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Alexsandr7822
11-28-23, 06:36 AM
Hello everyone! Greetings, developer! Wrote on the forum earlier that, do a translation on your modification for Russian-speaking players. Tell me could you share information about which files were changed in version 1.8. I am more interested in files for translation. Such as :
PatrolObjectives, SubmarineSchool, Menu, UPCLocalization.

Best regards, Corasar Andy.

Моя страница на ютуб канале:
https://www.youtube.com/channel/UCpYILJPIBhXYFnRREWD7itA

propbeanie
11-28-23, 07:49 AM
We no longer attempt to track individual file changes in the mod. The team is not only very small, but has lives centered on more important things than SH4 and FotRSU. Time for modding is at a premium lately, and progress is ~slow~... The easiest thing to do to update your current translation, is to use WinMerge (https://winmerge.org) and run a comparison between the version of the game you previously translated, and the v1.8 version, using the install folders of each full install. Not all of the files in the PatrolObjectives folders are used, but most of them are. You of course, are looking for *.tsr and *.upc files, as well as *.txt in the Campaign, as well as Menu folders. Don't forget about the DynamicMiss folder tsr files for when you use Contact Reports. If you want / desire to do so, forward us a link of your translation, and we can post and share with the rest of SubSim members that want Russian for the next version. This applies to anyone wanting German, or French or whatever language. We can put your names up "in lights" in the Data \Menu \Credits.txt file for posterity. Do a translation of the Campaign folder and sub-folders *.tsr files, as well as those in SingleMissions, SinglePatrols, and Submarine School folders. There is also a "UPCLocalization.tsr" file in a same-named folder under the Data \UPCData folder, and a messages.txt file in the Campaign folder, as well as menu.txt under the Menu folder. It would be a major undertaking to translate the Campaign_LOC and Campaign_NMS cfg files (NMS is graphics files), which display names on the NavMap... :salute:

Kal_Maximus_U669
12-17-23, 10:17 AM
Hello everyone! Greetings, developer! Wrote on the forum earlier that, do a translation on your modification for Russian-speaking players. Tell me could you share information about which files were changed in version 1.8. I am more interested in files for translation. Such as :
PatrolObjectives, SubmarineSchool, Menu, UPCLocalization.

Best regards, Corasar Andy.

Моя страница на ютуб канале:
https://www.youtube.com/channel/UCpYILJPIBhXYFnRREWD7itA

The KSD II guys should be your friends... I highly recommend this forum, say hello to Commander Brad....
:Kaleun_Wink:
https://brat01.mybb.rocks/

Газы КСД И должны быть вашими друзьями... Я очень рекомендую этот форум и передаю привет командиру Бреду.... от Кал Максимус У669 :ouais:

LUKNER
12-22-23, 07:25 AM
Привет. Хочу сделать гидролокатор для поиска мин. Понимаю что в рамках игры это не удасться. Но, сделать прибор позволяющих их обнаруживать, я это сделал. И если я правильно понимаю историю, появился он на лодках в июле 1944 года. Я прошу совета либо помощи. Возможно ли что-то в модели мины прикрепить, что реагировало бы на импульс сонара? Пеленг на мину я нашел как отобразить. Осталось решить вопрос с дальностью обнаружения мин. Если есть желание, помогите!
---------------------------------------------------
Hi. I want to make a sonar to search for mines. I understand that this will not work out within the framework of the game. But, to make a device that allows them to be detected, I did it. And if I understand history correctly, he appeared on boats in July 1944. I ask for advice or help. Is it possible to attach something in the mine model that would react to the sonar impulse? Bearing on a mine I found how to display. It remains to resolve the issue with the detection range of mines. If there is a desire, help!


https://youtu.be/WM01lUU5SkI?si=xBUyFP6VnzciIm_Y

propbeanie
12-22-23, 04:23 PM
There have been a couple of older attempts to attach sound to the mines. TheDarkWraith (TDW), aka: Racerboy, publicly attempted it most recently, and eventually gave up on the idea. That was years ago. The problem with the approach is that it would have each mine emitting sonar sound, which is a bit much for the computer, AND for the player to handle. Imagine those things - hundreds of them in a minefield - making their sound constantly, and "hearable" out to 40km or more... not good. I had an idea to have one mine, not part of a regular minefield, be the sound emitter, and then placed near the minefields, but trying to limit that to only the FM device being capable of picking them up would be a bit difficult... It would be nice to know if the original devs had any idea of how they were going to implement the FM sonar, because there is a skeleton for that in the game already... alas, no documentation of such.

vickers03
12-22-23, 07:02 PM
'..FM sonar, a short range device which was used for detecting submerged mines or other obstacles.
The ear-piercing "gong" it gave out led the crew to derisively call it "Hell's Bells". Nevertheless FM was highly successful.
This was exemplified by Bowfin's ninth and final war patrol which lasted from May 24 to July 4, 1945. During that patrol, Bowfin was serving in a nine boat wolfpack whose mission was to attack shipping through the Sea of Japan, known to submariners as "The Emperor's Wading Pool". However getting there required the wolfpack to steam through the Tsushima Strait between Japan and Korea. Laced with mines, the strait was thought to be impregnable. Thanks to FM Sonar, Bowfin got through the strait but it was quite a hair-raising transit. At one point a mine's anchor cable scraped along her hull. '

LUKNER
12-22-23, 10:14 PM
20 лет назад я прочитал книгу Локвуда "Морские дьяволы", и лет 10 пытаюсь в модах Силент Хантера воспроизвести нечто подобное в части поиска и обнаружения мин. Безрезультатно. Сейчас я решение обнаружение мин с помощью звука я подобрал. Не исторично конечно, но играбельно. Дальность обнаружения мин у меня пока не более 10 миль.
-------------------------------------------
20 years ago I read Lockwood's book "Sea Devils," and for 10 years I am trying to reproduce something similar in Silent Hunter's mods in terms of finding and detecting mines. To no avail. Now I have picked up the decision to detect mines using sound. Not historical of course, but playable. I have a mine detection range of no more than 10 miles.

vickers03
12-23-23, 04:13 AM
20 лет назад я прочитал книгу Локвуда "Морские дьяволы", и лет 10 пытаюсь в модах Силент Хантера воспроизвести нечто подобное в части поиска и обнаружения мин. Безрезультатно. Сейчас я решение обнаружение мин с помощью звука я подобрал. Не исторично конечно, но играбельно. Дальность обнаружения мин у меня пока не более 10 миль.
-------------------------------------------
20 years ago I read Lockwood's book "Sea Devils," and for 10 years I am trying to reproduce something similar in Silent Hunter's mods in terms of finding and detecting mines. To no avail. Now I have picked up the decision to detect mines using sound. Not historical of course, but playable. I have a mine detection range of no more than 10 miles.
does it work? will it be available as a mod?:D

Front Runner
12-23-23, 07:34 AM
:Kaleun_Cheers:

Front Runner still here. Still enjoying SH4 FOTRSU.

Wishing all a Merry Christmas and a Happy New Year!

:Kaleun_Cheers:

LUKNER
12-24-23, 02:44 AM
does it work? will it be available as a mod?:D


Yes, it works. And very successfully, on mine search and detection missions, in the Okinawa area or the Korean Strait. In fashion Silent Service 2.3.
----------------


Да, это работает. И очень успешно, в миссиях по поиску и обнаружению мин, в районе Окинавы или Корейского пролива. В моде Силент Сервис 2.3.

torpedobait
12-24-23, 12:31 PM
Wishing each and everyone a Joyous Christmas and a Happy New Year, whatever your beliefs or affiliations! Good Hunting! :salute::subsim:

Capt RAP
12-24-23, 01:08 PM
Merry Christmas and a Happy New Year to everybody! Especially you Propbeanie !!

Capt RAP

propbeanie
12-24-23, 04:02 PM
From the FotRSU Team:

HO HO HO!!!
Merry Christmas!!!

https://media4.giphy.com/media/137MDVkGCzkZvW/giphy.gif?cid=ecf05e47ainxihn1r2dfzyfhksfaxpcsob8j yerjcy1fx7dj&ep=v1_gifs_search&rid=giphy.gif&ct=g

"Merry Christmas to all, and to all a good night!"

Disclaimer: No real trees nor Santa were harmed in the making of this gif. Not so much for the glass ornaments...

vickers03
12-24-23, 04:36 PM
lol!

Kal_Maximus_U669
12-26-23, 09:12 AM
Hey Boss Merry Christmas..
I would like to thank you for this past year... for all the animation work on the forum... for your availability... I wish happy holidays to all the members of the FOTRSU team... all of this will not be not without counting on the other members KaleunMarco..Vickers..s7rikeback...
https://image.noelshack.com/fichiers/2023/52/2/1703601629-u-571-5b1af4c8a5872.jpg
Kind regards, Kal Maximus U669

KaleunMarco
12-26-23, 10:50 AM
Hey Boss Merry Christmas..
I would like to thank you for this past year... for all the animation work on the forum... for your availability... I wish happy holidays to all the members of the FOTRSU team... all of this will not be not without counting on the other members KaleunMarco..Vickers..s7rikeback...

Kind regards, Kal Maximus U669

you are too kind, KM.
i hope that you had a Joyeux Noël, also!

It's the one time of the year when we all act a little nicer, we smile a little easier, we cheer a little more. For a couple of days out of the whole year, we are the people that we always hoped we would be.

wishing all of you a joyous Christmas Season and a prosperous New Year. Bonne Année, KM!

:Kaleun_Salute:

LUKNER
12-27-23, 06:46 AM
Есть какая нибудь информация о береговых артиллерийских батареях Японии, особенно с орудиями крупного калибра? Боюсь переборщить с артиллерией в своем моде.
---------------------------------
Is there any information about Japan's coastal artillery batteries, especially those with large-caliber guns? I'm afraid to overdo it with artillery in my fashion.


https://youtu.be/xxMqF-FuIhI

jldjs
12-29-23, 10:41 AM
I'm back after to fixing my crashes due to aa corrupted Commands.cfg(my messup) and/or sim.cfg(?). Game playing perfectly, until I return to Midway early Oct '43, offered a new Balao, which I accept. Start a new patrol, take a few save points, and upon loading one of these save points game CTD's. When I load the first save point after leaving Midway I see my plotted course lines are all missing! Symptom of something bad. Could not recover the campaign, had to delete entire Save folder and start anew. Thoughts, any way to fix this?

KaleunMarco
12-29-23, 10:55 AM
I'm back after to fixing my crashes due to aa corrupted Commands.cfg(my messup) and/or sim.cfg(?). Game playing perfectly, until I return to Midway early Oct '43, offered a new Balao, which I accept. Start a new patrol, take a few save points, and upon loading one of these save points game CTD's. When I load the first save point after leaving Midway I see my plotted course lines are all missing! Symptom of something bad. Could not recover the campaign, had to delete entire Save folder and start anew. Thoughts, any way to fix this?

it sounds like Mod Soup. No offense intended.
how many missions had you played between your last config change and the CTD?

jldjs
12-29-23, 01:38 PM
it sounds like Mod Soup. No offense intended.
how many missions had you played between your last config change and the CTD?
Many. Started from Manila in a Sargo in Dec '41 thru to transferring to Midway and upgrading to Gato in early '43! Did I take to new Balao at Midway to early (late Sept '43) when I returned from patrol out of Midway I thin starting in August!
I did have bad soup before I discovered the problem in Commands.cfg and Sim.cfg. Fixed those, deleted Save folder in D:, started new campaign from near Manila in Dec '41 and game ran perfectly, no changes to Mods!

KaleunMarco
12-29-23, 03:44 PM
Many. Started from Manila in a Sargo in Dec '41 thru to transferring to Midway and upgrading to Gato in early '43! Did I take to new Balao at Midway to early (late Sept '43) when I returned from patrol out of Midway I thin starting in August!
I did have bad soup before I discovered the problem in Commands.cfg and Sim.cfg. Fixed those, deleted Save folder in D:, started new campaign from near Manila in Dec '41 and game ran perfectly, no changes to Mods!

ok, that kinda sorta rules out Mod Soup.


your upgrade to Balao in August while based @Midway. that's ok date and base-wise.
my next SWAG would be that your Balao has a config problem. something is not connected properly between the Balao and its equipment, sensors, humans, etc.

PB will see this post and have several suggestions for you to check out. Post your JSGME config in your reply because PB will be asking for it. (i should have asked for it. lol)

:Kaleun_Salute:

jldjs
12-29-23, 04:40 PM
ok, that kinda sorta rules out Mod Soup.


your upgrade to Balao in August while based @Midway. that's ok date and base-wise.
my next SWAG would be that your Balao has a config problem. something is not connected properly between the Balao and its equipment, sensors, humans, etc.

PB will see this post and have several suggestions for you to check out. Post your JSGME config in your reply because PB will be asking for it. (i should have asked for it. lol)

:Kaleun_Salute:
JSGME:
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
101_FotRSUv18_FixPak=2
399_NoScrollNavMap=3
304_NoJapaneseAirRadar=4
454c_EasyAOB_InputTargetDistanceOnTBT=5
901_Strategic_Map_Symbols=6
SH4_original_4k_light_blue=7
Webster's 100' Underwater Visability for v1.5=8
Webster's Better Air Patrols=9
Easier_AI for FotRSU=10 (change Max Fire Range in Sim.cfg)
JayMyKey=11 Use SH Keymapper to remap some keys for my laptop

propbeanie
01-01-24, 12:08 AM
:woot:
Happy New Year!!!
:woot:

propbeanie
01-01-24, 12:42 AM
I'm back after to fixing my crashes due to aa corrupted Commands.cfg(my messup) and/or sim.cfg(?). Game playing perfectly, until I return to Midway early Oct '43, offered a new Balao, which I accept. Start a new patrol, take a few save points, and upon loading one of these save points game CTD's. When I load the first save point after leaving Midway I see my plotted course lines are all missing! Symptom of something bad. Could not recover the campaign, had to delete entire Save folder and start anew. Thoughts, any way to fix this?
Many. Started from Manila in a Sargo in Dec '41 thru to transferring to Midway and upgrading to Gato in early '43! Did I take to new Balao at Midway to early (late Sept '43) when I returned from patrol out of Midway I thin starting in August!
I did have bad soup before I discovered the problem in Commands.cfg and Sim.cfg. Fixed those, deleted Save folder in D:, started new campaign from near Manila in Dec '41 and game ran perfectly, no changes to Mods!
JSGME:
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
101_FotRSUv18_FixPak=2
399_NoScrollNavMap=3
304_NoJapaneseAirRadar=4
454c_EasyAOB_InputTargetDistanceOnTBT=5
901_Strategic_Map_Symbols=6
SH4_original_4k_light_blue=7
Webster's 100' Underwater Visability for v1.5=8
Webster's Better Air Patrols=9
Easier_AI for FotRSU=10 (change Max Fire Range in Sim.cfg)
JayMyKey=11 Use SH Keymapper to remap some keys for my laptop
The Balao in FotRSU v1.8 is active at

Mare 1943-05-24
Treasure 1943-06-01
Brisbane 1943-06-03
Pearl 1943-07-01
Midway 1943-07-01
Fremantle 1943-09-01

All look to have proper mission starts.
When using

SH4_original_4k_light_blue=7
Webster's 100' Underwater Visability for v1.5=8
Webster's Better Air Patrols=9
Easier_AI for FotRSU=10 (change Max Fire Range in Sim.cfg)
JayMyKey=11 Use SH Keymapper to remap some keys for my laptop

... the skins might strain the computers pizzle from the pixel throughput on the video stream - otherwise fine
... Underwater Visability ~should~ be fine, but never fully tested
... Better Air is similar, but does make the air attacks worse than what the base FotRSU settings are
... Easier AI of your own editing I have no idea if you're fully compatible (probably)
... JayMyKey similarly, and I understand the need for that
I would say your list is most likely fine
- However, especially the last two, you have to have a new career campaign, since everything has to be the same throughout the file structure.

Big things with Saves

Do not overwrite Saves - make new "slots" with new names for each
Do NOT EVER load a Save if you have not re-started the entire game

This is something that Front Runner found a while back when doing the Base Time (https://www.subsim.com/radioroom/showthread.php?p=2577977#post2577977) threads. In other words, if you Save the game and then want to load that Save, you must first exit the game. Re-start the game, Load the Save and continue play. If you instead Save, then load the Save while still running the same game session, you will lose all navigation waypoints, as well as experience other config issues, and quite possibly trash the Save folder's contents. The game does something ~nasty~ with the binary data that we can't see or read. Somewhere in there is a data byte counter that might be getting messed-up. Also, if you do any shelling out to Windows while playing the game, you should Save at the first opportunity, exit the game, re-start, then load that Save and continue.

propbeanie
01-01-24, 12:47 AM
Is there any information about Japan's coastal artillery batteries, especially those with large-caliber guns? I'm afraid to overdo it with artillery in my fashion.
We have been looking for similar for FotRSU, along with a minefield map, showing Japanese mines in various areas. Surely the devs had some information to use for their files? One aspect I am reasonably certain of is that they did NOT put as many guns as the Japanese used in some areas, since that would have been a LOT of work. However, they did compensate by making each gun extremely accurate, to Superman proportions... lol - they can take a sub out with 2 hits in 4 shots from 9600 yards rather easily. :o :wah: - the error angle has to be adjusted, but then they shoot all about the place...

LUKNER
01-01-24, 12:56 AM
We have been looking for similar for FotRSU, along with a minefield map, showing Japanese mines in various areas. Surely the devs had some information to use for their files? One aspect I am reasonably certain of is that they did NOT put as many guns as the Japanese used in some areas, since that would have been a LOT of work. However, they did compensate by making each gun extremely accurate, to Superman proportions... lol - they can take a sub out with 2 hits in 4 shots from 9600 yards rather easily. :o :wah: - the error angle has to be adjusted, but then they shoot all about the place...


================================================== ==
I agree with you! I have an opinion that the developers in these matters simply relied on the Internet: OK Google.
Therefore, I introduced coastal fortifications as a site with many firing barrels. Even if these "trunks" do not look so historical.



Согласен с Вами! У меня мнение что разработчики в этих вопросах просто полагались на интернет: ОК Гугл.
Поэтому я ввел береговые укрепления как участок с множеством стреляющих стволов. Даже если эти "стволы" не столь исторично выглядят.

KaleunMarco
01-13-24, 02:21 PM
hey PB,

how do i fix this?
https://i.ibb.co/mHNcyyD/Picture0143.jpg

i tried a couple of edits but they did not work.

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
01-13-24, 04:51 PM
What problem? The order of the medals in the list? It's alphabetical, and if it is fixable, it would be menu_1024_768.ini issue for the display of the page, but I'm not certain if you can change the game's "order" of things... but yeah, Bronze Star, Silver Star, Navy Cross, CMOH. The medals are awarded in the proper order, as far as points go, with the CMOH nearly impossible to get (theoretically). Your mod list looks fine.

LUKNER
01-13-24, 10:58 PM
Tell me, I have a question. Why did you make the speed of the Mk-18 torpedo 33 knots in fashion? Why put paired 40 mm Bofors: they significantly affected the stability of the boat, especially when diving/surfacing, and how correctly do I know they were not put?


================================================


Подскажите, у меня вопрос. Почему в моде вы сделали скорость торпеды Мк-18 - 33 уз? Зачем ставите спаренные 40 мм Бофорс: они значительно влияли на остойчивость лодки, особенно при погружении/всплытии, и насколько верно я знаю их не ставили?

propbeanie
01-14-24, 09:10 AM
Tell me, I have a question. Why did you make the speed of the Mk-18 torpedo 33 knots in fashion? Why put paired 40 mm Bofors: they significantly affected the stability of the boat, especially when diving/surfacing, and how correctly do I know they were not put?


================================================


Подскажите, у меня вопрос. Почему в моде вы сделали скорость торпеды Мк-18 - 33 уз? Зачем ставите спаренные 40 мм Бофорс: они значительно влияли на остойчивость лодки, особенно при погружении/всплытии, и насколько верно я знаю их не ставили?
I do not recall the reasoning of using 33knots as opposed to using the 29knot figure... It might have been for better targeting, but I cannot remember. It seems to me though, that there was a problem with the game properly allowing for the sub-30knot torpedo speed and players missing quite often, which would have been similar to what the actual WW2 skippers encountered... They had to do extra math since the TDC initially did not properly track targets using the 29knot speed of the Mark 18... ??

As for the twin barrel 40mm, many players complained several years back about not getting the guns, even though they were in the game's files, so they were added to come in automatically, and the same with the twin barrel 20mm. However, neither gun works correctly in SH4 anyway, and most boats did not bother with the twin 20mm, and I have not seen any pictures of the 40mm twin being used on any boats, so the next version does not automatically give the player those guns, but will offer them as an expensive "upgrade". Some of the boats will not have a 40mm available for the front platform, since some of those platforms on the earlier boats could not support the weight.

LUKNER
01-14-24, 09:24 AM
I do not recall the reasoning of using 33knots as opposed to using the 29knot figure... It might have been for better targeting, but I cannot remember. It seems to me though, that there was a problem with the game properly allowing for the sub-30knot torpedo speed and players missing quite often, which would have been similar to what the actual WW2 skippers encountered... They had to do extra math since the TDC initially did not properly track targets using the 29knot speed of the Mark 18... ??



I didn't understand a thing. Obviously, my translator is completely bad.
-------------------------------------------------------------------


Ничего не понял. Очевидно переводчик мой совсем плохой.

LUKNER
01-14-24, 09:29 AM
As for the twin barrel 40mm, many players complained several years back about not getting the guns, even though they were in the game's files, so they were added to come in automatically, and the same with the twin barrel 20mm. However, neither gun works correctly in SH4 anyway, and most boats did not bother with the twin 20mm, and I have not seen any pictures of the 40mm twin being used on any boats, so the next version does not automatically give the player those guns, but will offer them as an expensive "upgrade". Some of the boats will not have a 40mm available for the front platform, since some of those platforms on the earlier boats could not support the weight.


Why follow the lead of a player's wishes? It seems to me that the task of your moderators, of a very high level, is to make the game as historically reliable as possible!
---------------------
Зачем идти на поводу у желаний игрока? Мне кажется задача модеров вашего, очень высокого уровня, сделать игру максимально исторически достоверной!

KaleunMarco
01-14-24, 01:35 PM
What problem? The order of the medals in the list? It's alphabetical, and if it is fixable, it would be menu_1024_768.ini issue for the display of the page, but I'm not certain if you can change the game's "order" of things... but yeah, Bronze Star, Silver Star, Navy Cross, CMOH. The medals are awarded in the proper order, as far as points go, with the CMOH nearly impossible to get (theoretically). Your mod list looks fine.

yeah, what problem. i should have been more specific.

what i should have posted is that the Asiatic Pacific medal is labeled Bronze Star and Bronze Star is labeled Navy Cross, etc, etc, etc.

how can i "fix" the labels to match the award?

second question, if the answer to the first question is no: how can i mod FOTRSU to retreat back to Stock medals?
:Kaleun_Salute:

propbeanie
01-14-24, 08:53 PM
yeah, what problem. i should have been more specific.

what i should have posted is that the Asiatic Pacific medal is labeled Bronze Star and Bronze Star is labeled Navy Cross, etc, etc, etc.

how can i "fix" the labels to match the award?

second question, if the answer to the first question is no: how can i mod FOTRSU to retreat back to Stock medals?
:Kaleun_Salute:
That is a function of the Medals.upc below the UPCData folders, and the menu_1024_768.ini, along with the images of the medals. CapnScurvy changed their names to remove a medal, and to "upgrade" the others, then increased the amount of renown needed for awards, all so that the CMOH did not show every "Excellent" patrol. You can copy the Stock games "Medals.upc" file in, and go back, but you'll also have to find the instances in the menu_1024_768.ini file where their dds files are listed, as well as the text used in the menu.txt file. In other words, the Medals.upc is an optical illusion, to fool the game, but some of the screens do not cooperate with this "trick"...

propbeanie
01-14-24, 09:10 PM
I didn't understand a thing. Obviously, my translator is completely bad.
-------------------------------------------------------------------
Ничего не понял. Очевидно переводчик мой совсем плохой.
I tried to minimize my use of "Americanisms" in my word choices, but apparently failed... :arrgh!:


Why follow the lead of a player's wishes? It seems to me that the task of your moderators, of a very high level, is to make the game as historically reliable as possible!
---------------------
Зачем идти на поводу у желаний игрока? Мне кажется задача модеров вашего, очень высокого уровня, сделать игру максимально исторически достоверной!
Some players complained, but that is not what determines what the team puts into the mod. Every thing we put in the mod is our choice. We take all user comments under advisement, but make changes based upon what we want. "Historically reliable" is not possible in the game. It is not a true simulator, and not capable. You can get close, but compromises must be made to maintain playability, with as much allowance for realism as we can manage. There are several aspects of SH3, 4 and 5 that are accepted as "realistic", but the equipment and/or technique were never used in the real war. But folks do expect to encounter these fallacies as a matter of course. "To each his own", is a saying here. We put out a modification for the game on a voluntary basis. Anyone can freely use it. There are also small mods included as part of the package that can be added to the modded game, but are not required. If there is an aspect a given player does not like, they are free to modify what was already modified by us, and make it suit their desires. We're going to keep the Mark 18 torpedoes at 33 knots, since they track better at that speed. There are dud torpedo mods included that can alter their reliability. Plus, the sim file is easy enough to edit with Silent3Ditor (https://www.subsim.com/radioroom/downloads.php?do=file&id=4489), to further alter the speed, if desired... :salute:

LUKNER
01-15-24, 12:26 AM
I tried to minimize my use of "Americanisms" in my word choices, but apparently failed... :arrgh!:



Some players complained, but that is not what determines what the team puts into the mod. Every thing we put in the mod is our choice. We take all user comments under advisement, but make changes based upon what we want. "Historically reliable" is not possible in the game. It is not a true simulator, and not capable. You can get close, but compromises must be made to maintain playability, with as much allowance for realism as we can manage. There are several aspects of SH3, 4 and 5 that are accepted as "realistic", but the equipment and/or technique were never used in the real war. But folks do expect to encounter these fallacies as a matter of course. "To each his own", is a saying here. We put out a modification for the game on a voluntary basis. Anyone can freely use it. There are also small mods included as part of the package that can be added to the modded game, but are not required. If there is an aspect a given player does not like, they are free to modify what was already modified by us, and make it suit their desires. We're going to keep the Mark 18 torpedoes at 33 knots, since they track better at that speed. There are dud torpedo mods included that can alter their reliability. Plus, the sim file is easy enough to edit with Silent3Ditor (https://www.subsim.com/radioroom/downloads.php?do=file&id=4489), to further alter the speed, if desired... :salute:


Как говориться: у каждого художника свои фломастеры!
--------------------------------------------------------
How to say: each artist has his own colors! :salute:

LUKNER
01-16-24, 10:40 AM
https://youtu.be/9DtEvf-402w


Может кто нибудь мне помочь? Я делаю карту с сеткой квадратов, но не могу понять некоторые надписи, и разобраться с датами нарезки квадратов. То что именовалось под цифровыми значениями, я понимаю появилось с начала войны, а то что имело названия словами, уже в процессе войны. Хотелось бы узнать с какой даты. И есть ли у кого точная сетка квадратов с четкими надписями?
------------------------------------------------------------
Can someone help me? I make a map with a grid of squares, but I can't understand some of the inscriptions, and deal with the dates of cutting squares. What was called by digital meanings, I understand appeared from the beginning of the war, and what had names in words, already in the process of war. I would like to know from what date. And does anyone have an accurate grid of squares with clear inscriptions?

propbeanie
01-16-24, 03:30 PM
Как говориться: у каждого художника свои фломастеры!
--------------------------------------------------------
How to say: each artist has his own colors! :salute:
Yes! That is another way to say that! :yeah:


{video}

Может кто нибудь мне помочь? Я делаю карту с сеткой квадратов, но не могу понять некоторые надписи, и разобраться с датами нарезки квадратов. То что именовалось под цифровыми значениями, я понимаю появилось с начала войны, а то что имело названия словами, уже в процессе войны. Хотелось бы узнать с какой даты. И есть ли у кого точная сетка квадратов с четкими надписями?
------------------------------------------------------------
Can someone help me? I make a map with a grid of squares, but I can't understand some of the inscriptions, and deal with the dates of cutting squares. What was called by digital meanings, I understand appeared from the beginning of the war, and what had names in words, already in the process of war. I would like to know from what date. And does anyone have an accurate grid of squares with clear inscriptions?
If you are referring to the "Corridor" and "Corridor II", etcetera, those refer to name that the US submariners at Pearl Harbor referred to certain areas as a "code name" for a given area. I do not have any documentation, but most of what I have read on the subject possibly refers to an early 1943 time period for those. There is a way to "date" their appearances if using a MapLocation:

https://i.imgur.com/UGXlX9D.jpg

That's the "Vestibule", and its MapLocation dialog (menu "Tools", "MapLocation edit mode"). The larger names for islands and seas are done the same way, with image files from the "...\Data \Terrain \LocationMaps" folder.

LUKNER
01-16-24, 06:39 PM
That's the "Vestibule", and its MapLocation dialog (menu "Tools", "MapLocation edit mode"). The larger names for islands and seas are done the same way, with image files from the "...\Data \Terrain \LocationMaps" folder.


Я знаю как работать в редакторе игры. :salute:


Я спрашивал о другом. Но вы подтвердили мои предположения. Для вас, историческая справка:

С 15 марта 1943 года в действие была введена новая, номерная система обозначения флотов. Флот южной части Тихого океана реорганизовали в 3-й флот во главе с адмиралом Вильямом Хэлси, флот центральной части Тихого океана - в 5-й флот во главе с вице-адмиралом Раймондом Спрюэнсом, флот юго-западной части Тихого океана - в 7-й флот во главе с вице-адмиралом Карпентнером. Для оперативного взаимодействия и безопасности при соприкосновении в боевой деятельности между союзниками и различными подразделениями родов войск на Тихом океане весь театр боевых действий был размечен на оперативные зоны.
С этой даты и появились я думаю квадраты Ablaze, Convoy College, или Fish Pond.

------------------------------------------------------------------
I know how to work in the game editor.

I was asking about something else. But you confirmed my assumptions. For you, historical reference:
On March 15, 1943, a new, numbered fleet designation system was put into effect. The South Pacific Fleet was reorganized into the 3rd Fleet led by Admiral William Halsey, the Central Pacific Fleet into the 5th Fleet led by Vice Admiral Raymond Spruance, and the Southwest Pacific Fleet into the 7th Fleet led by Vice Admiral Carpentner. For operational interaction and security in contact with combat activities between the Allies and various units of the military branches in the Pacific Ocean, the entire theater of operations was marked into operational zones.
From that date and came I think squares Ablaze, Convoy College, or Fish Pond.

LUKNER
01-17-24, 03:51 AM
5911


Мне кажется более похожим на настоящий такой вид всплеска от взрыва.



Подскажите как добавить к текстуре взрыва, опадающие облака дыма и разлетающиеся осколки?


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



It seems to me more like a real kind of burst from an explosion.

Tell me how to add to the texture of the explosion, falling clouds of smoke and flying fragments?

propbeanie
01-17-24, 10:50 PM
Я знаю как работать в редакторе игры. :salute:

Я спрашивал о другом. Но вы подтвердили мои предположения. Для вас, историческая справка:

С 15 марта 1943 года в действие была введена новая, номерная система обозначения флотов. Флот южной части Тихого океана реорганизовали в 3-й флот во главе с адмиралом Вильямом Хэлси, флот центральной части Тихого океана - в 5-й флот во главе с вице-адмиралом Раймондом Спрюэнсом, флот юго-западной части Тихого океана - в 7-й флот во главе с вице-адмиралом Карпентнером. Для оперативного взаимодействия и безопасности при соприкосновении в боевой деятельности между союзниками и различными подразделениями родов войск на Тихом океане весь театр боевых действий был размечен на оперативные зоны.
С этой даты и появились я думаю квадраты Ablaze, Convoy College, или Fish Pond.

------------------------------------------------------------------
I know how to work in the game editor.

I was asking about something else. But you confirmed my assumptions. For you, historical reference:
On March 15, 1943, a new, numbered fleet designation system was put into effect. The South Pacific Fleet was reorganized into the 3rd Fleet led by Admiral William Halsey, the Central Pacific Fleet into the 5th Fleet led by Vice Admiral Raymond Spruance, and the Southwest Pacific Fleet into the 7th Fleet led by Vice Admiral Carpentner. For operational interaction and security in contact with combat activities between the Allies and various units of the military branches in the Pacific Ocean, the entire theater of operations was marked into operational zones.
From that date and came I think squares Ablaze, Convoy College, or Fish Pond.
Were you referring to the German "K-Grid" system then, combined with the Campaign_NMS.mis file? The K-Grid set-up for SH4 is in the "\Data \Menu \KGrid" folder, but I never did fully comprehend the data. There was a thread years ago where someone worked with it... There are a few cartographer sites that sell the maps, and I used to have a rough draft of a worldwide version, but I do not know how accurate it was... The names that you see on the NavMap are a function of the MapLocation, and linking that to a dds image, as described above, controllable by date. Campaign_LOC.mis controls the cities, docks and associated locations.

5911

Мне кажется более похожим на настоящий такой вид всплеска от взрыва.

Подскажите как добавить к текстуре взрыва, опадающие облака дыма и разлетающиеся осколки?

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

It seems to me more like a real kind of burst from an explosion.

Tell me how to add to the texture of the explosion, falling clouds of smoke and flying fragments?
Some of the explosions you see in the game are referenced by their "name" in the "\Data \Library \particles.dat" file. They link to like-named files for their "sound" and other control links. Usually, those explosions and fires would be "called" from the "Data \Zones.cfg" file, which are linked to individual Gun, Ammunition, Ship, Airplane and other zon files in their respective folders. It depends upon what you are wanting to have happen, as to how you "build" it.

As an example, open that ship's zon file, and then from the upper-right menu, open its dat file. Click on one of the ship's 3D named nodes, and then click on the "Model Preview" link in the lower part of the right window. Now click on the sixth icon from the left, above that preview window, the icon with the "Toggle zones editor" tooltip. Notice that the node you selected will show its "collision" spheres. The "F" section will have all spheres associated with it, the "B" section all that are associated with it, and the "Cabina" nodes, or the "Catarg" nodes might all have spheres associated with them also. Those are what determine if a collision has occurred. Working in conjunction with those, are the boxes. Those are of varying "types", such as "48" or "46" or "74", or whatever. If you then open the Zones.cfg file in the Data folder, you will find like-numbered entries there. 46=FloodFrontb, 48=FloodFrontf and 74=ShipBubbles (etc.) that are listed in the Zones List (index or TOC) near the top of the file. Below, you will find those names used as "headers" for those boxes you see inside the ship. Some do not have an "Effect" line, while others have multiple effects associated. Those "Effect" lines are what determines what happens with a "collision", and what effect is called.

If you shoot a torpedo, and it hits in a location that does not have an underlying effect, you won't see anything other than the torpedo explosion (and maybe an associate ship-damage decal). But damage is usually incurred by the ship... The torpedo sim file is what controls the "torpedo explosion" (which is what your picture shows), and those are called by ID numbers, such as 0xe37ec3e300ec4ba5, which is a water explosion. Trace that number, and you end up with the "@ref_torp_great_explosion" in the "particles.dat" file... you might notice that there are seven sections to that particular "explosion" effect, and each has a ParticleGenerator, each configured differently for the various aspects of the effect...

There is much more involved in this, and almost all of it beyond what my feeble brain can comprehend...

LUKNER
01-18-24, 12:04 AM
As an example, open that ship's zon file, and then from the upper-right menu, open its dat file. Click on one of the ship's 3D named nodes, and then click on the "Model Preview" link in the lower part of the right window. Now click on the sixth icon from the left, above that preview window, the icon with the "Toggle zones editor" tooltip. Notice that the node you selected will show its "collision" spheres. The "F" section will have all spheres associated with it, the "B" section all that are associated with it, and the "Cabina" nodes, or the "Catarg" nodes might all have spheres associated with them also. Those are what determine if a collision has occurred. Working in conjunction with those, are the boxes. Those are of varying "types", such as "48" or "46" or "74", or whatever. If you then open the Zones.cfg file in the Data folder, you will find like-numbered entries there. 46=FloodFrontb, 48=FloodFrontf and 74=ShipBubbles (etc.) that are listed in the Zones List (index or TOC) near the top of the file. Below, you will find those names used as "headers" for those boxes you see inside the ship. Some do not have an "Effect" line, while others have multiple effects associated. Those "Effect" lines are what determines what happens with a "collision", and what effect is called.

If you shoot a torpedo, and it hits in a location that does not have an underlying effect, you won't see anything other than the torpedo explosion (and maybe an associate ship-damage decal). But damage is usually incurred by the ship... The torpedo sim file is what controls the "torpedo explosion" (which is what your picture shows), and those are called by ID numbers, such as 0xe37ec3e300ec4ba5, which is a water explosion. Trace that number, and you end up with the "@ref_torp_great_explosion" in the "particles.dat" file... you might notice that there are seven sections to that particular "explosion" effect, and each has a ParticleGenerator, each configured differently for the various aspects of the effect...

There is much more involved in this, and almost all of it beyond what my feeble brain can comprehend...


Спасибо за оказанную помощь!!! :yeah: Thank you for your help!!!

LUKNER
01-19-24, 11:58 AM
Tell me how the bug is treated when they look up after saving the instrument arrows?
-----------------------------
Подскажите как лечится баг, когда после сохранения стрелки приборов смотрят вверх?

propbeanie
01-19-24, 07:18 PM
Спасибо за оказанную помощь!!! :yeah: Thank you for your help!!!
You are welcome!


Tell me how the bug is treated when they look up after saving the instrument arrows?
-----------------------------
Подскажите как лечится баг, когда после сохранения стрелки приборов смотрят вверх?
I do not understand the question... who are you referring to with "they" and the "saving the instrument arrows"??
:salute:

LUKNER
01-19-24, 08:32 PM
I do not understand the question... who are you referring to with "they" and the "saving the instrument arrows"??
:salute:
https://youtu.be/IJsK5V4EWIM


5912

GrayWolf3rdXO
01-20-24, 09:47 AM
I put mod in SH4 and the file in the mod file and started game. I even tryed clicking on the file in the mod folder to see if it would prompt a instal noting apeend thats when I started game How the heck do you do this? Clear instructions pleas like C programes User Steam App data loco low so on so on pleas.

propbeanie
01-20-24, 10:41 AM
I didn't see your post in here GrayWolf3rdXO. Couldn't see the tree for the forest... Look at your post over in your other posting Help with Fall of the Rising sun mod pleas (https://www.subsim.com/radioroom/showthread.php?p=2899864#post2899864) for the "details". :salute:

propbeanie
01-20-24, 11:13 AM
https://youtu.be/IJsK5V4EWIM


5912
Nice video. I am not able to understand the question completely. I saw your video pan across the area depicted in your screen grab, but the screen grab is too small for my old eyes to see the details. I will guess though, that you are showing all of the gauges stuck at 12 O'Clock, correct? If such is the case, run the JSGME.exe, then click on the blue "Tasks..." link in the middle, then choose "Export activated mods list to -->", and then "Clipboard". Use <Ctrl><V> to then "paste" that list into your next response here. You could also send it to a text file, copy and then paste that here.

There are several ways to get the gauges stuck like that. The first, which we worked very hard to eliminate, is a conflict with another submarine. SH4 especially does not like AI submarines that use Player submarine parts, nor does the game like when parts that have the same ID numbers or names are used. It took a LOT of work from CapnScurvy and s7rikeback to eliminate all those issues. So any additional mods with any AI subs can cause this conflict. The second way that can happen is player induced. If you shell-out to Windows and do other work, such as email or calculator, or anything else, that will cause data corruption when the game regains focus from Windows. If you Save the game, completely exit, then re-start the game and load that Save file, those type of issues should be re-set and things will be "normal" again. Shelling-out can also be caused by Windows itself, if it interrupts gameplay with a background app from the systray.

I notice that you have a text translation in the game. If the author of any such translation wants to share it with the SubSim community, we can post a link to it for you on the first page of this thread. :salute:

LUKNER
01-20-24, 11:33 AM
There are several ways to get the gauges stuck like that. The first, which we worked very hard to eliminate, is a conflict with another submarine. SH4 especially does not like AI submarines that use Player submarine parts, nor does the game like when parts that have the same ID numbers or names are used. :salute:


Это верно. Особенно конфликт проявляется с Data/Submarine/AI_JyunsenB_Sub
----------------
That's true. Especially the conflict manifests itself with Data/Submarine/AI_JyunsenB_Sub

propbeanie
01-20-24, 12:47 PM
:haha: - which is why we did not activate it in any mis files in the game :arrgh!: - there are still player type parts on the submarine. Only the surfaced version of that submarine is active in the v1.8 mod. If you added it to any of the campaign files, you should remove those instances, and wait for the next released version of the mod. :salute:

LUKNER
01-20-24, 08:18 PM
The Objects folder contains the wheelhouses of all submarines. Initially, in the stock version of the game, this folder contains the wheelhouses of the player's boats. Could there be a connection to my problem?


==============================


В папке Objects находятся рубки всех подводных лодок. Изначально в стоковой версии игры в этой папке находятся рубки лодок игрока. Может быть связь с моей проблемой?

LUKNER
01-21-24, 12:05 PM
:haha: - which is why we did not activate it in any mis files in the game :arrgh!: - there are still player type parts on the submarine. Only the surfaced version of that submarine is active in the v1.8 mod. If you added it to any of the campaign files, you should remove those instances, and wait for the next released version of the mod. :salute:


Я разобрался с проблемой! Для того, чтобы не было ошибки со стрелками приборов на 12 часов, в файлах кампаинга не должно быть юнитов которые брались бы из папки субмарины!
-------------------------------------------------------
I dealt with the problem! In order for there to be no error with instrument arrows for 12 hours, there should be no units in the campaigning files that would be taken from the submarine folder!

propbeanie
01-23-24, 05:13 PM
:yeah:

TheDinosuar01
01-26-24, 01:15 AM
i boot the game and it almost finishes loading and gives me a couple error codes, data/menu/gui/tdc/tdc_metric.tga, data/menu/skins/american/gui/layout/navigationtools.tga, data/menu/data/black80.tga, data/menu/data/awardsitems_4.dds then with a 3, data/menu/skins/american/gui/careertransfer/transferboard.dds, data/menu/skins/american/gui/careerstart/order.dds, data/menu/skins/american/gui/careerstart/objectives.dds, there is a new (not implemented) page <Page PlayerRank> ! , data/menu/skins/american/gui/player rank/left papers.dds. it keeps going for a while and im playing on steam with uboat installed and when i check the integrity of the files i am missing some files and it takes the mod off when i install them back and gives me the vanilla game. any help would be great

fitzcarraldo
01-26-24, 08:38 AM
i boot the game and it almost finishes loading and gives me a couple error codes, data/menu/gui/tdc/tdc_metric.tga, data/menu/skins/american/gui/layout/navigationtools.tga, data/menu/data/black80.tga, data/menu/data/awardsitems_4.dds then with a 3, data/menu/skins/american/gui/careertransfer/transferboard.dds, data/menu/skins/american/gui/careerstart/order.dds, data/menu/skins/american/gui/careerstart/objectives.dds, there is a new (not implemented) page <Page PlayerRank> ! , data/menu/skins/american/gui/player rank/left papers.dds. it keeps going for a while and im playing on steam with uboat installed and when i check the integrity of the files i am missing some files and it takes the mod off when i install them back and gives me the vanilla game. any help would be great

First of all, download the mod again. Your installation lacks files...

Do not install your Steam games in C:/program files or C:/program files (x86)...Install the Steam app in C:/....or another unit if you have one.

Delete all the files of your previous installation, including those in .../my documents/SH4.

And try...Tell us if this works. You need to install de mod using JSGME.

Good luck.

Fitzcarraldo :Kaleun_Salute:

propbeanie
01-26-24, 10:35 AM
i boot the game and it almost finishes loading and gives me a couple error codes, data/menu/gui/tdc/tdc_metric.tga, data/menu/skins/american/gui/layout/navigationtools.tga, data/menu/data/black80.tga, data/menu/data/awardsitems_4.dds then with a 3, data/menu/skins/american/gui/careertransfer/transferboard.dds, data/menu/skins/american/gui/careerstart/order.dds, data/menu/skins/american/gui/careerstart/objectives.dds, there is a new (not implemented) page <Page PlayerRank> ! , data/menu/skins/american/gui/player rank/left papers.dds. it keeps going for a while and im playing on steam with uboat installed and when i check the integrity of the files i am missing some files and it takes the mod off when i install them back and gives me the vanilla game. any help would be great

First of all, download the mod again. Your installation lacks files...

Do not install your Steam games in C:/program files or C:/program files (x86)...Install the Steam app in C:/....or another unit if you have one.

Delete all the files of your previous installation, including those in .../my documents/SH4.

And try...Tell us if this works. You need to install de mod using JSGME.

Good luck.

Fitzcarraldo :Kaleun_Salute:
TheDinosuar01 - In addition to what fitzcarraldo said, you also have to have the correct version of SH4 Wolves of the Pacific, which would be v1.5 aka: Gold Edition. The "data/menu/data/black80.tga" error is common to having the wrong version. If you purchased your game from Steam, they have two, count 'em TWO versions of the game, and it almost sounds like you are starting the "v1.3" of the game Silent Hunter: Wolves of the Pacific (https://store.steampowered.com/app/15200/Silent_Hunter_Wolves_of_the_Pacific/). You need to use their U-Boat Missions Add-On (https://store.steampowered.com/app/15240/Silent_Hunter_Wolves_of_the_Pacific_UBoat_Missions/) to have the full version of the game. If you already have that, then you have to mod and start that version, which makes their regular "Wolves of the Pacific" version into the "Gold Edition", or v1.5. Confusing? Yes... but it is either that, or use the Ubisoft UConnect version Silent Hunter 4: Gold Edition (https://store.ubisoft.com/us/game/?lang=en_US&pid=56c4948988a7e300458b47fa&dwvar_56c4948988a7e300458b47fa_Platform=pcdl&edition=DLC&source=detail) (US Store link). Steam is still milking the franchise for all it's worth...
:arrgh!:

In line with what fitzcarraldo said about your Steam install, refer to Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327)
:salute:

TheDinosuar01
01-26-24, 04:58 PM
So i changed where my steam was so its not in a progam file just in the hard drive as its own folder and i get less error messages running it from the uboat version. There is a new (not implemented) page: <page chooseloadsave>, <page playerrank>! one for weapons and radars then i get menu id not found 0x6101000B! , menu id not found: 0x61080004! so i guess i cut down on about 3/4 my error messages

KaleunMarco
01-27-24, 09:31 AM
more experiences on boat upgrades.....

for the first time in a long, long time, the enemy trashed my boat during a mission. we limped home with 90% damage. the Admiral gave us the choice of shipping back to the states or taking a different boat. well, there is more to do, so we took the new boat....only it wasn't new. we had been driving a Tambor but the "new" boat was the Porpoise. how disappointing.
since all boats in my config of have the same upgrade class, i was wondering why SH4 selected a Porpoise as opposed to another boat.
so, i opened up Flotillas.upc file and looked at the list of Pearl Harbor boats however there was no logic to the selection of the Porpoise as a replacement.
the boat list is Porpoise, Tambor, Gar, ...

have to think about it more.

propbeanie
01-27-24, 07:01 PM
more experiences on boat upgrades.....

for the first time in a long, long time, the enemy trashed my boat during a mission. we limped home with 90% damage. the Admiral gave us the choice of shipping back to the states or taking a different boat. well, there is more to do, so we took the new boat....only it wasn't new. we had been driving a Tambor but the "new" boat was the Porpoise. how disappointing.
since all boats in my config of have the same upgrade class, i was wondering why SH4 selected a Porpoise as opposed to another boat.
so, i opened up Flotillas.upc file and looked at the list of Pearl Harbor boats however there was no logic to the selection of the Porpoise as a replacement.
the boat list is Porpoise, Tambor, Gar, ...

have to think about it more.
... and there you have your answer... :arrgh!: When given no choice as far as Upgrade Class goes, it uses the list from top to bottom...

propbeanie
01-27-24, 07:03 PM
So i changed where my steam was so its not in a progam file just in the hard drive as its own folder and i get less error messages running it from the uboat version. There is a new (not implemented) page: <page chooseloadsave>, <page playerrank>! one for weapons and radars then i get menu id not found 0x6101000B! , menu id not found: 0x61080004! so i guess i cut down on about 3/4 my error messages
TheDinosuar01 - In addition to what fitzcarraldo said, you also have to have the correct version of SH4 Wolves of the Pacific, which would be v1.5 aka: Gold Edition. The "data/menu/data/black80.tga" error is common to having the wrong version. If you purchased your game from Steam, they have two, count 'em TWO versions of the game, and it almost sounds like you are starting the "v1.3" of the game Silent Hunter: Wolves of the Pacific (https://store.steampowered.com/app/15200/Silent_Hunter_Wolves_of_the_Pacific/). You need to use their U-Boat Missions Add-On (https://store.steampowered.com/app/15240/Silent_Hunter_Wolves_of_the_Pacific_UBoat_Missions/) to have the full version of the game. If you already have that, then you have to mod and start that version, which makes their regular "Wolves of the Pacific" version into the "Gold Edition", or v1.5. Confusing? Yes... but it is either that, or use the Ubisoft UConnect version Silent Hunter 4: Gold Edition (https://store.ubisoft.com/us/game/?lang=en_US&pid=56c4948988a7e300458b47fa&dwvar_56c4948988a7e300458b47fa_Platform=pcdl&edition=DLC&source=detail) (US Store link). Steam is still milking the franchise for all it's worth...
:arrgh!:

In line with what fitzcarraldo said about your Steam install, refer to Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327)
:salute:
Check your version of the game. Right-click on the SH4.exe file, look on the "Details" tab, and about the middle of that is the version number.

TheDinosuar01
01-27-24, 10:07 PM
it gives me 1.3 with the wolfpack version instaled

KaleunMarco
01-28-24, 12:08 AM
... and there you have your answer... :arrgh!: When given no choice as far as Upgrade Class goes, it uses the list from top to bottom...

interesting logic.
:doh::har:

Aktungbby
01-28-24, 03:18 AM
TheDinosuar01!:Kaleun_Salute:

propbeanie
01-29-24, 07:40 AM
it gives me 1.3 with the wolfpack version instaled
With your Steam "Wolves of the Pacific" version (the v1.3), you need to also use the "U-Boat Missions Add-On (https://store.steampowered.com/app/15240/Silent_Hunter_Wolves_of_the_Pacific_UBoat_Missions/)" from Steam. FotRSU will not run in any version of SH4 other than v1.5 (with the U-Boat Missions Add-On from Steam).

Bonbon&Bacon
02-01-24, 06:03 AM
After eleven years of playing this game, I finally decided to install a mod.

Got jgsme up and running.
Got the right version of SH4 1.5
Got FotRSU
The game is running with the menu, I try the museum, but it crashes the game.
I try school and while the gun training does load I got the title Too EZ flickering while the game works in the background.
I return window, return to the game click anything and the game crashes.

It appears that I merde somewhere but where?
Also new here, but I new this place and I thank all the dedicated ppls who work for everyone to enjoy such a unique game.

Aktungbby
02-01-24, 10:22 AM
Bonbon&Bacon!:Kaleun_Salute:

propbeanie
02-01-24, 10:36 AM
After eleven years of playing this game, I finally decided to install a mod.

Got jgsme up and running.
Got the right version of SH4 1.5
Got FotRSU
The game is running with the menu, I try the museum, but it crashes the game.
I try school and while the gun training does load I got the title Too EZ flickering while the game works in the background.
I return window, return to the game click anything and the game crashes.

It appears that I merde somewhere but where?
Also new here, but I new this place and I thank all the dedicated ppls who work for everyone to enjoy such a unique game.
Welcom to SubSim Bonbon&Bacon - great handle, btw... lol :subsim:

You really do not supply enough info to easily help you, so we'll walk you through it all, just in case. In the mod's Support folder are several pdf files with SH4 installation tips, and FotRSU activation instructions. Look for "Install Notes For SH4.pdf" and "Activating Fall of the Rising Sun Ultimate Edition" for massive quantities of verbosity... :roll: - but lots of help.
The first step is proper SH4 installation, as far as modding the game goes. You must NOT be in a "Program Files" folder, including if using a stock Steam install, of which their "Library" folder is in "C:\Program Files (x86) \Steam \SteamApps \common \Wolves of the Pacific..." by default. Refer to that pdf above and/or Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327) for the "Steam" way of doing it. With the Ubisoft download version, it used to be easy to copy and paste the game folder elsewhere. Hopefully, that still applies, but I have not attempted it myself in a while. If you have the disk version of the game, you MUST install the DirectX v9.0c files and the Codecs, as shown in that Install pdf.
You would then unzip and activate the mod with JSGME, which you seem to be doing correctly. However, run JSGME.exe again, and click on the "Tasks..." link in the middle of the applet, then on "Export activated mods list to --->" and then "Clipboard" to copy the data to the Windows clipboard. You can then use the <Ctrl><V> keyboard combination to "paste" the text into your next post. Or you could choose "Text file" in JSGME, and then copy and paste that text in your post.
Next up would be ensuring that the SH4.exe and FileManager.dll files are "write-enabled" for slight modifications. You can right-click on the files individually, or select them both and right-click, which brings up a context menu. On that first "General" tab in the bottom section "Attributes" is a "Read-only" tick box. Make certain that is "clear", no tick mark at all. "OK" your way out.
Next up would be running either "4Gig Patch.exe" or "Large Address Aware.exe" (LAA). Which ever you run, you would 'target' the SH4.exe file, and set it to be able to address more than the usual amount of memory that Windows allows a 32-bit app. Read more about that in that 'Activation' pdf listed above.
You then either have to delete the Save data folder (C:\Users \UserName \Documents \SH4), or create a new one using MultiSH4.exe. You can use any 3-character name you want,using numbers or letters. The game needs "fresh" data in the Save folder, which if you empty it, allows the game to create a new one without any old data that would not get over-written.
You then have to be certain that the Compatibility Properties of the SH4.exe file is properly set for your computer hardware, which might take some experimenting, depending upon your system. Right-click again on the SH4.exe file, and click on the "Compatibility" tab. On that tab, you might have to set the "Run this program in compatibility for:" and then use the drop-down box to choose. For my one computer I have to do this on, the "Win7 SP1 works. The other two computers don't need that. Then there is the "Disable fullscreen optimizations" tick box you might need to use. I have one 4k monitor, but run the game at 1920x1080 on it, and have to use that on that box. The other two do not. You probably do not need to use the "Run this program as an administrator", but some folks do. Almost without exception, on the Win10 and 11 machines, you will have to use the "Change high DPI settings" button. On the next screen, at the bottom, tick the "Override high DPI scaling behavior..." and click on "Application" in the drop-down box. Very very rarely, some users have had to use the "Program DPI" at the top of the page, and it might be necessary if you have a 4k monitor, and use Windows "Scaling" to make your icons on the desktop larger. If you need to do that, click on the tick box for "Use this setting to fix scaling problems..." and "Use the DPI that is set for my main display when..." drop-down box there, choose "I open this program". I seriously doubt you need that though. "OK" your way out again.
With all of that, you can then run the game, and choose Options, and then set things the way you want them. Exit the game, and then re-start it again, and you should have things good to go now. See if you can get into the 3D world now. Let us know how you get along! :salute:

Bonbon&Bacon
02-02-24, 04:18 AM
Welcom to SubSim Bonbon&Bacon - great handle, btw... lol :subsim:

You really do not supply enough info to easily help you, so we'll walk you through it all, just in case. In the mod's Support folder are several pdf files with SH4 installation tips, and FotRSU activation instructions. Look for "Install Notes For SH4.pdf" and "Activating Fall of the Rising Sun Ultimate Edition" for massive quantities of verbosity... :roll: - but lots of help.
The first step is proper SH4 installation, as far as modding the game goes. You must NOT be in a "Program Files" folder, including if using a stock Steam install, of which their "Library" folder is in "C:\Program Files (x86) \Steam \SteamApps \common \Wolves of the Pacific..." by default. Refer to that pdf above and/or Moving a Steam Installation and Games (https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327) for the "Steam" way of doing it. With the Ubisoft download version, it used to be easy to copy and paste the game folder elsewhere. Hopefully, that still applies, but I have not attempted it myself in a while. If you have the disk version of the game, you MUST install the DirectX v9.0c files and the Codecs, as shown in that Install pdf.
You would then unzip and activate the mod with JSGME, which you seem to be doing correctly. However, run JSGME.exe again, and click on the "Tasks..." link in the middle of the applet, then on "Export activated mods list to --->" and then "Clipboard" to copy the data to the Windows clipboard. You can then use the <Ctrl><V> keyboard combination to "paste" the text into your next post. Or you could choose "Text file" in JSGME, and then copy and paste that text in your post.
Next up would be ensuring that the SH4.exe and FileManager.dll files are "write-enabled" for slight modifications. You can right-click on the files individually, or select them both and right-click, which brings up a context menu. On that first "General" tab in the bottom section "Attributes" is a "Read-only" tick box. Make certain that is "clear", no tick mark at all. "OK" your way out.
Next up would be running either "4Gig Patch.exe" or "Large Address Aware.exe" (LAA). Which ever you run, you would 'target' the SH4.exe file, and set it to be able to address more than the usual amount of memory that Windows allows a 32-bit app. Read more about that in that 'Activation' pdf listed above.
You then either have to delete the Save data folder (C:\Users \UserName \Documents \SH4), or create a new one using MultiSH4.exe. You can use any 3-character name you want,using numbers or letters. The game needs "fresh" data in the Save folder, which if you empty it, allows the game to create a new one without any old data that would not get over-written.
You then have to be certain that the Compatibility Properties of the SH4.exe file is properly set for your computer hardware, which might take some experimenting, depending upon your system. Right-click again on the SH4.exe file, and click on the "Compatibility" tab. On that tab, you might have to set the "Run this program in compatibility for:" and then use the drop-down box to choose. For my one computer I have to do this on, the "Win7 SP1 works. The other two computers don't need that. Then there is the "Disable fullscreen optimizations" tick box you might need to use. I have one 4k monitor, but run the game at 1920x1080 on it, and have to use that on that box. The other two do not. You probably do not need to use the "Run this program as an administrator", but some folks do. Almost without exception, on the Win10 and 11 machines, you will have to use the "Change high DPI settings" button. On the next screen, at the bottom, tick the "Override high DPI scaling behavior..." and click on "Application" in the drop-down box. Very very rarely, some users have had to use the "Program DPI" at the top of the page, and it might be necessary if you have a 4k monitor, and use Windows "Scaling" to make your icons on the desktop larger. If you need to do that, click on the tick box for "Use this setting to fix scaling problems..." and "Use the DPI that is set for my main display when..." drop-down box there, choose "I open this program". I seriously doubt you need that though. "OK" your way out again.
With all of that, you can then run the game, and choose Options, and then set things the way you want them. Exit the game, and then re-start it again, and you should have things good to go now. See if you can get into the 3D world now. Let us know how you get along! :salute:



I've uninstalled the whole game and deleted the file from Steam.
I'll be trying again trying my best to follow your instruction.
Once I've been a nerd and understand all of that but now I ain't the brightest tool in the crayon box for those sorts of things.
But you have my thanks.
And thank you all for my welcome. :p
I'll keep you updated.

LUKNER
02-02-24, 09:09 AM
Tell me how to solve the problem. There is no sound in the game when the submarine touches the anti-submarine network. The Collision_AntiSubmarineNet_ext file Collision_AntiSubmarineNet_int not work! You can't hear them in the game.


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


Подскажите как решить проблему. В игре когда субмарина касается противолодочной сети нет звука. Файл Collision_AntiSubmarineNet_ext , Collision_AntiSubmarineNet_int, не работают! В игре их не слышно.

KaleunMarco
02-02-24, 08:07 PM
PB,

i spruced up (technical term) this mission by adding a photo objective.
i created a separate Map Zone on the other side of the island from the recon objective and inside the zone i placed a BB, a CA, and a DD, all of which have a DisappearanceDate=19451231.
The Photo Recon objective references the correct Map Zone.
The Photo Value is 10 and the Minimum Threshold is 1.
The BB has renown of 400, the CA is 220, and the DD is 100.
All three ships spawn and are visible.
So, theoretically, i could photo any of those ships and fulfill the objective but it is NOT WORKING.

what am i missing?:hmmm::timeout::wah:

propbeanie
02-02-24, 10:50 PM
Tell me how to solve the problem. There is no sound in the game when the submarine touches the anti-submarine network. The Collision_AntiSubmarineNet_ext file Collision_AntiSubmarineNet_int not work! You can't hear them in the game.
The "Collision_AntiSubmarineNet_int.wav" file is mostly muted in FotRSU. There is still a bit of sound there, but not much. You can copy the one from Stock SH4, and paste it into the Data \Sound folder. The "Collision_AntiSubmarineNet_ext.wav" file is attenuated, but not mute. By default, the SH4 sound is VERY loud, and will play sometimes while loading a Save game, hence the use of mute.


PB,

i spruced up (technical term) this mission by adding a photo objective.
i created a separate Map Zone on the other side of the island from the recon objective and inside the zone i placed a BB, a CA, and a DD, all of which have a DisappearanceDate=19451231.
The Photo Recon objective references the correct Map Zone.
The Photo Value is 10 and the Minimum Threshold is 1.
The BB has renown of 400, the CA is 220, and the DD is 100.
All three ships spawn and are visible.
So, theoretically, i could photo any of those ships and fulfill the objective but it is NOT WORKING.

what am i missing?:hmmm::timeout::wah:
This is one place the game shines... you can set your value to 10% of a given ship, and that is the ship that the picture will "take", so 40 for the BB 22 for the CA and 10 for the DD - or 4 DD... but they do have to be within the designated MapZone. Also, those number settings do not make sense. I always get them flipped around as to what each does, which is why I usually set the amount low, as well as the threshold, until I get it straight in my brain what each does... once I get that down, I'm good to go... until I sleep, and then I have to learn it all over again. :arrgh!:

Cybermat47
02-03-24, 03:57 AM
Been a while since I last played some SH4, glad to see that this mod’s thread is still active :)

KaleunMarco
02-03-24, 09:31 AM
This is one place the game shines... you can set your value to 10% of a given ship, and that is the ship that the picture will "take", so 40 for the BB 22 for the CA and 10 for the DD - or 4 DD... but they do have to be within the designated MapZone. Also, those number settings do not make sense. I always get them flipped around as to what each does, which is why I usually set the amount low, as well as the threshold, until I get it straight in my brain what each does... once I get that down, I'm good to go... until I sleep, and then I have to learn it all over again. :arrgh!:

yes, this is my understanding also which is why i am confounded with the game's inability to work the way it is supposed to work.

Niume
02-03-24, 10:54 AM
When the new update is coming out?

propbeanie
02-03-24, 03:58 PM
Been a while since I last played some SH4, glad to see that this mod’s thread is still active :)
:yeah:

yes, this is my understanding also which is why i am confounded with the game's inability to work the way it is supposed to work.
Let me find a working example of one of mine... might take a while, but look for a PM. :salute:

When the new update is coming out?
Well, I have gone down entirely too many rabbit holes lately, and not all of them SH4 FotRSU related. As for FotRSU, I had one little addition I wanted to do, spent weeks on it, only to have a total fail. So for some SH4 reason, I kept trying... for several more weeks, and while each time it would get better, I could never quite get there... I ended up trashing my install from it somehow, so I've made a new install, and moved on to the next troublesome mod... spent too much time on it, only to have failure also. A third mod, which is something that was going to be in the first full release, but never made it, still has to have final adjustments done to it, and I am currently re-doing the Sea Trials files, such that the "dates" are not as important, and you can miss a mis file and (hopefully) not miss it/them. The player will have to pay close attention to their Home Port base though, because you just never know when it will move... New ships, new planes, etc., and waiting on projects from a couple of other people, plus another from me, so anywhere between 2 weeks and 6 months... it really is tough to say. Some of the parts are dependent upon other parts, so if I have to take pieces out for the missing stuff, it would be sooner rather than later. I am seriously hoping for 6-8 weeks. We're also re-doing the Support folder, and eliminating a bunch of files there. :salute:

Roebuck34
02-05-24, 03:28 AM
Hello I installed SH4 and this mod on 2 pcs the one on win 10 works fine however the win 11 has a problem where the battery recharge fix does not work and I also cant go over 4096 in time compression any known fixes or what I did wrong? installed with the mod enabler, patch and everything else

Aktungbby
02-05-24, 02:35 PM
Roebuck34!:....after a long 'silent run'!Kaleun_Salute:

KaleunMarco
02-05-24, 04:45 PM
:yeah:


Let me find a working example of one of mine... might take a while, but look for a PM. :salute:




don't waste the time, PB...i have examples of working photo recon missions...i am annoyed that THIS particular mission is not working and it should.
:Kaleun_Salute:

propbeanie
02-05-24, 10:05 PM
Hello I installed SH4 and this mod on 2 pcs the one on win 10 works fine however the win 11 has a problem where the battery recharge fix does not work and I also cant go over 4096 in time compression any known fixes or what I did wrong? installed with the mod enabler, patch and everything else
1. There is no battery re-charge fix in FotRSU... run your JSGME.exe, and choose the "Tasks..." link in the middle from the bottom of that menu, choose "Export activated mods list to --->" and choose either the "Clipboard" to paste it immediately into your next post, or to "Text file" to copy and paste it later.
2. Also, you might have to set your SH4.exe Properties Compatibility settings differently between the two computers, due to hardware differences with the displays.
3. The 4096 is the max TC set in FotRSU, and we recommend not exceeding 2096 at most, just due to the way the game runs, but especially when modded. You can, of course, do whatever you want by editing the Main.cfg file in the Data \Cfg folder prior to starting a new career. You are limited to certain multiples, such as 5120, 6144 or 8192 max :salute:


don't waste the time, PB...i have examples of working photo recon missions...i am annoyed that THIS particular mission is not working and it should.
:Kaleun_Salute:
Gotcha. I haven't had time to noodle anyway... :wah:

Michael Wood
02-06-24, 11:02 PM
:yeah:


...anywhere between 2 weeks and 6 months... it really is tough to say... I am seriously hoping for 6-8 weeks.:salute:

Let's hope for the latter.

propbeanie
02-10-24, 10:55 PM
Running into more "time" issues... sigh lol - but good to see you Michael Wood!

vickers03
02-11-24, 06:12 AM
Good things come to those who wait..

fitzcarraldo
02-11-24, 10:24 AM
Good things come to those who wait..

:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

torpedobait
02-11-24, 02:56 PM
Good things come to those who wait..

Amen! :salute:

Chazz
02-19-24, 04:22 AM
Can't get this one to run.

Windows 11, heaps of RAM, etc. Pretty new system.

Fresh install, SH4 Gold, 1.5. Installed to its own folder, not in Program files.

Loading the old fashioned way, JSGME. The mod will load until it's time to leave harbor, the mod freezes, forcing me to restart the PC.

I have run the 4 gig patch and (I think) Multi SH4.

Loaded the mod in order:

100_FalloftheRisingSun_Ultimate_v1.8,
101_FotRSUv18_FixPak,
FI-OQ_FotRSU_v1.8f_upcPatch

propbeanie
02-19-24, 07:57 AM
Can't get this one to run.

Windows 11, heaps of RAM, etc. Pretty new system.

Fresh install, SH4 Gold, 1.5. Installed to its own folder, not in Program files.

Loading the old fashioned way, JSGME. The mod will load until it's time to leave harbor, the mod freezes, forcing me to restart the PC.

I have run the 4 gig patch and (I think) Multi SH4.

Loaded the mod in order:

100_FalloftheRisingSun_Ultimate_v1.8,
101_FotRSUv18_FixPak,
FI-OQ_FotRSU_v1.8f_upcPatch
Small point, but you do not need the FI-OQ patch. That is for the Fleetboat Interiors - Officer's Quarters mod from vickers03. If you do not use the mod, you do not need the patch.

Now, you have to be certain of the 4gig patch and the Save folder. Navigate into your game folder and select the SH4.exe file, then Ctrl-click the FileManager.dll file in the same folder (or do each separately), right-click and choose "Properties" from the context menu. The resultant "Properties" dialog has an "Attributes" section at the bottom, and the "Read-only" tick box has to be clear for both files. If not, click on the box to change its status. "OK" after that, and you can close the dialog. If running the 4Gig Patch, be certain it is running in the correct SH4 folder, choose the Sh4.exe file and attempt to activate it. The 4GigPatch will show a dialog of either success or failure that you have to "OK". If it fails, double-check your "Read-only" status again. Follow a similar procedure with the LAA app. It defaults to the "Basic" interface, and you use its "Step 1." open dialog to navigate to the proper game folder, select the SH4.exe file, click the tick box to put a check mark in the LAA "Step 2." dialog, then click on the "Save" button. The app then closes, with minimal confirmation of either pass or fail. Open the app again, to see if there is indeed a tick mark in that "Step 2." section. If not, check your SH4.exe file's "Read-only" status again.

MultiSH4 allows you to make your own "Save" folder, named with any 3 "valid" characters you'd like. "SH4" is the default save folder, found in the "C:\Users \UserName \Documents " folder. Running MultiSH4 allows you use something like "FRS", or whatever, such as "FS1" etc., but even if you do use it for FotRSU or any other mod, you definitely want to make certain that the Save folder is empty by navigating into that folder using the Windows File Explorer and verifying the "SH4" (or whatever name you used) folder is empty. If not, select all (Ctrl-A key combo) and delete all the files. SH4 will create a new save folder, and populate it with the modified data from the modded game. This applies to all changes to the game when adding or subtracting major mods.

Now, the really big thing... Windows 11 did an update a few weeks ago on my relatively new i7 laptop that has trashed ALL of my Silent Hunter games (3, 4 & 5). My laptop displays at 1920x1080 on internal Intel graphics (Iris??), as part of the cpu. All three of my games were working prior to the update. Now they don't. I have not had the time to sit still and tweak things to find what MS changed that is interfering, but most likely it is the "Properties" dialog of the SH4.exe again. So right-click on the SH4.exe again, choose "Properties", but then click on the "Compatibility" tab. On that dialog, you will have to do some experimenting to find the combination that allows the game to run properly. On my desktop here, I have "Compatibility mode" set to "Run this program in compatibility mode for:" and chose "Windows XP (SP2)" from the drop-down. Every computer, and every game might need a different choice, or none at all. Some people can use Windows 7 for their compatibility. I also have "Disable fullscreen optimizations" ticked. This is almost a necessity for the game. Some people have to click the ""Run this program as an administrator". This compluter, it is empty. But you do almost without fail, have to click on the "Change high DPI settings" button. On that next dialog it pops-up, you will have to tick the bottom "Override high DPI scaling behavior..." tick box, and choose "Application" from the drop-down box. That way, Windows will not attempt to 'help' draw your game's screen. Dependent upon if you have a large screen (such as 4k) and have Windows "Scaling" applied for the icons and text, you might have to also click that upper "Use this setting to fix scaling problems..." tick box, and then choose "I open this program" from that drop-down dialog box. Most folks do not need to do that. "OK" your way out, and close the dialogs. You could also attempt to use the Windows "Run compatibility troubleshooter" at the top of the "Properties" dialog, and that works (usually) on this Win10 desktop, but did not work on the Win11 laptop, so I'll have to take some time sometime, and try to tweak things again on it.

For further overly-detailed verbosity, refer to the "Activating Fall of the Rising Sun Ultimate Edition.pdf" file in the mod's Support folder, or if the mod is correctly activated, it will show in the game's Support folder. Also, if you run JSGME.exe from you game folder, and choose "Tasks..." from the middle of it, then "Export activated mods list to --->" at the bottom of the menu, and then click on "Clip board", you can directly paste that info into your next post. Or choose "Text file", which you can then open and copy that text into your post. It will show the entire path to your mods in that info, which helps immensely in helping diagnose problems.,, anyway, let us know how you get along with it. :salute:

Chazz
02-21-24, 08:25 AM
Thanks for your help.

did as you suggested, unticked the "read only boxes".
Ran the 4 gig patch, it said that it patched it successfully.
created a new save folder, that went ok

UAC won't let me run ANYTHING as an administrator. When I try to run as an admin, it blocks. I have UAC turned all the way down, still can't run anything as an administrator.

as thing stand, I still get a CTD when leaving harbor.

BTW, it runs pretty well with RFB, so it's a mod issue.

propbeanie
02-22-24, 10:30 AM
It's not a mod issue. The modded game runs on a lot of other users' computers. The Admin Error is a User Access Control (UAC) issue. I do not understand why it would kick-in on FotRSU and not RFB though. You might not need the "Run this program as an administrator" on the SH4.exe "Properties" dialog. On my older Core2 machine with a 560Ti vid card and Win10-64 on a 27inch 1920x1080 display, I do not have anything "ticked" on the first page of the SH4.exe "Properties" at all. The other computer, with 2x980 vid cards and a 4k monitor, I have "Disable fullscreen optimizations" ticked. Most computers will require using the "Change high DPI settings" button, and setting that to "Override high DPI scaling behavior..." set to "Application" at the bottom of the 2nd dialog. No two computers are alike, so you have to experiment with those settings on your computer.

When does the game crash when leaving the harbor? As you enter the 3D world, or as you are on the boat, actually moving and departing in the 3D world? Also, if you would, while in the folder of the FotRSU modded copy of your game, run JSGME, use "Tasks" in the middle of the app, choose "Export activated mods list to --->" and if you use the "Clipboard choice there, you can then <Ctrl><V> paste the info into your next post. If you use "Text files", you can open the file, then copy and paste the text. It will show the install folder and the mod list and order, for easier diagnostics here. Another point, is if you are using the same new MultiSH4 save folder for all the various modded and unmodded versions of the game, you do have to still empty the save folder after the config changes. FotRSU has very different "calls" for ships and planes from Stock and RFB (basically stock). :salute:

torpedobait
02-28-24, 04:20 PM
To the Mod Team, just out of idle curiosity, do you think the next release will be v1.9 or v2.0?
No special reason for asking...

:Kaleun_Salute:

Fearless
03-01-24, 11:42 PM
I’ve tried everything possible and it crashes every time. LAA applied. No saves. As soon as I’ve accepted the mission and press start, no problems inside the sub but as soon as I go to the external view, sim crashes. This is starting outside the harbour. If I start the departure at the tender, instant freeze and CTD.

FOTRSU installed via JSGME as well as the Fix Pak.

Any advice is appreciated.

OberstRaul
03-02-24, 03:05 AM
I am very hyped for the next update! Looking forward to it! <3 You guys make an awesome job with it, and make SH4 so much better with it!

KaleunMarco
03-02-24, 10:09 AM
I’ve tried everything possible and it crashes every time. LAA applied. No saves. As soon as I’ve accepted the mission and press start, no problems inside the sub but as soon as I go to the external view, sim crashes. This is starting outside the harbour. If I start the departure at the tender, instant freeze and CTD.

FOTRSU installed via JSGME as well as the Fix Pak.

Any advice is appreciated.

post your mod list using JSGME.
Tasks, Export list, To Clipboard. then paste it here (ctrl+v)
https://i.ibb.co/k0vrwKk/Picture-001.png (https://ibb.co/RPdMs2Z)

BBwalk
03-02-24, 11:49 AM
Just wondering if a modder is able to add oil slicks and more debris after a ship sinks to the existing particles.dat file in FotRSU v1.8? Thanks!

Fearless
03-02-24, 05:09 PM
post your mod list using JSGME.
Tasks, Export list, To Clipboard. then paste it here (ctrl+v)
https://i.ibb.co/k0vrwKk/Picture-001.png (https://ibb.co/RPdMs2Z)

Thanks for your response.
This is what I've installed with JSGME:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 4 Gold Edition\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
Ah, got it working. I forgot to tick the >2gb box in the LAA.exe file.

Chazz
03-03-24, 01:54 AM
I finally got it to run, ran the Large address aware patch.

And now I can't load any saves; it crashes when I tried to reload a save game.

BBwalk
03-03-24, 07:35 AM
I assume these are saves that weren't made with FotRSU v1.8?

Generally 'mega-mods' require that you start a new campaign. Make sure you delete all files in ..C:\Users\<user name>\Documents\SH4\*DELETE*
Backup the folder if you want to keep your old saves!

Chazz
03-03-24, 06:58 PM
Of course it was. I assumed it was because I over-wrote the save file.

I started another patrol, managed to finish it. There's definitely and issue with the campaign layers.

January-March '42, assigned to the Marshalls, nothing but Japanese destroyers zipping around like it was a racetrack. Ahistorical and unrealistic. No merchant ships.

"Patrol the Marshalls for five days". I did that, and the game wouldn't assign me any more objectives- no opportunity for more renown.

Patrolled NW and SW of Truk for a week plus. One small merchant ship.

Patrolled W of Rabaul for a week. One small merchant ship.

About as interesting as watching paint dry.

J0313
03-03-24, 09:20 PM
How do you set up whatever it is you set up in order for the game clock to jive with the day and night? So you aren't getting sundown at midnight and things of that nature?

propbeanie
03-03-24, 09:28 PM
To the Mod Team, just out of idle curiosity, do you think the next release will be v1.9 or v2.0?
No special reason for asking...
Most likely v2 - we've been taking twice as long also... and not just because there's a few changes. We've also had real life issues, and I am just now getting back on my feet from a bad bout with what apparently was the flu...


I’ve tried everything possible and it crashes every time. LAA applied. No saves. As soon as I’ve accepted the mission and press start, no problems inside the sub but as soon as I go to the external view, sim crashes. This is starting outside the harbour. If I start the departure at the tender, instant freeze and CTD.

FOTRSU installed via JSGME as well as the Fix Pak.

Any advice is appreciated.
The Support folder has several pdf files to consult with for various issues. "Activating Fall of the Rising Sun Ultimate Edition.pdf" covers the most. Plenty of verbosity to bore the most attentive to sleep...


I am very hyped for the next update! Looking forward to it! <3 You guys make an awesome job with it, and make SH4 so much better with it!
Thank you, thank you very much
https://media.tenor.com/images/f7b0b176c4fad76c53e5aa05076ab6db/tenor.gif

Just wondering if a modder is able to add oil slicks and more debris after a ship sinks to the existing particles.dat file in FotRSU v1.8? Thanks!
There will be more 'visible' slicks added for the next version. It would be difficult to add them to the current v1.8 without breaking something else.

propbeanie
03-03-24, 09:29 PM
I finally got it to run, ran the Large address aware patch.

And now I can't load any saves; it crashes when I tried to reload a save game.
Of course it was. I assumed it was because I over-wrote the save file.

I started another patrol, managed to finish it. There's definitely and issue with the campaign layers.

January-March '42, assigned to the Marshalls, nothing but Japanese destroyers zipping around like it was a racetrack. Ahistorical and unrealistic. No merchant ships.

"Patrol the Marshalls for five days". I did that, and the game wouldn't assign me any more objectives- no opportunity for more renown.

Patrolled NW and SW of Truk for a week plus. One small merchant ship.

Patrolled W of Rabaul for a week. One small merchant ship.

About as interesting as watching paint dry.
The game is strange in that a mod does not overwrite the Save folder, and neither will the game unless there is an addition to be made. You must empty the Save folder prior to playing the game, else you will end up with a mix of stock (or whatever you had before) and some FotrSU, waiting to CTD on you.

The fully modded game, for a December 1941 start, could assign you to patrol the Marshalls for 5 days, and then give you another assignment elsewhere nearby for a similar 5 days, and then another assignment nearby of like duration, and you would not be allowed to request other patrols until those first assignments are completed (naturally). The real early war assignments were a bit haphazardly conducted. It's the nature of the game.

The US thought the Japanese had a series of bases in the Marshalls and there were some US of the opinion that the Pearl Harbor attack had to have originated there. So, a majority of the first assignments went there. Only 3 boats went to Empire Waters. At the time, the Japanese hadn't tried to expand in the Marshalls area much, so you would initially only see DD and smaller patrol vessels in the area.

Since the game is a points-based game though, and getting assigned to the Marshalls can yield minimal sinkings, you do receive more renown for completing each of the assignments. So it's like being on 3 patrols at one time. The mod does take a stab at being somewhat realistic, though not as deeply as RSRDC, but you will not see the Stock game levels, that is for certain, unless you find a traffic route. Also, not to spoil the fun, but you can ignore the orders completely, and just go sink ships, but they aren't worth as much in FotRSU, so you need to sink more...

propbeanie
03-03-24, 09:47 PM
How do you set up whatever it is you set up in order for the game clock to jive with the day and night? So you aren't getting sundown at midnight and things of that nature?
That falls back to the Base Time 2018 (https://www.subsim.com/radioroom/showthread.php?p=2577977#post2577977) thingie from Front Runner a few years ago. We initially tried to use v-sync set on in the game, but that causes jello water, and is not recommended. The nVidia Profile Inspector can be used to set the card to approximate a 30fps for the video card, which is what the game expects from DirectX v9.0c. That will keep the game clocks synced together the best. Refer to Post #87 (https://www.subsim.com/radioroom/showthread.php?p=2622262#post2622262) for Front Runner's 'modern' card settings. The newer AMD (ATI) cards might have similar functionality in them with a utility app in them. The Intel onboard graphics had a way to do it a few years ago, but I haven't attempted to do so with the newer versions. The big thing is to avoid full-time 1x TC and you won't have an issue. By the same token, as with SH3, it seems that 128x TC is the "safe" max, but you really shouldn't drift too much if you mix the TC level, don't do too much of it, and do a good bit then of 1x game play. This was another reason we limited the max TC in FotRSU to 2048x, and recommend not going over 1024x. SH4 is an old game written for a DirectXv9.0c Library 30fps computer, and computers have been more than capable of surpassing that for a good while. Think "old PCI buss speed", and that's when this game was written...

Fearless
03-04-24, 02:29 AM
Just wondering @propbeanie, Will there be a pre-war start added to FOTRSU?

BBwalk
03-04-24, 02:35 AM
There will be more 'visible' slicks added for the next version. It would be difficult to add them to the current v1.8 without breaking something else.

Awesome, looking forward to the next release when it's ready. :)

J0313
03-04-24, 05:18 AM
That falls back to the Base Time 2018 (https://www.subsim.com/radioroom/showthread.php?p=2577977#post2577977) thingie from Front Runner a few years ago. We initially tried to use v-sync set on in the game, but that causes jello water, and is not recommended. The nVidia Profile Inspector can be used to set the card to approximate a 30fps for the video card, which is what the game expects from DirectX v9.0c. That will keep the game clocks synced together the best. Refer to Post #87 (https://www.subsim.com/radioroom/showthread.php?p=2622262#post2622262) for Front Runner's 'modern' card settings. The newer AMD (ATI) cards might have similar functionality in them with a utility app in them. The Intel onboard graphics had a way to do it a few years ago, but I haven't attempted to do so with the newer versions. The big thing is to avoid full-time 1x TC and you won't have an issue. By the same token, as with SH3, it seems that 128x TC is the "safe" max, but you really shouldn't drift too much if you mix the TC level, don't do too much of it, and do a good bit then of 1x game play. This was another reason we limited the max TC in FotRSU to 2048x, and recommend not going over 1024x. SH4 is an old game written for a DirectXv9.0c Library 30fps computer, and computers have been more than capable of surpassing that for a good while. Think "old PCI buss speed", and that's when this game was written...

Thanks Prop

ArditoCorsaro
03-05-24, 01:13 PM
how i can change this on the cachalot class conning tower?^ the watchcrew remained with the older porpoise class mast position during battle station... (that will be the most correct since these old v boats had a lower periscope shirt and mast, this one is more similar to that of the tambor and sargo classes,but it's ok, only i want to raise up the watch crew to the right position XD), what file should i touch? Open the attachment to see what's the problem.


EDIT: IN TMO when i had the conning tower upgrade bug, i simply did cheat changing the activeplayeruserunit.cfg file, in the section of the conning tower, with a new career one, replacing the bugged parts, but this time with the cachalot conning tower i don't know where to put my hands. The file look a little bit diverse. I tried to replace the cachalot tower with that of a porpoise class, to put the watch crew in the right position during battle station.

propbeanie
03-05-24, 06:13 PM
Thanks Prop
:up:

how i can change this on the cachalot class conning tower?^ the watchcrew remained with the older porpoise class mast position during battle station... (that will be the most correct since these old v boats had a lower periscope shirt and mast, this one is more similar to that of the tambor and sargo classes,but it's ok, only i want to raise up the watch crew to the right position XD), what file should i touch? Open the attachment to see what's the problem.

EDIT: IN TMO when i had the conning tower upgrade bug, i simply did cheat changing the activeplayeruserunit.cfg file, in the section of the conning tower, with a new career one, replacing the bugged parts, but this time with the cachalot conning tower i don't know where to put my hands. The file look a little bit diverse. I tried to replace the cachalot tower with that of a porpoise class, to put the watch crew in the right position during battle station.
For those curious, this is what he is seeing:

https://i.imgur.com/dMVB1zv.jpg


FotRSU is very different in this regard. Both the Cachalot and the Tench classes have the conning towers "welded" to them, and are found in the NSS_SubName files in the sub's folder. Navigate into "Game \Data \Submarine \NSS_Cachalot" and open the NSS_Cachalot.dat file. Look for these three nodes:

https://i.imgur.com/p5myVIv.jpg


The figure shown for the "Y" Translation should be close to correct for all three nodes. There are three nodes there, and all three need the correction. Various shifts use one or the other postion. This has been corrected in the next release. :salute:

ArditoCorsaro
03-05-24, 08:35 PM
thank you very much! i have only one problem, the guy on the right, it's ok with your values but the other guy on the left, when in normal station it's ok, in battle station he keep to be below, why?

EDIT: I RESOLVED! IT WAS THE THIRD GUY ON THE LEFT THE PROBLEM, NOW THEY WATCH AT THEIR RIGHT PLACE! THANK YOU AGAIN!

BBwalk
03-07-24, 08:25 PM
FotRSU with Rubinis 3D Clouds... :up:

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

torpedobait
03-12-24, 10:03 AM
My lovely wife bought me a beautiful new monitor with a native resolution of 3440x1440. While it is great for pictures, at my age it's not so great for reading text, including the text in SH4-FOTRES-U.

The game window does not fill the whole screen, no matter which in-game graphics setting I choose from those available. It is distracting and takes away from the immersion I used to enjoy with a full-screen game.

I was able to reset my monitor's resolution to 1/2 its native values, so now it is 1720x720. This makes virtually everything easier for my old eyes, but I still can't find a game resolution that gives me the full screen I'm looking for. The best I can do so far is to choose 1280x768, which comes close, but no cigar.

My question is, can a user go into some file and change the available in-game resolution options? It does offer a 1720x1440, but I want to use 1720x720. Any way to accomplish that?

Thanks in advance!

:salute:

propbeanie
03-12-24, 02:40 PM
Realistically, no. There is a fellow that has tried editing some files for SH4, but I was not able to find his thread as of yet. Grenso over in the SH5 side of things replied to another fellow with an ultra-wide screen, and pointed him at Post #4 - SH5 on Ultrawide screen? (https://www.subsim.com/radioroom/showthread.php?p=2905660#post2905660), but that might be SH5-specific. There are several attempts over in SH3, but those would definitely not work with SH4. Near as I can tell, the SH4 game can do a 4:3, or a 5:4 or a 16:9 resolution. Nothing else 'natively'. All the utilities you might be able to find for an ultra-wide set-up is "fooling" the game into a display resolution.

I have a 32 inch 4K (3840x2160) 16:9 monitor for my Windows 10-64, and I have the screen set at that, with a 125% "zoom" and large icons, and the desktop is fine. Lot's of real estate to work with also. However, doing SH4 at that is not good on my eyes either (not even the 2k 2560x1600). I cannot read the gauges at those sizes... So I keep my screen resolution for Windows, but choose 1920x1080 for the game itself. I have to set the SH4.exe Properties to "Windows XP SP2" Compatibility, and "Disable fullscreen optimizations". On the "Change high DPI settings" button, I have "Override high DPI scaling behavior" and Scaling performed by "Applicatioin".

Now, you have close to a 21:9 resolution (31:13??), so you will not be able to "fill" the screen with the game without extra software, which as mentioned, sometimes works, sometimes does not. I would go ahead and run your display at what you want your desktop at. "Native" is best, but you might not want to mess with that Windows "zoom" stuff either, and it might complicate things with the zoom when in SH4 also, which can sometimes (sometimes... sigh) be 'fixed' with that "Program DPI at the top of the High DPI page. You would set that to "I open this program" - but I have run into issues using that also... Anyway, set your Windows resolution, then run the game. Go to the display Options inside the game, and set it to 1920x1080, but also set the "Windowed Mode". That way, you should get a 16:9 screen that is scaled-up to your screen height, but will not fully cover the width. You will most likely have to noodle with the SH4.exe Properties though. But that is about the easiest way to go... :salute:

Fearless
03-12-24, 05:15 PM
FotRSU with Rubinis 3D Clouds... :up:

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

I have it installed myself but for me they are too low in the sky.

BBwalk
03-13-24, 04:38 AM
I have it installed myself but for me they are too low in the sky.

I agree they do look too low. They can also appear a bit too white/bright at night time. Despite the issues I still like them :)

Hopefully they can be improved upon for later versions but they are definitely a step in the right direction.

Now if only we could have SH5 graphics with SH4! :salute:

Fearless
03-13-24, 09:18 PM
Again i’m At a loss. after 9 Patrols, I return to base which is Brisbane. I enter port and cannot end patrol. What a nuisance. No more missions as per message either. Have I wasted all this time?
Not happy.

KaleunMarco
03-14-24, 12:24 PM
Again i’m At a loss. after 9 Patrols, I return to base which is Brisbane. I enter port and cannot end patrol. What a nuisance. No more missions as per message either. Have I wasted all this time?
Not happy.

it is possible that your home base has moved.
what is the date and what boat-type are you driving?

torpedobait
03-14-24, 02:29 PM
Realistically, no. There is a fellow that has tried editing some files for SH4, but I was not able to find his thread as of yet. Grenso over in the SH5 side of things replied to another fellow with an ultra-wide screen, and pointed him at Post #4 - SH5 on Ultrawide screen? (https://www.subsim.com/radioroom/showthread.php?p=2905660#post2905660), but that might be SH5-specific. There are several attempts over in SH3, but those would definitely not work with SH4. Near as I can tell, the SH4 game can do a 4:3, or a 5:4 or a 16:9 resolution. Nothing else 'natively'. All the utilities you might be able to find for an ultra-wide set-up is "fooling" the game into a display resolution.

I have a 32 inch 4K (3840x2160) 16:9 monitor for my Windows 10-64, and I have the screen set at that, with a 125% "zoom" and large icons, and the desktop is fine. Lot's of real estate to work with also. However, doing SH4 at that is not good on my eyes either (not even the 2k 2560x1600). I cannot read the gauges at those sizes... So I keep my screen resolution for Windows, but choose 1920x1080 for the game itself. I have to set the SH4.exe Properties to "Windows XP SP2" Compatibility, and "Disable fullscreen optimizations". On the "Change high DPI settings" button, I have "Override high DPI scaling behavior" and Scaling performed by "Applicatioin".

Now, you have close to a 21:9 resolution (31:13??), so you will not be able to "fill" the screen with the game without extra software, which as mentioned, sometimes works, sometimes does not. I would go ahead and run your display at what you want your desktop at. "Native" is best, but you might not want to mess with that Windows "zoom" stuff either, and it might complicate things with the zoom when in SH4 also, which can sometimes (sometimes... sigh) be 'fixed' with that "Program DPI at the top of the High DPI page. You would set that to "I open this program" - but I have run into issues using that also... Anyway, set your Windows resolution, then run the game. Go to the display Options inside the game, and set it to 1920x1080, but also set the "Windowed Mode". That way, you should get a 16:9 screen that is scaled-up to your screen height, but will not fully cover the width. You will most likely have to noodle with the SH4.exe Properties though. But that is about the easiest way to go... :salute:

Props, Thank you for your detailed input. I have "settled" on having my monitor set to half of its max resolution, and found the in-game reso per my original post. At least I can read everything! :Kaleun_Cheers::Kaleun_Salute:

Thanks again.

Fearless
03-14-24, 04:50 PM
it is possible that your home base has moved.
what is the date and what boat-type are you driving?

Brisbane is still showing as home port. It is May 1943 and the boat type is a Balao.

propbeanie
03-14-24, 05:42 PM
Brisbane is still showing as home port. It is May 1943 and the boat type is a Balao.
When did you accept the new boat? Did you happen to make a Save prior to that? This is an SH4 issue, in that the game "rewards" the player for being so good at the game, that you are given a new boat that is technically NOT active yet, such as the Balao. Here are three of its earliest possible assignment dates:
Mare Island (F6) 1943-05-24 to 1943-07-12 (to BrisbaneCommand)
Brisbane (F3) 1943-06-03 to 1943-11-12 (to MilneBayCommand)
Pearl (F1) 1943-07-01 to NULL (to NULL - stays at Pearl)
You cannot accept the Balao before May 24, 1943, and hopefully the game will send you to Mare Island when it does that. It is not active at Brisbane until June 3, 1943, and when based there, you shouldn't accept the boat before that date. The problem is the game does not tell you what class of boat you are being upgraded to... and I am not certain that if you continue to play with just plain re-fits that it will allow you to dock after June 3rd either... The game is really strange about this. We put green circles around most of the possible home ports to remind players to Save there, since you are coming into the busy area near the port. The red circles are about where you will be prompted to dock, and you should Save the game before that. Let us know if you have a previous Save to go back to before you accepted the new boat. If not, it is sometimes possible to edit the Save game files, and get you a valid boat to use. The edits do fail sometimes though. Sorry, but that's the way the cookie crumbles in this strange game sometimes.

If you would though, give us the details on that boat assignment you have. Also, run JSGME, use "Tasks..." and then "Export activated mods list to -->" and then either Clipboard or Text File, and paste the info into your next reply please. :salute:

Fearless
03-15-24, 06:45 PM
When did you accept the new boat? Did you happen to make a Save prior to that? This is an SH4 issue, in that the game "rewards" the player for being so good at the game, that you are given a new boat that is technically NOT active yet, such as the Balao. Here are three of its earliest possible assignment dates:
Mare Island (F6) 1943-05-24 to 1943-07-12 (to BrisbaneCommand)
Brisbane (F3) 1943-06-03 to 1943-11-12 (to MilneBayCommand)
Pearl (F1) 1943-07-01 to NULL (to NULL - stays at Pearl)
You cannot accept the Balao before May 24, 1943, and hopefully the game will send you to Mare Island when it does that. It is not active at Brisbane until June 3, 1943, and when based there, you shouldn't accept the boat before that date. The problem is the game does not tell you what class of boat you are being upgraded to... and I am not certain that if you continue to play with just plain re-fits that it will allow you to dock after June 3rd either... The game is really strange about this. We put green circles around most of the possible home ports to remind players to Save there, since you are coming into the busy area near the port. The red circles are about where you will be prompted to dock, and you should Save the game before that. Let us know if you have a previous Save to go back to before you accepted the new boat. If not, it is sometimes possible to edit the Save game files, and get you a valid boat to use. The edits do fail sometimes though. Sorry, but that's the way the cookie crumbles in this strange game sometimes.

If you would though, give us the details on that boat assignment you have. Also, run JSGME, use "Tasks..." and then "Export activated mods list to -->" and then either Clipboard or Text File, and paste the info into your next reply please. :salute:

Thanks for that.. My bad accepting the Balao too early in time.. I've re-started
the career.

LuckyCapitan
03-17-24, 09:36 AM
Hello
On one of his patrols in the Bungo Strait, the submarine SS-177 Pickerel (Porpoise class) encountered an interesting Japanese submarine. I have identified it as a Sen-Taka class submarine. Looks like this is Japan's new secret weapon 😨
This patrol took place, it seems, in February 1942. Lol

propbeanie
03-17-24, 08:07 PM
Thanks for that.. My bad accepting the Balao too early in time.. I've re-started
the career.
Sorry you had to do that. Any Save earlier in the career, prior to the awarding of the Balao, should have worked fine. We'll have another try at getting the game to cooperate in the next release, but it will most likely just be more of the same... which is somewhat related to what LuckCapitan has below:


Hello
On one of his patrols in the Bungo Strait, the submarine SS-177 Pickerel (Porpoise class) encountered an interesting Japanese submarine. I have identified it as a Sen-Taka class submarine. Looks like this is Japan's new secret weapon 😨
This patrol took place, it seems, in February 1942. Lol
This is another of several of the game's "I can break the rules, but you cannot" kind of things. There is what the game calls a Random Generated Group that has a "GENERIC" call for a submarine in the area, and the game chooses what it wants, whether it is a valid call by date or not. Now, if I tried to specifically do that, the game would throw a hissy fit, and bomb, but as I said, it is the boss... I might dig into that and try to find it though for the next release, and change that to a specific sub, such as a Jyunsen B or Kaidai or something "valid"... :salute:

Fearless
03-18-24, 05:07 PM
Sorry you had to do that. Any Save earlier in the career, prior to the awarding of the Balao, should have worked fine. We'll have another try at getting the game to cooperate in the next release, but it will most likely just be more of the same... :salute:

Thanks for that.. I look forward to the next version.

nionios
03-19-24, 04:51 PM
I was given the secondary objective to "patrol along the coast lines...".
What exactly I have to do to complete this objective? Is there any time or tonnage limit? The green circles are for the 2 completed primary objectives.

Fearless
03-19-24, 05:25 PM
I was given the secondary objective to "patrol along the coast lines...".
What exactly I have to do to complete this objective? Is there any time or tonnage limit? The green circles are for the 2 completed primary objectives.

it is hard to see what the image says as it is very small but usually there is a time assigned to it on average a 5 day patrol.

Malhard
03-19-24, 07:05 PM
Hi! I installed the mod but it seems that the weather doesn't change in the campaign. Always calm sea and totally blue (or black) sky, no clouds, no waves... Is it a bug? Is there a way to resolve it?

propbeanie
03-19-24, 07:41 PM
As per usual, we need details. What we need is for you to run JSGME and use "Tasks..." in the middle. Then click on "Export activated mods list to --->" and choose either "Clipboard" or "Text file" and then paste the info into your next post. Include all of the information, because it will show your install path. You also do not indicate whether you emptied the Save folder after activating FotRSU, nor if you use either the 4Gig Patch, or LAA to tag the SH4.exe for Windows to see that it can flat-address the RAM in your computer.

Not to belabor the point though, the game does get stuck, where you might have long periods of calm, and then long periods of storms. The problem is that the game uses a "timer" for a lot of this stuff, and a "random" number generator to "choose" what to do with the weather once the "timer" runs. This affects other aspects of the game of the game also. Sometimes it rolls snake eyes multiple times in a row and you have days of becalm. There is no "true" fix of the weather in the game, other than to play the game in at least five hour chunks of game time (that is the mod's 'default' weather chance period), and be judicious with Time Compression. A Save will re-set all sorts of game variables that have to re-initialize each time the game starts. It is, after all, an` old DirectX v9, Windows XP game... :arrgh!:

Malhard
03-19-24, 07:58 PM
As per usual, we need details. What we need is for you to run JSGME and use "Tasks..." in the middle. Then click on "Export activated mods list to --->" and choose either "Clipboard" or "Text file" and then paste the info into your next post. Include all of the information, because it will show your install path. You also do not indicate whether you emptied the Save folder after activating FotRSU, nor if you use either the 4Gig Patch, or LAA to tag the SH4.exe for Windows to see that it can flat-address the RAM in your computer.

Not to belabor the point though, the game does get stuck, where you might have long periods of calm, and then long periods of storms. The problem is that the game uses a "timer" for a lot of this stuff, and a "random" number generator to "choose" what to do with the weather once the "timer" runs. This affects other aspects of the game of the game also. Sometimes it rolls snake eyes multiple times in a row and you have days of becalm. There is no "true" fix of the weather in the game, other than to play the game in at least five hour chunks of game time (that is the mod's 'default' weather chance period), and be judicious with Time Compression. A Save will re-set all sorts of game variables that have to re-initialize each time the game starts. It is, after all, an` old DirectX v9, Windows XP game... :arrgh!:

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak

I did everything as instructed. 6 days passed in the game with the sea always calm and the sky always clear.

propbeanie
03-19-24, 08:44 PM
That is a bit longer than normal... There are possible other issues causing you trouble, but you can try a Ctrl-N key combo, which is supposedly an undocumented "weather re-set". All it does though, is re-set the random number and timer to do another possible weather change. Sometimes it works, sometimes it doesn't... You do have to give it another five hours game time though, and again, not using too much Time Compression. SH3 used to get wonky over 256, and SH4 seems to be 1024, but it does seem to be a bit hardware dependent. The better the computer efficiency, ~sometimes~ the higher you can go... :hmmm:

btw - your path does look fine, as does the mod list. Thank you for that.

Malhard
03-19-24, 08:56 PM
That is a bit longer than normal... There are possible other issues causing you trouble, but you can try a Ctrl-N key combo, which is supposedly an undocumented "weather re-set". All it does though, is re-set the random number and timer to do another possible weather change. Sometimes it works, sometimes it doesn't... You do have to give it another five hours game time though, and again, not using too much Time Compression. SH3 used to get wonky over 256, and SH4 seems to be 1024, but it does seem to be a bit hardware dependent. The better the computer efficiency, ~sometimes~ the higher you can go... :hmmm:

btw - your path does look fine, as does the mod list. Thank you for that.

Thanks for trying to help.

Fearless
03-19-24, 11:11 PM
Hi! I installed the mod but it seems that the weather doesn't change in the campaign. Always calm sea and totally blue (or black) sky, no clouds, no waves... Is it a bug? Is there a way to resolve it?

No problems at my end. I get all weather types storms, rain Thunder etc heavy seas, fog, you name it.

nionios
03-20-24, 07:18 AM
it is hard to see what the image says as it is very small but usually there is a time assigned to it on average a 5 day patrol.


It's says nothing relevant to "...patrol for 5 or 10 days..." and there's no circle around the binoculars star sign.

propbeanie
03-20-24, 07:37 AM
I was given the secondary objective to "patrol along the coast lines...".
What exactly I have to do to complete this objective? Is there any time or tonnage limit? The green circles are for the 2 completed primary objectives.
It's says nothing relevant to "...patrol for 5 or 10 days..." and there's no circle around the binoculars star sign.
I completely missed your post there nionios. Sorry about that. I cannot read the exact words you received, but there are a couple of "hidden" map zones that you cannot see. It is next to impossible to have the green circle or an arrow show on the map in a timely manner. But head toward the coastline, staying out of the shallows, and drive along the coast line in the direction indicated in the orders. Some of those missions have you going up the coast toward New Britain, and others have you going down the coast toward the Shortlands. Generally speaking, there will be a generated group or ship that you will run into along the way, plus plenty of planes. The assignment completes after going toward what the orders say... :salute:

Malhard
03-20-24, 10:27 AM
That is a bit longer than normal... There are possible other issues causing you trouble, but you can try a Ctrl-N key combo, which is supposedly an undocumented "weather re-set". All it does though, is re-set the random number and timer to do another possible weather change. Sometimes it works, sometimes it doesn't... You do have to give it another five hours game time though, and again, not using too much Time Compression. SH3 used to get wonky over 256, and SH4 seems to be 1024, but it does seem to be a bit hardware dependent. The better the computer efficiency, ~sometimes~ the higher you can go... :hmmm:

btw - your path does look fine, as does the mod list. Thank you for that.

When I use Ctrl+N the sky resets (some clouds appear) but the sea water continues without waves, no rain, etc, for hours and days. I believe it has something to do with the wind, perhaps... Without it, waves shouldn't happen. It's annoying that this happens.

propbeanie
03-20-24, 01:28 PM
There really is no such thing as "wind" in the game, only the sound of wind changes as the waves increase, which is not related to anything either, other than a roll of the dice. Neither are the clouds. You just have a chance of a combination that would result in a storm, or perfectly calm weather, or something in between. You might also notice later that once you get a storm, that quite often, the crew does not seem to mind getting wet, and do not put on their slickers. That's because not all of the conditions to "trigger" the rain gear have been met, so no rain gear. Plus, you'll not see them put on warmer clothing when in the northern climes either... but it does sound like something is possibly "off" in your mod activation. I do not know what it would be though. What resolution are you running the game at, and is that the "default" setting of your graphics display and driver?

fitzcarraldo
03-20-24, 03:41 PM
Hi! I installed the mod but it seems that the weather doesn't change in the campaign. Always calm sea and totally blue (or black) sky, no clouds, no waves... Is it a bug? Is there a way to resolve it?

What is your average TC? I don´t have problems, but I use no more than 128 TC.

Regards.

Fitzcarraldo :Kaleun_Cheers:

Fearless
03-20-24, 05:14 PM
The highest I go in TC is 1024 and have no issues.

Malhard
03-21-24, 10:58 AM
There really is no such thing as "wind" in the game, only the sound of wind changes as the waves increase, which is not related to anything either, other than a roll of the dice. Neither are the clouds. You just have a chance of a combination that would result in a storm, or perfectly calm weather, or something in between. You might also notice later that once you get a storm, that quite often, the crew does not seem to mind getting wet, and do not put on their slickers. That's because not all of the conditions to "trigger" the rain gear have been met, so no rain gear. Plus, you'll not see them put on warmer clothing when in the northern climes either... but it does sound like something is possibly "off" in your mod activation. I do not know what it would be though. What resolution are you running the game at, and is that the "default" setting of your graphics display and driver?

I mean the wind being simulated. If it always stays 0 in the game, is it still possible for there to be rain and waves?

My resolution is 1080x1920, it is the native resolution of my monitor and drive.

KaleunMarco
03-21-24, 05:42 PM
I mean the wind being simulated. If it always stays 0 in the game, is it still possible for there to be rain and waves?


in a word, Oh Yes.

you were complaining about experiencing fair winds and calm seas for a whole patrol. wait until you experience gale-force winds and rain for two weeks. :03:

when you must close to within 1000 yds just to get a glimpse of your targets and then the escorts shoot out your scope, then follow that with depth bombs.

you will pray for fair winds and calm seas.

:up:

Michael Wood
03-21-24, 06:51 PM
There really is no such thing as "wind" in the game, only the sound of wind changes as the waves increase, which is not related to anything either, other than a roll of the dice. Neither are the clouds. You just have a chance of a combination that would result in a storm, or perfectly calm weather, or something in between. You might also notice later that once you get a storm, that quite often, the crew does not seem to mind getting wet, and do not put on their slickers. That's because not all of the conditions to "trigger" the rain gear have been met, so no rain gear. Plus, you'll not see them put on warmer clothing when in the northern climes either... but it does sound like something is possibly "off" in your mod activation. I do not know what it would be though.

Wow! A real immersion killer. I will forget I read this.

propbeanie
03-21-24, 08:37 PM
https://www.youtube.com/watch?v=7U2E-In0DDg

captnmike
03-22-24, 09:23 AM
I mean the wind being simulated. If it always stays 0 in the game, is it still possible for there to be rain and waves?

My resolution is 1080x1920, it is the native resolution of my monitor and drive.

To Captain Malhard, If you download the german side of the war (KSD11_Aces Addition) you will have excellent wind sound while standing on the bridge or (F12) key view!
captnmike.

captnmike
03-22-24, 09:32 AM
KSD11_ACE_Addition German side of game has great wind sound while topside or external view (F12).

J0313
03-22-24, 05:28 PM
Is there a version of EAX_Splash_Clang that can be used with FOTRSU?

J0313
03-22-24, 11:30 PM
Okay. I ran into an IJN midget sub aka Ko-Hyoteki. Went ahead and took a few potshots at her with the deck gun and missed. Decided to dive and evade due to the fact that I didn't want to eat any of her fish. Then all of a sudden she starts pinging me with sonar. I thought to myself that it didn't sound correct to me that those particular boats had any kind of sonar. So I got on the internet and did some looking and as I figured no where could I find any descriptions about them having sonar. So I think you might want to keep that in mind for the next up date. Those tiny little tubs were deathtraps to begin with and I am sure the IJN wouldn't have wasted any sonar sets on something that wasn't expected to survive to begin with. Just sayin.

KaleunMarco
03-23-24, 09:50 AM
Okay. I ran into an IJN midget sub aka Ko-Hyoteki. Went ahead and took a few potshots at her with the deck gun and missed. Decided to dive and evade due to the fact that I didn't want to eat any of her fish. Then all of a sudden she starts pinging me with sonar. I thought to myself that it didn't sound correct to me that those particular boats had any kind of sonar. So I got on the internet and did some looking and as I figured no where could I find any descriptions about them having sonar. So I think you might want to keep that in mind for the next up date. Those tiny little tubs were deathtraps to begin with and I am sure the IJN wouldn't have wasted any sonar sets on something that wasn't expected to survive to begin with. Just sayin.

hey J,

you are correct: the IJN didn't waste any sonar sets on something that wasn't expected to survive.

That sub is not equipped with sonar in FOTRSU...only visual and scopes. no hydrophone either, so if she submerges, she has to see you to shoot at you.

;Sonar
[Sensor 5]
NodeName=N01
LinkName=NULL
StartDate=19380101
EndDate=19451231

looks like someone else was pinging you. (oh, boy)
:doh:

J0313
03-23-24, 11:57 AM
I have investigated my self so who knows. If there was some other sneaky Jap around he never showed himself. Weird.

propbeanie
03-23-24, 12:12 PM
Ah, no something else wasn't pinging me so then there is something funky going on. OH BOY.
Well... Looking in my v1.8, there are TWO entries for the N01 node on the midget (the "N" stands for "soNar", and "H" for "Hydrophone")... sigh - one does indeed have a "LinkName=Type93-1A" sonar associated with it... :doh: Both of the sns calls show dating of "StartDate=19380101" and "EndDate=19451231", which should have been "flagged" in our error checks, but is somehow missed by all our little "checker" apps for that... sigh - Thanks for finding that and giving the report! We do want them to have hydrophone, so that they can "follow" you somewhat, but NOT sonar. Also, be warned that when they go Ahead Full when chasing or running away, they will submerge somehow, and possibly manage to get off a shot at you. I had one spiral down to about 100 foot before it "died" - it is, after all, a surface ship in the mod... Also, they are "hardy" little buggers still, in spite of us lowering the armor values on them. They usually do not do the pool cue ball trick anymore, like in Stock, but they sometimes do not "die" right away with a torpedo hit either. Also, you might have to hit them more than once with a deck gun... Go too far with edits though, and they sink in storms.
:salute:

Capt RAP
03-23-24, 01:07 PM
I also had a sub running around like crazy "Pinging" me with sonar. It was NOT a mini sub. Sorry it's been a while since I encountered it so I don't remember the class. This post just "kicked" the old mind to remember, so I wanted to put it out there.
CAPT RAP
Again, thanks for your hard work in this great Mod.!!

J0313
03-23-24, 09:25 PM
I'm just glad I could help. It was quite a surprising to hear those pings. With that being said if that little sucker had been a typeD midget than it might have had a sonar. That one was a different design to the A, B, and C versions. It had a 5 man crew vs 2.

KaleunMarco
03-23-24, 10:04 PM
Well... Looking in my v1.8, there are TWO entries for the N01 node on the midget (the "N" stands for "soNar", and "H" for "Hydrophone")... sigh - one does indeed have a "LinkName=Type93-1A" sonar associated with it... :doh: Both of the sns calls show dating of "StartDate=19380101" and "EndDate=19451231", which should have been "flagged" in our error checks, but is somehow missed by all our little "checker" apps for that... sigh - Thanks for finding that and giving the report! We do want them to have hydrophone, so that they can "follow" you somewhat, but NOT sonar. Also, be warned that when they go Ahead Full when chasing or running away, they will submerge somehow, and possibly manage to get off a shot at you. I had one spiral down to about 100 foot before it "died" - it is, after all, a surface ship in the mod... Also, they are "hardy" little buggers still, in spite of us lowering the armor values on them. They usually do not do the pool cue ball trick anymore, like in Stock, but they sometimes do not "die" right away with a torpedo hit either. Also, you might have to hit them more than once with a deck gun... Go too far with edits though, and they sink in storms.
:salute:

what's the date-time stamp on your V1.8 NS_Ko_Hyoteki .sns file?
the one that is in my installation of V1.8 was created on 8/9/2020 0421 am, is part of V1.8 and is not modified by any other mod in the modset.

Fearless
03-24-24, 01:31 AM
Wow, I hit a Fleet Carrier with 4 torpedoes and the beast still didn’t sink. I had to get out of there as 5 destroyers were looking for me. :Kaleun_Salute:

propbeanie
03-24-24, 08:35 AM
I also had a sub running around like crazy "Pinging" me with sonar. It was NOT a mini sub. Sorry it's been a while since I encountered it so I don't remember the class. This post just "kicked" the old mind to remember, so I wanted to put it out there.
CAPT RAP
Again, thanks for your hard work in this great Mod.!!
Thanks for that, but that is to be expected. We do not have any coastal boats the IJN used, so anything larger than a Kaidai would have sonar. We add that a bit early in the mod, which is to instill the fear of the Type 95 torpedo...
:arrgh!:

I'm just glad I could help. It was quite a surprising to hear those pings. With that being said if that little sucker had been a typeD midget than it might have had a sonar. That one was a different design to the A, B, and C versions. It had a 5 man crew vs 2.
:yeah:

what's the date-time stamp on your V1.8 NS_Ko_Hyoteki .sns file?
the one that is in my installation of V1.8 was created on 8/9/2020 0421 am, is part of V1.8 and is not modified by any other mod in the modset.
Therein lies the rub... the submarine folder Ko Hyoteki in the game is only parked in harbors. The Sea folder NSS_Ko is the one that drives around barely on the surface, and is the one encountered by J0313. That's the one with the doubled entry.

Wow, I hit a Fleet Carrier with 4 torpedoes and the beast still didn’t sink. I had to get out of there as 5 destroyers were looking for me. :Kaleun_Salute:
That can happen. There is more than one "critical hit" location on most ships, including carriers, though they can be difficult to hit well enough to do severe damage to a ship - except the cruisers :roll: . Plus, there is always the chance of a torpedo not imparting the full force of its detonation, which would be like a low-level detonation. It's like the Yamato class, which can easily absorb 10-12 torpedo hits before succumbing, if you don't have at least one that hits a "critical" location. Did the CV at least slow down for you after you hit it? Maybe after the DD lose interest in you, you can give chase... ?? :arrgh!:

KaleunMarco
03-24-24, 11:37 AM
Therein lies the rub... the submarine folder Ko Hyoteki in the game is only parked in harbors. The Sea folder NSS_Ko is the one that drives around barely on the surface, and is the one encountered by J0313. That's the one with the doubled entry.

ah. Sea vs Submarine.
seems to me i remember someone posting that the Ko was a surface vessel etc,etc,etc.
that fact did not click until i read your post and dug back into the Sea folder to find...
[Sensor 2]
NodeName=H01
LinkName=Type93-1P
StartDate=19380101
EndDate=19451231

[Sensor 3]
NodeName=N01
LinkName=Type93-1A
StartDate=19380101
EndDate=19451231

ok. well, then, there has been further word on this subject and i stand corrected.
:Kaleun_Salute:

propbeanie
03-24-24, 05:40 PM
That Sensor 2 is OK, since otherwise they wouldn't know where to go to find you to shoot at, once you submerge. Nothing quite like hearing the whirr of a torpedo you know you didn't shoot. It sure would be nice to have a "Incoming torpedo! Bear XXX, high speed!", but alas... Anyway, the problem lies with Sensor 3 and Sensor 4 there, which are the doubled entry, both of the same dates... flying fickle fingers of frustration... :wah:

KaleunMarco
03-24-24, 09:59 PM
That Sensor 2 is OK, since otherwise they wouldn't know where to go to find you to shoot at, once you submerge. Nothing quite like hearing the whirr of a torpedo you know you didn't shoot. It sure would be nice to have a "Incoming torpedo! Bear XXX, high speed!", but alas... Anyway, the problem lies with Sensor 3 and Sensor 4 there, which are the doubled entry, both of the same dates... flying fickle fingers of frustration... :wah:

in my installation, Sensor 4 through 9 are NULL.
#1 is visual, #2 is hydrophone and #3 is sonar. i do not see any dupes, unless you mean the overlapping dates for the same Nodename.

[Sensor 3]
NodeName=N01
LinkName=Type93-1A
StartDate=19380101
EndDate=19451231

[Sensor 4]
NodeName=N01
LinkName=NULL
StartDate=19380101
EndDate=19451231

propbeanie
03-25-24, 01:41 PM
Yes, those two are for the single N01 found node on the boat, which is what "tells" the game what equipment is called for on the LinkName line to be mounted. Both should not have the same date, else the first encountered (Sensor 3) will lord over the 2nd, and reign supreme, not allowing the "NULL" to ever be used... Sensor 3 will be eliminated in the next version, and the remainder renumbered down... :salute:

https://i.imgur.com/r1VqRLX.jpg

LuckyCapitan
03-26-24, 12:53 AM
Hello. During all my campaigns, I did not come across a single defective torpedo, although in the period 1942-1943 the United States had big problems with this. Why isn't this in the game?
In the realism settings I turned on defective torpedoes

Larrywb57
03-26-24, 10:31 AM
Hello. During all my campaigns, I did not come across a single defective torpedo, although in the period 1942-1943 the United States had big problems with this. Why isn't this in the game?
In the realism settings I turned on defective torpedoes

You were lucky,Lucky Captain! It does happen, especially when you have a big, juicely target in your cross hairs and the fish run true and hot. Then nothing happens or there is a detonation just before it reaches the target. Then all of his friends come to gives little presents that go boom!

propbeanie
03-26-24, 12:59 PM
Hello. During all my campaigns, I did not come across a single defective torpedo, although in the period 1942-1943 the United States had big problems with this. Why isn't this in the game?
In the realism settings I turned on defective torpedoes
As Larrywb57 mentions, it might all boil down to "luck". The game does have a tendency to not be very "random" when it rolls the dice. If the time frame you are in has a 50-50 chance of a dud, then you might get 12 of 24 good detonations in a row, then 12 duds in a row. However, there is also another aspect of this...

There is the "dud" setting when accessing the main menu Options choice and then the Gameplay Settings:

https://i.imgur.com/MSqXw61.jpg

https://i.imgur.com/4ovnLBi.jpg

Now, that is not an illustration for "Dud Torpedoes" directly, but you can see the choice there under the dialog box. This menu item affects the War Patrol, Single Missions, Sub School, and Multi-Player choices. If, however, you are going into a career, you need to set the same choices for that specific career, by accessing the Options menu again, which is done from the Captain's Office in-port prior to going on patrol, as below:

https://i.imgur.com/CF49NJE.jpg

Notice that the cursor is over the wooden radio console. That is where the Options menu is found, and again use the Gameplay Settings to set the "Dud Torpedoes"

https://i.imgur.com/iD7rB7G.jpg

Each career can have a different setting for most aspects, and they do not disturb what you set on the Main Menu, which has to be set for each separate section (or "mode") of the game you play. Also, mentioning "modes", if you are playing a Single Mission, and then want to go play a career, you really should exit the game, re-start it, then go into the career. This is due to the fact that the game does not like changing "modes", and has a tendency to keep parts of the previously used "mode" in the computer's memory... Main Menu, that really isn't... sigh - Anyway, check your settings for which "mode" of the game you are playing :salute:

nionios
04-12-24, 04:13 PM
What about the issue where there's no "End patrol" option after returning to home base? Is there any date after which the option will become available?
I'm at the end of August '43, on Balao boat and the home base is on an island between Santa Isabel and Malaita (Solomon Islands). Do I have to wait or start again?

propbeanie
04-12-24, 06:56 PM
The Balao is an odd beast if you accept the assignment to one too early. It will make it impossible to dock the boat, and as far as we can tell, in perpetuity... If you can, post your JSGME activated mod list, what boat you had, where you sailed from and the date. Then, what base did you return to with that boat, when your were given the Balao, and the date of that. Did you make any Saves during the patrol? Any prior to docking back at your home port prior to the Balao assignment? I haven't had much time to attempt tests to get an early Balao lately, but I was looking at possibly trying to figure-out a way to correct the files - if the game allows that... :salute:

nionios
04-13-24, 09:38 AM
The Balao is an odd beast if you accept the assignment to one too early. It will make it impossible to dock the boat, and as far as we can tell, in perpetuity... If you can, post your JSGME activated mod list, what boat you had, where you sailed from and the date. Then, what base did you return to with that boat, when your were given the Balao, and the date of that. Did you make any Saves during the patrol? Any prior to docking back at your home port prior to the Balao assignment? I haven't had much time to attempt tests to get an early Balao lately, but I was looking at possibly trying to figure-out a way to correct the files - if the game allows that... :salute:


Thanks for your reply.
I use only the main FOTRSU mod. Tulagi was already my home base when I was offered and accepted the Balao on 13 May 1943 and started the new patrol on 5 June.

KaleunMarco
04-13-24, 03:21 PM
Thanks for your reply.
I use only the main FOTRSU mod. Tulagi was already my home base when I was offered and accepted the Balao on 13 May 1943 and started the new patrol on 5 June.

yep, you got bit by the i-accepted-an-upgrade-to-Balao-too-early bug.

lol. you will need to sail around until at least August 1st before you will be able to dock. that's a long time between beers.:har:

you can keep the mission going by stopping at any designated port and "refit" until after 8/1/43 or start a new career or, if you have your saves, go back to mission where you accepted the Balao upgrade and refuse it, then carry on.

either way, have fun with it.

:Kaleun_Salute:

nionios
04-13-24, 04:49 PM
lol. you will need to sail around until at least August 1st before you will be able to dock. that's a long time between beers.:har:

:Kaleun_Salute:
It's late August and still can't dock at Tulagi.

nionios
04-14-24, 06:46 AM
lol. you will need to sail around until at least August 1st before you will be able to dock. that's a long time between beers.:har:

:Kaleun_Salute:
So do you suggest me to wait for time to pass and test if "End patrol" become available or ,as propbeanie said in previous post, :" It will make it impossible to dock the boat, and as far as we can tell, in perpetuity..."

KaleunMarco
04-14-24, 03:00 PM
So do you suggest me to wait for time to pass and test if "End patrol" become available or ,as propbeanie said in previous post, :" It will make it impossible to dock the boat, and as far as we can tell, in perpetuity..."

i have been thinking about that since you responded with the fact that August 1st has come and gone and Tulagi has still not enabled itself as your home base.

i guess my last two suggestions are your alternatives: start a new career or load a save just prior to your accepting the Balao upgrade and refuse the upgrade.

there is documentation either in the FOTRSU Page 1 post or in the files that are part of the download that suggest that one NOT accept certain upgrades until after certain dates. Gatos, Balaos, and Tenchs are the boats with these date limitations. if i find it i'll post it.

nionios
04-15-24, 08:13 AM
i have been thinking about that since you responded with the fact that August 1st has come and gone and Tulagi has still not enabled itself as your home base.

i guess my last two suggestions are your alternatives: start a new career or load a save just prior to your accepting the Balao upgrade and refuse the upgrade.

there is documentation either in the FOTRSU Page 1 post or in the files that are part of the download that suggest that one NOT accept certain upgrades until after certain dates. Gatos, Balaos, and Tenchs are the boats with these date limitations. if i find it i'll post it.


Thanks.
It's 3rd of September and still nothing but I've already loaded a previous save prior to Balao upgrade.

KaleunMarco
04-15-24, 08:25 PM
Thanks.
It's 3rd of September and still nothing but I've already loaded a previous save prior to Balao upgrade.

more than likely, you will offered that Balao upgrade within three missions, which will hopefully occur after August 1, 1943.

propbeanie
04-15-24, 09:32 PM
Thanks.
It's 3rd of September and still nothing but I've already loaded a previous save prior to Balao upgrade.
Look in the Support \Extra_Info folder of the modded game for "BoatsByMonth.pdf", and that has a spreadsheet from v1.7, which while not 100% accurate, is generally pretty close - except the Balao. At Tulagi (FI), the Balao is there for a portion of August, September, and then goes to Milne Bay in October.

The boat is first available at Mare Island for New Construction in mid-May of 1943, does the trials and then transfers to Brisbane in July of 1943, for a first assignment in August. It will then transfer to Milne Bay in November 1943. The boat does move around a lot... except at Pearl, from September 1943 onward, and Midway from October 1943 onward.

We have a plan for the next version, but have not had time to fully test all of the possible idiosyncrasies. It's a good plan... it just has to be implemented yet... :roll:

ZZCheetahZZ
04-17-24, 10:40 AM
Hey guys, I only recently discovered the world of SH4 Mods, and installed this one. And it is awesome indeed.
But I came to a conclusion that my Hydrophone station doesn't work anymore..
Can't figure out why.
It is down to using the SJ radar only and it kinda killing the immersion for me.
Any ideas?

Maybe there's something to do with the Balao bug before August 1st ?

Aktungbby
04-17-24, 12:07 PM
ZZCheetahZZ

KaleunMarco
04-17-24, 01:06 PM
Hey guys, I only recently discovered the world of SH4 Mods, and installed this one. And it is awesome indeed.
But I came to a conclusion that my Hydrophone station doesn't work anymore..
Can't figure out why.
It is down to using the SJ radar only and it kinda killing the immersion for me.
Any ideas?

Maybe there's something to do with the Balao bug before August 1st ?

you need to share more info, Mr. Cheetah.
when you post a problem such as this you need to include your JSGME game config. Launch JSGME then Tools-Export to-Clipboard. then open a post here and paste it (ctrl+v).

ZZCheetahZZ
04-18-24, 12:30 AM
Thanks for heads up..
Actually I'm using OvGME for activating mods. So I don't have this tools menu.
But I can post here the correct paths on my system.
C:\Games\Silent Hunter 4 Wolves of the Pacific Gold Edition\MODS

The mod itself in the MODS directory is:
FalloftheRisingSun_Ultimate_v1.8
With all the Data, Extras, MODS and Support and files inside.

ZZCheetahZZ
04-18-24, 01:25 AM
I think I found what's wrong.
I was using an older saved campaign...
When I started a new one with the MOD enabled everything works as it should.

KaleunMarco
04-25-24, 03:47 PM
this one has me baffled. we are 11 or 12 missions into a Gar career. it is late 1943.

as we leave on patrol, our torpedo load looks like this:
https://i.ibb.co/SyyVcwP/Inport-Torpedos.png

as soon as we shove off on patrol, tubes 1-4 change loads:
https://i.ibb.co/4tQ2ghQ/Patrol-Torpedos.png

i've been trying to figure out which torpedoes are the stowaways without any luck. i THINK they are German.

the big question is: why the sudden change?

i have already deleted the Save Folders and it made no difference.
then i removed all mods after 410_Strategic_Map_Symbols and it made no difference.
then i started the next mission and saved it, exited, and browsed the save file for ActiveUserPlayerUnits.upc. Tubes 1-4 are still loaded with Mk18's....even though they appear in the game as German T1(G7a).

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU V1.8\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nihon Kaigun v1.3_FotRSU
300 Nippon_Maru_v1.9b_FotRSU
301_MoreDifficultAI00
310 Combined Roster
399_NoScrollNavMap
410_Strategic_Map_Symbols
500 Jimimadrid Sailors for FotRSU
550 Jimimadrid SubManagement
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
999 Flotillas Fix for Argo&Nautilus

propbeanie
04-26-24, 06:39 AM
I think I found what's wrong.
I was using an older saved campaign...
When I started a new one with the MOD enabled everything works as it should.
You definitely have to clear the Save folder data when first using FotRSU, since there are a LOT of calls for ships and planes that are quite different from any other mod. :salute:

propbeanie
04-26-24, 06:43 AM
this one has me baffled. we are 11 or 12 missions into a Gar career. it is late 1943.

as we leave on patrol, our torpedo load looks like this:
https://i.ibb.co/SyyVcwP/Inport-Torpedos.png

as soon as we shove off on patrol, tubes 1-4 change loads:
https://i.ibb.co/4tQ2ghQ/Patrol-Torpedos.png

i've been trying to figure out which torpedoes are the stowaways without any luck. i THINK they are German.

the big question is: why the sudden change?

i have already deleted the Save Folders and it made no difference.
then i removed all mods after 410_Strategic_Map_Symbols and it made no difference.
then i started the next mission and saved it, exited, and browsed the save file for ActiveUserPlayerUnits.upc. Tubes 1-4 are still loaded with Mk18's....even though they appear in the game as German T1(G7a).

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU V1.8\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nihon Kaigun v1.3_FotRSU
300 Nippon_Maru_v1.9b_FotRSU
301_MoreDifficultAI00
310 Combined Roster
399_NoScrollNavMap
410_Strategic_Map_Symbols
500 Jimimadrid Sailors for FotRSU
550 Jimimadrid SubManagement
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
999 Flotillas Fix for Argo&Nautilus
We have not attempted to look through jimimadrid's Management mod, but if he brought his torpedoes in with the mod, then that is the problem. It and FotRSU have two different ID calls for torpedoes, and that probably is the Ge7 you have there KM. If you go ahead and shoot one, you will likely have multiple wake trails as it travels. The further it goes, the more tails... Look in his mod folder, and if there is a Library folder with Torpedoes_US.* in it, deactivate the mod, remove those files from the package, then re-activate. His torpedo mod is already in FotRSU with altered ID calls...

mazzi
04-26-24, 07:56 AM
as soon as we shove off on patrol, tubes 1-4 change loads:

This is not exact, but in my opinion the error should be looked for in the NSS_Gar.upc file.
If the Tambor boat performs correctly under similar conditions, then let developers make NSS_Gar.upc from the NSS_Tambor.upc file.
There are several lines to change in the NSS_Tambor.upc file, and rename file in NSS_Gar.upc of course.
Or make NSS_Gar.upc from another 'working' *.upc file of other boats, but it will be more difficult.

KaleunMarco
04-26-24, 09:49 AM
This is not exact, but in my opinion the error should be looked for in the NSS_Gar.upc file.
If the Tambor boat performs correctly under similar conditions, then let developers make NSS_Gar.upc from the NSS_Tambor.upc file.
There are several lines to change in the NSS_Tambor.upc file, and rename file in NSS_Gar.upc of course.
Or make NSS_Gar.upc from another 'working' *.upc file of other boats, but it will be more difficult.

the upc files show Mk18, as they should. i think the problem lies elsewhere.
but, thanks for the suggestion!
:Kaleun_Salute:

KaleunMarco
04-26-24, 10:19 AM
We have not attempted to look through jimimadrid's Management mod, but if he brought his torpedoes in with the mod, then that is the problem. It and FotRSU have two different ID calls for torpedoes, and that probably is the Ge7 you have there KM. If you go ahead and shoot one, you will likely have multiple wake trails as it travels. The further it goes, the more tails... Look in his mod folder, and if there is a Library folder with Torpedoes_US.* in it, deactivate the mod, remove those files from the package, then re-activate. His torpedo mod is already in FotRSU with altered ID calls...

jimi's Sailors Mod DOES have US_Torpedo files but they are not the problem.
i think that the activeuserplayerunits file was corrupted a couple of missions ago when our sub was wrecked and we were given a Porpoise as an "upgrade". i had to edit the activeuserplayerunits file to bring my old crew to my new boat and i must have messed up during the multiple-copy-paste operations.

thanks for the hints, though. never thought that jimi's Sailors Mod would have torpedo files. maybe the version i am using included the new torpedos files and later versions did not have that included. i'll check out the current version.
:Kaleun_Salute:

p.s. the current Sailors Mod does NOT have torpedoes files. i will swap it out with the rebuilt config.

propbeanie
04-26-24, 11:04 AM
Here is the original "find" KM, from back in June of 2023:
FotRSU Post 5525 (https://www.subsim.com/radioroom/showthread.php?p=2870306#post2870306)
So jimimadrid's torpedo mod works fine in SH4 and most other mods, but FotRSU has several files that have different IDs for some equipment. There-in lies the rub. With his torpedo mod in FotRSU, the ID actually calls the G7a torpedo for Tubes 1-4, like you are driving a Type VIIC... Leave the torpedo files out of the crew management mod, and the base jimimadrid files already in FotRSU will do appropriate calls, since we edited the ID numbers. :salute:

propbeanie
04-26-24, 11:11 AM
This is not exact, but in my opinion the error should be looked for in the NSS_Gar.upc file.
If the Tambor boat performs correctly under similar conditions, then let developers make NSS_Gar.upc from the NSS_Tambor.upc file.
There are several lines to change in the NSS_Tambor.upc file, and rename file in NSS_Gar.upc of course.
Or make NSS_Gar.upc from another 'working' *.upc file of other boats, but it will be more difficult.
The calls for torpedoes are different purposefully. We want to differentiate between the two boat classes, even though about the only differences were the names on the bulkheads... lol - The issue is attributed to the ID for the named torpedoes (Mark 18). When the game goes to "call" the torpedo, it looks at the ID number and finds the G7a. Since the German boats do not have after torpedoes, and their fore torpedoes are stored differently, you will not notice the other torpedoes change until they go to load in Tubes 1-4... If you shoot one of the G7a torps, it will be replaced by another, in spite of the Mark 18 picture being in the stores...

mazzi
04-26-24, 11:25 AM
the upc files show Mk18, as they should. i think the problem lies elsewhere.
but, thanks for the suggestion!
:Kaleun_Salute:
There is an error in the NSS_Gar.upc file because of this, the game does not take into account Mk18 which are registered in this file and therefore further torpedoes are taken from the .sim file (specifically this is NSS_Tambor.sim).
In the NSS_Tambor.sim file for all TA indicate German T1 torpedoes.

Start a new career on the Tambor boat in 1944-1945, go to sea and see what kind of torpedoes do you have?
Then start a new career on the Gar boat in 1944-1945, go out to sea again and look at the torpedoes again.
If both Tambor and Gar work, then you have ruined the game recordings.
If Tambor works but Gar does not, then there is an error in the NSS_Gar.upc file.
It won’t take much time, but you will know exactly who is to blame.

mazzi
04-26-24, 11:51 AM
The calls for torpedoes are different purposefully. We want to differentiate between the two boat classes, even though about the only differences were the names on the bulkheads... lol - The issue is attributed to the ID for the named torpedoes (Mark 18). When the game goes to "call" the torpedo, it looks at the ID number and finds the G7a. Since the German boats do not have after torpedoes, and their fore torpedoes are stored differently, you will not notice the other torpedoes change until they go to load in Tubes 1-4... If you shoot one of the G7a torps, it will be replaced by another, in spite of the Mark 18 picture being in the stores...
The Soviet boat 'SHCHuka X series' had a similar problem.
I couldn't figure out what was missing in the original file NSS_ShchX.upcge in order for everything to work correctly.
As a result, I changed the file NSS_ShchVbis2.upcge (from the working boat 'SHCHuka Vbis2') for the boat 'SHCHuka X series'.

But I won’t say anything; things may be different for you.

KaleunMarco
04-26-24, 03:37 PM
So jimimadrid's torpedo mod works fine in SH4 and most other mods, but FotRSU has several files that have different IDs for some equipment. There-in lies the rub. With his torpedo mod in FotRSU, the ID actually calls the G7a torpedo for Tubes 1-4, like you are driving a Type VIIC... Leave the torpedo files out of the crew management mod, and the base jimimadrid files already in FotRSU will do appropriate calls, since we edited the ID numbers. :salute:

yes but no.
i backed out all of the mods in my list and ran with Stock and still had the german fish in tubes 1-4. somehow, the career save file got corrupted. i am blaming myself since i am the CO.

so, i restarted my career with a same boat class in approximately the same time period with a new d/l of the sailor's mod which does not have the torpedo files and things are off to a good start.
:Kaleun_Salute:

KaleunMarco
05-03-24, 10:34 AM
hey PB,

are any IJN merchies armed with torpedoes?

km

propbeanie
05-03-24, 10:55 AM
Not that I recall... but the Armed Merchant might be... :hmmm:

KaleunMarco
05-03-24, 01:41 PM
Not that I recall... but the Armed Merchant might be... :hmmm:

hmmm. no armed merchants...at least none that were labeled as such.
we met up with a small convoy....one escort. leading.
we torpedoed her and the first two ships in the port column.
since it was a dark night, we surfaced and attacked the remaining merchies.
a minute or so after we sank the last merchie, we suffered a devastating hit from somewhere and we went down the black hole of death.

Anastasia, Hakko, Tyohei, & Seiko & Heito. (comments added)


we were west of the Marianas and there were no a/c detected while we on the surface.
not sure from where the lethal blow came and still trying to figure that one out.

propbeanie
05-03-24, 03:57 PM
That is one of those times, where if you're fast enough, you Save the game, and then you can go back in and review. Now, what you describe leaves two possibilities, both of which I have encountered. The first is that you torpedoed the escort, and it had not fully sunk yet, and being armed with torpedo tubes, was able to get off a spread at your boat. We'll call that unlikely. The second possibility is "friendly fire", from your own boat, with a circle runner. While the Mark 18 did most of the circle runs, the 14 was not immune to them. In fact, none of the US torpedoes were immune to them, since they did not use vane limiters on their rudders. Even the stock game with "Dud torpedoes" turned off will still throw a circle runner your way every few thousand of shots. That would be my guess of the source of your torpedo impact. I have a video somewhere of a torpedo doing 3 or 4 circles near my boat before it ran out of fuel. I almost did not get away from it. I also have several videos where I did not get away, but in most instances, I was hit on the first circle... :oops:

Edit: This might be it
https://www.youtube.com/watch?v=Ts64wjS7PI8

KaleunMarco
05-04-24, 07:06 PM
It's early 1944, and we are on patrol north and west of Saipan, just cruising looking for traffic.
i step away for two minutes and Sneaky Pete comes up from our stern and pumps a round into us. Sneaky Bastage.
well, we dive as quickly as we can because he has launched a fish at us.
we dive to 150 feet, wait for the torpedo to pass us then back to periscope depth.
then.... we go on the attack.
https://i.ibb.co/PD8TsRf/SH4-Img-2024-05-04-15-51-21-340.png (https://ibb.co/HhQNL0k)
https://i.ibb.co/pPtzGvL/SH4-Img-2024-05-04-15-51-32-406.png (https://ibb.co/26Dtm7k)
https://i.ibb.co/7ySkKQD/SH4-Img-2024-05-04-15-51-41-980.png (https://ibb.co/ysN4qpC)
https://i.ibb.co/0DCZgsd/SH4-Img-2024-05-04-15-52-36-619.png (https://ibb.co/QbPn2D1)

sneak up on us, eh?

Raptor265
05-10-24, 04:54 PM
Hello, how can I view the dates of when various equipment becomes available?

propbeanie
05-11-24, 07:31 AM
Hello, how can I view the dates of when various equipment becomes available?
In the mod's folder if inactive, or in the Game folder if activated, navigate into the "Support \Extra_Info" folder, and find the file "SubmarineAvailabilityChart210720.pdf", which is not 100% accurate, but close for most boats.

KaleunMarco
05-11-24, 09:33 AM
In the mod's folder if inactive, or in the Game folder if activated, navigate into the "Support \Extra_Info" folder, and find the file "SubmarineAvailabilityChart210720.pdf", which is not 100% accurate, but close for most boats.

i was going to say the same thing.
you beat me to it today.:har:
:Kaleun_Salute:

KaleunMarco
05-11-24, 02:52 PM
i was reading posts in the SH5 forum threads and someone there mentioned that there is a mod or maybe just the capability of generating winds speeds in excess of the SH4 Max which is 15 m/s.

i wonder if that is possible in SH4.

has anyone attempted that? how would one attempt to increase wind velocity in SH4?
:hmmm:

torpedobait
05-12-24, 11:28 AM
i was reading posts in the SH5 forum threads and someone there mentioned that there is a mod or maybe just the capability of generating winds speeds in excess of the SH4 Max which is 15 m/s.

i wonder if that is possible in SH4.

has anyone attempted that? how would one attempt to increase wind velocity in SH4?
:hmmm:

I suggest that you all be careful when fooling around with Wind. I understand that it is very easy to break!

:D :haha: :har:

KaleunMarco
05-12-24, 12:36 PM
I suggest that you all be careful when fooling around with Wind. I understand that it is very easy to break!

:D :haha: :har:

STD alert!

Seriously Terrible Dad-joke!

:k_confused:

s7rikeback
05-21-24, 10:13 AM
"Clears the dust from his desk.."

What have I missed ?

Jeff-Groves
05-21-24, 02:57 PM
i was reading posts in the SH5 forum threads and someone there mentioned that there is a mod or maybe just the capability of generating winds speeds in excess of the SH4 Max which is 15 m/s.

i wonder if that is possible in SH4.

has anyone attempted that? how would one attempt to increase wind velocity in SH4?
:hmmm:

Link to said thread?
:hmmm:

You know NOT linking such is a violation of Modder Etiquette right?

:D

KaleunMarco
05-21-24, 04:25 PM
Link to said thread?
:hmmm:

You know NOT linking such is a violation of Modder Etiquette right?

:D

https://subsim.com/radioroom/showpost.php?p=2911851&postcount=19

Jeff-Groves
05-21-24, 04:30 PM
Now I'm gonna have to downlod stuff to check this out.
Thanks.
:up:

Jeff-Groves
05-21-24, 04:42 PM
"Clears the dust from his desk.."

What have I missed ?

:damn:

Slacker!

Noone0
05-22-24, 02:29 PM
Hello, I am having trouble trying to Download FotRS every time I click the Download link it takes me to a page saying that I have reached my daily download attempt limit. I only clicked on the link once today. Is this an issue with the link or the Site? It would be good to know so I can explode some stuff in the name of democracy!

KaleunMarco
05-22-24, 06:19 PM
Hello, I am having trouble trying to Download FotRS every time I click the Download link it takes me to a page saying that I have reached my daily download attempt limit. I only clicked on the link once today. Is this an issue with the link or the Site? It would be good to know so I can explode some stuff in the name of democracy!

it may be too large for a non-member to download.
check out the FAQ forum: https://subsim.com/radioroom/faq.php?faq=how_stuff_works_faq#faq_downloads

JBHemlock
05-23-24, 12:17 PM
So, I was reading Clear the Bridge (Dick O'Kane's book), and one thing that really stood out in it was that he almost never came across an unescorted merchant. At the same time, I'm running through my third or fourth FOTRSU career and I run into unescorted merchants all the time. Frequently I'll run into a couple of them, traveling in a little pack for my convenience. In the past, I haven't really thought much about it, but it really is letting me play the game in super easy mode.


Is this standard for FOTRSU? Is there a way to bump up the number of escorts?


Mod-wise, I'm running FOTRSU 1.8 and the Fleetboat interior mod, with nothing else.

JBHemlock
05-24-24, 12:14 AM
Fate knows I wrote that last post. Fate laughs, as it sends me a... German troop transport off the east coast of Mindanao?


Unescorted, of course...


https://i.imgur.com/6Lp3cZb.png
https://i.imgur.com/NYGSon5.png

1Patriotofmany
05-24-24, 12:35 PM
Hello, I am having trouble trying to Download FotRS every time I click the Download link it takes me to a page saying that I have reached my daily download attempt limit. I only clicked on the link once today. Is this an issue with the link or the Site? It would be good to know so I can explode some stuff in the name of democracy! Become a paying member and download all you want.

fitzcarraldo
05-24-24, 03:03 PM
Hello, I am having trouble trying to Download FotRS every time I click the Download link it takes me to a page saying that I have reached my daily download attempt limit. I only clicked on the link once today. Is this an issue with the link or the Site? It would be good to know so I can explode some stuff in the name of democracy!

What navigator are you using? The link works fine in Edge. Not in Chrome. You can download the mod without be a paying member.

Try with Edge, you can download the full mod if you didn´t download too much from SUBSIM in one day.

Best regards.

Fitzcarraldo :Kaleun_Salute:

JBHemlock
05-24-24, 04:05 PM
What navigator are you using? The link works fine in Edge. Not in Chrome. You can download the mod without be a paying member.

Try with Edge, you can download the full mod if you didn´t download too much from SUBSIM in one day.

Best regards.

Fitzcarraldo :Kaleun_Salute:
It works with Firefox, too. No idea why it doesn't work for Chrome, but...:k_confused:

JBHemlock
05-24-24, 04:08 PM
More adventures of "never seen that before," I've found more German merchants off the east coast of the Philippines.


I managed to torpedo an I-201 class Japanese submarine, too. It was toodling along all fat, dumb and happy in the day time. They finally saw my periscope right when I fired, but I was only 800 yards away and they come about as poorly as my Tuna does, so...

Zyhgar
05-24-24, 08:17 PM
Hi for some reason during my Australia S-42 after returning to port and getting an "your ship is getting refit with a 20mm AA gun" for some reason the deck gun crew just vanishes. I have had a a look around but none of the solutions fix the problem.

propbeanie
05-24-24, 08:29 PM
Hello, I am having trouble trying to Download FotRS every time I click the Download link it takes me to a page saying that I have reached my daily download attempt limit. I only clicked on the link once today. Is this an issue with the link or the Site? It would be good to know so I can explode some stuff in the name of democracy!
Try another browser, and/or 'whitelist' subsim dot com in your firewall. Notice this dialog at the top of the downloads page:

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

Post back and let us know if you have trouble still.

propbeanie
05-24-24, 09:11 PM
So, I was reading Clear the Bridge (Dick O'Kane's book), and one thing that really stood out in it was that he almost never came across an unescorted merchant. At the same time, I'm running through my third or fourth FOTRSU career and I run into unescorted merchants all the time. Frequently I'll run into a couple of them, traveling in a little pack for my convenience. In the past, I haven't really thought much about it, but it really is letting me play the game in super easy mode.

Is this standard for FOTRSU? Is there a way to bump up the number of escorts?

Mod-wise, I'm running FOTRSU 1.8 and the Fleetboat interior mod, with nothing else.
What dates are you encountering the unescorted merchants? What dates was the Tang sailing in the book you read? FotRSU has mostly singles, with a chance for doubles or more early in the war. You will still find a few convoys then. As time progresses, you see fewer and fewer unescorted singles, and more and more escorted convoys. You might also find groups of 2 or more DD-type ships out looking for submarines. Actually, they're just traveling from one end of a run to another to catch the next convoy for escort duty... with that said:
Fate knows I wrote that last post. Fate laughs, as it sends me a... German troop transport off the east coast of Mindanao?

Unescorted, of course...

[IMG]Nice hit pic
[IMG]Nice explosion pic
Did you empty the Save folder (defaults to C:\Users \UserName \Documents \SH4) before playing the modded FotRSU game? If you did not empty the save folder, then you have the Stock game mingled with the FotRSU mod. I ask this because FotRSU has one German "Troopship Modern Class" sailing east of Mindanao late 1942 to mid 1943 (with just a few in the mod), sometimes with a freighter, but also the possibility of an escort. Odds are usually an escort. They are going from Japan to western New Guinea. So if your install and activation are good, and the time frame is right, you got lucky again. There were convoys that ended up without escort due to missed rendezvous points, or ships sunk or whatever, plus it might be a straggler. Never look a gift horse in the mouth - just sink it and look for more. :salute:

propbeanie
05-24-24, 09:23 PM
Hi for some reason during my Australia S-42 after returning to port and getting an "your ship is getting refit with a 20mm AA gun" for some reason the deck gun crew just vanishes. I have had a a look around but none of the solutions fix the problem.
The deck gun crew disappeared with an AA gun upgrade?? Can you tell us what date it was that you came back to port, and which port it was? Can you also run JSGME, use the "Tasks..." link in the middle of the app, then click the "Export activated mods list to -->" and use "Clipboard" to paste it right away into your next post, or "Text file" to copy that later and post it in the next reply you do here. If it is your deck gun crew missing, there is the "NewColetrainsAndOthersDGfix.pdf" file in the Support \HowTo folder of the modded game that can walk you through editing the Save files to get your gun crew back. Remember that in the future, the Green circles around the ports are where you'll encounter the "busy" area. The red circles are about where the game will ask you if you want to dock. Somewhere between the green and red circles, you should make a Save of your game, using a new name, so that you have something to fall back to if you run into this again. It is always a good idea to put your gun crews back into the Damage Control team slots, or wherever you got them from, prior to docking, so that you do not lose them. Sometimes the game will put them back there automatically for you. But if you have lost the slots they go in, you'll need to do that "repair" noted above, or fall back to a previous Save. That, unfortunately, is the nature of the SH4 beast... :salute:

Zyhgar
05-24-24, 11:36 PM
The deck gun crew disappeared with an AA gun upgrade?? Can you tell us what date it was that you came back to port, and which port it was? Can you also run JSGME, use the "Tasks..." link in the middle of the app, then click the "Export activated mods list to -->" and use "Clipboard" to paste it right away into your next post, or "Text file" to copy that later and post it in the next reply you do here. If it is your deck gun crew missing, there is the "NewColetrainsAndOthersDGfix.pdf" file in the Support \HowTo folder of the modded game that can walk you through editing the Save files to get your gun crew back. Remember that in the future, the Green circles around the ports are where you'll encounter the "busy" area. The red circles are about where the game will ask you if you want to dock. Somewhere between the green and red circles, you should make a Save of your game, using a new name, so that you have something to fall back to if you run into this again. It is always a good idea to put your gun crews back into the Damage Control team slots, or wherever you got them from, prior to docking, so that you do not lose them. Sometimes the game will put them back there automatically for you. But if you have lost the slots they go in, you'll need to do that "repair" noted above, or fall back to a previous Save. That, unfortunately, is the nature of the SH4 beast... :salute:

I'm awful at explaining things so here's a recording of what's going on.
https://www.youtube.com/watch?v=MwNCOfKZ7mw

I only have these mods.
Generic Mod Enabler - v2.6.0.157
[S:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
Nihon Kaigun v1.3a_FotRSU
Nippon_Maru_v1.9b_FotRSU

I did google and see the topics saying delete the string AdditionalRepository but when I searched the save file AdditionalRepository didn't exist at all?

fitzcarraldo
05-25-24, 09:14 AM
I'm awful at explaining things so here's a recording of what's going on.
https://www.youtube.com/watch?v=MwNCOfKZ7mw

I only have these mods.
Generic Mod Enabler - v2.6.0.157
[S:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]




100_FalloftheRisingSun_Ultimate_v1.8
Nihon Kaigun v1.3a_FotRSU
Nippon_Maru_v1.9b_FotRSU

I did google and see the topics saying delete the string AdditionalRepository but when I searched the save file AdditionalRepository didn't exist at all?

This is my modlist:

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

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
Nihon Kaigun v1.3a_FotRSU
Nippon_Maru_v1.9b_FotRSU
Combined Roster
399_NoScrollNavMap
801_UMark Invisible
304_NoJapaneseAirRadar
650_OriginalFOTRS_Dudz
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
450_MoonlightzSonarLines
SH5 TWoS Flags for SH4 FotRSU
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
Snarf_WoodModelv2
FJB Brown Navigation Map
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum
Jimimadrid Sailors for FotRSU
Jimimadrid Optics
jimimadrid Shells
Jimimadrid SubManagement
Jimimadrid Metalic Dials
Jimimadrid S18_S42 Gui Dials
Jimimadrid TDC
Jimimadrid Tools
jimimadrid HUD
FOTRSU_1.8_SUB_SKINS_IN_4k
SMALLER SEABED ROCKS
New Sounds for Fleetboat_Interior-Officer Quarters mod
EAX_SoundSim_FOTRSU_1.8
Enhanced SubSounds for SH4
Lite Fog v2 + 100' Underwater Visability
SMALLER SEA PLANTS MEDIUM
sobers better rock Ver 2 mod
sobers better sand II
Speech_Overhaul
Vanilla Impurities
FOTRSU Less Jap Planes
Hitman's In Game TSAC v2.1
Targeting_Assistant_V1
FotRS_Chacalot-Porpoise
Jimimadrid Salmon_Sargo Gui Dials
Hamilton Gold Clock
BATTLEFLAG_CONNING_PIKE_SS173
BATTLEFLAG_WARDROOM_PIKE_SS173
DarkerNightsEnv_V2
USS PIKE
BATTLEFLAGS_MERCHANT_SUNK_COUNT3
BATTLEFLAGS_WARSHIP_SUNK_COUNT1
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
RUBINI_CLOUDS_SH4

All works fine. Maybe you need to add the 101_FotRSUv18_FixPak.

Regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie
05-25-24, 09:54 AM
The fixpak would help some things, but unfortunately not this issue fitzcarraldo. This the old reliable Stock game "deck gun issue"...

@ Zyhgar, if you do not have the "AdditionalRepository" listed, then you are most likely missing part of, if not the whole gun itself, as noted on page 4 of that pdf listed and linked above. That section states:
"... you need to actually have the weapon in the UpgradePackSlot on the boat. Search on “UserPlayerUnit 1.UpgradePackSlot 2”, which in FotRSU is the “ID=UpgAirSearchRadar” section. You most likely do NOT have an “[UserPlayerUnit 1.UpgradePackSlot 3]” section, which is the “ID=UpgDeckGun” section. The next section should be “[UserPlayerUnit 1.FunctionalSubsystem 1]”, and you will paste this section between the last line of the “[UserPlayerUnit 1.UpgradePackSlot 2]” section and the "[UserPlayerUnit 1.FunctionalSubsystem 1]” section:
[UserPlayerUnit 1.UpgradePackSlot 3]
ID=UpgDeckGun
NameDisplayable=Deck Gun
Type=NULL
AcceptedTypes=USDeckGunBow,USDeckGunStern,USDeckGu nImpBow,USDeckGunImpSter
n,USDeckGunHvyBow,USDeckGunHvyStern,USDeckGunHvyDb l
UserCustomizable=Yes
IDLinkUpgradePackSlots=BowDeckGun,SternDeckGun
CurrentUpgradePack=4inch .50cal Stern Mount
IDLinkUpgradePackSlotsLoaded=NULL
Save the file, making certain that it remains named ActiveUserPlayerUnits.upc”, as a plain text file, and no extra data or file extensions added..."

Now, part of the problem with that, is the write-up was for a Balao boat, so the sectioning and gun names would be different for your boat. Your boat actually should have a Conning Tower upgrade before the AA gun upgrade, but we did make it to where if you had the first conning tower that it would still mount the gun properly. The game does not do these types of "upgrades" properly. Looking at the image of your submarine on the equipment and crewing page, your boat has the first conning tower. I think we can eliminate that issue with the next mod release - maybe... for the S-42 Class anyway.

The apparent main problem you have is that in the modded game, the S-18 and S-42 classes actually receive "down-graded" deck guns effective 1942-08-01, which happened in real life at various re-fits. The 4" guns then went to fleetboats. The missing gun positions usually happen on boats where the player has changed the "default" gun position. That is not possible with the S-18 and S-42 classes, since they can only mount forward guns, so I am at a loss on that, other than to postulate that maybe the conning tower / AA gun change (or lack thereof) may have influenced things?? Give me a bit here, and I'll do a Career Start at Brisbane with an S-42, and get you some good replacement text to fix the Save data. Reference that "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder though, in the meantime, to familiarize yourself with the procedure involved. If you do not feel comfortable with the idea, you could always just zip up your "C:\Users \Username \Documents \SH4" folder, and I can do the surgery for you, send it back, and you put it back where it was. Just send me a PM if that's what you want. You could use any one of a number of web sites to post to, such as DropBox, MediaFire, Google Drive or MS OneDrive and the like... :salute:

KaleunMarco
05-25-24, 09:55 AM
I'm awful at explaining things so here's a recording of what's going on.

I only have these mods.
Generic Mod Enabler - v2.6.0.157
[S:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
Nihon Kaigun v1.3a_FotRSU
Nippon_Maru_v1.9b_FotRSU

I did google and see the topics saying delete the string AdditionalRepository but when I searched the save file AdditionalRepository didn't exist at all?

your film clip said 1000 words. (lol)

browse to your current Savefolder and then to the file named ActiveUserPlayerUnits.upc. select that file name by clicking on it once.
press ctrl+c and then ctrl+v.
now right click on the ActiveUserPlayerUnits.upc file name and select Open With and choose Notepad.
perform a Find function (ctrl+f) and look for compartment 6 or 7 (i forget which is which in an S-boat.)
you are looking for text like what i posted below.
the Stern Gun will appear first followed by the Bow Gun. Choose which one you want on the boat and then delete the characters AdditionalRepository from each of the CrewMemberSlots in that Compartment. the respective lines should look like this after editing: [UserPlayerUnit 1.Compartment 7.CrewMemberSlot 1], followed by 2, 3, etc.

Save and close this file. Then open SH4, load the save file and the crew should reappear for whichever gun you edited.



[UserPlayerUnit 1.Compartment 7.WeaponSlot 1]
ID=SternDeckGun
NameDisplayable=Aft Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M02
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=NULL, NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 1]
ID=CrewMemberSlot_ADGunC3
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_M02
BattleStationsCrewMemberSlot3D=WM2@slot_M02
WatchAccessoriesForAdding3DObjects=sapca_u#Head
WatchAccessoriesForSubtracting3DObjects=sapca
BattleAccessoriesForAdding3DObjects=sapca_ca#Head
BattleAccessoriesForSubtracting3DObjects=sapca

[UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 2]
ID=CrewMemberSlot_ADGunC2
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
.....

:Kaleun_Salute:

propbeanie
05-25-24, 11:39 AM
I'm awful at explaining things so here's a recording of what's going on.
Nice vid link

I only have these mods.
Generic Mod Enabler - v2.6.0.157
[S:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
Nihon Kaigun v1.3a_FotRSU
Nippon_Maru_v1.9b_FotRSU

I did google and see the topics saying delete the string AdditionalRepository but when I searched the save file AdditionalRepository didn't exist at all?
OK, here is an image of a career start Save game differences between an April 1942, and an October 1942, both at Brisbane, for the Deck Gun sections:

https://i.imgur.com/cUKh8Rj.jpg


Do note that KaleunMarco's instructions do apply, but with the caveat of the use of "Compartment 6" in place of the "Compartment 7", due to the differences between the S Boat classes and the regular fleetboat classes, which is what his example is of. The crewmember slots are right below the "UserPlayerUnit 1.Compartment 6.WeaponSlot 1.Weapon" section. Either or both of those slots might be incomplete in your Save folder. However, the extra text of the "AdditionalRepository" phrase is the usual problem, going by your illustration in the video. Be sure you have the correct Save folder...

https://i.imgur.com/gea5X7R.jpg


That was my last Save going by the Windows date/time stamp.
:salute:

Zyhgar
05-25-24, 02:27 PM
I mean I can dump my save here there is no AdditionalRepository anywhere in the code.
I went through I don't see anything different maybe I missed something?

https://drive.google.com/file/d/1tyzBfj2UpzeNGRZEGWF5oXeIRS-o4swS/view?usp=drive_link

propbeanie
05-25-24, 05:46 PM
I mean I can dump my save here there is no AdditionalRepository anywhere in the code.
I went through I don't see anything different maybe I missed something?

https://drive.google.com/file/d/1tyzBfj2UpzeNGRZEGWF5oXeIRS-o4swS/view?usp=drive_link
That is not the correct ActiveUserPlayerUnits.upc file, from the looks of it. That has the 4 inch gun still, and all crewmember slots. Navigate into your save folder, such as "C:\Users \UserName \Documents \SH4 \data \cfg", and select the "SaveGames" folder. If you have 7-zip on the context menu, you can right-click that folder, and select "7-zip" on the context menu, then click on the "Add to archive". Once on that screen, click the "Options" button and click the tick boxes for "Store creation time" and "Store last access time". "OK" that, and then click the main window's "OK" button to create the archive. Post that if you would, and then it will be easier to find the appropriate ActiveUserPlayer file. :salute:

Zyhgar
05-25-24, 07:29 PM
That is not the correct ActiveUserPlayerUnits.upc file, from the looks of it. That has the 4 inch gun still, and all crewmember slots. Navigate into your save folder, such as "C:\Users \UserName \Documents \SH4 \data \cfg", and select the "SaveGames" folder. If you have 7-zip on the context menu, you can right-click that folder, and select "7-zip" on the context menu, then click on the "Add to archive". Once on that screen, click the "Options" button and click the tick boxes for "Store creation time" and "Store last access time". "OK" that, and then click the main window's "OK" button to create the archive. Post that if you would, and then it will be easier to find the appropriate ActiveUserPlayer file. :salute:

This is on of the saves that is bugged? any and all saves after the refit removes the gun crew after going from 3inch to 4inch but okay here's all my saves.

https://drive.google.com/file/d/1HKO_7EaT_-bOX1VNyj_nuazbwtmO1IZn/view?usp=sharing

0000000a is the one I provided some saves in there are me trying to trouble shoot my self.
0000000b and 0000000c are the video saves.

JBHemlock
05-25-24, 07:51 PM
What dates are you encountering the unescorted merchants? What dates was the Tang sailing in the book you read? FotRSU has mostly singles, with a chance for doubles or more early in the war. You will still find a few convoys then. As time progresses, you see fewer and fewer unescorted singles, and more and more escorted convoys. You might also find groups of 2 or more DD-type ships out looking for submarines. Actually, they're just traveling from one end of a run to another to catch the next convoy for escort duty... with that said:

Did you empty the Save folder (defaults to C:\Users \UserName \Documents \SH4) before playing the modded FotRSU game? If you did not empty the save folder, then you have the Stock game mingled with the FotRSU mod. I ask this because FotRSU has one German "Troopship Modern Class" sailing east of Mindanao late 1942 to mid 1943 (with just a few in the mod), sometimes with a freighter, but also the possibility of an escort. Odds are usually an escort. They are going from Japan to western New Guinea. So if your install and activation are good, and the time frame is right, you got lucky again. There were convoys that ended up without escort due to missed rendezvous points, or ships sunk or whatever, plus it might be a straggler. Never look a gift horse in the mouth - just sink it and look for more. :salute:


That makes a lot of sense. I'm in late 1942 at the moment, and the Tang book starts in late 1943.


I did completely empty my save folder, so I don't have any sort of mod conflict going on. I suspect my ease of play this career is more due to me having gotten the hang of manual targeting, and FOTRSU not making me subject to the whims of Admirals Fife and Hart, and their crappy patrol focuses.


Thinking about it, that was absolutely the first German I came across: A solo German Troopship Modern Class east of Mindano. I did come across another German-flagged Greek merchant a few days later, east of Luzon. And I've definitely run into the pairs of destroyer escorts. I've actually gotten fairly good at taking at least one of them out, though my last two FOTRSU careers ended at their hands... er... depth charges.

propbeanie
05-25-24, 09:00 PM
This is on of the saves that is bugged? any and all saves after the refit removes the gun crew after going from 3inch to 4inch but okay here's all my saves.

https://drive.google.com/file/d/1HKO_7EaT_-bOX1VNyj_nuazbwtmO1IZn/view?usp=sharing

0000000a is the one I provided some saves in there are me trying to trouble shoot my self.
0000000b and 0000000c are the video saves.
Well, every time you think you've seen it all, someone else shows you something new... I have never seen the issue you have Zyhgar... The crewmember section is really strange. CrewMemberSlot 1 starts fine, but then instead of doing the crewmember description and rank, it lists CrewmemberSlot 2, 3 and 4, with no actual crewmember descriptions or rank... I'll take the Saves I made earlier to find the differences between the running boats, and bring them both back in to port and dock and Save, then see what the crewmember listings look like, and get back with you tomorrow my time... :salute:

propbeanie
05-25-24, 09:12 PM
That makes a lot of sense. I'm in late 1942 at the moment, and the Tang book starts in late 1943.


I did completely empty my save folder, so I don't have any sort of mod conflict going on. I suspect my ease of play this career is more due to me having gotten the hang of manual targeting, and FOTRSU not making me subject to the whims of Admirals Fife and Hart, and their crappy patrol focuses.


Thinking about it, that was absolutely the first German I came across: A solo German Troopship Modern Class east of Mindano. I did come across another German-flagged Greek merchant a few days later, east of Luzon. And I've definitely run into the pairs of destroyer escorts. I've actually gotten fairly good at taking at least one of them out, though my last two FOTRSU careers ended at their hands... er... depth charges.
That German/Greek ship might be an auxilary cruiser, with the potential to have multiple guns to pound you... maybe even torpedoes. Very aggressive. :o
:salute:

JBHemlock
05-26-24, 12:19 AM
That German/Greek ship might be an auxilary cruiser, with the potential to have multiple guns to pound you... maybe even torpedoes. Very aggressive. :o
:salute:


Oh, I noticed! I hit it with a torpedo, then battle surfaced on the thing and it nailed me on its first shot! There followed a 2 hour running gun fight while it burned and my damage control party worked frantically. I think if I hadn't taken the 4 inch gun upgrade I wouldn't have sunk it. As it is, I'm hugely lucky that I managed to retain all my fuel!

propbeanie
05-26-24, 02:54 PM
This is on of the saves that is bugged? any and all saves after the refit removes the gun crew after going from 3inch to 4inch but okay here's all my saves.

https://drive.google.com/file/d/1HKO_7EaT_-bOX1VNyj_nuazbwtmO1IZn/view?usp=sharing

0000000a is the one I provided some saves in there are me trying to trouble shoot my self.
0000000b and 0000000c are the video saves.
My saves are all fine upon return to port... so my supposition is that your crewmember descriptions from the damage control team, which is where you take your gun crews from, got mingled with the gun crew slots PRIOR to your coming into port... I'm trying to edit my save file to look like yours from when you left port, and then come back in and see what happens... more later. :salute:


I cannot fathom how the crew got transposed into an incorrect compartment though... :hmmm:

propbeanie
05-26-24, 04:38 PM
OK Zyhgar, I may have found the issue. In your Save folder, using the folder you will take the sub out with next time (00000004??), after the re-fit, look for the section "UserPlayerUnit 1.Compartment 6.WeaponSlot 1", and the last line in that is "IDLinkWeaponLoaded=", and yours has "NULL, NULL". After 1942-08-01, your boat should have a "3in50calUS, NULL" in that line instead. After that section, you are missing the actual Weapon section, so paste this between that last line, and the "UserPlayerUnit 1.Compartment 6.CrewMemberSlot 1" header of the next section:
[UserPlayerUnit 1.Compartment 6.WeaponSlot 1.Weapon]
ID=3in50calUS
NameDisplayable=3inch .50 Caliber Cannon
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=3inAPUS,3inHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=4
ExternalLinkName3D=3_50_Soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.206513
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,13.0046
Save the file, and then try to load that Save. Unfortunately, there is no "naming" shown in the Save data as text, so I am guessing that info is in the binary files. In your search folders though, that "IDLinkWeaponLoaded=" and the following "UserPlayerUnit 1.Compartment 6.WeaponSlot 1.Weapon" section are why you do not have any gun crew member slots in the game - there is no gun to put them on... Usually when this happens, there is a partial gun listing. Yours is completely missing... I found that only in the 00000004 folder of the set you posted. :salute:

Zyhgar
05-26-24, 05:23 PM
OK Zyhgar, I may have found the issue. In your Save folder, using the folder you will take the sub out with next time (00000004??), after the re-fit, look for the section "UserPlayerUnit 1.Compartment 6.WeaponSlot 1", and the last line in that is "IDLinkWeaponLoaded=", and yours has "NULL, NULL". After 1942-08-01, your boat should have a "3in50calUS, NULL" in that line instead. After that section, you are missing the actual Weapon section, so paste this between that last line, and the "UserPlayerUnit 1.Compartment 6.CrewMemberSlot 1" header of the next section:
[UserPlayerUnit 1.Compartment 6.WeaponSlot 1.Weapon]
ID=3in50calUS
NameDisplayable=3inch .50 Caliber Cannon
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=3inAPUS,3inHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=4
ExternalLinkName3D=3_50_Soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.206513
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,13.0046
Save the file, and then try to load that Save. Unfortunately, there is no "naming" shown in the Save data as text, so I am guessing that info is in the binary files. In your search folders though, that "IDLinkWeaponLoaded=" and the following "UserPlayerUnit 1.Compartment 6.WeaponSlot 1.Weapon" section are why you do not have any gun crew member slots in the game - there is no gun to put them on... Usually when this happens, there is a partial gun listing. Yours is completely missing... I found that only in the 00000004 folder of the set you posted. :salute:

I was trying to trouble shoot my self with 00000004 and 0000000a.
00000004 is the save with the stern mounted version of the 4inch 0000000a is the save with the bow mounted version of the 4inch so maybe that's why there's missing bowgun code? I didn't edit any of the code myself this was all generated via just saving the game.
I was trying to see if saving and loading by switching between the bow and stern gun versions would just fix the bug like the oxygen bug would be fixed after a fresh save.

I'll edit the 0000000a when I can (will be leaving home after posting.).
My saves are all fine upon return to port... so my supposition is that your crewmember descriptions from the damage control team, which is where you take your gun crews from, got mingled with the gun crew slots PRIOR to your coming into port... I'm trying to edit my save file to look like yours from when you left port, and then come back in and see what happens... more later.


I cannot fathom how the crew got transposed into an incorrect compartment though...

I did put a permanent gun crew on the deck gun at the start of the game so there was always crew assigned to the gun and I hired more crew for DC.
Is that the issue?

propbeanie
05-26-24, 06:26 PM
I was trying to trouble shoot my self with 00000004 and 0000000a.
00000004 is the save with the stern mounted version of the 4inch 0000000a is the save with the bow mounted version of the 4inch so maybe that's why there's missing bowgun code? I didn't edit any of the code myself this was all generated via just saving the game.
I was trying to see if saving and loading by switching between the bow and stern gun versions would just fix the bug like the oxygen bug would be fixed after a fresh save.

I'll edit the 0000000a when I can (will be leaving home after posting.).
The problem with the S-Class boats (18 & 42 both), is that they cannot mount an aft gun. There is an M01 node for the bow mount, but no node for an after gun. The real boats did not have the space to mount one back there, and did not have any reinforcement on the deck either. The gun itself is in the Compartment 6, which you might notice is different from the fleetboats, which use Compartment 7 (aft) and Compartment 8 (bow) for the deck gun (s). As for an oxygen bug, if you are referring to the oxygen not restoring upon surfacing, that is also a function of the game, in that it is an old WinXP, DirectX v9 game, and as such, thinks it is the only thing running on your computer. If you shell-out to Windows, or any background app interrupts your game-play, that will introduce all sorts of oddities into the gameplay, including the oxygen not restoring, the crew not resting and eventually collapsing a "Cannot comply" responses to orders. It can also introduce graphic anomalies, such as a smoke pillar following your boat around, or the watch crew staying at their stations when you are submerged. If you encounter any of that, Save the game, exit completely, start the game again, then load the saved game and continue. All such trouble should be gone. Windows does not always restore the game to the same state and addresses it was at before, and the game itself cannot follow along with the changes.

I did put a permanent gun crew on the deck gun at the start of the game so there was always crew assigned to the gun and I hired more crew for DC.
Is that the issue?
It might be, and wouldn't surprise me if it is, but that does not seem logical to my mind... The basic idea with the larger repair crew was to hold the deck gun and AA gun crews. They can stay at the gun positions, but those are exposed, just like the watch crew positions, and they can be injured much easier, since they are technically still outside the protection of the boat at those stations. It would be nice if the game would move them to protected interior places when submerged, but that was an oversight in the development cycle of the game - maybe... lol

Zyhgar
05-26-24, 06:51 PM
The problem with the S-Class boats (18 & 42 both), is that they cannot mount an aft gun. There is an M01 node for the bow mount, but no node for an after gun. The real boats did not have the space to mount one back there, and did not have any reinforcement on the deck either. The gun itself is in the Compartment 6, which you might notice is different from the fleetboats, which use Compartment 7 (aft) and Compartment 8 (bow) for the deck gun (s). As for an oxygen bug, if you are referring to the oxygen not restoring upon surfacing, that is also a function of the game, in that it is an old WinXP, DirectX v9 game, and as such, thinks it is the only thing running on your computer. If you shell-out to Windows, or any background app interrupts your game-play, that will introduce all sorts of oddities into the gameplay, including the oxygen not restoring, the crew not resting and eventually collapsing a "Cannot comply" responses to orders. It can also introduce graphic anomalies, such as a smoke pillar following your boat around, or the watch crew staying at their stations when you are submerged. If you encounter any of that, Save the game, exit completely, start the game again, then load the saved game and continue. All such trouble should be gone. Windows does not always restore the game to the same state and addresses it was at before, and the game itself cannot follow along with the changes.


It might be, and wouldn't surprise me if it is, but that does not seem logical to my mind... The basic idea with the larger repair crew was to hold the deck gun and AA gun crews. They can stay at the gun positions, but those are exposed, just like the watch crew positions, and they can be injured much easier, since they are technically still outside the protection of the boat at those stations. It would be nice if the game would move them to protected interior places when submerged, but that was an oversight in the development cycle of the game - maybe... lol

I do alt tab the game a lot sometimes, I'm too used to even in older games but never really had any issues with alt tabbing before other than like minor visual bugs that don't bother me.

I have tried that fix you sent me but it doesn't seem to recover the slots at all. I cannot figure it out this issue? I could try start new campaign and see if it happens again maybe its something to do with the refit? or just a one time bug.

propbeanie
05-29-24, 08:13 PM
It's tough to say what may or may not happen in the game when you shell-out. Sometimes it gets lost, sometimes not... As for your gun loss, it is probably easier to start over with a new career, since it does look like things are a jumbled mess in your Save folder. I was trying to make corrections to the files here, but more than just the Watch Crew and Deck Gun Crew got mixed-up... Sorry for the mess you have, but don't shell-out unless you have to, and when you do, Save the game, exit, re-start and load the Save to continue, else you might end up with bad data in the Save folder...

JBHemlock
05-30-24, 01:57 AM
So, this might be another of the odd "something crops up before it should" bugs, but at the end of my last patrol, the 5 inch .51 cal deck gun became available for my Tambor (November 1942). I took it, of course.


Out on patrol, I learned that I'm unable to assign people to the gun, and I'm unable to load or fire it. I ended up faced with a choice between reloading at base and grabbing my old deck gun, or continuing with no functional deck gun.


Edit: Once this gun is mounted, I can't even change it out. I switched back to a 4 inch gun, but I still couldn't assign crew to it, nor could I load or fire it. I had to go back to a save from before I accepted the 5 inch gun. Strange stuff!

propbeanie
05-30-24, 04:55 PM
Notice that the early 5 inch gun available for the Tambor Class is a stern mount only gun. Your existing gun should be in the stern position before you purchase that 5 inch gun. When you get to later in the war and have the 5 inch 25 cal available, those can be fore or aft. Also note that there are a few notes in the Support folder about the deck guns. Refer to the last two pages of the "Playing_FotRSU.pdf" for some information. We used to have a full write-up on the phenomenon somewhere in the Support files... it is from a post somewhere in this thread. As a general rule, you save prior to coming into port, between the green and red circles. That way, you have a back-up to any docking issue you encounter. When you dock, the game rolls the dice then, and decides your next mission assignment, as well as medals, upgrades, promotions, etc. Then you regain control in the Captain's Office. If something goes wrong in that stretch of the game, you have no recourse unless you Saved prior to docking.

When you get a boat, note the position of the gun when you get it. That is the "default" position, and where you should have your gun when you go to make changes later. To change guns, you should always remove the crews from the guns when coming in, prior to your Save. Once in, then you can attempt to change your gun. After making your purchase, or getting the upgrade, go back to the crew page, and make certain your crew slots are there. If not, you could either check the Save folder and do any edits after you exit the game (check the files BEFORE you esit though), or back-off the purchase / upgrade, and try again. Sometimes, it comes down to going back to the inbound Save you made and jtry again, or give up on it, and try again later. Exit the game, then load that career in port again, and try any upgrades, being certain to check for crew positions. Even still, sometimes after you place a gun, and see that you have crew positions, and you put a crew on the gun, that they then do not show at their positions when Battle Stations are called... Save the game, exit, then re-start the game and load the Save. The crew is usually then there. This is another strange aspect of the game that has never functioned correctly. It will function correctly 9 times in a row, and the pooff! gone. 10th time fails. Others have 10 attempts with 9 failures. You never know. YMWV :salute:

Just remember though, the game does NOT like it when you shell out to Windows, due to Windows not always putting things back where they were when the game went inactive in Windows. :doh:

JBHemlock
05-31-24, 01:04 AM
Notice that the early 5 inch gun available for the Tambor Class is a stern mount only gun. Your existing gun should be in the stern position before you purchase that 5 inch gun.


Ahhhh, I wonder if that's what the issue was. I had a 4 inch bow mount gun, and tried to upgrade directly to the 5 inch stern mount gun.


I didn't know about the "save before patrol end" thing, either. I'll definitely start doing that!

KaleunMarco
05-31-24, 09:09 AM
Ahhhh, I wonder if that's what the issue was. I had a 4 inch bow mount gun, and tried to upgrade directly to the 5 inch stern mount gun.


I didn't know about the "save before patrol end" thing, either. I'll definitely start doing that!

jumping in here....

i would add that any time the game gives early access to any upgrade (equipment, boat, conning tower), the user is at risk for something to break.

i am not going into details as PB would, but early access to upgrades is sometimes not a good thing...or at least not a good thing that works. (lol)

good luck!
:Kaleun_Salute:

uboot556
06-02-24, 11:54 AM
I'm having trouble downloading, but everything seems fine
are there any problems with the link?

KaleunMarco
06-02-24, 06:52 PM
I'm having trouble downloading, but everything seems fine
are there any problems with the link?


need more information on "trouble downloading".

post your error screen or, at the very least, post the error message that you may be seeing but cannot capture.

what happens most often is that it may be too large for a non-member to download.
check out the FAQ forum: https://www.subsim.com/radioroom/faq.php...#faq_downloads

argonne18
06-03-24, 09:30 PM
Downloaded and installed this huge mod, but...I cannot fire torpedoes. No command, no pushing the 'fire' button in the attack scope works...

uboot556
06-04-24, 05:19 AM
I finally managed to download it but now I have another big problem
I installed the mod and the game starts without problems, but every time I try to do a single mission or a campaign the game crashes:k_confused:
I have a very high-performance gaming PC that goes well beyond the minimum requirements and I suspect I did something wrong when I extracted the mod files but I don't know
any other possible explanation?

torpedobait
06-04-24, 12:00 PM
I finally managed to download it but now I have another big problem
I installed the mod and the game starts without problems, but every time I try to do a single mission or a campaign the game crashes:k_confused:
I have a very high-performance gaming PC that goes well beyond the minimum requirements and I suspect I did something wrong when I extracted the mod files but I don't know
any other possible explanation?

Did you run Large Address Aware? Not doing so will almost always cause it to exceed the 2mb limit. Check the instructions on page one of this forum.

s7rikeback
06-04-24, 01:02 PM
:damn:

Slacker!

Watch it matey, or else I'll send propbeanie over to sort you out. :arrgh!:

propbeanie
06-04-24, 01:11 PM
I'm having trouble downloading, but everything seems fine
are there any problems with the link?
Refer to a few days ago. You probably have to change your browser, or whitelist SubSim dot com

Post #5960 Here (https://www.subsim.com/radioroom/showthread.php?p=2912845#post2912845)

propbeanie
06-04-24, 01:16 PM
Downloaded and installed this huge mod, but...I cannot fire torpedoes. No command, no pushing the 'fire' button in the attack scope works...
F1 gets a person the Help menu. Hitting it again make that screen go away. Or, refer to the "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" image files in the root of the modded game, or the mod folder itself. You will find that FotRSU has add the use of the <Ctrl> key to the use of the <Enter>, for a combination key press. This prevents you from accidentally firing a torpedo if your finger slips off the "+" key. You also have to open the torpedo tube before you shoot. Use the <W> key to cycle through the forward tubes, the <E> key to cycle through the after torpedoes, and the <Q> key to open and/or Close them.

propbeanie
06-04-24, 01:20 PM
I finally managed to download it but now I have another big problem
I installed the mod and the game starts without problems, but every time I try to do a single mission or a campaign the game crashes:k_confused:
I have a very high-performance gaming PC that goes well beyond the minimum requirements and I suspect I did something wrong when I extracted the mod files but I don't know
any other possible explanation?

Did you run Large Address Aware? Not doing so will almost always cause it to exceed the 2mb limit. Check the instructions on page one of this forum.
Besides the use of the 4Gig Patch or the Large Address Aware app on the SH3.exe file, you might also have to adjust the Properties of the SH4.exe. Most importantly of all is that you have to empty your Save folder (C:\Users \UserName \Documents \SH4). Refer to the pdf files in the Support folder of the modded game for more information, such as "Activating Fall of the Rising Sun Ultimate Edition.pdf"

propbeanie
06-04-24, 01:28 PM
Watch it matey, or else I'll send propbeanie over to sort you out. :arrgh!:
zhu needz summa dee help??

https://media1.tenor.com/m/2VDSIhwM2uUAAAAd/hasbulla-hasbik.gif


:har:

veal zend dee leetle man over... yes??

argonne18
06-04-24, 03:37 PM
F1 gets a person the Help menu. Hitting it again make that screen go away. Or, refer to the "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" image files in the root of the modded game, or the mod folder itself. You will find that FotRSU has add the use of the <Ctrl> key to the use of the <Enter>, for a combination key press. This prevents you from accidentally firing a torpedo if your finger slips off the "+" key. You also have to open the torpedo tube before you shoot. Use the <W> key to cycle through the forward tubes, the <E> key to cycle through the after torpedoes, and the <Q> key to open and/or Close them.

Thanks! I will give it a go!!

JBHemlock
06-13-24, 10:05 PM
So, I had an interesting encounter last night.

No, not that kind.


I'm up to about mid 1943 and the Cutie became available, so of course I took some. On patrol I ran into a "Kisaragi" class destroyer escort alone, soon after dusk, clearly doing antisubmarine work. I set up ahead of it, but it was actively pinging and must have gotten a return from me. A 12 hour duel ensued.


At around hour 2, I managed to get out from under its depth charges and up high enough to fire a pair of Cuties at it. One hit, and stopped the destroyer pretty much cold. In the periscope, it was settling pretty severely at the stern, but not sinking more than that, so I set up and fired a Mk 14 at it. That hit and detonated. Or so I thought. The sound of the explosion was pretty unusual.


The destroyer remained on the surface. About an hour later, with no sign of it sinking, I fired another one. Same unusual detonation. Same non-sinking destroyer. About half an hour later I fired another one at it and kept my periscope up to watch the hit. This was nerve wracking, as I know that destroyer has torpedo launchers, and it's still pinging vigorously. That torpedo hit. Same unusual detonation. I noticed in the event camera that the detonation seemed to happen a little off the side of the destroyer, not directly against it. I fired another torpedo and saw the same results with that.


At that point I was too nervous about its torpedoes, so I dropped down to about 100 feet to wait it out. It got up a little speed, perhaps 1 knot, and tried gamely to head for me. I figured as stern-heavy as it was (the decks were awash at its stern) it would probably sink, so I was just waiting it out at this point. Finally, about an hour before dawn, I came back up to periscope depth figuring I'd fire another torpedo at it, and it finally sank before I could take a look at it.


I still have no idea what was going on with my Mk 14s, and why they didn't sink the thing. Near as I can figure, the only actual damage I'd done to it was with the Cutie. Do destroyers in FOTRSU set up torpedo nets when they're disabled and immoble? Could it have been seeing my torpedo wakes and shooting the torpedoes?

propbeanie
06-14-24, 11:08 AM
Mid-1943 you are still dealing with the torpedo crisis, so duds are a strong possibility there. The depth-keeping was basically resolved by then by setting the torps much shallower. Even if you have duds turned off, you can still experience them, just not so often, but still probably a 1 in 20 or so chance. As many as you had, you might have the dud torpedoes activated in the gameplay settings, and even without an add-in mod to increase the chances, the game's default can give you quite a few duds in a row. The chance of a premature is increased in the game, to simulate the low-ordnance detonations that also plagued the torpedoes, such that instead of the full effect of the TNT warhead, they might only get 1/3 or 1/2 the strength intended. If they detonate within the damage zone, they probably do inflict some hit points damage. The Cutie was definitely not intended to sink an escort, only disable it so that the skipper could then get to the merchants, though there are some recorded instances of them sinking ships. They are so weak just due to the weight of the device and the electric motor and batteries to propel it. But according to the highly inaccurate and totally unreliable information at my finger tips - if I can read it correctly through my cataracts, the Mark 14 can inflict between 110 and 160 hitposts of damage between 4 and 5.5 meters, which could be roughly 12-16 feet. The closer to that 5.5 meter distance, the more likelihood of there being less damage, though it is still a roll of the dice. It might have boiled down to a wave putting the explosion and the ship closer together to inflict just enough more damage to cause slow flooding that sank her finally. Sounds like some fun you had there. Now, vacate the area at a high rate of speed, and hide for a bit. They are sure to send ships and planes looking for you... :arrgh!:

JBHemlock
06-14-24, 01:53 PM
Oh, I absolutely have dud torpedoes turned on, and I do see my fair share of prematures and duds.


Playing last night, I ran into another destroyer, and I again fired a Cutie at it. I was at about 100 feet when I fired, and I started up for periscope depth as soon as I heard the detonation, but this destroyer sank before I could get back to periscope depth. I know the RL Cutie wasn't particularly potent, but the in-game Cutie seems to be pretty powerful.

I'm starting to wonder if something's gone wrong with my save file. This is a game I started at the start of the war, so it's been going on for a while now.

More research (and targets) is needed.

propbeanie
06-14-24, 03:57 PM
Definitely calls for more research... If the ship is steaming at you, it will sometimes strike the regular part of the ship as it travels to the props, and can indeed hole it pretty good. I have had a few times though, where I have seen the torpedo explode right in the props / rudder area, and barely phase them at all, and keep coming after me for a time.

As for the Save file, so long as you use a new name for each Save, and remove some of the older ones when in the Captain's Office on shore, then (in theory), you shouldn't have too much issue with file size. It will take longer each time to load though, and longer each time for the Save to complete, so definitely take your time when saving and then exiting. Be sure it has finished writing to the drive before exiting.

JBHemlock
06-14-24, 06:25 PM
That's one of the benefits of playing an old game. I've got it running on a fast SSD drive, so I've never really noticed save/load times longer than a few seconds.


But yeah, it mostly just was a puzzler for me. It's honestly one of the things I'm enjoying most from FOTRSU, how often it surprises me! :Kaleun_Cheers: