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Jimbuna
06-09-20, 04:23 AM
Hey, was wondering if its OK to post screenshots of the mod in this thread, or if there is a separate thread for that?

https://i.postimg.cc/PqDBg310/Flying-Dutchman-1.jpg (https://postimages.org/)
https://i.postimg.cc/DZKtnrg0/Flying-Dutchman-2.jpg (https://postimages.org/)

Flying Dutchman avi http://www.mediafire.com/file/4mbwb0w1wsc56g5/Flying_Dutchman.avi/file

Moonlight
06-09-20, 05:08 AM
Hey Mr beanie, while you're changing that _shp file you can do the HeianTender as well because that has an aircraft carrier _shp file as well.

torpedobait
06-09-20, 08:03 AM
what makes you think The Dutchman was firing cannon balls?
it was the 20th century, you know.
:doh:

The first time I encountered the Dutchman was a few years back, somewhere NW of Hawaii. I got too close and she started firing at me. I didn't stick around to see if the projectiles were round or more modern.

I have also seen her around the Aleutians, but again that was a long time ago.

Texas Red
06-09-20, 08:10 AM
what makes you think The Dutchman was firing cannon balls?
it was the 20th century, you know.
:doh:



:haha:

Moonlight
06-09-20, 08:21 AM
A couple of missing .cfg files Mr beanie, are they using another ships .CFG?.
NDD_Clemson no .CFG file.
NLifeBoat_01 no .CFG file.

This NFD boat\ship is a strange one, I was under the impression that a frigate was a small destroyer type thing, this boat has ???s that need answering.

NFD no _sil file, .CFG file ClassName=Frigate UnitType=11 I've checked the NAMES file and a Type11=Battleship, .EQP file is empty as well, NFD_shp looks as though its a small patrol boat, is this right?.

I'm confused, which doesn't take much doing. :o

DanielCoffey
06-09-20, 10:33 AM
I have come across a possibly corrupt model for the NPPQ_ Liner. Silent 3ditor fails to display the main model and the majority of the objects that make it up.


It looks like this...

http://www.dcoffey.co.uk/images/silenthunter4/silhouettes/NPPQ_model.jpg


Hopefully I can still extract the parts into Blender to look at it.


EDIT : there are parts missing from the model for lifeboats, the cabin superstructure and some sort of stern mast to hold the very back of the cables. The hull, funnels, main masts and cables are present.

propbeanie
06-09-20, 11:48 AM
Hey, was wondering if its OK to post screenshots of the mod in this thread, or if there is a separate thread for that?
Anything "FotRSU" related is more than welcome in this thread, whether you are asking questions, correcting the modders, bragging, or just plain showing-off... We also accept example postings, etc, such as Jimbuna and the SH3 Flying Dutchman - besides the fact that he is a mod and can do most anything he wants to here... :har: - just no profanity, etc., following the guidelines of the SubSim user agreement. (Did I do OK, Jimbuna?... lol)


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.
I very much dislike it when a garden gnome goes missing, or is destroyed... We have been working on making some such "shelling" assignments. I especially would like the Makin Carlson's Raiders support boat Nautilus shell the lagoon, and have more than ships exploding. Also, an attack on Nauru, the phosphorus island, and other similar assignments. Getting things set correctly is part of the trouble, but we might eventually get there... "exploding", destructible things having to be "ships" is the main problem...


Hey Mr beanie, while you're changing that _shp file you can do the HeianTender as well because that has an aircraft carrier _shp file as well.
Duly noted previously, since those are "sister" ships, and it was already suspected as such...


A couple of missing .cfg files Mr beanie, are they using another ships .CFG?.
NDD_Clemson no .CFG file.
NLifeBoat_01 no .CFG file.

This NFD boat\ship is a strange one, I was under the impression that a frigate was a small destroyer type thing, this boat has ???s that need answering.

NFD no _sil file, .CFG file ClassName=Frigate UnitType=11 I've checked the NAMES file and a Type11=Battleship, .EQP file is empty as well, NFD_shp looks as though its a small patrol boat, is this right?.

I'm confused, which doesn't take much doing. :o
Both my Clemson and NLifeBoat_01 have cfg files in the Sea folder. If you are in a Roster folder, that would mean that they are not represented in that country's Roster. The NFD is the "Flying Dutchman", hence the "FD" of the "NFD". As such, it is a different beast, and does not need those other files.


I have come across a possibly corrupt model for the NPPQ_ Liner. Silent 3ditor fails to display the main model and the majority of the objects that make it up...
That is an experimental construction... I'll have to try to get s7rikeback's or vonDos's attention to come over and discuss, or maybe PM you the details. There is a setting in the nodes somewhere for that...
:salute:

DanielCoffey
06-09-20, 11:51 AM
Is the NLUS_ Liner somewhat similar? I am seeing parts in the DAT for the funnels with no 3d model (104 NLUS_Cosh02) as well as some models with empty UV mapping (121 NLUS_Cosh04).

propbeanie
06-09-20, 11:54 AM
Is the NLUS_ Liner somewhat similar? I am seeing parts in the DAT for the funnels with no 3d model (104 NLUS_Cosh02) as well as some models with empty UV mapping (121 NLUS_Cosh04).
Yes... I'll see if one of them can PM you, or maybe let you know how VonDos did his sil files...

Moonlight
06-09-20, 01:47 PM
Both my Clemson and NLifeBoat_01 have cfg files in the Sea folder.
I don't know where you've got those two files from Mr beanie as they're not in my sea folder.
I've unzipped the 100_FalloftheRisingSun_UltimateEdition_v1.1_EN zip file again on another hard drive and the .CFG files of those two ships are NOT in the sea folder.
So Mr beanie, you've got them but I haven't, a roll call of whose got them and who hasn't is needed me thinks.

IF THE SKIPPERS WOULD TAKE A MINUTE OR TWO OF THEIR TIME TO LOOK FOR THEM WE'LL FIND OUT ONE WAY OR AN OTHER, ooooohhhhh, wasn't that a song by Blondie. :O:

propbeanie
06-09-20, 01:54 PM
I don't know where you've got those two files from Mr beanie as they're not in my sea folder.
I've unzipped the 100_FalloftheRisingSun_UltimateEdition_v1.1_EN zip file again on another hard drive and the .CFG files of those two ships are NOT in the sea folder.
So Mr beanie, you've got them but I haven't, a roll call of whose got them and who hasn't is needed me thinks.

IF THE SKIPPERS WOULD TAKE A MINUTE OR TWO OF THEIR TIME TO LOOK FOR THEM WE'LL FIND OUT ONE WAY OR AN OTHER, ooooohhhhh, wasn't that a song by Blondie. :O:
FotRSU is a mod, and as such does not include files it does not need to. Look in the game folder when doing stuff like that... :salute:

DanielCoffey
06-09-20, 02:06 PM
A quick draining of the bilges confirms that those two CFG files are not present in a standard issue sub.


(Not present in the version of FotRSU that is current).

Mad Mardigan
06-09-20, 02:17 PM
I don't know where you've got those two files from Mr beanie as they're not in my sea folder.
I've unzipped the 100_FalloftheRisingSun_UltimateEdition_v1.1_EN zip file again on another hard drive and the .CFG files of those two ships are NOT in the sea folder.
So Mr beanie, you've got them but I haven't, a roll call of whose got them and who hasn't is needed me thinks.

IF THE SKIPPERS WOULD TAKE A MINUTE OR TWO OF THEIR TIME TO LOOK FOR THEM WE'LL FIND OUT ONE WAY OR AN OTHER, ooooohhhhh, wasn't that a song by Blondie. :O:

Took a moment & went through:

C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\FotRS\Data\Sea

from there went into the folder for each ship type you made mention of Moonlight...

& CAN confirm the .cfg's for each of them, are indeed in My copy of FotRSU-EN v1.1

:hmmm: :hmmm: :o

:06: No idea what went wrong for you, but... they are indeed there for Me.

Only thing I can suggest doing would be to see of re-downloading the mega mod & if you haven't done so already by now.. see of snatching a hold of the beta patch that propbeanie set up to download, as well.

Edit:

Doing a search through:

C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\FotRS\MODS\FotRS-U-ENv1.1-SH4v1.5\Data\Sea\

then going through the same ship roster in the sea folder for each 1 you mentioned... yeilds no .cfg for them... as such, suspect it is because they are IN the stock SH4 folders for ships in the sea folder of it.

Long & short of it, disregard My suggestion of re-downloading the mega mod.. but.. I still stand by the suggestion, if you haven't done so already.. snatch a hold of the beta patch by propbeanie.. and ensure activating it right after the mega mod.

Mad Mardigan

:Kaleun_Salute:

propbeanie
06-09-20, 02:27 PM
https://i.imgur.com/41rnF1L.jpg

https://i.imgur.com/NQJIbF6.jpg

Look at the dates on the files. They are Stock, and as such, are not changed by FotRSU, hence they are NOT in the folder structure of the mod... You might also notice other files in those folders that remain untouched.

Moonlight
06-09-20, 04:37 PM
Yep, I found them in the stock game files, I've been playing this mod too long Mr beanie, I'm beginning to think that this mod is the actual game, then again, could I have the first symptoms of Lockdown fever. :haha:

If you hear of a weird Englishman on the news its probably just me starting to crack up. :O:

Mad Mardigan
06-09-20, 04:56 PM
In the text box that shows when something is spotted, or in this case.. I give the order to go to 'Ahead 1/3', the audio confirm from the crewman responsible repeats that order... yet in the text box, the order reads as 'Ahead 2/3' instead... how the heck do I correct that so that when I tell them to go to 1/3, the text in the text box, will reflect 'Ahead 1/3'.. & match up with the audio files??? :06: :hmmm: What needs being edited to correct that...

p.s.

This same issue is also with 2/3, as well.. I give order for 'Ahead 2/3, audio matches that, yet... YET.. the text confirm for it is butt backwards & reads as 'Ahead 1/3'.... :o :doh: :06: :06: :06: :/\\!!

propbeanie
06-09-20, 08:26 PM
Yep, I found them in the stock game files, I've been playing this mod too long Mr beanie, I'm beginning to think that this mod is the actual game, then again, could I have the first symptoms of Lockdown fever. :haha:

If you hear of a weird Englishman on the news its probably just me starting to crack up. :O:
So long as it's not s7rikeback we see on the news...
:har:


In the text box that shows when something is spotted, or in this case.. I give the order to go to 'Ahead 1/3', the audio confirm from the crewman responsible repeats that order... yet in the text box, the order reads as 'Ahead 2/3' instead... how the heck do I correct that so that when I tell them to go to 1/3, the text in the text box, will reflect 'Ahead 1/3'.. & match up with the audio files??? :06: :hmmm: What needs being edited to correct that...

p.s.

This same issue is also with 2/3, as well.. I give order for 'Ahead 2/3, audio matches that, yet... YET.. the text confirm for it is butt backwards & reads as 'Ahead 1/3'.... :o :doh: :06: :06: :06: :/\\!!
OK, we had that fixed on all accounts before... I'll look into it. That is in the menu.txt file, and is pointed to with a number... looks like phrases 1011 and 1012... which look to be switched, but let me check the calling location... I thought it had been switched at the source so that both the audio and text would then be correct, with the correct speed setting - which when you ask for Ahead one third, you do get one third, correct, and the boat speeds up to Ahead two thirds when you ask for it on the telegraph or keyboard? Thanks. :salute:

Edit: OK, it all looks good here, I'll try the game in a bit, but had you noodled with, or replaced the Commands.cfg file, or the menu.txt file? OK, in-game "testing" reveals that a <1> key press gets me "Ahead one third" in the text and in the voice. a <2> key press gets me "Ahead slow" in the voice, and "Ahead two thirds" in the text. The same with the telegraph settings, and that is with an S-18 and a Sargo boat... Thanks.

Mad Mardigan
06-09-20, 08:44 PM
So long as it's not s7rikeback we see on the news...
:har:



OK, we had that fixed on all accounts before... I'll look into it. That is in the menu.txt file, and is pointed to with a number... looks like phrases 1011 and 1012... which look to be switched, but let me check the calling location... I thought it had been switched at the source so that both the audio and text would then be correct, with the correct speed setting - which when you ask for Ahead one third, you do get one third, correct, and the boat speeds up to Ahead two thirds when you ask for it on the telegraph or keyboard? Thanks. :salute:

Edit: OK, it all looks good here, I'll try the game in a bit, but had you noodled with, or replaced the Commans.cfg file, or the menu.txt file? Thanks

Commands.cfg, not that I recall of.. I did recall looking at the menu.txt file & swapped around 1011 & 1012 so that it was in the order:

1011=Ahead 1/3 (one third)
1012=Ahead 2/3 (two third/s)

BUT.. I did that a bit back... and no idea when this started occurring what with the reversal of the text confirms for speed commands vs the audio one's, I do have that patch you set up for d/l recently.. Dunno if that (possibly?) could have implications of it occurring... Not saying it is the direct cause, just saying it wouldn't hurt to check to ensure it isn't a possible one.

Not at the computer atm... Will recheck that directly & post My findings...

p.s.

Boat I'm in, is a Sargo based out of Manilla, an not sure of the date, but it's early on in the earliest career start off. Only 2-3 days out of port. Orders to patrol Luzon Straights for 10 days, iirc...

propbeanie
06-10-20, 08:19 AM
There is nothing in the 101_prBetaPatch_v1.1 that would interfere with that. Changing the order of whole line of text in the menu.txt file wouldn't matter, since the game finds it by the number, but if you changed the relationship "1011=Ahead two thirds" and "1012=Ahead one third", to
1011=Ahead one third
1012=Ahead two thirds
that would matter, and would make the difference. There is a menu.txt in the mod though, so when you changed versions and deleted the Save folder, it should have put it back the way it needs to... :salute:

torpedobait
06-10-20, 08:22 AM
IF THE SKIPPERS WOULD TAKE A MINUTE OR TWO OF THEIR TIME TO LOOK FOR THEM WE'LL FIND OUT ONE WAY OR AN OTHER, ooooohhhhh, wasn't that a song by Blondie. :O:

My v1.1 does NOT have .cfg files for the Clemson or either Lifeboat (there are 2).

However, all 3 have .cfg files in the base game Sea folder. Hope this helps.

dbcrutch12
06-10-20, 10:57 AM
So I haven't played SH4 in years but got the hankering a few days ago. I downloaded and installed the game plus the FORTSU mod. Played a few days and everything was great. Starting my 3rd patrol, 65k or so total tonnage over the first 2, not staggering but I'm old and out of practice. Anyway, today, my save games refuse to load. The bar fills up, it looks like it's going to, and then it just sits. I hate to lose my save game but whatever, my bigger concern is getting invested in another start and then this happening again. If anyone can help that'd be awesome as I've been having a blast the last couple of days. Thanks a lot!!

XenonSurf
06-10-20, 10:59 AM
2 questions about FOTRSU 1.1:

a)
Is it possible to change the map on the command room's table in the Gato sub to be the normal map, not the attack map?

b)
Is there any optional mod compatible with this main mod to mount deck guns on the back part of the sub (like an optional mod in TMO)? I know I would have to chose this before starting a career because the stock SH4 game doesn't allow deck gun changes without making the crew roster disappear.

Thanks,
XS

mikesn9
06-10-20, 11:21 AM
Running FOTRSU 1.1 patrol 1 out of Midway.
Had a 10 day patrol area, stayed in area, sank a few ships here & there.
At the end of 10 days,I received a radio message: patrol anywhere, or go to port.
Moved south, found a target, sank it. then I radioed in, Immediately got a message for a zone to patrol (Abridge, I believe).
Headed that way, took out another few ships on the way, no where near zone yet, radioed in, got a new zone (11, I think, I've slept and drank since)


Is this normal: get a new zone every time I radio in?

Moonlight
06-10-20, 11:29 AM
Don't phone home, you can do what the hell you want after you've completed your main patrol objective. :up:

propbeanie
06-10-20, 12:41 PM
So I haven't played SH4 in years but got the hankering a few days ago. I downloaded and installed the game plus the FORTSU mod. Played a few days and everything was great. Starting my 3rd patrol, 65k or so total tonnage over the first 2, not staggering but I'm old and out of practice. Anyway, today, my save games refuse to load. The bar fills up, it looks like it's going to, and then it just sits. I hate to lose my save game but whatever, my bigger concern is getting invested in another start and then this happening again. If anyone can help that'd be awesome as I've been having a blast the last couple of days. Thanks a lot!!
Do you have LAA properly activated on the SH4.exe file? Do you have the patch (https://www.subsim.com/radioroom/showthread.php?p=2675868#post2675868) applied on top of FotRSU? Do you happen to remember your orders for your 3rd patrol? Thanks


2 questions about FOTRSU 1.1:

a)
Is it possible to change the map on the command room's table in the Gato sub to be the normal map, not the attack map?

b)
Is there any optional mod compatible with this main mod to mount deck guns on the back part of the sub (like an optional mod in TMO)? I know I would have to chose this before starting a career because the stock SH4 game doesn't allow deck gun changes without making the crew roster disappear.

Thanks,
XS
a) Yes, that is possible to do... I checked several subs, and most go to the Attack map with that, but looking at a Sargo boat, there are a few things "extra" on the table, and we might include a couple of those in the other boats, and have more clickable links, so that there can be an Attack Map and a Navigation Map link. Since the map on the table appears to be a Navigation Map, we'll do that change, and make a clipboard (if I can cut it out of the Sargo) as the Attack Map link, and add a 2nd coffee cup for Crew Management... Sound good?

b) There is NOT a compatible mod for that, though there is a plan for that, but it is further off in the future than it was even yesterday. We want to attempt to get the guns behavior back to Stock when it comes time for an upgrade there, since most folks are familiar with recovering the gun crew in the Stock game. That has to come first. In FotRSU, it is not always possible since the guns are "glued" to the deck, yet the game still has a tendency to wipe-out the gun crew in about 1/3 of the upgrades... In any case, it will be a while.


Running FOTRSU 1.1 patrol 1 out of Midway.
Had a 10 day patrol area, stayed in area, sank a few ships here & there.
At the end of 10 days,I received a radio message: patrol anywhere, or go to port.
Moved south, found a target, sank it. then I radioed in, Immediately got a message for a zone to patrol (Abridge, I believe).
Headed that way, took out another few ships on the way, no where near zone yet, radioed in, got a new zone (11, I think, I've slept and drank since)

Is this normal: get a new zone every time I radio in?
Don't phone home, you can do what the hell you want after you've completed your main patrol objective. :up:
Exactly. Normal behavior. You will keep getting assignments until you get below 10% of ammunition, or 30% of fuel - I think... It might be like 25% of fuel... Some of the missions that are closer in to bases get down to 8% and 20% levels... Wait until the lifeguard missions get added back in... they will run you ragged, since you don't need ammo for those, just fuel...
:salute:

XenonSurf
06-10-20, 06:06 PM
a) Yes, that is possible to do... I checked several subs, and most go to the Attack map with that, but looking at a Sargo boat, there are a few things "extra" on the table, and we might include a couple of those in the other boats, and have more clickable links, so that there can be an Attack Map and a Navigation Map link. Since the map on the table appears to be a Navigation Map, we'll do that change, and make a clipboard (if I can cut it out of the Sargo) as the Attack Map link, and add a 2nd coffee cup for Crew Management... Sound good?

b) There is NOT a compatible mod for that, though there is a plan for that, but it is further off in the future than it was even yesterday. We want to attempt to get the guns behavior back to Stock when it comes time for an upgrade there, since most folks are familiar with recovering the gun crew in the Stock game. That has to come first. In FotRSU, it is not always possible since the guns are "glued" to the deck, yet the game still has a tendency to wipe-out the gun crew in about 1/3 of the upgrades... In any case, it will be a while.




Thanks Propbearnie, that sounds good indeed, it's nice that you and your team is going on working with FOTRSU :)
For immersion, I'm quite often moving inside the sub and I rarely use the attack map except to setup a serie of torpedos to fire, here this map is helpful, except from that I'm more using the NavMap also for plotting intercept lines etc.
And for the back deck gun, I can surely wait, if not I take the Narwhal class sub, one of the few subs with 2 deck guns, I'm happy it's in the mod.
Greetings,
XS

Fritz Klum
06-10-20, 08:31 PM
any way to make the campaign more challenging? seems that I shouldn't be able to rack up 390,000 of sunk ships in 6 war patrols :hmmm:.


Granted, I didn't have the more duds addon activated, which I am going to use with a new career, but the IJN escort ships seem.... almost oblivious. I was able to infiltrate the IJN task force headed for midway and sail right into the middle of them on the surface at night, then simply follow with them as if I were a part of their fleet. I trailed them for about 3-4 (in game) hours before lining up a shot and sinking a battleship, then escaping without any damage. During that whole time, they only were aware of my presence after I had sunk their battleship.


Were the Japanese escorts in the Pacific theater really that bad? that's borderline negligence.

Mad Mardigan
06-11-20, 12:37 AM
There is nothing in the 101_prBetaPatch_v1.1 that would interfere with that. Changing the order of whole line of text in the menu.txt file wouldn't matter, since the game finds it by the number, but if you changed the relationship "1011=Ahead two thirds" and "1012=Ahead one third", to
1011=Ahead one third
1012=Ahead two thirds
that would matter, and would make the difference. There is a menu.txt in the mod though, so when you changed versions and deleted the Save folder, it should have put it back the way it needs to... :salute:

I deleted the save game folder, after unloading the mods, went back to the unzipped downloads, used them for reference & went back into the menu.txt and set them back to the way it read in the 1011 & 1012 lines.. then saved & closed it out.

After that, reactivated the mods, started up & can report that text confirms now match up with the audio confirms for ''Ahead 1/3 - Ahead 2/3'' orders.

dbcrutch12
06-11-20, 07:36 AM
Do you have LAA properly activated on the SH4.exe file? Do you have the patch (https://www.subsim.com/radioroom/showthread.php?p=2675868#post2675868) applied on top of FotRSU? Do you happen to remember your orders for your 3rd patrol? Thanks
:salute:


Hey! Thanks for taking the time to answer! I do have LAA properly activated. I know as I was originally getting CTD after I installed before I activated the LAA.



I do not have the patch you linked applied at this time. I tried to do it just now but got a CTD. It may be me failing to install it properly, if you could help there that would be great. Modding isn't a strong suit of mine, or really any suit.



Edit: I applied the patch through JSGME and I think I have it done correctly. I'm not sure how to tell though. I can start a new game but my saves are still dead.





As for my orders, I had done 2 normal objectives, perform patrol in the circled area for 3-5 days or whatever. Sank a merchant or 2 in each area before radioing in. I received orders to head to another area, with no circle, just the marker, and standby for further orders. My save was made as I was headed to that area.


Thanks!

Havan_IronOak
06-11-20, 08:22 AM
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...


I've a number of other games that I bought pre-Steam but Steam has a facility where you can enter the serial number and it gives you ownership of a steam version of the game. That allows you to buy DLCs without having to repurchase the base game.

Havan_IronOak
06-11-20, 08:47 AM
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.

I took about 24 points of hull damage to my Tambor class sub due to a close encounter with a troop transport in really shallow waters.

When I ended my patrol in Freemantle (Nov 1942) the damage was repaired and my hull was back up to 100% when I left on my next mission.

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?

1) For what it's worth my Tambor class sub also gets filled with Mark10s when I end a patrol in Freemantle. However, if I stop for a quick refit at that sub base in extreme NW Australia I get the Mark15s and it saves me a bit of swapping out.
2) I've still not seen any SJ radar on offer though my last patrol ended in Late 42. Does anyone know when it kicks in?
3) Was offered the Bofurs AA gun and swapped it in. Tried it on a junk more as an experiment than anything else but after emptying two clips of HE ammo and seeing no damage I gave up. I was pretty close and don't think I missed all that much. Does that seem right?



-- Other odds & ends --
4) Reported earlier that I was only seeing a very few medals after each patrol for my crew. Got about 6 after ending my 5th patrol. So I guess that that IS working fine.
5) Pretty much emptied 5 boatloads of Mark15s. Only got 1 reported dud so far. That's using magnetic triggers and setting the depth of merchants to 20+ . Only one ran under the target ship. There have been a few misses of course. Not sure what the dud rate the mod is using is set at, but I'm using the base mod, none of the extra duddy torpedoes.

propbeanie
06-11-20, 09:16 AM
any way to make the campaign more challenging? seems that I shouldn't be able to rack up 390,000 of sunk ships in 6 war patrols :hmmm:...
The Japanese escorts really were that bad initially, but they got up to speed just fine when allowed to by the command structure. We attempted to allow a night surface attack, but it sounds like it went too far... and "yes" there will be add-in mods that will crank up the AI response. We are after consistency right now.

I deleted the save game folder... started up & can report that text confirms now match up with the audio confirms for ''Ahead 1/3 - Ahead 2/3'' orders.
Excellent!

Hey! Thanks for taking the time to answer! I do have LAA properly activated. I know as I was originally getting CTD after I installed before I activated the LAA...
... Edit: I applied the patch through JSGME and I think I have it done correctly. I'm not sure how to tell though. I can start a new game but my saves are still dead.

As for my orders, I had done 2 normal objectives, perform patrol in the circled area for 3-5 days or whatever. Sank a merchant or 2 in each area before radioing in. I received orders to head to another area, with no circle, just the marker, and standby for further orders. My save was made as I was headed to that area.
Bad information was written into your Save folder. It sounds like the assignment you were given. Do you have any idea about where the location of the "Star" was? I know that you had a mission that when you got into the area, it would tell you to sink ships, but were you ordered toward the coast of Indo-China, or Formosa? Philippine Sea? etc...

I've a number of other games that I bought pre-Steam but Steam has a facility where you can enter the serial number and it gives you ownership of a steam version of the game. That allows you to buy DLCs without having to repurchase the base game.
Good info to know! Thanks!

...
-- Other odd comments--
1) I've not chimed in in a few days as I've been away but for what it's worth my Tambor class sub gets filled with Mark10s when I end a patrol. However, if I stop for a quick refit at that sub base in extreme NW Australia I get the Mark15s and it saves me a bit of swapping out.
2) I've still not seen any SJ radar on offer though my last patrol ended in Late 42. Does anyone know when it kicks in?
3) Tried the Bofurs AA gun on a junk more as an experiment than anything else but after emptying two clips of HE ammo and seeing no damage I gave up. I was pretty close and don't think I missed all that much. Does that seem right?
We do have the fix in for the Mark 10s. I thought I had done great, in that the S-Boats were loading Mark 10s - problem solved! Not so fast there bucko! The Fleet Boats started loading the Mark 10s also!... thanks to Moonlight, torpedobait and especially mazzi, the issue is back to "normal" (as normal can be)... As for the radar, an upgrade cannot be applied until it has the proper mounts... which come with a new conning tower. This also happens with the subs later in the game when the Observation Periscope gets the radar mount... We have to find a way for the conns to be in place, without absolutely ruining the new boat procedure... The Sampans are weird. Given time, we'll try to look into their damage model. Next time, try armor-piercing rounds. I know, it doesn't make any sense, but it does not look like ships are built to detect the ordnance, only the collision with same. The ordnance then imparts its damage-giving stuff... so some of the wooden ships are built a pinch too strong may-haps. I can't remember all of them, but it is more than the Sampans... Shoot at a lifeboat sometime, and watch it go flying through the air, but further than the Ko used to... lol - the duds... The 'normal' rate in FotRSU with no add-ins is rather low. You need to add one of the torpedo dud mods from the Extras folder if you want to get closer to what really happened. Even still, with the highest level I made, you still have over half of your torpedoes doing what they were designed to, in spite of BuOrd failing to test them... :roll:
:salute:

Havan_IronOak
06-11-20, 09:40 AM
...We do have the fix in for the Mark 10s.

...As for the radar, an upgrade cannot be applied until it has the proper mounts... which come with a new conning tower.

...The Sampans are weird. Given time, we'll try to look into their damage model. Next time, try armor-piercing rounds.
... the duds... The 'normal' rate in FotRSU with no add-ins is rather low. You need to add one of the torpedo dud mods from the Extras folder if you want to get closer to what really happened.
:salute:


Thanks again for a great mod and for dealing with all these questions. I'm really enjoying the game and just thought I'd add my two cents worth regarding the topics folks have raised in the last few days while I've been away. I'm having a great time and none of the minor stuff is really affecting that, just thought I'd mention it for the sake of others and to give you the additional data. I did spot the preference for Mark10s quite early on and probably should have mentioned it but it wasn't really an issue as I could easily swap them out and/or make a refit stop to ensure I was mostly full of Mk14s:yeah:

dbcrutch12
06-11-20, 10:11 AM
Bad information was written into your Save folder. It sounds like the assignment you were given. Do you have any idea about where the location of the "Star" was? I know that you had a mission that when you got into the area, it would tell you to sink ships, but were you ordered toward the coast of Indo-China, or Formosa? Philippine Sea? etc...
Actually I remember exactly although I'm not really sure why? It was "Sector 7" just NE of Takanabe. The lat/long of the star would be about 132°10'E and 32°3'N.

XenonSurf
06-11-20, 10:52 AM
I wonder if using high TC over x1024 in acceptable conditions (no traffic nearby, not in a port vicinity, no airplanes), if this would result in targets not being found or contact reports not being sent to me. I have the bad suspicion that I'm using high TC too often and maybe that's the reason why I'm not getting enough contacts. For now, after starting about 4 careers, I have found isolated ships or airplanes, but no convoys or task forces; the few contact reports I got were not possible to intercept and very far away from my operation area.


For example when departing from Pearl Harbor I move usually towards Midway to refuel, and use x2048 or even x4096 speed, all ok in this situation because I don't expect any enemy encounter. But as said, I wonder if using x2048 in other situations later around my patrol area would result in not giving me any contacts as opposed to use a TC of say x256, x512 or x1024. Or does it not matter?


Thanks to clarify for me,
cheers,
XS

KaleunMarco
06-11-20, 11:50 AM
I wonder if using high TC over x1024 in acceptable conditions (no traffic nearby, not in a port vicinity, no airplanes), if this would result in targets not being found or contact reports not being sent to me. I have the bad suspicion that I'm using high TC too often and maybe that's the reason why I'm not getting enough contacts. For now, after starting about 4 careers, I have found isolated ships or airplanes, but no convoys or task forces; the few contact reports I got were not possible to intercept and very far away from my operation area.


For example when departing from Pearl Harbor I move usually towards Midway to refuel, and use x2048 or even x4096 speed, all ok in this situation because I don't expect any enemy encounter. But as said, I wonder if using x2048 in other situations later around my patrol area would result in not giving me any contacts as opposed to use a TC of say x256, x512 or x1024. Or does it not matter?


Thanks to clarify for me,
cheers,
XS

high TC certainly would affect contacts.
if we accelerate time-spent such that 1 sec of real time equals 2048 (or more) seconds of game time we will miss opportunities for intersection.
one of things we (SH4-Kaleuns) have discovered is that using TC over 1024 is perilous...for many reasons...you just mentioned another.
after years of struggling with unexpected CTD's, etc, i have restricted my TC to max of 1024.
i was going to repeat a flippant remark of Doc Brown from Back to the Future but i will stifle myself.:D
good luck with whatever you decide to do.
:Kaleun_Salute:

propbeanie
06-11-20, 12:04 PM
Actually I remember exactly although I'm not really sure why? It was "Sector 7" just NE of Takanabe. The lat/long of the star would be about 132°10'E and 32°3'N.
This is why:

https://i.imgur.com/3pQO8Sl.jpg

with your description of where you were, which Bungo Suido or Bungo Straits would have worked also, but the more detail we get, the closer we can get to finding where you were when an issue is encountered. In this case, I can now look at the boat assignments in the Flotillas file, making certain all the "I"s are dotted, and the "T"s crossed, with proper use of white space and commas and colons... Then I can go look in the PatrolObjectives file, based upon the call from the Flotillas file, and make certain there aren't anymore typos in that file, of which we did find a half-dozen just the other day, based upon another user's report. We may well have already fixed what you have encountered, and I might have decided that it is not a CTD-bringer, but it is apparently... After you have the patch applied though, if you have a Save prior to docking after your 2nd patrol, you could use that, and be able to then continue. Otherwise, unless you know how to find the assignment in the Save folder files, and properly correct it (I usually ruin my Save data whenever I try), you would have to "do over"... sorry. KaleunMarco and a few others are old-hands at doing stuff like that, but I am worse than inept...

I wonder if using high TC over x1024 in acceptable conditions (no traffic nearby, not in a port vicinity, no airplanes), if this would result in targets not being found or contact reports not being sent to me...
The use of "high" TC (what is considered "high" in this game??) can and does cause issues with all aspects of the game, resulting in some odd behavior. However, 1024x was long considered as "safe" in SH4, except on the weakest of machines, and 2048x used to be FotRSU's highest setting, then raised to 4096x. I do not recall what it is now... I do not go over 2048x myself, because I have had unexplained issues during testing when going higher. This is most likely a function of my machine's set-up. This is an old Core2Duo, quad-core at 2.something GHz with 8gig of RAM and 2x (plus) WD Black 7200 rpm hard drives and an nVidia GTX 560Ti video card, going into a 1920x1080 LCD monitor. I have seen things "flash" for that brief moment in time while in higher TC, and when I finally get my finger on the <Backspace> key and look, I have taken damage and the enemy is gone - whatever it was... But, I have also found that when I have been sighted by an airplane, that it might be a couple of days before I get "contacts" again. I did not think that was "modeled" in the game, but it sure seems like it sometimes. One last point though, is that it is very difficult to balance the campaign for the "in between" periods, where the game goes from the 42a to the 42b to the 43a layer, etc, and you can have "quiet" periods between the end of Feb 1942 to mid-March, again between Sept 1942 to mid October 1942, etc... :salute:

Moonlight
06-11-20, 12:19 PM
Its August 24th 1942 and its my 5th patrol, a brand new career was started from Midway, the SH4 documents folder was deleted and the stock game files were checked with no changes reported from JSGME.
Activated mod list.
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
3000 Yard Bearing Tool (1920x)
Daniel Coffeys SilhouettesMerchant01, SilhouettesMerchant02, SilhouettesSmallVessels03, SilhouettesLiners04.

The problem with Mk10 loadouts are fixed, yay, hydrophone surface contacts is fixed too, yay again.
SD radar thingie has not displayed its green screen in either a Gar or a Gato from start of career, I've just been offered an Improved SD radar and thats not on display either, turning it on or off has never had it displaying in either boat. That surface radar thingie is on display but not lit up, whereas the SD thingie has just a black screen, is this as intended or have you borked the files again. :haha:

Something is not right with either the upgrade files, the 2 boats already mentioned or its Midway that's not set up right, there's probably a lot more files involved as well but I wouldn't know what they would be.

End of report and waiting patiently for some answers. :o

dbcrutch12
06-11-20, 12:39 PM
This is why:

with your description of where you were, which Bungo Suido or Bungo Straits would have worked also, but the more detail we get, the closer we can get to finding where you were when an issue is encountered. In this case, I can now look at the boat assignments in the Flotillas file, making certain all the "I"s are dotted, and the "T"s crossed, with proper use of white space and commas and colons... Then I can go look in the PatrolObjectives file, based upon the call from the Flotillas file, and make certain there aren't anymore typos in that file, of which we did find a half-dozen just the other day, based upon another user's report. We may well have already fixed what you have encountered, and I might have decided that it is not a CTD-bringer, but it is apparently... After you have the patch applied though, if you have a Save prior to docking after your 2nd patrol, you could use that, and be able to then continue. Otherwise, unless you know how to find the assignment in the Save folder files, and properly correct it (I usually ruin my Save data whenever I try), you would have to "do over"... sorry. KaleunMarco and a few others are old-hands at doing stuff like that, but I am worse than inept...

:salute:






Hey! I hate to lose that save but as I've already started a new one with the patch it is what it is. I hope my info helps iron out some of the issues. I'm glad folks like you take the time to make mods like this, it's way out of my depth! and for the record the mission was the "Proceed to area 7 and standby for further orders."


Thanks for all your help!

propbeanie
06-11-20, 01:21 PM
Its August 24th 1942 and its my 5th patrol, a brand new career was started from Midway, the SH4 documents folder was deleted and the stock game files were checked with no changes reported from JSGME.
Activated mod list.
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
3000 Yard Bearing Tool (1920x)
Daniel Coffeys SilhouettesMerchant01, SilhouettesMerchant02, SilhouettesSmallVessels03, SilhouettesLiners04.

The problem with Mk10 loadouts are fixed, yay, hydrophone surface contacts is fixed too, yay again.
SD radar thingie has not displayed its green screen in either a Gar or a Gato from start of career, I've just been offered an Improved SD radar and thats not on display either, turning it on or off has never had it displaying in either boat. That surface radar thingie is on display but not lit up, whereas the SD thingie has just a black screen, is this as intended or have you borked the files again. :haha:

Something is not right with either the upgrade files, the 2 boats already mentioned or its Midway that's not set up right, there's probably a lot more files involved as well but I wouldn't know what they would be.

End of report and waiting patiently for some answers. :o
The SD radar does not have a screen that lights. It does not have a screen at all. Only the SJ does - both the "A" scope and the PPI are for the SJ. You should get the SJ in June or later 1942, dependent upon your base.

Does the SD turn on & off as intended? Do you get a text message in the "Comm Box" informing you that as you press the <T> key, that it toggles it? A <Ctrl><T> combo does the SJ, or either or both can be controlled by the menu buttons. The SJ radar will sometimes have problems upgrading if you do not have the correct conning tower upgrade already in-place when it goes to upgrade. But all boats should show SJ radar after about June 1942, location dependent, then Improved SD sometime after March 1943, Improved SJ after June 1943, and then SV and ST after Jan 1945...

Part of the upgrading process is that most of the radars mount on specific masts, which go in specific places on specific sails. If you don't have the proper conning tower, you won't have the proper mast, resulting in a borked radar installation.

Hey! I hate to lose that save but as I've already started a new one with the patch it is what it is. I hope my info helps iron out some of the issues. I'm glad folks like you take the time to make mods like this, it's way out of my depth! and for the record the mission was the "Proceed to area 7 and standby for further orders."
Thanks for that. As info, I have not found anything wrong in any of files thus far, but I will run some automated "searches" tonight to be certain. I did have the correct file then to begin the hunt with... There are quite a few factors that contribute to the loss of a Save file, scariest of course being mod issues, but also, shelling out to Windows should be avoided, high levels of TC should be avoided (which is a very subjective matter, and very computer dependent). One person does fine, while another has all sorts of issues. The free space on the drive, as well as fragmentation level, and the speed of the drive, can all influence things, as well as whether you use write-caching on the drive and / or give the computer time to write the save data. Even still, with the best operating practices, the Saves can and do just quit functioning... Starting with a clean Save folder after mod activation is SOP, and not changing the mod after beginning a career should be also, but...

DanielCoffey
06-11-20, 02:18 PM
How accurate are the named-vessel models supposed to be in terms of their size and draft?

The reason I am asking is that the model for the NCV Hiryu has a much deeper draft than the real vessel and may need to be edited to sit higher in the water and have its texture changed to lower the waterline. The wiki states she had a draft of 7.8m but the Blender model measures at 9.1m which is somewhat deeper than the other CVs I have tackled so far.

In addition the NCV Akagi had a real draft of 8.7m but the Blender model measures shallower at 7.8. No paint job would be needed on that one as it already sits with the paint line at or below the water.

The NCV Enterprise was supposed to sit at 7.9m but the Blender model is slightly shallower at 7.1m.

At the end of the day is it more important just for the game stats to be correct as per the model so we can hit the damned things or are they supposed to be fairly accurate tributes to the actual vessels?

KaleunMarco
06-11-20, 03:41 PM
Hey! I hate to lose that save but as I've already started a new one with the patch it is what it is. I hope my info helps iron out some of the issues. I'm glad folks like you take the time to make mods like this, it's way out of my depth! and for the record the mission was the "Proceed to area 7 and standby for further orders."


Thanks for all your help!
my apologies i have been busy with work.
what is or was the original issue?
i looked backward through the posts and i cannot find it which is probably more my problem than it is yours.
i would be glad to put another pair of eyes on a dotMIS file.

:Kaleun_Salute:

propbeanie
06-11-20, 04:07 PM
How accurate are the named-vessel models supposed to be in terms of their size and draft?
Oh, they are supposed to be spot-on :roll:
The reason I am asking is that the model for the NCV Hiryu has a much deeper draft than the real vessel and may need to be edited to sit higher in the water and have its texture changed to lower the waterline. The wiki states she had a draft of 7.8m but the Blender model measures at 9.1m which is somewhat deeper than the other CVs I have tackled so far.
If you look at the model, as it sits in the display, you might notice sometimes that the little blue,green,red node indicator for the whole ship model is shifted forward, and sometimes downward or upward. The CA Furutaka sat so high for the longest time, you had to set for DD depth... not cool. Some of the models have that issue. Others are just drawn slightly off.
In addition the NCV Akagi had a real draft of 8.7m but the Blender model measures shallower at 7.8. No paint job would be needed on that one as it already sits with the paint line at or below the water. The NCV Enterprise was supposed to sit at 7.9m but the Blender model is slightly shallower at 7.1m.
Several of the merchants are like this...
At the end of the day is it more important just for the game stats to be correct as per the model so we can hit the damned things or are they supposed to be fairly accurate tributes to the actual vessels?
At the end of the day, I don't care about "historical" when it comes to targeting a vessel. It is difficult enough as it is with the stadimeter in the game to hit something. Being off by one pixel at the wrong time can really mess you up (especially me), so I would say that we have a game here, and to set the figures to what the model shows. There is a setting in the cfg files for "variation" for the draft, plus if a person puts in a "duds" mini-mod, there will be plenty enough misses without having the "draught" of a vessel showing 10 feet deeper than it really is in the game, and then the torpedo goes 25 deeper than that... However, it is ~your~ mod, so if you want historical, it will be "historical" then... :yeah:


my apologies i have been busy with work.
what is or was the original issue?
i looked backward through the posts and i cannot find it which is probably more my problem than it is yours.
i would be glad to put another pair of eyes on a dotMIS file.

:Kaleun_Salute:
So I haven't played SH4 in years but got the hankering a few days ago. I downloaded and installed the game plus the FORTSU mod. Played a few days and everything was great. Starting my 3rd patrol, 65k or so total tonnage over the first 2, not staggering but I'm old and out of practice. Anyway, today, my save games refuse to load. The bar fills up, it looks like it's going to, and then it just sits. I hate to lose my save game but whatever, my bigger concern is getting invested in another start and then this happening again. If anyone can help that'd be awesome as I've been having a blast the last couple of days. Thanks a lot!!
Hey! Thanks for taking the time to answer! I do have LAA properly activated. I know as I was originally getting CTD after I installed before I activated the LAA.

I do not have the patch you linked applied at this time. I tried to do it just now but got a CTD. It may be me failing to install it properly, if you could help there that would be great. Modding isn't a strong suit of mine, or really any suit.

Edit: I applied the patch through JSGME and I think I have it done correctly. I'm not sure how to tell though. I can start a new game but my saves are still dead.

As for my orders, I had done 2 normal objectives, perform patrol in the circled area for 3-5 days or whatever. Sank a merchant or 2 in each area before radioing in. I received orders to head to another area, with no circle, just the marker, and standby for further orders. My save was made as I was headed to that area.

Thanks!
Actually I remember exactly although I'm not really sure why? It was "Sector 7" just NE of Takanabe. The lat/long of the star would be about 132°10'E and 32°3'N.
Hey! I hate to lose that save but as I've already started a new one with the patch it is what it is. I hope my info helps iron out some of the issues. I'm glad folks like you take the time to make mods like this, it's way out of my depth! and for the record the mission was the "Proceed to area 7 and standby for further orders."

Thanks for all your help!
He might have blown the Save folder away already, but if he still has it, maybe you can walk him through finding the ID number of his assignment, which should be ID=ID143 for Sink Honshu 04 - Give him something like Patrol Honshu 04, ID=ID57, and see if it will start back up that set of Saves... if he still has it, please.
:salute:

KaleunMarco
06-11-20, 07:36 PM
He might have blown the Save folder away already, but if he still has it, maybe you can walk him through finding the ID number of his assignment, which should be ID=ID143 for Sink Honshu 04 - Give him something like Patrol Honshu 04, ID=ID57, and see if it will start back up that set of Saves... if he still has it, please.
:salute:

yes, i agree with you. the mission is either Sink Honshu 4 or Patrol Honshu 4.

@dbcrutch12 - what message was in the middle of the blue pennant?
if it said: Patrol Area then your mission was Patrol Honshu 04.
if it said: Waypoint then your mission was Sink Honshu 04.

from what you said in your last post, it sounds as if you have restarted your mission so the information above will not be of much help.

you also posted that you were not sure if you applied the FOTRSU mod properly. if you launch SH4 and FOTRSU is applied, you will see a FOTRSU splash screen as your first graphic. otherwise, you will see the standard SH4 splash screen. before we go any further, let's confirm this.
please launch JGSME, go to Tasks, Export activated mods list, to Clipboard. then paste that result into your reply here.
:Kaleun_Salute:

propbeanie
06-11-20, 08:31 PM
He did have the "Sink" mission, since it told him to proceed immediately to the area and standby for further orders... I suggested switching the assignment to the "Patrol" style to get him going, in case the assignment was the issue with the failed Load...
This is why:

https://i.imgur.com/3pQO8Sl.jpg

with your description of where you were, which Bungo Suido or Bungo Straits would have worked also, but the more detail we get, the closer we can get to finding where you were when an issue is encountered. In this case, I can now look at the boat assignments in the Flotillas file, making certain all the "I"s are dotted, and the "T"s crossed, with proper use of white space and commas and colons... Then I can go look in the PatrolObjectives file, based upon the call from the Flotillas file, and make certain there aren't anymore typos in that file, of which we did find a half-dozen just the other day, based upon another user's report. We may well have already fixed what you have encountered, and I might have decided that it is not a CTD-bringer, but it is apparently... After you have the patch applied though, if you have a Save prior to docking after your 2nd patrol, you could use that, and be able to then continue. Otherwise, unless you know how to find the assignment in the Save folder files, and properly correct it (I usually ruin my Save data whenever I try), you would have to "do over"... sorry. KaleunMarco and a few others are old-hands at doing stuff like that, but I am worse than inept...


The use of "high" TC (what is considered "high" in this game??) can and does cause issues with all aspects of the game, resulting in some odd behavior. However, 1024x was long considered as "safe" in SH4, except on the weakest of machines, and 2048x used to be FotRSU's highest setting, then raised to 4096x. I do not recall what it is now... I do not go over 2048x myself, because I have had unexplained issues during testing when going higher. This is most likely a function of my machine's set-up. This is an old Core2Duo, quad-core at 2.something GHz with 8gig of RAM and 2x (plus) WD Black 7200 rpm hard drives and an nVidia GTX 560Ti video card, going into a 1920x1080 LCD monitor. I have seen things "flash" for that brief moment in time while in higher TC, and when I finally get my finger on the <Backspace> key and look, I have taken damage and the enemy is gone - whatever it was... But, I have also found that when I have been sighted by an airplane, that it might be a couple of days before I get "contacts" again. I did not think that was "modeled" in the game, but it sure seems like it sometimes. One last point though, is that it is very difficult to balance the campaign for the "in between" periods, where the game goes from the 42a to the 42b to the 43a layer, etc, and you can have "quiet" periods between the end of Feb 1942 to mid-March, again between Sept 1942 to mid October 1942, etc... :salute:

Havan_IronOak
06-11-20, 09:29 PM
I understand that there's always been issues with the target recognition manual in that ships can't be classified as accurately as one would like.

I did notice that the Destroyer Escort Kaya Class is in among the merchants. It also shows in the ID book as a Troop Transport. Is that an issue that can be corrected? It seems like it should be classed as an IJN warship, no?

I'm not complaining, but thought I'd mention it in case it was simply the result of typos somewhere along the way.

DanielCoffey
06-12-20, 01:12 AM
At the end of the day... I would say that we have a game here, and to set the figures to what the model shows. There is a setting in the cfg files for "variation" for the draft


I agree and will simply list what the model shows unless I come across one that seems hugely off.


As for the "variation" you mentioned, the setting in the config file seems to be for displacement (tonnage) not draft (depth) unless it indirectly affects the draft if the displacement is over or under the stock value?

Mad Mardigan
06-12-20, 01:54 AM
I agree and will simply list what the model shows unless I come across one that seems hugely off.


As for the "variation" you mentioned, the setting in the config file seems to be for displacement (tonnage) not draft (depth) unless it indirectly affects the draft if the displacement is over or under the stock value?

Do recall, in some ship recognition manuals, that there were 2 ship info's, on the exact same ships (sometimes....)
like 1:

T3 Tanker

then followed up by same ship, different tag:

T3 Tanker(E) ( Note, the (E), I'm inferring here, being a signifier of it being empty perhaps...and recall as I said, of some manuals reflecting this type of tagging... )

Not to put too fine a point on it here, as I don't want to derail the thread.. but... it is hoped you are taking that into account, what with the work you're doing DanielCoffey..??

Ships, do ride differently in the seas, depending on their load out status, higher up/ less water underneath the keel = unloaded aka empty... loaded down with their load limit, they ride hunkered down into the water, meaning more deeper draft.

DanielCoffey
06-12-20, 02:43 AM
I would be seriously impressed if the game modelled that (I am too new to know if it does or not).


All I can do is go off the dimensions of the model in Blender taking into consideration the 0,0,0 origin point of the model. It seems to be accurate for most in that the paint line follows the water line more or less but there were a few oddities that I raised for folks here to clarify.


I think that some of the CV models share the same hull for modelling convenience (Hiyo/Taiho) but have varying superstructure. This gives rise to small differences in length and draft when compared to the historic vessels but as long as what we input in the TCC is correct then we should hear the booms (or clangs in the case of the Mk14 of course).

propbeanie
06-12-20, 08:57 AM
The Kaya is NOT a destroyer, it is a 2nd-class DD re-fit as a "Fast Transport" that carries Daihatsu barges for "on-the-go" launching. As such, it does carry guns, like all of the other transports do. You will not see it performing DD duties due to its importance as a troop transport, and you do NOT want to lose the troops to a marauding submarine - you let the escorts do that, while the transports keep on getting on... hence the designation as a troop transport. I wish we had a better model of a "Fast Transport", even though they didn't get to participate much, but they were similar in purpose to the US LST vessel. Think of the Kaya as an APD Manley class transport for the US.

As for loading variations, the game attempts a slight attempt at that, but it is not based upon being loaded or unloaded, just in the "DisplacementVariation=" found in the "Sea / ShipName / ShipName.cfg" file. The variation just amounts to the tonnage. I doubt, but am not certain if it affects where the ship "sits" in the water. You couldn't move most of them much and still have them able to do sea-keeping in even slightly rough weather, since a few of them cannot...

To truly simulate a loaded versus unloaded ship, you would need to full-clone a ship, and vary their "center" on the water. Then drive yourself nuts trying to "balance" not only the look, but the sea-keeping as well, ~then~, my favorite part - drive yourself bonkers incorporating them in the Campaign files... :o - no thanks, especially since, as you noted there Mad Mardigan, there would then be two entries in the RecMan for each ship, and even a person with the patience of DanielCoffey would throw his arms up from sheer frustration with the sil files... :arrgh!: :salute:

Havan_IronOak
06-12-20, 09:17 AM
Just out of curiosity I googled a few of the names that appear on the leader-boards and found that they were real-life submariners.



However if you read their exploits which are detailed pretty well on Wikipedia their reputed tonnage in-game is quite a bit higher than what their wikipedia accounts claim.

propbeanie
06-12-20, 09:25 AM
:har: Those were the figures they used during the war. Don't forget about the fish stories! "I swear! It was six foot long, and blue eyes! Somehow, it slipped the hook!" But seriously, if you consult Silent Victory, you see there was a large difference between what a sub reported, and what the JANAC actually gave them credit for after the war. Generally speaking, probably all of the skippers had their totals but by at least a third, some by a half. Of course, sometimes, we could blame the sonarman for the issue, since they relied upon him to tell them "The screws have stopped! I hear breaking-up noises", but a look to see could not be done due to escort activity up-top. Well, it sounded like it sank... What has been assumed by most, is that the torpedoes hit, the ship was damaged, and may have suffered secondary explosions, but damage control put the fire out, and they were either able to continue on, or were towed. Or, more than likely, a good portion of the torpedoes pre-matured and / or ran erratic, and it gave the impression of a ship in trouble. :salute:

Mad Mardigan
06-12-20, 08:06 PM
The Kaya is NOT a destroyer, it is a 2nd-class DD re-fit as a "Fast Transport" that carries Daihatsu barges for "on-the-go" launching. As such, it does carry guns, like all of the other transports do. You will not see it performing DD duties due to its importance as a troop transport, and you do NOT want to lose the troops to a marauding submarine - you let the escorts do that, while the transports keep on getting on... hence the designation as a troop transport. I wish we had a better model of a "Fast Transport", even though they didn't get to participate much, but they were similar in purpose to the US LST vessel. Think of the Kaya as an APD Manley class transport for the US.

As for loading variations, the game attempts a slight attempt at that, but it is not based upon being loaded or unloaded, just in the "DisplacementVariation=" found in the "Sea / ShipName / ShipName.cfg" file. The variation just amounts to the tonnage. I doubt, but am not certain if it affects where the ship "sits" in the water. You couldn't move most of them much and still have them able to do sea-keeping in even slightly rough weather, since a few of them cannot...

To truly simulate a loaded versus unloaded ship, you would need to full-clone a ship, and vary their "center" on the water. Then drive yourself nuts trying to "balance" not only the look, but the sea-keeping as well, ~then~, my favorite part - drive yourself bonkers incorporating them in the Campaign files... :o - no thanks, especially since, as you noted there Mad Mardigan, there would then be two entries in the RecMan for each ship, and even a person with the patience of DanielCoffey would throw his arms up from sheer frustration with the sil files... :arrgh!: :salute:

Yeah, that would make even Me bonkers, after a bit.. :D (probably to the point that the I love Myself brigade would be ' comin' to take Me away.. ha ha he he.. he he '... :har:

That aside, I did mention that I recalled other RecMan's, from past mega's (from SH3, 1 @ least from SH4, that I can recall... an NOT sure about with SH5, seeing as how I'm relatively noob fodder there, with it, thus far... :D ).

Havan_IronOak
06-14-20, 02:00 AM
1) About Special Abilities... Do crew members still acquire special abilities in FotRSU?

I've now completed my 5th Patrol and so far the only special ability crewman I've got is the officer who can recharge batteries quickly.


2) Am I correct that there's no multi-player version of SH4?


I recently noticed that it was listed as multi-player on the Steam website but I've never heard anything about it here in these forums. I have heard that there was Beta-Release of Silent Hunter On-Line that Ubisoft was attempting to develop back in 2013 but it never left the beta phase and the last server was shutdown in 2016.


3) Is there a way to take a Steam Screenshot in FotRSU?



I know that anything outside the SH4 realm risks angering the CO2 gods but I see that folks have posted screenshots on Steam from this game. Steam doesn't seem to want me to do that... I CAN post artwork (Screenshots which I capture using Greenshot)


4) Are there any refueling ships in the FotRSU mod?

The very first time I played this game I played the (Stock) U-Boat campaign and I took the advanced sub with the Werther drive as soon as it was available. I kept getting assignments that were outside my patrol range no matter what seed I traveled at. And there were no re-fueling ships available. Yet when I watched One F Jef's Let's Play on You-tube as a U.S. Skipper he ran into a U.S. refueling ship early on. It always seemed kinda boneheaded that the U-Boat missions couldn't be better coordinated with the refueling ships. It's been a few years and my memory is getting a bit hazy but that's my story and I'm stickin to it!

KaleunMarco
06-14-20, 09:47 AM
1) About Special Abilities... Do crew members still acquire special abilities in FotRSU?

I've now completed my 5th Patrol and so far the only special ability crewman I've got is the officer who can recharge batteries quickly.

Chiefs have a small chance of acquiring a special ability (15%).
JO's have a bit better chance (30%)
LT's are guaranteed one special. but a boat would have only one or two LT's.

2) Am I correct that there's no multi-player version of SH4?
I recently noticed that it was listed as multi-player on the Steam website but I've never heard anything about it here in these forums. I have heard that there was Beta-Release of Silent Hunter On-Line that Ubisoft was attempting to develop back in 2013 but it never left the beta phase and the last server was shutdown in 2016.

as far as i know, the SH4 1.5 Uboat mission version has a multiplayer capability.


4) Are there any refueling ships in the FotRSU mod? The very first time I played this game I played the (Stock) U-Boat campaign and I took the advanced sub with the Werther drive as soon as it was available. I kept getting assignments that were outside my patrol range no matter what seed I traveled at. And there were no re-fueling ships available. Yet when I watched One F Jef's Let's Play on You-tube as a U.S. Skipper he ran into a U.S. refueling ship early on. It always seemed kinda boneheaded that the U-Boat missions couldn't be better coordinated with the refueling ships. It's been a few years and my memory is getting a bit hazy but that's my story and I'm stickin to it!

no.
however, if you play the OpMonsun/Dark Waters mega-mod, there are milch cows enabled. it is actually kinda neat the way Fifi built them into the game. when you are finished with FOTRSU, you should check it out.
good luck.
:Kaleun_Salute:

XenonSurf
06-14-20, 10:28 AM
I have revised the campaign files of FOTRSU to see how I can increase traffic while keeping the 'spirit' of playability and realism. I did this because I have become tired to start careers and not find any traffic after hours of play. I will probably do the same for TMO, RFB and maybe also adjust RSRDC.
By looking at the files, I see that the spawn probabilities are way too low for a *game* while they are ok for a pure simulation and for people who (God bless them...) want to spend hours in the game and not making any encounters.
I have changed the numbers in 2 ways: one version that will increase traffic by about 50%, and one that will have traffic frequencey like in the stock game. My tests are very enjoyable and I will however stick to them personally.

I will release a mod for it free to use for everyone (or not), explaining in detail what I have changed. Here the technical details for the purpose to help the FORTSU mod team if they make changes in the future:
-----------------------


ReportPosMin=xxxx
Reduced in half all values as for this scheme:

original values > changed values

1000-2000 > ReportPosMin=750
2000-3000 > ReportPosMin=1250
3000-4000 > ReportPosMin=1750
4000-5000 > ReportPosMin=2250
5000-6000 > ReportPosMin=2750
6000-7000 > ReportPosMin=3250
7000-8000 > ReportPosMin=3750
8000-9000 > ReportPosMin=4250
9000-9999 > ReportPosMin=4750

ReportPosProbability=xx
Changed to be at minimum 35
All values changed to smoothly and proportionally increase their value relative to 100, which is:

original values > changed values
00-20 > 35 (minimum)
20-30 > 44
30-40 > 51
40-50 > 59
50-60 > 66
60-70 > 74
70-80 > 81
80-90 > 89
90-99 > 92
100 > not changed

SpawnProbability=xxx
For all occurences where this value comes together with...

SpawnProbability=\d\d\r.RandStart (regular expression),...

...the stock game has a constant value of 75. I change all FOTRSU values to 55 for the 'increased' traffic version and to 75 for 'like stock game' traffic version. Values of 100 were not changed, values in all 'Subhunter' files were not changed. Only values for the main group missions were changed, the single unit values were not changed.


The overall result will be:
Without adding any new groups or units into FOTRSU, the existing traffic will have higher chances to materialize in the game and the chances for radio reports will also be increased.



XS

Mios 4Me
06-14-20, 12:55 PM
Minor issues, but if anyone's interested...

Convoy College assignment, but somehow found ourselves in the Sibuyan Sea on 10/24/44. As we passed directly underneath the Takao in the port vanguard, we noticed its screws weren't operating, despite it traveling at high speed. The Maya CA was also affected.

The game uses the same video sequence to depict both planes dropping torpedoes and surface ships firing them, despite the file showing a shipboard launch. Would it be possible to edit that small part out for the aerial attacks? They can take place kilometers away while the shipboard ones always seem to be aimed at us.

FWIW, of one spread intended for the Archerfish, one narrowly missed to starboard as we went left full rudder flank while two others slammed into the Kongo class BB to port. Captain AI may be in for a court-martial should he ever make it home from Samar and Coron Bay.

DanielCoffey
06-14-20, 01:41 PM
I have spotted scope for a tidy up of some of the vessel definitions should the opportunity arise. It appears that several of the Submarines are in the Sea folder instead of the Submarines folder.


The candidates for moving out of Sea and into Submarine are AI_Fleetboat, AI_Fleetboat_Static, AI_Pigboat, AI_Uboat9d2, NSS_A1, NSS_AM, NSS_C3, NSS_Jyunsen_B, NSS_Jyunsen1, NSS_Ko, NSS_Sen_Taka and NSS_Sen_Toku_I


It caught me on the hop when I was thinking of starting the silhouettes for the subs under the impression that there were only a few of them... then I bumped into the real Submarines folder while searching for a texture.

Jeff-Groves
06-14-20, 02:21 PM
It really does not matter which folder they are in for the Game.
They use the AI for surface ships no matter the folder.
Now. If you look? There is an AI fleet boat in the submarine folder.
Why?
AI boat is probably surfaced in the Sea folder.
AI Boat is probably Submerged in the Submarine folder.
How did they submerge the sub in the Submarine folder?
They moved the 3D model down!

Probably not a question you have I can't answer about crazy stuff.

propbeanie
06-15-20, 08:33 AM
1) About Special Abilities... Do crew members still acquire special abilities in FotRSU?

I've now completed my 5th Patrol and so far the only special ability crewman I've got is the officer who can recharge batteries quickly.

2) Am I correct that there's no multi-player version of SH4?

I recently noticed that it was listed as multi-player on the Steam website but I've never heard anything about it here in these forums. I have heard that there was Beta-Release of Silent Hunter On-Line that Ubisoft was attempting to develop back in 2013 but it never left the beta phase and the last server was shutdown in 2016.

3) Is there a way to take a Steam Screenshot in FotRSU?

I know that anything outside the SH4 realm risks angering the CO2 gods but I see that folks have posted screenshots on Steam from this game. Steam doesn't seem to want me to do that... I CAN post artwork (Screenshots which I capture using Greenshot)

4) Are there any refueling ships in the FotRSU mod?

The very first time I played this game I played the (Stock) U-Boat campaign and I took the advanced sub with the Werther drive as soon as it was available. I kept getting assignments that were outside my patrol range no matter what seed I traveled at. And there were no re-fueling ships available. Yet when I watched One F Jef's Let's Play on You-tube as a U.S. Skipper he ran into a U.S. refueling ship early on. It always seemed kinda boneheaded that the U-Boat missions couldn't be better coordinated with the refueling ships. It's been a few years and my memory is getting a bit hazy but that's my story and I'm stickin to it!
1) The special abilities have for the most part been disabled. The battery charge fellow is on every boat, due to the odd balancing act of trying to get speed versus range versus other settings to balance. When you get one thing set somewhat correctly, it makes the battery re-charge time go to 10-12 hours, which is unacceptable, hence the use of the re-charge special ability.

2) Yes, there is a multi-player. There are several missions in the game, and they should be compatible with FotRSU. Ubisoft dropped their servers for any SH game multi-player play, but it can still be done online with the likes of Hamachi, or have a LAN party at your house. Everyone has to have the same exact mod loadout as the "host". I used to use my kids for testing those missions, but I have scared them off somehow... :roll: :har: :wah: "why won't you play?" "because dad, you ~always~ sink us!"... "well, that's what I'm supposed to do!"... :yeah:

3) The Steam game should work like any other, with a <Ctrl><F11> key combo. You will sometimes see the screen focus go back to the initial F12 view, and sometimes not... the files are saved in the game folder with names such as "SH4Img@2020-06-04_22.26.56_200.bmp" which designates date and time. You do have to edit them usually, since they are at your screen resolution, and are ~HUGE~ if used directly online.

4) Not in the US Pacific side, but there are some in the Indian Ocean for the German side. The US did not use re-fueling boats as SOP, but would add Forward Bases as they gained territory.


I have revised the campaign files of FOTRSU to see how I can increase traffic while keeping the 'spirit' of playability and realism. I did this because I have become tired to start careers and not find any traffic after hours of play. I will probably do the same for TMO, RFB and maybe also adjust RSRDC.
By looking at the files, I see that the spawn probabilities are way too low for a *game* while they are ok for a pure simulation and for people who (God bless them...) want to spend hours in the game and not making any encounters.
I have changed the numbers in 2 ways: one version that will increase traffic by about 50%, and one that will have traffic frequencey like in the stock game. My tests are very enjoyable and I will however stick to them personally.

I will release a mod for it free to use for everyone (or not), explaining in detail what I have changed. Here the technical details for the purpose to help the FORTSU mod team if they make changes in the future:
-----------------------

ReportPosMin=xxxx
Reduced in half all values as for this scheme:

original values > changed values

1000-2000 > ReportPosMin=750
2000-3000 > ReportPosMin=1250
3000-4000 > ReportPosMin=1750
4000-5000 > ReportPosMin=2250
5000-6000 > ReportPosMin=2750
6000-7000 > ReportPosMin=3250
7000-8000 > ReportPosMin=3750
8000-9000 > ReportPosMin=4250
9000-9999 > ReportPosMin=4750

ReportPosProbability=xx
Changed to be at minimum 35
All values changed to smoothly and proportionally increase their value relative to 100, which is:

original values > changed values
00-20 > 35 (minimum)
20-30 > 44
30-40 > 51
40-50 > 59
50-60 > 66
60-70 > 74
70-80 > 81
80-90 > 89
90-99 > 92
100 > not changed

SpawnProbability=xxx
For all occurences where this value comes together with...

SpawnProbability=\d\d\r.RandStart (regular expression),...

...the stock game has a constant value of 75. I change all FOTRSU values to 55 for the 'increased' traffic version and to 75 for 'like stock game' traffic version. Values of 100 were not changed, values in all 'Subhunter' files were not changed. Only values for the main group missions were changed, the single unit values were not changed.

The overall result will be:
Without adding any new groups or units into FOTRSU, the existing traffic will have higher chances to materialize in the game and the chances for radio reports will also be increased.

XS
We'll discuss that, but anyone of course, is more than welcome to modify the mod for their own use. You have not changed any calls, correct? Just the percentages for spawning?


Minor issues, but if anyone's interested...

Convoy College assignment, but somehow found ourselves in the Sibuyan Sea on 10/24/44. As we passed directly underneath the Takao in the port vanguard, we noticed its screws weren't operating, despite it traveling at high speed. The Maya CA was also affected.

The game uses the same video sequence to depict both planes dropping torpedoes and surface ships firing them, despite the file showing a shipboard launch. Would it be possible to edit that small part out for the aerial attacks? They can take place kilometers away while the shipboard ones always seem to be aimed at us.

FWIW, of one spread intended for the Archerfish, one narrowly missed to starboard as we went left full rudder flank while two others slammed into the Kongo class BB to port. Captain AI may be in for a court-martial should he ever make it home from Samar and Coron Bay.
Thanks for the note on the CA with "dead" props. We have found merchants like that, from back when someone reported one of the Hansa freighters as mute. There is a S&D in-progress as we "speak" here, as well as for issues that DanielCoffey is finding when doing the sils. This is good to find these things.

The AI Captain, whether using guns or torpedoes, or any weapon at his disposal, including depth charges, will saturate the area, and fratricide will ensue... I have a video of the Flying Dutchman sailing through the middle of an IJN task force, and the IJN does themselves massive quantities of harm shooting at the Dutchman, even to the point of sinking their own ships. This is a Silent Hunter game problem, and is not fixable. I also have a Davao Gulf vid online, where seven airplanes were attempting to bomb my submarine, but in their zeal, they took out the little DD trying to sonar me... As for the Event Camera, if you are in a busy scene, you may or may not see all of the torpedo launches that can occur. Air planes have a launch sequence, ships have a launch sequence & subs have a launch sequence. If something is already playing on the Event Camera, the next one cannot. Anything within "sight" of your submarine might be on the display, even though they are 8nm away, shooting at a different vessel. Another thing to remember is that for whatever reason, the AI of a ship will shoot torpedoes at airplanes also... I do not think we will find anyway to "tame" the AI and its aggressiveness in that regard. But we shall not stop looking. We shall fight them in the Sea folder, we shall fight them in the Land folder, we shall fight them in the Air folder, and we shall ~nevah~ surrender... sorry, got carried away there... :oops:


I have spotted scope for a tidy up of some of the vessel definitions should the opportunity arise. It appears that several of the Submarines are in the Sea folder instead of the Submarines folder.

The candidates for moving out of Sea and into Submarine are AI_Fleetboat, AI_Fleetboat_Static, AI_Pigboat, AI_Uboat9d2, NSS_A1, NSS_AM, NSS_C3, NSS_Jyunsen_B, NSS_Jyunsen1, NSS_Ko, NSS_Sen_Taka and NSS_Sen_Toku_I

It caught me on the hop when I was thinking of starting the silhouettes for the subs under the impression that there were only a few of them... then I bumped into the real Submarines folder while searching for a texture.
It really does not matter which folder they are in for the Game.
They use the AI for surface ships no matter the folder.
Now. If you look? There is an AI fleet boat in the submarine folder.
Why?
AI boat is probably surfaced in the Sea folder.
AI Boat is probably Submerged in the Submarine folder.
How did they submerge the sub in the Submarine folder?
They moved the 3D model down!

Probably not a question you have I can't answer about crazy stuff.
shhhh!... don't give away too many trade secrets!... :har: But yes DanielCoffey, there is insanity behind the reaso... er - reasoning behind the insanity?... It does have to do, as Jeff-Groves suggests with the 'purpose' of the AI sub. Currently, the two AI subs in the Submarine folder (besides the Stock game's, which are not called) are indeed for future use as submerged submarines that can and will attack surface vessels, as well as the player's sub. They will be used in an optional add-on, and are not active at this time. The surfaced AI subs are the ones in the Sea folder, and they have functional AI deckguns as well as torpedoes. They do have to be in the Sea folder for them to properly function on the surface. You, of course, would not have to mess with anything in the Submarine folder, since they are underwater...
:salute:

Mios 4Me
06-15-20, 10:45 PM
Convoy College area, Dec 1944, heavy fog, medium precip, upgraded to a newly constructed Tench:

Encountered a H/K TF at close range, just in time to dive deep to safety. Radar was operating and there was nothing unusual about the watch.

Several days later, encountered the same TF in identical conditions. Radar first indicated a large group at long range, then flashed the TF at close range. Again, just time to dive deep.

Both times the TF had the drop on us, despite using the standard SJ-1. We were running for home at TC of 3-4k in anticipation of the two-week slog back. Never experienced this behavior prior.

EDITED TO ADD: Presumably the nonfunctioning ST radar is a known issue for the latest release? I think Marco mentioned it for the previous version, but didn't find anything for the new one on a Q&D search.

DanielCoffey
06-16-20, 02:01 AM
Bad Model Report : Data \ Objects \ Turm_AM_1.dat
Node : 76 - Node - TurmJP_1_Antena13
Sub-Node : 75: 3D Model
Issue : When trying to Export the TurmJP_1_Antena13.obj, the error "Material 0x6b4fa4f2e50ebe0c is not found in this file. Unable to continue" is displayed.


NOTE : This object is also used in Turm_Jyunsen_B_1.dat where it is Node 60




Bad Model Report : Data \ Library \ AI_IJNSubParts \ IJN_7mmAA_Gun.dat
Node : 19 - Node - Gun_sight
Sub-Node : 18: 3D Model
Issue : When trying to Export the Gun_sight.obj, the error "Material 0xce97542e040c22a8 is not found in this file. Unable to continue" is displayed.

Frank Ravelli
06-16-20, 05:20 AM
: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:


Thanks for your answer. finally I got the gold the gold edition from the ubi store for 5€. Not a bad deal at all

Havan_IronOak
06-16-20, 05:36 AM
I'm doing some research,looking through the various files and trying to understand better what all you've included in the Support materials that you released with this mod.

In the Shipsdata.PDF there is an entry for AITypeIXD2

When I look through the ...\Data\Sea files in the game, I can match up most of the entries in the PDF with directories, I see a folder for AI_Uboat9d2. While it seems perfectly clear to me that they must be the same, I'm guessing that it's the kind of difference computer programs usually object to.

Thought I'd mention it here partly out of curiosity and partly in case it causes any issues.


Another weirdness... JPFish01_sil.dds is in the JPGunBoat01 folder. It seems odd for it to be there.


Similarly there's an entry for JP_ShinshuMaru in the Sea directory and the PDF has an entry for ShinshuMaru. I'm assuming that they're the same and that it's causing no problems?


Co-incidentally I can see directories for CMD_small_boat which looks like a life-raft that has a zero value for renown, and HeianTender which awards 425 renown is not in the Shipsdata.PDF at all. I'm guessing that you've altered the scripts so that those don't spawn? I see that the Icebergs which yield zero renown are still listed.



Inquiring minds...

propbeanie
06-16-20, 07:45 AM
Convoy College area, Dec 1944, heavy fog, medium precip, upgraded to a newly constructed Tench:

Encountered a H/K TF at close range, just in time to dive deep to safety. Radar was operating and there was nothing unusual about the watch.

Several days later, encountered the same TF in identical conditions. Radar first indicated a large group at long range, then flashed the TF at close range. Again, just time to dive deep.

Both times the TF had the drop on us, despite using the standard SJ-1. We were running for home at TC of 3-4k in anticipation of the two-week slog back. Never experienced this behavior prior.

EDITED TO ADD: Presumably the nonfunctioning ST radar is a known issue for the latest release? I think Marco mentioned it for the previous version, but didn't find anything for the new one on a Q&D search.
The main problem you have here, is that the Tench is not supposed to be active until after January of 1945... KaleunMarco had a Balao, and the radar is not supposed to be active until after January of 1945 either, so a double-whammy for your boat. It's not so much that it doesn't work, it's just acting strangely, due to not actually being "active" date-wise in the game. It tries, but fails, and it takes all other radar with it. This is what irritates me no end about this game, in that they have date constraints that we have to follow as modders, yet the "logic" in the game runs over and ignores them itself, sometimes to the point of crashing the game... why have "dates" at all?... There is no "fix" for that kind of issue, similar to the AI shooting at itself... :arrgh!:


Bad Model Report : Data \ Objects \ Turm_AM_1.dat

Node : 76 - Node - TurmJP_1_Antena13
Sub-Node : 75: 3D Model

Issue : When trying to Export the TurmJP_1_Antena13.obj, the error "Material 0x6b4fa4f2e50ebe0c is not found in this file. Unable to continue" is displayed.
Thanks for the mention. We'll see if there is any hope for that one... Is there perhaps something similar looking on another sub?


I'm doing some research,looking through the various files and trying to understand better what all you've included in the Support materials that you released with this mod.

In the Shipsdata.PDF there is an entry for AITypeIXD2

When I look through the ...\Data\Sea files in the game, I can match up most of the entries in the PDF with directories, I see a folder for AI_Uboat9d2. While it seems perfectly clear to me that they must be the same, I'm guessing that it's the kind of difference computer programs usually object to.

Thought I'd mention it here partly out of curiosity and partly in case it causes any issues.

Similarly there's an entry for JP_ShinshuMaru in the Sea directory and the PDF has an entry for ShinshuMaru. I'm assuming that they're the same and that it's causing no problems?

Co-incidentally I can see directories for CMD_small_boat which looks like a life-raft that has a zero value for renown, and HeianTender which awards 425 renown is not in the Shipsdata.PDF at all. I'm guessing that you've altered the scripts so that those don't spawn? I see that the Icebergs which yield zero renown are still listed.

Inquiring minds...
That PDF is now "old". Ships have been altered, ships have been added. The PDF has no bearing on how the game works. The cmd boat is the "Spec Ops" boat, exclusively used by the game. It uses the "life raft" as its "base", but has other attributes for "launching" from your sub. Also, the game uses the AI submarines that are found in the Sea folder, not the Submarine folder. Other than the existing AI subs in the Submarine folder (which are not called), the players subs are the only ones used there at this time. Also, there are several "Names" for assets in the game, and it can be very confusing, to say the least. Whatever you do, do NOT look in the ConteVerde folder, and a few others, since they have a named folder, and a portion of the files inside are similarly named, but others are not. Then you might notice also that there can be a huge difference between a Sea folder name, the ship name, and what you see of it in the Recognition Manual :o - what thuh?... So you need to use the Sea folder, the Names.cfg in the Roster folder, and then a good search engine, like in Notepad++ or 010 Editor, to find all occurences of a name you might be looking for... and even still, it won't make sense... It's just the way they made the game, which is of course, version 4, so that's three previous versions that they took the ships and planes etc. from... :salute:

DanielCoffey
06-16-20, 07:48 AM
Added another bad model with the same error to my post above. It is merely a gun sight on a 7mm AA gun but the fewer excuses we can give it for crashes the better!

XenonSurf
06-16-20, 08:35 AM
We'll discuss that, but anyone of course, is more than welcome to modify the mod for their own use. You have not changed any calls, correct? Just the percentages for spawning?

:salute:


I have only changed

ReportPosMin=xxxx
ReportPosProbability=xx
SpawnProbability=xxx

But of course I didn't change everything, only those values in range from probability 5-90, and not values with a combo of -1 and prob=100 which clearly means those groups must spawn in all cases. Also I didn't touch the xxx_subhunter files for the same reason.
An exhaustive list of the changes is in the link below (or here above, I didn't left anything out.)


For me the mod plays very well now, give it a try :yep:

https://www.subsim.com/radioroom/downloads.php?do=file&id=5621



Cheers,
XS

Moonlight
06-16-20, 10:27 AM
Whoever thought up that bright idea of putting 2 medium coastal bunkers near the Ishinomaki agent insertion mission has got a bleeding screw loose. :yep:

We're going back to Midway as half the equipment on our sub is beyond repair, thank you for that you bloody dolls head. :doh:

This is the first time I've ever headed back to base without sighting a single ship. :o

dbcrutch12
06-16-20, 10:29 AM
Quick update, I do have my save file still, although I've started a new game. I would be pretty interested to try the fixes to see if I could get it going again, but I also wouldn't lose any sleep over it.


I'm grateful for everything ya'll have put into this and fixing my issue. When I said I didn't know if it was applied I meant the patch, I've definitely been running FOTRSU since I fired back up.


Sorry for my sporadic replies and my lack of quotes, I'm in LE and I work nights so when my work schedule hits, it hits hard.


Lacking the quotes, I hope all the pertinent people see this. Thank you all, I'm having more fun that I can express.

Mios 4Me
06-16-20, 10:33 AM
The main problem you have here, is that the Tench is not supposed to be active until after January of 1945... KaleunMarco had a Balao, and the radar is not supposed to be active until after January of 1945 either, so a double-whammy for your boat. It's not so much that it doesn't work, it's just acting strangely, due to not actually being "active" date-wise in the game. It tries, but fails, and it takes all other radar with it. This is what irritates me no end about this game, in that they have date constraints that we have to follow as modders, yet the "logic" in the game runs over and ignores them itself, sometimes to the point of crashing the game... why have "dates" at all?... There is no "fix" for that kind of issue, similar to the AI shooting at itself... :arrgh!:

2/1/45, departing from Pearl for Tench's second patrol (this one to Hokkaido), the ST radar is functioning as per sighting reports, but appears to be nonoperational otherwise. The screens are dark and will not turn on and there is no external indication of the radar functioning or even that it's there on the observation periscope. A nighttime test off Pearl does not display non-sonar targets until within visual range. A ship at 11.6 km registers only on sonar, despite multiple togglings.

I went back to the "entering port" autosave and restarted the patrol in order to retain the SJ-1. The issues below stem from this:

This is probably a game engine issue but fired two torps at a LEO: one impacted normally; the second exploded prematurely (against settings) somewhat off-course. When I went to the periscope screen to fire a third torpedo, tube #1 was reloading and #2 was already fully reloaded, despite only a couple of minutes having passed and torpedo reload being set to realistic.

Also a large ship spawned on the eastern docks at Aomori, materializing inside the dock itself and exploding.

propbeanie
06-16-20, 10:50 AM
Added another bad model with the same error to my post above. It is merely a gun sight on a 7mm AA gun but the fewer excuses we can give it for crashes the better!
Thanks - noted :salute:


I have only changed

ReportPosMin=xxxx
ReportPosProbability=xx
SpawnProbability=xxx

But of course I didn't change everything, only those values in range from probability 5-90, and not values with a combo of -1 and prob=100 which clearly means those groups must spawn in all cases. Also I didn't touch the xxx_subhunter files for the same reason.
An exhaustive list of the changes is in the link below (or here above, I didn't left anything out.)

For me the mod plays very well now, give it a try :yep:

https://www.subsim.com/radioroom/downloads.php?do=file&id=5621

Cheers,
XS
We'll be attempting to check things out in a few days, but are in the middle of attempting to track down all propeller sound issues...


Whoever thought up that bright idea of putting 2 medium coastal bunkers near the Ishinomaki agent insertion mission has got a bleeding screw loose. :yep:

We're going back to Midway as half the equipment on our sub is beyond repair, thank you for that you bloody dolls head. :doh:

This is the first time I've ever headed back to base without sighting a single ship. :o
Well... That would be one that was already there, plus, ComSubPac must have gotten bad intel, or the defenders found a leak in US intel... ?? I have driven all the way to Tsugari Straits, gotten over half of the way through on the surface at night, no moon, light rain, and been hit in the conn on the 2nd shot from a shore installation, unable to then dive, had to turn tail and head for Midway also, and avoid ALL contact - which ain't easy to do when on the surface... :o :arrgh!: I did not make it, btw... Unfortunately, there is no way to segregate the conn from the sub in SH4 like that... and a dive did do me in...


Quick update, I do have my save file still, although I've started a new game. I would be pretty interested to try the fixes to see if I could get it going again, but I also wouldn't lose any sleep over it.

I'm grateful for everything ya'll have put into this and fixing my issue. When I said I didn't know if it was applied I meant the patch, I've definitely been running FOTRSU since I fired back up.

Sorry for my sporadic replies and my lack of quotes, I'm in LE and I work nights so when my work schedule hits, it hits hard.

Lacking the quotes, I hope all the pertinent people see this. Thank you all, I'm having more fun that I can express.
I'll see if KaleunMarco can help you out. I am curious myself also, as to whether an error such as you encountered can be repaired or recovered from.


2/1/45, departing from Pearl for Tench's second patrol (this one to Hokkaido), the ST radar is functioning as per sighting reports, but appears to be nonoperational otherwise. The screens are dark and will not turn on and there is no external indication of the radar functioning or even that it's there on the observation periscope. A nighttime test off Pearl does not display non-sonar targets until within visual range. A ship at 11.6 km registers only on sonar, despite multiple togglings.

I went back to the "entering port" autosave and restarted the patrol in order to retain the SJ-1. The issues below stem from this:

This is probably a game engine issue but fired two torps at a LEO: one impacted normally; the second exploded prematurely (against settings) somewhat off-course. When I went to the periscope screen to fire a third torpedo, tube #1 was reloading and #2 was already fully reloaded, despite only a couple of minutes having passed and torpedo reload being set to realistic.

Also a large ship spawned on the eastern docks at Aomori, materializing inside the dock itself and exploding.
Rats... I wonder if the original early assignment is still messing things up through the Save data now, or what... I can take a Tench out after Jan 10 1945 and they are fine. This upgrade garbage is, well... garbage. I'll dig further into that. It could be that it has everything messed-up in your game... As for the dock at Aomori (speaking of Tsugari Straits), I'll take a gander over there, but that sounds like one of the seven locations with old Jap_HarborTraffic file calls, and not the separate ways of doing the new layers...
:salute:

Edit: OK, Aomori had a ship spawning very near a spit of land, so that has been moved for the next version. All else looks OK.

KaleunMarco
06-16-20, 11:09 AM
Convoy College area, Dec 1944, heavy fog, medium precip, upgraded to a newly constructed Tench:

Encountered a H/K TF at close range, just in time to dive deep to safety. Radar was operating and there was nothing unusual about the watch.

Several days later, encountered the same TF in identical conditions. Radar first indicated a large group at long range, then flashed the TF at close range. Again, just time to dive deep.

Both times the TF had the drop on us, despite using the standard SJ-1. We were running for home at TC of 3-4k in anticipation of the two-week slog back. Never experienced this behavior prior.

EDITED TO ADD: Presumably the nonfunctioning ST radar is a known issue for the latest release? I think Marco mentioned it for the previous version, but didn't find anything for the new one on a Q&D search.

that is Affirmative on the ST-radar.
i no longer upgrade to ST-radar.:gulp:

propbeanie
06-16-20, 11:22 AM
Quick update, I do have my save file still, although I've started a new game. I would be pretty interested to try the fixes to see if I could get it going again, but I also wouldn't lose any sleep over it.

I'm grateful for everything ya'll have put into this and fixing my issue. When I said I didn't know if it was applied I meant the patch, I've definitely been running FOTRSU since I fired back up.

Sorry for my sporadic replies and my lack of quotes, I'm in LE and I work nights so when my work schedule hits, it hits hard.

Lacking the quotes, I hope all the pertinent people see this. Thank you all, I'm having more fun that I can express.
that is Affirmative on the ST-radar.
i no longer upgrade to ST-radar.:gulp:
Did you see dbcrutch12's post?

Moonlight
06-16-20, 02:11 PM
Whoever thought up that bright idea of putting 2 medium coastal bunkers near the Ishinomaki agent insertion mission has got a bleeding screw loose. :yep:

We're going back to Midway as half the equipment on our sub is beyond repair, thank you for that you bloody dolls head. :doh:

This is the first time I've ever headed back to base without sighting a single ship. :o

Well... That would be one that was already there, plus, ComSubPac must have gotten bad intel, or the defenders found a leak in US intel... ?? I have driven all the way to Tsugari Straits, gotten over half of the way through on the surface at night, no moon, light rain, and been hit in the conn on the 2nd shot from a shore installation, unable to then dive, had to turn tail and head for Midway also, and avoid ALL contact - which ain't easy to do when on the surface... :o :arrgh!: I did not make it, btw... Unfortunately, there is no way to segregate the conn from the sub in SH4 like that... and a dive did do me in...

There is an easy solution to those 2 medium coastal bunkers near Ishinomaki and that is to remove them from the game, see, even I didn't need a brainwave to come up with that fix, jot it down Mr beanie and put them on the emergency extermination list. :up:

KaleunMarco
06-16-20, 03:16 PM
Did you see dbcrutch12's post?

i have reviewed a number of them but i am missing his essential question(s).

@dbcrutch12 - i am more than happy to help resolve your issue(s) if you would recap them for me here. my apologies for making you repeat yourself.
:Kaleun_Salute:

Mios 4Me
06-16-20, 05:21 PM
Rats... I wonder if the original early assignment is still messing things up through the Save data now, or what... I can take a Tench out after Jan 10 1945 and they are fine. This upgrade garbage is, well... garbage. I'll dig further into that. It could be that it has everything messed-up in your game... .
I think I'll test that by deleting the Tench save files back to the last Archerfish before the upgrade and try extending the patrol to delay the upgrade until 1945.

If that's not possible, are we given a second shot at new construction if the first is declined?

propbeanie
06-16-20, 09:53 PM
There is an easy solution to those 2 medium coastal bunkers near Ishinomaki and that is to remove them from the game, see, even I didn't need a brainwave to come up with that fix, jot it down Mr beanie and put them on the emergency extermination list. :up:
Removing the guns is not gonna do it right... Those are coastal defense guns, and we have to receive word from His Excellency The Emperor himself before we may proceed. However, this is a good time to make a point about reporting what are perceived to be issues, 'cause this is a humdinger...

Here we are, looking at the mission map by its lonesome
https://i.imgur.com/Y7RtL19.jpg

Seems innocent enough, but if I merge the LOC file, we can begin to see that there might be trouble brewing:
https://i.imgur.com/mbuzIw0.jpg

Two major ports in the bay, which is sort of like a portion of the Inland Sea. So, if I lay the HarborTraffic over the top of that, and then add-in the shore guns, what would we see?:
https://i.imgur.com/myiWUNi.jpg

why, a death-trap, of course... Would the ComSubPac send someone into there? I think not, at least, not unless they had a plan...
So we might have a mention in the orders that it is "recommended that you approach from the north and east to avoid the shore defenses" or some-such... So just removing the two guns might help a little teeny tiny bit, but only in the immediate area. That looks to be more strongly defended than Tokyo Bay itself!... So here's what we're gonna do:
https://i.imgur.com/sJ61ORM.jpg

We'll move the LZ to the other side of the peninsula. Let the agent hoof it in closer if he needs to. We will not put a boat at risk... :roll:

But keep them reports a-coming. This is the kind of stuff we can fix. If it was on an island with the defenses in a state of constant flux, and only the two guns, I'd be tempted to leave it alone, maybe move the guns a little, but in this case, it is better to move the landing zone. This mission almost looked like someone enjoys setting skippers up...


I think I'll test that by deleting the Tench save files back to the last Archerfish before the upgrade and try extending the patrol to delay the upgrade until 1945.

If that's not possible, are we given a second shot at new construction if the first is declined?
Depending upon your renown score (unknown trip values), it might be the very next time, or it might be two or three, generally three patrols later. I was offered one after a particular shtinky patrol, but still had enough points to be re-offered the upgrade. What I would do though, is to make a copy of the Save folder and store it somewhere safe, just-n-case. I always mess things up when I go to noodling with the Saves... sigh...

Havan_IronOak
06-16-20, 11:09 PM
I'm in the midst of testing some changes I made to the in-game radio files so as to get the Captain Midnight's CBS NEWS Sound Mod to play nicely with fred8615's KGMB radio mod.



It appears that the "event date" used by the game is the date my current patrol started. Can someone verify this?



Every time I start playing the radio news files that play seem to be based on the slightly wrong date. And they repeat even though other event files should qualify for playing.



It's now January 27 1943 aboard my sub and I keep hearing "the folks back home" are griping about Gasoline rationing being imposed just before the Christmas travel season.



Oddly, I learned a bit about WWII that I'd never heard before...

It seems that the Free French general Henri Giraud was reported by U.S. Radio to have been smuggled out of France by a "U.S. Sub" with the radio reports going so far as to quote the captain about a dunking that the French general took while boarding the sub.



When looking through Wikipedia to get the date of that rescue I learned that the real rescue had been done by the sub HMS Seraph masquerading as "USS Seraph" under the nominal command of American Captain Jerauld Wright. There were no U.S. subs available in the Med at the time the rescue needed to happen.

propbeanie
06-16-20, 11:20 PM
The game does have a tendency to get audio stuck in its craw, as you've probably witnessed before with "Passing thermal layer" or maybe "Sonar contact, bearing...", or if you've run into an anti-sub net, that "SCREEEE!!!" will play when reloading a Save, or perhaps a torpedo "firing". Same happens with the radio. You will usually get one repeat, and then it should be OK - but not always... Captain Midnight's CBS is a station that has issues, but I cannot remember the date... one of the "events" is out of sequence, and for whatever reason, it rudely crashes the game. A date issue elsewhere in the game is ignored, but not this one... Run Digital_Truckers' RSM (Radio Station Manager) (https://www.subsim.com/radioroom/downloads.php?do=file&id=592) mod on it, and it will find the bad event.

loftyc
06-17-20, 09:41 AM
Hi All, sorry to interrupt with a different topic;I've got an issue that I originally put in the general section and it was suggested that I try over here; it's that after upgrading to AMD hardware, cpu and gpu, I now have the bow and stern wakes flickering visible through the sub textures. It happens with FotRS, but also vanilla and OM installs as well, which is why I originally didn't put it here. It also happens with any german, japanese, or american sub, in campaign, patrol, or single mission. I tried adjusting the image scaling as suggested in an old post for AMD tweaks, but that didn't do anything. I have noticed, though, that when I initially start, if I'm on the bridge and I pan the camera a bit, I get a "shadow" that matches the initial outline of the hull and bridge structure. I'm afraid I don't know about 'rendering" or 'alpha channels', etc. but something isn't right with the display.

Havan_IronOak
06-17-20, 03:38 PM
The game does have a tendency to get audio stuck in its craw, ... Run Digital_Truckers' RSM (Radio Station Manager) (https://www.subsim.com/radioroom/downloads.php?do=file&id=592) mod on it, and it will find the bad event.


Thanks for that.

The track in question was 1943-07-25-WorldNewsToday (it had an underscore rather than a hyphen)

Mios 4Me
06-17-20, 06:15 PM
Convoy College area, Dec 1944, heavy fog, medium precip, upgraded to a newly constructed Tench:

Encountered a H/K TF at close range, just in time to dive deep to safety. Radar was operating and there was nothing unusual about the watch.

Several days later, encountered the same TF in identical conditions. Radar first indicated a large group at long range, then flashed the TF at close range. Again, just time to dive deep.

Both times the TF had the drop on us, despite using the standard SJ-1. We were running for home at TC of 3-4k in anticipation of the two-week slog back. Never experienced this behavior prior.

Skipping over a couple posts where we discussed the possibility of this issue stemming from the early Tench upgrade - I rolled back to the last Archerfish patrol and extended it. Same thing happened again, this time with a convoy, in perfect weather during the day.

A large convoy symbol suddenly flashed on the NavMap north of us, just south of Hong Kong, close enough that two of the four merchants could be identified visually. Worse, three escorts were already zeroing in on me, with one only 3800 meters away. Prior to the encounter, the game had dropped out of light TC (1000-1500, probably less) a couple of times with no apparent cause, as if pausing to see if a contact were called for there or some check failed. Radar was otherwise functioning and the watch crew was on station.

I exited the game and restarted the patrol. This time there were two other aircraft contacts en route to the same spot and the Large Group convoy was detected at long range, 30+ km.

I've encountered these TC "stutters" several times in other patrols and for no discernible reason, but have never experienced these inferior radar range issues in any career that I can recall.

mikesn9
06-18-20, 07:48 AM
I have seen the TC 'stutters' in FOTRSU, TMOwtw also.


I usually only run TC up to 1024 in zones, or 1536 in transit. Suddenly drops to 8. I check for ANY contacts anywhere: nothing. Then go back to playing the game.


Doesn't seem to be ship, base, or zone related.

propbeanie
06-18-20, 10:39 AM
Hi All, sorry to interrupt with a different topic;I've got an issue that I originally put in the general section and it was suggested that I try over here; it's that after upgrading to AMD hardware, cpu and gpu, I now have the bow and stern wakes flickering visible through the sub textures. It happens with FotRS, but also vanilla and OM installs as well, which is why I originally didn't put it here. It also happens with any german, japanese, or american sub, in campaign, patrol, or single mission. I tried adjusting the image scaling as suggested in an old post for AMD tweaks, but that didn't do anything. I have noticed, though, that when I initially start, if I'm on the bridge and I pan the camera a bit, I get a "shadow" that matches the initial outline of the hull and bridge structure. I'm afraid I don't know about 'rendering" or 'alpha channels', etc. but something isn't right with the display.
Very strange (to me). The old DirectX v9.0c games can be a bother, especially with the newer hardware. Besides setting up the DPI scaling and possibly having to do the "Compatibility" settings and "Run as administrator", you should also set everything based upon your monitor's "Native" resolution. Windows will show "recommended", as in my Win10 display resolution drop-down for this laptop, it shows "1600 x 900 (Recommended)". On the desktop Win7 shows "1920 x 1080 (recommended)", which are the two different displays' "Native" resolution. Windows will automatically show that. Then in the game itself, on the Main menu and in the Graphic Settings", at the top is the display resolution drop-down, and generally speaking, there should be a similar setting somewhere in the drop-down list. I do not have a newer card or monitor, so I'm not certain about some of the newer, higher-refreshed displays with high resolutions, so you might have to pick a multiple of one, such that if you have a "3840 x 2160" display that does not have a listing, you would then choose the 1920 x 1080, since it is the same ratio. An HDMI cable might also be able to be used, and then settings (in theory) would be automatic...


Thanks for that.

The track in question was 1943-07-25-WorldNewsToday (it had an underscore rather than a hyphen)
:yeah:


Skipping over a couple posts where we discussed the possibility of this issue stemming from the early Tench upgrade - I rolled back to the last Archerfish patrol and extended it. Same thing happened again, this time with a convoy, in perfect weather during the day.

A large convoy symbol suddenly flashed on the NavMap north of us, just south of Hong Kong, close enough that two of the four merchants could be identified visually. Worse, three escorts were already zeroing in on me, with one only 3800 meters away. Prior to the encounter, the game had dropped out of light TC (1000-1500, probably less) a couple of times with no apparent cause, as if pausing to see if a contact were called for there or some check failed. Radar was otherwise functioning and the watch crew was on station.

I exited the game and restarted the patrol. This time there were two other aircraft contacts en route to the same spot and the Large Group convoy was detected at long range, 30+ km.

I've encountered these TC "stutters" several times in other patrols and for no discernible reason, but have never experienced these inferior radar range issues in any career that I can recall.
The possibility exists that the bad, original "upgrade" may have polluted the Save folder, but I would imagine that just keeping the Improved SJ, and NOT taking the ST would work better. We are in the middle of going through the entire ship list in the game for sound on sonar and conformity, which we will then test. Once through that minefield, I'll get back to trying the ST radar. I do know that prior to CapnScurvy working on it, that it did not work at all, and if you went to use the Observation Periscope with it on it, your view would spin round and round in circles, without Billy Preston singing it for you... :roll: - It did function correctly for a time, so I will go back and search through our archives, and try to find when it did function as intended, and try to copy that back, or find what changed and attempt to go back...


I have seen the TC 'stutters' in FOTRSU, TMOwtw also.

I usually only run TC up to 1024 in zones, or 1536 in transit. Suddenly drops to 8. I check for ANY contacts anywhere: nothing. Then go back to playing the game.

Doesn't seem to be ship, base, or zone related.
The main problem with today's "modern" computer and OS, is that the OS is allowed to interrupt old, single-core, single-threaded apps, and especially with Windows 10, where you cannot turn off Windows Updates, and where User Settings are changed without prior notice, you will find that a goodly portion of those "stutters" are actually the computer doing Windows bidding. "Drop what you are doing, and catalog all of the files in the C: drive for the Indexing Service. You haven't done that in at least three minutes! Get to it! When you get done with that, fone home so we can see where the User has been on the i-net. Never forget - 'advertising revenue'!!!"...

Bubblehead1980
06-18-20, 10:40 AM
I have yet to encounter a ijn submarine in FOTRS. Curious, will they show on radar? In TMO etc could never get them to show on radar(not sure why?) Trying to bring enemy subs as a legitimate threat in TMO.The AI enemy sub in tmo is a nice target but always on surface and her deckgun is the threat. I believe can set them submerged but then they are no threat. Want to have it where they show up on SJ radar when on surface and for the AI crew to report the contact and eventually can fire torpedoes.

Also, are the capable of operating submerged? firing submerged? I know the midget sub in tmo is submerged. Just looking for details since have not ran into one yet.

propbeanie
06-18-20, 11:08 AM
Those IJN (and American & German) AI subs are basically surface vessels, set to Type=17, which in Stock is "Elite Destroyer Escort". That way, they are aggressive when encountering enemy assets, and will charge their position with guns and torpedo tubes a-blazing. They will alter their speed and direction as dictated by the AI_Ship internal settings in the sim file and executable for the game, but they will not submerge, and if they do, they will "stop". You cannot have them on a given course that you have set with waypoints, and have them submerge. They will attempt to, and they will get a pinch lower in the water, but they will then slow down, and if the weather is rough, and the waves up, they might fully submerge - but when they do that, they are actually sinking. The Ko is a different kind of bird. I have not looked at its dat versus sim yet, but I do know that it will submerge itself when its speed increases, such that if you encounter it in the game, it will come at you for an attempt at a 90° attack on your "estimated" position. As it speeds up for that, it is almost like its shape pushes it under water, but it is able to continue at the speed the AI_Ship dictates for attack / run-away. If it keeps attacking, it will eventually sink itself also. My one thought on that a while ago was that it is running on electric all of the time off of its batteries, and as such, that might allow it to continue, I don't know...

These and other issues with the subs will be looked into though for FotRSU. If you initially set one of the current Type=17 AI subs in FotRSU to say -18 or so, intending it to be at PD, it will do so, but it will not motor about there. If you change it's Type= to 200 for a submarine, it will still sit there usually, because of the way it was built and then altered to be an AI surface vessel. If you instead take the original playable submarine, and clone it and make it into an AI sub, it will motor about. I do have a JyunsenB and the US Fleetboat done up that way, and with the torpguns on them, they will shoot torpedoes at you or any other enemy vessel (or airplane). One bad thing about those as they are now, is that they are "visible" to surface vessels, which will then shoot at them with their cannons, and attempt to avoid them, well outside the 'normal' range of torpedo launching for the sub...

There are still several things in line ahead of getting back into attempting to add the submerged AI subs as an add-in to FotRSU, but when I do, I'll keep you in mind, and see what changes we make for that. In the meantime, look in the Sea folder for the current AI subs, and in the Submarine folder for the AI_SubName_sub folders for the submerged ones, as they stand now. The submerged ones are NOT a finished product yet, and the surfaced ones will all likely be altered some. Also, do remember that keltos01 created the IJN subs, which were then edited by s7rikeback & CapnScurvy to function as AI assets in FotRSU. I then took their work to create the submerged ones that don't work quite right yet... :salute:

"All right mister! Break is over! Get back to WORK!!!" :o - I've been found!

Fritz Klum
06-18-20, 04:00 PM
When in the war do fleetboats get that blue skin for which they became so well known? I played a campaign through to 1943, but the tambor I was using for that campaign never got the new skin, and instead remained black-skinned with the early war conning tower the whole way through. Bug?

Havan_IronOak
06-19-20, 06:00 AM
Just curious... When I submerge at dawn in my Tambor class boat I find that I'm starting to get CO2 warnings about noon. That's maybe 6-8 hours tops.



I do have more than the standard 60 man crew. I know that in Real life it would make a difference but do you know if it does in the game?



The real world Tambor is reported as being able to go 48 hours at 2 knots submerged. And I understood that staying submerged from 12-48 hours was not unusual

mikesn9
06-19-20, 06:43 AM
The main problem with today's "modern" computer and OS, is that the OS is allowed to interrupt old, single-core, single-threaded apps, and especially with Windows 10, where you cannot turn off Windows Updates, and where User Settings are changed without prior notice, you will find that a goodly portion of those "stutters" are actually the computer doing Windows bidding. "Drop what you are doing, and catalog all of the files in the C: drive for the Indexing Service. You haven't done that in at least three minutes! Get to it! When you get done with that, fone home so we can see where the User has been on the i-net. Never forget - 'advertising revenue'!!!"...




I get that, worked in computers for 38 years. BUT.. Why does the game go from a TC of 1024 down to 8. I do understand a pause while the PC (Win 7 64 bit) does it's 'housekeeping' , but not the game change part.

Havan_IronOak
06-19-20, 09:22 AM
I get that, worked in computers for 38 years. BUT..


Hey, neighbor! I feel your pain! Spent a few decades in software development myself. I'm not sure that we'll ever get satisfying answers to all the technical whys and hows. This game was built pre-Vista and has never played nicely with many of Windows features.



Plus it's a bit of a Frankenstein's monster. There are artifacts that appear to have been copied whole-cloth from Silent Hunter III then just never used. Some of it's been repaired over the years with mods (which can easily introduce their own weirdness)



My latest "death" occurred when I plotted a course into Freemantle and came in with Time Compression over 1000. Loaded up a save and ran it again reducing Time compression just before I got close to port... worked just fine. I like to tell myself that TC didn't give some "friendlies" time enough to navigate outta my way.



Of course, there's some confirmation bias. We tend to notice these things more when something goes wrong.

jldjs
06-19-20, 10:44 AM
I get that, worked in computers for 38 years. BUT.. Why does the game go from a TC of 1024 down to 8. I do understand a pause while the PC (Win 7 64 bit) does it's 'housekeeping' , but not the game change part.

Just “listening”, but look in sim.cfg and you see which events cause the TC to drop, some to 8 others to 1. Change them if you’d like!

Moonlight
06-19-20, 10:56 AM
^sim.cfg is for the AI surface ships sensors.cfg, its Main.cfg for time compression. :up:

loftyc
06-19-20, 11:25 AM
Very strange (to me).

...and me, too. Thanks for your ideas; I've been using the same 1920x1080 60 hz monitor, windowed or not, vsync or not, adjusted scaling in the Radeon program, and no joy. Isuppose I could just never use an external view, but that seems a bit extreme.

propbeanie
06-19-20, 11:40 AM
When in the war do fleetboats get that blue skin for which they became so well known? I played a campaign through to 1943, but the tambor I was using for that campaign never got the new skin, and instead remained black-skinned with the early war conning tower the whole way through. Bug?
Not a bug. The new skin begins on 19430101, but there have to have several pieces in place. You do have to come back in to port after 19430101, and go back afterwards, and even still, it might take a time or two, depending upon which base you're at. Just because the game shows something starting on 19430101 does not mean it will. The conning towers are strange beasts. A person has to have enough points to "qualify" for an upgrade, which only come based on date. The first change can happen sometime after May of 1942, but you are either offered a submarine upgrade first, and if a submarine is not available to upgrade to, then a conning tower upgrade is offered - but only if you have enough points to "qualify". The points awarded are the difficult part to manage in FotRSU, and we are still adjusting the parts for "balance".


Just curious... When I submerge at dawn in my Tambor class boat I find that I'm starting to get CO2 warnings about noon. That's maybe 6-8 hours tops.

I do have more than the standard 60 man crew. I know that in Real life it would make a difference but do you know if it does in the game?

The real world Tambor is reported as being able to go 48 hours at 2 knots submerged. And I understood that staying submerged from 12-48 hours was not unusual
No one, of course, breathes "air" on your boat, and as far as we know, they do not model that in the game. The CO2 gauge comes on with just a slight rise in the CO2 level of the game. The only way to really tell how the CO2 is affecting your crew, is to monitor your crew... If they start ignoring your orders, then you have to surface... I have not attempted to find out when that happens in FoTRSU, but unless we did something we don't understand about (very possible), the settings for that should be close to what Stock has. Perhaps someone else can comment about how long they have managed to stay under... ??


I get that, worked in computers for 38 years. BUT.. Why does the game go from a TC of 1024 down to 8. I do understand a pause while the PC (Win 7 64 bit) does it's 'housekeeping' , but not the game change part.
In the game's config, these are the settings that will bring the TC directly to 8x:
RadioReport=8
Particles=8
PrayState=8
The Radio Report is the most common, but some don't change the TC at all, others take you to 1x TC. PrayState is when you are being hunted. Particles are generated, such as a torpedo launch... or smoke...

Hey, neighbor! I feel your pain! Spent a few decades in software development myself. I'm not sure that we'll ever get satisfying answers to all the technical whys and hows. This game was built pre-Vista and has never played nicely with many of Windows features.

Plus it's a bit of a Frankenstein's monster. There are artifacts that appear to have been copied whole-cloth from Silent Hunter III then just never used. Some of it's been repaired over the years with mods (which can easily introduce their own weirdness)

My latest "death" occurred when I plotted a course into Freemantle and came in with Time Compression over 1000. Loaded up a save and ran it again reducing Time compression just before I got close to port... worked just fine. I like to tell myself that TC didn't give some "friendlies" time enough to navigate outta my way.

Of course, there's some confirmation bias. We tend to notice these things more when something goes wrong.
1024 TC means every 1 second is 1024 seconds, or over 17 minutes. A lot can happen in that time frame, such as traveling over 5100 yards if at 9 knots...

propbeanie
06-19-20, 12:01 PM
...and me, too. Thanks for your ideas; I've been using the same 1920x1080 60 hz monitor, windowed or not, vsync or not, adjusted scaling in the Radeon program, and no joy. Isuppose I could just never use an external view, but that seems a bit extreme.
Is there a "3D" or "HD3D" or "Stereoscopic" setting on your card? It's not trying to run stereoscopic is it?...

Edit: I did find this AMD Knowledgebase article:
https://www.amd.com/en/support/kb/faq/dh2-012

Cybermat47
06-19-20, 12:15 PM
Any chance for an optional sub-mod to remove the flag from the rear of the boat? AFAIK the flag wasn’t flown while on patrol.

Fritz Klum
06-19-20, 02:21 PM
Perhaps someone else can comment about how long they have managed to stay under... ??


I tested how long I could stay under. The following was tested in a Sargo-Class Boat on an in-game date of December 11, 1941:


Class: Sargo-Class


Crew Size: 83 Men


Time spend Underwater: 48 hours (6:53 AM December 11 - 6:53 AM December 13)



Remaining Oxygen percent upon surfacing: 5%


Remaining Battery Charge upon surfacing 1% :har:



(Speed was 3 knots, until battery charge dropped below 10%, after which time, speed slowly decreased to 1 knot, which was the underwater speed just prior to surfacing.)


It is true that the Co2 indicator pops up when Co2 levels are over 10%, however you can safely ignore it - focus on your overall level indicator which is located at the bottom right-hand corner of the screen

KaleunMarco
06-19-20, 06:18 PM
I tested how long I could stay under. The following was tested in a Sargo-Class Boat on an in-game date of December 11, 1941:


Class: Sargo-Class


Crew Size: 83 Men


Time spend Underwater: 48 hours (6:53 AM December 11 - 6:53 AM December 13)



Remaining Oxygen percent upon surfacing: 5%


Remaining Battery Charge upon surfacing 1% :har:



(Speed was 3 knots, until battery charge dropped below 10%, after which time, speed slowly decreased to 1 knot, which was the underwater speed just prior to surfacing.)


It is true that the Co2 indicator pops up when Co2 levels are over 10%, however you can safely ignore it - focus on your overall level indicator which is located at the bottom right-hand corner of the screen
did you test CO2 range with a different crew size to see if you could stay under longer with less crew or shorter with more crew?(not sure you can get more than 83 in a WWII sub)

Havan_IronOak
06-19-20, 11:55 PM
Still Digging into the files included in the mod. (Am thinking of attempting a small mod of my own)



I noticed when looking in the Sea directory that most of the files in each subdirectory tend to agree as to name with their directory. e.g. the "NCVE_Attacker" directory contains a bunch of files that all start out NCVE_Attacker...



Yet, the NCVE_Bogue directory contains file for both NCVE_Bogue and CVE_Bogue



Is it supposed to be like that or are some of the files leftovers from a rename?



I notice that many of the ships listed in shipdata.pdf show a class without the N prefix that many of the actual directories have. And since you said in an earlier post that shipdata.pdf is out of date I'm wondering if there wasn't a naming convention change.



Really just curious. It doesn't seem to affect my game so far in any way.

s7rikeback
06-20-20, 03:36 AM
Still Digging into the files included in the mod. (Am thinking of attempting a small mod of my own)

I noticed when looking in the Sea directory that most of the files in each subdirectory tend to agree as to name with their directory. e.g. the "NCVE_Attacker" directory contains a bunch of files that all start out NCVE_Attacker...

Yet, the NCVE_Bogue directory contains file for both NCVE_Bogue and CVE_Bogue

Is it supposed to be like that or are some of the files leftovers from a rename?

Short answer is that this is a stock game issue, several other units have these different named files also.

Not sure why though, could have been several people working on the same project, using different naming conventions... or a previous SH version being used as a base, and new files just added, without removing the older file works.

If you look at the unit.cfg, you will see which set of files are being currently used.

I notice that many of the ships listed in shipdata.pdf show a class without the N prefix that many of the actual directories have. And since you said in an earlier post that shipdata.pdf is out of date I'm wondering if there wasn't a naming convention change.

In the vast majority of the sea folders, the ships are in Nxx.xxxx names folders, whilst when they are called in-game, the classes have had the "N" removed and possible other symbols and letters.

Again, this has been copied from Stock.

Really just curious. It doesn't seem to affect my game so far in any way.

For more info on the ships and name details, please look here (https://www.mediafire.com/file/h1xjn9cnpj8fon8/FotRSU_Equipment_Unit_list.xlsx/file)
I have answered your questions in orange..

Havan_IronOak
06-20-20, 02:56 PM
s7rikeback, your answers (and that spreadsheet) helped me answer a number of things I'd been puzzling over.



But as with answers they tend to raise more questions...



In the outdated ShipData.PDF there was an entry for NBB_AH I didn't see a folder for that in the \sea directory and that had me puzzled but then there were a few of those.



Oddly, I do see it in your spreadsheet but it's marked02_FotRSU Beta v0.25...
did that vessel not make the cut for the current version?

s7rikeback
06-20-20, 03:22 PM
s7rikeback, your answers (and that spreadsheet) helped me answer a number of things I'd been puzzling over.

But as with answers they tend to raise more questions...

In the outdated ShipData.PDF there was an entry for NBB_AH I didn't see a folder for that in the \sea directory and that had me puzzled but then there were a few of those. real ship names, now, some of these ships may not be exact copies of the original model, but close enough to suite our project.

The NBB_AH was a fictional ship, that was inserted into the original mod by the AOTD mod team, recently we have decided as a team to only use era specific ships only, some of these ships may not be exact copies of the original model, but close enough to suite our project.

Oddly, I do see it in your spreadsheet but it's marked02_FotRSU Beta v0.25...
did that vessel not make the cut for the current version?
As to the document name, its a living breathing element, released with every release, in the support folder, but thanks for the heads up on the typo, this will be fixed.

KaleunMarco
06-20-20, 05:04 PM
hey PB,
do you have a need for version 1.3 for your archives?
i am cleaning up some off-site storage and stumbled upon version 1.3.
if you do not want it then it goes into the bit bucket.
:Kaleun_Salute:

propbeanie
06-20-20, 08:00 PM
If you mean Maddy's original FOTRS v1.3, then "no", we don't have a need for it. It is uploaded to the SubSim site, and I have it in my archive, as well as active on my computer... that and v2.0 in Deutsch!

Kresner
06-20-20, 09:19 PM
I want to report some issues, I started in January 44, submarine Gato, base Fremantle.

- The surface radar doesn't work properly, not detect when I increase the time compression (x32, x64, x128, x256 ...) only when I am at normal time (x1) sometimes with heavy precipitations I was surprised by destroyers on surface travel and they sank me. When I find a taks force, the radar doesn't detect battleships, only its escorts and cruisers on navigation map.

-Now I´m in battle of Philippine Sea, with submarine Balao, in the middle of the Ozawa´s force ( Shokaku, Zuikaku, Taiho) and the game crash, crash, I tried 6 times and continues crash, often after sinking some carriers or a short time after sinking them when I'm trying to run away from the action.

Sorry if the radar issue has been reported before

propbeanie
06-20-20, 11:07 PM
We have not had any reports of issues with the "normal" radars, only the ST, which is the Observation periscope-mounted variety. The radar does project a beam, and especially in rough weather, might over-shoot the surface, or hit the water in-close to your boat. Being caught unawares in a storm is not at all unusual. Time Compression makes things worse. The SD radar defaults to "Off", the SJ might be on, but it also might be on "focused", so check those...

Now, I am in the middle of the Battle of the Philippine Sea myself right now, using a Single Mission to put my sub right where all of the groups met for a re-fueling rendezvous. I do not have issues. Depending upon where you are - I mean, after all, the Battle of the Philippine Sea covered a rather large area, so where are you in relation to that? Details, details, we need details. We know you're by Ozawa's force, but they traveled a ways to get there...

Also, keep in mind that there are 60 IJN vessels and 62 Allied vessels in the scenario, plus a total of 42 scripted airplanes - but to top it off, the US has 22 ships that can and do spawn additional airplanes, and the IJN has 22 vessels that can and do spawn additional planes. If you are a bit further east, where most of the air battles took place, then you would be in the middle of Ozawa's force as it is being attacked by swarms of airplanes. Plus, there is the rest of the game still running all around you.

Since you are crashing, I would hazard a guess that LAA or a 4 gig patch of some form is not properly applied to your SH4 executable file. Either that, or you did not empty the Save folder before beginning your career, and you have encountered "new" vessels that are confusing your old Save data... Either of these can also lead to symptoms like your radar.

Havan_IronOak
06-21-20, 06:39 AM
1) What's a good rule of thumb for folks using this mod as to how far aircraft can spot you?

Normally when I'm notified of an SD radar contact, I check the aircraft bearing and range and monitor its flight. I'm pretty sure that anything outside a 6000 yard radius of my boat won't change course to attack me.but how far out should I really be worried about?

Follow-up question... Do they spot me and call in more pixies? Do they advise any shipping that I'm in the area and steer it away?

2) I've been using T as the hotkey to toggle my Aircraft radar on and off just fine on my previous missions. I hit T and I either see a message that says "Turning OFF SD Air Search Radar" or one that says "Turning ON SD Air Search Radar"

I just got my first SJ surface set though and I'm a bit confused.

The card says that T CTRL will toggle that On&Off.

I'm assuming that means hold down the left Ctrl key and hit T.


When I do that, I don't get any message from my chief engineer.
Is the radar working as it should?

I did go to the set, turned it on myself and made sure that the scope was showing a display. It now seems to be on whenever I check it and the antenna IS turning.

propbeanie
06-21-20, 07:25 AM
The range they can see you varies of course, on several factors, such as your speed, their speed, and the AOB (how they see you). Since fixing the Loadouts on airplanes, you will get a definite course change from them if they are still armed. They usually will not fail to see you inside of 5 nm, and I have had them see me at roughly 8.2 nm when I was attempting an end-around on a convoy and running at flank, broadside to the plane.

One thing to keep in mind about airplanes is that they do not always change course and come at you. If out of weapons, or not carrying any, they will fly straight-line, and just fone home with your info. Location, course and speed being enough to draw a circle around your potential future location to avoid. The ships dodging around you, or re-routing, can and does happen, but only initially, and if they are close. However, another airplane comes to find you, and they avoid again. A submarine in the Stock game warrants a response of seven airplanes. This is somewhat reduced in FotRSU with closer, smaller airfields (mostly in an attempt to avoid striking the terrain when responding long-distances) that only have a couple of airplanes to spawn. They can and do call in re-inforcements though... Once seen, you will get a continual airplane response, and it goes to all sides of your reported position, your next location being somewhat easy to determine. After all, a submarine can only go so far in a given time period.

The <Ctrl><T> does indeed turn your SJ on and off. You do not get a text-box response, but instead will get a menu button light. The SD cannot change the menu button (it was never meant to be turned-off), hence the text prompts. I thought we had a hot key to toggle the "Rotate / Focus", but I don't see it listed, so I'll do some experimenting later on that. As an aside, all of the radars do seem to attract attention for ASW attacks, and this includes radio transmissions. Now, the IJN IJA did not have radar detectors until mid- to late-war, except in SH4, so be aware that they will focus on your radar array...

The dish rotation does not follow the actual functioning of the radar in FotRSU. Sometimes, it will show rotating, and it is not doing such at the station. Other times, it will not be rotating, and it will show rotation at the station. We are attempting to find where that is controlled...

Mios 4Me
06-21-20, 09:35 AM
We have not had any reports of issues with the "normal" radars, only the ST, which is the Observation periscope-mounted variety.
Actually my issues with ASW TFs and the escorts of a convoy intercepting me well before I detected them were with the SJ-1, similar to his experience.

The independent issue with the ST was that it simply did not operate.

KaleunMarco
06-21-20, 10:39 AM
Actually my issues with ASW TFs and the escorts of a convoy intercepting me well before I detected them were with the SJ-1, similar to his experience.

The independent issue with the ST was that it simply did not operate.

this has been documented many times in posts in this thread.
because of the inherent defects of the ST, i would not recommend installing it when it becomes available. stay with the SJ radar set that you have and which works.
good luck.
:Kaleun_Salute:

KaleunMarco
06-21-20, 10:47 AM
If you mean Maddy's original FOTRS v1.3, then "no", we don't have a need for it. It is uploaded to the SubSim site, and I have it in my archive, as well as active on my computer... that and v2.0 in Deutsch!

it's hard to tell who compiled it.
it is zipped into an RAR compression file.
there is one documentation file that refers questions to acesofthedeep.com. i am not familiar with that fraternity but i suspect you are.
however, after further review, when i browse to acesofthedeep.com, i find an asian porn site.:hmmm: so, while you may be familiar with the aces of the deep, it is possible that you are not familiar with the new-and-improved web page.:har:

i am going to delete the FOTRS v1.3 file and let it rest in the legendary bit bucket.
:Kaleun_Salute:

XenonSurf
06-21-20, 01:08 PM
Sorry if this has been reported already, but:


After day 30 or so of my patrol in the campaign, all needles in the sub dials are suddenly stucked at full North (e.g. at depth 90) in the command room or elsewhere (I still must check this 'elsewhere'). Reloading a new save doesn't change it anymore, and giving new commands like diving or changing speed doesn't change it either.
Before you ask: No, I didn't ALT-TAB out of the game or such, also I have only FOTRSU and "FOTRSU - More Campaign Traffic" loaded which should not interfere for this problem. I don't remember having done anything 'special'. Origin unknown for me.


XS

XenonSurf
06-21-20, 01:19 PM
1) What's a good rule of thumb for folks using this mod as to how far aircraft can spot you?



2) I've been using T as the hotkey to toggle my Aircraft radar on and off just fine on my previous missions. I hit T and I either see a message that says "Turning OFF SD Air Search Radar" or one that says "Turning ON SD Air Search Radar"



1)
For me this is blattantly simple and easy as long as I have a functionning SD radar which normally you have all the time, even if it shows switched-off in the radar station it will be operational if you have switched it on (see the red text below) and you get icons on the NavMap with 'Very fast' as the speed and this well before the plane is in sight of your watch crew, at 12 miles and less usually.
What I do is simply observing the icon for some seconds, then I draw a line to get its general course and I evaluate if I'm further than about 2-3 miles away, in which case I keep that distance with minimum aspect. Otherwise I crash dive and stay below for 3 minutes, enough time to make it pass over me and disappear. I do this with such a routine that it gets boring :)
After some time the plane will return from opposite direction, a little position-shifted but still on the same opposite course. So better go in a perpendicular course at full speed for some time after the plane disappears.
I usually never 'slug it out' with a plane using my canons because I know that 1 single bomb can end my patrol and make me KIA. No reason for me to gamble for such a meager target, and also because I know that the above method will work 100%.
However: If the plane has already detected you and is heading towards you, then you are too LATE to dive, man your AA gun, go flank speed, turn broadside to the plane before it gets over you, wait until it has dropped its bomb in the water, and at that precise moment you will crash dive and change your course. Do not stay at periscope depth, go deeper because you are still visible in calm waters and good weather.
I wish this worked so all the time in real life, but radars don't work all the time, planes may fly too low to be spotted, your crew cannot spot everything all the time etc. The game is far too easy in this regard, be happy it is so...


2)
You can switch off the SJ radar and the icon will not be illuminated (lit) anymore. For the SD radar, the icon will never be lit when turned on (can FOTRSU change this please?), you must watch and read the message in the message box to know if it's turned on or off after giving the icon command. Once it is on it will stay on even after reloading game. The SJ radar will turn from Sweep to Focus once you leave the station, but this has no influence on objects being detected or not, once returning on station you must chose to sweep again to see targets.
Important: If you have SJ radar turned off, and SD radar turned on, then the SD radar will show to be off in the station, but it will work anyway (a flaw of the game being unable to correctly show both radars separately). For SD radar, you must rely what you do with the icon commands to know if it's on or off, do not rely by simply looking at the radar station, it may give you false information on its status, and no, there is no mod able to change this.
Up to now I never got detected by enemy ships because I had the SJ and/or SD radar turned on, but this could happen later in the war I guess, I just don't know if this is simulated in the game. Radar waves can be detected and triangulated to determine your position in the worst case for you.


Hope this helps,
XS

Kresner
06-21-20, 06:54 PM
]We have not had any reports of issues with the "normal" radars, only the ST, which is the Observation periscope-mounted variety. The radar does project a beam, and especially in rough weather, might over-shoot the surface, or hit the water in-close to your boat. Being caught unawares in a storm is not at all unusual. Time Compression makes things worse. The SD radar defaults to "Off", the SJ might be on, but it also might be on "focused", so check those...

The surface radar issue was in continous search and long range, but not only with heavy precipitations in normal day too, only when the watch crew report visual contact the compression time decelerate a x8 (to travel long distances is necessary accelerate the time)

Now, I am in the middle of the Battle of the Philippine Sea myself right now, using a Single Mission to put my sub right where all of the groups met for a re-fueling rendezvous. I do not have issues. Depending upon where you are - I mean, after all, the Battle of the Philippine Sea covered a rather large area, so where are you in relation to that? Details, details, we need details. We know you're by Ozawa's force, but they traveled a ways to get there...

Also, keep in mind that there are 60 IJN vessels and 62 Allied vessels in the scenario, plus a total of 42 scripted airplanes - but to top it off, the US has 22 ships that can and do spawn additional airplanes, and the IJN has 22 vessels that can and do spawn additional planes. If you are a bit further east, where most of the air battles took place, then you would be in the middle of Ozawa's force as it is being attacked by swarms of airplanes. Plus, there is the rest of the game still running all around you.

I´m in the middle of the taks force, between the Taiho and Shokaku carriers, June 17, 1944, 2:52 pm ( no air battles) :yep: 548 km north of Palau island, campaing mode, submarine balao. Sorry I don't know how to insert a picture :oops:

Since you are crashing, I would hazard a guess that LAA or a 4 gig patch of some form is not properly applied to your SH4 executable file. Either that, or you did not empty the Save folder before beginning your career, and you have encountered "new" vessels that are confusing your old Save data... Either of these can also lead to symptoms like your radar.

I delete all save folders of previous versions of FORTS but I didn't reinstall the game

Mad Mardigan
06-21-20, 07:38 PM
Since you are crashing, I would hazard a guess that LAA or a 4 gig patch of some form is not properly applied to your SH4 executable file. Either that, or you did not empty the Save folder before beginning your career, and you have encountered "new" vessels that are confusing your old Save data... Either of these can also lead to symptoms like your radar.


I delete all save folders of previous versions of FORTS but I didn't reinstall the game

1 thing of note, was no reply about the LAA (Large Address Aware) status or the 4 GB patch, if either was used as they should before starting off on a career...

It's good that you deleted the save game folder.. but it helps to ensure that you have SH4 & the mega set up properly with either LAA or the 4GB patch.. think I've seen it highly recommended to go with LAA.. though I could have that backwards & the high recommend was for 4GB patching.. Myself, I use LAA & thus far, haven't had issues with crashing.

M. M.
:Kaleun_Salute:

Bubblehead1980
06-22-20, 12:33 AM
How did you create the life rafts that can be picked up like survivor? I looked over files but a missing something, causes a CTD. This would great for lifeguard missions, recovering survivors of sunken vessels(can script it, such as Barbs POW rescue after sinking the ship they were on) etc

propbeanie
06-22-20, 09:36 AM
Compare the NLifeboat_02 and the Rescue_Raft in the Sea folder. Rescue_Raft has different passengers (their nodes on the raft were moved), and the UnitType= was changed to 106. One important point to remember though is that "Type106=Rescue Target" in the Names.cfg file, and that the game uses ~ALL~ Type=106 to pull its assets for downed airplanes from, so ~ALL~ nations have to have one in their Roster - which you might not want... We removed Rescue_Raft02 from FotRSU due to Rostering issues... :salute:

Havan_IronOak
06-22-20, 10:00 AM
Hit an unusual glitch today with the free camera. When I used the NumPad 1 key to move the camera down, the camera went from free camera to free-falling :-j it kept moving down and down and down none of the other camera movement keys could stop it.

Finally got it cleared by going back into the ship and using a camera movement key in there to regain control.

I WAS a good distance from the sub when the error occurred but doubt that that had any bearing on the issue.

I had a problem with my last save. After sinking a larger tanker I saved and broke for the night. But when I tried to reload that save I started taking damage.


Last night the tanker didn't go down after I put two torpedoes in her (the third and fourth that I'd fired this patrol) so I surfaced and finished her with the deck gun. I was close enough that she opened up on me with her AA gun (all she had) but I took zero damage. After watching her sink (ooh! Fire! Pretty!) I got back on course - all was quiet and I decided that I was tired so did the save and went to bed.

Now this morning when I tried to load that save, I started taking damage.

I had my gun crews injured and the main deck gun damaged.

More out of curiosity than anything else. I completely exited SH4 and tried again with the same result.

Not liking that, I tried loading an earlier save I had one from just before I activated time compression waiting for the tanker to come into a good firing range.

When that one activated it immediately told me I was taking damage followed by two torpedo in the water messages.

Thinking that that just made things worse, I quit out of SH4 completely and restarted loading a save from even earlier. I was in that one and had a feeling that I should be finding a tanker soon.

Just out of curiosity I went to my External camera and encountered the glitch I started this post with.

I'm guessing that NONE of this is the fault of the FotRSU mod but thought I'd post it here just in case.

Oh.. and did I mention the Loch Ness monster? :03:

propbeanie
06-22-20, 10:19 AM
Actually my issues with ASW TFs and the escorts of a convoy intercepting me well before I detected them were with the SJ-1, similar to his experience.

The independent issue with the ST was that it simply did not operate.
I understood that yours was after an attempted upgrade to the ST, and that things did not function correctly afterwards... ??


Sorry if this has been reported already, but:

After day 30 or so of my patrol in the campaign, all needles in the sub dials are suddenly stucked at full North (e.g. at depth 90) in the command room or elsewhere (I still must check this 'elsewhere'). Reloading a new save doesn't change it anymore, and giving new commands like diving or changing speed doesn't change it either.
Before you ask: No, I didn't ALT-TAB out of the game or such, also I have only FOTRSU and "FOTRSU - More Campaign Traffic" loaded which should not interfere for this problem. I don't remember having done anything 'special'. Origin unknown for me.

XS
Details! What submarine, where did you sail from, what date it first started? etc., please...


[QUOTE=propbeanie;2679031

The surface radar issue was in continous search and long range, but not only with heavy precipitations in normal day too, only when the watch crew report visual contact the compression time decelerate a x8 (to travel long distances is necessary accelerate the time)

I´m in the middle of the taks force, between the Taiho and Shokaku carriers, June 17, 1944, 2:52 pm ( no air battles) :yep: 548 km north of Palau island, campaing mode, submarine balao. Sorry I don't know how to insert a picture :oops:

I delete all save folders of previous versions of FORTS but I didn't reinstall the game
First of all, an enemy visual contact should take you back to 1x TC, not 8x. Second, using the long-range of 32k yards on the radar will miss a LOT of potential targets and / or closing enemy on the attack. If they are not detected, your TC will not drop. Even at the short-range setting on the radar, the units will "miss" contacts, and they will sometimes give you a contact further out. I do not know if this is purposeful "modeling" from Stock (intermittent operation - bad tubes, etc.), or just a function of "bandwidth" (literally), where the size of the beam goes out. Your boat goes up and down as it traverses waves, and the enemy ships go up and down as they traverse waves. Similar to the visual contact, sometimes your boat is in a trough and the enemy is in a trough, neither of you can "see" the other. Other times, both are on swell peaks, and sighting is much easier. Even still, the AOB, size of the object, etc., all play a part in "detection".

Another thing, just because you have SJ does not automatically give you good air contacts. At least, not until the "Improved SJ" comes online later, and it is still not reliable. You definitely still need the SD radar as a "supplement". You still will not "see" the triangle on the NavMap though, until the plane is "sighted" and identified as an airplane. It will be "Unknown Airplane" until its type is recognizable. Even to this day, radar is not the be-all end-all for detection nor identification. It's a radio wave, and as such is influenced by forces of the earth, as well as forces of man...

One thing players want to do is keep radar on at all times so that they're not "surprised" by a Zeke coming out of the sun or some-such. But it did happen in real life, all the men on Deck Watch duty, all the radar stations fully manned, etc., and you can read in some of the War Patrol Reports of a skipper noting in his report something to the effect of "Had to Crash Dive 1440 on 6th of June due to Betty coming out of the clouds unexpectedly. Bombs dropped caused minor damage to Observation Scope. No injuries incurred..." etc. Radar is a tool, and it was in its infancy during WWII. Not to say there isn't something odd going on in the game at times that could well be an issue. We have been and will continue to look into the radars.

Just remember, the SD is air search only, and does NOT have a screen for its display, other than the NavMap if you have contacts on. If you don't, then you have to be quick on the draw to mark where the contact is. There also is no indicator, and no way to add one, as to whether the device is on or off, other than the text message you receive. Use either the <T> key, or the menu button. Don't forget that you can scroll through the text list, or that it is easy enough to turn off, then on again (or vice versa), to view its status. The SJ is what you "see" at the Radar Stations, both the A-Scope and the PPI, if your boat has the PPI (Plan Position Indicator) active. Those station screens are there, even if you do not have either of them. The A-Scope comes first, the PPI second, then the Improved SJ later. The SJ radar is turned on and off with the <Ctrl-T> combination of keys, and you DO NOT get a text message acknowledging the same. You have to look at the Menu Buttons on the Radar Screen. The radar also displays on the NavMap if you have contacts on. If you don't have contacts on, you can use the PPI - again, if active - to view your contacts. If you don't, the A-Scope is it, which only shows the range easily. You have to pay attention to the indicators for the bearing. Again though, without map contacts on, you have to be quick on the draw. In all cases, you have to monitor more than one screen in the game... The NavMap is the most useful, but NOT 100% reliable for contact displays, especially if you are using TC. A contact via radar will only be quick "blip", and if you are at anything higher than say 4x, that "blip" comes and goes in less than a blink of an eye... It's not until a contact is within 8k yards that you might have a reliable contact, and even then... ya never know...

propbeanie
06-22-20, 10:30 AM
Hit an unusual glitch today with the free camera. When I used the NumPad 1 key to move the camera down, the camera went from free camera to free-falling :-j it kept moving down and down and down none of the other camera movement keys could stop it.

Finally got it cleared by going back into the ship and using a camera movement key in there to regain control.

I WAS a good distance from the sub when the error occurred but doubt that that had any bearing on the issue.

I had a problem with my last save. After sinking a larger tanker I saved and broke for the night. But when I tried to reload that save I started taking damage.


Last night the tanker didn't go down after I put two torpedoes in her (the third and fourth that I'd fired this patrol) so I surfaced and finished her with the deck gun. I was close enough that she opened up on me with her AA gun (all she had) but I took zero damage. After watching her sink (ooh! Fire! Pretty!) I got back on course - all was quiet and I decided that I was tired so did the save and went to bed.

Now this morning when I tried to load that save, I started taking damage.

I had my gun crews injured and the main deck gun damaged.

More out of curiosity than anything else. I completely exited SH4 and tried again with the same result.

Not liking that, I tried loading an earlier save I had one from just before I activated time compression waiting for the tanker to come into a good firing range.

When that one activated it immediately told me I was taking damage followed by two torpedo in the water messages.

Thinking that that just made things worse, I quit out of SH4 completely and restarted loading a save from even earlier. I was in that one and had a feeling that I should be finding a tanker soon.

Just out of curiosity I went to my External camera and encountered the glitch I started this post with.

I'm guessing that NONE of this is the fault of the FotRSU mod but thought I'd post it here just in case.

Oh.. and did I mention the Loch Ness monster? :03:
You don't mention your boat, where you sailed from, etc., plus how far out you might have been with the camera, such as 2 seconds from my boat, or 10 seconds from my boat, etc. The free camera is easy to confuse, and the further you get from your boat, the more "strangeness" you will see. We'll double-check the camera though. We need at least the boat, to look at the proper camera cfg.

As for the "taking damage", the Save might not have been complete, or wrote bad data last night, or maybe you hadn't noticed the damage. My guess is that you should most likely have taken damage last night from the AA guns on the enemy vessel, because they can an will hit you within 1800 yards almost without fail, especially if given more than 30 seconds to target you. Why you were not informed of the damage, I don't know. But the Save is probably accurate on that. The damages were not repaired, nor the wounded healed prior to the Save, so that took up where the game first encountered them.

Loading the previous Save, you most likely encountered what happens all of the time with loading Saves in this squirrellie game, and that is the "sound" of something happening previously. So you probably heard at least one torpedo shot, or the air expulsion, then the "Torpedo in the water" and "We're taking damage sir!" along with possible explosions and "screeches" of metal-on-metal or some-such, and all relatively close together???

Havan_IronOak
06-22-20, 11:43 AM
My boat is a Gar class out of Pearl. But the save was just Northwest of Linguyan(sp?) Gulf.

I wouldn't be surprised about the confusion on the taking damage bit, except that I specifically checked that after the battle and before I did the save.

Went to my boat management damage page and nothing was damaged. Personnel page - No one was wounded and hull damage was at 00.

I was a LONG way out when I tried to use the down camera key. Probably 30 seconds of Shift up-arrow.

Of the two issues, the "not showing damage that I actually took" is the more troubling but no one died and everything is fixable.

Actually, after posting my last entry here, I started SH4 again and chose an even earlier save. I've since played through that day with no issue (except that the tanker never materialized. But since my now functioning SJ Radar picked up a convoy of four merchants steaming right toward me, I'm willing to let the tanker slide.

I'm sorry if I'm being somewhat dense on the SJ radar. I set it to medium range and made sure it was weeping and that's why I spotted the convoy I'm guessing.

But two other questions have occurred...

1) What use is the 4000 yard setting on the SJ radar?
Unless weather conditions are appalling, I'm gonna visually spot anything that close, no?

2) Is there a secret to getting the Focus Mode to work?
After I found my targets using the sweep mode, I tried to use focused mode, hoping it would perform like telling my sound man to continually report on the nearest contact. Instead, I stopped getting any radar contact reports at all. I went back to sweep mode. And he started reporting again.

Moonlight
06-22-20, 12:07 PM
I was just sunk in a balao in July 43 at 548 ft deep in the East China Sea, silent running was active but completely ineffective, same goes for that thermal layer bollocks as well. What I did notice though was this unerring ability to locate the sub by this destroyer, it seemed to have this super sensitive hydrophone and sonar that could pick up a dolphin breaking wind at 500ft.

Destroyer in question had a number 20 on the bow of the ship and some kind of Japanese markings in the middle, "it+jT" is what that looked like. :O:

Now to my next observation, the balao submarine has the torpedo settings set to contact instead of influence, I know it can be changed inside the game but I would like to know which file controls that so I can change it outside of the game. :O:

DanielCoffey
06-22-20, 12:32 PM
The NDD Fubuki has that number plus those details if it spawns with the NDD_Fubuki_T01.dds texture.

XenonSurf
06-22-20, 01:30 PM
Originally Posted by XenonSurf https://www.subsim.com/radioroom/smartdark/viewpost.gif (https://www.subsim.com/radioroom/showthread.php?p=2679142#post2679142)
Sorry if this has been reported already, but:

After day 30 or so of my patrol in the campaign, all needles in the sub dials are suddenly stucked at full North (e.g. at depth 90) in the command room or elsewhere (I still must check this 'elsewhere'). Reloading a new save doesn't change it anymore, and giving new commands like diving or changing speed doesn't change it either.
Before you ask: No, I didn't ALT-TAB out of the game or such, also I have only FOTRSU and "FOTRSU - More Campaign Traffic" loaded which should not interfere for this problem. I don't remember having done anything 'special'. Origin unknown for me.

XS


-------------------------------
Details! What submarine, where did you sail from, what date it first started? etc., please...




Here the details:


Start of new career with Narwhal Class sub at Freemantle, SJ+SD radar, MK14 torpedos, departed at 11.06.1942;
Mission 1: Commando troops insertion Borneo; completed.
Mission 2a: Proceed directly to area G6 and standby for new orders; completed.
Mission 2b: Engage enemy shipping; completed
Mission 3: Patrol area G1 withing the designated area in the Celebes sea for 5 days; incomplete
Detected task force; report sent; order to cause serious damage to the task force; incomplete; attack failed. Moved to operation area G1. saved game, all ok at reload.
07.07.1942: patrolling G1, saved game, needles stucked. if I load previous saves the needles are ok, reloading last save or subsequent saves: needles stucked.
09.07.1942; last save; needles stucked.

Sub state: Hull=000, damages=none.

14 different saves with different names from port start to 09.07.1942.
I save games in this format: Mike_09_07_1942 or Mike_PATROL_G1_06_07_1942 or Mike_PORT_FREEMANTLE_11_06_1942. Abbreviating caps if limit reached.

Modlist:
Generic Mod Enabler - v2.6.0.157
[C:\Games\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
Gramophone_DraftCharts_for_FOTRSU (replaced dds file with draft chart)
Navigation Training with all Submarines (transfered Q-school misison to single mission)
Torpedo Training with all Submarines (transfered Q-school misison to single mission)
FOTRSU_Traffic_and_Contact_Reports_like_Stock_Game (campaign file changes in Data\Campaigns\Campaign)

Is there a workaround for it by deleting some file in the SH4 savegame folder? like the *.tmp files?



I hope this helps you,
XS

KaleunMarco
06-22-20, 05:29 PM
Now to my next observation, the balao submarine has the torpedo settings set to contact instead of influence, I know it can be changed inside the game but I would like to know which file controls that so I can change it outside of the game. :O:

C:\Ubisoft\yourinstall\Data\Library\torpedoes_US.s im

I was just sunk in a balao in July 43 at 548 ft deep in the East China Sea, silent running was active but completely ineffective, same goes for that thermal layer bollocks as well. What I did notice though was this unerring ability to locate the sub by this destroyer

take a look at \data\submarine\balao.sim using Skwas' Silent 3ditor. browse to electric propulsion. try lowering your RPM. this adjustment will not affect anything other than the noise your propeller makes.

:Kaleun_Salute:

KaleunMarco
06-22-20, 05:35 PM
1) What use is the 4000 rad setting on the SJ radar?
Unless weather conditions are appalling, I'm gonna visually spot anything that close, no?

None and yes.
i personally, i set it at the longest range and leave it there.

2) Is there a secret to getting the Focus Mode to work?
After I found my targets using the sweep mode, I tried to use focused mode, hoping it would perform like telling my sound man to continually report on the nearest contact. Instead, I stopped getting any radar contact reports at all. I went back to sweep mode. And he started reporting again.

i am not sure why that setting is there except for visual realism because it does not work the way it might in real life. another consideration is that it may work if you were to constantly man the radar however because you need to monitor other sensors and do other things, you cannot constantly man the radar.

leave it on Sweep and go do other things.

good luck.
:Kaleun_Salute:

Mios 4Me
06-22-20, 06:08 PM
I understood that yours was after an attempted upgrade to the ST, and that things did not function correctly afterwards... ??

The first SJ-1 issue was the patrol before the ST became available; the second SJ-1 issue was after the rollback of the ST upgrade.

However, according to my notes, the first issue occurred not on the last Balao-class patrol, as I would have sworn, but on the first Tench, a new construction upgrade. The ST issue and second SJ-1 failure occurred on different versions of the second Tench patrol.

Bubblehead1980
06-22-20, 06:39 PM
Compare the NLifeboat_02 and the Rescue_Raft in the Sea folder. Rescue_Raft has different passengers (their nodes on the raft were moved), and the UnitType= was changed to 106. One important point to remember though is that "Type106=Rescue Target" in the Names.cfg file, and that the game uses ~ALL~ Type=106 to pull its assets for downed airplanes from, so ~ALL~ nations have to have one in their Roster - which you might not want... We removed Rescue_Raft02 from FotRSU due to Rostering issues... :salute:

Interesting.

propbeanie
06-22-20, 09:15 PM
My boat is a Gar class out of Pearl. But the save was just Northwest of Linguyan(sp?) Gulf.

I wouldn't be surprised about the confusion on the taking damage bit, except that I specifically checked that after the battle and before I did the save.

Went to my boat management damage page and nothing was damaged. Personnel page - No one was wounded and hull damage was at 00.

I was a LONG way out when I tried to use the down camera key. Probably 30 seconds of Shift up-arrow.

Of the two issues, the "not showing damage that I actually took" is the more troubling but no one died and everything is fixable.

Actually, after posting my last entry here, I started SH4 again and chose an even earlier save. I've since played through that day with no issue (except that the tanker never materialized. But since my now functioning SJ Radar picked up a convoy of four merchants steaming right toward me, I'm willing to let the tanker slide.

I'm sorry if I'm being somewhat dense on the SJ radar. I set it to medium range and made sure it was weeping and that's why I spotted the convoy I'm guessing.

But two other questions have occurred...

1) What use is the 4000 rad setting on the SJ radar?
Unless weather conditions are appalling, I'm gonna visually spot anything that close, no?

2) Is there a secret to getting the Focus Mode to work?
After I found my targets using the sweep mode, I tried to use focused mode, hoping it would perform like telling my sound man to continually report on the nearest contact. Instead, I stopped getting any radar contact reports at all. I went back to sweep mode. And he started reporting again.
I do not see anything wrong with the cameras for the boat, or the overall, comparing it to previous versions. We do not have a report of a boat taking damage upon a re-load, but we'll add yours to the list. Between the two, there was something that "tweaked" the data...

As for the 4000 yards (rad??) setting, it is perfect for radar depth attacks at night. Much more accurate. Try it sometime. The "Focus" does work, and can be used with the A-Scope to find bearing, and to get more accurate bearings with the PPI screen. You can also click on the screen with your mouse, and get a quick sweep in the direction from the needle to the mouse click. Do it again on the other side of the needle, and back it goes...

I was just sunk in a balao in July 43 at 548 ft deep in the East China Sea, silent running was active but completely ineffective, same goes for that thermal layer bollocks as well. What I did notice though was this unerring ability to locate the sub by this destroyer, it seemed to have this super sensitive hydrophone and sonar that could pick up a dolphin breaking wind at 500ft.

Destroyer in question had a number 20 on the bow of the ship and some kind of Japanese markings in the middle, "it+jT" is what that looked like. :O:

Now to my next observation, the balao submarine has the torpedo settings set to contact instead of influence, I know it can be changed inside the game but I would like to know which file controls that so I can change it outside of the game. :O:
That particular Fubuki (as DanielCoffey has properly identified) skin ends its date of use December of 1942, under the assumption that all of the Japanese Fubuki would have been back in by then, and re-fitted. However, the active layers at that time run from September of 1942 to August of 1943, so depending upon the group and spawn, it could well still be "active", but it does sound suspicious. However, the Fubuki are top-line DD, with the Kagero and a few others higher-rated than them, but the Fubuki are excellent ships, armed to the teeth, bristling with the latest sensors, and are a reliable platform. That would be strike one. Then, you went quite a bit deeper than the thermal layer. It usually is a relatively thin layer of markedly colder water. However, SH4 does not have the bathythermograph of SH1, where you could watch the gauge, and know how big and how pronounced of a layer you might have. SH4 just has the "passing thermal layer" voice, and that's it. The "layer" only works a little, and at that, only directly below it. So I will stop by 50 foot below the announcement, so that my shears are just under it. I do not remember the "randomness" of the layer in the game. However, no matter how strong the layer, you are not invisible to the enemy. They can still hear you, but might not be able to "place" where you are accurately. Silent Running is the same thing, of course. Your prop is still making noise, and your motors are still making noise. I don't know if you use the rpm gauge on the boat at the helm station in the Control Room, but set your speed by that, to be no higher than 50 rpm. That should get you below 1 knot, or close to it. Potential strike two... Then, you are deep. An explosion at 300 that would not damage your boat, becomes fatal at 548 feet. Anything close can kill. I have not looked at the depth charges lately, and they might be too strong down deep, but...


Here the details:

Start of new career with Narwhal Class sub at Freemantle, SJ+SD radar, MK14 torpedos, departed at 11.06.1942;
Mission 1: Commando troops insertion Borneo; completed.
Mission 2a: Proceed directly to area G6 and standby for new orders; completed.
Mission 2b: Engage enemy shipping; completed
Mission 3: Patrol area G1 withing the designated area in the Celebes sea for 5 days; incomplete
Detected task force; report sent; order to cause serious damage to the task force; incomplete; attack failed. Moved to operation area G1. saved game, all ok at reload.
07.07.1942: patrolling G1, saved game, needles stucked. if I load previous saves the needles are ok, reloading last save or subsequent saves: needles stucked.
09.07.1942; last save; needles stucked.

Sub state: Hull=000, damages=none.

14 different saves with different names from port start to 09.07.1942.
I save games in this format: Mike_09_07_1942 or Mike_PATROL_G1_06_07_1942 or Mike_PORT_FREEMANTLE_11_06_1942. Abbreviating caps if limit reached.

Modlist:
Generic Mod Enabler - v2.6.0.157
[C:\Games\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
Gramophone_DraftCharts_for_FOTRSU (replaced dds file with draft chart)
Navigation Training with all Submarines (transfered Q-school misison to single mission)
Torpedo Training with all Submarines (transfered Q-school misison to single mission)
FOTRSU_Traffic_and_Contact_Reports_like_Stock_Game (campaign file changes in Data\Campaigns\Campaign)

Is there a workaround for it by deleting some file in the SH4 savegame folder? like the *.tmp files?

I hope this helps you,
XS
I do not know of a way to correct the gauges in the Save folder. I am wondering how you were given a mission based upon a Contact Report when you still had an outstanding Primary or Secondary mission. The internal logic in the Contact Report should not have allowed that. I'll have to download your Traffic and Contact Reports Like Stock and eyeball that. Double-check on your end also, and make certain that you have that set-up correctly... :hmmm:


C:\Ubisoft\yourinstall\Data\Library\torpedoes_US.s im

take a look at \data\submarine\balao.sim using Skwas' Silent 3ditor. browse to electric propulsion. try lowering your RPM. this adjustment will not affect anything other than the noise your propeller makes.

:Kaleun_Salute:
Next release will have some settings similar to that for the Balao. We want to eventually bring ETR3(SS)'s Balao into the game, but there is quite a bit of conversion to do so...


The first SJ-1 issue was the patrol before the ST became available; the second SJ-1 issue was after the rollback of the ST upgrade.

However, according to my notes, the first issue occurred not on the last Balao-class patrol, as I would have sworn, but on the first Tench, a new construction upgrade. The ST issue and second SJ-1 failure occurred on different versions of the second Tench patrol.
Neither the Tench nor the ST (nor Improved SD) should be available prior to January 1, 1945, and the Tench is not on the CareerStart until after January 10, just so we are certain of a proper start with that boat... Early assignments of these boats and equipment are a "killer" of the game. One thing being off has the potential to crash the game, or at the least, trash the Save data. Another thing to remember about the ST is that its range is much shorter than the Improved SJ, which it would seem to me that the game should keep the SD, and the SJ when you get the ST, but maybe it is NOT retaining them... maybe it ~can't~ retain them... We'll do some more digging from that angle...

In the meantime, I remind everybody that CapnScurvy wrote a pdf for FotRSU back in 2017 for the radar and sonar use. Refer to your Support folder, and find "Using radar_Sonar.pdf" in there. The US equipment begins on Page 7. He does not get into the details so much on the Sonar, but does on the radar.

Moonlight
06-23-20, 04:25 AM
C:\Ubisoft\yourinstall\Data\Library\torpedoes_US.s im



take a look at \data\submarine\balao.sim using Skwas' Silent 3ditor. browse to electric propulsion. try lowering your RPM. this adjustment will not affect anything other than the noise your propeller makes.

:Kaleun_Salute:

Thanks for that torpedo info KM it works a treat, as for the RPM adjustment I'll hold off with that for now, this bloody game is not going to bring me down to its level, well not until next time. :haha:

Mr beanie your post has been catalogued and filed under submarine captains do's and don'ts.

XenonSurf
06-23-20, 07:39 AM
I do not know of a way to correct the gauges in the Save folder. I am wondering how you were given a mission based upon a Contact Report when you still had an outstanding Primary or Secondary mission. The internal logic in the Contact Report should not have allowed that. I'll have to download your Traffic and Contact Reports Like Stock and eyeball that. Double-check on your end also, and make certain that you have that set-up correctly... :hmmm:






No, it didn't happen like that. I was not given a mission in the first place to engage a Contact Report, I detected a task force by sonar, then at some point I have used the ship icon in the mission order's page to send a report, then I got a radio message telling me "order to cause serious damage to the task force" which I failed. This could have happened without my campaign mod so I don't think it's related. (BTW the stucked needles happened later in a neutral saving situation).

What I missed to say: I always save the game in a neutral situation only, never when I'm underwater or with enemies detected on the map. I could probably do both without harming the game but in this career I did never do it for sure.



XS

propbeanie
06-23-20, 08:19 AM
Eh, I have it backwards anyway... but that is a Contact Report you send by clicking on the Ship Icon. It then goes through the DynamicMiss.cfg file for routing to the DynmamicMiss folder, and its "ContactReport XX" folders and files, of which you either got 31 or 05 for the "Damage Task Force", same wording in both, only dependent upon what ship(s) were identified... It is the Status Report that you are limited by to having to complete the assigned Objectives before being given another... I'm still digging though. I'm like the kids when they were six and eight, digging holes all over the backyard, whether for buried treasure, or to bury treasure, or worm hunting to go fishing... they never filled them back in either... but I have like four holes open right now... lol - and all I've found thus far is grubs... and they bite!

XenonSurf
06-23-20, 09:57 AM
Eh, I have it backwards anyway... but that is a Contact Report you send by clicking on the Ship Icon. It then goes through the DynamicMiss.cfg file for routing to the DynmamicMiss folder, and its "ContactReport XX" folders and files, of which you either got 31 or 05 for the "Damage Task Force", same wording in both, only dependent upon what ship(s) were identified... It is the Status Report that you are limited by to having to complete the assigned Objectives before being given another... I'm still digging though. I'm like the kids when they were six and eight, digging holes all over the backyard, whether for buried treasure, or to bury treasure, or worm hunting to go fishing... they never filled them back in either... but I have like four holes open right now... lol - and all I've found thus far is grubs... and they bite!


No need to get bited here hehe...:D I think that the 'stucked needles' will more help you when another player is reporting this in another situation. For me resolving it is quite simple: I reload the last save where the needles are ok, and I don't have to go terribly back in time because I did a lot of saving.
What can help you maybe is this: I remember that when I load the TMO mod, all secondary needles play 'crazy' going up and down and there are background sounds of them that can be heard, I don't think this is intentional (with secondary needles I mean those which show engine pressure data or such, those gauges for decor whcih there are plenty of them). The reason why they play 'crazy' may be the same as the stucked needles in my case, although I cannot judge this, it's just an idea.


Then for my additional campaign mod: this one will not play-out differently than FOTRSU 1.1 as for the mission mechanics, only thing I have changed in the campaign files is the group spawn probability, the contact report probability and the report delay time (which is expressed in the ReportPosMin=xxxx) and that's it, nothing else. The consequence of this will be that you see more neutral or enemy icons appearing on the map with or without a report sent to you about these icons; I have increased all probabilities and reduced the 'report delay time' and all this can also influence wether these icons get their positions updated on the NavMap in rare cases. As you can see, I did not change any of the mechanics for the mission objectives or such. For my problem here, you can safely ignore the fact that I'm playing with this additional mod.



XS

Havan_IronOak
06-23-20, 11:14 AM
Thanks for the additional info on the Focus mode on the SJ Radar. I'll give that a try.



On the "kvetch of the day" front, is there a secret to getting good reliable saves? Should one pause the game before saving? How long should you linger on the menu screen after the save before exiting to windows?



For the second night in a row now my last saves of the night have been bad.

In fact this morning I had to go back to the -3 generation to get one that would load.



It had me musing that perhaps the splash screen just before returning control to the player shouldn't say "No mission too difficult." Apparently loading a game from a save sometimes is... :03:


Last night I thought I was being pretty careful. I actually made 2 saves before I shut down. Both were done when the game was running at 1x speed no compression and I waited for about a minute after completing the save to exit to windows.



I'm guessing that this isn't really a problem that in any way caused by the mod, but since I bugged y'all with it before, I thought I'd post my question here.

KaleunMarco
06-23-20, 11:24 AM
Thanks for the additional info on the Focus mode on the SJ Radar. I'll give that a try.



On the "kvetch of the day" front, is there a secret to getting good reliable saves? Should one pause the game before saving? How long should you linger on the menu screen after the save before exiting to windows?



For the second night in a row now my last saves of the night have been bad.

In fact this morning I had to go back to the -3 generation to get one that would load.



It had me musing that perhaps the splash screen just before returning control to the player shouldn't say "No mission too difficult." Apparently loading a game from a save sometimes is... :03:


Last night I thought I was being pretty careful. I actually made 2 saves before I shut down. Both were done when the game was running at 1x speed no compression and I waited for about a minute after completing the save to exit to windows.



I'm guessing that this isn't really a problem that in any way caused by the mod, but since I bugged y'all with it before, I thought I'd post my question here.

yes, you are having an interesting and unique experience.:03:
can you post your mod set using JGSME-Task-Export Mods-Copy-to-clipboard?

DanielCoffey
06-23-20, 12:40 PM
Bug Report : Model defect on several Liners - missing cables.

If you look at the following Liners in S3D (or any modelling tool) you will notice that there are some missing cables on the rear mast. This is because these Liners all share the same Object for their rear mast.

NPL_Hap
NPL_Hikawa
NPL_Horai

The NPL_RC is also affected but is a re-skin of the NPL_Hap.

The cables should run from the starboard (right) side of the mast down to the deck in the same way that the port (left) ones do.

http://www.dcoffey.co.uk/images/silenthunter4/NPL_Hap.jpg

mikesn9
06-23-20, 12:43 PM
The basics: FOTRSU with patch 1.1, mission from pearl started May 3, 1942, Tambor.
Returning to pearl, June 6 1942, almost there when Sonar man says a merchant moving slow (stopped actually).

I looked at it, it was a Whale Factory American flagged sitting there about 6 1/2 to 7 miles SW of pearl with decks under water, superstructures above.
Approximate location from the map coordinates 158,1 W 21,17(and a half) N


I hope this was enough info to nail it down.

Havan_IronOak
06-23-20, 04:31 PM
yes, you are having an interesting and unique experience.:03:
can you post your mod set using JGSME-Task-Export Mods-Copy-to-clipboard?

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
399_Same-Sized_HUD_Dials
NewPatObjs2
Captain Midnights CBS NEWS Sound Mod
KGMB
RSM1.2

Yes, I've been warned about the problems with having my game files in the [C:\Program Files (x86)\Steam\steamapps\common\ directory.

And I'll understand if that "invalidates my warranty" as to help from the folks at subsim but I've seen similar warnings on a number of different games and have never seen a problem that can be traced directly to the location of my files in this, "the Bermuda Triangle" of directories.

For what it's worth... I don't believe that this problem is related to that either as saved games are actually stored in C:\Users\*username*\Documents\SH4\Data

Thanks for any help either way.

I AM a bit surprised that my game does have lags from time to time given the horsepower that I have, and the SSD drive where both my game files and my save files are. From time to time I have tried running SH4 with task manager running in another background window trying to use alt tab to quickly catch a culprit when I do experience a slowdown, but of course that doesn't always work.

Mios 4Me
06-23-20, 09:03 PM
The possibility exists that the bad, original "upgrade" may have polluted the Save folder...

I think that's the case. Is it as simple as deleting the contents of the SaveGames and RichSavedGames folders?

propbeanie
06-24-20, 07:13 AM
First of all, you guys do realize that most of what I post is done tic (Tongue In Cheek), right? So everything is done with a grain of salt. We are trying for having the best SH4 mod, but this is still a work-in-progress of course. At least, we hope it's a "progress"...

No need to get bited here hehe...:D I think that the 'stucked needles' will more help you when another player is reporting this in another situation. For me resolving it is quite simple: I reload the last save where the needles are ok, and I don't have to go terribly back in time because I did a lot of saving.
What can help you maybe is this: I remember that when I load the TMO mod, all secondary needles play 'crazy' going up and down and there are background sounds of them that can be heard, I don't think this is intentional (with secondary needles I mean those which show engine pressure data or such, those gauges for decor whcih there are plenty of them). The reason why they play 'crazy' may be the same as the stucked needles in my case, although I cannot judge this, it's just an idea.
Then for my additional campaign mod: this one will not play-out differently than FOTRSU 1.1 as for the mission mechanics, only thing I have changed in the campaign files is the group spawn probability, the contact report probability and the report delay time (which is expressed in the ReportPosMin=xxxx) and that's it, nothing else. The consequence of this will be that you see more neutral or enemy icons appearing on the map with or without a report sent to you about these icons; I have increased all probabilities and reduced the 'report delay time' and all this can also influence wether these icons get their positions updated on the NavMap in rare cases. As you can see, I did not change any of the mechanics for the mission objectives or such. For my problem here, you can safely ignore the fact that I'm playing with this additional mod.
The "needles issue" has been around since day one of the game. The main cause used to be AI submarines in the scene with the player's submarine. The issue being ID conflicts, in that both submarines were trying to access the same equipment from the game files. s7rikeback and CapnScurvy did a LOT of work to eliminate most of those conflicts. We do occasionally find the stray conflict, but we haven't found one for quite some time now. The second most common way for gauge issues, as well as other inexplicable anomalies is bad Save data, which can come from anything that is not 100% copacetic in the game files or data currently running, which is why I suggested double (triple? quadruple?) -checking your changes. One little bit of invalid data - of which, surprisingly, a multi-spawn group is not??? it's only a bandwidth eater - but just a little something simple being "off", and you have issues. See below:


Thanks for the additional info on the Focus mode on the SJ Radar. I'll give that a try.

On the "kvetch of the day" front, is there a secret to getting good reliable saves? Should one pause the game before saving? How long should you linger on the menu screen after the save before exiting to windows?

For the second night in a row now my last saves of the night have been bad.

In fact this morning I had to go back to the -3 generation to get one that would load.

It had me musing that perhaps the splash screen just before returning control to the player shouldn't say "No mission too difficult." Apparently loading a game from a save sometimes is... :03:

Last night I thought I was being pretty careful. I actually made 2 saves before I shut down. Both were done when the game was running at 1x speed no compression and I waited for about a minute after completing the save to exit to windows.

I'm guessing that this isn't really a problem that in any way caused by the mod, but since I bugged y'all with it before, I thought I'd post my question here.
100% "Reliable" Saves are unfortunately not going to happen in this game. All you can do is reduce your chances of encountering them. In SH3, if you were submerged at the time of a Save, when you came back in, your submarine started losing "height", or gaining depth, such that your boat was eventually crushed. No way to stop it, no way to control the submarine. Game Over... At least, that was eliminated by v1.2 of SH4... v1.3 increased the number of good Saves, and v1.4 probably made it the most stable. There is all sorts of "superstition" about the best way to Save, but the biggest is to have good data surrounding you (somehow). No damage to your boat, no injured crew, not near land (just in case the Load drops you in shallow water), it's probably still best to be on the surface, which means "at night", nothing going on around you, and at 1xTC. However, I have gotten good Saves with a full-scale naval battle going on above me, and me at 300+ on Silent Running with 3 DD chasing me, and my boat had damage, and I had injured crew. It Loaded just fine. Other times, it was all quiet, on the suface, etc., and I could not get it to load. Who knows. Another aspect of the Save of course, is the player's computer. Are you writing to a fast hard drive with lots of un-fragmented space? Is the Windows cache on a different drive from the game and the Save folder? My Save folder is on the same drive as my game, but I had a very difficult time replicating bad Save issues before, when it was the airplanes causing issues, just due to the fact that I was not encountering the same airplanes as those that had the Save issue. Some of those same players had issues with the needles in their submarines going wonky, and this is why it is imperative to get good reports with as much detail as is possible. There might still be a wonky airplane, or a recalcitrant ship that just will not cooperate with us...


Bug Report : Model defect on several Liners - missing cables.

If you look at the following Liners in S3D (or any modelling tool) you will notice that there are some missing cables on the rear mast. This is because these Liners all share the same Object for their rear mast.

NPL_Hap
NPL_Hikawa
NPL_Horai

The NPL_RC is also affected but is a re-skin of the NPL_Hap.

The cables should run from the starboard (right) side of the mast down to the deck in the same way that the port (left) ones do.
Thanks for that, duly noted, and we'll try to get to that for the next release!


The basics: FOTRSU with patch 1.1, mission from pearl started May 3, 1942, Tambor.
Returning to pearl, June 6 1942, almost there when Sonar man says a merchant moving slow (stopped actually).

I looked at it, it was a Whale Factory American flagged sitting there about 6 1/2 to 7 miles SW of pearl with decks under water, superstructures above.
Approximate location from the map coordinates 158,1 W 21,17(and a half) N

I hope this was enough info to nail it down.
Thanks. We'll look, but had you encountered any inclement weather just before that? Encounter any IJN surface vessels (including submarines) or airplanes? Remember that June 6, 1942 was kind of an important date in Pacific during WWII...


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
399_Same-Sized_HUD_Dials
NewPatObjs2
Captain Midnights CBS NEWS Sound Mod
KGMB
RSM1.2

Yes, I've been warned about the problems with having my game files in the [C:\Program Files (x86)\Steam\steamapps\common\ directory.

And I'll understand if that "invalidates my warranty" as to help from the folks at subsim but I've seen similar warnings on a number of different games and have never seen a problem that can be traced directly to the location of my files in this, "the Bermuda Triangle" of directories.

For what it's worth... I don't believe that this problem is related to that either as saved games are actually stored in C:\Users\*username*\Documents\SH4\Data

Thanks for any help either way.

I AM a bit surprised that my game does have lags from time to time given the horsepower that I have, and the SSD drive where both my game files and my save files are. From time to time I have tried running SH4 with task manager running in another background window trying to use alt tab to quickly catch a culprit when I do experience a slowdown, but of course that doesn't always work.
First of all, with RSM, is that the Radio Station Manager? If so, it is OK. Secondly, I don't know what KGMB is, nor NewPatObjs2. Was NewPatObjs2 an interim set of files I had made? Captain Midnights CBS NEWS Sound Mod is fine, so long as you fixed the date issue in it (with RSM??).

You may not notice what Windows does behind the scenes with your mod activations with JSGME. It fully depends upon your UAC (User Access Controls), as well as a few other Windows settings, as to how much "authority" you actually have on your computer. The Program Files folders are "protected system area", and as such, if an application is not "authorized" to make changes, Windows will roll them back, based upon their extensions, such as cfg and ini. Most of the graphics files are left alone, since they can do no harm. Neither Silent Hunter nor JSGME are "authorized", since they are "legacy" apps, built to the Windows XP GUI, and not to Vista or later. But it does depend upon the computer's configuration. Either way though, it is indeed the "'Bermuda Triangle' of directories". It is recommended to NOT use a Program Files directory, even for Steam games, but rather (with Steam) a second Library folder on a different hard drive, or alternate location not in a Program Files folder...

As for "glitches" and "slow downs" in the game, Windows does not respect the User, nor any "Legacy" apps or hardware you may have attached to your computer. Even "modern" software is not respected by the OS. Especially Windows 10, the OS will do whatever it wants, whenever it wants, user be #@%&!#... plain and simple. So if MS decides you need to have a new Start Image for the Windows desktop in the middle of your playing SH4, it will access the internet and download it. If Windows decides that it is time to look at the Windows Update server, it will, whether you have a "schedule" set or not. If the Indexing Service decides that it needs to find all instances of the the letter "A" in file names, it will. Most of these things can be turned off by the User, but Windows can and will turn them back on when IT decides to... Also, the game only has so much bandwidth, and writes especially, but also reads to the hard drive can cause hitches in performance. I would say that most of the really noticeable stuff is the OS, while the little hitches when at higher TC are the game.

btw, "No warranty, whether real or imagined, is implied nor activated by use of FotRSU or its derivatives. The User accepts any and all harm and or damage done to their psyche, whether from loss of personal time while playing or modding, the sinking of their submarine by game assets, real or imagined, or loss of Save folder data for any reason..." :roll: :arrgh!:


I think that's the case. Is it as simple as deleting the contents of the SaveGames and RichSavedGames folders?
Just those folders? No, unfortunately. The Save folder has a couple of files that are "bit counters", and removing a Save folder without all of its associated files can trash the whole folder the rest of the way. This is why you have to delete Saves from the game's Save menu, so that the game can remove them... It might clear itself anyway by your 2nd patrol after January 10, 1945 - but I do not know for certain. I have found a couple of suspects for the issues, and they are date-related, but I do not know for certain about their effect on the game. Only some experimenting will tell. For whatever reason, the game has a penchant to issue "assets" early to the player, from sonar, radar, and guns, to new subs to command - but have you ever seen an 'early' conning tower? much less a new one later on? Very hard to come by... inexplicable (there's that word again!)...
:salute:

mikesn9
06-24-20, 01:00 PM
"Quote:
Originally Posted by mikesn9 https://www.subsim.com/radioroom/smartdark/viewpost.gif (https://www.subsim.com/radioroom/showthread.php?p=2679517#post2679517)
The basics: FOTRSU with patch 1.1, mission from pearl started May 3, 1942, Tambor.
Returning to pearl, June 6 1942, almost there when Sonar man says a merchant moving slow (stopped actually).

I looked at it, it was a Whale Factory American flagged sitting there about 6 1/2 to 7 miles SW of pearl with decks under water, superstructures above.
Approximate location from the map coordinates 158,1 W 21,17(and a half) N

I hope this was enough info to nail it down.

Thanks. We'll look, but had you encountered any inclement weather just before that? Encounter any IJN surface vessels (including submarines) or airplanes? Remember that June 6, 1942 was kind of an important date in Pacific during WWII..."


Yes, I got the radio message about Midway, right after I did a quick refit on the way home.
There had been some rainy weather about 10-15 days west of pearl.
Saw 1 IJN destroyer way west of pearl, many days out. came home at TC 1536, sometimes 2048.

Havan_IronOak
06-24-20, 03:45 PM
First of all, you guys do realize that most of what I post is done tic (Tongue In Cheek), right?

100% "Reliable" Saves are unfortunately not going to happen in this game. All you can do is reduce your chances of encountering them. ...
Are you writing to a fast hard drive with lots of un-fragmented space? Is the Windows cache on a different drive from the game and the Save folder? ...

First of all, with RSM, is that the Radio Station Manager? If so, it is OK. Secondly, I don't know what KGMB is, nor NewPatObjs2. Was NewPatObjs2 an interim set of files I had made? Captain Midnights CBS NEWS Sound Mod is fine, so long as you fixed the date issue in it (with RSM??)...

As for "glitches" and "slow downs" in the game, Windows does not respect the User, nor any "Legacy" apps or hardware you may have attached to your computer.

btw, "No warranty, whether real or imagined, is implied nor activated by use of FotRSU or its derivatives. The User accepts any and all harm and or damage done to their psyche, whether from loss of personal time while playing or modding, the sinking of their submarine by game assets, real or imagined, or loss of Save folder data for any reason..." :roll: :arrgh!:
...
:salute:


Thanks again for the reply. No worries on the tongue in cheek thing. I tend to do the same but with some of my thinner skinned friends I've taken to using humor markup language e.g. <sarcasm> and if you need to know what that is just ask an HTML programmer</sarcasm>

:Kaleun_Salute:

RSM, is the Radio Station Manager and KGMB is a radio mod (The station out of Honolulu) NewPatObjs2 is the mod that y'all told me about to fix my issue with the No Mission Objective bug,

Today I have been making sure to be surfaced at 1TC with nothing going on for at least one of my saves before exiting SH$. I'm also an inveterate "save-scummer" meaning that i sometimes have over 100 saves that I end up deleting when I stop playing some games. (I'm at over 100 now for SH4 and that's after weeding out a bunch of the oldest) It does help though if someone wants to see additional info on any problems I report.

I tried setting the replay flag and making a second copy of the same save but that doesn't seem to work... Is that correct? Not really a problem as I tend to format my savegames as Alex T. Sinkstof 1943 03 30 0000 for a save that I make where the game date and time are part of the save name. But ya know I'm curious.

As to windows not playing nice with what you're running, that's only somewhat true.If you know which apps do what you can close a few of the more egregious ones down before starting your game, e.g. For me it's any Firefox windows (they seem to soak up memory like a sailor does rum),

also Adobe runs a lotta stuff that I generally don't need and shutting it down doesn't hurt anything (though you might have to reboot before opening any PDFs

Finally, I set everything that asks to schedule updates to do them at 3:00AM. That keeps them outta my hair at least once a week I make sure that my machine runs through the night so as to pick up any updates that way.

I also have an SSD drive as my C: drive. That's a Solid State Drive meaning almost no lag time on reads and writes, no fragmentation delays ever (as there's no seek time delays)

The Windows cache and the save files ARE on the same drive and I've toyed with the idea of moving one or the other but that can be a problem as well.

Moonlight
06-24-20, 05:14 PM
I'll have a Number 9 a Number 11 and a Number 17 please, oh yes and a side order of a midget submarine to do the mopping up with, games turning into a joke Mr beanie. These ships and boat were searching for me NNE of Hachiio Jima, the destroyer type ships I can understand but, a bloody midget submarine is taking the game to Hollywood movie level old boy.

I took your advice on the thermal layer and went 56ft below it, N9 and N11 passed by above to port and starboard, pinging away as though it was going to go out of fashion they were, well that got the attention of N17 and he didn't play by your rules Mr beanie, as soon as he got to know about my whereabouts he was coming in for the kill. I took some damage from his side throwers but I had the common sense to hit flank and to start going deeper, if I hadn't you'd be getting a much different report, I went down to 400ft and those ships never found me again. :up:

Mios 4Me
06-25-20, 01:53 AM
USS Cabrilla assigned to Patrol Area 4 immediately following sea trials in June 1943:

- AA crews remained merrily on station at 33 meters.

- Despite heavy seas, the skipper was determined to finish an Ada Maru by gunfire. Whenever the crew was forced back inside, toggling the key to order them back outside repeatedly resulted in an unwanted order to dive.

- No home port has yet been indicated, though we expect that to change soon.

This career was started after all contents of the Save Folder were deleted.

EDIT: After completing the assignment, we headed into Tokyo Bay on July 4th and I saved halfway up the north-south stretch of passage. Continuing on, there was a Hatsuharu firmly ashore at Yokosuka - not just on the docks, but on the ground south of them. Not sure if it had spawned there or ran itself aground at very high speed, but there was no smoke.

There was no sign of the TF that had been there the previous morning, just a burning ship aground on the point beyond, possibly a whalechaser.

When I went back to this Save point, it repeatedly failed to load, despite taking every precaution I've read about here. I went back to the previous Save, which was back in Area 4, and left station early to investigate that TF, arriving off Tokyo Bay on 6/29. Again, the TF icon was there in the morning but gone when I sneaked in.

Mad Mardigan
06-25-20, 02:35 AM
:timeout: :k_confused:

Just out of curiosity, are ships in game, supposed to be trying out for the part of Casper the friendly ghost...??? :06: :06: :06:

Don't know if this is happening in career side or NOT.. but decided to try the training side of things, for dumps & giggles.. and noted a very odd incident when I did so.

In the navigation portion, tooling about in a Porpoise class boat.. sailed past a Troopship Queen Mary & literally was seeing the island.. right straight through it... I went to free roam mode, to investigate this.. and sure enough, NO matter what angle but 1.. I was able to see everything on the other side through it.

The 1 view angle that this did NOT occur.. was when I was overhead & looking at it with water backing it..or any angle that included water back behind it, to be frank.. any & all other angles.. it became see through ghost...

:hmmm: strange indeed... :o just thought I'd mention it.. dunno if this is known about... haven't seen any thing mentioned thus far... :salute:

M. M.

DanielCoffey
06-26-20, 12:38 PM
Bug Report : Destroyer Escort Evarts has overlapping objects on deck

The NDE_Evarts has the Quad Torpedo Launcher on the upper aft deck. The same location also has the two lifeboats AND a crew member. All these objects overlap and the Launcher could not realistically be used with the boats in their current position.


Please let me know when you have resolved this overlap as it affects the silhouette for the vessel.


http://www.dcoffey.co.uk/images/silenthunter4/NDE_Evarts.jpg

3catcircus
06-26-20, 02:17 PM
I couldn't find it in the documentation, so I'm wondering how to solve the following "issue."


My GameplaySettings.cfg in the save game folder is set for TRUE for manual targeting.



Middle of the night, pouring rain, tracking a target via hydrophone. Firing from aft tubes, with a dang-near 90 degree intercept angle. Unable to lock up the target even though I can see it visually. Attempted to fire from aft tubes with the PK off. I received "Can't compute solution for aft tubes."


I don't recall - do I need to send a range and bearing at 180 degrees to the TDC even with the PK off in order to set the TDC to know it is firing from the aft tubes?


Aftermath - ended up sinking an 11,000 ton auxiliary cruiser using about 15 rounds of HE from the deck gun...

KaleunMarco
06-26-20, 03:34 PM
Aftermath - ended up sinking an 11,000 ton auxiliary cruiser using about 15 rounds of HE from the deck gun...

from the movie Major League:

[Willie Mays Hayes has just made an unnecessarily flashy play to end the inning]

Lou Brown: Nice catch, Hayes. Don't ever f#ckin' do it again.
:Kaleun_Salute:

propbeanie
06-26-20, 03:39 PM
... The basics: FOTRSU with patch 1.1, mission from pearl started May 3, 1942, Tambor. Returning to pearl, June 6 1942, almost there when Sonar man says a merchant moving slow (stopped actually).

I looked at it, it was a Whale Factory American flagged sitting there about 6 1/2 to 7 miles SW of pearl with decks under water, superstructures above.
Approximate location from the map coordinates 158,1 W 21,17(and a half) N
...
Yes, I got the radio message about Midway, right after I did a quick refit on the way home.
There had been some rainy weather about 10-15 days west of pearl.
Saw 1 IJN destroyer way west of pearl, many days out. came home at TC 1536, sometimes 2048.
I cannot find a US flagged Whale Factory that is supposed to be in that area. There is only one in the layer, and it is not near there, and does terminate where it is supposed to. I'll try a few more times to find the ship. There are T tankers in the area though...

... RSM, is the Radio Station Manager and KGMB is a radio mod (The station out of Honolulu) NewPatObjs2 is the mod that y'all told me about to fix my issue with the No Mission Objective bug
...
Today I have been making sure to be surfaced at 1TC with nothing going on for at least one of my saves before exiting SH$. I'm also an inveterate "save-scummer" meaning that i sometimes have over 100 saves that I end up deleting when I stop playing some games. (I'm at over 100 now for SH4 and that's after weeding out a bunch of the oldest) It does help though if someone wants to see additional info on any problems I report.

I tried setting the replay flag and making a second copy of the same save but that doesn't seem to work... Is that correct? Not really a problem as I tend to format my savegames as Alex T. Sinkstof 1943 03 30 0000 for a save that I make where the game date and time are part of the save name...
Get rid of the NewPatObjs2 and use 101_prBetaPatch_v1.1.7z (https://drive.google.com/file/d/1HF44CKF5F7D9vyVt2RIkfT-hvfLjic2J/view?usp=sharing) instead - but only when in port! I would not keep that many Saves. The game starts to have issues when your Save file gets large, which really happens when you use the "Replay" tick box. Once you hit that tick box, the rest of your Saves after that for that career carry the wait of the Replay with them. They will be ~HUGE~, which does contribute to bad Saves... Only use Replays for SingleMissions, or "Cinematic" captures.

I'll have a Number 9 a Number 11 and a Number 17 please, oh yes and a side order of a midget submarine to do the mopping up with, games turning into a joke Mr beanie. These ships and boat were searching for me NNE of Hachiio Jima, the destroyer type ships I can understand but, a bloody midget submarine is taking the game to Hollywood movie level old boy.

I took your advice on the thermal layer and went 56ft below it, N9 and N11 passed by above to port and starboard, pinging away as though it was going to go out of fashion they were, well that got the attention of N17 and he didn't play by your rules Mr beanie, as soon as he got to know about my whereabouts he was coming in for the kill. I took some damage from his side throwers but I had the common sense to hit flank and to start going deeper, if I hadn't you'd be getting a much different report, I went down to 400ft and those ships never found me again. :up:
So a combination of the techniques, dependent upon who you encounter. As for the midget, remember that those little dudes are "Elite Destroyer Escorts" at heart, as are all of the other AI submarines, and are like rabid dogs that will kill themselves in their effort to get at the enemy...

USS Cabrilla assigned to Patrol Area 4 immediately following sea trials in June 1943:

- AA crews remained merrily on station at 33 meters.

- Despite heavy seas, the skipper was determined to finish an Ada Maru by gunfire. Whenever the crew was forced back inside, toggling the key to order them back outside repeatedly resulted in an unwanted order to dive.

- No home port has yet been indicated, though we expect that to change soon.

This career was started after all contents of the Save Folder were deleted.

EDIT: After completing the assignment, we headed into Tokyo Bay on July 4th and I saved halfway up the north-south stretch of passage. Continuing on, there was a Hatsuharu firmly ashore at Yokosuka - not just on the docks, but on the ground south of them. Not sure if it had spawned there or ran itself aground at very high speed, but there was no smoke.

There was no sign of the TF that had been there the previous morning, just a burning ship aground on the point beyond, possibly a whalechaser.

When I went back to this Save point, it repeatedly failed to load, despite taking every precaution I've read about here. I went back to the previous Save, which was back in Area 4, and left station early to investigate that TF, arriving off Tokyo Bay on 6/29. Again, the TF icon was there in the morning but gone when I sneaked in.
Any grouping might "terminate" anywhere in there, from Tateyama Bight, all the way up to Tokyo itself, so if you don't catch it on the way in, you might not get another chance. Ships can be aground and or part of a dock for any one of a number of reasons. We'll check the HarborTraffic in the area. As for the crew staying at their battle stations, that is indicative of either bad Save data pulled back in, or jumping out to Windows with those infamous key combinations. I have tried several similar starts as yours, and I do not get any crews on any boats doing any "do it or die" routines...

... Just out of curiosity, are ships in game, supposed to be trying out for the part of Casper the friendly ghost...??? Don't know if this is happening in career side or NOT.. but decided to try the training side of things, for dumps & giggles.. and noted a very odd incident when I did so. In the navigation portion, tooling about in a Porpoise class boat.. sailed past a Troopship Queen Mary & literally was seeing the island.. right straight through it... I went to free roam mode, to investigate this.. and sure enough, NO matter what angle but 1.. I was able to see everything on the other side through it...
Yes, the Empress has new clothes! Or not... That is part of the technique to have it change "skins" when it is supposed to, but sometimes, she forgets to get behind the view screen and complete her "change". We've been trying to "fix" that, without having to dump her - which would be rather rude to do to a queen that did all she did in the SoWesPac theatre... She does take torpedoes, and does sink from them, I assure you... :roll:

Bug Report : Destroyer Escort Evarts has overlapping objects on deck

The NDE_Evarts has the Quad Torpedo Launcher on the upper aft deck. The same location also has the two lifeboats AND a crew member. All these objects overlap and the Launcher could not realistically be used with the boats in their current position.

Please let me know when you have resolved this overlap as it affects the silhouette for the vessel.
For the time being, leave off the lifeboats, and do NOT take that sailors picture... :roll: We'll get to that. From what I can find of pictures of the class, the torpedo tubes were not on the vessels in the Atlantic, only another AA platform, so we'll have to get into that ship deeply. There are no lifeboats on them though, only rafts...

I couldn't find it in the documentation, so I'm wondering how to solve the following "issue."

My GameplaySettings.cfg in the save game folder is set for TRUE for manual targeting.

Middle of the night, pouring rain, tracking a target via hydrophone. Firing from aft tubes, with a dang-near 90 degree intercept angle. Unable to lock up the target even though I can see it visually. Attempted to fire from aft tubes with the PK off. I received "Can't compute solution for aft tubes."

I don't recall - do I need to send a range and bearing at 180 degrees to the TDC even with the PK off in order to set the TDC to know it is firing from the aft tubes?
There are two sets of GamePlay Settings in the game, remember. One for the Campaign, accessed through the Captain's Office while in port, prior to going out on patrol, and the other from the Main menu, that is used for the SingleMissions, Multi-Missions, and QuickPatrols.

When you are shooting in adverse weather, you most likely will NOT get a lock, no matter how close you are. You have to "trick" the TDC with the PK. You can see you've got a 90, so aim like a Fast 90 shot, pointing the periscope in the proper direction, and turn the PK on to get the correct tubes fired up. I think you can then turn it off if you want. Move the scope to where you'll shoot, and wait for the "shadow" in the rainy night to pass the wire. "Topedo in the water!" - I think that's correct... I'd have to try it myself again... I did have pix of hitting the "Wounded Bear" somewhere around here...

Mios 4Me
06-26-20, 06:33 PM
Based on your feedback above, I again deleted all the Save files through the game interface and rebooted the computer. Then I started a new career, again choosing new construction in 1943. When I'd organized the crew, I started the game, only to be ordered to patrol Area 4 instead of conducting sea trials as previously.

Is there any way short of a full deletion and reinstallation of the game and mod to be sure my game isn't corrupted?

Kresner
06-26-20, 06:50 PM
I understood that yours was after an attempted upgrade to the ST, and that things did not function correctly afterwards... ??



Details! What submarine, where did you sail from, what date it first started? etc., please...


[QUOTE=Kresner;2679219]
First of all, an enemy visual contact should take you back to 1x TC, not 8x. Second, using the long-range of 32k yards on the radar will miss a LOT of potential targets and / or closing enemy on the attack. If they are not detected, your TC will not drop. Even at the short-range setting on the radar, the units will "miss" contacts, and they will sometimes give you a contact further out. I do not know if this is purposeful "modeling" from Stock (intermittent operation - bad tubes, etc.), or just a function of "bandwidth" (literally), where the size of the beam goes out. Your boat goes up and down as it traverses waves, and the enemy ships go up and down as they traverse waves. Similar to the visual contact, sometimes your boat is in a trough and the enemy is in a trough, neither of you can "see" the other. Other times, both are on swell peaks, and sighting is much easier. Even still, the AOB, size of the object, etc., all play a part in "detection".

Another thing, just because you have SJ does not automatically give you good air contacts. At least, not until the "Improved SJ" comes online later, and it is still not reliable. You definitely still need the SD radar as a "supplement". You still will not "see" the triangle on the NavMap though, until the plane is "sighted" and identified as an airplane. It will be "Unknown Airplane" until its type is recognizable. Even to this day, radar is not the be-all end-all for detection nor identification. It's a radio wave, and as such is influenced by forces of the earth, as well as forces of man...

One thing players want to do is keep radar on at all times so that they're not "surprised" by a Zeke coming out of the sun or some-such. But it did happen in real life, all the men on Deck Watch duty, all the radar stations fully manned, etc., and you can read in some of the War Patrol Reports of a skipper noting in his report something to the effect of "Had to Crash Dive 1440 on 6th of June due to Betty coming out of the clouds unexpectedly. Bombs dropped caused minor damage to Observation Scope. No injuries incurred..." etc. Radar is a tool, and it was in its infancy during WWII. Not to say there isn't something odd going on in the game at times that could well be an issue. We have been and will continue to look into the radars.

Just remember, the SD is air search only, and does NOT have a screen for its display, other than the NavMap if you have contacts on. If you don't, then you have to be quick on the draw to mark where the contact is. There also is no indicator, and no way to add one, as to whether the device is on or off, other than the text message you receive. Use either the <T> key, or the menu button. Don't forget that you can scroll through the text list, or that it is easy enough to turn off, then on again (or vice versa), to view its status. The SJ is what you "see" at the Radar Stations, both the A-Scope and the PPI, if your boat has the PPI (Plan Position Indicator) active. Those station screens are there, even if you do not have either of them. The A-Scope comes first, the PPI second, then the Improved SJ later. The SJ radar is turned on and off with the <Ctrl-T> combination of keys, and you DO NOT get a text message acknowledging the same. You have to look at the Menu Buttons on the Radar Screen. The radar also displays on the NavMap if you have contacts on. If you don't have contacts on, you can use the PPI - again, if active - to view your contacts. If you don't, the A-Scope is it, which only shows the range easily. You have to pay attention to the indicators for the bearing. Again though, without map contacts on, you have to be quick on the draw. In all cases, you have to monitor more than one screen in the game... The NavMap is the most useful, but NOT 100% reliable for contact displays, especially if you are using TC. A contact via radar will only be quick "blip", and if you are at anything higher than say 4x, that "blip" comes and goes in less than a blink of an eye... It's not until a contact is within 8k yards that you might have a reliable contact, and even then... ya never know...

Thanks for your detailed reply, just to add that my problem is only with the surface radar SJ (ships) the air contacts no problem.

Another issue that I mentioned was, the radar does not detect battleships, only escorts of taks forces, in the center (mark 1) should be the Yamato but it is emptyhttps://i.imgur.com/wktkdws.jpg

My issues with the radar and the crash was only with these latest versions of FOTRS, I am going to reinstall SH4 and use LLA.

- Now this is not a game bug, but when I attack a convoy or taks force, the ships, instead of fleeing quickly or dispersing, they go slowly, sometimes they return or stop while the convoy leader ship is sinking, this allows me to sink several merchant ships:D2 or more battleships, cruisers, :arrgh!: it is unreal, ships should escape quickly (no destroyers obviously):Kaleun_Salute:

padi
06-27-20, 09:37 AM
The patch is not downloadable...
And it would be nice if both barrels of a twin 20mm fire!

propbeanie
06-27-20, 10:24 AM
Based on your feedback above, I again deleted all the Save files through the game interface and rebooted the computer. Then I started a new career, again choosing new construction in 1943. When I'd organized the crew, I started the game, only to be ordered to patrol Area 4 instead of conducting sea trials as previously.

Is there any way short of a full deletion and reinstallation of the game and mod to be sure my game isn't corrupted?
No, there is no way to "without-a-doubt" determine that unfortunately. The game does not have error-checking internally like most modern software, probably as a function of it having been built during the WinXP and DirectX v9 days, and "efficiency" was a heavily emphasized premium. Any error-checking would have added a ton of overhead to the game's bandwidth when running, and FPS did not mean "First Person Shooter" back then, but rather "Frames Per Second"... One thing I failed to mention previously is that the "timing" in the New Construction starts is all wrong now, and we do have to go back through those missions and do some further editing. This is why you are slipping through to a mission assignment right away. Even when we had the dates doing the training correctly, just as in TMO, there were still issues with the "Transfer" function, which is why in later versions of TMO and RSRDC your were prompted to request a "Transfer" after completing your 3rd training mission. We will most likely overhaul completely the "Mare Island" facility, and go with San Diego, Mare Island and Treasure Island starts for overhauled submarines and new construction for a future release, such that they would be like a regular game Start, and have automatic transfers... maybe... preliminary testing works, but the mod has to be "finalized" before we do that. For this next release though, I'll try to get it to where you at least get one or two, maybe all three training missions, at least for the first run through "New Construction". If you do that Gato, and then do the Balao set later, the Save game remembers you having done the Gato set, and then will bypass those same missions for the Balao, which can seem odd, but does go along with the game's not repeating missions already run. There is a work-around for that though - maybe... Just remember though, "New Construction" has always been a problem child, ever since Ducimus introduced it in TMO, and is actually more a function of the "DaysInBase" setting than the player going too fast or too slow through the missions...

...Thanks for your detailed reply, just to add that my problem is only with the surface radar SJ (ships) the air contacts no problem.

Another issue that I mentioned was, the radar does not detect battleships, only escorts of taks forces, in the center (mark 1) should be the Yamato but it is empty...

My issues with the radar and the crash was only with these latest versions of FOTRS, I am going to reinstall SH4 and use LLA.

- Now this is not a game bug, but when I attack a convoy or taks force, the ships, instead of fleeing quickly or dispersing, they go slowly, sometimes they return or stop while the convoy leader ship is sinking, this allows me to sink several merchant ships:D2 or more battleships, cruisers, :arrgh!: it is unreal, ships should escape quickly (no destroyers obviously):Kaleun_Salute:
The radar will miss ships with each pass, trying to be "realistic", and is a function of the Stock game even. I have not gotten into the actual settings in the dat and sim files for the radars yet, since I am still tracing through all of the "active" dates for the submarines. There is a LOT to trace through in the game, not just FotRSU, as I am comparing FotRSU to Stock and to TMO and to RFB in an attempt to "compromise" the FotRSU settings to something "smoother". This is taking a majority of my time right now, and definitely leads to blurry eyes and screams of terror, along with massive doses of confusion and hysteria... :roll: All of the radars are "packages" that have more than just the actual radar involved, which further complicates things. With all of that, I am concentrating on just the Gato for now, and making better progress working through like that. I doubt we'll have changes for this next release, so be aware that the FotRSU is more like the real McCoy in that it is functional, but at times, unreliable - "what? a PBY comes out and drops us a new tube, and you say it ~still~ doesn't work?"... sigh

Using LAA or similar is absolutely necessary when playing, especially with FotRSU, but it will also improve the bone-stock game, in that it helps compensate for the newer OS demands of having the kitchen sink thrown into the mass of background tasks running on a "modern" computer, especially Windows 10. If you read CapnScurvy's thread "Windows10; Large Address Aware; SH4 Install (https://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635)" he mentions what we have in the "TipsForStableGameplay.pdf" found in the mod's Support folder. If you plan on doing an SH4 session in Windows 10, it behooves you do do any Windows Updates prior to starting the game, just so you are not "interrupted" by the process while in the single-core, DirectX v9 game "Silent Hunter 4", because Windows can and does ignore you playing that game, and will do whatever it wants to in the background, which can and does interfere with smooth, predictable play. Just sayin'... I have noticed a huge difference between "hiccups" in Windows XP, Windows 7 and Windows 10, with Windows 10 ~constantly~ interrupting, especially on my Win10 laptop, where it is very difficult to control the OS... My desktop is a quad-boot computer, which includes Linux, and "Yes", it is still possible to play FotRSU on Windows XP, so long as you have at least 4 gig of RAM on your computer, and edit a few files, but that's another story for inquiring minds... The game runs best on my desktop with Windows 7 64-bit. For me, it is only marginally acceptable in Windows 10, reminding me of a Windows XP 32-bit machine with a low-end graphics card at times, due to some of the "hitches" it throws...

As for the ships meandering around after you attack, that is a function of the game's "AI". We are still dealing, basically, with at best SH3 AI, maybe even still the SH2 AI, in that it is "Atlantic-centric". We are talking large convoys and a large amount of escorts for the ships, such that with the way the game AI was built, the ships would "gather together" at an indetermined location from the initial attack, bunch up, mosey about, and be surrounded by escorts, while other escorts would prosecute the ASW. This is done so that the convoy does not get too far away from the ASW prosecutors, and them then become "orphans"... they are, after all, attached to the "Convoy" or "Task Force". There is no "individual" in SH4, only "collectivism"... :roll:, so they all have to act in concert with each other, which can at times, spoil the effect. Other times, it works wonderfully, and if you didn't know better, you would think you were actually dealing with a human thought process... :arrgh!:

The patch is not downloadable...
And it would be nice if both barrels of a twin 20mm fire!
I don't know what link you're attempting to use, but:

https://www.subsim.com/radioroom/showthread.php?p=2675868#post2675868

is the post with it listed, and clicking on the link there gives me a download... As for the gun, you are NOT supposed to look at the details like that mister!... :arrgh!: - That is an issue that has been on the back burner for a while... it may well have curdled... :roll: :oops:

mikesn9
06-27-20, 10:49 AM
I cannot find a US flagged Whale Factory that is supposed to be in that area. There is only one in the layer, and it is not near there, and does terminate where it is supposed to. I'll try a few more times to find the ship. There are T tankers in the area though...

..


I had not removed the save game prior to reaching port. I re-loaded it, and this time I headed toward the ship in question, got a visual.. It matches the Whale Factory, ID'd by the game as Whale Factory on the periscope,


'tis a strange world we live in.

Mios 4Me
06-28-20, 12:15 PM
One thing I failed to mention previously is that the "timing" in the New Construction starts is all wrong now, and we do have to go back through those missions and do some further editing. This is why you are slipping through to a mission assignment right away. Even when we had the dates doing the training correctly, just as in TMO, there were still issues with the "Transfer" function, which is why in later versions of TMO and RSRDC your were prompted to request a "Transfer" after completing your 3rd training mission. We will most likely overhaul completely the "Mare Island" facility, and go with San Diego, Mare Island and Treasure Island starts for overhauled submarines and new construction for a future release, such that they would be like a regular game Start, and have automatic transfers... maybe... preliminary testing works, but the mod has to be "finalized" before we do that. For this next release though, I'll try to get it to where you at least get one or two, maybe all three training missions, at least for the first run through "New Construction". If you do that Gato, and then do the Balao set later, the Save game remembers you having done the Gato set, and then will bypass those same missions for the Balao, which can seem odd, but does go along with the game's not repeating missions already run. There is a work-around for that though - maybe... Just remember though, "New Construction" has always been a problem child, ever since Ducimus introduced it in TMO, and is actually more a function of the "DaysInBase" setting than the player going too fast or too slow through the missions...

Thanks for the background explanation. With a major revision underway likely addressing everything, I won't waste bandwidth with the errors encountered after my last post, one of which was a little startling by SH4 standards. If anyone would like details, however, please PM me.

DanielCoffey
06-29-20, 02:09 AM
Bug Report : Missing cable on NDD_Minekaze

The NDD Minekaze has a missing cable on the port side of the forward mast. It can be noticed in S3D as well as a modelling tool. The model is also shared with the NDE Akikaze so fixing it once in the Minekaze will correct both vessels.

Node 134 - NDD_Minekaze_catarg_F

http://www.dcoffey.co.uk/images/silenthunter4/NDD_Minekaze.jpg

DanielCoffey
06-29-20, 07:10 AM
Bug Report : Unlaunchable Lifeboats on NDD Clemson

The cranes on all three boats on the NDD Clemson (shared with NDE_PB102) face inwards and therefore cannot be used for launching the boats. They need rotating 180 degrees to be correctly oriented.

EDIT : Disregard this report. Apparently this is the correct orientation according to wikipedia so the hoists must have worked somehow.

DanielCoffey
06-29-20, 07:53 AM
Bug Report : Missing cable on NDD_Mutsuki

There is a missing cable between the fore and aft masts on NDD_Mutsuki (shared with NDE_Kisaragi). Part of the cable is present at the very ends but the ends and pulleys are hanging in mid air.


http://www.dcoffey.co.uk/images/silenthunter4/NDD_Mutsuki.jpg

KaleunMarco
06-29-20, 08:31 AM
the captain's coffee maker has broken down again.
this is the umpteenth time it has been on the gripe list.
get the chief of the boat to get this fixed...NOW!
https://i.ibb.co/vdm97BP/Capture.png

Havan_IronOak
06-29-20, 08:49 AM
Was toying around with promotions to improve my understanding a bit and was surprised to find a couple of new Special Abilities that aren't very well described in-game.

Can someone point me to the mod file where such things reside so that I can understand them better? Nevermind. Found it! Sorta...



Can someone explain how the Master Engineer in ...\UPCCrewData\SpecialAbilities.upc gets expanded into what we see in-game?

These Special Abilities seem to be lacking adequate descriptions.

One shows as Ability-Active-Stalker-Name and has a description of Ability-Active-Stalker-Description
Another shows as Ability-Active-Sensors-Alert-Name and has a description of Ability-Active-Sensors-Alert-Description
Another shows as Ability-Active-Quick-Repair-Name and has a description of Ability-Active-Quick-Repair-Description
Another shows as Ability-Active-Medic-Name and has a description of Ability-Active-Medic-Description
Another is Ability-Watchman-Name with a description of Ability-Watchman-Description ( passive ability)
Another is Ability-Expert-Sonarman-Name with a description of Ability-Expert-Sonarman-Description (passive ability)
Another is Ability-Expert-Radarman-Name with a description of Ability-Expert-Radarman-Description (passive ability)
Yet another is Ability-Radioman-Name with a description of Ability-Radioman-Description ( passive ability)
And finally, Ability-Active-Bombard-Name with a description of Ability-Active-Bombard-Description

They say nothing about required compartments and these don't seem to be the ones that I've heard of before.

I had heard of:
MASTER ENGINEER Required compartment: ENGINES ROOM, CONTROL ROOM (Seen this one in FotRSU)
TIN CAN CROSSOVER Required compartment: DECK GUN (Seen this one in FotRSU)
MASTER TORPEDOMAN Required compartment: BOW TORPEDO ROOM, STERN TORPEDO ROOM
TORPEDO EXPERT Required compartment: BOW TORPEDO ROOM, STERN TORPEDO ROOM
PHARMACIST'S MATE Required compartment: ANY (Seen this one in FotRSU)
ENGINES EXPERT Required compartment: ENGINES ROOM (Seen this one in FotRSU)
BATTERY RECHARGE FIX Required compartment: ANY (Seen this one in FotRSU)
COMMAND PRESENCE Required compartment: CONTROL ROOM (Seen this one in FotRSU)
FUEL BALLAST Required compartment: CONTROL ROOM
AHEAD EMERGENCY Required compartment: CONTROL ROOM

DanielCoffey
06-29-20, 08:54 AM
The NDD Mutsuki may also need a weapons review as there is a possible mistake in its .EQP file.

Currently :

A1 25mm triple
A2 25mm double
A3 25mm double

Both of the A1 and A2 weapons spots are on the port and starboard wings of the forward cabin and should probably match but one is a 25mm triple and the other is a 25mm double.

The A3 spot is the aft heavy-AA platform and houses the remaining 25mm double.

I think the roster should be...

A1 25mm double
A2 25mm double
A3 25mm triple

...then the weapons would match the hardpoints better.


EDIT : The same edit needs to be made to the .EQP file for the NDE_Kisaragi too as it shares the same three AA hardpoints.

propbeanie
06-30-20, 02:01 AM
Thanks for the background explanation. With a major revision underway likely addressing everything, I won't waste bandwidth with the errors encountered after my last post, one of which was a little startling by SH4 standards. If anyone would like details, however, please PM me.
I would not term it a "major revision', only an "incremental update", and some issues will have to be dropped again due to time constraints and life's obligations. We do however, want any an all reports, whether you think they are wasting bandwidth or not. We are attempting to stay caught-up with the reports, and want to fix them all, given time...


Bug Report : Missing cable on NDD_Minekaze

The NDD Minekaze has a missing cable on the port side of the forward mast. It can be noticed in S3D as well as a modelling tool. The model is also shared with the NDE Akikaze so fixing it once in the Minekaze will correct both vessels.

Node 134 - NDD_Minekaze_catarg_F

pic
In process...
Bug Report : Unlaunchable Lifeboats on NDD Clemson

The cranes on all three boats on the NDD Clemson (shared with NDE_PB102) face inwards and therefore cannot be used for launching the boats. They need rotating 180 degrees to be correctly oriented.

EDIT : Disregard this report. Apparently this is the correct orientation according to wikipedia so the hoists must have worked somehow.
I don't see how the one would, since the davit pivots are inboard of the boat length... what'd they do, shift the boat back and forth between the uprights?... lol


Bug Report : Missing cable on NDD_Mutsuki

There is a missing cable between the fore and aft masts on NDD_Mutsuki (shared with NDE_Kisaragi). Part of the cable is present at the very ends but the ends and pulleys are hanging in mid air.

pkc
This will be a tough one, unless I can find a similar cable...

the captain's coffee maker has broken down again.
this is the umpteenth time it has been on the gripe list.
get the chief of the boat to get this fixed...NOW!
pic
No can-do buckaroo! All electricity, including to the ice cream machine, has been cut. Everything is to be done by hand...

Was toying around with promotions to improve my understanding a bit and was surprised to find a couple of new Special Abilities that aren't very well described in-game.

Can someone point me to the mod file where such things reside so that I can understand them better? Nevermind. Found it! Sorta...



Can someone explain how the Master Engineer in ...\UPCCrewData\SpecialAbilities.upc gets expanded into what we see in-game?...
Most of the Special Abilities in FotRSU are either already disabled from Stock, or have been disabled, other than the pharmacist's mate and battery re-charge dudes. If any others are still functional, it is purely accidental, or you didn't delete the Save folder before playing FotRSU. Some of what you listed are German side only, others never were fully implemented. Most are hokey.

The NDD Mutsuki may also need a weapons review as there is a possible mistake in its .EQP file.

Currently :

A1 25mm triple
A2 25mm double
A3 25mm double

Both of the A1 and A2 weapons spots are on the port and starboard wings of the forward cabin and should probably match but one is a 25mm triple and the other is a 25mm double.

The A3 spot is the aft heavy-AA platform and houses the remaining 25mm double.

I think the roster should be...

A1 25mm double
A2 25mm double
A3 25mm triple

...then the weapons would match the hardpoints better.


EDIT : The same edit needs to be made to the .EQP file for the NDE_Kisaragi too as it shares the same three AA hardpoints.
This and the Evarts have been "fixed". The lifeboats on the Evarts have moved up to just behind the conn, slightly forward of the stack, roughly centered on the ladders facing the gunwales either side, between the first and 2nd decks, aligned with the solid side. Our "watchman" has been moved to the double AA platform above and ahead of his torpedo launcher perch - if you ever re-visit that area... Currently copying right-for-left and left-for-right cables for masts on the others, but have not found anything close yet for the Mutsuki and its derivatives... I do want to thank you for pointing these issues out!

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

https://i.imgur.com/3bDqpcD.jpg

NDE_Evarts.dat (https://drive.google.com/file/d/1OsQe9hkX8VzVbkS-kXwxEdYIWZ1Asy8j/view?usp=sharing)

:salute:

DanielCoffey
06-30-20, 02:33 AM
If I can pass on a tip that may be useful...


Since you don't have a single long cable to run the whole length between the mast on the Mutsuki, you could copy what was done on one of the Merchantment and run several (three in the case I am thinking of) cable segments along and just line them up carefully with an overlap to hide the excess at one end. To the eye it looks like one cable and is not resource heavy.


I have made the lifeboat update to the Evarts and it doesn't really warrant a new silhouette file as I had just left the lifeboats off when making the original picture. The new boat location cunningly hides the boats just below the visible deck line with only the hoists peeking up a bit. I don't really think a sub captain taking a hasty peek through his scope at 3000 yards while flicking through the RM is going to notice... he will be more worried about whether the Evarts has spotted him or not. By the time the Escort is close enough to see the boats, he has far bigger problems!

DanielCoffey
06-30-20, 08:19 AM
Please can I ask for a review of the armament of the NDD_1936C as it does not resemble the actual specification at all.

According to the wiki ( https://en.wikipedia.org/wiki/Type_1936C_destroyer ) it should have...

3x twin 5in turrets
3x twin 37mm AA
8-14 20mm single AA
2x quad torpedo launchers
4x KGun depth charges

My best guess of the .EQP file shows...

4x single 5in turrets
3x twin 37mm AA
4x 20mm single AA
4x KGun depth charges

It has the wrong main turrets and no torpedo launchers and (perhaps deliberately) too few 20mm AA. The .EQP is also full of 5-in turrets that the .DAT has no locations for.

I will put the silhouette on hold until it has been reviewed.

propbeanie
06-30-20, 08:51 AM
Drop the 1936C altogether. That was a "fantasy" ship, and none were ever completed, much less made it to the PTO, so we will remove it. Thanks for the tip, btw. :salute:

Mios 4Me
06-30-20, 09:12 AM
Earlier I reported several issues on a new Balao Sea Trials career which seemed to be related to a corrupted Save folder. After two cycles of full deletion, rebooting, and creating new careers, the following have occurred on the last career:

Patrol 1: Sea Trials off SF (battery related, but seemed to refer to having completed the dive trials on the previous, deleted career), then assigned to Patrol Area 4. Home port remained SF; requested transfer at some point. The Patrol Log is confusing in this regard; the last sinking is in late July, the patrol ends on August 9, but the log ends with the Base Change to Brisbane dated June 3, 1943.

On patrol SF-Eniwetok-Truk-Tulagi-Truk-Area 4-SF, we did not encounter a single merchant ship or convoy at sea. Ultra directed us to one TF off Truk and we chanced upon a second there after refitting in Tulagi; otherwise we saw nothing but crab boats, etc, plus docked merchants and a tanker in the second TF.

Patrol 2: On the first patrol from our new home port, we were ordered to Area 6 and again paid a social call at Truk. An Akitsu Maru under attack between two finger piers in Dublon harbor repeatedly physically shifted from side to side and back again. Movement was strictly in one plane and episodic.

Mission orders post-trials were dated August 10, 1943, but referred to departing on June 3rd 1943. Sinkings for this patrol, which is still in progress, follow the June dating sequence.

Not sure which patrol this was on: Ordering crew back outside to man the deck gun after weather forced them inside again resulted in uncommanded changes; this time it was to blow ballast. On the suspected corrupted Save patrol mentioned earlier, doing so activated the Dive command.

propbeanie
06-30-20, 10:26 AM
:hmmm: Thanks for the updates. I have found a few "date" issues, but nothing that should lead to what you are experiencing. As for deleting the Saves, have you tried to copy your Save folder, and place it elsewhere for "safe-keeping", and then delete the entire contents of the Save folder, and start a-new, then try a Balao "New Construction"? You still won't get the "Trials" correctly - which I am ~really~ close to getting the dates better once again - but you should not get all that funky error stuff. If it still fails, you can restore what you saved to the Save folder. One thing about "transfers" that I think Ubisoft ruined with the v1.4 (??) and v1.5 updates is that you now end up going directly to the transferred-to location to start your next patrol, instead of starting from the original base and traveling there, "working" your way there. You still do not get an appropriate assignment for the new location, but rather something from the original home port. I suppose most folks wanted to be at Brisbane when they transferred, or maybe there was something wrong in the original game "logic". I do seem to remember there being issues with getting the base to change to your home port... maybe... brain is definitely not what it used to be... I'm finishing up on a couple of other things, and I will dive into the New Construction stuff fully next, because that ~has~ to be functioning correctly for a future update... don't want to disclose too much just yet... lol :salute:

Havan_IronOak
06-30-20, 12:36 PM
...
Most of the Special Abilities in FotRSU are either already disabled from Stock, or have been disabled, other than the pharmacist's mate and battery re-charge dudes. If any others are still functional, it is purely accidental, or you didn't delete the Save folder before playing FotRSU. Some of what you listed are German side only, others never were fully implemented. Most are hokey.
:salute:




As true as all that may be...

I didn't HAVE a save file prior to adding the FotRSU mod back in May. I'm on a new computer since the last time I played SH4 before that.



All of the special abilities I asked about were added to my USN crewmen when I promoted them.



I'd agree that many of the "special abilities" are overpowered but I'm just trying to understand what they do.

KaleunMarco
06-30-20, 06:39 PM
I'd agree that many of the "special abilities" are overpowered but I'm just trying to understand what they do.
to accomplish your goal (above) you need to look at the specialabilities.upc file. it will show in detail exactly what skills are enhanced when a crewman has any one particular special ability.

if you want to enhance the description of a special ability, edit the UPClocalization.tsr with Notepad and include your own text descriptions. make sure that you make a backup copy just in case you make a mistake while editing.

:Kaleun_Salute:

Havan_IronOak
06-30-20, 10:11 PM
to accomplish your goal (above) you need to look at the specialabilities.upc file. it will show in detail exactly what skills are enhanced when a crewman has any one particular special ability.

if you want to enhance the description of a special ability, edit the UPClocalization.tsr with Notepad and include your own text descriptions. make sure that you make a backup copy just in case you make a mistake while editing.

:Kaleun_Salute:
Thanks! UPClocalization.tsr was exactly what I was looking for.

I actually did something like that (actually placed the descriptions for a few directly in SpecialAbilities.upc) and the descriptions I've put in now appear in-game.

My one reservation in doing that was that none of those had the descriptions I was seeing in game.. I kinda felt that there had to be another file with the actual in-game descriptions to simplify translations into other languages.

I'm guessing that what's entered in SpecialAbilities.upc as a description is looked up in UPClocalization.tsr and if nothing is found the raw description from SpecialAbilities.upc is used. That would explain why I was seeing things like "Ability-Active-Bombard-Description" as the description text.

Moonlight
07-01-20, 04:43 AM
A couple of annoyances I've come across in these latest versions of fotrs Mr beanie.
Firstly, having to turn the SD unit ON, it should be on by Default and turned off when you want it off, that button thingie should also be lit up as well.
Secondly, if I find out who is making that knocking noise while I'm looking at the navmap I'm going to feed him to the sharks, needs looking at sharpish or I will eventually overwrite it with the stock game version.

That's all I've come across for now, I'm sure there are other players who have some other annoyances that they want to bring to your attention. :03:

Havan_IronOak
07-01-20, 09:57 AM
A couple of annoyances I've come across in these latest versions of fotrs Mr beanie.
Firstly, having to turn the SD unit ON, it should be on by Default and turned off when you want it off, that button thingie should also be lit up as well.
Secondly, if I find out who is making that knocking noise while I'm looking at the navmap I'm going to feed him to the sharks, needs looking at sharpish or I will eventually overwrite it with the stock game version.

That's all I've come across for now, I'm sure there are other players who have some other annoyances that they want to bring to your attention. :03:

You're a saltier salt than me (if not an older one) but...

I agree that the SD (Air radar) should be on by default, but turning it on at the beginning of each patrol seems to do it for me. After that its on til I turn it off. I'm guessing that some folks find it to be a pain in that it slows down time compression when leaving base even if the contacts are pretty certain to be friendlies.

Seems that the SJ (Surface Radar) starts off each patrol in the off position as well.

I was told in an earlier post that the SD light can't be turned on for some reason (the developers?) That's why when you hot-key a T to get it turned on you get the message in the text area. You'll note that the Surface Radar button DOES light and they opted to NOT notify you in the text box.

As to that sound you're hearing.... Does it disappear if you adjust your speed by a knot? I know that there is a MAJOR problem with stuck sounds in the game, but that generally clears the more annoying ones for me.

Course with me it could just be the battery in my hearing aid... ;-)

Havan_IronOak
07-01-20, 11:03 AM
I'm reviewing the renown one gets by sinking various kinds of vessels.



I see values of 50 renown for a small oiler and 450 for a light Ryuho fleet carrier, et. al. but I see a value of 2500 for a Hikawa Hospital Ship. I'm assuming that that would be negative if I were to sink, one no?

XenonSurf
07-01-20, 04:21 PM
Easy question here: In order to refuel and rearm only (not docking and ending your patrol), can you go to ports that are marked in black wihout the US flag, like Darwin in Australia, or do you need to head to ports with the US flag only?


Thanks,
XS

Havan_IronOak
07-01-20, 06:05 PM
Easy question here: In order to refuel and rearm only (not docking and ending your patrol), can you go to ports that are marked in black wihout the US flag, like Darwin in Australia, or do you need to head to ports with the US flag only?


Thanks,
XS


Dumb question but... if you're running FotRSU don't you have anchor icons that show all submarine capable bases? Pretty sure that the fouled anchor is your home port and the vertical anchors are still the only other places that you can refit.

Pretty sure that the black ports can't handle submarines at all. Pretty sure that Singapore shows in black for a time. I know that there's a mod that made it a sub base for a short time but I don't think that that's part of FotRSU.


There is an anchor icon up in the NorthWest corner of Australia but it looks to be near Exmouth, I think that there's another near where Darwin is but I'm not certain.

XenonSurf
07-01-20, 09:19 PM
Dumb question but... if you're running FotRSU don't you have anchor icons that show all submarine capable bases? Pretty sure that the fouled anchor is your home port and the vertical anchors are still the only other places that you can refit.

Pretty sure that the black ports can't handle submarines at all. Pretty sure that Singapore shows in black for a time. I know that there's a mod that made it a sub base for a short time but I don't think that that's part of FotRSU.


There is an anchor icon up in the NorthWest corner of Australia but it looks to be near Exmouth, I think that there's another near where Darwin is but I'm not certain.


Thanks Havan, yes, with 'US flags' I mean those with anchors (the anchor is inside the flag if I look very close).


XS

torpedobait
07-02-20, 07:44 AM
Thanks Havan, yes, with 'US flags' I mean those with anchors (the anchor is inside the flag if I look very close).


XS

It's not a dumb question. You can only refit at ports marked with a US flag. You can only end a patrol at the port with the fouled US flag. The ports with black dots are more or less neutral ports, but there are no facilities there that a sub can use (no docking, no refits). The ports in red are enemy ports, likely mined and guarded by shore installations - enter at your own risk, and that of your boat and crew. Enjoy!

torpedobait
07-02-20, 07:55 AM
You're a saltier salt than me (if not an older one) but...

I agree that the SD (Air radar) should be on by default, but turning it on at the beginning of each patrol seems to do it for me. After that its on til I turn it off. I'm guessing that some folks find it to be a pain in that it slows down time compression when leaving base even if the contacts are pretty certain to be friendlies.

Seems that the SJ (Surface Radar) starts off each patrol in the off position as well.

I was told in an earlier post that the SD light can't be turned on for some reason (the developers?) That's why when you hot-key a T to get it turned on you get the message in the text area. You'll note that the Surface Radar button DOES light and they opted to NOT notify you in the text box.

As to that sound you're hearing.... Does it disappear if you adjust your speed by a knot? I know that there is a MAJOR problem with stuck sounds in the game, but that generally clears the more annoying ones for me.

Course with me it could just be the battery in my hearing aid... ;-)

You are correct regarding the SD radar. It is OFF by default at the start of a patrol. Once you turn it on with the "T" key it stays on until you turn it off again.

The SJ radar is ON by default, both at the start of a new patrol, and every time you resurface, an important point to remember, because the enemy may well track you by your radar emissions. Toggling the SJ on or off is done either by using the CTL+T keys, or going to the radar display screen and engaging the ON/OFF switch. Note that you may have to reset the radar range (and sweep?) settings after loading a saved game. The range always defaults to the shortest setting.

XenonSurf
07-02-20, 09:07 AM
It's not a dumb question. You can only refit at ports marked with a US flag. You can only end a patrol at the port with the fouled US flag. The ports with black dots are more or less neutral ports, but there are no facilities there that a sub can use (no docking, no refits). The ports in red are enemy ports, likely mined and guarded by shore installations - enter at your own risk, and that of your boat and crew. Enjoy!


Thanks torpedobait for the clarification. I should have asked this in the general SH4 discussion.


Cheers,
XS

Havan_IronOak
07-02-20, 11:44 AM
It's not a dumb question. ...


No offense intended. I meant MY question was a dumb question. I now realize I could have worded that better.

Texas Red
07-02-20, 04:12 PM
I have an issue with the gauges and Christmas trees.

I am running in a Tambor Class submarine out of Pearl Harbor on Dec. 8th, 1941. I start my first patrol to see all of the gauges are just black voids. No markings or anything, they're just pure black. The Christmas trees are the same too, no lights, just pure black. I tried reinstalling but that didn't work.

This is my modlist:

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

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN


Any help would be appreciated. :Kaleun_Salute:

propbeanie
07-02-20, 08:48 PM
A couple of annoyances I've come across in these latest versions of fotrs Mr beanie.
Firstly, having to turn the SD unit ON, it should be on by Default and turned off when you want it off, that button thingie should also be lit up as well.
Secondly, if I find out who is making that knocking noise while I'm looking at the navmap I'm going to feed him to the sharks, needs looking at sharpish or I will eventually overwrite it with the stock game version...
The way the game is built restricts the things you can do with it. The SD was a "rise" and "lower" originally, the third "periscope" if you will, in the conn. We made it "on" and "off". I have not dug too deeply into the functionality of it, but it is "off" by default, and the team likes it that way because of earlier complaints (and test experience) about it interfering with attempts to come back in to port, or go out from port, in that it drops you back to 1x on the contact report. For me, it was easier to leave and approach port while submerged so that the radar would be off, than to be on the surface and have to continually punch the "+" key to get TC back up, only to be re-set back to 1x with another contact report - which might be the same one as the previous... Also the menu is constructed the way it is. The button has been, and will continue to be "darK", hence the text box message. We will attempt to add a similar text message for the SJ radars, but at least that menu button does light when you use it. It's "on" and "off" have more to do with "surfaced" or "underwater" than anything... You want it to turn back "on" when a wave splashes over it when at radar depth...

As for the knocking sound, I do not know to what you are referring, unless it is part of the Creaks sounds, which are for the most part variable, unless you are deep, and then they do get more "strident"...


I'm reviewing the renown one gets by sinking various kinds of vessels.

I see values of 50 renown for a small oiler and 450 for a light Ryuho fleet carrier, et. al. but I see a value of 2500 for a Hikawa Hospital Ship. I'm assuming that that would be negative if I were to sink, one no?
The renown is set that way on purpose for FotRSU. It is not desirable from our point of view for a player to do whatever they want and rack up 10 million renown points. The neutrals and friendlies were left high, so that if you accidentally sink one, you are heavily penalized. You will see hospital ships in the middle of convoys, sometimes as "leaders", giving the impression of a "neutral" convoy. It behooves the player to identify ~all~ ocean-going traffic in enemy waters, sink the meatballs and keep the neutrals harmless. Some of those hospital ships are indeed carrying contraband, but it matters little, because they are a hospital ship... You might receive a 3x penalty, or even a 10x, depending upon the circumstances. The renown is made up for in the Objectives. You go out on a mission and follow orders, completing objectives, and you earn renown. Each objective has renown. You still sink ships, but they are not as "important" as they are in the stock game. A very strong reason for this is the game "running over" the dates of new boats' availability. If you score too many points too soon, the game then rewards you with a submarine that is not "active" yet. Not only is it not active, but its equipment is not either. To top it off, there used to not be missions that were assigned for these early "rewards" the game would give you, and you would end up retired after one mission, or the game would CTD... so we restrict the renown on purpose. Most things in the mod are not accidents. Some are - but not most.


I have an issue with the gauges and Christmas trees.

I am running in a Tambor Class submarine out of Pearl Harbor on Dec. 8th, 1941. I start my first patrol to see all of the gauges are just black voids. No markings or anything, they're just pure black. The Christmas trees are the same too, no lights, just pure black. I tried reinstalling but that didn't work.

This is my modlist:

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

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN

Any help would be appreciated. :Kaleun_Salute:
What was the first patrol's assignment? Do you remember the orders, or where you were being sent? Apply the 101_prBetaPatch_v1.1.7z mod found in Post #1215 (https://www.subsim.com/radioroom/showthread.php?p=2675868#post2675868). Then empty the Save folder again, and try the same boat, same date, from the same place again, and see what it does. In the meantime, I'll dig into the Pearl Tambor and its 1941 assignments.

:salute:

Sledgehammer427
07-02-20, 11:44 PM
Finally giving this mod a go and I am happy to report that I got the Donation Narwhal working in FOTRS, I loved the first mission out from 12/8/41. Lots of recon, and tagged a couple ships at anchor. Not a bad first run!

Thanks FOTRS crew for helping bring me back again!

Moonlight
07-03-20, 07:32 AM
Secondly, if I find out who is making that knocking noise while I'm looking at the navmap I'm going to feed him to the sharks, needs looking at sharpish or I will eventually overwrite it with the stock game version.

As for the knocking sound, I do not know to what you are referring, unless it is part of the Creaks sounds, which are for the most part variable, unless you are deep, and then they do get more "strident"...

Have a listen to the amb_Submarineinterior between 2.10 to 2.17 and 2.23 to 2.31, if you don't hear it I'll know that you all need an hearing test pretty damn quick. I did hear in the psyche ward once that a refusal to hear so-called imaginary sounds was the beginning of some ones mental deterioration, if that's true you've got bigger problems than just your bloody ears Mr beanie. :O:

Havan_IronOak
07-03-20, 07:58 AM
... You will see hospital ships in the middle of convoys, sometimes as "leaders", giving the impression of a "neutral" convoy.

:salute:


Ah, that explains something else I'd been wondering about. I've had a LOT more neutral convoy sightings than I've ever seen in earlier play-throughs. I was assuming that they were all neutrals and hadn't investigated any. They did seem to be useless clutter and though they added verisimilitude they wouldn't add much else to game-play.



I'm guessing that the Hospital ship needs to be the first non-warship in the convoy for it to be tagged as neutral? I have spotted a hospital ship that was the trailing vessel in a small convoy and it was first tagged as "Red/hostile" convoy.

DanielCoffey
07-03-20, 08:21 AM
Bug Report : Missing object in NDD_Akatsuki.dat

When checking the NDD Akatsuki I noticed a group of suspended objects hanging in the air...

Node 253 : NDD_Akatsuki_Rad
Node 261 : NDD_Akatsuki_Torpcrane01
Node 264 : NDD_Akatsuki_Torpcrane02

The radar has nothing to stand on and the two torpedo cranes are not anchored to anything in the middle.

http://www.dcoffey.co.uk/images/silenthunter4/NDD_Akatsuki.jpg

Looking at drawings of the real ship shows that there should be a small platform directly underneath the Radar which the two torpedo cranes (which are not always depicted) could anchor to.

Reference : https://en.wikipedia.org/wiki/Japanese_destroyer_Akatsuki_(1932)
Reference : https://www.the-blueprints.com/blueprints/ships/battleships-japan/7206/view/ijn_akatsuki_destroyer/

KaleunMarco
07-03-20, 10:09 AM
I'm guessing that the Hospital ship needs to be the first non-warship in the convoy for it to be tagged as neutral? I have spotted a hospital ship that was the trailing vessel in a small convoy and it was first tagged as "Red/hostile" convoy.

actually, no, it does not have to be the lead ship.
the convoy leader is designated in the dotMIS file that defines the convoy.
any ship can be the leader.
if the leader is a combat ship, then the group is a "task force".
if the leader is an merchie, then the group is a "convoy".
if the leader is a neutral ship, then the group is a neutral "convoy" or "task force".
this is the reason why we see a "task force" turn out to be four merchies with escorts: the lead ship was designated as one of the escorts rather than one of the merchies. in reality (simulated of course), this is a small convoy whose designer probably mis-clicked on the DD/DE as the leader rather than one of merchies.

:Kaleun_Salute:

s7rikeback
07-03-20, 04:48 PM
the captain's coffee maker has broken down again.
this is the umpteenth time it has been on the gripe list.
get the chief of the boat to get this fixed...NOW!
https://i.ibb.co/vdm97BP/Capture.png
:Kaleun_Cheers:
I have the same frustrations...

s7rikeback
07-03-20, 04:49 PM
:timeout: :k_confused:

Just out of curiosity, are ships in game, supposed to be trying out for the part of Casper the friendly ghost...??? :06: :06: :06:

Don't know if this is happening in career side or NOT.. but decided to try the training side of things, for dumps & giggles.. and noted a very odd incident when I did so.

In the navigation portion, tooling about in a Porpoise class boat.. sailed past a Troopship Queen Mary & literally was seeing the island.. right straight through it... I went to free roam mode, to investigate this.. and sure enough, NO matter what angle but 1.. I was able to see everything on the other side through it.

The 1 view angle that this did NOT occur.. was when I was overhead & looking at it with water backing it..or any angle that included water back behind it, to be frank.. any & all other angles.. it became see through ghost...

:hmmm: strange indeed... :o just thought I'd mention it.. dunno if this is known about... haven't seen any thing mentioned thus far... :salute:

M. M.
We have concerns also with this model, and may have to go back to a previous version...

s7rikeback
07-03-20, 05:23 PM
Bug Report : Missing object in NDD_Akatsuki.dat

When checking the NDD Akatsuki I noticed a group of suspended objects hanging in the air...

Node 253 : NDD_Akatsuki_Rad
Node 261 : NDD_Akatsuki_Torpcrane01
Node 264 : NDD_Akatsuki_Torpcrane02

The radar has nothing to stand on and the two torpedo cranes are not anchored to anything in the middle.

http://www.dcoffey.co.uk/images/silenthunter4/NDD_Akatsuki.jpg

Looking at drawings of the real ship shows that there should be a small platform directly underneath the Radar which the two torpedo cranes (which are not always depicted) could anchor to.

Reference : https://en.wikipedia.org/wiki/Japanese_destroyer_Akatsuki_(1932)
Reference : https://www.the-blueprints.com/blueprints/ships/battleships-japan/7206/view/ijn_akatsuki_destroyer/
Good find & Fixed...

https://i.ibb.co/rc1dhzF/Capture.png (https://ibb.co/mXMNK2b)

s7rikeback
07-03-20, 06:32 PM
Bug Report : Model defect on several Liners - missing cables.

If you look at the following Liners in S3D (or any modelling tool) you will notice that there are some missing cables on the rear mast. This is because these Liners all share the same Object for their rear mast.

NPL_Hap
NPL_Hikawa
NPL_Horai

The NPL_RC is also affected but is a re-skin of the NPL_Hap.

The cables should run from the starboard (right) side of the mast down to the deck in the same way that the port (left) ones do.

http://www.dcoffey.co.uk/images/silenthunter4/NPL_Hap.jpg
NPL_Hap & NPL_RC Fixed!!!

https://i.ibb.co/2KFbtBf/Capture.png (https://ibb.co/ryQW6J1)

https://i.ibb.co/1Jjzfdf/SH4-Img-2020-07-04-00-28-46-936.png (https://ibb.co/k6vmg9g)

propbeanie
07-03-20, 06:55 PM
Have a listen to the amb_Submarineinterior between 2.10 to 2.17 and 2.23 to 2.31, if you don't hear it I'll know that you all need an hearing test pretty damn quick. I did hear in the psyche ward once that a refusal to hear so-called imaginary sounds was the beginning of some ones mental deterioration, if that's true you've got bigger problems than just your bloody ears Mr beanie. :O:
I don't know where you got your file from, but mine has a typewriter being used from before 2:05... no clanging. My hearing is "selective", according to my wife, but not failing... :roll: - but seriously, no banging or clanging in FotRSU. There are whale noises, footsteps, ladder climbing, scope raising and lowering, pencil scribblings, "ahem", morse code message(s) etc., but the only bangs or clangs are from the 4 Creaks files... amb_SubmarineInterior.wav in FotRSU is 7:03 long. btw, has anyone attempted to "translate" the Morse Code? Is it encrypted?... :roll:


Ah, that explains something else I'd been wondering about. I've had a LOT more neutral convoy sightings than I've ever seen in earlier play-throughs. I was assuming that they were all neutrals and hadn't investigated any. They did seem to be useless clutter and though they added verisimilitude they wouldn't add much else to game-play.

I'm guessing that the Hospital ship needs to be the first non-warship in the convoy for it to be tagged as neutral? I have spotted a hospital ship that was the trailing vessel in a small convoy and it was first tagged as "Red/hostile" convoy.
The "lead" ship is designated with the "CommandEntry=" line, and might be "zero", or the number of however many ships are in the group. As has been explained, if a warship is chosen, you have a TaskForce, but it your "convoy" has a CL as leader, it must be a very important "Task Force", probably with 4-6 DD as escort (a DesDiv in other words, with CL leader), and the merchants are full of war material, including ammunition and fuel... A "convoy" might be a single merchant with lots of warships - again, a very important target. Perhaps a bit more difficult to get at... And the "Neutral" group might well be very important also, else why is the hospital ship in the convoy? It's for the confusion factor. There is subterfuge afoot, or something like that... If you tweaked the traffic frequency, you probably hit a few of those groups with the hospital ships as leaders.


Good find & Fixed...

https://i.ibb.co/rc1dhzF/Capture.png

:yeah:

s7rikeback
07-03-20, 07:07 PM
Bug Report : Model defect on several Liners - missing cables.

If you look at the following Liners in S3D (or any modelling tool) you will notice that there are some missing cables on the rear mast. This is because these Liners all share the same Object for their rear mast.

NPL_Hap
NPL_Hikawa
NPL_Horai

The NPL_RC is also affected but is a re-skin of the NPL_Hap.

The cables should run from the starboard (right) side of the mast down to the deck in the same way that the port (left) ones do.

http://www.dcoffey.co.uk/images/silenthunter4/NPL_Hap.jpg
NPL_Hikawa - Fixed !!!

https://i.ibb.co/F3zbtmB/Capture.png (https://ibb.co/fFHY7qC)
https://i.ibb.co/ZMnZRZv/SH4-Img-2020-07-04-01-05-16-761.png (https://ibb.co/CHkrpr4)

s7rikeback
07-03-20, 07:31 PM
Bug Report : Model defect on several Liners - missing cables.

If you look at the following Liners in S3D (or any modelling tool) you will notice that there are some missing cables on the rear mast. This is because these Liners all share the same Object for their rear mast.

NPL_Hap
NPL_Hikawa
NPL_Horai

The NPL_RC is also affected but is a re-skin of the NPL_Hap.

The cables should run from the starboard (right) side of the mast down to the deck in the same way that the port (left) ones do.

http://www.dcoffey.co.uk/images/silenthunter4/NPL_Hap.jpg

NPL_Horai - Fixed !!!

https://i.ibb.co/nbH7Cy5/Capture.png (https://ibb.co/wR9Ssqx)
https://i.ibb.co/9VnZ3S1/SH4-Img-2020-07-04-01-27-14-040.png (https://ibb.co/wwycrjP)

DanielCoffey
07-04-20, 01:12 AM
Please could you link to a fresh copy of the NDD_Akatsuki.dat so I can update the silhouette? Thank you.

Moonlight
07-04-20, 07:55 AM
I don't know where you got your file from, but mine has a typewriter being used from before 2:05... no clanging. My hearing is "selective", according to my wife, but not failing... :roll: - but seriously, no banging or clanging in FotRSU. There are whale noises, footsteps, ladder climbing, scope raising and lowering, pencil scribblings, "ahem", morse code message(s) etc., but the only bangs or clangs are from the 4 Creaks files... amb_SubmarineInterior.wav in FotRSU is 7:03 long. btw, has anyone attempted to "translate" the Morse Code? Is it encrypted?... :roll:


I got this file from the 100_FalloftheRisingSun_UltimateEdition_v1.1_EN mod and my amb_SubmarineInterior.wav in FotRSU is 7:03 long as well, I also get all that other noise in the background you mentioned as well.
I said the knocking noise was between 2.10 to 2.17 and 2.23 to 2.31 and not before 2.05 Mr beanie, I would add your eyes to that selective list of yours old boy.

Problem noise is now fixed, I've made a mod of the stock game amb_SubmarineInterior.wav and installed it in port with the JSGME thingie, problem has gone away and can now be classified as SOLVED.

Started a new career as of last night, documents folder deleted and game files checked, all OK.
Midway
15 January 1942, USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
.50 cal Machine Gun,
3" Stern Mount Deck Gun,
SJ, Surface Search Radar, (EMPTY),
SD Radar, Air Search Radar.

I will refuse all other boats until SJ radar is onboard this Gar, January 1944 will be the end game, I will document what and when it is offered, we shall see if your file upgrades are FUBAR or not Mr beanie.

https://i.postimg.cc/T30gv4fc/SH4-Img-2020-07-03-15-14-36-403.jpg (https://postimages.org/)

Mad Mardigan
07-04-20, 08:18 AM
:timeout: :k_confused:

Just out of curiosity, are ships in game, supposed to be trying out for the part of Casper the friendly ghost...??? :06: :06: :06:

Don't know if this is happening in career side or NOT.. but decided to try the training side of things, for dumps & giggles.. and noted a very odd incident when I did so.

In the navigation portion, tooling about in a Porpoise class boat.. sailed past a Troopship Queen Mary & literally was seeing the island.. right straight through it... I went to free roam mode, to investigate this.. and sure enough, NO matter what angle but 1.. I was able to see everything on the other side through it.

The 1 view angle that this did NOT occur.. was when I was overhead & looking at it with water backing it..or any angle that included water back behind it, to be frank.. any & all other angles.. it became see through ghost...

:hmmm: strange indeed... :o just thought I'd mention it.. dunno if this is known about... haven't seen any thing mentioned thus far... :salute:

M. M.We have concerns also with this model, and may have to go back to a previous version...

:o :timeout:

A shame if you do have to roll back to a previous version of it... other than the weirdness factor of being able to see through it, as I reported about it.. it looks sharp, especially the realistic looking anchor chains, if I'm recalling that bit of info correctly.

If y'all do make the decision to go back to the previous version, as you mentioned... well.. no problem... I'll understand. :up:

M. M.

:Kaleun_Salute:

propbeanie
07-04-20, 12:19 PM
I got this file from the 100_FalloftheRisingSun_UltimateEdition_v1.1_EN mod and my amb_SubmarineInterior.wav in FotRSU is 7:03 long as well, I also get all that other noise in the background you mentioned as well.
I said the knocking noise was between 2.10 to 2.17 and 2.23 to 2.31 and not before 2.05 Mr beanie, I would add your eyes to that selective list of yours old boy.

Problem noise is now fixed, I've made a mod of the stock game amb_SubmarineInterior.wav and installed it in port with the JSGME thingie, problem has gone away and can now be classified as SOLVED.

Started a new career as of last night, documents folder deleted and game files checked, all OK.
Midway
15 January 1942, USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
.50 cal Machine Gun,
3" Stern Mount Deck Gun,
SJ, Surface Search Radar, (EMPTY),
SD Radar, Air Search Radar.

I will refuse all other boats until SJ radar is onboard this Gar, January 1944 will be the end game, I will document what and when it is offered, we shall see if your file upgrades are FUBAR or not Mr beanie.
I listened to all 7:03, and went back and reviewed the areas you mention. My file does not have any knocking in it. If others have knocking in their files, then I would suspect some data corruption in the uploaded file, or when downloading the file. I cannot do anything at all about stuff not in the files I have from the original build.

SJ is as it should be there, and NOT on any boat January 15 1942. It should show up after June of 1942, at the earliest. Some boats are later, with Fremantle being at least a month after that, usually. Let us know what happens. I have not had issues with that one, other than having to be back in port ~after~ its issuance date. The SJ-I might have issues, because it usually needs an upgraded conn for the antennae mount.

Mios 4Me
07-04-20, 08:38 PM
:hmmm: Thanks for the updates. I have found a few "date" issues, but nothing that should lead to what you are experiencing. As for deleting the Saves, have you tried to copy your Save folder, and place it elsewhere for "safe-keeping", and then delete the entire contents of the Save folder, and start a-new, then try a Balao "New Construction"? You still won't get the "Trials" correctly - which I am ~really~ close to getting the dates better once again - but you should not get all that funky error stuff. If it still fails, you can restore what you saved to the Save folder. One thing about "transfers" that I think Ubisoft ruined with the v1.4 (??) and v1.5 updates is that you now end up going directly to the transferred-to location to start your next patrol, instead of starting from the original base and traveling there, "working" your way there. You still do not get an appropriate assignment for the new location, but rather something from the original home port. I suppose most folks wanted to be at Brisbane when they transferred, or maybe there was something wrong in the original game "logic". I do seem to remember there being issues with getting the base to change to your home port... maybe... brain is definitely not what it used to be... I'm finishing up on a couple of other things, and I will dive into the New Construction stuff fully next, because that ~has~ to be functioning correctly for a future update... don't want to disclose too much just yet... lol :salute:
I copied the Save folder, then deleted the saved games via the game interface, and restarted the game to create a new career. My first assignment was to patrol off Miyako, central eastern Honshu (no patrol area name was given). I transferred and started from Brisbane and stopped by Truk on the way north.

We encountered no ships nor planes until the morning after reaching Truk, despite clear weather on the two occasions we checked.

Four ships had gone aground on the eastern shores of the SW island group. The first two torpedoes fired missed ahead and all remaining ones had to be fired at the stern to hit far forward. We surfaced and shelled the CVE Akitsu Maru and the Standard Supply Ship into oblivion; the CL Naka has taken five torpedoes and more than ten 4" AP shells without sinking. The remaining ship was a minor escort.

I saved the game and later attempted to restart the patrol. Both times it CTDed after only a few seconds.

propbeanie
07-04-20, 10:15 PM
Let's clarify the Save game situation. If you are wanting to trim, or pare-down the number of Saves in your game, you use the Save Game dialog, or interface, to do that. If you instead use Windows Explorer, the game gets confused by that.

If instead, you want to "clear" the Save data to begin anew with the game, you delete the Save folder with Windows Explorer, generally the C:\Users \UserName \Documents \SH4 folder. Going from the way you describe, it sounds like you used the Save Game dialog to attempt to clear the Save folder, which leaves the main part of the game still in there. Nothing gets updated or cleared like that...

The idea behind copying the Save folder data and putting it elsewhere is so that if clearing the game's Save data by deleting the folder with Windows Explorer didn't work, you then had a back-up with which to restore what you had, if the deletion didn't work... I hope I didn't talk in a circle again... I confuse myself with verbosity... :doh:

DanielCoffey
07-05-20, 07:25 AM
Bug Report - NDD_Benham unable to rotate torpedoes.

The current placement of torpedo weapons T01 and T02 on the NDD_Benham renders them unable to rotate and fire. The two weapons are specified as quin torpedo launchers facing forward at location +/- 0.375X, 0.236Y, -0.544Z.

I would recommend rotating them 180 degrees to face aft and changing the coordinates to +/- 0.375X, 0.236Y, -0.415Z. This will shift them slightly forward and allow them to at least be aimed to the stern and sides but not forward.

An online image of a Benham model does show the tubes facing aft for stowage.

In reality the Benham class usually had four quad launchers but ours has two quin launchers and a pair of extra KGuns. Is this a game constraint?

I have modelled the silhouette on the above suggestion (not that it made a lot of difference to the profile).

Here is an image of the original placement which shows the small tower preventing the torpedoes from firing outwards.
http://www.dcoffey.co.uk/images/silenthunter4/NDD_Benham.jpg

propbeanie
07-05-20, 08:15 AM
I might give that one a whirl later today DanielCoffey. I find a quad, similar to what the Benhams had for rear mounts, but I have not found a "plain" quad for the forward mounts. I am curious about the structure on top of the torpedo launchers, and will have to attempt to satisfy my curiosity about those... Anyway, close-up detail of the area on the Benham, from a Wikipedia image,

https://i.imgur.com/8syzrak.jpg


... notice that the forward set faces aft, and the rear set faces forward...
... and here's what I have found in guns.dat thus far, but notice the "pivot" is not "centered":

https://i.imgur.com/g8rHv2v.jpg


I wonder if the structure on top of the launchers is a "targeting" location, and one of those controlled both launchers on either side... ??

Anyway, the Class initially had the four torpedo mounts, but in 1943 some re-fits would land the 2 aft mounts, and added more AA and depth charge racks, according to what I am reading at https://destroyerhistory.org/goldplater/benhamclass/ so we're fine with what they have. If we wanted, we could try a dated load-out, but the main problem is of course finding the "parts"... lol - and what you did for the sil file would be fine. :salute:

Edit: In this pic, it looks like the abaft launcher is facing aft... so apparently, they could fully rotate:

https://benhamnation.files.wordpress.com/2011/04/0539723.jpg


It looks like they have a line across to another ship, and might be taking on fuel, while the main deck is "awash"... "nothin' to it!"... notice also that the gun positions are manned...

DanielCoffey
07-05-20, 08:44 AM
I wonder if the dome on the top is a steam boiler for launching pressure? The pivot is on the underside I think.

propbeanie
07-05-20, 08:52 AM
A steam boiler makes more sense. Targeting was probably done from the platform above and between, or the one abaft... I do see what appears to be viewing slots in the shield though. It also looks like a rung ladder on the side, with a hatch up top...

KaleunMarco
07-05-20, 10:13 AM
A steam boiler makes more sense. Targeting was probably done from the platform above and between, or the one abaft... I do see what appears to be viewing slots in the shield though. It also looks like a rung ladder on the side, with a hatch up top...

Torpedoes were launched individually by the ignition of a charge of black powder from an impulse cartridge inserted into the firing mechanism.

check this out.
http://www.destroyers.org/ordnance-articles/quint-torp-tubes.htm
https://i.ibb.co/CWZgXPR/Picture0053.jpg

s7rikeback
07-05-20, 12:54 PM
I might give that one a whirl later today DanielCoffey. I find a quad, similar to what the Benhams had for rear mounts, but I have not found a "plain" quad for the forward mounts. I am curious about the structure on top of the torpedo launchers, and will have to attempt to satisfy my curiosity about those... Anyway, close-up detail of the area on the Benham, from a Wikipedia image,

https://i.imgur.com/8syzrak.jpg


... notice that the forward set faces aft, and the rear set faces forward...
... and here's what I have found in guns.dat thus far, but notice the "pivot" is not "centered":

https://i.imgur.com/g8rHv2v.jpg


I wonder if the structure on top of the launchers is a "targeting" location, and one of those controlled both launchers on either side... ??

Anyway, the Class initially had the four torpedo mounts, but in 1943 some re-fits would land the 2 aft mounts, and added more AA and depth charge racks, according to what I am reading at https://destroyerhistory.org/goldplater/benhamclass/ so we're fine with what they have. If we wanted, we could try a dated load-out, but the main problem is of course finding the "parts"... lol - and what you did for the sil file would be fine. :salute:

Edit: In this pic, it looks like the abaft launcher is facing aft... so apparently, they could fully rotate:

https://benhamnation.files.wordpress.com/2011/04/0539723.jpg


It looks like they have a line across to another ship, and might be taking on fuel, while the main deck is "awash"... "nothin' to it!"... notice also that the gun positions are manned...
Made a few slight adjustments

https://i.ibb.co/hFkJr0j/SH4-Img-2020-07-05-18-50-25-986-result.jpg (https://ibb.co/B2m5vkx)



https://i.ibb.co/GdXKnpq/SH4-Img-2020-07-05-18-50-20-996-result.jpg (https://ibb.co/7SHwjCq)


What do you think ?

Moonlight
07-05-20, 03:07 PM
Started a new career as of last night, documents folder deleted and game files checked, all OK.
Midway
15 January 1942, USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
.50 cal Machine Gun,
3" Stern Mount Deck Gun,
SJ, Surface Search Radar, (EMPTY),
SD Radar, Air Search Radar.

I will refuse all other boats until SJ radar is onboard this Gar, January 1944 will be the end game, I will document what and when it is offered, we shall see if your file upgrades are FUBAR or not Mr beanie.


Update, 2 equipment improvements, highlighted in lime.
2nd July 1942 , USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
20mm Machine Gun :D
3" Stern Mount Deck Gun,
SJ, Surface Search Radar, (EMPTY) :doh:
Improved SD Radar, Air Search Radar :D

Still no SJ radar yet, kept out of Midway base until the 1st July 1942, I can see already that we're going to have a problem with this bloody SJ Radar.
Question Why do I get SJ Radar on the boat if I start a career in June 1942 but don't get it on July 2 1942? :o

propbeanie
07-05-20, 03:18 PM
Made a few slight adjustments

https://i.ibb.co/hFkJr0j/SH4-Img-2020-07-05-18-50-25-986-result.jpg (https://ibb.co/B2m5vkx)



https://i.ibb.co/GdXKnpq/SH4-Img-2020-07-05-18-50-20-996-result.jpg (https://ibb.co/7SHwjCq)


What do you think ?
Ah-yesh indeedy, the 21TorpQuadBR_D & C from guns_radar_04... lol - did you use the "_dark" or regular?... lol - I tried substituting the "C" for the front mount via the eqp file, and ended up mostly below deck with it, which begs the question, "can you leave the AA mount and add a T03 & 4 near them, and set the dates for the torp launcher to "disappear" 19421231 and the AA to then appear 19430101", or something like that between then and say April of 1943? The AA would then go from NULL to active, and the 2 "new" launchers there would then become NULL (T03 and T04, or maybe A05 & A06). The abaft launchers were landed beginning early 1943. The DD rotated in for re-fits on quite a catch-as-catch-can basis until later in the war when there were more of them available to rotate for regular maintenance. The spawn rates and layer time limits will take care of those appearances.

I do like that though, and you are faster than me, fershure ferserttin... :O:

Texas Red
07-05-20, 03:29 PM
What was the first patrol's assignment? Do you remember the orders, or where you were being sent? Apply the 101_prBetaPatch_v1.1.7z mod found in Post #1215 (https://www.subsim.com/radioroom/showthread.php?p=2675868#post2675868). Then empty the Save folder again, and try the same boat, same date, from the same place again, and see what it does. In the meantime, I'll dig into the Pearl Tambor and its 1941 assignments.

:salute:



I believe I was being sent to the Marshall Islands for reconnisance. I will write back later with the results of the patch.

propbeanie
07-05-20, 03:42 PM
Update, 2 equipment improvements, highlighted in lime.
2nd July 1942 , USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
20mm Machine Gun :D
3" Stern Mount Deck Gun,
SJ, Surface Search Radar, (EMPTY) :doh:
Improved SD Radar, Air Search Radar :D

Still no SJ radar yet, kept out of Midway base until the 1st July 1942, I can see already that we're going to have a problem with this bloody SJ Radar.
Question Why do I get SJ Radar on the boat if I start a career in June 1942 but don't get it on July 2 1942? :o
As I mentioned, it varies, but - did you start with the bathtub conn on the Grayling? Do you still have the same conn? The real Grayling got her SJ between August and October 1942 (at Pearl), and the game will do similar at times... In the game though, the SJ is June of 1942 (at the earliest), but the Improved SD doesn't come until March of 1943 (again, at the earliest), while the 20mm single is May of 1942... :hmmm: ?? How are you breaking these radars?... :arrgh!: - I have not had issue one with getting an SJ on a Porpoise or Sargo, and have not gotten an Improved SD until much later, but I have not done a Gar or Tambor... let me look closer at the boats and conns themselves for that one. The Gar is a clone of the Tambor, in the game and in real life... :salute:

Edit: Ah-haa!... in a Save folder I have, there is an entry for Improved SD Radar at 800 renown points beginning July 1 of 1942... dig dig dig... I thought we had removed the "purchasing" of equipment early - but apparently did not remove the restriction of the equipment coming early... but there are several like that in UpgradePacks with the dates that co-incide with some of the reported issues, yet the upc file does not allow for that... wrench wrench cuss swear hammer hammer bigger-hammer etc... This is why Ducimus made so many "variants" of the radars, with basically one for each Class... cuss swear mutter :damn: - as for the failure of the SJ, much more digging is required. I've been concentrating on looking through the Gato files, not the Tambor. I still can't see the "leak" for the early SD though... did you lose 800 renown points when it was mounted? The game should be "asking questions" about that kind of stuff... :salute:


I believe I was being sent to the Marshall Islands for reconnisance. I will write back later with the results of the patch.
Gotcha. Thanks. Be sure and delete the Save folder through Windows Explorer and see how it works, or if it doesn't... You do still have a back-up copy of your Save folder, correct?

Edit: the orders of Patrol Marshalls Early 02 would have been (updated in the patch file):
When in all manner ready you may depart Pearl. Proceed to the Marshall Islands chain and patrol the designated area for several days. You are to conduct anti-shipping operations, but we really need some eyes and ears on the Kwajalein Atoll area to see how built-up the Japanese installations there are or if they have anything there. We need reports on traffic patterns of both air and sea, as well as any shore assets you can see. Track the weather and tides accurately. Be careful. We suspect this is their main base in the Marshalls but are not certain. You may roam about the area freely, but must eventually complete the patrol in your assigned area. You are not to proceed any further south to avoid infringing on other submarines' assigned areas.||Enroute you are to run submerged when within 500 miles of an enemy air base during daylight hours. When on the surface at night, you are to run on one engine to conserve fuel. You are reminded to husband your torpedoes as well as fuel. Patrol the designated area for approximately ten (10) days, non-continuous. You are to continually maintain radio. We have no idea as to the IJN ASW capabilities. Be careful. You are on your own out there.
and you then have been sent to Maloelap / Wotje and then to Rangelap...

s7rikeback
07-05-20, 03:58 PM
which begs the question, "can you leave the AA mount and add a T03 & 4 near them, and set the dates for the torp launcher to "disappear" 19421231 and the AA to then appear 19430101", or something like that between then and say April of 1943?


Why, yes you can. :up:

Moonlight
07-05-20, 05:44 PM
As I mentioned, it varies, but - did you start with the bathtub conn on the Grayling?

I wouldn't know the difference between a bathtub conn or a shower conn Mr beanie, I started out with what the game gives you on 15 January 1942 if that helps.

Do you still have the same conn?
Yes

did you lose 800 renown points when it was mounted? The game should be "asking questions" about that kind of stuff... :salute:
Yes

Texas Red
07-05-20, 06:59 PM
Gotcha. Thanks. Be sure and delete the Save folder through Windows Explorer and see how it works, or if it doesn't... You do still have a back-up copy of your Save folder, correct?

Edit: the orders of Patrol Marshalls Early 02 would have been (updated in the patch file):
When in all manner ready you may depart Pearl. Proceed to the Marshall Islands chain and patrol the designated area for several days. You are to conduct anti-shipping operations, but we really need some eyes and ears on the Kwajalein Atoll area to see how built-up the Japanese installations there are or if they have anything there. We need reports on traffic patterns of both air and sea, as well as any shore assets you can see. Track the weather and tides accurately. Be careful. We suspect this is their main base in the Marshalls but are not certain. You may roam about the area freely, but must eventually complete the patrol in your assigned area. You are not to proceed any further south to avoid infringing on other submarines' assigned areas.||Enroute you are to run submerged when within 500 miles of an enemy air base during daylight hours. When on the surface at night, you are to run on one engine to conserve fuel. You are reminded to husband your torpedoes as well as fuel. Patrol the designated area for approximately ten (10) days, non-continuous. You are to continually maintain radio. We have no idea as to the IJN ASW capabilities. Be careful. You are on your own out there.
and you then have been sent to Maloelap / Wotje and then to Rangelap...

I deleted the save game folder and everything and I enabled the patch as well and the issue is still there. I did the same career path and choices.

https://i.postimg.cc/FKhH9V9q/SH4-Img-2020-07-05-18-54-44-963.jpg

That's the problem I am having.

propbeanie
07-05-20, 08:48 PM
I wouldn't know the difference between a bathtub conn or a shower conn Mr beanie, I started out with what the game gives you on 15 January 1942 if that helps.
Yes it does... The "bathtub" is the full, un-cut conn the boats were built with. The first "cuts" were made to the periscope shears and the cigarette deck sides. the 2nd set of "cuts" altered more of the aft portion and added a cut forward portion of the conn, and more AA mounts.

Yes
'K...

Yes
So our "date problem" isn't so much a date problem, as much as it is an incomplete previous edit from back when in the mod's lineage, and the equipment file seems to be the "back-feeder". We'll do some 'sperimenting there and... One last couple of questions though, is "did you have the opportunity to accept or decline the new 'Improved SD' radar, and does it function correctly on your boat?" Functionality might be a bit difficult to determine, since the original SD could go out a good distance, and the "Improved" version extended that, so you might not notice a difference anyway...


I deleted the save game folder and everything and I enabled the patch as well and the issue is still there. I did the same career path and choices.

https://i.postimg.cc/FKhH9V9q/SH4-Img-2020-07-05-18-54-44-963.jpg

That's the problem I am having.
Look closely at your picture... there are multiple issues there. You have no dials, but you also do not have texture on the planes' wheels, and neither of the emergency "flashlights" above and to the left of the tracking table are right either, inside the glass light "circles" there... As you mentioned, the "Christmas" lights are dark, but notice also that the rectangular gauges below the depth gauges are blanked also, the tracking table has a "shift" to the map image there, as well as an issue with the "glass" of the tracker itself - even the phone to the left is only partially "skinned" - and to top it all off, you have an overhead lamp burnt out... Here is the interior of my Thresher on December 10, 1941 at Pearl:

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


Now, do you have LAA enabled correctly on the SH4.exe file? When I ran SH4 for that pic, I am on the laptop and have PhotoShopLE running, along with Vivaldi browser, on which the wife has 12+ windows open, shopping, and her resume for a new job application is open in Libre Office Writer, and it's running on Windows 10, so there is a lot going on, and I do not have issues with the display. But compare the two pix, and you've got more than just the dials missing there. Do you only have FotRSU and the patch running?

Texas Red
07-05-20, 09:10 PM
Look closely at your picture... there are multiple issues there. You have no dials, but you also do not have texture on the planes' wheels, and neither of the emergency "flashlights" above and to the left of the tracking table are right either, inside the glass light "circles" there... As you mentioned, the "Christmas" lights are dark, but notice also that the rectangular gauges below the depth gauges are blanked also, the tracking table has a "shift" to the map image there, as well as an issue with the "glass" of the tracker itself - even the phone to the left is only partially "skinned" - and to top it all off, you have an overhead lamp burnt out... Here is the interior of my Thresher on December 10, 1941 at Pearl:

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


Now, do you have LAA enabled correctly on the SH4.exe file? When I ran SH4 for that pic, I am on the laptop and have PhotoShopLE running, along with Vivaldi browser, on which the wife has 12+ windows open, shopping, and her resume for a new job application is open in Libre Office Writer, and it's running on Windows 10, so there is a lot going on, and I do not have issues with the display. But compare the two pix, and you've got more than just the dials missing there. Do you only have FotRSU and the patch running?

I cannot recall ever enabling LAA! What a stupid move on my part! :oops::har:
This is my updated version of my modlist:

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

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN
101_prBetaPatch_v1.1

Do I need to do a complete uninstall?

propbeanie
07-05-20, 09:22 PM
Shouldn't have to. It might write bad data to the Save folder, but if it does, just delete that again and start over. Try it first though without deletion. Just open the LAA app that is in the FotRSU game's root folder after the mod activation, and plug SH4.exe file into it, and set SH4.exe to "True"... I'm pretty sure that's mentioned in the short form and the long form of the pdf files in the Support folder on how to do it... The game with FotRSU definitely needs LAA so that it can address more than the minuscule portion of system RAM the Windows OS normally allows it... :roll: :salute:

Moonlight
07-05-20, 10:14 PM
One last couple of questions though, is "did you have the opportunity to accept or decline the new 'Improved SD' radar, and does it function correctly on your boat?"

If you mean was I back in the office and was it available as an upgrade then that's a yes, and it functioned as it should do.

Update, 1 Submarine improvement, highlighted in lime.
6th September 1942, USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
20mm Machine Gun :D
3" Stern Mount Deck Gun,
SJ, Surface Search Radar, (EMPTY) :doh:
Improved SD Radar, Air Search Radar :D
Half Cut Conning Tower :D

I'm not exactly sure about the name of it but it did mention something about some shears and something was cut off it, I was too busy thinking that they were going to send somebody round to my place to cut my bloody hedges for me to remember exactly what was being offered. :O:

I can post a picture of the submarine the next time we go out on patrol if you need one.

Mios 4Me
07-06-20, 01:56 AM
Let's clarify the Save game situation. If you are wanting to trim, or pare-down the number of Saves in your game, you use the Save Game dialog, or interface, to do that. If you instead use Windows Explorer, the game gets confused by that.

If instead, you want to "clear" the Save data to begin anew with the game, you delete the Save folder with Windows Explorer, generally the C:\Users \UserName \Documents \SH4 folder. Going from the way you describe, it sounds like you used the Save Game dialog to attempt to clear the Save folder, which leaves the main part of the game still in there. Nothing gets updated or cleared like that...

The idea behind copying the Save folder data and putting it elsewhere is so that if clearing the game's Save data by deleting the folder with Windows Explorer didn't work, you then had a back-up with which to restore what you had, if the deletion didn't work... I hope I didn't talk in a circle again... I confuse myself with verbosity... :doh:
Thanks for the assistance. I deleted the SH4 documents folder, restarted the system, and began another new career from Mare Island in 1943. Things were much less weird this time. Issues:

- Started at Mare and was immediately ordered to insert an agent near Katsuura; transferred with immediate effect to Brisbane. There were no sea trials on offer. I believe you mentioned this is a known issue.

- Torpedoed a Fleet Oiler and a Chitose seaplane tender at anchor in Eniwetok. Sank the FO with 4" gunfire but the Chitose withstood ~100 rounds of AP and HE as well as multiple Mk 14s. I would expect a CL to be armored against 4" AP but not an AVS, though certain areas were doubtlessly reinforced. Can this be adjusted?

- When I returned after refitting, the wounded Chitose had been joined by a SSS and another FO anchored in the exact spot as its predecessor. Two quickly sank but the FO took a heavy pounding before sinking bow first in shallow water. Though I maintained contact with it, I did not receive credit for that sinking. Stock issue?

- The map symbol for the kaibokan DE is bizarre: a dark, melanoma-like splotch. Even at 57% hull damage, curiosity demanded I close within visual range to find out what the heck that was.

Moonlight
07-06-20, 02:47 AM
^ These are the ships I know to have a dark splodge type thing as its _shp file, COKaibokan_shp, NKMSS_Kinposan_shp, NPC_461_shp and lastly the USGunBoat01_shp, Mr beanie will probably change them now he knows about them. :03:

s7rikeback
07-06-20, 03:50 AM
^ These are the ships I know to have a dark splodge type thing as its _shp file, COKaibokan_shp, NKMSS_Kinposan_shp, NPC_461_shp and lastly the USGunBoat01_shp, Mr beanie will probably change them now he knows about them. :03:
I will look at this in due course, thanks !

propbeanie
07-06-20, 06:09 AM
If you mean was I back in the office and was it available as an upgrade then that's a yes, and it functioned as it should do.

Update, 1 Submarine improvement, highlighted in lime.
6th September 1942, USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
20mm Machine Gun :D
3" Stern Mount Deck Gun,
SJ, Surface Search Radar, (EMPTY) :doh:
Improved SD Radar, Air Search Radar :D
Half Cut Conning Tower :D

I'm not exactly sure about the name of it but it did mention something about some shears and something was cut off it, I was too busy thinking that they were going to send somebody round to my place to cut my bloody hedges for me to remember exactly what was being offered. :O:

I can post a picture of the submarine the next time we go out on patrol if you need one.
Picture not necessary, but your SJ is still empty? Is it on the list as a "free" upgrade in the Captain's Office in port? A hedge clipping is available, but you do have to pay a premium in renown points, and most folks can't afford it... Usually what happens is that the electrical cord is accidentally cut about 1/3 of the way through the process, leaving the job undone - sort of like a radar upgrade... but that can be entertaining also. I'm wondering if the game will attempt to upgrade your deck gun next round, and bomb on that. I am most of the way through the process of changing that set-up back to the way it was previously, such that you will get the gun, and lose the crew, which is repairable with a Save folder edit, whereas as it stands now, you will probably retain your 3" Aft deck gun, and the game will give you a 4" fore gun, no questions asked, but you will not get a gun crew, nor any slots to put them in, which makes for a difficult repair. There will still have to be testing though before another release comes.


Thanks for the assistance. I deleted the SH4 documents folder, restarted the system, and began another new career from Mare Island in 1943. Things were much less weird this time. Issues:

- Started at Mare and was immediately ordered to insert an agent near Katsuura; transferred with immediate effect to Brisbane. There were no sea trials on offer. I believe you mentioned this is a known issue.

- Torpedoed a Fleet Oiler and a Chitose seaplane tender at anchor in Eniwetok. Sank the FO with 4" gunfire but the Chitose withstood ~100 rounds of AP and HE as well as multiple Mk 14s. I would expect a CL to be armored against 4" AP but not an AVS, though certain areas were doubtlessly reinforced. Can this be adjusted?

- When I returned after refitting, the wounded Chitose had been joined by a SSS and another FO anchored in the exact spot as its predecessor. Two quickly sank but the FO took a heavy pounding before sinking bow first in shallow water. Though I maintained contact with it, I did not receive credit for that sinking. Stock issue?

- The map symbol for the kaibokan DE is bizarre: a dark, melanoma-like splotch. Even at 57% hull damage, curiosity demanded I close within visual range to find out what the heck that was.
Yes, I still have to go through all of the dates for the Mare (Treasure) Island starts, and try to sync them again.

The Chitose is basically a stock ship. Also, when you go beyond the spawn range and then come back, the game runs the spawn percentages again, and will oftentimes regenerate that which you sank previously. As for the renown points and credit not being awarded, that is the nature of harbor raiding, in that a ship has to be either completely destroyed if above the surface, or it has to slip beneath the waves. Usually, once a ship has sunk partially in shallow water, you can no longer give it more damage, or at least, not enough to complete the "destroyed" process. Those both are just the way the game works.

As for the NavMap icons, we hadn't gone through and double-checked them all yet. Since s7rikeback will check them, I will leave well-enough alone, since I usually mix the choices up... There were two that had CV icons, if I can find the post for that... were they the Heians?...


^ These are the ships I know to have a dark splodge type thing as its _shp file, COKaibokan_shp, NKMSS_Kinposan_shp, NPC_461_shp and lastly the USGunBoat01_shp, Mr beanie will probably change them now he knows about them. :03:

I will look at this in due course, thanks !
:yeah: - we don't want me messin' it up anyway... :roll: :arrgh!:

Edit: Found 'em!

original report
https://www.subsim.com/radioroom/showthread.php?p=2676141#post2676141

discovery
https://www.subsim.com/radioroom/showthread.php?p=2676388#post2676388

Mios 4Me
07-06-20, 10:38 AM
Aha, yes, the stern of the FO was still above water when I departed, though the TDC could not lock on or even register the target name. Yes, I plead guilty to harbor raiding, but on a double-barrel patrol Brisbane-Katsuura, we encountered exactly one merchant convoy (of two ships), aside from minor coastal traffic like crab boats and steamers, plus the merchants in a TF from an Ultra intercept.

BTW, finally hit an ammunition ship from under 2 km: startling and spectacular. Well done to the team.

Couple of other issues:

- A cloud of exhaust fumes issuing from near my position when loading a saved game, whether I'm submerged or not. Luckily the enemy doesn't seem to notice. I had assumed this was the legacy of a corrupted save but it continues.

- We were eligible to upgrade to single 40mm AA after our first patrol but still have single crew slots from the 20mm days. Another of those date availability issues?

EDITED TO ADD: the initial invulnerability of DDs, done as I understand it for reasons of playability rather than realism, might need a rethink. When we contacted that supply TF off Truk, the two largest ships were each apparently mortally wounded by a the first Mk 14 to hit and the remaining merchants were done in by a single shot. The DD was a different matter entirely, shaking off two Mark 14s broadside before coming after us. A third broadside shot to the other side finally did him in. Considering the 57% damage we had already incurred, it was a nailbiter.

propbeanie
07-06-20, 11:13 AM
So your "FO" was "dead", but not "destroyed", hence not being able to target it, but yet not getting credit for it either.

The "steam cloud" is indicative of shelling out to Windows with the game running, which should be avoided. If it happens after a Saved game loading, and there was no shelling out involved, then re-loading the Save again should clear it. If not, then something in the game is causing bad data to be written to the Saves. The first suspect is running out of memory for the game, which either points to a 32-bit windows, not enough RAM in the machine, or an improperly applied 4gig patch. Compounding that might be another mod on top of FotRSU, other than the FotRSU Patch we did for an experiment. If you would, go ahead and run JSGME, choose the "Tasks..." in the middle, and then use the "Export activated mod list to -->" function, and send it to the clipboard, which you can then use <Ctrl><V> to paste it into your next post. You are correct though, that the enemy does not "see" your "steam cloud", thankfully... Another similar occurrence when a DD starts "bird-dogging" you, but not attacking. Rather disconcerting, but can happen from shelling-out also. The DD gets separated from its convoy, and "convoys" with your sub then after running out of depth charges.

I have never had issues with the single 40mm, sometimes the double... might be related to the above, but we'll check it out, along with the dates issues we've found in the equipment file...

Most of the DD take two hits if you don't hit them just right with the first. A couple of the DD have hard noses, but usually speaking, if you hit them broadside, they stand a good chance to go down with the one hit. However, if you used the magnetic pistol, and the torpedo runs deep, it can explode under the DD, yet barely inflict any damage, especially if duds are enabled. Usually, if you hit them under the conn or stack, they at the minimum quit running. If you hit some of them head-on, down-the-throat, the bow is where most of their armor is in the game, and they will have to be hit again. There are only a few like that though, with both the Chidori being like that. There are a couple others that I cannot remember right now...

Mios 4Me
07-06-20, 12:14 PM
Generic Mod Enabler - v2.6.0.157
[C:\Games\steamapps\common\Silent Hunters wolves of the pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN


That's all it shows. I have edited a couple of text files related to torpedo reloads and personnel, but that's it.

Not sure about the patch you mentioned; if it's LAA, I installed it at the beginning along with the mod itself, quality of installation unknown.

It's a Win10, 64-bit machine with 16 GB RAM.

I haven't shelled out of the game in a long time, and, crucially, Win10 hasn't done so uncommanded on this career either, AFAIK.

The cloud dissipates quickly, unlike in a previous career where it followed me throughout the patrol. Sometimes it's steam, other times it was blackish.

The DD was actually a DE, a Kisaragi. The depth setting was chosen by the TDC when I locked on but the magnetic trigger was indeed activated.

EDITED TO ADD: to avoid hits in the same location, I locked on for the second shot to port, then unlocked and aimed aft of the original impact point.

Moonlight
07-06-20, 04:08 PM
Update, 1 Submarine improvement amendment, highlighted in magenta.
6th September 1942, USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
20mm Machine Gun :D
4" Bow Deck Gun :D
SJ, Surface Search Radar, (EMPTY) :doh:
Improved SD Radar, Air Search Radar :D
Half Cut Conning Tower :D

My mistake, I was looking in the upgrade slot and didn't see the Deck Gun had been upgraded, I might need my eyes testing Mr beanie. :haha:

Picture not necessary, but your SJ is still empty? Is it on the list as a "free" upgrade in the Captain's Office in port? I'm wondering if the game will attempt to upgrade your deck gun next round, and bomb on that.

No, the SJ Radar has never been in the upgrade slot. sniff, sniff.
As I've amended my last update post the 4" Deck Gun is not an issue anymore. :yeah:

Its 19th October 1942 and we're ready for another patrol, the missing SJ Radar isn't a problem as I usually have it off more than on in enemy waters anyway, at least all the other submarine equipment is working as it should be. We'll see what is happening when I get back in the office, that's if I get back, dead is dead is the way I play and if we're sunk another career will have to be started. :D

s7rikeback
07-07-20, 04:44 AM
Bug Report : Missing cable on NDD_Mutsuki

There is a missing cable between the fore and aft masts on NDD_Mutsuki (shared with NDE_Kisaragi). Part of the cable is present at the very ends but the ends and pulleys are hanging in mid air.


http://www.dcoffey.co.uk/images/silenthunter4/NDD_Mutsuki.jpg


Fixed by propbeanie..
However, there was another cable missing from:
125 node: NDD_Mutsuki_catarg_01

https://i.ibb.co/Jcb0SVr/Capture.png (https://imgbb.com/)


Now fixed!

s7rikeback
07-07-20, 04:54 AM
Bug Report : Missing cable on NDD_Minekaze

The NDD Minekaze has a missing cable on the port side of the forward mast. It can be noticed in S3D as well as a modelling tool. The model is also shared with the NDE Akikaze so fixing it once in the Minekaze will correct both vessels.

Node 134 - NDD_Minekaze_catarg_F

http://www.dcoffey.co.uk/images/silenthunter4/NDD_Minekaze.jpg

NDD_Minekaze & NDE_Akikaze Fixed !

https://i.ibb.co/zGvrFtd/Capture.png (https://ibb.co/jgXTzjt)

s7rikeback
07-07-20, 05:02 AM
^ These are the ships I know to have a dark splodge type thing as its _shp file, COKaibokan_shp, NKMSS_Kinposan_shp, NPC_461_shp and lastly the USGunBoat01_shp, Mr beanie will probably change them now he knows about them. :03:
All of the above have now been fixed, including the NPC_01 which also had an original FotRS _shp file.

s7rikeback
07-07-20, 05:13 AM
Bad Model Report : Data \ Objects \ Turm_AM_1.dat
Node : 76 - Node - TurmJP_1_Antena13
Sub-Node : 75: 3D Model
Issue : When trying to Export the TurmJP_1_Antena13.obj, the error "Material 0x6b4fa4f2e50ebe0c is not found in this file. Unable to continue" is displayed.


NOTE : This object is also used in Turm_Jyunsen_B_1.dat where it is Node 60




Bad Model Report : Data \ Library \ AI_IJNSubParts \ IJN_7mmAA_Gun.dat
Node : 19 - Node - Gun_sight
Sub-Node : 18: 3D Model
Issue : When trying to Export the Gun_sight.obj, the error "Material 0xce97542e040c22a8 is not found in this file. Unable to continue" is displayed.
These all seem to be missing texture issues from within the dat file, looking at these now...

***All the above has now been fixed / updated.

DanielCoffey
07-07-20, 09:45 AM
Bug Report : Incorrect cables on forward mast of NDD Fletcher


The cables on the Forward mast of NDD_Fletcher.dat don't reach down to the the deck. The two outer cables fall outside the deck boundary and the inner cables are too short to reach. It is not possible to lower the mast however as the cables on the back of the mast correctly make contact with spars on the sides of the funnel.


This one might be tricky to resolve.


http://www.dcoffey.co.uk/images/silenthunter4/NDD_Fletcher.jpg

Moonlight
07-07-20, 10:37 AM
Back in the Office and no sight of any SJ Radar. :O:
11th December 1942 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
20mm Machine Gun :D
4" Bow Deck Gun, :D
SJ, Surface Search Radar, (EMPTY) :doh:
Improved SD Radar, Air Search Radar :D
Half Cut Conning Tower :D

While out on patrol I noticed that we had 2 Deck Guns, a 4" on the bow and a 3" on the stern, the gun crew will only man the 3" stern gun, just another little problem that needs looking at Mr beanie.

Question.
Do any of these merchant ships have ASW equipment?, I ask because I had a strange encounter with a convoy with a Naka Light Cruiser and a destroyer as escort.
With only 3 ships left, a Large Modern Tanker which was disabled, a Modern Passenger Liner and the Destroyer I noticed that the Liner and the Destroyer were both actively searching for me. At one point the Destroyer was about 5,000 yards away but I was still being actively searched for by this Liner and it must have signalled a contact report to the Destroyer that it had found me and it came back to drop some more depth charges. :o

Needless to say Mr beanie I was a bit surprised to say the least, after about three hours a large task force came passing by and you guessed right, those bloody escorts came to join in the fun as well. There was nothing I could do as one of them was charging about all superhero like and the moment I went to ahead one third it pounced all over me. :wah:

This all began at 10:15 am and went on till 7:35pm that night, me and the boys were almost deaded that day. :yep:

3catcircus
07-07-20, 12:56 PM
While probably not historically accurate, is there a way to incorporate a range knob like OTC uses?

propbeanie
07-07-20, 02:27 PM
Bug Report : Incorrect cables on forward mast of NDD Fletcher

The cables on the Forward mast of NDD_Fletcher.dat don't reach down to the the deck. The two outer cables fall outside the deck boundary and the inner cables are too short to reach. It is not possible to lower the mast however as the cables on the back of the mast correctly make contact with spars on the sides of the funnel.

This one might be tricky to resolve.

Yes, it might... we'll see if s7rikeback can "stretch" them a pinch...


Back in the Office and no sight of any SJ Radar. :O:
11th December 1942 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
20mm Machine Gun :D
4" Bow Deck Gun, :D
SJ, Surface Search Radar, (EMPTY) :doh:
Improved SD Radar, Air Search Radar :D
Half Cut Conning Tower :D

While out on patrol I noticed that we had 2 Deck Guns, a 4" on the bow and a 3" on the stern, the gun crew will only man the 3" stern gun, just another little problem that needs looking at Mr beanie.
I thought as much, and that is what I expected you to have. Thanks for the update. Still in the process of trying to keep each sub's upc files straight in my head as I do the edits, trying to match the gun set-up from a previoius beta release, and the newer settings for other things we have changed... trying to get back to a "known condition" where we could at least recover from the "disappearing gun crew", whereas with it as it is now, you can never crew your new gun, unless you ~really~ dig into some Save folder editing... :roll:

Question.
Do any of these merchant ships have ASW equipment?, I ask because I had a strange encounter with a convoy with a Naka Light Cruiser and a destroyer as escort.
With only 3 ships left, a Large Modern Tanker which was disabled, a Modern Passenger Liner and the Destroyer I noticed that the Liner and the Destroyer were both actively searching for me. At one point the Destroyer was about 5,000 yards away but I was still being actively searched for by this Liner and it must have signalled a contact report to the Destroyer that it had found me and it came back to drop some more depth charges. :o

Needless to say Mr beanie I was a bit surprised to say the least, after about three hours a large task force came passing by and you guessed right, those bloody escorts came to join in the fun as well. There was nothing I could do as one of them was charging about all superhero like and the moment I went to ahead one third it pounced all over me. :wah:

This all began at 10:15 am and went on till 7:35pm that night, me and the boys were almost deaded that day. :yep:
Yes, some of the merchies do have hydrophone. A select few have sonar - I cannot remember which do, and don't feel like going through the "list" again, because I didn't save it the last time, and would have to build my search again (oldmanitis means I cannot remember how I did it before... :roll: ) Anyway, some of them can "hunt" you somewhat, but you have to be in their "path". They generally do not come after you. The Aux Cruisers will, and even have depth charges, so be wary of them little kittens. We were thinking of putting depth charges on a select few merchies, because there is now documented proof of a US sub being sunk by a merchant, according to re-interpreted WWII Japanese documents. It was assumed that the sub's conn was holed by the merchant's deck gun(s), while shooting at the submerged submarine's raised periscope, then the merchie ran it over, supposedly making contact with at least the shears, and then they dropped 4 depth charges (their entire stores) while passing over its known location. A short little bit after that, there was a series of other explosions, and it is assumed that is when the sub sank. It was a Pearl boat, up in the Aleutians, and it bothers me not remembering the boat or the skipper... they just found the submarine not too long ago. From the pictuers, the researchers who found the boat assumed initially that one of their own torpedoes got them, but the damage is not that "strong" according to others... anyway, yes, you can be bird-dogged by some of the merchants.


While probably not historically accurate, is there a way to incorporate a range knob like OTC uses?
What, after all, is "historical" in this game? It is partially "simultated", but definitely not "historical"... lol - I do have it showing in a test submarine, but I have not managed to have it function correctly yet. I missed something in CapnScurvy's OTC files, and I think I'll give up on it for this next release, but hopefully either he will come out of retirement long enough to do an OTC add-on for FotRSU, or will maybe do that dial for FotRSU, or maybe I'll figure-out where I'm going astray with it... We ~have~ to get the deck guns placing themselves better, and have the SJ radar be consistent... The Improved SJ and ST might have to wait also... I have not been able to try my idea for the ST yet, and I do NOT expect my idea for it to function... unfortunately... but ya never know until ya try...
:salute:

Texas Red
07-07-20, 04:32 PM
Captain Propbeanie, I am glad to report that my issue has been fixed! Thanks to the efforts of you, I am now able to play my campaign without any issues!
COMSUBPAC is very pleased with your efforts. COMSUBPAC will reward you handsomely. :salute::subsim:


EDIT:

Actually, that has seemed to fix half of my issue.
https://i.postimg.cc/Hs4fb9Fw/SH4-Img-2020-07-07-17-08-33-813.jpg
https://i.postimg.cc/CxcXQLhd/SH4-Img-2020-07-07-17-08-56-270.jpg

A few more issues have arrised.

propbeanie
07-07-20, 06:12 PM
That is indeed strange... you have the needles and glass on some of the gauges, but not the actual gauge, then you have one notepad, but not the other, and no NavMap on the desk, so it's the "linked" things that are messed-up. Did you delete the Save folder?

If you would, de-activate the mod with JSGME. Empty the Save folder. Re-activate the mod with JSGME (don't forget that Patch), and check the LAA activation on SH4.exe again, then start a new career and see what your boat has in the Control Room... Be sure that you have the Windows display set to the Native ("Recommended") setting in the Windows Display Settings. Have SH4 set to the same thing in it Graphic Settings dialog. :salute:

Texas Red
07-07-20, 07:36 PM
That is indeed strange... you have the needles and glass on some of the gauges, but not the actual gauge, then you have one notepad, but not the other, and no NavMap on the desk, so it's the "linked" things that are messed-up. Did you delete the Save folder?

If you would, de-activate the mod with JSGME. Empty the Save folder. Re-activate the mod with JSGME (don't forget that Patch), and check the LAA activation on SH4.exe again, then start a new career and see what your boat has in the Control Room... Be sure that you have the Windows display set to the Native ("Recommended") setting in the Windows Display Settings. Have SH4 set to the same thing in it Graphic Settings dialog. :salute:


I did delete the save folder, but I launched the game first then realized I should've deleted the folder, I exited the game and deleted the folder and then relaunched the folder.
I will do that and report back with the results.

EDIT: Nope, the issue is still there. Will I need to do a complete reinstall of the game? Or is it possible that my download of the mod is corrupt?

propbeanie
07-07-20, 09:26 PM
Corrupted downloads are rare these days, but you never know... We'll have to wait for s7rikeback to respond back about if I am looking at the correct numbers here:
14/05/2020 @ 19:40

100_FalloftheRisingSun_UltimateEdition_v1.1a_EN

Size = 1.41 GB

Current MD5 checksum value:

acb087157983e6de6b8413ac064810f5
I am not sure if that matches the upload on the SubSim server or not... But - what usually happens is that the base game gets corrupted. You might be best off making a new set-up of the game. If you have a known-good archive copy of the game, that is the way to go. Make a new "install" folder, copy the archive in and expand it, build the MODS folder, create a new MultiSH4 Save folder, activate the mod and Patch, put LAA on SH4.exe, and start a new career. Like I say though, be sure your video stream matches from end to end. You might have to mess with High DPI and Run as administrator, maybe even Windows 7 compatibility, all dependent upon the OS.

gmetzo
07-08-20, 01:55 AM
Ok I might be retarded so please don't get angry. How do I install this mod? I just finished installing Grey Wolfs for SH3 and I found it super simple as well as putting any other mod I wanted inside the MODS folder that GWX generated for me. What do I do with fall of the rising sun exactly? I tried creating MODS foler and unpacking everything in there but then when I click the jsgme it does not detect the mod to apply it

propbeanie
07-08-20, 07:19 AM
The first post of this thread (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992) has an abbreviated version of the install instructions just below the edge of your screen boundary, so you could scroll down a couple of paragraphs there, or use the Support folder in the mod's folder, and read some of the pdf files in there. GWX does a nice installer for a person, and we have not developed the FotRSU mod far enough to do the same here just yet. Maybe at some point in the future we will, but for now, no. What the installer does is unzip the mod, and then runs JSGME for you, activating the base mod. It cannot, however, uninstall things for you at a later time, so you have to be dedicated to GWX with that particular install of SH3. For Fall of the Rising Sun Ultimate Edition (FotRSU), you can either run a current copy of JSGME that you have in the intended FotRSU folder to create a "MODS" folder, or make one yourself in Windows Explorer. The big thing is 'folder structure'.

You do NOT want to have your SH4 in a Program Files folder. If you do, Windows will interfere with everything you do, and rollback all cfg and select other files to their previous state, which will render at least the mod useless, and will sometimes ruin the game install itself. You want the game installed in a folder you create yourself outside of Windows User Accesss Control (UAC). A lot of folks, when they install the game will change the path of the install with the install dialog, such as the windows pop-up with a "Do you want to install the game in this path?" and it will have "C:\Program Files (x86) \Ubisoft \Silent Hunter Wolves of the Pacific" and folks will change that to "C:\Games \Ubisoft \Silent Hunter Wolves of the Pacific" or some-such. Maybe you have Steam, and it defaults to "C:\Program Files \Steam \SteamApps \common \Silent Hunter Wolves of the Pacific", and a person could eliminate that "Program Files\" portion of the path (unless Steam is already installed, and then you would need a 2nd hard drive to be able to make a 2nd Steam Library folder on that. Refer to "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?p_faqid=231)" for more).

Once you have a "clean", "fresh" install of the game, you then either run JSGME, or create a MODS folder yourself, as mentioned above. Download the FotRSU mod, linked to on the first page of the thread above, and also download the "Patch" listed just below the full-mod link. The "Patch" will be eliminated with the next release. You can download the 7-zip files directly to the MODS folder if desired. You will need to download and use 7-zip (https://www.7-zip.org) to extract both the mod and the patch. Once those are extracted, then use JSGME to "activate" the mod and patch file.

Now, the thing of it with JSGME and the way it functions, all depends upon where JSGME is installed. There is a copy of JSGME v2.6 in the FotRSU mod, while if you are using the one that came in GWX, it is v2.2. Version 2.6 will "refresh" a mod list with any change, while with v2.2, you have to hit the F5 key to initiate a refresh. In either case, if JSGME is not in the SH4 folder with the MODS folder for FotRSU, you will have to navigate to the proper location. You are better off using JSGME v2.6 and have it in the game folder where FotRSU mod is in the MODS folder. That way, when you open that particular JSGME, it makes its own ini file in that and the MODS folder, and all it has to track then is the mods for that particular install.

After the mod is activated, you should have an LAA applet, and a MultiSH4 applet in the game folder. The use of LAA on the game with FotRSU is almost a requirement, since the mod will use as much RAM as it can get (Windows limits it to less that 2 gig otherwise - 1.6 gig max realistically - no matter how much RAM you have on your computer). Using MultiSH4 will allow you to change the default Save folder name for the game, which can make further modding easier, and helps keep this particular SH4 install dedicated to FotRSU. MultiSH4 oftentimes has to be used prior to LAA...

Any other questions, don't hesitate to ask. You are not retarded. There is a lot to wrap your head around just to get the game going properly on a 'modern' computer, and then you are trying to add a mod on top of that, which can make things really strange. Just look in the mod's Support folder, and you'll see a bunch of pdf files that might help a bit. Then again, if you're like me, when I see a bunch of text to read anymore, I begin to nod off... just don't do that with this post... :har:
:salute:

Moonlight
07-08-20, 10:07 AM
Hoi, Mr beanie.
Where did you get your version of FOTRS from, mine was downloaded from Subsim and my version + the patch is named differently to yours, could my version be the cause of this Gar SJ Radar problem I'm having.
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
Size 1.41 GB (1,524,057,110 bytes)
101_prBetaPatch_v1.1

Corrupted downloads are rare these days, but you never know... We'll have to wait for s7rikeback to respond back about if I am looking at the correct numbers here:
14/05/2020 @ 19:40

100_FalloftheRisingSun_UltimateEdition_v1.1a_EN

Size = 1.41 GB

Current MD5 checksum value:

acb087157983e6de6b8413ac064810f5
I am not sure if that matches the upload on the SubSim server or not...

Back in the Office and we have movement on the SJ Radar front. :D
Update: Submarine Improvement highlighted in Magenta.
10th February 1943 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
Twin 20mm AA Machine Gun :D
4" Bow Deck Gun, :D
SJ-I, Improved Surface Search Radar :D
Improved SD Radar, Air Search Radar :D
Half Cut Conning Tower :D
Well, shiver my timbers, fancy getting the Improved SJ Radar before the standard SJ Radar, that's an outstanding achievement Mr beanie. :O:
We shall carry on with the Campaign until either the End of the War or until we are dead or every upgrade this Gar can have is on the boat. Me thinks it will be that borked Advanced Radar thingie, which won't be going on this boat I can tell you :O:

propbeanie
07-08-20, 10:26 AM
I have found a number of date issues with some of the boats, which are the sort of issues we thought had been "stamped-out" previously... There seems to be a mixing of dates causing issues. One file will say June of 1942, then find another saying August 1942, and a third set to September... This might be what prevented the SJ on the Gar / Tambor. I am doing some career tests right now, which are not easy to set-up, checking out the restoration of the guns back to how they were. We will most likely end up with putting "rings" around the sub ports on the NavMap, to remind a person to Save when coming back in to port, and to remove your gun crews, placing them back in with the Damage Team, so that they aren't lost when a gun upgrade comes along. I still lose the gun crew positions probably 1/2 the time, but at least can restore them in the usual manner with Coletrains, and others' solutions... Anyway, still noodling with the guns, then into the radars...

Moonlight
07-08-20, 01:05 PM
Hoi, Mr beanie.
Where did you get your version of FOTRS from, mine was downloaded from Subsim and my version + the patch is named differently to yours, could my version be the cause of this Gar SJ Radar problem I'm having.
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
Size 1.41 GB (1,524,057,110 bytes)
101_prBetaPatch_v1.1

You didn't answer my bloody question Mr beanie. :o
I have another question for you now old boy, is this NodeName=H01 thingie something to do with an Hydrophone, and is this NodeName=N01 thingie something to do with a Sonar.
If not, could you explain which NodeName= a Hydrophone and the same goes for a Sonar as well.

All done for now, we're going out on patrol again and we'll be giving this SJ Radar a good testing, if it doesn't work it'll be getting a good thrashing. :O:

propbeanie
07-08-20, 02:28 PM
That's what the "I am not sure if that matches the upload on the SubSim server or not..." was for. s7rikeback and myself post files, and build the results. The name with the "v1.1a" meant it was the "alpha" planned for release. I don't think we changed anything prior to release, but I'm not certain if the checksum would be the same. The version I have is from the SubSim site also, and the Patch, which since it is a Google page download, I cannot "name" the link, so I link to the post of it on

https://www.subsim.com/radioroom/showthread.php?p=2675868#post2675868

which has it named as 101_prBetaPatch_v1.1.7z which would then extract to "101_prBetaPatch_v1.1", which goes on top of the v1.1 mod, and is a preBeta Patch... it has the PatrolObjectives fixes, which hopefully eliminates bad assignments...

... and yes, "H" is for Hydrophone, and "N" is for soNar... makes sense, eh? Since the didn't think when they use "S" for Secondary guns already... lol

gmetzo
07-08-20, 05:14 PM
Hey, thank you so much for taking the time to help me out with the instalation. It went smooth. However a new problem has arisen I am afraid. Once all is said and done and I click to launch the game i get some message popups for missing files. they are a lot, the first one that pops up is " File not found: data/menu/data/black80.tga ". Another popup has to do with pages. " There is a new (not implemented) page: <PageChooseLoadSave? ! " but it mostely has to do with files not found. Like an american skin or something about tdc metric. As I said they are a lot and once I close all of them the game shuts down. any ideas?

Moonlight
07-08-20, 05:27 PM
Hey, thank you so much for taking the time to help me out with the instalation. It went smooth. However a new problem has arisen I am afraid. Once all is said and done and I click to launch the game i get some message popups for missing files. they are a lot, the first one that pops up is " File not found: data/menu/data/black80.tga ". Another popup has to do with pages. " There is a new (not implemented) page: <PageChooseLoadSave? ! " but it mostely has to do with files not found. Like an american skin or something about tdc metric. As I said they are a lot and once I close all of them the game shuts down. any ideas?

You must have SH4 then, trying to load a 1.5 mod onto your SH4 installation will give you those errors.


Update: I'm still being offered the SJ-I, Improved Surface Search Radar even though I've got it, I think it needs looking into. :up:
6th April 1943 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
Twin 20mm AA Machine Gun :D
4" Bow Deck Gun, :D
SJ-I, Improved Surface Search Radar :D
Improved SD Radar, Air Search Radar :D
Half Cut Conning Tower :D

Improved SJ Radar is working as it should be so no need to give it a damned good thrashing. Well well well, I'm starting to get to know what these abbreviation thingies mean, Its only took almost ten years. :O:

s7rikeback
07-08-20, 06:00 PM
Bug Report : Incorrect cables on forward mast of NDD Fletcher


The cables on the Forward mast of NDD_Fletcher.dat don't reach down to the the deck. The two outer cables fall outside the deck boundary and the inner cables are too short to reach. It is not possible to lower the mast however as the cables on the back of the mast correctly make contact with spars on the sides of the funnel.


This one might be tricky to resolve.


http://www.dcoffey.co.uk/images/silenthunter4/NDD_Fletcher.jpg


Both outer cables have been deleted and reset into a better position.
See below.

https://i.ibb.co/MDNrXn9/Capture.png (https://ibb.co/VWBRKV3)

https://i.ibb.co/v17jwBr/Capture1.png (https://ibb.co/7vw1YzT)


https://i.ibb.co/M51pxrW/SH4-Img-2020-07-08-23-35-15-701.png (https://ibb.co/84x2LqT)

As to the other "short" cables, they designed that way to connect to the different cabins at different stages of the war...


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

Quick coat of paint to sort out those texture issues seen above.

https://i.ibb.co/PC63215/SH4-Img-2020-07-09-00-06-15-842.png (https://ibb.co/tCJk0Yb)

Mad Mardigan
07-08-20, 07:23 PM
Hey, thank you so much for taking the time to help me out with the instalation. It went smooth. However a new problem has arisen I am afraid. Once all is said and done and I click to launch the game i get some message popups for missing files. they are a lot, the first one that pops up is " File not found: data/menu/data/black80.tga ". Another popup has to do with pages. " There is a new (not implemented) page: <PageChooseLoadSave? ! " but it mostely has to do with files not found. Like an american skin or something about tdc metric. As I said they are a lot and once I close all of them the game shuts down. any ideas?

Understand that you are having issues, even after following the advice provided by propbeanie.

Guess the most important place to start off with, would be to know some important factors, as follows:

1. What is the source you have for SH4. Is it Steam, Uplay, disk... carrier pigeon, perhaps.. :har: :D sorry, My weird twisted sense of humor cropping up there, about the carrier pigeon.. :) Still, an important thing to know.

2. What version of SH4 do you have. Not sure about disks, on what there is available version wise, but.. BUT.. I do know that with Uplay, they offer up SH4 in Gold version, which is a complete U.S./German sub version meaning that you have access to either side, depending on how you want to play. The only downside that I have ran into is.. access to this SH4 through them, is to Me any way.. not able to be copied in it's vanilla unmodded state so as to allow for more mega modding. Others may know of the means to do so that are up to date, considering that Ubi keeps changing the rules without giving you notice of what they've done to date. Or at least that is My opinion of their actions to date.

As for Steam, their ideas on SH4 (which I have it through them, as well as Uplay, I know.. why do both, well.. it was to have more than 1 option open..) is to offer it in the original release which did NOT include skippering a Uboat, that would be tagged as version 1.4, with the updated offering by Uplay, also available through Steam, is by Steam tagged as version 1.5, which to utilize Fall of the Rising Sun Ultimate (hereby known by the short name: FotRSU-EN v1.1) requires that you have this if you have it from Steam. Of particular interest, I did write up a walk through, which can be found here for any that would like to see it that use Steam as their source of SH4 install:

https://www.subsim.com/radioroom/showpost.php?p=2669070&postcount=16

Note, that that walk through, is for those that get their SH4 through Steam & should be doable for handling both available versions offered up by them. I haven't tested that premise, since I only keep the later SH4 version through them to work with.

3. Where your SH4 is installed... It is considered important to NOT install it in C:\Program Files or C:\Program Files (x86), as from what I understand is.. Windows 10, the UAC does NOT like to allow for changes to be made with programs installed there. That is My understanding of the reason... This is how I have it set up for the Steam access I have (It is important to note, that I have a 2 HDD set up & have Steam installed on D:\ drive, not C:\ , and have the library folder on C:\, located in a completely independent folder, well away from UAC, forever be they cursed to sail the 7 seas... :haha:) :

C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\FotRS-Pre Pearl Harbor Enhanced

I keep the original SH4 install, mod free in a separate folder there in common, so as to be able to copy the guts of it (after having initially ran it to allow for it to be set up & good to go from there) & drop it into a new folder, set up to what flavor I want to mega mod it to, i.e. FotRSU-EN v1.1 (Minus the v1.1 part, of course, since I know that that bit will eventually change when it updates, ergo just simply tagged FotRSU-EN)

From what you mentioned on seeing error messages saying that certain things could NOT be found, it sounds like you are using version 1.4, or a mod that is NOT set up to be used by version 1.5. In which case... it is NOT going to find things it needs to run, since FotRSU-EN, is set up to be used exclusively with version 1.5, which is the version/s as mentioned above in 2. above. Of note, is certain other mods, too, also rely on correct versions of SH4 to be there, for them to work as well, as I found out. I ran into some of those same error messages you have, due to later finding out the mod was only for use with version 1.4, so.. live & learn, as they say.. :hmmm:

It is important to know that the mod you're using besides this 1, are compatible, as this will cause a load of other issues other than the 1's you've ran into thus far. Some are only usable by version 1.4 some only with 1.5 & again, others that can be used by either version. Then there is the whole does it play well with other mods... so be sure to ensure that any you consider adding into the mix, are correct for the version of SH4 & the mega mod you decide to play with. Can't stress that enough. I know through hard learned experience. :D

4. MultiSH4: It is important that no matter your source of SH4, it is vital that you use this (BEFORE, as I understand it of using Large Address Aware) so as to have a separate game save location, far away from the original install of SH4, unless you're using disk format.. (In which case you just may be able to allow for a separate install, fresh 1, of course.. dunno since I don't have a copy of 1 lying about.. sadly. :oops:) or are just going to go with this mega alone. Of course, this doesn't preclude the inevitable process of changing your mind later on & deciding to utilize other mega's, such as Fifi's Operation Monsun Enhanced or Operation Monsun Enhanced: Dark Waters (for playing as a Uboat Kaleun :D) Personally, I'd strongly recommend the later version, but.. that's just My personal preference... :shucks:

5. Large Address Aware/4GB patch. There are those that swear by 4GB patch, but.. to be frank, I find using Large Address Aware (hereby known of as LAA) simpler to use, just run the app, point it out where your SH4.exe (as well as SH3 & SH5, I do believe... much less any other older game, to be frank as it works for them as well.) is located, ensure to check the box for allowing it to use more than 2GB of
memory or RAM then finalize all that by clicking on save.. easy peasy...


Don't want this to become a novella... and don't want to be considered hijacking the thread... so gonna end here... :har: :haha: :D :up:

Hope that what I have said here, helps... Good hunting, Skipper.

M. M.

:Kaleun_Salute:

gmetzo
07-09-20, 12:12 AM
Okie dokie here we go again, ... ok so I fixed the startup problem. It was most likely a version error. Thankfully someone that posted an SH4 review on steam let me know how to upgrade and so I did and the game opened up nicely. All is good until I start a career or single mission. After the " No mission impossible " message the game crashes..... Again the only mod I have is Fall of the Rising Sun nothing else that could perhaps create problems...

s7rikeback
07-09-20, 03:19 AM
Okie dokie here we go again, ... ok so I fixed the startup problem. It was most likely a version error. Thankfully someone that posted an SH4 review on steam let me know how to upgrade and so I did and the game opened up nicely. All is good until I start a career or single mission. After the " No mission impossible " message the game crashes..... Again the only mod I have is Fall of the Rising Sun nothing else that could perhaps create problems...


Did you use the 4GB patch or LAA, as mentioned many times above and on the front page ?

Did you start with a new clean SH4 folder "new install" ?

Have you treid to download again, incase the first may have been currupted ?

gmetzo
07-09-20, 03:01 PM
4gig Patch solved all my problems, my apologies for not paying attention to it ( I was misled because TMO worked flawlessly without it ). Thanks and good hunting!