View Full Version : [REL] Fall of the Rising Sun Ultimate, full release
rodrigo496
02-27-20, 09:15 PM
Hi, I just did a fresh install of SH4/Uboat Missions and installed the mod per the instructions. When I start a new career, I get “ERROR: No primary objectives found!” when I try to start a patrol. Any ideas? Thanks.
Torpedo
02-28-20, 04:35 AM
Hi propbeanie!
Thanks for your recommendations that I have always followed, but unfortunately they do not solve the problem of blocked gauges. Now I'm doing a test with the previous version FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN, new career, departure with a Porpoise from Pearl Harbor to the Straits of Kii Suido near Osaka. I made a lot of saves and all ok: the gauges work fine. So I tried to find out the differences between the last two versions of FOTRSU with the Total Commander program which is an excellent file manager with many possibilities and with WinMerge, but I still haven't been able to identify the differences that cause me the problem. For now I continue to use version 1.0.1g_EN to always check that the saves are not corrupt.
Thanks again and I will let you know as soon as I have secure news!
Torpedo
propbeanie
02-28-20, 10:08 AM
Hi, I just did a fresh install of SH4/Uboat Missions and installed the mod per the instructions. When I start a new career, I get “ERROR: No primary objectives found!” when I try to start a patrol. Any ideas? Thanks.
As with all such reports, we need quite a bit more detail so that we can attempt to find your issue. I will say this though, that when that error message pops up, it usually means that I made a mistake in a Flotillas file assignment, or the hand-off in PatrolObjectives assignment file. The Flotillas file has a "code", such as "East China Sea" that it passed to the PatrolObjectives file, which list all of the files with "East China Sea" as their "code", and the game engine then goes through the list of all of those files and decides if you have been assigned a particular mission previously, it will skip, then "randomly" pull a mission from what is left. That "random" assignment then is brought back to the "patrol start" and "types" the mission orders on the screen. If any bad data is in that stream, it usually means that there is a modding error - which we want to ~eliminate~...
However, we need to know which port you attempted to start your initial career from, which boat you used, and what the date was of the Start. ie: "I am trying to start from Pearl Harbor in a Porpoise boat at the start of the war." That will allow us to drill right down to that particular section in the game files, and then only have to go through the Porpoise assignments for that time period. Please let us know where you were starting from.
Now, all of that said, this can also happen if you did not clear the Save folder prior to starting the game with FotRSU activated. The first round of the mission assignments at the beginning of the game are all new assignments, replicating what particular boat's assignments in December 1941 were. If you did not empty the Save folder, your Flotillas and PatrolObjectives files were not overwritten when activating the mod (a combination of a Windows thing and the way JSGME works), and you therefore will possibly be assigned a mission that does not exist, even though all of the parts are there. The game runs a ~LOT~ off of the data in the Save folder. :salute:
Hi propbeanie!
Thanks for your recommendations that I have always followed, but unfortunately they do not solve the problem of blocked gauges. Now I'm doing a test with the previous version FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN, new career, departure with a Porpoise from Pearl Harbor to the Straits of Kii Suido near Osaka. I made a lot of saves and all ok: the gauges work fine. So I tried to find out the differences between the last two versions of FOTRSU with the Total Commander program which is an excellent file manager with many possibilities and with WinMerge, but I still haven't been able to identify the differences that cause me the problem. For now I continue to use version 1.0.1g_EN to always check that the saves are not corrupt.
Thanks again and I will let you know as soon as I have secure news!
Torpedo
The v1.0.1.g does have issues with some of the airplanes. The stronger the computer, the easier it is to "survive" encountering such airplanes. They basically cause computer resource issues, since some of their configurations do not match the resources they actually have available, so the game continually attempts to outfit them properly. Sort of like getting stuck in an endless loop. But, you need gauges that function correctly in your submarine. The use of those two programs to make comparisons can be an exercise in futility though, since the files you are looking at, for the most part, are binary and not readily comparable. I'll dig some more into this. Yours and rodrigo496's problems are disturbing. :salute:
For the both of you, go to your SH4 FotRSU game folder, right-click on the "SH4.exe" file, and choose "Properties" from the context menu. That will open a Windows dialog for the file's properties, and at the bottom of that initial "General" tab will be "Attributes", and under that is "Read-only" with a check box. Make certain that is "empty", or white, with no check mark in it, and use the "OK" buttons to get out of there. If there was a check mark in the "Read-only" box, then run the LAA app on the "SH4.exe" file again and try to run the game once again. Also, copy your Save folder and temporarily move it elsewhere for this experiment. Then empty the Save folder in your Documents folder (generally "C:\Users \UserName \Documents \SH4" unless you have used MultiSH4 to change its name). After you have the Save folder copied elsewhere and the original emptied, try to run the game again, and see what you get. For Torpedo, having gauges until after the 3rd Save is perplexing. Do you happen to remember where you were, and what date it was in the game when you created that Save? Can you Load it into your game again (prior to doing the move and delete above, of course), and get the Latitude and Longitude coordinates, as well as the date in the game there? Thanks. :salute:
Torpedo
02-28-20, 07:14 PM
As with all such reports, we need quite a bit more detail so that we can attempt to find your issue. I will say this though, that when that error message pops up, it usually means that I made a mistake in a Flotillas file assignment, or the hand-off in PatrolObjectives assignment file. The Flotillas file has a "code", such as "East China Sea" that it passed to the PatrolObjectives file, which list all of the files with "East China Sea" as their "code", and the game engine then goes through the list of all of those files and decides if you have been assigned a particular mission previously, it will skip, then "randomly" pull a mission from what is left. That "random" assignment then is brought back to the "patrol start" and "types" the mission orders on the screen. If any bad data is in that stream, it usually means that there is a modding error - which we want to ~eliminate~...
However, we need to know which port you attempted to start your initial career from, which boat you used, and what the date was of the Start. ie: "I am trying to start from Pearl Harbor in a Porpoise boat at the start of the war." That will allow us to drill right down to that particular section in the game files, and then only have to go through the Porpoise assignments for that time period. Please let us know where you were starting from.
Now, all of that said, this can also happen if you did not clear the Save folder prior to starting the game with FotRSU activated. The first round of the mission assignments at the beginning of the game are all new assignments, replicating what particular boat's assignments in December 1941 were. If you did not empty the Save folder, your Flotillas and PatrolObjectives files were not overwritten when activating the mod (a combination of a Windows thing and the way JSGME works), and you therefore will possibly be assigned a mission that does not exist, even though all of the parts are there. The game runs a ~LOT~ off of the data in the Save folder. :salute:
The v1.0.1.g does have issues with some of the airplanes. The stronger the computer, the easier it is to "survive" encountering such airplanes. They basically cause computer resource issues, since some of their configurations do not match the resources they actually have available, so the game continually attempts to outfit them properly. Sort of like getting stuck in an endless loop. But, you need gauges that function correctly in your submarine. The use of those two programs to make comparisons can be an exercise in futility though, since the files you are looking at, for the most part, are binary and not readily comparable. I'll dig some more into this. Yours and rodrigo496's problems are disturbing. :salute:
For the both of you, go to your SH4 FotRSU game folder, right-click on the "SH4.exe" file, and choose "Properties" from the context menu. That will open a Windows dialog for the file's properties, and at the bottom of that initial "General" tab will be "Attributes", and under that is "Read-only" with a check box. Make certain that is "empty", or white, with no check mark in it, and use the "OK" buttons to get out of there. If there was a check mark in the "Read-only" box, then run the LAA app on the "SH4.exe" file again and try to run the game once again. Also, copy your Save folder and temporarily move it elsewhere for this experiment. Then empty the Save folder in your Documents folder (generally "C:\Users \UserName \Documents \SH4" unless you have used MultiSH4 to change its name). After you have the Save folder copied elsewhere and the original emptied, try to run the game again, and see what you get. For Torpedo, having gauges until after the 3rd Save is perplexing. Do you happen to remember where you were, and what date it was in the game when you created that Save? Can you Load it into your game again (prior to doing the move and delete above, of course), and get the Latitude and Longitude coordinates, as well as the date in the game there? Thanks. :salute:
Hi propbeanie!
I write all the data I found in my save, but when I made the save, the gauges are all ok and it doesn't seem to me that I had an enemy warship detection. But anything is possible!
This is what I found by loading my save to my surprise of having a warship detection:
Sub: Porpoise
Mission: Patrol Sagami Nada
Date detection warship: December 28, 1941 15:52
My position: Long 139 30'E, Lat 34 50'N
My bow 270° W
Detection of warship in immersion from sonarman: 203°, distance 19730 mt.
With an external view, the warship is a Japanese submarine (never met until now and I didn't know it was in SH4).
I don't know if it was the presence of the Japanese submarine that interfered with the data of my submarine at the time of the save. The complete data of my submarine for the gauges are lost and are not recoverable, exiting SH4 and loading the save.
At this point I doubt that it is the presence of the Japanese submarine that blocks the position of the gauges.
The sh4.exe executable has been updated with LAA and I can start the simulator.
For my proof that it is not my PC that creates problems, I have reactivated FalloftheRisingSun_UltimateEdition_v1.004.a_EN and I have made a new career always from Pearl Harbor but with a Tambor and as a mission different patrols in the Marshall Islands. I made 6 saves: the gauges OK! And there was no Japanese submarine that could cause problems.
Torpedo
propbeanie
02-28-20, 11:19 PM
Thank you Torpedo. We'll look into any possible links between an IJN sub and a US Porpoise Class player's sub... I have my doubts though also, since it is an Axis sub, and if I'm not mistaken, keltos01 used the Type IXD2 as their "base" sub for the game.
Did you happen to get an ID on the sub, as to which Class it was? The most common type you would encounter around that area would be the Ko Hyoteki mini sub, but if you are in close enough, there might be a JyunsenB that would drive behind you around in there... So if you saw an airplane on its catapult... ?? btw - they carry and shoot torpedoes also! Mind your manners around them! :salute:
Wolfcat
02-29-20, 01:41 AM
Some of my radio messages are always partial, especially the long ones. Full messages are not displayed. Not sure if this is the mod issue of the stock game issue? Or is there some way to read full message?
https://i.postimg.cc/jdg86L0X/SH4-Img-2020-02-29-01-38-34-573.jpg
Torpedo
02-29-20, 04:29 AM
Thank you Torpedo. We'll look into any possible links between an IJN sub and a US Porpoise Class player's sub... I have my doubts though also, since it is an Axis sub, and if I'm not mistaken, keltos01 used the Type IXD2 as their "base" sub for the game.
Did you happen to get an ID on the sub, as to which Class it was? The most common type you would encounter around that area would be the Ko Hyoteki mini sub, but if you are in close enough, there might be a JyunsenB that would drive behind you around in there... So if you saw an airplane on its catapult... ?? btw - they carry and shoot torpedoes also! Mind your manners around them! :salute:
Hi propbeanie!
I took a screenshot on the Japanese submarine:
it's a "Type C3 Submarine" as a class and I'll post the image taken from the periscope:
https://www.4shared.com/img/GJ6t-m3cea/s25/17090367d18/Type_C3_Submarine (https://www.4shared.com/photo/GJ6t-m3cea/Type_C3_Submarine.html)
I have not seen an airplane on its catapult and no other warship nearby.
I hope it can be useful to solve the problem, but it is not better to change the presence of Japanese submarines in the SH4 career option? I don't know if there were direct clashes between submarines throughout the Pacific War, but here in SH4 it would be less of a problem. This is just my opinion!
Torpedo:Kaleun_Salute:
merc4ulfate
02-29-20, 07:01 AM
Hi propbeanie!
I took a screenshot on the Japanese submarine:
it's a "Type C3 Submarine" as a class and I'll post the image taken from the periscope:
https://www.4shared.com/img/GJ6t-m3cea/s25/17090367d18/Type_C3_Submarine (https://www.4shared.com/photo/GJ6t-m3cea/Type_C3_Submarine.html)
I have not seen an airplane on its catapult and no other warship nearby.
I hope it can be useful to solve the problem, but it is not better to change the presence of Japanese submarines in the SH4 career option? I don't know if there were direct clashes between submarines throughout the Pacific War, but here in SH4 it would be less of a problem. This is just my opinion!
Torpedo:Kaleun_Salute:
I have sank quite a few of those.
Torpedo
02-29-20, 07:56 AM
I have sank quite a few of those.
Ok it's nice to sink Japanese submarines but with the advantage of having these Japanese submarines there is the risk of having the gauges blocked in the command room in SH4. The addition of new Japanese submarines may have created some unexpected problems.
The important thing was to sink the merchant ships. This was the main task of the American submarines and other objectives were not so fundamental.
Torpedo
propbeanie
02-29-20, 09:36 AM
Some of my radio messages are always partial, especially the long ones. Full messages are not displayed. Not sure if this is the mod issue of the stock game issue? Or is there some way to read full message?
-pic-
There should be a scroll gutter on that clipboard window that allows you to scroll up and down through the messages.
Hi propbeanie!
I took a screenshot on the Japanese submarine:
it's a "Type C3 Submarine" as a class and I'll post the image taken from the periscope:
-pic-
I have not seen an airplane on its catapult and no other warship nearby.
I hope it can be useful to solve the problem, but it is not better to change the presence of Japanese submarines in the SH4 career option? I don't know if there were direct clashes between submarines throughout the Pacific War, but here in SH4 it would be less of a problem. This is just my opinion!
Torpedo:Kaleun_Salute:
The C3 would not have an airplane or catapult. There are four Classes of IJN subs in the game that do. You won't "see" them launch a plane, but they do spawn them.
Ok it's nice to sink Japanese submarines but with the advantage of having these Japanese submarines there is the risk of having the gauges blocked in the command room in SH4. The addition of new Japanese submarines may have created some unexpected problems.
The important thing was to sink the merchant ships. This was the main task of the American submarines and other objectives were not so fundamental.
Torpedo
The US subs sank quite a few IJN subs, and were generally positioned for such by Ultra communications. Several US subs sank more than one during their "careers". Remember also, that Clark Gable thought it was Bungo Pete causing all of the havoc in Bungo Suido, but it was an IJN sub all along... |;^)
:salute:
3catcircus
02-29-20, 05:23 PM
Dumb questions (just installed FoTRSU):
1. My stop watch appears in the periscope view, but not in the navigation map.
There is the little "x" up in the corner above the nomograph that I can drag around when I hit the x key to call up the stop watch, but no actual stop watch.
2. Manual targeting selected. Is there a way to automagically open onto the correct page in the recognition manual if I have the crew ID a target?
Beginning of the war, in an S-boat.
propbeanie
02-29-20, 06:00 PM
:hmmm: ... maybe the short-cut key isn't working correctly... In FotRSU, the "X" key should bring you a weather report... "C" gives you the chronometer. It should come up on the NavMap when you use that. If not, while on the NavMap, click the periscope button one time, then click on the chronometer button there, and you should have it on top of the NavMap then. You could also hit 2048x TC and get it to show, but I imagine you are doing a time-check for speed... :roll: - might ruin things doing high TC there... :arrgh!: - for more info, be sure and consult the "SH4_Q-Ref_Card_Front.jpg" and "SH4_Q-Ref_Card_Back.jpg" files in the game root folder for the updated versions CapnScurvy made for FotRSU. If you have issues with these short-cut keys, be sure then that you emptied the Save folder "C:\Users \UserName \Documents \SH4", then run SH4 with FotRSU again. :salute:
3catcircus
02-29-20, 10:13 PM
:hmmm: ... maybe the short-cut key isn't working correctly... In FotRSU, the "X" key should bring you a weather report... "C" gives you the chronometer. It should come up on the NavMap when you use that. If not, while on the NavMap, click the periscope button one time, then click on the chronometer button there, and you should have it on top of the NavMap then. You could also hit 2048x TC and get it to show, but I imagine you are doing a time-check for speed... :roll: - might ruin things doing high TC there... :arrgh!: - for more info, be sure and consult the "SH4_Q-Ref_Card_Front.jpg" and "SH4_Q-Ref_Card_Back.jpg" files in the game root folder for the updated versions CapnScurvy made for FotRSU. If you have issues with these short-cut keys, be sure then that you emptied the Save folder "C:\Users \UserName \Documents \SH4", then run SH4 with FotRSU again. :salute:
I'm a dope - I saw something indicating the keycard was updated, looked and saw "x" assigned because I was looking at the wrong file and assumed it was still the same key assignment.
Torpedo
03-01-20, 05:17 AM
Hi propbeanie!
You wrote:
"The most consistent way to induce the gauges to quit is to have an AI Submarine that shares the same parts as your submarine, comes within the" spawning range "of your submarine, which is somewhere between 24 and 32 km, depending upon whose data you believe concerning the "spawning range". This occurs from having the parts of the submarines "conflict" with each other. In FotRSU, we are reasonably certain we have eliminated this type of issue, by having separate parts and 3D models of the submarines and their parts for all of the AI submarines. "
Ok, so with Porpoise if I meet a Japanese submarine between 24 and 32 km in FotRSU the problem of blocked gauges is solved. But with the Porpoise I met a C3 submarine that blocked my gauges as I showed with the screenshot and with the data you requested from me.
What is the solution? Choose a submarine other than Porpoise?
Did this problem only happen to me or to other captains and how did they solve it? It seems that, returning to the base, everything is fixed.
Anyway I start with a new career with a different submarine and with FalloftheRisingSun_UltimateEdition_v1.004.a_EN and I hope well !!!
Sorry if I repeat myself but I would like to solve this problem.
Torpedo:Kaleun_Salute:
Wolfcat
03-01-20, 09:17 AM
@propbeanie
No, there isn’t a gutter to scroll each message. There is one to scroll through the entire message board, which doesn’t help reading individual long messages.
KaleunMarco
03-01-20, 02:12 PM
ok, sports fans, poll time.
what in your opinion is the toughest career-mission in FOTRSU?
don't include the single missions or the "war patrols"....just missions while you are playing a career.
:Kaleun_Salute:
propbeanie
03-01-20, 03:58 PM
Hi propbeanie!
You wrote:
"The most consistent way to induce the gauges to quit is to have an AI Submarine that shares the same parts as your submarine, comes within the" spawning range "of your submarine, which is somewhere between 24 and 32 km, depending upon whose data you believe concerning the "spawning range". This occurs from having the parts of the submarines "conflict" with each other. In FotRSU, we are reasonably certain we have eliminated this type of issue, by having separate parts and 3D models of the submarines and their parts for all of the AI submarines. "
Ok, so with Porpoise if I meet a Japanese submarine between 24 and 32 km in FotRSU the problem of blocked gauges is solved. But with the Porpoise I met a C3 submarine that blocked my gauges as I showed with the screenshot and with the data you requested from me.
What is the solution? Choose a submarine other than Porpoise?
Did this problem only happen to me or to other captains and how did they solve it? It seems that, returning to the base, everything is fixed.
Anyway I start with a new career with a different submarine and with FalloftheRisingSun_UltimateEdition_v1.004.a_EN and I hope well !!!
Sorry if I repeat myself but I would like to solve this problem.
Torpedo:Kaleun_Salute:
Choosing any playable submarine would not matter. If something is conflicting with one playable sub, it will almost 100% conflict with all of the others. We have a couple of ideas between us (s7rikeback and propbeanie) that we can try, and see what happens. If any other user is encountering blank gauges after a Save, exit, the Load the Save later, please let us know, and let us know the home port, submarine used, and where you were when you discovered this issue. Of similar report would be gauges that go to "12 O'Clock high, where not matter what you do, the gauges are straight up noon time, or in the case of the planesmen's depth gauges, at 3 O'Clock and 9 O'clock respectively, no matter how deep or shallow you dive. Torpedo reports this after encountering an IJN C3 submarine. We are not certain if other AI submarine models cause similar yet or not...
@propbeanie
No, there isn’t a gutter to scroll each message. There is one to scroll through the entire message board, which doesn’t help reading individual long messages.
What is the date and time of the messages, and can you give us an idea of what they say? Are you sure you emptied the Save folder after applying the FotRSU v1.004.a mod? v1.0.1.g had that issue... ?? These two versions (again) are not compatible with each other for the most part. :salute:
propbeanie
03-01-20, 04:10 PM
This is what I'm getting at... here is your first post, and I think I am reading a June 1, 1942 date on the clipboard:
Some of my radio messages are always partial, especially the long ones. Full messages are not displayed. Not sure if this is the mod issue of the stock game issue? Or is there some way to read full message?
https://i.postimg.cc/jdg86L0X/SH4-Img-2020-02-29-01-38-34-573.jpg
Here is an over-sized image of what the messages.txt file will display for that time period:
https://i.imgur.com/vP0ebNJ.jpg
which basically says "MEXICO DECLARES WAR ON GERMANY X WE’RE SURE THERES A JOKE IN THERE SOMEWHERE X" (remember, we're dealing with the WWII era thought processes). That is all that broadcasts that day. The messages above, for several days, are all basically "one-liners" also... ?? :salute:
torpedobait
03-02-20, 03:52 PM
Running up the East coast of Formosa just now I found an unmarked harbor/port with multiple tankers, a few freighters, a couple of DDs and multiple gunboats. All but the tankers were from multiple spawns - looked like at least 3 DD's and gunboats were stacked across each other, as were the 3 freighters. Position is 121-40E; 24-0N, about 76NM SSE of Taipei. Did not catch exact date and time before I had a rare CTD, but it was in July 1944. Lots of stuttering in the frame rate from all the traffic, I'd say. Anything above 256-512x was impossible. We've seen this before, but I'd never gone up the coast of Formosa before.
Besides the latest FOTRSU mod, I am running FOTRSU Unmark Removal; Lite Fog VC2 + 300' Underwater visibility, 454_EasyAOB, 455_NoScrollNavMap_FotRSU, 501_Optional - Same Sized Dials, and 901_strategic_map_symbols.
This was on my 4th patrol in USS Balao out of Midway. Let me know if you need anything else. I plan to reload the game from a Save and can get you the exact date and time if you need it.
:Kaleun_Salute:
EDIT: Went back with a Save game to the same port on Formosa. Found only the 3 freighters were apparently multi-spawned. There was no significant stuttering on approach or departure tis time, probably because the number of multi-spawned ships was smaller. I understand it can be different every time from a Save game. This time (07-18-1944 @14:44) the three were an Adu Maru Freighter, a Large Composite Freighter, and a Medium Heavy Load Freighter.
I Sank all 3, by the way, along with 3 tankers, one Large and 2 European for a nice total tonnage, thank you very much!
I hope this is enough info, because I deleted the save games out of habit. I generally only keep the arrival and departure points.
propbeanie
03-02-20, 09:24 PM
I do see a slight problem with the 44b_Jap_HarborTraffic file, and we'll correct that for the next release. I'll also double-check all of the other layer files of that same name. Some of the old-style "calls" from the combined Jap_HarborTraffic layer are still in parts of those files, so there are multiple calls for the same ship in the same spot, just 200 hours or less apart. All of the DelayMinInterv= were supposed to be much higher (as long as the layer's time frame), along with the MaxInst= and MaxUnitsCreated= being set to "1" for all of the DockedShip=Yes units. That area, as well as a few others were missed. As a little side note, you also found a location where for whatever reason, the "Name" is not showing... for reference, we've used this:
https://i.imgur.com/1fd9Oui.jpg
so the location you are seeing without its proper name is Hualien. Do be aware that harbor raiding will be downright dangerous next version. :salute:
Macgregor the Hammer
03-02-20, 09:28 PM
I installed and played about 2 hours so far and have noticed many of the little annoyances with 1.0.1.g gone. I'm using about 5 mods that I used in the previous release without any trouble.
At first blush, 1.004a has taken SH 4 to another level in exciting game play. Thanks guys!
Macgregor sends Bravo Zulu!!! :Kaleun_Salute: :Kaleun_Salute: :Kaleun_Cheers:
Michael Wood
03-02-20, 10:30 PM
Do be aware that harbor raiding will be downright dangerous next version. :salute:
Next version? I hit a net, backed off and trying to avoid the net, hit a mine and sank, back in the first build. Haven't tried a port raid since then. Won't enter a harbor, unless ordered.
propbeanie
03-03-20, 07:18 AM
:o - oh wow! Sorry 'bout that! :timeout:
Some of the harbors do have protection in the guise of anti-sub nets, others with mines, others with patrol vessels, and others still, with some or all of the above measures, but most basically have nothing. Rabaul is shtinking with patrols, nets and mines, while Truk is mostly just nets and mines. There really should be some "air cover" around most of these locations also, so there will be a fourth method of "protection" in the next round, along with more small coastal patrol craft. We'll leave some the way they are, but they'll be fewer and farther between. The AI doesn't change as much through the war either anymore, and we'll attempt to "fix" that, so that by mid-1943, you'll know they're learning their lessons on ASW... This will not be accomplished overnight though. :salute:
I have a problem loading my campaign save files.
Two days ago I reinstalled SH4 from scratch as mentioned in the FOTRS readme. (clean game, LAA fix, JSGME, FOTRS 1.004.a)
I started a new Fleetboat campaign which ran smooth. I even could save and load my game.
Yesterday on my third patrol I also created a few savegames. But now I can't load anyone of them. Upon saving I made sure the boat was surfaced an no enemy contact nearby.
When I load a game I get the loading bar and after that the black screen and textbox "No mission to difficult". After that comes a Crash to Desktop, no error message or similar.
Autosaves created in Port load fine.
Any suggestions?
I often can play only for a hour or two on evenings, so when the save / load function doesn't work fine I'll never finish a campaign... :hmmm:
System Spec:
Win 10 Prof 64bit (V 1909)
CPU Intel i4790k
8 GB RAM (DDR 3 3200)
GeForce GTX970
JuicemanJ
03-03-20, 01:02 PM
How do i know i got the Mod installed or not? I was expecting in the load screen to see something different. I just built a new rig and installed from steam and have not played the game for years. Something in the menu or anything to let me know? I did not boot the game before i installed to see if there was a difference.
propbeanie
03-03-20, 03:56 PM
Hi propbeanie!
You wrote:
"The most consistent way to induce the gauges to quit is to have an AI Submarine that shares the same parts as your submarine, comes within the" spawning range "of your submarine, which is somewhere between 24 and 32 km, depending upon whose data you believe concerning the "spawning range". This occurs from having the parts of the submarines "conflict" with each other. In FotRSU, we are reasonably certain we have eliminated this type of issue, by having separate parts and 3D models of the submarines and their parts for all of the AI submarines. "
Ok, so with Porpoise if I meet a Japanese submarine between 24 and 32 km in FotRSU the problem of blocked gauges is solved. But with the Porpoise I met a C3 submarine that blocked my gauges as I showed with the screenshot and with the data you requested from me.
What is the solution? Choose a submarine other than Porpoise?
Did this problem only happen to me or to other captains and how did they solve it? It seems that, returning to the base, everything is fixed.
Anyway I start with a new career with a different submarine and with FalloftheRisingSun_UltimateEdition_v1.004.a_EN and I hope well !!!
Sorry if I repeat myself but I would like to solve this problem.
Torpedo:Kaleun_Salute:
I have run several different missions in Single Missions, Quick Patrols and Career, and I cannot replicate this issue yet Torpedo. I have not lost my gauges on a Porpoise boat yet. I will change that to a Tambor next, and see what happens with it. :salute:
I have a problem loading my campaign save files.
Two days ago I reinstalled SH4 from scratch as mentioned in the FOTRS readme. (clean game, LAA fix, JSGME, FOTRS 1.004.a)
I started a new Fleetboat campaign which ran smooth. I even could save and load my game.
Yesterday on my third patrol I also created a few savegames. But now I can't load anyone of them. Upon saving I made sure the boat was surfaced an no enemy contact nearby.
When I load a game I get the loading bar and after that the black screen and textbox "No mission to difficult". After that comes a Crash to Desktop, no error message or similar.
Autosaves created in Port load fine.
Any suggestions?
I often can play only for a hour or two on evenings, so when the save / load function doesn't work fine I'll never finish a campaign... :hmmm:
System Spec:
Win 10 Prof 64bit (V 1909)
CPU Intel i4790k
8 GB RAM (DDR 3 3200)
GeForce GTX970
How do i know i got the Mod installed or not? I was expecting in the load screen to see something different. I just built a new rig and installed from steam and have not played the game for years. Something in the menu or anything to let me know? I did not boot the game before i installed to see if there was a difference.
... You should supply your computer information, such as cpu, gpu, RAM, hard drive(s) and free space, whether you emptied the old Save folder, your OS, whether 32-bit or 64-bit and where the game you have modded is installed. We also need what mods are activated (use the JSGME "Export activated mods list to..."). As for a potential bug, besides the previously mentioned, we also need the date of the occurrence and the location - the more accurate, the better - THIS IS IMPORTANT - it is also nice to know what submarine you are in, the date you sailed, where did you sail from, what were your orders and what are the surrounding circumstances... The more information you supply, the better. Without it, the task of finding what you consider as an issue is much more difficult. Pictures and / or video are greatly appreciated. Thank you....
One of you guys got a portion of the one section of instructions, but not the other. The other one of you got a portion of the other section, but not the first set of instructions... lol - Fire, where were you when this bad Save happended? Where had you sailed from? What date approximately was it? What is your mod list? - JuicemanJ, what are your computer specs, and where do you have the game installed? There is a definite splash screen for the mod, which consists of the Ubisoft SH4 logo, over the
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10694
picture, along with the "Fall of the Rising Sun Ultimate Edition" text. Definitely different than Stock. Steam defaults to installing the game in "C:\Program Files (x86) \Steam \SteamApps \common \Silent Hunter..." which is controlled by Windows. All sorts of files will be restored to their previous state because of the Windows UAC and other 'modern technologies' that MS has introduced since the Windows XP days. If SH4 is about the only Steam game you have, then it might be easier to re-install and change the install folder to something you've created yourself that is outside of a Program Files folder. If you have a 2nd hard drive available, you can create a 2nd Steam Library folder on that drive, and install SH4 there. Or you can "move" the install by hand... Consult the Steam Knowledgebase Article "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)" for more info. Be sure and de-activate FotRSU or any other mods you have first, then move your MODS folder out of there so you don't lose it. After you are installed in a better location and have re-activated your mod(s), be sure and empty the Save folder C:\Users \UserName \Documents \SH4", to be certain that the mod will take and copy to there... If you don't empty the Save folder, a goodly portion of the Save data is not overwritten. If you don't start the game though, you won't have Save data... :salute:
Fire, where were you when this bad Save happended? Where had you sailed from? What date approximately was it? What is your mod list?
Missed the most important sentence with the Instructions... sorry :oops:
There was no save folder before I installed SH4, it was generated on the first start with FOTRS.
JSGME Export:
Generic Mod Enabler - v2.6.0.157
[K:\spiele\Silent Hunter 4 Wolves of the Pacific\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN
Date in game is end of February / begin of March 1942
Sailed from Pearl Harbour to the south of Japan where I got free hunting.
propbeanie
03-03-20, 06:50 PM
Hi all!
