head about twice as tall as the Attack scope? :salute:

KaleunMarco
05-28-23, 07:41 PM
So, does the ST Radar on the Observation periscope function? Is your Obs Scope head about twice as tall as the Attack scope? :salute:

in truth, i do not spend much time on deck, so i do not know.
in fact, i do not believe that ST radar is on option.
it is not noted in either the current ActiveUserPlayerUnit file or the Gato.sns file.

https://i.ibb.co/przwfjz/Picture0133.jpg

propbeanie
05-28-23, 08:42 PM
That is part of the problem with the game. If you make it to where the ST Radar is listed, it will "kill" the SJ... So in actuality, it will not be visible, other than the over-sized periscope head, and "Radar contact:" reports that do not show on the A-Scope or the PPI, but do show on the NavMap when you raise the Observation Periscope while submerged. It is a vain attempt to not make it into a super-radar... :roll: - You should still have a rotating SJ antenna (actually, the "Improved" SJ) - if it applied correctly. If it did not, you might have ST functionality that shows on the PPI, no rotating SJ antenna showing, but you do have the functioning radar... Available only on the Gato, Balao & Tench. However, it needed the conning tower upgrades to "attach" the new Observation Periscope to, but was very iffy on all but the Tench... The entire shmear is changed for the next release, and seems to function better - but still needs the conning tower upgrades... I very much detest the way SH4 does conning towers / turms... sigh

KaleunMarco
05-28-23, 09:50 PM
That is part of the problem with the game. If you make it to where the ST Radar is listed, it will "kill" the SJ... So in actuality, it will not be visible, other than the over-sized periscope head, and "Radar contact:" reports that do not show on the A-Scope or the PPI, but do show on the NavMap when you raise the Observation Periscope while submerged. It is a vain attempt to not make it into a super-radar... :roll: - You should still have a rotating SJ antenna (actually, the "Improved" SJ) - if it applied correctly. If it did not, you might have ST functionality that shows on the PPI, no rotating SJ antenna showing, but you do have the functioning radar... Available only on the Gato, Balao & Tench. However, it needed the conning tower upgrades to "attach" the new Observation Periscope to, but was very iffy on all but the Tench... The entire shmear is changed for the next release, and seems to function better - but still needs the conning tower upgrades... I very much detest the way SH4 does conning towers / turms... sigh

well, the SJ-1 surface radar sucks.
it has worse performance that its precessessor.
so, i took advantage of the availability of the SV Surface Radar and we will see what that does in comparison to the older models.
previously, the SV radar caused the periscope to rotate but i heard a rumor that the modders fixed that.:yep:

we shall see.
:Kaleun_Salute:

propbeanie
05-29-23, 11:17 AM
Hmmm... :hmmm: - worse performance?... Let me make certain we hadn't borked the links for the radar devices... In the meantime, the SV is the "elite" air search, while the ST is the periscope radar. There should be no rotating, unless you do it yourself. CapnScurvy "fixed" that quite a while ago. If the game would only cooperate with conning tower upgrades, all (almost all) would be well in the mod... :har: - if the ST is in fact "active", its range is much shorter than either SJ or SJ-I, and that might be the issue. Be certain you have lowered your Observation Periscope when it is not needed. If doing a periscope patrol, use the Attack Scope for that... The game can only do one sensor at a time, and ST has the priority when it is applied... which is why we changed the config for the next release...

KaleunMarco
05-29-23, 12:19 PM
Hmmm... :hmmm: - worse performance?... Let me make certain we hadn't borked the links for the radar devices... In the meantime, the SV is the "elite" air search, while the ST is the periscope radar. There should be no rotating, unless you do it yourself. CapnScurvy "fixed" that quite a while ago. If the game would only cooperate with conning tower upgrades, all (almost all) would be well in the mod... :har: - if the ST is in fact "active", its range is much shorter than either SJ or SJ-I, and that might be the issue. Be certain you have lowered your Observation Periscope when it is not needed. If doing a periscope patrol, use the Attack Scope for that... The game can only do one sensor at a time, and ST has the priority when it is applied... which is why we changed the config for the next release...

there is no ST-radar on-board the Gato. i have searched .sns, .eqp, and .upc as well as the ActiveUserPlayerUnits. no mention of ST. Ubi eam, miror?

Kpt. Weyprecht
05-29-23, 03:33 PM
Just a recent experience, no bug implied. So I finally realized that Nippon Maru and Nihon Kaigun were badly applied and weren't working, fixed that and restarted a campaign. S-boat in the Aleutians, first patrol. While transiting to the assigned area (quite far from the islands, by the way), I decide to check a contact report that was, strangely, regularly applied. It tyrned to ba a B-type Japanese submarine. I torpedoed the thing from a point-blank range, sticking to the historical practice of launching a full volley on a submarine. I fully expected some of my torpedoes to miss but the target actually ate all four fish. Now, as far as I know, no ww2 sub was able to survive a torpedo hit and four of them should blow the target to smithereens. This sub certainly sank, but very slowly. I got the log entry and the credit at the end of the patrol but no sinking mark appeared on the map.

Still, quite an exciting start! Too bad the next patrol was entirely in empty seas.

smm
05-30-23, 04:07 AM
Still, quite an exciting start! Too bad the next patrol was entirely in empty seas.


When I was doing a trailer to my campaign, I run into something similar. I met a B-class next to Hokkaido, and torpedoed it, with two hits. It had holes in it, so I could see inside - but it was, in very rough seas, still sailing away....


(which is why it didn't make trailer. That, plus it was at night and YT hates dark videos).

KaleunMarco
05-30-23, 11:04 AM
hey PB,

when you get a mo, please take a look at the 1945 Guard Mission near Marcus.

the "survivors" are supposed to appear on 5/9 but i was in position from 5/1 to late on 5/10 and nada. no one showed up except a couple of annoying IJN Zeros.

thanks,

km

propbeanie
05-30-23, 12:28 PM
Just a recent experience, no bug implied. So I finally realized that Nippon Maru and Nihon Kaigun were badly applied and weren't working, fixed that and restarted a campaign. S-boat in the Aleutians, first patrol. While transiting to the assigned area (quite far from the islands, by the way), I decide to check a contact report that was, strangely, regularly applied. It tyrned to ba a B-type Japanese submarine. I torpedoed the thing from a point-blank range, sticking to the historical practice of launching a full volley on a submarine. I fully expected some of my torpedoes to miss but the target actually ate all four fish. Now, as far as I know, no ww2 sub was able to survive a torpedo hit and four of them should blow the target to smithereens. This sub certainly sank, but very slowly. I got the log entry and the credit at the end of the patrol but no sinking mark appeared on the map.

Still, quite an exciting start! Too bad the next patrol was entirely in empty seas.
The patrols to the south of Dutch Harbor, were pre-Midway for the most part, and when you encounter a JyunsenB out there, they are supposedly "scouting" Dutch Harbor and the surrounding area. As for the Aleutians traffic, it is a strange mix. After Midway, you will see the occasional convoy to or from Attu and/or Kiska. However, they go directly from Paramushiro initially, to moving to the north side of the islands to avoid US surface and air traffic later. The further north, the worse the weather, and the better your "cover". At least, in real life it is. The weather up north is entirely too nice in the game...


When I was doing a trailer to my campaign, I run into something similar. I met a B-class next to Hokkaido, and torpedoed it, with two hits. It had holes in it, so I could see inside - but it was, in very rough seas, still sailing away....

(which is why it didn't make trailer. That, plus it was at night and YT hates dark videos).
The "B" escort, hit in certain areas, might go down with one torpedo, the "B" sub will take at least two, sometimes three. We re-visited the AI subs' damage zones for the next release in an attempt to make them slightly less "robust". It is a tough balancing act though, because if we go too far, then they sink, and don't come back up just from high waves... :o - also, another thing to remember about torpedoes in FotRSU, is that they can detonate, but not give you the full effect of the detonation. You might have a pre-mature detonation that looks like it hit the ship, but is actually a few yards away from the hull, or you might have a detonation, but instead of being just below the hull, it is quite deep below the hull. You might also have a "weak" detonation, where the torpex (in theory) did not ignite properly, all related to "dud" settings. The problem is the mod only has one "torpedo explosion" image...


hey PB,

when you get a mo, please take a look at the 1945 Guard Mission near Marcus.

the "survivors" are supposed to appear on 5/9 but i was in position from 5/1 to late on 5/10 and nada. no one showed up except a couple of annoying IJN Zeros.

thanks,

km
Looking now, and... the scenario does not have any triggers, with the planes and the rescue rafts already being "active" when you start the mission... there are also only a few of the rescue rafts, all north of the island, just for a "cheat" hint... If there was any rough weather, they might all have sunk. That is one of the missions I want to change, and set-up with spawn triggers to start the planes and the rafts at different times, based upon when the player arrives. The way it is set now, is the old way, and the "target" might disappear before you get there. Probably the "quick fix" would be to have them "report" their position after a given time, and you would then see a little box "survivor" show on the NavMap whenever they report in... :salute: btw - that is Guard Marcus Island 02

KaleunMarco
05-30-23, 02:17 PM
Looking now, and... the scenario does not have any triggers, with the planes and the rescue rafts already being "active" when you start the mission... there are also only a few of the rescue rafts, all north of the island, just for a "cheat" hint... If there was any rough weather, they might all have sunk. That is one of the missions I want to change, and set-up with spawn triggers to start the planes and the rafts at different times, based upon when the player arrives. The way it is set now, is the old way, and the "target" might disappear before you get there. Probably the "quick fix" would be to have them "report" their position after a given time, and you would then see a little box "survivor" show on the NavMap whenever they report in... :salute: btw - that is Guard Marcus Island 02

ok, i edited the mission and had the rafts/survivors report their position every 10 minutes which allowed us the opportunity to find them and pick them up.:salute:

a couple of questions, if i may:
1. the objective was to pick up three (3) survivors. the first survivor raft had three bodies and so the objective was completed. how did we get a three-man raft?:hmmm: i have never seen that previously. the remaining rafts/survivors were one man only.

2. how would one "trigger" a raft/survivor? i understand how entry/exit dates work within a mission but i do not see how one would would use triggers/events to trigger a unit/group/RRG.:hmmm:

propbeanie
05-30-23, 07:16 PM
ok, i edited the mission and had the rafts/survivors report their position every 10 minutes which allowed us the opportunity to find them and pick them up.:salute:

a couple of questions, if i may:
1. the objective was to pick up three (3) survivors. the first survivor raft had three bodies and so the objective was completed. how did we get a three-man raft?:hmmm: i have never seen that previously. the remaining rafts/survivors were one man only.
We created a "survivor" clone, but made it a raft with a loadout of various numbers (1-3??) - I think... I'm not at the correct computer to verify that, but it is a clone of a survivor. I did not realize it would count it as 3 though...
2. how would one "trigger" a raft/survivor? i understand how entry/exit dates work within a mission but i do not see how one would would use triggers/events to trigger a unit/group/RRG.:hmmm:
OK, so your test mission here will run during July 1945 let's say. You have a Lifeguard Objective already entered for a Lifeguard Zone of however big - don't make it too big - and you have your orders, whether a regular mission assignment or a dynamic miss add. You have peppered a few liferaft survivors, and some single survivors through-out your area, and assigned your renown award for picking-up however many you set it to. All just like a regular mission. Now, it is actually easier to only have inserted the one survivor of a given type, and not set anything else up, because you can set the one's config, and then copy and paste more from the one. But since your mission is assigned in late June or July, and it might be August before the player decides to get there "oh my gosh! the war is about to end! I had better hurry!!!" What you do is set the GameEntryDate for your survivors (or whatever you are going to spawn) to something past the game, such as 08-31-1945 (1945-08-31??) to where they do NOT spawn while the player is there in his boat until you want it to. Now you can "copy" that lifeboat, and <Ctrl><V> to paste is however many times you want / need.

Let's say you have a 24nm radius circle (44.5km) Objective MapZone - remember, the game uses kilometers... The player has to be inside that 48nm circle to pick-up the survivors and have it count toward their renown. Make yourself another MapZone, larger than the Objective one, such that the player is at least 32nm away from the closest survivor. I would double the size of that Objective MapZone, and then stay away from the edges of the first Objective MapZone with your survivor placements. So make the next MapZone about 48 or 50nm radius (90-92km). In the "Triggers" dialog, make a Trigger, name it whatever you want, and set it to "Reach Zone", and then choose your larger MapZone. I will sometimes (if I think about it) name it "Trigger"...

In the Events dialog, make an Event and name it uniquely, such as SpawnBoat01. Set the trigger to "Trigger" or whatever you named it. For "Event type" drop-down, choose the "Update Instance". That should "populate" the "Instance" window about in the middle of the dialog. Use the drop-down and choose your "target" spawn boat. Add an event and that same trigger for each of the boats to spawn, and choose the boat in the Instance dialog. Save often! That's it. If you open the file in a text editor, you will see the GameEntryDate as beyond your mission. But look a few lines down, and you will see the GameAvailabilityDate, which will match the CfgDate of the item, and in theory, the Date of the mis file in the top header. If need be, you can also change those, but nothing below can be of an earlier date than the one above, so it is best to have a mission date, CfgDate and Availability date all be the same to avoid troubles - oh, and the CfgDate has to be the 1st of a month... the game will always put that back... Did I forget anything?? Oh, you cannot use an RGG for spawning... it would be really nice if you could, then you can have some variability in what you spawn, but oh well... :salute:

KaleunMarco
05-30-23, 08:09 PM
Did I forget anything?? Oh, you cannot use an RGG for spawning... it would be really nice if you could, then you can have some variability in what you spawn, but oh well... :salute:

thank you!

i've been assigned our final mission of the war and it is a Lifeguard mission somewhere west of Iwo.

i think i will make a copy of that that try out your suggestion above, just for grins, and see if it works as you describe it.

i'll let you know if you forgot anything.:haha:

:Kaleun_Salute:

KaleunMarco
05-30-23, 09:22 PM
Did I forget anything?? Oh, you cannot use an RGG for spawning... it would be really nice if you could, then you can have some variability in what you spawn, but oh well... :salute:

ok, so the next mission was Lifeguard ChiChi Jima which is just about exactly what you described in your post above.

so, we shoved off and saw a lot of IJN a/c, almost all of them at night. The little-buggers dropped explosives on me. How rude!
it's tough to make out details because of the darkness.
the first flyover, one of the a/c exploded or collided with his wingman.
that is the top circle. the bottom circle is whatever they dropped.
needless to say, both missed us.:D

https://i.ibb.co/g9mTcYK/SH4-Img-2023-05-30-20-35-11-433.png

now, the bad news.

the downed flier no-showed us.

i went back and reviewed the mission and the downed flier is the only a/c that you never spawned.

so, i added a trigger or two and an event or two in order to get the raft to spawn. shoving off very shortly to repeat the mission.
:Kaleun_Salute:

KaleunMarco
05-30-23, 09:45 PM
ok, so the next mission was Lifeguard ChiChi Jima which is just about exactly what you described in your post above.

so, we shoved off and saw a lot of IJN a/c, almost all of them at night. The little-buggers dropped explosives on me. How rude!
it's tough to make out details because of the darkness.
the first flyover, one of the a/c exploded or collided with his wingman.
that is the top circle. the bottom circle is whatever they dropped.
needless to say, both missed us.:D


now, the bad news.

the downed flier no-showed us.

i went back and reviewed the mission and the downed flier is the only a/c that you never spawned.

so, i added a trigger or two and an event or two in order to get the raft to spawn. shoving off very shortly to repeat the mission.
:Kaleun_Salute:


it still didn't spawn.
rats.

i'm going to sleep on it.
:Kaleun_Salute:

propbeanie
05-31-23, 10:05 AM
In most of the Chi-Chi missions, the boat is there and probably difficult to find. Only some of the planes are set to spawn. There is at least one where you will not find any survivors, which of course did happen, when either no one was shot down in the assigned area, or there were no survivors in any of the crashes.

KaleunMarco
05-31-23, 01:22 PM
In most of the Chi-Chi missions, the boat is there and probably difficult to find. Only some of the planes are set to spawn. There is at least one where you will not find any survivors, which of course did happen, when either no one was shot down in the assigned area, or there were no survivors in any of the crashes.

yeah, but i set up a specific raft to spawn and it didnt.:06:

i wonder if i should spawn a survivor rather than a raft.
:hmmm:

KaleunMarco
05-31-23, 08:16 PM
In most of the Chi-Chi missions, the boat is there and probably difficult to find. Only some of the planes are set to spawn. There is at least one where you will not find any survivors, which of course did happen, when either no one was shot down in the assigned area, or there were no survivors in any of the crashes.

yeah, but i set up a specific raft to spawn and it didnt.:06:

i wonder if i should spawn a survivor rather than a raft.
:hmmm:

a survivor did not do any better than the raft.

so, there are multiple plane-units that spawn and an awful lot a IJN groups of planes spawn, but none of the raft/survivors spawn, using triggers and events.

the only way i could get the raft/survivors to spawn was the old-fashioned way: by eliminating the triggers/events for them and manipulating the Entry Date on the Unit Properties.

propbeanie
06-02-23, 06:56 AM
It can be fiddly getting things to spawn, with one little thing off ruining the efforts. Make certain the Mission date itself up top in the text of the mis file header is correct. Make certain the GameEntryDate is far enough past the intended date of use of the mis file, make certain the GameAvailabilityDate is far enough forward of the intended date of use of the mis file, and that the CfgDate matches that AvailabilityDate. If testing in a SingleMission, be sure you are using a Start Date for that which incorporates all of the above. If doing it in the Campaign, be sure the Flotillas and PatrolObjectives assignment dates cover the intended period properly. The holds true if it assigned in the DynamicMiss cfg file. Any one of those three can also upset the intended "balance" that you're after in the mis file...

https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fmedia2.giphy.com%2Fmedia%2FU7gkVq LWR94X8e6jqv%2Fgiphy.gif&f=1&nofb=1&ipt=23c8e4a186e39bbca350f8235437f023e1b24e057d0df7 78ac50e8a8dfeaa4f7&ipo=images

KaleunMarco
06-03-23, 10:27 AM
Career Start April 1942 in Brisbane driving an S-42 class boat.
there are three conning towers available:
original, SClassConning1
mid-42, SClassConning2
mid-43, SClassConning3

the first upgrade was available directly after our first mission.
it took five missions to get it. mission ratings were, in order, 1,0,2,1,1
upgrade took place November 15, 1942 after mission #5.
https://i.ibb.co/MDp2TG6/Picture0136.jpg

i also discovered that using jimimadrid's excellent Torpedo Graphics mod with FOTRSU 1.8 works just fine with a Gato, Balao, etc, it causes CTD when you are driving a S-42 Boat. Weird but true. Since those graphics are included in 1.8, it was simple to drop the mod. Not sure why i was using it...probably a vestige of a previous release of 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
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo

fitzcarraldo
06-03-23, 10:43 AM
Career Start April 1942 in Brisbane driving an S-42 class boat.
there are three conning towers available:
original, SClassConning1
mid-42, SClassConning2
mid-43, SClassConning3

the first upgrade was available directly after our first mission.
it took five missions to get it. mission ratings were, in order, 1,0,2,1,1
upgrade took place November 15, 1942 after mission #5.
https://i.ibb.co/MDp2TG6/Picture0136.jpg

i also discovered that using jimimadrid's excellent Torpedo Graphics mod with FOTRSU 1.8 works just fine with a Gato, Balao, etc, it causes CTD when you are driving a S-42 Boat. Weird but true. Since those graphics are included in 1.8, it was simple to drop the mod. Not sure why i was using it...probably a vestige of a previous release of 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
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo

About Jimi's Torpedo graphics, I'm patrolling with S-18 without problems.

Regards.

Fitzcarraldo :salute:

KaleunMarco
06-03-23, 11:00 AM
About Jimi's Torpedo graphics, I'm patrolling with S-18 without problems.

Regards.

Fitzcarraldo :salute:

yeah, i've done the same thing.

it was only the S-42 that caused the CTD.
as soon as i backed out jimi-torpedo, things ran swimmingly.

as i said, weird.

good thing that the torpedo mod is already embedded in FOTRSU 1.8.:03:

propbeanie
06-03-23, 11:15 AM
jimimadrid's torps are in FotRSU v1.8 already. We had to make slight ID changes in the torpedo files to avoid an ID conflict between the US and the German torpedoes, which was the cause of the CTD. Should work fine in FotRSU... maybe... lol

KaleunMarco
06-03-23, 11:43 AM
jimimadrid's torps are in FotRSU v1.8 already. We had to make slight ID changes in the torpedo files to avoid an ID conflict between the US and the German torpedoes, which was the cause of the CTD. Should work fine in FotRSU... maybe... lol

yes.it.does.work.fine.

i applied 1.8 without reading the fine print.:D

KaleunMarco
06-03-23, 11:55 AM
Career Start April 1942 in Brisbane driving an S-42 class boat.
there are three conning towers available:
original, SClassConning1
mid-42, SClassConning2
mid-43, SClassConning3

the first upgrade was available directly after our first mission.
it took five missions to get it. mission ratings were, in order, 1,0,2,1,1
upgrade took place November 15, 1942 after mission #5.

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
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo


with the upgrade, came the inevitable SH4 changes, one of which was the replacement of the installed 4 inch bow deck gun with the older 3 inch bow deck gun.
so, i swapped the 4 incher back on board and, of course, lost my crew for it.
well, we know how to fix that (:D) however when i edited the ActiveUserPlayerUnit file, i found something expected.

the gun crew labels were typical:
[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 1]
ID=CrewMemberSlot_DGunL1
NameDisplayable=Deck Gun Leader
Type=Leader
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM4@slot_M01

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 2]
ID=CrewMemberSlot_DGunC1
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM3@slot_M01

however when you page down to the Functional Subsytem area, the crew is represented by a whole, different set of labels.

[UserPlayerUnit 1.FunctionalSubsystem 37]
ID=CrewDeckGun
NameDisplayable=Deck Gun
FunctionalType=CrewMembersGrouping
IDLinkFunctionalSubsystemSlots=CrewMemberSlot_ADGu nL,0,CrewMemberSlot_ADGunC1,0,CrewMemberSlot_ADGun C2,0

i've never experienced this before and so i do not know if it is SH4 or FOTRSU 1.8 that is causing the mismatch. i'll leave that to the FOTRSU team.

i think i can fix this manually, by replacing the labels in the Functional Subsytem area with the crew labels in the Compartment area.

CrewMemberSlot_ADGunL should be CrewMemberSlot_DGunL1 etc,etc,etc.

:Kaleun_Salute:


p.s. my fix worked.

KaleunMarco
06-04-23, 08:25 PM
just completed Objective 1 and started towards Objective 2 and bang...CTD.
no one was near us, we were standing still, i pressed the Plot Course buttons (which i have used constantly), the system gave a little rattle and...gone.

i rebooted but it did not make a difference.
already completed Equatorial 01 & 02.

never had that happen before...

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
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo

propbeanie
06-04-23, 11:38 PM
Well, same ole same old questions, where abouts were you Lat/Long, what day and time, which boat, and are you in the career, or doing a test mission?

The original mis file itself has five objectives, with 2 of them hidden, the one hidden being the actual 2nd objective to patrol around the Admirality Islands on the way to the Equator, which looks like the 2nd objective when leaving Brisbane. So were you headed to what shows to be the 2nd objective when you leave Brisbane (the equator), or the 2nd objective (Admiralities), which pops up when you finish near Rabaul?
:salute:

KaleunMarco
06-05-23, 09:05 AM
Well, same ole same old questions, where abouts were you Lat/Long, what day and time, which boat, and are you in the career, or doing a test mission?

April 18, 1943 0509 (5 o'clock AM, for you lubbers)
S-42 class boat
sixth mission in a career
https://i.ibb.co/xY0R6ct/SH4-Img-2023-06-05-08-53-26-720.png

The original mis file itself has five objectives, with 2 of them hidden, the one hidden being the actual 2nd objective to patrol around the Admirality Islands on the way to the Equator, which looks like the 2nd objective when leaving Brisbane. So were you headed to what shows to be the 2nd objective when you leave Brisbane (the equator), or the 2nd objective (Admiralities), which pops up when you finish near Rabaul?
:salute:

i think the objectives/triggers/events are somewhat out-of-sync (read:hosed).
i say that because the game CTD'd every time i moved after receiving the next objectives orders. (we were parked as the objective expired)
i edited the mission (equatorial 03) and re-sequenced the objectives/triggers/events somewhat, such that when i re-launched and re-loaded the saved-mission to get you the info you requested, i was able to move without CTD. yes, i realize that i am heading into shoal-waters if i continue trying to play a reload of a changed mission but it kinda-sorta gives credence to my original premise that the objectives/triggers/events are somewhat out-of-sync. i am going to re-start this mission from port and see what happens.

KaleunMarco
06-05-23, 12:57 PM
April 18, 1943 0509 (5 o'clock AM, for you lubbers)
S-42 class boat
sixth mission in a career

i edited the mission (equatorial 03) and re-sequenced the objectives/triggers/events somewhat...... i am going to re-start this mission from port and see what happens.


we are in the middle of Objective 2, date-wise, and everything is proceeding as it should. more to come....

p.s. the changes worked. i'll PM you the mission folder and you can include it in the next release.

KaleunMarco
06-11-23, 10:44 AM
so, this is a first: we took damage from a depth charge attack. almost all of the equipment in the control room was damaged as well as the forward compartments including the battery and the sonar/hydrophone.

every piece of equipment was repaired according to the systems screen however, the next interaction we had with enemy shipping, it was discovered that we could not longer detect shipping with our hydrophone. so, it seems, like the torpedo tubes, that there is a piece of equipment that is undocumented but still damagable, that can prevent the hydrophones from working.

i am going to save-exit-reload and see if that fixes it, just in case this is a SH4 "feature".

p.s. save-exit-reload did not re-enable the hydrophone, so it must be damaged beyond repair.
i looked at the S-42 upc and there is only two pieces of equipment: the listening gear set and the passive sound head (ball) and both have an entry in the system's equipment display.

question: where would one find the undocumented piece of hydrophone equipment that was damaged beyond repair but is not to be seen during play, if it is not in the UPC file?

