View Full Version : [REL] Fall of the Rising Sun Ultimate, full release
propbeanie
04-11-20, 10:22 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.
You young whipper-snappers...
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:
You have to be careful where you install the game. It cannot be in a "Program Files" folder. You have to delete the contents of your Save folder ("C:\Users \UserName \Documents \SH4" unless you moved it), and you need to properly set LAA on the SH4.exe file, which sometimes requires setting the file to the proper Write attribute authority.
Therefore, for proper help, let us know where you installed the game to, whether you emptied the save folder, and if you have LAA properly set. I'll bet at least one of those items is not correct, and maybe all three... Also, be sure and look in the Support folder of the mod, or if the mod is activated, in the Support folder of the game, and refer to "Install Notes For the Various Versions of SH4 in Windows.pdf" for the boring details. You could also use the "01_FotRSU_TableOfContents.pdf" to start up a list of most of the pdf in that folder. Depending upon how your pdf reader is installed, you can use it as the "Home" link to all of the other files. Another way to start that is to use the "01_FotRSU_Support_TOC.bat" file in the root of the mod, or of the game if the mod is activated. It will start that "01_FotRSU_TableOfContents.pdf"...
Let us know about your install though! :salute:
PS: Do you hear this:
https://www.youtube.com/watch?v=US9lRkeW-m0
or this?:
https://www.youtube.com/watch?v=0Fy7opKu46c
propbeanie
04-11-20, 10:32 AM
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...
Re-starting of the game, and/or re-booting the computer and re-starting the game might work, but then again, it might not. Corruption of the Save file is corruption. Somewhat similar to a scratch on an LP, putting a penny or a quarter on the cartridge head arm might allow the player to "force" its way through the grooves, avoiding the skipping of the bad area, but it is still a kludge, and there is still that error in there. That might be all she wrote for your Saved game. We do hope we have found the combination of items that are causing these issues for some of you guys, a big one being if a airplane spawns into the 3D realm while inside of a "mountain" of terrain near your submarine, while responding to either your submarine having been detected, or your submarine detecting the enemy. We think we found a slight work-a-round for this, by creating smaller, closer AirBases nearby, but I am now having a time of it balancing the AirStrike response... It doesn't matter much at all if you can't continue the game from a bad save or from having been sunk by airplanes that now make it to the scene in less than 10 minutes, ya know?... :roll:
Texas Red
04-11-20, 11:57 AM
Re-starting of the game, and/or re-booting the computer and re-starting the game might work, but then again, it might not. Corruption of the Save file is corruption. Somewhat similar to a scratch on an LP, putting a penny or a quarter on the cartridge head arm might allow the player to "force" its way through the grooves, avoiding the skipping of the bad area, but it is still a kludge, and there is still that error in there. That might be all she wrote for your Saved game. We do hope we have found the combination of items that are causing these issues for some of you guys, a big one being if a airplane spawns into the 3D realm while inside of a "mountain" of terrain near your submarine, while responding to either your submarine having been detected, or your submarine detecting the enemy. We think we found a slight work-a-round for this, by creating smaller, closer AirBases nearby, but I am now having a time of it balancing the AirStrike response... It doesn't matter much at all if you can't continue the game from a bad save or from having been sunk by airplanes that now make it to the scene in less than 10 minutes, ya know?...
__________________
Yes I get it. I think I'll just try previous save games and see if they work. :salute:
Texas Red
04-11-20, 05:33 PM
Yes my previous save-games did work.
Thanks for the help. :Kaleun_Salute::Kaleun_Thumbs_Up::Kaleun_Cheers:
This campaign started with me taking a new Gato boat out of Mare Island. Do I have to go all the way back there?
eta: Apparently yes.
It is very hard to see the special "tilted anchor" that designates home port, in higher resolutions. Suggested way to make the map icons a little larger? They're really small at 2560x1440, although the game looks darned good otherwise.
I wasn't seeing the special port icon, so for a while I had no idea where my home port was. Would be nice is there was some way to tell, other than that map icon. Maybe a note on the boat's info page.
propbeanie
04-12-20, 01:58 PM
@ the beast - glad you are going once again. :salute:
This campaign started with me taking a new Gato boat out of Mare Island. Do I have to go all the way back there?
eta: Apparently yes.
It is very hard to see the special "tilted anchor" that designates home port, in higher resolutions. Suggested way to make the map icons a little larger? They're really small at 2560x1440, although the game looks darned good otherwise.
I wasn't seeing the special port icon, so for a while I had no idea where my home port was. Would be nice is there was some way to tell, other than that map icon. Maybe a note on the boat's info page.
The "New Construction" includes "Shakedown" missions for roughly 3 months worth of time at Mare Island - those missions may not function correctly either. You do have to come back to there until you transfer. You should be able to transfer after just a couple of weeks, if desired, to any port that has the Gato, which should be Pearl and Midway initially. The boat info you see in the game is "static", so therefore does not change over time. Is the 2560x1440 resolution your monitor's "Native" setting, or what Windows would show as "2560x1440 (recommended)", and that's what the game is set to? Is that a laptop you are on?
No problems completing the shakedown activities, actually.
I was able to transfer to a more reasonable base (Midway) as soon as I got back to Mare Island.
One "uh-oh" thing I noticed on my last several saves, from the vicinity of Midway on: all of the 3D dial indicators on the boat stopped working. They were all stuck at default positions. Only the HUD engine telegraph, depth indicator, and compass were still accurate. Probably because I was naughty and used some (well, a lot of) time compression.
I've since headed out on a new patrol, and all the 3D dials are working properly again. I'll keep an eye out from now on.
Don't own a laptop, playing on a desktop. 2560x1440 is the monitor's native resolution (Dell U2715H, 27" diagonal). I suppose scaling issues are to be expected, given the age of the game.
Thanks for your help!
propbeanie
04-13-20, 03:23 PM
Did you happen to notice any "Survivor" icons in the water or on land around / near any landmass you went by? Airplanes are causing most of our issues it seems, and while we initially blamed the Loadouts on the airplanes - and there were issues there - it seems it is AirBase spawned planes that are not flying to their full potential ( :roll: ) and crash quite often. These cause the "Survivor" assets to spawn, and some of those have issues also. We are working on both aspects, and hope to have something before too long. Time Compression does not help, and we might dial that back again... Both Midway and Pearl seem to be common factors in the issue with the dials and Saves not working. :salute:
Zoltar23
04-14-20, 10:52 PM
First thing I want to say is that I have the steam version of Sh4+U-boat missions
Been having a bit of a time recently.
I actually managed to install this mod correctly and get it running, until steam decided to uninstall it off the menu for some reason.
Flashfoward a day I have managed to install the mod all over again. Would have taken sooner, however my partners internet is slow, as well my HDD seems to be topping off at 100% rather easily. Then again managed to get my laptop (asus x550ze) back to a level of "working order".
Installed the game, made sure it was version 1.5, then installed jsgme, then this quite amazing mod, then ran LAA. However, when starting up the game, it goes through the intro all well and fine, however once it gets to the loading screen, the load bar stops after only filling below a quarter.
Its all rather strange, because before steam took the game off my menu, it worked well while on steam, but now kaput.
propbeanie
04-15-20, 08:34 AM
Steam can be rather persnickety. The number one issue for the game though is still Windows. If you install the game (or any older "legacy" game) in a Windows "program files" folder, Windows will get first crack at rolling back any changes you've done to the game folder. With Steam, it uses what it calls a "Library" folder, which is under the Steam install by default, which happens to usually be installed in "C:\Program Files (x86)". You want to have your Steam Library folder outside of a "program files" folder, so this usually involves either moving "by hand", or re-installing Steam to a folder of your own creation. I have "C:\Games \Steam..." for my install. You could consult "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)" on Steam's Support Knowledgebase site for some help with that.
After that, what I do anymore, is after I install the game, I will copy the game and "paste" it elsewhere, and use that copy for a mod. This leaves the original install alone for "safe-keeping" for the future. For the Steam game, I will navigate into "C:\Games \Steam \SteamApps \common \Silent Hunter Wolves of the Pacific..." and then use the Windows key combination of <Ctrl><A> which selects all of the files and folders inside a folder. Then use <Ctrl><C> to copy the files. Navigate back up to either the "Games" folder or the "common" folder and create a new folder such as "SH4FotRSU", or whatever you want to name it to help you remember what it is. Go into that new folder, and then use <Ctrl><V> to paste what you copied in the Steam game folder. It will take a few minutes to bring the roughly 5 gig of the game into the new folder. This is the copy you will mod. Copy JSGME into there, and anything else you want / need to use. You can open your Steam app on the computer, log-in to your account, and then use the Steam menu to Add a game", "Add a non-Steam game", "Browse" or navigate to your new folder and select the SH4.exe file and "Open" in the Steam dialog. It will then have a check-mark and be sitting at the top of the Add A Game list. Click "Add Selected Programs", which will take you back to your Steam games start list. You can select the SH4.exe file in the left-hand window then, and right-click on it and select "Properties" from that context menu. You can then select all of the text in the box with the "sh4.exe" name, and change that to something meaningful, such as "FotRSU" or whatever you want to show on the Steam menu. Press the <Enter> to commit the change. Click the "Close" button and you are back at the Steam start menu. You can right-click that newly re-named icon again, and this time choose "Manage" on the menu, and then "Add Desktop Shortcut", if you want one. Doing this will then allow the Steam licensing to run, and start the game. I have had issues for the past year or more with Steam copies not starting unless I run it through the Steam app.
A rather important step in activating mods on SH4 correctly, is to empty the Save folder prior to playing the new mod, or prior to playing Stock after de-activating mods. The "Save" folder by default is "C:\Users \UserName \Documents \SH4", in which "UserName" is what you use to log into Windows with, and "Documents" might be "My Documents". Open the SH4 folder there and delete everything below there. That will re-set your screen resolution settings, as well as gameplay and audio settings, so be sure and go into there and set things the way you want / need to.
For more detailed help with this, or to use MultiSH4 to create yourself a new Save folder, refer to "Install Notes For the Various Versions of SH4 in Windows.pdf" found in the mod's Support folder, or in the game's Support folder if you have the mod activated. You can also start the "01_FotRSU_TableOfContents.pdf" file to open a list of pdf files you can read for the game and mod. :salute:
torpedobait
04-15-20, 09:14 AM
First thing I want to say is that I have the steam version of Sh4+U-boat missions
Been having a bit of a time recently.
I actually managed to install this mod correctly and get it running, until steam decided to uninstall it off the menu for some reason.
Flashfoward a day I have managed to install the mod all over again. Would have taken sooner, however my partners internet is slow, as well my HDD seems to be topping off at 100% rather easily. Then again managed to get my laptop (asus x550ze) back to a level of "working order".
Installed the game, made sure it was version 1.5, then installed jsgme, then this quite amazing mod, then ran LAA. However, when starting up the game, it goes through the intro all well and fine, however once it gets to the loading screen, the load bar stops after only filling below a quarter.
Its all rather strange, because before steam took the game off my menu, it worked well while on steam, but now kaput.
In addition to Propbeanie's excellent advice, be sure you uncheck the Read Only box and apply it to all folders and files in your Steam directiory version of SH4. Only then should you run Large Address Aware. Running LAA before undoing the Read Only settings may keep your game from using all the memory that it otherwise could. Experience is a great teacher!
Did you happen to notice any "Survivor" icons in the water or on land around / near any landmass you went by? Airplanes are causing most of our issues it seems, and while we initially blamed the Loadouts on the airplanes - and there were issues there - it seems it is AirBase spawned planes that are not flying to their full potential ( :roll: ) and crash quite often. These cause the "Survivor" assets to spawn, and some of those have issues also. We are working on both aspects, and hope to have something before too long. Time Compression does not help, and we might dial that back again... Both Midway and Pearl seem to be common factors in the issue with the dials and Saves not working. :salute:Sorry, can't really help here. I generally don't get anywhere near landmasses, though I see lots of aircraft out at sea. They become rather annoying the closer I get to Japan or its territories, which makes sense.
I have had crashes nearing Pearl and Midway, sure. Sometimes it took several times crashing, re-loading, making a bit of progress, and repeat, before I could get close enough to dock. But it seems random. No problems docking on my last 2 patrols.
May have to do with the total distance traveled and/or patrol duration. I haven't had the "crash when nearing home port" since I switched to Midway as my home port.
Some time today I started noticing a very annoying graphical glitch. The general animation will "hitch," or briefly pause, for no obvious reason, every few seconds.
It's super distracting. Screws up the entire game.
I've rebooted a couple of times, no change.
Guess I'm reinstalling yet again. Don't know what else to do.
propbeanie
04-15-20, 02:27 PM
My Windows 10 laptop will do that, and as CapnScurvy mentions somewhere in his Windows10; Large Address Aware; SH4 Install (https://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635) thread, before playing the game, make certain that all Windows Updates sitting in the que to download, are downloaded and installed. The shtinking system will continually fone home Elliot... Plus, you might have a bunch of $#!+ running in the background stealing clock cycles... :salute:
Just updated Nvidia drivers - no difference yet. Did a round of Windows updates this morning - for all I know, one of those introduced the problem.
The video hitching is happening in all games, actually. Super irritating.
I don't know what else to try at this point but reinstalling Windows 10. Yay.
propbeanie
04-15-20, 02:49 PM
Naw - It will be the same afterwards... Use the Task Manager and Performance Meter stuff to track it down. It is probably that confounded "worm / hi-jack / spam" preventer stuff they have that lets their krrraapp in, but supposedly blocks everything else, and "scans" all of your files while in use... You must "kill" processes and turn some things off... that way, next update, Windows can turn them all back on for you and ~really~ irritate you!... :yeah:
I tried CCleaner, uninstalling stuff, you name it, nothing worked. I don't use third-party antivirus software for exactly the reasons you mention.
Reinstalling Windows seems to have done the trick. So far.
I've been meaning to for almost 2 years anyway. Just avoided it because it's kind of a hassle.
Vanilla SH4 is is no longer showing the video hitching!
Waiting on another couple games to finish installing so I can check them out too.
Something I noticed: "plain" SH4 does not look all that great at 2560x1440! The textures in FotRS:UE are much prettier.
Idk if its already in vanilla or from this mod... I got myself an erratic torpedo 0_o almost poop myself when i checked F6 i was like "why the heck this one doing nascar near my girl?!" go straight back emergency Fast!!
Btw i started playing sh4 again after long hiatus from 1.0.1g now go straight to this version, my feeling it is much stable than before, thnx for making this mod devs :)
Sorry for my grammar tho xD
propbeanie
04-16-20, 02:57 PM
It is in Stock also. According to the settings in the torpedo sim file, you will have a 0.5% chance of having a circle runner each time you shoot a torpedo. It's what sank the Wahoo and Tullibee and others that I cannot remember now... I have been playing the game since it came out, and I have probably had a good dozen circle runners over the years, and seemingly is more than a 0.5% chance... :roll:
Texas Red
04-16-20, 02:59 PM
The USS Tang was also sunk by a circle-runner as well. I have never ever encountered a circle-runner in any of my SH4 careers.
propbeanie
04-16-20, 03:17 PM
The USS Tang was also sunk by a circle-runner as well. I have never ever encountered a circle-runner in any of my SH4 careers.
Good Lord! Me and my memory - how embarrassing!... :har: :oops: :har: I meant the Tang... O'Kane first served on the Wahoo, but sank in the Tang when a Mark 18 circled on them! Mush Morton and the Wahoo were lost apparently to a combined air and ship depth charge attack when coming out of the Sea of Japan... sheesh! Look-out for me! Thanks for the correction, the beast! :salute:
Good Lord! Me and my memory - how embarrassing!...
From what I recall, O'Kane was a big proponent of the theory that Wahoo was victim of a circle-runner.
Texas Red
04-16-20, 08:56 PM
Yikes! Sinking after a combined attack of planes and ships?! That is a helluva way to die. And all of us just sitting behind our computer screen reloading the game when something goes wrong.
Probably a dumb idea, but is it supposed to be possible to play a U-boat career with FotRS:UE installed?
I've been trying, but I keep getting crashes and graphical glitches. Wondering if I need to roll back to vanilla SH4:UBM.
Jeff-Groves
04-17-20, 11:33 AM
You should be running Dark Waters for U-Boot.
Mad Mardigan
04-17-20, 01:42 PM
Unsure of exactly where to post, if this info is a bug issue, a troubleshooting one or what exactly, so posting here:
Ok, with regards to in game.. noticed that on island of Formosa, that on the southern end, roughly SW direction.. there is a city/port missing named Takao.
The in game mouse pointer is near where the city & port in question should be on the map
With it missing, not sure if this would be a bug, or a trouble shooting issue, or if it is just something programed in that it will show up around 1942'ish...
As it stands, started a career after the attack on PH, and boat I'm asigned is HQ'ed out of Manilla. Got 1st order to do a 10 day sweep of Kowloon aka Hong Kong, finished that & am now stationed off of Formosa to 'engage shipping' in the area 'at my discretion'.
Did note a odd occurance right after completing the 10 day patrol around Kowloon though...
Right after completing that task & after I got the message to go to 'Convoy College' & await further orders (which when I got nearby the star marking the area to go to I received the order to engage shipping at my discretion)
I came across a merchant (Med. Modern Split merchant? or was that last Transport, don't have game up right now.. but any way...)
I engaged & sunk it, yet... did NOT have it show up in the log that I sank it... much less, have a ship sunk icon appear on the map showing where I sunk it, either.
So, with that, not sure if this would be a bug, or a trouble shooting issue or what...
Sub I am in command of, is 1 of the 1's that would be selectable with being based out of Manila at the start of the war, and would include pic of it but did NOT notice the missing icon or the log credit, until well after I was away from the area in question & by that time... well.. too late to do so by then... sorry :wah:
As previously mentioned, at the start of this, not sure of which way to direct this, but know that I did send to the team, an email detailing this & asking for guidance as to how to address this, meaning do I send this here or here aka bug shoot or troubleshoot land.
p.s.
Including, (I hope it attaches correctly) a screen shot of the area of Formosa in question.
https://snipboard.io/Rg0UH8.jpg
Texas Red
04-17-20, 02:36 PM
Not sure if I will be of much help but anyways, there is a port called Hualien that has the port in game, but it is not marked on the map. I had the same issue basically but I ignore it.
Moonlight
04-17-20, 04:57 PM
April 12 1943, USS Wahoo, mission is to patrol Truck Lagoon for 5 days, shouldn't that be Truk Lagoon?. :hmmm:
Mad Mardigan
04-18-20, 01:59 AM
Ok, the sub I got assigned in the earlier post was a Sargo class sub, SS-195 U.S.S Sealion.
Loss was to a IJN Corvette Canamura(spelling??? can edit this info of ship's name & class, after I start a new career, will keep the dead officer career around..) not a destroyer, but I digress..
pumped 2 torps into it, both hit as the range was just inside the outer compass rose surrounding my sub... so about a range of 1k to 1.5k
Area of loss was off to the E side slightly of NE roughly , of Taipei, Formosa
Those 2 hits which I saw were direct dead on hits, massive explosion, yet... that ship like shrugged them off & swung about & destroyed me... despite my going deep to 300, depth below keel was 359, after I swung around to heading 270 from base course of 235-240 (may have been 240-245'ish...)
Had no chance to take a screenie of the ship, since i'm dead and I go by dead is dead & not going to reload that career...
What was that ship, the Superman of the IJN...???
:hmmm::hmmm::hmmm:
:k_confused: :k_confused: :k_confused:
s7rikeback
04-18-20, 04:43 AM
Ok, the sub I got assigned in the earlier post was a Sargo class sub, SS-195 U.S.S Sealion.
Loss was to a IJN Corvette Canamura(spelling??? can edit this info of ship's name & class, after I start a new career, will keep the dead officer career around..) not a destroyer, but I digress..
pumped 2 torps into it, both hit as the range was just inside the outer compass rose surrounding my sub... so about a range of 1k to 1.5k
Area of loss was off to the E side slightly of NE roughly , of Taipei, Formosa
Those 2 hits which I saw were direct dead on hits, massive explosion, yet... that ship like shrugged them off & swung about & destroyed me... despite my going deep to 300, depth below keel was 359, after I swung around to heading 270 from base course of 235-240 (may have been 240-245'ish...)
Had no chance to take a screenie of the ship, since i'm dead and I go by dead is dead & not going to reload that career...
What was that ship, the Superman of the IJN...???
:hmmm::hmmm::hmmm:
:k_confused: :k_confused: :k_confused:
Hello Mad Mardigan,
I think I have found the problem, the zon file seems to be setup incorrectly.
If your torps are set to explode under the hull, the damage model stops before the end of the hull, so the torps explode, and nothing would happen to the ship.
Please bare with us, as we try and fix it...
Mad Mardigan
04-18-20, 05:13 AM
Hello Mad Mardigan,
I think I have found the problem, the zon file seems to be setup incorrectly.
If your torps are set to explode under the hull, the damage model stops before the end of the hull, so the torps explode, and nothing would happen to the ship.
Please bare with us, as we try and fix it...
Just realized, some info I missed making known when I originally posted, the exploder was set for mag det, depth I had 1 fish set for was rough guess, 3.5' to 4', again rough guess because anything below 5' on the depth setter, is not graduated that I can see of. The 2nd was set to go under by 2'-3' feet below it...
Not sure if that will have any effect or not with the 1 I had set up for hitting the ship in the side, rather than going for a underbelly shot... the ship in question was drafted in the recog manual, as being 6'-6.5', as I recall.
Can cross check that, if need be... just not right now, as am headed off to grab some rack time, after I send this reply off.
I can check after I grab some navy mud, after surfacing my carcass from the rack. :haha: :har:
As for when the fish got there, the 1 I set to impact the ship near the waterline or side of the ship, impacted/went off near the aft, just before the props area. The underbelly shot, went off, just after the funnels and just before the 1st anti air gun heading aft from there... rough guess... both explosions were very much clearly evident, throwing up fireball as well as what am guessing would be water plumes clawing for the skies.
As best as I know, those were clear cut dead on the $$$ & should have been by all rights, kill shots. Only reason I sent 2, was that I do have the dud factor selection in the options menu turned on. Know that with the Mk XIV's, they had serious issues during the war for a fair bit of time, before Bureau of Ordance got that snafu straightened out (18 months or more... ) so, to be safe... I sent 2...
Just started a new career & still do have the career that ended with my demise, still hot listed in the load menu at the main menu.
s7rikeback
04-18-20, 05:43 AM
Just realized, some info I missed making known when I originally posted, the exploder was set for mag det, depth I had 1 fish set for was rough guess, 3.5' to 4', again rough guess because anything below 5' on the depth setter, is not graduated that I can see of. The 2nd was set to go under by 2'-3' feet below it...
Not sure if that will have any effect or not with the 1 I had set up for hitting the ship in the side, rather than going for a underbelly shot... the ship in question was drafted in the recog manual, as being 6'-6.5', as I recall.
Can cross check that, if need be... just not right now, as am headed off to grab some rack time, after I send this reply off.
I can check after I grab some navy mud, after surfacing my carcass from the rack. :haha: :har:
As for when the fish got there, the 1 I set to impact the ship near the waterline or side of the ship, impacted/went off near the aft, just before the props area. The underbelly shot, went off, just after the funnels and just before the 1st anti air gun heading aft from there... rough guess... both explosions were very much clearly evident, throwing up fireball as well as what am guessing would be water plumes clawing for the skies.
As best as I know, those were clear cut dead on the $$$ & should have been by all rights, kill shots. Only reason I sent 2, was that I do have the dud factor selection in the options menu turned on. Know that with the Mk XIV's, they had serious issues during the war for a fair bit of time, before Bureau of Ordance got that snafu straightened out (18 months or more... ) so, to be safe... I sent 2...
Just started a new career & still do have the career that ended with my demise, still hot listed in the load menu at the main menu.
Okay, I have adjusted the damage model within the .zon file..
I made a simple mission, with the newly edited files.
After two torpedo hits...
https://i.ibb.co/8z55hJK/SH4-Img-2020-04-18-11-35-24-082.png (https://ibb.co/1sqqS3v)
https://i.ibb.co/svFvy3Q/SH4-Img-2020-04-18-11-21-28-985.png (https://ibb.co/DD7D5Kk)
https://i.ibb.co/vccrFg5/SH4-Img-2020-04-18-11-21-54-465.png (https://ibb.co/fXXKgBR)
I will keep testing, to make sure, and make further adjustments if needed.
propbeanie
04-18-20, 09:31 AM
Probably a dumb idea, but is it supposed to be possible to play a U-boat career with FotRS:UE installed?
I've been trying, but I keep getting crashes and graphical glitches. Wondering if I need to roll back to vanilla SH4:UBM.