My gauges do not work and I have installed FalloftheRisingSun_UltimateEdition_v1.004.a_EN. My career starts with a Porpoise from Pearl Harbor at 8 December 1941. The first two saves OK, but with the third save the gauges don't work. I have 32Gb RAM, Win10 64, the computer is new and updated with updated top hardware. I read that with a new submarine the problem disappears, but the problem disappears forever or can it reappear again? What can I do to fix it? I have activated SH5 with LAA from the beginning and I only use my career, no museum, mission ...
I don't think the problem depends on the Porpoise because in any mission the Porpoise has all the gauges working. It seems that saves have problems, but I don't know how to solve them.
Does it happen to others too? And how did you solve it?
I have tried to research this problem in the forum but have not yet seen solutions. And sorry for my very bad english!
Thanks for any suggestions!
Torpedo
Hi propbeanie!
Thanks for your recommendations that I have always followed, but unfortunately they do not solve the problem of blocked gauges. Now I'm doing a test with the previous version FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN, new career, departure with a Porpoise from Pearl Harbor to the Straits of Kii Suido near Osaka. I made a lot of saves and all ok: the gauges work fine. So I tried to find out the differences between the last two versions of FOTRSU with the Total Commander program which is an excellent file manager with many possibilities and with WinMerge, but I still haven't been able to identify the differences that cause me the problem. For now I continue to use version 1.0.1g_EN to always check that the saves are not corrupt.
Thanks again and I will let you know as soon as I have secure news!
Torpedo
Hi propbeanie!
I write all the data I found in my save, but when I made the save, the gauges are all ok and it doesn't seem to me that I had an enemy warship detection. But anything is possible!
This is what I found by loading my save to my surprise of having a warship detection:
Sub: Porpoise
Mission: Patrol Sagami Nada
Date detection warship: December 28, 1941 15:52
My position: Long 139 30'E, Lat 34 50'N
My bow 270° W
Detection of warship in immersion from sonarman: 203°, distance 19730 mt.
With an external view, the warship is a Japanese submarine (never met until now and I didn't know it was in SH4).
I don't know if it was the presence of the Japanese submarine that interfered with the data of my submarine at the time of the save. The complete data of my submarine for the gauges are lost and are not recoverable, exiting SH4 and loading the save.
At this point I doubt that it is the presence of the Japanese submarine that blocks the position of the gauges.
The sh4.exe executable has been updated with LAA and I can start the simulator.
For my proof that it is not my PC that creates problems, I have reactivated FalloftheRisingSun_UltimateEdition_v1.004.a_EN and I have made a new career always from Pearl Harbor but with a Tambor and as a mission different patrols in the Marshall Islands. I made 6 saves: the gauges OK! And there was no Japanese submarine that could cause problems.
Torpedo
Hi propbeanie!
I took a screenshot on the Japanese submarine:
it's a "Type C3 Submarine" as a class and I'll post the image taken from the periscope:
-pic-
I have not seen an airplane on its catapult and no other warship nearby.
I hope it can be useful to solve the problem, but it is not better to change the presence of Japanese submarines in the SH4 career option? I don't know if there were direct clashes between submarines throughout the Pacific War, but here in SH4 it would be less of a problem. This is just my opinion!
Torpedo:Kaleun_Salute:
Hi propbeanie!
You wrote:
"The most consistent way to induce the gauges to quit is to have an AI Submarine that shares the same parts as your submarine, comes within the" spawning range "of your submarine, which is somewhere between 24 and 32 km, depending upon whose data you believe concerning the "spawning range". This occurs from having the parts of the submarines "conflict" with each other. In FotRSU, we are reasonably certain we have eliminated this type of issue, by having separate parts and 3D models of the submarines and their parts for all of the AI submarines. "
Ok, so with Porpoise if I meet a Japanese submarine between 24 and 32 km in FotRSU the problem of blocked gauges is solved. But with the Porpoise I met a C3 submarine that blocked my gauges as I showed with the screenshot and with the data you requested from me.
What is the solution? Choose a submarine other than Porpoise?
Did this problem only happen to me or to other captains and how did they solve it? It seems that, returning to the base, everything is fixed.
Anyway I start with a new career with a different submarine and with FalloftheRisingSun_UltimateEdition_v1.004.a_EN and I hope well !!!
Sorry if I repeat myself but I would like to solve this problem.
Torpedo:Kaleun_Salute:
I have a problem loading my campaign save files.
Two days ago I reinstalled SH4 from scratch as mentioned in the FOTRS readme. (clean game, LAA fix, JSGME, FOTRS 1.004.a)
I started a new Fleetboat campaign which ran smooth. I even could save and load my game.
Yesterday on my third patrol I also created a few savegames. But now I can't load anyone of them. Upon saving I made sure the boat was surfaced an no enemy contact nearby.
When I load a game I get the loading bar and after that the black screen and textbox "No mission to difficult". After that comes a Crash to Desktop, no error message or similar.
Autosaves created in Port load fine.
Any suggestions?
I often can play only for a hour or two on evenings, so when the save / load function doesn't work fine I'll never finish a campaign... :hmmm:
System Spec:
Win 10 Prof 64bit (V 1909)
CPU Intel i4790k
8 GB RAM (DDR 3 3200)
GeForce GTX970
Missed the most important sentence with the Instructions... sorry :oops:
There was no save folder before I installed SH4, it was generated on the first start with FOTRS.
JSGME Export:
Generic Mod Enabler - v2.6.0.157
[K:\spiele\Silent Hunter 4 Wolves of the Pacific\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN
Date in game is end of February / begin of March 1942
Sailed from Pearl Harbour to the south of Japan where I got free hunting.
:hmmm: What do you consider "the south of Japan" Fire? Did you happen to notice your gauges in your submarine prior to Saving? Had you encountered any enemy submarines that you are aware of? How about any airplanes?
Have either of you fellows used the "Save Replay" check box?... thanks :salute:
JuicemanJ
03-03-20, 07:49 PM
JuicemanJ, what are your computer specs, and where do you have the game installed? There is a definite splash screen for the mod, which consists of the Ubisoft SH4 logo, over the
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10694
picture, along with the "Fall of the Rising Sun Ultimate Edition" text. Definitely different than Stock. Steam defaults to installing the game in "C:\Program Files (x86) \Steam \SteamApps \common \Silent Hunter..." which is controlled by Windows. All sorts of files will be restored to their previous state because of the Windows UAC and other 'modern technologies' that MS has introduced since the Windows XP days. If SH4 is about the only Steam game you have, then it might be easier to re-install and change the install folder to something you've created yourself that is outside of a Program Files folder. If you have a 2nd hard drive available, you can create a 2nd Steam Library folder on that drive, and install SH4 there. Or you can "move" the install by hand... Consult the Steam Knowledgebase Article "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)" for more info. Be sure and de-activate FotRSU or any other mods you have first, then move your MODS folder out of there so you don't lose it. After you are installed in a better location and have re-activated your mod(s), be sure and empty the Save folder C:\Users \UserName \Documents \SH4", to be certain that the mod will take and copy to there... If you don't empty the Save folder, a goodly portion of the Save data is not overwritten. If you don't start the game though, you won't have Save data... :salute:[/QUOTE]
I'm going to try again, I set it up in C:\Games\steamapps\common\Silent Hunters wolves of the pacific. Maybe I extracted in the wrong folder. I tried it a couple times last night. I just deleted it all and reinstalled SH4 and will follow instruction again and see if I can get it right.
System Specs
Windows 10 Pro 64-bit
Intel(R) Core(TM) i7-9700K
64K DDR4 Ram
GeForce RTX 2080 SUPER
JuicemanJ
03-03-20, 09:39 PM
JuicemanJ, what are your computer specs, and where do you have the game installed? There is a definite splash screen for the mod, which consists of the Ubisoft SH4 logo, over the
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10694
picture, along with the "Fall of the Rising Sun Ultimate Edition" text. Definitely different than Stock. Steam defaults to installing the game in "C:\Program Files (x86) \Steam \SteamApps \common \Silent Hunter..." which is controlled by Windows. All sorts of files will be restored to their previous state because of the Windows UAC and other 'modern technologies' that MS has introduced since the Windows XP days. If SH4 is about the only Steam game you have, then it might be easier to re-install and change the install folder to something you've created yourself that is outside of a Program Files folder. If you have a 2nd hard drive available, you can create a 2nd Steam Library folder on that drive, and install SH4 there. Or you can "move" the install by hand... Consult the Steam Knowledgebase Article "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)" for more info. Be sure and de-activate FotRSU or any other mods you have first, then move your MODS folder out of there so you don't lose it. After you are installed in a better location and have re-activated your mod(s), be sure and empty the Save folder C:\Users \UserName \Documents \SH4", to be certain that the mod will take and copy to there... If you don't empty the Save folder, a goodly portion of the Save data is not overwritten. If you don't start the game though, you won't have Save data... :salute:
I'm going to try again, I set it up in C:\Games\steamapps\common\Silent Hunters wolves of the pacific. Maybe I extracted in the wrong folder. I tried it a couple times last night. I just deleted it all and reinstalled SH4 and will follow instruction again and see if I can get it right.
System Specs
Windows 10 Pro 64-bit
Intel(R) Core(TM) i7-9700K
64K DDR4 Ram
GeForce RTX 2080 SUPER[/QUOTE]
Good to go!! Time to take the Sub for a test run...
:hmmm: What do you consider "the south of Japan" Fire? Did you happen to notice your gauges in your submarine prior to Saving? Had you encountered any enemy submarines that you are aware of? How about any airplanes?
Have either of you fellows used the "Save Replay" check box?... thanks :salute:
I was in this area:
https://abload.de/image.php?img=sh4img2020-03-04_12.32zkl3.png
The gauges were working fine as I can recall, sub was on surface running ahead standard with 10kn and rudder 0. There was no (known) enemy nearby. No planes, no ship, no sub.
Ship is a Tambor Class (USS Tautog SS-199)
I never used the "save replay" checkbox.
I replayed the mission this morning from start in base and now the saves seem to work.
propbeanie
03-04-20, 07:26 AM
I'm going to try again, I set it up in C:\Games\steamapps\common\Silent Hunters wolves of the pacific. Maybe I extracted in the wrong folder. I tried it a couple times last night. I just deleted it all and reinstalled SH4 and will follow instruction again and see if I can get it right.
System Specs
Windows 10 Pro 64-bit
Intel(R) Core(TM) i7-9700K
64K DDR4 Ram
GeForce RTX 2080 SUPER
Good to go!! Time to take the Sub for a test run...
:yeah: Excellent! Glad you are going. :salute:
I was in this area:
- pic linkie -
The gauges were working fine as I can recall, sub was on surface running ahead standard with 10kn and rudder 0. There was no (known) enemy nearby. No planes, no ship, no sub.
Ship is a Tambor Class (USS Tautog SS-199)
I never used the "save replay" checkbox.
I replayed the mission this morning from start in base and now the saves seem to work.
The mod working fine the next time through the same area is not surprising. Something seems to be spawning, or generating, in the game that is causing us issues. Since things do not spawn at a 100% rate generally, that can make it much more difficult to track down an issue. Let me ask you a few more questions then: It appears that you were ordered to "proceed immediately" or similar wording, to where the orange star with the flag is, correct? Once you arrived in the general area, you were told to sink ships, and it was up to you as to where to go to do that, correct? This is a screen grab from a different journey to this area, correct? Do you recall what ship that was you sank there in the East China Sea? Is that what completed the mission you have pictured in your picture link? The red square in the Pacific, signifying a radio report of either a ship or group, did the message allude to what that was? Lastly, what is you assignment down west of the Ryukyu chain in the East China Sea?
@ Torpedo: How close to this area where he drew the box were you when you lost your gauges? Or were you closer to Bungo or Kii Suido?...
Thanks guys for anymore details you can supply. :salute:
Torpedo
03-05-20, 03:46 AM
:yeah: Excellent! Glad you are going. :salute:
@ Torpedo: How close to this area where he drew the box were you when you lost your gauges? Or were you closer to Bungo or Kii Suido?...
Hi propbeanie!
I was closer to Kii Suido but at the considerable distance of 560 km.
Two pictures to be more precise:
The first image is my position with respect to Kii Suido:
https://www.4shared.com/img/WuU2sFsNiq/s25/170a6d35e38/Kii_Suido (https://www.4shared.com/photo/WuU2sFsNiq/Kii_Suido.html)
In the second image I highlight with red rectangle the area where I probably lost the gauges and where I didn't notice the presence of enemy submarines and I made a save which unfortunately was corrupt on December 28, 1941 h.15: 50. I loaded this save and only now I had the sighting from the sonarman of the Japanese submarine C3 which is located at the end of the green line and I lost my gauges.
https://www.4shared.com/img/YjDw3AQGiq/s25/170a6d42570/C3_online (https://www.4shared.com/photo/YjDw3AQGiq/C3_online.html)
I hope it will be useful to you.
Torpedo
:yeah: Excellent! Glad you are going. :salute:
The mod working fine the next time through the same area is not surprising. Something seems to be spawning, or generating, in the game that is causing us issues. Since things do not spawn at a 100% rate generally, that can make it much more difficult to track down an issue. Let me ask you a few more questions then: It appears that you were ordered to "proceed immediately" or similar wording, to where the orange star with the flag is, correct? Once you arrived in the general area, you were told to sink ships, and it was up to you as to where to go to do that, correct? This is a screen grab from a different journey to this area, correct? Do you recall what ship that was you sank there in the East China Sea? Is that what completed the mission you have pictured in your picture link? The red square in the Pacific, signifying a radio report of either a ship or group, did the message allude to what that was? Lastly, what is you assignment down west of the Ryukyu chain in the East China Sea?
@ Torpedo: How close to this area where he drew the box were you when you lost your gauges? Or were you closer to Bungo or Kii Suido?...
Thanks guys for anymore details you can supply. :salute:
Your first two questions: Yes, first was the flag-marker and then the "free hunt" order.
The picture is from my second attemp of the mission. In my corrupt save there was no radio contact either.
The ship I sunk there in my first attempt was a freighter, I think it was a "mordern composite" or similiar, but not 100% sure.
Here are two more screeshots of my second run trough the mission. I got a lot of orders in the East and South Chinese Sea ;)
https://abload.de/thumb/sh4img2020-03-05_15.1isk1f.png (https://abload.de/image.php?img=sh4img2020-03-05_15.1isk1f.png)
https://abload.de/thumb/sh4img2020-03-05_15.2xhj7h.png (https://abload.de/image.php?img=sh4img2020-03-05_15.2xhj7h.png)
Larrywb57
03-05-20, 09:32 AM
Team,
I wish to congratulate the team on your newest version 1.004.a!
As you can see in my signature, I have a new computer which can play this game as it should be played. I would also wish to thank Capn Scurvy for his thread, 'Windows10; Large Address Aware; SH4 Install.' I following the advice given in this tutorial which able me to start SH4 upon completion with no problem.
Real life issues have slowed me down somewhat as I haven't been able to test drive this version. But, as time permits, I have tried to keep up by reading this thread.
And now my first report:
I'm on my second patrol in a porpoise class boat which left Pearl Harbor on 19Feb1942. My objective was to go to Area 6 and stand by for further orders. Upon arrival, I was informed to engage and destroy enemy shipping. After sinking a lone merchant close to the Objective Star, I decided to move to Bingo Suido to a possible richer hunting ground. After sinking two merchants, I saved the game.
Later when I started the saved game, the computer went as far as, 'No Mission Too Difficult' and froze. After waiting for five minutes, I tried to use the task manager to close the game. I had to restart the computer to get SH4 to close. When saving a game, I read on a post from Subsum that the older computers didn't work well with spaces in the file name. So when separating words, I use the '_' underscore, I think that is what it is called, to help with not having corrupt saves. This is an older program from the not so long ago, well for me. :haha: And I don't keep more than three saves in my save folder. I know, I'm probably just superstitious. :har: I also try to wait for at least ten seconds after clicking on the 'save' before closing the dialog box. I just loaded up the save before and 'tested' the simulation again. No problems encountered.
There is one change I have made since running SH4 on this computer instead of my older computer. In the office, I click on the radio to change the graphics settings to 'high'. Everything looks great! I haven't noticed any blank gauges and everything seems to work well. But I will keep testing.
Larry
propbeanie
03-05-20, 10:32 AM
Just to let you guys know, I have found several RGG (Random Generated Groups) in a few of the Jap_HarborTraffic layers that are calls to AI submarines. These are calls from the Stock game that happen to still be in the mod, and while the calls were edited to pull the AI subs that keltos01 gave us for the mod, the numbers of vessels were not changed, such that the one call especially might ask for as many as 4 subs, but it is limited to 1 in the MaxUnits setting, which might cause issues for those folks running along the Hokkaido, Honshu, to Kyushu coast... in other words, from the southern Kuriles to Bungo Suido. The group doesn't run very often, but might contribute to the issue. There are also several groups that are not "Docked" properly, also leftover from the Stock days. Between the several issues found, that may contribute to the issues. We'll see what happens when I finish the edits. I still cannot replicate what you fellows have encountered, so it almost has to be several RGG that are the issue(s).
@ Fire: If you use the "Update Status" to fone home, so long as you have a few torpedoes left, the DynamicMiss file will keep assigning you missions, so long as there is one within "reach" of the assignment. We did shorten-up the distance from your location to most of the assignments, but you will still be taken outside the CenPac area if you get close to the SoWesPac (or SoPac) areas (and vice versa), as happened to you. The game cannot distinguish between CenPac, SoWesPac and SoPac (Brisbane) assignments.
https://upload.wikimedia.org/wikipedia/commons/e/e4/Pacific_%26_Adjacent_areas_1942_CMH_Pub_72-22.jpg
Of course, it is your prerogative to either accept or decline the "orders", and you could always assume that anything given to you for over there (if sailing from Pearl or Midway) would be given at the request of the 7th Fleet. The "lines" were rather loose, and CenPac boats were regularly right off of, just east of the Luzon Straits. For a time, the Brisbane boats did off the eastern coast of Luzon, Samar & Mindanao, with Truk and Palau being "shared" assignments with boats going to / from Pearl for re-fits.
Thanks for the additional information fellows. We really appreciate you helping zero-in on the issues. :salute:
Sockola
03-05-20, 06:57 PM
Thank you very much for v1.004.a!
Right know I wonder whether to install this new version or finish my old career first, because a fresh install is recommended. Thats why it would be interesting to know if there were changes made with regards to the amount of juicy targets (large tankers, big freighters and task forces) or the cost of high value torpedos late in the war.
propbeanie
03-05-20, 11:50 PM
No, no additions like you ask. The two version are "mostly" compatible, but there are those pesky airplanes that are not, hence you have to start a new career. There are a few mission out of Brisbane and a couple out of Fremantle that might cause issues, but then there are a few issues with v1.004a also, so in that regard, they're about as wide as they are long. I would finish the career you are running now. For the most part, the torpedoes do not cost any less, but the Mark10 will be available part of the early war for the fleetboats, at a renown cost also. The S-Boats start with the 4" guns, and go to the 3" ones, giving their 4" guns to the fleetboats. Little things like that. :salute:
Kresner
03-06-20, 07:36 PM
Firstly, sorry for my english, is not my language.
-I report, the depth of torpedoes does not work properly, for example if I launch at a depth of 10m. to a ship with little draft, (destroyer) the torpedo still detonates in her hull.
-If I want to sink a battleship,(no Yamato) I always have to hit her with 8 torpedoes, I think it's a lot.
-I'm in my fourth patrol, April 13, 1942 with a new submarine USS Stingray, they moved my base from Surabaya to Fremantle and when I get to the base and press end of patrol the game crash, my previous patrols were normal.
Thanks for making FOTRS, new version.:Kaleun_Applaud:
Just fired up the latest version of FOTRSU and I'm still not getting any "creaking" sounds. Thought I'd mention it. Thanks
Edit: it appears it may be boat specific. No creeks in the S boat but I did get creaks in a Tambor in the war patrol playing. For what it’s worth
wokelly
03-06-20, 07:50 PM
I've been enjoying the mod for the last few days, but I have run into a few issues that makes me question if I activated the mod correctly.
1) The recognition manual is missing images for frontal and 45 degree side views of most of the merchant ships in that section of the guide. When you click the button to view these images, nothing appears where the ship image should be. I'm not sure if this is a bug, or if these images were not added for most of the merchant ships which I think are mods added to the game. The side profile view pictures in the manual are all there, but the frontal and 45 degree images are just not there.
2) I've been running campaigns with the Porpoise class submarine, and it seems like the fuel on the sub is near inexhaustible when you sail at 10 knots (standard). From midway to Japan is about 3000 nautical miles, and the Porpoise had a range of 11,000 nautical miles. So I should burn a quarter of my fuel just getting to Japan from Midway. But I am usually well over 90% of fuel by the time I reach Japanese waters, and usually RTB with over 80% of fuel remaining. The fuel consumption seems awfully low. I haven't tried other sub types all that much so I can't compare.
3) The Deck gun seems awfully powerful, basically deleting merchant ships after maybe 10 hits. This is with the 3" gun, which was historically seen as rather useless and replaced with 4" or 5" guns. Based of the 3" performance in game, the 4" and 5" with their slower rate of fire are a downgrade. Anyways I feel almost dirty using the gun and try to avoid it. I'm not sure if this is a bug or if the mod keeps the gun powerful like it is in vanilla.
I'm not sure if these are bugs, or indicators that I screwed up activating the game (I tried to follow the instructions to the letter), or just how the mod is.
propbeanie
03-06-20, 11:38 PM
Firstly, sorry for my english, is not my language.
-I report, the depth of torpedoes does not work properly, for example if I launch at a depth of 10m. to a ship with little draft, (destroyer) the torpedo still detonates in her hull.
-If I want to sink a battleship,(no Yamato) I always have to hit her with 8 torpedoes, I think it's a lot.
-I'm in my fourth patrol, April 13, 1942 with a new submarine USS Stingray, they moved my base from Surabaya to Fremantle and when I get to the base and press end of patrol the game crash, my previous patrols were normal.
Thanks for making FOTRS, new version.:Kaleun_Applaud:
Your English seems technically superior to mine... |;^}
The torpedoes depend upon the way you have the GamePlay settings. For the career, when in the Captain's Office in-base, click on the radio and see if you have the "Duds" set the way you want. Some of the DD are around 12 foots draft, while some are 8.5 foot deep. Depending upon what you have the torpedo set to, and the condition of the sea, as to whether or not the targeted ship is bobbing on the waves, and also whether you have the pistol set to magnetic or impact can all play a part in what happens. The default setting for the torpedoes is "Magnetic", and if you use auto-targeting and "Lock" the target, the TDC will set the torpedo to just above the draft depth, no matter what you set the torpedo to yourself.
The Yamato was a beast, a huge ship with a lot of water-tight integrity. Read about the Musashi and Yamato both, how much it took them to go down. It is not unusual for it to take 10 or 12 torpedoes in the game, which would only be about half of the punishment the ships took "historically". Other ships make up for the difficulty of sinking a Yamato class BB...
I will attempt to replicate your CTD when docking at Fremantle. Was the "April 13, 1942" date when you were coming back in from patrol, or the date you left Surabaya? Did you press the "End Patrol" immediately after it was offered to you at Fremantle, with the big dialog box - or did you use the little icon in the upper-right corner of your display, after you came closer toward Fremantle? Did it crash right after pressing the "Dock" button, or as you exited the game screen? Were you able to continue the career from Fremantle, or did you have to go back to a previous Save? Thank you :salute:
Just fired up the latest version of FOTRSU and I'm still not getting any "creaking" sounds. Thought I'd mention it. Thanks
OK. Which submarine, where did you sail from? What is the date of your start? Do the "creaks" sound initially, and then quit, or nothing at all from them? How much TC do you use, and how high do you go? Have you shelled-out to Windows any, for any reason? Any other mods? Did you empty the Save folder prior to starting to use v1.004.a? Are you certain that LAA is set correctly on the SH4.exe file? Thanks. :salute:
I've been enjoying the mod for the last few days, but I have run into a few issues that makes me question if I activated the mod correctly.
1) The recognition manual is missing images for frontal and 45 degree side views of most of the merchant ships in that section of the guide. When you click the button to view these images, nothing appears where the ship image should be. I'm not sure if this is a bug, or if these images were not added for most of the merchant ships which I think are mods added to the game. The side profile view pictures in the manual are all there, but the frontal and 45 degree images are just not there.
2) I've been running campaigns with the Porpoise class submarine, and it seems like the fuel on the sub is near inexhaustible when you sail at 10 knots (standard). From midway to Japan is about 3000 nautical miles, and the Porpoise had a range of 11,000 nautical miles. So I should burn a quarter of my fuel just getting to Japan from Midway. But I am usually well over 90% of fuel by the time I reach Japanese waters, and usually RTB with over 80% of fuel remaining. The fuel consumption seems awfully low. I haven't tried other sub types all that much so I can't compare.
3) The Deck gun seems awfully powerful, basically deleting merchant ships after maybe 10 hits. This is with the 3" gun, which was historically seen as rather useless and replaced with 4" or 5" guns. Based of the 3" performance in game, the 4" and 5" with their slower rate of fire are a downgrade. Anyways I feel almost dirty using the gun and try to avoid it. I'm not sure if this is a bug or if the mod keeps the gun powerful like it is in vanilla.
I'm not sure if these are bugs, or indicators that I screwed up activating the game (I tried to follow the instructions to the letter), or just how the mod is.
Very few of the ships have frontal or 45° angle shots. Few are available, and the book is not big enough anyway, besides the fact that you cannot divide the book into "tabs" with different kingpost, boom, stack and bridge configurations, so the game is sadly lacking there. We went for a bigger, single image. Refer to "ShipsData.pdf" in the Support folder for some ship stats.
The Porpoise Class is set to yield roughly 12,500nm on a "tank of 'pain" at 10knots (also "roughly"). If you look in your engine room, do you have one of those "superman" Special Abilities "fuel" miser guys? You shouldn't, but...
The deck gun, or rather, its ammunition is not near that strong in FotRSU. It is stronger than "historical", but not enough to put a ship down in 10 hits.
Those last two make me wonder what your set-up is? What is your mod list, and did you empty your Save folder before beginning to use FotRSU v1.004.a, even if you used v1.0.1.g previously? Thanks :salute:
OK. Which submarine, where did you sail from? What is the date of your start? Do the "creaks" sound initially, and then quit, or nothing at all from them? How much TC do you use, and how high do you go? Have you shelled-out to Windows any, for any reason? Any other mods? Did you empty the Save folder prior to starting to use v1.004.a? Are you certain that LAA is set correctly on the SH4.exe file? Thanks. :salute:
:
It now appears that it is sub specific. In the most recent version of the mod I experienced it in an S boat out of Pearl Harbor in 1942 but in my next war patrol in a Tambor, the creaks are back.
wokelly
03-07-20, 04:00 PM
Very few of the ships have frontal or 45° angle shots. Few are available, and the book is not big enough anyway, besides the fact that you cannot divide the book into "tabs" with different kingpost, boom, stack and bridge configurations, so the game is sadly lacking there. We went for a bigger, single image. Refer to "ShipsData.pdf" in the Support folder for some ship stats.
The Porpoise Class is set to yield roughly 12,500nm on a "tank of 'pain" at 10knots (also "roughly"). If you look in your engine room, do you have one of those "superman" Special Abilities "fuel" miser guys? You shouldn't, but...
The deck gun, or rather, its ammunition is not near that strong in FotRSU. It is stronger than "historical", but not enough to put a ship down in 10 hits.
Those last two make me wonder what your set-up is? What is your mod list, and did you empty your Save folder before beginning to use FotRSU v1.004.a, even if you used v1.0.1.g previously? Thanks :salute:
Fresh install using steam (bought U-boat missions to get to v1.5), separate folder on one of my second SSD so there is no x86 business, cleared the save folder before I started up with the FotRS loaded in. No other mods. Never tried 1.0.1.g previously, been years since I played SH4 (had the original DVD).
Went from Pearl Harbor to Midway at flank speed, about 1300nm, used only 12% of fuel. Should have been a third according to the in game "max range at speed" estimate.
Steam is a bit confusing in that it has a SH4 and SH4:Uboat Missions icons in the games list. I'm not sure if I am supposed to have only U-boat missions installed, or both installed and use SH4 icon? I need to install U-boat missions to get V1.5, but maybe I only need U-boat missions installed, or I need both installed and launch the game using the SH4 icon only?
No fuel guy in my engine room.
Kresner
03-07-20, 08:22 PM
[QUOTE=propbeanie;2652951]Your English seems technically superior to mine... |;^}
The torpedoes depend upon the way you have the GamePlay settings. For the career, when in the Captain's Office in-base, click on the radio and see if you have the "Duds" set the way you want. Some of the DD are around 12 foots draft, while some are 8.5 foot deep. Depending upon what you have the torpedo set to, and the condition of the sea, as to whether or not the targeted ship is bobbing on the waves, and also whether you have the pistol set to magnetic or impact can all play a part in what happens. The default setting for the torpedoes is "Magnetic", and if you use auto-targeting and "Lock" the target, the TDC will set the torpedo to just above the draft depth, no matter what you set the torpedo to yourself.
The Yamato was a beast, a huge ship with a lot of water-tight integrity. Read about the Musashi and Yamato both, how much it took them to go down. It is not unusual for it to take 10 or 12 torpedoes in the game, which would only be about half of the punishment the ships took "historically". Other ships make up for the difficulty of sinking a Yamato class BB...
I will attempt to replicate your CTD when docking at Fremantle. Was the "April 13, 1942" date when you were coming back in from patrol, or the date you left Surabaya? Did you press the "End Patrol" immediately after it was offered to you at Fremantle, with the big dialog box - or did you use the little icon in the upper-right corner of your display, after you came closer toward Fremantle? Did it crash right after pressing the "Dock" button, or as you exited the game screen? Were you able to continue the career from Fremantle, or did you have to go back to a previous Save? Thank you :salute:
- About the torpedoes, I know the weather conditions, I play with metric, no foots, and manual targeting system. Normally a destroyer has metric draft of 3.5 meters, I launched my torpedoes towards a battleship with a depth of more than 9 meters, magnetic mode, but still detonate with taks force´escorts (destroyer was in the way of my torpedoes)
- Yes, I know the history of the big boys class Yamato too, maybe 8 torpedoes weren't enough, but I fired 8 torpedoes to the battleships Fuso, Kongo and Ise. ( historically didn't take more than 4 torpedoes to sink the battleship Kongo)
-Today I tried for the fourth time to dock at Fremantle, and there weren't problems, :hmmm: Now, I'm going to the battle of Midway :yeah:.The previous times, I was coming back to Fremantle after my patrol,( the
exact date to arrive a Fremantle April 24, 1942 ) and I pressed "end patrol" with the big dialog, and immediately crash right after pressing the "Dock" button, I have to go back to a previous Save.