KaleunMarco
06-11-23, 11:36 AM
pb,

why is there no message of base transfer for an S-boat from Milne Harbour to Dutch Harbour in late November 1943? :k_confused:

km

KaleunMarco
06-11-23, 11:52 AM
i was driving a S-42 boat late November 1943.
while on patrol, we took horrific damage, 87%, and still managed to make it back to port, although we had to go the long way to get there (Milne to Dutch Harbour).

upon arrival we were given the choice of ending our naval career or taking a new command. we took the latter. imagine our surprise when our new command was a S-18 boat! :wah:

and....our late-1943 S-Boat came with the original conning tower and not with the January 1943 conning tower. Go figure...:hmmm:

now, i have to say at this time that all boats share the same Upgrade Class, but i am still in wonder at the choice that SH4 made for a replacement.:timeout:

i suspect that the S-18 will be retired early in 1944 so it will be interesting to see what choice, if any, will be able when that happens.:06:

propbeanie
06-11-23, 12:46 PM
so, this is a first: we took damage from a depth charge attack. almost all of the equipment in the control room was damaged as well as the forward compartments including the battery and the sonar/hydrophone.

every piece of equipment was repaired according to the systems screen however, the next interaction we had with enemy shipping, it was discovered that we could not longer detect shipping with our hydrophone. so, it seems, like the torpedo tubes, that there is a piece of equipment that is undocumented but still damagable, that can prevent the hydrophones from working.

i am going to save-exit-reload and see if that fixes it, just in case this is a SH4 "feature".

p.s. save-exit-reload did not re-enable the hydrophone, so it must be damaged beyond repair.
i looked at the S-42 upc and there is only two pieces of equipment: the listening gear set and the passive sound head (ball) and both have an entry in the system's equipment display.

question: where would one find the undocumented piece of hydrophone equipment that was damaged beyond repair but is not to be seen during play, if it is not in the UPC file?
That "sound ball" entry is for the equipment inside the boat though, so imagine the cables and crank handle for the "focus" (it it had one). The ball itself outside can can be taken away (same with the JP), and the game cannot / does not show that damage on your screen. This is like the external torpedo doors, the rudder, etc. Try an external camera view, and see if the ball is still there. I have had one taken away once after we were partially rammed by a merchant off of Attu back when.


pb, why is there no message of base transfer for an S-boat from Milne Harbour to Dutch Harbour in late November 1943?
Purposeful. There are too many single boat transfers to keep up with. We do have a message about any new bases being prepped, and then when they are ready for use, or when a base is being abandoned you usually get two messages. There is nothing that says you can't stop and top-off at Midway or Pearl when enroute, though they won't even so much as patch a periscope leak for you for some reason... should be able to receive emergency repairs at ANY base capable - alas not so - this is SH4 after all...


i was driving a S-42 boat late November 1943.
while on patrol, we took horrific damage, 87%, and still managed to make it back to port, although we had to go the long way to get there (Milne to Dutch Harbour).

upon arrival we were given the choice of ending our naval career or taking a new command. we took the latter. imagine our surprise when our new command was a S-18 boat! :wah:

and....our late-1943 S-Boat came with the original conning tower and not with the January 1943 conning tower. Go figure...:hmmm:

now, i have to say at this time that all boats share the same Upgrade Class, but i am still in wonder at the choice that SH4 made for a replacement.:timeout:

i suspect that the S-18 will be retired early in 1944 so it will be interesting to see what choice, if any, will be able when that happens.:06:
That set of circumstances is due to the "construction" of the base at Dutch Harbor. The only boats available are an S-42 or an S-18, and they both come and go as time passes. When you come in with a damaged boat, and the game decides (roll of the dice) to give you a "new command" like that, it will take the next available upgrade active at the base you dock at. That being not available there, it will then downgrade your boat, which gives you the S-18 instead. As for the conn, the S-18 is one cycle behind the S-42 in that regard, so you should have the 2nd conn with the AA platform, just like having a new start with the boat. The S-18 is suppose to transfer out 1943-12-21 to Pearl Harbor, so you might have issues if it is 1944 already, and end up without any home port after your next patrol. The S-42 transfers out to Pearl on 1944-01-12. If you are allowed to go out with the 18, you might be transferred immediately to Pearl, where it will stay the duration there (very un-historically), and do the usual PH patrols available for the time period. You can of course, transfer anywhere else the boat is available, but there are fewer and fewer S-18 and 42 equipped bases as time marches onwards. Same with the Porpoise. :salute:

KaleunMarco
06-16-23, 06:21 PM
so there we were on patrol, doing laps around some atoll (Majuro, i think), ahead 12 kts and when we turned 90 degrees to port on our plotted route, and came to a dead stop. TC was at 1024 and the Wind was maxed, 15 m/h.

i happened to be staring at the screen...the clock is spinning at 1024 and we are stopped in the middle of a turn to port. never had that happen before.

has anyone else ever been stopped dead at 12 kts while making a turn during a gale....in SH4, of course?:03:

propbeanie
06-16-23, 08:37 PM
Oh yes. I try to remember to not do anything beyond 90 degree turns anymore... I've even had those "stick" sometimes with the "Search Pattern" and walk away to grab a sandwich while on 1024, come back 30 seconds later and the boat is 'stuck' like that... It has usually been in rough seas, but not always. I suspect a combination of TC, shelling out, and not holding the rabbit's foot properly... :roll:

KaleunMarco
06-16-23, 08:54 PM
Oh yes. I try to remember to not do anything beyond 90 degree turns anymore... I've even had those "stick" sometimes with the "Search Pattern" and walk away to grab a sandwich while on 1024, come back 30 seconds later and the boat is 'stuck' like that... It has usually been in rough seas, but not always. I suspect a combination of TC, shelling out, and not holding the rabbit's foot properly... :roll:

High TC - Yes
Rough Seas/Weather - Yes
Acute Turn - Yes
Shelling to Windows - Negative
Rabbit's foot - Never believed in it. :har:

no windows shelling. :down:

propbeanie
06-17-23, 09:20 AM
High TC - Yes
Rough Seas/Weather - Yes
Acute Turn - Yes
Shelling to Windows - Negative
Rabbit's foot - Never believed in it. :har:

no windows shelling. :down:
I suppose then laddie that the wee folk have no sway o'er your life then either?? :o - perhaps a pinch of salt from your right hand tossed over the left shoulder then?? hmmm??? :arrgh!:

KaleunMarco
06-17-23, 10:30 AM
I suppose then laddie that the wee folk have no sway o'er your life then either?? :o - perhaps a pinch of salt from your right hand tossed over the left shoulder then?? hmmm??? :arrgh!:

nope.
the distaff side of my life believes in all of that feldergarb.
i lead a logical life, mostly.:03:

no wee folk...however...if you wish to speak of a wee dram, then we can have a conversation. :yeah:

Bartholomew Roberts
06-17-23, 08:07 PM
I suppose then laddie that the wee folk have no sway o'er your life then either?? :o - perhaps a pinch of salt from your right hand tossed over the left shoulder then?? hmmm??? :arrgh!:
Would there be OTC and omnimeter in the future? Otherwise it lacks the flavor of hardcore realism.:Kaleun_Salute:

propbeanie
06-17-23, 09:39 PM
Excuse me?? OTC is not hard-core realism... While the mod is excellent and does correct the differences between aiming over the bow as opposed to aiming over the stern, the "fix" for that is to center-mount the conns. The omnimeter in the mod is permanently attached to the text box, which is cumbersome. Like most mods for the game, it has compromises. CapnScurvy chose some elegant compromises, but they are still compromises. As a side-note, DanielCoffey re-did the sil files for most all of the ships in the mod, and did very accurate measuring of the ships, so you do have even more accurate mast / stack heights in FotRSU than even OTC had - which is also not realistic. :D

We did hope CapnScurvy would do an OTC version for FotRSU, but alas, he retired to the garage to work on automobiles older than I am... and more power to him! We did have plans for incorporating several more pieces of his modding work into FotRSU, but both involve the menu_1024_768.ini file, and that is a complex beast, tough to tame. We have had limited success, but alas, there are a few extra "features" we accidentally incorporated that we have to chase down yet... :roll: - there are other changes that will help lend an air of realism for the next release, and we think that most folks will like them. More later!

Bartholomew Roberts
06-17-23, 10:28 PM
Excuse me?? OTC is not hard-core realism... While the mod is excellent and does correct the differences between aiming over the bow as opposed to aiming over the stern, the "fix" for that is to center-mount the conns. The omnimeter in the mod is permanently attached to the text box, which is cumbersome. Like most mods for the game, it has compromises. CapnScurvy chose some elegant compromises, but they are still compromises. As a side-note, DanielCoffey re-did the sil files for most all of the ships in the mod, and did very accurate measuring of the ships, so you do have even more accurate mast / stack heights in FotRSU than even OTC had - which is also not realistic. :D

We did hope CapnScurvy would do an OTC version for FotRSU, but alas, he retired to the garage to work on automobiles older than I am... and more power to him! We did have plans for incorporating several more pieces of his modding work into FotRSU, but both involve the menu_1024_768.ini file, and that is a complex beast, tough to tame. We have had limited success, but alas, there are a few extra "features" we accidentally incorporated that we have to chase down yet... :roll: - there are other changes that will help lend an air of realism for the next release, and we think that most folks will like them. More later!
The key point of OTC is rectile correction and recognition manual with ship length. Without that, no proper manual targeting could be done. Stadimeter can't be used without lock on, very inefficient in distant measurement and multitargeting. While difference of aiming between bow and stem is so insignificant in NAVAL measurement. Dark waters has Raobf which works the same way as US submarine Attack Course Finder in 1920s. Probably to use the gramophone layer to make a double side attack course finder used as attack disc and raobf.
https://archive.hnsa.org/doc/attackfinder/img/iswas1.jpg
https://archive.hnsa.org/doc/attackfinder/img/iswas2.jpg

propbeanie
06-18-23, 09:15 AM
That's just it - the game is already too "accurate" with most everything involved. When you read the after-action War Patrol reports of the US subs when they came back in from patrol, there is one really glaring detail involved in most all of them that reported the sinking of ships. The primary symptom is the mis-identification of ships. The US skipper would say "5900 tons", and after the war, they would discover that it was actually 2200 tons. Also, the US Recognition Manual was not accurate, even with revisions as the war progressed. It couldn't be - too many ships, too many changes. Most skippers would have hand-written notes and drawings, or typed reports from other skippers used to supplement their "knowledge" found in the ONI documentation. They generally did not have the time to "properly" ID a ship anyway.

The game does not have enough ship "classes" to introduce that type of confusion. Plus, ships had alterations done on them as the war progressed, where masts were added to, and/or shortened, as well as other alterations. Physical changes in the way a ship looked would result in mis-identification, incorrect mast heights, incorrect lengths, etc. (FotRSU is highly accurate in ship dimensions already from DanielCoffey's work).

For me, the omnimeter is desirable, as is CapnScurvy's 3rd "Range" wheel, along with the Ship Length in the RecMan (why was it not there to begin with?? lol ). All of those are in continuing development, and we'll just have to see what comes of the individual attempts. As for a banjo, or is/was, there are some mods of those that might be usable in FotRSU, though I have not attempted to try one as of yet, so I have no idea which would work without complications in the mod. There are also cut-out "mods" on SubSim here that a person could use cardstock or plastic sheeting to build them for use while playing. :salute:

Your image there comes from HNSA's Attack Finder (https://archive.hnsa.org/doc/attackfinder/index.htm) page, if you did not have that link. See also Captain Krunch's Postings (https://www.subsim.com/radioroom/showthread.php?p=434901#post434901), of which the HNSA links there aren't any good any longer, due to site "updates".

Bartholomew Roberts
06-18-23, 08:20 PM
That's just it - the game is already too "accurate" with most everything involved. When you read the after-action War Patrol reports of the US subs when they came back in from patrol, there is one really glaring detail involved in most all of them that reported the sinking of ships. The primary symptom is the mis-identification of ships. The US skipper would say "5900 tons", and after the war, they would discover that it was actually 2200 tons. Also, the US Recognition Manual was not accurate, even with revisions as the war progressed. It couldn't be - too many ships, too many changes. Most skippers would have hand-written notes and drawings, or typed reports from other skippers used to supplement their "knowledge" found in the ONI documentation. They generally did not have the time to "properly" ID a ship anyway.

The game does not have enough ship "classes" to introduce that type of confusion. Plus, ships had alterations done on them as the war progressed, where masts were added to, and/or shortened, as well as other alterations. Physical changes in the way a ship looked would result in mis-identification, incorrect mast heights, incorrect lengths, etc. (FotRSU is highly accurate in ship dimensions already from DanielCoffey's work).

For me, the omnimeter is desirable, as is CapnScurvy's 3rd "Range" wheel, along with the Ship Length in the RecMan (why was it not there to begin with?? lol ). All of those are in continuing development, and we'll just have to see what comes of the individual attempts. As for a banjo, or is/was, there are some mods of those that might be usable in FotRSU, though I have not attempted to try one as of yet, so I have no idea which would work without complications in the mod. There are also cut-out "mods" on SubSim here that a person could use cardstock or plastic sheeting to build them for use while playing. :salute:

Your image there comes from HNSA's Attack Finder (https://archive.hnsa.org/doc/attackfinder/index.htm) page, if you did not have that link. See also Captain Krunch's Postings (https://www.subsim.com/radioroom/showthread.php?p=434901#post434901), of which the HNSA links there aren't any good any longer, due to site "updates".

You might missunderstand my point, It‘s all about maths.

Ships dimension might change during the war, but It won't affect the solution result that much in Naval practice.

You also mentioned Skipper misidentified ship but still hit the target. So why would he get it wrong in the first place? Because the real target is about the same size and shape, most of all, the ratio of length and height. With the close length and height, you got almost the same solution. That's why ship length is so important and should be not missed in recognition manual. The real Uboat commander even don't recognize the exact class of ship but use length in periscope ratio to estimate range and it's in their doctrine. Bear in mind torpedoes are very expensive ammo, one single standard straight run torpedo worths 1/4 of a fighter plane of that time. So all crews are trained to use all possible ways to increase hit chance, estimation is allowed only if the error is mathmatically in tolerance range, no hollywood gunfight style shooting is allowed in any country.

On the otherhand, with length provided, you could get data in seconds at any time interval instead of minutes with strict time limit. Usurally I play Uboat and TWOS in real navigation without use the stadimeter. I write down targets dimension and draft on a paper, count peri reticle mark and use smartphone‘s calculator to get the result quite fast. Still with system error because of optical estimation deviation , so no such thing like " the game is already too "accurate" Just try to shoot convoy from over 3000 meters,that is the range you need for a night surface attak of a convoy without being chased by escout. you will find yourself definitely missfire even with slight miscalculation of speed or AOB, using stadimeter to cal is too slow that just can't catch up with the little change in formation. the range error on the other hand is tolerable.

That's why almost all Sub sim provided ship's lentgh except Sh4, which is ridiculous in the first place, and the stock cfg contains length data ,which make the whole situation more ridiculous.:Kaleun_Salute:

propbeanie
06-21-23, 02:58 PM
I understand about the math, though it does tend to cause me headaches... lol - Ship Length should have been in the RecMan, and that should be doable, so long as I don't mess it up too badly. The other features from OTC are pinch more difficult to implement, but we're trying... :salute:

Larrywb57
06-22-23, 07:04 PM
https://i.imgur.com/qCXbFhY.jpg

18Dec1943 USS Balao out of Pearl Harbor Longitude 131°06E Latitude 06° 17'N. Convey of five ships with one rocking and rolling from port to starboard heading in a WNW direction.

Mod list as follows:
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
TestCommands

propbeanie
06-23-23, 01:57 PM
OK, right in the middle of looking for any suspects, the power went out here, but we are back online finally... from what I can see, there are some possible suspects in several files, with the primary suspect being the 43a_Jap_Convoys_028, which consists of a Generic Cargo @ 100%, a Generic DE @ 100%, a Generic Cargo @ 80%, another @ 60%, a Generic Tanker @ 70%, a Red Cross Transport @ 65% and a generic DE @ 10%. Is that possibly it? It originates at Truk and goes basically west, but zig zags, so could well be going west southwest when you encountered it. Did you happen to ID any of the ships in the convoy?? There is also a Cruiser Task Force that might travel in the area, if you had a lot of DD and several CA and CL with possibly a tanker or two, and a freighter or two...

Larrywb57
06-23-23, 02:32 PM
OK, right in the middle of looking for any suspects, the power went out here, but we are back online finally... from what I can see, there are some possible suspects in several files, with the primary suspect being the 43a_Jap_Convoys_028, which consists of a Generic Cargo @ 100%, a Generic DE @ 100%, a Generic Cargo @ 80%, another @ 60%, a Generic Tanker @ 70%, a Red Cross Transport @ 65% and a generic DE @ 10%. Is that possibly it? It originates at Truk and goes basically west, but zig zags, so could well be going west southwest when you encountered it. Did you happen to ID any of the ships in the convoy?? There is also a Cruiser Task Force that might travel in the area, if you had a lot of DD and several CA and CL with possibly a tanker or two, and a freighter or two...

Yes, the ships are in single file with DE Tachibanna class leading, Anastasia Maru second, the Hostital ship at third, fourth is CH 28 Class Sub Chaser and in last place, the Taito Maru, which is the one that is riding high and wobbling side to side, which is possibly from a few broken cases of Sake.

Imarider
06-23-23, 03:11 PM
Hello, all. I have the question, there are ships patroling close to harbours in JapanHarborTrafic.mis files, they deleting on last waypoint and spawn again in repeat interval (as i understand). Why not just loop the last waypoint and set the same (900h) interval as docked ships, is it have influence on game performance?

propbeanie
06-23-23, 05:06 PM
Yes, the ships are in single file with DE Tachibanna class leading, Anastasia Maru second, the Hostital ship at third, fourth is CH 28 Class Sub Chaser and in last place, the Taito Maru, which is the one that is riding high and wobbling side to side, which is possibly from a few broken cases of Sake.
Bingo! We might have a WINNER!!! er, uh, loser, I suppose... but you say they were single-file?? rats... The chaser should not be in front of the Taito Maru... did you observe them much, such that you saw that subchaser weave in and out of the convoy, causing mayhem as it cuts in front of ships, and then end up in the rear again??


Hello, all. I have the question, there are ships patroling close to harbours in JapanHarborTrafic.mis files, they deleting on last waypoint and spawn again in repeat interval (as i understand). Why not just loop the last waypoint and set the same (900h) interval as docked ships, is it have influence on game performance?
Yes, they do not loop ad infinitum ad naueum in FotRSU, since you end up with the same thing all of the time. SH4 does not use resources the way SH3 does, and only loads what it is using when the player boat is within range to spawn the 3D world. Docked ships should not be set to 900hr intervals, since you end up with multiple spawns all occupying in the same spot. In FotRSU, we set the spawn cycle to the length of time for the layer, hence a one year time frame will (in theory) only generate one ship and one ship only in 8760 hours. At the end of the cycle, a new file loads, and the time frame changes. If you are experiencing lag near harbors, that happens anywhere an area is busy, no matter how you set the groups and units up. The game will lag when it generates the 3D objects, which kind of gives a clue then that you are within roughly 32km of something. The more TC you use, the more you notice it. It is recommended to not use more than 2048x TC at any one time, and when you get into a busy area, you might have to not exceed 128x to keep from having the game stutter.

Imarider
06-23-23, 05:46 PM
Yes, they do not loop ad infinitum ad naueum in FotRSU, since you end up with the same thing all of the time. SH4 does not use resources the way SH3 does, and only loads what it is using when the player boat is within range to spawn the 3D world. Docked ships should not be set to 900hr intervals, since you end up with multiple spawns all occupying in the same spot. In FotRSU, we set the spawn cycle to the length of time for the layer, hence a one year time frame will (in theory) only generate one ship and one ship only in 8760 hours. At the end of the cycle, a new file loads, and the time frame changes. If you are experiencing lag near harbors, that happens anywhere an area is busy, no matter how you set the groups and units up. The game will lag when it generates the 3D objects, which kind of gives a clue then that you are within roughly 32km of something. The more TC you use, the more you notice it. It is recommended to not use more than 2048x TC at any one time, and when you get into a busy area, you might have to not exceed 128x to keep from having the game stutter.

I'm not familiar with SH3 engine (as SH4 too), i'm using the files from Nippon Maru, there are 6 harbour traffic files divided on time intervals, and docked ships set to 900 hr, and ships patrolling near harbours set to about 24-48 hr with checked "delete on last waypoint" button. So, if i will make the ships patrolling near harbours with looped trajectory and set them to 900 (or 8760 whatewer) with unchecked "delete on last waypoint" instead of set to 24 hr with checked "delete on last waypoint" button , will it have much influence on game performance (possibility CTD)? Another question, if i uncheck "docked" button for harbour warships and my submarine will be spotted by those, will they attack me with DC?

propbeanie
06-23-23, 06:53 PM
The thing to do if you're going to set a group to loop is to set to the time period of the layer, such that 41a runs from November 1, 1941 to February 28, 1942, which is 120 or 121 days (yes, the game does do leap years), or 2904 hours (174,240 minutes). The 42a runs for a year, so 365 days, or 8760 hours (525,600 minutes). Those should be your minimums, so that you do not generate more than one of any given group during the run of the layer. Of course, in some places, it wouldn't hurt to have a couple patrols running about a harbor, but if you notice, there are multiple patrols that do already run through some areas... You should not notice a difference in performance. It would be basically the same, since the unit is tracked in the database until you come within spawn range, and it is then generated in 3D. Similarly with the docked ships. You should not have more than one spawning per layer. That was the reason we split the Jap_HarborTraffic file into separate "layers" of 41a, 42a, 42b, 43a, 44a, 44b, just like most of the other files. For the next release, we are doing similar with the US_HarborTraffic file. Doing such eliminates (if done correctly :roll: ), multiple spawns occupying the same space.

As for unchecking the DockedShip=true flag, that would allow some of the PC type craft to come after you. We used to have some set that way, but not very many. They have a tendency to wander off on their own afterwards, and will travel about the globe, actually traveling through the polar ice caps, rounding the world in perpetuity... ~THAT~ will adversely effect the game efficiency, and eventually cause a CTD from having so many ships driving around on their own volition. You definitely want to avoid that. You can however, set a ship with waypoints, but have it set to zero (0) knots where you place it. I cannot remember, but you might have to set the first waypoint to zero also, else the ship will average between the zero at origination, and whatever the first waypoint is... I cannot remember that detail.

KaleunMarco
06-23-23, 06:55 PM
Hello, all. I have the question, there are ships patroling close to harbours in JapanHarborTrafic.mis files, they deleting on last waypoint and spawn again in repeat interval (as i understand). Why not just loop the last waypoint and set the same (900h) interval as docked ships, is it have influence on game performance?

good question.

some modders do as you suggest however the game forces an end point for a group such as you are referring.

so...whether a modder loops a group to retrace its steps or just sets on a one-way trip, it must end somewhere.

another factor is that the game keeps time from an absolute date point, like 9/1/1939 or something similar. so, when a modder defines a group, he must also define the date range of the spawn, the max number of ships the group can contain, the max number of spawns that the group can make, the speed per waypoint (think on that), the spawn rate of each member-ship of of the group and a few more qualities that i cannot remember at this point. the time-date-keeping will drive modders crazy, especially when they attempt to re-create a historical setting such as the Battle of the Coral Sea or Midway, or Doolittle's raid, etc.

so, in the end, it is faster/better/easier for a modder to create a group, mark out the waypoints in either a one-way trip or a round trip and let it go.

does that help?

:yeah:

Larrywb57
06-23-23, 07:07 PM
Bingo! We might have a WINNER!!! er, uh, loser, I suppose... but you say they were single-file?? rats... The chaser should not be in front of the Taito Maru... did you observe them much, such that you saw that subchaser weave in and out of the convoy, causing mayhem as it cuts in front of ships, and then end up in the rear again??

I observed as I chased them down and set up for an attack on the next leg. I still have it saved. I'll reload and get back to you later this weekend.

LB

Imarider
06-23-23, 08:18 PM
The thing to do if you're going to set a group to loop is to set to the time period of the layer, such that 41a runs from November 1, 1941 to February 28, 1942, which is 120 or 121 days (yes, the game does do leap years), or 2904 hours (174,240 minutes). The 42a runs for a year, so 365 days, or 8760 hours (525,600 minutes). Those should be your minimums, so that you do not generate more than one of any given group during the run of the layer. Of course, in some places, it wouldn't hurt to have a couple patrols running about a harbor, but if you notice, there are multiple patrols that do already run through some areas... You should not notice a difference in performance. It would be basically the same, since the unit is tracked in the database until you come within spawn range, and it is then generated in 3D. Similarly with the docked ships. You should not have more than one spawning per layer. That was the reason we split the Jap_HarborTraffic file into separate "layers" of 41a, 42a, 42b, 43a, 44a, 44b, just like most of the other files. For the next release, we are doing similar with the US_HarborTraffic file. Doing such eliminates (if done correctly :roll: ), multiple spawns occupying the same space.

As for unchecking the DockedShip=true flag, that would allow some of the PC type craft to come after you. We used to have some set that way, but not very many. They have a tendency to wander off on their own afterwards, and will travel about the globe, actually traveling through the polar ice caps, rounding the world in perpetuity... ~THAT~ will adversely effect the game efficiency, and eventually cause a CTD from having so many ships driving around on their own volition. You definitely want to avoid that. You can however, set a ship with waypoints, but have it set to zero (0) knots where you place it. I cannot remember, but you might have to set the first waypoint to zero also, else the ship will average between the zero at origination, and whatever the first waypoint is... I cannot remember that detail.

good question.

some modders do as you suggest however the game forces an end point for a group such as you are referring.

so...whether a modder loops a group to retrace its steps or just sets on a one-way trip, it must end somewhere.

another factor is that the game keeps time from an absolute date point, like 9/1/1939 or something similar. so, when a modder defines a group, he must also define the date range of the spawn, the max number of ships the group can contain, the max number of spawns that the group can make, the speed per waypoint (think on that), the spawn rate of each member-ship of of the group and a few more qualities that i cannot remember at this point. the time-date-keeping will drive modders crazy, especially when they attempt to re-create a historical setting such as the Battle of the Coral Sea or Midway, or Doolittle's raid, etc.

so, in the end, it is faster/better/easier for a modder to create a group, mark out the waypoints in either a one-way trip or a round trip and let it go.

does that help?

:yeah:

Sure, that help. If be based on file 41a_Jap_HarborTraffic.mis from Nippon Maru, that i'm looking now, docked ships have "Repeat interval" = 900 hours and "Max group instances created" = 1, and there are "Entry date" and Exit date", then, how i understand, 900 hours is time which enough for one patrol and each time you start new patrol the game create new base with those ships, so they don't overlap. Am i right or no? But, what i don't understand, why ships which close to harbors, not those that travel far, have about 24 hr repeat interval and many instances created instead just have then the same interval and 1 instance? If there are no overlapping with docked ships, for example, if you have patrol between dates on two files, then "Exit date" delete group (or ship) and load new one, and no need to delete it other way? I understand that for far routs it useful, but for ships just protecting harbours is it need, if not performance problem?

...the game forces an end point for a group...

Or just an end point is needed becouse otherwise the game or save will crash?

KaleunMarco
06-23-23, 09:48 PM
Sure, that help. If be based on file 41a_Jap_HarborTraffic.mis from Nippon Maru, that i'm looking now, docked ships have "Repeat interval" = 900 hours and "Max group instances created" = 1, and there are "Entry date" and Exit date", then, how i understand, 900 hours is time which enough for one patrol and each time you start new patrol the game create new base with those ships, so they not overlap. Am i right or no? But, what i don't understand, why ships which close to harbors, not those that travel far, have about 24 hr repeat interval and many instances created instead just have then the same interval and 1 instance? If there are no overlapping with docked ships, for example, if you have patrol between dates on two files, then "Exit date" delete group (or ship) and load new one, and no need to delete it other way? I understand that for far routs it useful, but for ships just protecting harbours is it need, if not performance problem?

in your example above, the max group instances =1 will prevent any repeats. so, you could enter any number in the repeat interval (or several other fields) and those values would be ignored because there will only be one occurrence of that RGG.


Or just an end point is needed because otherwise the game or save will crash?

no, no crash, the design of the game is such that if a unit has a waypoint it must also have an endpoint.
it is what it is. to file a complaint, dial 1-800-UbiCaresNot.

Imarider
06-23-23, 10:17 PM
Ok, looks like i got the point. Any travelling ship (except the named ships) must have a few instances becouse if you sunk it, it have to be respawned, say, for next patrol, but as docked ships not move, they cannot be deleted, then they have just 1 instance for layer. Big thanks to Propbeanie and KaleunMarco for help :Kaleun_Salute:.

I thought, may be it's simplier just to make the ship like corvette patroling inside the harbour to protect it, how it affect a performance and possible CTD? I just didn't see it in any SH modification.

Larrywb57
06-25-23, 12:33 PM
Bingo! We might have a WINNER!!! er, uh, loser, I suppose... but you say they were single-file?? rats... The chaser should not be in front of the Taito Maru... did you observe them much, such that you saw that subchaser weave in and out of the convoy, causing mayhem as it cuts in front of ships, and then end up in the rear again??

YES! I also think that is the convey. A few hours earlier, I had came across a conyey in two columns being lead by a DE with a hospital ship trailing. A tanker, three cargo maru in the middle. I set up an attack on the tanker and three torpedoes later she when down. As the tanker was going down, here came another DE from the same general direction as the convey, looking for me. Later I sunk a cargo maru. After the hunt for the submarine was over and no other ships around, drove to periscope depth and stopped. Save the game. At this time, no ships were displaying odd behaviors. Then real life events got in the way. Came back after a couple of weeks, loaded the last save. I had forgotten about two ealier attacks. On my way to my last objective, came across a convey in single file with one maru, Taito maru, listing from starboard to port side and keel almost out of the water. The ships were the same class minus the ones I sunk. Thanks for your patience with me.

kickswitch
06-26-23, 05:23 AM
Hey all!

Love this mod right up my alley, dark nights, like the way the hull on the conning tower blocks the view of the binocs. Realistic convoy routes are great of course. Had a great patrol from Fremantle Australia (my home town of Perth BTW originally)

As usual with early war SH4 careers - I sank mainly single ships in my Patrol zone first mission startling July 1942 (out of Fremantle as mentioned.) Headed back for the long journey home from Convoy College to home port of Freo, within 10 or so nm of port outside the red circle on the navmap the game CTD with no error message. I tried going back to my previous save slowing time compression to 64x when 100 nm out of home port but no luck, that save put me way back in the Java sea.
Have included a screenshot of my JSGME
running the 4gig patch also

The only thing I can think is I didn't apply the 1.8f upc patch before starting a patrol. But does this make a difference, if no then what could be causing this dock CTD?

Cheers,
Kick

Larrywb57
06-26-23, 01:00 PM
Bingo! We might have a WINNER!!! er, uh, loser, I suppose... but you say they were single-file?? rats... The chaser should not be in front of the Taito Maru... did you observe them much, such that you saw that subchaser weave in and out of the convoy, causing mayhem as it cuts in front of ships, and then end up in the rear again??

No Sir, no weaving in or out of the convoy. It looked like the Taito Maru was having a difficult time keeping up.

propbeanie
06-26-23, 03:06 PM
Hey all!

Love this mod right up my alley, dark nights, like the way the hull on the conning tower blocks the view of the binocs. Realistic convoy routes are great of course. Had a great patrol from Fremantle Australia (my home town of Perth BTW originally)

As usual with early war SH4 careers - I sank mainly single ships in my Patrol zone first mission startling July 1942 (out of Fremantle as mentioned.) Headed back for the long journey home from Convoy College to home port of Freo, within 10 or so nm of port outside the red circle on the navmap the game CTD with no error message. I tried going back to my previous save slowing time compression to 64x when 100 nm out of home port but no luck, that save put me way back in the Java sea.
Have included a screenshot of my JSGME
running the 4gig patch also

The only thing I can think is I didn't apply the 1.8f upc patch before starting a patrol. But does this make a difference, if no then what could be causing this dock CTD?

Cheers,
Kick
The 1.8 patch should not matter in what you have encountered (though it does fix other items). We did have an issue coming back in with one of the classes (Sargo?? Salmon??) in v1.7, but that was repaired in v1.8. Plus, it happened further out, or when you went to dock and end patrol. Did you happen to clear the Save folder prior to starting SH4 with FotRSU activated?


No Sir, no weaving in or out of the convoy. It looked like the Taito Maru was having a difficult time keeping up.
My guess is that as you entered the game from your Save, that one of the escorts was cutting between the ships as it spawned, and that caused a bad spawn. It is the nature of the beast unfortunately, and is the way the game responds to a problem, such as collision avoidance. Try to avoid looking at the ugly beast, otherwise, you might catch the ugly...

https://www.youtube.com/watch?v=uNOtq15TypU

https://i.imgur.com/jVpbsy0.jpg

clone155
06-27-23, 08:34 PM
Hello. I just finished installing this mod, and I love it so far. One issue I have though is that the map icons don't display ship direction anymore. Is there a way to change that?

propbeanie
06-28-23, 08:34 AM
Hello. I just finished installing this mod, and I love it so far. One issue I have though is that the map icons don't display ship direction anymore. Is there a way to change that?
Those are the map.cfg file in conjunction with the lines files. You cannot be using any of the TMO "dot" mods nor the 450_MoonlightzSonarLines mod from the add-on modz pak, but use this instead:

450c Nunya_EZ_Plot.7z (https://drive.google.com/file/d/1oywnAkgJM-Mu8_W5t2b9comB6MFIb2p9/view?usp=drive_link)

mod last in your mods list with JSGME, and you should get colored sonar lines and the tails back. :salute:

KaleunMarco
06-29-23, 07:11 PM
i am still baffled by the inconsistency of the game with regards to conning tower upgrades.

i have seen upgrades awarded after 5 or 6 missions with 1 or 2 rating but i just completed mission 18 in a Porpoise and no MidWar upgrade or LateWar Upgrade.

last six mission were solid ones(1). (as opposed to gelatinous ones or gaseous ones)

baffling.:doh::hmmm::timeout:

propbeanie
06-30-23, 06:21 PM
Ah yesh... the good ole Porpoise Class... top of the dung heap of the UpgradeClass=0 pile... there is ALWAYS a new boat available... Salmon, Sargo (=1), Tambor, Gar (=2), Gato (=3), Balao (=4) and Tench (=5)... :wah:

KaleunMarco
06-30-23, 07:45 PM
Ah yesh... the good ole Porpoise Class... top of the dung heap of the UpgradeClass=0 pile... there is ALWAYS a new boat available... Salmon, Sargo (=1), Tambor, Gar (=2), Gato (=3), Balao (=4) and Tench (=5)... :wah:

not in my config.
all boats are equal. no more boat upgrades.
that is why i am pushing the conning-tower-upgrade-envelope.
it does not SEEM to happen when there are boat upgrades.
and it does not seem to happen when a Kaleun strings a bunch of missions with a score of 3.
ones and twos seem to be the ticket for a conning tower upgrade. or at least that is what i thought.:timeout::hmmm:

kickswitch
07-01-23, 07:31 AM
[QUOTE=propbeanie;2873871]The 1.8 patch should not matter in what you have encountered (though it does fix other items). We did have an issue coming back in with one of the classes (Sargo?? Salmon??) in v1.7, but that was repaired in v1.8. Plus, it happened further out, or when you went to dock and end patrol. Did you happen to clear the Save folder prior to starting SH4 with FotRSU activated?

So I'm guessing that by clear the save folder you mean the entire SH4 "My documents" folder yeah? which is what you do when you reinstall the game or is this just the save folder within that? If the latter which folders do I clear, from memory theres richsaves folder another saves folder, and a sav.tmp (temp) file which of these should I remove?

It ctd no error just as I was coming up to the red circle which appears on the map so further out than the port itself out of visual, I start my patrols at sea if that helps. and past that red line I went no further and was never given the option unfortunately to dock and end patrol.

Apologies for late reply busy busy, and I appreciate your help propbeanie.

I will provide some more info here, what I can

July 1942 leave Fremantle
Tambor Class boat
Several key saves made at sea, never when engaged or in action with enemy (If I miss a fish shot too bad, I consider that a learning experience.)

Technical info
Windows 10 Home
Intel core i7-7700k CPU @ 4.20GHz 4 cores
16gb RAM

4gb patcher applied to game exe.

propbeanie
07-01-23, 08:53 AM
not in my config.
all boats are equal. no more boat upgrades.
that is why i am pushing the conning-tower-upgrade-envelope.
it does not SEEM to happen when there are boat upgrades.
and it does not seem to happen when a Kaleun strings a bunch of missions with a score of 3.
ones and twos seem to be the ticket for a conning tower upgrade. or at least that is what i thought.:timeout::hmmm:
Ahhh, the ole "set them all the same UpgradeClass" trick instead! Now, the thing to remember about experimenting with this is that the game uses the same formula to determine whether you get a new boat, or an upgraded conn ~BUT~ there is still a roll of the dice involved. No one I've seen, has ever posted what the percentage chance is, and whether it is the same for both the new command and the re-fit... So you basically have to qualify for a new boat, and one not be availabe (that is covered) in order to get a new conning tower (and lose all of your optional equipment)...


The 1.8 patch should not matter in what you have encountered (though it does fix other items). We did have an issue coming back in with one of the classes (Sargo?? Salmon??) in v1.7, but that was repaired in v1.8. Plus, it happened further out, or when you went to dock and end patrol. Did you happen to clear the Save folder prior to starting SH4 with FotRSU activated?
So I'm guessing that by clear the save folder you mean the entire SH4 "My documents" folder yeah? which is what you do when you reinstall the game or is this just the save folder within that? If the latter which folders do I clear, from memory theres richsaves folder another saves folder, and a sav.tmp (temp) file which of these should I remove?

It ctd no error just as I was coming up to the red circle which appears on the map so further out than the port itself out of visual, I start my patrols at sea if that helps. and past that red line I went no further and was never given the option unfortunately to dock and end patrol.

Apologies for late reply busy busy, and I appreciate your help propbeanie.

I will provide some more info here, what I can

July 1942 leave Fremantle
Tambor Class boat
Several key saves made at sea, never when engaged or in action with enemy (If I miss a fish shot too bad, I consider that a learning experience.)

Technical info
Windows 10 Home
Intel core i7-7700k CPU @ 4.20GHz 4 cores
16gb RAM

4gb patcher applied to game exe.
You use Windows Explorer, aka: File Manager to delete either the C:\Users \Username \Documents \SH4 folder, or the cfg folder below that. You cannot have any Save data remaining after you edit your mod configuration. Doing so, the game will then re-create the data, but use the modded data from the game folder. If you want to keep any career data for later use, you can copy or cut the folder, and save that to another location while you use the new mod configuration you've made, then bring that data back after you restore to the previous mod configuration. However, the mod configuration must be exactly the same.

I'll look for issues at this end, but do you know what the date is that you are returning to Fremantle? Thank you! :salute:

Aktungbby
07-01-23, 11:18 AM
clone155!:Kaleun_Salute: on the surface after 4 years 'silent running'!:up:

KaleunMarco
07-01-23, 12:09 PM
hey PB,

can remember if i mentioned this previously.

for some reason, the Heian and the Miike will not spawn when they are part of a RGG.
the RGG has a spawn probability of 100% as do these two ships.
Heian is definitely available from 1939 through the end of the war, according to the Roster.cfg file for her. I have not checked the Miike.cfg file.

So...RGG is 100% spawn, Ships are 100% spawn, then why does the game ignore the settings and not spawn these ships?

the ship definitions, both Roster and Sea, are straight from v1.8 and s7rikeback's Maru mods.


from the respective Roster.cfg files

[UnitClass]
ClassName=KLCSHeian
UnitType=102
AppearanceDate=19380101
DisappearanceDate=19451001

[UnitClass]
ClassName=MiikeMaru
UnitType=102
AppearanceDate=19380101
DisappearanceDate=19450101

from the mission.mis file
[RndGroup 1]
GroupName=RGG1
Category=0
CommandEntry=2
Long=17154000.000000
Lat=5049500.000000
Height=0.000000
DelayMin=60
DelayMinInterv=2880
SpawnProbability=100

[RndGroup 1.RndUnit 4]
Class=MiikeMaru
Type=102
Origin=Japan
Side=0
CargoExt=1
CargoInt=1
CfgDate=19400101
No=1
Escort=false
SpawnProbability=100

[RndGroup 1.RndUnit 5]
Class=KLCSHeian
Type=102
Origin=Japan
Side=0
CargoExt=1
CargoInt=1
CfgDate=19400101
No=1
Escort=false
SpawnProbability=100

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
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo

KaleunMarco
07-02-23, 10:44 PM
PB,

ran into new CTD's for the first time today, both are related to sonar.

1. the Nav Map was displayed and i went to click on an icon in the toolbar on the lower left of the screen and accidently clicked on the Range to Target icon. there was a slight pause and then CTD.
2. the sonar station was displayed. i clicked on the inner black ring to move the sound head to the desired heading and there was a slight pause and then CTD.
https://i.ibb.co/TBpHNsw/SH4-Img-2023-07-02-22-39-43-514.png

i am in the middle of mission #22 or 23 for this career. it is December 1944. i am driving a Porpoise, out of Saipan.

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
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo

propbeanie
07-03-23, 11:24 AM
... for some reason, the Heian and the Miike will not spawn when they are part of a RGG...


from the respective Roster.cfg files

[UnitClass]
ClassName=KLCSHeian
UnitType=102
AppearanceDate=19380101
DisappearanceDate=19451001

[UnitClass]
ClassName=MiikeMaru
UnitType=102
AppearanceDate=19380101
DisappearanceDate=19450101

from the mission.mis file
[RndGroup 1]
GroupName=RGG1
Category=0
CommandEntry=2
Long=17154000.000000
Lat=5049500.000000
Height=0.000000
DelayMin=60
DelayMinInterv=2880
SpawnProbability=100

[RndGroup 1.RndUnit 4]
Class=MiikeMaru
Type=102
Origin=Japan
Side=0
CargoExt=1
CargoInt=1
CfgDate=19400101
No=1
Escort=false
SpawnProbability=100

[RndGroup 1.RndUnit 5]
Class=KLCSHeian
Type=102
Origin=Japan
Side=0
CargoExt=1
CargoInt=1
CfgDate=19400101
No=1
Escort=false
SpawnProbability=100

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
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo
OK, be sure and remember that the "DelayMin=60" pushes the initial spawn back one hour, and the "DelayMinInterv=2880" pushes it back a further 2 days, or 48 hours, and that is beyond the GameEntryDate and GameEntryTime. I have built multiple RGG, and have similar results each time:
https://i.imgur.com/QFlKQqN.jpg

https://i.imgur.com/Ug3pZv9.jpg

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

https://i.imgur.com/J1QLP3P.jpg

https://i.imgur.com/JghJuR4.jpg

https://i.imgur.com/ZeIVuPL.jpg
Just be certain of your dates, and that "delay" factor stuff... you can set them both to =1 if you want, but don't forget the number of groups setting if you do that. It might be better to pre-date the ships' appearances by two days before your sub's, if you're doing a single mission... lol

PB,

ran into new CTD's for the first time today, both are related to sonar.

1. the Nav Map was displayed and i went to click on an icon in the toolbar on the lower left of the screen and accidently clicked on the Range to Target icon. there was a slight pause and then CTD.
2. the sonar station was displayed. i clicked on the inner black ring to move the sound head to the desired heading and there was a slight pause and then CTD.
https://i.ibb.co/TBpHNsw/SH4-Img-2023-07-02-22-39-43-514.png

i am in the middle of mission #22 or 23 for this career. it is December 1944. i am driving a Porpoise, out of Saipan.

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
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo
I have done several runs in several installs, career and single mission, and while the JP Hydrophone device does not show on the deck (window dressing anyway), I do not CTD at all, whether aiming at a ship, or nowhere near a ship, whether on the surface, at PD, or deep submergence. I don't know what you're getting there or why... The 3k yd bearing tool is a resource hog, but it really should not take you down like that... :salute:

Imarider
07-04-23, 06:20 AM
I want to ask about loop probabilities, as FotRSU seems the only one alive thread for the moment, i'm writing it here. Let's say, the ship do 10 looped patrols in 24 hours and in last point there are the chance to loop or delete the ship, what should be the loop probability in order to delete the ship closer to it's last patrol?

KaleunMarco
07-04-23, 08:58 AM
I want to ask about loop probabilities, as FotRSU seems the only one alive thread for the moment, i'm writing it here. Let's say, the ship do 10 looped patrols in 24 hours and in last point there are the chance to loop or delete the ship, what should be the loop probability in order to delete the ship closer to it's last patrol?

you should get a copy of the Mission Editor User's Guide. it might be uploaded as SHIII but Ubi used the same basic functionality in SH4.
here is an excerpt from Page 72 which relates to your question:


Loop to Waypoint: is normally set to “Do not loop”. This means that the unit, on reaching this waypoint, will simply move on to the next one. However, it is possible to set this so that the unit may loop to another earlier waypoint.
Loop Probability: is the percentage chance that the unit will go to the alternative waypoint, rather than the next one. A zero percent chance is the same as “Do no loop”, and a 100 percent chance guarantees a loop. This is useful for patrolling ships and chances of alternative routes. See Sections 7.1 and 7.3 for ideas.
Radius: defines a circle around the waypoint position. When a ship is going to this waypoint, it actually heads to random point anywhere within this circle. For ships that must traverse a particular path, then this should be zero, but to randomise the courses, this “Radius” tool is extremely useful.

Imarider
07-04-23, 11:23 AM
you should get a copy of the Mission Editor User's Guide. it might be uploaded as SHIII but Ubi used the same basic functionality in SH4.
here is an excerpt from Page 72 which relates to your question:


Loop to Waypoint: is normally set to “Do not loop”. This means that the unit, on reaching this waypoint, will simply move on to the next one. However, it is possible to set this so that the unit may loop to another earlier waypoint.
Loop Probability: is the percentage chance that the unit will go to the alternative waypoint, rather than the next one. A zero percent chance is the same as “Do no loop”, and a 100 percent chance guarantees a loop. This is useful for patrolling ships and chances of alternative routes. See Sections 7.1 and 7.3 for ideas.
Radius: defines a circle around the waypoint position. When a ship is going to this waypoint, it actually heads to random point anywhere within this circle. For ships that must traverse a particular path, then this should be zero, but to randomise the courses, this “Radius” tool is extremely useful.


Yes, i know, but it's the question about experience, i set the probabilities about 90-94% for 24 hours instance and 83-89 for 12 hr based on amount of patrols in this time. All of this in regard to the ships protecting harbours, so i have about 20-25 km distance of 1 loop for 12 hr and 30-40 for 24, all numbers close to 10 loops (patrols) per this time. In FotRSU there are less patrols near harbours (that's why decided to do it), but probabilties, in common, about 10-20% less then i did. I think my numbers are too big, but should be not so small as in FotRSU. Then will be good to know if someone thought about it and checked it. About to find the answer in the internet, i don't realize what i have to write in the search...

KaleunMarco
07-04-23, 11:54 AM
Yes, i know, but it's the question about experience, i set the probabilities about 90-94% for 24 hours instance and 83-89 for 12 hr based on amount of patrols in this time. All of this in regard to the ships protecting harbours, so i have about 20-25 km distance of 1 loop for 12 hr and 30-40 for 24, all numbers close to 10 loops (patrols) per this time. In FotRSU there are less patrols near harbours (that's why decided to do it), but probabilties, in common, about 10-20% less then i did. I think my numbers are too big, but should be not so small as in FotRSU. Then will be good to know if someone thought about it and checked it. About to find the answer in the internet, i don't realize what i have to write in the search...

searching is a good idea. never know what someone has published and the web-search-engines perform better than the forum-search-engine.

KaleunMarco
07-04-23, 04:32 PM
you did it to me...again. :haha:

started a career in Treasure island, driving the Nautilus. Mid-April, 1942.
did my warm-up-diving mission and got assigned the Convoy College and Midway as a base.
8000 miles a cross the Pacific for 7 to 10 days of patrol.
by the time we finished our patrol, San Diego became our base.:wah:
so, i have to haul it all the way back to the west coast.
in real life, yeah, sure, liberty, stateside. :sunny:
but this is a game.
now, i have docked and i find out that i have to go through more dive tests.
you need to take a new look at your flotillas.upc.
:timeout::roll::-?:hmph:


p.s. i checked out Flotillas and Nautilus is not supposed to be in Sandiego until 1944.
ID=F19Nautilus;F19 is San Diego
NameDisplayable=Nautilus Class
AvailabilityInterval= 1944-11-05, 1945-06-06
the CurrentDate is 1942-06-23.
according to Flotillas on this date, we should be assigned to Midway until July 8, but there is a date gap.
ID= F5Nautilus;F5 is Treasure island
NameDisplayable= Nautilus class
AvailabilityInterval= 1942-04-12, 1942-04-21
IDFlotillaLinkTransferTo= MidwayCommand

ID= F7Nautilus;F7 is Midway
NameDisplayable= Nautilus class
AvailabilityInterval= 1942-04-22, 1942-06-09
IDFlotillaLinkTransferTo= PearlHarborCommand

ID= F1Nautilus;F1 is Pearl
NameDisplayable= Nautilus class
AvailabilityInterval= 1942-07-08, 1943-12-25
IDFlotillaLinkTransferTo= BrisbaneCommand


so confusing.

Imarider
07-04-23, 10:08 PM
searching is a good idea. never know what someone has published and the web-search-engines perform better than the forum-search-engine.

You calling me to learn Probability Theory?? ) I think it's not about the theme that is colorfull here, just i played, i sunk about 60000 tons in my first patrol, not FotRSU mod, but any another in SH4, SH5 games - the same, and... that was the reason to modify the game because i was dissapointed when trying to sink the destroyer about 15-25 times on, i don't know, 10 knots (?) speed in TMO like mod. And after that i found out that the best American skippers had 100 000 about in all the time of war. I reduced the probability of the spawn harbour ships about the half, relatively FotRSU numbers, and in all unprotected harbours i set 2 corvettes for the thing that i sink 1, other will react. Still don't know if the airforce can participate in that, but, in my expirience, if i submerged and there are the night time, i'm safe, no matter of depths. And, yes, i understand, that the harbour ships not the target, but... )

KaleunMarco
07-04-23, 10:52 PM
You calling me to learn Probability Theory?? )

nope. it is a round-about way of saying the the forum search engine for finding previous posts is not as good as a browser search, such as Google or Yahoo.

don't read too much into the posts here. we try to inject some humor, from time to time, as this is supposed to be a hobby. in this instance, there was no humor injected, just the facts.
:Kaleun_Salute:

propbeanie
07-05-23, 07:56 AM
you did it to me...again...
Well, the Nautilus is a clone of the Narwhal, but even still, is not assigned San Diego until November of 1944 also. The game should not have let you dock there... The Argonaut on the other hand, went from a pre-war patrol off Midway, was sent to San Fran for rebuild, then to San Diego and did some training with Carlson's USMC Raiders, and then went on to participate in the Makin Raid with the Nautilus, which apparently originated at Pearl with another contingent of the Raiders. Details on both boats in this regard are sadly lacking, due to the "top-secret" nature of the mission. When you originate at San Fran with the Nautilus, you are fresh out of the shop, and need to do at a minimum, a set of test dives, then proceed west for the Battle of Midway. From that, a short re-fit was done at Midway, then west to Empire Waters, returning to Pearl in time to get the Raiders and head for Makin... there should be no San Diego assignment for the boat... Even the Argonaut does not go to San Diego in v1.8...