The German side of FotRSU should run, though it is basically the Stock game, with the only changes to the files being compliant calls for the ships and planes. The Stock campaign on the German side has all sorts of issues with the way they built it, and you will see all sorts of issues around harbors and the like, with ships spawned into each other, docks and land masses. But it should run, if you have the mod activated correctly. Be sure and consult the Support folder in the mod for any install help. They are basically the same set of instructions that every mod is bound by due to Windows and UAC. As Jeff-Groves suggests though, Dark Waters (https://www.subsim.com/radioroom/showthread.php?p=2640021#post2640021) is the way to go if you want a German career in SH4. Fifi (the mod author) took Operation Monsun (https://www.subsim.com/radioroom/showthread.php?p=835613#post835613) and added to it.
... (pb edits)... Ok, with regards to in game.. noticed that on island of Formosa, that on the southern end, roughly SW direction.. there is a city/port missing named Takao...
... I came across a merchant (Med. Modern Split merchant? or was that last Transport, don't have game up right now.. but any way...)
I engaged & sunk it, yet... did NOT have it show up in the log that I sank it... much less, have a ship sunk icon appear on the map showing where I sunk it, either...
Duly noted of the missing of Takao. It is one of several actually, of rather important ports missing in the game, in spite of over five updates to the game over the years. I do have Takao added-in though, but mostly as just a spot on the map for now. We'll have to add more traffic in the area later.
As for the ship and not getting a sunk icon nor credit for it (those go hand-in-hand), we almost need for you to try and identify that ship somehow. If you happen to have a Save from just before that. Load the Save, fast forward (TCx whatever), identify the ship (no need to sink it again), then exit without Saving, and let us know. If you cannot accomplish that, no big deal. We are going through the Roster again before we release what we have for an update - which is NOT backwards compatible, ~again~, unfortunately.
April 12 1943, USS Wahoo, mission is to patrol Truck Lagoon for 5 days, shouldn't that be Truk Lagoon?. :hmmm:
:oops: - I will not lay claim to the mis-spelling, but I will lay claim to having forgotten to "fix" that... :oops:
Just realized, some info I missed making known when I originally posted... (pb edits)... As best as I know, those were clear cut dead on the $$$ & should have been by all rights, kill shots...
We have found several ships over time with this sort of issue, and as s7rikeback mentions, we've had to re-link the zon files to the rest of the ship. Anyone else having difficulty sinking a ship should let us know. If you would have hit under the conn of that ship (zone 2), it probably would have sunk. Did you see "puff" smoke after your torps hit and you saw the big "explosions"? The "puffs" seem to be a Stock default response. One thing to remember about the game's "dud" chances, is that the torps can run over 10 foot deep from what they are set, even the impact runs, and as such, if you have a shallow ship, and the torp runs deep, say at 19 foot instead of 8, then you are on the limit of the damage zone of the torpedo explosion, and might not have realized the full potential of damage to the ship with that. The impact pistol should have been sufficient though, to take it out...
By the way folks - we do thank you for all of your observations. We have found issues that we were not aware of existing until you have pointed out your observantions of the mod in-action... Thanks! The mod is better for it. :salute:
KaleunMarco
04-18-20, 11:14 AM
By the way folks - we do thank you for all of your observations. We have found issues that we were not aware of existing until you have pointed out your observantions of the mod in-action... Thanks! The mod is better for it. :salute:
sorry to pile on, PB.
while patrolling near the Bonins in late 1944, i couldn't help but notice that there is a US Base on Iwo Jima...late in 1944. and sure enough, when i checked the Air Base file, there are two Air Bases (20 & 26) started on Iwo 12/1/44.
March 1945 would be more accurate.
Put it on the list of things-to-do.
:Kaleun_Salute:
Mad Mardigan
04-18-20, 03:31 PM
The German side of FotRSU should run, though it is basically the Stock game, with the only changes to the files being compliant calls for the ships and planes. The Stock campaign on the German side has all sorts of issues with the way they built it, and you will see all sorts of issues around harbors and the like, with ships spawned into each other, docks and land masses. But it should run, if you have the mod activated correctly. Be sure and consult the Support folder in the mod for any install help. They are basically the same set of instructions that every mod is bound by due to Windows and UAC. As Jeff-Groves suggests though, Dark Waters (https://www.subsim.com/radioroom/showthread.php?p=2640021#post2640021) is the way to go if you want a German career in SH4. Fifi (the mod author) took Operation Monsun (https://www.subsim.com/radioroom/showthread.php?p=835613#post835613) and added to it.
Duly noted of the missing of Takao. It is one of several actually, of rather important ports missing in the game, in spite of over five updates to the game over the years. I do have Takao added-in though, but mostly as just a spot on the map for now. We'll have to add more traffic in the area later.
As for the ship and not getting a sunk icon nor credit for it (those go hand-in-hand), we almost need for you to try and identify that ship somehow. If you happen to have a Save from just before that. Load the Save, fast forward (TCx whatever), identify the ship (no need to sink it again), then exit without Saving, and let us know. If you cannot accomplish that, no big deal. We are going through the Roster again before we release what we have for an update - which is NOT backwards compatible, ~again~, unfortunately.
:oops: - I will not lay claim to the mis-spelling, but I will lay claim to having forgotten to "fix" that... :oops:
We have found several ships over time with this sort of issue, and as s7rikeback mentions, we've had to re-link the zon files to the rest of the ship. Anyone else having difficulty sinking a ship should let us know. If you would have hit under the conn of that ship (zone 2), it probably would have sunk. Did you see "puff" smoke after your torps hit and you saw the big "explosions"? The "puffs" seem to be a Stock default response. One thing to remember about the game's "dud" chances, is that the torps can run over 10 foot deep from what they are set, even the impact runs, and as such, if you have a shallow ship, and the torp runs deep, say at 19 foot instead of 8, then you are on the limit of the damage zone of the torpedo explosion, and might not have realized the full potential of damage to the ship with that. The impact pistol should have been sufficient though, to take it out...
By the way folks - we do thank you for all of your observations. We have found issues that we were not aware of existing until you have pointed out your observantions of the mod in-action... Thanks! The mod is better for it. :salute:
Hey Propbeanie, no problem, glad to assist, even in a small manner. Major props to modders *tips my cap to ya'll*
I can see of reloading that dead career & recheck, do know that Medium, Modern & split were part of the ship ID, it was ironically the same ship type I sank just prior to completing the patrol the Kowloon aka Hong Kong area for 10 days. As for actually seeing the ship in question, no go there, but... do have the credit report of sinking the identical ship in the log book, so I can verify the ship... no worries there.
when I sank the twin, I made a funny observation of.. 'huh, deja vu.. didn't I already sink you already... *insert funny laugh here* ah well... no matter, I'll just sink you again.. *insert evil mad scientist cackle here*
Edit: no ship sunk icon/no record ship sunk ID: Ship, in question was, as follows: Medium Modern Split Freighter...
As for the lil' ship that refused to die... that bugger, was a Corvette Kanamura... End Edit
As for the lil' mighty kryptonian ship that did.. aka the corvette canamaru/canamara... aka the ship that refused to die... puff smoke, fireball, water plume.. the whole ball of wax, all in generally as best I know of, in order that I have seen from SH3 to 4 & even that 5 reject that Ubi shoved out the door prematurely... the 1 I set for impact though.. watched that 1 porpoised out of the water numerous times on its way to the ship before impacting into it in the area I described. Just that 1 alone, would have finished off a RN flower or Black Swan & that ship was way smaller than them 2. Of course, I know.. different torp's, but mechanics still the same principle of the after effects... fire, death, destruction = ship sunk...
Thanks for the recognition of helping, but modders are the ones doing the grunt work.. and again, for that... much thanks guys...
:Kaleun_Salute:
ps
Crazy notation, concerning the no sunk icon/record ship sunk in log book issue... ironic thing is, the Medium Modern Split Freighter I sank, prior to completing 'Patrol Kowloon aka Hong Kong 10 days' mission.. that ship showed an icon when I sank it & was recorded in the log book as a sink... yet, right after I completed the patrol 10 days mission aspect, I run across that same ship type, sink it but yet... no icon & no log book record of doing so... weird, huh... same ship type, different end results...
Moonlight
04-18-20, 06:18 PM
I remember reading somewhere that there is a small chance of a friendly ship attack, does this go for planes as well?. :hmmm:
propbeanie
04-19-20, 11:49 AM
sorry to pile on, PB.
while patrolling near the Bonins in late 1944, i couldn't help but notice that there is a US Base on Iwo Jima...late in 1944. and sure enough, when i checked the Air Base file, there are two Air Bases (20 & 26) started on Iwo 12/1/44.
March 1945 would be more accurate.
Put it on the list of things-to-do.
:Kaleun_Salute:
Corrected. That's another one of those "I do not claim responsibility for making it so, but I do claim responsibility for not having seen it and fixed it earlier..." sigh... :roll:
I remember reading somewhere that there is a small chance of a friendly ship attack, does this go for planes as well?. :hmmm:
Yes, you fone home, and they will come if available:
www.youtube.com/watch?v=Spz2m54MD_w
Part 2 of this will be published whenever YouTube decides to finish it... It has evidence as to the main issue we have been experiencing, and "yes", I did manage to get a CTD... I think we found the true culprit. Maybe. What we have done previously has made the game with the mod much more efficient, and initial game loadings are now half of what they were, while missions loading is greatly reduced. The Museum now takes just over a minute and a half to load, all thanks to s7rikeback and Jeff-Groves in their tireless pursuit of all things "fluff" in the files... :salute:
propbeanie
04-19-20, 02:31 PM
OK, here is Part 2 of the above video. In it, notice that radar picks-up an airplane on the fringe of its capability in the lower-right corner of the screen. The plane is traveling practically straight north, and seems to fly "under" the island's mountain. I try to chase after it, but never do find it. A bit later, it "reports" on SD radar again, to the north of the island, behind our sub, and then flies off the screen. A little later, it will report on SD again, flying south, and further to the east. This time though, I did get a "Radar contact, bearing..." message from the crew, and the plane then crashed into the mountain on the island. I tried to find the plane, but I was not able to. A while later, you see a "Rescue_Raft" reporting on land on the SD, south of the crash site... there is no way that was a visual report, it being on the other side of a ridge, and there is no "vocalization" of it being ID'd. Using the external camera, I could not find the raft either. But notice that it is spawned on land. I searched both above and below the scenery, multiple times. A while even-later, and there is the report of a "Radar contact, bearing", and I watch it fly into the mountain of the other island. Using the external camera, I go over there, and find the plane right away, hanging on the side of the "invisible" mountain, which of course, has not rendered because it is out of line-of-sight of the submarine's location. But notice how the "survivor" fell through to the water? This is under the "terrain". Notice also, on the NavMap that the game does not report a "Survivor", though we saw it there... Now, when I went to exit the scenario, the game crashed immediately after the request. No Main menu, just CTD. I also could not load a Save of the scenario... My guess is that the game is getting messed-up by our use of a modder-built Rescue_Raft, which if this is the case, is very disappointing. More testing is being conducted before we release the update, after maybe having removed said Rescue_Raft and all references to it in the Campaign (about 15 missions with multiple uses of the asset)... :roll: sigh...
www.youtube.com/watch?v=0KuiTnLXSEc
:salute:
I'd like to have the Nearest Visual Contact read Yards not Feet.
Is this still not possible?
If not, would it be possible to change the range scale on the deck gun, and map tools, to read feet instead of yards? Or make it user's preference which is displayed?
For the deck gun, I understand the reticle art is probably set in stone/too much work to change. Maybe you could add an onscreen display showing both yards AND feet?
Thanks!
Holy cow, I didn't realize you guys had included combined arms operations in this mod. That's awesome!
Right now I am still in the part of the war where the US is getting pushed back east, so there's no air support available where I'm patrolling.
propbeanie
04-21-20, 11:14 AM
Is this still not possible?
If not, would it be possible to change the range scale on the deck gun, and map tools, to read feet instead of yards? Or make it user's preference which is displayed?
For the deck gun, I understand the reticle art is probably set in stone/too much work to change. Maybe you could add an onscreen display showing both yards AND feet?
Thanks!
Holy cow, I didn't realize you guys had included combined arms operations in this mod. That's awesome!
Right now I am still in the part of the war where the US is getting pushed back east, so there's no air support available where I'm patrolling.
The game displays what it displays, how it wants to. There is a global choice between metric and imperial. That's it. As Nisgeis found out when doing his "3D TDC and Radar Range Unit" mod, the radar is meters no matter which "global" setting you choose. For two drawn scale lines to represent a given distance, you would need a separate drawing for each unit of measure. If you instead have the line represent a percentage of a scale, that makes things a bit easier for the dev, but more difficult for the player to deal with. For the most part, it is what it is. Just know that a nautical mile is 2025 yards, not the 1760 of a land mile. If it takes an hour to go one nautical mile, you've traveled at one knot. A nautical mile is 1.85 kilometers, or 1852 meters...
As to "combined operations", the game has always had that. It's just that the Stock game didn't "advance" the front lines the way the mods do. So long as there are resources available, you will get support from both Sea and Air. That's not to say they are the smartest bunch that come try to help you out... :salute:
Mr.propbeanie
i think i've encountered the similiar ctd like this gentleman
.....Off went two M14s at about 3500 yds. I tracked the torpedoes progress and just as the first one hit, the game abruptly went to desktop, CTD. Repeated with same result 3 times!.....
I hope my English can explain what's the problem :v
first thing:
I'm using steam version of sh4
installed it on the D:\Games\Steamapps\... (not on the c:\program files)
using current mod version 1.004.a
ok.. it was June 2 1942 I've encountered a task force group not so near midway it was consist of CL nagara, CV Akagi, CV Kaga, BB Kongo, and others that i don't identified(i identified them with ID ship button so it were all true :v)
ok first two attempt I targeted akagi at the back, magnetic, 22ish depth, set.. torpedoo loos! first one gonna hit.. it both ctd.. first two attempt i started felt suspicious because I got two ctd at the same situation.
third attempt loaded saved again now i targeted Kongo because i didn't want to wait for akagi at the back.. same set with magnetic... first torpedo got ctd again.
fourth attempt still Kongo now set to impact deep around 7feets.. ctd again
ok i gave up >.<
i still curious about that task group so i checked in mission editor opened BattleOfMidway.mis, i thought i met with JP Nagumo's Group because there's nagara,akagi,kaga,... but no Kongo 0_o
did i get into different dimension so the battle of midway was somewhat different :06:
here's some pic that maybe help Mr.propbeanie to fix the ctd.. yeah ctd it's not just a job xd
https://imgur.com/a/1jJah6u
i don't know whats the problem, i just want to sink those fox sister man :wah:
KaleunMarco
04-21-20, 02:46 PM
Mr.propbeanie
i think i've encountered the similiar ctd like this gentleman
I hope my English can explain what's the problem :v
first thing:
I'm using steam version of sh4
installed it on the D:\Games\Steamapps\... (not on the c:\program files)
using current mod version 1.004.a
ok.. it was June 2 1942 I've encountered a task force group not so near midway it was consist of CL nagara, CV Akagi, CV Kaga, BB Kongo, and others that i don't identified(i identified them with ID ship button so it were all true :v)
ok first two attempt I targeted akagi at the back, magnetic, 22ish depth, set.. torpedoo loos! first one gonna hit.. it both ctd.. first two attempt i started felt suspicious because I got two ctd at the same situation.
ok, mr. wzartz, i went back in the archive and found my posts when i encountered the CTD-on-torpedo-impact. the fix was a reinstall of SH4 and FOTRSU. that would be a clean install, including the Savefolders in your Documents folder.
sorry, but that is what fixed it when i had the same issue.
https://subsim.com/radioroom/showthread.php?t=226270&page=358
good luck.:Kaleun_Salute:
welp.. a fresh car from the factory is more reliable than a second hand car
i think thats my fault for not doing fresh install i thought just switching through JSGME will do all the job, sorry mr.propbeanie for the troubles :Kaleun_Salute:
and thnx Mr.KaleunMarco for the suggestion i will do a clean install, and i will keep in touch in this forum if something still goes wrong :Kaleun_Salute:
well at least now i know where to intercept those CVs for the future hehe :arrgh!:
propbeanie
04-21-20, 04:20 PM
"C:\Users \UserName \Documents \SH4" is oftentimes the "key". Be sure that after activating any new mod, that you delete the contents of that SH4 save folder. If you use MultiSH4, delete the one you made there. If you have Windows managing the Documents folder on another drive, delete it from there. Just be sure and delete the old Save folder, else you have a mix of everything that came before, and it is usually not FotRSU that you see...
The 2nd most important thing, and again, with just about any mod (some more than others), is to correctly activate LAA or some other memory utility on the sh4.exe file. Correctly.
There are issues in the mod, and s7rikeback found a few more today, but even if we do our absolute best, the mod is still the product of humans, as is the game, so "subject to issues", to say the least. But don't sabotage yourself further by not activating the mod correctly. :salute:
Moonlight
04-21-20, 06:00 PM
Just had an encounter with a Large Ocean Liner and its escorts, I had to hit it with 14 torpedoes before it decided to sink, I don't know if you can fix that up or not but if you can it would save a lot of wasted torpedoes. :up:
Capt RAP
04-21-20, 06:15 PM
May 12, 1943
Patrolling out of Midway in East China Sea off Shanghai
Right under Patrol Area Marker was
"Location Name In Game"
Great MOD, Thanks
KaleunMarco
04-21-20, 08:51 PM
Just had an encounter with a Large Ocean Liner and its escorts, I had to hit it with 14 torpedoes before it decided to sink, I don't know if you can fix that up or not but if you can it would save a lot of wasted torpedoes. :up:
interesting experience. sounds very Tinosa-like.
how many fish actually exploded?
https://nationalinterest.org/blog/buzz/americas-worst-world-war-ii-weapon-mark-14-torpedo-44747
:Kaleun_Salute:
Moonlight
04-22-20, 04:54 AM
^ Its late Nov 43 and the exploder problems have been fixed, so 14 hits and as to what happened to the rest of torps we sent, well we don't know the answer to that question. We suspect its the torpedoes running deep, or it could even be that I can't always hit a sitting duck travelling at 1 knot per hour. :D
We're currently north of Okinawa and waiting for the 5 day patrolling star to turn grey, 1 ship sunk, no torpedoes left, and the lads are going to have xmas in Midway. What a gay day. :haha:
propbeanie
04-22-20, 06:23 AM
Just had an encounter with a Large Ocean Liner and its escorts, I had to hit it with 14 torpedoes before it decided to sink, I don't know if you can fix that up or not but if you can it would save a lot of wasted torpedoes. :up:
The ship was ID'd as "Large Ocean Liner", correct? We'll look into it, but 14 torpedoes may not be out of the realm of possibility, if there was nothing onboard to help it sink, like ammunition or fuel. Ocean liners would have better water-tight security and more "floatability" to mess with for counter-flooding to "balace" things. As KaleunMarco mentions though, torpedo issues were throughout the war. They did get better, but were never eliminated. The odds of having more than one issue impact the fourteen sent though would be rare during that time frame. But we'll look into it.
May 12, 1943
Patrolling out of Midway in East China Sea off Shanghai
Right under Patrol Area Marker was
"Location Name In Game"
Great MOD, Thanks
Thanks for that. We'll either put a proper name to that, or just get rid of the text, dependent upon what we find...
:salute:
Well, one thing I liked. Damaged a freighter and started shadowing her on the surface during the day as it was doing about 11 knots. Got in to about 60000 yds and it started shooting. And to my shock and surprise, it didn't have "old deadeye" on the gun because it actually missed several shots at that range. Backed of so it wouldn't get lucky. But was almost shocked by the fact it actually missed a total of about 6 shots with it's deck gun.
That's actually pretty darn reasonable at that range since the bow was pointed directly at it making for a very small target at that range for the type of guns and fire control a freighter had.
torpedobait
04-22-20, 08:56 AM
The ship was ID'd as "Large Ocean Liner", correct? We'll look into it, but 14 torpedoes may not be out of the realm of possibility, if there was nothing onboard to help it sink, like ammunition or fuel. Ocean liners would have better water-tight security and more "floatability" to mess with for counter-flooding to "balace" things. As KaleunMarco mentions though, torpedo issues were throughout the war. They did get better, but were never eliminated. The odds of having more than one issue impact the fourteen sent though would be rare during that time frame. But we'll look into it.
Thanks for that. We'll either put a proper name to that, or just get rid of the text, dependent upon what we find...
:salute:
I had a similar experience with a large ocean liner. Four torpedoes stopped it (I got one lucky hit on the props area) and she was down slightly by the bow. Was able to reload tubes twice. Hit it with at least eight more, four in the same bow area and the rest spread down the line from there, but she never went down. Escorts kept me way out of deck gun range, but after they finally left I poured 120 rounds of HE into her, plus my remaining 30 rounds of AP, She never changed attitude, and never sank. I was PISSED! That's a lot of tonnage to waste all that armament on and still not sink.
Moonlight
04-22-20, 09:13 AM
^ Welcome to the Large Ocean Liner club, :haha:.
Food for thought Mr beanie.
The largest ship sunk by a US submarine During WWII was the IJN Shinano, starting her life as a member of the famous Yamato Class Battleships in May of 1940, she was redesigned as an Aircraft Carrier following the attacks on Pearl Harbour and the sinking of HMS Prince of Wales and HMS Repulse In December of 1941.
She grossed a whopping 69,151 metric tonnes, at 872 feet long with a beam of 119 feet, she was only slightly smaller in proportions to the largest American fleet carriers the Essex and Midway classes.
She was finally completed on November 19, 1944 and was sunk only 10 days later by 4 torpedo hits from the USS Archerfish on November 29.
In comparison, the Titanic was sunk by 1 iceberg, the Shinano by 4 torpedoes and a large ocean liner takes 14 torps, something doesn't sound right about this. :o
propbeanie
04-22-20, 09:48 AM
Just remember though, as I'm looking at a Large Ocean Liner closinig on my location now (I purposefully set-up this ambush :roll: ), that the Shinano had a green crew, and all the water-tightness of the ship was not completed. That was the purpose of the journey, was to go to a different yard for "finish" work. Plus, the fire-control team vented the avgas fumes throughout the ship, like several other carriers experienced, and that helped in the explosion and resultant conflagration. The Titantic had "water-tight" compartments that really weren't, where the water could go over the tops of the water-tight walls. So they tore open and compromised several compartments that began the flooding, and the folks "in-the-know" on the ship thought "no biggie" - that is, until the water went over the top of the what? third wall? which flooded #4, the #4 flooded #5, which flooded #6, and that's all she wrote!...
Right now, AOB is 52°, range is 2700 and closing... I should know something shortly! I turned off duds, by the way, so that should not be a factor. All torps are impact, set for 15 foot... I'll be back in a few! :salute:
KaleunMarco
04-22-20, 10:08 AM
Thanks for that. We'll either put a proper name to that, or just get rid of the text, dependent upon what we find...
:salute:
there are 15 entries with that text. 311 and the rest after 447.
ouch.
:Kaleun_Cheers:
propbeanie
04-22-20, 11:20 AM
Just remember though, as I'm looking at a Large Ocean Liner closinig on my location now (I purposefully set-up this ambush :roll: ), that the Shinano had a green crew, and all the water-tightness of the ship was not completed. That was the purpose of the journey, was to go to a different yard for "finish" work. Plus, the fire-control team vented the avgas fumes throughout the ship, like several other carriers experienced, and that helped in the explosion and resultant conflagration. The Titantic had "water-tight" compartments that really weren't, where the water could go over the tops of the water-tight walls. So they tore open and compromised several compartments that began the flooding, and the folks "in-the-know" on the ship thought "no biggie" - that is, until the water went over the top of the what? third wall? which flooded #4, the #4 flooded #5, which flooded #6, and that's all she wrote!...
Right now, AOB is 52°, range is 2700 and closing... I should know something shortly! I turned off duds, by the way, so that should not be a factor. All torps are impact, set for 15 foot... I'll be back in a few! :salute:
Wow. Took a bit longer than I thought it would to run this 1st running of the Sink the Large Ocean Liner... Here is the end result though in the initial test:
https://i.imgur.com/gB0BgRT.jpg
Notice I have the "She's taking water and going down" line finally... This is what I had left when it was all said and done:
https://i.imgur.com/Tv8hTi4.jpg
I had one of 23 torps run deep and went under the hull. All of the rest exploded. So 22 torpedoes. We should probably change that... Thing of it was, even after getting that message, she showed no signs of going down, so I went ahead and shot #24, and then all of a sudden, she tilted up, and started down in just the time it took to fire the torpedo and for it to impact, at about 700 yards... :hmmm:
https://i.imgur.com/q6UEMfR.jpg
I suppose we really should look into that... :har: :salute:
there are 15 entries with that text. 311 and the rest after 447.
ouch.
:Kaleun_Cheers:
Nothin' that a global "Replace" won't fix in short order... :arrgh!: :salute:
Mad Mardigan
04-22-20, 11:46 AM
Wow. Took a bit longer than I thought it would to run this 1st running of the Sink the Large Ocean Liner... Here is the end result though in the initial test:
https://i.imgur.com/gB0BgRT.jpg
Notice I have the "She's taking water and going down" line finally... This is what I had left when it was all said and done:
https://i.imgur.com/Tv8hTi4.jpg
I had one of 23 torps run deep and went under the hull. All of the rest exploded. So 22 torpedoes. We should probably change that... Thing of it was, even after getting that message, she showed no signs of going down, so I went ahead and shot #24, and then all of a sudden, she tilted up, and started down in just the time it took to fire the torpedo and for it to impact, at about 700 yards... :hmmm:
https://i.imgur.com/q6UEMfR.jpg
I suppose we really should look into that... :har: :salute:
Nothin' that a global "Replace" won't fix in short order... :arrgh!: :salute:
Propbeanie... just to play... ''Devil's Advocate'' here, for a moment... BUT... would it not stand to reason, to run another test of that & no duds on but this time see of doing them set for mag det, instead of impact & see what results are gained from that.?
[ Just.. a suggestion, mind you... to keep in mind a balanced test. ]
On a side note... wowzers... all 24 out of the barn with no sink until right when you go to send off that last fish... :timeout: :hmmm: :hmmm: :hmmm:
and being out of fish, makes this skipper mighty nervous.. of course, it don't help when they refuse to work as they should, either...
:har::haha::har:
Keel hauling for the scurvy ridden lot of the bureau of ordnance personnel... then hang them from the yard arm as a warning. :arrgh!:
propbeanie
04-22-20, 01:48 PM
The magnetic is better (ran it next), but still it was 11 or twelve... I then adjusted the zon file and the 3rd run then gave me a ship sunk after five hits, which would be about correct, but then she stood on end and would not go down the rest of the way... "Ship sunk" icon, but the there she sat... I then did a fourth run and shot toward the mid-section back to the aft, and she just kept a chuggin' along as 12 knots... tried to run away from me!... More adjustments are in order, and we probably should check a few other additions... :salute:
KaleunMarco
04-22-20, 03:51 PM
so, driving a Balao out of Midway. February 1945. Umpteenth mission.
ST Surface Radar becomes available during a refit and i load it up.
when i go out on patrol and meet the enemy i have no radar!!!
Neither of the radar screens will power up and none of the contact reports come from the radar technician.
So, WTF???
i've retreated back to the previous SJ-set but why would the ST-set not work?
what can i check to see if "something" is broken (talk about art imitating life)?
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
propbeanie
04-22-20, 09:39 PM
:hmmm: I do not recall off the top of my head about that KaleunMarco... :hmmm: I'll have to dig out the notes and see what I have stowed away in my grip. The Tower has to match the mast that has to match the radar, etc., and all of them have to have the dates correct. s7rikeback found more date issues just today, and we had thought we had them all weeded out before. But that's what it sounds like KaleunMarco, is a date issue either in the sub's conn, or the upc files for the sub, or the equipment...
As a side note, the ST is available at Pearl 01-01-1945 for the first patrols of the Tench boats, so wouldn't be on the Balao for a re-fit until mid-January. I would think a Midway boat might see it the beginning to mid-February... Does (did??) the SD work? I know there is no screen for that in SH4 (why??), but you should be getting reports of aircraft by 12nm at the latest, with the improved SD, if you weren't already given the SV Elite along with the SJ... :hmmm:
We're chasing our tail at the moment with a few other issues, and we'll add investigating this to the new list... :salute:
KaleunMarco
04-23-20, 11:17 AM
:hmmm: I do not recall off the top of my head about that KaleunMarco... :hmmm: I'll have to dig out the notes and see what I have stowed away in my grip. The Tower has to match the mast that has to match the radar, etc., and all of them have to have the dates correct. s7rikeback found more date issues just today, and we had thought we had them all weeded out before. But that's what it sounds like KaleunMarco, is a date issue either in the sub's conn, or the upc files for the sub, or the equipment...
that is probably the root cause of what i experienced. for some reason, my conning tower/turm upgrades, which are automatic and not selectable, always seem to be screwed up. however, there is no hurry to fix it. just put it on the list.
i've already re-installed the previous version of surface radar so everything should be working on the next patrol. kind of like real life: take a new piece of equipment out on patrol and it fails. return to port and put the old one back in.
As a side note, the ST is available at Pearl 01-01-1945 for the first patrols of the Tench boats, so wouldn't be on the Balao for a re-fit until mid-January. I would think a Midway boat might see it the beginning to mid-February... Does (did??) the SD work? I know there is no screen for that in SH4 (why??), but you should be getting reports of aircraft by 12nm at the latest, with the improved SD, if you weren't already given the SV Elite along with the SJ... :hmmm:
yes, all previous versions of surface radar functioned as expected. the displays, control knobs, contact reports were all as expected. the problem-radar was not available until February so that date seems to be in line with expectations. most probably the problem is caused by associated equipment mentioned above.
i do not play with Air Search Radar other than early warning(no scope checking, running the antenna up-and-down, etc). once i receive aircraft warning, i pull the plug and take her to 150 feet for 20 minutes.
XenonSurf
04-23-20, 11:34 AM
Nice work:up:
At some point I want to try FOTRS, but first I want to get more familiar again with SH4 on a low difficulty level. Currently playing TMOwTw 2.5 + OTF.
How is the gameplay difficulty compared to the regular TMO 2.5 or TMO+OTF+RSRDC (Ralle's Modpack) ?
Thanks!
:Kaleun_Cheers:XS
propbeanie
04-23-20, 11:41 AM
that is probably the root cause of what i experienced. for some reason, my conning tower/turm upgrades, which are automatic and not selectable, always seem to be screwed up...
Conning Tower "upgrades" should be like the New Boat offers, in that if there is not a new boat available, but there is a conning tower that you do not have, then you should be asked if you want the new tower, or decline it... :hmmm:
Nice work:up:
At some point I want to try FOTRS, but first I want to get more familiar again with SH4 on a low difficulty level. Currently playing TMOwTw 2.5 + OTF.
How is the gameplay difficulty compared to the regular TMO 2.5 or TMO+OTF+RSRDC (Ralle's Modpack) ?
Thanks!
:Kaleun_Cheers:XS
Usually easier than wTw and Stock both. There is still the occasional over-zealous DD or DE skipper that tries to win the war single-handily, but for the most part, they are docile. :salute:
KaleunMarco
04-23-20, 02:40 PM
Conning Tower "upgrades" should be like the New Boat offers, in that if there is not a new boat available, but there is a conning tower that you do not have, then you should be asked if you want the new tower, or decline it... :hmmm:
nope. never happened. not once in 20-some missions.
when i play Dark Waters, it doesn't happen there, either. (not my fault)
:k_confused::Kaleun_Cheers:
propbeanie
04-23-20, 03:29 PM
Yeah, the circumstances of there not being a new boat available, versus the conning tower does not happen often... I wonder if towers can be treated as any other piece of equipment on the subs... of course, we all know how well the new deck gun or new radar works... :roll:
torpedobait
04-24-20, 09:37 AM
Yeah, the circumstances of there not being a new boat available, versus the conning tower does not happen often... I wonder if towers can be treated as any other piece of equipment on the subs... of course, we all know how well the new deck gun or new radar works... :roll:
Admittedly a faulty memory here, but it seems as though the times I was offered a conning tower refit were all out of Perth/Fremantle. But the only times I started a new patrol was usually in a older boat in the Asiatic Fleet, so that would make sense too. Have never started a new career out of Pearl or Midway. I've started to, but the early "adventures" always seem more attractive out of Cavite/Manila, regardless of boat. Anecdotal info at best, I know, but the point is, it does happen if you turn down a new boat once in a while.
Texas Red
04-24-20, 02:58 PM
Would it be possible to make Dark Waters compatible with FotRSU?
Or is it already compatible?
KaleunMarco
04-24-20, 06:23 PM
Would it be possible to make Dark Waters compatible with FotRSU?
Or is it already compatible?
why would you want that?:hmmm::doh::timeout:
FOTRSU is pacific specific and Dark Waters is atlantic specific.
two totally different mod sets. ships, subs and aircraft are configured totally different based on which side you are playing.
your best bet is to read up on MultiSH4 and keep two installations....one for each. then you can play whichever one you feel up for.
https://subsim.com/radioroom/downloads.php?do=file&id=1110
:Kaleun_Salute:
Texas Red
04-24-20, 09:51 PM
Wow I’m an idiot. I thought that Dark Waters was the Pacific, not the Atlantic.
Sorry for any confusion I caused.
XenonSurf
04-24-20, 10:16 PM
Just downloaded your mega package and got inside the Purpoise boat for navigation training to get my first impressions, really nice, I like the new positioning of my 1st Lieutenant, it makes more room to navigate inside. Its posture is also more natural...Am I wrong or is the command room larger now?
Game Performance:
Wow, my good GTX 1660 6GB hits the 40% load, there must be a lot of additions inside this mod :) (Never mind, I'm joking). No tearing in the grafics, nice smooth movements possible. Fine! I use a framecap of 300 to slowdown the GPU load in the menus which otherwise would go much higher - not necessary; in-game on the bridge with many ships the FPS goes on average to 300, so that cap makes sense. Lower computer specs will have their problems I guess, but that's not my case.
Things I noticed:
On the A-Scope radar the right mouse button will not send you back to the conning tower, also clicking on the upper ladder to go to the bridge will CTD the game, but this was before I had erased my savegame folder from a previous mod, so I corrected that and have redone all the settings, and it seems to be ok now. Also applied the 4GB Patch.
Suggestions:
Click on 1st Officer near the map in the Command Room should trigger the crash dive order, and not sub management which is already present, that way all important commands can be clicked on the items or other crew members.
I don't think this can be done, but it would be really nice if you also could use the right mouse button to go the previous view if you are on the map, in the captain's log (or radio messages) or in the sub management section.
Congrats for this huge pack and the many unit additions :up:
Greetings,
:Kaleun_Salute:XS
KaleunMarco
04-24-20, 11:08 PM
Wow I’m an idiot. I thought that Dark Waters was the Pacific, not the Atlantic.
Sorry for any confusion I caused.
no confusion, just wondered.
both mods are excellent. and vastly different.
good luck.
:Kaleun_Salute:
KaleunMarco
04-24-20, 11:11 PM
Museum will crash the game after fresh game start (mod additions make the game go out-of-RAM I guess...)
yes, this is consistent if you use the museum...and then try and play the game.
if you use the museum, you must exit and re-start the game.
no offense, but i could swear the FOTRSU crew put that in their release notes.:hmmm:
well, anyway, now you know.
have fun. good luck.
:Kaleun_Salute:
XenonSurf
04-24-20, 11:58 PM
yes, this is consistent if you use the museum...and then try and play the game.
if you use the museum, you must exit and re-start the game.
no offense, but i could swear the FOTRSU crew put that in their release notes.:hmmm:
well, anyway, now you know.
have fun. good luck.
:Kaleun_Salute:
Right, and they also say to apply the 4gb patch. Sorry, i have edited my post above before reading you.
Hello,
i am enjoying FoTRS a lot.
Still i would be happy if i could start a fun game where i can choose lets say the german SUBS. Especialy the Type XVIII or simmiliar to that sub.
Is it possible ?
Also is there a way how i can start win any kind of sub at the beggining of the game ?
Thank you
XenonSurf
04-25-20, 08:10 AM
Hello,
i am enjoying FoTRS a lot.
Still i would be happy if i could start a fun game where i can choose lets say the german SUBS. Especialy the Type XVIII or simmiliar to that sub.
Is it possible ?
Also is there a way how i can start win any kind of sub at the beggining of the game ?
Thank you
Well, in SH3 you do this with SH3Commander which will tweak the savegame files. SH4 is a bit different, more of the style of SH5, but the structure is almost the same here: if you know what you do you can tweak these files to get the result you want (different sub). AFAIK there is no tool like SH3Commander for SH4, or yes?
I would start to look in the [Player] section of the main.cfg file in your savegame folder, then in your specific savegame 0000000x which should be a bunker save...The entries are editable and should take effect.
On to work. Good luck :D
:Kaleun_Cheers:XS
KaleunMarco
04-25-20, 09:38 AM
Hello,
i am enjoying FoTRS a lot.
Still i would be happy if i could start a fun game where i can choose lets say the german SUBS. Especialy the Type XVIII or simmiliar to that sub.
Is it possible ?
Also is there a way how i can start win any kind of sub at the beggining of the game ?
Thank you
unfortunately, no, there is no way you can start a career with any sub.
also, FOTRSU is a US Pacific mod. if you want to play the German-Pacific side, it is probably best to play SH4 UBM 1.5 Gold Edition right out of the box.
SH4 is programmed with multiple career entry points based on Date then Home Port then, possibly, Boat-Type.
Dark Waters is a mega mod for those who want to play a German side with SH4. you can drive various German subs in Norwegian, Baltic, Med, Black Sea, as well as the SW Asia and the Atlantic. check it out. but i suggest that you play UBM 1.5 Stock for a while before you dive into Dark Waters.:03:
https://subsim.com/radioroom/showthread.php?t=243322
Good Luck.
:Kaleun_Salute:
Deepseadiver
04-26-20, 10:56 AM
How do i get this to activate in my steam version of the game please?
cheers
propbeanie
04-26-20, 11:08 AM
Same as any other vendor's version of the game. #1, you do NOT want to be in a "Program Files" directory, including as in the Steam default install of "C:\Program Files (x86) \Steam \SteamApps \common \Silent Hunter Wolves of the Pacific". You will have to have a separate Steam Library folder. I re-did my Steam installs to be "C:\Games \Steam \SteamApps \Common \Silent Hunter..." Refer to "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)" on the Steam Support site for more info on moving. You also have to use Large Address Aware (LAA), which is in the FotRSU download, as is MultiSH4, which will help with multiple copies of SH4 on the same computer. All you'll need initially is a copy of 7-Zip (https://www.7-zip.org) to extract the package in the MODS folder of your game install, and then use JSGME to activate it. Once activated, be sure and empty the Save folder (generally "C:\Users \UserName \Documents \SH4" unless you've moved it) by deleting "Data" and everything below it. Start the game, use the Options menu to set your gameplaying choices and to set your screen resolution to what Windows is set to, exit the game and then re-start it, and all of those settings should then be applied, and ready for you to do some "testing" in... :salute:
Deepseadiver
04-26-20, 12:20 PM
Same as any other vendor's version of the game. #1, you do NOT want to be in a "Program Files" directory, including as in the Steam default install of "C:\Program Files (x86) \Steam \SteamApps \common \Silent Hunter Wolves of the Pacific". You will have to have a separate Steam Library folder. I re-did my Steam installs to be "C:\Games \Steam \SteamApps \Common \Silent Hunter..." Refer to "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)" on the Steam Support site for more info on moving. You also have to use Large Address Aware (LAA), which is in the FotRSU download, as is MultiSH4, which will help with multiple copies of SH4 on the same computer. All you'll need initially is a copy of url=https://www.7-zip.org]7-Zip[/url] to extract the package in the MODS folder of your game install, and then use JSGME to activate it. Once activated, be sure and empty the Save folder (generally "C:\Users \UserName \Documents \SH4" unless you've moved it) by deleting "Data" and everything below it. Start the game, use the Options menu to set your gameplaying choices and to set your screen resolution to what Windows is set to, exit the game and then re-start it, and all of those settings should then be applied, and ready for you to do some "testing" in... :salute:
Thanks for help.
How can i know i know if its actually acivated in game? Nothing appears to say this is FOTRS.
propbeanie
04-26-20, 01:45 PM
That says "not activated correctly". You should see an FotRSU splash screen, similar to what is below in my "signature" here for SubSim, only now with red lettering. De-activate the mod, and look in the Support fo lder of the mod for a pdf "ActivatingFOTRSU.pdf", or the more in-depth "Install Notes For the Various Versions of SH4 in Windows.pdf". It's tough to say whether you might be installed in an incorrect folder, or maybe didn't empty the Save folder, or didn't activate the LAA on SH4.exe file correctly, or maybe just have a double directory. To check for the last there, in your Silent Hunter folder, open the MODS folder, and then open the "100_FalloftheRisingSun_UltimateEdition_v1.004a_EN" folder, and if there is another of the same name below that level, that would be the trouble. If you have that, you probably used the Microsoft archive tool to extract the files. Inside that 2nd FotRSU folder, use <Ctrl><A> to Select All, then use <Ctrl><X> to "cut" the files, then go up one folder level, and use <Ctrl><V> to paste them all in to the upper FotRSU folder. Once they've all copied over, then delete the lower-level FotRSU folder, and activate the mod again. Just be sure and empty that Save folder again. :salute:
Deepseadiver
04-26-20, 03:52 PM
That says "not activated correctly". then use <Ctrl><X> to "cut" the files, then go up one folder level, and use <Ctrl><V> to paste them all in to the upper FotRSU folder. Once they've all copied over, then delete the lower-level FotRSU folder, and activate the mod again. Just be sure and empty that Save folder again. :salute:
I do not get the splash screen so its not correctly activated. I installed the steam version of the game onto my F drive.
I then used JSGMe to activate it. But obviously thats not correct.
I will try again.
Deepseadiver
04-26-20, 04:34 PM
So i managed to install the mod. The splashcreen shows the mod FOTRS Ultimate v104a is activated.
However, there are no single missions, no sub school and no war patrols to try is that correct ?
Uboat and Fleetboat are accessible though.
When i try to start the game in career mode i get a ''No Mission Too Difficult'' message on a black screen and then screen and mouse cursor are frozen. Then the fllowing...
Data/Shaders/VolumtreicFog/VolumtreicFogPS.fx
DepthRenderVS
Unkown error
DepthRenderPS
Unkown error
I can only get out by shutting down my pc.. i cannot get into task manager to close SH4 that way.
I set the display ingame to 1920x1080x60ghz
propbeanie
04-26-20, 04:51 PM
So i managed to install the mod. The splashcreen shows the mod FOTRS Ultimate v104a is activated.
However, there are no single missions, no sub school and no war patrols to try is that correct ?
Uboat and Fleetboat are accessible though.
When i try to start the game in career mode i get a ''No Mission Too Difficult'' message on a black screen and then screen and mouse cursor are frozen. Then the fllowing...
Data/Shaders/VolumtreicFog/VolumtreicFogPS.fx
DepthRenderVS
Unkown error
DepthRenderPS
Unkown error
I can only get out by shutting down my pc.. i cannot get into task manager to close SH4 that way.
I set the display ingame to 1920x1080x60ghz
You have to "Change Sides" on the Single Missions screen, or on the War Patrols screen, then you will see the US scenarios there. I do not understand why Ubi added the Uboats, but only from 1943, and with minimal content... oh well.
As for what you see once you go into the game, that sounds like an issue with the version of the game. Did you start the game with the Steam "Uboats..." shortcut? That is the v1.5 of the game, and is a requirement of the mod. Even though you are playing the US Pacific, like the Single Missions, you have to use the correct short-cut... "oh bother" says Pooh Bear... but that's the way Steam apparently did their menu... :salute:
XenonSurf
04-27-20, 03:28 PM
Please update the 'Known Issues' PDF to include the solution for the All Stop engines at game start and the sub not going to its planed route. If you think you can just set standard speed and issue the order to 'Continue route', well, NO, you are wrong, the sub still goes to full stop. I still don't know another solution but to order a new course for the sub and then - after some savant time - to tell him to return to the planed course, but this doesn't work all the time.
Whatever solution anyway, it's a good addition for the PDF file for sure.
Thanks,
XS
propbeanie
04-27-20, 08:29 PM
It's already a "known issue" because it is the stock game. We usually use that designation in the mod documentation for things we have attempted to fix, or caused from something else. We could certainly add it in though...
The particular issue comes about from when you enter the scene from a Save load, and no matter what you had your telegraph set to or what route you have programmed in on the NavMap, the sub goes to "All Stop". My guess at the reason it does that, is because the helm no longer follows your set course when you reload a Save, if you have a course set. Hence, when you re-load a Save, you have to set the speed you want, go to the NavMap screen and "Return to course"... That's just the way they built the game. We cannot touch that as modders in a text-based file. :salute:
XenonSurf
04-27-20, 10:10 PM
It's already a "known issue" because it is the stock game. We usually use that designation in the mod documentation for things we have attempted to fix, or caused from something else. We could certainly add it in though...
The particular issue comes about from when you enter the scene from a Save load, and no matter what you had your telegraph set to or what route you have programmed in on the NavMap, the sub goes to "All Stop". My guess at the reason it does that, is because the helm no longer follows your set course when you reload a Save, if you have a course set. Hence, when you re-load a Save, you have to set the speed you want, go to the NavMap screen and "Return to course"... That's just the way they built the game. We cannot touch that as modders in a text-based file. :salute:
Thanks Propbeanie, but as I said, your proposal - which is the same as I told above - will not work all the time unfortunately. When it doesn't work I have to be radical and delete all my waypoints, this works for sure. Next time I will try to delete only my first waypoint and hope it goes alright. If you simply set speed (without anything else) the sub will follow the waypoint but continue straight when reaching 1st waypoint.
If you want, I can complete the PDF and upload an updated version...I think that's worth the pain for future SH gamers. For that, I need to know the shortest solution that works.
The best I have found is in the TMO manual, page 46 and this issue is missing, (so btw my ignorance is fully excused I think). But I can add that part of TMO manual and your solution as a point 8) in a new PDF upload if you are sure it's a stock game issue.
XS
propbeanie
04-28-20, 06:58 AM
You don't have to delete waypoints though. After loading a Save, just click the button [/\] for "Return to course" while on the NavMap screen and menu, and you should be golden, with the sub now following your previously input routing. You do, of course, have to hit a speed to travel at also, of course. :salute:
mikehcl
04-28-20, 08:00 AM
Hi, something (maybe) strange happened to me .. last night i finished the first mission, I went back to Midway and i checked if I had some new torpedo, radar etc etc and i didn't have any new updates. Now i have loaded the game to leave for the second patrol and i see that i have the torpedo mark 10 available, i exit the game again, i go back to the windows, i return to the game and i see that i have many new torpedo available, like mark 16, mark 18, mark 23, new surface and airborne radar, new decks, but is this normal?
Sorry for my english.
KaleunMarco
04-28-20, 08:19 AM
Hi, something (maybe) strange happened to me .. last night i finished the first mission, I went back to Midway and i checked if I had some new torpedo, radar etc etc and i didn't have any new updates. Now i have loaded the game to leave for the second patrol and i see that i have the torpedo mark 10 available, i exit the game again, i go back to the windows, i return to the game and i see that i have many new torpedo available, like mark 16, mark 18, mark 23, new surface and airborne radar, new decks, but is this normal?
Sorry for my english.
mike,
i have seen that before. in fact, i have learned to rely on it.
if i know that a significant date for new equipment is/has arrived, i will purposely save while in port on refit, exit, and restart/reload with the expectation of seeing the availability of new equipment, weapons, ammo, etc.
i suspect it is a flaw in the logic of date vs equipment vs GUI-presentation.
i don't mean to patronize but it is a known logic flaw with programming that it not designed and written correctly.
just know that it happens and be alert for it.
good luck.
:Kaleun_Salute:
XenonSurf
04-28-20, 08:30 AM
You don't have to delete waypoints though. After loading a Save, just click the button [/\] for "Return to course" while on the NavMap screen and menu, and you should be golden, with the sub now following your previously input routing. You do, of course, have to hit a speed to travel at also, of course. :salute:
Thanks again, yes, as you say you must be "while on the NavMap screen and menu" :yep:
Gosh, these details...I was just standing in the sub but didn't go in the map.
Greetings,
XS
mikehcl
04-28-20, 08:38 AM
mike,
i have seen that before. in fact, i have learned to rely on it.
if i know that a significant date for new equipment is/has arrived, i will purposely save while in port on refit, exit, and restart/reload with the expectation of seeing the availability of new equipment, weapons, ammo, etc.
i suspect it is a flaw in the logic of date vs equipment vs GUI-presentation.
i don't mean to patronize but it is a known logic flaw with programming that it not designed and written correctly.
just know that it happens and be alert for it.
good luck.
:Kaleun_Salute:
Thanks for the explanation. I hadn't been playing SH4 for several years and i didn't remember this known problem.
torpedobait
04-28-20, 08:48 AM
It's already a "known issue" because it is the stock game. We usually use that designation in the mod documentation for things we have attempted to fix, or caused from something else. We could certainly add it in though...
The particular issue comes about from when you enter the scene from a Save load, and no matter what you had your telegraph set to or what route you have programmed in on the NavMap, the sub goes to "All Stop". My guess at the reason it does that, is because the helm no longer follows your set course when you reload a Save, if you have a course set. Hence, when you re-load a Save, you have to set the speed you want, go to the NavMap screen and "Return to course"... That's just the way they built the game. We cannot touch that as modders in a text-based file. :salute:
Just go to one of the nav points and move it slightly. That will return your boat to the course and set speed to Ahead Standard.
propbeanie
04-28-20, 09:01 AM
Hi, something (maybe) strange happened to me .. last night i finished the first mission, I went back to Midway and i checked if I had some new torpedo, radar etc etc and i didn't have any new updates. Now i have loaded the game to leave for the second patrol and i see that i have the torpedo mark 10 available, i exit the game again, i go back to the windows, i return to the game and i see that i have many new torpedo available, like mark 16, mark 18, mark 23, new surface and airborne radar, new decks, but is this normal?
