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KaleunMarco
02-16-25, 12:42 PM
meg and a half (1.5m)


thank you for that!:up:



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



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



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.



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

i swapped keyboards/mice with my other laptop and the problem seems to have disappeared.

i must apologize to PB and his FOTRSU team for even hinting that their wonderful mega-mod could even remotely be the cause of this issue.

:Kaleun_Salute:

KriegsMarine
02-24-25, 08:12 AM
First of all, I offer my gratitude to the dev team for such an awesome megamod of SHIV, BRAVO!
In the 2nd single mission, I patrolled the northern waters of the Aleutian Islands where I encountered a small two-ship convoy guarded by a little DE. I submerged and wait, when the prey came into my crosshair I shoot the fishes to them. BOOM! They were just history. All of a sudden the little DE came towards me as soon as she found her buddies were killed silently. Within 2500 yards or so she slowed down at 10 or 12 knots and start the search pattern, so I prepared to do the classic down-the-throat tactics to this IJN vessel. Within 1200 yards the event view showed a fish launched from this Japanese DE and it rushed toward me. And right at that moment the MK14 just ran outta my boat which meant a mutual destruction. About Thirty seconds later the Japanese fish hit me first which caused total chaos in my boat. But we survived anyhow. The hull damaged a lot where it remained 42% integrity and with my sailors' great efforts they saved USS Plunger. But the little Japanese DE was killed by one MK14 fish. What an INTERESTING Aleutian skirmish! But is it historicall acurate when it comes to the ASW military history. :Kaleun_Salute::Kaleun_Cheers:

LUKNER
02-24-25, 08:48 AM
Tell me why Radio DF was invented in the game? What does it give in the game?

propbeanie
02-24-25, 09:55 AM
First of all, I offer my gratitude to the dev team for such an awesome megamod of SHIV, BRAVO!
In the 2nd single mission, I patrolled the northern waters of the Aleutian Islands where I encountered a small two-ship convoy guarded by a little DE. I submerged and wait, when the prey came into my crosshair I shoot the fishes to them. BOOM! They were just history. All of a sudden the little DE came towards me as soon as she found her buddies were killed silently. Within 2500 yards or so she slowed down at 10 or 12 knots and start the search pattern, so I prepared to do the classic down-the-throat tactics to this IJN vessel. Within 1200 yards the event view showed a fish launched from this Japanese DE and it rushed toward me. And right at that moment the MK14 just ran outta my boat which meant a mutual destruction. About Thirty seconds later the Japanese fish hit me first which caused total chaos in my boat. But we survived anyhow. The hull damaged a lot where it remained 42% integrity and with my sailors' great efforts they saved USS Plunger. But the little Japanese DE was killed by one MK14 fish. What an INTERESTING Aleutian skirmish! But is it historicall acurate when it comes to the ASW military history. :Kaleun_Salute::Kaleun_Cheers:
It is not wholly inaccurate, just that in your circumstance, it most likely wouldn't have happened, since the depth charge was a better weapon to use for a submerged target. It is difficult dealing with the game's "AI", which is very "artificial"... However, there was a US sub in the Aleutian chain that encountered 3 Japanese DD at anchor. The US boat decided to approach them submerged and then shoot at them with torpedoes. They did leave their periscope up too long, and one of the DD spotted it. Since they were sitting still, and it would take a bit to get moving and then up to speed, someone on one of the DD decided that it was prudent to shoot torpedoes at the periscope. So they did send a few at them. The sub did avoid being struck... I do not remember much of the rest of the story, but it seems to me that the sub only damaged one, and sank one, which was later salvaged. The 3rd DD was able to get underway and attempted to hunt the sub... I have notes somewhere here about it, but cdrsubron7 does have a Single Mission in FotRSU for that, "Three of a kind"...


Tell me why Radio DF was invented in the game? What does it give in the game?
Are you referring to the Directional Finder "Loop" antenna, which on US boats was a square shaped loop? The actual round antenna comes in later for the IFF, Indentify Friend or Foe antenna, sometime in late 1944. I do not remember when the US mounted their DF antennas... in the game, neither really do much for you, other than be 3D items on the conn. When you get the radar counter-measures RWR/APR-1, is when the IFF becomes active. In theory, with the DF antenna, you could tell which direction you were "hearing" radio transmission within range, and if you tuned to the correct frequency. With two boats, you could get a reasonably accurate range. With a third, you could triangulate and pinpoint. That is beyond the game's capabilities though...

millnate
02-24-25, 10:19 AM
Apologies if I missed it… tried searching for this answer with no success.

Does FOTRSU get rid of the vanilla soundtrack? While the music I’m hearing in FOTRSU in nice, I only seem to be getting a few tracks that repeat and non of them seem to be the stock tracks.

Thanks!

propbeanie
02-24-25, 11:13 AM
Apologies if I missed it… tried searching for this answer with no success.

Does FOTRSU get rid of the vanilla soundtrack? While the music I’m hearing in FOTRSU in nice, I only seem to be getting a few tracks that repeat and non of them seem to be the stock tracks.

Thanks!
There should still be some stock music that plays in certain passages, but I do not remember which files... there are not many of them, and the ones that do remain have been "re-ogged" and made smaller... If you have a stock game folder still, and want the stock files back, navigate into the stock game, Data \Sound \Music folder, and copy all of the files there. Then go into the FotRSU MODS folder and create yourself a set of folders there, such as "NewMenuMusic \Data \Sound \Music" and open that. Then paste the stock files into that folder you made. Activate it like any other mod. Presto-change-oh, you have new music when you are hunting, or being hunted... You could also change a few of them and leave the others :salute:

LUKNER
02-24-25, 06:41 PM
Are you referring to the Directional Finder "Loop" antenna, which on US boats was a square shaped loop? The actual round antenna comes in later for the IFF, Indentify Friend or Foe antenna, sometime in late 1944. I do not remember when the US mounted their DF antennas... in the game, neither really do much for you, other than be 3D items on the conn. When you get the radar counter-measures RWR/APR-1, is when the IFF becomes active. In theory, with the DF antenna, you could tell which direction you were "hearing" radio transmission within range, and if you tuned to the correct frequency. With two boats, you could get a reasonably accurate range. With a third, you could triangulate and pinpoint. That is beyond the game's capabilities though...
I know what this antenna is for in the story. I don't understand why and how the creators of Silent Hunter 4 wanted to implement it in the game. There are all the registrations in the game for it. Because of it, unidentified contacts are constantly generated on the map, and the time is reset to 1 because of the received radio contact. My question: how should the whole theme related to Radio DF be in the game according to the creators' idea? Who knows?
-----------------------------------------
Я знаю для чего эта антена в истории. Я не понимаю для чего и как хотели ее реализовать в игре создатели Силент Хантера 4.
Под нее есть все прописки в игре. Из-за нее постоянно генерируются неопознанные контакты на карте, и идет сброс времени на 1 из-за полученного радиоконтакта.
Мой вопрос: как должно было бы быть в игре по задумке создателей вся тема связанная с Radio DF? Кто знает?

KriegsMarine
02-25-25, 09:27 AM
[QUOTE=propbeanie;2945264]It is not wholly inaccurate, just that in your circumstance, it most likely wouldn't have happened, since the depth charge was a better weapon to use for a submerged target. It is difficult dealing with the game's "AI", which is very "artificial"... However, there was a US sub in the Aleutian chain that encountered 3 Japanese DD at anchor. The US boat decided to approach them submerged and then shoot at them with torpedoes. They did leave their periscope up too long, and one of the DD spotted it. Since they were sitting still, and it would take a bit to get moving and then up to speed, someone on one of the DD decided that it was prudent to shoot torpedoes at the periscope. So they did send a few at them. The sub did avoid being struck... I do not remember much of the rest of the story, but it seems to me that the sub only damaged one, and sank one, which was later salvaged. The 3rd DD was able to get underway and attempted to hunt the sub... I have notes somewhere here about it, but cdrsubron7 does have a Single Mission in FotRSU for that, "Three of a kind"...

Thanx ,very impressive. A great military game with a even greater mod is very educational & inspring, and definitely will push you to dig more real world history facts. Years later, you will become a WWII Sub warfare & ASW amateur expert :Kaleun_Salute:

propbeanie
02-25-25, 09:38 AM
I know what this antenna is for in the story. I don't understand why and how the creators of Silent Hunter 4 wanted to implement it in the game. There are all the registrations in the game for it. Because of it, unidentified contacts are constantly generated on the map, and the time is reset to 1 because of the received radio contact. My question: how should the whole theme related to Radio DF be in the game according to the creators' idea? Who knows?
My guess is that the devs had all sorts of ideas of functioning things to bring to the game, but Ubisoft had other ideas, driven by time and money constraints. So Ubisoft pressured the dev team to get the game out the door as soon as possible (same thing with the patches they did). Therefore, we have the HF/DF antenna, but no functionality, the IFF, which does not have a cabinet, similar to the RWR / APR, or even the SD radar, of which there is no actual console - and neither of those two can be turned "off" (yet)... and lest we forget, there is an FM sonar "upgrade" in the game that actually can show up as an "upgrade", but has no real purpose, since it does not function... there are more examples in the game, most of which lasted through SH5 also...

When you have the radio "reports" coming in, along with a map icon of "Enemy movement 005-24N x 153-18E headed south, medium speed" (whatever the actual report is), you are seeing the Group's mis file setting on the lines
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
SecondsUntilReport=-30.030029
In the example here, the "-1" signifies "No Report", whereas a positive number designates the minutes for the report to occur and keep repeating. FotRSU removed quite a few of those. However, when you see messages come across such as "Swordfish (SS-193) sank Ficticious Maru near Gaum 23Aug43", that comes from the "messages.txt" file in the Campaign folder. In FotRSU, most of those are set to a 30% chance of appearing, whereas other mods have them at 100%. Some mods do not have any of those. Those are for "immersion". If I have not answered your question fully as of yet (translation), let me know and we can try again...
:arrgh!:

LUKNER
02-25-25, 10:37 AM
My guess is that the devs had all sorts of ideas of functioning things to bring to the game, but Ubisoft had other ideas, driven by time and money constraints. So Ubisoft pressured the dev team to get the game out the door as soon as possible (same thing with the patches they did). Therefore, we have the HF/DF antenna, but no functionality, the IFF, which does not have a cabinet, similar to the RWR / APR, or even the SD radar, of which there is no actual console - and neither of those two can be turned "off" (yet)... and lest we forget, there is an FM sonar "upgrade" in the game that actually can show up as an "upgrade", but has no real purpose, since it does not function... there are more examples in the game, most of which lasted through SH5 also...