Many thanks for you reply.:Kaleun_Salute:
propbeanie
03-08-20, 02:23 PM
It now appears that it is sub specific. In the most recent version of the mod I experienced it in an S boat out of Pearl Harbor in 1942 but in my next war patrol in a Tambor, the creaks are back.
I don't know why an S-Boat would be different from a Tambor in that regard, but we'll look into it. If anything, it really should make more noise... Thanks! :salute:
Fresh install using steam (bought U-boat missions to get to v1.5), separate folder on one of my second SSD so there is no x86 business, cleared the save folder before I started up with the FotRS loaded in. No other mods. Never tried 1.0.1.g previously, been years since I played SH4 (had the original DVD).
Went from Pearl Harbor to Midway at flank speed, about 1300nm, used only 12% of fuel. Should have been a third according to the in game "max range at speed" estimate.
Steam is a bit confusing in that it has a SH4 and SH4:Uboat Missions icons in the games list. I'm not sure if I am supposed to have only U-boat missions installed, or both installed and use SH4 icon? I need to install U-boat missions to get V1.5, but maybe I only need U-boat missions installed, or I need both installed and launch the game using the SH4 icon only?
No fuel guy in my engine room.
Thanks for the clarifications. I do not get that good of mileage, but I do know that it seems a bit arbitrary, from what I saw while testing for changes in that regard. We'll do some more testing and see if any adjustments can be done, especially on a Porpoise. :salute:
- About the torpedoes, I know the weather conditions, I play with metric, no foots, and manual targeting system. Normally a destroyer has metric draft of 3.5 meters, I launched my torpedoes towards a battleship with a depth of more than 9 meters, magnetic mode, but still detonate with taks force´escorts (destroyer was in the way of my torpedoes)
OK, I can tell you one thing about the magnetics and the DD - CL also for that matter, since some of them are shallow-drafted also, but if you intend to shoot a magnetic below the keel of a ship to pass under and detonate under the next, it most times will not work. I have taken shots at a BB with the depth set to 32 foot (9.75m), and have had them detonate beneath a 9.8 foot (3m) DD. There really should be no way for that to happen, but it does in the game. I just consider that a "premature detonation". You can however, set it to impact, for say 28 foot (8.5m), and that will pass beneath the DD just fine. I have experimented with the magnetic pistol, and I might have a "fix" for the next release, but it does increase the "dud" percentage of the magnetic pistol, to really high, "historical" levels... which doesn't really improve at all throughout the war (aka: the life of the file, or mod). Also, with no changes, I have also experienced the magnetics detonating beneath a ship and there being no damage from it at all. One of the "odds" thing about the torpedo, in that sometimes it happens that way, like an incomplete explosion of the torpex in the warhead.
There might be a "happy medium" we might be able to find eventually, so we'll keep trying.
- Yes, I know the history of the big boys class Yamato too, maybe 8 torpedoes weren't enough, but I fired 8 torpedoes to the battleships Fuso, Kongo and Ise. ( historically didn't take more than 4 torpedoes to sink the battleship Kongo)
Similar to the above, where you might not get 100% performance from your torpedoes, together with the placement of where they detonate on the ship, and you might have a ship with minimal damage from having several torpedoes seemingly detonating under the ship.
-Today I tried for the fourth time to dock at Fremantle, and there weren't problems, :hmmm: Now, I'm going to the battle of Midway :yeah:.The previous times, I was coming back to Fremantle after my patrol,( the
exact date to arrive a Fremantle April 24, 1942 ) and I pressed "end patrol" with the big dialog, and immediately crash right after pressing the "Dock" button, I have to go back to a previous Save.
Many thanks for you reply.:Kaleun_Salute:
Thank you for the information. That will help us zero-in on the trouble. :salute:
Hey y’all I have really been enjoying this mod for the last few days, but I have found an issue and tested it out in my current campaign to double check. The fuel ranges for S Boats is way off.
On my first two patrols I noticed that my range kept increasing, especially with staying underwater on battery power during the day. I would plot out a course/patrol of about 3000 nautical miles and when I checked the range at current speed button it would give me about 5700 nm. So I would get done with my course and the file gauge would say I only used up about a 10th or so, and the range button would give me a max range of about 4500 nm which didn’t make sense.
So with this experience I decided to test it out, I left port in July of 42 from Brisbane in S-33, and started to circumnavigate the map. I did it on Ahead Standard, so about 9 knots, the fuel range estimate button told me about 5700 nm’s before I ran out of diesel. I headed due East to South America where I went south through Cape Horn and continued due East through the Cape of Good Hope. Overall the plot says it was about 25000 nm and I finally ran out of diesel south west of Tasmania with only 2751 nm left on my journey.
There is something up with this. S-boats had about a range of 5000 nm’s in real life, if I remember correctly, so I was able to go about 450% farther then I should have.
I am not using any other mods and I am playing on 90% realism.
I have not tried this with any of the other classes, but if you want me to I will try it out when I have some free time.
This is a great mod overall, and I hope y’all can solve this issue with the subs ranges.
P.S. while I am here I was thinking, when you first start out in the Asiatic Fleet you should start out at the docks in Cavite instead of Manila if possible. It’s a small thing and not super important but I think it would make more sense conserdedinf that was where the Asiatic Fleet was based out of instead of Manila proper.
Thanks y’all.
propbeanie
03-09-20, 07:05 AM
The testing of the fuel range of the boats was done with the game's "Estimated fuel range" button. Time does not permit testing by running all boats until they are out of fuel, due to all of the other testing involved. We can lower the "fuel levels" for the next version so that you can run out of fuel much sooner though. As a side note, the S-Boats had a 5,000nm range in the 1920's, prior to the use of ballast tanks as "dual-purpose". Prior to WWII, their range was at least 8500nm. Most of the "listing" you see for the historical data also does not denote the most efficient speed setting. They will usually have something like "Range: 8500nm at 10knots" or some-such, and when you do 6 knots, your actual range might list as 11,500nm. Now, whatever you guys do, don't try to run the batteries dead... you can't do it...
Departing from Cavite and Mariveles will be a future choice for an add-on mod. But if you read some of Silent Victory, most of the boats would receive maintenance and be re-fit in the Navy Yard at Cavite / Sangley Point (USS Canopus), then moved to Manila for docking and supplying (USS Holland), just due to the fact that they had too many boats for Cavite to handle. Thus, the Stock game's use of Manila Harbor as the starting location, and FotRSU kept it, adding the bases at Cavite and Mariveles for future use. Note the "confusion" that can be involved with this as you come back to "Home Port" in Manila Harbor, where you'll see three messages about docking on your way back in. Mariveles (USS Otus) was used as a "turn-around", where fuel and some supplies were available, which is why some boats started there. One SubDiv was assigned to Cavite. One to Manila Harbor, but most started from the harbor docks. Cavite was bombed to destruction on December 10, 1941, and Manila Harbor was abandoned before the New Year, with any further attempts at preparing submarines for patrol moving to Mariveles, but only for a little while, and it too had to be abandoned, and what remained of supplies was moved to "The Rock" on Corregidor at the South Dock. The USS Holland and USS Otus left the Manila Bay area on December 10, while the USS Canopus was left in the Manila Harbor for re-fit / re-supply, painted to look like part of the docks from an aerial view. It went to Mariveles for Christmas, and was then scuttled in early April, 1942. One of several things we can't do with the mod is have you start any and all patrols in the Manila area after December 10, 1941 submerged during daylight hours, which is what they did then, surfacing only during the night for topside maintenance and departure. :salute:
merc4ulfate
03-10-20, 05:44 PM
I am really enjoining the more aggressive escorts.
I am on my fourth patrol that had started at home base Philippines and now at Fremantle.
My luck is still holding on my targets however. Three of four patrols has gotten me 3 CV, 1 BB, 4 CA and 3 CL. 4 patrols and a CV sinking in 3 of them. It would seem I am a Task Force magnet.
My boldness in maneuvers has begun to cost me however. My last encounter sinking a Taiyo and Myoko wrecked havoc on the boat. I had to limp out having emptied the boat of fish at only 90 feet depth because of 84% hull damage. The DD were very much doing a better job and I am enjoying that fact.
I am seriously surprised they didn't sink us.
Back at base I was offered retirement and I turned it down so they traded my Tambor for a Gar for my efforts.
I built a new system and running this on Windows 10 now. No issues and only one corrupt save. Reloaded the last and went on and all saves after that have been good.
Kongo Otto
03-10-20, 09:27 PM
I have run several different missions in Single Missions, Quick Patrols and Career, and I cannot replicate this issue yet Torpedo. I have not lost my gauges on a Porpoise boat yet. I will change that to a Tambor next, and see what happens with it. :salute:
Had the same problem with USS Pike (Porpoise class) lost all gauges in the Kii Suido. Just for your info.
propbeanie
03-11-20, 06:19 AM
... I built a new system and running this on Windows 10 now. No issues and only one corrupt save. Reloaded the last and went on and all saves after that have been good.
Had the same problem with USS Pike (Porpoise class) lost all gauges in the Kii Suido. Just for your info.
Need some details, fellows... When did you have the corrupt Save merc4ulfate, ie: before / after an attack, and "off Honshu" or "Makassar Strait, chasing a merchant, airplane showed, we crash dived, fifteen minutes later, in attack phase, so we Saved. Save wouldn't restore, went back to previouis Save and was OK". etc. As for losing the gauges, the same thing. Where and when with surrounding circumstances would help immensely. Had you Saved Kongo Otto, and upon Loading the Save, did not have gauges? Or had you ordered a dive, and noticed that the gauges were "black' blank, or stuck at the 12 O'Clock position? etc.
We want to minimize bad "Saves", and it might well be related to the loss of gauges, and what happens might only depend upon your proximity to a certain IJN ship, sub or plane - maybe a shore installation... Thanks :salute:
Kongo Otto
03-11-20, 08:22 AM
Need some details, fellows... When did you have the corrupt Save merc4ulfate, ie: before / after an attack, and "off Honshu" or "Makassar Strait, chasing a merchant, airplane showed, we crash dived, fifteen minutes later, in attack phase, so we Saved. Save wouldn't restore, went back to previouis Save and was OK". etc. As for losing the gauges, the same thing. Where and when with surrounding circumstances would help immensely. Had you Saved Kongo Otto, and upon Loading the Save, did not have gauges? Or had you ordered a dive, and noticed that the gauges were "black' blank, or stuck at the 12 O'Clock position? etc.
We want to minimize bad "Saves", and it might well be related to the loss of gauges, and what happens might only depend upon your proximity to a certain IJN ship, sub or plane - maybe a shore installation... Thanks :salute:
Saved the game while on surface and on reloading said save to continue gaming the gauges were stuck in the 12 o'clock position, all of them also the needle of the hydrophone wasn't moving anymore.
Position was almost exactly the same as in Forumuser Torpedo's screenshots at the Kii Suido. Havent' chased anything was just cruising there in search of enemy shipping. No enemy warships were spotted by crew neither were aircraft spotted.
Went back to a previous save which was before entering Kii Suido but it also had become corrupted.
I went to Kii Suido after finishing my patrol objectives and receiving the usual "do free hunt or go home" message, travelled from Truk to BUn go Strait and from there to Kii Suido, no problems with gauges before saving game in both Truk or Bungo Strait.
mikesn9
03-11-20, 11:31 AM
setup: running FOTRSU 1.01.g, no other mods, win 7 64 bit, no recent updates.
I returned to pearl from my 4th patrol (47K tons) was offered a new boat, took it (porpoise).
Finished upkeep, transferred to Midway, and set off west. saved about halfway across. when I clicked save, went straight to windows. restarted SH4, the halfway save was listed, clicked on it, went straight to windows.
Ran SH4 again loaded a save I made before plotting course. it loaded ok, but stated getting the 'passing thermal layer' repeated. I did a restart of PC, still the same. Also got thermal layer message when I loaded "autosave on leaving base'.
I've read a lot here related to the porpoise class. Is it a problem?
Any Ideas?
Also what is the latest full release of FOTRSU?
propbeanie
03-11-20, 02:23 PM
Saved the game while on surface and on reloading said save to continue gaming the gauges were stuck in the 12 o'clock position, all of them also the needle of the hydrophone wasn't moving anymore.
Position was almost exactly the same as in Forumuser Torpedo's screenshots at the Kii Suido. Havent' chased anything was just cruising there in search of enemy shipping. No enemy warships were spotted by crew neither were aircraft spotted.
Went back to a previous save which was before entering Kii Suido but it also had become corrupted.
I went to Kii Suido after finishing my patrol objectives and receiving the usual "do free hunt or go home" message, travelled from Truk to BUn go Strait and from there to Kii Suido, no problems with gauges before saving game in both Truk or Bungo Strait.
Thanks for the details update...
setup: running FOTRSU 1.01.g, no other mods, win 7 64 bit, no recent updates.
I returned to pearl from my 4th patrol (47K tons) was offered a new boat, took it (porpoise).
Finished upkeep, transferred to Midway, and set off west. saved about halfway across. when I clicked save, went straight to windows. restarted SH4, the halfway save was listed, clicked on it, went straight to windows.
Ran SH4 again loaded a save I made before plotting course. it loaded ok, but stated getting the 'passing thermal layer' repeated. I did a restart of PC, still the same. Also got thermal layer message when I loaded "autosave on leaving base'.
I've read a lot here related to the porpoise class. Is it a problem? --->> :hmmm:
Any Ideas?
Also what is the latest full release of FOTRSU?
100_FalloftheRisingSun_Ultimate_Edition_v1.004.a_E N (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992)
:hmmm: I would not have considered the Porpoise an issue until your report from the previous version... :hmmm: :timeout: - I've been looking in parts we had changed between the last two versions... I had better widen my search criteria... :arrgh!: - I still cannot reproduce what you guys get though. "must... have... more... data..." :salute:
merc4ulfate
03-11-20, 03:28 PM
I don't know why an S-Boat would be different from a Tambor in that regard, but we'll look into it. If anything, it really should make more noise... Thanks! :salute:
Thanks for the clarifications. I do not get that good of mileage, but I do know that it seems a bit arbitrary, from what I saw while testing for changes in that regard. We'll do some more testing and see if any adjustments can be done, especially on a Porpoise. :salute:
OK, I can tell you one thing about the magnetics and the DD - CL also for that matter, since some of them are shallow-drafted also, but if you intend to shoot a magnetic below the keel of a ship to pass under and detonate under the next, it most times will not work. I have taken shots at a BB with the depth set to 32 foot (9.75m), and have had them detonate beneath a 9.8 foot (3m) DD. There really should be no way for that to happen, but it does in the game. I just consider that a "premature detonation". You can however, set it to impact, for say 28 foot (8.5m), and that will pass beneath the DD just fine. I have experimented with the magnetic pistol, and I might have a "fix" for the next release, but it does increase the "dud" percentage of the magnetic pistol, to really high, "historical" levels... which doesn't really improve at all throughout the war (aka: the life of the file, or mod). Also, with no changes, I have also experienced the magnetics detonating beneath a ship and there being no damage from it at all. One of the "odds" thing about the torpedo, in that sometimes it happens that way, like an incomplete explosion of the torpex in the warhead.
There might be a "happy medium" we might be able to find eventually, so we'll keep trying.
Similar to the above, where you might not get 100% performance from your torpedoes, together with the placement of where they detonate on the ship, and you might have a ship with minimal damage from having several torpedoes seemingly detonating under the ship.
Thank you for the information. That will help us zero-in on the trouble. :salute:
I have taken out a Yamato, Kongo and Fuso with one fish. It really is where you hit them. You hit that forward powder magazine just right and they can be toast. Than again I have put 8 fish in a Yamato and sailed away with it still afloat.
merc4ulfate
03-11-20, 05:24 PM
Need some details, fellows... When did you have the corrupt Save merc4ulfate, ie: before / after an attack, and "off Honshu" or "Makassar Strait, chasing a merchant, airplane showed, we crash dived, fifteen minutes later, in attack phase, so we Saved. Save wouldn't restore, went back to previouis Save and was OK". etc. As for losing the gauges, the same thing. Where and when with surrounding circumstances would help immensely. Had you Saved Kongo Otto, and upon Loading the Save, did not have gauges? Or had you ordered a dive, and noticed that the gauges were "black' blank, or stuck at the 12 O'Clock position? etc.
We want to minimize bad "Saves", and it might well be related to the loss of gauges, and what happens might only depend upon your proximity to a certain IJN ship, sub or plane - maybe a shore installation... Thanks :salute:
The save issue was an arriving at base auto save. I restarted the last save before port and reentered and then that save was good.
P.Konrad
03-12-20, 03:10 AM
Here is another one to squash. This freighter has no skin. I just started my First patrol out of manila 41 in a S-boat.
It was a U.S Freighter.
Another bug I noticed was the CO2 level was not going down when surfaced. I saved then reloaded from main menu and no more CO2 problem.
A small typing error: Patrol off Subic bay for six (6) ? days
https://i.postimg.cc/FzVwbW00/SH4-Img-2020-03-12-22-10-33-516.jpg
https://www.subsim.com/radioroom/attachment.php?attachmentid=3003&stc=1&d=1584000436
Running Nvidia GTX 1080 SLI. Latest drivers.
I must say heading towards Subic bay seeing a air armada on my radar headed towards Manila then 4 PT boats heading at 355 @ 22 knots, This is Impressive. I never saw a friendly's in action once before.
I hope the dev's don't mind If I list errors and compliments as I continue my campaign.:Kaleun_Salute:
Capt.seamus
03-12-20, 07:35 AM
Great mod, really enjoying it. Any chance we could get a dial to manually enter range, like TMO I believe. I mostly use the historical dick O'Kane method and sometimes for constant bearing method a manual dial would be useful.
propbeanie
03-12-20, 08:28 AM
I have taken out a Yamato, Kongo and Fuso with one fish. It really is where you hit them. You hit that forward powder magazine just right and they can be toast. Than again I have put 8 fish in a Yamato and sailed away with it still afloat.
With the Yamato in FotRSU, it is more difficult to find that "critical hit" magazine, and even if you do hit it, it often will not take the ship out. The Kongo, Fuso and Ise are somewhat similar to the CA and especially CL in that if you hit close to the area, it becomes a "critical hit" and takes them out. This is one "issue" we will attempt to rectify, once we figure-out why apparently the Porpoise is having a higher rate of issues on some of the players' Saves... Speaking of which:
The save issue was an arriving at base auto save. I restarted the last save before port and reentered and then that save was good.
Which boat were you in merc4ulfate, what base (Fremantle??) and what was the date (about)? Thanks.
Here is another one to squash. This freighter has no skin. I just started my First patrol out of manila 41 in a S-boat.
It was a U.S Freighter.
Another bug I noticed was the CO2 level was not going down when surfaced. I saved then reloaded from main menu and no more CO2 problem.
A small typing error: Patrol off Subic bay for six (6) ? days
https://i.postimg.cc/FzVwbW00/SH4-Img-2020-03-12-22-10-33-516.jpg
https://www.subsim.com/radioroom/attachment.php?attachmentid=3003&stc=1&d=1584000436
Running Nvidia GTX 1080 SLI. Latest drivers.
I must say heading towards Subic bay seeing a air armada on my radar headed towards Manila then 4 PT boats heading at 355 @ 22 knots, This is Impressive. I never saw a friendly's in action once before.
I hope the dev's don't mind If I list errors and compliments as I continue my campaign.:Kaleun_Salute:
Report away, no matter what it is. We want to attempt to fix things. However, in the above with the text in orange, those are not issues with the mod, but rather symptoms of "shelling-out of the game" by either using the <Windows> key, or <Alt><Tab> or <Ctrl><Tab> combos, taking the "focus" off of the game. I had never seen the text issue in the Orders synopsis on the clipboard before, but in the tsr file for that particular assignment, it has "PatrolSubicBay=Patrol off Subic Bay for six (6) days", so the "<space> days" is there, but not displaying on your screen. The CO2 level is a definite sign of the game having lost focus. We'll double-check on the skinning, but that is also a sign of the game "losing" its 'assets' in the computer memory, especially in the manner that your picture shows. What happens when you "shell-out" for what ever reason, no matter how you do it, is that the game, being an older DirectX v9.0c game, written for Windows XP (a single, linear-threaded OS), expects to "find" its cached temporary files in the same location they were located (memory address) prior to your shelling-out. 'Modern' Windows however, now uses "virtual" addressing (since Vista), and will release the video stream, audio stream, and other resources to other apps (including itself) when SH4 loses the "focus" of the system. The apps are supposed to ask Windows where their resources are located. SH4 does not (it's old). Windows will usually hand things back to SH4 close to what they were prior to SH4 losing focus, but not exactly... It's kind of like getting the house number address to a friend's house written down incorrectly, and you end up at their neighbors doorway instead... Close, but not correct. Pausing the game used to be considered the way to do it, but even that does not do it correctly. You should not shell-out to Windows. If you do, Save, then exit the game, re-load the game, then Load your Save, and you should be back to "normal" - usually... :roll: - we do appreciate the compliments and the comments.
Great mod, really enjoying it. Any chance we could get a dial to manually enter range, like TMO I believe. I mostly use the historical dick O'Kane method and sometimes for constant bearing method a manual dial would be useful.
Try the "454_EasyAOB_FotRSU" mod (in the MODS folder), and see if that doesn't "split" the dials independently enough to satisfy what you are after. They're still in the same location (still just as difficult to read... :roll: ), they just operate separately with that mod. :salute:
P.Konrad
03-12-20, 09:13 AM
Ok propbeanie I'll quit while I am ahead. Look's like you know what and how these things are happening.
Man, this thing looks fantastic (no need for ReShade) and the assets used look great. I am very happy with what you have done. I have had no CTD's. Very good indeed. Thank you for the hard work. You and your team have done a great service to SH4 and the community.
:Kaleun_Thumbs_Up::Kaleun_Salute:
Kindest regards and much respect to you, Paul.
:subsim:
Capt.seamus There is a sort of work around to this. Use windows magnifier. Great cheat for the deck gun too.
https://i.postimg.cc/wM3wSpvV/SH4-Img-2020-03-12-22-10-33-516.jpg
propbeanie
03-12-20, 10:08 AM
:arrgh!: - I don't know as I would say " Look's like you know what and how these things are happening"... :O: (after all, it's all just a Grand Illusion) - but there are issues common to leaving the game, whether modded or not. Now, this is not to say that there are not issues with the mod. We are still trying to track down a few more nargles and nigglies in the mod - including typos... :har: - there are several of those. I might have to find me a way to do sprell-checking on-the-fly in the game's files somehow... :roll: - currently, as seen above, several users are having intermittent issues with Saves and / or gauges, and we are having to dig deep for those (that??)... In the meantime, keep the comments coming, espeically anything that you might think is amiss with the game, whether a small or large issue. Thanks! :yeah:
:salute:
keltos01
03-12-20, 02:02 PM
I havez the mod installed on the gold version of sh4 ie uboot missions,
I get ctds at torp impact and sometimes for no reason at all..
KaleunMarco
03-12-20, 04:31 PM
I havez the mod installed on the gold version of sh4 ie uboot missions,
I get ctds at torp impact and sometimes for no reason at all..
keltos,
i have experienced the same thing. it is an impact-video issue. i will try and find the email where the fix is discussed. no promises that i can find it.:D
KaleunMarco
03-12-20, 04:45 PM
I havez the mod installed on the gold version of sh4 ie uboot missions,
I get ctds at torp impact and sometimes for no reason at all..
keltos,
i found what i was looking for but it is a Unit type issue and the FOTRSU team would have fixed it prior to release. let's reset things.
Launch JGSME and copy your SH4 config in a post-response here.
then, i am assuming you can, reload the mission that takes the CTD.
attempt to re-enact the situation of the CTD but before you proceed to firing:
record your boat type
record the date and time
record your location. i know this can be difficult but just do the best you can.
record the composition of the enemy formation prior to the attack that gives the CTD.
post all of that relevant info here and we will see what we can do.
:Kaleun_Salute:
propbeanie
03-12-20, 09:54 PM
:hmmm: ... but a big question would be: "did you delete the Save folder prior to running FotRSU?"... "C:\Users \UserName \Documents \SH4", or where ever you have it. The mod is not compatible with most anything out there, so you have to empty the Save folder... :salute:
keltos01
03-13-20, 06:39 AM
https://i.postimg.cc/k4yzmFhd/shinto.jpg (https://postimg.cc/VrdD9M87)
Shinto suicide boat with rockets
Larrywb57
03-13-20, 08:04 AM
Team,
First patrol out of Pearl Harbor in a porpoise class boat with the objective to go to the Kii Suido area for ten days to sink enemy shipping. On 26Dec1941 at 03:50 hrs, Pearl Harbor time, I came across a five ship convey leaving the Kii Suido area in a WSW direction about 47.9 nm from the port of Gobo, Long 134°30E, Lat 33° 30'N.
The convey consisted of four merchants, Aden Mara Passenger-Cargo, Large Tanker, Modern Hansa Freighter and a Hospital Transport, being lead by a Destroyer Escort Tachibana, which is the subject of this report. the DE all black except the two funnels. Picture to be included, if I done everything right!
https://subsim.com/radioroom/picture.php?albumid=1075&pictureid=10877
Thank you for making this a great mod!
Larry
propbeanie
03-13-20, 11:30 AM
This is a very good clue. Thank you Larrywb57. My mind is reeling now, since this is a different sort of issue, of having a ship show too early in the game... again, SH4 is running over supposedly restricting dates... We might have to do specific calls for our escorts and torpedo boats... :salute:
mikesn9
03-13-20, 01:26 PM
I believe I read in here some where in the 38 pages, that although on some boats (in real life) sonar only worked when submerged, but the game was to set to have sonar working in all boats when surfaced.
I have just set up (from pristine, and a deleted SH4 doc directory) 1.004.a.
Left Midway in a Tambor, and eventually sighted an enemy sub. Sank same.
I had assumed the Jyusen had been stopped when first sighted.
After I reached patrol zone off Suido, I did a manual sweep of sonar and noticed it did not pick up my own screws. So the Tambor must be down to use sonar.
Is this right? OK if so, just want to straighten out my head.
KaleunMarco
03-14-20, 10:47 AM
a while back i posted the same question without many details but this should remedy that situation.
while on patrol near the Bonins a Neutral Task Force popped up on the Nav Map between the Bonins and the Marianas. the date was December 8, 1943.
i am going to try and find the RGG in the .MIS files but i still think it is an odd occurrence.:Kaleun_Salute:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN
100a_D3D9_AntiLag
100b_EasyAOB_FotRSU
100c_NoScrollNavMap_FotRSU
100d_strategic_map_symbols
https://i.ibb.co/b23VgrD/SH4-Img-2020-03-13-09-07-08-241.png
KaleunMarco
03-14-20, 10:52 AM
question on the Balao paint job.
first, i do not spend much time using the external view staring at my boat's exterior. however, this one time, i was surfaced, in daylight, as i was returning to base, and noticed that the forward 3/4 of my boat was painted gray while the remainder was painted black.
is this on purpose...or did the relief crew run out of one color and just let it go?:har:
:Kaleun_Salute:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN
100a_D3D9_AntiLag
100b_EasyAOB_FotRSU
100c_NoScrollNavMap_FotRSU
100d_strategic_map_symbols
https://i.ibb.co/R0Pkmwp/SH4-Img-2020-03-14-10-37-37-156.png
propbeanie
03-14-20, 12:37 PM
I believe I read in here some where in the 38 pages, that although on some boats (in real life) sonar only worked when submerged, but the game was to set to have sonar working in all boats when surfaced.
I have just set up (from pristine, and a deleted SH4 doc directory) 1.004.a.
Left Midway in a Tambor, and eventually sighted an enemy sub. Sank same.
I had assumed the Jyusen had been stopped when first sighted.
After I reached patrol zone off Suido, I did a manual sweep of sonar and noticed it did not pick up my own screws. So the Tambor must be down to use sonar.
Is this right? OK if so, just want to straighten out my head.
Some of the submarines will no longer report sonar contacts, at least not from long distances, until you are at least partially submerged, and some not until you are below periscope depth - but it is not "evenly distributed". Some work better than others. This change is due to complaints of it being impossible for a submarine to find anything on sonar while on the surface, due to water noise while plying the surface. Attempts are being made to make this "optional" for those that want it. The use of the RFB files for such renders other aspects of the subs' sim files as invalid. In this particular version, you cannot depend upon sonar finding anything while you are on the surface, even when stopped. "Speed" should be the factor though, not the "height" of the sensor.
a while back i posted the same question without many details but this should remedy that situation.
while on patrol near the Bonins a Neutral Task Force popped up on the Nav Map between the Bonins and the Marianas. the date was December 8, 1943.
i am going to try and find the RGG in the .MIS files but i still think it is an odd occurrence.:Kaleun_Salute:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN
100a_D3D9_AntiLag
100b_EasyAOB_FotRSU
100c_NoScrollNavMap_FotRSU
100d_strategic_map_symbols
https://i.ibb.co/b23VgrD/SH4-Img-2020-03-13-09-07-08-241.png
One thing we found back then was that depending upon the "date" of occurrence, some nations are still listed as "neutral" for the purposes of the "radio message" reporting the convoy. Such as, some of the "layers" in the game start on November 1, 1941, and an RGG might then generate on November 24, 1941, prior to the Pearl Harbor attack. It is set to report its position every 48 hours at a 30% chance. You start the game on the 9th out of Pearl, while that same RGG is still enroute. It then "reports", based upon its November 24, 1941 status, which is 'neutral' since the game is "static" in this regard... Either that, or a Panamanian ship (there are none in FotRSU), French ship (a 'neutral' in the interim period, but this is too late for that), or Red Cross ship (most likely) is the "leader" vessel for the convoy, making it a "neutral convoy".
question on the Balao paint job.
first, i do not spend much time using the external view staring at my boat's exterior. however, this one time, i was surfaced, in daylight, as i was returning to base, and noticed that the forward 3/4 of my boat was pained gray while the remainder was painted black.
is this on purpose...or did the relief crew run out of one color and just let it go?:har:
:Kaleun_Salute:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN
100a_D3D9_AntiLag
100b_EasyAOB_FotRSU
100c_NoScrollNavMap_FotRSU
100d_strategic_map_symbols
https://i.ibb.co/R0Pkmwp/SH4-Img-2020-03-14-10-37-37-156.png
Checking the skin itself, as well as in-game, it does look to be purposeful:
Balao:
https://i.imgur.com/zh6c9Sf.jpg
Gato (same skin):
https://i.imgur.com/y2FJC5s.jpg
Narwhal (different skin):
https://i.imgur.com/rhcsX2N.jpg
If you notice one of the mission loading images in FotRSU, where there is a "guard" sitting on the stern of a boat docked (post-war probably, going to mothballs), you might notice the "jagged" line of the black and grey, like they were "disguising" the length of the ship. :salute:
merc4ulfate
03-14-20, 02:14 PM
The no sonar contacts surface even in a Gato surprised me but I enjoy the challenge it creates.
