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propbeanie
05-14-20, 09:02 AM
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!
The game is rather dim-witted since it can't think for itself, so all we can do is attempt to anticipate the way people will play the game. In that light, it is assumed that the player will head directly to the Marshalls when given the order. Say you are told to patrol for six days. It is assumed it takes a certain time frame to travel to your assigned patrol area at Ahead Standard. When you receive the orders in the office, the patrol circle is already drawn for the first Primary Objective. Let's say total travel time and patrol time for that first objective is 12 days. If there is a second Objective that will be assigned, that 2nd patrol circle is usually drawn at about the 10th day, for the just-in-case you did Ahead Flank to get to your patrol area. If you instead went to the Marshalls via Empire Waters, then that 2nd circle will be drawn entirely too early. However, the first mission Objective time setting is still set for the passage of the days that are set, but that "clock" doesn't start until you arrive in the patrol circle of the first assignment. Assume that you left PH on the 10th, and the 20th is when the 2nd circle is drawn. You've been told to patrol for six days, but you don't arrive until January 12, 1942, it will be January the 18th before the first Objective is completed and you will then receive the orders for the 2nd Objective circle you saw drawn on the screen. This is part of the problem of trying to help and draw the circles for the player... As for the traffic, realize that the Japanese did not "advance" to some of the other islands in the Marshall and Gilbert Islands until 1942. Some of the "patrols" you see have been alerted to a possible submarine in the area, and are vainly attempting to find your boat. Some are on patrol around a given atoll, not just a single island. The game's 3D world does not accurately "draw" some of the spits of sand that were / are habitable, so you might only see a "shallow" bit of water, and not actual dry land that they are patrolling around. Most of the patrols to the area (three in real life) during the early stages of the war were done so under the assumption that the Japanese may have use the Marshalls as their base of operations for the Pearl Harbor strike, which was of course, erroneous, other than some of their submarines came from there... But, if you hit the right place at the right time, you will be in for a bit of a battle to escape with your crew, you boat, and your life... mum's the word though - you have to "find" them!... lol - Just a hint maybe... Truk was the center of their operations for that area... draw some lines from it, to a rather other important island in the Marshalls, and then branch out from there logically.

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.
We have not messed with the ST radar since it was "fixed" a while back, and have not found what might be causing any issues. My suspicion is that there is a date set incorrectly somewhere, or perhaps something is mis-spelled. We found that a "space" character in a Loadout description will trash a whole set-up for an airplane's configuration, so I'm certain the equipment on the submarine does the same. I might well be incorrect in my assumptions, and it definitely would not be the first nor last time that has happened. We are still tracing IDs and Names through the files, trying to establish what is a correctly set-up submarine for the ST radar. It is much more than just the ST radar, and involves the SV Elite as well as SJ radars, and a "package" of other equipment, as well as all of the above gear, ~and~ having the proper conning tower for everything to attach to. If you start the game in January 1945, the boats seem to be set correctly, but when it comes to "upgrades", something seems to be left out of the equation for the equipment assignments. Still looking.

:salute:

WH4K
05-14-20, 10:17 AM
Thanks for the insight; I was wondering if I missed something.

Sucks I can't go back to the previous, working version of the surface search radar. Oh well, war's almost done - there aren't so many ships to be found anyway.

Mios 4Me
05-14-20, 10:31 AM
Thanks for the update! I haven't updated yet but didn't see this on the list of fixes/known issues for it, so...


Sibyl ships: multiple ships occupying the same space simultaneously. In this case, there are three ships tied up at one berth: a medium split freighter, an Ada Maru, and an unknown type whose symbol displays but whose name does not.


USS Tilefish, 3/22/44, Taipei harbor, patrolling north of Formosa for 10 days.


Is there a central repository for open issues? I've looked at the readmes and the known issues in the second post of this thread, but a Q&D search didn't turn up anything else.

XenonSurf
05-14-20, 10:46 AM
Thank you Propebearnie for your explanations, and: my congrats for your new update! I will however stick with my current career for awhile with 1.004, and then changing.


Cheers,
:Kaleun_Cheers:XS

Randomizer
05-14-20, 11:46 AM
Congratulations on the FOTRS-U 1.1 release and thank you for the update. So far so good, everything went where it was supposed to and it seems to be working as intended.

-C

KaleunMarco
05-14-20, 12:44 PM
Thanks for the update! I haven't updated yet but didn't see this on the list of fixes/known issues for it, so...


Sibyl ships: multiple ships occupying the same space simultaneously. In this case, there are three ships tied up at one berth: a medium split freighter, an Ada Maru, and an unknown type whose symbol displays but whose name does not.


USS Tilefish, 3/22/44, Taipei harbor, patrolling north of Formosa for 10 days.


Is there a central repository for open issues? I've looked at the readmes and the known issues in the second post of this thread, but a Q&D search didn't turn up anything else.
yes, this is a known problem. it has happened before....and it will happen again.
look backwards at some of the posts from 2019 or 2018 and there are some interesting screen shots of different boats occupying the same space.

of course, if it happens today, they are in violation of universal law because they are not maintaining adequate social distancing of at least 6 feet.:haha:

Larrywb57
05-14-20, 12:45 PM
Thanks FOTRS Ultimate Team for your latest release! New mod loaded, preformed comparison check of SH4 game files, SH4 file in documents deleted and now diving into FotRS Ultimate Edition v1.1!

:salute:

WH4K
05-14-20, 01:08 PM
FWIW, I have downloaded 100_FalloftheRisingSun_UltimateEdition_v1.1_EN.7z twice, but it does not have the md5 value in the File & Checksum List.pdf included.


Archive does not seem to be corrupt - it unpacked successfully. Perhaps something changed from the 4/26 edition?

Larrywb57
05-14-20, 01:17 PM
My first impression of the game, I always save approximately 150 nautical miles from my home base. During the transition to the spot where I save, I can always tell a lot of lag on the map because of the traffic. Never take the chance of going above the time compression of 64 until I am several nautical miles away from the angled anchor. On my first patrol out with this mod, I can see no drop in frames per second, the stopwatch didn't shutter as it did in the past because of the harbor traffic. I don't know if the lack of traffic is a result of the attack on Pearl Harbor or if some of the traffic was removed to make the game more stable. Everything is great so far and thanks to the team on their release the mod.

s7rikeback
05-14-20, 01:45 PM
FWIW, I have downloaded 100_FalloftheRisingSun_UltimateEdition_v1.1_EN.7z twice, but it does not have the md5 value in the File & Checksum List.pdf included.

Archive does not seem to be corrupt - it unpacked successfully. Perhaps something changed from the 4/26 edition?

Sorry WH4K,
We forgot to update that.
================================================== =======
14/05/2020 @ 19:40

100_FalloftheRisingSun_UltimateEdition_v1.1a_EN
Size = 1.41 GB

Current MD5 checksum value:
acb087157983e6de6b8413ac064810f5

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

propbeanie
05-14-20, 05:44 PM
Thanks for the update! I haven't updated yet but didn't see this on the list of fixes/known issues for it, so...

Sibyl ships: multiple ships occupying the same space simultaneously. In this case, there are three ships tied up at one berth: a medium split freighter, an Ada Maru, and an unknown type whose symbol displays but whose name does not.

USS Tilefish, 3/22/44, Taipei harbor, patrolling north of Formosa for 10 days.

Is there a central repository for open issues? I've looked at the readmes and the known issues in the second post of this thread, but a Q&D search didn't turn up anything else.
"Central Repository" is on the first page, post #5 - if I'm remembering correctly, and what you describe is an old issue, resolved within a few days of the previous release. I cannot find the series of posts about it, but it is (in theory anyway) resolved. If you do see multiple spawns, as usual, let us know where and when you were, and we'll try to find it and FIX IT!!!... lol


yes, this is a known problem. it has happened before....and it will happen again.
look backwards at some of the posts from 2019 or 2018 and there are some interesting screen shots of different boats occupying the same space.

of course, if it happens today, they are in violation of universal law because they are not maintaining adequate social distancing of at least 6 feet.:haha:
We will send the FotRSU enforcers after them!!!


FWIW, I have downloaded 100_FalloftheRisingSun_UltimateEdition_v1.1_EN.7z twice, but it does not have the md5 value in the File & Checksum List.pdf included.

Archive does not seem to be corrupt - it unpacked successfully. Perhaps something changed from the 4/26 edition?
"Fearless Leader" does not know how to make a valid link to the appropriate file. s7rikeback supplied the info, but it was not properly passed on... "Fearless Leader" apologizes profusely for the failure...


My first impression of the game, I always save approximately 150 nautical miles from my home base. During the transition to the spot where I save, I can always tell a lot of lag on the map because of the traffic. Never take the chance of going above the time compression of 64 until I am several nautical miles away from the angled anchor. On my first patrol out with this mod, I can see no drop in frames per second, the stopwatch didn't shutter as it did in the past because of the harbor traffic. I don't know if the lack of traffic is a result of the attack on Pearl Harbor or if some of the traffic was removed to make the game more stable. Everything is great so far and thanks to the team on their release the mod.
No changes to traffic, other than for mod conformity. The better efficiency of the game is 99.5% directly attributable to s7rikeback and Jeff-Groves working tirelessly on eliminating ID conflicts. We can also thank our 'new', "not-so-secret" weapon, Hebe Vollmaus's mySH3-Tool, which he recently updated for certain SH4 files, and it found all sorts of unseen issues with the Loadouts on the airplanes and ships, such as a "space" character after a name, or a "bombss" for "bombs", etc. The kind of thing that the human misses quite easily and frequently, apparently... So the game runs much better now, even as compared to the previous version. Pay attention to your load times now, and if you go into the Museum, it loads in less than half the time it used to, but has more ships... Thank those fellows profusely, please! The previous version had a lot of "dead wood" removed, such as repeats of Library files and textures, that sort of thing, all thanks to s7rikeback and Jeff-Groves. Notice also that the mod is now smaller...:salute:

Sorry WH4K,
We forgot to update that.
================================================== =======
14/05/2020 @ 19:40

100_FalloftheRisingSun_UltimateEdition_v1.1a_EN
Size = 1.41 GB

Current MD5 checksum value:
acb087157983e6de6b8413ac064810f5

================================================== =======
Ahh... assuming all of the blame for this over-sight, are you?... :har:

FotRSU Mod Team
05-14-20, 09:28 PM
Sorry WH4K,
We forgot to update that.
================================================== =======
14/05/2020 @ 19:40

100_FalloftheRisingSun_UltimateEdition_v1.1a_EN
Size = 1.41 GB

Current MD5 checksum value:
acb087157983e6de6b8413ac064810f5

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

Thank you for taking the hit, s7rikeback! I owe you one! maybe two or three?... :O:

Mios 4Me
05-14-20, 09:42 PM
"Central Repository" is on the first page, post #5 - if I'm remembering correctly, and what you describe is an old issue, resolved within a few days of the previous release. I cannot find the series of posts about it, but it is (in theory anyway) resolved. If you do see multiple spawns, as usual, let us know where and when you were, and we'll try to find it and FIX IT!!!... lol

It also occurred on the previous patrol (agent insertion on Honshu, Feb 1944, Ishinomaki harbor). I observed it on radar but didn't investigate.

In the Taipei case, it was a medium freighter and two Ada Marus in a six pointed star formation. On the other side of the harbor, a ship shared a berth with an unidentified sunken unit.

Front Runner
05-15-20, 04:02 AM
I love leaving Pearl Harbor early war at sunrise instead of mid-day. Playing Tambor Class out of Pearl Dec. 9 1941 departure 0600! Well done!

propbeanie
05-15-20, 07:18 AM
It also occurred on the previous patrol (agent insertion on Honshu, Feb 1944, Ishinomaki harbor). I observed it on radar but didn't investigate.

In the Taipei case, it was a medium freighter and two Ada Marus in a six pointed star formation. On the other side of the harbor, a ship shared a berth with an unidentified sunken unit.
What I am getting at is that it was discovered back in February, not very long after the release of v1.004, and was corrected (we hope). The 'fix' is in this version 1.1 - so in theory, you should not see it occur when you get the new version activated... We "searched" through the files with new criteria to find those kinds of "repeats", but of course, we are never 100% certain of having stomped something out, much less of not having caused a new issue. That is the problem with "bugs", you find one and get rid of it, it's buddies scurry for cover, only to be found two days after the new release... :roll:


I love leaving Pearl Harbor early war at sunrise instead of mid-day. Playing Tambor Class out of Pearl Dec. 9 1941 departure 0600! Well done!
It really should be the 10th, but we'll 'fix' that with an add-in later.. Have fun! See how the "clock" treats you also! Good to have you back onboard! :salute:

s7rikeback
05-15-20, 11:59 AM
Thank you for taking the hit, s7rikeback! I owe you one! maybe two or three?... :O:
With a heavy heart yes...:doh:

WH4K
05-15-20, 05:06 PM
Reduced loading times? Yes please!


MultiSH4 merely keeps the savegame files separate, between associated mods, correct?

Mad Mardigan
05-15-20, 05:21 PM
Reduced loading times? Yes please!


MultiSH4 merely keeps the save game files separate, between associated mods, correct?

As I know of it, yes, this is what the multiSH4 does, is separate the game saves, accordingly to the mod 'flavor' as it were, that you go with.. and not going into the save folder associated with the unmodded copy of SH4 that you have, in order to set up the mega mod, you use.

Hope this answer helps...

Mad Mardigan

:Kaleun_Salute:

XenonSurf
05-15-20, 08:37 PM
Still playing (but not for long) with 1.004a. Currently at Truk Island after a long fruitless patrol, but hey guys, an aircraft carrier anchored in port, :Kaleun_Wink:oh oh

Difficult situation to put me in firing position because of shallow waters and heavy escorts nearby, but I will attempt something, let's see if I'll go swimming :D


Cheers,
XS

Mios 4Me
05-15-20, 10:37 PM
Have checked posts #5 and #996 but see nothing related.

Balao class out of Midway en route to supply dump in the Luzon Strait, April 1944. Fuel level stays at 99%, despite the Limited Fuel boxes being checked in the base and main menus. This happened on the previous patrol, 10 days to Taipei and China coast. Currently still on v1.004a.

Also encountered a TF with two Wasp class carriers on the Luzon patrol. I realize this may have been dealt with in the upgrade, but it's not clear.

fitzcarraldo
05-16-20, 06:49 AM
Many thanks for the new 1.1 version!

Downloading now...

Great job, mates. Congratulations.

Best regards.

Fitzcarraldo :salute:

propbeanie
05-16-20, 07:14 AM
Have checked posts #5 and #996 but see nothing related.

Balao class out of Midway en route to supply dump in the Luzon Strait, April 1944. Fuel level stays at 99%, despite the Limited Fuel boxes being checked in the base and main menus. This happened on the previous patrol, 10 days to Taipei and China coast. Currently still on v1.004a.

Also encountered a TF with two Wasp class carriers on the Luzon patrol. I realize this may have been dealt with in the upgrade, but it's not clear.
v1.004a no longer exists as far as we are concerned.

For the third time now, just for you, the multiple spawns with docked ships in a select few harbors were fixed for v1.1 - as far as we know. If you see any in v1.1, we want to know. We no longer want to 'hear' about v1.004a, or anything previous to that either, just to be clear.

Fuel usage in the game has apparently never functioned correctly. You either run out entirely too early, or you can travel around the world in 80 days, and still have plenty. We can put the stock settings for the Gato back in if you'd like, and you can then run out of fuel in the East China Sea. Do not rely on the game to give you accurate tank readings, much less accurate "Range at current speed". Neither are correct. We attempted adjustments for this release, and ended up leaving the settings as they are, since changing the "Range" affects all other aspects of the submarines' sim settings. At some point in time, when there is nothing else in life to do, we might try to "balance" the fuel usage versus the boat speed, versus battery re-charge (or lack thereof), versus "drag" versus turning versus riding in the water versus sea-keeping, but it is what it is for v1.1 also. No need to report that again. Similarly with the batteries in the Stock game that never run out of juice completely, we cannot fix things broken like that with text edits.

Larrywb57
05-17-20, 06:31 AM
No changes to traffic, other than for mod conformity. The better efficiency of the game is 99.5% directly attributable to s7rikeback and Jeff-Groves working tirelessly on eliminating ID conflicts. We can also thank our 'new', "not-so-secret" weapon, Hebe Vollmaus's mySH3-Tool, which he recently updated for certain SH4 files, and it found all sorts of unseen issues with the Loadouts on the airplanes and ships, such as a "space" character after a name, or a "bombss" for "bombs", etc. The kind of thing that the human misses quite easily and frequently, apparently... So the game runs much better now, even as compared to the previous version. Pay attention to your load times now, and if you go into the Museum, it loads in less than half the time it used to, but has more ships... Thank those fellows profusely, please! The previous version had a lot of "dead wood" removed, such as repeats of Library files and textures, that sort of thing, all thanks to s7rikeback and Jeff-Groves. Notice also that the mod is now smaller...:salute:


s7rikeback and Jeff-Groves, Thank you gentleman for your hard work on this project.
:Kaleun_Cheers:
I was truly impressed with the performance after loading the new mod when leaving my home port on the first mission.
:salute:

KaleunMarco
05-17-20, 10:02 AM
We can also thank our 'new', "not-so-secret" weapon, Hebe Vollmaus's mySH3-Tool, which he recently updated for certain SH4 files,

do you know what this error message means? by that i mean, what can i do to fix it.
https://i.ibb.co/R4DzS48/Picture0048.jpg

the tool folder is stored in c:\mySH3-TooL_v1_9

it runs once, then i hovered over one icon and it CTD'd.
then i was awarded the above error message ad infinitem.:k_confused:

propbeanie
05-17-20, 01:10 PM
do you know what this error message means? by that i mean, what can i do to fix it.
https://i.ibb.co/R4DzS48/Picture0048.jpg

the tool folder is stored in c:\mySH3-TooL_v1_9

it runs once, then i hovered over one icon and it CTD'd.
then i was awarded the above error message ad infinitem.:k_confused:
I thought mySH3-Tool had to be in the game folder - but I might be wrong there. The error though is from an invalid path in the "mySH3-TooL.cfg" file, whether it would be the Editor, or the game path, I don't know... Hebe has a ReadMe on how to set it up, and s7rikeback has a pdf somewhere... now, where is that link?... I think it was on his collection site... :salute:

KaleunMarco
05-17-20, 03:48 PM
I thought mySH3-Tool had to be in the game folder - but I might be wrong there. The error though is from an invalid path in the "mySH3-TooL.cfg" file, whether it would be the Editor, or the game path, I don't know... Hebe has a ReadMe on how to set it up, and s7rikeback has a pdf somewhere... now, where is that link?... I think it was on his collection site... :salute:

don't bust an eyeball looking for that file.
Hebe left excellent instructions in a TXT and i followed those instructions....except that the instructions do not say to put the three tool-files into the SH4 root folder.
on your recommendation, i did that and the tool runs better.
unfortunately, it does not do what i thought it could do. rats!
thank you for the hint.:Kaleun_Salute:

jlan5031
05-17-20, 04:45 PM
On my first patrol, The CO2 level kept rising until Oxygen ran out. I traveled on the surface at night, recharged the battery, but the oxygen level was not replenished. I still have trouble searching in SubSim. I haven't figured out how to locate what I'm looking for short of going through the all the lists. Is there a secret?

propbeanie
05-17-20, 05:50 PM
You cannot shell-out to Windows from the SH4 game jlan5031, no matter if it's Stock or modded. The game cannot "refresh" itself and its buffers when it regains the focus of your system, and you will get all manner of issues afterwards. You can try to "Save" the game with a new unique name, exit the game to Windows, then restart the game again, and Load the saved game, and you should be able to regain your breathing atmosphere for the crew :roll: - Also, did you delete the Save folder before starting the use of FotRSU? If not, exit and do so now, then start a new career. :salute:

torpedobait
05-17-20, 08:43 PM
I started a new career in Skipjack (SS-184) out of Cavite/Manila on 12/09/41 with orders to patrol the area south of Hainan island. I took an indirect route via Cam Rahn Bay because in a previous life I used to encounter a large IJN TF there around the 13th. No such luck this time, but a patrol boat came through the narrows (third one, actually) so I called the crew to Battle Stations, fired one torpedo and sank it. I decide to bug out while the getting was good, surfaced, and ordered Ahead Standard. Nothing. No movement. I tried other speed settings, including Ahead Flank but went nowhere. Finally, after leaving the speed set to Ahead Standard and upping the TC to 102fx the damn thing took off like a rocket. Very strange, but I wrote it off to me missing something.

So, after completing the 10 day patrol in the Hainan Island area (no targets found) I dropped by Apari to see what might be at the docks. Nothing there. But as I lurked about 9 NM just NNE of Apari (almost dead on 121-40E; 18-30N) at 1801 on 12/30/41 I was approached by 3 Japanese merchants. They all went down nicely, but when I surfaced to move to a new position, again the damn boat would not move until I upped the TC. Sorry I did not record the value, but the boat did start moving normally after that in less than one minute of real time.

In neither case was the crew exhausted by having been at Battle Stations (I've seen that before), nor did I get any "cannot comply" messages. Perhaps it is something in my setup, but it is the same as it was for v1.004.

Mods I am using besides v1.1:
399_NoScrollNavMap;
449_FotrsU Umark Removal
450_Lite Fog v2 + 300' Underwater Visibility;
501_USslowerKlaxon;
901_strategic_map_symbols

I did copy over the "new" 399 and 901 mods from the files on v1.1 just in case there was something there, but all else seems to be exactly like what I ran in v1.004, like I said.

This is not a critical issue by any means, unless there is a DD bearing down on me and I cannot get the boat to move! Here's hoping it was just my system screwing with me, but everything else in the game was running with no stuttering or apparent problem - just the boat not responding for a bit.

Hope this is enough information to either ignore the problem or look into later.

Love the new mod. Easy to install and set up. Great work - maybe it's just me, but it has a different (better) feel to it. :salute:

propbeanie
05-18-20, 01:00 AM
Well, we know the lineage of the "449_FotrsU Umark Removal", as well as the first and the last. Don't know about "450_Lite Fog v2 + 300' Underwater Visibility;" and "501_USslowerKlaxon;", so we didn't number those. What is the semi-colon after them? I cannot imagine either of those doing things with the submarines though. All I can think of is that maybe you didn't empty the Save folder? v1.1 is NOT backward compatible with v1.004a by any stretch of the imagination. If it's not that, then perhaps you are not completely surfaced when you are thinking you should be taking off quicker? I dunno. I just took the same boat out, and had the same assignment. I almost went straight there, but being the "safe" skipper that I are, I dodged the shallows enroute. As it was, I came into the patrol area almost directly west instead of to the northwest. That 1/3 day delay meant that I could only watch these guys from at the closest of about 14,500 yards, and that was after half an afternoon's chase... sigh. Otherwise, with them on a 198, and me on a 310, I might have been able to have my pickin's... oh well... Is this the group you have seen previously, with the Shinshu Maru, doing 14 knots?:

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


with 8 other transports in 2 columns of 4?
https://i.imgur.com/nhs60I6.jpg


and probably about six 2nd class escorts round about them?
https://i.imgur.com/9d8OJSf.jpg


sigh... all I could do was watch... Anyway, no issues here. :salute:

Havan_IronOak
05-18-20, 02:51 PM
On my first patrol, The CO2 level kept rising until Oxygen ran out. I traveled on the surface at night, recharged the battery, but the oxygen level was not replenished. I still have trouble searching in SubSim. I haven't figured out how to locate what I'm looking for short of going through the all the lists. Is there a secret?


Pretty sure that that's an old bug that no-one's been able to eliminate yet. It seems to happen primarily to people that use the alt tab feature in windows.


I got it again as well. But it seems to be cleared if you save your game then quit and restart SH4




Now I need to figure out why the SHIFT DEL combo isn't cleaning up my map. Anybody else having this issue?

Michael Wood
05-19-20, 07:11 AM
In build 1.1, the .cfg file for the S-Boat says the maximum surface speed is 13 knots. When I call up flank speed on the telegraph, I seem to be making 15 knots. Two knot tail current?

Admiral Lutjens
05-19-20, 10:11 AM
Loads fine, I go to start my mission after 'No mission too tough..' and I get a CTD.

Weird.

propbeanie
05-19-20, 10:12 AM
...
Now I need to figure out why the SHIFT DEL combo isn't cleaning up my map. Anybody else having this issue?
That appears to be another Stock game issue, passed on to the mod... I do not know if it is "fixable", but investigatin'...


In build 1.1, the .cfg file for the S-Boat says the maximum surface speed is 13 knots. When I call up flank speed on the telegraph, I seem to be making 15 knots. Two knot tail current?
This is another example of the game not actually being related to any particular "value" used. Besides, in the cfg file, the "Speed" is what goes into the Recognition Manual's display values, and has nothing to do with the actual speed the boat (ship) can do. Think of the "Height" value, and how it has minimal correlation to what you will find for the 3D object's actual "Height". The sim file controls the speed the S-Boat is able to do, and as such is influenced by other settings in the same file. If you change the "Range" value, that influences most everything else about the boat. If you change the top speed, everything else changes with it, including battery re-charge times. If you read about Webster's dealings when making his S-Boat mod, he relates how that boat in particular was very odd when attempting to bend it to his will. If I remember correctly (I'm not at the correct computer at this time), an attempt was made to have 14.5 knots be the maximum speed, but we had to use 13 knots to get what we have... There is minimal correlation to the actual value attained. Sometimes it's close, but sometimes not... :salute:

propbeanie
05-19-20, 10:16 AM
Loads fine, I go to start my mission after 'No mission too tough..' and I get a CTD.

Weird.
OK - not weird at all - For any help at all, more detail is needed... What OS are you using, and is it 64-bit? Did you empty the Save folder? Are you using a "fresh" install? What is the path to where is the game installed on your hard drive? Did you properly activate LAA on the SH4.exe? What is the date you are starting? What base are you starting at? What boat are you using? Did you put any other mods in with FotRSU?

torpedobait
05-19-20, 10:20 AM
Well, we know the lineage of the "449_FotrsU Umark Removal", as well as the first and the last. Don't know about "450_Lite Fog v2 + 300' Underwater Visibility;" and "501_USslowerKlaxon;", so we didn't number those. What is the semi-colon after them? I cannot imagine either of those doing things with the submarines though. All I can think of is that maybe you didn't empty the Save folder? v1.1 is NOT backward compatible with v1.004a by any stretch of the imagination. If it's not that, then perhaps you are not completely surfaced when you are thinking you should be taking off quicker? I dunno. I just took the same boat out, and had the same assignment. I almost went straight there, but being the "safe" skipper that I are, I dodged the shallows enroute. As it was, I came into the patrol area almost directly west instead of to the northwest. That 1/3 day delay meant that I could only watch these guys from at the closest of about 14,500 yards, and that was after half an afternoon's chase... sigh. Otherwise, with them on a 198, and me on a 310, I might have been able to have my pickin's... oh well... Is this the group you have seen previously, with the Shinshu Maru, doing 14 knots?:

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


with 8 other transports in 2 columns of 4?
https://i.imgur.com/nhs60I6.jpg


and probably about six 2nd class escorts round about them?
https://i.imgur.com/9d8OJSf.jpg


sigh... all I could do was watch... Anyway, no issues here. :salute:

I did what for me is a complete rebuild: Deleted the SH4 folder completely, deleted Silent_Hunter_IV folder completely, deleted all entries in the JSGME Mods, copied over my pristine Silent_Hunter_IV to my Ubisoft folder in G:\, reset the shortcuts to LAA and JSGME, reset the Read Only attribute to "off", ran LAA, then installed the new mods plus my previous ones that had never failed me. Game starts fine (love the faster load time) and otherwise runs great.

The semicolons were just for the text on the above post. They are not part of the mod names.
The 2 older mods (lite fog... and slower klaxon) have been in my games since way back in the FOTRSU series, like for more than a year, I'm sure, with no adverse impact that I can see. BTW, I added the mod numbers to them to help with my sequencing where they would not impact any other mods. Certainly I've not encountered anything like a slow speed start in any version of FOTRSU when these mods were present. Who knows. My system may have burped, but it seems odd that only the speed up from zero was affected at two different times and locations and in this version 1.1.

Those were not the ships I encountered. The first group was a FAST merchant, a split bow freighter, and a smaller composite, I think. Later I encountered a modern Troop Ship followed by a smaller ship (modern composite?). I did not record the time of the later encounter, and I'm drawing on a poor memory for the smaller ship types. Neither group was with Escort - something I really appreciated as a captain! None of them made it to Apari.

I wouldn't spend much time on this one, despite all the verbiage. I'd wait until others run into it too, if they do. Just wanted to get it on the record. Thanks for your time.

Havan_IronOak
05-19-20, 10:36 AM
Loving this "new to me" mod so far.



When I load a saved game the first thing that I hear is a loud splash. This seems to happen with consistently with this mod and I don't recall it in any that I've played previously.



If I immediately go to the external camera I also see a large splash off to port. It's as if the last thing the load does is drop my sub into the sea.



Again it's trivial but some of us old fellas don't react well to loud unanticipated noises... just saying.



Also few questions...
1) HOW do I find the on-board recreational radio? I looked around the radio room and the captains cabin and couldn't spot it. No hotkeys that say that either. (Never Mind! Found the radio button on the bottom when I click on the movie camera tab)

2) Is there something weird about the backspace key when naming a save? All the other keys seem normal but the backspace key goes two at a time always.

3) Is there no way to enter alt characters as part of the save-game name? Not a BIG issue but I used to use alt 129 to get the character (My Captain is Alex T Sinkstf)


4) LOVED getting the mission to pick up folks from Corregidor for transport to Darwin. However... After I picked up the folks the mission was marked complete. Is it supposed to be that way? No trip to Darwin Necessary? Not a problem per se but the next night when I radioed in I got a new assignment. This one off the coast of China.

Admiral Lutjens
05-19-20, 11:16 AM
OK - not weird at all - For any help at all, more detail is needed... What OS are you using, and is it 64-bit? Did you empty the Save folder? Are you using a "fresh" install? What is the path to where is the game installed on your hard drive? Did you properly activate LAA on the SH4.exe? What is the date you are starting? What base are you starting at? What boat are you using? Did you put any other mods in with FotRSU?

LAA fixed it. Thanks!

Admiral Lutjens
05-19-20, 11:18 AM
OK - not weird at all - For any help at all, more detail is needed... What OS are you using, and is it 64-bit? Did you empty the Save folder? Are you using a "fresh" install? What is the path to where is the game installed on your hard drive? Did you properly activate LAA on the SH4.exe? What is the date you are starting? What base are you starting at? What boat are you using? Did you put any other mods in with FotRSU?

LAA fixed it. Thanks!

Are there hotkeys? Not sure how to vent CO2

XenonSurf
05-19-20, 11:29 AM
You cannot shell-out to Windows from the SH4 game jlan5031, no matter if it's Stock or modded. The game cannot "refresh" itself and its buffers when it regains the focus of your system, and you will get all manner of issues afterwards. You can try to "Save" the game with a new unique name, exit the game to Windows, then restart the game again, and Load the saved game, and you should be able to regain your breathing atmosphere for the crew :roll: - Also, did you delete the Save folder before starting the use of FotRSU? If not, exit and do so now, then start a new career. :salute:


Do you think it's ok to use ALT-TAB after pausing the game, for example after pressing the '-' key to stop time or the 'ESC' key first? Or will the bad consequences be the same?
Thanks,

XenonSurf
05-19-20, 12:56 PM
The sub interiors of FOTRSU 1.1 are as perfect as I like them, still I'd like to make 1 small change in my personal installation:
I'd like to interchange the F8 and Back Slash key commands so that when pressing F8 I go in the Radio Room and when pressing the Back Slash key I fire-up the mission objectives (the 2 keys switched).

Is it easy for me to build a sub-mod for it?

Thanks very much for a feedback!


XS

propbeanie
05-19-20, 03:02 PM
I did what for me is a complete rebuild... The 2 older mods (lite fog... and slower klaxon) have been in my games since way back in the FOTRSU series, like for more than a year, I'm sure, with no adverse impact that I can see...
In the meantime, for a "test", back off the mods 901_strategic_map_symbols", "501_USslowerKlaxon;" and "450_Lite Fog v2 + 300' Underwater Visibility;", then re-activate "901_strategic_map_symbols", and see what happens with the same boat. I'll try to get time to look at those other two mods tonight.


Loving this "new to me" mod so far.

When I load a saved game the first thing that I hear is a loud splash. This seems to happen with consistently with this mod and I don't recall it in any that I've played previously... If I immediately go to the external camera I also see a large splash off to port. It's as if the last thing the load does is drop my sub into the sea...

... 2) Is there something weird about the backspace key when naming a save? All the other keys seem normal but the backspace key goes two at a time always.

3) Is there no way to enter alt characters as part of the save-game name? Not a BIG issue but I used to use alt 129 to get the character (My Captain is Alex T Sinkstf)

4) LOVED getting the mission to pick up folks from Corregidor for transport to Darwin. However... After I picked up the folks the mission was marked complete. Is it supposed to be that way? No trip to Darwin Necessary? Not a problem per se but the next night when I radioed in I got a new assignment. This one off the coast of China.
Glad you like it. As for noises when loading a Save, that is a Stock game issue. I try to remember to keep my audio down, and headphones off when starting the game and then loading something. Now, in addition to that, if you happen to shell-out to Windows for any reason, one of the side-effects of that will be strangeness with Saved games, as well as stuck CO2 meters, graphic anomalies, and all manner of strangeness. The game was written for Windows XP, and cannot handle the 'modern' Windows properly, so it will "lose its place" when it regains the focus of the system. Saving the game and exiting is the only way to regain some semblence of 'normalcy' in gameplay, including the audio. Once a sound is "saved" though, it stays until you go back in at the end of a patrol and then go back out again. The anti-sub nets used to be awful. It sounded like a bevy of Banshee Witches screaming whenever you hit one, and that sound would then go off every time you re-loaded a Save... Yeesh! You will always hear torpedo tubes opening / closing, firing, etc. when you come back in when reloading a Save.

The <Backspace> key has always been weird in the Silent Hunter games. They have their own keyboard & mouse driver in the game, and they can both be wonky. As far as I'm aware, there is no easy way to do ALT Codes in the User Interface. Have you tried DOS-based ones? The assignment to pick-up the passengers is an Objective. Taking them to Darwin would be another Objective, but is not "assigned" as such, so you fulfilled your orders, which is why when you foned home, you were given another objective. Your passengers probably groaned and groused a while though... :roll: - As information, that particular assignment in a future add-on will have that Darwin arrival as an Objective...


Are there hotkeys? Not sure how to vent CO2
You "vent" CO2 by opening the hatch when surfaced... See the above reply to Havan_IronOak about shelling out to Windows, or below to XenonSurf. Avoid shelling-out to Windows.


Do you think it's ok to use ALT-TAB after pausing the game, for example after pressing the '-' key to stop time or the 'ESC' key first? Or will the bad consequences be the same?
Thanks,
We tested this extensively in FotRSU. If you use Windows XP, you could get away with pausing the game and then doing the <Alt><Tab> or <Ctrl><Tab> combinations to go to Windows and doing something - usually, though not always. I think it depended upon how much RAM was used by the game, the OS and the other app(s). From Vista onwards, Windows will reclaim and re-assign system assets, such as the audio stream, as they become free, such as SH4 losing the "focus" of the system. When SH4 regains focus, it does not always find its "resources" where they were. SH4 does not know enough of the OS to "refresh" itself or something, and then starts throwing little symptoms of "issues" at you, such as stuck audio or the CO2 meter being stuck... maybe a "pillar of smoke" that follows you everywhere, whatever. Do not shell-out to Windows. If you are like me, and have a dual-screen set-up, you might lose your mouse cursor on the other screen, and accidentally click outside the game, which does the same thing. Every time I accidentally do that, it messes the game up. Save. Exit. Re-start, Load the Save, Continue...

The sub interiors of FOTRSU 1.1 are as perfect as I like them, still I'd like to make 1 small change in my personal installation:
I'd like to interchange the F8 and Back Slash key commands so that when pressing F8 I go in the Radio Room and when pressing the Back Slash key I fire-up the mission objectives (the 2 keys switched). Is it easy for me to build a sub-mod for it?,,,
Yes and no. It's in the Commands.cfg file in the Data / Cfg folder. Cmd42 is the orders, but there are four Cmd sections for the event camera beginning at Cmd27. I am not sure how you would swap that around, though I am definitely no expert with the file - not even a novice... lol :salute:

XenonSurf
05-19-20, 03:37 PM
@Propbearnie,

thank you to confirm the ALT-Tab thing, I certainly won't use it from now on.
I will take a look at the file you said and see what I can do to change the key command, but if it's too hard I will keep it as is.
Greetings,
XS

razark
05-19-20, 03:44 PM
It's in the Commands.cfg file in the Data / Cfg folder.
Anyone know how bad it would be if I were to swap out the commands.cfg file in FotRSU with the one from TMO? I've been using TMO for a long time, and I really don't want to have to learn a whole new keyboard layout.


Would a simple file swap work, or would it be something that needs to be hand-edited for each command?

KaleunMarco
05-19-20, 06:22 PM
Anyone know how bad it would be if I were to swap out the commands.cfg file in FotRSU with the one from TMO? I've been using TMO for a long time, and I really don't want to have to learn a whole new keyboard layout.


Would a simple file swap work, or would it be something that needs to be hand-edited for each command?

keep the FOTRSU file safe and try it. you will know very quickly if it is compatible.

i have done similar things with the Command file between mega-mods and it has worked.
good luck.
:Kaleun_Salute:

KaleunMarco
05-19-20, 06:30 PM
The sub interiors of FOTRSU 1.1 are as perfect as I like them, still I'd like to make 1 small change in my personal installation:
I'd like to interchange the F8 and Back Slash key commands so that when pressing F8 I go in the Radio Room and when pressing the Back Slash key I fire-up the mission objectives (the 2 keys switched).

Is it easy for me to build a sub-mod for it?

Thanks very much for a feedback!


XS

it is not difficult you just have to pay attention to details.
the old timers tell you to use Notepad and edit the file and i think that is because they have been used to dealing with Silent Hunter from SH1 through SH4 and know the keyboard codes.
i.do.not.
i have found that using the SHKeymapper tool by jimimadrid to be very
handy.
https://subsim.com/radioroom/downloads.php?do=file&id=4715
unzip the file into your SH main folder...where you have SH4.exe stored.
if there is a file named SHKeymapper.ini in the zipped file, delete it.
the first time you execute SHKeymapper.exe it will rebuild the ini properly.

Have fun. Good luck.:Kaleun_Salute:

KaleunMarco
05-19-20, 06:32 PM
Do you think it's ok to use ALT-TAB after pausing the game, for example after pressing the '-' key to stop time or the 'ESC' key first? Or will the bad consequences be the same?
Thanks,

sorry to jump into your conversation, but i would not recommend shelling out at any time, regardless of operating system.:Kaleun_Salute:

razark
05-19-20, 06:33 PM
keep the FOTRSU file safe and try it. you will know very quickly if it is compatible.
That was the plan, unless anyone knew of any show-stoppers.

propbeanie
05-19-20, 07:44 PM
Off the top of my head, TMO raises and lowers the SD antennae, while FotRSU turns it on and off... there are a few others... but this is an old database with worn-out grey matter... :salute:

razark
05-19-20, 08:28 PM
Well, there were some missing dials, and then the whole damn thing crashed on me.


I'm guessing it wasn't the commands.cfg file, though. I'm just going to need to make a clean install and try again later.

propbeanie
05-19-20, 09:24 PM
Well, there were some missing dials, and then the whole damn thing crashed on me.


I'm guessing it wasn't the commands.cfg file, though. I'm just going to need to make a clean install and try again later.
Well, WinMerge says it's a mess between the two, with 53 differences, some big, some small...

https://i.imgur.com/gAnX1BD.jpg


It might be easier to decide what you want to bring from TMO over into FotRSU, and even at that, it would be tough, depending upon what you are after from TMO that you like... :salute:

razark
05-19-20, 09:33 PM
It might be easier to decide what you want to bring from TMO over into FotRSU, and even at that, it would be tough, depending upon what you are after from TMO that you like...
Mostly, I just want the entire keyboard layout to be the same as TMO, since it's reflex to hit the keys I need.


Edit: But there is a three day weekend coming up...

Havan_IronOak
05-20-20, 01:49 AM
I'm new to this mod so please forgive any dumb questions... (I did do a search on this but no joy)

I previously mentioned the CO2 not resetting when I surface due to using the ALT TAB but now I'm seeing the opposite. I can run submerged all day and CO2 Carbon Dioxide stays at zero.

While I don't really mind it (it certainly makes it easy to stay submerged all day) is this a new phenomena or has this been a perennial SH4 bug as well? It is kinda odd seeing the deck watch standing their posts under water.

I know a save restart & reload will solve this as well.

torpedobait
05-20-20, 05:48 AM
I'm new to this mod so please forgive any dumb questions... (I did do a search on this but no joy)

I previously mentioned the CO2 not resetting when I surface due to using the ALT TAB but now I'm seeing the opposite. I can run submerged all day and CO2 Carbon Dioxide stays at zero.

While I don't really mind it (it certainly makes it easy to stay submerged all day) is this a new phenomena or has this been a perennial SH4 bug as well? It is kinda odd seeing the deck watch standing their posts under water.

I know a save restart & reload will solve this as well.

Well that's a head scratcher. I've played this game for over 10 years and have never seen a failure to accumulate CO2. Good luck with that one! :hmmm:

XenonSurf
05-20-20, 07:51 AM
Report: Possible oddity with the crew
I started a patrol in Manilla with a S-Class boat, the patrol only lasted 4 days, after sinking ships, 3 torpedos left and my hull down to 46 I decided to return to port well knowing that soon Manilla will be captured, so I hoped to return before which I did.
In the office I notice that all my crew names are different now, according to their abilities it's not just the names, the crew has changed indeed, and it's still the same submarine, I wasn't assigned a different one. Is this normal? Then, I notice that I can assign 2 promotions, but if it's not the same crew then this doesn't make much sense, I could of course promote some guys at random, btw do promotions have any effect on crew ability or such?


Also a gameplay question which FOTRSU may handle differently compared to stock game: About 5 hours before reaching port I sent a status report and was assigned a new patrol area, but returning to port will cause this mission to stay 'incomplete'. Can I expect penalties because of this? In that case I shouldn't have sent a radio report at that moment.



Thanks,
XS

KaleunMarco
05-20-20, 10:00 AM
Also a gameplay question which FOTRSU may handle differently compared to stock game: About 5 hours before reaching port I sent a status report and was assigned a new patrol area, but returning to port will cause this mission to stay 'incomplete'. Can I expect penalties because of this? In that case I shouldn't have sent a radio report at that moment.

Thanks,
XS

probably.
however, if you have sufficient tonnage, the uncompleted objective will not hold you up.
best bet is to stay off the radio.
if you feel the need to send in your results, save the game first, then radio-in. if you are assigned another patrol area, you can re-load.
:Kaleun_Salute:

KaleunMarco
05-20-20, 10:03 AM
Report: Possible oddity with the crew
I started a patrol in Manilla with a S-Class boat, the patrol only lasted 4 days, after sinking ships, 3 torpedos left and my hull down to 46 I decided to return to port well knowing that soon Manilla will be captured, so I hoped to return before which I did.
In the office I notice that all my crew names are different now, according to their abilities it's not just the names, the crew has changed indeed, and it's still the same submarine, I wasn't assigned a different one. Is this normal? Then, I notice that I can assign 2 promotions, but if it's not the same crew then this doesn't make much sense, I could of course promote some guys at random, btw do promotions have any effect on crew ability or such?
XS

what you have experienced is new behavior by SH4, regardless of mod-set.
if you are adept at using Winmerge, i suggest that you compare ActiveUserPlayerUnit files. take the last save from your mission and compare it to the one you have in port.
:Kaleun_Salute:

Havan_IronOak
05-20-20, 10:37 AM
Well that's a head scratcher. I've played this game for over 10 years and have never seen a failure to accumulate CO2. Good luck with that one! :hmmm:


Here's a screenshot. Perhaps keeping the Heavy breathers outside the sub while submerged is the key ;-)

https://steamcommunity.com/sharedfiles/filedetails/?id=2103091042


Another question about this mod... Radar Depth/Decks Awash - I understood that Decks awash allowed you to fire up the diesels and recharge batteries and move faster. When I use R to signal this I see that the game still considers me submerged as to refreshing CO2 and running Diesels. Am I just misunderstanding something?

XenonSurf
05-20-20, 12:14 PM
Here's a screenshot. Perhaps keeping the Heavy breathers outside the sub while submerged is the key ;-)

https://steamcommunity.com/sharedfiles/filedetails/?id=2103091042


Another question about this mod... Radar Depth/Decks Awash - I understood that Decks awash allowed you to fire up the diesels and recharge batteries and move faster. When I use R to signal this I see that the game still considers me submerged as to refreshing CO2 and running Diesels. Am I just misunderstanding something?


With eyeball on the progress bar, you won't always see the CO2 level because very small usually, so you must hower over it (but you know that I'm sure, I just say it for completness.)
If you mean with 'Heavy breathers' that the wakes will emerge the conning tower for a short time, then you may be right: With the conning tower surfaced the crew could - at least in theory - open a hatch which will give oxygen for several hours immediately. Normally the CO2 level rises from 0 to 5 if you stay 8 hours underwater, but actually when it gets to 20+ it becomes dangerous for your crew I think and also visible on the progress bar. it's possible that SH4 doesn't wait more seconds after the sub is on surface before refilling CO2, but will refill at the very second where you conning tower is over water. That's it maybe, just a possibility. CO2 refilling takes place in steps of 70% - 100% IIRC.
My suggestion: go at 150+ feet depth and go to high TC (in a neutral situation withtout enemy units nearby!), your CO2 level should raise slowly.
Then, German U-boots can have Snorkels (but in real life they worked only at approx. radar depth and max. 7 knots), so SH4 may even raise them without you knowing about to refill CO2, but I don't know, I haven't played German boats in SH4.

After reading your post I have watched the CO2 level but in my case (S-Boat class) it has raised to 1 after about 2 hours submerged during an attack.


XS

XenonSurf
05-20-20, 12:34 PM
what you have experienced is new behavior by SH4, regardless of mod-set.
if you are adept at using Winmerge, i suggest that you compare ActiveUserPlayerUnit files. take the last save from your mission and compare it to the one you have in port.
:Kaleun_Salute:


[EDIT]
I have totally misunderstood the crew list in the office which are crew men to hire, not the actual crew in my sub. I'm sorry.



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


With 'new behavior' I guess you mean a bug in all SH4 versions? Well, nothing I or the FOTRSU team can do then. Thanks.


XS

propbeanie
05-20-20, 12:43 PM
I'm new to this mod so please forgive any dumb questions... (I did do a search on this but no joy)

I previously mentioned the CO2 not resetting when I surface due to using the ALT TAB but now I'm seeing the opposite. I can run submerged all day and CO2 Carbon Dioxide stays at zero.

While I don't really mind it (it certainly makes it easy to stay submerged all day) is this a new phenomena or has this been a perennial SH4 bug as well? It is kinda odd seeing the deck watch standing their posts under water.

I know a save restart & reload will solve this as well.
Do not swap out to Windows! It will trash your game. Also, be aware that there are two gameplay settings screens in the game. One is on the Options menu and controls the Single Missions and Quick Patrols. The other is in the Captain's Office when you start a career, and is reached by clicking on the radio console to the left. Each career can have different settings. As for a crew left on the deck, that is from swapping out to Windows. Do not do that! :salute:


Report: Possible oddity with the crew
I started a patrol in Manilla with a S-Class boat, the patrol only lasted 4 days, after sinking ships, 3 torpedos left and my hull down to 46 I decided to return to port well knowing that soon Manilla will be captured, so I hoped to return before which I did.
In the office I notice that all my crew names are different now, according to their abilities it's not just the names, the crew has changed indeed, and it's still the same submarine, I wasn't assigned a different one. Is this normal? Then, I notice that I can assign 2 promotions, but if it's not the same crew then this doesn't make much sense, I could of course promote some guys at random, btw do promotions have any effect on crew ability or such?

Also a gameplay question which FOTRSU may handle differently compared to stock game: About 5 hours before reaching port I sent a status report and was assigned a new patrol area, but returning to port will cause this mission to stay 'incomplete'. Can I expect penalties because of this? In that case I shouldn't have sent a radio report at that moment.

Thanks,
XS
Your boat took how much damage? How many casualties? How many dead? Half of the survivors ran off AWOL after reaching port! This is why you have a lot of new crewman! There will be no investigation, there will be no hearing. This will go directly to the penalty phase, and the keel-hauling will commence immediately thereafter mister! :arrgh!:

Do not do Status Report unless you want another objective assignment. An assignment remaining incomplete does not count against you, but since you admitted to it, the paragraph above does still apply... :roll: :O:


...
Another question about this mod... Radar Depth/Decks Awash - I understood that Decks awash allowed you to fire up the diesels and recharge batteries and move faster. When I use R to signal this I see that the game still considers me submerged as to refreshing CO2 and running Diesels. Am I just misunderstanding something?
This mod has "R" set for radar depth. Dependent upon the boat, that might 35 foot, or it might be 42, but it is definitely below the surface. "Decks Awash" is not much help in Silent Hunter games, but you can use the keyboard keys to get set to a similar depth between the <A> key (Maintain Depth), <S> key (Surface) and <D> key (Dive). If it was SH5, you could use the manual planes control, but alas, not. Decks awash for each boat is different, just like periscope and radar depth are, so some experimenting is required. CO2 will continue to build in your boat though, in spite of the conn hatch being open. Just another short-coming of the game. :salute:

XenonSurf
05-20-20, 12:59 PM
Your boat took how much damage? How many casualties? How many dead? Half of the survivors ran off AWOL after reaching port! This is why you have a lot of new crewman! There will be no investigation, there will be no hearing. This will go directly to the penalty phase, and the keel-hauling will commence immediately thereafter mister! :arrgh!:

Do not do Status Report unless you want another objective assignment. An assignment remaining incomplete does not count against you, but since you admitted to it, the paragraph above does still apply... :roll: :O:




Thanks Propbeanie, I'm actually a little ashamed to ask such noob questions here about gameplay, thanks very much to spend your time :D


[EDIT]
The crew issue was a total misunderstanding from my part, the crew members you see on your left in the office are those to HIRE, those in the sub compartments is my actual crew and all is normal. Sorry to have wasted your time, my ignorance about the game is still shining :doh:

------------------------------
As far as I can tell, no, I had no casualities or crew damages, but how do you notice that exactly, I remember in SH3 a dead or heavily wounded crewman would turn its icon completly red ? I had 2 damages to my sub steering which the repair team got fixed in several hours after I have placed good mechanic crew in the team. One steering damage to the dive planes remained, other than that the hull number has dropped to 46.
Oh and...I think I have collided with a destroyer during battle, that's what caused the damage, not a depth charge, and...the destroyer has sunken after that :haha: I got not credited for it, but i really don't want to complain about :=)



XS

KaleunMarco
05-20-20, 03:14 PM
[EDIT]
I have totally misunderstood the crew list in the office which are crew men to hire, not the actual crew in my sub. I'm sorry.
------------
With 'new behavior' I guess you mean a bug in all SH4 versions? Well, nothing I or the FOTRSU team can do then. Thanks.

XS

LOL. well, consider it a training op.

Admiral Lutjens
05-21-20, 01:08 AM
New FOTRS patrol log if you want to subscribe and follow along!

https://www.subsim.com/radioroom/showthread.php?p=2671928&posted=1#post2671928

Larrywb57
05-21-20, 05:08 AM
Your boat took how much damage? How many casualties? How many dead? Half of the survivors ran off AWOL after reaching port! This is why you have a lot of new crewman! There will be no investigation, there will be no hearing. This will go directly to the penalty phase, and the keel-hauling will commence immediately thereafter mister! :arrgh!:

Do not do Status Report unless you want another objective assignment. An assignment remaining incomplete does not count against you, but since you admitted to it, the paragraph above does still apply... :roll: :O:

:har: Just what one needs in these days we are travelling through.....Thanks PB....:haha:.....:har:

torpedobait
05-21-20, 07:13 AM
This mod has "R" set for radar depth. Dependent upon the boat, that might 35 foot, or it might be 42, but it is definitely below the surface. "Decks Awash" is not much help in Silent Hunter games, but you can use the keyboard keys to get set to a similar depth between the <A> key (Maintain Depth), <S> key (Surface) and <D> key (Dive). If it was SH5, you could use the manual planes control, but alas, not. Decks awash for each boat is different, just like periscope and radar depth are, so some experimenting is required. CO2 will continue to build in your boat though, in spite of the conn hatch being open. Just another short-coming of the game. :salute:

If you are careful with your mouse pointer, you can set the depth to a decks awash level, which for most boats will be 25-27'. Any deeper and your hatches will close and CO2 will begin to accumulate. Be aware that running at decks awash has a negative effect on speed, and your visibility to others may increase due to the higher bow/conning tower waves generated. If I am going to be stationary for a time waiting for a target to appear, I will often set the depth to 26-27'. If a plane approaches the dive time is considerably reduced but I can't swear that it affects the enemies ability to see you if they could when you were fully surfaced. I don't take the chance, and dive immediately on detecting planes. :salute:

propbeanie
05-21-20, 10:06 AM
New FOTRS patrol log if you want to subscribe and follow along!

https://www.subsim.com/radioroom/showthread.php?p=2671928&posted=1#post2671928
Very nice Admiral Lutjens! Thanks! Just so you know, the "New Construction" no longer functions as intended. The Gato boats only get one, maybe two "trials", while the Balao usually gets none. We'll have to re-do those for the next release, and will most likely change the menu choices a bit also, such that you can take any boat out for Sea Trials. The idea being that the S-Boats were re-built and repaired at San Diego, as well as San Francisco, and we are going to attempt to do that for all of the boat classes. An S-Boat taking off from San Diego in late 1942 will have a 3" deck gun, and be assigned one of two or three places from there. :salute:


If you are careful with your mouse pointer, you can set the depth to a decks awash level, which for most boats will be 25-27'. Any deeper and your hatches will close and CO2 will begin to accumulate. Be aware that running at decks awash has a negative effect on speed, and your visibility to others may increase due to the higher bow/conning tower waves generated. If I am going to be stationary for a time waiting for a target to appear, I will often set the depth to 26-27'. If a plane approaches the dive time is considerably reduced but I can't swear that it affects the enemies ability to see you if they could when you were fully surfaced. I don't take the chance, and dive immediately on detecting planes. :salute:
The main part of either technique to attain your proper "decks awash" depth is that each time you change to go deeper, you get the dive audio sequence. Each time you go to rise a bit, you get the surface sequence... lol - Our testing last year for whether decks awash did the player any good were inconclusive. My feeling, looking back through what s7rikeback just accomplished by using Hebe Vollmaus's mySH3-Tool (https://www.subsim.com/radioroom/downloads.php?do=file&id=5022) and correcting the last (we hope) of the errors in the Loadouts, is that "it depends". It does not seem to matter if you are facing, or are broadside to an airplane, but it does seem to matter what the airplane's "aob" is, and if the loadout is truly functional. If the loadout is incorrect, then the plane does not attack, and may actually contribute to data errors that then affect all aspects of the game... Myself, I don't trust decks awash to help "hide" me either. I have been spotted doing 2 knots while sneaking into a convoy on the darkest of dark nights, with the nearest ship still over 3 nautical miles away. That's when it becomes a liability, in that you can't toot scoot and boogie to get away, since you are partially submerged and going slow. So it is dive, go deep, go quiet, change direction and hope for the best, and that if you survive, that you can catch-up with them again... :salute:

Mad Mardigan
05-21-20, 05:47 PM
A crying shame, that they (Ubi.. looking pointedly at y'all :Kaleun_Mad: )

failed to model in decks awash in any of the earlier releases of SH, until they released SH5. Know that running decks awash was a viable option to improve being near to invisible as possible,made for being able to dive & hide a lot faster then running full out surfaced.

So, it begs the question as to... ''Why the heck, did it take them until SH5 to model it in.?" :06: :hmmm: :06: :hmmm: :06: :hmmm:

I know.. I know.. 1 of those things that we'll likely never know the answer to...

Still is a shame... :hmmm:

Admiral Lutjens
05-21-20, 07:57 PM
I found a couple of gems snooping around at midway

https://imgpile.com/images/IFNdqG.png

https://imagehost.imageupload.net/2020/05/22/SH4Img2020-05-21_20.47.51_692.png

razark
05-21-20, 09:05 PM
So, it begs the question as to... ''Why the heck, did it take them until SH5 to model it in.?"
Somewhere, back when SH4 was new, there is a thread of all the things that used to be in WWII subsims that were missing for SH4.


The question of "Why isn't <this> in SH4?!?" is an old one.

Michael Wood
05-22-20, 01:16 AM
Somewhere, back when SH4 was new, there is a thread of all the things that used to be in WWII subsims that were missing for SH4.


In SH4, you can run silent, which reduces repair time and interrupts torpedo reload. And, you can run silent for days on end, until the air runs out.


In some sub game a ways back, running silent turned off the bilge pump and slowly the submarine fills with water and it becomes difficult to maintain depth. Surprised it was not in SH4.

Mad Mardigan
05-22-20, 04:04 AM
In SH4, you can run silent, which reduces repair time and interrupts torpedo reload. And, you can run silent for days on end, until the air runs out.


In some sub game a ways back, running silent turned off the bilge pump and slowly the submarine fills with water and it becomes difficult to maintain depth. Surprised it was not in SH4.

Don't know about running silent, reducing repair times.. know that running silent, stops all repairs underway... have had to make a decision... keep silent & sink to doom or go from being silent & live to fight another day.. hopefully if I didn't have the sub sunk from underneath me... :o

Seem to recall there being a mod created for SH (can't remember the exact version, meaning 3, 4 or 5...) for just such a situation, of depth control that unless you were going a certain speed, underwater.. then the sub would slowly settle deeper as it traveled or in some cases, sat silent. Would love to know what that mod was & if not for SH4, if there could be 1 made (or converted) for SH4, that could be used for the OM: Enhanced & FotRS-U-EN mega mods.

Mad Mardigan
05-22-20, 04:07 AM
Somewhere, back when SH4 was new, there is a thread of all the things that used to be in WWII subsims that were missing for SH4.


The question of "Why isn't <this> in SH4?!?" is an old one.

That doesn't surprise me, that there has been questions asked about that, razark... much less a thread notating all the things that were lacking in SH4 after it was initially released, either.

kcoun
05-22-20, 10:09 AM
Just downloaded the mod and I'm starring at everyone's belt buckle lol ... how do I grow ?

KaleunMarco
05-22-20, 10:15 AM
Don't know about running silent, reducing repair times.. know that running silent, stops all repairs underway... have had to make a decision... keep silent & sink to doom or go from being silent & live to fight another day.. hopefully if I didn't have the sub sunk from underneath me... :o

Seem to recall there being a mod created for SH (can't remember the exact version, meaning 3, 4 or 5...) for just such a situation, of depth control that unless you were going a certain speed, underwater.. then the sub would slowly settle deeper as it traveled or in some cases, sat silent. Would love to know what that mod was & if not for SH4, if there could be 1 made (or converted) for SH4, that could be used for the OM: Enhanced & FotRS-U-EN mega mods.

i do not think that feature is a mod. not sure those features are mod-able.
as you have described, i have been in the same situation(s), as Kaleuns before me (us) have done, where i had to decide at what depth and speed to resume damage control and increase speed in order to stay above Davy Jones' locker.
who said they wanted to be immersed? can't get more immersed than this situation.:Kaleun_Salute:

Mad Mardigan
05-22-20, 02:10 PM
i do not think that feature is a mod. not sure those features are mod-able.
as you have described, i have been in the same situation(s), as Kaleuns before me (us) have done, where i had to decide at what depth and speed to resume damage control and increase speed in order to stay above Davy Jones' locker.
who said they wanted to be immersed? can't get more immersed than this situation.:Kaleun_Salute:

KaleunMarco, :Kaleun_Cheers:

Mod in question, I was commenting about was in regards to what Michael said in post #1071, before the post you quoted from Me, right after that.

Was in regards to this part of Michael's post He made "In some sub game a ways back, running silent turned off the bilge pump and slowly the submarine fills with water and it becomes difficult to maintain depth. Surprised it was not in SH4."

I seem to recall seeing... again.. that there was a mod made that did simulate that happening but.. can't recall the name of it or a means to hunt said mod down to find out what version of SH it was for :06: :k_confused: (meaning if it was for SH3, SH4 by chance.. or SH5.... and wondering if it was NOT for SH4, if it would be possible to reworked so as to make it to be usable in SH4 v1.4/v1.5 compatible for either or versions of SH4 & not only that, but be usable in OM:Enhanced & FotRS-U-EN v1.1 mega mods.)

Hopefully this has cleared up any misunderstanding from My mentioning it the 1st go around :D :up: :yeah: if that was the case for you, then I apologize... as that was not My intentions... sometimes My brain runs fast & far ahead of My fingers... & sometimes I catch when I err and other times, I miss it by a country mile that I did so. :oops:

:Kaleun_Salute:

Mad Mardigan

Para92
05-23-20, 05:20 AM
can anyone bring out a german patch? So at least that the text is German

Para92
05-23-20, 06:52 AM
I have now tried 2 times to start a mission after the loading bar comes a message "no mission in Difficult" after that the game has ended,it comes with every store if you want to spawn in the harbor. no matter what level of difficulty

Para92
05-23-20, 07:28 AM
The problem only comes with career mode. either after loading, a black screen with the typical mouse pointer or the 2 messages appears
hier sind Screenshots
https://ibb.co/y4HyfKG
https://ibb.co/z5zQcwz

jldjs
05-23-20, 08:25 AM
The problem only comes with career mode. either after loading, a black screen with the typical mouse pointer or the 2 messages appears
hier sind Screenshots
https://ibb.co/y4HyfKG
https://ibb.co/z5zQcwz

Heres the good news, this mod runs better than every previous version.
So, did you follow ALL of the recommendations for installing this mod?

Havan_IronOak
05-23-20, 09:24 AM
Started my Career in Manila



Successfully ended 1st Patrol in Surabaya... sorta
I sank 8 ships (including a cruiser) and got the screen saying I'd been awarded the Navy Cross. I did notice that the medals box was empty so I thought I'd mention it. Not sure if it's an aspect of the mod, an existing problem that everyone else knows about (except me) or something else. I even suspected (at the time) that it was caused by my using a fix medals mod that I shouldn't have. https://steamcommunity.com/sharedfiles/filedetails/?id=2106307501 https://steamcommunity.com/sharedfiles/filedetails/?id=2106307501



I've since checked and I'm NOT using the fix medals mod that I was worried about.

My mod list is pretty vanilla:
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
252_D3D9_AntiLag
Captain Midnights CBS NEWS Sound Mod


I can live with that, but I am stymied by a rebasing problem.



I received orders to Re-base in Brisbane
https://steamcommunity.com/sharedfiles/filedetails/?id=2106274395

But Brisbane won't allow me to end patrol
https://steamcommunity.com/sharedfiles/filedetails/?id=2106277380


I tried quitting and reloading a save and came in again... still no joy.

Is this a mod issue? or is there a quick and easy fix?

KaleunMarco
05-23-20, 10:03 AM
Started my Career in Manila



Successfully ended 1st Patrol in Surabaya... sorta
I sank 8 ships (including a cruiser) and got the screen saying I'd been awarded the Navy Cross. I did notice that the medals box was empty so I thought I'd mention it. Not sure if it's an aspect of the mod, an existing problem that everyone else knows about (except me) or something else. I even suspected (at the time) that it was caused by my using a fix medals mod that I shouldn't have.
I've since checked and I'm NOT using the fix medals mod that I was worried about.

My mod list is pretty vanilla:
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
252_D3D9_AntiLag
Captain Midnights CBS NEWS Sound Mod

Havan,
what you experience is normal. do not let it deter you from proceeding.
the small icon medals is a set of separate graphics files that sometimes go missing with some mods. the medals-fix mod will not fix that...it will switch the medals around a bit, with the Navy Cross becoming the highest award and the Asiatic-Pacific becoming the lowest.
let.it.go.
good luck, Kaleun.:Kaleun_Salute:

jldjs
05-23-20, 10:06 AM
The problem only comes with career mode. either after loading, a black screen with the typical mouse pointer or the 2 messages appears
hier sind Screenshots
https://ibb.co/y4HyfKG
https://ibb.co/z5zQcwz

Started my Career in Manila



Successfully ended 1st Patrol in Surabaya... sorta
I sank 8 ships (including a cruiser) and got the screen saying I'd been awarded the Navy Cross. I did notice that the medals box was empty so I thought I'd mention it. Not sure if it's an aspect of the mod, an existing problem that everyone else knows about (except me) or something else. I even suspected (at the time) that it was caused by my using a fix medals mod that I shouldn't have. https://steamcommunity.com/sharedfiles/filedetails/?id=2106307501 https://steamcommunity.com/sharedfiles/filedetails/?id=2106307501



I've since checked and I'm NOT using the fix medals mod that I was worried about.

My mod list is pretty vanilla:
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
252_D3D9_AntiLag
Captain Midnights CBS NEWS Sound Mod


I can live with that, but I am stymied by a rebasing problem.



I received orders to Re-base in Brisbane
https://steamcommunity.com/sharedfiles/filedetails/?id=2106274395

But Brisbane won't allow me to end patrol
https://steamcommunity.com/sharedfiles/filedetails/?id=2106277380


I tried quitting and reloading a save and came in again... still no joy.

Is this a mod issue? or is there a quick and easy fix?

Im a long time player though not an expert on how the mod works, but, this thread has instructions everywhere on NOT putting the game in the Programs(x86) folder. You must have missed it so Id start there.
Also, you as the Captain got the award but your crew probably got none. I think youll see your award on the Captains log(?)

KaleunMarco
05-23-20, 10:07 AM
Started my Career in Manila
I can live with that, but I am stymied by a rebasing problem.
I received orders to Re-base in Brisbane

But Brisbane won't allow me to end patrol

I tried quitting and reloading a save and came in again... still no joy.

Is this a mod issue? or is there a quick and easy fix?
Havan,
this happens periodically when bases cease to exist while you are out on patrol, especially early in the Pacific War.
it's date thing.
the fix is to find a safe place to mill around for a day or two (in the game) and the new base will finally activate and you can head home. trust me, those who have gone before you have experienced the same issue.
good luck.:Kaleun_Salute:

propbeanie
05-23-20, 03:11 PM
I found a couple of gems snooping around at midway

https://imgpile.com/images/IFNdqG.png

https://imagehost.imageupload.net/2020/05/22/SH4Img2020-05-21_20.47.51_692.png
Thanks. That is a known issue in the US_HarborTraffic layer, which was similar to what was in the Jap_HarborTraffic layer before we split it into "parts", which is also the plan for the US_HarborTraffic layer in the near future.


Just downloaded the mod and I'm starring at everyone's belt buckle lol ... how do I grow ?
That is the camera. It remembers your last setting, so you just need to click on the screen with your mouse, aim higher, and then arrow forward, then click the mouse again, move back where you want to be, and off you go!


can anyone bring out a german patch? So at least that the text is German
We are attempting to work on a solution for that. Would you like to be our guinea pig for this? We hope to get the files set-up shortly, and we can send you a preview copy?


I have now tried 2 times to start a mission after the loading bar comes a message "no mission in Difficult" after that the game has ended,it comes with every store if you want to spawn in the harbor. no matter what level of difficulty
The problem only comes with career mode. either after loading, a black screen with the typical mouse pointer or the 2 messages appears
hier sind Screenshots
https://ibb.co/y4HyfKG
https://ibb.co/z5zQcwz
What version of the SH4 game do you have? You need v1.5 of the game, with the U-Boat Missions Add-On, or "Gold Edition", for FotRSU to be able to run. If that's not it, then you may have neglected to install Microsoft's DirectX v9.0c and the codecs. Also, be sure that you have the LAA or a similar "memory" applet set on the SH4.exe so that Windows recognizes the game as being Large Address Aware, and will give it a bigger footprint in your computer RAM.


Started my Career in Manila

Successfully ended 1st Patrol in Surabaya... sorta
I sank 8 ships (including a cruiser) and got the screen saying I'd been awarded the Navy Cross. I did notice that the medals box was empty so I thought I'd mention it. Not sure if it's an aspect of the mod, an existing problem that everyone else knows about (except me) or something else. I even suspected (at the time) that it was caused by my using a fix medals mod that I shouldn't have. https://steamcommunity.com/sharedfiles/filedetails/?id=2106307501 https://steamcommunity.com/sharedfiles/filedetails/?id=2106307501

I've since checked and I'm NOT using the fix medals mod that I was worried about.

My mod list is pretty vanilla:
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
252_D3D9_AntiLag
Captain Midnights CBS NEWS Sound Mod

I can live with that, but I am stymied by a rebasing problem.

I received orders to Re-base in Brisbane
https://steamcommunity.com/sharedfiles/filedetails/?id=2106274395

But Brisbane won't allow me to end patrol
https://steamcommunity.com/sharedfiles/filedetails/?id=2106277380

I tried quitting and reloading a save and came in again... still no joy.

Is this a mod issue? or is there a quick and easy fix?
This is not a mod issue. Re-read your orders, and then look at the submarine you are driving. You are still based at Fremantle, if you are on the Searaven. The "S-Boats" are the pig boats, Sugar boats, numbered S-36 through S-41.


... Also, you as the Captain got the award but your crew probably got none. I think you’ll see your award on the Captains log(?)
When in the Captain's Office before leaving on patrol, you can click on the "Captain's Photo" on the desk (Jane Russell), which takes you to your rank screen. There is a problem with the stock game's awards box's image "masks" (too small), and some mods disable it so it does not mess things up.

Havan_IronOak
05-23-20, 07:10 PM
Went to the right port and ended patrol successfully!

The answer is sometimes right in front of you. And it helps to know which type of boat you're driving. :p2:

I am curious about the levels at which medals are given...
With the Medal Fix mod that I was using two years ago it was as follows:

Purple Heart - Over 40% medium damage taken by the sub
Bronze Star - 3 ships sunk in one patrol or a DD, CL or larger combatant ship not worthy of a higher award.
Silver Star - 6 ships sunk in one patrol or a CVE or CA sunk.
Navy Cross - 8 ships sunk in one patrol or a BB or CV.
Congressional MOH - 6 ships sunk in the same engagement (checks for 24 h timeframe) or 2 of the following BB, CV, CVE.
Asia-Pacific Campaign medal - 6 ships sunk in one patrol or a CVE or CA sunk.

Is that still accurate?

As to kcoun's problem with being too short... the num-pad 7 key may be what he's looking for, no? It's not so much the tilt of the camera but the height of the camera that is off.

Havan_IronOak
05-23-20, 10:53 PM
I’m a long time player though not an expert on how the mod works, but, this thread has instructions everywhere on NOT putting the game in the Programs(x86) folder. You must have missed it so I’d start there.
Also, you as the Captain got the award but your crew probably got none. I think you’ll see your award on the Captains log(?)

Thanks for your input.

I did see all the warnings about the Programs(x86) folder but that seems to be a warning that folks repeat without any empirical data as to why. I play a good number of different games and I've not had any issues that others haven't also had who followed that rule. At least none that I could attribute to that. (It's also kinda nice to have all your games in one overall folder)

This time my problem worked out to be my taking an order for S boats to re-base in Brisbane to apply to me when my boat wasn't an S-Boat (Doh!) Went to Freemantle and was able to end the mission just fine.

As to the awards (Medals) PropBeanie explained that there was a graphics bug which could cause problems so they simply display the empty box, but if you click on it, your medals are in there. Oddly I seem to get one medal per patrol for myself and a matching medal to award to one lucky crewman. I was first hooked on this game from watching a Let's play that One F Jef made about 10 years ago. In it he seemed to always a number of medals for his crew that he passed out pretty randomly. But he did always seem to get more than one for his crew. Of course This mod incorporates the Medal Fix so I'd expect to act differently than the base game that I assume Jef was playing.

Michael Wood
05-23-20, 11:19 PM
Started 1941 career today, driving Seadragon. Just spent 9 days near Formosa. Ran out of torpedoes. Sank 69,000 tones of shipping.


No one ever did that in history and I ain't that good. Something is wrong with game. I have been playing without map updates, which doesn't help. Game too easy.


I think part of the problem is that in real life, after the first couple ships sunk in area, shipping would be rerouted? Hunter killer pack would be sent to destroy me? Nope. They just keep coming.


Anyway to modify routing to account for player activity? Thanks.

propbeanie
05-24-20, 09:00 AM
Thanks for your input.

I did see all the warnings about the Programs(x86) folder but that seems to be a warning that folks repeat without any empirical data as to why. I play a good number of different games and I've not had any issues that others haven't also had who followed that rule. At least none that I could attribute to that. (It's also kinda nice to have all your games in one overall folder)

This time my problem worked out to be my taking an order for S boats to re-base in Brisbane to apply to me when my boat wasn't an S-Boat (Doh!) Went to Freemantle and was able to end the mission just fine.

As to the awards (Medals) PropBeanie explained that there was a graphics bug which could cause problems so they simply display the empty box, but if you click on it, your medals are in there. Oddly I seem to get one medal per patrol for myself and a matching medal to award to one lucky crewman. I was first hooked on this game from watching a Let's play that One F Jef made about 10 years ago. In it he seemed to always a number of medals for his crew that he passed out pretty randomly. But he did always seem to get more than one for his crew. Of course This mod incorporates the Medal Fix so I'd expect to act differently than the base game that I assume Jef was playing.
The medals award system is basically the same as stock, with different artwork, and a couple of medals "swapped" in the assignment list. There isn't really a way to change the assignment process, same with doing them by dates such as the Philippine Campaign award. What has changed in FotRSU is the amount of renown awarded, so a player has a lower points score than in stock. This is probably what is behind your not getting medals to pass around. We'll look into whether we can balance that better.

As to the reasoning behind not using a Program Files folder, we do have several places in the documentation where the reasoning is documented. The short story is that Windows "protects" the folders from "unauthorized" changes, and the user, the game, nor JSGME are "authorized" to make changes in the folder, and any changes that are attempted are rolled back by Windows to their previous state.


Started 1941 career today, driving Seadragon. Just spent 9 days near Formosa. Ran out of torpedoes. Sank 69,000 tones of shipping.

No one ever did that in history and I ain't that good. Something is wrong with game. I have been playing without map updates, which doesn't help. Game too easy.

I think part of the problem is that in real life, after the first couple ships sunk in area, shipping would be rerouted? Hunter killer pack would be sent to destroy me? Nope. They just keep coming.

Anyway to modify routing to account for player activity? Thanks.
Unfortunately, re-routing traffic is only done on an "immediate" basis. In other words, something within the spawn range will attempt to avoid a submarine contact area. There is no way in SH4 to simulate re-routing traffic for a given time period. However, there should be countering forces sent toward your location when you are spotted. Anything available will come your way, such as ships, but especially airplanes. A player who successfully sinks a ship, and then moves to an area far enough away from the sinking will often times not encounter the "response force", and after the game's quiet time, the response seems to quit, the same as the failure to re-route traffic... Where were you primarily operating Michael Wood? I can look and see what forces should be available nearby, and it might be that you are too far from anything able to respond... ?? :salute:

Michael Wood
05-24-20, 09:40 AM
Where were you primarily operating Michael Wood? I can look and see what forces should be available nearby, and it might be that you are too far from anything able to respond... ?? :salute:

I sat on the bottom 18 NM south of Makung for several days, surfacing at night to get some fresh air. Then, moved to 8 NM West/South West of Makung, sat on bottom, surfacing at night to get fresh air.

In both cases, was within 5 NM of land, so did not surface in day time.

Then, moved 40 NM West/North West of Makung. Sat in middle of assigned area. Only surfaced at night, for fear of aircraft.

I did not enter Makung harbor, for fear of nets, mines and ASW patrols. All attacks made submerged. Was never spotted by anyone, anytime.

So, operations were in Formosa Straight, as per orders. According to your posting, there should have been attempts to locate and destroy me. That is good.


Oh, oh! Just remembered. There was Sub Chaser No 13 Class boat patrolling (?) in the Makung area.

4H_Ccrashh
05-24-20, 04:50 PM
Thank you!! Thank you!!

This project has made SH4 exactly what I was looking for when I bought SH4 many years ago...

Thank you...

I have to point out one thing.. It will seem petty but the retired Master Sergeant USMC (RET) noticed that my sub,, a Sargo class boat has the Ensign (Flag) flying from the stern.. US Navy ships fly the flag on the stern when anchored or tied to a pier in port.

When the ship gets underway the order is given to "Shift the Colors" at which point the flag on the stern is lowered and another Ensign is raised at the "truck" (mainmast).

Its just something I noticed. I apologize..

propbeanie
05-24-20, 10:20 PM
I sat on the bottom 18 NM south of Makung for several days, surfacing at night to get some fresh air. Then, moved to 8 NM West/South West of Makung, sat on bottom, surfacing at night to get fresh air.

In both cases, was within 5 NM of land, so did not surface in day time.

Then, moved 40 NM West/North West of Makung. Sat in middle of assigned area. Only surfaced at night, for fear of aircraft.

I did not enter Makung harbor, for fear of nets, mines and ASW patrols. All attacks made submerged. Was never spotted by anyone, anytime.

So, operations were in Formosa Straight, as per orders. According to your posting, there should have been attempts to locate and destroy me. That is good.

Oh, oh! Just remembered. There was Sub Chaser No 13 Class boat patrolling (?) in the Makung area.
OK, found the issue... the patrol goes out, does one round, and then stops... we'll fix that. Gotsta has some dangerous waters around there! Plus we'll make it possible for the flyboys to harrass a person better - just not too much!...


Thank you!! Thank you!!

This project has made SH4 exactly what I was looking for when I bought SH4 many years ago...

Thank you...

I have to point out one thing.. It will seem petty but the retired Master Sergeant USMC (RET) noticed that my sub,, a Sargo class boat has the Ensign (Flag) flying from the stern.. US Navy ships fly the flag on the stern when anchored or tied to a pier in port.

When the ship gets underway the order is given to "Shift the Colors" at which point the flag on the stern is lowered and another Ensign is raised at the "truck" (mainmast).

Its just something I noticed. I apologize..
We've been debating which way to go with the mod(s) for that. We want "automatic", but have not worked a way around that yet. I also want to put a Union Jack on the bow of all of the subs, which would disappear when shifting the colors. We also want an option for no flag, for when a boat is in enemy waters. Thanks for the comments! Rest assured, we are working on it. :salute:

lockheedliang
05-25-20, 01:03 AM
Believing that bigger version number is always better, I downloaded and installed this mod in place of the 1.004 version and for the benefit of not CTD I started a new career from Asiatic fleet. It all worked fine until my 3rd patrol in which I found all the enemy ports empty, Singapore, Saigon and so on....In the beginning I thought it was in line with IJN's strategic movement at that phase of the war with an all out approach....But I sailed all the way up to Kobe and Osaka but they were just empty as well......Strange isnt it? I didnt think I have come across this issue in previous versions since I am a port slaughtering guy haha.

Havan_IronOak
05-25-20, 01:53 AM
I purposely made this patrol shorter (sort of research as to the medals given out at various levels). This was before I read your post above.

Sank 5 merchant ships for 17,470 tons and when I ended the patrol I got my second Asiatic Pacific Campaign medal. But this time the crew got two medals instead of one so I'm guessing that there's a degree of randomness in crew medals. Other than being an immersive detail, do crew medals actually do anything?

Got offered a new boat this time as well.

While checking out the new boat I noticed a very minor typo in the description text for the Oerlikon 20 mm "the 20-mm preformed well..." should be "the 20-mm performed well..." if you care about such trivialities.

One last observation. I'm guessing that you're already aware of it but in case not, the text in the medals screen is off by one on the mission count. I just finished my third patrol and the text says 4th. The captain's log in my office correctly shows the three. It'd be cool if it were possible to fix this. I'm guessing that it's not & that this is a bug in the base game as I can see folks mention it in 9 year old You-Tube Let's Plays.

Again, not a big deal but I was watching a You-tube replay where the guy mentioned it so I was careful to check this time when I ended my patrol.

Still having a great time with this mod. Thanks again to all involved.

KaleunMarco
05-25-20, 09:55 AM
I purposely made this patrol shorter (sort of research as to the medals given out at various levels). This was before I read your post above.

Sank 5 merchant ships for 17,470 tons and when I ended the patrol I got my second Asiatic Pacific Campaign medal. But this time the crew got two medals instead of one so I'm guessing that there's a degree of randomness in crew medals. Other than being an immersive detail, do crew medals actually do anything?

Got offered a new boat this time as well.
the awarding of medals is related to mission success, secondary objective success, and points from tonnage.

and no, the awarding of medals to your crew does absolutely nothing for them or your boat.


While checking out the new boat I noticed a very minor typo in the description text for the Oerlikon 20 mm "the 20-mm preformed well..." should be "the 20-mm performed well..." if you care about such trivialities.
this is a text file masquerading as a TSR in the game folder
C:\Ubisoft\'your install'\Data\UPCData\UPCLocalization

you can correct it if you want...just dont mess with the field names in front of the descriptive text

One last observation. I'm guessing that you're already aware of it but in case not, the text in the medals screen is off by one on the mission count. I just finished my third patrol and the text says 4th. The captain's log in my office correctly shows the three. It'd be cool if it were possible to fix this. I'm guessing that it's not & that this is a bug in the base game as I can see folks mention it in 9 year old You-Tube Let's Plays.


yes, you are correct. this is an UBI error that cannot be fixed by non-Ubi personnel....meaning you or me or anyone else on this side of the game.

have fun. good luck.:Kaleun_Salute:

Havan_IronOak
05-25-20, 11:42 AM
Thanks again for the quick response!

Sorry for all the questions but they say that the dumbest question is the one that you SHOULD have asked but didn't.

Just to confirm... When the description on the SD radar says that it defaults to OFF, that means the initial default is off, right? If I use the T key to switch it ON it will automatically come back on when I surface after every dive until I hit the T key again to change the default back. I know that SD radar was active (unlike the German Metox radar) but does it attract more planes? I've heard it stated emphatically (on discussion boards) both yes and no.

mikesn9
05-25-20, 11:59 AM
First, I'm running FOTRSU 1.004, was planning on finishing my career with it before upgrading.
I have a Gar class with aft deck gun.
Finished 5th patrol, (Oct '42) when entering port got conning tower upgrade.
Looking at the boat's info it shows a Bow gun, with only aft gun crew slots.
I didn't lose any crew members, so that was good.
finished off the in-port rituals, went to sea.
looking at the boat, I have 2 decks guns, 1 aft & 1 forward.

Battle stations: crew mans aft, of course. I thought that might be ok, I handle fore deck gun..nope only active is aft.
quick system info: win 7 all the right directories etc, etc.


A: is there a fix for this kind of situation in 1.1? Maybe upgrade best?
B: is there a patch for this for 1.004?

propbeanie
05-25-20, 01:30 PM
Believing that bigger version number is always better, I downloaded and installed this mod in place of the 1.004 version and for the benefit of not CTD I started a new career from Asiatic fleet. It all worked fine until my 3rd patrol in which I found all the enemy ports empty, Singapore, Saigon and so on....In the beginning I thought it was in line with IJN's strategic movement at that phase of the war with an all out approach....But I sailed all the way up to Kobe and Osaka but they were just empty as well......Strange isnt it? I didnt think I have come across this issue in previous versions since I am a port slaughtering guy haha.
First of all, did you de-activate v1.004, and did you empty the Save folder after activativating v1.1? The two are not compatible. It might not be noticed immediately, but you will end up with issues if this was not followed. Secondly, we need more detail, such as where you sailed from, which boat, and what date that was (approximately is often good enough).


I purposely made this patrol shorter (sort of research as to the medals given out at various levels). This was before I read your post above.

Sank 5 merchant ships for 17,470 tons and when I ended the patrol I got my second Asiatic Pacific Campaign medal. But this time the crew got two medals instead of one so I'm guessing that there's a degree of randomness in crew medals. Other than being an immersive detail, do crew medals actually do anything?

Got offered a new boat this time as well.

While checking out the new boat I noticed a very minor typo in the description text for the Oerlikon 20 mm "the 20-mm preformed well..." should be "the 20-mm performed well..." if you care about such trivialities.

One last observation. I'm guessing that you're already aware of it but in case not, the text in the medals screen is off by one on the mission count. I just finished my third patrol and the text says 4th. The captain's log in my office correctly shows the three. It'd be cool if it were possible to fix this. I'm guessing that it's not & that this is a bug in the base game as I can see folks mention it in 9 year old You-Tube Let's Plays.

Again, not a big deal but I was watching a You-tube replay where the guy mentioned it so I was careful to check this time when I ended my patrol.

Still having a great time with this mod. Thanks again to all involved.

The mission count is reflecting the fact that you are in-base now, and getting ready to go on that next patrol. My belief is that the game counts from zero, such as 0, 1, 2, 3, etc., the way a computer does for something such as Arrays. Some human (may he be forgiven) came along and started counting from one... The computer assumes a correct "start" number, and does not know that he was incorrect, so it is doing what it was told to do...

the awarding of medals is related to mission success, secondary objective success, and points from tonnage - and no, the awarding of medals to your crew does absolutely nothing for them or your boat...

... this is a text file masquerading as a TSR in the game folder
C:\Ubisoft\'your install'\Data\UPCData\UPCLocalization

you can correct it if you want...just dont mess with the field names in front of the descriptive text...

... yes, you are correct. this is an UBI error that cannot be fixed by non-Ubi personnel....meaning you or me or anyone else on this side of the game.,,
:up: I have my doubts as to whether Ubisoft can fix it... lol


... Just to confirm... When the description on the SD radar says that it defaults to OFF, that means the initial default is off, right? If I use the T key to switch it ON it will automatically come back on when I surface after every dive until I hit the T key again to change the default back. I know that SD radar was active (unlike the German Metox radar) but does it attract more planes? I've heard it stated emphatically (on discussion boards) both yes and no.
Sort-of... The SD is off by default until you turn it on. It stays on until turned-off, so technically, even when submerged, it is on. It's just the "water" interaction that has it "off". If you come up to radar depth and expose the antennae, it will "turn back on". The SJ is on by default, and won't turn off until you tell it to. When you submerge and then come up to radar depth, or surface, it will turn back on by default. If you want either radar off, you have tell it to turn off. This is another frustrating aspect of the game... and "yes", if you use the radar much, it is a homing beacon for the enemy, whether they have a radar detector or not. Somehow or other, even in early 1942, you will see airplanes home in on your submarine like flies on stink. Doing much radio transmitting will do you the same favor :roll: - If you wish to be "stealthy", you submerge every once in a while and do the sonar, see if you "hear" anything. Surface, turning off your radars as necessary, and continue on. Do a couple of sweeps with the radar, and turn it back off, continuing on. Lather, rinse, repeat as necessary.


First, I'm running FOTRSU 1.004, was planning on finishing my career with it before upgrading...
...
A: is there a fix for this kind of situation in 1.1? Maybe upgrade best?
B: is there a patch for this for 1.004?
No, no fix. In an attempt to rid the game of the dreaded "lost" deck gun crew, each submarine has its deck gun "glued" to the deck such that it cannot be removed, thus avoiding the loss of the gun crew... however, it does introduce a new wrinkle into the mess, which is what you and others have now seen. Since the game wants to "upgrade" your gun, when it attempts to do so, it finds the "open" slot, and puts the gun there, which results in the same "loss of deck gun crew" issue, but only for the new gun (usually). You no longer have a choice as to what happens. You cannot run a gun without a crew... sigh. Anyway, the "drawings" that you see on the F7 screen can only show what the artwork is in the folder for that information. Some of the boats do not match, and the game definitely does not "update" the info displayed... You will have to pretend you don't see that 2nd deck gun... We tried a couple of edits for v1.1, but I seriously doubt if they will help much... "Testing" for this sort of issue is more than difficult... :salute:

KaleunMarco
05-25-20, 03:14 PM
First, I'm running FOTRSU 1.004, was planning on finishing my career with it before upgrading.
I have a Gar class with aft deck gun.
Finished 5th patrol, (Oct '42) when entering port got conning tower upgrade.
Looking at the boat's info it shows a Bow gun, with only aft gun crew slots.
I didn't lose any crew members, so that was good.
finished off the in-port rituals, went to sea.
looking at the boat, I have 2 decks guns, 1 aft & 1 forward.

Battle stations: crew mans aft, of course. I thought that might be ok, I handle fore deck gun..nope only active is aft.
quick system info: win 7 all the right directories etc, etc.


A: is there a fix for this kind of situation in 1.1? Maybe upgrade best?
B: is there a patch for this for 1.004?

i wrote this for some of the other Kaleuns.
http://www.mediafire.com/file/14mkit6bcirhlpa/DeckGunReplacementProcedure.rtf/file

:Kaleun_Salute:

Mios 4Me
05-25-20, 09:20 PM
What does the Camera mod in the Extras section do? The Support TOC won't open on my system and there's no readme in the folder. Thanks.

Moonlight
05-26-20, 06:13 AM
A small problem to report Mr beanie.
The GroupName=RabaulShuffle in the 42b_Jap_Convoys mis file is missing a "[" in all the RndGroup entries.

KaleunMarco
05-26-20, 07:18 AM
A small problem to report Mr beanie.
The GroupName=RabaulShuffle in the 42b_Jap_Convoys mis file is missing a "[" in all the RndGroup entries.

my apologies for eaves-dropping here, but my installation does not have that Groupname at all. are you referring to the 1.0.1g release or a different release?

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

lockheedliang
05-26-20, 07:53 AM
Am I the only one getting the impression that this version 1.1 has more tendency to CTD when loading saves compared with earlier yet not necessarliy leaner version say 1.004?

Larrywb57
05-26-20, 09:13 AM
http://i.imgur.com/Zld9C4B.png (https://imgur.com/Zld9C4B)

On the Navigation Map, the star's name was 'location name in game' as to where my destination was upon leaving my home base of Pearl Harbor in a new command offered and accepted, USS Tambor (USS-198), which is a Tambor class boat. The mission was 'Patrol East China Sea off Shanghai.'

:salute:

lockheedliang
05-26-20, 12:00 PM
Anyone facing the same problem of Dec 1942 patrol not being able to be started due to "Error: No Primary Objectives Found"?

I tried to solve this issue by transferring to new fleets. Nothing happens

KaleunMarco
05-26-20, 12:10 PM
Am I the only one getting the impression that this version 1.1 has more tendency to CTD when loading saves compared with earlier yet not necessarliy leaner version say 1.004?

did you delete the entire SaveFolder area when you upgraded to 1.1g?
that is a table-stakes task.
the whole folder and set of subfolders must go.
the first time you launch 1.1g, SH4 will rebuild it.
:Kaleun_Salute:

KaleunMarco
05-26-20, 12:12 PM
Anyone facing the same problem of Dec 1942 patrol not being able to be started due to "Error: No Primary Objectives Found"?

I tried to solve this issue by transferring to new fleets. Nothing happens

please provide more details:
boat type
base
date
config from JSGME (tasks submenu)
:Kaleun_Salute:

Moonlight
05-26-20, 12:24 PM
my apologies for eaves-dropping here, but my installation does not have that Groupname at all. are you referring to the 1.0.1g release or a different release?

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

I don't know anything about the v1.0.1.g_EN you're using KM, the GroupName=RabaulShuffle is in my 100_FalloftheRisingSun_UltimateEdition_v1.1_EN.

After looking through the SH4 folders I've noticed there are loads of files missing, I couldn't risk not re-installing everything again so even Windows is gonna be done again, :hmmm: that will teach me to never let a 10 year old loose on the PC again.

Windows 10 is installed again, now its time for my programs to be re-installed. :doh:

Sorry for any confusion I might have caused. :up:

propbeanie
05-26-20, 01:14 PM
What does the Camera mod in the Extras section do? The Support TOC won't open on my system and there's no readme in the folder. Thanks.
With the mod copied to the MODS folder, if you hover over the mod name, it will describe it. There is also a "Pak_AddInMods_ReadMe.txt" for the whole package in the Pak_AddInMods folder. What it does though, is restore the beta v0.75 camera... btw, you need a pdf reader to open the files. Either that, or Windows is being very restrictive... may-haps you have a ten year old also?... :wink:


A small problem to report Mr beanie.
The GroupName=RabaulShuffle in the 42b_Jap_Convoys mis file is missing a "[" in all the RndGroup entries.
Below, where you mention finding that the 10 y.o. helped you on your computer? Well, I had already looked and didn't find what you saw, but I did find an issue with two [RndGroup 39] sets of entries, which usually does not bode well for the 2nd group to function, so while I am setting-up for a few other additions to the mod, we'll go ahead and work on a v1.2 of the mod, which will be backwards compatible, and will correct a few things like two #39 groups... :roll: - :oops:


Am I the only one getting the impression that this version 1.1 has more tendency to CTD when loading saves compared with earlier yet not necessarliy leaner version say 1.004?
See KaleunMarco's posts about the Save folder needing to be emptied!!!


http://i.imgur.com/Zld9C4B.png (https://imgur.com/Zld9C4B)

On the Navigation Map, the star's name was 'location name in game' as to where my destination was upon leaving my home base of Pearl Harbor in a new command offered and accepted, USS Tambor (USS-198), which is a Tambor class boat. The mission was 'Patrol East China Sea off Shanghai.'

:salute:
This is what happens when a person fails to remove the "default" text from a MapLocation... sigh... Corrected, and for the next release... :arrgh!: - Thanks for the heads-up!


Anyone facing the same problem of Dec 1942 patrol not being able to be started due to "Error: No Primary Objectives Found"?

I tried to solve this issue by transferring to new fleets. Nothing happens
did you delete the entire SaveFolder area when you upgraded to 1.1g?
that is a table-stakes task.
the whole folder and set of subfolders must go.
the first time you launch 1.1g, SH4 will rebuild it.
:Kaleun_Salute:
:sign_yeah: - Also, be sure that you have something like the LAA set on the SH4.exe file correctly, so that Windows does identify the game as being Large Address Aware...
please provide more details:
boat type
base
date
config from JSGME (tasks submenu)
:Kaleun_Salute:
~and~ :sign_yeah:
Definitely need details, or we cannot begin to try to recreate or trace what may be happening.


I don't know anything about the v1.0.1.g_EN you're using KM, the GroupName=RabaulShuffle is in my 100_FalloftheRisingSun_UltimateEdition_v1.1_EN.

After looking through the SH4 folders I've noticed there are loads of files missing, I couldn't risk not re-installing everything again so even Windows is gonna be done again, :hmmm: that will teach me to never let a 10 year old loose on the PC again.

Windows 10 is installed again, now its time for my programs to be re-installed. :doh:

Sorry for any confusion I might have caused. :up:
You can tell the 10 year old though, that thanks to their "editing" of your files, we did find an issue with that 42b_Jap_Convoys.mis file... :roll: :O:

:salute:

lockheedliang
05-26-20, 01:52 PM
please provide more details:
boat type
base
date
config from JSGME (tasks submenu)
:Kaleun_Salute:

Boat: USS Triton Tambor class
Base: The Southwest Austrialian one for the Asiatic fleet. (Same error after I transfer to Midway and Pearl Harbor fleet)
Date: Dec 13 1942 (first mission after the intro movie about taking over Guadacanal)
JSGME: Only FOTRS 1.1 base mod was enactivated and no sub-mob involved

lockheedliang
05-26-20, 02:01 PM
did you delete the entire SaveFolder area when you upgraded to 1.1g?
that is a table-stakes task.
the whole folder and set of subfolders must go.
the first time you launch 1.1g, SH4 will rebuild it.
:Kaleun_Salute:

Thanks a lot for this key information. Actually the reason behind me being unable to have an empty SH4 save folder is that I also have another install featuring Atlantic Theater namely the OM Dark Water, and the OMDW and FOTRS are sharing one save folder. I would love to seperate the save files of these two modded SH4s as if two games, but simply had no idea how to do that. Would be more than thankful if any guidance can be provided about how to make different modded SH4 games use separate save folders.

jldjs
05-26-20, 03:57 PM
Thanks a lot for this key information. Actually the reason behind me being unable to have an empty SH4 save folder is that I also have another install featuring Atlantic Theater namely the OM Dark Water, and the OMDW and FOTRS are sharing one save folder. I would love to seperate the save files of these two modded SH4s as if two games, but simply had no idea how to do that. Would be more than thankful if any guidance can be provided about how to make different modded SH4 games use separate save folders.

Execute MulitiSH (In the SH4 game Folder) and change the default 3 letter name from SH4 to something else, maybe ODW, and that creates a new save folder in your Documents folder for playing OM Dark Waters mod.

propbeanie
05-26-20, 07:47 PM
There are all sorts of instructions for the mod, LAA, MultiSH4, etc. on the first page of this thread. There are all sorts of instructions for the same on the download page, plus there are all sorts of instructions in the mod's Support folder, including a TOC pdf that will load most any of them. The most thorough instructions are in the mod's Support folder. What you have now succeeded in doing is to trash not only your FotRSU Save games, but now that you've saved into the same folder with FotRSU active, you have now most likely trashed the Saves for Dark Waters. Neither mod will function correctly. To put it simply, there are different configurations for ships "calls" for them to show in the game, where OM might use a given ship with a Type=3 and FotRSU might use Type=2. Or, the same ship might have a different "name", or a different "ClassName" - which is not the same as "name"... not to confuse the issue.

If you know which saves that show on the Save menu are for FotRSU, then I would delete all of those. De-activate FotRSU, and then hope you can still use your Atlantic Saves after you re-activate Dark Waters. You cannot mix stock with Dark Waters with FotRSU with TMO, etc. ad infinitum ad nauseum.

Look for the "Install Notes For the Various Versions of SH4 in Windows.pdf" file in the Support folder, and on Page 11, "Digging Deeper", are some comments on using MultiSH4. Basically, you make a copy of your "clean" Stock game folder, and paste it somewhere else, rename it, and use MultiSH4 inside that new copy of the game folder to create a new Save folder, such as "FRS" or "ODW" or whatever you want to use (only 3 characters). So the Stock game then uses the SH4 folder, your 2nd copy with Dark Waters activated would use the "ODW" folder, and the 3rd copy of the game with FotRSU activated would use the "FRS" folder, etc. :salute:

Edit: Potoroo's MultiSH4 (https://www.subsim.com/radioroom/showthread.php?p=455022#post455022) - it is assumed you know what it is...
Potoroo's MultiSH3 (https://www.subsim.com/radioroom/showthread.php?p=314852#post314852) - has basic instructions, and very similar to SH4 procedure.
Webster's How to make multiple sh4 installs (https://www.subsim.com/radioroom/showthread.php?p=1203456#post1203456)
Which is linked to from THEBERBSTER's SH4 <> TUTORIALS <> HOW TO DO IT <> INFO <> DOWNLOAD LINKS -STICKY INDEX (https://www.subsim.com/radioroom/showthread.php?p=2297818#post2297818) thread. Lots of reading material for you.

DanielCoffey
05-27-20, 01:26 AM
Apologies if this has been asked before but is there a copy of the FotRSU PDF manual available separately anywhere?


I would like to read about the features and requirements of the mod before committing to the full download as I am on a slow rural internet connection.

lockheedliang
05-27-20, 05:22 AM
Execute MulitiSH (In the SH4 game Folder) and change the default 3 letter name from SH4 to something else, maybe ODW, and that creates a new save folder in your Documents folder for playing OM Dark Waters mod.

That helps quite alot thanks captain.

lockheedliang
05-27-20, 05:27 AM
There are all sorts of instructions for the mod, LAA, MultiSH4, etc. on the first page of this thread. There are all sorts of instructions for the same on the download page, plus there are all sorts of instructions in the mod's Support folder, including a TOC pdf that will load most any of them. The most thorough instructions are in the mod's Support folder. What you have now succeeded in doing is to trash not only your FotRSU Save games, but now that you've saved into the same folder with FotRSU active, you have now most likely trashed the Saves for Dark Waters. Neither mod will function correctly. To put it simply, there are different configurations for ships "calls" for them to show in the game, where OM might use a given ship with a Type=3 and FotRSU might use Type=2. Or, the same ship might have a different "name", or a different "ClassName" - which is not the same as "name"... not to confuse the issue.

If you know which saves that show on the Save menu are for FotRSU, then I would delete all of those. De-activate FotRSU, and then hope you can still use your Atlantic Saves after you re-activate Dark Waters. You cannot mix stock with Dark Waters with FotRSU with TMO, etc. ad infinitum ad nauseum.

Look for the "Install Notes For the Various Versions of SH4 in Windows.pdf" file in the Support folder, and on Page 11, "Digging Deeper", are some comments on using MultiSH4. Basically, you make a copy of your "clean" Stock game folder, and paste it somewhere else, rename it, and use MultiSH4 inside that new copy of the game folder to create a new Save folder, such as "FRS" or "ODW" or whatever you want to use (only 3 characters). So the Stock game then uses the SH4 folder, your 2nd copy with Dark Waters activated would use the "ODW" folder, and the 3rd copy of the game with FotRSU activated would use the "FRS" folder, etc. :salute:

Edit: Potoroo's MultiSH4 (https://www.subsim.com/radioroom/showthread.php?p=455022#post455022) - it is assumed you know what it is...
Potoroo's MultiSH3 (https://www.subsim.com/radioroom/showthread.php?p=314852#post314852) - has basic instructions, and very similar to SH4 procedure.
Webster's How to make multiple sh4 installs (https://www.subsim.com/radioroom/showthread.php?p=1203456#post1203456)
Which is linked to from THEBERBSTER's SH4 <> TUTORIALS <> HOW TO DO IT <> INFO <> DOWNLOAD LINKS -STICKY INDEX (https://www.subsim.com/radioroom/showthread.php?p=2297818#post2297818) thread. Lots of reading material for you.
Thanks so much for guiding us new seamen through. It works so far so well and hopefully this would help me proceed further after the post-Guadacanal Null. haha

KaleunMarco
05-27-20, 08:43 AM
Apologies if this has been asked before but is there a copy of the FotRSU PDF manual available separately anywhere?


I would like to read about the features and requirements of the mod before committing to the full download as I am on a slow rural internet connection.

the support folder is part of the download.
you can find a copy of the support folder here. it's ~70 meg.
http://www.mediafire.com/file/lp5d75l8x6m3pb2/FOTRSU_Support.zip/file
:Kaleun_Salute:

DanielCoffey
05-27-20, 09:10 AM
Cheers - very helpful.

torpedobait
05-27-20, 10:26 AM
Am I the only one getting the impression that this version 1.1 has more tendency to CTD when loading saves compared with earlier yet not necessarliy leaner version say 1.004?

Sorry, but I have to report that of many 10's of saves over one and one-half careers I have never had a save file fail to reload in Version 1.1. Part of that may be my rig, in that it has plenty of SSD storage and a fast CPU, but it may also be technique.

I use a process that came out of SH3, one that many have labeled pure superstition, but who can argue with success? My method is to go to the control room and save from there. It matters not whether I am surfaced or submerged, or within far or near contact with the enemy, or within or outside an enemy port. If have just come out of TC, I give it a few seconds to stabilize before saving. Then I always wait about 10 seconds or more after hitting the save button, even though the game says the save was successful. I then wait a few more seconds before hitting resume or exit. The wait time is to give my system a chance to dot all its I's and cross all the T's.

I don't feel the need to save outside of my own port, so I haven't tried that. But if I did, I would stay about 60 NM away to prevent a problem with ships running aground, etc. on the reload. That is an old problem that seems to be cured by the 60 NM limit.

Otherwise, for me at least, the save-reload process is working perfectly. Maybe I'm just lucky, but I have done a lot saves and reloads in v1.1 with no failures.

lockheedliang
05-27-20, 11:56 AM
Hi dear captains I am here to report the empty ports issue again, and with another less serious question about the torpedos.

Now I have started a career in a clean save folder thanks to the MultiSH4 tool and that makes me feel a little bit more confident about a smooth running of the game. In my patrol 3 (Time was just after Surabaya was unusable yet falling short of being occupied by the enemy) in USS Snapper my mission was to drop supply and to save survivers from near Manila. After I did that I made a tour to enemy ports, all of which turn out to be just empty, nothing docked at all. I am wondering whether it has something to do with sudden change of mother port halfway in voyage, but maybe not since it didnt happen when it shifted from Manila to Surabaya.

Well I could treat this as a punishment for my port hunting fun abuse, but isnt it a little bit unrealistic to expect not a single ship within enemy port?

Now about the torpedos. The Mk14 is free and a more obslete Mk10 costs 250 renown?? And in many cases (only with the expection of first patrol with each new boat) my boat would be preloaded with Mk10, why couldnt I get refunded if I return them back in favour of the Mk14?

Front Runner
05-27-20, 11:59 AM
It really should be the 10th, but we'll 'fix' that with an add-in later.. Have fun! See how the "clock" treats you also! Good to have you back onboard! :salute:

Good news! After running several days at 1X to the Marshall Islands, Sunrise and Sunsets are tracking very well. I finally got a chance to check accuracy of MOONRISE on BASE TIME(Pearl Harbor) 12/17/1941. Since I am across the International Date Line while in my Patrol Area Marshall Islands, I checked the MOONRISE for 12/18/1941 and it was perfect. A New Moon right on time. Note that it is still 12/17/1941 in Pearl Harbor BASE TIME. The sim is working perfectly.

:Kaleun_Cheers:

Capt RAP
05-27-20, 06:43 PM
Hello
Wanted to report this because it just wan't right
Dec 30, 1943
On the way to my patrol area I spotted a task force west of Eniwetok Atoll
As I moved closer I found over 25 capital ships stopped. The escorts were moving around. I sank 2 Carriers, a Battleship, Heavy Cruiser and destroyer.
I was just stopped, emptied the tubes, reloaded and fired again. The destroyers
never came close to me, capital ships never moved. A Yamato Class Battleship was there also.
Thought I would let you know..
Love This Mod!!!
Capt RAP

KaleunMarco
05-27-20, 09:04 PM
Hello
Wanted to report this because it just wan't right
Dec 30, 1943
On the way to my patrol area I spotted a task force west of Eniwetok Atoll
As I moved closer I found over 25 capital ships stopped. The escorts were moving around. I sank 2 Carriers, a Battleship, Heavy Cruiser and destroyer.
I was just stopped, emptied the tubes, reloaded and fired again. The destroyers
never came close to me, capital ships never moved. A Yamato Class Battleship was there also.
Thought I would let you know..
Love This Mod!!!
Capt RAP

yep, the fleet is parked there.
the DD's should have counter-attacked.
i know because they have counter-attacked me.
guess you caught them on an off-day.:Kaleun_Applaud::Kaleun_Cheers::Kaleun_Salute:

WH4K
05-28-20, 11:00 AM
Yes, there is quite a smorgasbord parked there for some time.


For me it was broken in that the ships regenerated. I would sink a carrier or two, get away, reload torpedoes, come back a few days later, and all the ships were there again.


But that was with version 1.004. Haven't played 1.1 yet, currently distracted with Dark Waters/OM.

KaleunMarco
05-28-20, 11:50 AM
Yes, there is quite a smorgasbord parked there for some time.


For me it was broken in that the ships regenerated. I would sink a carrier or two, get away, reload torpedoes, come back a few days later, and all the ships were there again.


But that was with version 1.004. Haven't played 1.1 yet, currently distracted with Dark Waters/OM.

keep in mind that the SH4 engine is designed for individual ship generation and Randomly Generated Groups (RGG). that is how targets become available. if the ships you see (and destroy) at Eniwetok are programmed to regenerate at specific intervals, you have the opportunity to kill them once per interval.

haven't you ever patrolled a given area for four or five days and attacked a convoy or TF and then two or three days later encounter the same formation moving in the same general direction? your Eniwetok situation is probably the same situation except that the RGG is stationary and not moving at sea.:Kaleun_Salute:

XenonSurf
05-28-20, 12:42 PM
:timeout:^^


Attacking in ports is not very difficult in SH games except SH1 which has decent patrol defenses. In SH3,4,5 the ships in port are for decor only, they cannot be active without messing-up the player's campaign anihilating the traffic nodes, any modder who tries to make 'active' ports has failed to my knowledge, the game has limitations and traffic must be created at least at 25-40 miles away from ports for not clashing with the 'special insertion missions' etc. which indeed will have active units.

In essence, attacking in ports in SH3,4,5 can be considered CHEATING THE GAME, so don't do it, stay away from enemy ports, that's also true for FOTRSU like for any other mod. I call it 'medal pumping' :D


@FOTRSU Team,
Take away all stationary units in enemy ports and you will deal with less trouble and a faster game performance, these units are useless because of the reasons above. Or place so many mines at the entrance of a port that players will get their fair share when cheating the game :salute:





XS

propbeanie
05-28-20, 01:50 PM
Apologies if this has been asked before but is there a copy of the FotRSU PDF manual available separately anywhere?

I would like to read about the features and requirements of the mod before committing to the full download as I am on a slow rural internet connection.
Another place to look is the download page, as well as the first page of this thread, in the first five posts from fearless leader (an affectionate term :roll: ) "FotRSU Mod Team". As KaleunMarco alludes though, there is all sorts of more and more thorough info in the Support folder pdf and txt files. Be sure and navigate deeper for other aspects of the mod.


Hi dear captains I am here to report the empty ports issue again, and with another less serious question about the torpedos.

Now I have started a career in a clean save folder thanks to the MultiSH4 tool and that makes me feel a little bit more confident about a smooth running of the game. In my patrol 3 (Time was just after Surabaya was unusable yet falling short of being occupied by the enemy) in USS Snapper my mission was to drop supply and to save survivers from near Manila. After I did that I made a tour to enemy ports, all of which turn out to be just empty, nothing docked at all. I am wondering whether it has something to do with sudden change of mother port halfway in voyage, but maybe not since it didnt happen when it shifted from Manila to Surabaya.

Well I could treat this as a punishment for my port hunting fun abuse, but isnt it a little bit unrealistic to expect not a single ship within enemy port?

Now about the torpedos. The Mk14 is free and a more obslete Mk10 costs 250 renown?? And in many cases (only with the expection of first patrol with each new boat) my boat would be preloaded with Mk10, why couldnt I get refunded if I return them back in favour of the Mk14?
Last things first: The Mark 10 torpedoes, in spite of also running deep, were much more reliable than the Mark 14s, and some skippers wanted full-loads of them, hence the "cost" in renown. The S-Boats get them "for free", so if you want Mark 10s, the boat to drive is the Sugar boat. As for empty harbors, if you are in late 1941 to early 1942, you must remember that all of the Allied vessels ran away, and none of the Japanese vessels had a chance to filter into the ports. Plus, not all ports are "populated", and some ports at times would not have any ships anyway, just due to traffic patterns. "Raiding" harbors is fine, but you won't always get credit for a "sinking" if the ship is not able to slip completely beneath the waves, in spite of it having been destroyed. Also, be aware that some ports have mines, some have anti-sub nets, or airplanes or patrol ships, that might be on upline patrol, around the peninsula and temporaily out of view, or the port might have a combination of some or all of the above, so beware, and whatever you do, do NOT run aground. The admiral would be very disappointed in you...


Good news! After running several days at 1X to the Marshall Islands, Sunrise and Sunsets are tracking very well. I finally got a chance to check accuracy of MOONRISE on BASE TIME(Pearl Harbor) 12/17/1941. Since I am across the International Date Line while in my Patrol Area Marshall Islands, I checked the MOONRISE for 12/18/1941 and it was perfect. A New Moon right on time. Note that it is still 12/17/1941 in Pearl Harbor BASE TIME. The sim is working perfectly.

:Kaleun_Cheers:
Excellent news! Thanks for the update!


Hello
Wanted to report this because it just wan't right
Dec 30, 1943
On the way to my patrol area I spotted a task force west of Eniwetok Atoll
As I moved closer I found over 25 capital ships stopped. The escorts were moving around. I sank 2 Carriers, a Battleship, Heavy Cruiser and destroyer.
I was just stopped, emptied the tubes, reloaded and fired again. The destroyers
never came close to me, capital ships never moved. A Yamato Class Battleship was there also.
Thought I would let you know..
Love This Mod!!!
Capt RAP
As KaleunMarco mentions, that is the nature of the game.

Yes, there is quite a smorgasbord parked there for some time.

For me it was broken in that the ships regenerated. I would sink a carrier or two, get away, reload torpedoes, come back a few days later, and all the ships were there again.

But that was with version 1.004. Haven't played 1.1 yet, currently distracted with Dark Waters/OM.
It is still very similar. Think of FotRSU with SH4 as a "stage show" (no no no, not ~that~ kind of show! A PG-13 with violence show!!!). You see what the producers decide to show you. If you try to use the external camera and go very far with it, you will notice the 'backside of the curtain' - "Pay no attention to the man behind the curtain!" - when you leave the "auditorium" and its view of the stage, and then return later, the "actors" put the same show on for you again. So, when you leave the spawn range and withdraw for more torpedoes, the game will reload the same groups with the same ships. As an aside, if you hang around Truk a few days before that at Eniwetok, you will see them leave. They are on their way to engage the US Fleet... but it was decided enroute to get a better recon on the US fleet, hence the layover at Eniwetok. They were later recalled just after departing Eniwetok, so you will see them head toward the north, and then come back south and west, headed back for their reserved parking spots inside the Truk atoll...


...

@FOTRSU Team,
Take away all stationary units in enemy ports and you will deal with less trouble and a faster game performance, these units are useless because of the reasons above. Or place so many mines at the entrance of a port that players will get their fair share when cheating the game :salute:
Duly noted, however, that does lend "atmosphere", and adds to the experience, especially if you do not use over 128x near major ports. There are mines in place at some ports, as noted above. Thanks for the comment though. It has been considered multiple times... lol

:salute:

WH4K
05-28-20, 02:20 PM
Interesting. I have not run into a harbor mine yet, though I have poked and prodded many Japanese-held ports throughout the war.


Especially later in the war, merchant traffic drops off such that I get bored and go port-poking on my way home to find something torpedo-worthy.

propbeanie
05-28-20, 02:28 PM
The odds will eventually catch you!... also, when that traffic gets "thin", you have to go hunting... Sometimes, you can use your surface weapons, though I have not tried it myself after the first attempt. I thought I'd jump one of my "new" convoys along the Chinese coastline, and found that this particular one had not only armed sampans, but also three escort vessels :o - shallow water to boot, and I had to run run run and finally out-distanced the little escorts, but at the loss of several bridge crew members, as well as the rear deck gun. Never sank a thing in that... :roll: - but it's all part of the peril of 'testing' the mod... :har: :salute:

WH4K
05-28-20, 04:56 PM
I ended up doing the same thing - patrolling between Japan and China for the little remaining traffic.

Ran into a lot of armed sampans and small steamers. And tugboats.

XenonSurf
05-28-20, 05:02 PM
Interesting. I have not run into a harbor mine yet, though I have poked and prodded many Japanese-held ports throughout the war.


Especially later in the war, merchant traffic drops off such that I get bored and go port-poking on my way home to find something torpedo-worthy.


If you stay away from enemy ports you will notice that you get more traffic in your campaign, the reason is, as I told above, prolunged port actions will break your campaign traffic, except with special missions where you are ordered to sneak in a port; and after you are done with these missions, be sure to save the game as soon as you are away from port with no unit in sight, this should reset correctly the campaign traffic after reloading game, but no guarantee. If not in special missions, better stay away from ports.
How can you tell if your traffic is broken? You will not get any contact reports anymore like before, as long as you get reports now and then (even when you are out of range to intercept these units) you are ok. But in some early war periods there is little traffic overall in some regions, usually you get reports in a range of 500 miles and not further.




XS

KaleunMarco
05-28-20, 05:25 PM
Interesting. I have not run into a harbor mine yet, though I have poked and prodded many Japanese-held ports throughout the war.


Especially later in the war, merchant traffic drops off such that I get bored and go port-poking on my way home to find something torpedo-worthy.

late in the war (1944) is when the IJF installed mine fields around their home ports. they also installed anti-sub nets.
if you keep sniffing around ports, you'll find out soon enough.:03:
:Kaleun_Salute:

KaleunMarco
05-28-20, 05:28 PM
If you stay away from enemy ports you will notice that you get more traffic in your campaign, the reason is, as I told above, prolunged port actions will break your campaign traffic, except with special missions where you are ordered to sneak in a port; and after you are done with these missions, be sure to save the game as soon as you are away from port with no unit in sight, this should reset correctly the campaign traffic after reloading game, but no guarantee. If not in special missions, better stay away from ports.
How can you tell if your traffic is broken? You will not get any contact reports anymore like before, as long as you get reports now and then (even when you are out of range to intercept these units) you are ok. But in some early war periods there is little traffic overall in some regions, usually you get reports in a range of 500 miles and not further.
XS
you raise an interesting issue. i have never experienced what you describe but now i will have to go raid a port and see the reaction.
are you referring to sinking in-port merchies or any ship?
:Kaleun_Salute:

propbeanie
05-28-20, 06:44 PM
FotRSU has the "reporting" of Convoys "restricted", not as many reports as stock, but more than TMO. We also restricted the Status Report mileage, such that you aren't sent to the other end of the Pacific for a mission as before. As for "breaking" the traffic, what can and does happen is if you get in too close while on the surface or PD or above, the RGG cannot spawn in that area. But only in that area. In other words, anywhere in the world that your submarine is located with a human possibly on the bridge or periscope, no RGG (Random Generated Groups) can spawn, and "Scripted" group cannot appear either. You would see them suddenly appear "out of nowhere" and start shooting at you if they did. The ones in existence when you enter the game stay. If you do certain of the War Patrols in the Aleutians, you might notice a couple of fleet boats coming in to Dutch Harbor as you are getting ready to leave, and then right before your very eyes, they "disappear", in spite of have several more waypoints yet to reach... but they are within the "termination range", so they up and disappear on you. As soon as you leave though, RGG and scripted units can go back to spawning. This would be roughly 24nm away from you, just beyond what the horizon can show at 20nm... or is it km?... hmmm - now I ~know~ I'm gettin' old... Ahh Magoo, you've done it again!... :arrgh!:

Now, along with the above, if you have ever encountered a Task Force, with anything that carries airplanes, or even a "convoy" with an escort carrier or cruiser with float planes - if your submarine is detected, the group is on the "alert" - of course they are... but say they have spotted your periscope, and you see that they are sending some DE your way to start dropping whoop on you, so you go deep, change course and speed up for a while, then go silent and change course again. You avoid the DE with aplomb. You are good at this. Now secure in your stealth and knowing that you now have this group in your grasp, you come up toward periscope depth... well, long about 75-80 feet, you start getting depth-charged... What in the world? It's airplanes! That shtinking plane-carrying so-and-so has spawned airplanes when you were deep! So be aware of that! If you so much as go below periscope depth, they can and do spawn airplanes at the outer edge of their spawn limit, just beyond your "reach"... We saw this in testing multiple times. Very cool stuff. :salute:

XenonSurf
05-28-20, 07:54 PM
Interesting, Propbearnie. I have to attenuate what I say above about 'broken campaigns' because it's mostly based on what I know about SH5 (apart that my post sounds a bit too absolute which I don't want). Just because the folder/file structure and their contents in SH4 are pretty identical to SH5 doesn't mean that the hard-coded part is the same, and which I ignore, so I may be wrong. If really you can enter ports without the campaign traffic suffering, then all the better, I'll be the first to clap my hands, but somehow I suspect that the same limitations of SH5 will apply (and where you should avoid ports; TWoS author vdr1981 can for sure tell more about this issue.)
Because you may not get any traffic for *valid* reasons it's hard to proof or test this behavior I think.


But all this sounds too much like I would question how others are playing - which of course is not my intention. I will keep doing helpful reports if I encounter any real issues in FOTRSU, for the moment I'm fully enjoying thsi mod without any problems, quite the contrary, the challenge level can be very high and unpredictable; very good :)




XS

XenonSurf
05-28-20, 08:10 PM
you raise an interesting issue. i have never experienced what you describe but now i will have to go raid a port and see the reaction.
are you referring to sinking in-port merchies or any ship?
:Kaleun_Salute:


No, sinking stationary ships in port or not has no effect on this behavior. What I mean is if you stay for too long time in enemy ports - and especially getting somehow in sight of units that are not meant to stay in port (transiting units nearby, that's unlikely but could happen somehow) then this could be a critical situation for the entire campaign traffic. I'm not saying it will happen all the time, my above post wrongly could suggest that, and it's only what I know from SH5 and still I could be wrong to say it's 1:1 in SH4. I will keep observing it and do some experiments.


XS

WH4K
05-29-20, 09:13 AM
late in the war (1944) is when the IJF installed mine fields around their home ports. they also installed anti-sub nets.
if you keep sniffing around ports, you'll find out soon enough.:03:
:Kaleun_Salute:Bit of closing the barn door after the horses are gone. This sounds like a good thing to test when I am done with Dark Waters. Looking forward to the improvements in FotRS 1.1!

propbeanie
05-29-20, 09:20 PM
Now, just to let you all know, when we went through the files, making the small corrections needed for the reports we have thus far, it was discovered that another file we just assumed had been OK over the years, really wasn't. There were quite a few duplicate names used for the various anti-sub nets, and the various minefields... The first-named will load, but none of the next three do, so they all now have unique names, and should ~ALL~ be fully functional next version... Aren't you happy?... lol - Now if we could only get that FM Sonar working before Lockwood sends us into the Emporer's Bathtub... :roll: - btw, that ain't gonna happen... at least, not for a while... The "Hell's Bells" that is... :salute:

DanielCoffey
05-30-20, 01:41 AM
I was wondering if it is possible for me to alter the colour that the game applies to the unit icons on the map?

I think the shape of the unit icons is stored within the folders for each ship and I am happy with those but I am interested in taking the red and blue tint that is applied to them and replacing it with the neutral grey.

If this is possible it will of course mean that if I see a Merchantman contact I will actually have to go and have a look to determine its nationality rather than being able to glance at the colour and deduce it is Allied or not.

KaleunMarco
05-30-20, 07:21 AM
Bit of closing the barn door after the horses are gone. This sounds like a good thing to test when I am done with Dark Waters. Looking forward to the improvements in FotRS 1.1!
not so!
i suggest that you read some impartial history of the Pacific War. the US Submarine Fleet had their greatest effect beginning in 1944. This is attributable to many factors, most notably the capture of the Marianas and the admission that the Mk14 torpedo had several defects which were (finally) mitigated.
try Silent Victory by Clay Blair, jr.
:Kaleun_Salute:

propbeanie
05-30-20, 09:05 AM
Ditto on Silent Victory. Required reading in my opinion... There were sub nets and minefields from the beginning, just not that many. It was one of those "what do we want to spend our money on most?" situations. ie, did they want to build ships, or put out defensive barriers? The thought process usually devolved into "a good offense is a good defence", so the attacks kept coming. Also, with the more than lackluster effectiveness of the US torpedoes, the feelings in the higher levels of command were "why bother?". So in some areas, they were rather late getting some harbors protected, especially the "conquered" territories, other than maybe Rabaul, Manila or Singapore and the like. Once the US had Saipan and Guam, the B-29s actually put out more harbor mines for the Japanese, some of course landed on shore, but they still lost a LOT of Japanese vessels lost to mines inside of, and just outside of their own harbors. There is minimal information on what the Japanese had actually put in place at most harbors, which the lack of information is most probably to do with the destruction of documentation just prior to the end of the war. We've not been able to find much in this regard, though I have seen some drawings (that I can no longer find) on US navigation maps, with the use of red pencil, de-marking where minefields were or were suspected to be. That is the kind of stuff that would be really cool to have on your NavMap in the game... :salute:

WH4K
05-30-20, 09:34 AM
I was wondering if it is possible for me to alter the colour that the game applies to the unit icons on the map?

I think the shape of the unit icons is stored within the folders for each ship and I am happy with those but I am interested in taking the red and blue tint that is applied to them and replacing it with the neutral grey.

If this is possible it will of course mean that if I see a Merchantman contact I will actually have to go and have a look to determine its nationality rather than being able to glance at the colour and deduce it is Allied or not.This is how it's done in Dark Waters mod, so it's definitely possible.

With some ships you can assume nationality based on type (e.g. V&W Destroyer = UK Navy) but especially with merchant convoys early in the war, quite a few of the ships carry flags of neutral nations. So one has to be careful. I often can't make out the flags until fairly close at night, which I assume is intentional.

DanielCoffey
05-30-20, 12:20 PM
Apologies to the FotRSU team - I have found that my question about the blue/red colours was discussed previously in https://www.subsim.com/radioroom/showthread.php?t=244934 and the consensus seemed to be that when time permitted, it may be offered as an optional mod.


Since explaining what needs doing will almost certainly take as long as doing it, I am happy to wait but please be assured that plenty of folks will be grateful for the edit when it is available.

DanielCoffey
05-30-20, 01:26 PM
I can't find out with a quick search if it has been mentioned before but are there any intentions to add the angled silhouettes for the Recognition Manual for the new ships that are missing it.


For example the Akita Maru has the three images in its _sil.dds file but there are plenty that do not such as the Shinshu Maru.

propbeanie
05-30-20, 09:16 PM
No, the different angles are not planned. Maybe someone with make-up a PDF manual with tabs for ship types... but those images are not very easy to do, besides the fact that there is not really enough room on the RecMan page to give the pictures justice. We do plan on getting "fancy" sometime soon with the Recognition Manual, but not in that way, DanielCoffey. We haven't even proceeded any further on the different "targeting" mods yet, with one for TMO-style, and another for between what we have, and the TMO-style, sort of like what you describe... :salute:

DanielCoffey
05-31-20, 01:38 AM
I do understand that they are hard. I went into the Museum and looked at the Large Composite Freighter (which does not match its recognition manual image at all by the way) and immediately spotted a few issues that mean a silhouette would have to be manually created.

The first is that the "deck accessories" seem to be applied to the ships so you see deck guns, cargo and liferafts on the Merchantmen. I don't know if these accessories are randomised or always present on every vessel of that type.

Next is the angle of view on the screen. In order to be close enough to see detail that would need to be captured in the silhouette, you are close enough to get perspective distortion so you see pairs of vents and pairs of cranes. The model needs "flattening" before it would be useful. If you pull back to get a flatter view, less detail is captured.

The museum also adds the bow and stern wake which messes with the view of the vessel. While the waterline is useful, it would be handy of we could get rid of the wakes.

I would be prepared to capture side images of the obvious mismatched or absent silhouettes and bow on would be easy enough to do but I will have to see if I can view the models outside the game rather than in the museum first.

DanielCoffey
05-31-20, 04:20 AM
I think I have found a fairly elegant way to present true side-on images of the models so since I will have general questions about the Recognition images I will start a separate thread about it. Once I have something to show I will make it a mod of its own and then offer it for inclusion with FOTRSU at your discretion.

Havan_IronOak
05-31-20, 07:55 PM
Anyone facing the same problem of Dec 1942 patrol not being able to be started due to "Error: No Primary Objectives Found"?

I tried to solve this issue by transferring to new fleets. Nothing happens

I tried to start a new patrol in October 1942 and hit that problem.

I'm certain that I deleted the saved games file before installing the FOTRSU mod.

My modlist

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
252_D3D9_AntiLag
Captain Midnights CBS NEWS Sound Mod
399_Same-Sized_HUD_Dials

I'm on the (SS-202) Trout which is a Tambor Class sub

Completed 4 successful patrols but can't start a fifth. This next will be my second aboard The Tambor class boat as my first three patrols were aboard the Sargo class (SS196) Searaven


Please forgive if this was answered elsewhere but I read through all the posts in this thread that came up when I searched on "Primary Objectives" and couldn't spot an answer.

KaleunMarco
06-01-20, 09:08 AM
I tried to start a new patrol in October 1942 and hit that problem.

I'm certain that I deleted the saved games file before installing the FOTRSU mod.

My modlist

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
252_D3D9_AntiLag
Captain Midnights CBS NEWS Sound Mod
399_Same-Sized_HUD_Dials

I'm on the (SS-202) Trout which is a Tambor Class sub

Completed 4 successful patrols but can't start a fifth. This next will be my second aboard The Tambor class boat as my first three patrols were aboard the Sargo class (SS196) Searaven


Please forgive if this was answered elsewhere but I read through all the posts in this thread that came up when I searched on "Primary Objectives" and couldn't spot an answer.
try this one:
https://subsim.com/radioroom/showthread.php?t=243064&highlight=Primary&page=75
:Kaleun_Salute:

propbeanie
06-01-20, 09:39 AM
Anyone facing the same problem of Dec 1942 patrol not being able to be started due to "Error: No Primary Objectives Found"?

I tried to solve this issue by transferring to new fleets. Nothing happens
Boat: USS Triton Tambor class
Base: The Southwest Austrialian one for the Asiatic fleet. (Same error after I transfer to Midway and Pearl Harbor fleet)
Date: Dec 13 1942 (first mission after the intro movie about taking over Guadacanal)
JSGME: Only FOTRS 1.1 base mod was enactivated and no sub-mob involved
I tried to start a new patrol in October 1942 and hit that problem.

I'm certain that I deleted the saved games file before installing the FOTRSU mod.

My modlist
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
252_D3D9_AntiLag
Captain Midnights CBS NEWS Sound Mod
399_Same-Sized_HUD_Dials

I'm on the (SS-202) Trout which is a Tambor Class sub

Completed 4 successful patrols but can't start a fifth. This next will be my second aboard The Tambor class boat as my first three patrols were aboard the Sargo class (SS196) Searaven

Please forgive if this was answered elsewhere but I read through all the posts in this thread that came up when I searched on "Primary Objectives" and couldn't spot an answer.
try this one:
https://subsim.com/radioroom/showthread.php?t=243064&highlight=Primary&page=75
:Kaleun_Salute:
We have identified not one, not two, but three errors in the PatrolObjectives.cfg file. Thanks to lockheedliang and Havan_IronOak for their reports. One is for a Pearl Harbor Honshu assignment, one is for a Fremantle Sulu Sea assignment, both of which will stop you cold, and the 3rd is an odd typo that actually looks like file corruption (oh no! not another hard drive failure! - maybe the cat walked on the keyboard??), but it will not stop the game, only the proper assignment of the mission, which no one misses anyway... :roll: - We are currently working on a small update that (at this time) is backwards compatible with v1.1 and hope to have it out in 24 hours or so - maybe. If more errors are found, it will prolong the agony. If anyone else encounters the issue, let me know, and we can hook you up with a possible fix, but the first experiment with the "fix" did result in the player still having to go back to a previous Saved game. But at least they could then continue... Anyway, working feverishly on this little tweak. We are giving some serious consideration to just having it be a "beta patch", because there were a few other things we were going to add, but have had to put them on the back burner for the time being... We are sorry for any inconvenience for this. :salute:

DanielCoffey
06-01-20, 10:14 AM
Bug Report : Missing texture on NKLSS Hansa Maru Freighter.


EDIT : False alarm - the texture was embedded in the .DAT file. Apologies.

fitzcarraldo
06-01-20, 10:39 AM
I have a "personal taste" question:

About the scopes and optics in FOTRSU. As I wrote, only for my taste, I prefer small scopes graphics in the scope views, of the size of default, TMO or RFB (BTW I consider the scopes graphics in RFB the best in any SH4 megamod). The scopes in FOTRSU are great, I live very well with them, but the small sized graphics of RFB (or vanilla, or TMO), are more immersive for me.

Then: Could I change the graphics of the FOTRSU scopes (those in american skins folder), by those of RFB without ruin all the FOTRSU optics? I mean: I know I should change the cameras.dat file from FOTRSU by that of RFB. But Im not secure if this change of cameras doesnt affect all the FOTRSU optics system on manual targeting, and also how it could work with the measures in the FOTRSU recognition manual. Is there some possibility to add in a future update an optional small size scopes as an JSGME compatible mod? If there isnt any problem changing the skins and the cameras.dat from RFB, I can do it myself. My principal concern is about how the cameras.dat of RFB could change the optics in FOTRSU, and the manual targeting system. With autotargeting, there isnt any problem with this change.

Many thanks for the attention for this very personal request...:Kaleun_Wink:

Best regards.

Fitzcarraldo :Kaleun_Salute:

Frank Ravelli
06-01-20, 10:50 AM
Sorry if this has been answwered before, but there are 51 pages of posts already. I own the DVD with the core game, but not yhe add on. Can I still use this mod?
Thanks

DanielCoffey
06-01-20, 10:53 AM
I don't think so, no. The mod requires the UBoat Missions. They are available on Steam if you have access to that.

Frank Ravelli
06-01-20, 12:44 PM
I don't think so, no. The mod requires the UBoat Missions. They are available on Steam if you have access to that.


Ok, thank you. The thing is that I have the dvd version and dont like the idea of buying the core game twice in order to have it in steam...

Mad Mardigan
06-01-20, 01:39 PM
Ok, thank you. The thing is that I have the DVD version and don't like the idea of buying the core game twice in order to have it in steam...

:Kaleun_Cheers:

If you don't have SH3 & SH5, and would want to, then keep a weather eye on Steam for them to do a 3 in 1 bundle pack, else I don't know what to tell you. This mega & Operation Monsun Enhanced: Dark Waters, requires having SH4 v1.5 that includes the Uboat Missions add in... else this mega or the other 1 I mentioned is not going to work.

Don't know if the version of FotRS, is still available for the SH4 v1.4 any more or not.. much less if there is a version of Operation Monsun Enhanced: Dark Waters or even the base of that mega, Operation Monsun is even available for SH4 v1.4 to be quite frank about it... doesn't mean I couldn't be wrong about that, but... :hmmm:

Maybe more knowledgeable sub-simmer's might pipe up & confirm or deny My assertions here.

Any way, fair winds, smooth seas & plentiful hunting otherwise.

Mad Mardigan

:Kaleun_Salute:

Bubblehead1980
06-01-20, 01:51 PM
Wanted to congratulate the team. While have not had a chance to do a full patrol I ran a couple missions, great job. Look forward to a full patrol, AI subs etc. Neat little touch is enemy vessels shooting off flares when sinking.

propbeanie
06-01-20, 03:21 PM
I have a "personal taste" question:

About the scopes and optics in FOTRSU. As I wrote, only for my taste, I prefer small scopes graphics in the scope views, of the size of default, TMO or RFB (BTW I consider the scopes graphics in RFB the best in any SH4 megamod). The scopes in FOTRSU are great, I live very well with them, but the small sized graphics of RFB (or vanilla, or TMO), are more immersive for me.

Then: Could I change the graphics of the FOTRSU scopes (those in american skins folder), by those of RFB without ruin all the FOTRSU optics? I mean: I know I should change the cameras.dat file from FOTRSU by that of RFB. But Im not secure if this change of cameras doesnt affect all the FOTRSU optics system on manual targeting, and also how it could work with the measures in the FOTRSU recognition manual. Is there some possibility to add in a future update an optional small size scopes as an JSGME compatible mod? If there isnt any problem changing the skins and the cameras.dat from RFB, I can do it myself. My principal concern is about how the cameras.dat of RFB could change the optics in FOTRSU, and the manual targeting system. With autotargeting, there isnt any problem with this change.

Many thanks for the attention for this very personal request...:Kaleun_Wink:

Best regards.

Fitzcarraldo :Kaleun_Salute:
You are really delving into the Black Arts of modding there with the menu_1024_768.ini file... scary stuff... mostly because you are taking FotRSU CapnScurvy's optics from OTC, but without the "Centering" portion of the mod, and mixing it with RFB (which he also helped with), from a mod that was originally built on TMO v1.7 (FotRSU)... You could try, but it is probably CTD country you are venturing into... at least, if it was me doing the editing... :roll: - there is no harm in trying though, and yes, the camera.dat would influence quite a bit also...


Sorry if this has been answwered before, but there are 51 pages of posts already. I own the DVD with the core game, but not yhe add on. Can I still use this mod?
Thanks
As always, on the first "Release" page:
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
So, you definitely need the U-Boat Missions Add-on. Ubisoft had it a while back for like $3US, but last time I looked, it was not available there. They do however have SH5, 4, 3 & even II all "on sale" for $10US on their site, so the US Store SH4 Gold is here (https://store.ubi.com/us/game/?lang=en_US&pid=56c4948988a7e300458b47fa&dwvar_56c4948988a7e300458b47fa_Platform=pcdl&edition=DLC&source=detail). Amazon does not have the Uboat Missions Addon available either. They do have the "Gold Edition" available again as a download for $20US though. The Steam scheme is you buy SH4 v1.3, and SH4 Uboat Missions Add-on to get their version of a "Gold" package. You cannot add their Uboat Missions to your disk version. As Mad_Mardigan mentioned, they do have "sales" all of the time, the last one for Memorial Day, the next probably will be either a July 4th, or a Summer Sale. At this point in time, they are $10US each, but when they put them "on sale", it is usually for about $4 each, and you will see Amazon follow suit, and price their "Gold" download for similar, so watch them both. It is (was??) easier to use the Amazon download, but the downloaded games are a constantly shifting sand dune...


Ok, thank you. The thing is that I have the dvd version and dont like the idea of buying the core game twice in order to have it in steam...
If you have two computers, one for each! With v1.3 DVD, use the Ubisoft v1.4 patch, and then AOTD_MadMax's Fall of the Rising Sun v1.3 (https://www.subsim.com/radioroom/downloads.php?do=file&id=4957) and updates. We have a patch somewhere around here for the "run-a-way "spawns" the mod has... if I could just find it on this hard drive... maybe KaleunMarco still has it... or s7rikeback... If you can figure-out the German, MadMax's v2 of the mod (https://www.subsim.com/radioroom/downloads.php?do=file&id=4958) is really beautiful. Though, of course, nothing is as good as FotRSU... :roll: - but those are the mods this one came from. There is RFB v1.4, and I don't remember if it's TMO v1.6 or v1.7 that can go on SH4 v1.4... You have to really dig though, to find all of the patches for all of the above...


Wanted to congratulate the team. While have not had a chance to do a full patrol I ran a couple missions, great job. Look forward to a full patrol, AI subs etc. Neat little touch is enemy vessels shooting off flares when sinking.
Thanks! Appreciate that. We will have a beta patch for the next potential release hopefully by tomorrow, that will go on top of v1.1 for a few fixes. It will also include a splitting of the US_HarborTraffic file into the separate 41a, etc. "layer" files, which should improve "efficiency" further, and eliminate those ugly multiple spawns at the docks on the Allied side... Keep your eyes pealed!

:salute:

fitzcarraldo
06-01-20, 04:23 PM
You are really delving into the Black Arts of modding there with the menu_1024_768.ini file... scary stuff... mostly because you are taking FotRSU CapnScurvy's optics from OTC, but without the "Centering" portion of the mod, and mixing it with RFB (which he also helped with), from a mod that was originally built on TMO v1.7 (FotRSU)... You could try, but it is probably CTD country you are venturing into... at least, if it was me doing the editing... :roll: - there is no harm in trying though, and yes, the camera.dat would influence quite a bit also...


Really does this deal with menu ini file? My main concern is how manual targeting would work with the cameras.dat of another mod. The changes I mean are the skins of both scopes and the cameras.dat, because I think FOTRSU cameras are adapted for the large optics and with the small size scopes of RFB the marks in the scopes are different. But I don't want to change the HUD of FOTRSU or the gauges or the TDC. I'll do the diabolic experiment and tell you how it works.

Many thanks!

Fitzcarraldo :salute:

Bubblehead1980
06-01-20, 04:26 PM
"Thanks! Appreciate that. We will have a beta patch for the next potential release hopefully by tomorrow, that will go on top of v1.1 for a few fixes. It will also include a splitting of the US_HarborTraffic file into the separate 41a, etc. "layer" files, which should improve "efficiency" further, and eliminate those ugly multiple spawns at the docks on the Allied side... Keep your eyes pealed!"

:salute:[/QUOTE]


Thanks will do.Only issue I have noticed so far(aside from CTD when have vickers interiors enabled but I think its because didnt have LAA activated properly, going to toy around with it tonight) . The zoom on the map is a bit "squirrely" as well. I forget, how do I go about getting the "black marks" back representing ships, planes etc, I enjoy the fog of war that that presents

rebelchemist
06-01-20, 04:49 PM
OK...Technical question.

I just got a new gaming Laptop. Dell Windows 10 Home, 64 bit, 16 GB RAM, NVIDIA GeForce RTX 2060 grachics.

Like I said, new laptop so fresh install. Finally got the MOD working Saturday night and started a campaign (looks great BTW). Saved the game after I sank a medium cargo ship (thanks for having the stadimeter work right). Called it a night (like I said FINALLY got it working). Come back the next day, start the game, it goes thru the intro, then gets stuck on a black screen with a movable cursor.

Any ideas?

I'm a chemist, not a computer guy. Let me know if you need any more info.

Thanks

Aktungbby
06-01-20, 08:29 PM
rebelchemist!:Kaleun_Salute:

Mad Mardigan
06-01-20, 09:05 PM
OK...Technical question.

I just got a new gaming Laptop. Dell Windows 10 Home, 64 bit, 16 GB RAM, NVIDIA GeForce RTX 2060 grachics.

Like I said, new laptop so fresh install. Finally got the MOD working Saturday night and started a campaign (looks great BTW). Saved the game after I sank a medium cargo ship (thanks for having the stadimeter work right). Called it a night (like I said FINALLY got it working). Come back the next day, start the game, it goes thru the intro, then gets stuck on a black screen with a movable cursor.

Any ideas?

I'm a chemist, not a computer guy. Let me know if you need any more info.

Thanks

Just kidding about answers costing $$$... just My weird twisted sense of humor... Ok, any way on to your dilemma...

Ok, details are major important in finding solutions... What is the mod load out that you have in the JSGME Mods folder & order activated via JSGME.?

After that bit of info, what sub did you run with... what was the date service started for your career, what sub base are you based... what was the area you were when you saved.. (if you can remember this, it helps, but if not.. then hanging by thumbs keelhauling is the order of the day for you shortly, no court martial :har: just joshing... :D ) outside of that, what were your orders before leaving home port.?

Details, RebelChemist... details.. very important, tattoo them down if needs be.. but never forget them... :03: :) :haha: :har: :haha: :) :D

Texas Red
06-01-20, 09:40 PM
Strange I am having an issue almost exactly like Rebelchemist.

The game worked fine last time I played it which was yesterday. Today I go to launch it and the FOTRSU splash screen appears, it loads to like maybe 65-75% and then it CTDs.
Before that I could see my mouse cursor on the splash screen, not sure if that is supposed to happen.

I've tried clearing out my save game folder to no avail. I was in Pearl Harbor, commanding the USS Trout I believe and my mission was to patrol in the Marshall Islands and perform reconnaissance.

rebelchemist
06-01-20, 10:06 PM
Just kidding about answers costing $$$... just My weird twisted sense of humor... Ok, any way on to your dilemma...

Ok, details are major important in finding solutions... What is the mod load out that you have in the JSGME Mods folder & order activated via JSGME.?

After that bit of info, what sub did you run with... what was the date service started for your career, what sub base are you based... what was the area you were when you saved.. (if you can remember this, it helps, but if not.. then hanging by thumbs keelhauling is the order of the day for you shortly, no court martial :har: just joshing... :D ) outside of that, what were your orders before leaving home port.?

Details, RebelChemist... details.. very important, tattoo them down if needs be.. but never forget them... :03: :) :haha: :har: :haha: :) :D



I started a new career in Asiatic fleet out of Manilla Dec 8, 1941. Porpoise Class (in fact, USS Porpoise). Was sent to patrol off Hong Kong for 10 days and got a medium freighter (don't remember the specific ship) during the day of Dec 14. Freighter was on a course of ~100. I had just returned to my patrol course after the ship sank when I saved the game.

The only Mod i'm using right now is FOTRSU.

XenonSurf
06-02-20, 04:36 AM
Is there a issue in FOTRSU 1.1 with supply missions when you play the german sub? I had a supply to deliver in Tokyo, I didn't get the anchor symbol to dock, but when I stopped all engines a dialogue poped-up saying I was ready to deliver and launch the boat.
Clicking on Launch Boat will crash the game.


XS

Mad Mardigan
06-02-20, 05:04 AM
I started a new career in Asiatic fleet out of Manilla Dec 8, 1941. Porpoise Class (in fact, USS Porpoise). Was sent to patrol off Hong Kong for 10 days and got a medium freighter (don't remember the specific ship) during the day of Dec 14. Freighter was on a course of ~100. I had just returned to my patrol course after the ship sank when I saved the game.

The only Mod i'm using right now is FOTRSU.

:hmmm: :hmmm:

Sounds about similar to something that happened to Me, only with a serious twist.. with My incident, I did NOT ctd... :06::06::06:

I got patrol Hong Kong (forget but think original name for it, but suspect it was Kowloon I do believe...) any way...

Right at the tail end of patrolling for 10 days, I came across a Medium Modern Split freighter... sank it, then as I was headed on to Convoy College per updated orders, to get there soonest, I ran across a 2nd identical ship & sank it as well, figuring what the heck, go for ALL the gusto. As with it's twin, I sank it with 1 hit with fish. Yeaahhh Me :yeah: , you'd figure (seeing as how I got credit for the 1st 1.. :D ) Welp, 2nd ship, same kind as 1st... was a no go... NO ship sunk icon, NO credit for having sunk it. Nada, a big fat goose egg... :timeout:

The worst is yet to come... get to where I'm supposed to be, get more updated orders, patrol off Formosa. Ran into a IJN Corvette Kanamura...

That ship was the Superman of the IJN fleet. I pumped 2 fish into it & it kept chugging right along as if I had only just tickled that sucker... end result, is, it sank Me & ended My career.

Just hold on & am sure the mod team will get with you about this with some info or to acknowledge it as a bug or something to investigate. They are quite good... Mucho respect for the team. Major props to them...

:Kaleun_Thumbs_Up:

Mad Mardigan

:Kaleun_Salute:

p.s.

If you want to read up on it, can start with this:

https://www.subsim.com/radioroom/showpost.php?p=2663979&postcount=776

& just follow the trail from there to post #785 .

I leave that for you to decide... :yep: :up:

DanielCoffey
06-02-20, 07:13 AM
Just a heads up to let you know that there appear to be some very large discrepancies between the Height of Mast value given in the ship .cfg files added by the mod and the actual height of the mast in the model used.

For example the NKLCS_Nagara.cfg states a Height of Mast to be 20.2m but when comparing the Length value to the length of the model, it gives an actual height of 33.4m which is a long way from the stated 20.2m.

Please could someone check my method for me?

From NKLCS_Nagara.cfg

[Unit]
ClassName=KLCSNagara
3DModelFileName=data/Sea/NKLCS_Nagara/NKLCS_Nagara
UnitType=102
MaxSpeed=18
Length=147
Width=18.1
Mast=20.2
Draft=5.8
Displacement=7070


A 100% Orthoganal image from Blender of the ship model...

http://www.dcoffey.co.uk/images/silenthunter4/Mast-Height.jpg

Assuming the Length of 147m is correct, the image above is 858 pixels which gives 5.837 pixels per meter.

A Mast Height of 20.2m therefore comes out to only 118 pixels which isn't even as tall as the mast itself.

You would need 195 pixels to go from the waterline to the tip of the actual mast yielding an actual height of 33.4m which is WAY off the stated 20.2m.

An error this large will make the Stadiometer completely useless as it will have no idea what the range to the target actually is.

What I propose to do is that as I create new Ship Silhouettes I will use the above method to draw up a revised Actual Height based on the stated Length and submit it to you at the same time as the Silhouettes.

Speaking of Silhouettes, the one shown for the Nagara Maru is not even of the same ship. The mast combination and funnel do not resemble the model used. All those issues will be resolved with my new Silhouettes.

propbeanie
06-02-20, 09:22 AM
Thanks will do.Only issue I have noticed so far(aside from CTD when have vickers interiors enabled but I think its because didnt have LAA activated properly, going to toy around with it tonight) . The zoom on the map is a bit "squirrely" as well. I forget, how do I go about getting the "black marks" back representing ships, planes etc, I enjoy the fog of war that that presents
The "black marks" would be TMO-style targeting, and RR had one set-up to go, which needs some filling-out for more ships. We were planning on having two other styles besides the "stock" style in the mod right now, but haven't gotten to those edits yet, mostly due to finding more issues... lol


OK... new laptop so fresh install. Finally got the MOD working Saturday night and started a campaign (looks great BTW). Saved the game after I sank a medium cargo ship (thanks for having the stadimeter work right). Called it a night (like I said FINALLY got it working). Come back the next day, start the game, it goes thru the intro, then gets stuck on a black screen with a movable cursor...
I started a new career in Asiatic fleet out of Manilla Dec 8, 1941. Porpoise Class (in fact, USS Porpoise). Was sent to patrol off Hong Kong for 10 days and got a medium freighter (don't remember the specific ship) during the day of Dec 14. Freighter was on a course of ~100. I had just returned to my patrol course after the ship sank when I saved the game.

The only Mod i'm using right now is FOTRSU.
Do you see the Silent Hunter 4 window in the task bar? Does clicking on that get you into the game? Are there maybe two SH4 windows on the Task Bar, with one being an error message? Did Windows do an update on you between loads? When you Saved the game, did you give the Save a new name, or had you over-written a previous Save? After you hit the Save button, (and a 2nd time), did you give the game a few seconds (10-15) to write the file? Had you encountered anything "strange" in the game prior to your Save, such as a ship "light in the skirts", only partially in the "water", or maybe an airplane hanging seemingly mid-air but stationary?


Strange I am having an issue almost exactly like Rebelchemist.

The game worked fine last time I played it which was yesterday. Today I go to launch it and the FOTRSU splash screen appears, it loads to like maybe 65-75% and then it CTDs.
Before that I could see my mouse cursor on the splash screen, not sure if that is supposed to happen.

I've tried clearing out my save game folder to no avail. I was in Pearl Harbor, commanding the USS Trout I believe and my mission was to patrol in the Marshall Islands and perform reconnaissance.
Same questions as to Rebelchemist above.

Is there a issue in FOTRSU 1.1 with supply missions when you play the german sub? I had a supply to deliver in Tokyo, I didn't get the anchor symbol to dock, but when I stopped all engines a dialogue poped-up saying I was ready to deliver and launch the boat.
Clicking on Launch Boat will crash the game.
The only thing we did on the "German" side of the game was to make ship calls FotRSU compliant, so that the game would not crash on you. No other changes were made...


Just a heads up to let you know that there appear to be some very large discrepancies between the Height of Mast value given in the ship .cfg files added by the mod and the actual height of the mast in the model used.

For example the NKLCS_Nagara.cfg states a Height of Mast to be 20.2m but when comparing the Length value to the length of the model, it gives an actual height of 33.4m which is a long way from the stated 20.2m.

Please could someone check my method for me?

From NKLCS_Nagara.cfg

[Unit]
ClassName=KLCSNagara
3DModelFileName=data/Sea/NKLCS_Nagara/NKLCS_Nagara
UnitType=102
MaxSpeed=18
Length=147
Width=18.1
Mast=20.2
Draft=5.8
Displacement=7070


A 100% Orthoganal image from Blender of the ship model...

http://www.dcoffey.co.uk/images/silenthunter4/Mast-Height.jpg

Assuming the Length of 147m is correct, the image above is 858 pixels which gives 5.837 pixels per meter.

A Mast Height of 20.2m therefore comes out to only 118 pixels which isn't even as tall as the mast itself.

You would need 195 pixels to go from the waterline to the tip of the actual mast yielding an actual height of 33.4m which is WAY off the stated 20.2m.

An error this large will make the Stadiometer completely useless as it will have no idea what the range to the target actually is.

What I propose to do is that as I create new Ship Silhouettes I will use the above method to draw up a revised Actual Height based on the stated Length and submit it to you at the same time as the Silhouettes.

Speaking of Silhouettes, the one shown for the Nagara Maru is not even of the same ship. The mast combination and funnel do not resemble the model used. All those issues will be resolved with my new Silhouettes.
Therein lies the rub with ship "Length"... is it correct or not? There is a "yard stick" for SH3 that I've been going to try on the SH4 models. Let me see if I can find it, and then figure-out how to "relatively" accurately measure a given ship's "height", and then you could figure the length from that, such that all other ships are then measurable the way you are doing there... :salute:

DanielCoffey
06-02-20, 09:42 AM
Ship Length is easy to determine from the Model in Blender. Using the Iowa as a yardstick as you suggested, I looked at the wiki (270.43m), checked the .cfg file (270.4) and checked the hull in Blender (27.40). This gives us a very quick "at a glance" hull length in Blender.

Texas Red
06-02-20, 11:00 AM
Do you see the Silent Hunter 4 window in the task bar? Does clicking on that get you into the game? Are there maybe two SH4 windows on the Task Bar, with one being an error message? Did Windows do an update on you between loads? When you Saved the game, did you give the Save a new name, or had you over-written a previous Save? After you hit the Save button, (and a 2nd time), did you give the game a few seconds (10-15) to write the file? Had you encountered anything "strange" in the game prior to your Save, such as a ship "light in the skirts", only partially in the "water", or maybe an airplane hanging seemingly mid-air but stationary?



Yes, I do see the window in the taskbar, and clicking it does get me into the game. No, I did not see any error message, it all the sudden just crashed. Plus I deleted my save game files, thinking that would help.

rebelchemist
06-02-20, 12:40 PM
Do you see the Silent Hunter 4 window in the task bar? Does clicking on that get you into the game? Are there maybe two SH4 windows on the Task Bar, with one being an error message? Did Windows do an update on you between loads? When you Saved the game, did you give the Save a new name, or had you over-written a previous Save? After you hit the Save button, (and a 2nd time), did you give the game a few seconds (10-15) to write the file? Had you encountered anything "strange" in the game prior to your Save, such as a ship "light in the skirts", only partially in the "water", or maybe an airplane hanging seemingly mid-air but stationary?


There is only one SH4 in the task bar...it takes me back to the black screen with movable cursor. No idea if there was an update to windows in the background (I hate Windows 10). I did save with a new name...Original game was saved "[CaptainName] P1" and new save was "[CaptainName] P1 Hong Kong" Yes I gave it a few seconds to save (I was pumped up and considered staying up and playing a while longer). I didn't notice anything strange in the ships I saw, and never encountered a plane (I'm determined to play it "right" and submerging at dawn and staying down till night).

WH4K
06-03-20, 07:53 AM
I can think of a few good reasons that sub skippers would historically have stayed out of enemy harbors, which aren't reflected in the game:


1) currents. Many real-world harbors have tides or local currents that would make sneaking in submerged risky or impossible, unless one wanted to storm in at flank speed & quickly exhaust one's battery.


2) channels, shoals, etc. IOW, real-world navigation conditions that made harbor pilots (and lighthouses and channel marker buoys) necessary. You couldn't necessarily safely approach from just any direction without running into something, especially submerged, even at known deepwater ports. Especially so at not-so-deepwater ports.


Then we have the submarine nets and mines.

It's called Silent Hunter 4, not Littoral Navigation Simulator 4, so it's in deep water, away from land, that conditions are most realistic.

Larrywb57
06-03-20, 08:12 AM
Report of two merchant ships that can't be heard at the sonar station, but the sonar lines could be seen on the navigation map. Was at periscope depth and the boat's engine could be heard at 1/3 speed. Both ships were ID as Modern Hanas Freighters travelling at 9 knots, course 143. Weather was no clouds or rain, wind speed 7 meters per second and direction 311. My boat was a Tambor Class out of Pearl Harbor on October 30, 1942, 18:43 hrs. The location was Longitude 140 50'E. Latitude 26 40'N.

propbeanie
06-03-20, 01:31 PM
OK, all hands on deck, all hands on deck! Man your battlestations, man your battlestations. All stations report when ready! Now hear this, now hear this! There seems to be a sonar problem on my Windows 10 machine. We need all hands to "test" their radar by manning the radar station themselves after a sonar contact is announced, and seeing if you can "see" and "hear" the contact on or near the bearing given. Also, check your baffles. Depending upon the submarine, you might be able to scroll to roughly 170-190 and hear your own screws. Report findings ASAP please. That is all! :salute:

But seriously Larrywb57, I had been considering putting the sonar sensors back the way they were, mostly because I found evidence of sonar being used on the surface and detecting ships, while the vessel was moving. The station was manned. I'll have to get my source to the computer and quote it for you all. Anyway, I did the swap and made myself a little "test mission" with the Modern Hansa Freighter (KGHAP). Then with two, a Japanese and a German. Then I added in the Hansa Freighter (KGHAN), then a KLSSHansa... nothing. No sonar at the station... when starting the mission, I would get a report from the Sonarman, and I could see the lines on the NavMap screen, but nothing at all on the sonar screen at all if I manned it. "Flying" out to the ships with the external camera, and there is no engine sound from any ship, and no screws are turning... :hmmm:

Michael Wood
06-03-20, 02:04 PM
OK, all hands on deck, all hands on deck! Man your battlestations, man your battlestations. All stations report when ready! Now hear this, now hear this! There seems to be a sonar problem on my Windows 10 machine. We need all hands to "test" their radar by manning the radar station themselves after a sonar contact is announced, and seeing if you can "see" and "hear" the contact on or near the bearing given. Also, check your baffles. Depending upon the submarine, you might be able to scroll to roughly 170-190 and hear your own screws. Report findings ASAP please. That is all! :salute:

But seriously Larrywb57, I had been considering putting the sonar sensors back the way they were, mostly because I found evidence of sonar being used on the surface and detecting ships, while the vessel was moving. The station was manned. I'll have to get my source to the computer and quote it for you all. Anyway, I did the swap and made myself a little "test mission" with the Modern Hansa Freighter (KGHAP). Then with two, a Japanese and a German. Then I added in the Hansa Freighter (KGHAN), then a KLSSHansa... nothing. No sonar at the station... when starting the mission, I would get a report from the Sonarman, and I could see the lines on the NavMap screen, but nothing at all on the sonar screen at all if I manned it. "Flying" out to the ships with the external camera, and there is no engine sound from any ship, and no screws are turning... :hmmm:


I have found that the hydrophones are kinda wonky. First, I found that they work off and on, while on the surface in very bad weather with a high sea state. I then found that they fail completely when submerged at times with a high sea state. I did not report, as I thought it was designed. (RFB also has oddities. In RFB, hydrophones work in some boats when decks awash and in high sea state, hydrophones do not work beyond a few hundred yards with a high sea state.)


Not certain. Could be wrong. Could be very wrong. Think oddities might be related somehow to sea state.

DiscoInfidel
06-03-20, 09:36 PM
Hey all,

I'm having an issue getting the mod to work. I reinstalled stock SH4 and placed JSGME and MOD folders in the SH4 folder. Loaded FOTRS mod into JSGME and started the game. I activated LAA.

When I start the game the intro plays and set up my skipper. Go to the HQ, set my crew and head out on my first mission. It loads and I head out. About 30 sec later, I get a CTD. Cant figure out why. Read through the instructions and cant find where I am buggering the install up but admit I am not terribly tech saavy.

Any thoughts?

Appreciate the help.

Texas Red
06-03-20, 09:43 PM
Capt, all sailors are at their stations and awaiting your response!

"If you should fail, and somehow come out of this alive, there won't be a desk small enough for you this time."

"That's strange, Jim. I never even thought of failing."


Sorry, had to quote Run Silent Run Deep!

Bubblehead1980
06-03-20, 10:56 PM
Capt, all sailors are at their stations and awaiting your response!

"If you should fail, and somehow come out of this alive, there won't be a desk small enough for you this time."

"That's strange, Jim. I never even thought of failing."


Sorry, had to quote Run Silent Run Deep!


Great movie. Just watched it the (not sure what number this time was) yesterday.

Bubblehead1980
06-03-20, 11:04 PM
Just being the compulsive traffic tweaker I am in SH 4, I could not help but open up the traffic to see how FOTRS handled it, esp the sub traffic.

Found a possible error. The sub titled "Ultra_I-37" NW of Palau spawns once in 1938 and deletes at end of way point. Exit date is 1943. I assume this is an error?

Bubblehead1980
06-04-20, 01:08 AM
Attacked my first convoy.Well, tried. Tracked ahead waiting for them to zig off manila for periscope attack at dawn.They did then suddenly lead escort came for me. Unless he has hawkeye vision, no way spotted me since it was dark. Radar? Radar detection picked my radar up? A bit aggravating. I am not sure how one can do a night surface attack or even get into proper position to attack. A separate convoy tooled along and I was able to get in their path and sink one ship, which spotted my periscope? Merchantshave hawkeye vision as well? lol

DanielCoffey
06-04-20, 01:46 AM
First batch of Merchant Ship Silhouettes released in my Modders Resource.

Merchant Pack 01 (https://www.subsim.com/radioroom/showthread.php?t=245395) contains 22 of the more common Merchant vessels along with accurate Length, Draft and Height figures ready for incorporating into FotRSU.

DanielCoffey
06-04-20, 07:12 AM
ISSUE : Missing .dat for IJN SubTender


The IJN SubTender is in the Roster for Japan but when I look in the Data \ Sea \ IJN_SubTender folder there is no .dat and therefore no model.


Is it never placed in the world or is this an issue that needs addressing?

KaleunMarco
06-04-20, 08:25 AM
Just being the compulsive traffic tweaker I am in SH 4, I could not help but open up the traffic to see how FOTRS handled it, esp the sub traffic.

Found a possible error. The sub titled "Ultra_I-37" NW of Palau spawns once in 1938 and deletes at end of way point. Exit date is 1943. I assume this is an error?

does the unit creation repeat at all?

Texas Red
06-04-20, 08:30 AM
Quick question about the realism of the Japanese torpedoes.

I am attacking a convoy in shallow waters and I am detected by the destroyer. Before the attack, I pump two eels right down her throat and she just walks away fine, maybe that is an issue, but that is not what I am addressing here.
So she then turns and has her full starboard side facing me and the next thing I know, BAM, a torpedo is fired at very close range- 800 to 700 yards- and I have no time to react and the torpedo hits my forward torpedo room.

Surprisingly, only two modules inside my sub were damaged, the Forward Torpedo room bulkhead was severely damaged and the batteries had virtually no damage at all. My sub did have 52% hull damage, there was a gigantic hole in my sub that looked like the Kraken had taken a bite out of it.
https://i.postimg.cc/9MkyzRS8/20200604061207-1.jpg

In real-life though, the Japs had very big torpedoes and they were super powerful, one was enough to sink a cruiser, I walk away with moderate damage, having sunk the small convoys only escort and I sink the rest of the Jap merchant ships and take a look at the damage.

My question is, how is the realism of torpedo damaged modeled in-game? Because that torpedo should've killed me.

torpedobait
06-04-20, 09:18 AM
In all my days of playing multiple versions of SH4 and SH3 I have NEVER come across anything like this.

Not sure how clearly you can see it in the picture, but it shows a Japanese flagged medium tanker surrounded by three US Patrol boats, apparently a captive ship! The US boats are illuminating the tanker with searchlights, but no one is doing any shooting! This occurred within the port of Kimbe, Borneo on April 1, 1944 (22:24). I was in the USS Gato on a patrol out of Perth/Fremantle, using the Free Camera to check out the port. My position was approximately 7 Nm NNE of the port.

If this was intended, my hats off to the Mod Team. If not, Hats off to whoever came up with it. This was a totally unexpected event and just an amazing sight. :Kaleun_Applaud::Kaleun_Cheers::Kaleun_Salute:

propbeanie
06-04-20, 09:24 AM
Just being the compulsive traffic tweaker I am in SH 4, I could not help but open up the traffic to see how FOTRS handled it, esp the sub traffic.

Found a possible error. The sub titled "Ultra_I-37" NW of Palau spawns once in 1938 and deletes at end of way point. Exit date is 1943. I assume this is an error?
does the unit creation repeat at all?
Nertz... no, it does not repeat. Most of the "Ultra" subs were set for one appearance, and one only... I'll have to try to dig into that and set the date to something like 19441001. Their "life span" is not very long on any of those... Thanks for the heads-up Bubblehead1980! :salute:
ISSUE : Missing .dat for IJN SubTender

The IJN SubTender is in the Roster for Japan but when I look in the Data \ Sea \ IJN_SubTender folder there is no .dat and therefore no model.

Is it never placed in the world or is this an issue that needs addressing?
Sea folders that only have the cfg, eqp, sns, shp, sil and other 'simple' files are small "clones" that rely upon the original ship's artwork. Open that cfg file for where the 3D artwork is. Your sils are very nice, btw... nice use of your talent, good sir! :salute:


Quick question about the realism of the Japanese torpedoes.

I am attacking a convoy in shallow waters and I am detected by the destroyer. Before the attack, I pump two eels right down her throat and she just walks away fine, maybe that is an issue, but that is not what I am addressing here.
So she then turns and has her full starboard side facing me and the next thing I know, BAM, a torpedo is fired at very close range- 800 to 700 yards- and I have no time to react and the torpedo hits my forward torpedo room.

Surprisingly, only two modules inside my sub were damaged, the Forward Torpedo room bulkhead was severely damaged and the batteries had virtually no damage at all. My sub did have 52% hull damage, there was a gigantic hole in my sub that looked like the Kraken had taken a bite out of it.
https://i.postimg.cc/9MkyzRS8/20200604061207-1.jpg

In real-life though, the Japs had very big torpedoes and they were super powerful, one was enough to sink a cruiser, I walk away with moderate damage, having sunk the small convoys only escort and I sink the rest of the Jap merchant ships and take a look at the damage.

My question is, how is the realism of torpedo damaged modeled in-game? Because that torpedo should've killed me.
The "damage" artwork, as on all ships that have a "damage model", has no bearing upon the damage actually inflicted, nor are they precise in their location. There is (from memory) no more than three "holes" on a sub's hull. It is just artwork. The torpedo may well have hit quite a bit forward of where the "damage" shows. The damage is controlled with several factors on the subs, and as such is difficult to find a balance to satisfy all. In FotRSU, the damage is set to be rather lenient, especially after the initial complaints about torpedoes being shot at you... You might notice, if you use the external camera when being depth-charged, that you can have depth charges basically bounce off your deck and explode right there, and you survive. You can be hit by a shore gun, the shell detonate, and you survive. This is not RFB, where diving to 123 foot in an S-Boat with no damage means the end of your new career. 52% hull damage means that you can't submerge very far, and if you don't take immediate steps to avoid further damage and minimal submersion, your bulkheads will collapse. Also, one thing to remember about underwater 'explosions' in the game is that they are a roll of the dice, as to how much damage you take, or actually, how much damage the weapon used against you imparts to your boat... The closer the explosion to your vessel is, the higher the chance of a full-damage being applied, but you still have a chance of even minimal damage with any given weapon. The reasoning being that not all weapons performed as intended, and there were the occasional dud or only partial explosions, resulting in nothing more than a hole through the hull, or depth charge can parts being found wedged in other exterior equipment, etc. Think of a firecracker when you were a kid, and some of them just "phizzzeddd" when lit, shooting sparks out the wick hole, while others went "BOOM!" and blew bits of whatever they were laying on around like shrapnel. They varied in their "quality".

XenonSurf
06-04-20, 09:40 AM
Technical questiion about increasing traffic and convoy/task force reports for the US career in FOTRSU:
If I want to achieve that, is it correct to modify the files in the Data\Campaigns\Campaign folder, all the *.mis files in the main Campaign folder and modify the ...


ReportPosMin= [decrease value for more contact reports]
ReportPosProbability= [increase value for more contact reports]


I plan to add a middle value increase based on FOTRSU standard and stock campaign for all these values. This will of course only work as long as FOTRSU doesn't add new units in the mod by changing these files again.

Would this be correct?


Thanks,

propbeanie
06-04-20, 09:52 AM
In all my days of playing multiple versions of SH4 and SH3 I have NEVER come across anything like this.

Not sure how clearly you can see it in the picture, but it shows a Japanese flagged medium tanker surrounded by three US Patrol boats, apparently a captive ship! The US boats are illuminating the tanker with searchlights, but no one is doing any shooting! This occurred within the port of Kimbe, Borneo on April 1, 1944 (22:24). I was in the USS Gato on a patrol out of Perth/Fremantle, using the Free Camera to check out the port. My position was approximately 7 Nm NNE of the port.

If this was intended, my hats off to the Mod Team. If not, Hats off to whoever came up with it. This was a totally unexpected event and just an amazing sight. :Kaleun_Applaud::Kaleun_Cheers::Kaleun_Salute:
We would have to acknowledge the efforts of the original AOTD_MadMax team for that. There are several harbors throughout the game that have overlapping "occupation" dates. We have not attempted to "clean" that up. If we end up writing our little "campaign" app, we might try, but otherwise, unless it is something just way "off", we'll leave most of that be. But in the game, the US vessels start on January 16 (minimal armament, btw), and the Japanese "leave" in May. If you used the external camera for that 7nm distance, that is well beyond the "normal" display render, so you would not "see" the dock that is between the left & right US vessels and the Japanese vessel. The "top" US vessel is anchored in the harbor.


Technical questiion about increasing traffic and convoy/task force reports for the US career in FOTRSU:
If I want to achieve that, is it correct to modify the files in the Data\Campaigns\Campaign folder, all the *.mis files in the main Campaign folder and modify the ...

ReportPosMin= [decrease value for more contact reports]
ReportPosProbability= [increase value for more contact reports]

I plan to add a middle value increase based on FOTRSU standard and stock campaign for all these values. This will of course only work as long as FOTRSU doesn't add new units in the mod by changing these files again.
There actually is no "standard" per se, other than running the simulation in the ME and observing how traffic shows, and where... We have done minimal routing changes, unless a group was routed over land (which there were a few of those). You do also receive "reports" from any contact with US forces. Using the ReportPosMin would be based upon a general idea of where the group originates, and where it will be about that time (in minutes). That "time" is used for all of the reports, based upon the percentage of the "probability", so if you set something to ReportPosMin=1440, that is 24 hours. Set the ReportPosProbability to 100%, and you will get entirely too many reports, all at the same time, almost like one of the ships in the convoy is a traitor, and radios their position when they get off duty everyday... very unrealistic. Not every group would have a report either. You could also try like Traveler did with his mod for TMO, where he had "Observation Posts" that would report your submarine's location if you were within visual range of it. Make that an Australian CoastWatcher position, and it can "report" the IJN movements... maybe... I've never tried that... :hmmm:

Texas Red
06-04-20, 10:53 AM
Captain, this is your XO reporting to you the battle results:

We have discovered that we can hear ships screws when on the surface and when we are travelling at high speeds. We also found that we can detect ships screws when the enemy ship has no screws turning.

We have discovered the same thing as your Operations Officer, Lieutenant Michael Wood.


We should request a temporary "refit" to come in the coming days that can fix our "bad" hydrophone :03:

Capt RAP
06-04-20, 11:26 AM
Found another "Location Name In Game"
March 4, 1944
East China Sea off Shanghai
Capt RAP

Zunaka
06-04-20, 11:33 AM
This is one of the best mods for SH4, I've been playing this game for over 12 years and this is the best mod that was made. I'm so excited for the next update of this mod!

Texas Red
06-04-20, 12:38 PM
This is one of the best mods for SH4, I've been playing this game for over 12 years and this is the best mod that was made. I'm so excited for the next update of this mod!

I agree 220% with you on that. This adds a whole new experience and layer to SH4!

:salute:

propbeanie
06-04-20, 01:26 PM
Captain, this is your XO reporting to you the battle results:

We have discovered that we can hear ships screws when on the surface and when we are travelling at high speeds. We also found that we can detect ships screws when the enemy ship has no screws turning.

We have discovered the same thing as your Operations Officer, Lieutenant Michael Wood.


We should request a temporary "refit" to come in the coming days that can fix our "bad" hydrophone :03:
In this particular case, I should stipulate that we need all of the details possible. What submarine are you on, and if possible, what ship(s) have you IDd as problematic. I have it thus far down to several of the "Hansa" based ships, plus another that I cannot remember the name of, since I have my notes on the other computer. Also, this is a player-centric issue. Your sonarman will give you at least an initial sonar contact report. You will see the lines on the NavMap, but the props on the ship do not move, and if you fly over to the ship (only close encounters within about 0-2.5nm count), you will not hear an engine sound. If sitting at the sonar station yourself, and you spin the head toward the ship, you will not hear it, and you will not "see" the green "contact" light lit. This is different from the "quiet" contacts of previous fame, where the light would light, but you couldn't hear them (loudly). Our suspicion (s7rikeback and myself) is that the links to the prop and audio were broken somehow - if they ever existed...


Found another "Location Name In Game"
March 4, 1944
East China Sea off Shanghai
Capt RAP
Normally speaking, we would need the mission orders, but in this case, we were able to do an internal search in the files, and found all occurrences of the offending string (there were like seven of them!)... Plans for a "beta" patch are fading fast (again) with other recent discoveries needing fixing, but we're working on it, and there should NOT be anymore of those immersion breakers... there are probably others yet to be found, but at least no "Location Name In Game", giving it away that this is a game! :roll:


This is one of the best mods for SH4, I've been playing this game for over 12 years and this is the best mod that was made. I'm so excited for the next update of this mod!
I agree 220% with you on that. This adds a whole new experience and layer to SH4!
Thanks fellers, the team appreciates that.
:salute:

Texas Red
06-04-20, 01:38 PM
In this particular case, I should stipulate that we need all of the details possible. What submarine are you on, and if possible, what ship(s) have you IDd as problematic. I have it thus far down to several of the "Hansa" based ships, plus another that I cannot remember the name of, since I have my notes on the other computer. Also, this is a player-centric issue. Your sonarman will give you at least an initial sonar contact report. You will see the lines on the NavMap, but the props on the ship do not move, and if you fly over to the ship (only close encounters within about 0-2.5nm count), you will not hear an engine sound. If sitting at the sonar station yourself, and you spin the head toward the ship, you will not hear it, and you will not "see" the green "contact" light lit. This is different from the "quiet" contacts of previous fame, where the light would light, but you couldn't hear them (loudly). Our suspicion (s7rikeback and myself) is that the links to the prop and audio were broken somehow - if they ever existed...





Aye, sir.
OK, back to all seriousness.
I am the captain of the (at the time) USS Perch, but now I am the captain of the USS Thresher. I can hear all ships of all kinds when they are dead in the water. I'm not sure about this last part of your question:
If sitting at the sonar station yourself, and you spin the head toward the ship, you will not hear it, and you will not "see" the green "contact" light lit. This is different from the "quiet" contacts of previous fame, where the light would light, but you couldn't hear them (loudly). Our suspicion (s7rikeback and myself) is that the links to the prop and audio were broken somehow - if they ever existed...



Maybe I will go back into the game and just sneak into a harbor, not sink any ships, and just listen if I can hear them.

Zunaka
06-04-20, 02:19 PM
There is one problem I'm experiencing, when I installed FOTRSU, and I tried opening SH4, it just opened the normal SH4 game. Could someone help me? Thanks!

KaleunMarco
06-04-20, 02:57 PM
Quick question about the realism of the Japanese torpedoes.

Surprisingly, only two modules inside my sub were damaged, the Forward Torpedo room bulkhead was severely damaged and the batteries had virtually no damage at all.

My question is, how is the realism of torpedo damaged modeled in-game? Because that torpedo should've killed me.

there are a couple of factors involved.

your boat could have received a blow that was less than a direct impact thereby reducing the effect of the hit.
the battery room is aft of the torpedo room so technically speaking if your boat were at battle stations she could possibly take a hit in one compartment and not necessarily affect another.
the value of the IJN was not necessarily its explosive power but its speed and accuracy. US Navy torpedoes such as the infamous Mark 14 used Torpex which is 50% more powerful than a normally HE torpedo of TNT. when comparing the warheads of the Mark 14 (643 lbs of Torpex) to Type 93 (1,080 lb) the IJN 93 comes out only slightly more powerful. the values used within the game's parameter files track with those comparisons.


so, you and your boat got lucky. say, "thank you very much. may i have another", and be thankful that you live to "fight" another day.
next time, attack in deeper water and don't stick around at PD admiring your work, Kaleun.

good luck and good hunting.
:Kaleun_Salute:

KaleunMarco
06-04-20, 03:00 PM
There is one problem I'm experiencing, when I installed FOTRSU, and I tried opening SH4, it just opened the normal SH4 game. Could someone help me? Thanks!

welcome to SH4 and subsim. :subsim:
if you used JGSME to install the FOTRSU mod, then you didn't follow the instructions.

if you didn't use JGSME to install the FOTRSU mod, then you need to go and d/l it and then install it after you read the instructions.
https://subsim.com/radioroom/downloads.php?do=file&id=5389

:Kaleun_Salute:

Moonlight
06-04-20, 05:00 PM
Torpedo questions Mr beanie, why is my Gato sub being constantly loaded out with these Mk10 torpedoes, its bloody annoying having to sling them off the boat and replace them with Mk14s. :doh:

Before you answer the above can you have a little peep into your notes and tell me how to reverse that annoying little modification you've done..... thankyou. :D

LtCder Mad dog and getting madder every time it happens. :damn:

propbeanie
06-05-20, 12:28 AM
Aye, sir.
OK, back to all seriousness.
I am the captain of the (at the time) USS Perch, but now I am the captain of the USS Thresher. I can hear all ships of all kinds when they are dead in the water. I'm not sure about this last part of your question:

Maybe I will go back into the game and just sneak into a harbor, not sink any ships, and just listen if I can hear them.
When you are sitting at the sonar station, and you rotate the listening head around to where a "normal" ship is, there is a little green bulb above the dial that will light up when there is a sound contact. When you get relatively close to the correct bearing, you will hear the thump-thump of the engine and blades in the water. If however, you have an NKLSS_Hansa, or the KGHAP_Hansa, you will not hear nor see them if you are at the station. You will see sonar lines on the NavMap though... The old problem with some of the ships was the light would be lit green, but the player could not hear them while at the sonar station...


There is one problem I'm experiencing, when I installed FOTRSU, and I tried opening SH4, it just opened the normal SH4 game. Could someone help me? Thanks!
It sounds like you have the game installed in the Program Files folder, and as such, Windows will "protect" you from yourself and the world, and rollback any and all such "un-authorized" changes. You need to either copy the game into a folder you make yourself, outside of the Program Files folders (such as "C:\Games \Silent Hunter 4"), or re-install it there. If you have the Steam copy of the game, it is usually easier to re-install Steam into a "Games" or some-such folder, and put SH4 below that. If you have a 2nd hard drive available, then you can create a 2nd Library folder under Steam, and install SH4 there...


Torpedo questions Mr beanie, why is my Gato sub being constantly loaded out with these Mk10 torpedoes, its bloody annoying having to sling them off the boat and replace them with Mk14s. :doh:

Before you answer the above can you have a little peep into your notes and tell me how to reverse that annoying little modification you've done..... thankyou. :D

LtCder Mad dog and getting madder every time it happens. :damn:
We did not make such modifications, especially to a Gato. We made Mark 10s available to your boat from late December 1941 to the end of 1942, but they cost you money. We have been trying to get the S-Boats to automatically load-up with the 10s, but have failed thus far, so if you have a Gato doing that, ~WE~ want to know ~YOUR~ secret... :har: - Now, say you have a Pearl boat, and if when you re-fit at Midway enroute, you topped-off with Mark 10s... those will stay with you each time you re-fit with a partial load. But when you end patrol, that should then cease... What mods do you have enabled? and have you added to or taken mods out during your career?

Moonlight
06-05-20, 06:25 AM
Oh heck that doesn't sound good Mr beanie. :o

1942 24th November, USS Haddock (SS-231), 1 other mod activated 3000 Yard Bearing Tool (1920x) by CpnScurvy. One other thing to report, I started out of Midway in a Gar and now I'm in a Gato, shouldn't they be offering me a radar by this time.

JSGME reports the original game files are the same as the snapshot taken on 22/05/2019.
The only probable causes of any cockups is when I downgraded the OS to Win10 just a few weeks before this new career started, first time loading the mods up I put the 3000 Yard Bearing Tool mod first and then put the 100_FalloftheRisingSun_UltimateEdition_v1.1_EN second, but I corrected that before I went any further.

I'm going to sail out and fire all the torpedoes and redock, if it loads Mk10s again this career will be terminated and the entire game will be re-installed. If the fault was at my end after a re-install I'll let you know. :D

torpedobait
06-05-20, 06:31 AM
When you are sitting at the sonar station, and you rotate the listening head around to where a "normal" ship is, there is a little green bulb above the dial that will light up when there is a sound contact. When you get relatively close to the correct bearing, you will hear the thump-thump of the engine and blades in the water. If however, you have an NKLSS_Hansa, or the KGHAP_Hansa, you will not hear nor see them if you are at the station. You will see sonar lines on the NavMap though... The old problem with some of the ships was the light would be lit green, but the player could not hear them while at the sonar station...



It sounds like you have the game installed in the Program Files folder, and as such, Windows will "protect" you from yourself and the world, and rollback any and all such "un-authorized" changes. You need to either copy the game into a folder you make yourself, outside of the Program Files folders (such as "C:\Games \Silent Hunter 4"), or re-install it there. If you have the Steam copy of the game, it is usually easier to re-install Steam into a "Games" or some-such folder, and put SH4 below that. If you have a 2nd hard drive available, then you can create a 2nd Library folder under Steam, and install SH4 there...



We did not make such modifications, especially to a Gato. We made Mark 10s available to your boat from late December 1941 to the end of 1942, but they cost you money. We have been trying to get the S-Boats to automatically load-up with the 10s, but have failed thus far, so if you have a Gato doing that, ~WE~ want to know ~YOUR~ secret... :har: - Now, say you have a Pearl boat, and if when you re-fit at Midway enroute, you topped-off with Mark 10s... those will stay with you each time you re-fit with a partial load. But when you end patrol, that should then cease... What mods do you have enabled? and have you added to or taken mods out during your career?

I am in the Gato out of Perth/Fremantle still in mid-1944. In port every new load out is all Mark 10s. Also, at this late date in the war my AA is still the .50 machine gun. I should have at least a twin 20mm, if not a Bofors by now, dont you think?

And as for the captured tanker I reported earlier, the visual with or without the docks doesnt matter. Those searchlights point at the tanker either way. I wasnt complaining. I was pointing out what I think is a cool event.

mazzi
06-05-20, 06:38 AM
Torpedo questions Mr beanie, why is my Gato sub being constantly loaded out with these Mk10 torpedoes, its bloody annoying having to sling them off the boat and replace them with Mk14s. :doh:

..\Data\UPCData\UPCUnitsData\Ammunition.upc

;--------------Ammunition.upc---------------------
;[Ammunition 10]
;ID=Mk10Torpedo
;NameDisplayable= Mark 10 Torpedo
;Type= AmmoTorpedo
;Subtype=Mk10TorpUS
;AmmunitionIntervalOptionCurrent= 1918-06-01, 1946-12-31, 0
;AmmunitionIntervalOptions1= 1918-06-01, 1946-12-31, 0
;Volume= 1
;PackSize=1
;Info=Mk10TorpInfo
;Notes=Mk10TorpNotes

[Ammunition 10]
ID=Mk14Torpedo
NameDisplayable= Mark 14 Torpedo
Type= AmmoTorpedo
Subtype=Mk14TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1939-01-01, 1943-05-31, 0
AmmunitionIntervalOptions2= 1943-06-01, 1946-12-31, 0
Volume= 1
PackSize=1
Info=Mk14TorpInfo
Notes=Mk14TorpNotes

*****

;[Ammunition 12]
;ID=Mk14Torpedo
;NameDisplayable= Mark 14 Torpedo
;Type= AmmoTorpedo
;Subtype=Mk14TorpUS
;AmmunitionIntervalOptionCurrent= NULL, NULL, 0
;AmmunitionIntervalOptions1= 1939-01-01, 1943-05-31, 0
;AmmunitionIntervalOptions2= 1943-06-01, 1946-12-31, 0
;Volume= 1
;PackSize=1
;Info=Mk14TorpInfo
;Notes=Mk14TorpNotes

[Ammunition 12]
ID=Mk10Torpedo
NameDisplayable= Mark 10 Torpedo
Type= AmmoTorpedo
Subtype=Mk10TorpUS
AmmunitionIntervalOptionCurrent= 1918-06-01, 1946-12-31, 0
AmmunitionIntervalOptions1= 1918-06-01, 1946-12-31, 0
Volume= 1
PackSize=1
Info=Mk10TorpInfo
Notes=Mk10TorpNotes
;--------------Ammunition.upc---------------------

Texas Red
06-05-20, 12:29 PM
When you are sitting at the sonar station, and you rotate the listening head around to where a "normal" ship is, there is a little green bulb above the dial that will light up when there is a sound contact. When you get relatively close to the correct bearing, you will hear the thump-thump of the engine and blades in the water. If however, you have an NKLSS_Hansa, or the KGHAP_Hansa, you will not hear nor see them if you are at the station. You will see sonar lines on the NavMap though... The old problem with some of the ships was the light would be lit green, but the player could not hear them while at the sonar station...






I cannot say I've ever noticed that. I know that all contacts do show up on the NavMap in all conditions. I have never been to the hydrophone station that much before.

Moonlight
06-05-20, 02:54 PM
I smell a dirty stinking rat Mr beanie, my torpedo problem was happening at Midway and now its being reported at Fremantle as well, I think you should look into this and post a fix for the problem.
If I've trashed a good career through no fault of my own I'm going to be like a bear with a sore head.:yep:

Torpedo questions Mr beanie, why is my Gato sub being constantly loaded out with these Mk10 torpedoes, its bloody annoying having to sling them off the boat and replace them with Mk14s.

I am in the Gato out of Perth/Fremantle still in mid-1944. In port every new load out is all Mark 10s. Also, at this late date in the war my AA is still the .50 machine gun. I should have at least a twin 20mm, if not a Bofors by now, dont you think?.

torpedobait
06-05-20, 03:27 PM
I am in the Gato out of Perth/Fremantle still in mid-1944. In port every new load out is all Mark 10’s. Also, at this late date in the war my AA is still the .50 machine gun. I should have at least a twin 20mm, if not a Bofors by now, don’t you think?

And as for the “captured tanker I reported earlier, the visual with or without the docks doesn’t matter. Those searchlights point at the tanker either way. I wasn’t complaining. I was pointing out what I think is a cool event.

Here is a follow up after my last patrol. Still in the Gato, I left Perth/Fremantle on June1, 1944 to patrol the area near the Gulf of Siam, claimed 60,800 tons of shipping and warships, and returned on July 13 (medal awarded July 12). While in port I gave out medals and promotions, but when I went to finally upgrade my AA gun I found no options available. That plus the full torpedo loadout was for Mark 10's. I tried to attach pictures but can never get them small enough. Frustrating there too.

Next patrol is to sail on 8/6. Grrr. What do I have to do to at least be able to add a 20mm AA gun? Are you sure the files are set correctly?

I'm ok with it if that's the way you want the mod to be, but I'm spoiled by previous editions letting me get a 40mm, maybe even a twin 40mm. Sigh.

propbeanie
06-05-20, 11:45 PM
mazzi, where are you getting that ammunition.upc from? That is not in FotRSU v1.1... If I do not see a "path" for a torpedo to end up in the Gato, whether it would be at Midway or Perth, then I cannot fix it. Commenting out an ammunition that is used in another boat is NOT a fix... There is more to the torpedoes assigned than just the ammunition file.

We have found a series of sound issues, and several of them date back to stock. we're trying to get the ducks lined-up in a row, to knock them down, then we'll try to see about the torpedoes. Any reports on them though, we need the boat, the date and the port sailed from when you first started getting the odd loadouts. Also, whether or not your boat is an upgrade recently assigned to you. It is supposed to be set-up for a Fleet Boat to have to pay for the Mark 10s, and that they would be available for basically 1942 and not be freely assigned them by default, so we'll have to dig into that further. As for the AA guns, the fifty and the 22mm should both be usable on the full conning tower. If you do not get an upgraded conning tower, you will not get any further weapons upgrades. However, when you get a new boat after the date of the new conning tower, that should come on your new boat, along with any new guns available...

As a note about v1.1 - we changed nothing with the sound. We changed nothing with the guns. We changed nothing with the torpedoes. However, v1.1 is NOT backwards compatible with v1.004, which was NOT backwards compatible with v1.0.1g - if you did not have a known-clean game install and a clear Save folder, then there is trouble in that. The files would be mixed. This is not to say there are not issues in the mod. There are. We find more every day with your help, but any issues with the torpedoes should have manifested themselves three versions ago, and much earlier with the AA guns. The deck guns were last worked on three versions ago also. There are ships that have been missing dsd files - that is the file that links the ship to the sound folder - since at least the v1.5 release in 2008... that particular ship has been mute all along - either that or I've got a bad DVD disk...

mazzi
06-05-20, 11:48 PM
I smell a dirty stinking rat Mr beanie, my torpedo problem was happening at Midway and now its being reported at Fremantle as well, I think you should look into this and post a fix for the problem.
If I've trashed a good career through no fault of my own I'm going to be like a bear with a sore head.:yep:
Google Translate:
In ports, the first torpedo in the list is loaded automatically, the list in the file Ammunition.upc. The first one was Mark14, Now stands Mark10. Swap the contents of the [Ammunition 10] and [Ammunition 12] sections in the Ammunition.upc file as written above.

propbeanie
06-05-20, 11:58 PM
OK, so you are giving an example. Thank you. Why did no one notice the Mark 10 loadouts weeks ago, I wonder?... lol

This explains then, why the S-Boats will not load Mark 10 torpedoes... The tubes have nothing to do with it...

Kapitain Oliver Leinkraunt
06-06-20, 05:30 AM
Hi FotRS_Ultimate Team, I found some some issues in the mod ( I don't know if someone has just told about them :oops: )
There are some problems with the sound: I can't hear the sub's engines and the muzzle sound of my sub. An other issue is that, at my 4th/5th patrol sometimes the game adds a second deck gun with no crew and without replacing the first one, or, in other cases, removing the crew form the deck weapons, without the possibility to take others. :hmmm:
Sorry for my bad english :oops:

BTW, I have just ask about them in reality, but what about to add the Thai Navy to an eventual new release? models that resemble their principal ships just exist in the game (ex. the Para Ruang DD was an old British R class, which just exists in the Soviet Waterway mod or the Trad Class torpedo boat which is very similar, just a little bit shorter, to the Spica class from Med Campaign or the aux. ships Chao Paia and Angthong that are very similar to some Finnish ships from Soviet Warerway)
Unfortunately there are not a lot of informations of the WW2 Siamese/Thai navy, I know their warships patrolled the Gulf of Siam or served for convoys' duties, as their merchant ships in the southern routes. :hmmm:
and talking about Soviet Waterway, there are some interesting merchant ships (from SH5 and their own) that could be added to the mod.

Sorry to disturb you boys, and good luck with your fine project :Kaleun_Thumbs_Up:

Moonlight
06-06-20, 05:37 AM
All Hail the great mazzi, oooooh I was getting a bit carried away there for a moment. :haha:

Google Translate:
In ports, the first torpedo in the list is loaded automatically, the list in the file Ammunition.upc. The first one was Mark14, Now stands Mark10. Swap the contents of the [Ammunition 10] and [Ammunition 12] sections in the Ammunition.upc file as written above.

@mazzi, I was unsure exactly what your fix was doing as this mod ammunition file was different from the one you posted, but after reading your second post it was as clear as day what I had to do. After trying out your fix it worked as you knew it would do, no more Mk10s on loadout anymore so a big Thankyou from me mazzi to....You. :up:

As for you Mr beanie, there's no bells and whistles for you and the team old boy, if you decide to pay us a visit the crew says you'll be leaving the sub from a bleeding torpedo tube. Well it just so happens that I didn't trust the information that was coming my way over these torpedo issues so I copied my old career files somewhere safe as I knew the fault was not caused at my end. 3 re-installs later and everything was perfect Once again, this Win10 nonsense is a PITA, why did it take 3 installs, Grrrr. The old career has been copied back, no files have been changed apart from Mr beanies Torpedo Problem file and that was done in the office, we're sailing back into enemy waters and hoping we meet another convoy escorted by a Heavy Cruiser. :yep:

propbeanie
06-06-20, 08:57 AM
Glad you are going Moonlight, and thank you again mazzi. We will have edits with the Mark 10 at the bottom of the list, and other file edits in a little patch shortly. :salute:

DanielCoffey
06-06-20, 09:00 AM
I would appreciate help in finding the .DAT file that contains the "5.9in_Graf_Spee_turret" which is apparently on the deck of the NOL_Schliemann in the M02 slot. I have tried guns.dat but cannot recognise it. Any clues?


EDIT : Well I'll be keelhauled - found it in guns_radars_06.dat. We really need a better labelling system!

propbeanie
06-06-20, 09:15 AM
You will encounter that quite a bit with the guns. You might also find a given gun listed multiple times in several files each. There are a couple things you could try to help you. Extremely powerful is 010 Editor (https://www.sweetscape.com/010editor/), which can do scripting. Hopefully, you would do better than I do with that :roll: Then there is the less-powerful Notepad++ (https://notepad-plus-plus.org). In either, or some other editors, you can "Search within files", looking for a given name, confining your search to the Library folder, and its sub-folders.

propbeanie
06-06-20, 10:22 AM
OK, direct your browsers to

101_prBetaPatch_v1.1.7z (https://drive.google.com/file/d/1HF44CKF5F7D9vyVt2RIkfT-hvfLjic2J/view?usp=sharing)

which is on my little slice of Google Drive heaven. This is a "test" patch for v1.1 of the mod only. You should be in port when applying it. It includes typo fixes for campaign and other files, as well as hopefully removing all "Location name in game" text on the NavMap. No mention in the ReadMe is made of moving the Mark10 torpedoes to the end of the Ammunition.upc file, but they have been. This in theory should eliminate their loading when re-fitting a Fleet Boat. There are also a few additions to the Campaign_NMS file for locations named in some orders. Also corrections to the Flotillas.upc for "no primary objective found" for two assignments, typo fixes to others. There are still typos in the mod. Please let us know when you see incorrect spellings or non-grammatical phrasing. The big one here is the sonar is back to the old style FOTRS / TMO mix, where for the most part, you will have sonar on the surface. Hopefully, this will eliminate some of the erratic oddities encountered. Not included in this are the sound changes we are in the process of changing. This will take a bit of work, and we won't do the next release until we've muscled through that. Many thanks to Moonlight, torpedobait and especially mazzi for the torpedo "fix" for the Fleet Boats, which will unfortunately result in the S-Boats no longer having proper load-outs when they re-fit. We wanted to do a new release, but with a few other issues encountered, and the "fixes" being more involved, this is the way to proceed temporarily to eliminate the torpedo load-out, as well as the potential of "No primary objective found" troubles. This is only temporary. Let us know ~any~ issues you encounter asap... :salute:

PS: As a heads-up for vickers03 and others, there will be changes in the SH.SDL file for the next release, as well as changes to ship dat, sim & dsd files, to hopefully eliminate the "mute" ships and the failure of sonar to so much as even indicate they are there. There are no image changes though DanielCoffey...

KaleunMarco
06-06-20, 12:21 PM
We really need a better labelling system!

https://support.ubisoft.com/

propbeanie
06-06-20, 12:44 PM
Hi FotRS_Ultimate Team, I found some some issues in the mod ( I don't know if someone has just told about them :oops: )
There are some problems with the sound: I can't hear the sub's engines and the muzzle sound of my sub. An other issue is that, at my 4th/5th patrol sometimes the game adds a second deck gun with no crew and without replacing the first one, or, in other cases, removing the crew form the deck weapons, without the possibility to take others. :hmmm:
Sorry for my bad english :oops:

BTW, I have just ask about them in reality, but what about to add the Thai Navy to an eventual new release? models that resemble their principal ships just exist in the game (ex. the Para Ruang DD was an old British R class, which just exists in the Soviet Waterway mod or the Trad Class torpedo boat which is very similar, just a little bit shorter, to the Spica class from Med Campaign or the aux. ships Chao Paia and Angthong that are very similar to some Finnish ships from Soviet Warerway)
Unfortunately there are not a lot of informations of the WW2 Siamese/Thai navy, I know their warships patrolled the Gulf of Siam or served for convoys' duties, as their merchant ships in the southern routes. :hmmm:
and talking about Soviet Waterway, there are some interesting merchant ships (from SH5 and their own) that could be added to the mod.

Sorry to disturb you boys, and good luck with your fine project :Kaleun_Thumbs_Up:
Which submarine are you using with the sound issue? The S-Boats are the worst offenders in this regard, such that when a person using high TC comes back to 1x, the engine sound will resort to the electric motor sound. Change engine speeds, and you should regain the correct diesel sound. This has been around since 2007 and the initial release of the game. It seems to change with each release of the mod, varying in frequency of encounter for no apparent reason. The deck gun not having a muzzle report can happen when shelling out to Windows, or again from the use of high TC values. This will vary between computers (as most things do) and hardware / software configurations. As for the loss of a deck gun crew, refer to the "ColetrainsAndOthersDGfix.pdf" file in the Support file for some potential help in getting a gun crew back. However, the situation encountered in FotRSU is slightly different, since the guns are "permanently" affixed to the decks, whether fore or aft, being boat-splecific. You might, or might not, be able to get a crew back. This is another of several issues that are Stock-based, and seem like they should be repairable, but like the torpedo load-out issue, are apparently not. We will most likely go back to the Stock way with the deck guns, because more people are familiar with recovering from the issue there, than they are with the FotRSU way... :roll: - We'll see about adding some Thai-flagged vessels. Warning ahead of time though, they allied with the Japanese, and as such will be sunk upon sight without warning by US and British submarines... we'll also have to find the historical flag for back then... :roll: - Are these correct?

https://cdn.britannica.com/38/4038-004-4BF17698/Flag-Thailand.jpg

https://upload.wikimedia.org/wikipedia/commons/thumb/f/fc/Naval_Ensign_of_Thailand.svg/640px-Naval_Ensign_of_Thailand.svg.png

Fritz Klum
06-06-20, 01:49 PM
Hey all, great mod - its clear a huge amount of time went in to making it.




However, I am having an issue that seems to render me unable to start my next patrol.

I chose Sargo class boat in Asiatic fleet at earliest possible start date. I've now completed 2 war patrols. The first patrol began on December 9th 1941, beginning at Manilla and ending in Surabaya on December 29th 1941. The Second Patrol began on January 28th, 1942 and ended on March 11, 1942. This second patrol began at Surabaya, and ended in Freemantle.

The current date in-game is March 12, 1942, with my boat still part of the Asiatic flotilla, but anchored in Freemantle. However, whenever I now go to click on the campaign map, located at the center back of the captain's office in order to start my next mission, the game freezes for about 2-3 seconds, then CTDs.

I included the above patrol time information because I suspect that it may be a docking/timeframe type issue, and want to help the dev team of FOTRSU fix the issue - hopefully without me having to begin a new career, since I've managed to sink 101,178 tons of shipping during the course of those 2 patrols and would rather not have to restart my career if possible.


The following is other data that may help diagnose my issue for the devs:

I am running SH4 v 1.5, with LAA patch applied.

I have the following mods in the following order appiled via JSGME:

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
901_Strategic_Map_Symbols
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN
EAX_Soundsim_FOTRSU1.1
Remove grain effect

I am running Windows 10 64 bit Home edition

My PC specs:

Intel Core i7 6700 (4.00Ghz) quad-core with 2 script threads per core, totaling 8 threads

Nvidia GTX 1070 with 8Gb Vram

16GB DDR4 Ram

Game is installed at C:/Ubisoft, which is on my main 1TB HDD drive.

I run the game at 1920x1080 60Hz Resolution

With all of the above, I have had no issues whatsoever before now.

Again, sorry if this post is wordy, but I figured I'd include all possible relevant information for the devs.

propbeanie
06-06-20, 02:12 PM
You don't mention your computer Fritz Klum, so if you would, let us know your OS, cpu & RAM amount. I will also repeat this, since it's now on the page before:

OK, direct your browsers to

101_prBetaPatch_v1.1.7z (https://drive.google.com/file/d/1HF44CKF5F7D9vyVt2RIkfT-hvfLjic2J/view?usp=sharing)

which is on my little slice of Google Drive heaven. This is a "test" patch for v1.1 of the mod only. You should be in port when applying it. It includes typo fixes for campaign and other files, as well as hopefully removing all "Location name in game" text on the NavMap. No mention in the ReadMe is made of moving the Mark10 torpedoes to the end of the Ammunition.upc file, but they have been. This in theory should eliminate their loading when re-fitting a Fleet Boat. There are also a few additions to the Campaign_NMS file for locations named in some orders. Also corrections to the Flotillas.upc for "no primary objective found" for two assignments, typo fixes to others. There are still typos in the mod. Please let us know when you see incorrect spellings or non-grammatical phrasing. The big one here is the sonar is back to the old style FOTRS / TMO mix, where for the most part, you will have sonar on the surface. Hopefully, this will eliminate some of the erratic oddities encountered. Not included in this are the sound changes we are in the process of changing. This will take a bit of work, and we won't do the next release until we've muscled through that. Many thanks to Moonlight, torpedobait and especially mazzi for the torpedo "fix" for the Fleet Boats, which will unfortunately result in the S-Boats no longer having proper load-outs when they re-fit. We wanted to do a new release, but with a few other issues encountered, and the "fixes" being more involved, this is the way to proceed temporarily to eliminate the torpedo load-out, as well as the potential of "No primary objective found" troubles. This is only temporary. Let us know ~any~ issues you encounter asap... :salute:

PS: As a heads-up for vickers03 and others, there will be changes in the SH.SDL file for the next release, as well as changes to ship dat, sim & dsd files, to hopefully eliminate the "mute" ships and the failure of sonar to so much as even indicate they are there. There are no image changes though DanielCoffey...

... and you might well be falling into what would normally be a "No primary Objective found" - or similar text, telling you that the nincompoop at the keyboard misspelled something of importance in the Flotillas.cfg file several months ago :roll: - of course, that would have been me... Apply the patch, and then try to start from your last Save, and if that fails, try the previous Save. You might also have to temporarily back out the bottom two mods from your list until you return to port again... :salute:

Fritz Klum
06-06-20, 02:56 PM
ehm, I did indeed mention my PC specs at the bottom of my post, but I will repost them here anyways:




I am running Windows 10 64 bit Home edition

My PC specs:

Intel Core i7 6700 (4.00Ghz) quad-core with 2 script threads per core, totaling 8 threads

Nvidia GTX 1070 with 8Gb Vram

16GB DDR4 Ram

Game is installed at C:/Ubisoft, which is on my main 1TB HDD drive.

I run the game at 1920x1080 60Hz Resolution




I will try the patch, then report back. Thank you again for the mod by the way - its great!

propbeanie
06-06-20, 03:09 PM
Old eyes in a hurry... sorry about that. More than enough horsepower for anything you throw at it SH4-wise, unless the mod CTDs you... :roll:

Fritz Klum
06-06-20, 03:41 PM
Old eyes in a hurry... sorry about that.


Don't worry about it - its fine.


However, I'm still getting CTD issues, even with the patch applied. Going to try restarting career, this time from Pearl Harbor fleet - only 2 patrols in, so its not a huge deal.

SebMottel
06-06-20, 04:06 PM
Hi guys, thanks for the mod. I've been digging into it, I love the immersion but a couple of things have been bugging me, but it may be me missing something.

1. The briefing of the first mission (US) tells me I need to run on 1 engine while on the surface at night. Is there any way to do this? I have tried every menu and tab and can't find this as an option. Maybe this is just some flavour text, but it's bugging me that I may be missing some shortcut or trick.
2. I'm trying to complete the tutorial for the 90 degree realistic attack. However the ship I'm attacking just doesn't appear in the in game identification manual. I've been through every single category (including merchant ships) This has lead me to just turn off "realistic attacks". Am I meant to be consulting a pdf somewhere instead?

These two things I have Googled ad infinitum, so any help would be much appreciated.

Bonus questions, which I mention while I am here but haven't Googled as much:

3. I have never worked out the relationship between the "gameplay settings" and the "difficulty setting" I select when I start a new campaign. Which takes priority? I would assume it would be the "gameplay settings". But then if so, why can't I alter it when in game? This makes no sense. I never have any idea what realism setting I am running. This is true for all Silent Hunter Games.
4. Is there any way to tone down the garish purple blue colour of the sea? I love the twilight and night colours of this mod, but can't get my head around the royal prussian blue of the ocean. I much prefer the more realistic beige/green of the SH5 WOS mod, or even the light cyan of vanilla SH4, although equally cartoony, the hue is more realistic. Is there part of this mod I can disable?

Many thanks.

Aktungbby
06-06-20, 04:59 PM
SebMottel!:Kaleun_Salute: it's been a long silent run!:up:

Moonlight
06-06-20, 05:54 PM
Radar problem at Midway.
Career start Midway.
15 Jan 1942 (Gar)
21 June 1942 (Gato)
21 Jan 1943 still in a (Gato) offered a SJ-I radar, bloody hell what happened to the SJ radar, I mentioned the missing radar in one of my torpedo loadout problem posts Mr beanie but I think it was forgotten about.

I'm sure I posted this earlier tonight but I can't find it, I'm cracking up now. :O:

Fritz Klum
06-06-20, 06:01 PM
Hey Seb, I'm by no means an expert, but I will give you what I can:


Answer 1: Pretty sure running on 1 engine isn't possible in game, and its just flavor text/for roleplaying purposes.



Answer 2: Can't help you with this one - I'm lazy and always use auto targeting where I can point and shoot :P


Answer 3: "Gameplay settings" on the main menu, is for single missions and quick missions only. "Difficulty Setting" that appears when starting a new career is for that career only.


Furthermore, the exact parameters of the setting (whether or not you can have dud torpedoes, etc,) can be customized when in the career mode captain's office by clicking on the radio on the left side of the screen in the US captain's room, or by clicking on the filing cabinet at the right rear of the screen in the German Captain's room.



Realism settings can be set while in the captains office or menu, but not once the game has actually started (ie, when you are at sea.) I suppose Ubisoft did this to prevent people making it super easy when they were about to attack enemy ships, then making it hard again just before they docked, since higher difficulty settings get you more renown for sinking the same things.



Answer 4: Can't help with this one either, though I would advise against fooling with the sea/environment graphics too much, as Silent Hunter 4 Environmental things can be notoriously buggy, especially at high time compression levels.


Hopefully, this answers some of your questions.

propbeanie
06-06-20, 06:16 PM
Hi guys, thanks for the mod. I've been digging into it, I love the immersion but a couple of things have been bugging me, but it may be me missing something.

1. The briefing of the first mission (US) tells me I need to run on 1 engine while on the surface at night. Is there any way to do this? I have tried every menu and tab and can't find this as an option. Maybe this is just some flavour text, but it's bugging me that I may be missing some shortcut or trick.
2. I'm trying to complete the tutorial for the 90 degree realistic attack. However the ship I'm attacking just doesn't appear in the in game identification manual. I've been through every single category (including merchant ships) This has lead me to just turn off "realistic attacks". Am I meant to be consulting a pdf somewhere instead?

These two things I have Googled ad infinitum, so any help would be much appreciated.

Bonus questions, which I mention while I am here but haven't Googled as much:

3. I have never worked out the relationship between the "gameplay settings" and the "difficulty setting" I select when I start a new campaign. Which takes priority? I would assume it would be the "gameplay settings". But then if so, why can't I alter it when in game? This makes no sense. I never have any idea what realism setting I am running. This is true for all Silent Hunter Games.
4. Is there any way to tone down the garish purple blue colour of the sea? I love the twilight and night colours of this mod, but can't get my head around the royal prussian blue of the ocean. I much prefer the more realistic beige/green of the SH5 WOS mod, or even the light cyan of vanilla SH4, although equally cartoony, the hue is more realistic. Is there part of this mod I can disable?

Many thanks.
First point: Most of the early briefings are based upon actual mission orders. It is next to impossible to fulfill most of those kinds of directives, since the Fleet Boats in the game are actually disguised U-Boats, and as such only have two engines joined together as one. You cannot do a forward on one screw and reverse on another to turn faster either (sorry KaleunMarco - terminology again). You also do not have Uncle Lockwood looking over your shoulder to make certain that you dive during daylight hours, and only surface when it's dark. You also do not have Mr Christie making certain that you are using his blessed magnetic pistol. So think of most of that verbiage as "filler", or as "immersion", whichever your case might be, and be governed accordingly...

Second Point: That is one of several ships that have a sil that does not match the actual ship. It is listed as Large Modern Composite, but if you look in the Sea folder of the NKLCS_Nagara, its sil has a different cabin and stack arrangement. DanielCoffey is doing the team a favor by diving into the Recognition Manual and doing new sil files, based upon the 3D image of the ships. Refer to his thread Ship Silhouettes (https://www.subsim.com/radioroom/showthread.php?p=2675106#post2675106). He did the Nagara in the first set. Now, I linked you to the 2nd post, where he has the download links, but be sure and read from the first post. Very good stuff. When he is finished, we will of course liberally thieve from him, giving proper credit, and make him an honorary member of the society of nutty people... :roll:

Bonus Points: Gameplay and Realism have Main Menu settings, and Career Menu settings. The Main Menu is easy enough to see. The Career Settings are accessed by clicking on the radio console to the left in the US Captain's Office, or the file cabinet between the wall map and exit door in the German Captain's Office. The "Realism" selections will enable different Gameplay settings, but there isn't one that satisfies me, so I usually just set what I want as I start a new career. Each career can have its own settings, while the Main Menu controls all Submarine School, Multi-Player, Single Missions and Quick Patrols. As for the ocean color, when comparing to SH5, that is the Atlantic to the Pacific, and similarly with the Stock colors. The Pacific can look "greenish", but usually only during storms, or if in colorful lagoons with green foliage nearby. If you ever go on a boat tour off of Hawaii, it is a rather blue blue... Arguments will persist about how accurate the color of the water is, and it depends upon where you were when you remember how it looked, as well as the time of day and sunlight, or lack thereof. Time permitting, we'll get around to some "tweaks" in that regard, but the ocean color at this time is a low-priority task. :salute:

Kapitain Oliver Leinkraunt
06-06-20, 06:39 PM
we'll also have to find the historical flag for back then... :roll: - Are these correct?

https://cdn.britannica.com/38/4038-004-4BF17698/Flag-Thailand.jpg

https://upload.wikimedia.org/wikipedia/commons/thumb/f/fc/Naval_Ensign_of_Thailand.svg/640px-Naval_Ensign_of_Thailand.svg.png
I think yes, because on the basis of history, there were no important "flag's changing" in Thailand since 1917 and in the historical photos of their navy, the flags shown resembles those you posted before.

will be sunk upon sight without warning by US and British submarines
What?! Is this a subtle way to say, that the team is thinking to add British and Dutch subs in the campaign ? :D

Fritz Klum
06-06-20, 07:47 PM
Hey - this may sound like a dumb question, but:




does hull damage get repaired upon returning to base in this mod? I think that happens in the stock version of the game, but not sure if it happens in mod. Reason being, I took a bit of damage from some harbor submarine nets around Truk naval base, and am hoping it will be able to be repaired.


Its not a huge amount - 3 points - but it still peeves me a bit.

propbeanie
06-06-20, 07:53 PM
Don't worry about it - its fine.

However, I'm still getting CTD issues, even with the patch applied. Going to try restarting career, this time from Pearl Harbor fleet - only 2 patrols in, so its not a huge deal.
The "patch" by itself has not fixed anyone's career yet, but one can always hope. Loading a previous Save should "fix" it though, or as you are doing, starting a new career will also. I cannot guarantee 100% success at this, but we hope we are closer than before...


Radar problem at Midway.
Career start Midway.
15 Jan 1942 (Gar)
21 June 1942 (Gato)
21 Jan 1943 still in a (Gato) offered a SJ-I radar, bloody hell what happened to the SJ radar, I mentioned the missing radar in one of my torpedo loadout problem posts Mr beanie but I think it was forgotten about.

I'm sure I posted this earlier tonight but I can't find it, I'm cracking up now. :O:
Now, this I know... The SJ-I is not supposed to be available until after June 1, 1943, so here is the game running over a date "constraint", probably as a "reward" for your exemplary skills at sinking enemy vessels... :arrgh!: - If we put things into a campaign file too early, the ship / airplane / whatever will often not have proper skinning, or it will crash the game. But the game can do the same anytime it pleases, with the same results... why do they bother with "dates" I wonder?...


I think yes, because on the basis of history, there were no important "flag's changing" in Thailand since 1917 and in the historical photos of their navy, the flags shown resembles those you posted before.

What?! Is this a subtle way to say, that the team is thinking to add British and Dutch subs in the campaign ? :D
The deed will be done then. We do not have plans for "playable" British and Dutch subs in FotRSU, due to the game's constraints, but you will eventually see AI versions, and they will shoot AI torpedoes also. We have not found proper assets yet though, and have not done any serious looking just yet either. :salute:

KaleunMarco
06-06-20, 09:10 PM
You cannot do a forward on one screw and reverse on another to turn faster either (sorry
KaleunMarco - terminology again).

don't provoke me, son, or you'll find yourself in hack.

:Kaleun_Wink:

DanielCoffey
06-07-20, 11:49 AM
Before I go to the trouble of putting it all together, is the NFD (Flying Dutchman) 3-mast sailing ship in the game somewhere, perhaps as a static ship in a harbour?



It has a ghost texture too rather than something realistic. It doesn't have a .sil file and its .eqp is empty so I am thinking it is simply a remnant from something?

Mad Mardigan
06-07-20, 01:39 PM
Before I go to the trouble of putting it all together, is the NFD (Flying Dutchman) 3-mast sailing ship in the game somewhere, perhaps as a static ship in a harbour?



It has a ghost texture too rather than something realistic. It doesn't have a .sil file and its .eqp is empty so I am thinking it is simply a remnant from something?

Think this was added in as a pun, easter egg dealio by Ubi... and with that info in hand, would say... add it in under the merchie's section with a header of maybe Flying Dutchman's ghost ship... :) :D :haha: :har: :arrgh!:

Just leave out any reference points of mast, length stats, unless you can locate any of the actual stats for the ship via search for them...

Think it needs the recognition it truly deserves, even if it is NOT a sinkable target... think of the addition in that section, as a tip of the hat to the humorous individual who took the time to add it into the game, just for humors sake that it is...

Just My own .02 cents for what it's worth... *shrug* or not...

Mios 4Me
06-07-20, 01:47 PM
Having checked in at Area 6 in July 1944, I liberally reinterpreted my orders and went hunting off Hokkaido instead. While checking out Aomori Bay for itinerant warships, radar indicated a carrier-type vessel tied up at the docks. Although the weather wasn't bad enough to keep ASW vessels in port, I couldn't resist a CV, so I went in, running silently and taking no observations until in the plotted firing position.

When I raised the scope, instead of a CV or AV, a Modern Passenger/Freighter occupied the berth. Two torps later, it was on the bottom and I started moving away...only to notice a sonar contact in the same spot. The MP/F was still there and I had credit for sinking a completely undetected Ada Maru. Another two torps later, I had credit for both. There was no carrier.

Is the choice of a CV/AV symbol for the MP/F intentional?

Also, what constitutes a Neutral TF? Is it just a couple of hospital ships or do they have escorts of some sort?

DanielCoffey
06-07-20, 02:34 PM
Opportunity for Model Optimization...


The model for the Browning Machine Guns in the MG_Tub_PT01 and MG_Tub_PT02 objects in guns.dat use grossly excessive numbers of triangles in their models. It is clear that they have been obtained from a site that does highly accurate gun modelling.


Each one of the Brownings uses as many polygons as an entire ship! EACH gun runs to 11k polys. The Twin mounts go to 22k poly and the PT Boat uses TWO of them.


I don't know how to use the Blender Decimate tool myself but may I advise that a modeller is assigned to check the guns.dat file for opportunities to reduce the poly count.


guns.dat - Nodes 577 and 601 - MG_Tub_PT01 and MG_Tub_PT02

Texas Red
06-07-20, 02:57 PM
FotRSU mod team, would it be possible to add Bungo Pete into the game? Something like TMO did where they added him and made the DD the only Akikaze destroyer in-game and its rating was Elite?

https://www.subsim.com/radioroom/showpost.php?p=2040769&postcount=2

Something like this.

DanielCoffey
06-07-20, 04:35 PM
Apologies if anyone was already working on the silhouettes in my Merchant Pack 02 - I have had to update the file because I had forgotten the _sil in most of the file names. I have uploaded v1.1 and corrected it.

Keeper Garrett
06-08-20, 06:30 AM
In USS Nautilus, I am having dreadful trouble with the mission, Pickup Unknown VIP. It is asking me to go to Corregidor fortress. I am told to go at night and pickup a some survivors. When I get within about 25 NM I get a message that they are leaving now and to look for their light near the Hamilton battery.


I look all around the Island and cannot find them.



I have searched the terms in the forum but couldn't find them.

torpedobait
06-08-20, 07:46 AM
Before I go to the trouble of putting it all together, is the NFD (Flying Dutchman) 3-mast sailing ship in the game somewhere, perhaps as a static ship in a harbour?



It has a ghost texture too rather than something realistic. It doesn't have a .sil file and its .eqp is empty so I am thinking it is simply a remnant from something?

I recently (mid-1944) encountered her near the Luzon Strait, almost due North of Aparri, PI. She is under sail, glowing and gleaming. My understanding is that she will fire on you if you get close enough. Beware!

EDIT: I have also seen her NW of the Hawaiian chain.

KaleunMarco
06-08-20, 09:32 AM
In USS Nautilus, I am having dreadful trouble with the mission, Pickup Unknown VIP. It is asking me to go to Corregidor fortress. I am told to go at night and pickup a some survivors. When I get within about 25 NM I get a message that they are leaving now and to look for their light near the Hamilton battery.


I look all around the Island and cannot find them.



I have searched the terms in the forum but couldn't find them.
i think that the message was intended to bring some context to the game-mission.
proceed with the original mission objectives and pick them up at the location indicated. they will be floating in a raft so use your lifeguard skills that you acquired by picking up downed aviators.
good luck!
:Kaleun_Salute:

KaleunMarco
06-08-20, 09:34 AM
FotRSU mod team, would it be possible to add Bungo Pete into the game? Something like TMO did where they added him and made the DD the only Akikaze destroyer in-game and its rating was Elite?

https://www.subsim.com/radioroom/showpost.php?p=2040769&postcount=2

Something like this.

there is a Bungo Pete single mission and there are are Akikaze DE's in the campaign.
What more could you ask for!


:Kaleun_Salute:

KaleunMarco
06-08-20, 09:45 AM
Is the choice of a CV/AV symbol for the MP/F intentional?

what do you mean by: you saw a CV/AV symbol? i am not sure i have seen such a thing.?

Also, what constitutes a Neutral TF? Is it just a couple of hospital ships or do they have escorts of some sort?

maybe not even with escorts.

propbeanie
06-08-20, 11:14 AM
Before I go to the trouble of putting it all together, is the NFD (Flying Dutchman) 3-mast sailing ship in the game somewhere, perhaps as a static ship in a harbour?

It has a ghost texture too rather than something realistic. It doesn't have a .sil file and its .eqp is empty so I am thinking it is simply a remnant from something?
The Flying Dutchman will mysteriously appear from nowhere. It is a haunted ship, doomed to roam the seas forever, never able to dock at home port, sort of like what happens to the sub skippers sometimes... Viewing it in the periscope or TBT should get the player a "What is that!" or similar display in the targeting display.


Having checked in at Area 6 in July 1944, I liberally reinterpreted my orders and went hunting off Hokkaido instead. While checking out Aomori Bay for itinerant warships, radar indicated a carrier-type vessel tied up at the docks. Although the weather wasn't bad enough to keep ASW vessels in port, I couldn't resist a CV, so I went in, running silently and taking no observations until in the plotted firing position.

When I raised the scope, instead of a CV or AV, a Modern Passenger/Freighter occupied the berth. Two torps later, it was on the bottom and I started moving away...only to notice a sonar contact in the same spot. The MP/F was still there and I had credit for sinking a completely undetected Ada Maru. Another two torps later, I had credit for both. There was no carrier.

Is the choice of a CV/AV symbol for the MP/F intentional?

Also, what constitutes a Neutral TF? Is it just a couple of hospital ships or do they have escorts of some sort?
The choice for the NavMap symbol falls to the ShpName_shp.dds file. What is your mod list? I'll look at the Modern Passenger/Freighter and see what it has, but I am curious how you were getting a CV icon with radar?

A "Neutral" convoy is a convoy that has a "Neutral" ship as the convoy leader. Now, I am not advocating that you sink any Hospital ships, because you will be reprimanded for such, but some of them are carrying ammunition and fuel under orders of Tojo... just sayin'... but you will find that some of them do indeed blow sky-high when hit with a torpedo... not all of them of course, just some... :roll: - you will also find IJN merchants and sometimes warships in those "neutral" convoys. They do bear 'vestigatin' and attacking if they are found to contain "contraband"... Just do NOT sink a "neutral" ship... :arrgh!:


Opportunity for Model Optimization... The model for the Browning Machine Guns in the MG_Tub_PT01 and MG_Tub_PT02 objects in guns.dat use grossly excessive numbers of triangles in their models. It is clear that they have been obtained from a site that does highly accurate gun modelling...
That is a Stock gun being used there, 2 of them side-by-side. Maybe we'll call upon our "gun expert", and see if he can't get us a better looking twin 50 that is lower on the count... Thanks.


FotRSU mod team, would it be possible to add Bungo Pete into the game? Something like TMO did where they added him and made the DD the only Akikaze destroyer in-game and its rating was Elite?
I don't think we have the Bungo Pete Single Mission in the mod, since that is a TMO 2.5 kinda thang - but, we do have Bungo Pete in the campaign. He comes out of Bungo Suido most everyday... The Akikaze is actually a DD Minekaze Class 2nd class destroyer, and as such, Bungo Pete in FotRSU drives a DE Akikaze, which listed as a Frigate. There are several "Bungo Pete" style patrols at various locations in Empire Waters. Almost all escort vessels in FotRSU are set to "Elite". Their sensors now makes them more or less aggressive...


In USS Nautilus, I am having dreadful trouble with the mission, Pickup Unknown VIP. It is asking me to go to Corregidor fortress. I am told to go at night and pickup a some survivors. When I get within about 25 NM I get a message that they are leaving now and to look for their light near the Hamilton battery.

I look all around the Island and cannot find them.

I have searched the terms in the forum but couldn't find them.
Some of the missions have "time limits" on stuff like that. If you do not follow the orders during the time frame intended, you will not find the situation is set the same way anymore. Plus, some missions might have orders to pick someone up, but they might also have an additional "If subjects not found within 12 hours, abandon mission". There is one in the Solomon Sea where a person gets the order to pick-up a coast watcher or whatever, and you roam back and forth all night, just to receive orders to try again in 24 hours... The pick-up people, as KaleunMarco mentions, should be in a raft, and you should find the fluorescent pink glow, just like with the "Survivor" pilots have, and they should be to the south side of the island. They should be almost directly south of Geary point, with is on the south side of the island. You have to have your submarine with the 3km pick-up circle, and sometimes have to get within 1200 yards of the pick-up subject to even see them. You also have to be at about 1-2 knots, look at them in the binoculars on the full Bridge View, and press the life-preserver circle button to get them onboard. Look for the pink glow to guide you though, and if you are much after that May 6th date, they will be gone.


I recently (mid-1944) encountered her near the Luzon Strait, almost due North of Aparri, PI. She is under sail, glowing and gleaming. My understanding is that she will fire on you if you get close enough. Beware!

EDIT: I have also seen her NW of the Hawaiian chain.
Hopefully you were northeast of Luzon maybe, or in the Straits... or else in a different mod maybe?? She has also been sighted in the Atlantic, so the stories go... Also, being Dutch, she should be "friendly", and usually does not fire her cannon (no eqp file :roll: ), but the IJN does fire upon her - she is Dutch, after all... some mods do have her firing her cannons...
:salute:

Texas Red
06-08-20, 12:40 PM
Man I wonder how a cannonball to a sub would be. :hmmm: :D

Mios 4Me
06-08-20, 01:17 PM
what do you mean by: you saw a CV/AV symbol? i am not sure i have seen such a thing.?

There are six symbols for ship types, aren't there? Minor ship, merchant, escort, CA/CL, BB, and CV/AV. Well, seven, I guess, with SS now available.





The choice for the NavMap symbol falls to the ShpName_shp.dds file. What is your mod list? I'll look at the Modern Passenger/Freighter and see what it has, but I am curious how you were getting a CV icon with radar?

I'm running strictly FotRSUE 1.1 with minor text edits. The symbol appears on the main map screen when detected via radar and fully zoomed in.

KaleunMarco
06-08-20, 01:39 PM
I don't think we have the Bungo Pete Single Mission in the mod, since that is a TMO 2.5 kinda thang - but, we do have Bungo Pete in the campaign. He comes out of Bungo Suido most everyday... The Akikaze is actually a DD Minekaze Class 2nd class destroyer, and as such, Bungo Pete in FotRSU drives a DE Akikaze, which listed as a Frigate. There are several "Bungo Pete" style patrols at various locations in Empire Waters. Almost all escort vessels in FotRSU are set to "Elite". Their sensors now makes them more or less aggressive..

my mistake.
i saw a Bungo Pete dotMIS file in the Campaign folder and figured that it was tied to a single mission.
however, after further review, it appears as if that file is loaded and executes along with the other dotMIS files.

so, the_beast will have to get himself and his boat assigned to Area 7 and hope that Pete comes out to play.:D

@the_beast, when you go after Pete, be advised that there will be mines and probably sub nets. good luck.

:Kaleun_Salute:

propbeanie
06-08-20, 01:54 PM
@ Mios 4Me - :hmmm: - 'magine that...


https://i.imgur.com/KulA1m8.jpg


plain as day... lol - unless you're on Windows 10 using the file preview window, and it is all "white" for the tranparency... :har: - We'll fix that for the next release... Now, should we add the airplanes to the ship, or change the icon?... :arrgh!:

@ the beast: We can add the shooting cannon, but that wouldn't be very fair to the IJN fleets and convoys, now would it? An indestructible ship roaming amongst them, and they can't destroy it. That'd be like having Godzilla in the game... :hmmm: - that gives me an idea...

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



@ KaleunMarco: Any mission, whether Single, Multi-Player or War Patrol, also loads the Campaign, so... you never know ~when~ Petie will come out to play... oh, that sounded so ~wrong~!!! You'll never know when Bungo Pete will come out to play... there, all better now... :oops:
:salute:

KaleunMarco
06-08-20, 02:39 PM
Man I wonder how a cannonball to a sub would be. :hmmm: :D

what makes you think The Dutchman was firing cannon balls?
it was the 20th century, you know.
:doh:

Fritz Klum
06-08-20, 05:08 PM
Hey, was wondering if its OK to post screenshots of the mod in this thread, or if there is a separate thread for that?

Texas Red
06-08-20, 08:56 PM
I would like to think that I speak for everyone that you can post screenies here.

Anyways, if not, I will make a new thread. Maybe title it "The SH4 Screenshot/Video thread"

I think I'll just do that anyway.

If Pete does come out to play, I won't be a friendly neighbor since seven of my Garden Gnomes have been destroyed. :D

I think in the next update, you guys should add a mission where you are ordered to shell a radio station or something. That would be very interesting.