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Front Runner
07-05-24, 02:26 PM
I hope you are all enjoying the 4th of July Sink 'em All using FOTRSU. It remains one of the best SH4 Mods ever!

propbeanie
07-06-24, 03:33 PM
Front Runner! Always good to "see" you around! Yes, we had a wonderful 4th here, fireworks at the local high school for the county, and it was great, wonderful weather. Thank you for the compliments. We keep running into delays with the next FotRSU, but we should have it soon - whatever that word means... :oops:

Front Runner
07-07-24, 07:22 AM
Front Runner! Always good to "see" you around! Yes, we had a wonderful 4th here, fireworks at the local high school for the county, and it was great, wonderful weather. Thank you for the compliments. We keep running into delays with the next FotRSU, but we should have it soon - whatever that word means... :oops:

"Soon" - Jesus from "The Chosen"

propbeanie
07-07-24, 12:41 PM
"Soon" - Jesus from "The Chosen"
:har: or from any software development pre-release paper... :har:

Kal_Maximus_U669
07-08-24, 01:35 PM
Hey Beanie, encouragement to the team here... great, I'm delighted to hear that... Take the time it takes, there's no rush...:up::subsim:

Capt RAP
07-08-24, 04:55 PM
The best MOD going!!! Great work and thank you from us "Old" sub fans

Capt RAP

Archerfish
07-13-24, 12:38 PM
I've been playing RFB and TMO over and over but wanted to try this mod because of all the great reviews.

Is there a Ship Physics mod that works with FotRS that keeps ships from accelerating and decelerating like they are small pleasure craft? I really enjoyed TorpXs ship physics mod but cant find anything like that for FotRS. Any help would be much appreciated!

propbeanie
07-13-24, 12:57 PM
The best MOD going!!! Great work and thank you from us "Old" sub fans

Capt RAP
:yeah: Thanks for that! :arrgh!:

I've been playing RFB and TMO over and over but wanted to try this mod because of all the great reviews.

Is there a Ship Physics mod that works with FotRS that keeps ships from accelerating and decelerating like they are small pleasure craft? I really enjoyed TorpXs ship physics mod but cant find anything like that for FotRS. Any help would be much appreciated!No. Most add-in mods will break aspects of FotRSU due to the different "calls" FotRSU uses, which is why we made an AddInModzPak for it. But since most of the ships in FOTRS (the original mod FotRSU came from), there was already a ship sinking physics mod in it. FotRSU edited the ships further for less "jack-rabbit" starts, especially the DD/DE. Unless you want really hyper-realistic ship physics, the mod by itself should be fine. You will still find some ships that take a while to sink, and some sink right away, but torpedo placement also plays a part in that as well. Some ships will accelerate faster than others while others take forever. :salute:

JapLance
07-13-24, 02:49 PM
My longest patrol ever... or at least it seemed so :D.

Started at Cavite NB with the start of the war, and was sent to patrol the China coast next to Hong-Kong. Not much there, so after the standard 10 days I sent a report and got orders to reach Northern Formosa.

Got to the patrol zone and this time I could have some fun. Bagged two small escorts first, then a medium-sized merchant and later a small oiler. So far so good. On my third or fourth day of patrol in the area my sonar reports two merchants. Maneouver my boat to get into position, and decide to attack the first one, which is larger. 2 torps... 2 duds. OK. Still have time to fire tubes 3 and 4... 1 hit (not enough for a large ship) and another dud. Damn!!!

They turn around and leave zig-zagging so I thought that 4 wasted torps were enough. When I thought they were far enough,I surfaced the boat... Apparently, not far enough... shells start raining on my boat with impressive accuracy. Hits... injured crew, holes in my boat... Since we were on completely divergent courses the shelling didn't last long, but there I was, with damage all around ,my hull at 081 integrity (no bueno, ehm?) and like 1000 miles to the nearest base :hmmm:. I decided to ignore all contacts with enemy shipping and try to bring my boat home.

My home base was not Cavite anymore, since it had been destroyed just a couple of days after I set sail, and my home port was now Darwin :o but I thought I could make it to Mariveles, get some more fuel and then make it to Australia. I thought wrong. Before I could make it there Mariveles was also destroyed, leaving me with the only option to fuel at Balikpapan, Borneo. With the slight problem that this was just on the verge of my range.

To make things better, when I was on my way to Balikpapan I got a message with a warning that Balikpapan won't be working as an operational base in about a week...:timeout:. I think I grew 10 years older with this patrol :haha:, but finally made it to Balikpapan with my fuel tanks on the verge of collapse, fueled and left for Darwin with the Japanese Army on my trail.

My way back home
https://i.imgur.com/7glG8Wj.jpg

The patrol
https://i.imgur.com/lRWjOQr.jpeg

I think they scrapped my poor old sub. They offered me another one or to quit my career :haha:. I chose another sub to trash :haha: but that will be another day.

Great mod :salute:. Absolute killer immersion :yeah:

KaleunMarco
07-13-24, 10:00 PM
My longest patrol ever... or at least it seemed so :D.

I think they scrapped my poor old sub. They offered me another one or to quit my career :haha:. I chose another sub to trash :haha: but that will be another day.

Great mod :salute:. Absolute killer immersion :yeah:

yes, i've had a few patrols like that. congrats on making it to a port. you were fortunate that Darwin was still open. it was bombed Mid-February 1942 and subsequently evacuated by Allied navies until later in 1944.
:salute:

the last time this happened, enemy attacks left us with hull damage over 90%. fortunately, our engines were not seriously damaged and we were able to boogie home (Pearl) to claim our bag of sinkings. interestingly, we were sailing in a salmon/sargo and our new boat was a porpoise. (lol) gotta love this game. :har:

JapLance
07-14-24, 01:25 AM
yes, i've had a few patrols like that. congrats on making it to a port. you were fortunate that Darwin was still open. it was bombed Mid-February 1942 and subsequently evacuated by Allied navies until later in 1944.
:salute:

the last time this happened, enemy attacks left us with hull damage over 90%. fortunately, our engines were not seriously damaged and we were able to boogie home (Pearl) to claim our bag of sinkings. interestingly, we were sailing in a salmon/sargo and our new boat was a porpoise. (lol) gotta love this game. :har:

Yes, I was quite nervous about the Darwin Raid, as I knew it was in early 1942 but I couldn't remember the exact dates and didn't want to ALT-Tab to check.

I had a Salmon Class to start with and have been moved to a Sargo, so no complaints here :D. I have the option to change the 3in gun from aft to forward, but I remember reading about problems doing that long ago. Has this ever been fixed in FOTRSU or is it a SH4 unsolvable bug?

Oh, I remember now. When I started the career at Cavite Naval Base on Dec 9th I spent some time watching the area with the free camera and noticed a pair of P-47 Thunderbolts overflying the bay. Maybe they could be changed for more accurate P-40s for that time.

AuraOfIce
07-14-24, 07:34 AM
I'm having trouble getting the mod to run. The main menu is working but it crashes when I start the game.

I have the Steam version.

I've done the following:

1. Moved the game files off of Program Files.
2. Enabled Compatibility Mode on the exe.
3. Enabled the 4 gig patch and the mod using JSGME

When I try to play, the loading screen completes but the screen goes black. If I tab out the game gives the following error:
Data/Shaders/VolumetricFog/VolumetricFogPS.fx

Please Help

KaleunMarco
07-14-24, 11:22 AM
I'm having trouble getting the mod to run. The main menu is working but it crashes when I start the game.

I have the Steam version.

I've done the following:

1. Moved the game files off of Program Files.
2. Enabled Compatibility Mode on the exe.
3. Enabled the 4 gig patch and the mod using JSGME

When I try to play, the loading screen completes but the screen goes black. If I tab out the game gives the following error:
Data/Shaders/VolumetricFog/VolumetricFogPS.fx

Please Help

you are missing a file (volumetricfog).

a couple things to change before we can help you:

first, unenable LAA via JSGME. move it to the folder that contains SH4.exe and then run LAA and enable SH4.exe.
second, post your JSGME config here. launch JSGME, then click Tasks, Export to, Clipboard, then paste it here (ctrl+v).

from that maybe we can help you figure out how you came to be missing a file.
:salute:

AuraOfIce
07-14-24, 12:55 PM
I think the LAA being in the wrong location is what caused it. The game seems to be working fine now.



Here is my JSGME log though:

Generic Mod Enabler - v2.6.0.157
[C:\Games\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
FI-OQ_FotRSU_v1.8f_upcPatch
4gb_patch



Thank you. :Kaleun_Salute:

Aktungbby
07-14-24, 01:08 PM
AuraOfIce :Kaleun_Salute: & Archerfish:Kaleun_Salute:

KaleunMarco
07-14-24, 01:31 PM
I think the LAA being in the wrong location is what caused it. The game seems to be working fine now.



Here is my JSGME log though:

Generic Mod Enabler - v2.6.0.157
[C:\Games\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
FI-OQ_FotRSU_v1.8f_upcPatch
4gb_patch



Thank you. :Kaleun_Salute:

great news!

you should probably run JSGME and remove the 4gb_patch mod.

Have fun with that mod. keep in mind that the enemy can and will fire back at you...with torpedoes, too.:wah:

:Kaleun_Salute:

propbeanie
07-15-24, 10:25 AM
I'm having trouble getting the mod to run. The main menu is working but it crashes when I start the game.

I have the Steam version.

I've done the following:

1. Moved the game files off of Program Files.
2. Enabled Compatibility Mode on the exe.
3. Enabled the 4 gig patch and the mod using JSGME

When I try to play, the loading screen completes but the screen goes black. If I tab out the game gives the following error:
Data/Shaders/VolumetricFog/VolumetricFogPS.fx

Please Help
You are modding Steam's v1.3 Wolves of the Pacific game, and you need to use the Steam version of U-Boat Missions Add-On game, which brings you up to v1.5, aka: Gold Edition. You do need to own both versions of the game for Add-On to function... You also have to empty the Save folder (C:\Users \UserName \Documents \SH4) to clear any old data out. The game will re-create the data when you next start the game. Also, LAA is not a mod, and must be activated on its own, targeting the SH4.exe file in the game folder...
:salute:

JapLance
07-15-24, 03:34 PM
Well, got my orders for my second patrol, the first on my new boat.

https://i.imgur.com/JXkIL7F.jpeg

Great!. Back to the Phillippines, on the limit of my range :har:. This mod hates me :haha:. I set sail at 0600 of Feb 14th, and just a few miles from my base my sonar guy reports a contact. I expected some allied shipping fleeing the area for Darwin as I had done a month before, but...

https://i.imgur.com/JFWkPrT.jpeg

and just a few minutes later, while I was deciding what to do next, some planes were spotted. Probably Kido Butai about to strike Darwin. Definitely this mod hates me!.

KaleunMarco
07-15-24, 07:21 PM
Well, got my orders for my second patrol, the first on my new boat.


Great!. Back to the Phillippines, on the limit of my range :har:. This mod hates me :haha:. I set sail at 0600 of Feb 14th, and just a few miles from my base my sonar guy reports a contact. I expected some allied shipping fleeing the area for Darwin as I had done a month before, but...


and just a few minutes later, while I was deciding what to do next, some planes were spotted. Probably Kido Butai about to strike Darwin. Definitely this mod hates me!.

that's great news! attack! then head back to base and refit and go out again.
looks like a "3" mission-rating for sure!
:yeah:

propbeanie
07-18-24, 03:13 PM
February 19th, 1942 is the "Darwin Harbor Day", which sank at least 7 ships and damaged quite a few others of the 47 or so in the harbor at the time. The raid was intended to cripple any response that could be mustered from there to counter the Japanese invasion of Timor on the 20th, and shortly after, the invasion of Java. Darwin Town itself was heavily damaged, and most residents left the area afterwards, and the harbor, now unsupportable, was likewise abandoned. Japan continued air raids (60+) until November 1943, mostly based from Timor...

JapLance
07-21-24, 02:34 AM
Well, I found those CVs on their way out of Darwin on the 14th of February. They were a bit early.

Since my mission was a supply one and there were Zeroes around, I decided to leave them alone. Moved out of their way and proceeded to Mariveles to unload. When arriving I received a message to pick up some guests out of Corregidor, and while it took me some time to find them on their raft, I finally could take them inside my boat. The return trip was quiet, with no ship spottings, but I had to make it to Southern Australia (not even Fremantle, but still souther, to a place I had never heard of in this WW2 context). Only fisher boats in the harbour :hmmm:.

Now on my 3rd patrol, ordered to Northern Java first and currently NW of Borneo, with 3 more ships to add to my tally (hindsight about torpedo exploders is great :D).

One think I'd like to ask: what are those yellow lines on the chart?

https://i.imgur.com/MUOsdWF.jpeg

They appear while zooming in and out, at seemingly random places. I couldn't make out what are they for.

:salute:

KaleunMarco
07-21-24, 10:07 AM
One think I'd like to ask: what are those yellow lines on the chart?

They appear while zooming in and out, at seemingly random places. I couldn't make out what are they for.

:salute:

i tried several post-searches and also perused the Support documentation but i cannot find the actual explanation for the colored lines. so....i will do this from memory until PB sees these posts and gives you the long explanation.

the colored lines are FOTRSU designators for the various CINCPAC territories: SoPac, SowePac, etc as well as highlighting the International Date Line.
theoretically, boats assigned to a specific command were not supposed to stray into a bordering command area, lest they be unexpectedly detected and fired upon because they were not expected to be in that area and would be assumed to be the enemy. however, no such thing happens in SH4-FOTRSU. it was an eye-candy feature that the FOTRSU Team added to bring a feeling of realism into the Nav Map during play. i am sure that they spent time to research it in order to have the highest degree of accuracy. use the lines for general info only and steam wherever/whenever you want in search of enemy shipping without the fear of friendly fire.

good luck.

JapLance
07-22-24, 01:51 AM
Thanks for the explanation :salute:. So basically I can ignore them :D.

zeus
07-22-24, 01:55 AM
any news about next update?

mrfritz44
07-22-24, 01:58 PM
It's been a long time away from the game and want the best version I can create before I jump back in.

Any recommendations beyond the following that I should activate in that JSGME order?

100_FalloftheRisingSun_Ultimate_v1.8
Fl-OQ_FotRSU_v1.8f_upcPatch
AddinModzPak_18

KaleunMarco
07-22-24, 04:17 PM
It's been a long time away from the game and want the best version I can create before I jump back in.

Any recommendations beyond the following that I should activate in that JSGME order?

100_FalloftheRisingSun_Ultimate_v1.8
Fl-OQ_FotRSU_v1.8f_upcPatch
AddinModzPak_18

in the download, there is documentation on using the numbering sequence that the FOTRSU Team has suggested.
100 mods followed by 200 mods, etc.

not sure about what is included in the Addin Modz Pak because i am at work but i am fairly certain that they are numbered in order to provide direction as to the order they should be applied.

do not attempt to use any mod that is not meant for use with FOTRSU as it will take you to the land of DTC very quickly.:03:

here is a sample that seems pretty good. OQ=Officer Quarters. mods 3 & 4 are remastered ships for FOTRSU.

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


good luck, Herr Kaleun!

propbeanie
07-26-24, 08:02 AM
Well, I found those CVs on their way out of Darwin on the 14th of February. They were a bit early.
Hmmm... they spawn over by Davao, and apparently are going too fast for the conditions then. I'll check that out. Thanks! :salute:
Since my mission was a supply one and there were Zeroes around, I decided to leave them alone. Moved out of their way and proceeded to Mariveles to unload. When arriving I received a message to pick up some guests out of Corregidor, and while it took me some time to find them on their raft, I finally could take them inside my boat. The return trip was quiet, with no ship spottings, but I had to make it to Southern Australia (not even Fremantle, but still souther, to a place I had never heard of in this WW2 context). Only fisher boats in the harbour :hmmm:.

Now on my 3rd patrol, ordered to Northern Java first and currently NW of Borneo, with 3 more ships to add to my tally (hindsight about torpedo exploders is great :D).

One think I'd like to ask: what are those yellow lines on the chart?

[pic]

They appear while zooming in and out, at seemingly random places. I couldn't make out what are they for.
Those are the 15 degree time zone lines. The IDL is "purple", and the time zone lines are yellow. These can be use to help calculate your sunrise / sunset local times, so long as your "base time" doesn't stray too far from the use of too much TC... :roll: - btw, the SoWesPac lines are the red ones that zig-zag around Australia and surrounding waters...


any news about next update?
Not really. There is not much time as of late to work on things, so it is a slow slog. Plus, more than one mod add-in have abjectly failed after weeks of attempted development, which is frustrating. But we'll get there eventually. Computer developers are found of saying "two weeks", but no way that is happening... If it all fits together nicely, it would be that long, but thus far, we are still months out... :wah:


It's been a long time away from the game and want the best version I can create before I jump back in.

Any recommendations beyond the following that I should activate in that JSGME order?

100_FalloftheRisingSun_Ultimate_v1.8
Fl-OQ_FotRSU_v1.8f_upcPatch
AddinModzPak_18
The use of the "Fl-OQ_FotRSU_v1.8f_upcPatch" is only if you use vickers03's Fleetboat Interior - Officer's Quarters (https://www.subsim.com/radioroom/showthread.php?p=2664082#post2664082) mod. The "AddinModzPak_18" is a pack of mods that end up in the "Extras" folder, under the "AddInModzPak" folder. You then drag (copy and paste) the desired mods into the MODS folder and activate them separately. What KaleunMarco illustrates above is a good list. You can skip some, or add more from the AddInModzPak as you see fit to experiment with. As mentioned, it is advisable to NOT use mods other than the ones listed on the main mod's download page. Some other mods are compatible, but there are many more that are not. FotRSU uses a different nomenclature for many ship and plane calls, as well as many of the Library folder files, which will cause issues with any add-in mods that touch those. Be sure and clear the Save folder (C:\Users \UserName \Documents \SH4) and use either 4Gig Patch or LAA to mark the SH4.exe file as 64x compatible. See the pdf files in the Support folder for help...
:salute:

JapLance
07-26-24, 10:15 AM
Hmmm... they spawn over by Davao, and apparently are going too fast for the conditions then. I'll check that out. Thanks!


I think I made a mistake with the date there. I got back to port on the 14th of January, so I was convinced that it was Feb 14th when I set sail again, but checking the screenshot of my orders, I was wrong. It was the 19th, as it should be for the Port Darwin attack.

The dates are correct. Not so much the campaign files, which I believe come from the original game (not FOTRSU) and are not very accurate, at least for this raid.

fitzcarraldo
07-26-24, 02:22 PM
It's been a long time away from the game and want the best version I can create before I jump back in.

Any recommendations beyond the following that I should activate in that JSGME order?

100_FalloftheRisingSun_Ultimate_v1.8
Fl-OQ_FotRSU_v1.8f_upcPatch
AddinModzPak_18

Hi, mate.

This is my list. All mods are in SUBSIM for download.

Regards.

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
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum
Jimimadrid Sailors for FotRSU
Jimimadrid Optics
jimimadrid Shells
Jimimadrid SubManagement
Jimimadrid Metalic 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
SMALLER SEA PLANTS MEDIUM
sobers better rock Ver 2 mod
sobers better sand II
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
USS PIKE
BATTLEFLAGS_MERCHANT_SUNK_COUNT3
BATTLEFLAGS_WARSHIP_SUNK_COUNT1
Speech_Overhaul
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
DarkerNightsEnv_V2
Lite Fog v2 + 100' Underwater Visability
Vanilla Impurities (from stock game)
RUBINI_CLOUDS_SH4

torpedobait
07-29-24, 08:18 PM
:har: or from any software development pre-release paper... :har:

I assure you, we will all be grateful and thankful for your hard work, both on the Mod and IRL, however long it takes.

Thank you in advance. You and your efforts are appreciated!

:Kaleun_Salute:

StimpsonJCat
08-02-24, 11:25 AM
Will FOTRSU automatically account for torpedo dud rate improvements in late 1943 or is that something I would have to manually "fix" by removing one of the "dudz" mods at the appropriate time?

KaleunMarco
08-02-24, 03:06 PM
Will FOTRSU automatically account for torpedo dud rate improvements in late 1943 or is that something I would have to manually "fix" by removing one of the "dudz" mods at the appropriate time?

the defects will automatically change in 1943 or 44, whenever.
the defects are also dependent on the torpedo type you are using.
if you switch from 14's to 18's you will enjoy different defects.
but the defect features are defined in the mod and will occur when the game date equals or exceeds the defect definitions.
does that make sense? or did i confuse you?

StimpsonJCat
08-02-24, 03:22 PM
the defects will automatically change in 1943 or 44, whenever.
the defects are also dependent on the torpedo type you are using.
if you switch from 14's to 18's you will enjoy different defects.
but the defect features are defined in the mod and will occur when the game date equals or exceeds the defect definitions.
does that make sense? or did i confuse you?

Perfectly clear. Thank you!

propbeanie
08-03-24, 11:03 AM
As reference, here's the Mark 14 and Mark 18 torpedo sims with some of the internal settings in the sim file. Note that they use dates:

https://i.imgur.com/6Gb7Aqv.jpg


I don't remember the file set this is from, but it is only for illustration purposes anyway... The big question left is "How well does the game track time?"... :arrgh!:
:salute:

StimpsonJCat
08-04-24, 03:50 PM
This probably isn't a FOTRSU specific question, but is there a mod or some setting that would allow me to see air radar and visual contacts on the map while keeping the surface contacts off?

KaleunMarco
08-04-24, 08:59 PM
This probably isn't a FOTRSU specific question, but is there a mod or some setting that would allow me to see air radar and visual contacts on the map while keeping the surface contacts off?

you can turn off your surface radar. that will non-display surface contacts.
and you can hire/fire sensor crew such that your crew will have low electronic and watch skills. that will reduce the hydrophone contacts.

and, there is a gameplay option to either display the detected contacts or not. that is the only game option available.

KaleunMarco
08-08-24, 07:45 PM
hey PB,

i keep forgetting to ask if you have used the same darkening-of-the-nighttime that BH used in TMO_BH?
i ask because the nights seem awfully dark.

km

Sardaukar67
08-10-24, 09:22 AM
Just had my first patrol with FOTRSU, very impressive.

Just wondered couple of things, AFAIK SD radar had omnidirectional antenna and could only give range to aircraft and no direction.

And hydrophones should not be able to track contact behind sub because of so called "baffles" (your own propellers etc. masking that direction). That was solved only with towed array way after WW II.

I guess those are because of game code limitations and no big deal.

KaleunMarco
08-10-24, 09:38 AM
so, we are based at Midway. Gato-class. April/May 1944. before we shove off on our next mission, i noticed that Majuro is available as a base and, since it is much closer to the action and under the Pearl Mission Command, we transfer there, and then shove off.

very successful mission. successful spy drop off. several sinkings. we go to plot a course for home except we don't have one. i have not seen this issue in the recent past, having worked out those kinks along the way.

@propbeanie: i do not want to interrupt the mission. can you take a look at the status of Majuro with respect to a Gato-class boat and let me know if there is a date anomaly?

we are going to cruise south and east in the hopes that a fouled-anchor will appear as we are cruising.

:Kaleun_Salute:

propbeanie
08-10-24, 11:07 AM
This probably isn't a FOTRSU specific question, but is there a mod or some setting that would allow me to see air radar and visual contacts on the map while keeping the surface contacts off?
You can somewhat get what you are after, but it take a good bit of tweaking in the use of the different icons used on the NavMap. I cannot remember the files you have to alter off the top of my head, but doing so can give you a semblence of what you're after. It does however, add new issues that you probably wouldn't like either... I'll see if I can find an old mod I used to have for similar... will probably take a while though, so don't hold your breath, please. :salute:


hey PB,

i keep forgetting to ask if you have used the same darkening-of-the-nighttime that BH used in TMO_BH?
i ask because the nights seem awfully dark.

km
No, we do not, but there is an older version of a darker nights kind of thing in there from AOTD_MadMax's original FOTRS mod...


Just had my first patrol with FOTRSU, very impressive.

Just wondered couple of things, AFAIK SD radar had omnidirectional antenna and could only give range to aircraft and no direction.

And hydrophones should not be able to track contact behind sub because of so called "baffles" (your own propellers etc. masking that direction). That was solved only with towed array way after WW II.

I guess those are because of game code limitations and no big deal.
We could do the SD histroically, sort-of... none to start the game, add the A-scope, and then later add the PPI, but it does have a bad tendency to get trashed with the conning tower "updates" that do not happen properly (long SH4 story). The hydrophones are "live" to the rear, but your screws are supposed to over-write other contacts back there... except that the Sonarman can follow them... even through a land mass... another "SH4 thing"...


so, we are based at Midway. Gato-class. April/May 1944. before we shove off on our next mission, i noticed that Majuro is available as a base and, since it is much closer to the action and under the Pearl Mission Command, we transfer there, and then shove off.

very successful mission. successful spy drop off. several sinkings. we go to plot a course for home except we don't have one. i have not seen this issue in the recent past, having worked out those kinks along the way.

@propbeanie: i do not want to interrupt the mission. can you take a look at the status of Majuro with respect to a Gato-class boat and let me know if there is a date anomaly?

we are going to cruise south and east in the hopes that a fouled-anchor will appear as we are cruising.

:Kaleun_Salute:
I'll be back later and update this issue with what I find...

KaleunMarco
08-10-24, 11:34 AM
so, we are based at Midway. Gato-class. April/May 1944. before we shove off on our next mission, i noticed that Majuro is available as a base and, since it is much closer to the action and under the Pearl Mission Command, we transfer there, and then shove off.

very successful mission. successful spy drop off. several sinkings. we go to plot a course for home except we don't have one. i have not seen this issue in the recent past, having worked out those kinks along the way.

@propbeanie: i do not want to interrupt the mission. can you take a look at the status of Majuro with respect to a Gato-class boat and let me know if there is a date anomaly?

we are going to cruise south and east in the hopes that a fouled-anchor will appear as we are cruising.

:Kaleun_Salute:


I'll be back later and update this issue with what I find...

i had to stop due to RL so i looked at the Flotillas file and the Gato data under Majuro is quite plain:

[Flotilla 10]
ID= MajuroAtollCommand
NameDisplayable= Forward Base Majuro
AvailabilityInterval=1944-04-01, NULL


[Flotilla 10.UserPlayerUnitType 4]
ID= F10Gato
NameDisplayable= Gato class
AvailabilityInterval= NULL, 1944-10-10


[CareerTrack 1.CareerStatusSave 389]
ID=ID
Reason=CSS_PatrolStart
NameDisplayable=USS Grouper (SS-214)
CurrentDate=1944-05-12 00:46:27
DepartureBaseIDLink=MajuroAtoll
DepartureFlotillaIDLink=MajuroAtollCommand

May 22, 1944 is clearly NOT October 1944. :yeah:

https://i.ibb.co/gTF8wYf/SH4-Img-2024-08-10-14-02-38-167.png

i am stumped for the moment. i think i will think on it a bit more.:o:06:

:Kaleun_Salute:

JapLance
08-10-24, 02:00 PM
Hi there :salute:

Just played for a while this afternoon and noticed that this ship in Truk gets reported quite often. It might have a too high % for automatic report.

https://i.imgur.com/NDQ1bBj.jpeg

I was patrolling in the coast of New Guinea/Bismarck Sea and got the report like 3 times in less than a week, and then I remembered that in an earlier patrol I had already noticed the same.

And I concur that nights are very dark. I have to increase the gamma and switch off the lights to get my sight used to the dark :har:

KaleunMarco
08-10-24, 02:21 PM
Hi there :salute:

Just played for a while this afternoon and noticed that this ship in Truk gets reported quite often. It might have a too high % for automatic report.

https://i.imgur.com/NDQ1bBj.jpeg

I was patrolling in the coast of New Guinea/Bismarck Sea and got the report like 3 times in less than a week, and then I remembered that in an earlier patrol I had already noticed the same.

yeah, i've tried looking for that beastie on-and-off for a while but i cannot find it in any file.:wah:
if we only knew what ship she is then i could narrow the search to that ship or ship-type and find the bugger and change the setting.:hmmm:

propbeanie
08-10-24, 07:08 PM
i had to stop due to RL so i looked at the Flotillas file and the Gato data under Majuro is quite plain:

[Flotilla 10]
ID= MajuroAtollCommand
NameDisplayable= Forward Base Majuro
AvailabilityInterval=1944-04-01, NULL


[Flotilla 10.UserPlayerUnitType 4]
ID= F10Gato
NameDisplayable= Gato class
AvailabilityInterval= NULL, 1944-10-10


[CareerTrack 1.CareerStatusSave 389]
ID=ID
Reason=CSS_PatrolStart
NameDisplayable=USS Grouper (SS-214)
CurrentDate=1944-05-12 00:46:27
DepartureBaseIDLink=MajuroAtoll
DepartureFlotillaIDLink=MajuroAtollCommand

May 22, 1944 is clearly NOT October 1944. :yeah:

https://i.ibb.co/gTF8wYf/SH4-Img-2024-08-10-14-02-38-167.png

i am stumped for the moment. i think i will think on it a bit more.:o:06:

:Kaleun_Salute:
So yeah, if you were April 1-2, 1944, then maybe an issue, but not in May, like you had - UNLESS the transfer was on April 1 or 2 upon arriving back at Midway... What can happen in SH4 is while the "Command" is available, and the Base is available, and the boat is available, and a mission is available, the game itself is roughly 2 days behind. So when you see April 1 date, and you transfer for an April 1 departure, the game gets lost. If it was April 3 or later, all is well in the SH4 world. There is a possible fix, but it has not been through all of the tests yet. So the Comman itself is dated 1944-04-01, NULL, the base Majuro Atoll Forward Base (NAB Majuro) is dated NULL, NULL, which assumes the Command date. The F10Gato boat is dated NULL, 1944-10-10, from where it transfers to Guam, and is properly dated there. So the idea is to move the dates of the Base and the boat to 1944-04-03, and possibly avoid the dating issue. The mission objectives are all properly dated, some preceeding the Command and Base dates... Just remember that SH4 does all the assignments upon arrival back at base... :salute:

Hi there :salute:

Just played for a while this afternoon and noticed that this ship in Truk gets reported quite often. It might have a too high % for automatic report.

{img}

I was patrolling in the coast of New Guinea/Bismarck Sea and got the report like 3 times in less than a week, and then I remembered that in an earlier patrol I had already noticed the same.

And I concur that nights are very dark. I have to increase the gamma and switch off the lights to get my sight used to the dark :har:
https://media1.tenor.com/m/_XC7t_3I-U4AAAAC/homer-simpson-doh.gif

I had better find that... that was on old old test from way back... Test is finally successful, but now I gorfot what it was... a JyunsenB1 submarine at Moen?? I do not remember, but we'll get that for the next release... :o :oops:

KaleunMarco
08-10-24, 07:38 PM
So yeah, if you were April 1-2, 1944, then maybe an issue, but not in May, like you had - UNLESS the transfer was on April 1 or 2 upon arriving back at Midway... What can happen in SH4 is while the "Command" is available, and the Base is available, and the boat is available, and a mission is available, the game itself is roughly 2 days behind. So when you see April 1 date, and you transfer for an April 1 departure, the game gets lost. If it was April 3 or later, all is well in the SH4 world. There is a possible fix, but it has not been through all of the tests yet. So the Comman itself is dated 1944-04-01, NULL, the base Majuro Atoll Forward Base (NAB Majuro) is dated NULL, NULL, which assumes the Command date. The F10Gato boat is dated NULL, 1944-10-10, from where it transfers to Guam, and is properly dated there. So the idea is to move the dates of the Base and the boat to 1944-04-03, and possibly avoid the dating issue. The mission objectives are all properly dated, some preceeding the Command and Base dates... Just remember that SH4 does all the assignments upon arrival back at base... :salute:


[CareerTrack 1.CareerStatusSave 387]
ID=ID
Reason=CSS_FlotillaChange
NameDisplayable=
CurrentDate=1944-04-14 07:46:27
FlotillaIDLink=MajuroAtollCommand

[CareerTrack 1.CareerStatusSave 388]
ID=ID
Reason=CSS_BaseChange
NameDisplayable=
CurrentDate=1944-04-14 07:46:27
BaseIDLink=MajuroAtoll

KaleunMarco
08-10-24, 08:34 PM
So yeah, if you were April 1-2, 1944, then maybe an issue, but not in May, like you had - UNLESS the transfer was on April 1 or 2 upon arriving back at Midway... What can happen in SH4 is while the "Command" is available, and the Base is available, and the boat is available, and a mission is available, the game itself is roughly 2 days behind. So when you see April 1 date, and you transfer for an April 1 departure, the game gets lost. If it was April 3 or later, all is well in the SH4 world. There is a possible fix, but it has not been through all of the tests yet. So the Comman itself is dated 1944-04-01, NULL, the base Majuro Atoll Forward Base (NAB Majuro) is dated NULL, NULL, which assumes the Command date. The F10Gato boat is dated NULL, 1944-10-10, from where it transfers to Guam, and is properly dated there. So the idea is to move the dates of the Base and the boat to 1944-04-03, and possibly avoid the dating issue. The mission objectives are all properly dated, some preceeding the Command and Base dates... Just remember that SH4 does all the assignments upon arrival back at base.

ok, i returned to April 14, 1944 which is the date we docked from our previous mission. when we shoved off, it was May 18, 1944, which is insane because the mission interval in UPC.UPC is 28 days not 34 days but that is a different issue.
as soon as we shoved off, i went to the Nav Map to see the Home Base situation and, sure enough, our Home Base evaporated the moment we departed.

https://i.ibb.co/tmSjW1v/SH4-Img-2024-08-10-20-17-39-423.png

ok. clearly there is an April issue with this base thing.
i read that gobbly-gook reply and i am not sure there is an appropriate fix at this time. i've already set the clock ahead to May before shoving off and the error showed up.
i may try to set the departure date to April 14 and see what happens.
more to come.

p.s. shoving off on April 14 did not cure the issue. i restarted and transferred back to Midway, shoved off, and Midway is still my base. this will have to do for the time being. thank you for the effort you put into it. sometimes this thing (SH4) refuses to act logical.:doh::wah:

propbeanie
08-12-24, 09:31 AM
Hi there :salute:

Just played for a while this afternoon and noticed that this ship in Truk gets reported quite often. It might have a too high % for automatic report.

https://i.imgur.com/NDQ1bBj.jpeg

I was patrolling in the coast of New Guinea/Bismarck Sea and got the report like 3 times in less than a week, and then I remembered that in an earlier patrol I had already noticed the same.

And I concur that nights are very dark. I have to increase the gamma and switch off the lights to get my sight used to the dark :har:
OK - finally found it! It is in the Jap_Subs_BB file, "TrukSub" aka: RndGroup 82, with a call to an SSA1, with the ReportPosMin line set to "10". In a text editor, just change that line to read "ReportPosMin=-1" instead, and it will quit reporting...

JapLance
08-12-24, 01:51 PM
:up: Excellent.

I'd like to ask if there is any extra mod that gives back the external cam for the detected ships. Using the free camera is a bit annoying when they're far from your boat.

Also, this weekend I played for a while, and got caught by a convoy escort just off Truk. I trusted the reports from the sonarman that it was 3 merchants+2 escorts, but it turned out (my bad for not making visual contact with all ships in the convoy.) 2 of the "merchants" were those old destroyer refit to act as fast transports, but fully equipped with hydrophones and sonar. When I was about to launch my torps on the only real merchant in the convoy I started to hear the pinging on my hull and I panicked and aborted. She didn't even attack me, but put the 2 real escorts on my trail...

It didn't end well. I could evade the first few attack runs, but they got me on the third or fourth :wah:.

propbeanie
08-14-24, 07:21 AM
:up: Excellent.

I'd like to ask if there is any extra mod that gives back the external cam for the detected ships. Using the free camera is a bit annoying when they're far from your boat.
The external and Event cam are still in there, and enabled by default. Check the Options menu, Gameplay settings on both the main menu and in the Captain's Office when in port. SH4 does not reach out as far though as SH3 does with that camera, unless there is an 'event', such as a torpedo launch by an enemy destroyer. The game does not have an "Incoming torpedo!" warning, which is why we left the external camera active by default, and do not charge any percentage for its use. As with most mods and the stock game, the "<" and ">" keys are Previous and Next Unit respectively.

Also, this weekend I played for a while, and got caught by a convoy escort just off Truk. I trusted the reports from the sonarman that it was 3 merchants+2 escorts, but it turned out (my bad for not making visual contact with all ships in the convoy.) 2 of the "merchants" were those old destroyer refit to act as fast transports, but fully equipped with hydrophones and sonar. When I was about to launch my torps on the only real merchant in the convoy I started to hear the pinging on my hull and I panicked and aborted. She didn't even attack me, but put the 2 real escorts on my trail...

It didn't end well. I could evade the first few attack runs, but they got me on the third or fourth :wah:.
Yes, the Kaya are set to UnitType=103 for a Troop Transport, but show as DE Kaya Class, so you would have the sonar man report them as "merchant" vessels, which is one of the shortcomings of the Silent Hunter series. While they do have their full suite of sensors and weapons still, they will try to evade your detected sub, instead of attacking, except in the case of "opportunity", ie: happen to be passing nearby anyway. However, the "communication" in the game does allow them to communicate with the regular escorts, and can therefore help triangulate your position... :o - which allows the escorts more "efficiency" in prosecuting their attack. :arrgh!:
:salute:

JapLance
08-14-24, 03:43 PM
The external camera is just not there. There is the free camera, and probably the event camera (which I never activate in the menus), but the one you can use to cycle through the different detected ships is not available, neither in the menu nor by < and >. That's why I asked.

It would be nice to have it back.

KaleunMarco
08-14-24, 06:53 PM
The external camera is just not there. There is the free camera, and probably the event camera (which I never activate in the menus), but the one you can use to cycle through the different detected ships is not available, neither in the menu nor by < and >. That's why I asked.

It would be nice to have it back.

jumping in here....
what do you see when you use the Gameplay Options screen?

https://i.ibb.co/d2zqBY0/SH4-Img-2024-08-14-18-49-15-648.png

JapLance
08-15-24, 01:02 AM
https://i.imgur.com/DzG9opB.jpeg

This is a comparison of FOTRSU (Top) with Dark Waters (Bottom). You can clearly see which are the buttons missing.

https://i.imgur.com/OobdWXD.jpeg

propbeanie
08-15-24, 07:31 AM
In theory, if a ship is close enough to the player's boat, the use of the "<" and ">" keys should cycle through the nearby ships, both enemy and friendly... However, you do have "No External View" tick box cleared, so you might not get that. :06: Tick that, and your camera should be back. It does however, also allow the F12 External camera and for you to fly around and look at anything that renders within range...

JapLance
08-16-24, 01:12 AM
In theory, if a ship is close enough to the player's boat, the use of the "<" and ">" keys should cycle through the nearby ships, both enemy and friendly... However, you do have "No External View" tick box cleared, so you might not get that. :06: Tick that, and your camera should be back. It does however, also allow the F12 External camera and for you to fly around and look at anything that renders within range...

I ticked that option and the only effect, as expected, was losing the free camera.

torpedobait
08-16-24, 11:56 AM
I ticked that option and the only effect, as expected, was losing the free camera.

Are you sure you ticked that box in the Options menu in the OFFICE?

theozman84
08-16-24, 04:30 PM
Hi all,

Are there any other conversion charts available for FotRS Ultimate. The only one available in game is a Knots/Nm chart. I am currently using an online conversion tool which isn't idea.

Thnaks

JapLance
08-17-24, 09:09 AM
In theory, if a ship is close enough to the player's boat, the use of the "<" and ">" keys should cycle through the nearby ships

Solved. In my keyboard it is not < and >, but , and . :doh:.

Still I think the right buttons should be added to the menu in the bottom. I wish I knew how to do it, but it is something out of my skills.

Edit: OK, it took me a while, but I found them :D.

propbeanie
08-17-24, 01:13 PM
Solved. In my keyboard it is not < and >, but , and . :doh:.

Still I think the right buttons should be added to the menu in the bottom. I wish I knew how to do it, but it is something out of my skills.

Edit: OK, it took me a while, but I found them :D.
:up: Glad you found them... One aspect of the computer versus modding world is the fact that US and European keyboards can be quite different, and quite a few of the "auxilary" keys are located in different locations than what I am looking at on my keyboard... :oops: :arrgh!:

propbeanie
08-17-24, 01:16 PM
Hi all,

Are there any other conversion charts available for FotRS Ultimate. The only one available in game is a Knots/Nm chart. I am currently using an online conversion tool which isn't idea.

Thnaks
There are a few, but they are peppered about the boat, and not on the interface. I'll change computers, and look to see which "room" contains what... bbl :yeah:

Edit: I have vickers03's Fleetboat Interiors - Officer's Quarters mod load, so it changes what is in the base FotRSU v1.8 mod. However, I cannot remember anything other than the Convoy Chart being in the Captain's Room. There were a couple of other conversion charts, but I cannot remember where they were. Which ones are you specifically looking to have in the mod theozman84?
:salute:

JapLance
08-18-24, 01:06 PM
In today's session I've found a strange-acting Japanese task force.

It's Dec 23rd, 1941 and I've been sent to the Davao Gulf area in my S-boat. The task force consisted of 2x Chitose Seaplane tenders, one Okinoshima minelayer with 2x Kageros as escort, and apparently it was sailing to the NE. The main ships were sailing erratically at just 1 or 2 knots and apparently not in formation and very scattered, while the Kageros were trying to run circles around them (this is the normal escort behaviour, I guess).

Since they were sailing so slow I could plot an attack, and I launched my last four torpedoes at the Chitose that came closest. Seemed piece of cake, but two of them were deep-runners :wah: and two hits were not enough to sink that big ship. One Kagero found me but that early in the war they were quite easily evaded.

I've searched for the TF in the campaign files and I think I've found it, in case you want to take a look at it. It's a group called CoverForce1a in the EastAsiaCampaign.mis file. It has a very slow speed of just 3 knots in the area where I made contact (E of the entrance of Davao Gulf.).

propbeanie
08-18-24, 01:22 PM
In today's session I've found a strange-acting Japanese task force.

It's Dec 23rd, 1941 and I've been sent to the Davao Gulf area in my S-boat. The task force consisted of 2x Chitose Seaplane tenders, one Okinoshima minelayer with 2x Kageros as escort, and apparently it was sailing to the NE. The main ships were sailing erratically at just 1 or 2 knots and apparently not in formation and very scattered, while the Kageros were trying to run circles around them (this is the normal escort behaviour, I guess).

Since they were sailing so slow I could plot an attack, and I launched my last four torpedoes at the Chitose that came closest. Seemed piece of cake, but two of them were deep-runners :wah: and two hits were not enough to sink that big ship. One Kagero found me but that early in the war they were quite easily evaded.

I've searched for the TF in the campaign files and I think I've found it, in case you want to take a look at it. It's a group called CoverForce1a in the EastAsiaCampaign.mis file. It has a very slow speed of just 3 knots in the area where I made contact (E of the entrance of Davao Gulf.).
That is purposeful behavior. Depending upon where they are when you encounter them, the tenders might be launching and / or recovering their seaplanes (no animations for that). They had to stop to launch or recover. We also 'simulate' the minelayer laying mines, which was done in the San Bernardino Strait and near the Davao Gulf entrance, as well as other areas. No animations for that either, so all we can do is have the group slow and "pretend"... and what you did is the whole idea, to get 'em when they're vulnerable. Of course, you do need torpedoes that actually function as intended... :arrgh!:
https://media1.tenor.com/m/aH7BC-tyTlcAAAAC/spongebob-mocking.gif

JapLance
08-18-24, 02:00 PM
That is purposeful behavior. Depending upon where they are when you encounter them, the tenders might be launching and / or recovering their seaplanes (no animations for that). They had to stop to launch or recover. We also 'simulate' the minelayer laying mines, which was done in the San Bernardino Strait and near the Davao Gulf entrance, as well as other areas. No animations for that either, so all we can do is have the group slow and "pretend"... and what you did is the whole idea, to get 'em when they're vulnerable. Of course, you do need torpedoes that actually function as intended... :arrgh!:


Oh, OK, then. Very good effect indeed :up:. It got me very :hmmm: at first :D.

After I had evaded the group my radar detected planes in the area, and one of them made a couple of searches in the area where I had attacked. No visual contact, but I suspect those were the floatplanes of the Chitoses, since no Japanese airbase symbol was anywhere near.

propbeanie
08-19-24, 11:31 AM
Oh, OK, then. Very good effect indeed :up:. It got me very :hmmm: at first :D.

After I had evaded the group my radar detected planes in the area, and one of them made a couple of searches in the area where I had attacked. No visual contact, but I suspect those were the floatplanes of the Chitoses, since no Japanese airbase symbol was anywhere near.
Now, don't be fooled too much by the lack of a symbol for the airbases. The major ones from the Stock game and from FOTRS are listed with symbols, as well as a few others added with FotRSU. However, there are a LOT of bases not listed. They sprang-up all over the place, as well as the added use of the floatplane tenders by all parties involved being able to "move" their airfields and increase the plane count. Some of the Marshall Island assignments out of Pearl near the start of the war have lines to the effect of "report any new air bases found" in the mod - which would actually be kind of tough to do in the game, due to its "construction", but the US did not have much intel on a lot of the Japanese facilities as the beginning of the war, and had to rely upon reports from submarines and airplanes as to where some bases were. Look at how heavily the US 3rd and 5th fleets (same difference) attack air bases all around the Okinawa area, and had the British Pacific Fleet down by Formosa attacking airfields to the south end of the Ryukyu Islands, and still they were able to fly hordes of planes and kamikaze sorties against the "picket lines" established to protect the landings. It was tough finding some of the bases. Therefore, the player has to stay on their toes for potential airplane attacks :arrgh!:

KaleunMarco
08-26-24, 11:33 AM
if you have answered these before, my apologies.

1. there are options from like 1943 until the end of the war in which a player can select a topside weapons option to slave both AA weapons and the deck gun. was there a reason for not having the same options for the single 40 mm or dual 40 mm?

2. i am not sure if the radar detection device is worth the trouble it causes while tracking an enemy. how can a player de-install that option? dragging the option out of the sub does not work.

:Kaleun_Salute:

Noone0
08-26-24, 02:03 PM
I downloaded the mod and My game keeps crashing every time I try to start a patrol. How do I fix this?

fitzcarraldo
08-26-24, 03:54 PM
I downloaded the mod and My game keeps crashing every time I try to start a patrol. How do I fix this?

Do you use SH4 1.5? Did you patch your SH4.exe with LAA or 4Gbpatch?

Regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie
08-29-24, 02:47 PM
I downloaded the mod and My game keeps crashing every time I try to start a patrol. How do I fix this?

Do you use SH4 1.5? Did you patch your SH4.exe with LAA or 4Gbpatch?

Regards.

Fitzcarraldo :Kaleun_Salute:
... and you must empty the Save folder, usually found in C:\Users \YourUserName \Documents \SH4. There are some pdf files in the mod's Support folder. See if some of those will help. They are all in the English language though.

propbeanie
08-29-24, 02:59 PM
if you have answered these before, my apologies.

1. there are options from like 1943 until the end of the war in which a player can select a topside weapons option to slave both AA weapons and the deck gun. was there a reason for not having the same options for the single 40 mm or dual 40 mm?

2. i am not sure if the radar detection device is worth the trouble it causes while tracking an enemy. how can a player de-install that option? dragging the option out of the sub does not work.

:Kaleun_Salute:
The AA gun choices are date-based in v1.8, and the dual 40 should show automatically, both fore and aft. It should show early as a choice for money. Not all boats have the 40 available though. As a deck gun though, the 40 was not available, though I do not know why. I can find documentation from Mare Island rebuild photos for the 20s being deck mounted, but none for the 40s. I don't know why though. Surely, they could, in light of the fact that the plywood PT boats had a 37mm on the after deck late war... :hmmm:


The radar detection is a major PIA, skipping Colonel and being promoted directly to general in v1.8 about 5 minutes after you have it onboard... You can try removing people from the stations on the boat, but I don't remember which. It does take a while for the reports to stop though, and if you forget to put people back in place, you'll next hear a "We're under attack sir!" "We're taking damage sir!" "We have heavy flooding sir!", etc... Next release does have an on/off solution for better approaching home ports... top secret hush-hush kinda stuff though... :new:

:salute:


PS: you could try submerging the boat to turn the APR-1 "off"...

KaleunMarco
08-29-24, 05:16 PM
The AA gun choices are date-based in v1.8, and the dual 40 should show automatically, both fore and aft. It should show early as a choice for money. Not all boats have the 40 available though. As a deck gun though, the 40 was not available, though I do not know why. I can find documentation from Mare Island rebuild photos for the 20s being deck mounted, but none for the 40s. I don't know why though. Surely, they could, in light of the fact that the plywood PT boats had a 37mm on the after deck late war... :hmmm:

i meant to say why didnt you create an option for the combo of 40mm plus 5" (or 4") deck gun as you did with the 20's and the deck gun?


The radar detection is a major PIA, skipping Colonel and being promoted directly to general in v1.8 about 5 minutes after you have it onboard... You can try removing people from the stations on the boat, but I don't remember which. It does take a while for the reports to stop though, and if you forget to put people back in place, you'll next hear a "We're under attack sir!" "We're taking damage sir!" "We have heavy flooding sir!", etc... Next release does have an on/off solution for better approaching home ports... top secret hush-hush kinda stuff though... :new:

:salute:


PS: you could try submerging the boat to turn the APR-1 "off"...

i like your idea of an on/off or the capability to remove the device.
:yeah:

KaleunMarco
09-01-24, 12:23 PM
PB,

which graphics are used by SH4 when one uses the Free Camera key (F12)?

i just started a Cachalot career and at the start of the mission i pressed F12 to get a look at her and...CTD. very consistent.

i figured it was a graphic thing because i have just completed a Balao career without an issue. although, this is an Ubi developed game, so it may not be graphic, it could be anything.

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
09-03-24, 08:05 PM
Well, I don't know what you're getting, but in my v1.8, I am getting:

December 1941 from the bridge:
https://i.imgur.com/45KMW4E.jpg

December 1941:
https://i.imgur.com/KzUI8J5.jpg

January 1942:
https://i.imgur.com/mS1gy5v.jpg

Spring 1942:
https://i.imgur.com/cyPqoLf.jpg

Summer 1942:
https://i.imgur.com/w65ZT2n.jpg

Fall 1942:
https://i.imgur.com/vPZIF11.jpg


There are no starts for the Cachalot after Fall 1942, though the boat goes into 1943, but then "dead-ends", and the player is transferred to a new boat... Of note is the aft mounted gun, and the J hydrophone head entirely too early... I think we have those issues resolved in the next version, but it has been a few weeks since I was in the files... been doing other things, and just had cataract surgery on both eyes... what a difference THAT makes - wowsers! I can see again!!! Anyway, don't know about your Flotillas fix, nor about whether Jimi Madrid's Sub Management does OK with FotRSU... :salute:

KaleunMarco
09-04-24, 11:51 AM
... but it has been a few weeks since I was in the files... been doing other things, and just had cataract surgery on both eyes... what a difference THAT makes - wowsers! I can see again!!!

yes, isn't it grand?!?!? i had mine removed during the pandemic and it restored 30+ years of vision. i do not need glasses except for exceptionally small print. last eye exam, the ophthalmologist asked me to read the smallest line on the eye chart. when i said "made by the Acme Eye Chart Company" she threw me out of the office.

Anyway, don't know about your Flotillas fix, nor about whether Jimi Madrid's Sub Management does OK with FotRSU... :salute:

it was Jimi's mods. not sure where the conflict is but when i remove them, the problem goes away.

now that we have embarked on the next mission, i see that jimi's mods made changes to crew faces and HUD dials but i still do not understand why it affected the free camera. weird.

1Patriotofmany
09-04-24, 12:53 PM
yes, isn't it grand?!?!? i had mine removed during the pandemic and it restored 30+ years of vision. i do not need glasses except for exceptionally small print. last eye exam, the ophthalmologist asked me to read the smallest line on the eye chart. when i said "made by the Acme Eye Chart Company" she threw me out of the office.



I cracked up reading that! LMAO

KaleunMarco
09-04-24, 02:19 PM
I cracked up reading that! LMAO

no respect, i tell you. the young people these days have no respect.
:har:

propbeanie
09-05-24, 09:59 PM
yes, isn't it grand?!?!? i had mine removed during the pandemic and it restored 30+ years of vision. i do not need glasses except for exceptionally small print. last eye exam, the ophthalmologist asked me to read the smallest line on the eye chart. when i said "made by the Acme Eye Chart Company" she threw me out of the office.

...

it was Jimi's mods. not sure where the conflict is but when i remove them, the problem goes away.

now that we have embarked on the next mission, i see that jimi's mods made changes to crew faces and HUD dials but i still do not understand why it affected the free camera. weird.
Jimimadrid might not have provision for the Cachalot, and maybe the Narwhal / Nautilus / Argonaut boats, in his mod...

KaleunMarco
09-07-24, 12:53 PM
photo of Ansyu (merchie) with three hits.
we were eyeballing her to see if she would sink but after 15 minutes, she got her flooding under control and just sat there. so, we have to use one more fish to sink her.

https://i.ibb.co/PNJX9NY/SH4-Img-2024-09-03-18-33-16-086.png

KaleunMarco
09-07-24, 12:56 PM
i stumbled onto this one.
driving the Nautilus, early 1943, out of Pearl.
flak guns are for and aft but only the aft guns have available crew slots.
i don't use the flak guns so i did not notice this until both weapons were damaged during a savage DC attack.
https://i.ibb.co/4MGKBxh/SH4-Img-2024-09-07-12-28-14-448.png

https://i.ibb.co/L00R03T/SH4-Img-2024-09-07-12-28-20-912.png

propbeanie
09-07-24, 07:02 PM
photo of Ansyu (merchie) with three hits.
we were eyeballing her to see if she would sink but after 15 minutes, she got her flooding under control and just sat there. so, we have to use one more fish to sink her.

https://i.ibb.co/PNJX9NY/SH4-Img-2024-09-03-18-33-16-086.png
Even if you have "duds" off, the SH4 game will still deal you some, especially before August of 1943. Also, I have had deep runners set to magnetic pistol explode quite a bit below ships, and not impart much damage to them, plus there is the chance for that already anyway, simulating the low-ordnance detonation. Throw in a premature detonation not too far off their beam, and it might look like 3 hits, but only equates to just over one... plus, that is a Hitman ship that we toughened up a bit... :oops:

i stumbled onto this one.
driving the Nautilus, early 1943, out of Pearl.
flak guns are for and aft but only the aft guns have available crew slots.
i don't use the flak guns so i did not notice this until both weapons were damaged during a savage DC attack.
https://i.ibb.co/4MGKBxh/SH4-Img-2024-09-07-12-28-14-448.png

https://i.ibb.co/L00R03T/SH4-Img-2024-09-07-12-28-20-912.png
First question, did you empty the Save folder after removing 500 & 550 from below (a previous post of yours)? 2nd question, what all is edited in the 999 mod?

...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

... And the big one, did you change guns when coming back into port, with the old gun crew still applied to the gun slots? That is known to trash the crew slots. Do you have the usual "...AdditionalRepository..." entry for the position in the "[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 3.CrewMemberSlot 1]" section of the ActiveUserPlayerUnits.upc file in the latest Save numbered folder? If so, remove that text as per usual practice.
:salute:

KaleunMarco
09-07-24, 07:30 PM
plus, that is a Hitman ship that we toughened up a bit... :oops:

uh, toughened up more than a bit, i'd say.


First question, did you empty the Save folder after removing 500 & 550 from below (a previous post of yours)?
yes. don't impugn me, son. :03:


2nd question, what all is edited in the 999 mod?

i had to update flotillas, careerstart, and patrolobjectives due to some unexpected features in the manner in which argo and nautilus career's played out. i vetted all of the changes with you when it was discovered and i implemented this fix. check your PM's.:up:



... And the big one, did you change guns when coming back into port, with the old gun crew still applied to the gun slots? That is known to trash the crew slots. Do you have the usual "...AdditionalRepository..." entry for the position?

i had to have upgraded the guns at some prior time because the stock AAA is 50's. however, i do not remember after which mission i did it. :oops:

after the mission, i inspected the ActiveUserPlayerUnits and, sure enough, there was our old buddy, AdditionalRepository, sitting there on the forward weapon.

:Kaleun_Wink:

KaleunMarco
09-07-24, 07:50 PM
here's another odd occurrence, or non-occurrence.

driving Nautilus, out of Pearl, we draw the Attu 7th Scout landing. we shoved off on April 12th.
so, we drive up to Dutch Harbor, resupply (the pennant changes from blue to red), the drive over to the waiting pen.
we receive all of the delay-the-landing messages and hang around until May 11 when an APD shows up followed by a TF with other landing craft and escorts. the problem is that the Objectives for drops 1 through 4 never spawn.
also, you will notice on the Nav Map that the waiting area no longer has its pennant. i saved and exited to go and eat dinner and when i returned and reloaded, it had disappeared.

any hints as to why things did not execute as planned?

https://i.ibb.co/X8Q7LqD/SH4-Img-2024-09-07-19-41-25-615.png

p.s.

i think i figured it out.

the mission is using a Trigger for more than one Event and Ubi does not execute the Trigger after its effect on the first Event. in other words, Triggers and Events have a 1:1 relationship.

while the 1:M triggers and events may work within the Editor framework, they do not work in SH4 gameplay.

i have added Triggers for each Event and will test it either later today or tomorrow as i am headed out for a day in the sun with my granddaughters. :D

p.p.s.

the fix works. all four objectives pop once i pick up the Scouts at Dutch Harbor.

JapLance
09-09-24, 09:43 AM
:salute:

In my last weekend session of FOTRSU I noticed (at different times) these two contacts on my map:

https://i.imgur.com/pMqPuTR.jpeg

What neutral nations with warships are there in Early 1942?

It surprised me a bit, specially the one closer to Japan (the bottom one). I know there's a Red Cross nationality, but their ships wouldn't be classified as warships, I guess. I looked at the roster and thought of Thailand, but they are at war since the very first moment according to the Defside.cfg file... :hmmm:.

And they're too far away from Russia to be of that nation.

By the way, that triggers another question :D. What's the reason to have Russia and USSR as separate nations?

:salute:

KaleunMarco
09-09-24, 09:55 AM
:salute:

In my last weekend session of FOTRSU I noticed (at different times) these two contacts on my map:

What neutral nations with warships are there in Early 1942?

It surprised me a bit, specially the one closer to Japan (the bottom one). I know there's a Red Cross nationality, but their ships wouldn't be classified as warships, I guess. I looked at the roster and thought of Thailand, but they are at war since the very first moment according to the Defside.cfg file... :hmmm:.

And they're too far away from Russia to be of that nation.

By the way, that triggers another question :D. What's the reason to have Russia and USSR as separate nations?

:salute:

PB will probably weigh in here and give you the long answer.:03:

the short answer is that Red Cross Hospital ships ARE warships. this is because UBI made it mandatory that any nation with ships, has to have a warship. as their are several Red Cross ships, PB (or Ubi), made them auxiliaries, which is a warship in this context.

regarding Russia and USSR entries in the Sides table....
someone, either UBI or PB's Team, is playing at subtleties here.
Russia is Neutral until Barbarossa then she is an Ally. Then after V-E Day, she reverts back to Neutral.
USSR is an enemy on 9/1/39 and then becomes an Ally until the end of the war.
go figure....:D

:Kaleun_Salute:

JapLance
09-09-24, 12:39 PM
Hi Kaleun :salute:

Those answers are quite logical :up:. Thanks.

Regarding the Red Cross hospital ships which need to be considered warships, why not giving the RC roster a warship (a trawler for instance) which is never called by the campaign layers, and leave the hospital ships as proper merchants?.

Probably there's a proper answer for that as well :03:

KaleunMarco
09-09-24, 01:06 PM
Hi Kaleun :salute:

Those answers are quite logical :up:. Thanks.

Regarding the Red Cross hospital ships which need to be considered warships, why not giving the RC roster a warship (a trawler for instance) which is never called by the campaign layers, and leave the hospital ships as proper merchants?.

Probably there's a proper answer for that as well :03:
hey...excellent question. i am a former computer scientist and i like your suggestion.
BUT......i'm a user not an UBI developer.:D
why have the restriction/constraint in the first place? Norway, Sweden, Denmark, Liberia, Panama did not contribute armed forces to the SH4 scenario but they have merchies so there is plenty of precedent for not having the restriction/constraint.

propbeanie
09-09-24, 07:19 PM
:salute:

In my last weekend session of FOTRSU I noticed (at different times) these two contacts on my map:

https://i.imgur.com/pMqPuTR.jpeg
What neutral nations with warships are there in Early 1942?

It surprised me a bit, specially the one closer to Japan (the bottom one). I know there's a Red Cross nationality, but their ships wouldn't be classified as warships, I guess. I looked at the roster and thought of Thailand, but they are at war since the very first moment according to the Defside.cfg file... :hmmm:.

And they're too far away from Russia to be of that nation.

By the way, that triggers another question :D. What's the reason to have Russia and USSR as separate nations?

PB will probably weigh in here and give you the long answer.:03:

the short answer is that Red Cross Hospital ships ARE warships. this is because UBI made it mandatory that any nation with ships, has to have a warship. as their are several Red Cross ships, PB (or Ubi), made them auxiliaries, which is a warship in this context.

The game does indeed CTD if you look at a nation's ships in the RecMan inside the game, and there are no warships in their Roster

regarding Russia and USSR entries in the Sides table....
someone, either UBI or PB's Team, is playing at subtleties here.
Russia is Neutral until Barbarossa then she is an Ally. Then after V-E Day, she reverts back to Neutral.
USSR is an enemy on 9/1/39 and then becomes an Ally until the end of the war.

Hi Kaleun :salute:

Those answers are quite logical :up:. Thanks.

Regarding the Red Cross hospital ships which need to be considered warships, why not giving the RC roster a warship (a trawler for instance) which is never called by the campaign layers, and leave the hospital ships as proper merchants?.

Probably there's a proper answer for that as well :03:

hey...excellent question. i am a former computer scientist and i like your suggestion.
BUT......i'm a user not an UBI developer.:D
why have the restriction/constraint in the first place? Norway, Sweden, Denmark, Liberia, Panama did not contribute armed forces to the SH4 scenario but they have merchies so there is plenty of precedent for not having the restriction/constraint.
Those two ships are almost definitely Red Cross. Now, a troop transport, or resupply vessel will show as "Warship", and there is only one of those on the Red Cross roster. The other three will show as Merchant. We were going to leave the "Warship" out of the mod, but... being the shneaky devilish buffoons that we are, we thought it would be fun for the player to see a "Warship" report, especially when you use the TMO dots for the ships' SHP file (the little green box on the NavMap). If they go chase the ship - which happened to some US skippers - they ~should~ identify it first... a couple of US skippers did not... Same thing with the Russia versus USSR roster. They are listed as KaleunMarco describes. Look-up Khalkhin Gol August 1941, and you'll find why Japan and Russia signed the Neutrality Pact of 1941... Russia didn't want to have to focus on two fronts, and neither did the Japanese, who got a VERY bloody nose during the Battle of Khalkhin Gol. Therefore, you might see a "Neutral" Russian merchant, and a few escort vessels at times, as well as airplanes. That little Russia/USSR trick is about the only way around the game's restrictions in that regard. But Japan did allow Russian ships to sail to Vladivostok via Japanese waters, as per agreement. So again, it behooves the skipper to identify their targets, especially if they use the TMO dots mod... and don't forget, the "neutral" ships might also sail in a Japanese convoy... They do count against your tally if you sink them... :salute:

JapLance
09-10-24, 09:42 AM
Thanks PB. Just pointing out that Khalkin Gol took place in 1939.

JapLance
09-13-24, 01:07 PM
:salute:

A suggestion for a future patch. A change to NCL Yubari, substituting the current wrong 127mm turrets for the correct 140mm turrets, which you already have in FOTRSU in the cruiser Katori and the seaplane tender Nisshin.

This is the Yubari as is now (top), and the corrected version (bottom):
https://i.imgur.com/zIYk4EM.jpeg

:salute:

propbeanie
09-13-24, 03:08 PM
Thanks PB. Just pointing out that Khalkin Gol took place in 1939.
Copy that, but it was the impetus for Russia to sign that agreement after the Operation Barbarossa started on what the Russians called The Western Front. They needed to move men and material to the other end of their country. :D


A suggestion for a future patch. A change to NCL Yubari, substituting the current wrong 127mm turrets for the correct 140mm turrets, which you already have in FOTRSU in the cruiser Katori and the seaplane tender Nisshin.

This is the Yubari as is now (top), and the corrected version (bottom):
https://i.imgur.com/zIYk4EM.jpeg
The deed is done... plus a few other changes to armament... lol - thank you! If you see any others, give us a holler please, and we'll see what we can do!
:subsim: :salute:

JapLance
09-14-24, 09:33 AM
If you see any others, give us a holler please, and we'll see what we can do!

This one comes from the vanilla game: CV Hiryu AA suite should include 3 double 127mm/5in guns per side. Instead she gets single 25mm mounts :har:.

https://i.imgur.com/yrAkL9K.jpeg

The involved nodes are A01, A02, A03, A04, A12 and A13.

I'll have a look in the Japanese Museum and check what I can spot.

KaleunMarco
09-14-24, 01:31 PM
This one comes from the vanilla game: CV Hiryu AA suite should include 3 double 127mm/5in guns per side. Instead she gets single 25mm mounts :har:.


The involved nodes are A01, A02, A03, A04, A12 and A13.

I'll have a look in the Japanese Museum and check what I can spot.

hey pal, don't start trouble. it is bad enough to be shot-at by the 25's. :timeout:
we do not need the enemy's weapons to be any larger!

:haha:

KaleunMarco
09-14-24, 03:17 PM
Well, I don't know what you're getting, but in my v1.8, I am getting:

There are no starts for the Cachalot after Fall 1942, though the boat goes into 1943, but then "dead-ends", and the player is transferred to a new boat... Of note is the aft mounted gun, and the J hydrophone head entirely too early... I think we have those issues resolved in the next version, but it has been a few weeks since I was in the files... been doing other things,

i got the Cachalot career going and the first mission was to the Marshalls.
ran us around Eniwetok then Guam then Wake, taking photos and then patrolling.
i liked it!
not many ships to sink thought but i liked the overall direction of mixing patrols with photos missions.


4.0

:Kaleun_Salute:

propbeanie
09-15-24, 09:50 PM
This one comes from the vanilla game: CV Hiryu AA suite should include 3 double 127mm/5in guns per side. Instead she gets single 25mm mounts :har:.
https://i.imgur.com/yrAkL9K.jpeg
The involved nodes are A01, A02, A03, A04, A12 and A13.

I'll have a look in the Japanese Museum and check what I can spot.
Ditto for the CV Soryu, and all upgrades have been completed for both... :salute:

Thank you again for the sharp eye! :arrgh!:

propbeanie
09-15-24, 09:54 PM
i got the Cachalot career going and the first mission was to the Marshalls.
ran us around Eniwetok then Guam then Wake, taking photos and then patrolling.
i liked it!
not many ships to sink thought but i liked the overall direction of mixing patrols with photos missions.


4.0

:Kaleun_Salute:
Thanks. There really wasn't much traffic in the area at the start of the war. The USN had assumed the Pearl attack had to have originated from there, and sent most of the early war patrols there. They were surprised by early sub reports from the area how little the islands were built up. So at the time, there was little need for much shipping. So to keep the player from having to either hang around for several months, or go elsewhere to find traffic, we came up with the idea of several mixed objectives that were indeed rather "historical", since we happened upon the War Patrol Reports about the time we went to build them, and that's what the subs actually did... :D

JapLance
09-16-24, 03:05 AM
In yesterday's session I spotted this minor glitch.

https://i.imgur.com/3WeBtEl.jpeg

:salute:

propbeanie
09-16-24, 12:09 PM
In yesterday's session I spotted this minor glitch.
https://i.imgur.com/3WeBtEl.jpeg
:salute:
According to history, the Taiei Maru was sunk by the USS Triton on that date. I do not know where the Taigen Maru name came from... :hmmm: Good catch! :salute:

JapLance
09-16-24, 02:57 PM
According to history, the Taiei Maru was sunk by the USS Triton on that date. I do not know where the Taigen Maru name came from... :hmmm: Good catch! :salute:

To be honest, I was referring to the SH4 format date in the middle of the message, not a wrong sinking :haha:.

propbeanie
09-17-24, 08:05 AM
To be honest, I was referring to the SH4 format date in the middle of the message, not a wrong sinking :haha:.
:har: Mine eyes are glazed and glossed over by the "dating" in the game, so I never noticed that... :har: - the game uses various formats for dates throughout, which makes it difficult for a modder to "see" issues like that... I do have some examples of reports that I can use as examples, but seems to me it should be day first, such that it would be "6h", then the month, "May,", then the year "1942". Surely the USN had a "standard" for that. ?? :salute:

theozman84
09-17-24, 12:07 PM
There are a few, but they are peppered about the boat, and not on the interface. I'll change computers, and look to see which "room" contains what... bbl :yeah:

Edit: I have vickers03's Fleetboat Interiors - Officer's Quarters mod load, so it changes what is in the base FotRSU v1.8 mod. However, I cannot remember anything other than the Convoy Chart being in the Captain's Room. There were a couple of other conversion charts, but I cannot remember where they were. Which ones are you specifically looking to have in the mod theozman84?
:salute:

Thanks for the reply. I'm mostly looking for Knots/Yards converter. I know I can do a 3 min calculation but sometimes I like to measure distance over time that's a bit different to the 3 min method. Just to change things up.

KaleunMarco
09-17-24, 08:10 PM
Surely the USN had a "standard" for that. ?? :salute:

DDMMMYY

17Sep24

:Kaleun_Salute:

JapLance
09-18-24, 09:58 AM
Another suggested change, that this time will please KaleunMarco :D

The Katori class cruiser has all of its armament from start to finish, but in reality the AA+ASW suite and radars were not installed on board until mid 1944, and at the expense of the torpedo tubes. So it would be torpedoes until April 1944, then the extra AA guns, depth charges and radars.

I've checked that against Combined Fleet (http://www.combinedfleet.com/kashii_t.htm) site and Navypedia (https://www.navypedia.org/ships/japan/jap_cr_katori.htm).

KASHII
30 March 1944:
Drydocked.

KASHII's torpedo tubes are removed and replaced by two Type 89 127-mm. HA guns twin mounts. Four triple mount Type 96 25-mm AA guns are also installed bringing their total to 20 barrels (4x3, 4x2). A Type 21 air-search radar is fitted. KASHII's aft compartments are modified into concrete-protected magazines for up to 300 depth charges. Four DC throwers and two DC rails are installed on the quarterdeck. Hydrophones and sonar are also installed.

6 April 1944:
Undocked.

29 April 1944:
The modification is completed.

Kashima had same refit a bit later (December 1944).

There's a Katori_ASW ship in the Japanese roster, but I couldn't find it used in the campaign layers, and also it uses a Kuma 3D model, so it's possibly a placeholder.

torpedobait
09-18-24, 12:41 PM
DDMMMYY

17Sep24

:Kaleun_Salute:

It's not a naval format necessarily, but most programmers would prefer to use a yyyymmdd format for ease in comparing dates, calculating date differences, and sorting. its a hard habit to break! :D

KaleunMarco
09-18-24, 01:30 PM
It's not a naval format necessarily, but most programmers would prefer to use a yyyymmdd format for ease in comparing dates, calculating date differences, and sorting. its a hard habit to break! :D

i agree but the USN format is definitely ddmmmyy. i've kept enough logs to never forget it. and once i started designing systems the conversion from USN to IBM, Xerox, Honeywell, whatever, was easier than one might think.

KaleunMarco
09-18-24, 01:33 PM
Another suggested change, that this time will please KaleunMarco :D

The Katori class cruiser has all of its armament from start to finish, but in reality the AA+ASW suite and radars were not installed on board until mid 1944, and at the expense of the torpedo tubes. So it would be torpedoes until April 1944, then the extra AA guns, depth charges and radars.



don't forget: FOTRSU has the IJN firing torpedoes at us.:doh:

JapLance
09-18-24, 02:01 PM
don't forget: FOTRSU has the IJN firing torpedoes at us.:doh:

I know. But right now the Katori launches the torpedoes AND has the depth charges, all for the whole war. It should be either one or the other, not both at the same time.

Also, I see that the NCL_Katori.dat file has 5 of these AI torpedoes per side, when the real ship only had a double launcher. But since this is not my speciality, I don't know if its made this way to compensate for torps not working very well or something like that.

KaleunMarco
09-19-24, 11:35 AM
it was Jimi's mods. not sure where the conflict is but when i remove them, the problem goes away.

now that we have embarked on the next mission, i see that jimi's mods made changes to crew faces and HUD dials but i still do not understand why it affected the free camera. weird.


Jimimadrid might not have provision for the Cachalot, and maybe the Narwhal / Nautilus / Argonaut boats, in his mod...

well, after further review, i do not think it was jimi's mods.
i think it was related to sound/speakers.
i have an external USB speaker that i switch between my personal laptop and my work laptop as the need requires for better sound.
i have noticed that every time i have the external speaker connected to my work laptop, i get CTD's playing FOTRSU...especially when i switch from the Nav Map to something that puts out sound, like the Free Camera, or the Bridge camera.
i have had several CTD's since my original post and i could not make heads or tails out of the situation.
then, while on a business conference call, i started having issues with my USB camera, on my work laptop. it would flake out and then i would restore it. happened several times. it dawned on me that FOTRSU was doing kinda-sorta the same thing on my personal laptop with the sound.
so, i reconnected the external speakers to my personal laptop and am running user-acceptance tests right now.

my apologies for impugning jimi's excellent mods.:D

:Kaleun_Salute:

JBHemlock
09-19-24, 01:55 PM
Thanks for the reply. I'm mostly looking for Knots/Yards converter. I know I can do a 3 min calculation but sometimes I like to measure distance over time that's a bit different to the 3 min method. Just to change things up.


You can use the scales on the upper right side of the map to do this. Mark your target on the map, wait any random amount of time, and mark it again. Measure the distance. Lay a ruler across the scales to match up with the distance and the time, and you'll see the speed. Like this:
https://i.imgur.com/4M4eb3T.png

propbeanie
09-21-24, 09:19 AM
You can use the scales on the upper right side of the map to do this. Mark your target on the map, wait any random amount of time, and mark it again. Measure the distance. Lay a ruler across the scales to match up with the distance and the time, and you'll see the speed. Like this:
https://i.imgur.com/4M4eb3T.png
Yes, definitely works, so long as you stay within the range of the scale... lol - it can get quite complicated when you run out of screen real estate to work with the scale though... :doh:

I have found an info source for a table (mathematical spreadsheet equation), though it is rather antiquated... I'll try to convert the info to usable data to use for a table, or maybe I'll find a better source... I'm not certain of the possibility of having an imperial and a metric table as of yet... :salute:

JBHemlock
09-21-24, 04:23 PM
I'm definitely interested in seeing that! I tend to stick with the 3 minute method if I'm trying to work out an intercept to a target outside of visual range, but it would be cool to be able to calculate an intercept from any two sightings.


I suppose the speed estimation is the big source of error. We have the benefit in SH4 of absolute positioning, so we can calculate accurate speeds. I was reading Dick O'Kane's book and he was talking about all the troubles they had estimating speeds. Counting screw turns, etc...

Michael Wood
09-23-24, 09:10 PM
I'm definitely interested in seeing that! I tend to stick with the 3 minute method if I'm trying to work out an intercept to a target outside of visual range, but it would be cool to be able to calculate an intercept from any two sightings.


I suppose the speed estimation is the big source of error. We have the benefit in SH4 of absolute positioning, so we can calculate accurate speeds. I was reading Dick O'Kane's book and he was talking about all the troubles they had estimating speeds. Counting screw turns, etc...

I play with map updates off. So, I just take two sightings with general quarters on and go from there. I do repeat the procedure several times as range closes. In inclimate weather I do two active sonar pings and go from there, if no escort present. And, do the same with hydrophones, if escorts are present.

Michael Wood
09-24-24, 09:46 AM
I play with map updates off. So, I just take two sightings with general quarters on and go from there. I do repeat the procedure several times and range closes. In inclimate weather I do two active sonar pings and go from there, if no escort present. And, do the same with hydrophones, if escorts are present.


Oh. And, I do sometimes miss.

JapLance
09-28-24, 01:47 PM
My weekly report of somewhat incorrect things I found. Actually, only one :D

Today I met a very large Japanese Task Force which included an Isuzu light cruiser. The Isuzu depicted in FOTRSU is the AA version, which was a rebuild of the Nagara class cruiser and didn't happen until about 1944. The date in this career is July 1942, so I checked the correspondent campaign file and found many instances of the Isuzu used in the 42a_Jap_TaskForce.mis file (there is also one in 41a_Jap_TaskForce.mis, but ironically, none in the 1943 or 1944 files).

My suggestion would be changing those to CLKuma, which would be the closest ship class.

On another matter, in my career I set sail from Brisbane in my old S-Class and got sent to the North coast of New Guinea. When I received my orders I got warned that the Northern part of my patrol zone belongs to another command, so "be careful, you might find friendly subs... blah blah blah" :haha:

The thing is that later on I received orders to sail even further North, to the Carolines. Isn't that a bit far for a Brisbane-based S-class boat? Wouldn't that be even more inside the other command area? I expected patrols on the Coral Sea, the Solomons, Bismarck Sea and North of New Guinea, Rabaul...

https://i.imgur.com/hwOF0HG.jpeg

Still, I got time to intercept that Japanese TF contact, but got so nervous that I failed my launch on a Furutaka...:/\\!! I'm too rusty with manual calculations, and fast task forces in bad weather don't give much time to make numbers :ping:. But earlier I got a 7000 ton merchant, so not too bad.

propbeanie
09-28-24, 02:06 PM
My weekly report of somewhat incorrect things I found. Actually, only one :D

Today I met a very large Japanese Task Force which included an Isuzu light cruiser. The Isuzu depicted in FOTRSU is the AA version, which was a rebuild of the Nagara class cruiser and didn't happen until about 1944. The date in this career is July 1942, so I checked the correspondent campaign file and found many instances of the Isuzu used in the 42a_Jap_TaskForce.mis file (there is also one in 41a_Jap_TaskForce.mis, but ironically, none in the 1943 or 1944 files).

My suggestion would be changing those to CLKuma, which would be the closest ship class.

On another matter, in my career I set sail from Brisbane in my old S-Class and got sent to the North coast of New Guinea. When I received my orders I got warned that the Northern part of my patrol zone belongs to another command, so "be careful, you might find friendly subs... blah blah blah" :haha:

The thing is that later on I received orders to sail even further North, to the Carolines. Isn't that a bit far for a Brisbane-based S-class boat? Wouldn't that be even more inside the other command area? I expected patrols on the Coral Sea, the Solomons, Bismarck Sea and North of New Guinea, Rabaul...
https://i.imgur.com/hwOF0HG.jpeg
Still, I got time to intercept that Japanese TF contact, but got so nervous that I failed my launch on a Furutaka...:/\\!! I'm too rusty with manual calculations, and fast task forces in bad weather don't give much time to make numbers :ping:. But earlier I got a 7000 ton merchant, so not too bad.
Thanks for mentioning that. We changed mod models for the ship, but did not change the campaign files, which is a bit more difficult to manage... :doh: - We'll probably keep its showing a bit early though, for the variety of ships. Another reason is the "MaxSpeed" of the ships, and the Isuzu 'fits' better in some of the groupings. We'll delve into that some later.
:03:

JapLance
09-29-24, 10:32 AM
Thanks for mentioning that. We changed mod models for the ship, but did not change the campaign files, which is a bit more difficult to manage... :doh: - We'll probably keep its showing a bit early though, for the variety of ships. Another reason is the "MaxSpeed" of the ships, and the Isuzu 'fits' better in some of the groupings. We'll delve into that some later.
:03:

:up: maybe you need a Nagara Class cruiser? Shouldn't be too difficult to get starting from a Kuma.

What about being sent to The Carolines in a Brisbane S-Boat? Isn't that a patrol too far? Central Pacific SubCommand may find it unpolite :D

propbeanie
09-29-24, 05:35 PM
:up: maybe you need a Nagara Class cruiser? Shouldn't be too difficult to get starting from a Kuma.

What about being sent to The Carolines in a Brisbane S-Boat? Isn't that a patrol too far? Central Pacific SubCommand may find it unpolite :D
There is a Nagara in there, but it is a small clone, using the Isuzu... perhaps we'll swap a few ships around... As for the assignment, when you call in a Status Report, there is a distance away setting, so if you are within the given distance (generally 1200km), then you are in the die roll-off for the assignment, whether your would impinge upon Christie or Lockwood territory... Transfers are a similar issue, that I wish was still like v1.3 (.4??) where you started from the base you are at, given an assignment for the new base, and then transfer to the new base you requested. The v1.5 way is you start at the new base as soon as you request it, but your assignment is to the old base assignments... which if you think about the way the game dodges the old mission repeat sequence, they got rid of that by assigning the players next mission upon the return to base... but crossing SoWesPac and CenPac and NoPac assignments does happen rather freely in the game...

propbeanie
09-29-24, 05:43 PM
so, we are based at Midway. Gato-class. April/May 1944. before we shove off on our next mission, i noticed that Majuro is available as a base and, since it is much closer to the action and under the Pearl Mission Command, we transfer there, and then shove off.

very successful mission. successful spy drop off. several sinkings. we go to plot a course for home except we don't have one. i have not seen this issue in the recent past, having worked out those kinks along the way.

@propbeanie: i do not want to interrupt the mission. can you take a look at the status of Majuro with respect to a Gato-class boat and let me know if there is a date anomaly?

we are going to cruise south and east in the hopes that a fouled-anchor will appear as we are cruising.
Been re-visiting this rude relative again (Midway / Majuro), and there is nothing obviously incorrect in the settings anywhere that I've been able to see as of yet... I was wondering if maybe this is related to the old Equator versus the IDL issue of old in v1.1 of the game... that's my 'explanation' for now... though a very weak one... still digging. But sure enough, no matter the sitch, transfer to Majuro from Midway, leave from Majuro and "poof", no more fouled, leaning anchor anywhere in the world for the player... Save and exit, and Majuro shows to be the home port... ??? Still looking. :salute:

KaleunMarco
09-29-24, 06:53 PM
Save and exit, and Majuro shows to be the home port... ??? Still looking. :salute:

i did not see that development.
i know that i saved/exited/reloaded but Majuro never popped as a home base.

propbeanie
09-30-24, 01:21 AM
i did not see that development.
i know that i saved/exited/reloaded but Majuro never popped as a home base.
So, in the end, a rather rewarding day, even though most of it was pure frustration. I kept finding things wrong, such as "IDFlotillaLinkTransferTo=" lines that did not match the Command name, and some dates that might have been a pinch early, even a couple of xxx-base-info lines that did not match, but no matter what I did, I got the same result. Thinking (scary), I decided to try other boats and dates, and found the same result... no home port. Transfers to other bases were fine, but not Majuro... Tried following starts for Fall of 1944, and even a 1945 start... so it's not a "date" issue, not a config issue, etc... Then it dawned on me - base name!!! Open the US_NavalBases.mis file, and find
[Unit 11]
Name=Majuro
Class=NavalBase
Type=407
Then open Flotillas.upc file, and compare Flotilla 10's ExternalBaseName= to that...
[Flotilla 10.Base 1]
ID= MajuroAtoll
NameDisplayable= Majuro Atoll Forward Base
ExternalBaseName= NAB Majuro
... get rid of that " NAB " (Space NAB Space) crap, and you should be good to go. We had this issue years ago, and it sure would have been nice to have remembered that sooner... sigh :arrgh!:
PS: NO, absolutely NONE, NADA, Zilch leading space characters in a NavalBase name, either in the US_NavalBases file, nor in the Flotillas ExternalBaseName... you can use the _ underscore character, but NOT a space...

"Fix" is in the next release... phwew!!! :salute:

KaleunMarco
09-30-24, 09:40 AM
PS: NO, absolutely NONE, NADA, Zilch leading space characters in a NavalBase name, either in the US_NavalBases file, nor in the Flotillas ExternalBaseName... you can use the _ underscore character, but NOT a space...

"Fix" is in the next release... phwew!!! :salute:

well done.

i missed that little piece of trivia: matching the NavalBase name with the Flotilla base name. WTF!?!?!?!?!

well then, another fix for the 999_Mod. :haha:

thanks, Big Guy!

:Kaleun_Salute:

propbeanie
10-07-24, 02:11 PM
@KaleunMarco: Ain't that fun??? On a related note, a previously reported Insert Palau 03 mission issue - all is well, but check this out:

https://i.imgur.com/H3UHdga.jpg


Notice the "Survivor in the lower left? I did not wait no shtinking four hours, and just went around to pick them up, and that is how far the "asset" drifted in about 45 minutes of game time... sigh. The two rafts were up where you see the boat near the top of the image. Sea state was a pinch rough:

https://i.imgur.com/l1p0nuk.jpg


And we had to come in rather close to shore to get them fellers... :doh:


... but it completes and we're out of there, headed to test 02, which is really buggered... who made that one? Surely not me. :oops:

btw - first test of 02 mission, and a US plane (Black Cat??) flew in and attacked my PhotoTargets with rockets... managed to sink one... :o - that ain't cool... :06:
:arrgh!:


Edit 1645 Local: wrong mission numbers given above... changed to correct them...

JapLance
10-13-24, 07:57 AM
I've just had a wonderful patrol (the 4th in this career, and definitely the most successful I think I've ever had in an S boat) but I've come into something is bothering me a bit.

The question is that I got 5 sinkings in this patrol:

https://i.imgur.com/rjD5yVL.jpeg

but when I reach home, only the ones achieved during the current session are credited. I sunk 1 ship in the first saved part of the patrol and 2 more in the second, but only the ones sunk in the third one are shown:

https://i.imgur.com/rg9iIAq.jpeg

The first time it happened I found the way to edit the saved game to add the missing ships, extra renown and tonnage (I was lucky enough to have a capture where all the details were shown), but I'm not sure if I really want to do that every time I get home, since as patrols amount it will be harder to keep track of everything. It's also probably costing me some promotions and medals for my crew, because I don't know how to edit the save files to get some more.

Now this is the second time it happens in this career, and since I never used to save games at sea before, I'm not sure if it's a SH4 general issue or related to the use of mods. Can it be remedied somehow?

The problem is that I'm recording this for YouTube, and one patrol lasts too long in real time to play it in a single session. I need to split the patrols in a few game sessions.

fitzcarraldo
10-13-24, 08:09 AM
I do not have this problem, and I play a patrol in many sessions, I'm an slow player using low TC.

Do you overwrite savegames? Ever I save the sessions with a new name. Also, I do not use TC 》4 arriving to the base at the end of the patrol.

When you are returning in the last session do you see in the map all the sunk ships? (icons)

Best regards

Fitzcarraldo :salute:

JapLance
10-13-24, 09:58 AM
I do not have this problem, and I play a patrol in many sessions, I'm an slow player using low TC.

Do you overwrite savegames? Ever I save the sessions with a new name. Also, I do not use TC 》4 arriving to the base at the end of the patrol.

No, I don't overwrite games, I know it can create problems. But I do use time compression, usually 512/1024 max. Occasionally I can move to 2048, for example when I was returning home in the Coral Sea out of Japanese air bases range. Otherwise instead of 3 hour sessions they would last days! :haha:


When you are returning in the last session do you see in the map all the sunk ships? (icons)

Best regards

Fitzcarraldo :salute:

Yes the map had all the sinkings, and as you can see in the screenshot, they were properly credited both in the map and in the notebook. It all went wrong only when I pressed "End patrol" and you get the summary.

:salute:

propbeanie
10-13-24, 11:13 AM
I've just had a wonderful patrol (the 4th in this career, and definitely the most successful I think I've ever had in an S boat) but I've come into something is bothering me a bit.

The question is that I got 5 sinkings in this patrol:
https://i.imgur.com/rjD5yVL.jpeg
but when I reach home, only the ones achieved during the current session are credited. I sunk 1 ship in the first saved part of the patrol and 2 more in the second, but only the ones sunk in the third one are shown:
https://i.imgur.com/rg9iIAq.jpeg
The first time it happened I found the way to edit the saved game to add the missing ships, extra renown and tonnage (I was lucky enough to have a capture where all the details were shown), but I'm not sure if I really want to do that every time I get home, since as patrols amount it will be harder to keep track of everything. It's also probably costing me some promotions and medals for my crew, because I don't know how to edit the save files to get some more.

Now this is the second time it happens in this career, and since I never used to save games at sea before, I'm not sure if it's a SH4 general issue or related to the use of mods. Can it be remedied somehow?

The problem is that I'm recording this for YouTube, and one patrol lasts too long in real time to play it in a single session. I need to split the patrols in a few game sessions.
We have seen the phenomenon also. There seems to be several factors at work here. Number one of course is that SH4 will be SH4, in that there never was a modders bible or any SDK for modders, so most of what is done in a mod is guess work (as you're well aware). Secondly, you will notice that the original game's Patrol Objective mis file (what you are assigned when going on patrol) have a "Prefix=" line at the bottom of that mis file that includes that file's name, such as "Prefix=Patrol Honshu 01" or "Prefix=Guard IwoJima Islands 01".

From when you have edited the Save folder data, you might notice the way the game keeps that data includes that 'phrase', such that when you sink a ship, you will see "Patrol Honshu 01 Fast Hansa Merchant". I do not recall the exact paradigm of it at the moment, but that is the gist of what the game does. When you then do a Status Update and get more Objective assignments, those "Prefix=" names are recorded. That is what you are seeing in your final report - the last Objective mis assignment. However, you should still 'see' the ships sunk in the original Objective assignment listed in the Save data, but further up in the file. You should also see the renown awarded. If you did not do a Status Update and did not get another Objective, there is also another potential issue... (but let us know if you didn't do Status Update)

My other suspicion is that the game can only hold a 'name' of a certain number of characters. While it is nice to have descriptive names for us mere humans to understand, the game has only so much address space in the 32-bit Windows virtual machine to use. If that space is exceeded, the game truncates the data. We want the ships' names to show, and not to use the namespace for it with an elongated path name. We are currently working on a number of different 'schemes' to try to alleviate that... but as the word 'scheme' intimates, it is a work-a-round...
:arrgh!:
Still making edits, still testing the next release... :salute:

JapLance
10-13-24, 01:02 PM
...

Thanks pb, :salute:

Yeah, I did one status update when initial mission (patrolling Bismarck Sea) was finished, and I got sent to the Carolines with complete autonomy.

Now that you say about those "prefixes"... here are the entries for the 2 ships I sunk in today's session.

[CareerTrack 1.CareerStatusSave 24]
ID=ID
Reason=CSS_UnitDestroyed
NameDisplayable=SnCIs02_JP Armed Merchant#4
CurrentDate=1942-08-06 08:02:00
LocationName=
Location=0,0
TargetLocation=-3.81207,7.14486e+031
UnitDestroyed=JPAuxCruiser,SnCIs02_JP Armed Merchant#4
EUnitType=13

[CareerTrack 1.CareerStatusSave 25]
ID=ID
Reason=CSS_UnitDestroyed
NameDisplayable=SnCIs02_JP Small Old Oiler#2
CurrentDate=1942-08-06 08:39:00
LocationName=
Location=0,0
TargetLocation=-6.50402,7.14486e+031
UnitDestroyed=OSHaruna,SnCIs02_JP Small Old Oiler#2
EUnitType=101

I didn't understand what they were, and some read like gibberish to me. Thanks to your explanation now I know what they mean and where to find the info :up:.

Still some fields I don't know what they mean or how to add (format of TargetLocation, for example), but they don't seem to matter much.

Thanks! :salute:

propbeanie
10-13-24, 01:22 PM
...
NameDisplayable=SnCIs02_JP Armed Merchant#4
...
NameDisplayable=SnCIs02_JP Small Old Oiler#2
...
That "SnCIs02" is the initial v1.8 of the mod's partial "small fix" for that. That was not fully implemented in v1.8. But we took the old line of "Sink Caroline Islands 02" and made it that "SnCIs02" on the "Prefix" line in the actual mis file. Each of those has to be a unique designation. So we went from a name of "Sink Caroline Islands 02_JP Armed Merchant" to what you have. Another small, potentially LARGE aspect of that naming convention they use there is the "#4" and "#2" in the ship names... The current paradigm in the game is that each group can have several "JP Armed Merchant" ships, and there are multiple files 'running' at a given time in the game. Each specific ship would be numbered, as that #4 is. However, there might be several groups, or even single ships with that "#4" designation. What happens if you happens to sink 2 ships with that particular identical #4 name? This involves a very complex "find and replace" operation, if we want to delve further, well beyond just a Search and Replace in Notepad++, and one that requires some logical programming. I am not certain how often a player would encounter that anyway... but it is there. :salute:

JapLance
10-13-24, 01:39 PM
What happens if you happens to sink 2 ships with that particular identical #4 name? This involves a very complex "find and replace" operation, if we want to delve further, well beyond just a Search and Replace in Notepad++, and one that requires some logical programming. I am not certain how often a player would encounter that anyway... but it is there. :salute:

Oh oh, this is the point where my head starts aching :haha:.

I just edited the saved game and it seems to load fine (I won't play again till next weekend). The three ships I added appear as they should, I added their renown, updated the sunk tonnage and number of ships sunk, and gave my crew a few promotions as well. I'd like to give some medals to the deck gun crew, but for the moment I'm not sure how to do it.

:salute:

KaleunMarco
10-13-24, 04:38 PM
I'd like to give some medals to the deck gun crew, but for the moment I'm not sure how to do it.

:salute:

in the same folder as ActiveUserPlayerUnits.upc where you made your aforementioned change, there is a file CareerTrack.upc. open that with the same text editor and look for the line: CrewMembersCurrentMedalsRepository=

add the text for your medals after the equal, separated by commas. Like so:
CrewMembersCurrentMedalsRepository=NULL,Dist Service Medal,Bronze Star

of course you will have to use the German counterpart medals. you can get those from Medals.upc in the \Data\UPCDataGE\UPCUnitsData folder.

good luck!

JapLance
10-15-24, 04:28 AM
in the same folder as ActiveUserPlayerUnits.upc where you made your aforementioned change, there is a file CareerTrack.upc. open that with the same text editor and look for the line: CrewMembersCurrentMedalsRepository=

add the text for your medals after the equal, separated by commas. Like so:
CrewMembersCurrentMedalsRepository=NULL,Dist Service Medal,Bronze Star

of course you will have to use the German counterpart medals. you can get those from Medals.upc in the \Data\UPCDataGE\UPCUnitsData folder.

good luck!

Thanks, Herr Kaleun. I will try it, but with the US medals :D. My US crew may get angry if I award them some Iron crosses :haha:

KaleunMarco
10-15-24, 09:39 AM
Thanks, Herr Kaleun. I will try it, but with the US medals :D. My US crew may get angry if I award them some Iron crosses :haha:

yeah. apparently, i confused this post with the Bismarck/ATO posts where someone wanted to drive the BB and was stuck in the Indian Ocean,

...now...where is my medicine......

JapLance
10-21-24, 05:28 AM
Yesterday I met this Japanese naval group in the Solomons

https://i.imgur.com/pHJxhWl.jpeg

I assume it is some kind of Tokyo Express, but it was sailing way too slow (12 knots) despite being made basically of Destroyers, and the formation was a complete mess, which I suspect is due to the too frequent course changes.

I'd suggest exchanging the Katori cruiser (which is a slow cruiser and shouldn't be used in first line of combat) for a Nisshin or Chitose, and then increasing (I'd say at least double) the speed of the group. The point of those groups was getting fast to Guadalcanal at night and leave while still in the dark hours, but currently this group reaches the island too late (around 3AM) and is still in striking distance of the US planes after dawn, specially if it takes the extended route.

I'd also remove many of the waypoints on the way in and out of Guadalcanal. The protection against submarines by these kind of groups is high speed (+20 knots) rather than zig-zagging.

propbeanie
10-21-24, 07:42 AM
Yesterday I met this Japanese naval group in the Solomons
https://i.imgur.com/pHJxhWl.jpeg
I assume it is some kind of Tokyo Express, but it was sailing way too slow (12 knots) despite being made basically of Destroyers, and the formation was a complete mess, which I suspect is due to the too frequent course changes.

I'd suggest exchanging the Katori cruiser (which is a slow cruiser and shouldn't be used in first line of combat) for a Nisshin or Chitose, and then increasing (I'd say at least double) the speed of the group. The point of those groups was getting fast to Guadalcanal at night and leave while still in the dark hours, but currently this group reaches the island too late (around 3AM) and is still in striking distance of the US planes after dawn, specially if it takes the extended route.

I'd also remove many of the waypoints on the way in and out of Guadalcanal. The protection against submarines by these kind of groups is high speed (+20 knots) rather than zig-zagging.
The zigs ain't what does the mess of the "convoying", it's the use of the :/\\!! Katori... The group can go fast enough ~except~ for the Katori, which is restricted to 12knots. Therefore, anywhere the group's speed settings exceeds that speed, it messes with the neat rows and columns the TFC worked so hard to achieve, as the 'grouping' is not allowed to separate and have stragglers per SH4 game rules... :roll: - When they spawn into your 'stage' distance in the game, that's when things begin to fall apart with the grouping.

Thanks for commenting on that, and ESPECIALLY the research into the issue. Much appreciated, and makes it much easier to track down the problem child. Corrections are completed and added to the mod for the next release... :salute:

JapLance
10-21-24, 09:25 AM
The zigs ain't what does the mess of the "convoying", it's the use of the :/\\!! Katori... The group can go fast enough ~except~ for the Katori, which is restricted to 12knots. Therefore, anywhere the group's speed settings exceeds that speed, it messes with the neat rows and columns the TFC worked so hard to achieve, as the 'grouping' is not allowed to separate and have stragglers per SH4 game rules... :roll: - When they spawn into your 'stage' distance in the game, that's when things begin to fall apart with the grouping.

Thanks for commenting on that, and ESPECIALLY the research into the issue. Much appreciated, and makes it much easier to track down the problem child. Corrections are completed and added to the mod for the next release... :salute:

Glad to help :salute:.

I'll take advantage of this issue to make another question I have about something in that group. The leader ship of the task force (the Kuma cruiser) has only a 40% chance of spawning. What happens if she doesn't? Does the next ship in the queue take the leading role (in this case a 2xGENERIC DDs) or does something different happen?

:salute:

propbeanie
10-22-24, 08:17 AM
... I'll take advantage of this issue to make another question I have about something in that group. The leader ship of the task force (the Kuma cruiser) has only a 40% chance of spawning. What happens if she doesn't? Does the next ship in the queue take the leading role (in this case a 2xGENERIC DDs) or does something different happen?
I was going to mention that I also found that when editing, but forgot... but no, not a big deal really. The Kuma will ALWAYS be there when the group spawns, because there is no such thing as a leaderless grouping - at least until you sink it... I do not know what the game's "AI logic" is when that happens... but sometimes you will see a group just mill about while the DD try to hunt you down, and other times, they just go along and continue after a bit of constant helm zig-zagging. But if a group is set to spawn at a 10% rate, and the leader unit at 40%, you end up with the group one in 10 tries (on average), while the lead ALWAYS spawns, no matter that 40% showing. Why the ME doesn't change that to 100% when you save, I don't know... but anyway, one of the Kaya is now "leader". btw - in line with that, the Kaya eqp load-out has been changed also. They will still have a rack of depth charges, but no throwers, no torpedoes... those were "landed" to allow for the troops and Daihatsu being carried. But they still carried some weaponry. The light cruiser re-armament program has been completed, and moving on to the Kaya, torpedo boats & patrol boats... :salute:

JapLance
10-22-24, 09:35 AM
I was going to mention that I also found that when editing, but forgot... but no, not a big deal really. The Kuma will ALWAYS be there when the group spawns, because there is no such thing as a leaderless grouping - at least until you sink it... I do not know what the game's "AI logic" is when that happens... but sometimes you will see a group just mill about while the DD try to hunt you down, and other times, they just go along and continue after a bit of constant helm zig-zagging. But if a group is set to spawn at a 10% rate, and the leader unit at 40%, you end up with the group one in 10 tries (on average), while the lead ALWAYS spawns, no matter that 40% showing. Why the ME doesn't change that to 100% when you save, I don't know...

After I wrote my post I thought I could set up a quick mission and give it a try a few times, and what you describe is the same I could find out. At that moment I thought I was being very "unlucky", as the 10% spawn cruiser was always there... Now I know I wasn't :haha:.

KaleunMarco
10-25-24, 02:29 PM
a funny thing happened on the way back to base.

we encountered an IJN capitol ship and, although we took a beating between attacks, we not only survived, we conquered. :03:

https://i.ibb.co/QFTpG9G/SH4-Img-2024-10-25-12-15-32-239.png

KaleunMarco
10-26-24, 01:04 PM
on a recent career-mission, we caught a Shimsu separated from her convoy, just sitting stationary, about 3 or 4 miles away from the remainder of the group.

no idea what the logic for that would be, but ok, if you want to make it easy on us, we'll take it.

so we creep up on her into a firing range. i say creep because she has hydrophones and sonar.:timeout::hmmm:

we set up to fire one at the middle of the keel and one to explode abaft of midships to knock out her engines, shaft, props, etc.

so, we fire one, we fire two. we were close enough that we could watch the fish as they approached her using the scope underwater. the first fish hits amidships, perfectly. the second fish runs right through the props and the rudder, utterly destroying them. parts flying every-which-way. but the torpedo keeps going. no explosion. WTF!?!?!?!

i have never seen that, ever.
:doh::up:

1Patriotofmany
10-27-24, 10:07 PM
on a recent career-mission, we caught a Shimsu separated from her convoy, just sitting stationary, about 3 or 4 miles away from the remainder of the group.

no idea what the logic for that would be, but ok, if you want to make it easy on us, we'll take it.

so we creep up on her into a firing range. i say creep because she has hydrophones and sonar.:timeout::hmmm:

we set up to fire one at the middle of the keel and one to explode abaft of midships to knock out her engines, shaft, props, etc.

so, we fire one, we fire two. we were close enough that we could watch the fish as they approached her using the scope underwater. the first fish hits amidships, perfectly. the second fish runs right through the props and the rudder, utterly destroying them. parts flying every-which-way. but the torpedo keeps going. no explosion. WTF!?!?!?!

i have never seen that, ever.
:doh::up: That would've been cool to see. A dud but still made the ship dead in the water!

JapLance
10-28-24, 06:00 AM
in line with that, the Kaya eqp load-out has been changed also. They will still have a rack of depth charges, but no throwers, no torpedoes... those were "landed" to allow for the troops and Daihatsu being carried. But they still carried some weaponry. The light cruiser re-armament program has been completed, and moving on to the Kaya, torpedo boats & patrol boats...

:salute:

I've been doing some reading about the Kayas (or Momi-class old destroyers). They were classified as Escort ships before the war started, and had a boiler removed, so max speed was down to 18 knots. Even though most surviving ships were again converted to transports in 1942, that low speed made them unsuitable for the Tokyo Express missions in the Solomons. At least in that particular group, I would suggest exchanging them for proper destroyers (Mutsukis probably, I have to dig some more).

Apart from that, Kaya itself didn't survive long enough to see WW2, as she was removed from the Japanese Navy in 1939 or 1940. I have changed its name in the Roster for "Fast DD Transport Momi Class".

:salute:

KaleunMarco
10-28-24, 03:25 PM
That would've been cool to see. A dud but still made the ship dead in the water!

actually, she sank...and yes, it was cool to see. truly. after thousands of missions, one rarely sees uniqueness. that is why i leave the external viewer and event camera on. you never know when something unique is going to happen. of course, i wish i would had the presence of mind to bang ctrl+F11 and captured the moment but i must admit i was in awe of the experience itself.

propbeanie
10-31-24, 07:49 AM
I've been doing some reading about the Kayas (or Momi-class old destroyers). They were classified as Escort ships before the war started, and had a boiler removed, so max speed was down to 18 knots. Even though most surviving ships were again converted to transports in 1942, that low speed made them unsuitable for the Tokyo Express missions in the Solomons. At least in that particular group, I would suggest exchanging them for proper destroyers (Mutsukis probably, I have to dig some more).

Apart from that, Kaya itself didn't survive long enough to see WW2, as she was removed from the Japanese Navy in 1939 or 1940. I have changed its name in the Roster for "Fast DD Transport Momi Class".
Thanks for the note JapLance. We have altered the eqp file on the ships, but we'll keep the speed where it is, just due to the fact that the Japanese did use regular DD (usually) for their "Rat Runs" (as they called them), or "Tokyo Express", as the USN called them. The reason being so that the player "sees" the 'important' targets, not that you could very well "see" them in real life, but, we do want to impart that they are carrying reinforcement troops. As you say, in reality, they used regular DD for that purpose at the time. Later, the player will see Type 101 Fast Transports earlier than historical, to also signify "reinforcements" for other locations. They are listed as Type=103 for Transport, and therefore worth more renown. As for the Kaya Class designation, I think that is an anglicisation for the original "root" ship of the "class" for that style transport. Several of the older Momi and other classes were converted to transports, and others to patrol boats, in attempts to extend their utility. Their older names were usually removed, and then given numbers. :salute:

KaleunMarco
11-12-24, 11:27 AM
hey PB,

in which campaign file is the overlay map for the various patrol Area names, like Area 4 near Tokyo, or Area 7 where Bungo Pete hangs out?

km

propbeanie
11-14-24, 12:45 PM
Those are part of the original TMO Campaign_NMS.mis file, and are just the "Title=" text of the map locations showing. Other MapLocations use dds file 'artwork' to display similar names. Those are dated in the next FotRSU release, to coincide with their date of use. :salute:

KaleunMarco
11-14-24, 05:58 PM
Those are part of the original TMO Campaign_NMS.mis file, and are just the "Title=" text of the map locations showing. Other MapLocations use dds file 'artwork' to display similar names. Those are dated in the next FotRSU release, to coincide with their date of use. :salute:

thank you, Good Sir!
i was looking elsewhere.

https://www.youtube.com/watch?v=kyyGIy8FZuY


your current solution is simple, elegant, effective.

i like it.

:Kaleun_Salute:

torpedobait
11-27-24, 11:26 AM
Here's wishing a very Happy and Peaceful Thanksgiving holiday to all you Submariners, Real and Gaming. I hope you get to spend quality time with your loved ones, friends, and shipmates.

:Kaleun_Salute:

KaleunMarco
11-29-24, 09:50 PM
hey PB, found a real subtle error in the mission scheduling. if you are not aware of it, you'll love this. :D
it's not your error but you will have to think of a work-around, as usual.:03:

driving a sargo, initially out of Marivales at the start of hostilities.
transferred to Tlajitlap, then Fremantle, then Brisbane, then Tulagi by Q4 1942.
we had several missions out of Tulagi, all in the Solomons or Bismarck Sea, as expected.

time passes and our next mission is early-early June 1943 to the default mission, Convoy College. now...we know that that mission is way out-of-bounds for a Brisbane-Tulagi boat, so i went and interrogated Flotillas.
sure enough, the only Objectives that can be assigned to us in June 1943 are Solomon Island missions & Bismark Sea missions, however, all of Allmatch=Solomon Island missions in Patrol Objectives expire before June 1943.

do not ask me why the assignment logic skipped over the one Allmatch=Bismark Sea Objectives that are in-scope.
suffice it to say that the code got confused and assigned the default mission, ID94, which is Convoy College.

i am hesitant to go back to Flotillas/Patrol Objectives in pursuit of other examples of this issue with the other Tulagi Boats because i may never make it back out of the rabbit-hole, and then where would i be?

:Kaleun_Salute:

propbeanie
12-03-24, 10:55 AM
hey PB, found a real subtle error in the mission scheduling. if you are not aware of it, you'll love this. :D
it's not your error but you will have to think of a work-around, as usual.:03:

driving a sargo, initially out of Marivales at the start of hostilities.
transferred to Tlajitlap, then Fremantle, then Brisbane, then Tulagi by Q4 1942.
we had several missions out of Tulagi, all in the Solomons or Bismarck Sea, as expected.

time passes and our next mission is early-early June 1943 to the default mission, Convoy College. now...we know that that mission is way out-of-bounds for a Brisbane-Tulagi boat, so i went and interrogated Flotillas.
sure enough, the only Objectives that can be assigned to us in June 1943 are Solomon Island missions & Bismark Sea missions, however, all of Allmatch=Solomon Island missions in Patrol Objectives expire before June 1943.

do not ask me why the assignment logic skipped over the one Allmatch=Bismark Sea Objectives that are in-scope.
suffice it to say that the code got confused and assigned the default mission, ID94, which is Convoy College.

i am hesitant to go back to Flotillas/Patrol Objectives in pursuit of other examples of this issue with the other Tulagi Boats because i may never make it back out of the rabbit-hole, and then where would i be?

:Kaleun_Salute:
It's actually not so subtle. This Flotilla, along with the west coast flotillas, especially Hunters Point were in need of finalization and clean-up. You can tell from the dating of some of the assignments that some of the boats were to be able to come back to Tulagi, but that was never implemented. The problem you have encountered is actully the "dating" on the "ObjectiveCode=Philippines" lines of almost all of the boats, and the failure to include the assignment for the S-18 and S-42 boats. Those "Philippines" assignments are available all the way to 1944-10-15 or so, and should be chosen based upon dating in the PatrolObjectives.cfg file. If you want to edit the Salmon, Sargo and Porpoise to have the assignment good until 1943-11-30 for now, and then assign yourself one of the appropriate missions from that pool (there are like 12+ possible assignments), then Tulagi should finish, and you then end up in the Hunter's Point limbo, which will be "fixed" in the next release. We have found a "new" way of doing Sea Trial missions, which why the idea never occurred previously is just a testament to lack of imagination in some of us "modders"... sigh
:har:

propbeanie
12-03-24, 11:09 AM
And an update:
Various other projects that various other members of the team have been working on are winding down finally, and there should be some more steam built-up for a final flurry of activity on the next FotRSU. As usual, some aspects desired have been dropped due to the shortcomings of the game, as well as shortcomings of the modders abilities. A recent spite of medical setbacks has really impacted us, and all development did completely stop, and will probabbly be stopped for at least another week, while I recover the rest of the way from a "Nasty C" encounter, that saw me hospitalized for almost a week, and that was after almost two weeks of being sick at home. My humble advice: do NOT ignore your wife and/or significant other's advice to GO TO THE DOCTOR if you are ill and it lasts more than a few days. I went into what they call hypoxia, which is a combination of low O2 and high CO2 in your blood stream (blood gas ratio). My finger tips turned purple, and my brain went "TILT TILT TILT". Recovering from that depth of a COVID infection is not easy. Your lungs are coated with crap that will not allow the blood gasses to pass properly, and I was days in that condition. Since my brain has already been damage from "CTD of the SH4 file system", I should have an eventual, full recovery, but DO NOT IGNORE what your body is telling you about being sick. End of PSA, and we now return you to your regular Silent Hunter gaming fun... :salute:

Jimbuna
12-03-24, 01:43 PM
And an update:
Various other projects that various other members of the team have been working on are winding down finally, and there should be some more steam built-up for a final flurry of activity on the next FotRSU. As usual, some aspects desired have been dropped due to the shortcomings of the game, as well as shortcomings of the modders abilities. A recent spite of medical setbacks has really impacted us, and all development did completely stop, and will probabbly be stopped for at least another week, while I recover the rest of the way from a "Nasty C" encounter, that saw me hospitalized for almost a week, and that was after almost two weeks of being sick at home. My humble advice: do NOT ignore your wife and/or significant other's advice to GO TO THE DOCTOR if you are ill and it lasts more than a few days. I went into what they call hypoxia, which is a combination of low O2 and high CO2 in your blood stream (blood gas ratio). My finger tips turned purple, and my brain went "TILT TILT TILT". Recovering from that depth of a COVID infection is not easy. Your lungs are coated with crap that will not allow the blood gasses to pass properly, and I was days in that condition. Since my brain has already been damage from "CTD of the SH4 file system", I should have an eventual, full recovery, but DO NOT IGNORE what your body is telling you about being sick. End of PSA, and we now return you to your regular Silent Hunter gaming fun... :salute:

Only found out about this whilst speaking to Todd on Discord a few days ago.

Pleased your well on the road to recovery :salute:

s7rikeback
12-03-24, 02:21 PM
And an update:
Various other projects that various other members of the team have been working on are winding down finally, and there should be some more steam built-up for a final flurry of activity on the next FotRSU. As usual, some aspects desired have been dropped due to the shortcomings of the game, as well as shortcomings of the modders abilities. A recent spite of medical setbacks has really impacted us, and all development did completely stop, and will probabbly be stopped for at least another week, while I recover the rest of the way from a "Nasty C" encounter, that saw me hospitalized for almost a week, and that was after almost two weeks of being sick at home. My humble advice: do NOT ignore your wife and/or significant other's advice to GO TO THE DOCTOR if you are ill and it lasts more than a few days. I went into what they call hypoxia, which is a combination of low O2 and high CO2 in your blood stream (blood gas ratio). My finger tips turned purple, and my brain went "TILT TILT TILT". Recovering from that depth of a COVID infection is not easy. Your lungs are coated with crap that will not allow the blood gasses to pass properly, and I was days in that condition. Since my brain has already been damage from "CTD of the SH4 file system", I should have an eventual, full recovery, but DO NOT IGNORE what your body is telling you about being sick. End of PSA, and we now return you to your regular Silent Hunter gaming fun... :salute:
Welcome back mate !!

KaleunMarco
12-03-24, 07:46 PM
And an update:
Various other projects that various other members of the team have been working on are winding down finally, and there should be some more steam built-up for a final flurry of activity on the next FotRSU. As usual, some aspects desired have been dropped due to the shortcomings of the game, as well as shortcomings of the modders abilities. A recent spite of medical setbacks has really impacted us, and all development did completely stop, and will probabbly be stopped for at least another week, while I recover the rest of the way from a "Nasty C" encounter, that saw me hospitalized for almost a week, and that was after almost two weeks of being sick at home. My humble advice: do NOT ignore your wife and/or significant other's advice to GO TO THE DOCTOR if you are ill and it lasts more than a few days. I went into what they call hypoxia, which is a combination of low O2 and high CO2 in your blood stream (blood gas ratio). My finger tips turned purple, and my brain went "TILT TILT TILT". Recovering from that depth of a COVID infection is not easy. Your lungs are coated with crap that will not allow the blood gasses to pass properly, and I was days in that condition. Since my brain has already been damage from "CTD of the SH4 file system", I should have an eventual, full recovery, but DO NOT IGNORE what your body is telling you about being sick. End of PSA, and we now return you to your regular Silent Hunter gaming fun... :salute:

i got sick just from reading your post.

glad you feel better.
:Kaleun_Cheers:

KaleunMarco
12-03-24, 07:49 PM
If you want to edit the Salmon, Sargo and Porpoise to have the assignment good until 1943-11-30 for now, and then assign yourself one of the appropriate missions from that pool (there are like 12+ possible assignments), then Tulagi should finish, and you then end up in the Hunter's Point limbo, which will be "fixed" in the next release. :har:


that is what i did.

i also edited the transfer action from Tulagi-to-Hunters Point to Tulagi-to-MidwayCommand because i had hit that dead-end previously.

feel better.

now....get back to modding.

:03:

:yeah:

torpedobait
12-04-24, 12:09 AM
And an update:
Various other projects that various other members of the team have been working on are winding down finally, and there should be some more steam built-up for a final flurry of activity on the next FotRSU. As usual, some aspects desired have been dropped due to the shortcomings of the game, as well as shortcomings of the modders abilities. A recent spite of medical setbacks has really impacted us, and all development did completely stop, and will probabbly be stopped for at least another week, while I recover the rest of the way from a "Nasty C" encounter, that saw me hospitalized for almost a week, and that was after almost two weeks of being sick at home. My humble advice: do NOT ignore your wife and/or significant other's advice to GO TO THE DOCTOR if you are ill and it lasts more than a few days. I went into what they call hypoxia, which is a combination of low O2 and high CO2 in your blood stream (blood gas ratio). My finger tips turned purple, and my brain went "TILT TILT TILT". Recovering from that depth of a COVID infection is not easy. Your lungs are coated with crap that will not allow the blood gasses to pass properly, and I was days in that condition. Since my brain has already been damage from "CTD of the SH4 file system", I should have an eventual, full recovery, but DO NOT IGNORE what your body is telling you about being sick. End of PSA, and we now return you to your regular Silent Hunter gaming fun... :salute:

Here's wishing you a complete and speedy recovery! That stuff is nasty, to say the least. :salute:

JapLance
12-04-24, 12:56 AM
And an update:
[...]

:o

Hope everything's fine now.Take it easy and get well.

:salute:

propbeanie
12-04-24, 11:24 AM
... Pleased your well on the road to recovery
Welcome back mate
... glad you feel better.
Here's wishing you a complete and speedy recovery!...
... Take it easy and get well.
Thank you all, and yes "easy" is one of the words of the week... along with "slow" and "nap"... :arrgh!:

Aktungbby
12-04-24, 11:50 AM
Thank you all, and yes "easy" is one of the words of the week... along with "slow" and "nap"... :arrgh!:...& "prepaid at Neptune $ociety"?!!:O::Kaleun_Party::()1:

JBHemlock
12-04-24, 03:03 PM
And an update:
Various other projects that various other members of the team have been working on are winding down finally, and there should be some more steam built-up for a final flurry of activity on the next FotRSU. As usual, some aspects desired have been dropped due to the shortcomings of the game, as well as shortcomings of the modders abilities. A recent spite of medical setbacks has really impacted us, and all development did completely stop, and will probabbly be stopped for at least another week, while I recover the rest of the way from a "Nasty C" encounter, that saw me hospitalized for almost a week, and that was after almost two weeks of being sick at home. My humble advice: do NOT ignore your wife and/or significant other's advice to GO TO THE DOCTOR if you are ill and it lasts more than a few days. I went into what they call hypoxia, which is a combination of low O2 and high CO2 in your blood stream (blood gas ratio). My finger tips turned purple, and my brain went "TILT TILT TILT". Recovering from that depth of a COVID infection is not easy. Your lungs are coated with crap that will not allow the blood gasses to pass properly, and I was days in that condition. Since my brain has already been damage from "CTD of the SH4 file system", I should have an eventual, full recovery, but DO NOT IGNORE what your body is telling you about being sick. End of PSA, and we now return you to your regular Silent Hunter gaming fun... :salute:


I'm glad you're recovering! Take it easy and don't push things. Covid can be a nasty thing to recover from.

Jeffg
12-04-24, 04:52 PM
Stay healthy and I hope you have good holidays. I have had the Big C 2 times but was not as bad as yours.

Jeffg

propbeanie
12-07-24, 01:59 PM
...& "prepaid at Neptune $ociety"?!!:O::Kaleun_Party::()1:
https://media2.giphy.com/media/v1.Y2lkPTc5MGI3NjExa3c0NzN0eW14NXJqbXFlaGY1NHI0Z3A 1dTdtZ3dsdHVqZG9iYnNrOCZlcD12MV9pbnRlcm5hbF9naWZfY nlfaWQmY3Q9Zw/3KVcFEmdDl9NYaFTtx/giphy.webp
:har:
I'm glad you're recovering! Take it easy and don't push things. Covid can be a nasty thing to recover from.Oh my, yes... Thank you
Stay healthy and I hope you have good holidays. I have had the Big C 2 times but was not as bad as yours.
Thank you. I've had it twice now also, and the first one was a breeze to get over, compared to this round... of course, I did not end up in the hospital for five days from the first round... I am still worn-out from this... :o

Larrywb57
12-07-24, 06:47 PM
And an update...

Oh my! Yes I know also how bad COVID can be. My first time, was just after the last President election. I spent 10 days in the hospital and didn't go back to work until after Christmas. My second time wasn't quite as bad, but I think I still had antibodies that help me.
I'm glad to hear that you're on the mend but take your time my friend. Please take your time to completely heal.
And wishing you a very Merry Christmas and Happy New Year!

Larry

fitzcarraldo
12-08-24, 05:48 AM
Glad you feel better :Kaleun_Cheers:

We can wait. Take it easy :Kaleun_Wink:

Best regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie
12-08-24, 06:23 PM
... I'm glad to hear that you're on the mend but take your time my friend. Please take your time to completely heal.
And wishing you a very Merry Christmas and Happy New Year!
Glad you feel better... We can wait. Take it easy
Thanks fellows, I appreciate that. And now for a bit of a tease. This is NOT in the mod yet, but is much closer than this time last Spring. See if you can guess what this is??

https://i.imgur.com/s8ywBPN.jpg


Perhaps just the 3D view from the side:

https://i.imgur.com/7iU4nzU.jpg

The real location probably had at least four times the buildings and shrubberies... That is the Knights Who Say NI woods to the left....

Just so you know, building this did reduce me to this a time or two:

https://media1.tenor.com/m/3__QEAE3EbwAAAAd/scared-toilet.gif


We hope to have some in-game images soon...

KaleunMarco
12-08-24, 06:28 PM
Thanks fellows, I appreciate that. And now for a bit of a tease. This is NOT in the mod yet, but is much closer than this time last Spring. See if you can guess what this is??

is it the Pentagon?

:har:

propbeanie
12-08-24, 08:25 PM
https://media1.tenor.com/m/T5uf8kYudtwAAAAd/drogon-game-of-thrones.gif

Smaug says "NO!!!!" - but it does have to do with governmental agencies and departments of yore...


:arrgh!:

HawkCJ
12-08-24, 09:04 PM
Is it the sub base at Pearl?

KaleunMarco
12-08-24, 10:06 PM
Smaug says "NO!!!!" - but it does have to do with governmental agencies and departments of yore...


:arrgh!:

is the captain's stateroom on the re-designed Balao interior?

:har:

propbeanie
12-10-24, 06:24 PM
Is it the sub base at Pearl?
ding ding ding ding ding - We have a WINNER!!! :yeah: - HawkCJ has just won himself an all-expense paid trip to Honolulu, Hawaii, courtesy of SH4 and FotRSU, circa 1941-1945, where you will rub elbows with some of the USN greats of the Pacific! Your trip will be so realistic, with steel decks, steel bulkheads, steel framing, steel pipes, and plenty of moisture and sweat dripping off all surfaces! Isn't that ~GREAT~?? Coming soon to a mod near you for your computer! Please standby for orders from Admiral Nimitz!

is the captain's stateroom on the re-designed Balao interior?
Close, but not quite...

https://media4.giphy.com/media/v1.Y2lkPTc5MGI3NjExNXhodmNkMmtycGRvdTdxdGR4Zm5xeXV wMHFuM205aW5odGJsaTRwbCZlcD12MV9pbnRlcm5hbF9naWZfY nlfaWQmY3Q9Zw/3oz8xLVdUy5rxUF0Qg/giphy.webp

HawkCJ
12-11-24, 07:40 AM
I’ll take it! Great work to all involved!

KaleunMarco
12-11-24, 09:56 AM
Close, but not quite...

https://media4.giphy.com/media/v1.Y2lkPTc5MGI3NjExNXhodmNkMmtycGRvdTdxdGR4Zm5xeXV wMHFuM205aW5odGJsaTRwbCZlcD12MV9pbnRlcm5hbF9naWZfY nlfaWQmY3Q9Zw/3oz8xLVdUy5rxUF0Qg/giphy.webp

is this from an online, pictorial version of 20,000 Leagues?

propbeanie
12-11-24, 02:03 PM
I’ll take it! Great work to all involved!
:yeah: Thanks!!! :salute:
is this from an online, pictorial version of 20,000 Leagues?
I'm not certain... I was wanting that bit in the movie where they're looking through the port holes on the conn, but apparently, the internet no longer knows who Jules Verne is, nor 20,000 Leagues Under the Sea, but surely, that is from something associated with the story... :06:

KaleunMarco
12-11-24, 02:37 PM
I'm not certain... I was wanting that bit in the movie where they're looking through the port holes on the conn, but apparently, the internet no longer knows who Jules Verne is, nor 20,000 Leagues Under the Sea,

that is regrettable. i remember reading that book as a youngster and then watching the James-Mason-Version on the tv. i'll bet i read that book every year from 8 until college.

but surely, that is from something associated with the story... :06:

it was the first thing i thought of.....

propbeanie
12-13-24, 12:33 PM
Video to look at... work still in progress


Departing Pearlhttps://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=13621 (https://rumble.com/v5yyyb2-departing-pearl.html)


Cannot get a picture to imbed as a link, so, oh well... apparently, very little will work with a link anymore.

Edit: Hah! Got it!!!

2nd Edit - No I didn't... you still have to click on the "Departing Pearl" link to get the vid...

vickers03
12-13-24, 12:55 PM
interesting!:up:

Jeffg
12-13-24, 03:53 PM
It looks great can't wait to see the new update.

JeffG

s7rikeback
12-13-24, 06:18 PM
Video to look at... work still in progress


Departing Pearlhttps://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=13621 (https://rumble.com/v5yyyb2-departing-pearl.html)


Cannot get a picture to imbed as a link, so, oh well... apparently, very little will work with a link anymore.

Edit: Hah! Got it!!!

2nd Edit - No I didn't... you still have to click on the "Departing Pearl" link to get the vid...


Looking very Good mate, very impressive work !!

Jeff-Groves
12-13-24, 06:37 PM
That looks pretty good Mate!
I'll ask this.
Is that MAYBE an updated Harbor?
:hmmm:

propbeanie
12-13-24, 09:03 PM
interesting!:up:
:yeah:
It looks great can't wait to see the new update.
Neither can we!!! lol :arrgh!:
Looking very Good mate, very impressive work !!
Thank you good sir!!! We stand on the shoulders of those come before us! :salute:
That looks pretty good Mate!
I'll ask this.
Is that MAYBE an updated Harbor?
:hmmm:
Why, as a matter of fact, it is!!! I've been noodling with the idea for several years, working on it for a little over a year, with several false starts and re-dooze... too many. Finally found an OK manual method to "build" an add-in set of harbor parts, since Ubi never did do us an SDK ( :har: ) to help do it up right... Which is why my curiosity was peaked when someone asked the question about a harbor editor a couple of weeks ago, which prompted your [TEC] Harbor Editor (https://www.subsim.com/radioroom/showthread.php?p=2935372#post2935372) thread. Tedious, boring, frustrating work, especially when you load things in, and you see

Stonehenge of the Pacific
https://i.imgur.com/wtHLHaC.jpg

*OR*

A Minecraft Nightmare at Pearl Harbor
https://i.imgur.com/8pl4PsU.jpg

:arrgh!:

propbeanie
12-24-24, 02:52 PM
https://media1.tenor.com/m/VE-VsbhnnN4AAAAC/lietuviskoskaledos-kaledos.gif

Jeff-Groves
12-24-24, 03:23 PM
I'm still fiddleing around with a way to do Harbor stuff in Blender so you can 'View' with a proper water level and terrain.

I'm working on taking the terrain files and create a 3D model with a water level added so the Harbor looks very close to what We see in Game.

Jeffg
12-24-24, 05:01 PM
Merry Christmas to all and have a safe holiday.

Jeffg

1Patriotofmany
12-24-24, 06:43 PM
:yeah: Thanks!!! :salute:

I'm not certain... I was wanting that bit in the movie where they're looking through the port holes on the conn, but apparently, the internet no longer knows who Jules Verne is, nor 20,000 Leagues Under the Sea, but surely, that is from something associated with the story... :06: Well amazon does of course, I got the original movie and the remake on dvd there. The remake is the cats meow.

1Patriotofmany
12-24-24, 06:44 PM
ding ding ding ding ding - We have a WINNER!!! :yeah: - HawkCJ has just won himself an all-expense paid trip to Honolulu, Hawaii, courtesy of SH4 and FotRSU, circa 1941-1945, where you will rub elbows with some of the USN greats of the Pacific! Your trip will be so realistic, with steel decks, steel bulkheads, steel framing, steel pipes, and plenty of moisture and sweat dripping off all surfaces! Isn't that ~GREAT~?? Coming soon to a mod near you for your computer! Please standby for orders from Admiral Nimitz!


Close, but not quite...

https://media4.giphy.com/media/v1.Y2lkPTc5MGI3NjExNXhodmNkMmtycGRvdTdxdGR4Zm5xeXV wMHFuM205aW5odGJsaTRwbCZlcD12MV9pbnRlcm5hbF9naWZfY nlfaWQmY3Q9Zw/3oz8xLVdUy5rxUF0Qg/giphy.webp BWAAAHHHAAA :ping::haha::har: Funny stuff!

millnate
12-24-24, 08:10 PM
Merry Christmas everyone!

Just wanted to thank you for all your hard work and this amazing mod. It has been running flawlessly on my steam deck, and is a ton of fun. It’s also more challenging than I expected, which has been a very welcome thing.

propbeanie
12-24-24, 11:38 PM
https://media1.tenor.com/m/ZljLIyJ-exkAAAAd/minions-christmas.gif


Thanks to all you all!

fitzcarraldo
12-25-24, 08:33 AM
Merry Christmas to all from the Bungo Suido :Kaleun_Cheers:

Greetings.

Fitzcarraldo :Kaleun_Salute:

KaleunMarco
12-25-24, 11:23 AM
Thanks to all you all!

Merry Christmas, Old Friend.

My posts tend to dwell on what isn't working and what gets lost is the admiration and respect for what you and your team have given us.

So, in this season of giving, I offer Many Thanks and a wish that your Christmas be the best one on record!

Merry Christmas!!!

km

torpedobait
12-25-24, 06:15 PM
Merry Christmas to all from the Makassar Strait. :Kaleun_Salute:

Aktungbby
12-31-24, 12:13 PM
HawkCJ!:Kaleun_Salute:

HawkCJ
12-31-24, 09:02 PM
HawkCJ!:Kaleun_Salute:

Happy New Year to all!:Kaleun_Salute:

Dobeas
01-02-25, 12:27 PM
I got the stadimeter problem, and I found 3 more guys in forum face the same problem over last year. The common point is we both facing this problem when doing 90 or 45 attack training mission, so I did some test on other ship with 100+ft mast heights like kaga class and fast merchant. It turns out when measuring these ships stadimeter can give accurate result, only Large Composite Freighter always has about 10% errands.
May the team take a look? many thanks
https://i.imgur.com/jnd0Z5S.jpeg
https://i.imgur.com/Vr24JG2.jpeg
https://i.imgur.com/DKwDWDA.jpeg
https://i.imgur.com/2QhQcyh.jpeg
https://imgur.com/NxabL70
https://i.imgur.com/NxabL70.jpeghttps://i.imgur.com/ee3pW4x.jpeg
https://imgur.com/ee3pW4x
https://imgur.com/NxabL70
https://imgur.com/ee3pW4x

propbeanie
01-04-25, 08:17 PM
We have been working on that for the next release. There are several User issues that can compound the problem though. Be certain you are doing the procedure correctly. Also, when attempting to document the issue, if you would also try to get your range by doing the top of the con and not just the masts, you might find it more accurate, plus it will help in chasing this down. We are currently experimenting with re-measured "masts" on a few select ships to attempt to find the root cause of the issue, whether it is ship height, periscope zoom, or what. Nothing definitive has been found, and we can definitely replicate the issue when measuring a parallel or oblique angle. Perpendicular does not present as much of an error (roughly 90 or 270)... The team lost its main "Manual-targeting" team member due to retirement, and all I had ever done was fast 90 attacks and similar. So it might take a bit to actually get to the issue. :salute:

Capt RAP
01-15-25, 05:52 PM
Hello Captains
I am having to do a compete reinstall and I am having trouble finding a mod that added Jap flags that showed Jap airbases to the map. I can't find it my downloads anywhere. Can I get some help

Thanks

CaptRAP

KaleunMarco
01-15-25, 08:39 PM
Hello Captains
I am having to do a compete reinstall and I am having trouble finding a mod that added Jap flags that showed Jap airbases to the map. I can't find it my downloads anywhere. Can I get some help

Thanks

CaptRAP

all airbases will have a national symbol icon over their location.
i have noticed through playing that some bases will not appear on the Nav Map at certain zoom levels. this is probably what you are experiencing.
if you suspect that a speck of land might have an enemy airbase, zoom in on it and you will be able to see a national symbol and, if you zoom in close enough, you will see an airbase graphic, depicting bldgs and runways.

propbeanie
01-16-25, 03:31 PM
If you are looking for something like what FotRSU has, then you would want Nbjackso's Updated to Ver.2.0 Nav Map Make-Over with Canals and Optional Airbases (https://www.subsim.com/radioroom/showpost.php?p=1335940&postcount=1). However, as KaleunMarco says, it is in FotRSU. Do not put that on top of FotRSU, since the FotRSU version has multiple edits to the mod to fit in with the FotRSU mod. :salute:

millnate
01-17-25, 07:26 PM
This was strange…

Stalked a small convoy for over a day due to bad weather in the Formosa Strait. Had my crew ID the two largest ships to confirm what I thought they were (Modern Passenger Frigates I think) and then finally the weather clears and I move into position. Raise the periscope to update my data and… one of those ships starts rocking back and forth violently then explodes. I think, that’s a bummer. Guess I’ll get the other one and an oiler. So a few min late I raise the scope to update the TDC and… that ship is rocking too! Explodes. Never fired a torpedo.

What gives?!

KaleunMarco
01-17-25, 08:48 PM
This was strange…

Stalked a small convoy for over a day due to bad weather in the Formosa Strait. Had my crew ID the two largest ships to confirm what I thought they were (Modern Passenger Frigates I think) and then finally the weather clears and I move into position. Raise the periscope to update my data and… one of those ships starts rocking back and forth violently then explodes. I think, that’s a bummer. Guess I’ll get the other one and an oiler. So a few min late I raise the scope to update the TDC and… that ship is rocking too! Explodes. Never fired a torpedo.

What gives?!

was there an american task force anywhere within 200 miles?
mostly like it was damage from aircraft.

couple of things......

first, those zoomies are sneaky bastages.


secondly, the ubi programmers made the zoomies a LOT more accurate in SH4 than they were in real life.

:har:

millnate
01-17-25, 09:09 PM
was there an american task force anywhere within 200 miles?
mostly like it was damage from aircraft.

couple of things......

first, those zoomies are sneaky bastages.


secondly, the ubi programmers made the zoomies a LOT more accurate in SH4 than they were in real life.

:har:

Wouldn’t I see them on the map? Contacts are on. And it’s late April ‘41 or early May… they that far west already?

millnate
01-17-25, 10:36 PM
Reloaded the file, and it happened again! Used the free camera… didn’t see any torpedos, didn’t see any aircraft or bombs dropped. Ships are in shallow water but not touching the seabed.. they just stopped (from 10kts to 0kts suddenly), started rocking and boom!

Took a video on my phone but am not sure how to upload it… forum newb here.

KaleunMarco
01-18-25, 09:53 AM
Wouldn’t I see them on the map? Contacts are on. And it’s late April ‘41 or early May… they that far west already?

the "they" could be ships or a/c...and you might see the TF icon but the a/c would appear so small and move so fast, relative to you and the surface ships, that you might not see them.

p.s. my bad. i did not read your post properly. what did i not understand about April-May 1941?

well, i am an american and english is supposed to be my first language.

KaleunMarco
01-18-25, 11:26 AM
Reloaded the file, and it happened again! Used the free camera… didn’t see any torpedos, didn’t see any aircraft or bombs dropped. Ships are in shallow water but not touching the seabed.. they just stopped (from 10kts to 0kts suddenly), started rocking and boom!

Took a video on my phone but am not sure how to upload it… forum newb here.

they may have run aground.

i've seen that happen....and depending on the damage def of the ship, it may just sink, or it may explode.

propbeanie
01-18-25, 12:24 PM
This was strangeÂ…

Stalked a small convoy for over a day due to bad weather in the Formosa Strait. Had my crew ID the two largest ships to confirm what I thought they were (Modern Passenger Frigates I think) and then finally the weather clears and I move into position. Raise the periscope to update my data andÂ… one of those ships starts rocking back and forth violently then explodes. I think, thatÂ’s a bummer. Guess IÂ’ll get the other one and an oiler. So a few min late I raise the scope to update the TDC andÂ… that ship is rocking too! Explodes. Never fired a torpedo.

What gives?!

Wouldn’t I see them on the map? Contacts are on. And it’s late April ‘41 or early May… they that far west already?

Reloaded the file, and it happened again! Used the free cameraÂ… didnÂ’t see any torpedos, didnÂ’t see any aircraft or bombs dropped. Ships are in shallow water but not touching the seabed.. they just stopped (from 10kts to 0kts suddenly), started rocking and boom!

Took a video on my phone but am not sure how to upload itÂ… forum newb here.
Did you happen to get a screen grab (Ctrl-F11) of the NavMap to show where you were? Were the ships "Troopship Modern Class"?? Or maybe the "Modern Freighter" (Hansa)? Can you run JSGME, then click on "Tasks..." in the middle, and select "Export activated mods list to..." and choose "Clipboard" to post immediately into your next post, or "Text file" to copy and paste later. That will show your path and all of the mods activated with FotRSU, and might give us a clue.

There are no US Task Forces in the area, no US planes that can reach that far at that time, and technically, in April or May 1941, the US is not at war with anybody. I assume you mean 1942, but same thing, no US Task Forces are any other assets anywhere near there, other than submarines. I doubt if they ran aground, but if you got a screen shot, and can ID the composition of the convoy, we might be able to drill deep into the files and find the grouping. :salute:

millnate
01-18-25, 10:04 PM
Generic Mod Enabler - v2.6.0.157
[Z:\home\deck\.local\share\Steam\steamapps\common\S ilent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
FOTRSU Position Keeper Tweak
803_NoPlayerSubFlags
801_UMark Invisible
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
451_TMOstyle_NavMapDots
RadioStationManager

Apologies! 1942! June 20, 1942, Base Time 16:35 to be exact! Weather: Clouds, Partial, Precipitation None, Fog Light, Wind 15m/s direction 208.

I’m attempting to attach a photo of the location and a video of the ship rocking, but I’m new here so forum procedures and whatnot are being learned. I will say that I used the free camera to look around the ship while it was at 0kts and rocking, and it did not appear to be aground. Didn’t see torpedo marks on the water nor any aircraft. The ships were both Modern Passenger Liners, 5083t. The location was approximately Long 118 2 Lat 23 9 for the first one, and Long 118 1 Lat 23 9. The convoy consisted of those two Liners, Small Split Freighter, Small Oiler, Corvette Sub Chaser and an Aux Transport for a total of 6 ships.

propbeanie
01-19-25, 11:44 AM
Gotcha, thanks for the details. I won't need a picture with the Long/Lat numbers you supplied, but I really appreciate those figures. I am not familiar with the "FOTRSU Position Keeper Tweak" mod. Do you have a copy or link of that? The Radio Station Manager has no bearing on FotRSU, and the other mods are all FotRSU included...

ratz... I forgot to ask - northeast or southwest bound??

propbeanie
01-19-25, 12:04 PM
Nevermind... I found the "Tweak", and it is just dds images... I think I found the grouping, and no issues I could find. I look a little deeper later today, but to confirm the group, which way was it traveling? Also, had you deleted the old Save folder after activating all of the FotRSU mods? :salute:

millnate
01-19-25, 12:32 PM
Also, had you deleted the old Save folder after activating all of the FotRSU mods? :salute:

I think you mean deleting the old documents folder with the previous save files? I’m about 99.9% sure this was a fresh install after resetting my deck to factory settings (due to a horrible CTD from SH3). So there shouldn’t have been any previous data.

The convoy was zig-zagging 209 to 248 every nine miles or so with a base course of about 220

propbeanie
01-19-25, 03:23 PM
Ahhh... you're on the Steam Deck... How much RAM is on those? - and yes, that is the correct folder.

millnate
01-19-25, 03:35 PM
16 GB LPDDR5 on-board RAM (5500 MT/s quad 32-bit channels)

propbeanie
01-19-25, 10:07 PM
I cannot find anything wrong on this end millnate, but that's not to say there isn't... if the game would give you credit for sinking the ships, since you apparently scared them enough to quake their bones apart, but alas... it does not... I don't know if it's some anomaly you encounter on the Steam Deck, but I don't know... since the mod does require the use of a 4Gig Patch on the PC, maybe that doesn't do the same thing on the Steam Deck thingie... ??

millnate
01-19-25, 10:41 PM
I cannot find anything wrong on this end millnate, but that's not to say there isn't... if the game would give you credit for sinking the ships, since you apparently scared them enough to quake their bones apart, but alas... it does not... I don't know if it's some anomaly you encounter on the Steam Deck, but I don't know... since the mod does require the use of a 4Gig Patch on the PC, maybe that doesn't do the same thing on the Steam Deck thingie... ??

I had thought of that, and thought on the start of my next campaign I may try the adware path. I’ve also heard the 4GB patch isn’t required with Linux for some reason but that’s smoke and mirrors to me this far.

They showed up as red shipwrecks on my map, but no did not give me credit. Rightfully so as I never got to take a shot.

Thanks for checking. Love the MOD. Appreciate all your hard work and dedication.

Capt RAP
01-20-25, 02:51 PM
If you are looking for something like what FotRSU has, then you would want Nbjackso's Updated to Ver.2.0 Nav Map Make-Over with Canals and Optional Airbases (https://www.subsim.com/radioroom/showpost.php?p=1335940&postcount=1). However, as KaleunMarco says, it is in FotRSU. Do not put that on top of FotRSU, since the FotRSU version has multiple edits to the mod to fit in with the FotRSU mod. :salute:

Well I don't have a clue what I did but I can zoom in right down to the rocks! I see the ports but no airfields. I am going to delete everything and start over.:)

millnate
01-20-25, 11:34 PM
This is probably a stupid question but my intercepts aren’t going well….

The Speed/Distance/Time chart on the Nav map… what is the proper way to use that? If a TF is traveling at 16 knots, the way I read it is that it will travel about 5 miles in 16 minutes. Is that correct?

millnate
01-20-25, 11:37 PM
I cannot find anything wrong on this end millnate, but that's not to say there isn't... if the game would give you credit for sinking the ships, since you apparently scared them enough to quake their bones apart, but alas... it does not... I don't know if it's some anomaly you encounter on the Steam Deck, but I don't know... since the mod does require the use of a 4Gig Patch on the PC, maybe that doesn't do the same thing on the Steam Deck thingie... ??

I attempted to use the Adaware route to use more than 2 MB of memory and didn’t see any performance difference.

Every now and then coming out of time compression, I see random smoke. Smaller than a burning ship… maybe a flare? Also, after a few minutes of gameplay, the game starts stuttering pretty bad and I reload it. Do these sound like 4GB patch issues?

I wonder if neither route is properly utilized perhaps due to being on Linux?

propbeanie
01-21-25, 05:21 PM
I had thought of that, and thought on the start of my next campaign I may try the adware path. IÂ’ve also heard the 4GB patch isnÂ’t required with Linux for some reason but thatÂ’s smoke and mirrors to me this far.

They showed up as red shipwrecks on my map, but no did not give me credit. Rightfully so as I never got to take a shot.

Thanks for checking. Love the MOD. Appreciate all your hard work and dedication.
Linux does a "flat" address, whereas Windows 'fakes' it for backwards compatibility, so Linux can address much more RAM. SH4 is a 32-bit app, and Windows puts it into a 'sandbox' to play with all of the other 32-bit apps. All the 4Gig Patches try to do is secure and lock more of the virtual machine for the SH4 game...


This is probably a stupid question but my intercepts arenÂ’t going wellÂ….

The Speed/Distance/Time chart on the Nav mapÂ… what is the proper way to use that? If a TF is traveling at 16 knots, the way I read it is that it will travel about 5 miles in 16 minutes. Is that correct?
It might see a bit odd, but it's like Ohm's Law. Given any two pieces of the three, you can solve for the third:

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


That is a fake image, btw... lol - but since I measured 11 knots for my ship, and 16 minutes, those are the two ends of the line I drew. They cross at about 6000 yards, or 5942 yards.



I attempted to use the Adaware route to use more than 2 MB of memory and didnÂ’t see any performance difference.

Every now and then coming out of time compression, I see random smoke. Smaller than a burning shipÂ… maybe a flare? Also, after a few minutes of gameplay, the game starts stuttering pretty bad and I reload it. Do these sound like 4GB patch issues?

I wonder if neither route is properly utilized perhaps due to being on Linux?
The anomalies you see could be related to the difference in hardware. I used to get similar when running the game in Wine on an old Ubuntu machine... but I cannot say for certain that's what it is... Since you are using basically a flavor of Linux on the machine, I would drop all "memory management", and see if it does better. :salute:





Well I don't have a clue what I did but I can zoom in right down to the rocks! I see the ports but no airfields. I am going to delete everything and start over.:)


You should see similar to this, as a Pearl Harbor start example:
https://i.imgur.com/ix2iEQS.jpg


As you zoom-in, the "flag" will disappear, and then the "airfield" will draw. Just remember, that is only artwork, and not really an airfield...
https://i.imgur.com/ORenoXj.jpg


Zoom-in too far, and it all disappears:
https://i.imgur.com/Ii32xhz.jpg


In the MissionEditor, they look like this:
https://i.imgur.com/E2NhZD6.jpg


So the "flags" just represent where the AirBase LND assets are placed, NOT the real AirBases as found with rock and asphalt. Not even like what you see at Midway, which is a 3D rendering, and not really an airfield in the strictest sense. :salute:


As SpongeBob says: Imagination!
https://www.youtube.com/watch?v=DurEmmf3xyE

SAURON
01-22-25, 04:47 AM
hello
I have a question: is there a submod that adds more ports for IJN? In FOTRS, I am missing a base in Kavieng, Paramushir or Lingga.

propbeanie
01-22-25, 08:08 AM
hello
I have a question: is there a submod that adds more ports for IJN? In FOTRS, I am missing a base in Kavieng, Paramushir or Lingga.
Are you playing the Axis side then, since you are looking for a "base"? If you are, there are no bases in the Home Islands either, nor the Marshalls. The mod concentrates on the US Pacific side, and the Axis play is basically the "Stock" game's...

If you're playing the US Allied side, Kavieng has docks, and ships placed at various times and locations in the area, along with multiple movements in and out of the area. Lingga Roads was just an anchorage with support vessels, and there you have to be there at the time that certain vessels dock there, but only a few of the major moves are there. There are also moves in and out and through the area. As for Paramushir, most of the traffic comes out of there from the west and north end of the island, instead of the south, as in real life, but that was configured that way years ago.

If I am wrong in my assumption, just give another shout! :salute:

_Oberst
01-22-25, 03:06 PM
Hello, I am new in SH 4 and mods to it, and looking for interesting and hard mod to play, now I am wondering does this mod with addons for more harder AI have same difficulty as TMO ?

Aktungbby
01-22-25, 04:08 PM
SAURON!:Kaleun_Salute: & _oberst! :Kaleun_Salute:

propbeanie
01-24-25, 02:00 PM
Hello, I am new in SH 4 and mods to it, and looking for interesting and hard mod to play, now I am wondering does this mod with addons for more harder AI have same difficulty as TMO ?
Depends a bit upon what you happen upon, and where you are in the 'world' of the game. Generally speaking though, "no", it is not as tough. That however, is not to say that you will get away from the escorts / planes all of the time either... :salute:

_Oberst
01-25-25, 07:30 AM
Depends a bit upon what you happen upon, and where you are in the 'world' of the game. Generally speaking though, "no", it is not as tough. That however, is not to say that you will get away from the escorts / planes all of the time either... :salute:

Thanks for reply. And question, does this mod will recive updates in future ?

propbeanie
01-26-25, 06:03 PM
Yes. We've been working on the next release off and on since the v1.8 release, and hope we are getting close to the new version, but... no time frame as of yet.

_Oberst
01-27-25, 02:26 AM
And I have another question, is this possible to make this mod as hard as TMO ? Cause I tried to play TMO BH update, and I am tired of random crashes and bugged missions, especially with port recon in Borneo. If you can, please name a files which I need to change to match difficulty and traffic similar to TMO. I want to do this with your mod because it seems much more stable and beautiful in terms of ship models.

KaleunMarco
01-27-25, 09:32 AM
And I have another question, is this possible to make this mod as hard as TMO ? Cause I tried to play TMO BH update, and I am tired of random crashes and bugged missions, especially with port recon in Borneo. If you can, please name a files which I need to change to match difficulty and traffic similar to TMO. I want to do this with your mod because it seems much more stable and beautiful in terms of ship models.

jumping in here...

yes, there are mods to vary the difficulty while playing FOTRS-Ultimate.
within the zipfile-download, there is documentation and separate folders to be included in the JSGME Mods folder for you to activate prior to playing.

please keep in mind that as you switch mods, you need to delete your Save Folders otherwise you will encounter CTD's.

have fun!

KaleunMarco
01-27-25, 09:57 AM
hey PB,
not sure if i have reported this previously, and if i have, my apologies.
Started a new career at Mare Island, in a Gato. We did two training missions, one for diving and nav work and the other, playing games with Ensign Pulver.
We were then assigned to a mission within the Convoy College area, I believe it is the default mission. We did what we came to do and returned to the Hawaiian Islands expecting to be assigned either Midway or Pearl as a base. However, that did not happen.
We began the patrol on May 12, 1942. We arrived outside of Pearl on/about June 30. We sat outside Pearl waiting for the base to change until July 16 when I saved and exited.
After exiting, I took a look at the base dates in Flotillas and it says that Gatos that are assigned to Mare Island are not released until mid-1943. Am I reading that correctly?

propbeanie
01-27-25, 11:15 AM
hey PB,
not sure if i have reported this previously, and if i have, my apologies.
Started a new career at Mare Island, in a Gato. We did two training missions, one for diving and nav work and the other, playing games with Ensign Pulver.
We were then assigned to a mission within the Convoy College area, I believe it is the default mission. We did what we came to do and returned to the Hawaiian Islands expecting to be assigned either Midway or Pearl as a base. However, that did not happen.
We began the patrol on May 12, 1942. We arrived outside of Pearl on/about June 30. We sat outside Pearl waiting for the base to change until July 16 when I saved and exited.
After exiting, I took a look at the base dates in Flotillas and it says that Gatos that are assigned to Mare Island are not released until mid-1943. Am I reading that correctly?
Yes: "AvailabilityInterval= 1942-03-04, 1943-05-10" Apparently, the old TMO "Let's skip this important assignment" crept its way in, either because you were too fast, or too slow on one of the 'training' / shakedown assignments where the orders tell you to put in for a transfer after docking. There will be an operational change coming in the next release in an attempt to avoid that situation. No more accidentally skipping missions. But, the player will still be able to put in for a (hopefully) valid transfer at the appropriate time, or stay at the 'training' base and be transferred automatically... :salute:

propbeanie
01-27-25, 11:21 AM
And I have another question, is this possible to make this mod as hard as TMO ? Cause I tried to play TMO BH update, and I am tired of random crashes and bugged missions, especially with port recon in Borneo. If you can, please name a files which I need to change to match difficulty and traffic similar to TMO. I want to do this with your mod because it seems much more stable and beautiful in terms of ship models.
Somewhat. As KM mentions, you can use the AddInModzPak_18.7z (https://www.subsim.com/radioroom/downloads.php?do=file&id=5811) and try some of those, but even with those, certain aspects of FotRSU will still be easier. We might borrow from CapnScurvy's old Tokko's Revenge and try similar AI difficulty settings from that, but the kamikaze are already in the mod, and some of the assignments (especially later war Lifeguard missions) put your boat right in the middle of some of those attacks. The reaction times and other aspects are actually tougher than TMO, but we dialed back the doggedness of them tracking the player. But, turn that up to TMO levels, and you get sunk just about every attack after about 1944. Kind of like what happend to the U-Boats in 1943... :o

_Oberst
01-27-25, 11:50 AM
Somewhat. As KM mentions, you can use the AddInModzPak_18.7z (https://www.subsim.com/radioroom/downloads.php?do=file&id=5811) and try some of those, but even with those, certain aspects of FotRSU will still be easier. We might borrow from CapnScurvy's old Tokko's Revenge and try similar AI difficulty settings from that, but the kamikaze are already in the mod, and some of the assignments (especially later war Lifeguard missions) put your boat right in the middle of some of those attacks. The reaction times and other aspects are actually tougher than TMO, but we dialed back the doggedness of them tracking the player. But, turn that up to TMO levels, and you get sunk just about every attack after about 1944. Kind of like what happend to the U-Boats in 1943... :o

Yes, I already tried those mods for more harder AI in AddInModzPak_18.7z, but the result is still not similar to what is in TMO. But it's nothing, I'll try to adjust some more files myself to my taste. Another question, what situation in this mod with ship traffic, does it somehow reflect the similar one that was in reality in those years, or is its intensity increased for a more lively gameplay?

KaleunMarco
01-27-25, 01:35 PM
Yes: "AvailabilityInterval= 1942-03-04, 1943-05-10" Apparently, the old TMO "Let's skip this important assignment" crept its way in, either because you were too fast, or too slow on one of the 'training' / shakedown assignments where the orders tell you to put in for a transfer after docking. There will be an operational change coming in the next release in an attempt to avoid that situation. No more accidentally skipping missions. But, the player will still be able to put in for a (hopefully) valid transfer at the appropriate time, or stay at the 'training' base and be transferred automatically... :salute:

thanks for the quick reply.

if there was a message about transferring to Pearl/Midway during the training missions, then i missed it.

i went back to my in-port save at Mare Island just before we shoved off for the first mission and there are two transfer options available.

so, as the old saying goes, when you come to a fork in the road, take it.

thanks, again.
:Kaleun_Salute:

propbeanie
01-28-25, 12:26 PM
Only one of the missions will have the 'prompt' of something like "Check with command prior to departure and transfer if necessary to your assigned base." Some missions are even less clear. I think I have a way around that, but I'm not certain it will work correctly yet... We might also have a way around that conning tower upgrade issue, but it is a work around, and the player HAS to read the instructions for the mod next release, else they may not like the results... Things would look a LOT like Ducimus's Terrible Tambor, but a person wouldn't know they're stuck in it... :o

torpedobait
01-28-25, 03:58 PM
Only one of the missions will have the 'prompt' of something like "Check with command prior to departure and transfer if necessary to your assigned base." Some missions are even less clear. I think I have a way around that, but I'm not certain it will work correctly yet... We might also have a way around that conning tower upgrade issue, but it is a work around, and the player HAS to read the instructions for the mod next release, else they may not like the results... Things would look a LOT like Ducimus's Terrible Tambor, but a person wouldn't know they're stuck in it... :o

Speaking of "ways around" things, does the upcoming version have a fix for the 2nd gunner on the 40mm AA guns for Gato, Balao, and Tench? I never remember to do it myself until I've already started a mission. :salute:

propbeanie
01-28-25, 07:20 PM
Speaking of "ways around" things, does the upcoming version have a fix for the 2nd gunner on the 40mm AA guns for Gato, Balao, and Tench? I never remember to do it myself until I've already started a mission. :salute:
Are you referring to something similar to the missing deck gun crew? If so, I am trying to come up with a little applet to "automatically" fix gun crews and the guns, since sometimes, the game drops the gun, which is why the crew doesn't show... weird stuff... I've got it now, to where I can use it... but if I put in erroneous data, CTD... sigh - so my 'logic' needs some work, and more error-trapping is called for... :arrgh!:

_Oberst
01-29-25, 02:58 AM
Are you referring to something similar to the missing deck gun crew? If so, I am trying to come up with a little applet to "automatically" fix gun crews and the guns, since sometimes, the game drops the gun, which is why the crew doesn't show... weird stuff... I've got it now, to where I can use it... but if I put in erroneous data, CTD... sigh - so my 'logic' needs some work, and more error-trapping is called for... :arrgh!:

And it`s again me. I have one not very big but quite annoying CTD when exiting game. SH 4 I have installed in other path then local disk C (I am using pirated version and it is a shame), game is patched to 4 gb, and .exe doesnt have checked box on read only. Windows event viewer says:

Имя сбойного приложения: sh4.exe, версия: 1.5.0.0, метка времени: 0x476a5ca9
Имя сбойного модуля: unknown, версия: 0.0.0.0, метка времени: 0x00000000
Код исключения: 0xc0000005
Смещение ошибки: 0x735c7374
Идентификатор сбойного процесса: 0x1bc4
Время запуска сбойного приложения: 0x01db7220f3d993e7
Путь сбойного приложения: D:\Games\Wolves of the Pacific\sh4.exe
Путь сбойного модуля: unknown
Идентификатор отчета: e3f74162-2e21-493a-a571-4d9038f66525
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом:

Saves loading is ok, this problem appear only when trying to exit the game.

_Oberst
01-29-25, 04:43 AM
Update about previous post, this CTD happening when enabling FotRSU with Nippon Maru and Kaigun, clean FotRSU doesn`t have this issue, and also TMO BH Update too cause CTD when I tryuing to exit the game. (sorry for my english it`s not my native language)

propbeanie
01-29-25, 09:51 AM
Can you run JSGME, then click on "Tasks..." in the middle, and then "Export activated mods list to..." and choose "Clipboard" to paste it immediately into your next post, or "Test file" to copy and paste later. That will show your game path, as well as the mods activated. Maybe there is a clue in that. You could also run the Museum, and go to the Japan Roster and scroll through the ships there. See if you see all of the merchants with "Maru" names, or if maybe you see a "Large Merchant Freighter" and other names that are NOT Maru based. Sometimes, depending upon if you have used the Nippon Maru mod already, it will "spend" the '-remove' directives to take the regular names out of the Japan Roster. Let us know what you have! :salute:

_Oberst
01-29-25, 11:05 AM
Can you run JSGME, then click on "Tasks..." in the middle, and then "Export activated mods list to..." and choose "Clipboard" to paste it immediately into your next post, or "Test file" to copy and paste later. That will show your game path, as well as the mods activated. Maybe there is a clue in that. You could also run the Museum, and go to the Japan Roster and scroll through the ships there. See if you see all of the merchants with "Maru" names, or if maybe you see a "Large Merchant Freighter" and other names that are NOT Maru based. Sometimes, depending upon if you have used the Nippon Maru mod already, it will "spend" the '-remove' directives to take the regular names out of the Japan Roster. Let us know what you have! :salute:

Generic Mod Enabler - v2.6.0.157
[D:\Games\Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
301_MoreDifficultAI00
302_MoreDifficultAI001
306_StrongJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
Nihon Kaigun v1.3a_FotRSU
Nippon_Maru_v1.9b_FotRSU
Combined Roster
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
650_LotsaDudz
801_UMark Invisible
805_CWC_FotRSUv18
Bigger Better Protractors
jimimadrid Torpedos
FOTRSU_1.8_SUB_SKINS_IN_4k
RUBINI_CLOUDS_SH4

Here my loading order and game path, now i will check museum as you say.

_Oberst
01-29-25, 11:20 AM
Just checked museum, and all Japan ships (exept some little coastal vessels) have Maru in their name. I am really doesn`t understand why I get this CTD on exit every time, other games working well, SH 3 with GWX too don`t have such issues.

_Oberst
01-29-25, 12:16 PM
I found what cause this problem, and this is RUBINI_CLOUDS_SH4. Tried to disable this mod for FotRSU and TMO and CTD disapeared, something wrong with this mod.

torpedobait
01-29-25, 01:22 PM
Are you referring to something similar to the missing deck gun crew? If so, I am trying to come up with a little applet to "automatically" fix gun crews and the guns, since sometimes, the game drops the gun, which is why the crew doesn't show... weird stuff... I've got it now, to where I can use it... but if I put in erroneous data, CTD... sigh - so my 'logic' needs some work, and more error-trapping is called for... :arrgh!:

No, I never mess with the Deck Gun. I avoid any issues with it simply accepting what the game gives me.

What I'm referring to is the missing 2nd gunner for the 40mm AA guns. If you add the gun, timely or when first available as a "purchase" with renown, it only comes with one gunner Slot and no space for the loader (or second AA Crewman). The work-around has been to go into the SH4 Documents, the last file in SaveGames. to the ActiveUserPlayerUnits (I think). Then find the Slot 1 Crewmember for the 40mm. That needs to be replicated for a 2nd Crewmember Slot.

Last time I did it for my current patrol, I found the above and below it was a setup for a 2nd Crewmember, but it had another phrase in it that I had to change to "Crewmember Slot 2". That added the 2nd gunner slot. If you add a 2nd 40mm later, you have to do the same thing for the new gun.

I may have not given you the exact wording above, but I bet you will recognize what I was trying to get acress.

If you need me to, I think I can go back to a SaveGame just before adding the first 40mm so I can walk myself through the process and get the exact place/wording. Just let me know.

Thanks! :salute:

EDIT: Went back to a Save game taken just before adding the 40mm fore and aft AA Guns. This is what I then did to add the 2nd gunner/loader to both guns:
Went to my Documents/SH4/data/cfg/SaveGames/(my latest Save file) and opened that file.
Searched for "ID=CrewMemberSlot_FlakC1"
In the line immediately above, changed "CrewMemberSlotAdditionalRepository 1" to "CrewMemberSlot 2"

Then, since I had added 2 40mm AA Guns, I changed the Search to "ID=CrewMemberSlot_FlakC2"
In the line just above the Serch Results, changed "CrewMemberSlotAdditionalRepository 1" to CrewMemberSlot 2"

After saving the changed file, I went back to the game loaded the latest Saved File, and now had two Crew Member Slots for each AA.

It's a cumbersome process, I know, and without having the code that generates the texts for the gun slots, I don't know how I could correct the entries for the 2nd Crewmen.

Maybe you know how? I hope so!

propbeanie
01-30-25, 01:09 PM
Generic Mod Enabler - v2.6.0.157
[D:\Games\Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
301_MoreDifficultAI00
302_MoreDifficultAI001
306_StrongJapaneseAirRadar
399c1_NoScrollNavMap - Same Sized Dials
Nihon Kaigun v1.3a_FotRSU
Nippon_Maru_v1.9b_FotRSU
Combined Roster
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
650_LotsaDudz
801_UMark Invisible
805_CWC_FotRSUv18
Bigger Better Protractors
jimimadrid Torpedos
FOTRSU_1.8_SUB_SKINS_IN_4k
RUBINI_CLOUDS_SH4

Here my loading order and game path, now i will check museum as you say.
Jimimadrid's Torpedoes were edited to be compatible with, and are already in FotRSU. The mod itself is not fully compatible. If you are using the clouds mod that says it's compatible with FotRSU, then it is fine to use it. Seems to me that Bigger Better Protractor is already in the mod also... but I am not at my PC right now to check...

propbeanie
01-30-25, 01:20 PM
No, I never mess with the Deck Gun. I avoid any issues with it simply accepting what the game gives me.

What I'm referring to is the missing 2nd gunner for the 40mm AA guns. If you add the gun, timely or when first available as a "purchase" with renown, it only comes with one gunner Slot and no space for the loader (or second AA Crewman). The work-around has been to go into the SH4 Documents, the last file in SaveGames. to the ActiveUserPlayerUnits (I think). Then find the Slot 1 Crewmember for the 40mm. That needs to be replicated for a 2nd Crewmember Slot.

Last time I did it for my current patrol, I found the above and below it was a setup for a 2nd Crewmember, but it had another phrase in it that I had to change to "Crewmember Slot 2". That added the 2nd gunner slot. If you add a 2nd 40mm later, you have to do the same thing for the new gun.

I may have not given you the exact wording above, but I bet you will recognize what I was trying to get acress.

If you need me to, I think I can go back to a SaveGame just before adding the first 40mm so I can walk myself through the process and get the exact place/wording. Just let me know.

Thanks! :salute:

EDIT: Went back to a Save game taken just before adding the 40mm fore and aft AA Guns. This is what I then did to add the 2nd gunner/loader to both guns:
Went to my Documents/SH4/data/cfg/SaveGames/(my latest Save file) and opened that file.
Searched for "ID=CrewMemberSlot_FlakC1"
In the line immediately above, changed "CrewMemberSlotAdditionalRepository 1" to "CrewMemberSlot 2"

Then, since I had added 2 40mm AA Guns, I changed the Search to "ID=CrewMemberSlot_FlakC2"
In the line just above the Serch Results, changed "CrewMemberSlotAdditionalRepository 1" to CrewMemberSlot 2"

After saving the changed file, I went back to the game loaded the latest Saved File, and now had two Crew Member Slots for each AA.

It's a cumbersome process, I know, and without having the code that generates the texts for the gun slots, I don't know how I could correct the entries for the 2nd Crewmen.

Maybe you know how? I hope so!
The same technique is used to fix crew positions on the deck guns also. It's got slightly different wording. Sometimes, the positions have extra wording, sometimes the positions are missing, and sometimes the gun entry is only part of what should be there, or it's entry is missing completely. These (like others) are ALL issues that have been a part of SH4 since day one... all we can try to do in this case, is apply a bandaid, like you did. We're trying to write a program tool to help the player do the changes, but allowing for the various computer configurations that might be encountered is the main challenge. :arrgh!:

_Oberst
01-30-25, 03:18 PM
Jimimadrid's Torpedoes were edited to be compatible with, and are already in FotRSU. The mod itself is not fully compatible. If you are using the clouds mod that says it's compatible with FotRSU, then it is fine to use it. Seems to me that Bigger Better Protractor is already in the mod also... but I am not at my PC right now to check...

I already found that clouds mod cause CTD in every mod where I using it. I found it when tried to unable mods by one and exactly clouds cause this problem. And later i too came to think that torpedoes mod and protractors are already included so I tried to play without them and clouds, so far all good for now, no CTD.

torpedobait
01-31-25, 08:09 PM
The same technique is used to fix crew positions on the deck guns also. It's got slightly different wording. Sometimes, the positions have extra wording, sometimes the positions are missing, and sometimes the gun entry is only part of what should be there, or it's entry is missing completely. These (like others) are ALL issues that have been a part of SH4 since day one... all we can try to do in this case, is apply a bandaid, like you did. We're trying to write a program tool to help the player do the changes, but allowing for the various computer configurations that might be encountered is the main challenge. :arrgh!:

I suspected as much, and don't mind doing the bandaid. In fact, I had to do it today for what I think is the strangest reason.

Balao out of Milne Bay on o5/26/1944 for the Celebes. 6/13/44 base was changed to Manus Island (no radio notice received).
06/21/44 Arrived Manus Island
06/21/44 Accepted "Paint Scheme Change"
06/22.44 Had to reinstall updated Radars, Radar Detector, 40mm AA Guns (all previously installed during a stay at Milne Bay).
Update showed a Bow Mounted Deck Gun (I had been equipped with Stern mount before the Paint Scheme change). I went ahead and added the Bow Mount.

No crew slots or space for the Deck Gun, but all four 40mm crew slots were present.

Reloaded "arrival" Save that I always take, readded everything but instead of a bow deck gun I put a Stern Mount in the DG slot; this time there was a space on the crew space for the deck gun, but no crewman slots, AND the two added slots for the 40mm AA guns were now gone!

Very strange to me, but only because I'd never chosen to, or needed to mess with the placement of a deck gun.

So, I went back, readded everything except a Deck Gun. I rarely use it in or after 1944 anyway - too dangerous! I went out and recreated the 2nd AA gun crewmen, and have started a new patrol to Area C4. BTW, I can F10 to the deck gun. It's a bow mount but I'm not going to use it - no crew!

This is probably something you all have seen before, but it's new to me!

propbeanie
02-04-25, 09:36 AM
That situation you had is new to me also. If I can find a way to make this applet of mine "portable", or have it find the proper Save folder, I'll add a combination "fix" to it... Thanks for the info. :salute:

torpedobait
02-04-25, 01:57 PM
That situation you had is new to me also. If I can find a way to make this applet of mine "portable", or have it find the proper Save folder, I'll add a combination "fix" to it... Thanks for the info. :salute:

I found that IF (and that's a BIG if) the gun slot is there, and there are no gun crew slots, the process for adding Gun crew members is almost identical to that of the missing AA crew slots. I did a search on "additionalrepository", found the ones in the Deck Gun category, and just deleted the found phrase. The numbers 1 through 4 were already there.

I'm thinking that adding an entirely missing Deck Gun will be harder; so for reasons already stated, I won't bother.

Btw, I replaced my ASUS Tuf gaming 35" curved monitor with a 38" ASUS ROG Swift (more rectangular) 16:9. For the first time in years, the game actually fills my screen at a decent (readable) resolution. Makes the game play much better when you can see everything without distortion! It got me back into SH4 with a vengeance. Nice way to blow an afternoon instead of napping. :D

Jeffg
02-05-25, 11:49 AM
You almost gave an old man a heart attack this morning when I opened the Subsim home page and thought there was a new update.

Jeffg

1Patriotofmany
02-05-25, 10:30 PM
You almost gave an old man a heart attack this morning when I opened the Subsim home page and thought there was a new update.

Jeffg Same here..... :(

_Oberst
02-08-25, 09:31 AM
Hello, maybe someone knows how to fix the bug related to the depth rudders, they stop working normally and fold after several time compressions.

propbeanie
02-08-25, 11:37 AM
Shelling out to Windows could be a cause, whether purposefully or accidentally. A background app, such as AV scanner or an 'update' program might be at fault. High TC in inappropriate areas (busy traffic), or for too long a period of time, can also cause issues. Said trouble might be the audio stream not playing all the sounds, character animation freezing, or not working at all, or a 'steam cloud' following your boat when submerged, etc. The remedy involves Save the game with a new Save name, then exit the game, which (hopefully) clears its buffers. Then start the game again and load your saved game. All should be back to normal. It is recommended to not shell out to Windows, and to not do TC over 1024 while traveling, and lower when getting near busy areas. Each computer is different though so YMMV... :salute:

_Oberst
02-08-25, 12:33 PM
Shelling out to Windows could be a cause, whether purposefully or accidentally. A background app, such as AV scanner or an 'update' program might be at fault. High TC in inappropriate areas (busy traffic), or for too long a period of time, can also cause issues. Said trouble might be the audio stream not playing all the sounds, character animation freezing, or not working at all, or a 'steam cloud' following your boat when submerged, etc. The remedy involves Save the game with a new Save name, then exit the game, which (hopefully) clears its buffers. Then start the game again and load your saved game. All should be back to normal. It is recommended to not shell out to Windows, and to not do TC over 1024 while traveling, and lower when getting near busy areas. Each computer is different though so YMMV... :salute:

Thanks for quick reply, I will try your advices:Kaleun_Salute:

KaleunMarco
02-15-25, 05:03 PM
has anyone experienced a non-responsive keyboard while playing SH4-FOTRSU?

this is new behaviour within the last few days and it is only while playing FOTRSU.
i have not played any other modset, which should be on my list of things to test.
this is a stable modset as i have not made any changes since starting this career.

when i press the key nothing happens and then after maybe 30 seconds the keystrokes are executed.

rebooted. still have the problem.
changed batteries in the keyboard. still have the problem.

it does not occur outside of SH4...such as when i am posting here at Subsim.:subsim:

it is really odd behaviour.

any thoughts?:hmmm:


P.S. i fired up both Stock (totally unmodded) and GFO and the keyboard performed as one would expect...no hesitations or delays in executed said command.
so, the question is: why would FOTRSU suddenly start chewing cycles and delaying keystrokes? the game date/time is April 1944 and let's say the behaviour started approx 1/1/44.
Question: i remember a keystroke (maybe it was a mod) that would display the FPS at the top of the screen during play. can anyone recall that?

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
399_OAKsHudGauges
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5

propbeanie
02-15-25, 11:08 PM
How big is your Save folder, all files & folders under Documents? How big is the newest Save file folder by itself? The game is still a 32-bit app, WinXP compatible, and cannot address more than 2TB hd partitions, with max file size of 4gig. Surely you're not there...

Use Ctrl-F8 to get the fps count in the upper left center of the display.

If you're running with your radar on continuous, try turning it off. You could also submerge to below 60-100ft if you're on the surface, and see if all surface sensors go blank (except hydrophone). It might be that you're near enough to a large convoy or task force for them to be spawning, but not near enough just yet for radar contact. You could also try disabling the 3000 yd bearing indicator, and see if that helps...

In the meantime, in what part of the SH4 world are you based, which boat, and what's your renown score?

KaleunMarco
02-15-25, 11:27 PM
How big is your Save folder, all files & folders under Documents? How big is the newest Save file folder by itself?
meg and a half (1.5m)

Use Ctrl-F8 to get the fps count in the upper left center of the display.
thank you for that!:up:

If you're running with your radar on continuous, try turning it of. You could also submerge to below 60-100ft if you're on the surface, and see if all surface sensors go blank.

radar can be on or off, the keyboard hits are still delayed.
we can be surfaced or submerged, it does not make a difference.

It might be that you're near enough to a large convoy or task force for them to be spawning, but not near enough just yet for radar contact.

proximity to traffic does not make a difference, although proximity is definitely more lethal...for us.

You could also try disabling the 3000 yd bearing indicator, and see if that helps...

yes, i could try this but i not during a mission. if i manage to get back to base, i will remove that mod and head out to see if it makes a difference.

In the meantime, in what part of the SH4 world are you based, which boat, and what's your renown score?

geographically, we are in the vicinity of the Marianas, say north and west of Tinian. it is April 1944, which means that it is a target-rich environment. :D
driving Gato and my renown as of the start of this mission is.....65,600
BTW, a couple of years ago, i figured out why i was getting ginormaous renown: i flubbed a decimal point in the Special Abilities file and it jacked my renown off-the-charts[/QUOTE]