One think I notice is that I see zero Air bases for the IJN. I see plenty of RN bases but zero IJN at October 1942.
Clean install with only mods being.
FalloftheRisingSun_UltimateEdition_v1.004.a_EN
Strategic_map_symbols
Same Sized Dials for FotRSU
propbeanie
03-14-20, 04:04 PM
The bases are there... I think we may have "lost" the icons for them on the NavMap though... dig dig dig... ratz - another thing to add to the "issues" list... sigh... You'll have to zoom way in to see the icons, and if you don't know where to look, it's kind of hard to find them... :salute:
merc4ulfate
03-14-20, 04:54 PM
From a new career under the clean install with the mods I listed above.
Starting in the Philippines I am now at Fremantle.
I have had six patrols with three of them ending in new commands.
It is august of '42 and I am in the Gato Class.
I just finished my mission and upon my Leaving Fremantle again it shows me leaving Pearl.
By the way do not go below 550 feet in a Gato. Love the new creak sounds as you crush.
Canonicus
03-14-20, 05:05 PM
I'm really loving this mod but have one complaint.
Maybe its just me but why does it have to be soo dark at night? I can barely distinguish the water from the horizon especially in a storm.
Is there some adjustment to the Scene dat,or other file, though the Silent editor that can be made to lighten up the scenery,just a bit, at night?
propbeanie
03-14-20, 06:10 PM
From a new career under the clean install with the mods I listed above.
Starting in the Philippines I am now at Fremantle.
I have had six patrols with three of them ending in new commands.
It is august of '42 and I am in the Gato Class.
I just finished my mission and upon my Leaving Fremantle again it shows me leaving Pearl.
By the way do not go below 550 feet in a Gato. Love the new creak sounds as you crush.
If you are assigned a boat too soon, such as you are at Fremantle, but the Gato isn't available there until July of 1943, you do have to go to Pearl to get the boat, and you might have to stay there until July of 1943... I cannot remember how that went now in the testing of this last year... :hmmm: it is a bother getting older. As an aside to your "creak" sounds, we are still trying to chase-down why the S-Boats will "lose" their sounds. "Timing" is everything with the audio stream, and I can get different results by "Add 3D channels" in the Audio Options, but nothing is consistent with that... frustrating.
I'm really loving this mod but have one complaint.
Maybe its just me but why does it have to be soo dark at night? I can barely distinguish the water from the horizon especially in a storm.
Is there some adjustment to the Scene dat,or other file, though the Silent editor that can be made to lighten up the scenery,just a bit, at night?
Changing most anything in the mod itself for that will alter things that you would not want changed, such as the enemy's ability to see you. On the Options screen, under the "Graphic Settings" though, you can click on that "Gamma" slider, and move it to the right just a pinch at a time to lighten the whole screen in the game. Don't go too much though, else you'll ruin the "ambiance" of the scene ( :roll: ), and get some strange artifacting of the night sky (it will "pixelate"). The game is such that you do almost need to play it in a darkened space, to facilitate seeing things better. Also, if you wear a pair of those "blue light" glasses, especially if you have an older monitor, that can take some of the "glare" out of the display that you might not notice is there with a dark scene. :salute:
SirMoric
03-14-20, 07:19 PM
Activate the MOD?
I'm using steam.
And so far I've done everything described.
Put the mod in a MOD folder in the SH4 folder, used the AAL on SH4.exe, then activated using the JSMGS-thingy (which is in the SH4 folder as well)
But opening the game, it just looks like any other SH4? No difference.
I am using the "U-boat"-thingy.
Aktungbby
03-14-20, 07:52 PM
SirMoric!:Kaleun_Salute: AFTER AN ELEVEN YEAR SILENT RUN!:yeah:
Michael Wood
03-14-20, 09:16 PM
1) Hydrophone issue seems resolved.
2) Maximum officers allowed in .UPC file not resolved (assume still on your list).
3) Officer collar insignias still in error not resolved (assume still on your list).
No game crashes yet.
As to most difficult mission request, below.
Driving the S-38, assigned patrol south of Luzon. No contact. Reassigned Lingayen Gulf. Upon entering gulf, large invasion convoy spotted. Radioed contact, went to periscope depth. Approach undetected in mild seas, wind speed 3 mps. Had good firing solution. Fired two torpedoes at each of two big cargo ships, using magnetic pistols as ordered by radio.
According to hydrophones (event window), all four torpedoes ran directly under targets far too deep to detonate. As soon as torpedoes fired, every escort this side of Mordor headed directly towards boat. Ordered depth to 200 feet as chart color indicated 400 feet, figured plenty of room. Found at 144 feet, the chart was wrong as the boat crashed into bottom at flank speed. Tried to ignore the depth charges exploded all around boat as damage control parties sorted out bottoming out damage. Finally made deep water before escorts found proper depth. Made repairs and crept towards convoy, now unloading.
Went to 600 yards from big troop transport and fired all four torpedoes at motionless ship, assuming speeds zero, 4, 8 and 12 knots, as in this world motionless ships can burn rubber and accelerate rapidly.
Immediately after fourth torpedo fired, noticed strong wake behind target as it popped a wheely. But, there were escorts shooting at periscope, so went deep again to reload last 4 torpedoes. There was no event window for torpedoes target ship went to high speed immediately. Sad. Was depth charged for a long time. No damage.
When things quieted down, went to periscope depth. Convoy gone. One destroyer puppy sitting. Crept to 600 yards and fired a spread of four torpedoes, assuming speed zero, 6, 12 and 18 knots. First torpedo hit in stern. Target ship stood on stern and sank quickly.
So, headed for Surabaya. Hoped could figure out a way to explain how, with torpedo shortage, 12 torpedoes fired and only 2,599 tons sunk. Passing Tarakan Island, boat suddenly sank. Was testing and not playing a real campaign, so reloaded save and found that always sank at the same place. Tried passing that point on surface, submerged, looking for planes (none), mines (none), sub nets (none), enemy subs (none) and was puzzled. So, went east 100 miles and then turned south again and at the same latitude same thing happened. Read three compartment 100% damage and rapid flooding. Decided to go all the way around Borneo and approach from on east side of island. Same result at same latitude. Never happened before or since. No idea what the bug was.
propbeanie
03-14-20, 11:05 PM
Activate the MOD?
I'm using steam.
And so far I've done everything described.
Put the mod in a MOD folder in the SH4 folder, used the AAL on SH4.exe, then activated using the JSMGS-thingy (which is in the SH4 folder as well)
But opening the game, it just looks like any other SH4? No difference.
I am using the "U-boat"-thingy.
What is the path to your game install? The default for Steam SH4 is "C:\Program Files (x86) \Steam \SteamApps \common \Silent Hunter 4..." If you have the game there, then any mods will be considered by Windows to be unauthorized alterations of System files, and get rolled back to their previous state. See "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)" for info from Steam for two ways of moving a Steam installation and / or game. If SH4 is the only game, or one of only a few, it might be easier to just un-install the Steam game and make a new Library folder when you go to re-install it. Or, remove Steam and re-do the whole installation again, but do not put it in a "Program Files" folder. Instead, create a folder yourself, such as "Games" or whatever, and install into that.
1) Hydrophone issue seems resolved.
Somewhat. More testing / checking to do on it, and then create an optional mod.
2) Maximum officers allowed in .UPC file not resolved (assume still on your list).
3) Officer collar insignias still in error not resolved (assume still on your list).
Both listed in Page 1 Post 5 Issues (https://www.subsim.com/radioroom/showpost.php?p=2635997&postcount=5) list.
No game crashes yet.
As to most difficult mission request, below.
Driving the S-38, assigned patrol south of Luzon. No contact. Reassigned Lingayen Gulf. Upon entering gulf, large invasion convoy spotted. Radioed contact, went to periscope depth. Approach undetected in mild seas, wind speed 3 mps. Had good firing solution. Fired two torpedoes at each of two big cargo ships, using magnetic pistols as ordered by radio.
According to hydrophones (event window), all four torpedoes ran directly under targets far too deep to detonate. As soon as torpedoes fired, every escort this side of Mordor headed directly towards boat. Ordered depth to 200 feet as chart color indicated 400 feet, figured plenty of room. Found at 144 feet, the chart was wrong as the boat crashed into bottom at flank speed. Tried to ignore the depth charges exploded all around boat as damage control parties sorted out bottoming out damage. Finally made deep water before escorts found proper depth. Made repairs and crept towards convoy, now unloading.
Went to 600 yards from big troop transport and fired all four torpedoes at motionless ship, assuming speeds zero, 4, 8 and 12 knots, as in this world motionless ships can burn rubber and accelerate rapidly.
Immediately after fourth torpedo fired, noticed strong wake behind target as it popped a wheely. But, there were escorts shooting at periscope, so went deep again to reload last 4 torpedoes. There was no event window for torpedoes target ship went to high speed immediately. Sad. Was depth charged for a long time. No damage.
When things quieted down, went to periscope depth. Convoy gone. One destroyer puppy sitting. Crept to 600 yards and fired a spread of four torpedoes, assuming speed zero, 6, 12 and 18 knots. First torpedo hit in stern. Target ship stood on stern and sank quickly.
So, headed for Surabaya. Hoped could figure out a way to explain how, with torpedo shortage, 12 torpedoes fired and only 2,599 tons sunk. Passing Tarakan Island, boat suddenly sank. Was testing and not playing a real campaign, so reloaded save and found that always sank at the same place. Tried passing that point on surface, submerged, looking for planes (none), mines (none), sub nets (none), enemy subs (none) and was puzzled. So, went east 100 miles and then turned south again and at the same latitude same thing happened. Read three compartment 100% damage and rapid flooding. Decided to go all the way around Borneo and approach from on east side of island. Same result at same latitude. Never happened before or since. No idea what the bug was.
I interspersed comments in orange text, and highlighted yours in turqoise. I at first was wondering about "The Wall" off of New Guinea:
https://i.imgur.com/TC4IRkX.jpg
aka: "Morse Code Water", in which there is a "glitch" in the Stock game at the 2nd parallel of latitude South of the Equator. This is something visible under the water though, and you can run aground on it in some spots, hole your boat in others, and if submerged, give yourself a pretty good headache, like you did in Lingayen Gulf ( yikes! ). However, no matter the zoom, I cannot find an anomaly in the area. Going through all of the files early (41a & 42a), there is next to nothing in the area, not even a shore gun. No merchants, no convoys, no patrols. This is the best I can find:
https://i.imgur.com/6hsH9VG.jpg
Two scripted groups in the BurmaJawa.mis file, one in the neighborhood (going by the highlighted route) on January 10, 1942 around 22:23 going by the timing on the waypoint nearest Tarakan Island there. The other, if selected, spawns at midnight on January 22, 1942, and terminates south of Tarakan Island at 15:22 on January 30, 1942. Neither group is small, neither are they invisible... So, just to clarify location:
https://i.imgur.com/XsnkCw9.jpg
Tarakan Island is to the east of Borneo. The area of the ME I have zoomed is the area in the bay where that little red circle / arrow thingie is on the Google map. Is that near where you had it happen? Do you happen to know the latitude? You are in the "S-38"... The S-36 ran aground on January 20th, 1941... ?? That'd be too weird.
:hmmm: All I can think to actually 'suspect' is the damage done to your boat previously at Lingayen Gulf, both by the too-close encounter with the bottom, and the depth-charging endured. If you happen to have the Save still available, and want to go back and look at the hull integrity and other un-repaired damage as you start back... I have had similar happen before while transiting with a damaged sub, and when I went and reloaded a Save after having sunk, I had further issues at different times each run-through. Not only that, but I got warnings from the crew as it was occurring... In other words, it never happened the same way twice (similar, but not exactly), much less at the same latitude... :hmmm:
Michael Wood
03-14-20, 11:32 PM
Tarakan Island is to the east of Borneo. The area of the ME I have zoomed is the area in the bay where that little red circle / arrow thingie is on the Google map. Is that near where you had it happen? Do you happen to know the latitude? You are in the "S-38"... The S-36 ran aground on January 20th, 1941... ?? That'd be too weird.
:hmmm: All I can think to actually 'suspect' is the damage done to your boat previously at Lingayen Gulf, both by the too-close encounter with the bottom, and the depth-charging endured. If you happen to have the Save still available, and want to go back and look at the hull integrity and other un-repaired damage as you start back... I have had similar happen before while transiting with a damaged sub, and when I went and reloaded a Save after having sunk, I had further issues at different times each run-through. Not only that, but I got warnings from the crew as it was occurring... In other words, it never happened the same way twice (similar, but not exactly), much less at the same latitude... :hmmm:
Latitude: Three degrees North.
Damage: 6 percent. No damaged systems. Never exit game with unrepaired damage, as game does strange things.
propbeanie
03-14-20, 11:40 PM
The strangest thing it does is re-sets the "timer" for the repairs back to "zero", like they had never been started on... but 6% damage. Was that listed as "Hull" or Bulkhead damage? It really isn't that high of a number. That game tips the scales and begins to sink your boat at 40%... and always at 3°N, no matter the longitude, as far as you've tried thus far? Or where did you find a way around it? Thanks. :salute:
Michael Wood
03-15-20, 12:11 AM
The strangest thing it does is re-sets the "timer" for the repairs back to "zero", like they had never been started on... but 6% damage. Was that listed as "Hull" or Bulkhead damage? It really isn't that high of a number. That game tips the scales and begins to sink your boat at 40%... and always at 3°N, no matter the longitude, as far as you've tried thus far? Or where did you find a way around it? Thanks. :salute:
6% Hull damage. Zero bulkhead damage. Yes, longitude did not seem to matter. Tried three differing longitudinal locations. Always destroyed.
SirMoric
03-15-20, 07:20 AM
What is the path to your game install? The default for Steam SH4 is "C:\Program Files (x86) \Steam \SteamApps \common \Silent Hunter 4..." If you have the game there, then any mods will be considered by Windows to be unauthorized alterations of System files, and get rolled back to their previous state. See "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)" for info from Steam for two ways of moving a Steam installation and / or game. If SH4 is the only game, or one of only a few, it might be easier to just un-install the Steam game and make a new Library folder when you go to re-install it. Or, remove Steam and re-do the whole installation again, but do not put it in a "Program Files" folder. Instead, create a folder yourself, such as "Games" or whatever, and install into that.
Okay, somehow I did make it work :)
keltos01
03-15-20, 07:48 AM
Right i am on my first mission, after two recob of two marshall Islands been ordered to truck.
On tge way there is an island to the south of my path that i went to investigate, a rain squall hid us when we crept in the onland harbor on the surface..
There was a stationary dd in the harbor.. it fired at us alright, then a torpedo missed oyr stern by nere yards!!!!
Wow forgot they made it!
merc4ulfate
03-15-20, 09:45 AM
The strangest thing it does is re-sets the "timer" for the repairs back to "zero", like they had never been started on... but 6% damage. Was that listed as "Hull" or Bulkhead damage? It really isn't that high of a number. That game tips the scales and begins to sink your boat at 40%... and always at 3°N, no matter the longitude, as far as you've tried thus far? Or where did you find a way around it? Thanks. :salute:
Begins to sink it at 40%?? I have ha as much as 84% hull damage and made it home.
merc4ulfate
03-15-20, 11:45 AM
6% Hull damage. Zero bulkhead damage. Yes, longitude did not seem to matter. Tried three differing longitudinal locations. Always destroyed.
I have no issues going over that area.
merc4ulfate
03-15-20, 11:55 AM
If you are assigned a boat too soon, such as you are at Fremantle, but the Gato isn't available there until July of 1943.
If it is not available until '43 why does the game give it to me at Fremantle on only my 6th patrol mid '42? Yes I do have over 250,000 tonnes already. Is it basing the reward on tonnage instead of time again?
By the way I ran into a Junsen type 1 submarine today. The conn doesn't look finished as far as texture goes. It has a texture but some parts are a weird green and all of the conn seems overly bright in shade compared to the rest of the submarine.
SirMoric
03-15-20, 12:24 PM
I´m kind of giving up.
The game has a tendency to crash to desktop, or just freeze the PC after a bit of playing.
I am having trouble installing the pack. It is a brand new SH4 game with no other mods at all except the JSGME installer. Here is the text of the error message:
Error: The system cannot find the path specified.
Cannot create E:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 4 Gold Edition\MODS\100_FalloftheRisingSun_UltimateEditio n_v1.004.a_EN\Data\Campaigns\Campaign\PatrolObject ives\Insertion Coastwatcher Vella Lavella\Insertion Coastwatcher Vella Lavella.mis
Irrecoverable Error: Extract operation failed.
Error code: 0
Error description:
P.Konrad
03-15-20, 07:02 PM
I combined 454_EasyAOB_FotRSU with Input Target Distance on TBT. Makes life a little easier.
454_EasyAOB_FotRSU_Input Target Distance on TBT
Warning Standimeter numbers are not 100% accurate, double check the target distance with position keeper.
I use the attack map to make sure my solution is accurate.
http://www.mediafire.com/file/veqyehi0fr0nicx/454_EasyAOB_FotRSU_Input_Target_Distance_on_TBT.7z/file
https://www.subsim.com/radioroom/downloads.php?do=file&id=5579
See thread. Input Target Distance on TBT https://www.subsim.com/radioroom/showthread.php?t=111371&highlight=dials.cfg
Easy AOB
https://www.subsim.com/radioroom/showthread.php?t=152945
:subsim:
propbeanie
03-15-20, 09:07 PM
I´m kind of giving up.
The game has a tendency to crash to desktop, or just freeze the PC after a bit of playing.
I am having trouble installing the pack. It is a brand new SH4 game with no other mods at all except the JSGME installer. Here is the text of the error message:
Error: The system cannot find the path specified.
Cannot create E:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 4 Gold Edition\MODS\100_FalloftheRisingSun_UltimateEditio n_v1.004.a_EN\Data\Campaigns\Campaign\PatrolObject ives\Insertion Coastwatcher Vella Lavella\Insertion Coastwatcher Vella Lavella.mis
Irrecoverable Error: Extract operation failed.
Error code: 0
Error description:
If you guys would read the first page of this thread here (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992), especially the first post, and / or the instructions included in the mod in the Support folder, you would see that you cannot have the game installed in a "Program Files" folder of any sort. Windows will fight you all the way. You have to install the game into a folder you create. You also have to install the DirectX v9.0c and its associated codecs, even if you have v12 already installed. It will add to, not overwrite anything of your current DirectX. You also have to use LAA or some other "memory manager" to open additional Windows RAM resources to the game. This implies that you need a 64-bit version of Windows. If you do not have a 64-bit Windows, but you do have 4 gig or more of RAM in the computer, let us know, and we will help you configure the Windows start to have more RAM available for the game.
I combined 454_EasyAOB_FotRSU with Input Target Distance on TBT. Makes life a little easier.
454_EasyAOB_FotRSU_Input Target Distance on TBT
http://www.mediafire.com/file/veqyehi0fr0nicx/454_EasyAOB_FotRSU_Input_Target_Distance_on_TBT.7z/file
See thread. Input Target Distance on TBT https://www.subsim.com/radioroom/showthread.php?t=111371&highlight=dials.cfg
Easy AOB
https://www.subsim.com/radioroom/showthread.php?t=152945
Install in port. :subsim:
Nice one P.Konrad! I'll have to check that out tomorrow! :salute:
granite00
03-16-20, 02:36 AM
I can't input a range longer than 1300 yds. manually on the attack data tool (on a Porpoise and Gato, minimum). Why can't I rotate the tool to longer ranges?
Michael Wood
03-16-20, 02:40 AM
Just finishing running extensive testing, using Bungo Suido single mission. For this test, had map updates turned on to compare stadimeter readings with manually drawn map range lines. Ran test multiple times, in order to close to within 2,000 yards for specific ships before using stadimeter, to check range. Results were disappointing.
Had heard that all war ships used top of tallest mast as aiming point, except carriers, who used top of flight deck. Found no rhyme or reason to aiming points, which varied from top of tallest stack to top of forward superstructure to tallest point on mast to somewhere in between.
This makes playing with map updates pretty much impossible, when attacking a task force with escorts. Cannot use sonar. Stadimeter useless. Sad.
Does anyone else play with map updates off or is a man just spitting into the wind?
propbeanie
03-16-20, 05:44 AM
6% Hull damage. Zero bulkhead damage. Yes, longitude did not seem to matter. Tried three differing longitudinal locations. Always destroyed.
I forgot to ask last night, do you have your JSGME activated mods list? I am trying to re-create this, and have failed thus far.
Just finishing running extensive testing, using Bungo Suido single mission. For this test, had map updates turned on to compare stadimeter readings with manually drawn map range lines. Ran test multiple times, in order to close to within 2,000 yards for specific ships before using stadimeter, to check range. Results were disappointing.
Had heard that all war ships used top of tallest mast as aiming point, except carriers, who used top of flight deck. Found no rhyme or reason to aiming points, which varied from top of tallest stack to top of forward superstructure to tallest point on mast to somewhere in between.
This makes playing with map updates pretty much impossible, when attacking a task force with escorts. Cannot use sonar. Stadimeter useless. Sad.
Does anyone else play with map updates off or is a man just spitting into the wind?
Thanks for checking more. If I can find an old utility, I'll try to run through the ships and get some better heights for an optional mod for the no map contacts people. Don't hold your breath though, since it might take a while. :salute:
KaleunMarco
03-16-20, 09:10 AM
Does anyone else play with map updates off or is a man just spitting into the wind?
i have never played the game without map updates turned on.
keep in mind that this is game that has evolved over the years. the version that you (we) are playing was designed over fifteen years ago. and IMO it was not designed very good. some of what you are experiencing is game design and cannot be affected by modders, who are only capable of changing the conditions under which we play the game.
it is a game. enjoy it for what it brings to you. if you are not enjoying it, move on to something else that does. good luck.:Kaleun_Salute:
mikesn9
03-16-20, 10:49 AM
i have never played the game without map updates turned on.
it is a game. enjoy it for what it brings to you. :Kaleun_Salute:
I agree completely. It's a game. It tries to simulate real life, but can only go so far.
In the game, there is only 1 person (the player) to make things happen, not 80 or 90 guys.
I use auto targeting, my (unseen) crew does the work, etc.
It would be nice if there was a way for the deck and guns crews to go below and get back on deck when we dive and surface. They remain unharmed as long I remember to move them manually before we get depth charged.
Thanks, Modders, keep up the good work!
Nice one P.Konrad! I'll have to check that out tomorrow! :salute:[/QUOTE]
I corroborate Propbeanie as I have been playing with those Mods since the first releases. Also, this release has been easy to install IF you follow the instructions and very stable for me. No CTDs, and so far NO failed restores from Saves, which I have been able to take (Saves) whenever I want. Great job you and the team have done with this release and tracking down and fixing the issues that are still out there, though much fewer from my playing experience
I can't input a range longer than 1300 yds. manually on the attack data tool (on a Porpoise and Gato, minimum). Why can't I rotate the tool to longer ranges?
Are you sure you selected Manual Targeting? You must select that for career missions while in the Office by “pulling” out the Book on the bookshelf and viewing Game Options.
granite00
03-16-20, 12:21 PM
Are you sure you selected Manual Targeting? You must select that for career missions while in the Office by “pulling” out the Book on the bookshelf and viewing Game Options.
Yes, 100% realism and manual targeting is always selected.
adrians69
03-16-20, 01:33 PM
Cap'n Scurvy did a OTC v1.5 mod that fixed the stadimeter problem that worked with TMO. It made the stadimeter accurate and marked the measuring points on all the ships in the RM. Can that be included in the FotRS?
Yes, 100% realism and manual targeting is always selected.
See post #592, and use the MOD P Konrad show the link for. The only time I had the happen (limit of 1300 on distance wheel) was when I forgot to select Manual Targeting.
BTW, that mod makes manual distance selection and AOB setting much easier.
Michael Wood
03-16-20, 02:18 PM
...do you have your JSGME activated mods list? I am trying to re-create this, and have failed thus far.
:salute:
Don't use JSME. Installed SH4, updated with 1.5 patch, added FOTRS. No other mods. Fear they might corrupt game.
Michael Wood
03-16-20, 02:24 PM
Cap'n Scurvy did a OTC v1.5 mod that fixed the stadimeter problem that worked with TMO. It made the stadimeter accurate and marked the measuring points on all the ships in the RM. Can that be included in the FotRS?
Yes, OTC, please, please. Or, SCAF from TMO, please, please. Both work nicely. Add that and I will be your best friend, forever.
merc4ulfate
03-16-20, 05:15 PM
Don't use JSME. Installed SH4, updated with 1.5 patch, added FOTRS. No other mods. Fear they might corrupt game.
You do not use JSGME to install the mod?
merc4ulfate
03-16-20, 05:17 PM
I am having trouble installing the pack. It is a brand new SH4 game with no other mods at all except the JSGME installer. Here is the text of the error message:
Error: The system cannot find the path specified.
Cannot create E:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 4 Gold Edition\MODS\100_FalloftheRisingSun_UltimateEditio n_v1.004.a_EN\Data\Campaigns\Campaign\PatrolObject ives\Insertion Coastwatcher Vella Lavella\Insertion Coastwatcher Vella Lavella.mis
Irrecoverable Error: Extract operation failed.
Error code: 0
Error description:
Do not install the game to program files. This may be your largest issue ... your naming convention may be your next largest.
P.Konrad
03-16-20, 08:56 PM
Great mod, really enjoying it. Any chance we could get a dial to manually enter range, like TMO I believe. I mostly use the historical dick O'Kane method and sometimes for constant bearing method a manual dial would be useful.
Warning Standimeter numbers are not 100% accurate, double check the target distance with position keeper.
I use the attack map to make sure my solution is accurate.
Captains, I saw what Capt.seamus stated and I searched for OTC range dial for FOTRS, no deal yet, CaptainScurvy is working on it. I would love the range dial too but my programming experience is limited. Anyhow I found a thread on manual inputs for the range dial on the Standimeter. Input Target Distance on TBT by ottos.
https://www.subsim.com/radioroom/showthread.php?t=111371&highlight=dials.cfg
The Standimeter can be very annoying, I tried to get Input Target Distance on TBT working but failed, tried again with a cut and paste, deleting semicolons and bingo, it works.
I tried Easy AOB_FOTRS + Input Target Distance on TBT for about six hours on 16th of March 2020 and had had no problems with manual targeting on (2 CA's, 1 CL, 1 DD and a merchant, 90% realism, external views + map contacts on). You can input the range without lock on. A pretty good substitute for OTC range dial with Windows magnifier. I am not the author, I just combined the two mods, all credit to Nicolas & ottos. Thank you propbeanie and the FOTRS dev team. I am glad I could be of help.
Easy AOB_FOTRS + Input Target Distance on TBT
https://www.subsim.com/radioroom/downloads.php?do=file&id=5579
Windows magnifier check it out, Control + Alt + mouse wheel to zoom in and out.
https://i.postimg.cc/wM3wSpvV/SH4-Img-2020-03-12-22-10-33-516.jpg
:subsim: :Kaleun_Thumbs_Up:
propbeanie
03-16-20, 09:34 PM
Cap'n Scurvy did a OTC v1.5 mod that fixed the stadimeter problem that worked with TMO. It made the stadimeter accurate and marked the measuring points on all the ships in the RM. Can that be included in the FotRS?
I do not have CapnScurvy's skill or patience to do so, much less his permission. He had talked previously of maybe attempting to do it, but it is a LOT of work, due to all of the ships in FotRSU, not failing to mention all of the differences between the submarines themselves in FotRSU versus TMO. Hopefully, CapnScurvy will get the urge to do so. Until then, we'll try to get more accurate "mast" (or other) heights. The artwork for the RM shouldn't be too difficult.
@ P.Konrad, I did play with that set-up today, and it is fun. I actually got one hit out of four on a ship - and not myself - noodling earlier, and I didn't really try to be too accurate. I did miss behind with the last 3 shots, so I was a little short on my range, or maybe I missed the speed by a pinch... anyway, good stuff! I do like that combination. :salute:
If anybody wonders about the "454..." numbering on it and the "454_EasyAOB" mod, you use one or the other, not both, hence they are both numbered "454"...
Michael Wood
03-16-20, 09:44 PM
P.Conrad posted, "! tried Easy AOB_FOTRS + Input Target Distance on TBT for about six hours on 16th of March 2020 and had had no problems with manual targeting on (2 CA's, 1 CL, 1 DD and a merchant, 90% realism, external views + map contacts on). You can input the range without lock on. A pretty good substitute for OTC range dial with Windows magnifier."
If one has map updates on. one does not need the stadimeter or sonar to establish an absolutely perfect firing solution.
Goto map, mark location of target ship and start clock. Wait three minutes. Mark new location of target ship. Measure distance between two marks and divide result by 100, giving speed in knots. Connect the two marks with line, giving course. Set up constant bearing attack. When target ship passes periscope crosshair, fire torpedoes. If target ship maintains speed and course, automatic hit at any range.
This is why I never complain about using automatic targeting. This method more accurate than automatic targeting, which works poorly against zigzagging ships. Constant bearing attack scores hits against zigzagging ships. They just hit with a differing angle of attack.
If map updates are not on, then OTC or SCAF needed badly. Otherwise the only way to hit, if one lacks radar, is to close to range of 600 yards or so and fire a spread or trust random guess.
P.Konrad
03-16-20, 11:29 PM
https://i.postimg.cc/D0qSRBWw/Map-ruler.jpg
To Michael Wood and anyone else who might care.
See the above example of the map rulers in the red box. I have draw a red line thru 1 minute, 250 yards, 7 Knots.
That means
Time measured = 1 minute
Distance traveled = 250 yards
Speed = 7 knots.
You can measure speed in thirty seconds if you do the math and judge the fraction of the 50 yard increments.
OTC look like a lot of work, programming is tedious. Lot's of people want it (OTC) but not enough to learn programming and put the time in (me included). PK :Kaleun_Wink:
laurenh8916
03-16-20, 11:30 PM
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10693
(+) Location: from Pearl Harbor to Japan home waters Date(s): Late December '41 to March '42 Assignment(s): Player is assigned home waters off Japan, East and south of Kyushu / Honshu Circumstances: Loss of guages (1 report) unable to reload Save (2 reports) in Porpoise and Tambor boats - unable to replicate, but issues have been found Fix?: No, file(s) being edited to comply - in process Resolved?: No
Just wanted to add another report of this, my saves are getting corrupted enroute to this mission. I'm in a Tambor, based at and departing from Pearl Harbor, on my second patrol. I got orders on February 23, 1942 to proceed to Area 4, with a departure date of March 24th. My initial save 50 miles from Pearl Harbor isn't corrupted, but every save I've tried to make enroute to Japan after that has been corrupt. I've done three runs there to check, and each time loading the saves after that point crashes the game. If it'll help, I'm happy to do some more testing to see if it's something repeatedly triggered at a certain distance into the route or anything like that. Also happy to upload the last working save or give any more info that might be relevant.
Specs and all the stuff asked for in the first post:
i5-8300H, GTX-1050Ti 4GB, 8GB RAM, 1TB 5400 RPM MSI laptop HDD, W10 64 bit, 150GB free space, old save folder emptied, SH4 installed in Steam directory outside of Program Files.
Thanks devs! Sucks to run into a bug, but the mod is amazing, and the work you've put into it is really appreciated.
Aktungbby
03-16-20, 11:47 PM
laurenh8916!:Kaleun_Salute:
propbeanie
03-17-20, 09:07 AM
Just wanted to add another report of this, my saves are getting corrupted enroute to this mission. I'm in a Tambor, based at and departing from Pearl Harbor, on my second patrol. I got orders on February 23, 1942 to proceed to Area 4, with a departure date of March 24th. My initial save 50 miles from Pearl Harbor isn't corrupted, but every save I've tried to make enroute to Japan after that has been corrupt. I've done three runs there to check, and each time loading the saves after that point crashes the game. If it'll help, I'm happy to do some more testing to see if it's something repeatedly triggered at a certain distance into the route or anything like that. Also happy to upload the last working save or give any more info that might be relevant.
Specs and all the stuff asked for in the first post:
i5-8300H, GTX-1050Ti 4GB, 8GB RAM, 1TB 5400 RPM MSI laptop HDD, W10 64 bit, 150GB free space, old save folder emptied, SH4 installed in Steam directory outside of Program Files.
Thanks devs! Sucks to run into a bug, but the mod is amazing, and the work you've put into it is really appreciated.
Let me ask you this: Do you stop at Midway enroute and top-off the fuel bunkers? I have actually lost a "suspect" along the coast of Japan, so I'm on the hunt for another... :hmmm:
Also, as Aktungbby says: "Welcome to SubSim!" :subsim:
keltos01
03-17-20, 07:05 PM
My saves are getting corrupted enroute to this mission. I'm in a porpoise after narwhal based at and departing from Pearl Harbor, on my second patrol..
After i git to japan and sank sone ten ships couldn't load my savea anymore it ctd
I met my junsen 1 wgen out of ammo, tried to sink it with the .50, git sunk by its twin guns though i hadto be realky close for it to fire at me.. would be nucer at two miles...
Also sank a sen taka
Nixe to see my subs from thw jyunsenB mod as enemies!
Regards
K
dvdwildsau
03-17-20, 07:05 PM
Downloded this awesome Mod. Startet a Career in mid 1942 whit a Gato Class Sub, got a Baleo at beginning of 1943. Iam now at July - August 1943. Enemy DDs never Attacked me "right" f. ex. when I attack a convoy the DD or the Escort ship just goes at flank away from me :haha:
Some ships cannot be sunk, f. ex. a large liner troop ship, and the fuel consumption seems very low
hope I could help whit this report :03:
laurenh8916
03-17-20, 08:06 PM
Let me ask you this: Do you stop at Midway enroute and top-off the fuel bunkers? I have actually lost a "suspect" along the coast of Japan, so I'm on the hunt for another... :hmmm:
Also, as Aktungbby says: "Welcome to SubSim!" :subsim:
Cheers, thanks all :) Nope, no stops on the way, just a straight trip out of Pearl Harbor towards Area 4.
propbeanie
03-18-20, 09:15 AM
My saves are getting corrupted enroute to this mission. I'm in a porpoise after narwhal based at and departing from Pearl Harbor, on my second patrol..
After i git to japan and sank sone ten ships couldn't load my savea anymore it ctd
I met my junsen 1 wgen out of ammo, tried to sink it with the .50, git sunk by its twin guns though i hadto be realky close for it to fire at me.. would be nucer at two miles...
Also sank a sen taka
Nixe to see my subs from thw jyunsenB mod as enemies!
Regards
K
Cheers, thanks all :) Nope, no stops on the way, just a straight trip out of Pearl Harbor towards Area 4.
I am wondering now, if you fellows with Save issues are saving after you get on the boat, but prior to traveling outside of the "terminal" area? I was able to get some 'strange' Saves doing that, such as the boat does not go to "All Stop" when re-entering the game, or it follows the waypoints, which is the opposite from what a "normal" Save would do, such that when you re-enter the game with a Load of a career Save, the boat goes to "All Stop" ("Yes Sir! All Stop!") and / or when you do proceed, the boat will go in the direction it is pointed - or - if the rudder was at say 15° to port when you Saved, it will be at 15° to port when you re-enter, but it usually will not follow the route set until you hit the "Return to course" menu button. In a couple of attempts after Saving in the Home Port area, the boat would return to course without any button pushes... ?? I have not gotten to Empire Waters yet in any of these test careers, but I can imagine an 'error' on the first Save while in Home Port will cause issues further along in the game. The Saves thus far do Load, but there is an "error" in them that might get worse the further I go... ??
Downloded this awesome Mod. Startet a Career in mid 1942 whit a Gato Class Sub, got a Baleo at beginning of 1943. Iam now at July - August 1943. Enemy DDs never Attacked me "right" f. ex. when I attack a convoy the DD or the Escort ship just goes at flank away from me :haha:
Some ships cannot be sunk, f. ex. a large liner troop ship, and the fuel consumption seems very low
hope I could help whit this report :03:
The fuel consumption has been reported, but the ships should all be sinkable, some requiring more torpedoes, such as a large liner not carrying ammunition might take four to six torpedoes, if not more, depending upon where you hit them. The CL and CA are much easier to sink. If you hit a tanker traveling in-ballast, they can be difficult to sink.
One thing for everyone to remember, is that if you never applied a mod to the game prior to FotRSU v1.004.a, or if you only used FotRSU v1.0.1.g previously, or if you've used every mod in the world prior to v1.004.a, you ~have~ to empty the Save folder prior to playing v1.004.a, else you will get all sorts of "strange" behavior. Version 1.004.a is not 100% backward compatible with v1.0.1.g. There are changes to certain aspects of the campaign files, ships and especially airplanes. These can and will introduce "errors" into the game data. Similarly, make certain the LAA or similar memory "manager" is properly set on the SH4.exe file. :salute:
dvdwildsau
03-18-20, 09:40 AM
I use the Steam Sh4+ Uboat missions (1.5)
before I installed the mod made everything from scratch modified the sh4.exe (Admin mode) with LAA ,savefolder deletet
lets see if the DDs get better in 1944? if not there might be a problem in the DDs AI
:yep:
have an
Intel i7 9700 k
32 GB Ram
RTX 2080 8GB
should be enough :D
propbeanie
03-18-20, 10:13 AM
dvdwildsau, here is an example. The TUS, (3-Stack Liner), loaded with "Ammunition", standing still 1000 yards away, I shot 3 torpedoes in a bow to stern spread. The ship did attempt to take off as soon as they saw my periscope (about 15 seconds), but loaded with ammunition, it took them a bit to even get moving. The ammunition load did secondary explosions after the 2nd torpedo hit. This is as the 3rd torpedo hits, just a pinch aft of where I aimed. Notice that it is already down by the bow, and will sink within two minutes of this (rather strangely also, going practically vertical as it goes):
https://i.imgur.com/home5N8.jpg
Now, the same ship, but with a "Freight" load, several minutes after 3 of 6 torpedoes hit:
https://i.imgur.com/r6Ypebd.jpg
The ship again took off as soon as they saw my periscope, getting up to speed quickly, such that what was aimed at the bow hit in the boiler room (thankfully), the torp aimed amidship barely hit the rudder area, and the one aimed aft completely missed. I shot a fourth and fifth torpedo, missing forward with that fourth shot (the ship slowed and turned), and barely hitting the bow with the fifth. The ship slowed quite a bit then, and I did put another into it, for four hits of six shot from the bow tubes. It finally went dead in the water, and I was able to catch it then, turn and used two of the aft tubes, of which those two hit, and this happened, similar to the 3rd hit with the Ammunition load:
https://i.imgur.com/1qLaEPH.jpg
From this point, it sank just as fast as above, but it took six instead of two torpedoes...
I use the Steam Sh4+ Uboat missions (1.5)
before I installed the mod made everything from scratch modified the sh4.exe (Admin mode) with LAA ,savefolder deletet
lets see if the DDs get better in 1944? if not there might be a problem in the DDs AI
:yep:
have an
Intel i7 9700 k
32 GB Ram
RTX 2080 8GB
should be enough :D
The DD will get better, then worse in 43-44, but they do get better "tools" to use against your boat. There is no problem with the AI. It is purposefully turned-down in FotRSU. There are situations where an aggressive AI is rather inappropriate, as compared to real life. This is not TMO, though it is based upon it. "Difficulty" and other add-in mods will follow later. Your computer is plenty strong. One issue with the 'modern' computer, is it is in fact "too strong" for the fps rate, of which, the game was written for 30fps, and running it above that will throw the game's "clock" off over time. :salute:
laurenh8916
03-18-20, 10:13 AM
I am wondering now, if you fellows with Save issues are saving after you get on the boat, but prior to traveling outside of the "terminal" area? I was able to get some 'strange' Saves doing that, such as the boat does not go to "All Stop" when re-entering the game, or it follows the waypoints, which is the opposite from what a "normal" Save would do, such that when you re-enter the game with a Load of a career Save, the boat goes to "All Stop" ("Yes Sir! All Stop!") and / or when you do proceed, the boat will go in the direction it is pointed - or - if the rudder was at say 15° to port when you Saved, it will be at 15° to port when you re-enter, but it usually will not follow the route set until you hit the "Return to course" menu button. In a couple of attempts after Saving in the Home Port area, the boat would return to course without any button pushes... ?? I have not gotten to Empire Waters yet in any of these test careers, but I can imagine an 'error' on the first Save while in Home Port will cause issues further along in the game. The Saves thus far do Load, but there is an "error" in them that might get worse the further I go... ??
That could be, I've been saving pretty often out of habit, and I've noticed some weird behavior where I'm alternately either still following my route or have to replan the entire thing from scratch when reloading, plus some mix of going to all stop and continuing, which probably points to that issue. I'll restart a new campaign with the same options and try without any saves in the port area. Thanks for the reply!
propbeanie
03-18-20, 10:26 AM
With a "Normal" reload after what we consider a "normal" Save, you should still have your route with WayPoints set the same. Your boat will go to All Stop though, with appropriate crew responses. That is the way the game normally functions. When you load a save, you then set your telegraph to whatever speed you want and use the "Return to course", and all should be well with the SH4 world. I have been unable to get a "bad" Save when doing experiments, unless I first Save in my Home Port while departing. I cannot remember why I thought to try this (or how this came back to my memory, or where I 'heard' it), but I do remember some other modder discovering this 'phenomenon'some time ago. I do not recall if it is something in that mod, or if Stock also does that. I will go and test the same thing in Stock, if when I arrive off the coast of Japan and sink something (hopefully my boat surviving afterwards... :roll: ) and then Saving, it "bombs" or errors on re-Load. :salute:
keltos01
03-18-20, 11:39 AM
Right been out of it too long but
What do i need to change to increase the range at which ai subs attack me?
Btw are there submerged ai subs here?
Regards
K
Levyathan89
03-19-20, 02:46 AM
Is my impression correct that enemy vessels change speed constantly? I'm asking because the 03:15 method that works perfectly in SH 3 doesn't seem to work at all. And since the stadimeter and the automatic speed calculation appears to be completely unreliable, this is very frustrating to me.
Is my impression correct that enemy vessels change speed constantly? I'm asking because the 03:15 method that works perfectly in SH 3 doesn't seem to work at all. And since the stadimeter and the automatic speed calculation appears to be completely unreliable, this is very frustrating to me.
Remember, 3 minutes and 15 seconds is for use if your using the metric system. 3 minutes is used when using the imperial system.Kilometers versus miles.
propbeanie
03-19-20, 07:24 AM
Right been out of it too long but
What do i need to change to increase the range at which ai subs attack me?
Btw are there submerged ai subs here?
Regards
K
The submerged sub (one for each side) is there, and they too shoot torpedoes... :o - However, they have not been placed in the mod. That will be an add-in that increases the number of subs you would encounter. I don't have my research close at hand, but the US sank quite a few IJN subs with their own, mostly due to the Ultra network. The IJN sank at least two, if not more, US subs with their subs. It is much more difficult to document the IJN successes, of course. A person almost has to have the Event Viewer on to stand a chance against submerged torpedo launches, since the game does not have anything remotely resembling an "Incoming torpedo!!! Bearing, xxx°!!!" warning, and doesn't even have a warning for a circle-runner. Due to this, it was decided to not have a "penalty" for the renown divider if the player uses the Event Viewer. That is your "warning" of impending doom...
As for the shooting range for the AI subs' torpedoes, since an AI AA gun is used, that would be in the Sim.cfg file. Initially set to 2500 yards (??), it was reduced to 1500 yards so the launches wouldn't happen too soon for the DD that use the torpedo spawn gun, which has the effect of reducing the number of torpedoes shot too early, and increases the rate of hits. The game cannot "aim" AI torpedoes... sigh... Currently, the range is set to 1800 yards, and seems to be a good starting point for the "default" value. The plan is to include an add-in mod later that will take several things to a "longer range" for all things AI, for those that want a "challenge"... :roll:
Is my impression correct that enemy vessels change speed constantly? I'm asking because the 03:15 method that works perfectly in SH 3 doesn't seem to work at all. And since the stadimeter and the automatic speed calculation appears to be completely unreliable, this is very frustrating to me.
As J0313 mentions, be sure you are doing the correct method of measurement for the speed. But the enemy vessels ("friendlies" also) do not not constantly change speed. They do zig-zag quite a bit more that anything in SH3, similarly to TMO and RSRDC - which have the same RM "height" errors as FotRSU, just not as many... What does happen though, is that they might change speeds during a zig or a zag. The game will slow a ship approximately 3 knots minimum as it executes a full-rudder turn, so you'll see changes of that nature. You might also see a ship doing 20 knots, after it gets finished with its course change, slow to 18 knots, or speed-up to 24 knots. That is ship / Group and route dependent of course, and does not happen too often. Most of the zig-zags will be on the order of 10km between course changes, but some are much more, some are less, and there is the occasional 100+km straight course, followed by several zig-zags, and then back to a straight course of 100+km. It varies by group or ship encountered. The speed does not change near as often as the course, and usually it is "directed" by the AI. We have seen ships, set to 30knots in a Task Force, slow to 8knots as a group, as they go through a "restricted" Suido. The game needs a wide lane to drive a ship through - a ~WIDE~ lane. Currently we are working on increasing the distances between ships, especially in Task Forces to the order of 1200 yards (give or take a couple of hundred). As it stands, you need roughly two nautical miles of width for each "side" escort that travels on the port and / or starboard bow so that they can execute their "knuckles". When the escorts do their little maneuvering like that, you will also see a group slow a few knots, and maybe even fall out of convoying position. That can be blamed on the AI "collision avoidance", which is very primitive in SH4... A single merchant, no escorts, no course changes, should be relatively "stable" in speed. A group of merchants, properly spaced "in convoy", without escorts, should do similar. Throw in 2 or more escorts and multi-columns, and you just never know what the game is going to do... :salute:
Texas Red
03-21-20, 05:39 PM
Hey y'all!
I recently downloaded the FotRS mod and activated it correctly and did everything else correctly. It was working fine up until now. I know that it is common logic not to save in or near ports. I did that and every save game where I was inside or near my home port would crash. Now, every single save game is crashing. The game loads and I click on "Load" in the main menu and load my most recent save game. The bar hangs around at the 100% mark for a while before the "No mission too difficult" thing appears. Then it just CTD's.
Any ideas on how to fix this?
KaleunMarco
03-21-20, 10:37 PM
Hey y'all!
I recently downloaded the FotRS mod and activated it correctly and did everything else correctly. It was working fine up until now. I know that it is common logic not to save in or near ports. I did that and every save game where I was inside or near my home port would crash. Now, every single save game is crashing. The game loads and I click on "Load" in the main menu and load my most recent save game. The bar hangs around at the 100% mark for a while before the "No mission too difficult" thing appears. Then it just CTD's.
Any ideas on how to fix this?
two things come to mind:
1. did you delete the SaveFolder from your previous mod-set? if not, do that and start your career again.
2. actually, this should be #1. D/L and use Large Address Aware. FOTRSU uses more memory that the stock game so you need to use LAA.
good luck.
propbeanie
03-21-20, 10:44 PM
If all Saves are crashing, the first thing to do would be to empty the Save folder to get rid of the bad data that is crashing the game. Then try again. Thus far, this seems to happen most with the Porpoise, but also with a Narwhal if you go to Empire Waters, which that is the most common denominator - going into Empire Waters. I only have two replies as to whether a player had Saved while in port, but both that answered and had Saved in port prior to departure, then had either messed-up gauges and / or bad Saves. I may have found the culprit in the "41a_Jap_HarborTraffic.mis" file, but I don't really know. I have yet to reproduce the issue as "strongly" as any of the other reports we have. The worst I can get is different behavior (as previously described) when re-loading the Saved game after having Saved while in-port on the boat. But I've never CTD'd nor had bad gauges yet... :hmmm:
Now, a few things to remember about this old game:
v1.004.a is NOT backward compatible with v1.0.1.g
You must start with a fresh SH4 install prior to activating any mod
You must empty the Save folder prior to starting the game with FotRSU
Do not play a career after a Single Mission or Quick Patrol or Submarine School
If you do anything in the game, such as view the Museum, prior to starting another section of the game, such as a career, you should exit the game and re-start it.
When Saving, always use a "new slot". In other words, name the new Save something different from any of your other Saves. Do NOT over-write.
After "Saving", wait a few minutes to make certain all of the data is written to your hard drive. SH4 is from the Windows XP days, remember?
Do NOT shell-out to the desktop while playing the game. Save and exit.
Do not apply mods not "certified" to work with FotRSU on top of it.
Texas Red
03-22-20, 04:59 AM
I think I fixed it actually. I reloaded my autosave from leaving port and started from there instead of where I was originally. I clicked the giant map to get my orders, I received them and then the game loaded for a quick few seconds and then I was in the control room.
I saved my game while I was inside the port so that may have been the trigger, I'm not sure. Maybe a good pointer to other players is to NOT save in port or right outside its gates. If you already said this, my bad.
propbeanie
03-22-20, 11:40 AM
I think I fixed it actually. I reloaded my autosave from leaving port and started from there instead of where I was originally. I clicked the giant map to get my orders, I received them and then the game loaded for a quick few seconds and then I was in the control room.
I saved my game while I was inside the port so that may have been the trigger, I'm not sure. Maybe a good pointer to other players is to NOT save in port or right outside its gates. If you already said this, my bad.
I have been looking for that post I referenced earlier, where there were issues with the game after Saving while in port and on the boat, but I have not found it yet. I do not recall if that was a mod, or the stock game either, and it may well have been back in the v1.1x days - my memory ain't what it used to be. I used to do that though myself. You'd get on the boat and Save... What might be happening is something is "off" in the Pearl area. Bad data Saved can ruin the later Saves. But I have not found anything around Pearl that is bad - as of yet - still looking. My poor little mind though, flitting about from flower to flower... oooohhh... preht-ty light... wander wander... :doh:
keltos01
03-23-20, 08:05 AM
Started a new canpaign in 42 from asiatic with a salmon boat second patrol off hainan
Git wuno by a gunboat when at pd ??? How!?
I got a ctd when loading the save..
Now staring again.
K
Larrywb57
03-23-20, 10:15 AM
Something I don't see every day...
https://i.imgur.com/Mmv69kw.jpg
A plane hung in the air.
I was in the area of the western shore of Bungo Suido, on March 3, 1942, searching for another target when, the stopwatch stopped for a moment of time compression (TC) was at 512. I went to a TC of 1 and to the sonar station after diving to radar depth. After hearing my own propeller noise on sonar, started a search of any other noises of possible targets. The green light on the sonar console lit up for about twenty degrees. I turn the boat to the center of that heading and after the boat stopped turning, I went to the free camera <F12> to go look ahead of the boat to see what was causing the sound on sonar. When I came upon the image, I just thought I had pause the game but, after looking down to the bottom right of the screen, TC was at 1. This plane just hanging around, waiting to be told what to do!
This screenshot is the area on the map <F5> of the area I made the discovery.
https://i.imgur.com/oZAeNmN.jpg
After sinking a merchant and starting to leave the area to return to my home port of Pearl Harbor, in a Porpoise class boat. I took this screenshot to mark the area where the plane was. Also this is the coordinates of the area, Longitude 132° 0' E. Latitude 32° 44' N.
Larry :salute:
Larrywb57
03-23-20, 12:14 PM
I'm having trouble with saves after the saving the start of third patrol. Started saving about 150nm from home port, Pearl Harbor last time. Using a porpoise class boat, date is April 8, 1942. Reach last waypoint, rubber amidships and boat is not moving. No other traffic is in the area. Saved the game as '3rd_Patrol_start', waited 20 or more seconds after first click on save, then second click on save, the screen went back to ' Resume, Load, Save, Options, Exit to Main Menu and Exit to Windows' screen. Resumed game and waited for ten minutes before exiting game. When desktop came up, check to see if LAA or SH4 property settings have changed, no changes noted.
https://i.imgur.com/dvv4x2m.jpg
Earlier, I had this same problem at the beginning of the third patrol so, thinking it was something in setup of the game, I check to see if any changes in the JSGME application, after removing all mods, which was one but elected to perform fresh install from a SH4 with U-Boat missions DVD disk I had brought years ago. Installed everything according to CapnScurvy post, 'Windows10; Large Address Aware; SH4 Install'.
Here is the mission orders for the third partol.
https://i.imgur.com/gUWRB1x.jpg
I can't figure out what I've done wrong to not get any further than the start of the thirds patrol. :wah: Any help or suggestions will be appreciation.
Thanks,
Larry :salute:
Edit: I was reading on the forum, Silent Hunter4: Wolves of the Pacific, the thread 'Window 10 Issue' and the post by Torpedobait, #5. I made the changes suggested and tried to run the game which opened up to the Control Room <F2>. It seems to work. Adding this to my 'start up notes' since the old sponge doesn't work so well anymore. THANKS Torpedobait for posting this! :salute:
propbeanie
03-23-20, 04:51 PM
Well... what is up with my isp?... I "sent" this hours ago, and when I come back to the machine, the hour glass is still spinning, and the post still hasn't sent... Anyway:
What kind of airplane was that Larrywb57? your first "Spoiler" link says "The image you are requesting does not exist...", if that's a picture of the plane. Did it have Flying Tigers coloring? That would be the Chinese P-40. If it is a Japanese plane, there are quite a few of those it could be... single-engine? double? quad?... flying boat? etc... ?? That is most likely the start of your troubles.
I am currently off the Bungo Suido, in the general area:
https://i.imgur.com/v5Cz0Cv.jpg
I happened upon a fishing boat along about noon time on February 1, 1942, so to stir things up a bit, I shot a torpedo at it from 2500 yards so that it would "see" the track and "fone home", which it did. About an hour later, I saw a medium tanker purposefully zigging around my position, so I gave chase. While enroute, another sonar line is reported of a warship closing. I got to the tanker just in time to put three into it, spread across about a minute's worth of time so that there would be plenty of time for it to radio in and for me to get far enough way. That's the way it happened. I Saved in the middle of the attack. I Saved after the attack. I have now Saved again, it is 2000 hours, and the Kanamaru has been running in circles in the general area since at least 1300. Rather persistent, but was only maybe 2800 yards away at the closest, when he first approached the sinkings area. The "hunter" actually split the difference between where I had sunk the fishing boat, and where I had sunk the tanker... most interesting...
but no airplanes, and no other response to my presence, other than I do know a small convoy left Bungo Suido out the other side of the channel back at about 1530 hours, and I did not attempt to chase it... I'm now back on the surface, charging batteries, and I'll probably have to wait for daylight again for the possibility of finding airplanes... If you can get me any info or a pic of that plane Larrywb57, it would be greatly appreciated! Thanks :salute:
Larrywb57
03-23-20, 10:26 PM
Sorry Propbeanie. I will be away from my computer for a couple of days. As to your question, it looked like a Japanese Zero with flames coming out of the engine cowl and engulfing the pilot's cockpit. The plane was in a tight turn to the starboard side with the wing almost pointed downward. Behind the red meatball were two blue stripes going around the fuselage. It was just hanging in the air, not moving. It was just like a picture hung in the air. The time was 20:48 hrs, Pearl Harbor time. March 3, 1942. I don't have a good internet connection now but, tomorrow I will try to download a picture of it. And try to upload it to subsim.
Larry :salute:
propbeanie
03-23-20, 10:30 PM
I do now have a suspect line-up, if you can Larrywb57, look these suspects over. Remember, they are in a brightly lit room, and you are behind a one way mirror. The suspects cannot see you, and will not be able to take retaliation against your boat and crew... Shall we proceed?...
"Subject number one, please step forward!" OK Larrywb57, we feel this critter here is supplying the area its airplanes. There are only 3 small squadrons on duty early in the war, and it takes about a 40 journey over the mountains for them to get to your location. We are not certain as to their skill at negotiating the height of the mountains, and may well pile themselves on the peaks:
https://i.imgur.com/ram6Nui.jpg
"Subject number one, you may step back. Subject number two, please step forward!" OK Larrywb57. This is our primary suspect. Is this the one you saw 'stuck' the other day?... The G4M_Betty! Two engines of un-muffled terror! aka: Admiral Yamamoto's favorite airplane...
https://i.imgur.com/tkiSVbw.jpg
"Subject two please step back! Subject number three, step forward please!" This one is a possible suspect also, due to a small squadron being associated with the Nagasaki Air Base. Equipped with 4 engines, and able to carry bombs or depth charges, they are lethal, even if they are one of the slowest planes out there. They are also capable of hanging around a while. The H6K2:
https://i.imgur.com/yumgjBz.jpg
"Subject three, you may step back, and subject four, step forward please." This plane, like Betty above, is in just about every line-up like this. Equipped with non-sealing fuel tanks, this plane is worth nothing when it lights up and sends its pilot to a fiery grave, we give you the A6M2 Zero:
https://i.imgur.com/vwToLs5.jpg
Note that this subject is often dressed in white. "Thank you subjects for your co-operation. There are donuts and coffee in the break room! You better be fast though!"
Do you recognize any of them Larrywb57?... :salute:
Larrywb57
03-23-20, 10:40 PM
It was the M6A2 Zero! I will never forget the look on it's face as I was moving closer to it!
Larry : salute:
torpedobait
03-24-20, 09:06 AM
Edit: I was reading on the forum, Silent Hunter4: Wolves of the Pacific, the thread 'Window 10 Issue' and the post by Torpedobait, #5. I made the changes suggested and tried to run the game which opened up to the Control Room <F2>. It seems to work. Adding this to my 'start up notes' since the old sponge doesn't work so well anymore. THANKS Torpedobait for posting this! :salute:
You are very welcome. Glad I could help. :salute:
torpedobait
03-24-20, 09:24 AM
After completing a career in FOTRSU I took a break and ran a career in UBoat Missions all the way to the end of the war. I did not do a clean install, just went back to the Main Menu and started the career from there after unloading the FOTRSU mod sets from JSGME. Everything in the UBoat missions career seemed just fine.
I then went back to JSGME, unloaded all mods, and deleted just the Saved Games and Rich Save Game folders, leaving all other files intact in the SH4 document folder.
I started a new career in FOTRSU in a Salmon Class boat out of Cavite/Manila. Here's where things got interesting. Every so often one of the voice acknowledgments comes out in German, such as "Los" when firing a torpedo, and the Recognition Manual has ships I've never seen before! They go by designations such as R185 (I made that name up but it is representative). There are literally 20-30 or more ships in the Merchant category like that. I didn't bother to look through anything else, because I know I have a screwed up installation.
One other thing - I always use the 300+ clear visibility mod - no matter where in the sequence I order it there was no effect on visibility - first time that ever happened.
I've seen mod soup effects before, but nothing like this - almost a mix between SH3-GWX and SH4, with some changes overriding parts of mods that worked perfectly in the past.
So, my caution to everyone is to follow the accepted procedure when changing careers, mods, or whatever. Unintall (delete) your SH4 Documents folder completely - the game will make a new one when you run it the first time), uninstall the entire game, do a clean install up to version 1.5 (Uboat missions) in any folder except the dreaded "Program Files" folders, and then follow the directions for a new install of the mods you want. Don't forget to rerun Large Address Aware for the "new" SH4.exe after turning off the "read only" for all game files, etc.
Lesson learned!
propbeanie
03-24-20, 09:31 AM
Sorry Propbeanie. I will be away from my computer for a couple of days. As to your question, it looked like a Japanese Zero with flames coming out of the engine cowl and engulfing the pilot's cockpit. The plane was in a tight turn to the starboard side with the wing almost pointed downward. Behind the red meatball were two blue stripes going around the fuselage. It was just hanging in the air, not moving. It was just like a picture hung in the air. The time was 20:48 hrs, Pearl Harbor time. March 3, 1942. I don't have a good internet connection now but, tomorrow I will try to download a picture of it. And try to upload it to subsim.
Larry :salute:
It was the M6A2 Zero! I will never forget the look on it's face as I was moving closer to it!
Larry : salute:
Wow! the rendering of the site I am getting across my connection is weird... last night when I posted my "suspects", my preceding post was the last one here... Larrywb57's post in between mine was not showing... this morning, torpedobait's post of 10:04 was not showing on my screen at 10:18, yet at 10:20 it shows... :hmmm: - anyway:
Thanks Larrywb57 for more detail. How far away from that burning plane do you suppose you were? "Land" doesn't render as far out as the ships and planes do. Notice how the vegetation is about the last thing to come into view, from like 2500 yards out or so? The "land" itself is at about 8k yds, and about 12k for just the "faces" that you can see from where your sub sits (the "stage"). If you get behind the "scenery stage" and turn around, you'll not "see" those faces at all, so that Zero may well have been laying on a hillside, after having "crashed" into it from flying too low, or maybe losing altitude when turning. Bad sushi?? Too much saki??... I did just now come up with an idea though... The airplanes, besides being influenced by the CrewRating setting (most are set to Elite in FotRSU), are also influenced by their Speed= setting, which if they are an airplane spawned by an airfield, we have no direct control over... but if you ever insert a plane into the ME, you might notice that their "minimum" speed is usually used... I wonder if we raise that in the cfg files, if the planes from airfields will fly better?... :hmmm: I'm off to tinker! :salute:
Beach Bum
03-24-20, 02:05 PM
FAKE EDIT: I'm leaving this here as a billboard of shame... see the last lines before composing a reply.
Hello folks,
Having a bit of an issue getting the game to load. I have burned up a dozen or so gigs of bandwidth redownloading the Steam version of SH4 today ensuring I am doing this right. Here's what I'm doing, just so I give you devs a comprehensive procedure so that you can tell me what I'm doing wrong (because Wolfpack345's livestream video has got me hooked and I want to play)
System Data:
Win10 Pro N
i5-8600K, 16gb RAM, 1070Ti
Install on SSD
Steam Library folder installed to SSD root
Delete SH4 saves folder
Install SH4 via Steam to C:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific
Run LAA on SH4.exe
Create JSGME "Mods" folder
Run JSGME "Snapshot" task.
Extract FotRSU folder to "Mods" from archive
Enable FotRSU via JSGME
Run SH4.exe
When I run SH4, the opening video and cinematic play without issue. The problem occurs when the splash screen loading bar fills up, and I start getting dialog boxes in the background stating "File Not Found: " and there's like a billionty of them (at least, I'm not quite willing to wear out my spacebar finding the end). They seem to repeat. Example:
https://i.imgur.com/rXDHlBa.png
I'm at a bit of a loss here. Any idea what I'm doing wrong?
[B]*FAKE EDIT: I FOUND OUT I WAS INSTALLING THE NON-UBOAT VERSION THE WHOLE TIME BECAUSE THE UBOAT VERSION WAS IN MY FAVORITES CATEGORY :/\\!! Let this be a lesson to the rest of you!
Game loads fine now that it can find all the files it's looking for. Hope to post some tonnage reports soon! (elsewhere, of course)
torpedobait
03-25-20, 08:46 AM
FAKE EDIT: I'm leaving this here as a billboard of shame... see the last lines before composing a reply.
Hello folks,
Having a bit of an issue getting the game to load. I have burned up a dozen or so gigs of bandwidth redownloading the Steam version of SH4 today ensuring I am doing this right. Here's what I'm doing, just so I give you devs a comprehensive procedure so that you can tell me what I'm doing wrong (because Wolfpack345's livestream video has got me hooked and I want to play)
System Data:
Win10 Pro N
i5-8600K, 16gb RAM, 1070Ti
Install on SSD
Steam Library folder installed to SSD root
Delete SH4 saves folder
Install SH4 via Steam to C:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific
Run LAA on SH4.exe
Create JSGME "Mods" folder
Run JSGME "Snapshot" task.
Extract FotRSU folder to "Mods" from archive
Enable FotRSU via JSGME
Run SH4.exe
When I run SH4, the opening video and cinematic play without issue. The problem occurs when the splash screen loading bar fills up, and I start getting dialog boxes in the background stating "File Not Found: " and there's like a billionty of them (at least, I'm not quite willing to wear out my spacebar finding the end). They seem to repeat. Example:
https://i.imgur.com/rXDHlBa.png
I'm at a bit of a loss here. Any idea what I'm doing wrong?
[B]*FAKE EDIT: I FOUND OUT I WAS INSTALLING THE NON-UBOAT VERSION THE WHOLE TIME BECAUSE THE UBOAT VERSION WAS IN MY FAVORITES CATEGORY :/\\!! Let this be a lesson to the rest of you!
Game loads fine now that it can find all the files it's looking for. Hope to post some tonnage reports soon! (elsewhere, of course)
Not sure if this is your problem, but you need to change all folder/file properties to uncheck the read-only box. Do this before you run LAA.
Which version did you dowload from Steam? It has to be at v1.5 (Uboat Missions) for FOTRSU to work.
Larrywb57
03-25-20, 11:15 AM
How far away from that burning plane do you suppose you were?
I was going off a sound contact from my sonar. So after the boat turned to the heading, I went to the free camera. I 'flew' the super secret UAV towards the coast and the first thing I saw was an island that had a mountain on it I flew over the top of that and I was back over water. I saw a small image in front of me. When I reached the image, I noticed it was a Zero with the engine ablaze. I could see the coast behind the plane as I was moved around it and water was still beneath us. At the moment, I'm not at home. When I get back, I will try to reload the save and see if I can find it again. :salute:
Moonlight
03-25-20, 01:23 PM
Uss Grayling (SS-209) Gar.
14.49
Long 139 36E
Lat 34 53N
Almost the end of my second patrol out of Midway, we're just North East of that first island outside of Tokyo bay, if you look on a real world map its called Ishima Island, but you might already know that, I thought it would be nice to give everyone who reads this thread a bit of a geography lesson. :haha:
Ships sunk,
Modern Passenger Liner
Large Composite Freighter
Large Modern Tanker
Warships in attendence,
Light Cruiser Naka Class (in with the convoy)
Fubuki
Kamikaze
E Shimuzu
I don't remember any of the other ships as I've just been diagnosed with depth charge syndrome and as you know forgetfulness is one of its symptoms. So down to the problem, the dials are all stuck at 12.00 high, the sonar lines are still working and so is the sonar man so it must be something you've done to my submarine, if you need any other information it'll cost you, and my dials working correctly is the price. :salute:
Hopefully there's enough info up there to give you an idea as to the problem.
Beach Bum
03-25-20, 02:50 PM
Not sure if this is your problem, but you need to change all folder/file properties to uncheck the read-only box. Do this before you run LAA.
Which version did you dowload from Steam? It has to be at v1.5 (Uboat Missions) for FOTRSU to work.
I figured out I'd been installing the wrong version of SH4 as I was running through the procedure again while writing the post, just to be absolutely certain I wasn't messing something up (because of course I was, the user is always dumb/wrong/etc.). I tried to make that obvious in the post so that nobody would make a post like yours and try to help me, and also to warn other folks of what happens when you install the wrong version :O:
KaleunMarco
03-25-20, 04:08 PM
I figured out I'd been installing the wrong version of SH4 as I was running through the procedure again while writing the post, just to be absolutely certain I wasn't messing something up (because of course I was, the user is always dumb/wrong/etc.). I tried to make that obvious in the post so that nobody would make a post like yours and try to help me, and also to warn other folks of what happens when you install the wrong version :O:
ok, you've beat yourself up enough. that does not mean that we won't beat you up also. :D
glad you've fixed your install. hopefully, you have NOT installed to the standard Windows folder. always install to somewhere else. for example: c:\Ubisoft\SH4\FOTRSU
and then be sure to install/copy Jones Generic Mod Editor so that you can easily apply your selected mod set.
and then install Large Aware Address (LAA) so that you can utilize all of that modern memory that came with your PC.
then before you actually use LAA, READ THE INSTRUCTIONS that come with it. there is a small amount of prep work to be performed before you can use it.
and then go have a beer.
:Kaleun_Salute:
propbeanie
03-26-20, 02:42 PM
I was going off a sound contact from my sonar. So after the boat turned to the heading, I went to the free camera. I 'flew' the super secret UAV towards the coast and the first thing I saw was an island that had a mountain on it I flew over the top of that and I was back over water. I saw a small image in front of me. When I reached the image, I noticed it was a Zero with the engine ablaze. I could see the coast behind the plane as I was moved around it and water was still beneath us. At the moment, I'm not at home. When I get back, I will try to reload the save and see if I can find it again. :salute:
Thanks for the further info. If you can get a pic of the transgression, fantastic - but don't worry too much about it. I have discovered what causes some of these airplanes to go bonkers, and it does have to do with their "minimum speed". It seems that the airfields will generate a plane at that speed, and that is the speed they do. Airplanes also do not know how to read their gauges, especially figuring-out the difference between their altimeter reading and their actual height over land...
Uss Grayling (SS-209) Gar.
14.49
Long 139 36E
Lat 34 53N
Almost the end of my second patrol out of Midway, we're just North East of that first island outside of Tokyo bay, if you look on a real world map its called Ishima Island, but you might already know that, I thought it would be nice to give everyone who reads this thread a bit of a geography lesson. :haha:
Ships sunk,
Modern Passenger Liner
Large Composite Freighter
Large Modern Tanker
Warships in attendence,
Light Cruiser Naka Class (in with the convoy)
Fubuki
Kamikaze
E Shimuzu
I don't remember any of the other ships as I've just been diagnosed with depth charge syndrome and as you know forgetfulness is one of its symptoms. So down to the problem, the dials are all stuck at 12.00 high, the sonar lines are still working and so is the sonar man so it must be something you've done to my submarine, if you need any other information it'll cost you, and my dials working correctly is the price. :salute:
Hopefully there's enough info up there to give you an idea as to the problem.
Thanks for the info. There have been no actual changes to the submarines. They are still the same as they have been for numerous releases. What we have found though, is that any little configuration setting that is wrong, it can and will propagate throughout the game and affect Saves and all sorts of other aspects of the game. The problem is in tracking down what ~was~ changed in the game - or if its actually been there all along... ?? - Sometimes a Save, Exit and then Restart and Reload will clear things, but then again, as seen with other players, you might "trash" the Save info also, and then not be able to reload your Save... :hmmm: - I still cannot replicate what some of the players have reported, unless I do a Save while on the boat and within the Home Port terminal area... and even then, I don't think I have encountered what you guys have, because I still haven't lost my gauges nor not been able to reload a Save. All I can get is some sound issues, NavMap issues, etc., and a Save and exit seems to fix it when I come back into the game later... dunno. Still looking though.
I figured out I'd been installing the wrong version of SH4 as I was running through the procedure again while writing the post, just to be absolutely certain I wasn't messing something up (because of course I was, the user is always dumb/wrong/etc.). I tried to make that obvious in the post so that nobody would make a post like yours and try to help me, and also to warn other folks of what happens when you install the wrong version :O:
More than one person before you has done this Beach Bum... Thanks for the update and the resolution. :salute:
Larrywb57
03-26-20, 04:00 PM
FAKE EDIT: I'm leaving this here as a billboard of shame... see the last lines before composing a reply.
Hello folks,
Having a bit of an issue getting the game to load. I have burned up a dozen or so gigs of bandwidth redownloading the Steam version of SH4 today ensuring I am doing this right. Here's what I'm doing, just so I give you devs a comprehensive procedure so that you can tell me what I'm doing wrong (because Wolfpack345's livestream video has got me hooked and I want to play)
System Data:
Win10 Pro N
i5-8600K, 16gb RAM, 1070Ti
Install on SSD
Steam Library folder installed to SSD root
Delete SH4 saves folder
Install SH4 via Steam to C:\SteamLibrary\steamapps\common\Silent Hunters Wolves of the Pacific
Run LAA on SH4.exe
Create JSGME "Mods" folder
Run JSGME "Snapshot" task.
Extract FotRSU folder to "Mods" from archive
Enable FotRSU via JSGME
Run SH4.exe
When I run SH4, the opening video and cinematic play without issue. The problem occurs when the splash screen loading bar fills up, and I start getting dialog boxes in the background stating "File Not Found: " and there's like a billionty of them (at least, I'm not quite willing to wear out my spacebar finding the end). They seem to repeat. Example:
https://i.imgur.com/rXDHlBa.png
I'm at a bit of a loss here. Any idea what I'm doing wrong?
[B]*FAKE EDIT: I FOUND OUT I WAS INSTALLING THE NON-UBOAT VERSION THE WHOLE TIME BECAUSE THE UBOAT VERSION WAS IN MY FAVORITES CATEGORY :/\\!! Let this be a lesson to the rest of you!
Game loads fine now that it can find all the files it's looking for. Hope to post some tonnage reports soon! (elsewhere, of course)
I have this same issue every time I have to reload a pristine version of SH4 1.5. One of the skippers on this site (sorry, don't remember who) gave me this solution. It works perfectly for me.
First go into Task Manager and make sure SH4.exe process is not actually running. End the program there if it is.
Then, go back to your desktop and:
1. Right click on the SH4 shortcut or SH4.exe;
2. Click on Properties;
3. Click on the Compatibility Tab;
4. Click on the "Change high DPI Settings" button
5. Check the box at the bottom ("Override high DPI Scaling behavior. Scaling performed by Application")
6. Click the OK buttons (both of them) to save the new setting.
7. Try starting SH4 again.
Like I said, this works for me like magic. Hope it helps you too. :salute:
I'm glad you got it all sorted out! But if I may insert my 'two cents worth!' I would be able to get to the third patrol and 'save" about 150 nm from my home port which was Pearl Harbor, I would 'save' the game and exit. Start the game and every time it would CTD. Thinking I done something wrong during installation of the program, I would delete everything and start from scratch. Until just the other day, I read a thread, 'Window 10 issue' on the 'SH4 Wovles of the Pacific' forum. After making the changes suggested by TorpedoBait, I opened the saved file that crashed before without any problems. If you have problems later, give this a try.
Larry :salute:
Larrywb57
03-29-20, 10:39 AM
Something I don't see every day...
https://i.imgur.com/Mmv69kw.jpg
A plane hung in the air.
Larry :salute:
https://i.imgur.com/V3u68Gp.jpg
This is from a post that I made earlier that I couldn't edit: https://subsim.com/radioroom/showpost.php?p=2656537&postcount=633 I hope that this works now.
Larry :salute:
KaleunMarco
03-29-20, 12:55 PM
https://i.imgur.com/V3u68Gp.jpg
This is from a post that I made earlier that I couldn't edit: https://subsim.com/radioroom/showpost.php?p=2656537&postcount=633 I hope that this works now.
Larry :salute:
i have seen a plane "sink" on the flight deck of a carrier.
we were submerged and watching a CVA take gunfire from a surface vessel. a plane on the flight deck was hit, flew up into the air, fell to the flight deck and slowly sank into the flight deck. weirdest thing i have seen in a while.
:Kaleun_Salute:
propbeanie
03-29-20, 01:42 PM
https://i.imgur.com/V3u68Gp.jpg
This is from a post that I made earlier that I couldn't edit: https://subsim.com/radioroom/showpost.php?p=2656537&postcount=633 I hope that this works now.
Larry :salute:
Missing most of its starboard wing... :hmmm: Are you certain you weren't beyond the rendering range of the "land" right there though? :salute:
i have seen a plane "sink" on the flight deck of a carrier.
we were submerged and watching a CVA take gunfire from a surface vessel. a plane on the flight deck was hit, flew up into the air, fell to the flight deck and slowly sank into the flight deck. weirdest thing i have seen in a while.
:Kaleun_Salute:
It burnt a hole through the wooden flight deck... :roll:
KaleunMarco
03-29-20, 03:41 PM
Missing most of its starboard wing... :hmmm: Are you certain you weren't beyond the rendering range of the "land" right there though? :salute:
It burnt a hole through the wooden flight deck... :roll:
it couldn't have: it wasn't on fire.
it sank.:03:
Larrywb57
03-30-20, 07:27 AM
[QUOTE=propbeanie;2658411]Missing most of its starboard wing... :hmmm: Are you certain you weren't beyond the rendering range of the "land" right there though? :salute:
It's possible but everything around 'looked' normal the closer I would get to it.
propbeanie
03-30-20, 02:05 PM
@ KaleunMarco - the fire was so hot (how hot was it?) you could see the flames... but really, its the way the on-deck planes are built - or rather, just about anything destructible in the game. It all sinks... :har:
@ Larrywb57 - thanks for that Larrywb57. As an update, I have found issues in all of the Jap Harbor Traffic files, which was "split" several versions ago for efficiency. Unfortunately when you copy a mistake in one file to six others, it makes if more difficult to find and "repair" the oversight. This is where the six ships in one on the east coast of Formosa came from. The was several in the one location. There was also one in Truk, a few in Osaka, etc. All told 15 I think is what I told s7rikeback... but anyway, since they don't spawn all of the time, and most of them are set to less that 30% spawn rates, you have a 1 in 3 chance of encountering a "resource" and / or "bandwidth" issue with the game when coming within these groups' "spawn range". This is not to say that it is the cause of the issue - but it certainly doesn't help things... In my attempts at the repair, I induced new errors into the files ( :roll: ) - naturally, and I'm in the process of finishing up on the last one. Then I can try testing those files in a career and seeing if things are better. :salute:
Moonlight
03-30-20, 05:28 PM
I noticed that you have the .dat file and the texture for Sofu Gan in your files, if you add the text for it to the bottom of the campaign_loc you can actually see that piece of rock as you are sailing by it.
[MapLocation 1023]
Type=0
Priority=0
Title=Sofu Gan
Heading=123.000000
OnLand=false
ShowOnMap=true
FirstRenderStep=false
FileName2D=None.dds
FileName3D=SofuGan.dat
LocationName=Sofu Gan
MinObjTerrainHeight=0
MaxObjSlope=1.000000
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
Font=FPCond18.dds
FontColor=255
UseDetColor=true
ZoomStart=50
ZoomEnd=1
ScaleOnZoom=true
Scale1024=14.377808
Long=16842640.000000
Lat=3576380.000000
Height=0.000000
KaleunMarco
03-30-20, 09:46 PM
here's a new wrinkle i have not experienced previously.
multiple cursors.
the game's normal cursor is a sort of gold arrow. and now it has a white arrow sitting on top of the gold arrow. when i use one of the GUI aids such as the compass, it shows the white cursor on top of the compass cursor.
performance-wise, it kind of messes with crew movement as well as GUI tools use.
i attempted to get a screen shot but the process for that just captures the gold (SH4) cursor and not the Win10(?) cursor.
have you experienced this previously?
any ideas as to the cause?
career mission. Mid-June 1944. actually it started previous mission...mid-may.
driving a Balao out of Midway.
no changes in config since starting career, umpteen missions ago.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN
100a_D3D9_AntiLag
100b_EasyAOB_FotRSU
100c_NoScrollNavMap_FotRSU
100d_strategic_map_symbols
adrians69
03-31-20, 04:16 AM
I noticed that you have the .dat file and the texture for Sofu Gan in your files, if you add the text for it to the bottom of the campaign_loc you can actually see that piece of rock as you are sailing by it.
[MapLocation 1023]
Type=0
Priority=0
Title=Sofu Gan
Heading=123.000000
OnLand=false
ShowOnMap=true
FirstRenderStep=false
FileName2D=None.dds
FileName3D=SofuGan.dat
LocationName=Sofu Gan
MinObjTerrainHeight=0
MaxObjSlope=1.000000
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
Font=FPCond18.dds
FontColor=255
UseDetColor=true
ZoomStart=50
ZoomEnd=1
ScaleOnZoom=true
Scale1024=14.377808
Long=16842640.000000
Lat=3576380.000000
Height=0.000000
Trying it out. Thanks :up:
torpedobait
03-31-20, 05:20 AM
On patrol west of Savo Island, September 1942 in USS Salmon (SS-182) attacked an incoming IJN TF with some good results, sinking 3 of the "merchant" DDE's. Upon surfacing I was getting a sonar contact way down the channel toward Honaria. I had no chance of getting there myself, so I used the external camera to view the contact. It was a Kuma light cruiser that had escaped my attack.
Now the good part: Kuma was being assailed by 3 Wildcats. I saw the planes diving in and dropping bombs, with the Kuma's AA going crazy. Two of the planes were burning, but dropped their loads anyway. In the midst of the attack, Kuma was firing torpedoes from both sides! Apparently that is one of the responses to any attack if the object is close enough. Finally, one bomb hit Kuma dead center, blowing it to hell via Iron Bottom Sound.
The next night another run by the IJN resulted in air attacks triggered I'm sure by my successful torpedo attacks. Again I watched the AA action on a destroyer, and sure enough she started spitting out torpedoes as well as her AA.
This is probably a byproduct of the manner in which defensive torpedo launches are generated, and I do not consider it a flaw, per se. Sort of like planes that drop torpedoes, something was "borrowed" to add to the realism. Pretty cool actually to see the torpedoes shooting out and splashing into the sea.
One other thing, all 3 of the Wildcats were shot down. The crews were in rafts with the pink flare marking their positions. I was able to approach and rescue all 3 crews (getting pretty good at that one, at least in fairly calm seas), but though it felt good to save the crews, there is no credit for a successful rescue. Perhaps one day that can change? There is often some risk in surfacing to pick up survivors. I guess the satisfaction of a job well done is enough for now.
Good Hunting! :salute:
EDIT: it was USS Swordfish, SS-193, NOT the Salmon.
adrians69
03-31-20, 08:53 AM
Just north west of Manila, came across a convoy of 2 BBs and numerous destroyers and assorted merchants. Sent a contact report and got orders back not to engage but break contact and carry out my original orders, other forces will be vectored in to attack Never seen this happen before, but it certainly adds variety to the proceedings!
Jeff-Groves
03-31-20, 12:47 PM
Tried in SH3 and had to launch the SH3 exe 2 times.
But the Game did start.
propbeanie
03-31-20, 05:44 PM
2x @ KeleunMarco: That earlier post should have said "could NOT see the flames"... flying fingers of fickle keyboard flicking... As for the cursor, I have never seen that. In situations such as that, the handy-dandy, cell fone is the only thing I know of that can "capture" the cursor. I would be tempted to look into the Windows mouse settings, though I know of no easy way to get what you are describing for the cursor. If your computer just did a new Windows Update (mine did), that may have done something.
@ Moonlight: that oversight was corrected a couple of weeks ago. I don't know how we lost the rock, but we did. The issue with it is that it is not "visible" in the 3D world until your are inside 3200 yards, and not fully visible until roughly 2800 (on my computer). Somewhat like the docks in the game. But at least there is a marker on the NavMap again. I was going to keep it under my hat, and see if anyone noticed after the next update... lol
On patrol west of Savo...
... This is probably a byproduct of the manner in which defensive torpedo launches are generated, and I do not consider it a flaw, per se. Sort of like planes that drop torpedoes, something was "borrowed" to add to the realism. Pretty cool actually to see the torpedoes shooting out and splashing into the sea.
One other thing, all 3 of the Wildcats were shot down. The crews were in rafts with the pink flare marking their positions. I was able to approach and rescue all 3 crews (getting pretty good at that one, at least in fairly calm seas), but though it felt good to save the crews, there is no credit for a successful rescue. Perhaps one day that can change? There is often some risk in surfacing to pick up survivors. I guess the satisfaction of a job well done is enough for now.
Good Hunting! :salute:
"By-product" is a good term for that. I witnessed that several times when testing the airplanes recently. This is another reason I say that an airplane in SH4 is nothing but an upside-down submarine, that "flies" in the sky (such as it it), as opposed to the submarine that "flies" in the water (such as it is). As for rescuing the pilots, I have developed a "kludge" that works - usually. Trying to clean it up, and it definitely needs more testing. The problem comes in when a "Rescue Pilot" objective has not been set. If we make every mission have a secondary "Rescue Pilot", some skippers might panic if they don't rescue ~somebody~... Attempts have also been made at "rescuing" a Japanese survivor. Unfortunately, the game does not allow that, and making them a "friendly" that looks like a Japanese survivor makes it entirely too easy to pick them up - besides the "where did this guy come from?" problem... ah well...
Just north west of Manila, came across a convoy of 2 BBs and numerous destroyers and assorted merchants. Sent a contact report and got orders back not to engage but break contact and carry out my original orders, other forces will be vectored in to attack Never seen this happen before, but it certainly adds variety to the proceedings!
It takes a while, but we are getting those DynamicMiss files tweaked into better trim, though there is still more we could try... We have a couple of add-in missions we might throw in, after we get things settled down a bit better. :salute:
@ fitzcarraldo: We would definitely appreciate it if you share your findings here also. I had Reshader working with FotRSU, but did not like the results I was getting, and gave up after about a half-dozen attempts.
KaleunMarco
03-31-20, 06:09 PM
2x @ KeleunMarco: That earlier post should have said "could NOT see the flames"... flying fingers of fickle keyboard flicking... As for the cursor, I have never seen that. In situations such as that, the handy-dandy, cell fone is the only thing I know of that can "capture" the cursor. I would be tempted to look into the Windows mouse settings, though I know of no easy way to get what you are describing for the cursor. If your computer just did a new Windows Update (mine did), that may have done something.
last Win10 update was 3/13. Cumulative. whatever that means. :timeout:
squirrelly stuff like this just pisses me off.
i am a computer scientist by training and by nature but i do not chase technology. i set it and leave. i have not made any system-related changes in months.
actually, that's not true. i just realized that i installed a new version of wireless keyboard & mouse. the new unit is the same mfr as the old one but i wonder if something fundamental changed. :hmmm:
Profesor SchnuffSchnoff
04-01-20, 11:35 AM
:arrgh!:Awesome Mod!!!! Thank you guys!!!! :up::up::up:
Maybe it's a stupid question, but is there a way to keep the stop watch visible all the time???
propbeanie
04-01-20, 12:04 PM
last Win10 update was 3/13. Cumulative. whatever that means. :timeout:
squirrelly stuff like this just pisses me off.
i am a computer scientist by training and by nature but i do not chase technology. i set it and leave. i have not made any system-related changes in months.
actually, that's not true. i just realized that i installed a new version of wireless keyboard & mouse. the new unit is the same mfr as the old one but i wonder if something fundamental changed. :hmmm:
The new mouse could be it, if it installed software or changed your settings. btw, Windows 10 does what it wants, when it wants, and if it wants to change your settings - for anything - it will. Every time I so much as sneeze at the laptop (ewww...!!!) it changes things. Of course, I have more than SH4 as a "legacy" app, with over half of what I have older that 2010... I do not recall what the borderline for considering something "legacy" anymore is...
:arrgh!:Awesome Mod!!!! Thank you guys!!!! :up::up::up:
Maybe it's a stupid question, but is there a way to keep the stop watch visible all the time???
The Team thanks you for your thanks! The clocks in the game are somewhat strange. I'm sure we could tweak a setting to have it stay on top all of the time, but it does not have a universal setting for all screen resolutions, and would be in the way of some people's view of the screen. Consulting the "SH4_Q-Ref_Card_Front.jpg" in the game's root folder for the short-cuts, you'll see that the stop watch can be brought up with a press of the <C> key. It will remember where you place it (usually), until you exit the game. :salute:
keltos01
04-02-20, 05:37 AM
Just read in lockwoods book that a sub, tresher by millican, got the 5inch gun from v3 in 1943 in Australia, is that possible ingame?
Got post 666 yeah!
hauangua
04-02-20, 07:45 AM
Just read in lockwoods book that a sub, tresher by millican, got the 5inch gun from v3 in 1943 in Australia, is that possible ingame?
Got post 666 yeah!
Ciao keitos hope can help
"Thresher’s 11th war patrol (this one under command of Duncan C. MacMillan, Class of 1926[18]) took her to the South China Sea south of Formosa. While cruising on the surface on 10 January 1944, Thresher sighted a pair of masts, low on the horizon, and quickly dove to avoid possible detection. Coming to periscope depth soon thereafter, she approached cautiously, keeping in mind the ship may have been the advance screen of a convoy. The contact proved to be a 150-ton trawler. Thresher battle-surfaced, commencing fire at 6,000 yards (5,500 m); the trawler sank after Thresher expended 45 5 inches (130 mm) shells, 1,000 rounds of ; and 770 20 millimetres (0.79 in) rounds". (wikipedia)
Texas Red
04-02-20, 12:24 PM
Quick question:
If you already have FotRS installed, can you delete the save games folder and still play or do you have to completely uninstall?
a question
the climate in campaign changes very little. I installed the megamod and little change in the weather. Is it a bug?
Texas Red
04-02-20, 04:36 PM
As far as I can tell for me, depending on where you go in the map, the weather changes according to climate.
The weather changes a lot, I bet, while I'm viewing the map time compressing.
I think that when you are not time compressing, you don't see the weather change that much.
mikesn9
04-03-20, 12:18 PM
the findings;
FOTRSU v1.004.a.
Tambor boat out of Midway 3rd patrol (actual patrol.)
Had orders to Area 4 standby. Arrived, got sink & destroy anywhere orders.
Hung around the mouth of the bay and picked up 13,000 tons.
Got orders to go to area 4 Sink & destroy for 5 days. (already in zone)
Saved game after getting the new orders. (May 23, 1942) all was OK.
patrolled around for 2 days looking for targets. Did 1 save on May 24, another save on May 25.
Had enough fun for 1 day, exited to main menu, then to windows (Win7 64bit)
Came back the next day:
Loaded from May 25.. gauges at 12 O clock high.
Back to main menu, loaded May 24 gauges at 12 O clock high
Back to main menu, loaded May 23 all ok
I don't know if it's been noted before, but the gauges on the bottom right were always pointing correctly. Gauges in control room are the problem
propbeanie
04-03-20, 06:49 PM
Just read in lockwoods book that a sub, tresher by millican, got the 5inch gun from v3 in 1943 in Australia, is that possible ingame?
Got post 666 yeah!
Ciao keitos hope can help
"Thresher’s 11th war patrol (this one under command of Duncan C. MacMillan, Class of 1926[18]) took her to the South China Sea south of Formosa. While cruising on the surface on 10 January 1944, Thresher sighted a pair of masts, low on the horizon, and quickly dove to avoid possible detection. Coming to periscope depth soon thereafter, she approached cautiously, keeping in mind the ship may have been the advance screen of a convoy. The contact proved to be a 150-ton trawler. Thresher battle-surfaced, commencing fire at 6,000 yards (5,500 m); the trawler sank after Thresher expended 45 5 inches (130 mm) shells, 1,000 rounds of ; and 770 20 millimetres (0.79 in) rounds". (wikipedia)
We'll give it a shot, if I don't run out of time in this @#$% set of campaign files... The ME keeps changing things on me, and my eyes are changing things on me, and the raccoons that got in the attic and didn't want to leave upset me, and besides, the sun got in my eyes!... but we'll give it a go.
Quick question:
If you already have FotRS installed, can you delete the save games folder and still play or do you have to completely uninstall?
I do not understand your question the beast... The mod is applied by JSGME of course, and if you want to go back to stock, or do a different mod, you have to use JSGME to de-activate FotRSU and then activate the new mod (or not, if doing Stock) ~and~ empty the Save folder. The game runs quite a bit off of the Save game folder, so any change in JSGME will often also require an emptying of the Save folder... ??
a question
the climate in campaign changes very little. I installed the megamod and little change in the weather. Is it a bug?
The mod makes no changes to the "weather", so it is like in Stock and most other mods, as the beast mentions, along with TC influencing it. Another of the things about the weather that we must remember, is that it is influenced by a few things, such as if you Save the game, when you reload your Save, the weather "counter" will re-set. In other words, if it started storming several hours ago and you Save the game, when you re-enter the game through that Save, it will be like the storm just started, and you'll have to wait the whole cycle to count all over again before the game "rolls the dice" to attempt to apply another chance of a weather change. Just like flipping coins, there is a chance that it might not hit a "change" every time the weather change time comes along. Damage Repairs to your sub are similar, in that, if it takes five hours to repair a devicde on your sub after a depth charge attack, and you then Save and exit at 4:59 and then Save and exit, when you next start that game with that Save, you will have to wait five hours for the repair to be completed. Also, do not "shell-out" to Windows by use of the <Alt><Tab> or <Ctrl><Tab> key combinations, or any of the <Windows> key combinations, to do other things on your computer. SH4 is an old game and expects "static" addresses for the Windows resources it uses, such as the video and audio streams, and when you take the focus off of SH4.exe, Windows can and does re-assign those resources for the app (or desktop) you went to. When you come back to the game, it will at time have several issues, with stuck weather being one of them, but you might also see the CO2 gauge stuck and you crew asphyxiating, or other anomalies.
the findings;
FOTRSU v1.004.a.
Tambor boat out of Midway 3rd patrol (actual patrol.)
Had orders to Area 4 standby. Arrived, got sink & destroy anywhere orders.
Hung around the mouth of the bay and picked up 13,000 tons.
Got orders to go to area 4 Sink & destroy for 5 days. (already in zone)
Saved game after getting the new orders. (May 23, 1942) all was OK.
patrolled around for 2 days looking for targets. Did 1 save on May 24, another save on May 25.
Had enough fun for 1 day, exited to main menu, then to windows (Win7 64bit)
Came back the next day:
Loaded from May 25.. gauges at 12 O clock high.
Back to main menu, loaded May 24 gauges at 12 O clock high
Back to main menu, loaded May 23 all ok
I don't know if it's been noted before, but the gauges on the bottom right were always pointing correctly. Gauges in control room are the problem
:hmmm: You are the first to report the same from Midway - but as Blue the dog says: "A clue! A clue!" Actually, I suppose it's actually Steve (Joe?? Josh??) that says it... Thanks
:salute:
torpedobait
04-04-20, 08:02 AM
Props, when you run out of things to do (DON'T SHOOT!) I found a couple of areas where the planes spawn with ferocity.
12-05-1942 (16:57). NW end of Guadalcanal in GAR or SALMON- US planes are spawning (presumably from Henderson Field) and then crashing into the mountains before reaching the NW end of the island. I counted at least 30 crash sites, P-40's, SBD's and one that looked suspiciously like a P-47. Had not witnessed this before. The effect is to slow TC to 8 each time one crashes. All I was trying to do was get through the day so I could intercept the IJN replenishment columns.
Next was on 01/23/44 (2200) just off Truk, in Balao. I was about 5 miles outside the reef WSW of the last group of islands in the atoll. The Planes were spawning in droves just east of the islands and heading towards the center port. They just kept coming, so I headed SW to try to get out of the area. The farther out I went, the farther towards me came the spawn site! I finally had to dive and wait until the next day until I was far enough away to avoid the "action". However, planes were now coming from Truk directly SW towards me. I let one get close enough to identify before crash diving. I had assumed they were US planes on a carrier raid on Truk. No, the ones heading my way were all Japanese.
So, in your copious free time you may wish to consider looking into these. :D
propbeanie
04-04-20, 08:41 AM
There really should be no US planes out of Henderson Field from Guadalcanal (Cactus), since the US did not land on the island until August. How close were you to Guadalcanal?... I wonder if one of the other airfields is doing that (Port Moresby??)? We used to have troubles with B-24s doing that in earlier releases. As for 1944, there should not be that many Japanese planes coming out of Truk... These are very important issues, due to the impact on gameplay, besides the inaccuracy in real life. What type of plane was that you ID'd off of Truk? Operation Hailstone was still a month away, so it is not a response to that. :salute:
KaleunMarco
04-04-20, 09:46 AM
There really should be no US planes out of Henderson Field from Guadalcanal (Cactus), since the US did not land on the island until August. How close were you to Guadalcanal?... I wonder if one of the other airfields is doing that (Port Moresby??)? We used to have troubles with B-24s doing that in earlier releases. As for 1944, there should not be that many Japanese planes coming out of Truk... These are very important issues, due to the impact on gameplay, besides the inaccuracy in real life. What type of plane was that you ID'd off of Truk? Operation Hailstone was still a month away, so it is not a response to that. :salute:
uh, henderson field opened for business about a week after the marines landed in early august 1942.
i believe the game establishes an airfield in september 1942.
so, it is entirely normal for torpedobait to see us air assets in december 1942.
as far as the aircraft crashing is concerned, i suspect that it has to do with the parameters defined for the aircraft/squadron. for example, if the aircraft has a defined air envelope of 500-1000 ft and is following a flight path that includes mountains that exceed that altitude, well....
unfortunately, i do not know where the squadron/aircraft definitions are hiding in SH4, otherwise i would look them up for you.
:Kaleun_Salute:
Hi,
I've been waiting for months this release.
I'm just wondering if the escort's sensors were diminished or will they improve with time?
I happened to be next to a task force mid 1942, got a CL and I was not even thrown a single depth charge. :O:
I've got only one CTD, and it was for the new construction 1942. Tried it a few times. Is this normal?
Thanks a lot :salute:
adrians69
04-04-20, 11:24 AM
I'm sure you will get depth charged at some point. I sank a Shokaku carrier in a task force and I was hunted by destroyers for over an hour! :)
This is an awesome mod, the only issue I've had is that the stadimeter is unreliable as hell. Hopefully there will be a fix eventually.
propbeanie
04-04-20, 11:36 AM
uh, henderson field opened for business about a week after the marines landed in early august 1942.
i believe the game establishes an airfield in september 1942.
so, it is entirely normal for torpedobait to see us air assets in december 1942.
as far as the aircraft crashing is concerned, i suspect that it has to do with the parameters defined for the aircraft/squadron. for example, if the aircraft has a defined air envelope of 500-1000 ft and is following a flight path that includes mountains that exceed that altitude, well....
unfortunately, i do not know where the squadron/aircraft definitions are hiding in SH4, otherwise i would look them up for you.
:Kaleun_Salute:
:hmmm: - I was seeing his date as the 12th of May, 1942... :oops: :har: - The aircraft's CrewRating is influenced by the AirBase's rating, which in all locations in FotRSU is "Elite" so that the planes are "Elite". The main issue, I suspect, is the "Minimum Speed" setting of airplanes in the game. If you ever use the Mission Editor and insert an airplane, it makes it 90knots at 500m height. The height ~should~ not be an issue (though well could be), but the 90 knot speed definitely is, since it is below the "stall" speed of most of the airplanes, and borderline on the others. I am currently attempting testing in this regard, and have found other issues also that we're trying to define. With this 'new' discovery, there is no apparent issue seen in the game, ~unlesss~ I Save, Exit, re-enter and then Load that Save... so we do have our suspect surrounded, just not identified yet... I am trying to figure-out parameters to do testing of the AirBases, to see what they send out, when they send it out, and now if they'll fly over mountains, or attempt to go through them. It might all depend upon where your submarine is in relation to a land mass when the planes "spawn" into the game... btw: the airplanes for an AirBase are "defined" in the AirBases' Land folder, in the cfg file. The particular plane by date, along with the number of them. Also, there is the "default" 90 knots, and each plane has a "MaxSpeed", but with the 500 m height that is "default", I find no "MaxHeight" figure... so do they just fly at 500m except to attack?... that would not be good in a game with the topography of SH4... lol
Hi,
I've been waiting for months this release.
I'm just wondering if the escort's sensors were diminished or will they improve with time?
I happened to be next to a task force mid 1942, got a CL and I was not even thrown a single depth charge. :O:
I've got only one CTD, and it was for the new construction 1942. Tried it a few times. Is this normal?
Thanks a lot :salute:
The "New Construction" starts have been largely ignored for the last few releases and may well have issues. I'll try to look into them. They are very sensitive to time constraints, which we seem to change in every release. As to the escorts' responses, a lot of what you see throughout the game is very dependent upon the escort ship itself. Some platforms have no sonar gear onboard, so you would not get a response from them, unless you or your torpedo track was seen. However, when attacking a Task Force, you generally have fully-equipped DD that are guarding the group, and you should see a rather robust response, even if they are rather inept early in the war. As for differences in response between 1941 and 1945, those are not as pronounced as they were in some of the beta releases, but we do hope to get back to that with the next release, and then have add-in mods for a player to use for more-difficult settings if desired. We haven't gotten to that point yet. :salute:
Finished 9th patrol at Midway, June 1 '43. Gar received new cut-down sail, and upon leaving on new patrol, I took external view and see two deck guns fore and aft. The forward gun wasn't there when I came in and it does not have crew space configured, only the aft gun does!
Using SH4_Ultimate-v1.004A, Win 10. Wasn't sure if anyone else reported something like this.
https://i.postimg.cc/DwR20vNd/Screenshot-3.png
propbeanie
04-04-20, 07:33 PM
Well, you apparently qualified for the new deck gun as well. Had you visited the crew area while still in-base in the Captain's Office? Did you happen to notice anything there? The "drawing" of the sub there is not accurate as to what you might actually have onboard, but you may have seen crewing slots for them on that page. You could use a text editor and go into your Save folder and try to do the "fix" we posted in the Support folder "ColetrainsAndOthersDGfix.pdf", and see if you have those "AdditionalRepository" listings... Maybe you'll be able to use both guns, though I doubt it, and the fore gun will just be an underwater drag and use more battery on you... (not really, the game doesn't 'model' that).
One thing I don't quite understand though, is you are in a Gar boat in June of 1943? You get a conn upgrade, but NOT a new boat, of which you would have a Gato and Balao available... :hmmm: - this somewhat worries me, as a modder... Had you previously turned down a new boat?? :salute:
Well, you apparently qualified for the new deck gun as well. Had you visited the crew area while still in-base in the Captain's Office? Did you happen to notice anything there? The "drawing" of the sub there is not accurate as to what you might actually have onboard, but you may have seen crewing slots for them on that page. You could use a text editor and go into your Save folder and try to do the "fix" we posted in the Support folder "ColetrainsAndOthersDGfix.pdf", and see if you have those "AdditionalRepository" listings... Maybe you'll be able to use both guns, though I doubt it, and the fore gun will just be an underwater drag and use more battery on you... (not really, the game doesn't 'model' that).
One thing I don't quite understand though, is you are in a Gar boat in June of 1943? You get a conn upgrade, but NOT a new boat, of which you would have a Gato and Balao available... :hmmm: - this somewhat worries me, as a modder... Had you previously turned down a new boat?? :salute:
I did visit the crew area and there were only 4 slots, plus when switching view to the deck gun it only shows the aft gun. And, no I did not turn down any previous new boat offers. I believe I started this campaign in the Asiatic fleet with a Sargo, advanced to a Tambor(?), and then to a Gar after transferring to Midway.
propbeanie
04-05-20, 01:18 AM
Do you have your JSGME mod list by chance? You aren't anywhere near a gun-change time either, and really should have gotten a new boat instead of a sail... Also, when you went from the first version to this version, had you emptied your Save folder? Have you had a chance to look in your Save folder for those gun positions? If you have a way to zip up your Save folder and post it somewhere for me, or PM me and I'll give you an email address? Thanks. :salute:
torpedobait
04-05-20, 07:47 AM
There really should be no US planes out of Henderson Field from Guadalcanal (Cactus), since the US did not land on the island until August. How close were you to Guadalcanal?... I wonder if one of the other airfields is doing that (Port Moresby??)? We used to have troubles with B-24s doing that in earlier releases. As for 1944, there should not be that many Japanese planes coming out of Truk... These are very important issues, due to the impact on gameplay, besides the inaccuracy in real life. What type of plane was that you ID'd off of Truk? Operation Hailstone was still a month away, so it is not a response to that. :salute:
1. We were within 1000 yards of the NW tip of Guadalcanal, waiting in the shallows for the IJN supply forces to show up;
2. The US planes definitely were coming from the direction of Henderson.
3. I didn't identify the type of Japanese planes out of Truk. When I spotted on close enough to identify "friend or foe" by it's icon's color I dove before I could see the type.
What is unusual besides the number is the way the apparent spawn point (on radar) kept following me. It's not just that they came into radar range - they spawned well within radar range. The ones that spawned within the lagoon would apparently circle a Japanese small freighter anchored next to the land mass once or twice before heading for that central port where I had attacked and sank an escort carrier, Naka, supply ship, and one other ship.
I know I am running on a clean install of v1.5, totally deleted the SH4 folder from Documents before starting this career, etc. so my installation is not a factor.
propbeanie
04-05-20, 10:18 AM
Well, we may have discovered what is going on, and it is a combination of items. The main one being the Stock game's handling of the AirBase assets (which includes carriers), and the planes that spawn from them. There is no way to "fix" this, other than either violating the Ubisoft license agreement, or doing a couple of text-edit tweaks and living with the results. In a nutshell, when a player locks on to a target while at periscope depth (or any other asset "sees" the target), the radioman in the back room somehow manages to send out a message of the enemy's location. This then runs through the AirStrike.cfg routines, and the AirBase will then spawn an airplane or two or three or two dozen. These planes then fly the shortest route to destination (usually), including flying ~through~ mountains and island terrain, if they happen to be higher than 500 meters, as KaleunMarco and I had supposed previously. They also use the "default" 90 knots speed, again, as previously supposed. This combination can ruin an "Elite" setting for the AirBase to impart to its generated planes, of course. In conjunction with this, as in a lot of things "Silent Hunter", the game will run-over a modders intentions with dates or limits set with numbers, in that the larger a target is, the more planes that will be sent, such that a DD warrants three airplanes, and as the targets increase in size, the more airplanes you will see. A submarine apparently will cause an AirBase to generate seven planes. I have no definitive proof of any of this, but recent observations in attempts at finding what is corrupting some players' Save data has led to this, and other recent eye-opening (for me) "findings". There are possible ways around some of this behavior, by having "specialized" AirBases, such as lurker_hlb3 did with RSRDC and OM, but for a different purpose. There are possibly other tweaks possible that we will experiment with in the next few days / weeks (dependent upon "tests" and findings). While there have been a few RGG in the Campaign layers that contribute to issues, this "Stock" game handling of the AirBases almost makes us want to dump them entirely... The worst part of it is that if your submarine happens to be within spawn range of an airplane that is flying at 500 meters through terrain that is higher than that figure, the planes spawn, but inside the terrain, and they therefore "crash"... the lot of them. The more planes, the more "crashes", and the more strain there is on the game's engine, and the higher the chance of data corruption as it can't handle what's going on around your submarine. Sort of like the run-a-way DD spawns of yesteryear, it brings the computer to its knees, and then a TKO. Not cool... This exact same behavior has now been observed in FotRSU, Stock and TMO... As a little side note for torpedobait - if the planes get close enough to "see" friend or foe, they are also close enough to see you, either as you are diving, or beneath the surface, especially if the seas are calm and you are above 120 foot depth... Also, you are restricted in speed, hence the "math" solution to figure where you will be an hour from now is much easier. :salute:
torpedobait
04-05-20, 11:23 AM
As a little side note for torpedobait - if the planes get close enough to "see" friend or foe, they are also close enough to see you, either as you are diving, or beneath the surface, especially if the seas are calm and you are above 120 foot depth... Also, you are restricted in speed, hence the "math" solution to figure where you will be an hour from now is much easier. :salute:
Oh, I get that alright! My general approach is to dive immediately upon Radar contact. I go only to 100' and set speed to slow, knowing it is unlikely they saw me that far out (12-14Nm) or will fly close enough to spot me underwater. Have not been attacked once since adopting this approach last year. On the occasion mentioned above, I deliberately stayed on the surface off Truk to get an indicator as to friend or foe.
And they will do the math, so to ease the constant surface/dive/surface routine I simply stay at depth until nightfall. It does get a little stinky in the boat if I have to dive early in the day, but that's why they are called Pig Boats, isn't it? :D
Planes flying into mountains is not always dependent on a boat's distance from the mountain. I have seen the grayed out wreckage indicator of any number of crashed planes many miles from my boat. It's always been that way, so I suspect the base game and certainly not the mod. The spawning of so many planes, over and over again near that SW land mass at Truk is really unusual though, something I've not seen before. I sat in the same place for quite a while, tapping the TC key constantly, only to have it drop to "1" with each spawn. The number of planes spawned per cycle looked to be 5 to 7 or more. It was hard to tell because I was changing the TC. I'm hoping it was just a one time-one place thing. I had no business at Truk anyway - just got bored and wanted to see if I could sneak in and run up some tonnage. I can.
Do you have your JSGME mod list by chance? You aren't anywhere near a gun-change time either, and really should have gotten a new boat instead of a sail... Also, when you went from the first version to this version, had you emptied your Save folder? Have you had a chance to look in your Save folder for those gun positions? If you have a way to zip up your Save folder and post it somewhere for me, or PM me and I'll give you an email address? Thanks. :salute:
My JSGME Mod list;
[MODS]
100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN =1
Easier_AI for FotRSU=2
FOTRSU Position Keeper Tweak=3
Manual Range TDC=4
Webster's Better Air Patrols=5
901_strategic_map_symbols=6
SH4_original_4k_light_blue=7
JayMyKey=8 this is my customized keyboard layout for my laptop
I always start new release (i.e., v1.004A) with a fresh Save folder and using MultiSH.exe.
Looked at ActiveUserPlayerUnits.upc and crew slots are empty
e.g., [UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1]
Hope this helps. Mean while I can continue to play-on with new patrol so far!
propbeanie
04-05-20, 03:34 PM
@ torpedobait: There are now air patrols full-time at Truk, as well as a couple of inside boat patrols. Watch your shears! As for the planes flying into the mountains, again, it is that 500m set height and 90knot set speed that does it. You would think that the game would be capable of taking care of airplanes, and having them change altitude for the terrain, but everything is "ocean" in the game... until it comes time to calculate a "collision"... lol
@ jldjs: I'm not sure of the lineage of some of your mods. I recognize #2, which is most likely no longer necessary, and might be causing issues. #5 makes the air strikes less frequent, but more accurate, but should not be an issue in FotRSU. The others between are the ones I am not familiar with. As for the fore gun position, as per wolfeinsamer, changing those "CrewMemberSlotAdditionalRepository 1" to read "CrewMemberSlot 1" instead, might allow you to add crew members to the gun. But you have to have the correct Save and the correct gun... You can certainly go on patrol with it as-is, as attempt to fix it later. I'm not sure though of your Save folder's data integrity. Going on patrol and Saving at some point would tell you though... :roll: :salute:
I dunno if this happens to me only, but I started my career early 1942. I have found so far two task forces and one medium size convoy. The problem with these is that they are always going at 2-3 knots because they are always trying to avoid colission between each others. :doh:
DDs moving everywhere making the others. So lets say, a task force composed of a few BB, CA, and a bunch of DDs, cannot mantain a steady course and speed for more than 3 minutes.
Is this normal? :hmmm:
:salute:
P.Konrad
04-05-20, 11:08 PM
An improved version of Input Target Distance on TBT +454_EasyAOB_FotRSU.
454_EasyAOB_FotRSU + Manual Range and Mast Height
A big thank you to jldjs for putting up his mod list.
Here are some Munchausen's notes on Manual Range and Mast Height Dial Fix.
"I tried the mod and found that the index marker was stuck in one position on the mast height dial. So I fiddled with the settings in both sections (Dial58/59) without much luck until I finally decided to see what happens if I enabled both. Turns out it can be done."
The mod is here 454_EasyAOB_FotRSU + Manual Range and Mast Height
https://www.subsim.com/radioroom/downloads.php?do=file&id=5582
Regards to all at Subsim. :subsim:
Bilge_Rat
04-06-20, 05:35 AM
I dunno if this happens to me only, but I started my career early 1942. I have found so far two task forces and one medium size convoy. The problem with these is that they are always going at 2-3 knots because they are always trying to avoid colission between each others. :doh:
DDs moving everywhere making the others. So lets say, a task force composed of a few BB, CA, and a bunch of DDs, cannot mantain a steady course and speed for more than 3 minutes.
Is this normal? :hmmm:
:salute:
no, not normal. the main ships should all be moving along at a set speed, say 10-12 knots.
I have seen that type of behaviour in a few instances:
1. you have been spotted and/or torpedoed a ship. That can throw the TF in confusion for a short time.
2. issue with the campaign/mission scripting.
3. could also be a mod causing that.
Majorstrain
04-06-20, 06:27 AM
Hi Guys,
Is there an alternate download link?
The link here is downloading very slow. At the rate it's going now it's going to take 4 days.
I know I live in Tasmania but that's a little excessive.:haha:
Cheers,
Phil
propbeanie
04-06-20, 08:13 AM
I dunno if this happens to me only, but I started my career early 1942. I have found so far two task forces and one medium size convoy. The problem with these is that they are always going at 2-3 knots because they are always trying to avoid colission between each others. :doh:
DDs moving everywhere making the others. So lets say, a task force composed of a few BB, CA, and a bunch of DDs, cannot mantain a steady course and speed for more than 3 minutes.
Is this normal? :hmmm:
:salute:
no, not normal. the main ships should all be moving along at a set speed, say 10-12 knots.
I have seen that type of behaviour in a few instances:
1. you have been spotted and/or torpedoed a ship. That can throw the TF in confusion for a short time.
2. issue with the campaign/mission scripting.
3. could also be a mod causing that.
Re-iterating what Bilge_Rat says, and to add that if you did not empty the Save folder (generally "C:\Users \UserName \Documents \SH4" unless you've changed it) prior to playing the modded game, then you have a mix of what you had in your Save folder and FotRSU combined, and for the most part, that mix would not be fully compatible with each other...
Hi Guys,
Is there an alternate download link?
The link here is downloading very slow. At the rate it's going now it's going to take 4 days.
I know I live in Tasmania but that's a little excessive.:haha:
Cheers,
Phil
We've been talking about making a split file archive, and we'll do that, and post back later today with that. :salute:
Re-iterating what Bilge_Rat says, and to add that if you did not empty the Save folder (generally "C:\Users \UserName \Documents \SH4" unless you've changed it) prior to playing the modded game, then you have a mix of what you had in your Save folder and FotRSU combined, and for the most part, that mix would not be fully compatible with each other... :
Well, assuming I created a new save folder and a specific new installation for the FOTRSU, I don't think that could be the cause.
But the ships behave like sitting ducks like if they wouldn't know what to do, or they are terrible for changing course while in a convoy :doh:
propbeanie
04-06-20, 08:27 AM
Are you in a restricted waterways area then, such as in a strait, or near a harbor? Have there been airplanes attacking the groups?
What is your location, what boat are you in, where did you sail from, and what is the date? What is your mod list? Thanks. :salute:
Moonlight
04-06-20, 09:24 AM
I've just sunk a Photo Target 02 ship and all for a meagre 0 tons, what was it doing on the high seas? has it broken loose from its moorings?, whatever it is someone owes me a torpedo or three. :o
The ship was on its own on its way to Yaizu\Shizouka at a speed of 4 knots on 14\12\42 10:39 Longitude 138 26E Latitude 34 03N, the ship was invisible on the water but on the nav map there was a camera icon for the ship, I was too busy with other shipping to see if there were any hydrophone readings or what ever it is you modders call them.
Anyway with the minutest amount of luck and a monumental amount of skill I sank it with my last three torpedoes, wouldn't have looked good firing 3 torpedoes and missing an invisible target now would it, no it wouldn't, it would have been a few months in a padded cell while the medics did unspeakable things to me wouldn't it, so I made sure I was gonna sink it. :yep:
That must rate as the strangest sinking of the war so far for me. :up:
Thats my report of this strange ocurrence Admiral and I'm sticking to it.:salute:
propbeanie
04-06-20, 09:42 AM
Nurse Ratched will be along soon to take your temperature to make certain that you aren't running "high"...
But seriously, thanks. We'll look into that... :salute: - then we'll look into the reports of little green men on Ponape... :salute:
propbeanie
04-06-20, 09:46 AM
Hi Guys,
Is there an alternate download link?
The link here is downloading very slow. At the rate it's going now it's going to take 4 days.
I know I live in Tasmania but that's a little excessive.:haha:
Cheers,
Phil
...
We've been talking about making a split file archive, and we'll do that, and post back later today with that. :salute:
Well, Majorstrain, the upload of a split file set is taking longer than uploading the whole thing as one, so this might be this evening before we accomplish our goal. There will be one ReadMe type txt file, and three 7-zip files, 001, 002, & 003, each about the size of a CD-R of 600+ mb, if you think that will help? :salute:
torpedobait
04-06-20, 09:59 AM
@ torpedobait: There are now air patrols full-time at Truk, as well as a couple of inside boat patrols. Watch your shears! As for the planes flying into the mountains, again, it is that 500m set height and 90knot set speed that does it. You would think that the game would be capable of taking care of airplanes, and having them change altitude for the terrain, but everything is "ocean" in the game... until it comes time to calculate a "collision"... lol
See attached picture (you may have to magnify it for clarity). I counted at least 28 crashed US planes, which most I verified by using the Free Camera to "fly" over them. There would have been more had i stuck around on the surface, I'm sure.
I'm only sending this so you could see it - don't think there is much anyone can do about it based on what I've see in the above messages. :salute:
propbeanie
04-06-20, 11:35 AM
Where are you with that picture, and what is the date? We have found that if you spot an enemy contact, your radio man will call in a report apparently. If there happens to be intervening terrain between the responding AirBase and the "target", then the responding airplanes will crash into said terrain, if your submarine is within the spawning range. Now, in my tests, if I have the SD radar that range seems to be just about 12nm. If you instead have good SJ set out further, then they will crash as soon as hitting the terrain and within that radar range. If you only have "visual", then it will happen if the planes would come within your submarine's visual range... The "sunken ship" icon in your screen grab is most likely an airplane - there is no "crashed airplane" icon. We hope to be able to eliminate most of those "survivor" icons, but I am not 100% certain what I have found will "fix" that, but maybe it will reduce it... The other "fix" we've come up with is to have an airbase in closer, but without intervening terrain not in the "line-of-sight" of the target, else they will still crash. We have not found a way to control the minimum speed nor the height of the airplanes spawned from AirBases yet... but let us know where you are with that picture you posted please. Thanks :salute:
Profesor SchnuffSchnoff
04-06-20, 12:08 PM
The clocks in the game are somewhat strange. I'm sure we could tweak a setting to have it stay on top all of the time, but it does not have a universal setting for all screen resolutions, and would be in the way of some people's view of the screen. Consulting the "SH4_Q-Ref_Card_Front.jpg" in the game's root folder for the short-cuts, you'll see that the stop watch can be brought up with a press of the <C> key. It will remember where you place it (usually), until you exit the game. :salute:
Yeah, I already turned into a C key spammer.:03:
Hope you guys are fine! I will check the Bismarck Sea and Rabaul for some lonely merchants now!
Texas Red
04-06-20, 02:34 PM
Sorry for not responding earlier. I can understand why you had trouble understanding my question as I couldn't decide on how to word my question.
Here is the question:
Can I delete the save games folder and still be able to play it normally or do I have to completely uninstall the mod and SH4?
Where are you with that picture, and what is the date? We have found that if you spot an enemy contact, your radio man will call in a report apparently. If there happens to be intervening terrain between the responding AirBase and the "target", then the responding airplanes will crash into said terrain, if your submarine is within the spawning range. Now, in my tests, if I have the SD radar that range seems to be just about 12nm. If you instead have good SJ set out further, then they will crash as soon as hitting the terrain and within that radar range. If you only have "visual", then it will happen if the planes would come within your submarine's visual range... The "sunken ship" icon in your screen grab is most likely an airplane - there is no "crashed airplane" icon. We hope to be able to eliminate most of those "survivor" icons, but I am not 100% certain what I have found will "fix" that, but maybe it will reduce it... The other "fix" we've come up with is to have an airbase in closer, but without intervening terrain not in the "line-of-sight" of the target, else they will still crash. We have not found a way to control the minimum speed nor the height of the airplanes spawned from AirBases yet... but let us know where you are with that picture you posted please. Thanks :salute:
On that matter, I saw a few jap bomber raids on Manila early 1942. So they came in, fine, and when they were coming out, for an unknown reason, all off them started to explode in the air and crashing on the sea. That happened a few times. Just FYI. :salute:
propbeanie
04-06-20, 02:58 PM
Yeah, I already turned into a C key spammer.:03:
Hope you guys are fine! I will check the Bismarck Sea and Rabaul for some lonely merchants now!
Well done! Carry on, and sink 'em all! :salute:
Sorry for not responding earlier. I can understand why you had trouble understanding my question as I couldn't decide on how to word my question.
Here is the question:
Can I delete the save games folder and still be able to play it normally or do I have to completely uninstall the mod and SH4?
If your game is messed-up, and you want to try a quick-fix, then yes, try just deleting your Save folder and keeping the game. That will ~usually~ (but not always) work. Just remember that you lose everything, including your screen resolution and other gameplay settings. :salute:
On that matter, I saw a few jap bomber raids on Manila early 1942. So they came in, fine, and when they were coming out, for an unknown reason, all off them started to explode in the air and crashing on the sea. That happened a few times. Just FYI. :salute:
There are US AA shore installations, so they might be getting shot down. You have to be near the installation to be able to "hear" it shoot. If actual ack-ack, you'll see the explosions in the sky, near the planes. Corregidor has one out in the open on the bay side of the island. There are other, bigger gun installations throughout "The Rock", although most probably do not function properly (yet). There are a few more near downtown Manila, close to the docks. Some of the ships, and some of the subs in the area have AA as well. But most of the Anti-Aircraft in the area is .50 calibre machine guns... :salute:
Well done! Carry on, and sink 'em all! :salute:
If your game is messed-up, and you want to try a quick-fix, then yes, try just deleting your Save folder and keeping the game. That will ~usually~ (but not always) work. Just remember that you lose everything, including your screen resolution and other gameplay settings. :salute:
There are US AA shore installations, so they might be getting shot down. You have to be near the installation to be able to "hear" it shoot. If actual ack-ack, you'll see the explosions in the sky, near the planes. Corregidor has one out in the open on the bay side of the island. There are other, bigger gun installations throughout "The Rock", although most probably do not function properly (yet). There are a few more near downtown Manila, close to the docks. Some of the ships, and some of the subs in the area have AA as well. But most of the Anti-Aircraft in the area is .50 calibre machine guns... :salute:
Oh, good to know. What makes it weird though, es that they were going down in their way back home, and not in the process, and they were already over the ocean :hmmm: I'm not sure that AA wanted them to bring them down after bombing :O:
:salute:
Are you in a restricted waterways area then, such as in a strait, or near a harbor? Have there been airplanes attacking the groups?
What is your location, what boat are you in, where did you sail from, and what is the date? What is your mod list? Thanks. :salute:
Well, take a look to the map. Does it count as a restricted area? No planes around whatsoever.
Also, you can see that I was in a visual range on my periscope. My presence was not noticed until a DD was like 500 yards away from my scope. Not before. Ships were just there sitting moving very slowly without any seamnship xD. Seas were not calmed, but it bothers me that "elite DDs" escorting warships and troops behave like real n00bs.
I sailed from Fremantle, in a Sargo sub. May 6th 1942.
https://imgur.com/a/Z6OM3l5
https://imgur.com/ZpzGtV5
Texas Red
04-06-20, 05:16 PM
I deleted the save game folder and it still works.
Also, before I get to the loading screen, the Ubisoft movie intro's usually come up. But now, I can hear the movies playing in the background, but all I have is a black screen. Even the FotRS intro movie isn't playing. I can skip through it, but I would prefer to see the movies.
A side note: How do I make the game in 16:9 aspect ratio, like SH5?
KaleunMarco
04-06-20, 06:03 PM
A side note: How do I make the game in 16:9 aspect ratio, like SH5?
you can make that change at the entry screen.
go to Options-Graphics Settings. set your specs. exit and re-enter and you will see the change.
:Kaleun_Salute:
propbeanie
04-06-20, 07:01 PM
Well, take a look to the map. Does it count as a restricted area? No planes around whatsoever.
Also, you can see that I was in a visual range on my periscope. My presence was not noticed until a DD was like 500 yards away from my scope. Not before. Ships were just there sitting moving very slowly without any seamnship xD. Seas were not calmed, but it bothers me that "elite DDs" escorting warships and troops behave like real n00bs.
I sailed from Fremantle, in a Sargo sub. May 6th 1942.
https://imgur.com/a/Z6OM3l5
https://imgur.com/ZpzGtV5
You have encountered a Task Force that includes 8 troop transports... Attack! Attack! Attack!... lol - Not to cheat too much, but this is what you have found:
https://i.imgur.com/PNBL5nU.jpg
Of course, that's them facing east at origination in that grab, but you have the opportunity to halt this invasion force in its tracks. It is attempting to coordinate with another force to the west, as well as units already on-site Bali, which is this particular group's "target" destination... Repeat: Attack! Attack! Attack! Catch 'em while they're slow and distracted getting ready for their landing! Do be careful though... :salute:
I deleted the save game folder and it still works.
Also, before I get to the loading screen, the Ubisoft movie intro's usually come up. But now, I can hear the movies playing in the background, but all I have is a black screen. Even the FotRS intro movie isn't playing. I can skip through it, but I would prefer to see the movies.
A side note: How do I make the game in 16:9 aspect ratio, like SH5?
As KaleunMarco says, the game has settings for that. First thing though, check your system. You monitor has what the manufacturer calls "Native Resolution". If you look at your Windows resolution settings, you will see it listed as "XXXX x XXXX (recommended)" with the capital "X" representing the resolution that Windows recommends. On my Win7 machine here, my #1 monitor has a Native Resolution of 1920x1080. In Windows, I have the Resolution screen set to "1920x1080 (recommended)". In the game then, as KaleunMarco says, on the Options menu, choose Graphic Settings, and use the upper-left drop-down box, and scroll down to where you can find that particular resolution that Windows is set to. If your Windows resolution does not exactly match one in SH4, choose something of a multiple if possible, or something close. Most of the "common" resolutions are in the game. After you are set, as KaleunMarco points out, you do have to exit the game and then re-start it for the new settings to take effect - it's an old DirectX v9.0c game... :salute:
You have encountered a Task Force that includes 8 troop transports... Attack! Attack! Attack!... lol - Not to cheat too much, but this is what you have found:
https://i.imgur.com/PNBL5nU.jpg
Of course, that's them facing east at origination in that grab, but you have the opportunity to halt this invasion force in its tracks. It is attempting to coordinate with another force to the west, as well as units already on-site Bali, which is this particular group's "target" destination... Repeat: Attack! Attack! Attack! Catch 'em while they're slow and distracted getting ready for their landing! Do be careful though... :salute:
Lol, so being slow, sloppy, and the DDs very lazy, is part of their schedule? :hmmm: I guess I will have some fun :salute: :arrgh!:
Majorstrain
04-06-20, 07:16 PM
Well, Majorstrain, the upload of a split file set is taking longer than uploading the whole thing as one, so this might be this evening before we accomplish our goal. There will be one ReadMe type txt file, and three 7-zip files, 001, 002, & 003, each about the size of a CD-R of 600+ mb, if you think that will help? :salute:
Many thanks for your effort.
I'll give it a go when it's up.
Cheers,
Phil
Aktungbby
04-06-20, 07:23 PM
majorstrain!:Kaleun_Salute:
propbeanie
04-06-20, 09:43 PM
Many thanks for your effort.
I'll give it a go when it's up.
Cheers,
Phil
We are having issues transferring it to a better location, but for now, to see if things function correctly, download one at a time, else you probably trash the connection to this "free" MediaFire link:
FotRSUmultiPart.txt (http://www.mediafire.com/file/pfmrqo3om7ia3a7/FotRSUmultiPart.txt/file)
FotRSU Split Part 1 (http://www.mediafire.com/file/xx04fiicbsk1xz6/100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN .7z.001/file)
FotRSU Split Part 2 (http://www.mediafire.com/file/cbe9n8vh81cgh00/100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN .7z.002/file)
FotRSU Split Part 3 (http://www.mediafire.com/file/vggf0qtz56d43p7/100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN .7z.003/file)
MediaFire has a tendency to do pop-ups on you, just as the download dialog pops up, so beware of bad advertising and pop-up windows. When we get it moved, that shouldn't happen... These are still big files, with the splits being on 650 mb, which would be small CD-R size. Part 3 is like 415 mb. Your download bandwidth will probably be worse than from SubSim. Follow the "FotRSUmultiPart.txt" file's instructions. :salute:
torpedobait
04-07-20, 08:59 AM
Where are you with that picture, and what is the date? We have found that if you spot an enemy contact, your radio man will call in a report apparently. If there happens to be intervening terrain between the responding AirBase and the "target", then the responding airplanes will crash into said terrain, if your submarine is within the spawning range. Now, in my tests, if I have the SD radar that range seems to be just about 12nm. If you instead have good SJ set out further, then they will crash as soon as hitting the terrain and within that radar range. If you only have "visual", then it will happen if the planes would come within your submarine's visual range... The "sunken ship" icon in your screen grab is most likely an airplane - there is no "crashed airplane" icon. We hope to be able to eliminate most of those "survivor" icons, but I am not 100% certain what I have found will "fix" that, but maybe it will reduce it... The other "fix" we've come up with is to have an airbase in closer, but without intervening terrain not in the "line-of-sight" of the target, else they will still crash. We have not found a way to control the minimum speed nor the height of the airplanes spawned from AirBases yet... but let us know where you are with that picture you posted please. Thanks :salute:
As reported previously, the date is December 13, 1942. That is my sub just offshore from the NNW tip of Guadalcanal. These were survivor icons (blue squares) associated with a crashed plane nearby, apparently, because as you noted, there is only one grayed-out icon for a crashed plane. In "flying" over the area with all the blue square icons I saw a few pink flares but also flaming wrecks nearby. What concerns me both about those and the ones I reported out of Truk (those were all radar sightings) is that they just kept spawning and spawning.
Have fun (that's why we are here, right?), :up:
Texas Red
04-07-20, 10:43 AM
OK thanks. It is at the resolution I wanted it to be.
Thanks for all your help.
:Kaleun_Salute:
propbeanie
04-07-20, 11:20 AM
As reported previously, the date is December 13, 1942. That is my sub just offshore from the NNW tip of Guadalcanal. These were survivor icons (blue squares) associated with a crashed plane nearby, apparently, because as you noted, there is only one grayed-out icon for a crashed plane. In "flying" over the area with all the blue square icons I saw a few pink flares but also flaming wrecks nearby. What concerns me both about those and the ones I reported out of Truk (those were all radar sightings) is that they just kept spawning and spawning.
Have fun (that's why we are here, right?), :up:
The problem is that AirBase issue, where as a plane is "called" for use by an AirBase, either due to your submarine being detected (do you have your radar on continually?? Radio X-Mit??), or by any other enemy vessel being detected, that particular plane spawns with a speed of 90 knots and flying at 500 meters. If there is intervening terrain between you and where the planes spawn, they will fly at 500m, whether the terrain is taller in height than that or not. Once the airplane(s) get within the actual rendering range where your sensors are "seeing" the plane, that's when the "collision detection" for the airplane starts. As soon as there is a collision with the terrain detected, the airplane "crashes" and does its thing for "survivors". You might, or might not "see" all these objects on your radar. In either case though, there is an adverse impact on the game from this. It might be that if an entire flight of planes fails to return, that the AirBase sends out another flight, then another, etc... who knows? We've already gotten it knocked way down with one change, and if we "split" the airbases, we might be able to further minimize the impact. However, making more AirBases also increases the coverage from same... Experimenting has commenced on this... :salute:
Texas Red
04-07-20, 03:55 PM
I forgot to mention this though.
My intro movies aren't showing up. I can hear them playing in the background, but I have a black screen.
propbeanie
04-07-20, 07:07 PM
... but your game plays fine, the beast?... :salute:
Question,
Are torpedos like in TMO with high rate of becoming duds? I ask because my ratio of duds vs fine is really low in early years of the war. Although most of my shots have been at 90° and 0 gyro... :salute:
propbeanie
04-07-20, 08:20 PM
The dud rate is supposed to be between the TMO and Stock levels, but it does not appear to be there anymore... In the meantime, make certain that you have the duds box ticked from the Main Menu, gameplay options, but also from the captain's office, wooden radio console to the left, then gameplay options. Also, for whatever reason, the game seems to "save" all of the duds for one string in a row, such that you might have a boatload with only one dud one trip, then the next trip, the first six you shoot are bad, the next 3 good, and then the next five are bad, then back to a streak of good ones. An add-in mod is planned to increase the dud rate for those that desire that. :salute:
Texas Red
04-07-20, 09:50 PM
Yes my game does work fine, the occasional CTD but all is well.
s7rikeback
04-08-20, 02:01 AM
Yes my game does work fine, the occasional CTD but all is well.
Hello the_beast.
Can you navigate to the folder your FotRSU is located and goto
Data > Movies > Intro & inside you should have:
Intro.wmv
Intro.wmv
Can you run each file from that folder and see if they work please, without the game running...
The dud rate is supposed to be between the TMO and Stock levels, but it does not appear to be there anymore... In the meantime, make certain that you have the duds box ticked from the Main Menu, gameplay options, but also from the captain's office, wooden radio console to the left, then gameplay options. Also, for whatever reason, the game seems to "save" all of the duds for one string in a row, such that you might have a boatload with only one dud one trip, then the next trip, the first six you shoot are bad, the next 3 good, and then the next five are bad, then back to a streak of good ones. An add-in mod is planned to increase the dud rate for those that desire that. :salute:
Hey, It's me again bothering :haha:
Great, and what about the depth control? Is it the same thing with that one? :D :salute:
propbeanie
04-08-20, 10:07 AM
I was looking at the file I started to set-up to change some of the settings yesterday, and from the looks of things, you should have depth-keeping trouble from the beginning until mid-1943. There should also be impact pistol issues with roughly 90 degree hits not detonating, and less that 28 degrees deflecting off and not detonating, both until late 1943, but the slight angle "bounce" for the duration (the pistol detonator does not strike the ship). Then there is the magnetic detonator, that should have several various failures, such as detonating as soon as it arms, all the way through never detonating at all, and those percentages fluctuate throughout the war. There will always be magnetic pistol failures. This is also affected by wave height, such that the rougher the weather, the more duds from premature detonations. There really should be more failures though, going by what's in the file now, but we'll do some experimenting and see what's up... :salute:
Texas Red
04-08-20, 11:54 AM
I only have one of the two movie intros. The first one works fine.
propbeanie
04-08-20, 12:08 PM
I think s7rikeback meant to name the "logo.wmv" with the "intro.wmv" file. If those files play outside of the game just fine, then when you installed the game, had you installed the DirectX v9.0c ~and~ the codecs? Refer to the "Install Notes For the Various Versions of SH4 in Windows.pdf" in the Support folder of FotRSU mod/game for information, specifically on "Page 5" for the dialog box example from when installing the game. If you did not do that, you would probably be better re-doing your install, since recent Windows updates make it next to impossible to do this from the User's account, for whatever reason. The install process apparently has proper authority to muck up your computer, while you do not... :roll: If you did do that while installing initially, then we'll have to wait on s7rikeback to come back up for air from his modding flurry, which is in-process as we speak. I really do not want to interrupt his inspired tweakings... :salute:
Texas Red
04-09-20, 12:54 PM
I didn't install DirectX 9.0, I would've thought that the mod had that already installed. My computer is pretty new. I do not have the game in a UAC directory. Its in C:/Steam/Steamapps/Common/Silent Hunter Wolves of the Pacific/MODS/ Fall of the Rising Sun. I would want the option to "reinstall" to be a last resort. But I think I can stand not having the movie intros. The game plays fine and its not like the game is unplayable.
I can get FotRS UE v1.004 to launch, but I can't actually get to my boat.
The screen goes black and freezes just after the dialog that normally says something like "Please wait...". Then I get a bunch of error dialogs like this one:
---------------------------
Program:
---------------------------
Data/Shaders/VolumetricFog/VolumetricFogPS.fx
---------------------------
OK
---------------------------
And I have to kill the game in Task Manager, can't play.
Any ideas?
Not sure if it matters, but I'm running SH4:WOP + U-boat missions off Steam on Windows 10 Pro. Plain SH4 1.5 works fine, driving either US sub or U-boat.
Texas Red
04-09-20, 02:05 PM
Do you have any other mods enabled than FotRS?
If not, I would suggest a complete reinstall.
The game version has to be 1.5
No other mods. Fresh install of SH4 + UBM off Steam (U-boat missions is SH4 1.5).
nionios
04-09-20, 05:03 PM
I (Gato class) had an encounter with a Kaidai sub on 24-2-1943 , 135nm south of Tokyo. Wind speed 15m/s and when I approached at 5500 yds the sub sunk.When I first detected the Kaidai it had medium speed constantly reducing to very very slow till sunk.
Additional mod: 901_strategic_map_symbols
s7rikeback
04-09-20, 06:30 PM
I didn't install DirectX 9.0, I would've thought that the mod had that already installed. My computer is pretty new. I do not have the game in a UAC directory. Its in C:/Steam/Steamapps/Common/Silent Hunter Wolves of the Pacific/MODS/ Fall of the Rising Sun. I would want the option to "reinstall" to be a last resort. But I think I can stand not having the movie intros. The game plays fine and its not like the game is unplayable.
My bad there... Yes I missed the "intro" part.
You will not need to reinstall... go here to this Microsoft Site DirectX 9.0c End-User Runtime. (https://www.microsoft.com/en-gb/download/confirmation.aspx?id=34429) I always run this package after I install - Just-in-case.
But please, folks, let the game install its files, but I would agree that files like Abobe Reader, Gamespy "is that SH3 or SH4?" & Windows Media files could be safely ignored... Everything else is a must have.
propbeanie
04-09-20, 06:44 PM
I can get FotRS UE v1.004 to launch, but I can't actually get to my boat.
The screen goes black and freezes just after the dialog that normally says something like "Please wait...". Then I get a bunch of error dialogs like this one:
---------------------------
Program:
---------------------------
Data/Shaders/VolumetricFog/VolumetricFogPS.fx
---------------------------
OK
---------------------------
And I have to kill the game in Task Manager, can't play.
Any ideas?
Not sure if it matters, but I'm running SH4:WOP + U-boat missions off Steam on Windows 10 Pro. Plain SH4 1.5 works fine, driving either US sub or U-boat.
It sounds like you are trying to run it through the SH4 v1.3 on Steam, instead of the v1.5. If I remember correctly from another user the other day, there are two shortcuts for the game. Pick the one for the UBoats instead. You might have to "switch sides" one you are in the game, but that is the v1.5 of the Wolves of the Pacific...
I (Gato class) had an encounter with a Kaidai sub on 24-2-1943 , 135nm south of Tokyo. Wind speed 15m/s and when I approached at 5500 yds the sub sunk.When I first detected the Kaidai it had medium speed constantly reducing to very very slow till sunk.
Additional mod: 901_strategic_map_symbols
When you see an enemy sub "sink" without help from one of your torpedoes, HIDE THYSELF! The enemy subs have torpedoes also, and they are not afraid to use them... :salute:
No, I only have one sh4.exe, presumably v1.5 since I now have the U-boat Missions installed.
Yes there are two shortcuts (one for regular SH4, one for the U-boat edition), but from what I can tell they do exactly the same thing.
FotRS does run now and I can go on patrol, but I'm having another very random bug. Torpedoes won't fire. At all.
Can't find any discussion of anyone else having this problem, so far. Nothing in the documentation. Strange.
propbeanie
04-09-20, 08:02 PM
In the game's root folder (whatever you installed into) are the pictures of the old reference cards, updated for FotRSU by CapnScurvy. Look for "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg". On the "Back" page, it says to press and hold the <Alt> key and then press the <Enter> key to fire the torpedo. This prevents inadvertent firing of same... :roll: - not that I've ever done that, of course... :roll: - Use the <W> key to cycle through the fore tubes, and the <E> key to cycle through the aft tubes. Use the <Q> key to open the tubes, prior to firing, else any firing solution is ruined. It is imperative that any skipper familiarize themselves with the proper function of their submarine, especially Crash Dive (<Ctrl><D>), Ahead Flank (number <5> key) and Hard to Port or Starboard (the "bracket" keys <[> and <]>. Evasive maneuvers, in other words... :roll: - The use of the greater than and less than signify a "key" to press... (ie: < space >) :salute:
Texas Red
04-09-20, 08:46 PM
OK I installed the Directx 9.0 installer and I ran the .exe only for a message to pop up, saying " You must be running Windows 98, Windows Millennium Edition, Windows 2000, Windows XP or Windows 2003 Server Family to install Directx9.0"
nionios
04-10-20, 03:44 AM
When you see an enemy sub "sink" without help from one of your torpedoes, HIDE THYSELF! The enemy subs have torpedoes also, and they are not afraid to use them... :salute:
I suspected that and dived to periscope depth.In the map it was shown as "sunk".Do you mean it dived?But I couldn't hear it by the time it "sunk"(or dived).In case it had dived,should I've heard it on my sonar?Do they hear me also?
I don't know exactly what's the situation in game with AI subs.
mikehcl
04-10-20, 04:17 AM
Hello, the mod is very beautiful, but I noticed a slightly annoying problem that other mods don't have. When the sea is rough at wind 15, the radar continuously loses contacts, is the mod set up so specifically or is it a problem? thanks.
Opening/closing the outer tube doors was the thing, thanks.
I'm amused by how often I seem to run into Junsen-class IJN subs on my current March 1942 patrol, seeing as they apparently had a grand total of 8 such subs active during the entire war. :)
propbeanie
04-10-20, 10:58 AM
OK I installed the Directx 9.0 installer and I ran the .exe only for a message to pop up, saying " You must be running Windows 98, Windows Millennium Edition, Windows 2000, Windows XP or Windows 2003 Server Family to install Directx9.0"
That's the problem with Win10 and those older "legacy" DirectX v9 run-time installs. It's not ~nice~ to try to fool Win10 Mother Nature! You can try to re-run the install for Steam SH4, though I cannot for the life of me remember if you can leave the tick boxes for the game itself un-checked and just do the DirectX and still have a game afterwards, because I think they un-install it if you do that... If you tick the box to re-install, it will then overwrite everything you have... Perhaps s7rikeback or THEBERBSTER knows how to get around Windows 10's refusal to run the Windows DirectX v9.0c installer... :hmmm:
I suspected that and dived to periscope depth.In the map it was shown as "sunk".Do you mean it dived?But I couldn't hear it by the time it "sunk"(or dived).In case it had dived,should I've heard it on my sonar?Do they hear me also?
I don't know exactly what's the situation in game with AI subs.
It might be that the particular sub you saw had been attacked by an Allied airplane, or perhaps it dove for self-preservation, only to die due to AI sub limitations... As far as I knew, the only AI sub that can "dive" is the Ko-Hyoteki midget, because we have seen that on another member's video recordings. I do have a submerged Jyunsen sub in the Roster, but it is not in the game... so maybe that particular submarine did "sink" in the literal sense, and "died" in front of you... :salute:
Hello, the mod is very beautiful, but I noticed a slightly annoying problem that other mods don't have. When the sea is rough at wind 15, the radar continuously loses contacts, is the mod set up so specifically or is it a problem? thanks.
When the seas are rough, the ship bobs about. The radar is a beam, emitted from an antennae mounted on a mast above the conning tower. As the sub bobs about, the mast "deflects" even more, and the radar beam then goes from being too low, looking at the water nearby, to "just right", shooting across the horizon, to being too high, looking at nothing but sky, ~plus~ if you have waves breaking over your boat, and the water hits the antennae, the game shuts it down - an "automatic" from the game, but FotRSU has it set to come back on... The dish still does not rotate properly when you leave the station, and we've been looking into that for a time... but losing the radar is a part of the game and the mod... :hmmm:
Opening/closing the outer tube doors was the thing, thanks.
I'm amused by how often I seem to run into Junsen-class IJN subs on my current March 1942 patrol, seeing as they apparently had a grand total of 8 such subs active during the entire war. :)
There are two "Jyunsen" models in the game, with the "Jyunsen 1" model, which represents six subs (I-1 through I-6, even though they are not all exactly alike), so are basically "Type J1 (I-1 thru I-4), Type J1 Improved (I-5), and Type J2 (I-6). At the beginning of the war, they all looked very similar. Then the JyunsenB, (aka: Type B1) which also stands-in for the later war ones, were odd-numbered I-15 through I-25, then continuous to I-39 for 20 subs. They were all over the place, and shuttled about willy-nilly by their "superiors", and had to radio in every night at midnight (Tokyo time) without fail, and get their orders for the next day, so were usually sitting ducks on the surface for their nightly radio procedure. The Allies had a good portion of the IJN codes, and could direct their submarines to intercept and sink the Japanese subs, and could call in, ships or planes later in the war... Then, dependent upon where you are in 1942 (Solomons especially), the submarines were doing food delivery service for the Army and SNLF... Not a good country to be a submariner for at the time... A good place to read about some of what they went through is Combined Fleet: SENSUIKAN! (http://www.combinedfleet.com/sensuikan.htm), while a good book is "The Japanese Submarine Force and World War II" by Carl Boyd and Akihiko Yoshida. Eye-opening stuff. :salute:
KaleunMarco
04-10-20, 11:07 AM
Opening/closing the outer tube doors was the thing, thanks.
another phenomenon that can happen is that one can get their tube doors out-of-sync, especially if you are a keyboard-person who uses the Q and W keys. if you forget to check the status of a tube before you open it, you may open an empty tube which then prevents you from reloading it until you close it. discovery is the key element because there is no status light or indication that a tube is open, at any time.
a related issue is that SH3 and SH4-Uboat theatre will allow a user to fire a torpedo with the doors closed but the Pacific Theatre will not allow that. so, if you are used to playing the Atlantic side of things, playing the Pacific will throw you curves not previously encountered.
:Kaleun_Salute:
FWIW, I was using the onscreen plunger to (attempt to!) launch torps, not keyboard shortcuts. I guess plain SH4 glosses over opening/closing outer tube doors.
It seems to take a really long time for opening/closing outer doors to complete. Fortunately, you can fire as soon as you get the "Opening" message!
chowderhead62
04-10-20, 01:23 PM
OK, I'm hoping someone can help me out. I've installed a fresh copy of SH4 along with the U Boat missions. I booted it up and all is running fine. I'm running Windows 10 64bit. I then applied the FOTRSU mod and activated it in JSGME. I then ran the Large Memory app and applied it. I boot the game, and it boots fine....shows the splash screen and all. Then the In game graphics on the Con look fine. The problem is when I go to switch screens it hangs....doesn't do anything. If I tab back out of the game and back to the game then it has changed to the screen I was trying to go to. Additionally, sometimes when I load a mission the screen just starts flashing but the sound of the mission kicks in. I undid the mod in JSGME and all went back to stock game without a problem. Really trying to figure out why this isn't working!!! Anyone else have this issue or know how to solve? Thanks!!!
propbeanie
04-10-20, 01:31 PM
Where did you install the game, in other words, what is the path? ie: "C:\Progamr Files (x86)\Ubisoft etc..." or whatever. Refer to the mod's Support folder, specifically the "Install Notes For the Various Versions of SH4 in Windows.pdf" for detailed guidance.
While it's been a bit of time, refer also to CapnScurvy's Windows10; Large Address Aware; SH4 Install (https://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635) posts and thread for Win10 specifics with SH4 and LAA. :salute:
s7rikeback
04-10-20, 02:02 PM
OK I installed the Directx 9.0 installer and I ran the .exe only for a message to pop up, saying " You must be running Windows 98, Windows Millennium Edition, Windows 2000, Windows XP or Windows 2003 Server Family to install Directx9.0"
Yikes!!! Hang on...
Sorry the beast, i gave you the wrong link - try this (https://www.microsoft.com/en-gb/download/details.aspx?id=8109)
chowderhead62
04-10-20, 02:39 PM
Where did you install the game, in other words, what is the path? ie: "C:\Progamr Files (x86)\Ubisoft etc..." or whatever. Refer to the mod's Support folder, specifically the "Install Notes For the Various Versions of SH4 in Windows.pdf" for detailed guidance.
While it's been a bit of time, refer also to CapnScurvy's Windows10; Large Address Aware; SH4 Install (https://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635) posts and thread for Win10 specifics with SH4 and LAA. :salute:
Game is installed to F:\Games\Ubisoft\SH4 I read through the guide when I installed it, but will reference again. I figured it out. I hadn't changed the "read attributes" to the files in the directory, so once I did that after running LAA it works fine. Thanks for the tip.
Texas Red
04-10-20, 04:25 PM
OK so recently, I tried to load a game. Basically I was, at the time, set up for an attack run on a task-force. I load the game and it gets past the loading screen, then it is stuck on the "No mission to difficult". It doesn't crash at all, it is just stuck on the sign.
propbeanie
04-10-20, 08:33 PM
Well... you are missing some of the "detail" of your situation there the beast. You say you are loading a Saved game, I assume, but had you exited the program after doing the Save, or is this just a Save and immediate re-load? How big of a task force was this, were there airplanes, were you submerged? In other words, was it ~really~ busy up top, or just a little? After you hit the Save menu, did you Name it a new, unique name, or just Save on top of where you were? After completing the Save dialog and actually "Saving" the game, did you pause a moment, and make certain the game was finished doing the writing to your hard drive? If you navigate to the "root" folder of your game and right-click on the SH4.exe program, and then left-click to choose "Properties", on that first "General" tab, toward the bottom under "Attributes", is the "Read-only" box checked? Are you therefore certain that you have LAA set correctly on the SH4.exe file?
If all of that looks fine, did you by chance happen to try to Save with a Replay at any point on this patrol? Navigate into your Save folder (generally C:\Users \UserName \Documents \SH4, unless you've changed it), go into "data", "cfg", "SaveGames", and find the latest date / time stamped and numbered folder there (hex numbers, so you will possibly see the letters A-F). If you select it in Windows 7, the Status Bar gutter across the bottom will have the info, but with Windows 10, you usally have to right-click the folder name, and choose "Properties" - you want to see what the size of the Save is, like "357kb" (rather tiny) or "1.48mb" (smaller than average), or "2gb" (whoops!) - fictionalized numbers, of course... :salute:
KaleunMarco
04-10-20, 09:07 PM
OK so recently, I tried to load a game. Basically I was, at the time, set up for an attack run on a task-force. I load the game and it gets past the loading screen, then it is stuck on the "No mission to difficult". It doesn't crash at all, it is just stuck on the sign.
when this happened to me i discovered that there was an error message hiding behind the black screen. the root cause was a config error of some kind.
my apologies that i do not remember more.
:Kaleun_Salute:
Texas Red
04-10-20, 09:14 PM
Well... you are missing some of the "detail" of your situation there the beast. You say you are loading a Saved game, I assume, but had you exited the program after doing the Save, or is this just a Save and immediate re-load? How big of a task force was this, were there airplanes, were you submerged? In other words, was it ~really~ busy up top, or just a little? After you hit the Save menu, did you Name it a new, unique name, or just Save on top of where you were? After completing the Save dialog and actually "Saving" the game, did you pause a moment, and make certain the game was finished doing the writing to your hard drive? If you navigate to the "root" folder of your game and right-click on the SH4.exe program, and then left-click to choose "Properties", on that first "General" tab, toward the bottom under "Attributes", is the "Read-only" box checked? Are you therefore certain that you have LAA set correctly on the SH4.exe file?
If all of that looks fine, did you by chance happen to try to Save with a Replay at any point on this patrol? Navigate into your Save folder (generally C:\Users \UserName \Documents \SH4, unless you've changed it), go into "data", "cfg", "SaveGames", and find the latest date / time stamped and numbered folder there (hex numbers, so you will possibly see the letters A-F). If you select it in Windows 7, the Status Bar gutter across the bottom will have the info, but with Windows 10, you usally have to right-click the folder name, and choose "Properties" - you want to see what the size of the Save is, like "357kb" (rather tiny) or "1.48mb" (smaller than average), or "2gb" (whoops!) - fictionalized numbers, of course...
This is a save and "oops I screwed up" reload of the file. Sorry if that came off as rude. I was submerged and there were no airplanes. About 20-15 ships I'm gonna guess. It was kind busy up-top. I always name my save games a unique name. Usually the name of the patrol area with a "1" next to it for the number of saves in the area. For example, if it was Area 11-B I was ordered to patrol in, I would name the file " Area 11-B I" and if there was a second save in that area, I would save it as "Area 11-B II". No when it was done doing what it was doing I immediately went back to my game. The read only box is not checked. I have used the LAA exe on the SH4.exe multiple times. No, I don't even use replays. The size of the file is 2.77 MB.
when this happened to me i discovered that there was an error message hiding behind the black screen. the root cause was a config error of some kind.
my apologies that i do not remember more.
It is fine. That is actually the first thing I did was to Alt-tab to see if there were any error messages of some sort.
Yikes!!! Hang on...
Sorry the beast, i gave you the wrong link - try this
__________________
That didn't work either. :(
PongoDeMer
04-11-20, 06:04 AM
"There is a house in New Orleans,
It's called the (fall of the) Rising Sun,
And it's been the ruin of many a poor boy,
And God, I know I'm one."
I have been spending the last 24 hours getting this mod (v1.004a_EN) to function. I have achieved partial success only. The problems I still have are the following.
1) The Submarine School doesn't function. The training scenarios boot up, but whenever I try to do anything - such as go to the bridge - everything vanishes, and I am left stranded on my desktop.
2) Exactly the same happens with the museum.
The good news is that stuff like quick missions and war patrols seem to work properly.
Please take note that I have loaded and activated the mod correctly, using JSGME 2.6. I know this, because I have used it to load and activate other mods. Also take note that I have been doing this with completely clean installations from Steam of SH4 plus U Boat Missions. In fact, I probably hold the world record for uninstalling and re-installing the game from scratch;:confused: with all folders deleted, including the SH4 folder in documents!!
Could anyone out there please help? Take particular note that I am a 61 year old semi-geriatric, NOT some 14 year-old computer whiz-kid, who can do all this in his sleep, so any replies will have to be phrased in simple jargon-free English, such as "Extract the sooper_dooper_snafu mod to the Silent Hunter 4 MOD file."
Thanks in advance,
Pongo de Mer.
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