KaleunMarco
07-05-23, 09:37 AM
Well, the Nautilus is a clone of the Narwhal, but even still, is not assigned San Diego until November of 1944 also. The game should not have let you dock there... The Argonaut on the other hand, went from a pre-war patrol off Midway, was sent to San Fran for rebuild, then to San Diego and did some training with Carlson's USMC Raiders, and then went on to participate in the Makin Raid with the Nautilus, which apparently originated at Pearl with another contingent of the Raiders. Details on both boats in this regard are sadly lacking, due to the "top-secret" nature of the mission. When you originate at San Fran with the Nautilus, you are fresh out of the shop, and need to do at a minimum, a set of test dives, then proceed west for the Battle of Midway. From that, a short re-fit was done at Midway, then west to Empire Waters, returning to Pearl in time to get the Raiders and head for Makin... there should be no San Diego assignment for the boat... Even the Argonaut does not go to San Diego in v1.8...

i agree with you, so why did the stupid-game send me all the way to San Diego?
here is a screenshot of the Nav Map as we begin our trek back to Midway.
notice the date is June 7 (1942).
by the time we arrive at Midway, enough time has passed that our base has been moved to SD...and we were able to end the mission in SD.
i am guessing from here....
we headed to Base-Midway on 6/7.
Base-Midway expired for us on 6/9. Pearl is our new home.
however, because Base-Pearl is not prepared to accept us (refer to my previous post), Base-SD is now home. This cannot be explained by fall-through-logic because Pearl is Flot 1 and SD is Flot 19...and...SD, like Pearl, is not really available for Nautilus until November 1944.
BrisBane (Flot 3) accepts Nautilus 1/1/44 or 4/1/43, depending.
Alaska (Flot 4) accepts Nautilus 4/9/43.


No explainable reason how that happened.
madness.


https://i.ibb.co/Np22N1Q/SH4-Img-2023-07-05-09-20-53-713.png

KaleunMarco
07-05-23, 06:15 PM
Well, the Nautilus is a clone of the Narwhal, but even still, is not assigned San Diego until November of 1944 also. The game should not have let you dock there... The Argonaut on the other hand, went from a pre-war patrol off Midway, was sent to San Fran for rebuild, then to San Diego and did some training with Carlson's USMC Raiders, and then went on to participate in the Makin Raid with the Nautilus, which apparently originated at Pearl with another contingent of the Raiders. Details on both boats in this regard are sadly lacking, due to the "top-secret" nature of the mission. When you originate at San Fran with the Nautilus, you are fresh out of the shop, and need to do at a minimum, a set of test dives, then proceed west for the Battle of Midway. From that, a short re-fit was done at Midway, then west to Empire Waters, returning to Pearl in time to get the Raiders and head for Makin... there should be no San Diego assignment for the boat... Even the Argonaut does not go to San Diego in v1.8...

in flotillas, change the start date for the Nautilus to 1942-06-10 and it is good to go. tested and verified.
not sure why the start date was July. have to ask the modder. :yep:
[Flotilla 1.UserPlayerUnitType 13]
ID= F1Nautilus
NameDisplayable= Nautilus class
AvailabilityInterval= 1942-06-10, 1943-12-25

LuckyCapitan
07-07-23, 02:30 PM
Good afternoon. I want to ask. Upon contact with the target, the Battle 1-6 soundtrack plays. May I know where this track is from? I would like to listen in full

propbeanie
07-08-23, 11:49 AM
I cannot remember the name, but the whole song is in the Menu_Master LOOP.ogg file.

wzartz
07-10-23, 02:12 AM
i have 2 monitor, if i alt+tabbing or changing to another monitor will the mod/game still stable or not :salute:

KaleunMarco
07-10-23, 09:28 AM
i have 2 monitor, if i alt+tabbing or changing to another monitor will the mod/game still stable or not :salute:

i can definitely say that alt-tabbing to Windows is a bad thing for SH4 (and any megamod applied to it).

i have read where players have had two monitors, one for SH4 and one for everything else and i do NOT know if that affects SH4 performance in the same manner as the previous use-case (above).

propbeanie
07-10-23, 08:27 PM
i have 2 monitor, if i alt+tabbing or changing to another monitor will the mod/game still stable or not :salute:
i can definitely say that alt-tabbing to Windows is a bad thing for SH4 (and any megamod applied to it).

i have read where players have had two monitors, one for SH4 and one for everything else and i do NOT know if that affects SH4 performance in the same manner as the previous use-case (above).
It does still affect the game, but seemingly not as badly, at least on my system. I <Pause> the game first, and then click on the other screen, or use the <Windows> key. However, while a player with one screen will usually see issues after a couple of jumps to windows, you might only get one more, and get three or four, but you will eventually see the graphics anomalies, or hear the audio issues also. As soon as you do, Save the game under a new name, exit, and then re-start the game and load that Save. You should be good to go for another while. When I am doing a serious run, I will use the desktop for my game, as per usual practice, and use the laptop for any of my Windows work needed while playing. I have an "L" shaped desk, so the turning to the other computer is like turning to the tracking table... at least that's my excuse... lol :arrgh!: - It would be nice though, if the game did a proper pause and swap to Windows... sigh

wzartz
07-10-23, 11:01 PM
ah i see.. well as long as the bugs are not game breaking i think i can handle it :hmmm:..
welp the best that i can do is to have another rig for my other activities :D

btw i have another question and correct me if im wrong.. one thing i noticed the difference between american tdc (SH4) and german tdc (SH3) is that the german tdc can follow the periscope movement.. i mean using persicope to target ship's engine, amunition, bow/aft is superior than using PK+spread setting :D, so is there any mod that mimick the german one or i really need to accept the reality as american skipper and deal with it :D :Kaleun_Salute:

frankazero1
07-11-23, 07:09 AM
I've done the major thingys (not in Programs). I get to the main load screen, the red load bar goes right to the end there's a Window's "chime" sound and then it freezes. What have I done wrong?

propbeanie
07-11-23, 08:17 AM
You don't have to Lock a target in the US boats to shoot. In the below vid, I initially Lock on and hit the PK, letting it run while I ready the torpedoes. Find where the target is on the NavMap with the bearing tool attached to my boat, raise the scope, point & shoot. I allow the boat to pass the wire and shoot at different points on the ship. I could also move the scope and use the PK to adjust the angle of the look and shoot, such that I shoot mid then aft then bow and by pressing the PK on each shot, it would adjust the "aim"...

https://www.youtube.com/watch?v=O_Toyyuje3Q

Aktungbby
07-11-23, 11:08 AM
wzartz!:Kaleun_Salute:

Kal_Maximus_U669
07-11-23, 06:10 PM
You don't have to Lock a target in the US boats to shoot. In the below vid, I initially Lock on and hit the PK, letting it run while I ready the torpedoes. Find where the target is on the NavMap with the bearing tool attached to my boat, raise the scope, point & shoot. I allow the boat to pass the wire and shoot at different points on the ship. I could also move the scope and use the PK to adjust the angle of the look and shoot, such that I shoot mid then aft then bow and by pressing the PK on each shot, it would adjust the "aim"...

Hey Boss Greetings... :Kaleun_Cheers:
with all due respect, though some may not like it :D:D
I like the second Torpedoes what a clash...ammunition bay..!!
Here mission torpedoing which works perfectly...LoL not like in Enhanced TmO BH I stop or I'll be insulted...!!!.!!!:har::har::har:

Hey Beanie what patience :yep:... my god with all the explanations that are given here and elsewhere... it's all the same incredible these installation problems when do you think???:o:o you are priceless patience subjected every day to severe test Boss take vacations and without the family...!! no god...:har::har::har:
People should call tchatGPT Beanie......reading is too hard..using a pen don't even think about it..lol....lazy maybe..this new world is great Ha ha ah

wzartz
07-12-23, 10:44 PM
ok this is pretty new to me,.. in the vid i assume u already did the speed and AOB first right? Permission to save the vid Sir. Thanks A Lot :salute:

propbeanie
07-13-23, 09:53 PM
ok this is pretty new to me,.. in the vid i assume u already did the speed and AOB first right? Permission to save the vid Sir. Thanks A Lot :salute:
:har: BeaniechatGPT response follows... ( :arrgh!: ) :
That vid demo is auto-targeting, and no, I did not do any tracking, other than locking-on, starting the PK, and then shooting. I did do one mark on the ship, but since it was so close, it was not necessary to determine a course, especially in light of it being the Submarine School Targeting scenario, so I already knew where the ship would go, which is practically a "Fast 90" attack anyway. That was just a demonstration of the TDC, and that it tracks the target for you, even when you are not looking at it. Now, I could have "Locked" onto the target, started the PK, and kept the scope up, and the TDC would have moved the periscope and updated the bearing. But as you see, they start shooting at your periscope if you leave it up very long, and that includes shooting torpedoes at you (in FotRSU only)... You can "Save" any vid that you see with the "Smug Gupolus" name (which was a misfortunate throw-away name choice years ago). :roll: When you want to get into the details of targeting, especially the German side of things, check-out some of Bstanko6's or derstosstrupp's postings, of which I cannot find any right now... derstosstrupp just did a really concise write-up in the SH3 areas... There are similar, older postings for SH4, but again, I cannot find them...

KaleunMarco
07-14-23, 02:55 PM
Hey PB,

this mission (194301NautilusP, ID521) is not working as you designed it.
the drop-off goes just fine but the two pick-ups never spawn.
waited days in the shallows near the blue mission marker, but saw nada.
mission start date was 12/2/42.

:Kaleun_Salute:

p.s. there is no 3000-yd marker for Nautilus, just in case someone asks. i created one and it works fine. i know that is not your mod but you get asked (and answer) a lot of questions on mods-that-are-not-yours.:03:

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
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo&Nautilus

propbeanie
07-14-23, 04:10 PM
In both my FotRSU v1.8 and my FotRSU nextBeta version, the 2 rescue rafts spawn when you reach the "Trip" MapZone, which is 52km in size in v1.8, and 66.68km in size in nextBeta. I ran the v1.8 file prior to its release, and ran the nextBeta a couple of months ago. Both give me a message on my way in of 2 rafts will meet us, and as I am dropping the supplies, I am able to pick-up both rafts. I then take them to Tulagi and drop them off. I then go to St. George's channel and patrol. The whole time in the area, the air is saturated with airplanes, both Allied and Japanese, so it can be a challenge to get anywhere very fast. Even coming into Tulagi can be a bother, but especially going by the Shortlands on my way to St George's can take a while. But the rafts should spawn on your way in, and should be just a pinch south of the center of the drop zone, but in another zone of their own...

KaleunMarco
07-14-23, 05:11 PM
In both my FotRSU v1.8 and my FotRSU nextBeta version, the 2 rescue rafts spawn when you reach the "Trip" MapZone, which is 52km in size in v1.8, and 66.68km in size in nextBeta. I ran the v1.8 file prior to its release, and ran the nextBeta a couple of months ago. Both give me a message on my way in of 2 rafts will meet us, and as I am dropping the supplies, I am able to pick-up both rafts. I then take them to Tulagi and drop them off. I then go to St. George's channel and patrol. The whole time in the area, the air is saturated with airplanes, both Allied and Japanese, so it can be a challenge to get anywhere very fast. Even coming into Tulagi can be a bother, but especially going by the Shortlands on my way to St George's can take a while. But the rafts should spawn on your way in, and should be just a pinch south of the center of the drop zone, but in another zone of their own...

nope. didn't happen.
what date was your test run?
just to be sure that the mission files were not corrupted, i re-unzipped them from the 1.8 download zip file before shoving off.

we just entered the "trip zone". TC dropped from 1024 to 1 and an objective icon appeared, but no survivors.

https://i.ibb.co/XXGpHGy/SH4-Img-2023-07-14-21-09-49-356.png

we are approaching the common area of drop off and pick up. no surviviors.

https://i.ibb.co/dk5WfQ5/SH4-Img-2023-07-14-21-09-57-885.png

we are slowing in order to drop off the spies. no survivors.
https://i.ibb.co/p2Hqpwg/SH4-Img-2023-07-14-21-10-59-235.png

we just successfully dropped off the spies. objective completed. no survivors.
https://i.ibb.co/6B7ptf0/SH4-Img-2023-07-14-21-12-39-555.png

propbeanie
07-14-23, 09:28 PM
You have a 3k yard bearing tool, and are over 3000yds away from where they spawn, and they do drift, so... I would look south of the center of the drop-off area, closer to where the actual Rescue Area sign and stick are. The green circle is an approximation of the two MapZones's overlap areas are.

KaleunMarco
07-14-23, 10:12 PM
You have a 3k yard bearing tool, and are over 3000yds away from where they spawn, and they do drift, so... I would look south of the center of the drop-off area, closer to where the actual Rescue Area sign and stick are. The green circle is an approximation of the two MapZones's overlap areas are.

...but they should be visible on the Nav Map.

survivors appear when the sub is miles away...maybe as many as 10 or 15 miles, during lifeguard missions. this should be no different.

propbeanie
07-15-23, 09:18 AM
ahhh... but that only happens when they are set to report their position... Those two are not. They're shneaky like that... lol

KaleunMarco
07-15-23, 11:54 AM
ahhh... but that only happens when they are set to report their position... Those two are not. They're shneaky like that... lol

yeah, sneaky. :O:

Jan 31 ~2100 hrs. wafting, in storm seas, 850 yds from the pickup marker.
https://i.ibb.co/K5kKhn0/SH4-Img-2023-07-15-11-27-14-228.png

February 2 ~0200, approx 2 1/2 after the previous screenshot. approx 200 yds from pickup marker.
https://i.ibb.co/mTwKJTS/SH4-Img-2023-07-15-11-49-17-420.png

no one, i repeat, no one to pickup.

propbeanie
07-15-23, 07:08 PM
Well... I may have found part of the trouble KaleunMarco - it is the weather! Plus, the "survivors" sometimes "drift" on you. I started the test with clear weather, but when about 120nm out from Teop Harbor, the weather began deteriorating, until it was very heavy seas. Never any rain though... Here's the results of my last run KM. This is in what will be the new version before too long (at least 2 weeks... :roll: ). The Objective area is smaller, is the only difference, other than I set both rafts to report in 96 minutes, at a 70% rate for this test, just so I could make certain to find them... HAH! only the one reported... hmmm. I think I spent too much time diving for planes... anyway, it's a good thing I set them to report. When the first report came, I marked it:
https://i.imgur.com/tX218ea.jpg

So coming on in, this is a shot with my boat ~maybe~ 800 yards away from the two pickup targets... hmmm... :hmmm: - no "ship spotted" reports yet.
https://i.imgur.com/jhlMRej.jpg

Check this out - I finally got a report from the crew "Ship spotted!...", but only on the one... look at the distance involved here...
https://i.imgur.com/Klqt9MW.jpg

Granted, the seas are rough, but still... that is in REAL CLOSE... :hmmm: - the report for the 2nd liferaft came shortly, but at maybe 250-300 yards. I did finally manage to pick-up the boat on the left about then, but had a really difficult time with the boat to starboard, and finally gave up, came to a stop to be able to reverse, and while doing so, launched the supply raft, which was successful. Then I backed away, and was turning the sub, looking for the other boat, when "BOOM!!!" and this:
https://i.imgur.com/CqxalzB.jpg

My boat is to the left in that. Makes a skipper and crew feel real good to have transported them yae-hooz this far, to have them blow themselves up... sigh
https://i.imgur.com/CuMCtEL.jpg

Anyway, after finally backing and getting the other pickup target closer to dead-ahead, we did finally manage to pick them up. All I can say though, is that rough seas definitely make this a very difficult chore...
https://i.imgur.com/kVFZygP.jpg

Little note here, it does only take picking-up up one target, and the objective is completed, so don't sweat too much about missing one that gets washed-up onto the beach, which these guys almost did... So, the weather kept deteriorating, but no rain... it was a REALLY dark night. Here is a shot immediately after an F12 external move, just north of Teop Harbor:
https://i.imgur.com/MYG3r4S.jpg

We went to do the patrol objective next, so as not to have to go by Shortland more than once... lol - We got a "sonar contact...", but notice the extimated range of 8.3nm, which is short for FotRSU, and no radar contact at that distance...
https://i.imgur.com/jKBZy3L.jpg

I did cheat and send a "drone" out to spy on the contact, and found this:
https://i.imgur.com/fFopK9t.jpg

It's a little late for a Tokyo Express run to Guadalcanal, but they do look like they're headed for Buka, or the Shortlands, and might be headed for one of the other Slot islands... it is a group of six DD, 3 of which are Kaya transports (they do have throwers in FotRSU for some reason... sigh), 2 Momi (no throwers, I hope), and one torpedo boat (Chidori??). I am going to attempt an attack from the north side of the group, on at least the Kaya to the outside of the grouping, maybe a 2nd target, and then go deep and south (thermal is at about 150), and try to attack the Kaya on the other side... this will take a while... I am almost certain though, that the lot of them will all want to do the ashcan dance on us. :arrgh!:

KaleunMarco
07-15-23, 08:02 PM
Well... I may have found part of the trouble KaleunMarco - it is the weather! Plus, the "survivors" sometimes "drift" on you. I started the test with clear weather, but when about 120nm out from Teop Harbor, the weather began deteriorating, until it was very heavy seas. Never any rain though... Here's the results of my last run KM. This is in what will be the new version before too long (at least 2 weeks... :roll: ). The Objective area is smaller, is the only difference, other than I set both rafts to report in 96 minutes, at a 70% rate for this test, just so I could make certain to find them... HAH! only the one reported... hmmm. I think I spent too much time diving for planes... anyway, it's a good thing I set them to report.

well, that's something.
how did you control the weather to perform the test run?



i went back and reloaded the mission and got as close as you did....300 yds and no one was reported or seen.


so, we shoved off for the six-day patrol area.
we ran into a continuous stream of that convoy you referred to.
sank a million of the ships until i got a headache and we exited towards the pick up area only to run into another of those re-supply convoys.

with the patrol completed, we sailed back to the pick-up zone, but nothing was there.
https://i.ibb.co/2kjPW6q/SH4-Img-2023-07-15-19-41-01-747.png
https://i.ibb.co/XCV93dw/SH4-Img-2023-07-15-19-41-23-598.png


we did an RTB and put in for repairs and a well-deserved rest at the Royal Hawaiian.
:D
:Kaleun_Salute:

KaleunMarco
07-16-23, 04:28 PM
we are just about ready to shove off for our Operation Landcrab mission in the Aleutians.

i think i did this one when i skippered the Narwhal. lots of waiting, if i remember correctly.

Addendum: after we picked up the assault troops and were steaming towards our next objective, four liberators flew over us and summarily crashed. no other craft of any kind was in the area. was that purposeful within the mission or just something odd that occurred and we just happened to be near?

p.s. does it mess up the mission if we drop off the assault troops prior to 9 may?

propbeanie
07-17-23, 10:37 AM
I am not sure why you are not getting any boats to "pick-up" there KM... unless the bad weather destroyed them, the way it destroyed my supply drop boat... hmmm... :hmmm:

As for dropping off early in the Aleutians, seems to me that those messages you receive are just "fluff" for immersion, and that you can drop them off whenever you get there. You just won't see all of the invasion traffic if going in early - of which I was almost run-down by a Clemson / Manley Class one run... I did not check my scope before surfacing... lol - but the mission "trips" will happen no matter the date, because "date" triggers do not function appropriately in SH4, and only do accrued time, not true "date" time...

KaleunMarco
07-19-23, 08:52 PM
Driving the Nautilus out of Pearl.
12 successful missions.
January 20, 1944.
on the way back to Pearl, i noticed that our base had moved to San Diego.
we were patrolling near Palau.
we stopped off at Johnston Is. to refuel, etc and then made long journey to SD.
Our next mission is diving tests.

you gotta fix this.
:k_confused:

propbeanie
07-19-23, 09:33 PM
Your boat sir, has been retired... there is a future plan for taking it to Philadelphia for mothballs, but that has not been implemented yet... We might add a couple of sound school missions for you to work with local ASW patrols, but nothing has been written for those as of yet, hence the dive and other test missions. :salute:

KaleunMarco
07-20-23, 11:28 PM
Your boat sir, has been retired... there is a future plan for taking it to Philadelphia for mothballs, but that has not been implemented yet... We might add a couple of sound school missions for you to work with local ASW patrols, but nothing has been written for those as of yet, hence the dive and other test missions. :salute:

i wouldn't mind being transferred to Philly. it can be a fun town.
i can remember one night we were in Philly after losing to Army by one point and....well....you're too young for this story.:03:

propbeanie
07-21-23, 07:12 AM
Oooh-ooo-ooooohhhh - Shtory Time!!!

https://c.tenor.com/dtI9MZPJH2AAAAAC/tenor.gif

LuckyCapitan
07-26-23, 09:17 AM
Good afternoon. Found a strange thing. When it rains, the watchmen on the bridge become ghosts. For some reason, they become translucent, or even completely disappear. What could it be connected with?

propbeanie
07-26-23, 12:20 PM
That is one of those "known issues" in the SH4 Stock game that carries into all mods, and definitely shows the lengths they went to for testing and bug-hunting... :roll: :hmmm:

In the meantime, turn off the Volumetric Fog in the settings:

https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=13248

The Environmental Effects above that can also contribute, but not to the extent that the volumetric fog does... :arrgh!:

LuckyCapitan
07-26-23, 01:18 PM
That is one of those "known issues" in the SH4 Stock game that carries into all mods, and definitely shows the lengths they went to for testing and bug-hunting... :roll: :hmmm:

In the meantime, turn off the Volumetric Fog in the settings:

https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=13248

The Environmental Effects above that can also contribute, but not to the extent that the volumetric fog does... :arrgh!:

Thanks, I'll definitely try. While I'm waiting for a mod Japanese campaign, I decided to try FOTRSu. I liked this mod

KaleunMarco
07-27-23, 03:46 PM
PB,

the Corregidor VIP Pickup mission is not working according to plan.

we arrive early in January and park approx 1000 yds off the south end of the island.
the PT's come and go.
the Bettys come and go.
the little Panay PB's come and go.
but no VIP's.
we are on our third night here. i do not believe they are coming.
even when we submerge during the day, we keep the scope up in case the raft spawns.
seas are calm, BTW.
:Kaleun_Salute:

propbeanie
07-27-23, 07:51 PM
I do not have trouble on mine. You must be there after December 29, 1941, and prior to May 12, 1942. If you are there between then, check the Properties on the raft itself to be certain they are similar to this:

https://i.imgur.com/8d4chRj.jpg


especially be certain the "Delete on last waypoint is cleared. I have had more than a few "accidents" at the keyboard over the years... :roll:

:salute:

KaleunMarco
07-27-23, 08:30 PM
I do not have trouble on mine. You must be there after December 29, 1941, and prior to May 12, 1942. If you are there between then, check the Properties on the raft itself to be certain they are similar to this:

https://i.imgur.com/8d4chRj.jpg


especially be certain the "Delete on last waypoint is cleared. I have had more than a few "accidents" at the keyboard over the years... :roll:

:salute:
CfgDate=19411201
DeleteOnLastWaypoint=true

seventh time will be the charm.:haha:
:Kaleun_Salute:

propbeanie
07-27-23, 09:13 PM
The ConfigDate and Mission Date are two different things. The Mission Date is in the "[Mission]" header block. The ConfigDate always has to be the first day of a month. The game will "fix" it for you if it isn't... :roll:

That "DeleteOnLastWaypoint=true" should of course be "false"... :salute:

KaleunMarco
07-28-23, 02:02 PM
The ConfigDate and Mission Date are two different things. The Mission Date is in the "[Mission]" header block. The ConfigDate always has to be the first day of a month. The game will "fix" it for you if it isn't... :roll:

That "DeleteOnLastWaypoint=true" should of course be "false"... :salute:

yeah, the cfgdate was just a line that got caught in my copy-paste.
the delete parm was the operant line for you to see.

we are about 5 miles out and the rescue raft icon popped up and i can see the sea-dye through the binocs. looks like the delete parm was the root cause.
:Kaleun_Salute:

propbeanie
07-29-23, 07:41 AM
:yeah: that's what it is then... thanks! :salute:

KaleunMarco
08-02-23, 05:44 PM
hey PB,

make a note of this for the next release.

[Section 477]
ID=ID477
FileName=data/Campaigns/Campaign/PatrolObjectives/PatrolSouthPacific01/PatrolSouthPacific01.mis

[Section 479]
ID=ID479
FileName=data/Campaigns/Campaign/PatrolObjectives/PatrolSouthPacific01/PatrolSouthPacific01.mis

479 should be SouthPacific03.

the copy-paster-daemon was in your vicinity during the last release.:03:

propbeanie
08-03-23, 04:58 PM
Got it. Thanks! :salute:

KaleunMarco
08-04-23, 12:56 PM
hey, ole buddy, just got assigned this mission and here is what the order page presented:

https://i.ibb.co/26y4Hpk/Picture0144.jpg

the solution appears to be straightforward: add Mission Briefing text.
i am going to do that and then shove off on the mission.
:Kaleun_Salute:

p.s. There are also a couple of Map Zone issues. i PM'd you a link to the mission files after i have edited them and successfully tested the mission.:salute:

propbeanie
08-05-23, 05:15 PM
Thanks! That was one that someone else found a while back, and the "fix" was supposed to be in v1.8 patch, but was missed when assembled. That is already in the next version. :salute:

KaleunMarco
08-06-23, 02:48 PM
Thanks! That was one that someone else found a while back, and the "fix" was supposed to be in v1.8 patch, but was missed when assembled. That is already in the next version. :salute:

hey, pb, do you remember me relating that we can run multiple missions at the same time when in career mode? just separate two mission ID's with a Comma in the Career file. i found out today that the limit is two. not four. not three. two.:haha:

Capt RAP
08-10-23, 01:58 PM
Hello All, I have found a lot of convoys that have a hospital ship. They show on sonar in blue like a warship. . Even after every other ship is sunk, they sometime chase you around like crazy. If you sink them, they are counted as a natural and well your patrol is over. Why do they show as a warship sonar? A silly thing and is really no big deal. This is an OUTSTANDING MOD but just wanted too as.

Thanks
CAPT RAP

KaleunMarco
08-10-23, 10:21 PM
Hello All, I have found a lot of convoys that have a hospital ship. They show on sonar in blue like a warship. . Even after every other ship is sunk, they sometime chase you around like crazy. If you sink them, they are counted as a natural and well your patrol is over. Why do they show as a warship sonar? A silly thing and is really no big deal. This is an OUTSTANDING MOD but just wanted too as.

Thanks
CAPT RAP

that is the way that the modders set it up.

not sure if the neutral warship label is a work-around some Ubi quirk but it is what it is.

my suggestion is that you exit the area around the ships you have sunk, and the pesky neutral hospital warship before you surface. or wait until nightfall. usually night and 8000 yds separation is enough to allow one to surface and exit the area.

good luck!

:Kaleun_Salute:

propbeanie
08-10-23, 11:51 PM
Hello All, I have found a lot of convoys that have a hospital ship. They show on sonar in blue like a warship. . Even after every other ship is sunk, they sometime chase you around like crazy. If you sink them, they are counted as a natural and well your patrol is over. Why do they show as a warship sonar? A silly thing and is really no big deal. This is an OUTSTANDING MOD but just wanted too as.

Thanks
CAPT RAP
Behind every method, there is a madness... er, uh... :doh: - that doesn't sound correct... lol

but seriously, the SH4 game has an undocumented "feature", to where you HAVE to have a warship for every "country" represented in the game, placed in the Recognition Manual, and that includes the Red Cross designation. Therefore, there are four Red Cross vessels, 3 that show as merchants, and one that shows as a "warship". Most of the ships in FotRSU are "GENERIC" calls, and hospital ships are generally low-percentage at that, in the area of a 10-15% of the time. The one that is a registering as a warship though, is a specific call, but should generally be no more than about a 33% show tops, but a few of the convoys will have a high-percentage call. The Japanese did use this "technique" during the war, as well as sending them out "solo", loaded with war-goods. However, in the game, a Red Cross ship is a neutral, and Tokyo Rose will give you what for, along with Nimitz and Lockwood... or Christie, or Fife, or whomever... "Eetsah Catch-uh Twenty-Two-uh" :salute:

KaleunMarco
08-11-23, 04:01 PM
Behind every method, there is a madness... er, uh... :doh: - that doesn't sound correct... lol

but seriously, the SH4 game has an undocumented "feature", to where you HAVE to have a warship for every "country" represented in the game, placed in the Recognition Manual, and that includes the Red Cross designation.


i was right!
HA!
this is a work around an Ubi programming quirk!
:har:

propbeanie
08-11-23, 10:02 PM
To clarify - it was something that s7rikeback and CapnScurvy discovered and "fixed" with a work-around... Ubisoft never knew it was there... :o - we have found more than a few little "gotchas" like that... great game, but it was rushed out of the door... so that they could start work on the incomplete SH5... :arrgh!:

KaleunMarco
08-15-23, 01:10 PM
Career Start December 1941 in Marivales driving a Sargo class boat.
there are three conning towers available:
original, SargoConningEarlyWar
mid-42, SargoConningMedWar
early-43, SargoConningLateWar


it took sixteen missions to get the conning tower upgrade.
mission ratings were a mix of ones and twos, with two threes, just for a bit of excellence. :D
upgrade took place August 23, 1943 after mission #16 and we received the SargoConningLateWar kit.
my apologies for not capturing the upgrade screen.

not sure why it took sixteen missions. we took almost no damage for the first fourteen missions and then took damage the last two. on number fifteen, we took 68% hull damage, and on sixteen we took enough equipment damage such that some of it was not repaired during the mission. i suspect that the upgrade MAY be related to the damage as well as the missions. MAY being the operant word.

:Kaleun_Salute:

propbeanie
08-15-23, 03:37 PM
Career Start December 1941 in Marivales driving a Sargo class boat.
there are three conning towers available:
original, SargoConningEarlyWar
mid-42, SargoConningMedWar
early-43, SargoConningLateWar


it took sixteen missions to get the conning tower upgrade.
mission ratings were a mix of ones and twos, with two threes, just for a bit of excellence. :D
upgrade took place August 23, 1943 after mission #16 and we received the SargoConningLateWar kit.
my apologies for not capturing the upgrade screen.

not sure why it took sixteen missions. we took almost no damage for the first fourteen missions and then took damage the last two. on number fifteen, we took 68% hull damage, and on sixteen we took enough equipment damage such that some of it was not repaired during the mission. i suspect that the upgrade MAY be related to the damage as well as the missions. MAY being the operant word.

:Kaleun_Salute:
... and that's with no other "UpgradeClass" boats available??

KaleunMarco
08-15-23, 03:55 PM
... and that's with no other "UpgradeClass" boats available??

correct!

each boat has an UpgradeClass=0, so boat upgrades are verboten.
trying to force tower upgrades and recording under what conditions they occur.
https://i.ibb.co/G7pxw4t/Holy-Grail-Copy.jpg (https://imgbb.com/)


:Kaleun_Salute:

propbeanie
08-15-23, 04:05 PM
You needed more adulation directed at Ubisoft...


https://media4.giphy.com/media/PMexTo5wfYiSYLcnhV/giphy.gif?cid=ecf05e47mvsr1ir990j9h8z5qtdaotarvhry fxvk8fmz0nfm&ep=v1_gifs_search&rid=giphy.gif&ct=g

or something... I wonder what their "chance of" actually means?? 5%?? 10%??

KaleunMarco
08-16-23, 12:48 PM
You needed more adulation directed at Ubisoft...


https://media4.giphy.com/media/PMexTo5wfYiSYLcnhV/giphy.gif?cid=ecf05e47mvsr1ir990j9h8z5qtdaotarvhry fxvk8fmz0nfm&ep=v1_gifs_search&rid=giphy.gif&ct=g

or something... I wonder what their "chance of" actually means?? 5%?? 10%??

that's.not.going.to.happen.

KaleunMarco
08-22-23, 11:48 AM
hey PB,

were you aware that you have no missions that match this Patrol Objective?

[Flotilla 3.UserPlayerUnitType 4.Objective 14]
ID= BR4Obj14
NameDisplayable= Mindanao
AvailabilityInterval=1944-06-03, 1944-06-28
ObjectiveCode= BrisbaneSpecOps


There is no mission(s) with an AllMatch=BrisbaneSpecOps.

don't yell at me....i found by accident.:doh:

:Kaleun_Salute:

propbeanie
08-22-23, 02:14 PM
Ha! You found it! That will be
[Section 618]
ID=ID618
FileName=data/Campaigns/Campaign/PatrolObjectives/194406DocuDump/194406DocuDump.mis
StartDate=19440601
EndDate=19440630
GameModes=Career
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
ExclusiveLayer=No
ExclusiveLayerID=1
EvaluationReason=FirstObjective
AllMatch=BrisbaneSpecOps
ObjectiveType=2
BriefingMapName=NULL
BriefingMapIcon=NULL
BriefingMapIconPosX=0
BriefingMapIconPosY=0
in the next version... That is based upon a real mission, but was supposed to be commented-out in v1.8 with a bunch of ";" semi-colons... hmmm... anyway, the last section in v1.8 is 604, so make the above as Section 605, ID605, and the mis file of 194406DocuDump, for a Sargo boat taking a satchel of previously captured documents (from IJN CNO plane crash??) back to the wreck site, with the help of Filippino Guerillas... the intention was to make the Japanese think that the docs had not been found and compromised... I have which boat it was in my notes somewhere. I do not remember if the ruse worked... :hmmm:

KaleunMarco
08-22-23, 06:24 PM
Ha! You found it! That will be
[Section 618]
ID=ID618
FileName=data/Campaigns/Campaign/PatrolObjectives/194406DocuDump/194406DocuDump.mis
StartDate=19440601
EndDate=19440630
GameModes=Career
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
ExclusiveLayer=No
ExclusiveLayerID=1
EvaluationReason=FirstObjective
AllMatch=BrisbaneSpecOps
ObjectiveType=2
BriefingMapName=NULL
BriefingMapIcon=NULL
BriefingMapIconPosX=0
BriefingMapIconPosY=0
in the next version... That is based upon a real mission, but was supposed to be commented-out in v1.8 with a bunch of ";" semi-colons... hmmm... anyway, the last section in v1.8 is 604, so make the above as Section 605, ID605, and the mis file of 194406DocuDump, for a Sargo boat taking a satchel of previously captured documents (from IJN CNO plane crash??) back to the wreck site, with the help of Filippino Guerillas... the intention was to make the Japanese think that the docs had not been found and compromised... I have which boat it was in my notes somewhere. I do not remember if the ruse worked... :hmmm:

yeah, no.:haha:

this version of 1.8 ends at Mission 604. the only missions after that are commented-out.:doh:

btw, "docudump" sounds like a 21st century recycling business.:har:

KaleunMarco
08-22-23, 07:35 PM
pb,

we were assigned an insertion-spy-marianas mission and after the drop off we were to move off of Guam and radio in.

as a result, we were assigned two objectives: sail south and perform lifeguard work AND attempt to sink 5000 tons.
the first message started with: Round three of Mitscher Haircuts is getting underway.
the second message started with:YOU ARE EXPECTED TO SINK 5000 TON OF ENEMY SHIPPING
here is the message board(s):
https://i.ibb.co/DYN1L5y/SH4-Img-2023-08-22-18-56-24-355.png (https://ibb.co/ypDNVW1)

and the objectives:

https://i.ibb.co/jrCX1Wr/SH4-Img-2023-08-22-18-56-29-415.png (https://ibb.co/TgQ3Fbg)

and the exit screen with two blank objectives:

https://i.ibb.co/rcKQPL4/SH4-Img-2023-08-22-19-20-48-756.png (https://ibb.co/jW98Kxg)

i am trying to find the missions in Patrol Objectives but am having no luck.:doh::timeout:

p.s. i found it. Guard Caroline Islands 02.

propbeanie
08-26-23, 10:39 AM
Found it also - thanks... the Objective names in the mis file do not match the links in the tsr file is the main problem... However, there also should not be an active American airbase on Saipan on 4 June, 1944, AND you should have had that mission much earlier... :hmmm: - I'm thinking that was another one that should not have been active in v1.8 but slipped through the floorboards... non-teakwood, of course... :roll:

KaleunMarco
08-26-23, 12:09 PM
there also should not be an active American airbase on Saipan on 4 June, 1944

i was thinking the same thing but i know that there are some date-spawn issues like when we try to re-create historical events etc.

i was patrolling near the Marianas or maybe Peleliu when we picked up a radar contact. it was a merchie and as we closed with her we found that she was American. and it was May-June-July 1944. weird stuff.

anyway, thanks for confirming.

hey, uh, work on those leaky floorboards over the weekend, eh?:haha:

:Kaleun_Salute:

KaleunMarco
08-26-23, 08:17 PM
hey PB,

has anyone else run into a CTD while playing Guard IwoJima Islands 04?

Driving a Sargo out of Saipan, December 24, 1944.

the CTD happens during an aircraft attack. we are submerged and then bang, CTD.
the second time it happened, i was watching the external camera (F12) and there were several planes buzzing above then, BAM, CTD.

and...what's with the night attacks?:doh:

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
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo&Nautilus


p.s. cleared out the save folders, rebooted, trying one more time.

p.p.s. that did not fix the problem. two of four times that it CTD i was using the external camera and, the other two times, i was at the Nav Map. can't draw any conclusions from that. however, all four times, we were under attack from aircraft dropping V1 bombs on us. sometimes, they would explode and sometimes the game CTD.

p.p.p.s. running the mission one more time.....no external camera while under a/c attack.
things are proceeding swimmingly.
ah, i made one change to your mission profile. in the previous runs (the CTD's) we never saw one survivor and we patrolled for 4 days, at one point, before CTD. that seemed odd. so, i looked at the Mission.MIS and noticed that the Survivors were not scheduled to spawn until 9/15/1945. and this is December 1944. so, i changed all 21 Survivors spawn date to 9/15/1944. i cannot say if they all spawned but there were more than 5 that spawned which was enough for us to complete that objective.

propbeanie
08-27-23, 08:22 PM
Those are the Betty bombers with the Ohka kamikazi Divine Wind warriors... I have not had any CTD with those previously, but then again, I have not had a mission that had more than 2 previously... I'll look to see how much they "steal" of clock cycles... I don't understand (again) why you are not getting survivors to spawn... but a "symptom" might be the fact that they are set to enter AFTER the war... I'll try running that mission again here. They have to be set to enter AFTER the mission start for the "spawn" trigger to work, but they probably can't be after the end of the war, which is actually in August... I'll try to get to looking at that tomorrow afternoon... :salute:

PS: The night attacks did happen with the Betty laden Okha, just not as often. The problem with them as an RGG is the timing... once they spawn, they go until they die... I might move the group's spawn location in some, and that way you get the earlier, and they will quit spawning sooner... AND - apparently I have to reduce the amount of them that spawn?? lol
:arrgh!:

propbeanie
08-28-23, 09:39 PM
I thought this was going to be really cool KM... I'm on my way in to the Lifeguard Station, radars on, APR on... Radar signals detected, then radar contact, pull the plug when they are 10nm out (good thing too)...

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

What shouldn't be happening though, is since they did not see me, they should not be dropping:

https://i.imgur.com/8F7xVwR.jpg

all well and good... I noticed the one plane on radar plot out in front, which ended up being the Betty, two more close to each other coming just a pinch behind, and a 4th trailing a bit... So in my haste to do screen grabs, and my having been submerged in enough time to get to 180 by the time they show, I did not at all expect the next two to impact the water, in almost the exact same spot... :hmmm:

then I heard the 4th plane... could not see it... heard it diving, so it's going to impact also... CTD... so there is our problem child. My guess is that the Judy kamikaze is messed-up again... That's the one that I cloned off of CaptainScurvy's Zero Kamikaze... took a while to "tame" it before, but s7rikeback got it working before... but it sure ain't now... I sure hate to have to use the <Delete> key on it in the mod... mostly because I have no idea where all it was put in the game... :o

KaleunMarco
08-29-23, 09:49 AM
I thought this was going to be really cool KM... I'm on my way in to the Lifeguard Station, radars on, APR on... Radar signals detected, then radar contact, pull the plug when they are 10nm out (good thing too)...

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

What shouldn't be happening though, is since they did not see me, they should not be dropping:

https://i.imgur.com/8F7xVwR.jpg

all well and good... I noticed the one plane on radar plot out in front, which ended up being the Betty, two more close to each other coming just a pinch behind, and a 4th trailing a bit... So in my haste to do screen grabs, and my having been submerged in enough time to get to 180 by the time they show, I did not at all expect the next two to impact the water, in almost the exact same spot... :hmmm:

then I heard the 4th plane... could not see it... heard it diving, so it's going to impact also... CTD... so there is our problem child. My guess is that the Judy kamikaze is messed-up again... That's the one that I cloned off of CaptainScurvy's Zero Kamikaze... took a while to "tame" it before, but s7rikeback got it working before... but it sure ain't now... I sure hate to have to use the <Delete> key on it in the mod... mostly because I have no idea where all it was put in the game... :o

so, you had the exterior view displayed AND the event camera activated?

try it again and this time, disable the event camera and do NOT activate the exterior view. most likely you will not CTD.

on the other hand, the CTD event, whatever it is, may not have anything to do with either camera...:har:

glad i was able to provide a bit more data to the problem identification.:03:

:Kaleun_Salute:

Jeff-Groves
08-29-23, 11:52 AM
D4Y4Kamikaze is found 50 times in 25 mis files.
:03:

Took me longer to DL then extract the Mod then to do the search.

Kal_Maximus_U669
08-29-23, 01:32 PM
Personally Beanie I find that this camera is useless... it might be good to simply delete it..!! this would avoid problems .. in addition it has a big impact on memory when it is triggered ...
I never use it for the reasons that I have just described to you... even in SH3 already had CTDs because of that...
When do you think Boss?? :ouais::ping:

torpedobait
08-30-23, 11:58 AM
Personally Beanie I find that this camera is useless... it might be good to simply delete it..!! this would avoid problems .. in addition it has a big impact on memory when it is triggered ...
I never use it for the reasons that I have just described to you... even in SH3 already had CTDs because of that...
When do you think Boss?? :ouais::ping:

Please don't! I use it multiple times during every patrol and have never encountered a CTD while using it. If it has an effect on memory I've never encountered it. Perhaps you need an upgrade?

I prefer the eye candy over most of the "action". Maybe that's just me, but I'd probably leave SH4 FOTRSU if you all took the cameras away. :Kaleun_Salute:

Kal_Maximus_U669
08-30-23, 02:22 PM
Please don't! I use it multiple times during every patrol and have never encountered a CTD while using it. If it has an effect on memory I've never encountered it. Perhaps you need an upgrade?

I prefer the eye candy over most of the "action". Maybe that's just me, but I'd probably leave SH4 FOTRSU if you all took the cameras away. :Kaleun_Salute:

I don't need any upgrades... my machine is perfect, always set to "small onions"... let's be logical, the triggering of this camera requires a video scene... if there is a video scene... resources consume these are inevitable computer laws...there is an exterior camera to follow the action, which is enough..!!
I would add the tracking of this camera is sometimes bad... it depends on the angles... at the time of the action...
Now it's not me who decides, it's the FOTRS team, "Boss" Beanie and his team...:D:D:subsim::salute::salute:

fitzcarraldo
08-30-23, 05:37 PM
I don´t use the event camera because realism (Also I don´t use in my actual campaign the external camera), but, when used, I don´t have problems (CTDs, etc...). Maybe an addon mod for the event camera could be more acceptable. Only my two cents.

Regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie
08-31-23, 01:10 AM
so, you had the exterior view displayed AND the event camera activated?

try it again and this time, disable the event camera and do NOT activate the exterior view. most likely you will not CTD.

on the other hand, the CTD event, whatever it is, may not have anything to do with either camera...:har:

glad i was able to provide a bit more data to the problem identification.:03:

:Kaleun_Salute:
Well, I found the survivors KM... Just did a test mission with the same set-up and no other airplanes, but I had the survivors report every 90 minutes at 100%. I also put in 3 rescue rafts. The rafts were very close to where they reported as being. Not so with the survivors. All of the survivors drifted...The survivors that it took me longest to get to, drifted the furthest... 1x 7.5nm drift, 1x 8.5nm drift, 1x 10nm drift, and 2x 22nm drift... they went generally south, but not straight-lined... the mission did have 5knot wind out of 000 heading, but that is in the mis file NOT IN THE GAME... do they drift with the "wind"?? The 2 that drifted 22nm were outside the rescue area also, and would not have counted for the objective, so this is unacceptable. The survivors have always drifted, but man, that is ~bad~... btw, the mission started at 0630, and I picked-up the 3 rafts straight away, but it took several hours to find the first survivor, and that was an accident. I used the first to judge where to look for the others, and did find 3 more eventually and completed the objective. I then went and sank a ship, which took a while. When I had exited the area south, that's when I found the last two survivors, 22nm from their reported area... the time at the conclusion was 1745 - less than 12 hours of time, a "Survivor" set to "0 knots" and "DockedShip=true" drifts ~that~ far???...

As to the CTD, it is the Judy kamikaze, but I don't know why yet... I haven't even begun to attempt to dig into that...

As for the Event Camera, it stays. It is part of the game. It is recommended that you use it if you expect to be around warships or torpedo planes, so that you see the "launch" - but not all trigger it, which depends upon available resources for the game's engine. You won't know who did the launch when the camera turns on, just that someone put a torpedo in the water. Unfortunately, the event camera is a bit odd, but it has set routines, and adjusting that for one situation probably would mess with others. Since it ain't broke, I'll not "fix" it... If you don't want to use it, no problem, just disable it in the Options. Since the game does not have an "Incoming torpedo, sir! Bearing xxx, medium distance and closing!!!" warning, we made the external camera "free", so no renown cost to use it. If you're fast and know where it came from, you can track it on sonar. I have also never had any CTDs associated with the camera.

propbeanie
08-31-23, 08:10 AM
So, I got to thinking about this "survivor" thang... The reason for "spawning" them into the game is because they "drift" if they are there all of the time. Yet, they STILL drift when you spawn them in... So same difference. They don't actually generate anyway, until you get within the spawn range - whatever that is, but somewhere between 24 and 32nm.. If we go back to the "old way" of doing it, just having the "survivors" there all of the time, it simplifies the "Trigger" and "Events" of the mis file, and if I use 3 or 4 waypoints instead, and have them "Loop" continually, maybe they'll stay put?? Off to do another test...


Edit 1030: Found the issue with Judy, and as expected, bad links between some of the binary files...

Jeff-Groves
08-31-23, 11:40 AM
Edit 1030: Found the issue with Judy, and as expected, bad links between some of the binary files...
Those pesky ID numbers again?
:haha:

propbeanie
08-31-23, 02:43 PM
Oh my, Jeff... more like "who needs no shtinking ID numbers? We dun need no shtinking ID numbers!!! They eat memory!"... sigh - Part of the sim was linked, part was not. Part of the zon was linked, part was not. Part of the dsd was linked, part was not... sigh. It looks like someone fell asleep on their keyboard again... :oops: - The give away was when one crashed a ship and it did not do any damage... :hmmm:

In the meantime KM, I have tried four different ways to do the Survivors in the game... "no change Bob"...

Here is my "guess" as to what happens in my current test mission:

https://i.imgur.com/hAKK8tc.jpg

The game "reports" all of the contacts as expected, and where they were "planted" in the ME. So that's what those first marks are from - when they first report. Notice that all of the "Rafts" (designated with "R" to their right) are very close to where they spawn by the time I drive 60nm to go get them. However, the "Survivors" do not. The wind is still set to 000 at 5k in this test, but notice that they "drift" SSW? I am thinking that the first survivor drifts all of the way down, since it spawns while I am the furthest out, and could not find it (or the other survivors) anywhere near their reported positions. I would get "updates" of where they were every 30 seconds, and they appear to be capable of doing roughly 10-12 knots iin spite of being set to zero and docked. In comprehensible... The scenario starts at 0630, and I sighted the last survivor by 0930, and had them onboard by 0945, so a bit over 3 hours, so this time, they didn't get to travel as far, but still, roughly 16nm for the furthest south, and almost 10 each for the other 3... I'm going to try the Stock with this mission, and see what happens... I'll have to remove the rafts though...

KaleunMarco
08-31-23, 03:39 PM
Well, I found the survivors KM... Just did a test mission with the same set-up and no other airplanes, but I had the survivors report every 90 minutes at 100%. I also put in 3 rescue rafts. The rafts were very close to where they reported as being. Not so with the survivors. All of the survivors drifted...The survivors that it took me longest to get to, drifted the furthest... 1x 7.5nm drift, 1x 8.5nm drift, 1x 10nm drift, and 2x 22nm drift... they went generally south, but not straight-lined... the mission did have 5knot wind out of 000 heading, but that is in the mis file NOT IN THE GAME... do they drift with the "wind"?? The 2 that drifted 22nm were outside the rescue area also, and would not have counted for the objective, so this is unacceptable. The survivors have always drifted, but man, that is ~bad~... btw, the mission started at 0630, and I picked-up the 3 rafts straight away, but it took several hours to find the first survivor, and that was an accident. I used the first to judge where to look for the others, and did find 3 more eventually and completed the objective. I then went and sank a ship, which took a while. When I had exited the area south, that's when I found the last two survivors, 22nm from their reported area... the time at the conclusion was 1745 - less than 12 hours of time, a "Survivor" set to "0 knots" and "DockedShip=true" drifts ~that~ far???...

YES!!!! the bloody drift of the Survivors.

so, after the first experience, which ended with CTD, i approached each Survivor from the direction that they were moving. in my instance, they were drifting SW, so i approached them from the SW, and made real sure that i got them on the first pass.:03:


As for the Event Camera, it stays. It is part of the game. It is recommended that you use it if you expect to be around warships or torpedo planes, so that you see the "launch" - but not all trigger it, which depends upon available resources for the game's engine. You won't know who did the launch when the camera turns on, just that someone put a torpedo in the water. Unfortunately, the event camera is a bit odd, but it has set routines, and adjusting that for one situation probably would mess with others. Since it ain't broke, I'll not "fix" it... If you don't want to use it, no problem, just disable it in the Options. Since the game does not have an "Incoming torpedo, sir! Bearing xxx, medium distance and closing!!!" warning, we made the external camera "free", so no renown cost to use it. If you're fast and know where it came from, you can track it on sonar. I have also never had any CTDs associated with the camera.

i agree with everything you posted with the possible exception of the last line. i HAVE had CTDs when the event camera fired.
not exclusively with FOTRSU but also with TMO ala BH and even my surrogate child, Dark Water.
i run without it now.
yes, there is a risk of incurring a fatal torpedo hit so when i am detected by DD/DE who are in range and at an aspect where the can fire torpedoes, i have to change speed, course, and depth. fortunately for me, they the small boys detect me they are headed straight for me, which precludes a torpedo launch...but not a DC launch or...ramming. (RAMMING....SPEED) (sorry, it is a moral imperative.)

:Kaleun_Salute:

KaleunMarco
08-31-23, 03:46 PM
Oh my, Jeff... more like "who needs no shtinking ID numbers? We dun need no shtinking ID numbers!!! They eat memory!"... sigh - Part of the sim was linked, part was not. Part of the zon was linked, part was not. Part of the dsd was linked, part was not... sigh. It looks like someone fell asleep on their keyboard again... :oops: - The give away was when one crashed a ship and it did not do any damage... :hmmm:

In the meantime KM, I have tried four different ways to do the Survivors in the game... "no change Bob"...

Here is my "guess" as to what happens in my current test mission:

https://i.imgur.com/hAKK8tc.jpg

The game "reports" all of the contacts as expected, and where they were "planted" in the ME. So that's what those first marks are from - when they first report. Notice that all of the "Rafts" (designated with "R" to their right) are very close to where they spawn by the time I drive 60nm to go get them. However, the "Survivors" do not. The wind is still set to 000 at 5k in this test, but notice that they "drift" SSW? I am thinking that the first survivor drifts all of the way down, since it spawns while I am the furthest out, and could not find it (or the other survivors) anywhere near their reported positions. I would get "updates" of where they were every 30 seconds, and they appear to be capable of doing roughly 10-12 knots iin spite of being set to zero and docked. In comprehensible... The scenario starts at 0630, and I sighted the last survivor by 0930, and had them onboard by 0945, so a bit over 3 hours, so this time, they didn't get to travel as far, but still, roughly 16nm for the furthest south, and almost 10 each for the other 3... I'm going to try the Stock with this mission, and see what happens... I'll have to remove the rafts though...


in the FOTRSU mission that is installed here, the survivors are NOT docked, so the drift is somewhat understandable.
and... if the weather conditions are bad enough, i guess they could drift 10-12 miles downwind from their spawn location.

[Unit 1]
Name=GIJI04_US Survivor#1
Class=Survivor
Type=106
Origin=American
Side=0
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19441101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19440915
GameEntryTime=0
GameExitDate=19450916
GameExitTime=0
EvolveFromEntryDate=false
Long=16977384.000000
Lat=3543990.000000
Height=0.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=60
ReportPosProbability=50
SecondsUntilReport=2403.603760
HighPrioContact=false
RandStartRadius=0.000000
TacticalUnit=false
AvailStartDate=19441101
AvailEndDate=19450916
NextWP=0

Jeff-Groves
08-31-23, 05:50 PM
in the FOTRSU mission that is installed here, the survivors are NOT docked, so the drift is somewhat understandable.
and... if the weather conditions are bad enough, i guess they could drift 10-12 miles downwind from their spawn location.


DockedShip=false

NICE Spot!
:up:

propbeanie
08-31-23, 08:54 PM
In theory, with a Speed=0.000000, they should stay put. If Rescue Raft is used instead, it stays put... The testing I did with the Survivor in a single mission though, included DockedShip=False, as in the Guard mis, but also DockedShip=true, and on the last run, they were set to loop with four waypoints spaced at 1000 yards (the minimum) and a 0.100000 speed. In all cases, they drift. lurker encountered similar with RSRDC, and used a separate file with the survivors placed by date. They also drifted. Some of the ships do similar, in that they will drift with DockedShip=true, whereas others stay put. I do not see the differences between the ships that do drift, and those that do not... just happened to think, there is a "drag" factor in the sim files... :hmmm:

KaleunMarco
08-31-23, 09:19 PM
In theory, with a Speed=0.000000, they should stay put. If Rescue Raft is used instead, it stays put... The testing I did with the Survivor in a single mission though, included DockedShip=False, as in the Guard mis, but also DockedShip=true, and on the last run, they were set to loop with four waypoints spaced at 1000 yards (the minimum) and a 0.100000 speed. In all cases, they drift. lurker encountered similar with RSRDC, and used a separate file with the survivors placed by date. They also drifted. Some of the ships do similar, in that they will drift with DockedShip=true, whereas others stay put. I do not see the differences between the ships that do drift, and those that do not... just happened to think, there is a "drag" factor in the sim files... :hmmm:

hey, buddy, i think you are putting way-too-much thought into this.
flip a coin to decide whether to use rescue rafts or survivors and...."let it go, indiana".

:Kaleun_Salute:

KaleunMarco
09-01-23, 11:29 AM
hey PB,

starting a new career. Gar this time.
as i was scrolling through the start dates, i selected Fall of 1942 and then went to the Regional Command selection. as i was scrolling through the selections, i scrolled into Hunters Point. CTD. and it is very consistent.
i took a look at CareerStart and Flotillas and i could not find a discrepancy with the various Hunters Point entries, which means that whatever is amiss is really subtle.

has anyone else encountered this issue?

:Kaleun_Salute:

KaleunMarco
09-02-23, 03:45 PM
hey pb,

stumbled into another objectives disconnect.

flotillas has this entry for multiple flot/boats:

[Flotilla 3.UserPlayerUnitType 6.Objective 13]
ID= BR6Obj13
NameDisplayable= CAG Equator
AvailabilityInterval=1943-03-15, 1943-06-15
ObjectiveCode= CAG_Fife or CAG_FifeFre

but patrol objectives has an entirely different date range:

ID=ID551
FileName=data/Campaigns/Campaign/PatrolObjectives/CAG_Fife01/CAG_Fife01.mis
StartDate=19420101
EndDate=19420701

there are four Fife missions with this mismatch.

you may want to add this to gripe-list for next release.

:Kaleun_Salute:

KaleunMarco
09-03-23, 05:28 PM
hey PB,

what is this? we stumbled into each other April 1943 off the north coast of Bougainville.
it had 3 or 4 merchies, 2 CL, 2CA, and a potful of escorts.
for hours, they just circled each other, independently, at low speed.
no formation, no apparent destination, just milled around.

https://i.ibb.co/CnmtXM9/SH4-Img-2023-09-02-14-26-41-635.png (https://ibb.co/LCYPqJg)

propbeanie
09-04-23, 07:07 AM
hey, buddy, i think you are putting way-too-much thought into this.
flip a coin to decide whether to use rescue rafts or survivors and...."let it go, indiana".
The "fix" is in... hopefully, I didn't fall asleep and smack the keyboard, as below...

hey PB,

starting a new career. Gar this time.
as i was scrolling through the start dates, i selected Fall of 1942 and then went to the Regional Command selection. as i was scrolling through the selections, i scrolled into Hunters Point. CTD. and it is very consistent.
i took a look at CareerStart and Flotillas and i could not find a discrepancy with the various Hunters Point entries, which means that whatever is amiss is really subtle.
Looking into this later today... I'll get back with you all

Edit: Need some clarification here. The Fall of 1942 should be the Porpoise, and only the Porpoise at Hunter's Point. The Gar is only listed in the Test section for a 1945 test start.

hey pb,

stumbled into another objectives disconnect.

flotillas has this entry for multiple flot/boats:

[Flotilla 3.UserPlayerUnitType 6.Objective 13]
ID= BR6Obj13
NameDisplayable= CAG Equator
AvailabilityInterval=1943-03-15, 1943-06-15
ObjectiveCode= CAG_Fife or CAG_FifeFre

but patrol objectives has an entirely different date range:

ID=ID551
FileName=data/Campaigns/Campaign/PatrolObjectives/CAG_Fife01/CAG_Fife01.mis
StartDate=19420101
EndDate=19420701

there are four Fife missions with this mismatch.

you may want to add this to gripe-list for next release.
Interesting... apparently someone fell asleep at the keyboard and did either a palm plant, or faceplant on the keyboard, and never finished their work... :oops:

Edit: That looks like the potato chip grease stained flying fat fingers of fickleness hit a "2" instead of a "3"... fixed for next version.

hey PB,

what is this? we stumbled into each other April 1943 off the north coast of Bougainville.
it had 3 or 4 merchies, 2 CL, 2CA, and a potful of escorts.
for hours, they just circled each other, independently, at low speed.
no formation, no apparent destination, just milled around.

[pic]
Later today also, on the chase-down...

Edit: The group(s) are designed like that there... they are transferring reinforcements to shore... you were supposed to intercept them prior to that... :arrgh!: - however, after a time, the one group will head south for southern Bougainville, and attempt to land more troops. If a 2nd group in there concurrently, then they will most likely head north - maybe... really BIG mistake with that assignment is that Biak is over by New Guinnea... That particular assignment should say "Buka"... It's close, with a "B", a "k", and an "a" in the name... :oops:

:salute:

Alexsandr7822
09-08-23, 01:19 AM
Guys the game runs at 1366 x 768 resolutions?

propbeanie
09-08-23, 06:14 AM
Yes, it does (your screen image contents may vary :roll: ):

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


SH4 has quite a few choices for screen size. The problem comes in when it scrunches the screen elements differently at the various resolutions. For example, at some resolutions, the Recognition Manual partially obscures the periscope view, and at other resolutions, it's almost too tiny to use for older eyes... but still, this is much easier to work with than SH3...

Capt RAP
09-08-23, 12:39 PM
Hello Captains!
Is there a way to adjust the height of the outside view camera? When I am submerged I would like to see the action on the surface. I am ok a periscope depth but when I dive deeper the camera will not reach the surface. Thanks for the help. CAPT RAP

propbeanie
09-08-23, 01:03 PM
If using the <F12> key to get to the external camera, or the menu buttons, you should be near the surface, about 15-20m above the surface. You should not be able to use the bridge or deck gun cameras when below... Did you clear the Save folder after activating the FotRSU mod(s)? If not, you need to do that, and then start a new career (C:\Users \UserName \Documents \SH4).

Open the JSGME.exe file in your game folder, click on the "Tasks..." link in the middle of the app window, and choose "Export activated mods list to..." and choose "Clipboard". In your next posting here, use the <Ctrl><V> key combination to "paste" that list into the text box here. That way, we can see what you have activated for your mods, and also the folder the game is in. :salute:

D-Jones
09-08-23, 02:53 PM
From posts on this thread, I assume that there's an update in the works for FotRS. If so, these are my (unasked-for) suggestions--

Make it a little harder--not vastly!--A little, e.g., DDs a little more aggressive. More early war duds/"unders." Fewer unescorted IJ merchants. I run into 3 or 4 on my way to a patrol zone, and on the way back.

That's it! This IS the perfect mod. It just needs tweaking in these areas, imo.

For what it's worth.

JBHemlock
09-08-23, 10:00 PM
Howdy folks! I've played SH4 off and on since it launched, and lurked here quite a bit, but never posted until now.


I just found FOTRSU today, and it's blowing me away! Visually it's incredible, and the new ships really add a lot of immersion to the game.


One thing I've noticed is that every so often, usually if I'm cruising at 2/3, I'll drop to 0 knots. Usually popping up to standard speed will fix it. I'm not sure if it's a bug, or if it's an incredibly detailed modeling of the Skipjack. It was fitted with HOR diesels until the middle of the war, after all, and they were notoriously fragile.

Aktungbby
09-09-23, 09:55 AM
JBHemlock!:Kaleun_Salute:... finally blown to the surface by an incredible FOTRSU after a decades's 'silent run'!:yeah:

propbeanie
09-12-23, 09:22 PM
From posts on this thread, I assume that there's an update in the works for FotRS. If so, these are my (unasked-for) suggestions--

Make it a little harder--not vastly!--A little, e.g., DDs a little more aggressive. More early war duds/"unders." Fewer unescorted IJ merchants. I run into 3 or 4 on my way to a patrol zone, and on the way back.

That's it! This IS the perfect mod. It just needs tweaking in these areas, imo.

For what it's worth.
Update is way behind schedule due to health issues, family issues, and other to-be-named-in-the-future issues...:roll: - In the meantime, be sure and try the Add-In Mod Pak (https://www.subsim.com/radioroom/downloads.php?do=file&id=5811) for FotRSU, and see if any of those tweaks get you a bit more DD action, and little dud action. Be sure also to not only use the Main Menu for the settings desired, but also inside the Captain's Office onshore, by clicking on the radio console to the left. There are plans to up both aspects a pinch, and have a mod each for "slightly easier"...


Howdy folks! I've played SH4 off and on since it launched, and lurked here quite a bit, but never posted until now.

I just found FOTRSU today, and it's blowing me away! Visually it's incredible, and the new ships really add a lot of immersion to the game.

One thing I've noticed is that every so often, usually if I'm cruising at 2/3, I'll drop to 0 knots. Usually popping up to standard speed will fix it. I'm not sure if it's a bug, or if it's an incredibly detailed modeling of the Skipjack. It was fitted with HOR diesels until the middle of the war, after all, and they were notoriously fragile.
If you have anything tighter than a 90 degree turn set in the waypoints, or if you have encountered rough weather, you can end up with what you describe. Another way is by shelling out to Windows with the Windows key, or the Alt-Tab, or anyone of a myriad of ways to do that. The poor game gets confused, and can then introduce all sorts of audio and video stream errors. If that happens, Save the game, exit, then re-start the game and load that Save. Hopefully, all is back to "normal"...


JBHemlock!:Kaleun_Salute:... finally blown to the surface by an incredible FOTRSU after a decades's 'silent run'!:yeah:
Amazing what a well-place hedgehog can do, eh??

http://www.n0by.de/n0/b/zora/Hedgehog_2.jpg

https://upload.wikimedia.org/wikipedia/commons/4/40/USS_Sarsfield_(DDE-837)_during_ASW_exercise_1950.jpg

:arrgh!:

JBHemlock
09-13-23, 12:22 AM
JBHemlock!:Kaleun_Salute:... finally blown to the surface by an incredible FOTRSU after a decades's 'silent run'!:yeah:


And howdy to you, too! :Kaleun_Wink:


If you have anything tighter than a 90 degree turn set in the waypoints, or if you have encountered rough weather, you can end up with what you describe.


That makes sense. I tend to do really angular search patterns, but I'll try switching to something with more 90 degree turns and see if it makes a difference.

Kal_Maximus_U669
09-13-23, 10:05 AM
Beanie Hi..
My wish would be to see you repair this problem of speed and consumption & battery recharging...I know Boss I'm going to make you angry:Kaleun_Mad:...with this old problem..the one from RFB is very good.. Ducimus or the one by Tmo BH..seems really the best to me..besides I would like Ducimus to come back it would be fantastic..:timeout::ouais::subsim:
Why not adopt it for yours...I guess the work is really demanding with this damn UBI game :yep::yep:
Boss other things, this problem absolutely must be resolved... the movement of the submarine... I demand RFB style:/\\k:... your mods must have this style...
I know Beanie... I'm annoying but it's for your own good... no!!!

propbeanie
09-14-23, 03:07 PM
We had previously tried to roll back to the original TMO v1.7 settings as found in the AOTD_MadMax FOTRS, but there has too much other editing done for it to be "balanced". We have also tried some RFB-like settings, and end up with the boats never stopping. It is a strange balancing act to get things to mesh together for the submarines... We've tried some other new settings, but are still testing.

JBHemlock
09-15-23, 01:36 PM
Getting into March 1942, and I have to say the radio instructions are amazing. All the chiding reminders to dive during the day, the chaos around shifting bases in the Asiatic Fleet, and finally the transfer to COMSUBSOWEMYGODSOMANYLETTERS.


I'm also used to how bad the torpedoes are in the early war base game, but my God they're terrible with this mod in early 1942! I fired four at a freighter last night and three of them detonated prematurely.


I'm also re-reading James Calvert's Silent Running, and it finally feels like I'm using the same crappy torpedoes that the Jack was using in their first patrols.


Well done :D

D-Jones
09-15-23, 02:46 PM
Prop, imo it doesn't need anything to be changed in a major way. I'm using the Lotzaduds sub mod. If that was ginned up about 30%, I think it would hit the nail on the head. Same with DDs. Make them about 20% more aggressive. This might be easier said than done but, for me, that would be the perfect mod.

More unasked for advice.

propbeanie
09-15-23, 04:50 PM
Getting into March 1942, and I have to say the radio instructions are amazing. All the chiding reminders to dive during the day, the chaos around shifting bases in the Asiatic Fleet, and finally the transfer to COMSUBSOWEMYGODSOMANYLETTERS.

I'm also used to how bad the torpedoes are in the early war base game, but my God they're terrible with this mod in early 1942! I fired four at a freighter last night and three of them detonated prematurely.

I'm also re-reading James Calvert's Silent Running, and it finally feels like I'm using the same crappy torpedoes that the Jack was using in their first patrols.

Well done :D
Glad you like it, and we hope you like the next iteration! :salute:


Prop, imo it doesn't need anything to be changed in a major way. I'm using the Lotzaduds sub mod. If that was ginned up about 30%, I think it would hit the nail on the head. Same with DDs. Make them about 20% more aggressive. This might be easier said than done but, for me, that would be the perfect mod.

More unasked for advice.
Both of your points are date-based, as you're probably aware. The LotsaDudz is the stronger of the duds mods, with Stock being rather weak, FOTRS being stronger, the MoreDudz more so, topped by Lotsa. As it stands, between the beginning and to June 1943, the Mark14 has a 99% failure rate with the impact pistol from most "normal" angles, but will detonate at about a 70% rate from certain angles over roughly 70 degrees, but only in a small sweet spot. The dud rate for magnetic, no matter the angle is also quite high. Usually though, if you are shooting at roughly 60-70 degrees and set to magnetic, but do not go under the ship's keel, it will increase your chance of detonation to almost 70%, in spite of a definite magnetic "dud", since the impact now rules. Depth keeping is a problem also, early, and might go shallow, but usually deeper than set, so if you are doing like most skipper did later in the time period, you are setting them for 0-3 feet deep, hoping they stay above 15-20 foot... Last time I tested the mag and impact pistols with Lotsa, I had a boatload of 24 torpedoes, of which I had 20 duds, about 8 pre-detonation, 2 "klunkers", and 10 that ran under. One torpedo detonated, but did not sink a ship... I came home with two, so that we could shoot them against the cliffs of Kahoolawe... :arrgh!: - The interim period between June and October 1943 has the magnetic "deactivated" but is when they found the issues with the impact pistol. After that, the situation improves, but you still have chances for failures, including errant steering, including circle-runners, depth keeping, duds and prematures. The premature explosions are odd, in that they will tend to run in groups, as JBHemlock found. Duds in general are like that, but seemingly not to the same degree. Resupplying seems to set things back to Stock levels. I have no definite testing proof of that, only observation...

The escorts are different, in that there are fewer early, and they are not as skilled as later, usually. Their frequency of occurrence increases, as does their skill level, and they get better equipment, from about mid-1943, until you get toward later war, and they start decreasing in number, skill and equipment, other than more and more have radar and/or radar detection - plus the game "cheats" and tells the enemy where you are... Also of note in this, is that DD for the most part, are Task Force only, while the DE, Frigates and smaller vessels are the usual "escorts" for convoys, and/or HK groups. Also of note is that Japanese DD had deplorable hydrophones... :arrgh!:

That's not to say that we haven't "tweaked" settings for either of these, but "LotsaDudz" is now standard issue, with one choice below, one above... No set changes for the DD as of yet, but we might include a version of CapnScurvy's "Tokko's Revenge" for those leaning to the crazy side of detection... Finishing things falls to finding the time to do modding... that hasn't been easy lately. Real life takes priority. :salute:

Kal_Maximus_U669
09-16-23, 06:56 AM
We had previously tried to roll back to the original TMO v1.7 settings as found in the AOTD_MadMax FOTRS, but there has too much other editing done for it to be "balanced". We have also tried some RFB-like settings, and end up with the boats never stopping. It is a strange balancing act to get things to mesh together for the submarines... We've tried some other new settings, but are still testing.

Hey Beanie...:Kaleun_Cheers:
I suspected that it would not be easy...but know that I am ready to test..your version when it is available..THX for the details..I see that you are on deck, that's nice..:yeah::subsim:

KaleunMarco
09-17-23, 02:28 PM
PB,

did i give you testing results for these two patrol missions previously?

km

jldjs
09-19-23, 09:35 AM
Hey beanie need some help understanding WHY sometimes Loading any of my multiple Saves after starting a new patrol results in crashing to desktop!
my MODS;
Generic Mod Enabler - v2.6.0.157
[C:\Games\SH$_Ulitmate v1.8\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
399_NoScrollNavMap
304_NoJapaneseAirRadar
901_Strategic_Map_Symbols
SH4_original_4k_light_blue
454c_EasyAOB_InputTargetDistanceOnTBT
JayMyKey
101_FotRSUv18_FixPak
Jimimadrid Optics
Webster's Better Air Patrols

The JayMyKey is just a edited version of Commands.cfg to match my laptop keyboard!
BAckground: I've been playing with this MOD ever since V1.8 released. More times than not everything works well. In this most recent "burp" I'm using a Balao, in Midway, at start of new campaign Jan 1944. I completed 3 patrols without problems. Fourth patrol to Formosa area was search and destroy completed, then new 5Day patrol to Hainan area. That also completed, no problems, then move to Convoy College, game sates Apr 17,18 another S&D.
While is area SE of Formosa get radar hit TF with 3 carriers, Yamato class BB
and escorts moving fast on course 280! Oh boy fantastic! After maneuvering in to attack, Apr 18 around 20:00 hrs using 6 or 7 Saves to preserve this super opportunity, I unleash a bow spread of Mark 18s, hit 2 CVs and sink 'em. So, I saved at this point, exited to Main to see my tonnage and exited the game. Came back next day to Load my last Save and "boom", CTD, and every one of the previous 10 or so Saves also CTD, except the auto one to start from Midway.

propbeanie
09-19-23, 02:23 PM
PB,

did i give you testing results for these two patrol missions previously?

km
I'm sure you did... I do have the corrections I made, but you also sent me a set, and then tested after that.


Hey beanie need some help understanding WHY sometimes Loading any of my multiple Saves after starting a new patrol results in crashing to desktop!
my MODS;
Generic Mod Enabler - v2.6.0.157
[C:\Games\SH$_Ulitmate v1.8\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
399_NoScrollNavMap
304_NoJapaneseAirRadar
901_Strategic_Map_Symbols
SH4_original_4k_light_blue
454c_EasyAOB_InputTargetDistanceOnTBT
JayMyKey
101_FotRSUv18_FixPak
Jimimadrid Optics
Webster's Better Air Patrols

The JayMyKey is just a edited version of Commands.cfg to match my laptop keyboard!
BAckground: I've been playing with this MOD ever since V1.8 released. More times than not everything works well. In this most recent "burp" I'm using a Balao, in Midway, at start of new campaign Jan 1944. I completed 3 patrols without problems. Fourth patrol to Formosa area was search and destroy completed, then new 5Day patrol to Hainan area. That also completed, no problems, then move to Convoy College, game sates Apr 17,18 another S&D.
While is area SE of Formosa get radar hit TF with 3 carriers, Yamato class BB
and escorts moving fast on course 280! Oh boy fantastic! After maneuvering in to attack, Apr 18 around 20:00 hrs using 6 or 7 Saves to preserve this super opportunity, I unleash a bow spread of Mark 18s, hit 2 CVs and sink 'em. So, I saved at this point, exited to Main to see my tonnage and exited the game. Came back next day to Load my last Save and "boom", CTD, and every one of the previous 10 or so Saves also CTD, except the auto one to start from Midway.
I hate it when that happens. Three CV and the Yamato, eh? plus the DD, but no other ships? No cruisers? merchants? Can you zip-up the newest numbered folder in your Documents \SH4 \data \cfg \SaveGames folder? When there is an error in the Save data though, it does usually do the SH3 trick and take out all of the previous Saves... have you tried loading that latest one a 2nd time?

KaleunMarco
09-19-23, 05:25 PM
Hey beanie need some help understanding WHY sometimes Loading any of my multiple Saves after starting a new patrol results in crashing to desktop!
my MODS;
Generic Mod Enabler - v2.6.0.157
[C:\Games\SH$_Ulitmate v1.8\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
399_NoScrollNavMap
304_NoJapaneseAirRadar
901_Strategic_Map_Symbols
SH4_original_4k_light_blue
454c_EasyAOB_InputTargetDistanceOnTBT
JayMyKey
101_FotRSUv18_FixPak
Jimimadrid Optics
Webster's Better Air Patrols

The JayMyKey is just a edited version of Commands.cfg to match my laptop keyboard!
BAckground: I've been playing with this MOD ever since V1.8 released. More times than not everything works well. In this most recent "burp" I'm using a Balao, in Midway, at start of new campaign Jan 1944. I completed 3 patrols without problems. Fourth patrol to Formosa area was search and destroy completed, then new 5Day patrol to Hainan area. That also completed, no problems, then move to Convoy College, game sates Apr 17,18 another S&D.
While is area SE of Formosa get radar hit TF with 3 carriers, Yamato class BB
and escorts moving fast on course 280! Oh boy fantastic! After maneuvering in to attack, Apr 18 around 20:00 hrs using 6 or 7 Saves to preserve this super opportunity, I unleash a bow spread of Mark 18s, hit 2 CVs and sink 'em. So, I saved at this point, exited to Main to see my tonnage and exited the game. Came back next day to Load my last Save and "boom", CTD, and every one of the previous 10 or so Saves also CTD, except the auto one to start from Midway.

sounds like Mod Soup. i used to get that when i made changes and forgot to clean up after myself.
perform Scurvy's Mod Soup Fix and delete the SaveFolders other than the saved games.

KaleunMarco
09-20-23, 02:24 PM
Career Start January 1943 in Brisbane driving a Gar class (follow-on to Tambor Class) boat.
All other boats "UpgradeClass" are the same as the Gar, zero.

there are four conning towers available:
Original - TamborConningEarlyWar
Mid-42 TamborConningMedWar
1943 - TamborConningLateWar
1944 - TamborConningElite


it took twelve missions to get the conning tower upgrade.
mission ratings were a mix of ones and twos, with one three, just for a bit of excellence.
upgrade took place July 1, 1944 after mission number twelve and we received the TamborConningElite kit.
https://i.ibb.co/1RJqTZ7/Picture0149.jpg (https://ibb.co/TPq8tcY)

We took almost no damage for the first several missions and then took damage the last two. on number eight or nine, we took significant equipment damage and some hull damage, and on twelve we took equipment damage again but no hull damage. when we reached port, we received the upgrade.

jldjs
09-20-23, 02:51 PM
I'm sure you did... I do have the corrections I made, but you also sent me a set, and then tested after that.