Sorry for my english.
Now, the Mark 10 is planned to appear for Fleet Boats as an optional torpedo sometime after January 1, 1942, because some sites did not have full supplies of Mark 14 torpedoes, ~and~ the Mark 14 torpedoes were gaining a quick "unreliable" reputation by the skippers. BurOrd of course, thought them impeccably beyond reproach, and the skippers wonky. Some skippers wanted the Mark 10s instead, in spite of the difficulties in using them on a Fleet Boat, hence the renown cost to the Fleet Boat skippers. S-Boat skippers get them for "free". They will "disappear" as an option for Fleet Boats after just a bit.
Depending upon when you started the game, it might be you should not be seeing anything else in the same time period as the Mark 10 torpedoes are available. The deck guns, the AA guns, the other torpedoe versions, all else should be the same as when you start. You'll start seeing new radars and AA guns before anything else, beginning in May, June and August of 1942. The other torpedoes are not supposed to show until May of 1943 at the earliest, and the Mark 10s are long-gone for Fleet Boats.
As KaleunMarco mentions, the game can indeed be strange about when and where it issues equipment, but can you tell us a few more details of what you encountered. I would be interested in knowing which boat you had at Midway, when you started your career, and what the date was when you first went to leave, and when you next went to leave after the Save. Did you happen to re-dock for that Save? Thank you! :salute:
KaleunMarco
04-28-20, 09:03 AM
Thanks again, yes, as you say you must be "while on the NavMap screen and menu" :yep:
Gosh, these details...I was just standing in the sub but didn't go in the map.
Greetings,
XS
XS,
there is another situation you may encounter upon reloading a mission.
if you are underway but not following waypoints, you will continue on course and speed as your mission is reloaded.
one other thing, you can arm keyboard shortcuts for Plot Course and Resume Course and use them from any screen. this will resolve the defect you have discovered when you reload and are underway following waypoints: touch the resume course key, touch a ETO key (or vice versa) and you are underway!
good luck!
:Kaleun_Salute:
XenonSurf
04-28-20, 09:08 AM
Just go to one of the nav points and move it slightly. That will return your boat to the course and set speed to Ahead Standard.
Sorry torpedobait, I'm afraid I have completly missed your post :salute:
This will help me great, also the above post.
Thanks and greetings!
:Kaleun_Salute:XS
mikehcl
04-28-20, 09:47 AM
Now, the Mark 10 is planned to appear for Fleet Boats as an optional torpedo sometime after January 1, 1942, because some sites did not have full supplies of Mark 14 torpedoes, ~and~ the Mark 14 torpedoes were gaining a quick "unreliable" reputation by the skippers. BurOrd of course, thought them impeccably beyond reproach, and the skippers wonky. Some skippers wanted the Mark 10s instead, in spite of the difficulties in using them on a Fleet Boat, hence the renown cost to the Fleet Boat skippers. S-Boat skippers get them for "free". They will "disappear" as an option for Fleet Boats after just a bit.
Depending upon when you started the game, it might be you should not be seeing anything else in the same time period as the Mark 10 torpedoes are available. The deck guns, the AA guns, the other torpedoe versions, all else should be the same as when you start. You'll start seeing new radars and AA guns before anything else, beginning in May, June and August of 1942. The other torpedoes are not supposed to show until May of 1943 at the earliest, and the Mark 10s are long-gone for Fleet Boats.
As KaleunMarco mentions, the game can indeed be strange about when and where it issues equipment, but can you tell us a few more details of what you encountered. I would be interested in knowing which boat you had at Midway, when you started your career, and what the date was when you first went to leave, and when you next went to leave after the Save. Did you happen to re-dock for that Save? Thank you! :salute:
So I left Midway with a Tambor for the first patrol on December 8, 1941, during the same mission they assigned me 3 patrols, the first of 10 days and the other 2 patrols of 5 days each, finished all the patrols assigned I returned to Midway and the second mission started on February 3, 1942, but I didn't start, so I left the game yesterday evening, today I returned and saw the update of the torpedo mark 10, then I had to leave new from the game because i had more to do and when i got back in the game the second time i saw all these updates.
Small nitpick, but the Asiatic–Pacific Campaign Medal was not created until November, 1942. I've received this award well before that date in the game. Any way to fix this?
another: It seems to take an inordinate amount of shells to destroy a landed aircraft. For example, the landed H6K's one often sees at dock. It took around 40 hits with HE shells to destroy one in a patrol I was playing last night.
Even a larger aircraft shouldn't take more than 2-3 direct hits to "sink" I wouldn't think, even though the Gato's starting deck gun is "only" a 3" model. Any way to adjust that?
update: Just destroyed a docked H6K with only 6 shells, so maybe it's totally random.
propbeanie
04-28-20, 02:43 PM
So I left Midway with a Tambor for the first patrol on December 8, 1941, during the same mission they assigned me 3 patrols, the first of 10 days and the other 2 patrols of 5 days each, finished all the patrols assigned I returned to Midway and the second mission started on February 3, 1942, but I didn't start, so I left the game yesterday evening, today I returned and saw the update of the torpedo mark 10, then I had to leave new from the game because i had more to do and when i got back in the game the second time i saw all these updates.
Thanks for the additional info. Did you Dock and then "Save" again each time you had to leave the game, and did the date then advance in the game? Or are you still dealing with a February 3, 1942 departure?
Small nitpick, but the Asiatic–Pacific Campaign Medal was not created until November, 1942. I've received this award well before that date in the game. Any way to fix this?
another: It seems to take an inordinate amount of shells to destroy a landed aircraft. For example, the landed H6K's one often sees at dock. It took around 40 hits with HE shells to destroy one in a patrol I was playing last night.
Even a larger aircraft shouldn't take more than 2-3 direct hits to "sink" I wouldn't think, even though the Gato's starting deck gun is "only" a 3" model. Any way to adjust that?
Unfortunately, the game does not always give things when appropriate. We'll look into the medal, but it might be that the game does what the game does, as we've found with all sorts of supposed "date constraints" that really aren't. As for the Landed H6K, that is the stock "plane". We do have plans to bring Traveller's version in, permission already granted. His planes catch fire and blow up nicely, but have not had the time to do that yet. :salute:
mikehcl
04-28-20, 03:09 PM
Thanks for the additional info. Did you Dock and then "Save" again each time you had to leave the game, and did the date then advance in the game? Or are you still dealing with a February 3, 1942 departure?
Unfortunately, the game does not always give things when appropriate. We'll look into the medal, but it might be that the game does what the game does, as we've found with all sorts of supposed "date constraints" that really aren't. As for the Landed H6K, that is the stock "plane". We do have plans to bring Traveller's version in, permission already granted. His planes catch fire and blow up nicely, but have not had the time to do that yet. :salute:
Thank you! No, I didn't save, I just quit the game. Anyway now I have loaded the last autosave that made me play the game last night as soon as I returned to midway and this time everything is correct, the only update I have is that of the torpedo mark 10.
The date is always 3 february 1942.
propbeanie
04-28-20, 03:24 PM
Excellent. Thanks. I'll look into the Tambor, and see if maybe there is a glitch in the display, or maybe a date mis-match that did that. :salute:
KaleunMarco
04-28-20, 06:36 PM
Hey PB, check this out.
https://i.ibb.co/8swP7Fw/SH4-Img-2020-04-28-16-23-58-340.png
starting a mission, April 1945, SH4 presents me with TWO primary objectives.
WTF!!!!:ping:
all of the associated files look normal.
CareerTrack.upc
PlayerCurrentObjectiveCode=East China Sea
PlayerDefaultObjectives=ID100
PlayerCurrentObjectives=ID100
PatrolStartDateTime=1945-04-01 07:35:45
Sink East China Sea 02.mis
[MapZone 1]
Name=Sink East China Sea 02_Zone1
Radius=200.000000
MaxHeight=1000.000000
MinHeight=-1000.000000
Long=14867960.000000
Lat=3208600.000000
Height=0.000000
[Objective 1]
ObjName=Sink East China Sea 02_Objective1
Obj=1
ObjType=0
RenownAwarded=250
ZoneName=Sink East China Sea 02_Zone1
[Objective 2]
ObjName=Sink East China Sea 02_Objective2
Obj=2
ObjType=2
RenownAwarded=250
Tonnage=4000
TonnageType=0
[Trigger 1]
TrigName=Sink East China Sea 02_Trigger2
Type=2
ObjName=Sink East China Sea 02_Objective1
ObjState=0
[Event 1]
EventName=Sink East China Sea 02_Event2
Type=1
TriggersNo=1
Trigger1=Sink East China Sea 02_Trigger2
Obj=Sink East China Sea 02_Objective2
Cmd=1
[Event 2]
EventName=Sink East China Sea 02_Mes1
Type=0
TriggersNo=1
Trigger1=Sink East China Sea 02_Trigger2
RepeatedUntilReceived=true
Critical=false
so, the $50,000 question is: how did it happen?:hmmm::timeout::har:
damned if i can figure it out.:k_confused:
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
propbeanie
04-28-20, 08:15 PM
Hey PB, check this out...
...
...so, the $50,000 question is: how did it happen?:hmmm::timeout::har:
...
How? Why, it was written that way! You can have as many primary missions in a scenario as you want. You can have just as many Secondary missions also... the idea being "All Missions Are Important - so follow orders!" :har: - but seriously, probably just forgot to flip the Objective type. I experimented a little with a few missions like that, where you are assigned a Patrol mission of so many days, which still stands, of course, but upon arrival in the area, you are told to sink ships, which would be the natural thing to do, but with the "Patrol" objective, you are tied to the area before you can go anywhere you want to. Each Objective is independent of the other, and you receive points for completing both. If I remember correctly, you can leave the area, and it does hold the time already committed, so you can chase a target out of the patrol zone and "pause" the time on the "Patrol Objective", and when you re-enter the zone, the clock starts again from where you left off...
Now all I have to do is figure out how to "Search" for those missions with two Primary Objectives of Patrol and Sink at the same time... :haha: :salute:
SubmarinerJoe
04-28-20, 10:36 PM
Just found this mod and it looks fantastic, I think I will install it tomorrow when I get a chance; however, i'd like to ask a couple of questions.
The only other mod i've played with is Trigger Maru and, while it's a great mod, I just don't feel as immersed in the game as I would like. You get those little movies saying something like, "We're going to be patrolling around the Solomons." then you get sent on random missions near French Indochina...
Ultimately, I guess what I want to know is, are the missions throughout the career attempting to be more realistic despite making it "boring" as you said in the original post? Personally, I would prefer this. One of my big problems with this game both in vanilla and in Trigger Maru is that I don't really feel a sense of accomplishment taking down a Japanese ship. After a few patrols where i'm routinely sinking tens of thousands of tonnage, it just feels like i'm a one-man US Navy and honestly, I don't like that feeling.
So, is the overall goal of this mod to make things a little more realistic, immersive, and dare I say, difficult? As in, I still might be proud of a patrol even if I don't sink a single ship? I know i'm a weirdo because of this but feeling like a submarine Rambo just really kills the vibe for me.
Also, i'd like to acknowledge how much work went into this, like I said it looks fantastic!
propbeanie
04-29-20, 06:39 AM
More difficult? No. It is actually easier than Stock in some regards, but that's where that "realistic" comes in, in that the US subs initially had no idea how inept the Japanese management of convoy escorting was. Some areas were really tough, others not so much. The main thing against the US submarines at the beginning of the war was torpedo performance. Some would say a lack of skipper aggression, but from what I've read over the years, a lot of the skippers were removed from command because they didn't sink anything. Well, "torpedoes". The attempt has been for realistic "feeling" in the early "orders", and in the Japanese "escorts" behavior". Some will seem downright inept - but the US skippers did not know this at the time. Also, the world about you "moves", and not just out in the middle of the ocean. You will see Allied forces as well as Axis, and as the game progresses, you will see surface and air engagements. No dogfights though, because the game's AI doesn't do that...
The bik movies will still play, and they do follow the "famous" parts of the war in the Pacific, but if you are based in Pearl, you will usually not be assigned the Solomon's area. Neither will you be if based in Fremantle. This is not to say you can't go there though. While FotRSU is based more upon "follow orders" because you get more points by completing objectives as opposed to sinking ships (which also blunts high scores some), there is basically no penalty for doing whatever you want to in the game. So in that regard, "orders" were worded differently for the first round of missions assigned, as well as some of the 2nd round assignments. We might eventually work our way through them all, but those "generic" assignments are still in there, due to the way the DynamicMiss functions with Status Updates. We do have ideas for further refinement of those assignments also though.
If you attempt to do as US sub skipper might, and you have "duds" activated in the gameplay menu, you will be proud of yourself for sinking one ship per patrol. We have worked on the damage models of some of the ships, and some no longer have "glass jaws", but there are still quite a few of those. You will also encounter the occasional maniacal DD skipper that won't turn you loose, and he helps keep his brothers on your tail. While FotRSU is based on TMO, it has morphed with what the AOTD_MadMax team did several years ago with it, and has morphed even further with the FotRSU Mod Team's work on it. Give it a whirl, see if you like it. Just be sure you empty the Save folder contents after activating it and prior to starting the game with it, and do not have SH4 in a Program Files folder, else the mod won't "take". Simplified instructions in the first post here, and on the download page, but all sorts of boring stuff in the mod's Support folder... :salute:
SubmarinerJoe
04-29-20, 10:59 AM
Thanks for the response! I've played all of ten minutes this morning after installing and will get back to it later this afternoon, but I can say my first impressions are very positive.
Sailing out of Manila with so many other ships/subs/planes buzzing around really makes you feel like you're a smaller part of a larger machine (which is honestly one of the main things I wanted.)
Big shoutout to all who contributed, the mod looks awesome so far!
propbeanie
04-29-20, 12:16 PM
Small nitpick, but the Asiatic–Pacific Campaign Medal was not created until November, 1942. I've received this award well before that date in the game. Any way to fix this?...
... Unfortunately, the game does not always give things when appropriate. We'll look into the medal, but it might be that the game does what the game does, as we've found with all sorts of supposed "date constraints" that really aren't... :salute:
Just to let you know, we can find no "date" restrictions on the medals at all. They can be awarded anytime. I know there is a "point" system of some form, mostly "buried" in the game's executable and library files. We might have a "trick" up our sleeve for it though, and just move it up the list one notch, which should delay the award. But you would think the game would assign Purple Hearts anytime someone is wounded while in action, and the Philippines Campaign for if you participated 1941-1945... We'll keep searching, but are moving on to other parts for now. :salute:
Michael Wood
04-29-20, 12:42 PM
Excuse this question, if it is dumb, but would it be possible and are the any plans to add bombardment missions to FOTRS?
propbeanie
04-29-20, 01:13 PM
Are you looking over our shoulders or somethin'??... :har:
We have been attempting to get "proper" targets for just such adventures, like bombing the phosphorus island, or Makin, etc. Plus a few surprises we just cooked up... More news later - we are still hunting down deck guns and upc files for now. :salute:
KaleunMarco
04-29-20, 03:39 PM
Just to let you know, we can find no "date" restrictions on the medals at all. They can be awarded anytime. I know there is a "point" system of some form, mostly "buried" in the game's executable and library files. We might have a "trick" up our sleeve for it though, and just move it up the list one notch, which should delay the award. But you would think the game would assign Purple Hearts anytime someone is wounded while in action, and the Philippines Campaign for if you participated 1941-1945... We'll keep searching, but are moving on to other parts for now. :salute:
i will add to PB's comments.
i am playing FOTRSU. i had two consecutive missions where i had sunk almost exactly the same tonnage, had the same number of completed objectives, had the same largest ship sunk but received different medals at the conclusion of each mission. there does not seem to be a consistency at all and this is not a FOTRSU issue but an Ubisoft-SH4 issue.
keep playing. have fun.
:Kaleun_Salute:
KaleunMarco
04-29-20, 03:46 PM
Now all I have to do is figure out how to "Search" for those missions with two Primary Objectives of Patrol and Sink at the same time... :haha: :salute:
i did look at the current mission: Sink East China Sea 02 (ID100). it has two objectives but neither has anything to do with the Sea of Japan.
look at my previous post. i have included the .MIS parameters. there is nothing there with regards to the Sea of Japan, only the ECS.:k_confused:
Randomizer
04-29-20, 04:01 PM
Overall, FOTRS-U is an outstanding piece of work and the Team that put together should be very proud with their mod.
However...
I really Really REALLY hate the ambient noises provided for the Player's submarine. I suppose that the sounds of whistling, typing etc. are intended to be immersive but I find them annoying to the point where they suck the fun out of a FOTRS-U patrol entirely.
Any way to mod them out of the sound track and revert to just engine sounds? Thanks in advance.
-C
propbeanie
04-29-20, 04:13 PM
The file is Data / Sound / amb_SubmarineInterior.wav
you could either open SH.sdl with S3Ditor, find it in the list, and change its volume there with the little slider toward the top of the file, or open the wav file itself with something like Audacity, select the whole thing, and "Mute" it. With Audacity though, you will have to "export" the file, and not just a straight "Save"... :salute:
i did look at the current mission: Sink East China Sea 02 (ID100). it has two objectives but neither has anything to do with the Sea of Japan.
look at my previous post. i have included the .MIS parameters. there is nothing there with regards to the Sea of Japan, only the ECS.:k_confused:
You'd better get crackin' then, to get it all done, and whatever you do, do NOT hit a mine in the channels there. Barnie wants to give them a surprise also... But seriously, there must have been a sneeze involved there, while editing the flag location... :oops:
Randomizer
04-29-20, 10:12 PM
@Propbeanie,
Awesome, thank you! I shall try the S3Ditor fix as I know next to nothing about editing *.wav files.
-C
von Zelda
04-30-20, 03:01 AM
I shall try the S3Ditor fix as I know next to nothing about editing *.wav files.-C
Don't edit, substitute a preferred amb_SubmarineInterior wav file from Silent Hunter 4 stock, Webster's GFO, Pacific Sound Mod, TMO, Real Fleet Boat, Silent Hunter 3, etc.
Locate and copy a sound file from another source, paste it into a 1 file sound Mod as follows:
Ambient Sub Interior Sound Mod / Data / Sound / amb_SubmarineInterior file
Then paste your newly created Mod into the JSGME Mod folder and install. Simple. I particularly like the interior sound file from the Pacific Sound Mod.
Hope you find this helpful.
propbeanie
04-30-20, 08:42 AM
Dum-dum fluff brain here should have thought of that easy solution too, von Zelda! Thanks. :salute:
Hi all
I want to ask if in late versions still dd's attacking with torps at subs
Thanks:Kaleun_Cheers::k_confused:
ps It's a masterpiece
KaleunMarco
05-02-20, 11:20 AM
You'd better get crackin' then, to get it all done, and whatever you do, do NOT hit a mine in the channels there. Barnie wants to give them a surprise also... But seriously, there must have been a sneeze involved there, while editing the flag location... :oops:
i found the problem and your somewhat-hilarious (not) comment actually led me to it.
i was assigned a Sea of Japan mission early in 1945. So, Barney and Archie cracked open the Mission Editor and took a look at the Jap Mine Fields in relation to their mission objective. the problem arose when some cack-handed crewman clicked on the Save button prior to exiting the M-E. that allowed the half-arsed designed M-E to save the Sea of Japan objectives into the middle of the Jap Mine Field dotMIS file. so, every time i started a mission, the Jap Mine field file was loaded into memory and every mission had an extra Objective in the Sea of Japan whether they wanted it or not.
if i find that crewman, i'll keel-haul him.
thanks for the hint, even if was a vain attempt at humor.:har:
:Kaleun_Salute:
propbeanie
05-02-20, 03:31 PM
Excellent then! Levity always helps in finding things... :roll: :salute:
Mios 4Me
05-02-20, 05:55 PM
I just spent the afternoon deleting and reinstalling Steam and SH4, including the Save folder, and getting JSGSME to load the mod. JGSME indicates it has been enabled but I don't see any differences from stock. There are no Aleutian options listed in the Quick Patrols menu. Quick recon to Palau in early 1944 turned up no new aircraft or ship types, unremarkably, nor signs of a naval base around Truk.
Also the mislocated base at Halmahera, listed as Mios Woendi, is still there.
Game is installed in C:\Games\SilentHunter4
For future reference: Win10 Pro, 64 bit, 1.8/1.99 GHz CPU, 16 GB RAM, Intel UHD 620.
KaleunMarco
05-02-20, 06:24 PM
I just spent the afternoon deleting and reinstalling Steam and SH4, including the Save folder, and getting JSGSME to load the mod. JGSME indicates it has been enabled but I don't see any differences from stock. There are no Aleutian options listed in the Quick Patrols menu. Quick recon to Palau in early 1944 turned up no new aircraft or ship types, unremarkably, nor signs of a naval base around Truk.
Also the mislocated base at Halmahera, listed as Mios Woendi, is still there.
Game is installed in C:\Games\SilentHunter4
For future reference: Win10 Pro, 64 bit, 1.8/1.99 GHz CPU, 16 GB RAM, Intel UHD 620.
then something is not configured correctly for JSGME.
your folder hierarchy is not correct.
re-check your mod folder hierarchy.:Kaleun_Salute:
propbeanie
05-02-20, 06:26 PM
I just spent the afternoon deleting and reinstalling Steam and SH4, including the Save folder, and getting JSGSME to load the mod. JGSME indicates it has been enabled but I don't see any differences from stock. There are no Aleutian options listed in the Quick Patrols menu. Quick recon to Palau in early 1944 turned up no new aircraft or ship types, unremarkably, nor signs of a naval base around Truk.
Also the mislocated base at Halmahera, listed as Mios Woendi, is still there.
Game is installed in C:\Games\SilentHunter4
For future reference: Win10 Pro, 64 bit, 1.8/1.99 GHz CPU, 16 GB RAM, Intel UHD 620.
KaleunMarco bumped me to page 2... rather, 59... lol
I am having trouble with Steam since their last set of "updates", but where do you have Steam installed? Thus far, what I have had to do with Windows 10 and Steam, is to install Steam outside of the Program Files folder also, and my SH3 & SH5 games below that, such that I now have "C:\Games \Steam \SteamApps \common \SH3". From there, I can do the modding. However, I cannot copy that install anywhere else - I am stuck with one copy of the game, and have to be careful modding and taking care of the Save folder all of the time now. No more copying the game to other places anymore apparently... My Windows 7 machine is not like that... :salute:
SubmarinerJoe
05-02-20, 07:25 PM
Loving this mod so far but I have encountered a mission that I don't really know how to best complete so I figured i'd ask here first before wasting time in-game.
I dropped off a coastwatcher and squad on the coast south of Rabaul and was ordered to patrol the area. I was then told, more or less, that his mission had gone to hell and that he was being aggressively pursued. The map location says to go back to the original area but it says something about them being in a boat, "headed southeast from the point on the north side of the original insertion area."
I know this is probably a dumb question but are they really in a boat and i'm supposed to comb the waters for them or just wait near the coast? In real life I would do the former since that's what was explicitly stated but I don't want to necessarily apply real life to a situation that's limited by game mechanics.
KaleunMarco
05-02-20, 08:06 PM
Loving this mod so far but I have encountered a mission that I don't really know how to best complete so I figured i'd ask here first before wasting time in-game.
I dropped off a coastwatcher and squad on the coast south of Rabaul and was ordered to patrol the area. I was then told, more or less, that his mission had gone to hell and that he was being aggressively pursued. The map location says to go back to the original area but it says something about them being in a boat, "headed southeast from the point on the north side of the original insertion area."
I know this is probably a dumb question but are they really in a boat and i'm supposed to comb the waters for them or just wait near the coast? In real life I would do the former since that's what was explicitly stated but I don't want to necessarily apply real life to a situation that's limited by game mechanics.
welcome Joe. :subsim:
are you sure you are playing SH4?
i have played that mission many times and have never encountered that situation...where the supply-guys are being pursued and i must return to get them.
can you post a screen print of your orders?
:Kaleun_Salute:
KaleunMarco
05-02-20, 08:09 PM
KaleunMarco bumped me to page 2... rather, 59... lol
oh yeah, sure....blame it on me!:har:
SubmarinerJoe
05-02-20, 08:43 PM
welcome Joe. :subsim:
are you sure you are playing SH4?
i have played that mission many times and have never encountered that situation...where the supply-guys are being pursued and i must return to get them.
can you post a screen print of your orders?
:Kaleun_Salute:
Sure, I think it's a mission custom to this mod:
https://i.imgur.com/ldygSRU.png
Mad Mardigan
05-02-20, 09:19 PM
I just spent the afternoon deleting and reinstalling Steam and SH4, including the Save folder, and getting JSGSME to load the mod. JGSME indicates it has been enabled but I don't see any differences from stock. There are no Aleutian options listed in the Quick Patrols menu. Quick recon to Palau in early 1944 turned up no new aircraft or ship types, unremarkably, nor signs of a naval base around Truk.
Also the mislocated base at Halmahera, listed as Mios Woendi, is still there.
Game is installed in C:\Games\SilentHunter4
For future reference: Win10 Pro, 64 bit, 1.8/1.99 GHz CPU, 16 GB RAM, Intel UHD 620.
Just for the record, the following is how I have my steam driven copy of SH4 installed:
C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\*name of the mod flavor you want to run with, just replace this with that name, NO SPACES.!*
For this, as an example, I went with for Fall of the Rising Sun with:
C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\FotRS-U-EN
I keep the base copy of SH4, all by itself in the common\ *just as steam tagged it...*, with FotRS-U-EN, in a separate folder in common\ & each copy that I want to look at doing, is copied from common\*just as steam tagged it* (with the folder copy of the unmodded being set into desktop, to undergo repair work*insert sparks flying & sound of hammering ongoing*main copy being name changed to the mod I am going to run with, then taking the now renamed folder (ex.FotRS-U-EN).. & yes, in the steam tagged main copy now renamed to the mod I am going to run with, there is a jsgme in there, as well as a multiSH4 so as to be able to do a separate game save folder... have learned through hard trial & error to do so... and so, I impart this tid bit of wisdom, unto you... young grass hoppah...*in my best approximation of the wizened old kung fu master* :D
I did this with a 2 HD drive set up computer, with the main one, which runs the whole show with Win Opsys, the drive, of course named C:\ & the 2nd drive named E:\
E:\ holds Steam launcher itself & told it for all installs to do games into C:\Games accroding tagged to what the game flavor is.
After getting the copy of SH4 copied, dropped into desktop for the renaming party, then set back into common\ (by itself, never stick it back into the *as steam tagged it* folder.! I then, do as I need to for the jsgme, add in the mods into the mods folder created when you run jsgme, change the SH4.exe to the short name of the mod (ex. FotRS-U-EN-SH4.exe), run multiSH4, so as to have a fresh game save folder for the whole shebang.. send a copy of the jsgme, run it and set up the mod order as it needs being done, close it down, send a copy of the renamed SH4.exe to the desktop, run LAA & run a final check of the whole shebang.
Hope this info helps you out Mios 4Me :Kaleun_Thumbs_Up:
:Kaleun_Salute:
KaleunMarco
05-02-20, 09:56 PM
Sure, I think it's a mission custom to this mod:
thank you for the feedback.:Kaleun_Salute:
i have never seen that mod or mission previously.
Mios 4Me
05-02-20, 09:57 PM
Thanks for all the assistance, everyone; the problem was the separation from the steam pathway.
The problem now is that, despite fully deleting both Steam and SH4 and reinstalling, the game won't load. A small window opens, too briefly to read, but I suspect it's a DRM issue. Oh, and when I load jgsme after the reinstallation, the mod is already in place and enabled.
The new pathway is C:\Games\steamapps\common\SilentHunter4
propbeanie
05-02-20, 10:31 PM
Loving this mod so far but I have encountered a mission that I don't really know how to best complete so I figured i'd ask here first before wasting time in-game.
I dropped off a coastwatcher and squad on the coast south of Rabaul and was ordered to patrol the area. I was then told, more or less, that his mission had gone to hell and that he was being aggressively pursued. The map location says to go back to the original area but it says something about them being in a boat, "headed southeast from the point on the north side of the original insertion area."
I know this is probably a dumb question but are they really in a boat and i'm supposed to comb the waters for them or just wait near the coast? In real life I would do the former since that's what was explicitly stated but I don't want to necessarily apply real life to a situation that's limited by game mechanics.
You will find them in a life raft, if you can find them. They are not worth too many points (150??). You pick them up just like you do a regular "Survivor". The raft is just a "clone" of that, so you would see the pink cloud in the area, then two or three persons in the boat. Usually, the crew will not announce "seeing" them until your are under 1100 yards away. Small boat, I guess... You approach the final distance slow, be on the bridge with the Bridge menu buttons, which has a life-preserver ring button, and when you get within about 400-500 yards, use the binoculars to aim near the raft such that during wave swells they pass in front of the binocular's cross hatch, and as that turns from yellow to red, you press the life-preserver ring button and affect the pick-up. If you are close to the area at the time of the new orders coming over, you can usually find them. If you're instead on the other side of the Sea, you usually cannot get back in time to find them. I might try to change that, come to think of it...
Thanks for all the assistance, everyone; the problem was the separation from the steam pathway.
The problem now is that, despite fully deleting both Steam and SH4 and reinstalling, the game won't load. A small window opens, too briefly to read, but I suspect it's a DRM issue. Oh, and when I load jgsme after the reinstallation, the mod is already in place and enabled.
The new pathway is C:\Games\steamapps\common\SilentHunter4
Glad you got it. As Mad Mardigan mentions about his set-up, it is different from what you could do just a few weeks ago. I'll have to try his way on my Win10 box. With Windows 7, I have no issues.
:salute:
Mios 4Me
05-02-20, 10:54 PM
Glad you got it. As Mad Mardigan mentions about his set-up, it is different from what you could do just a few weeks ago. I'll have to try his way on my Win10 box. With Windows 7, I have no issues.
:salute:
That part, yes. Sadly, I can't even play stock with this new issue. The only thing I didn't uninstall was the mod in the Download folder, on the assumption that hadn't been changed during the process.
Hey all; as I've said elsewhere, I'm returning to SHIV for the nth time after a few years of absence, and was pleasantly surprised to see a brand new supermod waiting for me here! Thank you! I'm about to begin my third patrol with no issues.
I am at a loss, however, on how to manage my crew. I appreciate the added realism that prevents a Captain from having a literal boatful of Chiefs, but I don't understand how to work around what seems to be the opposite extreme in this mod. I can't promote a single E-6 without literally dismissing ALL of my existing Chiefs! I feel like I must be missing something...any suggestions?
Hi all
I want to ask if in late versions still dd's attacking with torps at subs
Thanks:Kaleun_Cheers::k_confused:
ps It's a masterpiece
????
propbeanie
05-03-20, 08:23 AM
Hey all; as I've said elsewhere, I'm returning to SHIV for the nth time after a few years of absence, and was pleasantly surprised to see a brand new supermod waiting for me here! Thank you! I'm about to begin my third patrol with no issues.
I am at a loss, however, on how to manage my crew. I appreciate the added realism that prevents a Captain from having a literal boatful of Chiefs, but I don't understand how to work around what seems to be the opposite extreme in this mod. I can't promote a single E-6 without literally dismissing ALL of my existing Chiefs! I feel like I must be missing something...any suggestions?
When you say "managing" your crew, there isn't much of that in SH4, of course. As for the promoting, We have another update that should help in that regard in the next release, of which we might have to drop a couple of issues and just go with what we have.
????
Sorry we missed that earlier nik112... but "Yes" the DD and DE, as well as CL and CA and BB if so equipped, can shoot torpedoes at you if you keep your periscope up and they get a bead on you, as well as are able to turn the tube launcher your way. It takes about as long to do as shooting the main guns on a BB, so if you are close to a BB and see the guns about on your location, the ships with torpedoes are launching same. So you have roughly 15 seconds initially before you'll see a response to your periscope, and then a similar response time to launch. If you come back up with the scope a 2nd time too soon while in the same vicinity, they will react faster. We might attempt an add-in later that would minimize the torpedoes, but we are still trying to track down the deck gun issue, or roll it back to what it was (which was relatively predictable), as well as at least 2 other issues, so when we get time... :salute:
Larrywb57
05-03-20, 11:51 AM
USS Gudgeon (USS-211) Gar Class, Home Port: Pearl Harbor
Date and Time of Incident: 13Feb43, 02:30 Hrs
Location: Lat 33° 37' N. Long 134°40' E., Kii Suido, Assigned to Area 6 to engage and sink enemy shipping.
Weather: Partial clouds with no rain or fog and wind speed was 14 mps, direction was 353.
Sonar Contact led to a Radar contact which showed five contacts in a single file line heading in a SSW direction at approximately six knots. As the convey came closer, I was able to get a visual with the TBT. Ships ID as following. Large Passenger Carrier, Medium Fleet Oiler, Medium Combifreighter and a Hospital Ship bring up the rear. A DE Tachibaba was weaving around the Large Passenger Carrier, when it crossed the bow of the Large Passenger Carrier on the starboard side, which caused two ships to be entangled together. The DE kept pushing the Large Passenger Carrier to the port side which caused the ships to go in a circle. The other ships when in all directions as if the led ship had sunk. Finally the two ships got themselves free and started in a SSW direction. I was able to get into position and set up on the Large Passenger Carrier to attack with four torpedoes, three hits and the last one missed astern. It was enough sink the Large Passenger Carrier. With the led ship sunk, the others went into different directions. Without the leader, the others came back together and stopped as if waiting on orders what and where to go.
http://i.imgur.com/nbl9TDO.jpg (https://imgur.com/nbl9TDO)
propbeanie
05-03-20, 12:18 PM
I hate it when they do that... was the Tachibana cutting in front of the liner to come after your sub, after detecting you? The cause of the ships standing still afterwards is maybe from the damage the Tachibana suffered, and they were waiting on it to be repaired enough to continue, or they were waiting on it to prosecute an ASW attack upon thyself... I forget what the "hierarchy" of leader is, but generally speaking, the baton is passed to another ship in the group, and I am thinking it goes in spawn percentage order - but don't quote me on that...
Your image is from 0336 hours. What time was the liner "officially" listed as "Sunk"? Usually, within 30 minutes, if your submarine is not detected, they will continue onward. My guess, in the game, they stand still so that the escort has a better chance of hearing your boat. With seas like that though, it will be rather tough on them to find you... :salute:
SubmarinerJoe
05-03-20, 12:41 PM
You will find them in a life raft, if you can find them. They are not worth too many points (150??). You pick them up just like you do a regular "Survivor". The raft is just a "clone" of that, so you would see the pink cloud in the area, then two or three persons in the boat. Usually, the crew will not announce "seeing" them until your are under 1100 yards away. Small boat, I guess... You approach the final distance slow, be on the bridge with the Bridge menu buttons, which has a life-preserver ring button, and when you get within about 400-500 yards, use the binoculars to aim near the raft such that during wave swells they pass in front of the binocular's cross hatch, and as that turns from yellow to red, you press the life-preserver ring button and affect the pick-up. If you are close to the area at the time of the new orders coming over, you can usually find them. If you're instead on the other side of the Sea, you usually cannot get back in time to find them. I might try to change that, come to think of it...
Glad you got it. As Mad Mardigan mentions about his set-up, it is different from what you could do just a few weeks ago. I'll have to try his way on my Win10 box. With Windows 7, I have no issues.
:salute:
Thanks for the advice; any further tips? I just parked my sub right outside of the small circle (where you drop off the team) in the SE area and as soon as the mission fired I popped up and looked for smoke and didn't see any, i've been combing the area for about a day of in game time and so far I haven't seen anything. Does the mission eventually fail if you don't find them? I'd like to find them but honestly without more explicit instruction other than he started heading SE I doubt I will.
Larrywb57
05-03-20, 12:45 PM
I was never detected. The range to the target was about five nm when the contact between the liner and DE. After the two ships were finished with there dance, the convey re grouped. After repositioning, I was able to get a shot off. I thought it was odd that the convey stopped after the liner when to the ocean floor around an hour later, 04:45 hrs.
Larry
propbeanie
05-03-20, 01:10 PM
Thanks for the advice; any further tips? I just parked my sub right outside of the small circle (where you drop off the team) in the SE area and as soon as the mission fired I popped up and looked for smoke and didn't see any, i've been combing the area for about a day of in game time and so far I haven't seen anything. Does the mission eventually fail if you don't find them? I'd like to find them but honestly without more explicit instruction other than he started heading SE I doubt I will.
You have a circle of about 3-5nm inside of a large Patrol circle, correct? If so, you have to get inside that smaller circle to look for them and pick them up in there. The general idea is to approach from the southeast side of the circle. You will sometimes get a report of them, and sometimes you won't. That is a "percentage" thing. They also do not always generate. I put that off to they were either kia upon egress, or have been captured... :roll: - not all missions were a success, and subs sometimes spent days and nights trying to find those operators, only to never see them.
I was never detected. The range to the target was about five nm when the contact between the liner and DE. After the two ships were finished with there dance, the convey re grouped. After repositioning, I was able to get a shot off. I thought it was odd that the convey stopped after the liner when to the ocean floor around an hour later, 04:45 hrs.
Larry
The game logic can be rather "odd" to say the least. I've combed through the files, and with some of them, have increased the spacing of convoys and task forces for the next release. Most of the missions in the game are played on top of the numbered and named "layer" files in the Campaign flder, which are composed mostly of RGG (Random Generated Groups), which themselves are generally built of Random ship calls and random percentages, so it can be rather difficult to trace to an exact RGG to look closely at. The problem lies often in the liner's "size", in that it is longer than most other ships, and does not always play nice with other ships' space. If it was a Kiturin, you wouldn't have seen an issue at all... :salute:
SubmarinerJoe
05-03-20, 01:29 PM
You have a circle of about 3-5nm inside of a large Patrol circle, correct? If so, you have to get inside that smaller circle to look for them and pick them up in there. The general idea is to approach from the southeast side of the circle. You will sometimes get a report of them, and sometimes you won't. That is a "percentage" thing. They also do not always generate. I put that off to they were either kia upon egress, or have been captured... :roll: - not all missions were a success, and subs sometimes spent days and nights trying to find those operators, only to never see them.
The game logic can be rather "odd" to say the least. I've combed through the files, and with some of them, have increased the spacing of convoys and task forces for the next release. Most of the missions in the game are played on top of the numbered and named "layer" files in the Campaign flder, which are composed mostly of RGG (Random Generated Groups), which themselves are generally built of Random ship calls and random percentages, so it can be rather difficult to trace to an exact RGG to look closely at. The problem lies often in the liner's "size", in that it is longer than most other ships, and does not always play nice with other ships' space. If it was a Kiturin, you wouldn't have seen an issue at all... :salute:
Thanks for the additional info, I appreciate it! Last question: Will I eventually be given different orders assuming that they are, in fact, KIA (or if I simply can't find them?) This is just more of a game mechanics question. I know in real life i'd be able to communicate with my commanders to provide updates/seek new direction but obviously in-game I can't do that with an active mission.
Larrywb57
05-03-20, 01:40 PM
[QUOTE=propbeanie;2667936]The game logic can be rather "odd" to say the least. I've combed through the files, and with some of them, have increased the spacing of convoys and task forces for the next release. Most of the missions in the game are played on top of the numbered and named "layer" files in the Campaign flder, which are composed mostly of RGG (Random Generated Groups), which themselves are generally built of Random ship calls and random percentages, so it can be rather difficult to trace to an exact RGG to look closely at. The problem lies often in the liner's "size", in that it is longer than most other ships, and does not always play nice with other ships' space. If it was a Kiturin, you wouldn't have seen an issue at all... :salute:[/QUOTE
PB,
Thank you Sir for your explanation! To me, that makes sense. I've played this mission three times today and each time the escort would get caught together with the liner. I made sure that was far enough away as to not be seen. And I was at decks awash to ID the ships in order to send in a contact report, then dive to radar depth after sending the report. Each time, I would have to reposition in order to sink the liner after receiving an order to sink it from HQ. :salute:
propbeanie
05-03-20, 01:47 PM
The "AI" is more "artificial" than it is "intelligence". Unfortunately, all we can do is "simulate" those messages, and this case, I don't think there are other orders given, unless you use the Status Update function. The US subs, as a general rule, did not communicate with headquarters the way the Japanese and the German subs did, which is what basically put a needle pin on the map with huff-duff to show where they were at any given time, either to be avoided, or hunted down and terminated with extreme prejudice. Besides the fact that their comm codes had been compromised. The US subs instead had to monitor a given radio frequency, usually backed-up with an alternate, and had to decipher their "call sign" out of nightly broadcasts that were repeated several times. They might have an "acknowledge" directive, but usually not. Depending upon the mission, they might give an update, but usually not anywhere near their assignment, unless there was an issue, and they almost never broadcast "in the open", unless it was an emergency, such as running aground, which happened several times during the war. :salute:
Two things I can't find documented anywhere:
1) what is the red "Select combat support units" pencil supposed to do, and how does one use it? Does not appear to be a feature of the base game, cannot find any mention of it in the docs included with this mod, or on this forum.
2) is there a guide somewhere to special crew abilities? I ended up with a "Pharmacist's Mate" and that's easy enough to use and understand. However I have two guys with an ability called "Active Overcharge." It seems to have something to do with torpedoes, but I can't work out what it does.
propbeanie
05-03-20, 09:09 PM
The red pencil is from the pay-ware Uboat Missions v1.5 Add-on from Ubisoft. A not very well documented "feature" of the German side of things. A German skipper can click on certain airbases, and ask for a search plane to run a grid search, which is done by clicking on the airfield, and then clicking on the NavMap. An "eye" in the sky, if you will. I have tried doing it on the US side just for fun, and thus far, I can say I am pretty consistent in CTD production for my bullheaded stubborness. My excuse is that "it must be hard-coded to the German side", which it really could be :roll: ... The Pharmacist's Mate does bring crew health back up after injury, though perhaps too strongly, but they really did exist on US submarines, and the "Active Overcharge", sparky dude helps speed-up the re-charge on your battery banks. That was added back into the mod after other adjustments elongated the re-charge times to un-realistically time frames. The other "special abilities" in the mod have been turned off by the mod. :salute:
Mios 4Me
05-04-20, 12:58 AM
How can I make certain classes of sub available at ahistorical times and locations?
I tried modifying the Submarine and Career Start files but that only results in CTD. In the Submarine file, I changed the chosen class's start date to 12/8/41 and the Career Start file to create 1 unit of that class in each of the three flotillas at the start of the war, carefully following the syntax of the other entries, but no luck, unlike in stock.
The red pencil is from the pay-ware Uboat Missions v1.5 Add-on from Ubisoft. A not very well documented "feature" of the German side of things. A German skipper can click on certain airbases, and ask for a search plane to run a grid search, which is done by clicking on the airfield, and then clicking on the NavMap. An "eye" in the sky, if you will. I have tried doing it on the US side just for fun, and thus far, I can say I am pretty consistent in CTD production for my bullheaded stubborness. My excuse is that "it must be hard-coded to the German side", which it really could be :roll: ... The Pharmacist's Mate does bring crew health back up after injury, though perhaps too strongly, but they really did exist on US submarines, and the "Active Overcharge", sparky dude helps speed-up the re-charge on your battery banks. That was added back into the mod after other adjustments elongated the re-charge times to un-realistically time frames. The other "special abilities" in the mod have been turned off by the mod. :salute:I see, this must be why there is no mention of the red pencil in the SH4 manual.
There does not seem to exist any manual for the U-boat missions add-on.
The "active overcharge" ability was quite confusing as the crewmember shows a special "torpedo" icon that only illuminates if he's placed in one of the torpedo rooms. His button on the special abilities page seems to imply something about speeding up torpedo tube loading. But he has no such effect. Odd.
Thanks for clearing that up!
I am playing out the war in a Balao but will give Operation Monsoon mod a try next.
Would I be correct in thinking that I should start with a fresh SH 1.5 Steam install (that is, SH4 + UBM) , should I want to re-activate FotRSUE later? It is trivial to do so; I have a "clean" copy of SH4 + UBM tucked away in a special folder on my (absurdly large, compared to when SH4 was originally published) HDD.
XenonSurf
05-04-20, 09:48 AM
I see, this must be why there is no mention of the red pencil in the SH4 manual.
Lol, that's not important or relevant, the SH4 manual is poorly done with information, the only useful things is about firing torpedos and setting torpedo depth according to draft where the manual in some unreal effort gives plenty details, everything else is vague or absent like in the Pacific waters :)
The red pencil is from the pay-ware Uboat Missions v1.5 Add-on from Ubisoft. A not very well documented "feature" of the German side of things. A German skipper can click on certain airbases, and ask for a search plane to run a grid search, which is done by clicking on the airfield, and then clicking on the NavMap. An "eye" in the sky, if you will. I have tried doing it on the US side just for fun, and thus far, I can say I am pretty consistent in CTD production for my bullheaded stubborness. My excuse is that "it must be hard-coded to the German side", which it really could be :roll: ... The Pharmacist's Mate does bring crew health back up after injury, though perhaps too strongly, but they really did exist on US submarines, and the "Active Overcharge", sparky dude helps speed-up the re-charge on your battery banks. That was added back into the mod after other adjustments elongated the re-charge times to un-realistically time frames. The other "special abilities" in the mod have been turned off by the mod. :salute:
So does this 'red pencil feature' not work in SH4 v. 1.5 or with some mods (TMO, Ralles Pack, RSRDTC, FOTRSU especially)?. I'm not sure if I understand you well, Propbearnie, it's because my English is limited...
Thanks,
KaleunMarco
05-04-20, 11:28 AM
So does this 'red pencil feature' not work in SH4 v. 1.5 or with some mods (TMO, Ralles Pack, RSRDTC, FOTRSU especially)?. I'm not sure if I understand you well, Propbearnie, it's because my English is limited...
Thanks,
the red pencil is available with SH4 1.5 Uboat missions only. that means you must be playing the German side of the game.
it will work for SH4 1.5 German-Pacific careers and SH4 - Operation Monsun/Dark Waters, which is a fantastic megamod that allows you to play the German side in the Atlantic, Med, Baltic, Black Sea, and Arctic. Imagine SH3 on steroids.
hope this helps.
good luck.:Kaleun_Salute:
KaleunMarco
05-04-20, 11:33 AM
How can I make certain classes of sub available at ahistorical times and locations?
I tried modifying the Submarine and Career Start files but that only results in CTD. In the Submarine file, I changed the chosen class's start date to 12/8/41 and the Career Start file to create 1 unit of that class in each of the three flotillas at the start of the war, carefully following the syntax of the other entries, but no luck, unlike in stock.
it is more complex than what you attempted. no offense is meant. you not only have to make the boats available you have to make bases and missions and equipment and ammunition available. not every boat is supported by every base, etc, etc.
why not use the date/base/boat availability already built into the mod? for example, if you want to drive a Gato, keep drilling down on the Date and Base choices until the Gato is available.
good luck.
:Kaleun_Salute:
KaleunMarco
05-04-20, 11:51 AM
T
2) is there a guide somewhere to special crew abilities? I ended up with a "Pharmacist's Mate" and that's easy enough to use and understand. However I have two guys with an ability called "Active Overcharge." It seems to have something to do with torpedoes, but I can't work out what it does.
Mr. Wh4k,
here is a Special Ability reference for you.
https://subsim.com/radioroom/downloads.php?do=file&id=5610&act=down
let me know if you have additional questions.
good luck.
:Kaleun_Salute:
fitzcarraldo
05-04-20, 12:34 PM
I see, this must be why there is no mention of the red pencil in the SH4 manual.
There does not seem to exist any manual for the U-boat missions add-on.
The "active overcharge" ability was quite confusing as the crewmember shows a special "torpedo" icon that only illuminates if he's placed in one of the torpedo rooms. His button on the special abilities page seems to imply something about speeding up torpedo tube loading. But he has no such effect. Odd.
Thanks for clearing that up!
I am playing out the war in a Balao but will give Operation Monsoon mod a try next.
Would I be correct in thinking that I should start with a fresh SH 1.5 Steam install (that is, SH4 + UBM) , should I want to re-activate FotRSUE later? It is trivial to do so; I have a "clean" copy of SH4 + UBM tucked away in a special folder on my (absurdly large, compared to when SH4 was originally published) HDD.
You can use MultiSH4 for FOTRSU and OM Dark Waters running in the same PC (I recommend this version of OM: Dark Waters by Fifi).
MultiSH4 is included in the Extras of FOTRSU.
Regards.
Fitzcarraldo :Kaleun_Salute:
So MultiSH4 will take care of savegames, and then I can freely switch which mod is active (between FotRS:UE and OM) using JGSME? I'll give it a shot.
I would expect it to work that way, but I see a lot of emphasis on starting with a fresh, stock install of SH 1.5 before using FotRS:UE.
fitzcarraldo
05-04-20, 01:44 PM
So MultiSH4 will take care of savegames, and then I can freely switch which mod is active (between FotRS:UE and OM) using JGSME? I'll give it a shot.
I would expect it to work that way, but I see a lot of emphasis on starting with a fresh, stock install of SH 1.5 before using FotRS:UE.
Put your other SH4 1.5 in a folder, named "DW". You will have two installations of SH4.. Each has their own mods. And use MultiSH4 for independent savegames.
Regards.
Fitzcarraldo :salute:
OK, not a prob, plenty of HDD space to go around.
Also, stumbled on this today. Very funny, guys. :)
https://i.imgur.com/8imkAtIm.png
I'm playing FOTRS latest version. At position 120.22E 025.13N on 3 April 1944 at 1226 I was cruising on the surface when I got a radar detection. An aircraft was approaching from the west heading east. It was at long range and I had plenty of time so went to periscope depth and while I was there I decided to do a sound sweep while I waited for the aeroplane to clear off. When I did the sweep I heard a torpedo to the west. I tracked it past me to the north and off to the east. I came to radar depth and the torpedo sound coralated with the aeroplane on radar. A little later an aeroplane came in from the east heading west and the same thing happened, I could hear the aeroplane on the hydrophones and it sounded like a torpedo. Has anyone had this before?
KaleunMarco
05-04-20, 06:01 PM
Also, stumbled on this today. Very funny, guys. :)
https://i.imgur.com/8imkAtIm.png
yes, The Dutchman makes his rounds.:Kaleun_Wink::Kaleun_Salute:
Mios 4Me
05-04-20, 09:17 PM
it is more complex than what you attempted. no offense is meant. you not only have to make the boats available you have to make bases and missions and equipment and ammunition available. not every boat is supported by every base, etc, etc.
why not use the date/base/boat availability already built into the mod? for example, if you want to drive a Gato, keep drilling down on the Date and Base choices until the Gato is available.
good luck.
:Kaleun_Salute:
Hi Marco,
It's that simple in stock (created a Tench from a Balao), and I'd been reassured it was possible in this mod, so I'm trying. I've always wanted to drive a Tench but it's wasted against small freighters and sampans in 1945. Going up against Kurita off Samar or drowning future war criminals by the thousands off the Philippines in 1941, that's my idea of fun.
FWIW, I did make the shells, sensors, guns, and torpedoes available on one try, but no luck.
Added: Discovered a glitch where the underside of a sinking Type C3 sub is missing in a systematic way. This is returning from a mission from PH to area 10 beginning in Jan 1945. I'll save a pic or two if anyone's interested.
propbeanie
05-04-20, 09:22 PM
I'm playing FOTRS latest version. At position 120.22E 025.13N on 3 April 1944 at 1226 I was cruising on the surface when I got a radar detection. An aircraft was approaching from the west heading east. It was at long range and I had plenty of time so went to periscope depth and while I was there I decided to do a sound sweep while I waited for the aeroplane to clear off. When I did the sweep I heard a torpedo to the west. I tracked it past me to the north and off to the east. I came to radar depth and the torpedo sound coralated with the aeroplane on radar. A little later an aeroplane came in from the east heading west and the same thing happened, I could hear the aeroplane on the hydrophones and it sounded like a torpedo. Has anyone had this before?
Near as we can tell, this is a game anomaly. A torpedo plane does not really have a torpedo to drop, of course - it is just simulated. I am wondering if the "loadout" of the torpedo on the plane is what is making the sound, after the actual torpedo is spawned by the drop?... You might be lucky to be alive if a torpedo was dropped at you by a plane. That means that they were close enough to track and target you, and shoot a torpedo with reasonable confidence in a strike... but yes, that phenomenon does occur. The plane does its drop, the torpedo does its run, and then the plane takes the torpedo back I guess - even though the sound is in the "water", and the plane is in the "air"... :salute:
propbeanie
05-04-20, 09:53 PM
Hi Marco,
It's that simple in stock (created a Tench from a Balao), and I'd been reassured it was possible in this mod, so I'm trying. I've always wanted to drive a Tench but it's wasted against small freighters and sampans in 1945. Going up against Kurita off Samar or drowning future war criminals by the thousands off the Philippines in 1941, that's my idea of fun.
FWIW, I did make the shells, sensors, guns, and torpedoes available on one try, but no luck.
Added: Discovered a glitch where the underside of a sinking Type C3 sub is missing in a systematic way. This is returning from a mission from PH to area 10 beginning in Jan 1945. I'll save a pic or two if anyone's interested.
The damage models on some of keltos's subs that we turned into AI have lost a link reference on a couple, and have other issues that we'll attempt to address next go-round.
As for making a sub available, with a Tench especially, in that it is a late-war boat, it's equipment is also late-war, so you have to dig through the UnitParts and related files, as well as several references in the Sumarine's upc file, as well as its associated conning tower files. Then, besides just putting it in the CareerStart so that it shows on the game menu, you also have to have it defined and available in the flotillas.upc file at the time that you want to use it. You also have to have assignments for the boat to go on for the time period you want. Those assignments have to be in the PatrolObjectives.cfg and in the PatrolObjectives folder... let's see, what else?... mind your ";", date configuration, date validity, spelling, etc. :salute: - now I remember! cfg and eqp files!!!
Mios 4Me
05-05-20, 12:24 AM
As for making a sub available, with a Tench especially, in that it is a late-war boat, it's equipment is also late-war, so you have to dig through the UnitParts and related files, as well as several references in the Sumarine's upc file, as well as its associated conning tower files. Then, besides just putting it in the CareerStart so that it shows on the game menu, you also have to have it defined and available in the flotillas.upc file at the time that you want to use it. You also have to have assignments for the boat to go on for the time period you want. Those assignments have to be in the PatrolObjectives.cfg and in the PatrolObjectives folder... let's see, what else?... mind your ";", date configuration, date validity, spelling, etc. :salute: - now I remember! cfg and eqp files!!!
I'm tempted to give it a go. Any guesstimate of how long it would take or if anything is involved beyond mere editing?
EDIT to add: there is a large discrepancy between the stock and FotRSU versions of the Mk 16 warhead. In the former, one is enough to sink a 35000 ton carrier; in the latter, several small freighters took up to 3 hits before sinking.
Troop insertion missions seem broken. I'm trying to follow the SM08 InsertionRescueTraining.pdf included with FotRS:UE, but it doesn't work.
The problem is that I can't postpone. If I try to use the "postpone" option when prompted to drop the troops off, so that I can get the boat going back and hard starboard rudder as suggested (so that the raft doesn't crash into my sub), I am never able to launch the troops. I get the "sword" icon in the upper right, but when I click on it nothing happens. No dialog to perform the troop insertion. I have to do it when it initially pops up, or can't do it at all.
Texas Red
05-05-20, 08:34 AM
Uhhhh, FotRSU mod team, what is this?
https://i.postimg.cc/3JdQ3dzp/SH4-Img-2020-05-05-08-07-14-068.jpg
Why is that Jap freighter a Christmas tree after I hit it with three torpedoes?
I was attacking a duet of ships and I hit the ship with three torpedoes. After I got the "We hit it! Its taking water and going down!" message the ship suddenly turns into a Christmas tree! No lag or anything. I just turn the external camera away for a quick second and I come back and see the grinch taking the Christmas tree into the depths of the Makara Strait.
:har::har:
I've never seen anything like this before, LOL.
KaleunMarco
05-05-20, 09:27 AM
Troop insertion missions seem broken. I'm trying to follow the SM08 InsertionRescueTraining.pdf included with FotRS:UE, but it doesn't work.
The problem is that I can't postpone. If I try to use the "postpone" option when prompted to drop the troops off, so that I can get the boat going back and hard starboard rudder as suggested (so that the raft doesn't crash into my sub), I am never able to launch the troops. I get the "sword" icon in the upper right, but when I click on it nothing happens. No dialog to perform the troop insertion. I have to do it when it initially pops up, or can't do it at all.
yeah, the documentation can be spotty.
you need to be:
surfaced
moving less than 2 or 3 kts (i cannot remember exactly)
be within the maximum distance of the drop zone, typically 3 - 5 km depending.
you may meet these requirements and get the drop-off prompt, click postpone and then move your boat in such a way that one of the requirements is no longer fulfilled.
a technique that many kaleuns use with success is:
draw a radius circle for the proper distance using the dropoff point as the center point.
drive your boat in such a manner as to put your starboard side facing the beach.
dive your boat to periscope depth as you enter the radius circle, making 1 or 2 kts.
come to a stop then surface.
dispatch your spies, supplies, agents, coastwatchers. when the raft has cast off, submerge to PD and move away to port at low speed until you clear the immediate area and are no longer in jeopardy of colliding with the raft.
good luck.:Kaleun_Salute:
I'm playing FOTRS latest version. At position 120.22E 025.13N on 3 April 1944 at 1226 I was cruising on the surface when I got a radar detection. An aircraft was approaching from the west heading east. It was at long range and I had plenty of time so went to periscope depth and while I was there I decided to do a sound sweep while I waited for the aeroplane to clear off. When I did the sweep I heard a torpedo to the west. I tracked it past me to the north and off to the east. I came to radar depth and the torpedo sound coralated with the aeroplane on radar. A little later an aeroplane came in from the east heading west and the same thing happened, I could hear the aeroplane on the hydrophones and it sounded like a torpedo. Has anyone had this before?That does sound like a bug. However, I wonder if I saw something similar with ships?
A while back I stumbled upon a cluster of warships at anchorage off Dublon. One of them soaked up a ridiculous amount of torps yet wouldn't sink. I wanted to inspect the hull so I took my boat very close to the group while submerged.
Of course, when I raised my periscope to have a look around all the escorts started shooting at me, since I was maybe 100 yards away.
What was really astonishing was when I saw a torpedo zoom by!
WW2 destroyers did in fact carry torpedoes and launch them at each other, so it makes sense they'd fire one at a very close, persistent sub. I've just never seen a SH4 destroyer try to sink me with one before!
Texas Red
05-05-20, 09:56 AM
That does sound like a bug. However, I wonder if I saw something similar with ships?
A while back I stumbled upon a cluster of warships at anchorage off Dublon. One of them soaked up a ridiculous amount of torps yet wouldn't sink. I wanted to inspect the hull so I took my boat very close to the group while submerged.
Of course, when I raised my periscope to have a look around all the escorts started shooting at me, since I was maybe 100 yards away.
What was really astonishing was when I saw a torpedo zoom by!
WW2 destroyers did in fact carry torpedoes and launch them at each other, so it makes sense they'd fire one at a very close, persistent sub. I've just never seen a SH4 destroyer try to sink me with one before!
I once was attacking a large convoy in the Marshall Islands in the beginning phase of the war and I was fighting off a few DD's when one of them launched a torpedo at me!
I immediately called for hard-to-port and I *thankfully* dodged the torpedo. In retaliation, I sent a full salvo out of my stern torpedoes that made for a memorable sinking. :yep:
propbeanie
05-05-20, 11:07 AM
Uhhhh, FotRSU mod team, what is this? ...
Why, that is a politically correct ship sinking... ahem...
It does look like a graphics glitch, but first of all, can you ID the ship for us so that we can double-check it's zon file please? 2nd of all, had you shelled-out to Windows, accidentally or otherwise lately? maybe mixed mods accidentally in the Save folder etc etc?
Troop insertion missions seem broken. I'm trying to follow the SM08 InsertionRescueTraining.pdf included with FotRS:UE, but it doesn't work.
The problem is that I can't postpone. If I try to use the "postpone" option when prompted to drop the troops off, so that I can get the boat going back and hard starboard rudder as suggested (so that the raft doesn't crash into my sub), I am never able to launch the troops. I get the "sword" icon in the upper right, but when I click on it nothing happens. No dialog to perform the troop insertion. I have to do it when it initially pops up, or can't do it at all.
Well, the insertion works, but I did break the exfiltrate with the new, soon-to-be-released next version, so now I'll have to re-do that, but even that should work in your current version. Just for re-cap, and to illustrate what KaleunMarco points out:
https://i.imgur.com/ji0d60Q.jpg
I have drawn a 3600 yard circle and make certain I am well-within the confines for most launch points (3-5nm)
Point here: Some in-game missions have circles for you, others do not. All Patrol missions should have circles, but not all of the SpecOps do. Read the orders and be governed accordingly...
https://i.imgur.com/F2Jtolx.jpg
Going by my NavMap, I am within launching distance, yet outside on the bridge, I am not prompted... look closely at the knot gauge and the telegraph. Notice also the menu. I am on the bridge...
https://i.imgur.com/HM1yk6x.jpg
Notice here now, that while we're traveling at 11 knots still, I have taken the throttle to "All Stop", and there is the "Launch" prompt... :hmmm: - I hit "Postpone" to get that little window out of my way while I slow this train down...
https://i.imgur.com/sTeZVn4.jpg
OK, a bit later, I am at 1 knot reversed, hard rudder right, and I click that little "Sword" icon in the upper-right to launch the Insert agent. The "reverse" and "hard right rudder" are just so I don't get that "SCREEEE" as the raft bumps the sub side. Not necessary to do that.
https://i.imgur.com/X9LCEC7.jpg
Now, here is where you are having troubles. After I click the "Agent Insertion" button in the upper-right, I get this pop-up, but notice that it defaults to the "last used" state of "Postpone"... mouse click on that "Launch boat" instead. If that's not the issue, then look at the menu buttons - they MUST be for the Bridge station. You must also have the throttle down at Stop or 1/3 (??? I think...) ~and~ still within the confines of the launch area.
https://i.imgur.com/IuS2Wpu.jpg
There's our man, waiting on the sub's crew to get his raft ready for his use...
https://i.imgur.com/RJEWbAM.jpg
... and there, he is away, and you can paint us gone. We have got to hide this beast of a sore-thumb-machine in this sea of blue and beautiful greens. We are too easy to see on a gorgeous day like today, probably even down to 120 foot or more...
That is all! :salute:
...
A while back I stumbled upon a cluster of warships at anchorage off Dublon. One of them soaked up a ridiculous amount of torps yet wouldn't sink...
One must be careful around Truk not to waste torpedoes on ships sitting in shallow water, because they will bottom-out on the sea floor, and never sink. Yet, unless you completely "destroyed" it, the guns will still be manned and active... :o - also be aware that there are airplane as well as ship patrols around the area, and there is no place to hide once they "see" you. :salute:
The ship that soaked up so many torps before sinking was none other than...
...the infamous Yamato.
With a carrier, a few destroyers, and maybe a cruiser clustered around it.
I found and exploited a gap in their coverage, but it still took something like 10-12 torps to send her to the bottom.
It wasn't shallow enough there for their ship sitting on the bottom to keep the crew from going swimming.
Can't really argue with that amount of torps, though; IIRC her sister ship took 19 torps and multiple bombs before succumbing.
propbeanie
05-05-20, 11:22 AM
Ahh yesh... I know exactly where you were sitting, and it is indeed in deep water. Ten torpedoes is not out of the ordinary for that ship, and I have hit it with 15 and it still be afloat. That somewhat depends upon where you hit it. The one time I encountered it while in the game and it was underway, I managed to put five of six bow torps in her, but never got the chance to get turned for the after room... and she ran away from me at 24 knots, leaving 3 of 4 DD behind to bust my nose and dent my rib cage... stomp on my feet, wrench my arms... etc. etc. etc.... :arrgh!: Barely made it home, where everyone in the officer's lounge was saying "how big did you say this fish was?"... :har: - In my imagination anyway... lol - I do wish the game could give you a "BB Yamato Class - damaged" report. :salute:
Texas Red
05-05-20, 11:42 AM
Why, that is a politically correct ship sinking... ahem...
It does look like a graphics glitch, but first of all, can you ID the ship for us so that we can double-check it's zon file please? 2nd of all, had you shelled-out to Windows, accidentally or otherwise lately? maybe mixed mods accidentally in the Save folder etc etc?:
It is an Anysu Auxillary Transport or something like that. I don't think I shelled out to windows. This is my mod list:
Generic Mod Enabler - v2.6.0.157
[C:\Steam\steamapps\common\Silent Hunters wolves of the pacific\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN
501_Optional - Same Sized Dials
Fleetboat_Interior-Officers_Quarters
I do not think I had mixed mods in the save folder.
Ahh yesh... I know exactly where you were sitting, and it is indeed in deep water. Ten torpedoes is not out of the ordinary for that ship, and I have hit it with 15 and it still be afloat. That somewhat depends upon where you hit it. The one time I encountered it while in the game and it was underway, I managed to put five of six bow torps in her, but never got the chance to get turned for the after room... and she ran away from me at 24 knots, leaving 3 of 4 DD behind to bust my nose and dent my rib cage... stomp on my feet, wrench my arms... etc. etc. etc.... :arrgh!: Barely made it home, where everyone in the officer's lounge was saying "how big did you say this fish was?"... :har: - In my imagination anyway... lol - I do wish the game could give you a "BB Yamato Class - damaged" report. :salute:Believe it or not I stumbled across ANOTHER one of those guys today, hanging out inside an atoll southwest of Midway, inbound on my last patrol (mid-1943).
Of course I was down to only 5 torps total, so I didn't even bother. I settled for sinking a few of the smaller fish that were milling about.
Texas Red
05-05-20, 01:13 PM
The ship that soaked up so many torps before sinking was none other than...
...the infamous Yamato.
With a carrier, a few destroyers, and maybe a cruiser clustered around it.
I found and exploited a gap in their coverage, but it still took something like 10-12 torps to send her to the bottom.
It wasn't shallow enough there for their ship sitting on the bottom to keep the crew from going swimming.
Can't really argue with that amount of torps, though; IIRC her sister ship took 19 torps and multiple bombs before succumbing.
I encountered the same thing too. It was somewhere close to that number of torpedoes to sink her. I was wondering if the mod team could remove it until the date it actually put to sea? It annoys me.
I'm not too bothered, after all it's a game not a movie.
In general, I suspect we simulated sub captains are presented with a much more target-rich environment than ever existed in reality. There were only so many Japanese warships at the start of the war, Japan only managed to build so many replacements, and that was that. Same applies to merchant shipping.
Pickings must have got REAL slim toward the end of the war. I suspect it was a lot like cleaning up a bunch of spilled rice in your kitchen. The first 80% goes quickly, the next 10% isn't too tough, but then you spend the remaining 800% of the time finding the last 10 rice grains.
Except the rice grains are trying to avoid you, and some of them are shooting at you.
jlan5031
05-05-20, 04:52 PM
I've been searching but can't spot my problem among the thousands of responses.
I've recently returned to FOTRs Ultimate. On my first patrol, I press the External Camera Control to admire my sub. When I'm finished admiring, I can't get back to the bridge. From the Keyboard Help page, I use F4, or I use /Ctrl. Nothing changes. The only way I can get back on the bridge is to restart the campaign.
What am I missing?
Mios 4Me
05-05-20, 05:07 PM
After both periscopes were knocked out by DC, the CE reported one was repaired at 2010 and the other at 2014. When I rapidly came to periscope depth, prepared to fire stern tubes, neither of the periscopes worked.
USS Quillback, Tench class, 3/24/45 @ 2015, 121 22' 05" E, 25 45' 07" N, Patrol Area 11-B
Win10 Pro, 64 bit, 1.8/1.99 GHz CPU, 16 GB RAM, Intel UHD 620.
XenonSurf
05-05-20, 05:28 PM
I've been searching but can't spot my problem among the thousands of responses.
I've recently returned to FOTRs Ultimate. On my first patrol, I press the External Camera Control to admire my sub. When I'm finished admiring, I can't get back to the bridge. From the Keyboard Help page, I use F4, or I use /Ctrl. Nothing changes. The only way I can get back on the bridge is to restart the campaign.
What am I missing?
Once in external view you cannot just use right mouse button to go to previous view, you must double-click one of the station menu icons, e.g. the Bridge icon. This works all the time for me, if this doesn't solve it for you it must be something else :hmmm:
XS
KaleunMarco
05-05-20, 07:15 PM
I've been searching but can't spot my problem among the thousands of responses.
I've recently returned to FOTRs Ultimate. On my first patrol, I press the External Camera Control to admire my sub. When I'm finished admiring, I can't get back to the bridge. From the Keyboard Help page, I use F4, or I use /Ctrl. Nothing changes. The only way I can get back on the bridge is to restart the campaign.
What am I missing?
sounds like you have a corrupted install.
try Webster's Mod Soup Fix.
https://www.subsim.com/radioroom/showthread.php?p=1228828
if that does not work, you will probably have to perform an uninstall and re-install. be sure to NOT install SH4 in the default Windows folder. use something like C:\Ubisoft\SH4 or something similar.
good luck.:Kaleun_Salute:
KaleunMarco
05-05-20, 07:17 PM
After both periscopes were knocked out by DC, the CE reported one was repaired at 2010 and the other at 2014. When I rapidly came to periscope depth, prepared to fire stern tubes, neither of the periscopes worked.
USS Quillback, Tench class, 3/24/45 @ 2015, 121 22' 05" E, 25 45' 07" N, Patrol Area 11-B
Win10 Pro, 64 bit, 1.8/1.99 GHz CPU, 16 GB RAM, Intel UHD 620.
were the equipment boxes both cleared (not red...no vertical repair meter)?
Mad Mardigan
05-05-20, 07:21 PM
Ahh yesh... I know exactly where you were sitting, and it is indeed in deep water. Ten torpedoes is not out of the ordinary for that ship, and I have hit it with 15 and it still be afloat. That somewhat depends upon where you hit it. The one time I encountered it while in the game and it was underway, I managed to put five of six bow torps in her, but never got the chance to get turned for the after room... and she ran away from me at 24 knots, leaving 3 of 4 DD behind to bust my nose and dent my rib cage... stomp on my feet, wrench my arms... etc. etc. etc.... :arrgh!: Barely made it home, where everyone in the officer's lounge was saying "how big did you say this fish was?"... :har: - In my imagination anyway... lol - I do wish the game could give you a "BB Yamato Class - damaged" report. :salute:
Has anything been attempted, to see if such a report could be generated...
:hmmm: :06: :hmmm:
Have to know that I am not the only 1 to have been frustrated by sinking my 'fangs aka torps' into a nice juicy target, only to be sneered at by them & watch it sail off, (sometimes, at seemingly warp speeds... laughing at us like Nelson, from the Simpson's... with no hope of catching up with them, not unless the damage model was such that over time damages would slow them down...) never to know if it sank later on, made it to a port to be fixed back up to sail again... or if it disappeared into a black hole, never to be seen again.. or beamed up by a UFO... *chuckles at the image of a ship being beamed up*
Just curious, since you broached this subject propbeanie... :Kaleun_Cheers:
Mios 4Me
05-05-20, 07:43 PM
were the equipment boxes both cleared (not red...no vertical repair meter)?
Both show damage of 1, a vertical red line.
The notices of repair were both verbal and printed. I saved the game near that point, so I may be able to scroll back to them if needed.
KaleunMarco
05-05-20, 10:23 PM
Both show damage of 1, a vertical red line.
The notices of repair were both verbal and printed. I saved the game near that point, so I may be able to scroll back to them if needed.
then, they are toast, despite the notice(s) of repair.
they will not be repaired and usable until you end the mission.
not my rule....Ubi's
:Kaleun_Salute:
Mios 4Me
05-06-20, 12:59 AM
then, they are toast, despite the notice(s) of repair.
they will not be repaired and usable until you end the mission.
not my rule....Ubi's
:Kaleun_Salute:
Right, no issue with the inability to repair, just with the contrary indications. Assumed it was a mod issue as I've never encountered it before in a number of stock careers.
propbeanie
05-06-20, 01:15 AM
It is an Anysu Auxillary Transport or something like that. I don't think I shelled out to windows. This is my mod list:
Generic Mod Enabler - v2.6.0.157
[C:\Steam\steamapps\common\Silent Hunters wolves of the pacific\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN
501_Optional - Same Sized Dials
Fleetboat_Interior-Officers_Quarters
I do not think I had mixed mods in the save folder.
We'll take a look, but you think it was the Ansyu Maru, not the Ada or Aden?
I encountered the same thing too. It was somewhere close to that number of torpedoes to sink her. I was wondering if the mod team could remove it until the date it actually put to sea? It annoys me.
The Yamato was commissioned on December 16, 1941, and did testing and training around Japanese homewaters beginning in February 1942, sailing for her first "mission" on May 29, 1942 to participate in supporting what became the Battle of Midway. We have removed most, if not all of the "GENERIC" calls for a BB just so the Yamato doesn't sail "early". Where are you seeing her early, and which general direction is she traveling?
After both periscopes were knocked out by DC, the CE reported one was repaired at 2010 and the other at 2014. When I rapidly came to periscope depth, prepared to fire stern tubes, neither of the periscopes worked.
USS Quillback, Tench class, 3/24/45 @ 2015, 121 22' 05" E, 25 45' 07" N, Patrol Area 11-B
Win10 Pro, 64 bit, 1.8/1.99 GHz CPU, 16 GB RAM, Intel UHD 620.
The periscope has several sub-systems associated with it. Your crew cannot repair damage to the head or tubes outside of the submarine, but they can repair the "well" portions, like lift and rotate, though I do not think the game differentiates between the systems. We'll look through the messages for that though in case we dropped a word from the repair phrase.
Believe it or not I stumbled across ANOTHER one of those guys today, hanging out inside an atoll southwest of Midway, inbound on my last patrol (mid-1943).
Of course I was down to only 5 torps total, so I didn't even bother. I settled for sinking a few of the smaller fish that were milling about.
Eniwetok? Sept-Oct 1943 she was there... I can't remember when for the side-trip toward Wake, nor why... Then of course, the Musashi didn't always sit around either.
Has anything been attempted, to see if such a report could be generated...
Oh yes, many attempts, but the game doesn't give you anything to hook onto.
:salute:
Is there any way to reset the various station views to defaults?
I find that if I use the camera controls to move my "Bridge" view around, as I must when part of the sub or someone's head is in the way, the view stays there across saving & loading.
Also - I am having a persistent problem with the game crashing when I try to load a recent save. I am not touching the savegame folder between playing sessions, so I don't understand how the saves can get "corrupted" just sitting there.
I get as far as the "No mission too difficult" screen that you see just before getting into the actual game.
Typically, I'll have to go way back in my patrol. Once or twice, I've had to go all the way back to the "OnLeavingBase" auto-save & restart that patrol.
I've already lost one war career this way, because I had already deleted the oldest saves.
This will happen between sessions of SH4. Rebooting my PC has no effect.
FWIW, I am usually running in Windowed mode. Tried Fullscreen and while I can load some of the later saves that previously would just crash, they also crash after a minute or so of playing. Rats.
Eniwetok? Sept-Oct 1943 she was there... I can't remember when for the side-trip toward Wake, nor why... Then of course, the Musashi didn't always sit around either.Re: Yamato, yep, that's where she, and a TON of other warships, are just sorta hanging out.
Thing is, they also respawn. I'll go in, sink a couple of carriers and destroyers, then go reload torps. When I come back, those ships are alive again. Odd.
Texas Red
05-06-20, 08:58 AM
I'm positive it was the Ansyu Maru. When I saw the Yamato, it was maybe around late 1942 If that is historically accurate, then I need to go to the library and check out some books to refresh my knowledge. :doh:
You don't even need to go to a library. This site has oodles of data on Japanese merchant shipping in the WW2 era:
https://maritime.org/doc/id/oni208j-japan-merchant-ships/index.htm
I don't know whether it existed at the time SH4 was being developed, but would have been an amazing resource.
Mios 4Me
05-06-20, 11:45 AM
Also - I am having a persistent problem with the game crashing when I try to load a recent save. I am not touching the savegame folder between playing sessions, so I don't understand how the saves can get "corrupted" just sitting there.
I get as far as the "No mission too difficult" screen that you see just before getting into the actual game.
Typically, I'll have to go way back in my patrol. Once or twice, I've had to go all the way back to the "OnLeavingBase" auto-save & restart that patrol.
I've already lost one war career this way, because I had already deleted the oldest saves.
This will happen between sessions of SH4. Rebooting my PC has no effect.
That's unfortunately a hallmark of the stock game itself. I'd hoped the mod might magically cure it, but of course it's still there. I'd sneaked into Tokyo Bay almost to Kawasaki, then saved and shut down last night. Now it won't load anything all the way back to the previous game day. Grrr....
One cause seems to be shelling out to another program, or, as in my case, having the manufacturer very helpfully interrupt with popups for the latest "enhancements".
KaleunMarco
05-06-20, 01:45 PM
Is there any way to reset the various station views to defaults?
I find that if I use the camera controls to move my "Bridge" view around, as I must when part of the sub or someone's head is in the way, the view stays there across saving & loading.
Also - I am having a persistent problem with the game crashing when I try to load a recent save. I am not touching the savegame folder between playing sessions, so I don't understand how the saves can get "corrupted" just sitting there.
I get as far as the "No mission too difficult" screen that you see just before getting into the actual game.
Typically, I'll have to go way back in my patrol. Once or twice, I've had to go all the way back to the "OnLeavingBase" auto-save & restart that patrol.
I've already lost one war career this way, because I had already deleted the oldest saves.
This will happen between sessions of SH4. Rebooting my PC has no effect.
FWIW, I am usually running in Windowed mode. Tried Fullscreen and while I can load some of the later saves that previously would just crash, they also crash after a minute or so of playing. Rats.
i have experienced this also. i've attributed it to corrupt Savegames folder.
the only way i found to cure it was to delete the entire SaveGames folder with all of the subfolders (and lose your career) or de-install SH4 (completely) and re-install to a slightly different named folder...also deleting the SaveGame folder.
sorry, buddy. don't shoot at me...shoot at UBI for designing a weak-kneed save-load module.
good luck.
:Kaleun_Salute:
Mad Mardigan
05-06-20, 02:50 PM
Has anything been attempted, to see if such a report could be generated...
Oh yes, many attempts, but the game doesn't give you anything to hook onto.
:salute:
Damn, a shame that... :k_confused:
:x
Ahh well... never hurts to ask..
:Kaleun_Salute:
jlan5031
05-06-20, 03:28 PM
Solved(After a fashion)!
My thanks for your replies and suggestions. After laboriously reinstalling everything, I discovered the external camera seems to always on. All I have to do is use the arrows to get back into the bridge. I tend to panic easily when working with computers.
Thanks again
propbeanie
05-06-20, 07:44 PM
Is there any way to reset the various station views to defaults?
I find that if I use the camera controls to move my "Bridge" view around, as I must when part of the sub or someone's head is in the way, the view stays there across saving & loading.
Also - I am having a persistent problem with the game crashing when I try to load a recent save. I am not touching the savegame folder between playing sessions, so I don't understand how the saves can get "corrupted" just sitting there.
I get as far as the "No mission too difficult" screen that you see just before getting into the actual game.
Typically, I'll have to go way back in my patrol. Once or twice, I've had to go all the way back to the "OnLeavingBase" auto-save & restart that patrol.
I've already lost one war career this way, because I had already deleted the oldest saves.
This will happen between sessions of SH4. Rebooting my PC has no effect.
FWIW, I am usually running in Windowed mode. Tried Fullscreen and while I can load some of the later saves that previously would just crash, they also crash after a minute or so of playing. Rats.
The last there indicates a problem with running out of RAM for the game. If you back off the "fancy" display settings, and just go with simple settings to see if that helps, in that regard. What is your mod list? As for the game camera, there will be an option for that in this next release.
Re: Yamato, yep, that's where she, and a TON of other warships, are just sorta hanging out.
Thing is, they also respawn. I'll go in, sink a couple of carriers and destroyers, then go reload torps. When I come back, those ships are alive again. Odd.
That is the way the game is... You leave the scene, and come back later, and there they are again. At least that way, you'll not run out of things to do in that time period of the game... :roll: - For information on what they were up to being there at Eniwetok, be sure and read all you can find at Combined Fleet (http://www.combinedfleet.com/kaigun.htm). Very nice site.
I'm positive it was the Ansyu Maru. When I saw the Yamato, it was maybe around late 1942 If that is historically accurate, then I need to go to the library and check out some books to refresh my knowledge. :doh:
Thanks for the confirmation of Ansyu Maru, and yes, that is an appropriate time period. In late 1942, Yamato would have been parked at Truk, Musashi would have been running about Home waters fitting out and training.
You don't even need to go to a library. This site has oodles of data on Japanese merchant shipping in the WW2 era:
https://maritime.org/doc/id/oni208j-japan-merchant-ships/index.htm
I don't know whether it existed at the time SH4 was being developed, but would have been an amazing resource.
Pampanito! (https://maritime.org/uss-pampanito/) Good site WH4K! All the stuff existed, just a matter of finding it in Washington DC back then. Most info would have cleared "Top Secret" status by then...
Larrywb57
05-07-20, 07:28 AM
Also - I am having a persistent problem with the game crashing when I try to load a recent save. I am not touching the savegame folder between playing sessions, so I don't understand how the saves can get "corrupted" just sitting there.
I get as far as the "No mission too difficult" screen that you see just before getting into the actual game.
Typically, I'll have to go way back in my patrol. Once or twice, I've had to go all the way back to the "OnLeavingBase" auto-save & restart that patrol.
I've already lost one war career this way, because I had already deleted the oldest saves.
This will happen between sessions of SH4. Rebooting my PC has no effect.
FWIW, I am usually running in Windowed mode. Tried Fullscreen and while I can load some of the later saves that previously would just crash, they also crash after a minute or so of playing. Rats.
I have recently started waiting for up to ten minutes before exiting the game to give the SH4 program time to 'write' the saved files. I also would only keep up to three or four saved games in the saved folder, thinking it would help in not causing corrupted saves. Since giving the program time to write the file to the saved folder, I have not had a CTD. I read what CapnScurvy wrote in a post about the auto-saves on entering and exiting your home port that he believed that was a cause of corrupted saves. https://www.subsim.com/radioroom/showthread.php?t=228888&page=5&post#7. And now I have more than ten saves in my folder. I save after sinking a ship and restarting the program so I don't hear the engine noise on sonar thinking I have a new contact. I also don't run any other programs while I'm in the SH4 program. This is a habit I did with my older computer.
I hope that you are able to get this resolved because I know how frustrating it can be to go back to an earlier save and lose all the tonnage you sunk! : salute:
Machine has 16 GB RAM, and I enabled Large Address Aware, so the game should not be running out of RAM.
I've watched the game's resource use in Task Manager while running in Windowed mode. RAM consumption never goes beyond about 1800 MB, even when the game crashes. So I don't see how it could be running out of RAM.
propbeanie
05-07-20, 11:16 AM
Not so much your RAM, but the OS and the game. Do you have other mods loaded? Try removing them one at a time and see what happens. Are there "utility" programs running in the background of Windows? Try closing them one at a time and testing. I'm not talking about a virus scanner or firewall - unless they're just plain inefficient... But use your Resource Monitor to view what's happening with other apps. It's been a while since I was "into the depths" of Windows and all things Microsoft, but SH4 probably runs in a "shared memory" area, since it's an older, "legacy" app, so it probably runs with everything else "legacy". Even with LAA and 16g of RAM, the game is still limited to a set amount of resources by Windows. The OS and applications written for 64-bit addressing can use the 16g, but not SH4. Maybe 4gig...
XenonSurf
05-07-20, 12:33 PM
Machine has 16 GB RAM, and I enabled Large Address Aware, so the game should not be running out of RAM.
I've watched the game's resource use in Task Manager while running in Windowed mode. RAM consumption never goes beyond about 1800 MB, even when the game crashes. So I don't see how it could be running out of RAM.
Do you always save in different slots and don't load autosaves?
Do you always save in different slots and don't load autosaves?Nope. Sometimes the "OnLeavingBase" autosave is all that's left of my career, so I have no choice but to start over from there.
XenonSurf
05-07-20, 08:40 PM
Nope. Sometimes the "OnLeavingBase" autosave is all that's left of my career, so I have no choice but to start over from there.
At career start in the office you can save manually, and I would do it instead of using autosaves later. I know from SH5 that overwriting a save when saving game, or using autosaves will mess-up your career at some point. I always save in different slots giving progressive names like Xenon_Carrer_015 etc... At some point I delete them. Up to now I didn't encounter crashes or problems. (But I'm not only playing FORTSU).
Of course the reason in your case may be a totally different one.
XS
propbeanie
05-08-20, 07:13 AM
As XenonSurf mentions on the previous page, Saving to a "new slot" is rather important with both SH3 and SH4. What that means is that if you have a Save "MySave" already done, that you do not attempt to Save over the top of that, like standard Windows procedure, but rather that you give the next Save a new name, such as "MySave02" or whatever (as has been mentioned). Doing so helps minimize the Save file size, and keeps a "known-good" Save in the game. As a person's career advances and proceeds through time, there is more and more data to keep track of for the game. I do not know the game's "specs", as far as their buffer sizes or any of that fun stuff that a player shouldn't have to worry about, but the larger your Save is, the longer it takes to write it to disk, of course. Hence the recommendation to pause after clicking on "Save". Each person's computer is different, some use write-caching, some don't, etc.
With SH4, the devs did eliminate most of the Save issues, such as being restricted from Saving while submerged, but it is still not "fool-proof", especially anytime I'm at the keyboard :roll: - this is why it is also recommended not to Save while it is really busy around your boat, which includes while sitting in or near a large harbor, such as your Home Port, or in the middle of a battle. Save prior to each event. But the SH4 system has proven that it can do that, more often than not, but there are exceptions of course. The use of LAA and the like on the SH4.exe file seems to help the most, but a fast hard drive with plenty of space probably helps also... I'm forgetting something... I'll update later if I think of it. :salute:
I was able to rescue my previous patrol by loading a save from well before I got anywhere near Enewetak Atoll, and its ridiculous collection of warships. SH4.exe stability does seem to depend heavily on how much is going on near one's sub. Then I kept playing until I was well away from there, then got back to Midway and all is well again.
An observation on AA armament: Ever since my Balao got the 40mm flak guns, we have been absolutely WRECKING attacking aircraft. It's still a bit of a gamble to fight it out on the surface, but more often than not, the boys in the air go down in flames.
I haven't found the 5" gun's aircraft ammo to have any discernable effect. The gunsight on the deck gun just is not suited to tracking aircraft, even if I could somehow compute the firing solution to get the flak burst vaguely near the attacking aircraft.
Texas Red
05-08-20, 12:33 PM
What I would suggest doing is naming your save games after your objective. For instance, if you were ordered to patrol in area 11-B, name your save-game "Area 11-B 1" and if you saved again in that patrol grid area, name it "Area 11-B 2" and if you were ordered to patrol in that area again, name it "Area 11-B 2.0 1".
That is what I do and it works for me.
XenonSurf
05-08-20, 12:42 PM
What I would suggest doing is naming your save games after your objective. For instance, if you were ordered to patrol in area 11-B, name your save-game "Area 11-B 1" and if you saved again in that patrol grid area, name it "Area 11-B 2" and if you were ordered to patrol in that area again, name it "Area 11-B 2.0 1".
That is what I do and it works for me.
That's an idea to have, but there is an important finesse to know I think:
You don't want to save within your patrol area if you haven't yet achieved the mission goal. The reason is - I guess it's the same like in SH5 - that your patrol timer will be reset if you save/reload. Let's say you are ordered to patrol for 5 days, you will have to do it in one-go in your patrol area - and then save, or you save just before entering your patrol circle. Doing differently will cause you to have to patrol for 5 days again before completing successfully your objective. Of course if you achieve a lot of tonnage in your zone then you can neglect this, you will have a high score when returning to your base anyway :)
Note that in SH5 there is the additional nuisance that the same enemy (be it a single or a convoy) will freshly spawn a 2nd time after reloading in the patrol zone, I hope this doesn't happen in SH4.
If this ain't so, then all the better, you can save when you want.
XS
propbeanie
05-08-20, 01:51 PM
All of the game's "timers" re-set when you Save and exit, including any damage incurred that is still in the process of being repaired. If the fellows wrenching are five minutes away from affecting repairs that have taken 3 hours and 55 minutes thus far, if you Save and exit there, when you come back in, there will be four hours now until that same repair is finished. You will also hear some of the sound FX of the game as you come back in with a re-load, which if you've hit an anti-sub net, can be quite startling... and like all of the other SH series of games, yes indeedy, the enemy can re-spawn, situationally dependent. In certain situations, if you sank a ship previously, saved, re-enter, find that same ship again and go to sink it a 2nd time, you usually do not get "credit" for another sinking. But that's the way the game engine works. Save ~before~ you do something, do the "something", then exit the area to save again. It is not a good idea anyway, to hang around the area of an attack. Too easy to find you for a counter-attack... :salute:
XenonSurf
05-08-20, 02:08 PM
All of the game's "timers" re-set when you Save and exit, including any damage incurred that is still in the process of being repaired. If the fellows wrenching are five minutes away from affecting repairs that have taken 3 hours and 55 minutes thus far, if you Save and exit there, when you come back in, there will be four hours now until that same repair is finished.
(...):salute:
Oh gosh, even repairs... That's what went terribly wrong in my last save :salute:
Good to know, thanks Propbearnie.
Hey there, I launch the game with the mod just fine. However, when I try to load into a game it crashes and errors out with an "unknown error" any known causation for this or fix especially? Like when I launch 'submarine school' or the 'fleet-boat campaign'
-querez
Mios 4Me
05-08-20, 07:58 PM
1. Proceeding on the surface to Area 10 on 5/13/45, near the eastern entrance of the Tsugaru Strait, we detected a small freighter through the raised periscope rather than the radar or sonar. Radar was confirmed on and set to continuous sweep.
2. The radar has always been inferior to sound detection; I understand this is a known issue.
3. The Mk 16 torpedo seems to have less explosive power than even the Mk 14 from the stock game, much less than the Mk 16. Small freighters and escorts routinely take two or more hits to sink. In one recent attack, an 800 ton escort shook off a hit from abeam just forward of the superstructure; a second hit from abeam just forward of the stack finally caused it to stop and slowly sink 10 min later.
Texas Red
05-08-20, 08:57 PM
That's an idea to have, but there is an important finesse to know I think:
You don't want to save within your patrol area if you haven't yet achieved the mission goal. The reason is - I guess it's the same like in SH5 - that your patrol timer will be reset if you save/reload. Let's say you are ordered to patrol for 5 days, you will have to do it in one-go in your patrol area - and then save, or you save just before entering your patrol circle. Doing differently will cause you to have to patrol for 5 days again before completing successfully your objective. Of course if you achieve a lot of tonnage in your zone then you can neglect this, you will have a high score when returning to your base anyway :)
Note that in SH5 there is the additional nuisance that the same enemy (be it a single or a convoy) will freshly spawn a 2nd time after reloading in the patrol zone, I hope this doesn't happen in SH4.
If this ain't so, then all the better, you can save when you want.
XS
Never had that problem before. Maybe I have but I just didn't notice.
Torpedo
05-09-20, 03:56 AM
Hi all!
I present my opinion. Was the US submarines radar screen red or green historically? I can be wrong but I always believed that the screen was green, but in FOTRSU it is red. Is it possible to change the screen from red to green? Maybe it's not an important detail but for me the graphics are important.
TNX in advance!
Torpedo:Kaleun_Salute:
mikesn9
05-09-20, 08:15 AM
Never had that problem before. Maybe I have but I just didn't notice.
It seems to me, that saving during a patrol zone time period does not reset your time in patrol.
I make a note of when I enter the zone, and also note what day & time my orders expire. I don't recall any extensions on my patrol time expiring.
(FOTRSU)
I also save each time with a new name, and periodically remove older saves, leaving (at least) the last good save, one I have l loaded before.
Hi all!
I present my opinion. Was the US submarines radar screen red or green historically? I can be wrong but I always believed that the screen was green, but in FOTRSU it is red. Is it possible to change the screen from red to green? Maybe it's not an important detail but for me the graphics are important.
TNX in advance!
Torpedo:Kaleun_Salute:
The PPI was indeed red, I have seen pictures of it but I can't remember where. In the early days of SH4 modding we did a lot of research regarding that. :Kaleun_Salute:
mikehcl
05-09-20, 12:21 PM
The PPI was indeed red, I have seen pictures of it but I can't remember where. In the early days of SH4 modding we did a lot of research regarding that. :Kaleun_Salute:
I'm not convinced it's red, this video would make me believe it was green ...
https://www.youtube.com/watch?v=Baswg-0BpCw
propbeanie
05-09-20, 12:34 PM
Note that he is in a 'modernized' conn, and he points out the ST (periscope) as green, but does not mention the SJ, of which in SH4, the A-Scope is green. :salute:
propbeanie
05-09-20, 12:48 PM
1. Proceeding on the surface to Area 10 on 5/13/45, near the eastern entrance of the Tsugaru Strait, we detected a small freighter through the raised periscope rather than the radar or sonar. Radar was confirmed on and set to continuous sweep.
2. The radar has always been inferior to sound detection; I understand this is a known issue.
3. The Mk 16 torpedo seems to have less explosive power than even the Mk 14 from the stock game, much less than the Mk 16. Small freighters and escorts routinely take two or more hits to sink. In one recent attack, an 800 ton escort shook off a hit from abeam just forward of the superstructure; a second hit from abeam just forward of the stack finally caused it to stop and slowly sink 10 min later.
The radar being inferior on range to sonar is not a known issue. It was a fact of life. It could not reach out as far as sonar until much later, and the US sonar was anemic compared to some of the German models. As for the torpedoes, are you using magnetic, or impact torpedoes? I had a Mark 14 the other day during testing explode several tens of yards before a ship, which from the scope looked like a good hit, but was actually a pre-mature detonation. Only the magnetics are set to have a premature chance though. Both the Mark 14 & the Mark 16 have the same "power", with the Mark 18 being slightly stronger. The 14 has a slightly larger "minimum" area that it can do damage in than the 16, but the 16 has a larger maximum radius. Depth keeping in both is similar until roughly mid-1943. You might be deep enough to trigger an explosion, but you might closer to the maximum radius than the minimum, and therefore experiencing less damage. This is for magnetic pistols, of course. Impact, and you should be about equal, other than dealing with a roll of the dice for the actual damage imparted. :salute:
Also, we have more and more ships as time progresses and we get to them, that are more difficult to sink than previously. This is a bit of an undertaking with almost 300 ships in FotRSU. You still have a chance of sinking a ship with one hit, but sometimes not. We still have to go through the DD and other escort ships' folders and re-do some of the "damage model" in them. One DD will take two, another 3, and others blow sky-high with one.
Never had that problem before. Maybe I have but I just didn't notice.
Neither have I! When I enter a timed (5 days or 10 Days) patrol I mark the date and time. I save whenever I want, usually before setting up an approach, and after the attack. As the time ends for that patrol I've seen the objective completed message, usually right when the expired time duration occurs.
Mios 4Me
05-09-20, 03:13 PM
The radar being inferior on range to sonar is not a known issue. It was a fact of life. It could not reach out as far as sonar until much later, and the US sonar was anemic compared to some of the German models.
As a recent convert from stock, that's the only reference point I have; there radar was always superior to sonar, so I assumed.
**On this continued patrol, the radar has gotten increasingly erratic. It detected two convoys with sufficient time to set up ambushes, the second in bad weather. Roughly a day after the destruction of the second convoy, while stationary in very bad weather, we were attacked by a medium cooler that suddenly appeared only 750 meters away with zero warning from radar OR sonar. I verified the radar power and sweep buttons were lit.**
It's possible the cooler approached from behind, then turned 90 degrees across our stern in the darkness, explaining the lack of sonar warning, but the radar?
As for the torpedoes, are you using magnetic, or impact torpedoes? I had a Mark 14 the other day during testing explode several tens of yards before a ship, which from the scope looked like a good hit, but was actually a pre-mature detonation. Only the magnetics are set to have a premature chance though. Both the Mark 14 & the Mark 16 have the same "power", with the Mark 18 being slightly stronger. The 14 has a slightly larger "minimum" area that it can do damage in than the 16, but the 16 has a larger maximum radius. Depth keeping in both is similar until roughly mid-1943. You might be deep enough to trigger an explosion, but you might closer to the maximum radius than the minimum, and therefore experiencing less damage. This is for magnetic pistols, of course. Impact, and you should be about equal, other than dealing with a roll of the dice for the actual damage imparted. :salute:
Also, we have more and more ships as time progresses and we get to them, that are more difficult to sink than previously. This is a bit of an undertaking with almost 300 ships in FotRSU. You still have a chance of sinking a ship with one hit, but sometimes not. We still have to go through the DD and other escort ships' folders and re-do some of the "damage model" in them. One DD will take two, another 3, and others blow sky-high with one.
I'm using magnetic exploders to run 0.5-1.5 meters below escorts, deeper than that for merchants, and even deeper for large warships. The dud torpedoes setting is turned off, though I have observed a number of premature explosions.
However, in the case of the 800 ton escort mentioned earlier, I zoomed in and saw two damaged areas in the sections described. IIRC, the depth had been set to 4 meters. Except for down-the-throat hits on directly on the nose of charging escorts, which can severely rattle but not sink them in stock, one Mk 16 hit generally is enough for almost all merchants and escorts, including heavy cruisers and the Taiho. Which leads me to:
The Mk 16 should be twice as powerful as the Mk 14. From what I've read, the Mk 14 had a 643 lb torpex warhead; the Mk 16 mod 0 warhead was 1,260 lbs of torpex.
propbeanie
05-09-20, 03:43 PM
There is a difference between the game and real life, of course. The Mark 16 did indeed have a larger warhead of 1260lbs torpex (which is modeled in SH4 & FotRSU - I missed a line in a previoius post), while the Mark 14 mod3 had 668 (ref NavWeaps (http://www.navweaps.com/Weapons/WTUS_WWII.php)). However, the game also has them available in 1943, while in real life, they were never used in WWII. The torpedo is "simulated" to have a larger damage area, which does make it more powerful in the game... I am not certain how the game handles depth-keeping as opposed to actual pre-mature detonations or duds. All three settings reside in one file, so I would assume that the game turns them on or off as a group with the menu's settings... however, again, the damage imparted from your torpedo is still just a roll of the dice. The closer the torpedo is to the ship when it explodes, the greater the chance of more damage, but, it is still a "chance" kind of thing... For the purposes of FotRSU, it would not be appropriate to have you able to obliterate any and all ships with a single Mark 16.
As for the radar, remember that you are on a "moving" ship, and I'm talking about the roll of the sea. Your rotating antennae has a "beam" that it shoots out and then tries to "collect" the reflections. The bobbing to and fro has an impact on the perceived range, if it works at all. It is entirely possible for a ship to have seen you, turned and attempted to ram you, or just was just on an intercept course quite by accident. Check your watch crew though...
Texas Red
05-09-20, 05:05 PM
I've had instances in previous games where just by sheer luck, in the poorest weather possible, we run into a destroyer that sees us at like 150 meters and we have no time to crash dive and the destroyer rams us and sinks us. So freaking frustrating.
Mios 4Me
05-09-20, 05:44 PM
As for the radar, remember that you are on a "moving" ship, and I'm talking about the roll of the sea. Your rotating antennae has a "beam" that it shoots out and then tries to "collect" the reflections. The bobbing to and fro has an impact on the perceived range, if it works at all. It is entirely possible for a ship to have seen you, turned and attempted to ram you, or just was just on an intercept course quite by accident. Check your watch crew though...
I went back to the save point several hours after the last convoy ambush and set the sub onto a continual 5 degree port turn to prevent anyone sneaking up our baffles in the bad weather. Both the radar power and continuous sweep buttons were observed to be lit and the watch crews' efficiency to be in the high 90s. So what happened next?
That same medium cooler eventually popped into existence 900 meters away and shelled us until we dove.
The problem is that the SJ radar's Continuous Sweep button is lit when viewed from another screen, but in actuality it is set on Focus. If you go to one of the scopes, the button is no longer lit.
I note there is some similarity to Known Issue #2 in post #2 of this thread, except that I don't use keyboard shortcuts other than L and Q (mouse for everything else) and that the Continuous Sweep button deceptively remains lit.
EDITED to ADD: I just ran this again, this time with a 10 degree turn to port and having turned on the Continuous Sweep on the actual scope screen. Nevertheless, the medium cooler appeared 900 meters off our starboard bow with no warning from either radar OR sonar. Once again they had the drop on us, firing before we knew anyone was there.
10:33 CE: We're under attack!
10:33 CE: Hull damaged!
10:33 Sonarman: Sonar contact! Merchant moving slow closing! Bearing 058! Short range!
propbeanie
05-09-20, 06:09 PM
I'm looking into something else right now Mios 4Me, but what boat are you in, what is the date, and where are you located geographically in the game? The weather, especially if you are on the surface, looms large in the fact that you cannot "hear" the sonar on the surface, you cannot see for the weather, and your radar is all over the place. You are basically flying blind. Good time to be down 80+ and waiting for a break in the weather. Down there, you can at least hear. :salute:
KaleunMarco
05-09-20, 06:19 PM
August 10, 1945, Sailing into San Francisco. Job Well Done.
https://i.ibb.co/sVvg6Wn/SH4-Img-2020-05-09-17-52-48-262.png
KaleunMarco
05-09-20, 06:23 PM
I went back to the save point several hours after the last convoy ambush and set the sub onto a continual 5 degree port turn to prevent anyone sneaking up our baffles in the bad weather. Both the radar power and continuous sweep buttons were observed to be lit and the watch crews' efficiency to be in the high 90s. So what happened next?
That same medium cooler eventually popped into existence 900 meters away and shelled us until we dove.
The problem is that the SJ radar's Continuous Sweep button is lit when viewed from another screen, but in actuality it is set on Focus. If you go to one of the scopes, the button is no longer lit.
I note there is some similarity to Known Issue #2 in post #2 of this thread, except that I don't use keyboard shortcuts other than L and Q (mouse for everything else) and that the Continuous Sweep button deceptively remains lit.
EDITED to ADD: I just ran this again, this time with a 10 degree turn to port and having turned on the Continuous Sweep on the actual scope screen. Nevertheless, the medium cooler appeared 900 meters off our starboard bow with no warning from either radar OR sonar. Once again they had the drop on us, firing before we knew anyone was there.
10:33 CE: We're under attack!
10:33 CE: Hull damaged!
10:33 Sonarman: Sonar contact! Merchant moving slow closing! Bearing 058! Short range!
if you are in bad weather and at close range with the enemy, you should be submerged.
at periscope depth, you have sonar coverage. you can open up range if you want to escape or get a contact bearing if you want to attack again.
even if you want to re-attack on the surface, you do not want to be within visible range of any surface ship as they will decimate you at close range.
they.will.not.miss.
:Kaleun_Salute:
Mios 4Me
05-09-20, 06:27 PM
I'm looking into something else right now Mios 4Me, but what boat are you in, what is the date, and where are you located geographically in the game? The weather, especially if you are on the surface, looms large in the fact that you cannot "hear" the sonar on the surface, you cannot see for the weather, and your radar is all over the place. You are basically flying blind. Good time to be down 80+ and waiting for a break in the weather. Down there, you can at least hear. :salute:
USS Quillback, Tench class, 4/28/45, 41 15' N, 140 05' E
Weather is appalling up here for days at a time, meaning no air cover and an ideal environment for one-sided gunnery, making it my all-time favorite hunting ground. I have never had an issue at this location, except with this cooler. There was an undetected small freighter mentioned earlier that I acquired visually at the other end of the strait on this patrol though.
EDITED to ADD: even when I switch the SJ to Focus on the scope screen, the setting doesn't stick. When I switched to sonar, then back to PPI, the setting was back to Focus. Doesn't matter if I use the switch or the button.
propbeanie
05-09-20, 07:16 PM
Thanks for that. Did you do the prescribed tests on your new ST and all other radar prior to departure, as Adm. C.A. Lockwood has mandated?... :O:
Just kidding of course, but KaleunMarco reported radar issues on his Balao after being fitted with the ST after Jan of 1945. But your boat is fresh off the lot, still has that new car smell, so surely it functions as intended?...
Mios 4Me
05-09-20, 07:38 PM
if you are in bad weather and at close range with the enemy, you should be submerged.
at periscope depth, you have sonar coverage. you can open up range if you want to escape or get a contact bearing if you want to attack again.
even if you want to re-attack on the surface, you do not want to be within visible range of any surface ship as they will decimate you at close range.
they.will.not.miss.
I've noticed that of late, when the radar's offline and I don't have the drop on them. :)
OTOH, of the last convoy I attacked (with the radar actually functioning normally), the Split Merchant went down after a single torpedo (making sport of my comments to Propbeanie about weak torpedoes), the Large Composite Freighter was sunk by 5" fire after being softened up by a Mk 16, and the Whale Factory Ship fell to gunfire alone. The only damage received has been from that teleporting Medium Cooler so far.
Mios 4Me
05-09-20, 07:41 PM
Thanks for that. Did you do the prescribed tests on your new ST and all other radar prior to departure, as Adm. C.A. Lockwood has mandated?... :O:
Just kidding of course, but KaleunMarco reported radar issues on his Balao after being fitted with the ST after Jan of 1945. But your boat is fresh off the lot, still has that new car smell, so surely it functions as intended?...
It's worked well enough on the first two patrols that I didn't notice any issues like this one. Even then, it's not consistent; as I noted to Marco above, it worked properly on the previous attack. It also failed earlier in the patrol, though, so I'm at a loss.
Mios 4Me
05-09-20, 08:06 PM
I've had instances in previous games where just by sheer luck, in the poorest weather possible, we run into a destroyer that sees us at like 150 meters and we have no time to crash dive and the destroyer rams us and sinks us. So freaking frustrating.
Missed this the first time. Which class and radar did you have?
KaleunMarco
05-09-20, 10:27 PM
Thanks for that. Did you do the prescribed tests on your new ST and all other radar prior to departure, as Adm. C.A. Lockwood has mandated?... :O:
Just kidding of course, but KaleunMarco reported radar issues on his Balao after being fitted with the ST after Jan of 1945. But your boat is fresh off the lot, still has that new car smell, so surely it functions as intended?...
that is correct. ST radar on a Balao did not function at all. it made that combat patrol quite nerve racking. that item was #1 on my gripe list when we returned to port. i made sure that the repair crew replaced it with the "old" SJ-1 which worked just fine, thank you very much.:D:salute:
propbeanie
05-09-20, 11:04 PM
I do see issues with the Tench in the game, other than what we knew earlier with radar, and my game CTDs when closing after using a Tench. Any issues with a Save involving the Tench?...
torpedobait
05-10-20, 07:00 AM
I do see issues with the Tench in the game, other than what we knew earlier with radar, and my game CTDs when closing after using a Tench. Any issues with a Save involving the Tench?...
The only issue I've had with it is being forced to patrol out of Pearl. Makes for a long haul to the hunting grounds.
propbeanie
05-10-20, 08:19 AM
That is where the boats started from, "officially" entering the combat zone from there. However, most all of them did stop at Guam enroute, and were then based there, if they had the opportunity to even go on patrol from there before the war ended... An add-in is planned for those who want to do that, but it is on hold while this is investigated. It seems to me that we have a possible date issue that I am missing, but we'll keep looking. Also, what I am seeing is in the intended next release, and may not affect what you have at all, but it makes me suspicious. :salute:
Edit: I did find the issue with the next release's Tench, and it was a self-inflicted wound, as usual... :roll: - So we'll get what we have packed-up and posted for you guys sometime tomorrow! I have not found any date issues whatsoever with the equipment, so we're still looking into trying to figure out what happens with the transition from one to the next with the radars when it is close to the effective dates... In the meantime, for those seeing the radar scope not "sweeping" after leaving the station and coming back in later, it is in fact still sweeping, as far as radar reports go, it is the display that quits. :salute:
Mios 4Me
05-10-20, 11:23 AM
I do see issues with the Tench in the game, other than what we knew earlier with radar, and my game CTDs when closing after using a Tench. Any issues with a Save involving the Tench?...
Yes, as per usual with SH4: in all but the earliest patrols, the game occasionally fails repeatedly to load. That's despite not shelling out, saving a certain period after a complex battle or coming out of hyperspace (high TC), etc.
FWIW, once I ambushed that one troublesome medium cooler, the radar went back to normal.
BTW, those medium coolers are quite the vicious little hedgehogs, aren't they, and quite prolific too. I encountered five of them in the last patrol, and three whale factories, sinking same. Having no baseline, I have no idea if this is anomalous.
propbeanie
05-10-20, 11:31 AM
That is one of the problems with the use of GENERIC ship classes, in that the game gets "stuck" on the percentages. It seems that the "Random" of the game likes to do the "positives" first. In other words, you have something set to happen 76 times out of 100, and the game will do 74 of those 76, then do 20 of the others, back to the last 2 of the 76, and then the last 4 of the 24. It does not seem to do a 76% chance each time through a sequence, but rather sets the 76:100 at the outset. Does that set, then does another set... Similarly, if you have duds turned on, you will see a LOT of duds initially, then they'll calm down to the point where you think you have an "un-dudded" game, and then you'll get another flurry of them... weather seems similar. Real life does do that also, but not quite to the extent of the game. It is what it is though. :salute:
propbeanie
05-10-20, 04:33 PM
OK, finally got out of "editing" mode for the next release, and doing some final checks. First up is what the beast came upon the other day with the Ansyu Maru Auxilary Transport. Single Mission, with all three of Hitman's ships, just in case:
https://i.imgur.com/We1NydX.jpg
The photo line-up of possible suspects
https://i.imgur.com/XSkjJi0.jpg
Same line-up moments after 2x torps each, the Aden is having trouble with internal explosions
https://i.imgur.com/FfY12Rq.jpg
The Aden had been hit first, and started to settle first, but sank last
https://i.imgur.com/XQ09zlV.jpg
... and the same one from below water level
https://i.imgur.com/fAFtyo9.jpg
The first to sink - this is from the undamaged starboard side.
http://i.imgur.com/weHvEFc.jpg (https://imgur.com/weHvEFc)
and the Ada takes the plunge
I did follow the Aden down, and it too did not have issues. All three ships showed torpedo damage holes, and sank about as well as any in the game, neither going too fast, nor too slow, though I would like to see them go slower... Now, this is in the new version, getting mixed as we "speak", but as far as I know, we did nothing to affect them. I have seen similar though, when loading an old Save from a slightly different set-up. The mod does demand quite a bit of the computer's resources, and I can see a busy scene or large amount of Save data causing a person some grief, but also check for any background apps digging into your computer resources. This machine I am on now will usually do OK, but I cannot have Discord and SH4 going at the same time, along with all the other systray krapp :salute:
s7rikeback
05-10-20, 06:17 PM
OK, finally got out of "editing" mode for the next release, and doing some final checks. First up is what the beast came upon the other day with the Ansyu Maru Auxilary Transport. Single Mission, with all three of Hitman's ships, just in case:
https://i.imgur.com/We1NydX.jpg
The photo line-up of possible suspects
https://i.imgur.com/XSkjJi0.jpg
Same line-up moments after 2x torps each, the Aden is having trouble with internal explosions
https://i.imgur.com/FfY12Rq.jpg
The Aden had been hit first, and started to settle first, but sank last
https://i.imgur.com/XQ09zlV.jpg
... and the same one from below water level
https://i.imgur.com/fAFtyo9.jpg
The first to sink - this is from the undamaged starboard side.
http://i.imgur.com/weHvEFc.jpg (https://imgur.com/weHvEFc)
and the Ada takes the plunge
I did follow the Aden down, and it too did not have issues. All three ships showed torpedo damage holes, and sank about as well as any in the game, neither going too fast, nor too slow, though I would like to see them go slower... Now, this is in the new version, getting mixed as we "speak", but as far as I know, we did nothing to affect them. I have seen similar though, when loading an old Save from a slightly different set-up. The mod does demand quite a bit of the computer's resources, and I can see a busy scene or large amount of Save data causing a person some grief, but also check for any background apps digging into your computer resources. This machine I am on now will usually do OK, but I cannot have Discord and SH4 going at the same time, along with all the other systray krapp :salute:What have you done to my babies ?!?!? You sank em!!!
propbeanie
05-10-20, 09:17 PM
Pretty, aren't they?... even with ventilation holes below the water's surface! :salute:
Sokolov
05-11-20, 11:56 PM
Is there are harbours are well defended?
torpedobait
05-12-20, 07:50 AM
Is there are harbours are well defended?
I would not suggest you get within 6nm of an enemy harbor. Many have gun boats or larger, and many have shore guns. Always approach a harbor cautiously, and at periscope depth if inside a 6nm range. They are very accurate gunners! :salute:
I've had the opposite experience. Been able to just waltz up to any old harbor and pick off ships at my leisure.
Obviously, the exception is if there's a warship of any kind in dock. They'll open up if I get too close. So a cautious approach is still a good one.
Absent a gunboat or other warship., I can easily get within 6 nm without a shot fired. Even with a gunboat, I can usually smash it with the deck gun from well outside its engagement range. That's tedious though because I have to man the deck gun myself - even my best AI gunners waste about 1/3 to 1/2 the shots.
Shore batteries have only engaged me if I fired first.
Does this work with Operation Monsoon or should I make two separate installations of the game? Probably two.....would be the smart thing to do.
propbeanie
05-12-20, 12:42 PM
Yes, two separate installs, with the use of MultiSH4 to make separate Save folders also, one for FotRSU, and one for OM, or better still Dark Waters (https://www.subsim.com/radioroom/showthread.php?p=2640021#post2640021), in which Fifi gave OM a new set of clothes. :salute:
torpedobait
05-13-20, 06:21 AM
I've had the opposite experience. Been able to just waltz up to any old harbor and pick off ships at my leisure.
Obviously, the exception is if there's a warship of any kind in dock. They'll open up if I get too close. So a cautious approach is still a good one.
Absent a gunboat or other warship., I can easily get within 6 nm without a shot fired. Even with a gunboat, I can usually smash it with the deck gun from well outside its engagement range. That's tedious though because I have to man the deck gun myself - even my best AI gunners waste about 1/3 to 1/2 the shots.
Shore batteries have only engaged me if I fired first.
To each their own, I guess. But I wouldn’t approach certain places in Truk, Rabaul, or the entrances to Bungo Suido and Tokyo Wan on the surface day or night - they may have a shorter range at night, but those shore guns will hit your boat with deadly accuracy.
But like I said, to each his/her own. :salute:
KaleunMarco
05-13-20, 10:23 AM
To each their own, I guess. But I wouldn’t approach certain places in Truk, Rabaul, or the entrances to Bungo Suido and Tokyo Wan on the surface day or night - they may have a shorter range at night, but those shore guns will hit your boat with deadly accuracy.
But like I said, to each his/her own. :salute:
i agree with TB.
approach harbors with trepidation.
i stay away from Rabaul, Truk, Saipan.
patrol approx 25-30 miles out and wait for the convoy/TF to come out.
interest story...i approached Saipan once, from the west, unbeknownst to me a TF was passing the port-city on the east side. the TF spawned.... and a CVE got hung up on a Saipan mountain. i posted a screen shot here at Subsim but i cannot find it.
anyway, that is another reason why i stay away from active ports.:Kaleun_Salute:
Front Runner
05-13-20, 11:44 AM
and it looks like just in time for the next release.
I've been busy with other simulator hobbies such as Prepar3d v5 and I've been playing quite a bit of Galactic Civilizations III v4.0. Thought I'd check in with my FOTRSU companions and just in time for the next release. I started an early war campaign last night.
XenonSurf
05-13-20, 01:05 PM
A technical question about traffic and being able to spot enemies:
I have read the 'game stability' and 'known issues' PDFs, and I'm quite familiar with the right 'save game' procedure and what to avoid etc.
However, I suspect that if I save the game, then all my invisible targets that I could find will also disappear until new targets will spawn, is this correct?
What I mean is in particular:
Let's say you have spent 2 hours without finding a target, and suddenly you get a radio report of a convoy 400 nm away, and you are able to intercept it. Now If I save the game and quit, would this convoy still be in the game after reloading the save, or has it disappeared and I will not find it if trying to intercept it?
Same question for 'invisible' targets that are nearby but which I don't see visually, or by sonar or radar yet; will they disappear if I save and quit the game?
Problem is that I can hardly spend more than 3 hours in a row playing without saving and interrupt the game, so what would be the solution to keep the tactical game situation when saving?
Compared to TMO+OTF or RFB, how much more traffic is in the FOTRSU 3d-world? I know there are so many more ship units and much better visual grafics, but is the campaign traffic also increased?
Thanks!
XS
KaleunMarco
05-13-20, 06:10 PM
A technical question about traffic and being able to spot enemies:
I have read the 'game stability' and 'known issues' PDFs, and I'm quite familiar with the right 'save game' procedure and what to avoid etc.
However, I suspect that if I save the game, then all my invisible targets that I could find will also disappear until new targets will spawn, is this correct?
What I mean is in particular:
Let's say you have spent 2 hours without finding a target, and suddenly you get a radio report of a convoy 400 nm away, and you are able to intercept it. Now If I save the game and quit, would this convoy still be in the game after reloading the save, or has it disappeared and I will not find it if trying to intercept it?
Same question for 'invisible' targets that are nearby but which I don't see visually, or by sonar or radar yet; will they disappear if I save and quit the game?
Problem is that I can hardly spend more than 3 hours in a row playing without saving and interrupt the game, so what would be the solution to keep the tactical game situation when saving?
Compared to TMO+OTF or RFB, how much more traffic is in the FOTRSU 3d-world? I know there are so many more ship units and much better visual grafics, but is the campaign traffic also increased?
Thanks!
XS
that is an excellent question that i have pondered myself...and it transcends any mod as it would be applied at the SH4 level and not the mod.:salute::hmmm:
i believe based on experience that if you receive a message regarding a TF or convoy or ship, then it has spawned and saving will not affect its presence when you reload.
i believe based on experience that if you see an icon, as we do from time to time, then the unit has spawned and saving will not affect it.
so, KM's Theorem #3 is that if you haven't been told about it or you haven't see evidence of it, then it hasn't spawned yet.
does this help?
:Kaleun_Salute:
XenonSurf
05-13-20, 06:43 PM
Thanks KM, I really hope this is so otherwise I need to totally change my savegame strategy, to avoid possible corruptions, saving the game at the right time is delicate already, but this 'problem' of targets also came to my mind.
Greetings,
XS
Havan_IronOak
05-13-20, 10:30 PM
Nevermind.... figured out that my link was bad
FotRSU Mod Team
05-14-20, 05:34 AM
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10693
Announcing 14th May, 2020
Please note that we expect typos here and mistakes in the mod. Just let us know!
Version 1.1 of Fall of the Rising Sun Ultimate Edition mod
This is not the download link - this is a title - do not click on this more than three times or we will begin to worry about you
Note: This mod is for "Silent Hunter 4: Wolves of the Pacific" v1.5 only - with Uboat Missions Add-on
See the first page: Fall of the Rising Sun Ultimate - Full Release (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992)
Let us know (nicely please) what you think! You can PM propbeanie or s7rikeback about any issues, but a post in this thread is best. Thank you for your patience. Sorry for the inconvenience Havan_IronOak and the others who attempted to download the mod while it was uploading. :salute:
+++++++++++++++++++++++++++++++++++++++++++++++++
Known Issues and Resolutions
(+) Location: All Date(s): All Assignment(s): All Circumstances: Crew officer limits and rank insignia need work Fix?: Yes Resolved?: Yes v1.1
(+) Location: Manila / Soerabaja area assignments Date(s): End of December, toward end of February Assignment(s): Insertion south of Manila Circumstances: Player is assigned mission too soon Fix?: Yes Resolved?: Yes v1.1
(+ / -) Location: All Date(s): All Assignment(s): All Circumstances: TMO style plotting option desired Fix?: No, In process Resolved?: No
(+) Location: All Date(s): All Assignment(s): All - torpedo dud rates and optional mod Circumstances: Dud rate options desired Fix?: Yes Resolved?: Yes, several options v1.1
(+) Location: All Date(s): All Assignment(s): All Circumstances: Inappropriate, "non-historical" ships that might cause issues, such as DD Menaki Fix?: Yes Resolved?: Yes, removed v1.1
(+) 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 - finally able to replicate, issues with all boats in the area Fix?: Resolved?: Yes, game was running out of memory bandwidth due to config issues with Type=106 assets v1.1
(+) Location: All Date(s): Various Assignment(s): Various Circumstances: No "creaks" sound on S-Boat (2 reports) - finally able to replicate, still searching Fix?: Yes Resolved?: Yes v1.1
(+ / -) Location: End of Soerabaja Date(s): (1 report) Late February into April 1942 Assignment(s): After patrol, home port moved to Fremantle Circumstances: Attempting to end patrol April 13, 1942, CTD - unable to replicate Fix?: Unknown Resolved?: Unknown, but issues from above may have contributed
(+ / -) Location: Various Date(s): Various Assignment(s): Various Circumstances: (2 reports) "Range at current speed" not giving correct reading, player able to triple attained mileage - able to replicate in similar manner Fix?: Sort of Resolved?: No. Stock game issue. If we adjust for "accurate" range, we lose all sorts of other setting "accuracies".
(+/-) Location: Game-wide Date(s): various Assignment(s): All Circumstances: When taking damage internally, steam pipe breaks and Steam Burst.wav file plays. After damages are repaired, audio file continues to play (unable to replicate) Fix?: Maybe - edits completed - tests completed but inconclusive. Audio exceeded 0 db scale, reduced both the pipe burst and the steam sound. Resolved?: Unknown.
(+ / -) Location: Game-wide Date(s): full game Assignment(s): All boats Circumstances: Radar dishes are not consistent with rotation Fix?: None yet - new version might help some. Resolved?: Not really.
(+) Location: CenPac Date(s): December, 1941 Assignment(s): Several early assignments Circumstances: Player encouraged to do Photo Recon, but targets are not found without great risk to the boat Fix?: Eh... Somewhat Resolved?: Asset has been re-sized, but you do still need to get in close, just not as close as before
===============================================
propbeanie
05-14-20, 06:17 AM
^^ Downloading now!!! ^^
A technical question about traffic and being able to spot enemies:
I have read the 'game stability' and 'known issues' PDFs, and I'm quite familiar with the right 'save game' procedure and what to avoid etc.
However, I suspect that if I save the game, then all my invisible targets that I could find will also disappear until new targets will spawn, is this correct?
...
Think of the game as a giant database with your submarine in the center of the game world. Everything within a given distance is rendered in that 3D world such that you can "see" them. Everything else is being tracked in the database as it "moves". All of that pertinent information is stored in the Save file. What happened "behind" you is also stored similarly. Like other databases, GIGO rules! :salute:
XenonSurf
05-14-20, 07:00 AM
Think of the game as a giant database with your submarine in the center of the game world. Everything within a given distance is rendered in that 3D world such that you can "see" them. Everything else is being tracked in the database as it "moves". All of that pertinent information is stored in the Save file. What happened "behind" you is also stored similarly. Like other databases, GIGO rules! :salute:
Thank you propbearnie, that's good news. I have this question about my last mission:
I was sent to Marshall Islands to investigate the surroundings, while asked to keep submerged by day and using only 1 engine at night; well, I bypassed this because otherwise I would get nowhere in a reasonable time :)
Also there were 2 green circles for my operation area, 1 of them had the mission marker, but when leaving the first circle to join the 2nd, this will considerably increase my patrol time until my orders are updated, I have spent more than 30 days until I received new instructions from HQ. I usually leave the green circle trying to intercept targets where I think to find them on logical travel nodes etc.
But instead should I stay within the green circle to complete my mission sooner?
Thanks!
Congrats on the new release! I hope it fixes a bug I just stumbled across in the previous FotRS:UE release; in short, the ST periscope radar simply does not work.
Deepseadiver
05-14-20, 08:44 AM
Wow an update..thank you to the team :Kaleun_Applaud:
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