When you have the radio "reports" coming in, along with a map icon of "Enemy movement 005-24N x 153-18E headed south, medium speed" (whatever the actual report is), you are seeing the Group's mis file setting on the lines
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
SecondsUntilReport=-30.030029
In the example here, the "-1" signifies "No Report", whereas a positive number designates the minutes for the report to occur and keep repeating. FotRSU removed quite a few of those. However, when you see messages come across such as "Swordfish (SS-193) sank Ficticious Maru near Gaum 23Aug43", that comes from the "messages.txt" file in the Campaign folder. In FotRSU, most of those are set to a 30% chance of appearing, whereas other mods have them at 100%. Some mods do not have any of those. Those are for "immersion". If I have not answered your question fully as of yet (translation), let me know and we can try again...
:arrgh!:
I understood your answer. I agree with you.
----------------------------------------------------
В моде Силент Сервис я решил пересмотреть на некоторые настройки с электронной аппаратурой. В основном полагаясь на этот источник.
http://pwencycl.kgbudge.com/R/a/Radar.htm#mozTocId148872
Моя мечта увидеть в игре работающий гидролокатор для поиска мин. Но пока не получается. Все что я сделал, это возможность искать мины по звуку, через аппаратуру, или вплоть до касания минрепа. )))
---------------------------------------------------------------
Вопрос: как сделать в сообщении: 817=Detecting radar signals!
отображение дальности, или хотя бы пеленга на обнаруженную станцию радара?
-----------------------------------
In the Silent Service mod I decided to review some settings with electronic equipment. Mainly relying on this source. http://pwencycl.kgbudge.com/R/a/Radar.htm#mozTocId148872 My dream is to see a working sonar for searching mines in the game. But so far it hasn't worked. All I have done is the ability to search for mines by sound, through equipment, or even by touching the mine reel. ))) -------------------------------------------------------------- Question: how can I make the message: 817=Detecting radar signals! display the range, or at least the bearing to the detected radar station?

propbeanie
02-25-25, 02:43 PM
I understood your answer. I agree with you.
----------------------------------------------------
В моде Силент Сервис я решил пересмотреть на некоторые настройки с электронной аппаратурой. В основном полагаясь на этот источник.
http://pwencycl.kgbudge.com/R/a/Radar.htm#mozTocId148872
Моя мечта увидеть в игре работающий гидролокатор для поиска мин. Но пока не получается. Все что я сделал, это возможность искать мины по звуку, через аппаратуру, или вплоть до касания минрепа. )))
---------------------------------------------------------------
Вопрос: как сделать в сообщении: 817=Detecting radar signals!
отображение дальности, или хотя бы пеленга на обнаруженную станцию радара?
-----------------------------------
In the Silent Service mod I decided to review some settings with electronic equipment. Mainly relying on this source. http://pwencycl.kgbudge.com/R/a/Radar.htm#mozTocId148872 My dream is to see a working sonar for searching mines in the game. But so far it hasn't worked. All I have done is the ability to search for mines by sound, through equipment, or even by touching the mine reel. ))) -------------------------------------------------------------- Question: how can I make the message: 817=Detecting radar signals! display the range, or at least the bearing to the detected radar station?
I had an idea to use TDW's Mine that makes noise - but my brain forgot the name of it... anyway, each mine making noise would be too much for the computer to handle, which is why TheDarkWraith dropped his development of the idea, but if you can somehow make the sound weak enough, and only have enough of the noise making mines to outline the field, and then only have them show-up at the proper time for the FM sonar to be active AND ~IF~ the FM sonar actually works in the game... My first few attempts a couple of years ago did realiably result in CTDs... :roll: - so I dropped it for a time... As to the message of "Radar signals detected"... if you look at the Game \Data \Menu \menu.txt file in SH4, and compare that line with the others for the sonar, and ship spotted etc, you will see that they use "variables" in the line, such as "Bearing %03d", which tells the came to use the "bearing" info it has, whereas the "%s" looks like it signifies "short, medium, long" range... I'm not certain if adding those variables to that radar signlas line will work, but surely it would... It is almost a necessity for a person doing Map Contacts Off, isn't it? Although it might not be completely "historically" accurate. Also, even if you have Map Contacts on, but do not have the "color" lines showing on the NavMap, it is very easy to overlook those lines, and think you have a sonar contact, and head toward them while on the surface... :o :arrgh!:
:salute:

Edit: Found it: Mines_Subnets_Detectable_in_hydro (https://www.subsim.com/radioroom/downloads.php?do=file&id=4066) - it is an SH5 mod, and needs "translating", which is probably where I was running into trouble with it...

LUKNER
02-25-25, 05:41 PM
I had an idea to use TDW's Mine that makes noise - but my brain forgot the name of it... anyway, each mine making noise would be too much for the computer to handle, which is why TheDarkWraith dropped his development of the idea, but if you can somehow make the sound weak enough, and only have enough of the noise making mines to outline the field, and then only have them show-up at the proper time for the FM sonar to be active AND ~IF~ the FM sonar actually works in the game... My first few attempts a couple of years ago did realiably result in CTDs... :roll: - so I dropped it for a time... As to the message of "Radar signals detected"... if you look at the Game \Data \Menu \menu.txt file in SH4, and compare that line with the others for the sonar, and ship spotted etc, you will see that they use "variables" in the line, such as "Bearing %03d", which tells the came to use the "bearing" info it has, whereas the "%s" looks like it signifies "short, medium, long" range... I'm not certain if adding those variables to that radar signlas line will work, but surely it would... It is almost a necessity for a person doing Map Contacts Off, isn't it? Although it might not be completely "historically" accurate. Also, even if you have Map Contacts on, but do not have the "color" lines showing on the NavMap, it is very easy to overlook those lines, and think you have a sonar contact, and head toward them while on the surface... :o :arrgh!:
:salute:

Edit: Found it: Mines_Subnets_Detectable_in_hydro (https://www.subsim.com/radioroom/downloads.php?do=file&id=4066) - it is an SH5 mod, and needs "translating", which is probably where I was running into trouble with it...


The DarkWraith was right to reject this option. At first I also experimented with similar things, but quickly realized that dragging such mines into the game world is not reasonable. Too much load and it is very difficult to create minefields as they were supposed to be. I attached two sound sources to the standard mine: the sound of the mine reel touching, which is heard within a radius of 40 meters (the distance from the bow of the boat to the wheelhouse), and the sound of the sonar ping, which is heard only through the hydrophone or an external camera near the mine itself. My problem is that the sound of the mine in the hydrophone is heard at a distance of up to 10 km (the acoustic range of the torpedo sound in the game), I can not reduce it yet. And only the player himself can detect the mine, no reports from the watch were made.


The DarkWraith правильно отказался от такого варианта. Я поначалу также с подобными вещами экспериментировал, но быстро понял что тащить подобные мины в игровой мир не разумно. Слишком большая нагрузка и очень сложно создавать минные поля так как они должны были быть.
Я к стандартной мине прикрепил два источника звука: звук касания минрепа, который слышен в радиусе 40 метров (расстояние от носа лодки до рубки), и звук пинга сонара который слышен только через гидрофон или внешей камерой вблизи самой мины. Моя проблема в том что звук мины в гидрофоне слышен на дальности до 10 км (акустическая дальность звука торпеды в игре), уменьшить не могу пока. И обнаружить мину может только сам игрок, никаких докладов от вахты сделать не получилось.

LUKNER
02-25-25, 05:58 PM
But in reality, was it possible that not only the operation of the radar was detected, but also the direction to it and the distance to it?


---------------------------------
А в реальности было такое что обнаруживалась не только работа радара, но и направление на него, и дальность до него?

propbeanie
02-27-25, 02:43 PM
That I am not certain of... I've read a few places about the device, but most of the information I've found is actually for the cold war era radar detectors, not the original from ww2. I am going through some War Patrol Reports online right now to flesh-out a few returning missions for FotRSU, and if I happen to find anything about it or the IFF, I'll try to remember to PM you about them. :salute:

LUKNER
02-27-25, 07:10 PM
That I am not certain of... I've read a few places about the device, but most of the information I've found is actually for the cold war era radar detectors, not the original from ww2. I am going through some War Patrol Reports online right now to flesh-out a few returning missions for FotRSU, and if I happen to find anything about it or the IFF, I'll try to remember to PM you about them. :salute:


I would be grateful for your help!


For now, I have limited my search in this matter to the report form and the presence of two different stations:



USRWRInfo=Radio reconnaissance station type APR-1 / SPR-1|Max. range: <b>18,000 yards (16,200 meters)</b>|Overview: <b>360 deg.</b> USRWRNotes= Allows you to detect the operation of enemy search radars at frequencies of 80-1000 MHz. It was installed on new submarines, as well as on boats that underwent modernization since the fall of 1944.



USRWR1Info=Radio reconnaissance station type APR-5 / SPR-5|Max. range: <b>30,000 yards (27,000 meters)</b>|View: <b>360 degrees.</b> USRWR1Notes=Allows detection of enemy search radars at frequencies of 1000-3500 MHz. Installed on new submarines, as well as submarines that have undergone modernization since the summer of 1945.


If someone is more competent in this matter, I will be glad to receive advice!




Do you think the report could be delivered in a similar way?

817=Radar station activity detected! Signal clear, in the centimeter range, no further than 10 miles, Sir!


-------------------------
Буду благодарен за помощь!


Пока свои поиски ограничил в этом вопросе формой доклада, и наличием двух разных станций :


USRWRInfo=Станция радиотехнической разведки тип APR-1 / SPR-1|Макс. дальность: <b>18000 ярдов (16200 метров)</b>|Обзор: <b>360 град.</b>
USRWRNotes= Позволяет засекать работу вражеских поисковых радаров на частотах 80-1000 МГц. Устанавливалась на новых подводных лодках, а также лодках прошедших модернизацию с осени 1944 года.

USRWR1Info=Станция радиотехнической разведки тип APR-5 / SPR-5|Макс. дальность: <b>30000 ярдов (27000 метров)</b>|Обзор: <b>360 град.</b>
USRWR1Notes=Позволяет засекать работу вражеских поисковых радаров на частотах 1000-3500 МГц. Устанавливалась на новых подводных лодках, а также лодках прошедших модернизацию с лета 1945 года.

Если кто то более компетентен в этом вопросе буду рад получению консультации!


Как вы считаете доклад мог бы произносится подобным образом?

817=Обнаружена работа станции радара! Сигнал четкий, в сантиметровом диапазоне, не далее 10 миль, Сэр!

torpedobait
03-05-25, 10:33 AM
I'm playing in Balao out of Guam in March 1945. One of the first upgrades I applied back in early 1944 was the Single 40mm AA gun for both fore and aft. In previous careers the Twin 40mm has become available for Gato class boats somewhere in that time span (44-45), and I thought they would also come up for Balao, but such is seemingly not the case.

Is there a setting that puts the Twin 40mm AA guns into a Balao Upgrade Pack? Was the apparent omission deliberate?

Frankly, I won't take on any Japanese warplane with only two - single 40mm guns! They shoot me up pretty badly before we can do much damage in return. The Twin guns seemed much more effective.

I've had no trouble for the last two years being able to add the 2nd crewman to each gun, but adding a new AA type does not look like something I want to try.

Thanks! :salute:

propbeanie
03-06-25, 09:19 PM
I'm playing in Balao out of Guam in March 1945. One of the first upgrades I applied back in early 1944 was the Single 40mm AA gun for both fore and aft. In previous careers the Twin 40mm has become available for Gato class boats somewhere in that time span (44-45), and I thought they would also come up for Balao, but such is seemingly not the case.

Is there a setting that puts the Twin 40mm AA guns into a Balao Upgrade Pack? Was the apparent omission deliberate?

Frankly, I won't take on any Japanese warplane with only two - single 40mm guns! They shoot me up pretty badly before we can do much damage in return. The Twin guns seemed much more effective.

I've had no trouble for the last two years being able to add the 2nd crewman to each gun, but adding a new AA type does not look like something I want to try.

Thanks! :salute:
Yes, the twin 20 & 40mm were left out. I've been looking for documentation of either being used on US subs, and did finally find one picture of a 20mm twin, so we'll put that back, attainable for a small handling fee of 250 renown points... :roll: :D - as for the Twin 40, I have not found any in use, but we can put it back in for a much higher renown point cost :arrgh!:

Now, don't be admitting in public about duking it out with airplanes... you know Lockwood's feelings about such. He would remind you of the cost differential between not only the submarine versus airplane, but more so 1-5 airmen versus 70-80 submariners. It ain't good math... |;^)
:salute:

LUKNER
03-07-25, 08:32 AM
Yes, the twin 20 & 40mm were left out. I've been looking for documentation of either being used on US subs, and did finally find one picture of a 20mm twin, so we'll put that back, attainable for a small handling fee of 250 renown points... :roll: :D - as for the Twin 40, I have not found any in use, but we can put it back in for a much higher renown point cost :arrgh!:

Now, don't be admitting in public about duking it out with airplanes... you know Lockwood's feelings about such. He would remind you of the cost differential between not only the submarine versus airplane, but more so 1-5 airmen versus 70-80 submariners. It ain't good math... |;^)
:salute:


По моему у Локвуда я читал, что развитие зенитных средств ПВО на подлодках порой выходило за грань разумного, и это касалось как раз установки спаренной установки 40-мм Бофорс, в чем он осуждал Деница, поэтому он и резюмировал, что лучшим спасением будет вовремя обнаружить самолет и уйти под воду..
---------------------------------
In my opinion, I read in Lockwood that the development of anti-aircraft air defense systems on submarines sometimes went beyond the bounds of reason, and this concerned the installation of a twin 40-mm Bofors mount, for which he condemned Doenitz, so he concluded that the best salvation would be to detect the aircraft in time and go underwater.

torpedobait
03-07-25, 12:23 PM
Yes, the twin 20 & 40mm were left out. I've been looking for documentation of either being used on US subs, and did finally find one picture of a 20mm twin, so we'll put that back, attainable for a small handling fee of 250 renown points... :roll: :D - as for the Twin 40, I have not found any in use, but we can put it back in for a much higher renown point cost :arrgh!:

Now, don't be admitting in public about duking it out with airplanes... you know Lockwood's feelings about such. He would remind you of the cost differential between not only the submarine versus airplane, but more so 1-5 airmen versus 70-80 submariners. It ain't good math... |;^)
:salute:

FYI, the Twin 20's have been available for some time (in game time), like back in early '44 at least.

I do prefer diving on detection of an enemy plane, but should we get "surprised" by one, I also prefer having maximum firepower available at whatever cost to renown. That said, I wonder how on previous careers and boats I was able to load the twin 40's? There haven't been any new releases to take them out. That's why I asked why they weren't available on Balao. Cost be damned! :salute:

propbeanie
03-07-25, 12:52 PM
FYI, the Twin 20's have been available for some time (in game time), like back in early '44 at least.

I do prefer diving on detection of an enemy plane, but should we get "surprised" by one, I also prefer having maximum firepower available at whatever cost to renown. That said, I wonder how on previous careers and boats I was able to load the twin 40's? There haven't been any new releases to take them out. That's why I asked why they weren't available on Balao. Cost be damned! :salute:
Hark! The idjitt modder is looking at the next release's files... sigh - the Gato in v1.8 does show 1944-06-01, NULL, Twin 40mm AA Gun for the twin 40, however, the weapons file date is the same, and might not be available until June 3rd. Since you're in 1945 though... look at the menu when in the office at home port, and see if it isn't available for purchase for a small fee... However, since you are beyond that date, it should be there no matter what... the 'dating' in the upgrade pack is not 100% correct, but you are beyond the date issue, so it should show available... Can you zip-up and send me your latest Save folder so I can look at it please? :salute:

torpedobait
03-07-25, 07:48 PM
Hark! The idjitt modder is looking at the next release's files... sigh - the Gato in v1.8 does show 1944-06-01, NULL, Twin 40mm AA Gun for the twin 40, however, the weapons file date is the same, and might not be available until June 3rd. Since you're in 1945 though... look at the menu when in the office at home port, and see if it isn't available for purchase for a small fee... However, since you are beyond that date, it should be there no matter what... the 'dating' in the upgrade pack is not 100% correct, but you are beyond the date issue, so it should show available... Can you zip-up and send me your latest Save folder so I can look at it please? :salute:

Just now emailed the latest Save File. I also included some text to the effect that a Paint Scheme Change that was applied on June 21 at Manus Island is the pivot point after which a twin 40mm AA gun is no longer offered. It was there in May after taking the Balao while at Milne Bay. Fun and Games! :Kaleun_Cheers:

KaleunMarco
03-07-25, 11:23 PM
Just now emailed the latest Save File. I also included some text to the effect that a Paint Scheme Change that was applied on June 21 at Manus Island is the pivot point after which a twin 40mm AA gun is no longer offered. It was there in May after taking the Balao while at Milne Bay. Fun and Games! :Kaleun_Cheers:

i experienced the same effect in a recent career with a Gato:

Using the Late War Tower, we had the twin 40's.
took some damage and received the Elite War upgrade whereupon we could only load the single 40.

since my crew has been trained to not shoot at flying objects, it did not matter.:D

propbeanie
03-10-25, 09:50 AM
I am almost certain (as certain as SH4 allows) that the issue falls to bad "dates" in the UpgradePacks upc file, that pre-date the weapon's availability in the Weapons upc file... maybe... :oops:

torpedobait
03-23-25, 12:28 PM
I recently started a new Career on the German side. While it is "fun" to play a different version once in a while, what it really does is demonstrate the improvements and enhancements offered by FOTRS-U. I'll continue this career until they nail me, but after that it's FOTRS-U all the way!

:Kaleun_Cheers:

propbeanie
03-23-25, 12:48 PM
I recently started a new Career on the German side. While it is "fun" to play a different version once in a while, what it really does is demonstrate the improvements and enhancements offered by FOTRS-U. I'll continue this career until they nail me, but after that it's FOTRS-U all the way!

:Kaleun_Cheers:
We do have plans for that side of the fence... but it might not be all German... :roll: - "TIME" is the deciding commodity...

Bubblehead1980
03-23-25, 12:59 PM
We do have plans for that side of the fence... but it might not be all German... :roll: - "TIME" is the deciding commodity...


oh you tease lol.

Japanese campaign perhaps?? That would be great within FOTRS.


Speaking of which, do you know if they ever managed to get the air dropped "cuties" working from the TBF's?

Navigator857
03-23-25, 04:56 PM
Good afternoon. As the title states, using this mod causes a full load, then multiple windows opening up stating different files missing. And that's with no other mods loaded. When I uninstall the mod, the vanilla games start up just fine, along with other mods working with no issues. Am I missing something?

Here are some of the error messages after the mod shows loaded, "File not found: data/menu/black80.tga There is a (not implemented) page: <PageChooseLoadSave> !


Jack :Kaleun_Salute:

KaleunMarco
03-23-25, 06:58 PM
Good afternoon. As the title states, using this mod causes a full load, then multiple windows opening up stating different files missing. And that's with no other mods loaded. When I uninstall the mod, the vanilla games start up just fine, along with other mods working with no issues. Am I missing something?

Here are some of the error messages after the mod shows loaded, "File not found: data/menu/black80.tga There is a (not implemented) page: <PageChooseLoadSave> !


Jack :Kaleun_Salute:
no offense intended...are you using JSGME to apply this mod-set?
:hmmm::timeout:

propbeanie
03-23-25, 11:58 PM
Good afternoon. As the title states, using this mod causes a full load, then multiple windows opening up stating different files missing. And that's with no other mods loaded. When I uninstall the mod, the vanilla games start up just fine, along with other mods working with no issues. Am I missing something?

Here are some of the error messages after the mod shows loaded, "File not found: data/menu/black80.tga There is a (not implemented) page: <PageChooseLoadSave> !
At least 2 possible causes, dependent upon your other error messages, but start with which version of SH4 are you using? FotRSU requires v1.5 of SH4. If you get an error of missing a black dds file (the exact name eludes me), then that's the problem. In addition, the copy of SH4 that you want to apply any mod to, cannot be in any Program Files folder. This includes Steam, which puts the game Library below its install in the Program Files (x86) folder. You can (usually) copy that entire folder structure (Silent Hunter Wolves of the Pacific) and paste it into a folder you create, such as Games, and then use MultiSH4 to create a new Save folder.

Run JSGME, choose "Tasks" in the middle, then "Export activated mods list to..." and choose "Clipboard" to paste it immediately into your next post, or choose "Text file" to copy and paste later. That info will answer a few questions.

millnate
03-24-25, 09:26 AM
Is the EAX Sound Simulation Mod by Vickers03 currently working? Anyone using it? I’m wondering if I’m experiencing some graphics issues…. Seems not every torpedo impact has a water geyser with it.

New install, using the FOTRSU version.

Thanks!

propbeanie
03-24-25, 11:11 AM
Is the EAX Sound Simulation Mod by Vickers03 currently working? Anyone using it? I’m wondering if I’m experiencing some graphics issues…. Seems not every torpedo impact has a water geyser with it.

New install, using the FOTRSU version.

Thanks!
Tough to say... you don't supply much info to go on. Run JSGME and choose "Tasks" in the middle, then "Export activated mods list to..." and "Clipboard" to paste it immediately into your next post, or "Text file" to copy and paste it later. We need to know that full report. I have no idea how a sound mod could interfere with a water geyser, assuming you actually hit the target. Do you happen to have "dud torpedo" set to the affirmative, and maybe experienced a "preemie"?? Or perhaps a dud hit the side of the ship, but you were too far away to hear the "klank"?? You should get a "Torpedo was a dud, sir" message with that though. Premature detonations do not report anything, other than an explosion that is not timed correctly for the stop watch. You would see a water splash though, if looking in the correct place.

fitzcarraldo
03-24-25, 05:15 PM
Tough to say... you don't supply much info to go on. Run JSGME and choose "Tasks" in the middle, then "Export activated mods list to..." and "Clipboard" to paste it immediately into your next post, or "Text file" to copy and paste it later. We need to know that full report. I have no idea how a sound mod could interfere with a water geyser, assuming you actually hit the target. Do you happen to have "dud torpedo" set to the affirmative, and maybe experienced a "preemie"?? Or perhaps a dud hit the side of the ship, but you were too far away to hear the "klank"?? You should get a "Torpedo was a dud, sir" message with that though. Premature detonations do not report anything, other than an explosion that is not timed correctly for the stop watch. You would see a water splash though, if looking in the correct place.

I´m using EAX with FOTRSU ans Vickers interiors. No problem here.

Fitzcarraldo :Kaleun_Salute:

Zaslon
03-30-25, 02:15 AM
Good afternoon. As the title states, using this mod causes a full load, then multiple windows opening up stating different files missing. And that's with no other mods loaded. When I uninstall the mod, the vanilla games start up just fine, along with other mods working with no issues. Am I missing something?

Here are some of the error messages after the mod shows loaded, "File not found: data/menu/black80.tga There is a (not implemented) page: <PageChooseLoadSave> !


Jack :Kaleun_Salute:

Newbie here with the same issue. I fixed it after purchasing the U-boat missions expansion (which I didn't realize I needed). Do you have it?

Aktungbby
03-30-25, 10:18 AM
Zaslon!:Kaleun_Salute:

1Patriotofmany
03-30-25, 10:16 PM
oh you tease lol.

Japanese campaign perhaps?? That would be great within FOTRS.


Speaking of which, do you know if they ever managed to get the air dropped "cuties" working from the TBF's? 2nd that! IJN Jyunsen mod isn't bad, but vanilla graphics, would be excellent to see a flip of FOTRS.

Bubblehead1980
04-22-25, 02:04 AM
Issues downloading FOTRS guys. I tried Chrome, Firefox, and Edge.

Firefox seemed like it was working but then the download failed.

Not issues with other mods, even large ones.

Ad blockers etc disabled.


Just a heads up

EDIT: Finally was able to download in Firefox.

propbeanie
04-22-25, 04:36 PM
That is the SubSim ftp server and it's spam blocker that causes that. You have to usually "white list" the SubSim site to get it to download, or use MS Edge ( :o ) pia ymmv...

https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=13385

Bubblehead1980
04-22-25, 08:30 PM
That is the SubSim ftp server and it's spam blocker that causes that. You have to usually "white list" the SubSim site to get it to download, or use MS Edge ( :o ) pia ymmv...

https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=13385


Yes, I did as the said but was giving me trouble but eventfully, Firefox worked.

Bubblehead1980
04-24-25, 10:22 AM
Nevermind. Located mod right after I posted.

Bubblehead1980
04-24-25, 04:42 PM
Running patrols with FOTRS, enjoying it.


Curious. On the OLNippon2 tanker noticed in the .eqp files instead of 3inchgun etc have the platforms listed. As these guns or ?

[Equipment 2]
NodeName=M01
LinkName=PlatformL
StartDate=19420101
EndDate=19451231


[Equipment 31]
NodeName=M03
LinkName=PlatformM
StartDate=19430101
EndDate=19451231

nionios
05-05-25, 08:52 AM
It's 3rd of November 1943 and still I can't end patrol at Milne Bay with Balao.
The option is greyed out for over a month ago.
The "BoatsByMonth" file says that Balao is available at Milne Bay in October/November 1943,is that OK?
Should I wait for "End Patrol" to become available in the next days?

KaleunMarco
05-05-25, 09:22 AM
It's 3rd of November 1943 and still I can't end patrol at Milne Bay with Balao.
The option is greyed out for over a month ago.
The "BoatsByMonth" file says that Balao is available at Milne Bay in October/November 1943,is that OK?
Should I wait for "End Patrol" to become available in the next days?




from which base did you start your current mission?

nionios
05-05-25, 02:58 PM
from which base did you start your current mission?


Milne Bay.

propbeanie
05-05-25, 10:52 PM
It's 3rd of November 1943 and still I can't end patrol at Milne Bay with Balao.
The option is greyed out for over a month ago.
The "BoatsByMonth" file says that Balao is available at Milne Bay in October/November 1943,is that OK?
Should I wait for "End Patrol" to become available in the next days?
from which base did you start your current mission?
Milne Bay.
Where were you and what date was it when you were given the Balao, or what date did you start your career with the Balao, and from where? This is the Balao's Milne Bay entry:
[Flotilla 9.UserPlayerUnitType 2]
ID= F9Balao
NameDisplayable= Balao class
AvailabilityInterval= 1943-10-01, 1944-05-17
IDLinkUserPlayerUnitType= Balao
UnitTypeCommonality= 11
IDFlotillaLinkTransferTo= ManusIslandCommand

nionios
05-06-25, 05:26 AM
Where were you and what date was it when you were given the Balao, or what date did you start your career with the Balao, and from where? This is the Balao's Milne Bay entry:[Flotilla 9.UserPlayerUnitType 2]
ID= F9Balao
NameDisplayable= Balao class
AvailabilityInterval= 1943-10-01, 1944-05-17
IDLinkUserPlayerUnitType= Balao
UnitTypeCommonality= 11
IDFlotillaLinkTransferTo= ManusIslandCommand


According to my saves in port,it seems that I got the Balao at around 14 August 1943, surely at Milne Bay.

propbeanie
05-06-25, 09:34 AM
According to my saves in port,it seems that I got the Balao at around 14 August 1943, surely at Milne Bay.
This has been stated since the beginning of SH4, in that if you get assigned a boat prior to its "active" date, then you may as well rollback to the last save prior to the "upgrade" and then refuse the "New command". For the Balao, that date in FotRSU is 1943-05-21. However, the first base to have the boat is the New Construction start at Mare Island Naval Shipyard, California on 1943-05-24, which then leaves 1943-07-12 and transfers to Brisbane. So a list of the Balao's 'active' dates:
Boat active: 1943-05-21
Mare: 1943-05-24 to 1943-07-12 --->Brisbane
Brisbane: 1943-06-03 to 1943-11-12 --->Milne
Pearl: 1943-07-01 to NULL --->NULL
Midway: 1943-07-01 to NULL --->NULL
Tulagi: 1943-08-01 to 1944-05-17 --->Manus
Fremantle: 1943-09-01 to NULL --->NULL
Milne: 1943-10-01 to 1944-05-17 --->Manus
It goes on with Saipan, Guam, Subic Bay, etc. But if you were given the Balao at a given base prior to it being active at that base, then it seems to be nearly the same death sentence as getting the boat prior to its active date, other than you at least get to go on one patrol. Now - there is one idea worth considering, if you have the old Save of when you were first given the Balao, and that would be to NOT go on patrol, but to transfer first to a base that has an active Balao. But if you do not see a "slanted", "fouled" anchor

https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=13756

Then you do not have a "home port" to dock at. Look around the Pacific and Southwest Pacific, and make certain you aren't missing that slanted anchor. If instead, they are all straight up with no rope on them

https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=13755

Then you are dealing with having gotten the boat too early...

Well... those images didn't translate too well... why would the site blow-up a 256x image?? Oh well.

nionios
05-06-25, 02:19 PM
Thanks:salute:.So to conclude: is there any chance of ending that patrol with the Balao? The anchor at Milne Bay is slanted. Or the only solution is to load a previous save before accepting the Balao?

torpedobait
05-07-25, 11:52 AM
Thanks:salute:.So to conclude: is there any chance of ending that patrol with the Balao? The anchor at Milne Bay is slanted. Or the only solution is to load a previous save before accepting the Balao?

Unless I'm missing something, if the anchor symbol at Milne Bay is slanted, then you should be able to go back there and dock (ending the patrol). :salute:

nionios
05-07-25, 12:46 PM
Unless I'm missing something, if the anchor symbol at Milne Bay is slanted, then you should be able to go back there and dock (ending the patrol). :salute:


Thanks, but the question is "when?" because it's 3rd of November 1943 and the option to end patrol isn't available yet, despite the slanted anchor.

KaleunMarco
05-07-25, 02:51 PM
Thanks, but the question is "when?" because it's 3rd of November 1943 and the option to end patrol isn't available yet, despite the slanted anchor.


you will need to follow PB's advice and reload the mission before you accepted the upgrade, finish that mission and then refuse the upgrade to the Balao.


you will not be able to complete the mission that you are on presently.


this is the way.:03:

nionios
05-08-25, 05:43 AM
you will need to follow PB's advice and reload the mission before you accepted the upgrade, finish that mission and then refuse the upgrade to the Balao.


you will not be able to complete the mission that you are on presently.


this is the way.:03:


OK, thanks.:salute:

propbeanie
05-08-25, 12:24 PM
Thanks:salute:.So to conclude: is there any chance of ending that patrol with the Balao? The anchor at Milne Bay is slanted. Or the only solution is to load a previous save before accepting the Balao?
Unless I'm missing something, if the anchor symbol at Milne Bay is slanted, then you should be able to go back there and dock (ending the patrol). :salute:
Thanks, but the question is "when?" because it's 3rd of November 1943 and the option to end patrol isn't available yet, despite the slanted anchor.
you will need to follow PB's advice and reload the mission before you accepted the upgrade, finish that mission and then refuse the upgrade to the Balao.

you will not be able to complete the mission that you are on presently.
OK, thanks.:salute:
If you received the boat at Milne prior to it being active at Milne, you will not be able to dock there most likely never. You ~MIGHT~ maybe be able to accept the boat, but before going on patrol, attempt to transfer out to a base where the Balao is active. I have not attempted that yet (kind of tough to test the situation). However, the game usually treats an "early" sub as a dead sub, and you end up being The Flying Dutchman, doomed to sail the seas for the game's eternity, never being able to go home... but usually, it drops the home port. I have never seen what you have, with a home port showing, and unable to dock there... Are you in close enough (within roughly 6km)??

My guess though, is that you will have to reload a Save from before you were awarded the boat, and do things again, but do NOT take the boat until you have an active location. This is another reason (missing guns and gun crews being another) why you should put your crew back in their normal 'berthing' locations as you are getting close to base, and Save prior to docking. That way, you have something to fall back on. :salute:

nionios
05-09-25, 01:35 PM
If you received the boat at Milne prior to it being active at Milne, you will not be able to dock there most likely never. You ~MIGHT~ maybe be able to accept the boat, but before going on patrol, attempt to transfer out to a base where the Balao is active. I have not attempted that yet (kind of tough to test the situation). However, the game usually treats an "early" sub as a dead sub, and you end up being The Flying Dutchman, doomed to sail the seas for the game's eternity, never being able to go home... but usually, it drops the home port. I have never seen what you have, with a home port showing, and unable to dock there... Are you in close enough (within roughly 6km)??

My guess though, is that you will have to reload a Save from before you were awarded the boat, and do things again, but do NOT take the boat until you have an active location. This is another reason (missing guns and gun crews being another) why you should put your crew back in their normal 'berthing' locations as you are getting close to base, and Save prior to docking. That way, you have something to fall back on. :salute:


Yeah, I received and accepted (August 1943) the Balao prior to it being available at Milne bay(October 1943). I reloaded a save with the Gar class I'd got.