I hate it when that happens. Three CV and the Yamato, eh? plus the DD, but no other ships? No cruisers? merchants? Can you zip-up the newest numbered folder in your Documents \SH4 \data \cfg \SaveGames folder? When there is an error in the Save data though, it does usually do the SH3 trick and take out all of the previous Saves... have you tried loading that latest one a 2nd time?

I zip'd the "last dated" (0000000e 9/18/2023 9:10 PM in SaveGames
How do I get it to you? Never done this before!
Yes I tried loading each of the many saves since the auto save leaving Midway but all CTD.

D-Jones
09-20-23, 03:05 PM
"The LotsaDudz is the stronger of the duds mods, with Stock being rather weak, FOTRS being stronger, the MoreDudz more so, topped by Lotsa. As it stands, between the beginning and to June 1943, the Mark14 has a 99% failure rate"

Prop, not to beat a dead horse (I have nothing against them) but my last patrol--new career--Dec. 41 to Jan., 42, using LotsaDudz, I had a 100% detonation rate. I sank the entire IJN navy (it seemed)--35,000 tons. I'm watching Woldpack345's excellent FotRS Let's Play and he's using LotsaDudz. Same deal. He even commented that LotsaDudz "Didn't seem to be doing much." People are loving that Let's Play, btw. Read the comments.

I'm posting this because FotRS is THE Go-To mod, imo. It has it all. It's just this one issue. Is it my load order maybe? I have-

FotRSU
Moredifficultai
LotsaDudz
Fleetboat Interior

That's all I can think of. Just trying to help with the update.

propbeanie
09-21-23, 09:00 PM
I zip'd the "last dated" (0000000e 9/18/2023 9:10 PM in SaveGames
How do I get it to you? Never done this before!
Yes I tried loading each of the many saves since the auto save leaving Midway but all CTD.
If you can, you could do a free account on Google Drive, or MediaFire, or DropBox, etc., and then PM me a link.

propbeanie
09-21-23, 09:03 PM
Career Start January 1943 in Brisbane driving a Gar class (follow-on to Tambor Class) boat.
All other boats "UpgradeClass" are the same as the Gar, zero.

there are four conning towers available:
Original - TamborConningEarlyWar
Mid-42 TamborConningMedWar
1943 - TamborConningLateWar
1944 - TamborConningElite


it took twelve missions to get the conning tower upgrade.
mission ratings were a mix of ones and twos, with one three, just for a bit of excellence.
upgrade took place July 1, 1944 after mission number twelve and we received the TamborConningElite kit.
https://i.ibb.co/1RJqTZ7/Picture0149.jpg (https://ibb.co/TPq8tcY)

We took almost no damage for the first several missions and then took damage the last two. on number eight or nine, we took significant equipment damage and some hull damage, and on twelve we took equipment damage again but no hull damage. when we reached port, we received the upgrade.
At least it gave you the proper conn for the date... My idea to work around this does work, but it is not the most elegant solution. I'm still working on a front-end... I'd like it to be "automatic", but that might be beyond my skills. Besides the fact that someone might want to keep their bathtub through 1944... :har: - oh, I crack myself up sometimes... :arrgh!:

propbeanie
09-21-23, 09:14 PM
"The LotsaDudz is the stronger of the duds mods, with Stock being rather weak, FOTRS being stronger, the MoreDudz more so, topped by Lotsa. As it stands, between the beginning and to June 1943, the Mark14 has a 99% failure rate"

Prop, not to beat a dead horse (I have nothing against them) but my last patrol--new career--Dec. 41 to Jan., 42, using LotsaDudz, I had a 100% detonation rate. I sank the entire IJN navy (it seemed)--35,000 tons. I'm watching Woldpack345's excellent FotRS Let's Play and he's using LotsaDudz. Same deal. He even commented that LotsaDudz "Didn't seem to be doing much." People are loving that Let's Play, btw. Read the comments.

I'm posting this because FotRS is THE Go-To mod, imo. It has it all. It's just this one issue. Is it my load order maybe? I have-

FotRSU
Moredifficultai
LotsaDudz
Fleetboat Interior

That's all I can think of. Just trying to help with the update.
I don't have the Interiors in my mix, but that shouldn't do anything to it anyway... The LotsaDudz is just a US torpedo sim file adjustment, and nothing like that in FI-OQ... :hmmm:

I did a quick throw together vid, and I start with the simple stuff, just in case. You're probably more than familiar with this, but there is the Gameplay Settings for the game on the Main Menu, and there is another set in the career mode inside the captain's office by clicking on the wooden radio console. Not to insult anyone, but just to double-check. I do not see where any of the torpedo information, such as the dud rate etc., are in the Save data, so it shouldn't be that.

Now, this video had issues rendering, and some of the text that displays on-screen are wonked. When a preemie goes off, that is supposed to be "A premature behind me", and then the torpedo goes under the Agano, that is supposed to be "Imagine that". Computer issues, where I am running out of hard drive space... "Imagine that"... lol Anway:

https://www.youtube.com/watch?v=wpYeBQOOb_0

The disappointing thing is that I left the video at "High Def" 1920x1080 for a change, and uploaded it to toobyu, which proceeded to trash it. My 780p files look better than that... sigh - there is a color-shift and they made it look fuzzy and out-of-focus somehow...

fitzcarraldo
09-24-23, 06:47 PM
Patrol in early war:

I´m in my second patrol departing from Surabaya on January 26, 1942.

S-Boat Class.

Now is February 25, 1942, Celebes Sea, patrolling G4 area, as ordered.

In the past month, I didn´t see shipping traffic in the area. On February 24, a lonely jap plane approached my boat at dusk, I crash dived and eluded it. I´m doing the standard protocol surface-night/dive-day.

I don´t want to"cheat" and see with the ME the shipping in the area...I know is early war and I don´t expect great convoys in this zone...but...nothing in a month?

I hope to find some merchies; I have a good fuel reserve for one month more in the area before enroute to my base. Freemantle? I received a message about Surabaya being abandoned. The anchor in Surubaya continues to indicate that is my actual base. No changes to Freemantle.

My mod list:

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
304_NoJapaneseAirRadar
801_UMark Invisible
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
SMALLER SEABED ROCKS
SMALLER SEA PLANTS MEDIUM
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
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
856_BnW_FotRSU_Museum
Jimimadrid Metalic Dials
jimimadrid submanagement
Jimimadrid Optics
Jimimadrid Shells
Jimimadrid Tools
Jimimadrid TDC
Jimimadrid Sailors for FotRSU
jimimadrid_Torpedos
jimimadrid HUD
Lite Fog v2 + 200' Underwater Visability
DarkerNightsEnv_V2
Vanilla Impurities
EAX_SoundSim_FOTRSU_1.8
Enhanced SubSounds for SH4
Sonar Speech Upgrade for FOTRSU 1.8
Snarf_WoodModelv2
Jimimadrid S18_S42 Gui Dials
Select Your Sub
BATTLEFLAG_WARDROOM_S-18_SS123
BATTLEFLAG_CONNING_S-18_SS123
Webster's Missing Voices
speech_overhaul
450c Nunya_EZ_Plot
BATTLEFLAGS_MERCHANT_SUNK_COUNT1
BATTLEFLAGS_WARSHIP_SUNK_COUNT4
FJB Brown Navigation Map
450_MoonlightzSonarLines
RUBINI_CLOUDS_SH4

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

Comments will be welcome! :Kaleun_Wink:

Best regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie
09-25-23, 06:40 AM
There is not supposed to be much Merchant traffic in that area at that time. You would see (maybe) some task forces come out of Davao Gulf and go west, or something come down through Sibutu Pass for the Makassar Strait, or Basilan Pass both directions, but mostly just airplanes until after Java, Timor and especially Rabaul fall. The date in your illustration is just a week after the first Timor landings. Parts of that force would have gone from Davao, down just the east of your current location in the Sangihe Pass to the Molucca Sea. Without radar at that time, it's kind of catch-as-catch-can... Unfortunately, you will might still see some mis-placed Allied traffic in the area, which has been rectified for the next release. :salute:

fitzcarraldo
09-25-23, 06:51 AM
I did two raids inside Davao and I didn't see ships, the last on February 21. I patrolled around Davao but there isn't traffic. Because I was assigned to G4, I didn't patrol the Sibutu Pass or Makassar Strait. I'll continue to patrol to the W searching some traffic in those zones.

No allied traffic sighted in the area.

Many thanks for the help!

Best regards.

Fitzcarraldo :salute:

Kal_Maximus_U669
09-25-23, 08:38 AM
I did two raids inside Davao and I didn't see ships, the last on February 21. I patrolled around Davao but there isn't traffic. Because I was assigned to G4, I didn't patrol the Sibutu Pass or Makassar Strait. I'll continue to patrol to the W searching some traffic in those zones.

No allied traffic sighted in the area.

Many thanks for the help!

Best regards.

Fitzcarraldo :salute:

Hey Fitz Hello...:salute:
I invite you to go see the discussion here..follow the discussion thread of course
https://www.subsim.com/radioroom/showpost.php?p=2884668&postcount=5371
.if you understand try...keep us informed..Now KaleunMarco may be able to help you more...know that I am in the same geographical positions...but in May 1943 I have no shortage of actions...:yep::salute:

KaleunMarco
09-25-23, 08:50 AM
I did two raids inside Davao and I didn't see ships, the last on February 21. I patrolled around Davao but there isn't traffic. Because I was assigned to G4, I didn't patrol the Sibutu Pass or Makassar Strait. I'll continue to patrol to the W searching some traffic in those zones.

No allied traffic sighted in the area.

Many thanks for the help!

Best regards.

Fitzcarraldo :salute:

with any major mega-mod, like FOTRSU, there are traffic deserts.
then there is the Layer-Date-Line feature where SH4 has difficulty generating traffic at the start of a new traffic layer. it is best for me to stop here, as i good go on for a while. :D:timeout:


suffice it to say, if i want to sink some ships, i have learned to mod the mission, before we shove off, with at least one small convoy, heavily escorted of course, transiting our patrol area.

if there is layered-traffic, then so much the better.:03:

:Kaleun_Salute:

propbeanie
09-25-23, 09:19 AM
To show just a pinch of the sausage making process, here is the area with all of the 41a files merged:

https://i.imgur.com/VEF0iCD.png


and this one has the East Asia and Burma layers:

https://i.imgur.com/zfbfa1j.jpg


notice that on both, if you get in too close into Davao Gulf, the units and groups cannot spawn, since your are too close. Notice also that a goodly portion of the routing there is just one group. Some routes have multiple groups using that course.

As for the supposed "gap" between the layers, using 41a and 42a as examples, 41a "ends" on February 28th, but runs until the last group comes in, which is in late April for most usually. The Convoys layer is most times several months after the "end" of the file. In the meantime, if you do not edit the RGG in the Mission Editor (doing so adds back in lines to the file), then the file starts on March 1, 1942, at 0000 hours and begins to spawn the groups, so the one layer 41a fades out, while the new layer 42a, fades in. Other mods do not alter the spawn settings of the groups, and they will usually be at least 25 hours before beginning chances to spawn, but even with that, there is a minimal gap between group layers.

KaleunMarco
09-25-23, 09:38 AM
notice that on both, if you get in too close into Davao Gulf, the units and groups cannot spawn, since you('re) are too close.

this is an interesting paragraph....

how can the proximity of a player-boat affect the spawn of a RGG-Group-Unit in a layer-file? which parameter controls user-proximity-to-enemy-spawn?

Kal_Maximus_U669
09-25-23, 12:23 PM
this is an interesting paragraph....

how can the proximity of a player-boat affect the spawn of a RGG-Group-Unit in a layer-file? which parameter controls user-proximity-to-enemy-spawn?

Yes, very good question KM...But revealing all these mechanisms will affect the desire to play, no...:har::timeout:

fitzcarraldo
09-25-23, 03:46 PM
Many interesting answers from all. Now I´m going to Makassar Strait in search of something afloat. Hope I sink a fishing boat or a sampan...

I´ll mantain contact and inform here some news about the traffic.

Many thanks and regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie
09-25-23, 04:47 PM
this is an interesting paragraph....

how can the proximity of a player-boat affect the spawn of a RGG-Group-Unit in a layer-file? which parameter controls user-proximity-to-enemy-spawn?
That is one of those things that I don't know as we have ever gotten a definitive answer to. Some say 24nm, some say 32km... So, 50km is about 26nm, so that is my minimum. However, I have found (as have you) that some of those "spawn" points are within 50km, which is about 26nm... When you see that "hiccup" in the game when doing TC, that is something "spawning-in", and is probably about 50km away... They don't have them spawn in right next to the player, because that would be rather rude, getting blown out of the water by an enemy youi had no warning about, like an airplane... :roll: - Have you ever seen them disappear before your very eyes?


Many interesting answers from all. Now I´m going to Makassar Strait in search of something afloat. Hope I sink a fishing boat or a sampan...

I´ll mantain contact and inform here some news about the traffic.

Many thanks and regards.

Fitzcarraldo :Kaleun_Salute:
Copy that! Good hunting. The pattern for the 42 layer beginning March 1st will be similar, but without so many task forces. You can count on finding traffic in the Makassar strait though, or any of the passes for that matter, some more than others. There are patrols starting up about now though, so watch for them. :salute:

KaleunMarco
09-25-23, 05:24 PM
Yes, very good question KM...But revealing all these mechanisms will affect the desire to play, no...:har::timeout:

eh, no.:03:

i believe it was John Paul Jones who said that he wished to close with the enemy: "I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way."

Kal_Maximus_U669
09-25-23, 06:51 PM
eh, no.:03:

i believe it was John Paul Jones who said that he wished to close with the enemy: "I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way."

Hey Kaleun...my best regards.
I just read his impressive career story... John Paul Jones a sacred sailor..
I don't know if we should give credence to this quote in the end...:timeout:
Kind regards, Kal Maximus U669 :subsim:

Kal_Maximus_U669
09-25-23, 07:02 PM
Many interesting answers from all. Now I´m going to Makassar Strait in search of something afloat. Hope I sink a fishing boat or a sampan...

I´ll mantain contact and inform here some news about the traffic.

Many thanks and regards.

Fitzcarraldo :Kaleun_Salute:

Hey fitz

Makassar...Sibutu...are good spots...given the geographical location I tell you... I experienced it in 1943... fishing junks... fast torpedo boat... its not rare.!! be careful of aviation near the coast..
So good hunting to you...:yep::up:

KaleunMarco
09-25-23, 07:18 PM
Hey Kaleun...my best regards.
I just read his impressive career story... John Paul Jones a sacred sailor..
I don't know if we should give credence to this quote in the end...:timeout:
Kind regards, Kal Maximus U669 :subsim:

JPJ was a heck of good sailing captain, who truly knew how to fight a ship of his time.
personally, he was a bit of a self-promoting prat. there is not enough fame in the world for him to acquire.

still....he was a heck of a skipper.

if you ever make it over to the States, you must visit the Naval Academy in Annapolis. JPJ is buried in a crypt below the chapel.
https://www.usna.edu/Chaplains/virtualTour/crypt.php

:Kaleun_Salute:

Kal_Maximus_U669
09-25-23, 07:33 PM
JPJ was a heck of good sailing captain, who truly knew how to fight a ship of his time.
personally, he was a bit of a self-promoting prat. there is not enough fame in the world for him to acquire.

still....he was a heck of a skipper.

if you ever make it over to the States, you must visit the Naval Academy in Annapolis. JPJ is buried in a crypt below the chapel.
https://www.usna.edu/Chaplains/virtualTour/crypt.php

:Kaleun_Salute:

Hey KM
Thank you for the 3d links
I saw this in a simple photo..
You read my thoughts.... I just observed this magnificent
grave..:Kaleun_Cheers:
An incredible sacophagus superb piece
Yes if I ever come to your country... it deserves a visit it's imperative... but it would take me 1 year because there are so many things that fascinate me in America..

JBHemlock
09-26-23, 09:52 PM
There are some deadly destroyers in this mod...


Last night, on my first trip out in my new Tambor, I ran across a destroyer escort patrolling the south end of the Sibutu Passage. The damn thing must have had radar, because it was pitch black out (I couldn't see the destroyer) but it made a 26 knot beeline to me. Hammered me with depth charges for a while, then wandered off. I surfaced, started to repair the damage, and the damn thing hustled right back to me. Pinned me back down and killed me, despite me doing my best to get out of the way at 325 feet.


Part of me was going "Wait, I know Japanese depth charges were supposed to not go that deep this early in the war," but the other part of me was delighted at how good that thing was. It circled around me, pinging me from all sides, working out exactly where I was.


Career #3 coming up. Excellent mod!

Kal_Maximus_U669
09-27-23, 08:51 AM
There are some deadly destroyers in this mod...


Last night, on my first trip out in my new Tambor, I ran across a destroyer escort patrolling the south end of the Sibutu Passage. The damn thing must have had radar, because it was pitch black out (I couldn't see the destroyer) but it made a 26 knot beeline to me. Hammered me with depth charges for a while, then wandered off. I surfaced, started to repair the damage, and the damn thing hustled right back to me. Pinned me back down and killed me, despite me doing my best to get out of the way at 325 feet.


Part of me was going "Wait, I know Japanese depth charges were supposed to not go that deep this early in the war," but the other part of me was delighted at how good that thing was. It circled around me, pinging me from all sides, working out exactly where I was.


Career #3 coming up. Excellent mod!

This is excellent my friend...
When this kind of thing happens, attack head-on... But be careful with the maneuver... You need good timing... Place yourself facing him... Your crew at the combat station... (obviously)
Once in front of him, reduce the throttle to around 1&2 knots... Total silence... Observe the target... But from time to time... In order to see his cape and listen carefully to your sailor on the hydrophone... Don't don't keep the periscope raised all the time or it will go bad.!!!lol.. ...Prepare your solution at 400 meters open your tubes.. Check the torpedo speed..Recommend Hight.. Minimum depth 5ft magnetic impact relay.. .Don't hesitate to prepare 4 tubes so that they are all ready..don't worry about last minute adjustments or anything else...this is super important to concentrate on the target and nothing else...let it come.. .from time to time he turns right then left, observe his pattern carefully..then as soon as you hear the first ping don't panic...let it come to 600 m, fire a torpedo this will force him to change direction and less than 500m pulls again in its direction... all periscopic observations must be of a few seconds no more...
Now you can escape them but it depends on your maneuvers and a bunch of other parameters depending on the situation... but it can also be damaged... that's the goal, no...:har:

JBHemlock
10-01-23, 04:52 PM
...destroyer destruction...


I've finally learned how to do manual targeting, and I have to say it's much easier to take out destroyers. I started a new game last night (yay Fleetboat Interiors!) and ended up taking out two of them, simply because I had a better feel for shooting torpedoes. Between the "standard" TDC method, Dick O'Kane, John Cromwell, and Vector Analysis methods, it feels like I've got a tool in my toolbox for a lot of situations.


:Kaleun_Cheers:

Kal_Maximus_U669
10-01-23, 05:10 PM
I've finally learned how to do manual targeting, and I have to say it's much easier to take out destroyers. I started a new game last night (yay Fleetboat Interiors!) and ended up taking out two of them, simply because I had a better feel for shooting torpedoes. Between the "standard" TDC method, Dick O'Kane, John Cromwell, and Vector Analysis methods, it feels like I've got a tool in my toolbox for a lot of situations.


:Kaleun_Cheers:

:yeah::yeah:
hey..!! JBHemlock..greeting
I'm delighted...I never play with automatic targeting...it ruins the experience..there are different methods, it's up to you to use the one that best suits the situation..this kind of attack makes me "Kiff" because it's dangerous...I like reading stories or documentaries about these attacks....Have a lot of fun with the mod.. the FoTrS team is working hard for this...:up:
https://image.noelshack.com/fichiers/2023/40/1/1696198190-sh4img-2023-09-27-21-07-34-321.png

fitzcarraldo
10-02-23, 08:46 AM
Finally, on March 6, 1942 I found a lonely Tachibana class destroyer in F6 and sunk it. To the west of my assigned area, G4. I´ll search in this area for two or three days, and then I'll go to the east. No allied traffic was observed in the zone.

Those new Mk. 14 works well (very well, surprisingly)

Now my base changed to Freemantle (from Surabaya), as expected.

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

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

https://i.imgur.com/SMg3ZS6.jpg

https://i.imgur.com/VEwLjJ3.jpg

https://i.imgur.com/Ch5I6wQ.jpg

https://i.imgur.com/EmFW2HU.jpg

Best regards.

Fitzcarraldo :Kaleun_Salute:

Panerkraft
10-02-23, 12:18 PM
I've tried installing everything from scratch twice now and both times the game wont finish loading because it says its missing file "black80.tga" in the path data/menu/data/black80.tga and I can't find any reference to my issue.

KaleunMarco
10-02-23, 01:39 PM
I've tried installing everything from scratch twice now and both times the game wont finish loading because it says its missing file "black80.tga" in the path data/menu/data/black80.tga and I can't find any reference to my issue.

let's back up.

paste in your mod list from JSGME. Tasks-Export to Clipboard. Paste it into a reply here (ctrl+v).

also, please post your installation folder for SH4. (for example C:\Ubisoft\FOTRSU)

:Kaleun_Salute:

Kal_Maximus_U669
10-02-23, 02:55 PM
Hey Fitz greetings...
My base also Fremantle season 1943... great finally a bit of action...
I'm heading towards F6 also since last night...
Kind regards Kal Maximus U669 :salute:

propbeanie
10-02-23, 04:05 PM
I've tried installing everything from scratch twice now and both times the game wont finish loading because it says its missing file "black80.tga" in the path data/menu/data/black80.tga and I can't find any reference to my issue.
Definitely still do what KaleunMarco suggests, since that will help further, or confirm a good install, ~BUT~ the issue with the black80.tga missing is that you are not using SH4 v1.5 (with U-Boat Missions, aka: Gold Edition), which is a requirement to run the FotRSU mod. If you have the Steam version of the game, you might be using an incorrect "Start" for the game. They have "Wolves of the Pacific" (v1.3) and "U-Boat Missions Add-On" (v1.5). You want to use the latter. If you only purchased the Steam "Wolves of the Pacific", you will have to purchase the Add-On through Steam, since they have a specific licensing agreement with Ubisoft. If you have a disk version of the game, and have updated it to v1.4, you would also need the Ubisoft "U-Boat Missions Add-On", which is no longer available through Ubisoft (and the Steam version will not function with the Steam version either). The game is still available for download through Ubisoft US at Silent Hunter 4 Gold Edition (https://store.ubisoft.com/us/game/?lang=en_US&pid=56c4948988a7e300458b47fa&dwvar_56c4948988a7e300458b47fa_Platform=pcdl&edition=DLC&source=detail) for $10US.

Post back with the info for KaleunMarco and the rest of us to see your install. Thanks :salute:

fitzcarraldo
10-04-23, 09:49 AM
I finished my second patrol (S-Class), departing from Surabaya on January 26, 1942, arriving at my new base in Brisbane on July 1, 1942.

I spent five months (!!!) in this patrol. Wonder if historically some S-Class (or any other boat in the PTO) lasted that time in only a voyage.

Curious is- when awarded with the Asiatic Fleet medal - the text tells "three patrols", but I did only two (first Manila-Surabaya, second Surabaya-Brisbane).

I had five patrol areas assigned during 4 months, and sunk 3 merchants (one a fishing boat) and two destroyers. Also a Betty bomber was destroyed.

My main concern is the continuos assignment of new patrol objetives, lasting four months on patrol; this seems too much for a WW2 sub, more for a S-Class.

No refueling in five months, no rearm, no provisions...

Navigating at 6-7 knots, the fuel was enough for the five months of patrol.

No more than TCx512 in all the patrol.

Full realism, except external camera.



https://i.imgur.com/v89CKaS.jpg

https://i.imgur.com/2zUyop9.jpg

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

https://i.imgur.com/Lt0ZqV6.jpg

https://i.imgur.com/CuZ6ai1.jpg

https://i.imgur.com/0zLgIx3.jpg

Now departing from Brisbane to the Coral Sea, with the same boat.

Best regards.

Fitzcarraldo :Kaleun_Salute:

KaleunMarco
10-04-23, 11:01 AM
I finished my second patrol (S-Class), departing from Surabaya on January 26, 1942, arriving at my new base in Brisbane on July 1, 1942.

I spent five months (!!!) in this patrol. Wonder if historically some S-Class (or any other boat in the PTO) lasted that time in only a voyage.

Curious is- when awarded with the Asiatic Fleet medal - the text tells "three patrols", but I did only two (first Manila-Surabaya, second Surabaya-Brisbane).

I had five patrol areas assigned during 4 months, and sunk 3 merchants (one a fishing boat) and two destroyers. Also a Betty bomber was destroyed.

My main concern is the continuos assignment of new patrol objetives, lasting four months on patrol; this seems too much for a WW2 sub, more for a S-Class.

No refueling in five months, no rearm, no provisions...

Navigating at 6-7 knots, the fuel was enough for the five months of patrol.

No more than TCx512 in all the patrol.

Full realism, except external camera.



https://i.imgur.com/v89CKaS.jpg

https://i.imgur.com/2zUyop9.jpg

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

https://i.imgur.com/Lt0ZqV6.jpg

https://i.imgur.com/CuZ6ai1.jpg

https://i.imgur.com/0zLgIx3.jpg

Now departing from Brisbane to the Coral Sea, with the same boat.

Best regards.

Fitzcarraldo :Kaleun_Salute:

the reason for the extended and unreasonable patrol duration is your use of the radio for additional objectives.
when you are low on fuel or out of ammo, go home. (otherwise known as stay off the d@#$ radio).:03:

and yes, 5-month patrol times are more in keeping with Cold War deterrence patrols than WWII war patrols.
40-60 days was the typical range for a WWII war patrol, with sixty days being the outside edge of the envelope. food provisions and diesel fuel become precious at the end of those patrols.

in this game, you can return to a designated-base and replenish if you wish to continue the patrol and not return to your home base and end your patrol, although in real life, stopping along the way was used more for food/fuel replenishment than ammo replenishment, i.e. Midway, Tulagi, Ulithi, et.al.

when you are low on fuel or out of ammo, take one of the vacuum tubes out of the radio and go home.:Kaleun_Salute:

fitzcarraldo
10-04-23, 11:19 AM
the reason for the extended and unreasonable patrol duration is your use of the radio for additional objectives.
when you are low on fuel or out of ammo, go home. (otherwise known as stay off the d@#$ radio).:03:

and yes, 5-month patrol times are more in keeping with Cold War deterrence patrols than WWII war patrols.
40-60 days was the typical range for a WWII war patrol, with sixty days being the outside edge of the envelope. food provisions and diesel fuel become precious at the end of those patrols.

in this game, you can return to a designated-base and replenish if you wish to continue the patrol and not return to your home base and end your patrol, although in real life, stopping along the way was used more for food/fuel replenishment than ammo replenishment, i.e. Midway, Tulagi, Ulithi, et.al.

when you are low on fuel or out of ammo, take one of the vacuum tubes out of the radio and go home.:Kaleun_Salute:

Many thanks for your answer Kaleun. Well...I use the radio a lot, so I´ll put the Tokyo Rose all the time and f...k the "twelve hours" for a new report. But, I would to know the cause for the "three patrols" medal, when they were two. Maybe an issue due to the very long patrol?

Best regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie
10-05-23, 07:47 PM
I finished my second patrol (S-Class), departing from Surabaya on January 26, 1942, arriving at my new base in Brisbane on July 1, 1942.

I spent five months (!!!) in this patrol. Wonder if historically some S-Class (or any other boat in the PTO) lasted that time in only a voyage.
As KM alludes, the S-Class generally did not exceed 45 days. Some did 50, but food and fuel (and lube oil and parts and rust) were the main reasons they had to come back in. The mechanical breakdowns with them were quite often. It would be nice to have that modeled, but...

Curious is- when awarded with the Asiatic Fleet medal - the text tells "three patrols", but I did only two (first Manila-Surabaya, second Surabaya-Brisbane).
That is because the programming teams did not coordinate their work. Team A working on the counting started with number "1" (One) and neglected to get the specs off the report guys of Team B, which started their counting like a computer does at "0" (Zero), hence what appears to be bad math on their parts...

I had five patrol areas assigned during 4 months, and sunk 3 merchants (one a fishing boat) and two destroyers. Also a Betty bomber was destroyed.

My main concern is the continuos assignment of new patrol objetives, lasting four months on patrol; this seems too much for a WW2 sub, more for a S-Class.
As KM said, if you use the Status Update, and there is another valid assignment within 1500km, and you have enough fuel and ammo for the mission to be assigned, then off you go on another assignment. We have lowered the distance away from, and raised the fuel and ammo requirements for the next release...

No refueling in five months, no rearm, no provisions...
The fuel "efficiency" was something we have been working on since the start of the FotRSU project. We either end up with unrealistic fuel usage, OR (horrors) exaggerated battery re-charge time, to the point of ridiculousness. Just be sure you set your Gameplay Options in the Captain's Office prior to departure, since the main menu's Gameplay Options are different. Still, doing a 60+ day patrol is rather too easy in FotRSU in that regard. We are still tinkering on it, but have not made any progress. A rebuild of the sub config (and sim) files is probably needed.

Navigating at 6-7 knots, the fuel was enough for the five months of patrol.

No more than TCx512 in all the patrol.

Full realism, except external camera.

[6 imgs above]

Now departing from Brisbane to the Coral Sea, with the same boat.

Best regards.

Fitzcarraldo :Kaleun_Salute:
Comments in orange above... :salute:

fitzcarraldo
10-05-23, 08:35 PM
Many thanks Propbeanie. :Kaleun_Applaud:

Now I´m navigating to the Bismarcks, wonder if in the FOTRSU Asiatic Fleet I´ll have a new sub (it is my first time with FOTRSU in the Asiatic Fleet).

When arrived to Brisbane, I was offered a transfer to the Aleutians, but I refused it. I remained with my oldie pigboat, now with SJ radar and improved SD.

Best regards.

Fitzcarraldo :Kaleun_Salute:

JBHemlock
10-07-23, 02:45 AM
Suddenly, in July 1942, Japanese merchants seem to have learned to zig. I remember reading about how Tommy Dyker would set up to be able to shoot on either tack of a zig, once he'd figured out the pattern.


It's challenging, but I felt really accomplished when I did it!


https://i.imgur.com/8IGPAWNh.png

This mod really has made SH4 into a whole new game for me! :Kaleun_Cheers:

ElCid97
10-07-23, 11:08 AM
Many thanks for your answer Kaleun. Well...I use the radio a lot, so I´ll put the Tokyo Rose all the time and f...k the "twelve hours" for a new report. But, I would to know the cause for the "three patrols" medal, when they were two. Maybe an issue due to the very long patrol?

Best regards.

Fitzcarraldo :Kaleun_Salute:


One of the things I found messing with the BuPers mod work is that the medal's wording is fixed as a generic paragraph. I'm not on my install computer, but I believe it's in one of the lines towards the bottom of the 'ini' file (menu_1024_768.ini maybe ???).

Anyway, one of the options I did was try to make it even MORE generic so it doesn't look like what you're seeing.

Another option I'm looking at is leaving the line as "null" (no wording whatsoever) and replacing the whole thing with a sort of certificate and medal package with proper wording for the medal. Granted, that will be dependant on whether I can define a proper entry for the "image" once I can make it since the current "image" is a cropping of the medal placed in front of a background image.

Bottom line, the awards system in the game is, well, lacking. Nothing in b/w that can be verified, but it would appear that what a dev posted a while back regarding the number of ships, time between sinkings, etc, is fairly accurate.

Unless someone can figure out how to edit the "exe" like "hsie" did with SH3 to change a few things, it would seem that the medals will be awarded via the hard-coded system. All we can do is try and make things somewhat more generic than what they gave us as far as the award wording goes.

ElCid97

ElCid97
10-07-23, 11:12 AM
Many thanks Propbeanie. :Kaleun_Applaud:

Now I´m navigating to the Bismarcks, wonder if in the FOTRSU Asiatic Fleet I´ll have a new sub (it is my first time with FOTRSU in the Asiatic Fleet).

When arrived to Brisbane, I was offered a transfer to the Aleutians, but I refused it. I remained with my oldie pigboat, now with SJ radar and improved SD.

Best regards.

Fitzcarraldo :Kaleun_Salute:


I've only ever starting in the AF. I've never made it past November of 1942! :o

I've been "upgraded" to a Sargo once, which I guess is relative when compared to a boat that's older than most of the crew! :D

Hope that helps!

ElCid97

KaleunMarco
10-07-23, 12:07 PM
But, I would to know the cause for the "three patrols" medal, when they were two. Maybe an issue due to the very long patrol?

fitz,

i was re-reading your post when i saw your question at the end.

if the three-patrols-comment pertains to the verbiage in your award announcement, the issue seems to be part of a disconnect within SH4. those of us who dig into this mess (aka SH4) have a SWAG that part of the programming that relates to missions started their counting at zero, which is what programmers do, from time to time. another part of missions started counting at one, which is also something that programmers do. unfortunately, Ubi never put the the award certificate through any user-acceptance-testing and the zero-start met the one-start and this is the result.

that's the short story told long.

it has absolutely nothing to do with the length of your patrols. your crew's requests for transfer, however, are a direct result of your five month patrols. :haha:

propbeanie
10-09-23, 11:39 PM
One of the things I found messing with the BuPers mod work is that the medal's wording is fixed as a generic paragraph. I'm not on my install computer, but I believe it's in one of the lines towards the bottom of the 'ini' file (menu_1024_768.ini maybe ???).

Anyway, one of the options I did was try to make it even MORE generic so it doesn't look like what you're seeing.

Another option I'm looking at is leaving the line as "null" (no wording whatsoever) and replacing the whole thing with a sort of certificate and medal package with proper wording for the medal. Granted, that will be dependant on whether I can define a proper entry for the "image" once I can make it since the current "image" is a cropping of the medal placed in front of a background image.

Bottom line, the awards system in the game is, well, lacking. Nothing in b/w that can be verified, but it would appear that what a dev posted a while back regarding the number of ships, time between sinkings, etc, is fairly accurate.

Unless someone can figure out how to edit the "exe" like "hsie" did with SH3 to change a few things, it would seem that the medals will be awarded via the hard-coded system. All we can do is try and make things somewhat more generic than what they gave us as far as the award wording goes.

ElCid97
The medals sitch in Stock is "off", so much so that even CapnScurvy was unable to "fix" it with a mod, which is in FotRSU. There are several files involved with the medals, including the menu.txt file with the wording you describe, but also menu_1024_768.ini, which builds the pages seen in the game, as well as controlling the text formatting. Therein lies the rub. You might notice that the text is right-justified for whatever reason, and the text "box" is oddly constructed, making it quite difficult to format the wording in a 'normal' manner. A re-writing of the section for the medals text (at a minimum) would be necessary, even if just including an image for a "certificate". SH5 has a graphical editing utility for menu_1024_768.ini, and there are a couple of tutorials written by folks attempting such work, attempting to adapt the SH5 utility for use in SH3 and/or SH4. You could try Editing SH3 menu with SH5 built-in Menu Editor (https://www.subsim.com/radioroom/showthread.php?p=2248482#post2248482) as an example, and see how far you can get. Be forewarned though, that there are quite a few SH4 sections that will NOT import into the SH5 Editor, plus the fact that you must be prepared for the resultant trashing of your SH5 install from putting SH4 files in it... there are other caveats trying that, but I can't think of them right now... :arrgh!:

ElCid97
10-10-23, 05:50 AM
Thanks for that, propbeanie.

One of the options I'm looking at is something like what is being done in Wolves of the Kaiser where the wording is just left blank after the "=" sign in the "menu.txt" file (thanks for the reminder) and then you just replace the thing with a certificate as part of the bigger image.

It doesn't change the criteria for the medal, however, since that was hard-coded by Ubi. Even with a certificate, it would have to be somewhat generic since the criteria have nothing to do with what you're being awarded.

Another change I was considering was re-arranging the medals to something more like the original order, except I would use the Legion of Merit and the Navy Distinguished Service Medal in there instead. The resulting list would be similar to what we have now, but with no APCM which is the lowest medal at this time. It would revert back to BSM, with the SSM, LoM, DSM, then NC. The PH wouldn't be affected since that's for wounds, which the sim's criteria has based on a certain percentage of hull damage I believe.

That's still far down the road at this point since I'm just trying to finalize what I had to get something workable out there. Anything with awards would be version 2 or 3 at this point. :03:

Regards,

ElCid97

torpedobait
10-20-23, 10:33 AM
I hate to break the silence, but the suspense is killing me...it there a projected date for the in process next release? No pressure, just curious because I'm not getting any younger either, y'know? :D :salute:

fitzcarraldo
10-20-23, 02:44 PM
I hate to break the silence, but the suspense is killing me...it there a projected date for the in process next release? No pressure, just curious because I'm not getting any younger either, y'know? :D :salute:

+1. :Kaleun_Salivating:

Fitzcarraldo :Kaleun_Salute:

propbeanie
10-21-23, 12:17 PM
I hate to break the silence, but the suspense is killing me...it there a projected date for the in process next release? No pressure, just curious because I'm not getting any younger either, y'know? :D :salute:
+1. :Kaleun_Salivating:

Fitzcarraldo :Kaleun_Salute:
No date as of yet, just the usual "2 weeks or more" smart-aleck remark, made famous by I don't know how many software developers... lol - But I am going through another round of computer troubles, having to rebuild the computer. Plus, real life has thrown more than one monkey in the wrench lately (a little play on words of the English language). Plus, there are more necessary edits for the mis files in the mod. Several attempts at re-writing of the Sea Trials to eliminate the missed missions issue have failed, but at least there is a "new" discovery concerning Triggers and Events... which is the cause for a goodly portion of the edits - besides other failed modding attempts that don't show the failure until the last step of a process, and then it's either back to the drawing board, or drop the attempt... lol

JBHemlock
10-24-23, 12:17 AM
Soon™ :Kaleun_Wink:

Kal_Maximus_U669
10-24-23, 08:36 AM
Notice to anyone who wants an update...the work will be ready.. when it is ready... point... otherwise do it yourself... it will go faster..the FOTRSU team is not at order of the community here.. I would add that the mods currently proposed are already consistent there are many things.. several possibilities... several ways of playing many other things and above all... errors to note... and not requests for understanding of installation.... Everything is explained in length... in width... is across... let Beanie work in peace...:yep::yep::yep:

Hey Beanie my best regards...:salute:
This kind of "Lol" happened to me recently...rebuilding your machine is never pleasant...plus it's never the same as before...when it comes to the problem of life...put everyone out... .you will have peace...hihihi..!!!lol..:har::timeout:
Boss take the necessary time...even a little rest if necessary..:03:
I'm in no hurry...there's no point in running...you all have my support in this ordeal especially since this work is not easy...
My dear Beanie kind regards Kal Maximus U669...:subsim:

D-Jones
11-02-23, 04:14 PM
Yeah, but when'll it be ready? (kidding).

Just an FYI--LotsaDudz and Moredudz do work. I've found that putting them last in the load order, e.g., after Fleetboat Interiors, etc., causes them to work, at least for me. I'm getting many duds and "unders", which is good. My only suggestion is to make DDs a little more deadly.

Looking forward to the mod's update.

propbeanie
11-02-23, 10:49 PM
The "Dudz" mods have been combined into one "historical" add-in. The DD are quite difficult to "balance". You either get clairvoyant savants, or boxes of rocks that serve no purpose... either way though, they are too predictable, especially early in the war. Still wrenching. Cold Weather Clothes has been updated, and a Restore Warm Weather Clothes added, though the player might still have to start a new career for the change to be affected... The AddInModzPak has been greatly reduced, since quite a bit of it is in the mod already. Still working on 3 other projects for the mod, but at least one will more than likely be dropped, so that the mod can come out before 2031... :roll: :yeah: :arrgh!:

ElCid97
11-03-23, 05:54 AM
A very HUGE thank you to everyone involved in this! :Kaleun_Cheers:
The work I'm doing on the recognition manual has shown me just how in depth you folks really have to go into these things to make sure you get something decent out.

I'm going to have to redo the BuPers to make it more "decent" for this! :03:

ElCid97

D-Jones
11-06-23, 05:22 PM
Sounds good, Prop. I know none of this is easy. One other suggestion, and I don't know if it's already been done or is doable--arm, or more effectively arm the Merchants. When I fail to sink a merchant due to duds, I can just surface and blow them apart most of the time. It's not unique to FotRS. It's pretty much that way with TMO also. Surfacing and taking on a good-sized merchant should be a "Don't try this at home" thing, even if they're unescorted. Think I read that only a couple of merchants that weren't already badly damaged were sunk by surface action, i.e., the 3 or4 inch deck gun.

That's it! Thanks for the work you're doing.

KaleunMarco
11-06-23, 05:58 PM
Sounds good, Prop. I know none of this is easy. One other suggestion, and I don't know if it's already been done or is doable--arm, or more effectively arm the Merchants. When I fail to sink a merchant due to duds, I can just surface and blow them apart most of the time. It's not unique to FotRS. It's pretty much that way with TMO also. Surfacing and taking on a good-sized merchant should be a "Don't try this at home" thing, even if they're unescorted. Think I read that only a couple of merchants that weren't already badly damaged were sunk by surface action, i.e., the 3 or4 inch deck gun.

That's it! Thanks for the work you're doing.

jumping in here.....

not sure which merchies you have been preying upon that are not armed, Mr. Jones, as i have learned to never surface within 6,000 yds of any cripple, because, more often than not, the crip is ready, willing, and able to tear my boat a new one....esp then playing any version of TMO or FOTRSU.

been shot at by a IJN ship with torpedoes, yet?:03:

:Kaleun_Salute:

Kal_Maximus_U669
11-06-23, 06:11 PM
Yes KM is right... here at around 2500 meters... I learned it myself more than once...
proof in images here the periscope had just come out a few seconds... An armed merchant
https://image.noelshack.com/fichiers/2023/44/1/1698685336-sh4img-2023-10-30-17-36-41-659.png

LuckyCapitan
11-09-23, 03:07 AM
Hi all. I really like the music on the gramophone. Does anyone know the names of the tracks on it?

propbeanie
11-09-23, 05:40 PM
Sounds good, Prop. I know none of this is easy. One other suggestion, and I don't know if it's already been done or is doable--arm, or more effectively arm the Merchants. When I fail to sink a merchant due to duds, I can just surface and blow them apart most of the time. It's not unique to FotRS. It's pretty much that way with TMO also. Surfacing and taking on a good-sized merchant should be a "Don't try this at home" thing, even if they're unescorted. Think I read that only a couple of merchants that weren't already badly damaged were sunk by surface action, i.e., the 3 or4 inch deck gun.

That's it! Thanks for the work you're doing.
In addition to KaleunMarco's and Kal_Maximus_U669's comments/pics, the guns on some merchants are mounted based on date, and sometimes revised heavier based on date. So it might be mid-to-late-1942 before you see guns on some of the ships. Some are armed immediately, some later, some not at all. You might also find that an escort is lagging behind also (the game's borked AI), just waiting on you to surface before you look... lol


Hi all. I really like the music on the gramophone. Does anyone know the names of the tracks on it?

The "stock" FotRSU files are:
https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=13361

You can put wav and mp3 files in there. Maybe ogg vorbis, but I cannot remember the last for certain... Someone will remember the details. The in-game Music folder is ogg, as are the "events" in the Radio folder.

JBHemlock
11-09-23, 06:03 PM
jumping in here.....

not sure which merchies you have been preying upon that are not armed, Mr. Jones, as i have learned to never surface within 6,000 yds of any cripple, because, more often than not, the crip is ready, willing, and able to tear my boat a new one....esp then playing any version of TMO or FOTRSU.

been shot at by a IJN ship with torpedoes, yet?:03:

:Kaleun_Salute:
I'm in the same boat as KaleunMarco here. Not all merchants are armed, but a decent number are. Some of them are armed with pretty potent guns, too. And some are surprisingly good shots.


To add insult to injury, it seems pretty common to take gun damage in FOTRSU that holes a fuel tank, eliminating your ability to get back home. I've gotten very paranoid about battle surfacing for gun combat with anything closer than about 5000 yards.

Babushkas_Jam
11-15-23, 03:12 PM
I have recently picked up SH4 after watching Wolfpack345's videos and i tried modding the game.
The Problem i am having now is it seemsmany of the features arent working such as the range at current speed and i cant access radars at all anymore.

Did i do something wrong or is it supposed to be that way?

I tested the Radar in several missions and the sub school.

Doming0
11-15-23, 11:13 PM
Hello all. Can I ask what might be a dumb question:

What changes from the base game does FOTRSU entail? I have been searching the forums but I can't find a definitive list of what the mod even does.

Thank you!

Aktungbby
11-16-23, 01:36 AM
Doming0!:Kaleun_Salute: after an 11 year 'silent run'!:up:

KaleunMarco
11-16-23, 09:30 AM
Hello all. Can I ask what might be a dumb question:

What changes from the base game does FOTRSU entail? I have been searching the forums but I can't find a definitive list of what the mod even does.

Thank you!

well, then, you must not have looked too hard, domingo.
there is a sizable folder in the FOTRSU zip file named Support.
Read it.

:Kaleun_Salute:

propbeanie
11-16-23, 10:07 AM
Hello all. Can I ask what might be a dumb question:

What changes from the base game does FOTRSU entail? I have been searching the forums but I can't find a definitive list of what the mod even does.

Thank you!
well, then, you must not have looked too hard, domingo.
there is a sizable folder in the FOTRSU zip file named Support.
Read it.

:Kaleun_Salute:
... don't forget the first page here, 1st post (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992), and read some of the "Spoiler" text, especially toward the bottom of the post... the SubSim download page has similar. :salute:

les green01
11-16-23, 06:33 PM
... don't forget the first page here, 1st post (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992), and read some of the "Spoiler" text, especially toward the bottom of the post... the SubSim download page has similar. :salute:
what a subsim Captain read we just stand on deck and hollor Prop did it again well got too admit i read the first page spoilers and went though the support folder so i should get promoted:Kaleun_Salute:

KaleunMarco
11-16-23, 08:16 PM
what a subsim Captain read we just stand on deck and hollor Prop did it again well got too admit i read the first page spoilers and went though the support folder so i should get promoted:Kaleun_Salute:

promoted to...what?
:har:

Zinmar
11-17-23, 05:58 PM
I followed the installation directions as written but have run into a problem. The game starts up, I can chose the Cpt's name and get to the screen where you then load out the boat and crew prior to heading out on the mission.

When I click proceed to head into the mission the game freezes in the black screen. I set up this mod to be activated with JSGME and it's currently the only mod in the folder.

When I deactivate the mod and fire up SH4 the game runs fine, goes into the missions, can sail around and sink ships (even shot down an aircraft once). So I'm honestly at a loss.

I have the program running as admin, in compatibility with Windows 7 as well. I'm sure it's something simple that I'm missing but I've got no idea what it is.

ElCid97
11-17-23, 07:43 PM
Just to make sure, you have the 1.8 version and the fix, correct? That would make it a minimum of two (2) folders in there. Just want to make sure I'm understanding correctly when you say it's the, "only mod" in there.

Also, some computers are strange. Sometimes the Win-7 compatibility makes things worse, so you have to use something else or no compatibility at all. It just depends on your specifications (Win-10, Win-11, Win-7, Intel, AMD, NVidea, etc), and a combination of everything together.

There are more people with experience on this than me, but those are the first things that pop into my head based on the info you posted so far.

Also, you have the large address thing applied as well, correct? Or at least the SH4 program that increases the memory usage from 2 to 4 MB (LAA I think?). Also, a good amount of RAM as well I would guess?

Worst case scenario would be to redownload the whole thing again since sometimes the download itself gets corrupted even if there's no sign of it happening. I had that happen with the OA SH3. Re-downloaded and everything worked fine.

Regards,

ElCid97

Larrywb57
11-18-23, 09:08 AM
Zinmar,

Welcome to the wonderful world of SH4, sometimes it can be a 'bear' to get a handle on. I remember my times of trying to subdue the 'beast. Allow me to put in my two cents worth.

When I deactivate the mod and fire up SH4 the game runs fine, goes into the missions, can sail around and sink ships (even shot down an aircraft once). So I'm honestly at a loss.

The Save folder MUST be deleted. That defaults to "C:\Users \UserName \Documents \SH4", but if you use MultiSH4, it would be whatever you named it there.
Be sure that LAA has been enabled properly. Run LAA a 2nd time, and add the SH4.exe file in again. If it does not say "True", then be sure and check the attributes of the SH4.exe file, to ensure that the "Read-only" tick box is empty, and then try to apply LAA to it again.

Just a couple of things that come to mind after you run the Vanilla game and FotRSU mod needs the extra horsepower to run.

Good luck,
Larry

propbeanie
11-18-23, 09:30 AM
I followed the installation directions as written but have run into a problem. The game starts up, I can chose the Cpt's name and get to the screen where you then load out the boat and crew prior to heading out on the mission.

When I click proceed to head into the mission the game freezes in the black screen. I set up this mod to be activated with JSGME and it's currently the only mod in the folder.

When I deactivate the mod and fire up SH4 the game runs fine, goes into the missions, can sail around and sink ships (even shot down an aircraft once). So I'm honestly at a loss.

I have the program running as admin, in compatibility with Windows 7 as well. I'm sure it's something simple that I'm missing but I've got no idea what it is.

... Also, you have the large address thing applied as well, correct? Or at least the SH4 program that increases the memory usage from 2 to 4 MB (LAA I think?). Also, a good amount of RAM as well I would guess?
... The Save folder MUST be deleted. That defaults to "C:\Users \UserName \Documents \SH4", but if you use MultiSH4, it would be whatever you named it there.

Be sure that LAA has been enabled properly. Run LAA a 2nd time, and add the SH4.exe file in again. If it does not say "True", then be sure and check the attributes of the SH4.exe file, to ensure that the "Read-only" tick box is empty, and then try to apply LAA to it again...
Ditto to the two replies above. especially in light of if the stock game running fine after removing the mod - and just to re-iterate and emphasize what Larrywb57 said as far as the Save folder goes: You could use MultiSH4 and create a new 3-character Save folder name for FotRSU, but if you don't do that, you need to empty the folder prior to playing the FotRSU modded game. Similarly if you de-activate the mod and go back to Stock, or some other mod - you will have to empty the Save folder again. The v1.8 patch is generally not needed, but does fix several oversights from when building v1.8 of the mod.

Zinmar
11-18-23, 10:06 AM
Thanks for the replies back. I know it'll work as I've seen that others are running with Win 11 and the 4090 video. Just figuring out where I'm screwing up.

Zinmar
11-19-23, 03:18 PM
Does this mod remove the U-boat side of the game?

KaleunMarco
11-19-23, 04:12 PM
Does this mod remove the U-boat side of the game?

no, it does not.
if you play the uboat side of FOTRSU, expect it to play like uboats in Stock v1.5.
:Kaleun_Salute: