View Full Version : [REL] Fall of the Rising Sun Ultimate, full release
s7rikeback
07-09-20, 04:28 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:
acb087157983e6de6b8413ac064810f5I 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.
Cast your worries away young man...
SubSim build v Internal Build.
https://i.ibb.co/tJYCpJn/Capture.png (https://imgbb.com/)
propbeanie
07-09-20, 08:16 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!
Actually, if you use it on TMO also, it runs even better. SH4 Stock runs better with it also. Gives the game some breathing room...
Cast your worries away young man...
SubSim build v Internal Build.
https://i.ibb.co/tJYCpJn/Capture.png (https://imgbb.com/)
Thank you, good sir! Earlier today, I realized that "a" model we have is our intermediate build, and the check sum is def dif for it... lol
:salute:
fitzcarraldo
07-10-20, 01:12 PM
Hi all:
I noted some FPS issues when you have a lot of traffic and antiaircraft fire and smoke in the sky from the exploding ammunition. My example is Battle of Midway single mission. My PC can manage a very stable FOTRSU with the Vickers Officer Quarters, fixed on 60 FPS via Nvidia Inspector, and mantains this number in all dense ports and situations (convoys, ship fires, cannons...). But, when there is a lot of those AA smokes in the sky, my FPS drop to 10-12 FPS, and some times I have CTDs. This occurs when I see the battle in external camera or with my scopes.
It seems the smoke in the sky with dense ship traffic using his AA guns causes this annoying drop in FPS and CTDs.
Of course, I use LAA.
Then, I think an optional addon mod with less sky smoke from antiaircraft fire could be a good addition for a next update.
I tested mainly in Midway mission, because the many ships and the dense AA fire. There is a huge lot of smoke in the air.
BTW, I´m enjoying FOTRSU in my actual Freemantle campaign.
Many thanks and best regards.
Fitzcarraldo :Kaleun_Salute:
Moonlight
07-11-20, 05:08 PM
Update:Submarine Improvement highlighted in Magenta.
11th September 1943 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
40mm Bofors AA Gun
4" Bow Deck Gun,
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower
April 6th was the last update and I'm still being offered the SJ-I Improved Surface Search Radar.
I've also noticed some of these destroyers have got surface search radar, as a test I marked the subs position on the nav map when a Kisaragi turned towards us and then I submerged and moved away and waited. Sure enough that destroyer knew exactly where I had been, its a good job it was dark because I had an easy shot and I put two torpedoes up his ass. :haha:
Mios 4Me
07-12-20, 01:35 AM
Multiple spawning issues: Balikpapan, April 1944, USS Skate Brisbane-Celebes.
EDITED TO ADD: On next assignment, radar detected a pair of escorts at 26.7 km, then a third, but failed to detect the Yamato anchored in their midst until ~8 km away, i.e. visual range.
Suspect this may be an issue with my installation as the first iteration of this patrol CTDed when maneuvering around three sampans. On that patrol, a plane was physically spotted despite the radar being on. Not sure why my machine is so susceptible to this as I observe the best accepted practices regarding shelling out and saves.
DanielCoffey
07-12-20, 09:47 AM
Bug Report : Missing object in NDD_Fubuki.dat (and NDD_FubukiII.dat)
The Fubuki suffers from the same missing platform as the Akatsuki between the two rear torpedo cranes. The Akatsuki was fixed by s7rikeback in post #1440
https://www.subsim.com/radioroom/showpost.php?p=2681283&postcount=1440
EDIT : The NDD_FubukiII also suffers from the same missing platform.
EDIT : Additional item... Center mounted Torpedo Launcher on the NDD Fubuki cannot turn because it is fouled by the platform in front of it...
http://www.dcoffey.co.uk/images/silenthunter4/NDD_Fubuki.jpg
Tyronster
07-12-20, 07:14 PM
Loving the mod. Thanks to the team for all that you do!
Would like to post about an issue I encountered. I did one of the special campaigns where you can start out with a Balao in June of 1943. I did the two training patrols and then did my first actual patrol. I was to patrol off the coast of the Japanese mainland. I realized while I was out here I probably should have transferred to Pearl before I started because I was going to have to travel all the way back to the U.S. mainland to end my patrol. Not too big of a deal. Anyway, after I had returned to port and went through my crew promotions and such I clicked on the map to see what kind of patrol it wanted to give me (I wasn't going to start the patrol here, I was still planning to transfer to pearl). It was the same mission as before, which is fine, but to my surprise it the Navy was sending me on a mission back through time! My first patrol started in June and I returned in August. Now the mission briefing was giving me the current date, (August something) but it said I was to depart in June xx of 1943. I didn't think the U.S. had access to time travel until 1945! All kidding aside, I thought maybe it was a glitch with starting the patrol out of the California base. I transferred to Pearl but the mission was the same. Started the patrol and it had indeed sent me back in time to June. I'll play this one through and see if time advances as it should this time.
Thanks again for all your work!
propbeanie
07-12-20, 10:24 PM
Update:Submarine Improvement highlighted in Magenta.
11th September 1943 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
40mm Bofors AA Gun
4" Bow Deck Gun,
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower
April 6th was the last update and I'm still being offered the SJ-I Improved Surface Search Radar.
I've also noticed some of these destroyers have got surface search radar, as a test I marked the subs position on the nav map when a Kisaragi turned towards us and then I submerged and moved away and waited. Sure enough that destroyer knew exactly where I had been, its a good job it was dark because I had an easy shot and I put two torpedoes up his ass. :haha:
The SJ will stay on the list as upgrades, since it has a life that starts at like 800 renown points, then drops to 600, then to 200, etc. You apparently got it when it first came out. Were you offered a choice to get it in 1943 when it was first offered, or did it just give it to you? That was one of the areas that had mis-matched dates between a couple of files, so one file wanted to give you the radar for "free", no questions asked, while the other wanted you to pay for it, and would ask the question of you...
Multiple spawning issues: Balikpapan, April 1944, USS Skate Brisbane-Celebes.
EDITED TO ADD: On next assignment, radar detected a pair of escorts at 26.7 km, then a third, but failed to detect the Yamato anchored in their midst until ~8 km away, i.e. visual range.
Suspect this may be an issue with my installation as the first iteration of this patrol CTDed when maneuvering around three sampans. On that patrol, a plane was physically spotted despite the radar being on. Not sure why my machine is so susceptible to this as I observe the best accepted practices regarding shelling out and saves.
Uh... Balikpapan - any more details than "multiple spawning" and "April 1944"? Are you talking about the docks? If so, do you have the patch referred to in Post #1215 (https://www.subsim.com/radioroom/showthread.php?p=2675868#post2675868) applied. If not, when you come back into base, put that on. I do not recall if we had found extra ships in the Balikpapan area or not.
Bug Report : Missing object in NDD_Fubuki.dat (and NDD_FubukiII.dat)
The Fubuki suffers from the same missing platform as the Akatsuki between the two rear torpedo cranes. The Akatsuki was fixed by s7rikeback in post #1440
https://www.subsim.com/radioroom/showpost.php?p=2681283&postcount=1440
EDIT : The NDD_FubukiII also suffers from the same missing platform.
EDIT : Additional item... Center mounted Torpedo Launcher on the NDD Fubuki cannot turn because it is fouled by the platform in front of it...
pic
Item noted, and we'll put the "fix" on it, but that platform does not match any of the pics of Fubuki vessels I can find. The platforms I can find pictures of are taller, and should be a set of three of them, each with a gun, instead of massive thing like that, that could probably hold the weight of a dual-purpose gun turret...
Loving the mod. Thanks to the team for all that you do!
Would like to post about an issue I encountered. I did one of the special campaigns where you can start out with a Balao in June of 1943. I did the two training patrols and then did my first actual patrol. I was to patrol off the coast of the Japanese mainland. I realized while I was out here I probably should have transferred to Pearl before I started because I was going to have to travel all the way back to the U.S. mainland to end my patrol. Not too big of a deal. Anyway, after I had returned to port and went through my crew promotions and such I clicked on the map to see what kind of patrol it wanted to give me (I wasn't going to start the patrol here, I was still planning to transfer to pearl). It was the same mission as before, which is fine, but to my surprise it the Navy was sending me on a mission back through time! My first patrol started in June and I returned in August. Now the mission briefing was giving me the current date, (August something) but it said I was to depart in June xx of 1943. I didn't think the U.S. had access to time travel until 1945! All kidding aside, I thought maybe it was a glitch with starting the patrol out of the California base. I transferred to Pearl but the mission was the same. Started the patrol and it had indeed sent me back in time to June. I'll play this one through and see if time advances as it should this time.
Thanks again for all your work!
The New Construction starts have been identified as being "off" previously, and we shouild have a "fix" in for those shortly, but thanks for posting. As to going back in time, had you emptied your Save game folder prior to starting a career in FotRSU? Do you have LAA properly activated on the SH4.exe file? Thanks.
Tyronster
07-13-20, 12:01 AM
The SJ will stay on the list as upgrades, since it has a life that starts at like 800 renown points, then drops to 600, then to 200, etc. You apparently got it when it first came out. Were you offered a choice to get it in 1943 when it was first offered, or did it just give it to you? That was one of the areas that had mis-matched dates between a couple of files, so one file wanted to give you the radar for "free", no questions asked, while the other wanted you to pay for it, and would ask the question of you...
Uh... Balikpapan - any more details than "multiple spawning" and "April 1944"? Are you talking about the docks? If so, do you have the patch referred to in Post #1215 (https://www.subsim.com/radioroom/showthread.php?p=2675868#post2675868) applied. If not, when you come back into base, put that on. I do not recall if we had found extra ships in the Balikpapan area or not.
Item noted, and we'll put the "fix" on it, but that platform does not match any of the pics of Fubuki vessels I can find. The platforms I can find pictures of are taller, and should be a set of three of them, each with a gun, instead of massive thing like that, that could probably hold the weight of a dual-purpose gun turret...
The New Construction starts have been identified as being "off" previously, and we shouild have a "fix" in for those shortly, but thanks for posting. As to going back in time, had you emptied your Save game folder prior to starting a career in FotRSU? Do you have LAA properly activated on the SH4.exe file? Thanks.
I'm pretty sure I followed those instructions properly on deleting the save game folder. It was also a fresh SH4 install. And yeah I believe I correctly activated LAA. Would their be an easy way to tell if I did any of those things wrong? Everything gameplay wise has been working excellent so far.
DreadWing
07-13-20, 01:17 AM
I've searched the thread attempting to find someone having this issue, but some of my sounds are very quiet. On the sonar when a contact is there, I can barely hear the screws if at all. Also, the opening of the torpedo tube outer doors is extremely quiet. I've been attempting to find a way to put the telegraph back in, but this issue makes me wonder if I'd even hear it. Has anyone had this issue, or is there an obvious reason that it's happening that I just don't see?
Aktungbby
07-13-20, 02:17 AM
DreadWing!:Kaleun_Salute: after 8 years!:up:
Mios 4Me
07-13-20, 02:33 AM
Uh... Balikpapan - any more details than "multiple spawning" and "April 1944"? Are you talking about the docks? If so, do you have the patch referred to in Post #1215 (https://www.subsim.com/radioroom/showthread.php?p=2675868#post2675868) applied. If not, when you come back into base, put that on. I do not recall if we had found extra ships in the Balikpapan area or not.
Thanks, I'd missed that post. I'll apply it when this patrol ends.
Not sure if it's valid sans patch, but the description doesn't mention air cover, so here goes: after visiting Balikpapan, we continued to the Celebes Sea job, and then to another assignment, this time to Palau. Despite three bright, sunny days there so far, along with wrecking the harbor and sinking a certain anchored warship, there's been no air cover whatsoever. Not a single plane. I'm not complaining. :)
Yes, the incident reported earlier was the Balikpapan docks in April, 1944. One ship was interred in the central dock area, a couple of ship-lengths from the sea; another was moored behind the docks in water so shallow that torpedoes at 3m exploded prematurely.
DreadWing
07-13-20, 11:13 AM
Aktungbby Much Appreciated! :Kaleun_Cheers:
Moonlight
07-13-20, 11:34 AM
The SJ will stay on the list as upgrades, since it has a life that starts at like 800 renown points, then drops to 600, then to 200, etc. You apparently got it when it first came out. Were you offered a choice to get it in 1943 when it was first offered, or did it just give it to you? That was one of the areas that had mis-matched dates between a couple of files, so one file wanted to give you the radar for "free", no questions asked, while the other wanted you to pay for it, and would ask the question of you...
I put the SJ radar on the boat when it was first offered, it cost 800 renown and over time its gone down to 200 renown.
Question.
I've noticed the Japanese have Type21 and Type22 radar, are these dual use, both for air contacts and surface contacts or is there another radar that just does air contacts.
I got sent down to Eniwetok on Dec 4 1943, what the hell is going on down there, battleships, carriers and cruisers all lined up like Pearl Harbours battleship row. I got me 2 carriers a battleship and a light cruiser before I had to get out of there.
On the way north I met a convoy with a Tachibana destroyer as lead escort, that thing spotted me somehow (probably radar) anyway we were manouvering around each other when I up periscoped and fired a torpedo at her, (sank it by the way) thats when I noticed 4 bleeding torpedoes coming my way, that was not funny Mr beanie not funny at all, bloody pacific ocean is getting a dangerous place for a sight seeing trip these days. :O:
DanielCoffey
07-14-20, 06:43 AM
Item noted, and we'll put the "fix" on it, but that platform does not match any of the pics of Fubuki vessels I can find. The platforms I can find pictures of are taller, and should be a set of three of them, each with a gun, instead of massive thing like that, that could probably hold the weight of a dual-purpose gun turret...
You may find that the NDD_FubukiII.dat has a suitable set of platforms. I did notice that the FubukiII had different ones forward of its own center torp launcher.
s7rikeback
07-14-20, 01:39 PM
Bug Report : Missing object in NDD_Fubuki.dat (and NDD_FubukiII.dat)
The Fubuki suffers from the same missing platform as the Akatsuki between the two rear torpedo cranes. The Akatsuki was fixed by s7rikeback in post
Fixed !!!
Moonlight
07-15-20, 09:07 AM
Update:Submarine Improvement highlighted in Magenta.
11th February 1944 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
40mm Bofors AA Gun
5" .25cal Bow Deck Gun
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower
We were sent down to Luzon for a change of scenery, WSW of Convoy College, while down there we saw the Famous Flying Dutchman, not once, but twice, tis a dark day indeed for any doubters of the existence of this wonderful looking ship.
And get this, we were only 500 yds away as she sailed past us at 4 knots per hour, the cheeky bleeders must have been posing on the deck for us, zombie apparitions posing, what bloody next. :O:
https://i.postimg.cc/mgqJDgxQ/SH4-Img-2020-07-15-13-59-01-977.jpg (https://postimages.org/)
KaleunMarco
07-15-20, 09:46 AM
Update:Submarine Improvement highlighted in Magenta.
11th February 1944 USS Grayling (SS 209) GAR.
We were sent down to Luzon for a change of scenery, WSW of Convoy College, while down there we saw the Famous Flying Dutchman, not once, but twice, tis a dark day indeed for any doubters of the existence of this wonderful looking ship.
And get this, we were only 500 yds away as she sailed past us at 4 knots per hour, the cheeky bleeders must have been posing on the deck for us, zombie apparitions posing, what bloody next. :O:
you closed within 500 yds of the Dutchman and she didn't fire on you?
you are one lucky seaman.
:Kaleun_Applaud:
propbeanie
07-15-20, 10:54 AM
Ahh, but she be Dutch - a ship of friendly persuasion... She does not like the Axis powers though!
Moonlight
07-15-20, 02:41 PM
She had a blue _shp icon and she's classed as a Frigate in the FOTRS mod, its a shame we don't have boarding parties in this game as I would have taken a video of that moment. :o
SubShuka
07-15-20, 04:13 PM
Bug report: this undamaged ship (DEBType) has apparently some problem with its too big draft. I have the newest mod version.
https://i.imgur.com/tMT9bAh.png
https://i.imgur.com/3sgLj4X.png
propbeanie
07-15-20, 08:50 PM
We could ask Jeff-Groves to do us some animation maybe... Have a couple of zombies up in the rigging, swinging about... I've been thinking of making its guns active again, only they would be much stronger than the Yamato class's were...
They'd probably take out every target there was for the submarines though... lol
DanielCoffey
07-16-20, 01:13 PM
Bug Report : NDD_Kamikaze.dat missing cable on forward mast
The NDD Kamikaze is another vessel that shares the forward mast with the missing cable on the port side down to the deck...
http://www.dcoffey.co.uk/images/silenthunter4/NDD_Kamikaze.jpg
DanielCoffey
07-17-20, 07:47 AM
Bug Report : NDD Mahan T01 and T02 torpedoes unable to rotate
Due to constraints of where they are currently placed, the T01 and T02 port/starboard torpedo launchers of the NDD Mahan are unable to turn at all to face outwards.
Current location : +/- 0.375X, 0.236Y, -1.0Z
Proposed location : +/- 0.4X, 0.236Y, -0.8Z
In that new location they are free to turn outwards to at least 45 degrees and are fully over the deck to facilitate loading.
Reference : http://pwencycl.kgbudge.com/images/M/a/Mahan__class_schematic_full.jpg
s7rikeback
07-17-20, 08:55 AM
Bug Report : NDD Mahan T01 and T02 torpedoes unable to rotate
Due to constraints of where they are currently placed, the T01 and T02 port/starboard torpedo launchers of the NDD Mahan are unable to turn at all to face outwards.
Current location : +/- 0.375X, 0.236Y, -1.0Z
Proposed location : +/- 0.4X, 0.236Y, -0.8Z
In that new location they are free to turn outwards to at least 45 degrees and are fully over the deck to facilitate loading.
Reference : http://pwencycl.kgbudge.com/images/M/a/Mahan__class_schematic_full.jpg
Good spot, also other issues found with the T02. It's attached to the front of the ship in the dat file, yet in game its showing on the back...
So if this unit would brake in half and sink, you would see a floating torpedo battery. This has now also been fixed !!!
s7rikeback
07-17-20, 09:03 AM
Bug Report : NDD_Kamikaze.dat missing cable on forward mast
The NDD Kamikaze is another vessel that shares the forward mast with the missing cable on the port side down to the deck...
http://www.dcoffey.co.uk/images/silenthunter4/NDD_Kamikaze.jpg
Fixed !!!
propbeanie
07-17-20, 09:46 AM
Those also appear to be incorrect launchers used on the main deck, and should probably be "21TorpQuadBR_C" instead of the "D" model... maybe. It kind of depends upon which pictures you look at, and what time frame, based upon what I can find... :salute:
4H_Ccrashh
07-17-20, 01:19 PM
I have made just a couple of attacks, it is the end of December 1941. As of yet I have been pinged a lot but no escort has dropped depth charges on me.. I had a Momi class catch me on the surface (I was an idiot) and it fired at me.. We took the boat down to 200 feet silent running about 30 feet below the thermal layer and he never dropped a depth charge. Is it because it is early in the war and it will get harder?, or should I be concerned that something is not right.. Also they don't seem to hang around very long after making contact on me.
DanielCoffey
07-17-20, 01:25 PM
The Momi certainly has depth charges in '41 so perhaps you got lucky and evaded their detection before they could pinpoint you?
DanielCoffey
07-17-20, 03:51 PM
Bug Report : NDD Menaki needs its own .DAT file
The NDD Menaki shares a .DAT with its parent NDD Asashio but it needs its own .DAT.
The NDD Asashio is a standard Destroyer with main turret deck guns and two torpedo launchers with associated hardware and loading mechanisms.
The Menaki however is a pure (and lethal) AA platform. It has no turreted guns and no torpedo launchers. As a consequence there are cables that used to be on the turrets that are now floating and much redundant torpedo hardware to be removed.
The following objects need to be removed from the NDD Menaki's .DAT when it gets one...
NDD_Asashio_Cablu_B
NDD_Asashio_Cablu_F
NDD_Asashio_Torpedo
NDD_Asashio_Torpedo01
NDD_Asashio_scaraB
NDD_Asashio_Torpcrane
NDD_Asashio_tubL
NDD_Asashio_tubR
We can't do anything about the torpedo storage bay that is under the two loose torpedoes themselves as it is built into the deck.
I have highlighted the objects that need removing on this view of the Menaki...
http://www.dcoffey.co.uk/images/silenthunter4/NDD_Menaki.jpg
s7rikeback
07-17-20, 06:21 PM
Bug Report : NDD Menaki needs its own .DAT file
The NDD Menaki shares a .DAT with its parent NDD Asashio but it needs its own .DAT.
The NDD Asashio is a standard Destroyer with main turret deck guns and two torpedo launchers with associated hardware and loading mechanisms.
The Menaki however is a pure (and lethal) AA platform. It has no turreted guns and no torpedo launchers. As a consequence there are cables that used to be on the turrets that are now floating and much redundant torpedo hardware to be removed.
The following objects need to be removed from the NDD Menaki's .DAT when it gets one...
NDD_Asashio_Cablu_B
NDD_Asashio_Cablu_F
NDD_Asashio_Torpedo
NDD_Asashio_Torpedo01
NDD_Asashio_scaraB
NDD_Asashio_Torpcrane
NDD_Asashio_tubL
NDD_Asashio_tubR
We can't do anything about the torpedo storage bay that is under the two loose torpedoes themselves as it is built into the deck.
I have highlighted the objects that need removing on this view of the Menaki...
http://www.dcoffey.co.uk/images/silenthunter4/NDD_Menaki.jpg
Fixed the above, other errors have been found within the dat... Will finish off tomorrow.
DanielCoffey
07-18-20, 09:46 AM
Bug Report : Missing cable on NDD_Momi and NDD_MomiII
Both the Momi and MomiII are missing the left cable on the forward mast...
http://www.dcoffey.co.uk/images/silenthunter4/NDD_Momi.jpg
propbeanie
07-18-20, 10:03 AM
Did the devs make the original mistake, me wonders, and then everybody making mods has copied this over and over?... A lot of these masts look the same as the others. :hmmm:
s7rikeback
07-19-20, 06:37 AM
Bug Report : Missing cable on NDD_Momi and NDD_MomiII
Both the Momi and MomiII are missing the left cable on the forward mast...
http://www.dcoffey.co.uk/images/silenthunter4/NDD_Momi.jpg
Fixed & fixed again...
Mios 4Me
07-19-20, 12:23 PM
USS Skate with the assignments B4/D4/Captain's Choice in August-October 1944 encountered ZERO merchant ships in the following ports:
- Balikpapan
- Brunei
- All Inland Sea ports east and north of Toshima & Tokushima, inclusive.
Only Singapore was occupied and there were ships underway in the Kii Suido.
Our census next takes us to Aomori and perhaps some of the major eastern Empire ports before heading home via the eastern Philippines.
FWIW, the patch PropBeanie mentioned earlier has been applied.
Moonlight
07-19-20, 12:56 PM
^These dates are the checkpoints where traffic is redefined, unfortunately, you were inbetween one traffic layer ending and one beginning, it takes time before they'll spawn again as you found out.
GameEntryDate=44a Layer 1944/06/01 GameExitDate=1944/09/30
GameEntryDate=44b Layer 1944/10/01 GameExitDate=1945/08/31
DanielCoffey
07-21-20, 01:41 AM
Bug Report : Incorrect funnel placement on NDD_SU1
The middle two funnels of the NDD SU1 are not in the correct positions.
NDD_Clemson_F / NDD_Clemson_cos2 and NDD_Clemson_F / NDD_Clemson_cos3 are positioned on top of each other. They need the following Z coordinate change...
NDD_Clemson_cos2 : 0.555Z change to 0.925Z
NDD_Clemson_cos3 : 0.555Z change to 0.265Z
Cos3 is the one that should be at the back according to the funnel images on the wiki. The parent vessel NDD Clemson is already correct.
http://www.dcoffey.co.uk/images/silenthunter4/NDD_S01.JPG
EDIT : Another bug report for the NDD_SU1 - Incorrect Weapon Name in NDD_SU1.eqp.
According to the NDD_SU1.eqp, main weapons M02 and M03 are supposed to be "40mmSingle" but these weapons do not exist in any .dat or even in the FotRSU Equipment & Unit List.
I suspect they were supposed to be "40mm_Single_base_US" so have created the silhouette accordingly.
JapLance
07-21-20, 04:34 AM
What the hell is a "Menaki"? A DD with 5x2 (or maybe more, as there seems to be more mounts in the quarterdeck) AA 127mm mounts?
If that ever existed, the Japanese Navy wouldn't have wasted time in designing the Akizukis.
DanielCoffey
07-21-20, 04:38 AM
She is a bit of a porcupine! And I only displayed the bigger guns on the silhouette!
http://www.dcoffey.co.uk/images/silenthunter4/NDD_Menaki_090.jpg
propbeanie
07-21-20, 06:27 AM
USS Skate with the assignments B4/D4/Captain's Choice in August-October 1944 encountered ZERO merchant ships in the following ports:
- Balikpapan
- Brunei
- All Inland Sea ports east and north of Toshima & Tokushima, inclusive.
Only Singapore was occupied and there were ships underway in the Kii Suido.
Our census next takes us to Aomori and perhaps some of the major eastern Empire ports before heading home via the eastern Philippines.
FWIW, the patch PropBeanie mentioned earlier has been applied.
As Moonlight says, you are probably seeing the "seam in the defense" at that time. We attempted similar to what lurker_hlb3 did with his RSRDC patch, but dropped it for the time being, due to the conflicts with existing layers. There is an alternate plan, but have not attempted to implement it for testing yet. It might present similar "double-spawn" troubles as the other efforts...
Bug Report : Incorrect funnel placement on NDD_SU1
The middle two funnels of the NDD SU1 are not in the correct positions.
NDD_Clemson_F / NDD_Clemson_cos2 and NDD_Clemson_F / NDD_Clemson_cos3 are positioned on top of each other. They need the following Z coordinate change...
NDD_Clemson_cos2 : 0.555Z change to 0.925Z
NDD_Clemson_cos3 : 0.555Z change to 0.265Z
Cos3 is the one that should be at the back according to the funnel images on the wiki. The parent vessel NDD Clemson is already correct.
pic
EDIT : Another bug report for the NDD_SU1 - Incorrect Weapon Name in NDD_SU1.eqp.
According to the NDD_SU1.eqp, main weapons M02 and M03 are supposed to be "40mmSingle" but these weapons do not exist in any .dat or even in the FotRSU Equipment & Unit List.
I suspect they were supposed to be "40mm_Single_base_US" so have created the silhouette accordingly.
Your plan sounds like "the fix" to me... thank you.
What the hell is a "Menaki"? A DD with 5x2 (or maybe more, as there seems to be more mounts in the quarterdeck) AA 127mm mounts?
If that ever existed, the Japanese Navy wouldn't have wasted time in designing the Akizukis.
Several of the ships existed late-war, but were not specifically named "Menaki", which might get a name-change, but maybe not. In the game, they are, re-worked Asashio platforms, but several of the IJN classes went through similar re-fits. There is a FukbukiII in the game that also has a beefed-up AA array. Several of the then-surviving IJN DD were re-worked with additional AA, intended to accompany CV task forces ala US-style groups, to provide additional AA. The effort was too little too late - they didn't have trained carrier pilots, and the carrier count kept dwindling. Their DE program to help escort convoys was the same basic problem, of too little too late. The main problem with the "Menaki" was that several gun positions were blocked by life boats and such.
JapLance
07-21-20, 07:16 AM
In the game, they are, re-worked Asashio platforms, but several of the IJN classes went through similar re-fits.
Sorry, but there was nothing even close to that. All the Japanese DDs got to increase their AA in the late war were extra triple and single 25mm guns. In fact, some of them LOST main gun turrets to increase the number of light guns.
I know this well as I did a lot of research when converted some WoWs Japanese ship models to SH4.
That Menaki is a completely made up ship.
OK, I think I've found the origin of such monstrosity: https://www.subsim.com/radioroom/showthread.php?t=122215
Moonlight
07-21-20, 07:33 AM
Well, well, well, we've got this far into the war without any serious IJN destroyer escort problems, we've had to limp back to port twice though, it was more my fault for taking my eye off the ball than anything the IJN did.
Warship sinkings so far are, 4 Carriers, 3 Battleships, 1 Heavy Cruiser, 7 Light Cruisers and 14 Destroyer Escorts.
My pride and joy of this campaign is 3, yes, yes, yes, :haha: 3 sightings of The Flying Dutchman. :D :salute:
All in all the Midway Gar career has not turned out too bad, the torpedo crew have all been promoted to at least Petty Officer 2nd class and torpedo loading seems to have improved slightly, although that is probably my imagination thinking that, does anyone know if this promotion thingie is true or not?.
Update:Submarine Improvement highlighted in Magenta.
6th July 1944 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
Twin 40mm Bofors AA Gun
5" .25cal Bow Deck Gun
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower
propbeanie
07-21-20, 08:05 AM
Sorry, but there was nothing even close to that. All the Japanese DDs got to increase their AA in the late war were extra triple and single 25mm guns. In fact, some of them LOST main gun turrets to increase the number of light guns.
I know this well as I did a lot of research when converted some WoWs Japanese ship models to SH4.
That Menaki is a completely made up ship.
OK, I think I've found the origin of such monstrosity: https://www.subsim.com/radioroom/showthread.php?t=122215
I'm not saying the Menaki is "historical" by any stretch of the imagination. It is not that ship in the post you pointed to, unless MadMax borrowed it from that source and then removed the extra depth charges. Like several other ships in MadMax's shipyard at the time of the AOTD web site and group's demise, there were unfinished ships. This is one of them. I am certain they planned to do more work on it. We avoided "calling" it in game for these specific reasons. It would have been forgotten if not for DanielCoffey and doing the RecMan... lol
btw, this is the state of documentation on a lot of the IJN DD & DE:
22 December 1943-18 January 1944:
Docked at Maizuru. (“X” turret probably removed/replaced by two triple 25mm mounts during this refit.)
You have to really hunt through each ship at combinedfleet.com for the info, which I assume is due to a lack of post-war records. Very few photos, and little documentation. I have no clue as to where WoW got their research from...
Well, well, well, we've got this far into the war without any serious IJN destroyer escort problems, we've had to limp back to port twice though, it was more my fault for taking my eye off the ball than anything the IJN did.
Warship sinkings so far are, 4 Carriers, 3 Battleships, 1 Heavy Cruiser, 7 Light Cruisers and 14 Destroyer Escorts.
My pride and joy of this campaign is 3, yes, yes, yes, :haha: 3 sightings of The Flying Dutchman. :D :salute:
All in all the Midway Gar career has not turned out too bad, the torpedo crew have all been promoted to at least Petty Officer 2nd class and torpedo loading seems to have improved slightly, although that is probably my imagination thinking that, does anyone know if this promotion thingie is true or not?.
Update:Submarine Improvement highlighted in Magenta.
6th July 1944 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
Twin 40mm Bofors AA Gun
5" .25cal Bow Deck Gun
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower
Thanks for the update. But you haven't received a "full-cut" conning tower, much less the "Elite" model yet?... the full-cut aka: LateWar, is available beginning 1st January, 1943, while the "Elite" becomes available 1st January, 1944... As before, the boat upgrade takes precedence, and will always be offered in lieu of a conning tower, which is only available when there are no boat upgrades available. There are too many boats available in FotRSU... lol - man, how I wish the conning towers were like SH3, where you could "purchase" them, like an AA gun... :hmmm:
JapLance
07-21-20, 09:32 AM
It is not that ship in the post you pointed to
How come? Pics are gone, but It's explicitly named in post #19 (https://www.subsim.com/radioroom/showpost.php?p=648853&postcount=19).
Having read about WW2 ships for the last 40 years I can safely say that guy (Lagger123987) simply made up that "Asashio variant". Why MadMax used it in his mod I have no clue.
JapLance
07-21-20, 10:07 AM
I just looked at that Clemson with the wrong funnel arrangement.
Maybe it's an old SH3 Clemson created to mimic a Russian destroyer of the Novik class and derivatives (3 funnels). It's in the Russian roster, and when tools like S3D were not around, ships were created by modifying the existing ones with hex-editors. Tough job!.
So it's not an error or a bug, but a very old ship hex-edited to look (very loosely) like another.
DanielCoffey
07-21-20, 10:11 AM
In that case it would be useful to know which funnel is the "correct" one and delete the other as they differ.
If this is required, please let me know and I will update my silhouette accordingly.
propbeanie
07-21-20, 10:52 AM
I did find several images of Russian DD that are in fact very similar to the FotRSU version, as JapLance mentions. Go ahead and keep the stacks the way they are. There is a slim chance we might add a Soldati and Clemson to the Russia Roster (after seeing the info), but they would be small clones of the existing ships, and would use the current sillouettes - if we did do that. There is little call for Russian mow vessels in FotRSU, except the Northern Kuriles and up. Everything "merchant" they had was "neutral", as far as Japan was concerned, and therefore unescorted...
DanielCoffey
07-21-20, 10:53 AM
OK, I will return the funnels to how they were on my silhouette. That just leaves the .EQP file to be corrected though.
propbeanie
07-21-20, 11:00 AM
Copy that. Thanks! :salute:
Bubblehead1980
07-21-20, 04:53 PM
I have yet to experience a kamikaze in FOTRS. I am interested in seeing this and incorporating it in my TMO traffic update and using it FOTRS as well. Just curious how you guys got it to work? these planes actually crash into ships? how effective? Will really make for some danger and especially make battles of leyte okinawa etc intense. 've written campaign missions supporting the big invasions in late 44 and 45.
Years ago i saw a an ai betty crash int a troopship off okinawa after the AA guns damaged it. Counted it as a fluke.
Mios 4Me
07-21-20, 08:45 PM
Sometimes the bow planes on the Balao work; other times they're retracted vertically and embedded in the hull. I'd assumed this was a sign of a corrupted save but the last patrol showed it not to be the case. It happened sporadically before returning to normal.
IIRC, this has happened occasionally since my first FotRSU career.
torpedobait
07-22-20, 05:14 PM
Perhaps this is better posted to the Patrols and Screenshots section, but I wanted to see what would happen if I made an entire war career on just one boat. For the sake of honesty, I play with auto-targeting and map contacts on, and with the external cameras available, but no event camera. With duds on, the realism factor is 74%, if I remember correctly.
Started a career out of Midway on Dec. 8, 1941. My one and only boat was a Tambor class, USS Tuna (SS-203). Stayed with that home port and boat through a career that ended on August 8, 1945 after arriving from my 22nd patrol. Without a single harbor raid we amassed over 1.7 million tons, mostly because I found a few of the places where Propbeanie routed some large ships/tankers/whalers and a few convoys (Thanks, Props!). In those 22 patrols, I was awarded 15 Navy Crosses, 4 Navy Commendation Medals, 3 Bronze Stars, and 1 Purple Heart.
The interesting part was that because so many patrols were successful, including the first four, I was offered no less than 7 new subs, each of which I turned down to see what would happen. The offers came after the 4th patrol, and then regularly after each group of 3 patrols, if that makes sense. Apparently the accumulated renown was sufficient to get the upgrades on a timely basis.
Actually, nothing much else happened in the way of upgrades. There was no refit of the conning tower, the only upgrade in the AA gun was from a .50 Cal to a 20mm and then to a twin 20mm. Was never offered a 40mm or a twin 40mm. Did get the expected upgrades to radars and the deck gun on a reasonable schedule. It was surprising that I was not able to upgrade the AA armament. That twin 20mm is virtually useless even in the hands of a gunner rated at 107% effective, hence the Purple Heart.
Either the radar is less effective than it should be, or the sonar is way too effective, especially when surfaced. Although it was a nuisance to have to turn the radar off every time the boat surfaced from a dive, I found the sonar was equal to it for detecting even surface targets, without giving away my position. Would be nice to be able to turn it off completely, as we can with the Air Search Radar.
Anyway, I had never taken a single boat through the entire was, and thought it worth reporting on the upgrade activity. Next time I think I'll start at Pearl in the oldest boat they have, but I'll take all the upgrades Comsubpac will offer. :salute:
Dirty secret? I also use assisted targeting ("lock-on" mode) and map contacts.
No external cams though. You can move the regular views with the arrow keys enough to satisfy me.
All this brings me down to a realism rating of about 85%.
Yes, I know I'm a terrible person for not inputting everything into the TDC manually based on onscreen measurements and/or external paper plots, but I justify it as having a crackerjack crew backing me up.
Also, it's still possible to miss even with the "auto" solution.
propbeanie
07-22-20, 10:26 PM
I have yet to experience a kamikaze in FOTRS. I am interested in seeing this and incorporating it in my TMO traffic update and using it FOTRS as well. Just curious how you guys got it to work? these planes actually crash into ships? how effective? Will really make for some danger and especially make battles of leyte okinawa etc intense. 've written campaign missions supporting the big invasions in late 44 and 45.
Years ago i saw a an ai betty crash int a troopship off okinawa after the AA guns damaged it. Counted it as a fluke.
They are there, and available occasionally, but we kept the incidence low, since we don't want to take a player's sub out. They are on an AirBase or two also, so be mindful after October 1944, that in certain areas, you will see them. Look in their Air folder, and see if you can "see" what they are...
Sometimes the bow planes on the Balao work; other times they're retracted vertically and embedded in the hull. I'd assumed this was a sign of a corrupted save but the last patrol showed it not to be the case. It happened sporadically before returning to normal.
IIRC, this has happened occasionally since my first FotRSU career.
Shelling out to Windows will do that (as usual), and if you are using Windows 10, it will do it for you at times. Also, if you are low on system RAM for the game, it will happen - and you could have 64gig of RAM, and the game still run out of memory if LAA isn't doing what it should, or Windows decides you don't need that much... A limping cpu or vid card could do similar. Anything that affects the game, will affect those little things first.
Perhaps this is better posted to the Patrols and Screenshots section, but I wanted to see what would happen if I made an entire war career on just one boat. For the sake of honesty, I play with auto-targeting and map contacts on, and with the external cameras available, but no event camera. With duds on, the realism factor is 74%, if I remember correctly.
Started a career out of Midway on Dec. 8, 1941. My one and only boat was a Tambor class, USS Tuna (SS-203). Stayed with that home port and boat through a career that ended on August 8, 1945 after arriving from my 22nd patrol. Without a single harbor raid we amassed over 1.7 million tons, mostly because I found a few of the places where Propbeanie routed some large ships/tankers/whalers and a few convoys (Thanks, Props!). In those 22 patrols, I was awarded 15 Navy Crosses, 4 Navy Commendation Medals, 3 Bronze Stars, and 1 Purple Heart.
The interesting part was that because so many patrols were successful, including the first four, I was offered no less than 7 new subs, each of which I turned down to see what would happen. The offers came after the 4th patrol, and then regularly after each group of 3 patrols, if that makes sense. Apparently the accumulated renown was sufficient to get the upgrades on a timely basis.
Actually, nothing much else happened in the way of upgrades. There was no refit of the conning tower, the only upgrade in the AA gun was from a .50 Cal to a 20mm and then to a twin 20mm. Was never offered a 40mm or a twin 40mm. Did get the expected upgrades to radars and the deck gun on a reasonable schedule. It was surprising that I was not able to upgrade the AA armament. That twin 20mm is virtually useless even in the hands of a gunner rated at 107% effective, hence the Purple Heart.
Either the radar is less effective than it should be, or the sonar is way too effective, especially when surfaced. Although it was a nuisance to have to turn the radar off every time the boat surfaced from a dive, I found the sonar was equal to it for detecting even surface targets, without giving away my position. Would be nice to be able to turn it off completely, as we can with the Air Search Radar.
Anyway, I had never taken a single boat through the entire was, and thought it worth reporting on the upgrade activity. Next time I think I'll start at Pearl in the oldest boat they have, but I'll take all the upgrades Comsubpac will offer. :salute:
Glad you made it through. We are attempting to go back close to Stock in the next release for the boat upgrades, so hopefully, next time you play all of the way through, you will get all of the conning tower updates. You cannot get the 40mm until you have the cut-down conning tower. Some of the boats require them for their newer radars. Also, be aware that the ST radar, while nice to have to use with the Observation periscope at PD, is a shorter-ranged device than the SJ-I, and in the current state of the mod, should probably be avoided. Mine did work rather well sometimes, but sometimes not. We drew circles on the NavMap now, similar to what Traveller did, only ours are just a reminder for you to take your deck gun crews off the guns and to Save the game before coming into port, so that you have a few options when an "upgrade" goes wrong next time out... :roll:
Dirty secret? I also use assisted targeting ("lock-on" mode) and map contacts.
No external cams though. You can move the regular views with the arrow keys enough to satisfy me.
All this brings me down to a realism rating of about 85%.
Yes, I know I'm a terrible person for not inputting everything into the TDC manually based on onscreen measurements and/or external paper plots, but I justify it as having a crackerjack crew backing me up.
Also, it's still possible to miss even with the "auto" solution.
I can manage to miss on full-auto... :oops: I have a career going now with map contacts only. Another with "help" like you, but I use the Event Camera, because that shows the torpedo launches, and doesn't cost any points in FotRSU... to each of us, our own way! :salute:
torpedobait
07-23-20, 11:26 AM
Glad you made it through. We are attempting to go back close to Stock in the next release for the boat upgrades, so hopefully, next time you play all of the way through, you will get all of the conning tower updates. You cannot get the 40mm until you have the cut-down conning tower. Some of the boats require them for their newer radars. Also, be aware that the ST radar, while nice to have to use with the Observation periscope at PD, is a shorter-ranged device than the SJ-I, and in the current state of the mod, should probably be avoided. Mine did work rather well sometimes, but sometimes not. We drew circles on the NavMap now, similar to what Traveller did, only ours are just a reminder for you to take your deck gun crews off the guns and to Save the game before coming into port, so that you have a few options when an "upgrade" goes wrong next time out... :roll: :salute:
Yeah, I learned a while back not to take the ST radar. I stick with the SJ-1 Improved, although like I said, the sonar works as good if not better, surfaced or not. I do turn it on briefly when within range of a group to confirm the course and numbers of ships in the group. But any more than a few rotations is enough to send one or more escorts my way, so one look is all I usually take.
That said, one thing about letting about letting them pick up your radar signal is that if you are far enough away when you can tell they are coming after you, turning off the radar and making a quick dodge in an other direction will cause them to miss you. They tend to hunt around where you were when they started the chase, so it has the effect of drawing off one or more of the escorts leaving you free to drive back to the main group. Makes the game much more interesting! :salute:
Mios 4Me
07-23-20, 11:52 AM
Yeah, I learned a while back not to take the ST radar. I stick with the SJ-1 Improved, although like I said, the sonar works as good if not better, surfaced or not. I do turn it on briefly when within range of a group to confirm the course and numbers of ships in the group. But any more than a few rotations is enough to send one or more escorts my way, so one look is all I usually take.
That said, one thing about letting about letting them pick up your radar signal is that if you are far enough away when you can tell they are coming after you, turning off the radar and making a quick dodge in an other direction will cause them to miss you. They tend to hunt around where you were when they started the chase, so it has the effect of drawing off one or more of the escorts leaving you free to drive back to the main group. Makes the game much more interesting! :salute:
Is it that they're picking up your radar signal or are using radar of their own? In FotRSU, I command Balaos, so radar on escorts arrives early in my career; after that is when they start noticing me.
Anyone know the relative ranges of Japanese radar and possible Metox at DD mast height?
Finally got around to trying FotRSUE 1.1.
So far so good. I see the devs have greatly increased harbor defenses.
Also the beta patch (101_prBetaPatch_v1.1.7z). You're supposed to install it after using JGSME to install FotRSUE itself, and then dismiss the warning messages, yes?
Should I be getting sonar contacts when surfaced?
fitzcarraldo
07-26-20, 09:55 AM
Finally got around to trying FotRSUE 1.1.
So far so good. I see the devs have greatly increased harbor defenses.
Also the beta patch (101_prBetaPatch_v1.1.7z). You're supposed to install it after using JGSME to install FotRSUE itself, and then dismiss the warning messages, yes?
Should I be getting sonar contacts when surfaced?
Yes. Install after main mod with JSGME, and dismiss all the messages.
Fitzcarraldo :Kaleun_Salute:
propbeanie
07-26-20, 10:16 AM
Yeah, I learned a while back not to take the ST radar. I stick with the SJ-1 Improved, although like I said, the sonar works as good if not better, surfaced or not. I do turn it on briefly when within range of a group to confirm the course and numbers of ships in the group. But any more than a few rotations is enough to send one or more escorts my way, so one look is all I usually take.
That said, one thing about letting about letting them pick up your radar signal is that if you are far enough away when you can tell they are coming after you, turning off the radar and making a quick dodge in an other direction will cause them to miss you. They tend to hunt around where you were when they started the chase, so it has the effect of drawing off one or more of the escorts leaving you free to drive back to the main group. Makes the game much more interesting! :salute:
Is it that they're picking up your radar signal or are using radar of their own? In FotRSU, I command Balaos, so radar on escorts arrives early in my career; after that is when they start noticing me.
Anyone know the relative ranges of Japanese radar and possible Metox at DD mast height?
A radar unit can "see" another radar unit transmitting, similar to what a metox would, so we suppose that is what is happening, since they seem to be somewhat more "accurate" with where they go to, such as what torpedobait describes above. I have used a single torpedo set to "Slow" speed fired from a long distance at a convoy, and then skeddadled to another location away from that shot angle so that if I hit something with that shot, or they "see" the track, the escorts will chase after where the shot came from, which makes a nice hole in the defense also...
Finally got around to trying FotRSUE 1.1.
So far so good. I see the devs have greatly increased harbor defenses.
Also the beta patch (101_prBetaPatch_v1.1.7z). You're supposed to install it after using JGSME to install FotRSUE itself, and then dismiss the warning messages, yes?
Should I be getting sonar contacts when surfaced?
Yes. Install after main mod with JSGME, and dismiss all the messages.
Fitzcarraldo :Kaleun_Salute:
:yeah: for the "after" and "dismiss" as fitzcarraldo says.
As for the sonar contacts on the surface, we used to have the sonar / hydrophone set to below the surface, but it was interfering with some aspects of the "devices" during normal use, so we put them back to stock heights for more consistency. Unfortunately, the player does get a bit of a "cheat" with how far out they can "see" with the hydrophone...
Captain Wreckless
07-27-20, 03:02 AM
Before I go to the trouble of putting it all together, is the NFD (Flying Dutchman) 3-mast sailing ship in the game somewhere, perhaps as a static ship in a harbour?
It has a ghost texture too rather than something realistic. It doesn't have a .sil file and its .eqp is empty so I am thinking it is simply a remnant from something?
I saw it once at sea. I think it was around Midway somewhere. I was playing RSRD mod at the time.
Moonlight
07-29-20, 12:06 PM
Update:Submarine Improvement highlighted in Magenta.
20th October 1944 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
Twin 40mm Bofors AA Gun
5" .25cal Bow Deck Gun
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower
SV Radar offered and refused
SJ Radar was never offered, I believe its been fixed in the next release.......hopefully.
The last Update was on 6th July 1944, me thinks this last upgrade should be the last one and if that's the case then this Gar campaign test is over. :up:
Highs of this campaign.
3 Sightings of The Flying Dutchman. :yeah:
Lows listed in order of importance.
Destroyer Escorts practically deaf, dumb and blind, needs fixing Urgently.
AI Submarines are a bleeding nuisance, the next campaign they're all going to be removed from the campaign files, you modders might think you've done a great job but I don't.
Dials in the sub stuck at 12:00 o'clock high on at least 3 occasions, needs fixing Urgently.
SJ Radar never offered, ever.
Torpedo Crew Promoted to at least Petty Officer and it didn't seem to make any difference to improved torpedo loading. :doh:
DanielCoffey
07-30-20, 07:06 AM
BUG REPORT : Duplicate definition in NCL_Katori_ASW.dat
The NCL_Katori_ASW has a duplicate definition for one of the AA guns. I don't know if it is a problem but A15 is defined twice, once in Node 135 and once again in Node 137.
I suspect Node 135 is supposed to be A14 since A14 is defined in the .EQP file for that vessel.
propbeanie
07-30-20, 10:50 AM
Repairs completed, and we thank you DanielCoffey. The AA guns are now "balanced" port to starboard! :salute:
4H_Ccrashh
07-31-20, 07:23 AM
I'd like to report an minor glitch in the recognition manual. I was setting up to attack a surfaced enemy Type 4 submarine. According to my plot (which was solid), the range should have been 1200 yards. When I used the periscope stadimeter I came up with a range of over 2000 yards. I knew that was wrong so I kept adjusting the stadimeter until the range read close to what my physical plot had. (image 2)
I think the game assumes that you use the top of a raised periscope in lieu of a mast to get your range. Unfortunately there is no periscope up since submarines do not routinely drive around on the surface with their scopes up.
Somehow the range setting needs to be adjusted so that the measuring mark is the top of the conning tower and not top of the missing periscope..
My guestimation worked. I hit the sub.
DanielCoffey
07-31-20, 07:37 AM
If you can wait a short while for the next FotRSU release, you should pick up the new Silhouette and accurate draft, length and height information for that vessel.
Currently the game thinks it is 9.7m high whereas it is only 4.6m. No wonder your first shots sailed over the top!
Current : Length 99.4m, Height 9.7m, Draft 4.6m
Proposed : Length 87.6m, Height 4.6m, Draft 5.3m
propbeanie
07-31-20, 10:33 AM
We do have up to the DD (Pack 9) in the next release, which is being tested as we "speak"... lol - as DanielCoffey can attest, some of the heights were ~way~ off. :salute:
DanielCoffey
07-31-20, 11:28 AM
It was actually while watching Wolfpack345's FotRSU Lets Play that I got the inspiration to redo the Silhouettes and check the heights.
He had spotted some pictures that just didn't match the actual vessel and also set up some lovely ambushes only to have the torps either go way past the bow or run just underneath. There is only so much you can blame the Mk XIV for!
Light Cruisers will be finished shortly - last one being completed this afternoon then it is on to the Heavies.
Bubblehead1980
07-31-20, 01:10 PM
Have you guys considered incorporating the 3D TDC and radar mod into FOTRS? Such a great mod. I am sure the modder would allow it, permitted ducimus to include in TMO.
DanielCoffey
08-01-20, 07:35 AM
BUG REPORT : NCA_Furutaka.dat missing an important cable.
The NCS Furutaka is missing a rather complicated cable between the rear mast and the NCA_Furutaka_cablu_03 object. According to the original silhouette it is a cable that anchors to the small stern mast, rises to the aft mast, descends a bit to where another cable (also missing) joins it from the mid-point of the aft mast then splits into two where it meets NCA_Furutaka_cablu_03.
http://www.dcoffey.co.uk/images/silenthunter4/NCA_Furutaka.jpg
Texas Red
08-01-20, 08:03 AM
Its June of 1942, I am sailing in the USS Gudegeon when I encounter a Modern Passanger Frieghter. I zoom in on it on the map and I see this:
https://i.postimg.cc/dQTHv3jc/SH4-Img-2020-08-01-07-09-39-900.jpg
As you can see, the "outline" of the frieghter represents that of an Aircraft Carrier, not a merchant.
I am wondering if this is an issue that I caused or is it an issue with the mod OR an issue with the stock game?
If it is an issue that I caused, how can I fix it?
TIA :salute:
DanielCoffey
08-01-20, 08:12 AM
That is a bug in FotRSU. The NKLCS_Heian has an incorrect _SHP.DDS file for its class.
As a short-term fix, copy Data\Sea\NKLCS_Nagara\NKLCS_Nagara_shp.dds into Data\Sea\NKLCS_Heian\ and rename it to NKLCS_Heian_shp.dds
propbeanie
08-01-20, 10:43 AM
Missed this earlier. Comments in "Orange"
Update:Submarine Improvement highlighted in Magenta.
20th October 1944 USS Grayling (SS 209) GAR. [Clone of the Tambor Class]
Equipment Loadout,
Mk14 Torpedoes,
Twin 40mm Bofors AA Gun [Just the aft location, correct?]
5" .25cal Bow Deck Gun
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower [no double-cut yet then?]
SV Radar offered and refused [Seems to be the only way around the SV / ST issue... sigh - they both use the same 'console set']
SJ Radar was never offered, I believe its been fixed in the next release.......hopefully. [Dunno - seems to work fine in testing, but it did before on the Tambor / Gar Class. There are no 'requirements' for it, and it should just show up on the Gar without prompting or renown cost...]
The last Update was on 6th July 1944, me thinks this last upgrade should be the last one and if that's the case then this Gar campaign test is over. :up:
Highs of this campaign.
3 Sightings of The Flying Dutchman. :yeah: [too often...]
Lows listed in order of importance.
Destroyer Escorts practically deaf, dumb and blind, needs fixing Urgently. [I quite often have trouble getting away from them. Do you have any IDs of ones that are a 'deaf, dumb and blind kid'?]
AI Submarines are a bleeding nuisance, the next campaign they're all going to be removed from the campaign files, you modders might think you've done a great job but I don't. [no changes anticipated - Jap_Subs_BB.mis file for those that want to edit out the Type=17 calls]
Dials in the sub stuck at 12:00 o'clock high on at least 3 occasions, needs fixing Urgently. [I did just find a 'date' config problem with the Tambor class - not certain if it will help this though. In the meantime, the usual warnings about incurring bad data apply, also a reminder to use the v1.2 patch, which will hopefully be obviated with a new mod version shortly...]
SJ Radar never offered, ever. [I have tested through the June 1942 date at Pearl several times, and have never had an issue with being given the SJ - without prompting - the SJ radar on the Tambor, comes with no renown cost, by mid-July at the latest, usually mid-June. It might be that 'date' thing noted above on 'normal' careers. Another possibility is that you were assigned the SJ, and got a new conning tower, which would NOT have SJ, and would have had to purchase it then... Did you ever see a choice for it in the sensors list in-base?]
Torpedo Crew Promoted to at least Petty Officer and it didn't seem to make any difference to improved torpedo loading. :doh: [Nothing makes a difference in torpedo loading, other than Special Abilities. Maybe we'll test the 'expert torpedo man', whatever they call it, but keep the 'upgrade' low-key.]
Have you guys considered incorporating the 3D TDC and radar mod into FOTRS? Such a great mod. I am sure the modder would allow it, permitted ducimus to include in TMO.
We have noodled with that several times, but cannot get it to do what we want it to across the sub classes - not failing to mention the lack of skill / knowledge for this, nor the lack of trying. It does not seem to fully function in Stock nor in TMO either, and Nisgeis apparently found it impossible to change the range display from meters?? After a little more work and failure, we might see if Nisgeis wants to get another headache trying to convert it for FotRSU, and for more than the Gato class... Of course, it has been about 2 1/2 years since he visited here...
BUG REPORT : NCA_Furutaka.dat missing an important cable.
The NCS Furutaka is missing a rather complicated cable between the rear mast and the NCA_Furutaka_cablu_03 object. According to the original silhouette it is a cable that anchors to the small stern mast, rises to the aft mast, descends a bit to where another cable (also missing) joins it from the mid-point of the aft mast then splits into two where it meets NCA_Furutaka_cablu_03.
http://www.dcoffey.co.uk/images/silenthunter4/NCA_Furutaka.jpg
Ratz... nothing else with a cable set-up quite like that in the game or mod... I will have to hand this chore off to someone...
Its June of 1942, I am sailing in the USS Gudegeon when I encounter a Modern Passanger Frieghter... the "outline" of the frieghter represents that of an Aircraft Carrier, not a merchant...
Not a Stock ship, so it falls on the FotRSU Team... let's see - Scurvy hasn't been around for a while, and had nothing to do with bringing it into the mod, so we'll blame him, prosecute and sentence, all in-absentia... :arrgh!: - but as DanielCoffey mentions, substituting another merchant shp file for it works for the temporary fix. The HeianTender is the same way... btw, the game does not have a shp for each individual ship, only "groups" of ships, such as a CA shp, CV shp, etc. :salute:
DanielCoffey
08-01-20, 10:48 AM
Ratz... nothing else with a cable set-up quite like that in the game or mod... I will have to hand this chore off to someone...
If I spot anything suitable in the rest of the NCA vessels I will yell. In the mean time, just leave it.
If it bugs you, we could remove the _cablu_03 object as well to "tidy up" the back end. If you do that, please let me know as I will have to redo the silhouette to match it.
The NCA Aoba shares the model but has heavier AA guns and a very slightly different paint scheme.
propbeanie
08-01-20, 10:54 AM
I've been through them all, and find nothing close, but we might be able to "borrow" from one or two, but would have to eliminate varioius other parts, and then "pitch" the cables at odd angles comparatively, and it doesn't really look like they would fit anyway... We might have to change your "handle" to DanielCoffeyEE, for "Eagle Eye"... lol :salute:
s7rikeback
08-01-20, 02:07 PM
Its June of 1942, I am sailing in the USS Gudegeon when I encounter a Modern Passanger Frieghter. I zoom in on it on the map and I see this:
https://i.postimg.cc/dQTHv3jc/SH4-Img-2020-08-01-07-09-39-900.jpg
As you can see, the "outline" of the frieghter represents that of an Aircraft Carrier, not a merchant.
I am wondering if this is an issue that I caused or is it an issue with the mod OR an issue with the stock game?
If it is an issue that I caused, how can I fix it?
TIA :salute:
Fixed !!! in new version.
s7rikeback
08-01-20, 02:11 PM
Missed this earlier. Comments in "Orange"
Ratz... nothing else with a cable set-up quite like that in the game or mod... I will have to hand this chore off to someone...
Not a Stock ship, so it falls on the FotRSU Team... let's see - Scurvy hasn't been around for a while, and had nothing to do with bringing it into the mod, so we'll blame him, prosecute and sentence, all in-absentia... :arrgh!: - but as DanielCoffey mentions, substituting another merchant shp file for it works for the temporary fix. The HeianTender is the same way... btw, the game does not have a shp for each individual ship, only "groups" of ships, such as a CA shp, CV shp, etc. :salute:
Yikes !!!
I can hear the wife calling me...
Both fixed !!!
As for the sonar contacts on the surface, we used to have the sonar / hydrophone set to below the surface, but it was interfering with some aspects of the "devices" during normal use, so we put them back to stock heights for more consistency. Unfortunately, the player does get a bit of a "cheat" with how far out they can "see" with the hydrophone...So the game doesn't do any sort of "you can't hear anything because your Diesel engines are too loud" type logic? Interesting, if a bit disappointing.
DanielCoffey
08-01-20, 02:16 PM
Both fixed !!!
Does that mean you have addressed the Furutaka's rear cables? If that is the case please could I have a fresh .DAT to use for the silhouettes?
If you haven't done the Furutaka yet, I may have an alternative NCA_Furutaka_catarg_02 that I am just testing. The only way it differs from the in-game _sil.dds is that I made the rear cable from the stern completely straight and lifted the cable coming from the crane a little so the crane was still free to rotate.
s7rikeback
08-01-20, 02:25 PM
Does that mean you have addressed the Furutaka's rear cables? If that is the case please could I have a fresh .DAT to use for the silhouettes?
If you haven't done the Furutaka yet, I may have an alternative NCA_Furutaka_catarg_02 that I am just testing. The only way it differs from the in-game _sil.dds is that I made the rear cable from the stern completely straight and lifted the cable coming from the crane a little so the crane was still free to rotate.
Not so fast, I've done both the sils, the easy fixes - lol.
I'm looking at the NCA_Furutaka now, formulating a plan of attack, or retreat.
I have seen another possible cable issue of the same model..
https://i.ibb.co/Zcy8sv2/Capture-result.png (https://ibb.co/c2zF5RY)
DanielCoffey
08-01-20, 02:29 PM
You will see another of those little V spars on the rear mast too which I think are for holding the "droop" in the aft cable.
I don't think we need every small cable showing as it will clutter the model a bit. I just considered those to be thin tensioning wires not visible at any significant distance.
s7rikeback
08-01-20, 02:54 PM
You will see another of those little V spars on the rear mast too which I think are for holding the "droop" in the aft cable.
I don't think we need every small cable showing as it will clutter the model a bit. I just considered those to be thin tensioning wires not visible at any significant distance.
Fair enough, Right I am nearing completion of first set of cables, from the stack to the flag pole.
https://i.ibb.co/C0LW8YM/Capture.png (https://ibb.co/DKdLWv8)
https://i.ibb.co/P524JLv/Capture.png (https://ibb.co/FBQJcrL)
Moonlight
08-01-20, 06:50 PM
Missed this earlier. Comments in "Orange"
My comments are in Magenta
20th October 1944 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes, No problems, apart from the loadout problem which has been fixed
Twin 40mm Bofors AA Gun No problems, the rear gun came with the conning tower upgrade, I'd have to check my earlier posts but I'm 95% sure of it
5" .25cal Bow Deck Gun No problems, apart from the conning tower upgrade which gave me another Deck Gun
SJ-I, Improved Surface Search Radar No problems
Improved SD Radar, Air Search Radar No problems
Half Cut Conning Tower [no double-cut yet then?] Not yet, we're heading back to port and will arrive about the 5th of February 1945
SV Radar offered and refused Seems to be the only way around the SV / ST issue... sigh - they both use the same 'console set' Developer fault then
SJ Radar was never offered, I believe its been fixed in the next release.......hopefully. Dunno - seems to work fine in testing, but it did before on the Tambor / Gar Class. There are no 'requirements' for it, and it should just show up on the Gar without prompting or renown cost... a Midway file problem then.
SJ Radar never offered, ever.
I have tested through the June 1942 date at Pearl several times, and have never had an issue with being given the SJ - without prompting - the SJ radar on the Tambor, comes with no renown cost, by mid-July at the latest, usually mid-June. It might be that 'date' thing noted above on 'normal' careers. Another possibility is that you were assigned the SJ, and got a new conning tower, which would NOT have SJ, and would have had to purchase it then... Did you ever see a choice for it in the sensors list in-base? Conning tower upgrade came well after I got the SJ-I Improved Surface Search Radar so you can't blame that, the SJ radar was never offered and I checked every time I got back to port. Probably the Midway files again. Why don't you test things out at Midway?, you'll see it for yourself then.
Destroyer Escorts practically deaf, dumb and blind, needs fixing Urgently.
I quite often have trouble getting away from them. Do you have any IDs of ones that are a 'deaf, dumb and blind kid'?
Almost every escort I came across from January 1942 to late 1943, their surface radar has always been top notch though.
Torpedo Crew Promoted to at least Petty Officer and it didn't seem to make any difference to improved torpedo loading.
Nothing makes a difference in torpedo loading, other than Special Abilities. Maybe we'll test the 'expert torpedo man', whatever they call it, but keep the 'upgrade' low-key. Good idea Mr beanie, a 20% increase sounds about right. If that torpedo loading isn't working this must mean that all the promotion thingie is FUBAR as well, in future the crew can go and get stuffed.
3 Sightings of The Flying Dutchman. too often... true true
Texas Red
08-02-20, 12:59 PM
That is a bug in FotRSU. The NKLCS_Heian has an incorrect _SHP.DDS file for its class.
As a short-term fix, copy Data\Sea\NKLCS_Nagara\NKLCS_Nagara_shp.dds into Data\Sea\NKLCS_Heian\ and rename it to NKLCS_Heian_shp.dds
Should I replace the already exisiting "NKLCS_Heian_shp.dds" as well?
I have two more questions.
https://i.postimg.cc/x1yzrqf5/SH4-Img-2020-08-02-12-42-40-037.jpg
As you can see, I have four Navy Crosses over a period of 5 patrols. I'm bored getting the same medal every time, so I am wondering is there some way that I am able to change the medal consistency?
Also, you can see in that little speech in there that it says I have completed six patrols, when in actuallity have I actually done 5 patrols. Is that a stock bug or an issue on my part or an issue with the mod? I am looking to fix the inaccurate patrol count.
TIA :salute:
EDIT: One last question that came up, is the RUIM mod included in FotRSU 1.1? I am considering installing it but I wanted to run it through you guys before continuing.
propbeanie
08-02-20, 02:09 PM
You can use the same shp file for the Tender.
The Navy Cross is all the higher you can go, so you are apparently scoring too many points... lol - there is no easy way, and it is highly doubtful if what would be edited would be of much help, since the change of one aspect affects others. With the patrol count, the computer counts from zero, and some one of the programmers forgot that small detail, and started counting from one, which the program then added one to, and started counting from 2 then... sigh...
A look-alike portion of RUIM is indeed in the mod. Noted in the ReadMe...
:salute:
Texas Red
08-02-20, 02:19 PM
Yea, I sank like 50,000+ tons on every patrol except my first, lol. I get assigned areas where there are lots of ships, I don't "tonnage pump" or "medal pump" as I see that as being too easy and its cheating to me.
I also have a suggestion, could you guys make a manual on how to use manual targeting in SH4 with FotRSU 1.1, I do not know if manual targeting in FotRSU 1.1 is the same as the stock game.
Or could you guys link me to a tutorial thats like that?
Thank you. :salute:
Moonlight
08-02-20, 03:40 PM
I've had a major system crash after a failed Win10 update, I managed to save the documents folder but after a re-install not one save would load, the IJN couldn't get me but Microsoft showed them how its done. :O:
So after starting a new career in a Gar at Midway on the 19th January 1945 I was met with this screen, Mr beanie your Midway files are FUBAR. :o
https://i.postimg.cc/13Ps9xX9/19th-january-1945.png (https://postimg.cc/PP6B4R1c)
Me thinks I'll restart the campaign again in a Gar at Midway in January 1942 and this time I'll be taking every boat that's offered, I'll see then just how screwed up your files are.
Texas Red
08-02-20, 03:43 PM
I'll see then just how screwed up your files are.
No need to have an attitude. Everyone here is trying their best, please, try to be nice. :salute:
KaleunMarco
08-02-20, 06:28 PM
No need to have an attitude. Everyone here is trying their best, please, try to be nice. :salute:
+1 :Kaleun_Salute:
Texas Red
08-02-20, 07:05 PM
I have one last issue.
https://i.postimg.cc/YSZffHgY/SH4-Img-2020-08-02-13-28-19-475.jpg
Is that suppose to be there? I have no clue what the special ability does since it doesn't have a description. Is this an issue with the stock game, is it an issue on my part, or is it an issue with FotRSU itself?
Some beautiful screenies next,
https://i.postimg.cc/6qwZY5Q2/SH4-Img-2020-08-02-17-02-36-312.jpg
Convoy chaos!
https://i.postimg.cc/sDjSWX8b/SH4-Img-2020-08-02-17-42-06-957.jpg
Mios 4Me
08-02-20, 07:06 PM
We were in the western Inland Sea, roughly 35 km ESE of Tsunemi, when we chased down and sank a Large Tanker moving E with torpedo and 5" fire, then proceeded to recon the port. Afterward, we set course for the Bungo Suido and, maybe 35 km NNE of Tsurusaki, we encountered another Large Tanker going S, and eventually sank her. This time there was no credit given, no "She's going down", nothing except wasted ammo and another torpedo. Presumably this was the same ship making her ghostly rounds.
This is the only time I've experienced this in FotRSU on the open sea, though it can happen in port. I made no changes to the program, mods, or even text files within that patrol.
Is there any way to predict and avoid this scenario?
propbeanie
08-02-20, 09:32 PM
Yea, I sank like 50,000+ tons on every patrol except my first, lol. I get assigned areas where there are lots of ships, I don't "tonnage pump" or "medal pump" as I see that as being too easy and its cheating to me.
I also have a suggestion, could you guys make a manual on how to use manual targeting in SH4 with FotRSU 1.1, I do not know if manual targeting in FotRSU 1.1 is the same as the stock game.
Or could you guys link me to a tutorial thats like that?
Thank you. :salute:
There are several "tutorials" in RR's Sub Skipper's Bag of Tricks (https://www.subsim.com/radioroom/showthread.php?p=1025180#post1025180), and I think THEBERBSTER has some links in his SH4 <> TUTORIALS <> HOW TO DO IT <... (https://www.subsim.com/radioroom/showthread.php?p=2297818#post2297818) links. We did add a couple of Submarine School missions for practicing manual-targeting in SS03MT190 Manual-Targeting and SS03MT245 Manual-Targeting. There are some suggestions in the missions themselves, but very sparse and generalized. You do NOT want me teaching you manual-targeting... :roll: - I would set you back 64 years of your life, and have to un-learn it all...
I've had a major system crash after a failed Win10 update, I managed to save the documents folder but after a re-install not one save would load, the IJN couldn't get me but Microsoft showed them how its done. :O:
So after starting a new career in a Gar at Midway on the 19th January 1945 I was met with this screen, Mr beanie your Midway files are FUBAR. :o
(pik)
Me thinks I'll restart the campaign again in a Gar at Midway in January 1942 and this time I'll be taking every boat that's offered, I'll see then just how screwed up your files are.
You have no sonar mister! (plus a few other odds & ends) But I would not trust that Save folder now any further than you could throw it - unlessen of course, you unbolt the hard drive and chuck it... But seriously, you cannot re-construct the set-up the same exact way, and expect the bit-checker file to have the same count to allow a Save to load in the re-done computer, not the way Win10 does its thing... Win10 can't even get the start-ups for its own Office apps to run correctly after an 'upgrade'.
I have one last issue.
https://i.postimg.cc/YSZffHgY/SH4-Img-2020-08-02-13-28-19-475.jpg
Is that suppose to be there? I have no clue what the special ability does since it doesn't have a description. Is this an issue with the stock game, is it an issue on my part, or is it an issue with FotRSU itself?...
Well, as far as the remaining active members of the team knew, we were lead to believe that only the Battery Re-Charge Specialist and one of the medic dudes was active (Pharmacist's Mate??), and here, we're finding other active ones at about one every three months or so now... From the Stock game, it says:
Ability-Active-Quick-Escape-Name=QUICK ESCAPE
Ability-Active-Quick-Escape-Description=Required compartment: ENGINES ROOM, COMMAND ROOM|
The time required for dive is reduced and electric engines are boosted up.|
Duration: 30 minutes|
Available: 3 hours
So that has been added to the game now, so you at least know that it is not a Momsen Lung device that will allow several members of the USS Tang to escape their sunken submarine... :roll:
We were in the western Inland Sea, roughly 35 km ESE of Tsunemi, when we chased down and sank a Large Tanker moving E with torpedo and 5" fire, then proceeded to recon the port. Afterward, we set course for the Bungo Suido and, maybe 35 km NNE of Tsurusaki, we encountered another Large Tanker going S, and eventually sank her. This time there was no credit given, no "She's going down", nothing except wasted ammo and another torpedo. Presumably this was the same ship making her ghostly rounds.
This is the only time I've experienced this in FotRSU on the open sea, though it can happen in port. I made no changes to the program, mods, or even text files within that patrol.
Is there any way to predict and avoid this scenario?
First of all, what are you doing in the Inland Sea, commander? This is a breach of protocol and standing orders, and will lead directly to conviction and sentencing. No courts martial will be required. Watch your mail for the summons... :arrgh!:
Second of all, depending upon the RGG or Group or Unit, and how it spawns and how far away from it you get, you can indeed experience what you had. It may have been the same ship, if you went out beyond the spawn area for the ship, and then re-entered its area in a time frame that would allow it to re-generate. Other ways that you lose the sinking credit sometimes is if you go below 100 feet (I think - it might just be periscope depth) and use high TC, or go beyond its range again prior to its sinking. Also, if in a bad storm, you might lose it, or if the ship sinks in water too shallow for it to actually fully "sink". Any part of it sticking out of the water may nullify your destruction of the ship. Lastly (I hope), anything else that contributes to the ship's sinking, can take the credit away from you, such as a storm, or a ship running aground, or an airplane bombing it, can all push the hit points to the "destroyed" level, and you get nothing... None of these are "consistent", and it might be fine one time, and fail the next three. Think of it as JANAC taking away credit, based upon IJN information, and not the witnesses on your submarine... :roll: - in reality, the game gets confused sometimes...
Larrywb57
08-03-20, 12:16 AM
I came across two ships occupying the same place at the dock in the port of Mikuni, Long 136°10' E. Lat 36° 00' N. My boat is out of Pearl Harbor and is a Balao class. Time of sighting was 14Mar1944 at 0741 hrs.
http://i.imgur.com/1CYfOhP.jpg (https://imgur.com/1CYfOhP)
http://i.imgur.com/yFUQlfo.jpg (https://imgur.com/yFUQlfo)
Thank you gentlemen for hard work you have invested into this project.
Happy Hunting!
:salute:
DanielCoffey
08-03-20, 02:48 AM
QUERY : NCA_Deutschland cannot fire its torpedoes?
Looking at the .DAT for NCA_Deutschland there are two stern 21TorpedoQuad launchers (T02, T03) on the model but no "Torpedo Gun" objects in either the .DAT or .EQP along the sides.
Can the Deutschland actually use its stern launchers or are they merely cosmetic?
propbeanie
08-03-20, 07:21 AM
I came across two ships occupying the same place at the dock in the port of Mikuni, Long 136°10' E. Lat 36° 00' N. My boat is out of Pearl Harbor and is a Balao class. Time of sighting was 14Mar1944 at 0741 hrs.
SPOILER
SPOILER
Thank you gentlemen for hard work you have invested into this project.
Happy Hunting!
:salute:
Thank you for the excellent report details. Went right to it, and found the issue! :salute:
QUERY : NCA_Deutschland cannot fire its torpedoes?
Looking at the .DAT for NCA_Deutschland there are two stern 21TorpedoQuad launchers (T02, T03) on the model but no "Torpedo Gun" objects in either the .DAT or .EQP along the sides.
Can the Deutschland actually use its stern launchers or are they merely cosmetic?
Apparently, since it would be rather rare to see the ship in FotRSU, the torp guns were not added to it, so no, it cannot shoot torpedoes. Of some concern is the eqp file does not match the dat file, in that there are calls for the use of T03 and T04, of which no nodes are on the ship for that equipment... :hmmm:
Moonlight
08-03-20, 09:46 AM
I've had a major system crash after a failed Win10 update, I managed to save the documents folder but after a re-install not one save would load, the IJN couldn't get me but Microsoft showed them how its done. :O:
So after starting a new career in a Gar at Midway on the 19th January 1945 I was met with this screen, Mr beanie your Midway files are FUBAR. :o
Me thinks I'll restart the campaign again in a Gar at Midway in January 1942 and this time I'll be taking every boat that's offered, I'll see then just how screwed up your files are.
Apologies to Mister beanie, :up: it was all my fault for not checking what files I had put into that JSGME thingie, I don't know how it happened but a couple of the Game Fixes Only mods had crept in there somehow and, well you know the rest. :doh:
It's a good job that I frequently copy the SH4 Documents folder to the desktop just in case a mishap like this happens, my game and Documents folder have been purged and SH4 has been reinstalled, the JSGME thingie and 100_FalloftheRisingSun_UltimateEdition_v1.1_EN have been redone and the large address aware thingie has been activated also, and so has my copy of the SH4 Documents folder. :D
I fired the game up and had to restart the game from my last save on the 28th of December 1944, so the USS Grayling (SS 209) is back on the high seas and scaring the hell out of the little fishes again. :O:
^About that Ability Specialist thing, I happened to notice that I'd got some promotions to give out so I started promoting everyone who had the rank of Chief Petty Officer and those Ensigns as well, you'll find out that there's a lot more of these abilities active than you think there is, I got three of those damn things but unfortunately I didn't get one who improves torpedo loading, I'd have kept that one and I would have thrown the other ones off the boat. :haha:
So while we're on this subject of Abilities how would someone make this torpedo loading expert active and how would they limit him to 20% improvement only, purely for research purposes only you understand. :haha:
Yep and just one more thing, where the hell did this warrant officer rank come from, I can't ever remember seeing that before. :o
propbeanie
08-03-20, 12:08 PM
I saw that "Warrant Officer" thingie, but I did not notate the "Tree" it belongs to. I'll look in there again and see what I see. It is a US Army rank, so it might be in that "Tree". There are several of the Torpedo dudes "active" in the game, but I think they were "turned up" to where you have to have a highly experienced crew member to be able to gain access to the ability. I thought they were removed, but they were not. I'll compare Stock with FotRSU in that regard, and see what differences there might be, and then try to set the Torpedo reload dude to something useful. Like diving, that was something that improved with "training" of the crew. The SpecialAbility that the beast found, that "Quick Escape" dude (Dr Houdini, I presume??) is NOT part of FotRSU - or at least, it is NOT listed in the SpecialAbilities file, so I do not know where he got that from while playing FotRSU.
Since CapnScurvy got the Battery Specialist to "fix" the games lack of configuration control of such when altering other parameters, we might be able to "fix" the fuel usage by making ~all~ the fellows in the Engine Rooms into "fuel consumers", such that the fuel is burned at a higher rate... ?? That way, we can run out of fuel in the middle of the ocean, with no possibility of rescue... :arrgh!:
We are currently trying to chase down issues in the v1.2 beta that we're currently testing, but I can say that with all of the testing, I have NOT had issues with the deck guns! Fingers crossed for a future "Yeah hurray!"... I am having issues with the Tambor / Gar Class though, that I do not understand, and it is similar, though different to what we have had all along. I have a feeling it has to do with the boat "active" period starting so close to the start of the game, that there is a configuration issue somewhere there. There are a couple of ideas to try, and then hopefully have a "fix"... More later. :salute:
Mios 4Me
08-03-20, 06:33 PM
First of all, what are you doing in the Inland Sea, commander? This is a breach of protocol and standing orders, and will lead directly to conviction and sentencing. No courts martial will be required. Watch your mail for the summons... :arrgh!:
Hmm, must be one of those PH things. COMSUBSOWESTPAC was so happy with our early patrol performance that we were expressly given discretion to return to base or patrol an area of our choosing. Most of the fellows wanted to patrol Long Island Sound, but we decided to poach from Uncle Charlie's golden boys instead. Squids we are, but we'd have made great Marines too: give us an inch and we'll take a mile.
Second of all, depending upon the RGG or Group or Unit, and how it spawns and how far away from it you get, you can indeed experience what you had. It may have been the same ship, if you went out beyond the spawn area for the ship, and then re-entered its area in a time frame that would allow it to re-generate. Other ways that you lose the sinking credit sometimes is if you go below 100 feet (I think - it might just be periscope depth) and use high TC, or go beyond its range again prior to its sinking. Also, if in a bad storm, you might lose it, or if the ship sinks in water too shallow for it to actually fully "sink". Any part of it sticking out of the water may nullify your destruction of the ship. Lastly (I hope), anything else that contributes to the ship's sinking, can take the credit away from you, such as a storm, or a ship running aground, or an airplane bombing it, can all push the hit points to the "destroyed" level, and you get nothing... None of these are "consistent", and it might be fine one time, and fail the next three. Think of it as JANAC taking away credit, based upon IJN information, and not the witnesses on your submarine... :roll: - in reality, the game gets confused sometimes...
Hm, interesting. We went back on the latest patrol, this time on Tench, as an experiment and had the same results, though much closer in time and space. We sank a Large Tanker on 2/20/45 @ 0433 at 131° 40' E, 33° 29' N with a torpedo and shellfire, but no external assistance. None of the wreck protruded.
We then proceeded to Bepu and Oite, where we detected a Large Tanker @ 131° 40' E, 33° 20' N at 1046 on the same morning and sank her with multiple torpedoes. The entire ship sank as it did on a later test. Still no credit.
Is this what you would expect in regard to the spawning area?
And, to keep this on topic, both Oita and Tsurusaki had burning ships in harbor, plus a ship spawned and destructed on the beach south of Bepu as we approached.
propbeanie
08-03-20, 07:29 PM
Hmm, must be one of those PH things. COMSUBSOWESTPAC was so happy with our early patrol performance that we were expressly given discretion to return to base or patrol an area of our choosing. Most of the fellows wanted to patrol Long Island Sound, but we decided to poach from Uncle Charlie's golden boys instead. Squids we are, but we'd have made great Marines too: give us an inch and we'll take a mile.
Fancy yourselves as Leathernecks, eh?... More like British Commandoes, going places they really shouldn't... Next thing ya know, you'll be wanting to shell shore installations, shoot rockets just for fun and to see what would happen, and maybe blow-up a railroad track or two... sigh...
Hm, interesting. We went back on the latest patrol, this time on Tench, as an experiment and had the same results, though much closer in time and space. We sank a Large Tanker on 2/20/45 @ 0433 at 131° 40' E, 33° 29' N with a torpedo and shellfire, but no external assistance. None of the wreck protruded.
We then proceeded to Bepu and Oite, where we detected a Large Tanker @ 131° 40' E, 33° 20' N at 1046 on the same morning and sank her with multiple torpedoes. The entire ship sank as it did on a later test. Still no credit.
Is this what you would expect in regard to the spawning area?
And, to keep this on topic, both Oita and Tsurusaki had burning ships in harbor, plus a ship spawned and destructed on the beach south of Bepu as we approached.
Yes, that sounds about right - If you hit the same group spawning again. As reference, there are two RGG tankers out of Tsurusaki, one that does the circuit on the Inland Sea, and a coastal one that goes out Bungo Suido way. Then there are two at Oite and Bepu each, of which one of each stays on the Inland Sea circuit, and one of each does the coastal route out through Bungo Suido. I'm watching them now on the "VCR" feature of the ME, and they might be spawning too often on a couple of them... Turn them down a little, and you won't have as many of the one group coming out of Bepu as often. I'll also try to do a "spy" mission of my own in the Inland Sea, maybe as a playable CA, and see if maybe some of them are off a pinch on placement. For now, we'll say that the Leathernecks they're letting fly off of US Navy Department CV platforms, are the cause of the issue... Either that or a typhoon went through there... :arrgh!:
Moonlight
08-06-20, 03:58 PM
Update:Submarine Improvement highlighted in Magenta.
6th February 1945 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
Twin 40mm Bofors AA Gun
5" .25cal Bow Deck Gun
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower
SV Radar offered and refused
Periscope ST Radar
:hmmm: I don't know where this radar came from but I'm assuming this has got to be the last submarine improvement of the war.
Just the ST Radar and the Full Cut Conning Tower missing in my list, hopefully Mr beanie might have fixed those problems in the next release, I will play another campaign with the Gar when its released, as it is this campaign has been a blast and it will go on to the bitter end, it nearly ended this last mission in Area 8 as we had to limp home with 48% hull damage. :o
Yeah, the ST Periscope Radar was broken in the last FotRS:UE release unfortunately.
"upgrading" to it meant I lost air search radar entirely. No way to go back to the previous one. :(
propbeanie
08-06-20, 09:11 PM
Update:Submarine Improvement highlighted in Magenta.
6th February 1945 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
Twin 40mm Bofors AA Gun
5" .25cal Bow Deck Gun
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower
SV Radar offered and refused
Periscope ST Radar
:hmmm: I don't know where this radar came from but I'm assuming this has got to be the last submarine improvement of the war.
Just the ST Radar and the Full Cut Conning Tower missing in my list, hopefully Mr beanie might have fixed those problems in the next release, I will play another campaign with the Gar when its released, as it is this campaign has been a blast and it will go on to the bitter end, it nearly ended this last mission in Area 8 as we had to limp home with 48% hull damage. :o
You were not offered the upgrade to ST, like you were offered for the SV?? They both have the same structure in the files, to where they should cost you a few renown bucks to buy... coupled with what WH4K says, I might have to re-disect that portion of the equipment... ratz.
As a side note (or two), current testing of the next version does indeed give a player the regular SJ when it should. It usually happens the patrol ~after~ it becomes available. No mention is made of it, but it does show on the list of available updates, but you do have to check the Sensors section. It does not show on the overview, only on the Sensors page in the Captain's Office, so be sure and watch for that.
Lastly, I know I harp on this a lot, but for the Tambor / Gar and any other sub in the game, remember what Ducimus and others found back when... There are 10 player submarines in FotRSU. There are nine in Stock, the difference being the Tench, which is a copy of the Balao, but a full clone, not like the S-18 / S-42 and the Tambor / Gar, which are "small clones", not having their own dat files, and usually only the editable text files, as well as shp and sil files. As such, they are skipped as consideration in Stock for "upgrades". They did have several years of beta testing done by users such as myself who bought SH4 before it came out... Anyway, they have four "UpgradeClass" settings in stock, zero through three. Most of the early pre-war boats are UpgradeClasse=0. In FotRSU, since folks were getting upgraded directly to the Balao (from a Tambor in one case) in mid to late 1942, instead of "stepping" through the boats, which caused the game grief, we decided to make each individual boat an "UpgradeClass", such that the S-18 was Zero, and the Tench was Ten. Works fine, except that now there are nine opportunities for the game to give you a boat upgrade, before you are ever offered a conning tower "upgrade". In "Of refits, new commands, rank, and retirements (https://www.subsim.com/radioroom/showthread.php?p=1602175#post1602175)", Ducimus explains the issue in Post #10 there. The main issue is SH4, unlike SH3, offers the conning tower in the same pool of "upgrades" that the submarines are in, with the submarines offered first, and the conning towers only if there are no new submarines available, unlike SH3 where you could purchase a conning tower, like you could radar and the like...
Yeah, the ST Periscope Radar was broken in the last FotRS:UE release unfortunately.
"upgrading" to it meant I lost air search radar entirely. No way to go back to the previous one. :(
You couldn't go back? You didn't have an earlier Save from before the upgrade? My testing for the next release has not gotten into 1944 with any of the several tests I currently have running, but I do hope to have gotten that far by tomorrow evening. I don't know if it's a configuration thing with the ST,or if it is just plain broke from the get-go from Stock, but the bad thing is that it "kills" (the range of) the SJ-I. It should, when submerged, since it sits on top of the Observation Periscope, but not when on the surface. The real boats had the SJ-I as well as the ST, along with the SD-I and SV, usable all together as they saw fit, with overlapping technology, ie, seeing the surface and the air on three of the four, but each one "specialized" for a given task.
Macgregor the Hammer
08-07-20, 11:26 AM
I was going through the included documentation of FotRSU, I happened upon CapnScurvy’s paper on radar and sonar. I’m impressed with methodology he used to develop such authenticity. Now that I have a few months of ‘sea time’ under my belt and have used the radar extensively, I wanted to comment CapnScurvy’s superior modelling of the radar, especially the US SJ and SJ-1 sets.
https://www.subsim.com/radioroom/picture.php?albumid=1317&pictureid=11414
I was conducting an intercept of a merchant during a heavy rain and high wave condition. Visibility was down to about 500 yds. The merchant was maneuvering in a classic ‘zig-zag’ to make a torpedo firing solution difficult. After tracking for several miles and determining his turn frequency, I had a solid bearing and range and I closed on the target. I considered a torpedo shot, but with the sea condition, broaching was almost certain. Instead, I called the gun crew to quarters. I had them open fire around 500 yds and the ship was on fire and taking water after about 12 rounds. A lot of work for a 1400 ton freighter. Tonnage is tonnage!
https://www.subsim.com/radioroom/picture.php?albumid=1317&pictureid=11415
While the radar was painting the target, pip’s faded in and out due to the heavy rain. Exactly what a real radar set would do! I was using the ‘A’ scope frequently to verify range. On the display of the ‘A’, the triangular pip would shorten and become hard to see in the background noise. Again, exactly how a radar set IRL would behave. This is pretty cool! Radar sets, up until in introduction of computers, used a simple Signal to noise cancellation circuit. The algorithm: Signal+Noise/Noise. I am really amazed with how true this model performs.
The SJ units were superbly designed radar sets and very much ahead of it's time! It’s operating frequency is 3 GHz (S band) which makes the set a true microwave design. As the electromagnetic spectrum goes, the higher the frequency, the more directional and focused the energy is. As compared to the German FuMO 29 & 30 sets which operated at 368 MHz: the SJ is a laser pointer and the FuMO is a flashlight!
The range accuracy of the SJ was 25 yds +/- 0.1%. Bearing +/- 0.3%. Compared to the FuMO 30: bearing 100 m +/- 5°. This system is perfect for accurate gun laying and torpedo solutions! Germany did a considerable amount of R&D radar in the early 30’s. It fell by the wayside due to the attitude of ‘is this really necessary?’ Realizing their error, they spent the rest of the war playing catch up while the allies really made effective use of this system.
Enough babbling! I just wanted to send a Bravo Zulu to CapnScurvy and the rest of the FotRSU team for such a great mod!
Texas Red
08-07-20, 12:51 PM
Hello all
I am sailing in a Gato class, USS Gato in March of 1943, I believe, it has been a while since i played.
I wanted to play again today so I opened up SH4 and I tried to load my most recent save game, but it crashed a few seconds after getting to the "No Mission Too Difficult" screen. Thinking the save game was corrupt, I tried reloading another save game, but that one crashed as well in the same exact manner as the other save game.
TIA :salute:
Moonlight
08-07-20, 04:28 PM
Corrections, highlighted in Magenta.
Update:Submarine Improvement highlighted in Magenta.
6th February 1945 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
Twin 40mm Bofors AA Gun
5" .25cal Bow Deck Gun
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower
SV Radar offered and refused, Do not use these two upgrades as they are FUBAR.
Periscope ST Radar.
Just the ST Radar and the Full Cut Conning Tower missing in my list, hopefully Mr beanie might have fixed those problems in the next release, I will play another campaign with the Gar when its released, as it is this campaign has been a blast and it will go on to the bitter end, it nearly ended this last mission in Area 8 as we had to limp home with 48% hull damage. :o
You were not offered the upgrade to ST, like you were offered for the SV?? They both have the same structure in the files, to where they should cost you a few renown bucks to buy... coupled with what WH4K says, I might have to re-disect that portion of the equipment... ratz.
Apologies Mr beanie, I meant to write the SJ Radar and NOT the ST Radar. Dear me, I had to reload a save just before I got back to Midway as the Devs have Borked the ST Periscope Radar as well. :o
Hello all
I am sailing in a Gato class, USS Gato in March of 1943, I believe, it has been a while since i played.
I wanted to play again today so I opened up SH4 and I tried to load my most recent save game, but it crashed a few seconds after getting to the "No Mission Too Difficult" screen. Thinking the save game was corrupt, I tried reloading another save game, but that one crashed as well in the same exact manner as the other save game.
TIA :salute:Unfortunately this is very common. It is common to get into a situation where your latest save cannot be loaded (even with restarting the game and your system), nor, suddenly, can the last several. I've had to go all the way back to the start of a patrol before, due to this.
No real fix for it. It's best to play until you are back to home port, or at least nearby. I haven't done a scientific study, but in general it seems like you get a corrupted save (which then corrupts many/all previous saves) less often, when you are in the middle of nowhere with nothing going on.
Moonlight
08-09-20, 11:50 AM
Right Mr beanie while we're waiting for the next release I'll give the Gato a quick run out.
Wolves of the Pacific deleted and backup put in its place, SH4 Documents Folder deleted and Large Address Aware activated, plus another mod added into the mix.
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
FOTRSU_Traffic_and_Contact_Reports_Increased
Ship Silhouettes by DanielCoffey
Nomograph is deactivated on the Nav Map and a Torpedo Specialist pre-installed on the boat just like that battery man fix. 75% realism and manual targeting can go to hell, its a fire and forget career and what a shame I haven't got 12 bow torpedo tubes and 8 in the stern as well.
https://i.postimg.cc/W4mNdrRk/Untitled-2.png (https://postimg.cc/B869yjnS)
New career start and the earliest time I could get my grubby mitts on a Gato at Midway, CurrentDate=1943-01-11, hmmmm everything looks OK, lets hope Mr beanie gives a nod of satisfaction for a job well done.
https://i.postimg.cc/L63Hsm2C/SH4-Img-2020-08-09-15-20-51-163.png (https://postimages.org/)
Submarine Loadout, Improvements are highlighted in Magenta and problems in Red.
MK14 Torpedoes
2x Twin 20mm AA Machine Guns (Fore and Aft)
4" .50cal Bow Mount (Deck Gun)
SJ Radar (Surface Search Radar)
SD Radar (Air Search Radar)
SJ-I Improved Radar (Surface Search Radar)
Improved SD Radar (Air Search Radar)
What a nice start to this career, two improvements ready and waiting.
I spoke too soon.
SJ-I Improved Radar (Surface Search Radar) This upgrade pack can't be used on your submarine.
https://i.postimg.cc/jjYqqc1T/Untitled-1.png (https://postimg.cc/rDg2Q1cZ)
I tested the sub out with just the 100_FalloftheRisingSun_UltimateEdition_v1.1_EN mod and the
101_prBetaPatch_v1.1.
I have no idea what's wrong with this sub, if some one can test this out just to make sure its not these files I'm using are not at fault I would much appreciate it.
KaleunMarco
08-09-20, 03:03 PM
Hello all
I am sailing in a Gato class, USS Gato in March of 1943, I believe, it has been a while since i played.
I wanted to play again today so I opened up SH4 and I tried to load my most recent save game, but it crashed a few seconds after getting to the "No Mission Too Difficult" screen. Thinking the save game was corrupt, I tried reloading another save game, but that one crashed as well in the same exact manner as the other save game.
TIA :salute:
what you experienced is not uncommon.
SH4 was written for Win-XP and we are....how many releases Post-XP?:k_confused:
the best action i can recommend, because this is what I do when it happens to me, is to reboot. and then fire-up Task Manager and terminate every unnecessary process.
then try and reload the SH4 game again.
sometimes, this process does not work which means that SH4 saved a corrupted file for you. this happens from time to time and there is not a damn thing you (we) can do about it.
:Kaleun_Salute:
TitanicThomas
08-09-20, 03:27 PM
So I was looking through the ship classes and noticed design errors or in one class a class being named after the wrong ship. If these errors in these ships have been addressed then I am sorry for missing the post that states this but my focus is over the Sendai (Naka) Class Light Cruiser and the Shiratsuyu Class Destroyer.
The Shiratsuyu issue has been noted in the old thread, the issue being over the AA emplacement that was put on late war. It is a way to separate 2 class of ships that look similar otherwise but it is weird to see a late war Shiratsuyu in 1941. Her mount before as far as I can find 1944 was a single barrel turret housing a 127 mm gun, the same size as all her other guns.
Another noticeable class that I found was the Naka class. The classification of the class is Sendai Class Light Cruiser and this error is in base game too, Naka was the last of the sister ships to be built and the youngest of the group. She was also the last to survive the war and could be the reason why in base game she is miss identified. But besides that the Model used is Sendai. All 3 of the Sendai class ships are different in some way, Sendai being very different from her youngest sister Naka.
3445
3446
3447
(Sendai>Naka>Jintsuu)
The big differences among the 3 is the bow and the funnels. These images do have Sendai and Naka with their radar which they did not have at the start of the war but I kinda wanted to point out the differences with the 3. to add Naka and Jintsuu have 2x4 torpedo mounts.
If these have been noted before by the mod team I am rather sorry for bringing them up again. I like this mod and ships and details to me mean a lot and pointing out something that annoyed me in base game that could be fixed here is always a good thing to note. Other than that I think this is an excellent mod.
(Also sorry for an grammatical errors in this. I am not the best with formatting a well written post)
Aktungbby
08-09-20, 03:50 PM
TitanicThomas!:Kaleun_Salute:after a six year silent run: nice first post!:arrgh!:
TitanicThomas
08-09-20, 03:59 PM
TitanicThomas!:Kaleun_Salute:after a six year silent run: nice first post!:arrgh!:
Thanks. I dont comment a lot on things I just felt it would be nice to post these two observations for a mod I really like to play on a game that can be rather fun at times.
Moonlight
08-10-20, 09:35 AM
Test 1, Wolves of the Pacific deleted and re-installed for the 2nd time this week, Mr beanie you're going to send me nuts with this mod. :o
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
A new career start and the earliest time I could get my grubby mitts on a Gato at Midway, CurrentDate=1943-01-11.
SJ-I Improved Radar (Surface Search Radar) This upgrade pack can't be used on your submarine.
https://i.postimg.cc/jjYqqc1T/Untitled-1.png (https://postimg.cc/rDg2Q1cZ)
Test 2, Wolves of the Pacific deleted and re-installed for the 3rd time this week, the two mods below have both been re-downloaded again, Crikey Mr beanie, you're going to put me in a mental institution at this rate. :o
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
A new career again, this time I started in 1943-06-06, the SJ-I Improved Radar (Surface Search Radar) was already installed on the boat. (I know its working because I've already done a couple of missions previously with the Gato and this start date.
Conclusion, find out what the difference is between the first Gato test and the second Gato test and you should find the problem......hopefully :O:
torpedobait
08-10-20, 10:37 AM
Started a new career out of Pearl Harbor on 12/7/41 in USS Pike (Porpoise Class); After 3 patrols received new boat, USS Thresher (Tambor Class); 3 patrols later was given command of USS Gudgeon (Gar Class), and subsequent to 3 patrols in that boat received a new boat, USS Gato on 7/8/43. The boat was properly equipped, except that the AA gun was a .50 Caliber, somewhat surprising for that period in the war for a boat based out of Pearl Harbor.
Note that the Thresher and Gudgeon were allowed upgrades to a 20mm AA gun when I first took command of them.
However, after each of the first 3 patrols in Gato, I was still limited to the .50 Cal AA gun; the deck gun was upgraded to a 5", the radars were both "improved", and all other features and crew were normal, but no AA gun upgrades offered or received.
On 1/1/1944 I was offered a new boat (presumably the Balao, since that is the usual upgrade from Gato), but I declined the new boat to see if I would ever be able to get a better AA gun for the Gato.
We are now ready to leave Pearl on our 4th patrol in Gato; it is 1/24/44, and still we only have the .50 Cal AA gun. Is there a problem with the AA gun upgrade feature for a Gato running out of Pearl Harbor, or is my boat "special" in some way?
I deleted my Save and Rich Save files before starting this career; my tonnage averages about 50,000+ per patrol; the realism setting is 75% using Auto Targeting, and I run the following Mods over a clean base v1.5 game version:
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
399_NoScrollNavMap
449_FOTRSU Umark Removal (the 449 is my own number for sequencing)
450_Lite Fog v2 + 300' Underwater Visability (the 450 is my own number for sequencing)
901_strategic_map_symbols
Thanks for checking this out! :salute:
Texas Red
08-10-20, 12:47 PM
Unfortunately this is very common. It is common to get into a situation where your latest save cannot be loaded (even with restarting the game and your system), nor, suddenly, can the last several. I've had to go all the way back to the start of a patrol before, due to this.
No real fix for it. It's best to play until you are back to home port, or at least nearby. I haven't done a scientific study, but in general it seems like you get a corrupted save (which then corrupts many/all previous saves) less often, when you are in the middle of nowhere with nothing going on.
what you experienced is not uncommon.
SH4 was written for Win-XP and we are....how many releases Post-XP?:k_confused:
the best action i can recommend, because this is what I do when it happens to me, is to reboot. and then fire-up Task Manager and terminate every unnecessary process.
then try and reload the SH4 game again.
sometimes, this process does not work which means that SH4 saved a corrupted file for you. this happens from time to time and there is not a damn thing you (we) can do about it.
:Kaleun_Salute:
Well that sucks,
Anyways, I restarted my patrol over and completed a few patrols from yesterday and today. It works fine now.
I have a bug to report though,
https://i.postimg.cc/RFBGtvc0/SH4-Img-2020-08-10-11-57-21-276.jpg
I am now in the USS Balao, its October 19, 1943 in Convoy College (Luzon Straits). I came across a Large Ocean Liner in a small convoy, two torpedoes hit and sank her. I wanted to watch her sink, but she stopped like she hit the bottom, but where we are it is well past 1,000 feet. If you look closely, smoke is still coming out of the funnels, like she is a zombie ship. Yet you can see lifeboats in the background.
I have no clue on how to describe the position the ship is in.
Eventually the DDs gave up on trying to find me and I came back a few days later in game time and the ship was gone, which, I hope is normal.
Any ideas as to what is going on here?
Navelintel
08-10-20, 02:31 PM
Hi All,
Not sure if anyone has pointed it out before but I noticed an inconsistency in the rendering for the Battlecruiser Graf Spee Class. At first I thought there were dark tarps covering aft sections of the ship. However, upon closer examination, it appears three of the gun turrets are 'blacked' out. This same peculiarity occurs in the museum as well as in the game for both FOTRS-UE, V1.0.1gEN and FOTRS-UE, V1.1 EN. However, the glitch does not appear in SH4 V 1.5 without either mega mod.
Game screenshot from FOTRS-UE, V1.1 EN
https://i.postimg.cc/D0cTpTJc/SH4-Img-2020-08-08-17-23-31-722.jpg (https://postimg.cc/K34w4C5K)
I used the museum in FOTRS-UE, V1.1 EN for more closeup screenshots below when I went back and noticed the anomaly in the above game screenshot that I had previously saved.
https://i.postimg.cc/QM6KP25h/SH4-Img-2020-08-09-15-33-15-479.jpg (https://postimg.cc/KKMY3sJH)
https://i.postimg.cc/8zMb2zPD/SH4-Img-2020-08-09-15-33-42-200.jpg (https://postimg.cc/SnQ88qMt)
For comparison, I took screenshots from SH4 V1.5 with TMO 2.5. Incidentally, the only difference in the ship rendering from SH4 V1.5 without the mega mod, TMO 2.5, is that the water and sky would appear less vibrant and washed out. Otherwise, the ship rendering appears identical to those as shown below.
https://i.postimg.cc/5NFygHn4/SS1-via-TMO-2-5.jpg (https://postimg.cc/ppRPXLw4)
https://i.postimg.cc/fySdY8VZ/SS-2-via-TMO-2-5.jpg (https://postimg.cc/p5xyHYQ1)
Although a minor glitch, I hope it can be fixed so it doesn't detract from the rest of the wonderful artwork when the ship appears elsewhere in the mega mod. I haven't noticed any other visual anomalies (blacked out portions) with the ship renderings in FOTRS-UE, V1.1 EN, thus for now, they all look terrific and I'm enjoying the 'renaissance' of one of my favorite vintage games!
:Kaleun_Cheers:
Navelintel
Test 1, Wolves of the Pacific deleted and re-installed for the 2nd time this week, Mr beanie you're going to send me nuts with this mod. :o
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
A new career start and the earliest time I could get my grubby mitts on a Gato at Midway, CurrentDate=1943-01-11.
SJ-I Improved Radar (Surface Search Radar) This upgrade pack can't be used on your submarine.
https://i.postimg.cc/jjYqqc1T/Untitled-1.png (https://postimg.cc/rDg2Q1cZ)
Test 2, Wolves of the Pacific deleted and re-installed for the 3rd time this week, the two mods below have both been re-downloaded again, Crikey Mr beanie, you're going to put me in a mental institution at this rate. :o
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
A new career again, this time I started in 1943-06-06, the SJ-I Improved Radar (Surface Search Radar) was already installed on the boat. (I know its working because I've already done a couple of missions previously with the Gato and this start date.
Conclusion, find out what the difference is between the first Gato test and the second Gato test and you should find the problem......hopefully :O:
Your renown is 000000 so you cannot "add" the SJ-1 radar (cost 800) is my guess!
propbeanie
08-10-20, 03:40 PM
So I was looking through the ship classes and noticed design errors or in one class a class being named after the wrong ship. If these errors in these ships have been addressed then I am sorry for missing the post that states this but my focus is over the Sendai (Naka) Class Light Cruiser and the Shiratsuyu Class Destroyer.
The Shiratsuyu issue has been noted in the old thread, the issue being over the AA emplacement that was put on late war. It is a way to separate 2 class of ships that look similar otherwise but it is weird to see a late war Shiratsuyu in 1941. Her mount before as far as I can find 1944 was a single barrel turret housing a 127 mm gun, the same size as all her other guns.
Another noticeable class that I found was the Naka class. The classification of the class is Sendai Class Light Cruiser and this error is in base game too, Naka was the last of the sister ships to be built and the youngest of the group. She was also the last to survive the war and could be the reason why in base game she is miss identified. But besides that the Model used is Sendai. All 3 of the Sendai class ships are different in some way, Sendai being very different from her youngest sister Naka.
pix
The big differences among the 3 is the bow and the funnels. These images do have Sendai and Naka with their radar which they did not have at the start of the war but I kinda wanted to point out the differences with the 3. to add Naka and Jintsuu have 2x4 torpedo mounts.
If these have been noted before by the mod team I am rather sorry for bringing them up again. I like this mod and ships and details to me mean a lot and pointing out something that annoyed me in base game that could be fixed here is always a good thing to note. Other than that I think this is an excellent mod.
(Also sorry for an grammatical errors in this. I am not the best with formatting a well written post)
We have what we have currently. The ships are not exact replicas, and were never meant to be, and for the most part, come from the FOTRS mod, based upon TMO v1.7. If you want correct hulls and other parts of the ships, you could do like ZUIKAKU1944 did, or any number of other modders, and build the ship's bow and other parts from scratch, or kitbash, and then maybe share them as mods - hint hint.
Test 1, Wolves of the Pacific deleted and re-installed for the 2nd time this week, Mr beanie you're going to send me nuts with this mod. :o
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
A new career start and the earliest time I could get my grubby mitts on a Gato at Midway, CurrentDate=1943-01-11.
SJ-I Improved Radar (Surface Search Radar) This upgrade pack can't be used on your submarine.
Pic
Test 2, Wolves of the Pacific deleted and re-installed for the 3rd time this week, the two mods below have both been re-downloaded again, Crikey Mr beanie, you're going to put me in a mental institution at this rate. :o
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
A new career again, this time I started in 1943-06-06, the SJ-I Improved Radar (Surface Search Radar) was already installed on the boat. (I know its working because I've already done a couple of missions previously with the Gato and this start date.
Conclusion, find out what the difference is between the first Gato test and the second Gato test and you should find the problem......hopefully :O:
Started a new career out of Pearl Harbor on 12/7/41 in USS Pike (Porpoise Class); After 3 patrols received new boat, USS Thresher (Tambor Class); 3 patrols later was given command of USS Gudgeon (Gar Class), and subsequent to 3 patrols in that boat received a new boat, USS Gato on 7/8/43. The boat was properly equipped, except that the AA gun was a .50 Caliber, somewhat surprising for that period in the war for a boat based out of Pearl Harbor.
Note that the Thresher and Gudgeon were allowed upgrades to a 20mm AA gun when I first took command of them.
However, after each of the first 3 patrols in Gato, I was still limited to the .50 Cal AA gun; the deck gun was upgraded to a 5", the radars were both "improved", and all other features and crew were normal, but no AA gun upgrades offered or received.
On 1/1/1944 I was offered a new boat (presumably the Balao, since that is the usual upgrade from Gato), but I declined the new boat to see if I would ever be able to get a better AA gun for the Gato.
We are now ready to leave Pearl on our 4th patrol in Gato; it is 1/24/44, and still we only have the .50 Cal AA gun. Is there a problem with the AA gun upgrade feature for a Gato running out of Pearl Harbor, or is my boat "special" in some way?
I deleted my Save and Rich Save files before starting this career; my tonnage averages about 50,000+ per patrol; the realism setting is 75% using Auto Targeting, and I run the following Mods over a clean base v1.5 game version:
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
399_NoScrollNavMap
449_FOTRSU Umark Removal (the 449 is my own number for sequencing)
450_Lite Fog v2 + 300' Underwater Visability (the 450 is my own number for sequencing)
901_strategic_map_symbols
Thanks for checking this out! :salute:
Definitely a clue, especially the relation between your two posts... I have never encountered that "This upgrade pack can't be used on your submarine." Message, but the info definitely will help track things down - I hope... I have found some other similar strange behavior, and am now comparing old files, where the Gato upgraded fine, to the newer files...
Well that sucks,
Anyways, I restarted my patrol over and completed a few patrols from yesterday and today. It works fine now.
I have a bug to report though,
Pic
I am now in the USS Balao, its October 19, 1943 in Convoy College (Luzon Straits). I came across a Large Ocean Liner in a small convoy, two torpedoes hit and sank her. I wanted to watch her sink, but she stopped like she hit the bottom, but where we are it is well past 1,000 feet. If you look closely, smoke is still coming out of the funnels, like she is a zombie ship. Yet you can see lifeboats in the background.
I have no clue on how to describe the position the ship is in.
Eventually the DDs gave up on trying to find me and I came back a few days later in game time and the ship was gone, which, I hope is normal.
Any ideas as to what is going on here?
Ships have always been known to have a "preferred sinking attitude", that generally does not always follow where torpedoes hit the ship. A third torpedo would probably have sent that one down all the way, but it would still have sunk similar to what you'll see some of the IJN CL do. Hit them in the stern, and they sink bow first... it is the way the boxes are arranged inside the ship model. If we can get to it someday, we'll try to balance some of them out more. I see the lifeboats though, on this sinking. Did you get the "ship sunk" icon on the NavMap? That is one of several "problem children" we have in the Roster...
Hi All,
Not sure if anyone has pointed it out before but I noticed an inconsistency in the rendering for the Battlecruiser Graf Spee Class. At first I thought there were dark tarps covering aft sections of the ship. However, upon closer examination, it appears three of the gun turrets are 'blacked' out. This same peculiarity occurs in the museum as well as in the game for both FOTRS-UE, V1.0.1gEN and FOTRS-UE, V1.1 EN. However, the glitch does not appear in SH4 V 1.5 without either mega mod.
Game screenshot from FOTRS-UE, V1.1 EN
Pik
... and yet it renders fine in the Deutschland version
https://i.imgur.com/FnzgWbi.jpg
so we have "lost" a skin link there for the Graf Spee turret... Thanks for the find.
propbeanie
08-10-20, 03:42 PM
Your renown is 000000 so you cannot "add" the SJ-1 radar (cost 800) is my guess!
I thought the message for that was different... but I'll look into it. Thanks nldjs!
I thought the message for that was different... but I'll look into it. Thanks nldjs!
I don’t use the Beta patch for v1.1 but tried this Gato from Midway in Jan ‘43 and I only had 500 renown so when I tried to load the S.J.-1 Improved Radar I got the same message so just accepted that since I didn’t have enough renown. Didn’t see a problem!
Texas Red
08-10-20, 05:26 PM
Ships have always been known to have a "preferred sinking attitude", that generally does not always follow where torpedoes hit the ship. A third torpedo would probably have sent that one down all the way, but it would still have sunk similar to what you'll see some of the IJN CL do. Hit them in the stern, and they sink bow first... it is the way the boxes are arranged inside the ship model. If we can get to it someday, we'll try to balance some of them out more. I see the lifeboats though, on this sinking. Did you get the "ship sunk" icon on the NavMap? That is one of several "problem children" we have in the Roster...
Yea it did show a destroyed mark on the Nav Map.
Moonlight
08-10-20, 05:36 PM
I don’t use the Beta patch for v1.1 but tried this Gato from Midway in Jan ‘43 and I only had 500 renown so when I tried to load the S.J.-1 Improved Radar I got the same message so just accepted that since I didn’t have enough renown. Didn’t see a problem!
Well spotted jldjs, :up: I got back to port after a mission and was able to purchase the SJ Improved Radar without any problems.
Its time I started noticing small details like lack of renown and what not, I'm going to castigate myself ferociously for missing that one. :O:
Mios 4Me
08-10-20, 06:34 PM
Would it be possible to sharply increase the contrast between warship and merchant sonar lines in an update? Stronger color differentiation would be welcome, but a solution that doesn't depend on color vision would be perfect.
s7rikeback
08-10-20, 06:58 PM
Hi All,
Not sure if anyone has pointed it out before but I noticed an inconsistency in the rendering for the Battlecruiser Graf Spee Class. At first I thought there were dark tarps covering aft sections of the ship. However, upon closer examination, it appears three of the gun turrets are 'blacked' out. This same peculiarity occurs in the museum as well as in the game for both FOTRS-UE, V1.0.1gEN and FOTRS-UE, V1.1 EN. However, the glitch does not appear in SH4 V 1.5 without either mega mod.
Game screenshot from FOTRS-UE, V1.1 EN
https://i.postimg.cc/D0cTpTJc/SH4-Img-2020-08-08-17-23-31-722.jpg (https://postimg.cc/K34w4C5K)
I used the museum in FOTRS-UE, V1.1 EN for more closeup screenshots below when I went back and noticed the anomaly in the above game screenshot that I had previously saved.
https://i.postimg.cc/QM6KP25h/SH4-Img-2020-08-09-15-33-15-479.jpg (https://postimg.cc/KKMY3sJH)
https://i.postimg.cc/8zMb2zPD/SH4-Img-2020-08-09-15-33-42-200.jpg (https://postimg.cc/SnQ88qMt)
For comparison, I took screenshots from SH4 V1.5 with TMO 2.5. Incidentally, the only difference in the ship rendering from SH4 V1.5 without the mega mod, TMO 2.5, is that the water and sky would appear less vibrant and washed out. Otherwise, the ship rendering appears identical to those as shown below.
https://i.postimg.cc/5NFygHn4/SS1-via-TMO-2-5.jpg (https://postimg.cc/ppRPXLw4)
https://i.postimg.cc/fySdY8VZ/SS-2-via-TMO-2-5.jpg (https://postimg.cc/p5xyHYQ1)
Although a minor glitch, I hope it can be fixed so it doesn't detract from the rest of the wonderful artwork when the ship appears elsewhere in the mega mod. I haven't noticed any other visual anomalies (blacked out portions) with the ship renderings in FOTRS-UE, V1.1 EN, thus for now, they all look terrific and I'm enjoying the 'renaissance' of one of my favorite vintage games!
:Kaleun_Cheers:
Navelintel
I'm on it... Standby !
----------------------------------
***Update***
Right, this has caused me no ends of problems, no matter what I did, no matter what switch I turned on or off, no matter what "test" models I used, the gun would always have the same outcome, unless I deleted the Unified Render Controller, then the gun would appear, but the ship would turm gold !!! This went back and forth for hours on end.
I even imported the TMO version, and other versions from other SH mods as it "worked" in it's own game, but as soon as it entered the FotRSU ports, I hit the same effect at each turn...
So I have cloned the NCA_Deutschland, changed the ID's, given it a new skin with a slight green razzle dazzle, it's own badge and vola = NBC_GrafSpee is reborn.
https://i.ibb.co/TvFx7Hw/SH4-Img2020-08-11-22-09-22-168.png (https://ibb.co/X2vrKzW)
https://i.ibb.co/gmfV8gV/SH4-Img2020-08-11-22-09-10-159.png (https://ibb.co/pbMyTXy)
@ Daniel, this is a direct copy from the NCA_Deutschland, and the only changes are the skin, badge & fixing of the rear torpedo tubes on both models.. - PM me if you need the dats please..
torpedobait
08-12-20, 03:19 PM
definitely a clue, especially the relation between your two posts... I have never encountered that "This upgrade pack can't be used on your submarine." Message, but the info definitely will help track things down - I hope... I have found some other similar strange behavior, and am now comparing old files, where the Gato upgraded fine, to the newer files...
Propbeanie, After completing my 4th patrol in Gato (the one with no AA gun upgrades per posting above) on 2/19/44 at Pearl Harbor I was given (not offered, given) a bridge refit and 2 40mm Bofors! It's like it held back until I couldn't stand it any more, and then said "oh hell, here, take this and shut up". Whatever, I'm relieved that I finally received the AA upgrade, but still concerned that it took so long and the 20 mm were bypassed completely.
A mystery for future solving to be added to your long list. Thanks!
propbeanie
08-12-20, 08:23 PM
OK, thanks for that torpedobait. Kind of goes hand-in-hand with the previous statements concerning re-fits and upgrades. For reference, I will link to Ducimus's post from way back when again:
Of refits, new commands, rank, and retirements Post #10 (https://www.subsim.com/radioroom/showthread.php?p=1602175)
Post 10 is the one with the boring details. In brief:
1. When a player qualifies for an upgrade, based upon points and Patrol Renown, they will be offered the next available boat as an upgrade, or if they score high enough, 2 or 3 boats above what they have now, if they are available.
2. If a new submarine is not available, then the player will get a new conning tower, which will then allow new guns and other equipment...
This is why you sometimes do not get a conning tower, even though you need one badly, in order to mount the 40mm guns...
Now, FotRSU, in a continuing effort to "simplify" the update process for the submarines, added more "UpgradeClass" levels to the mod several versions ago, also in an effort to slow the acquisition of a Balao too early for the game's "logic". As such, each boat is considered an "upgrade". This is nice, if you want to advance through the boats, but NOT nice if you want that "new" conning tower on the sub you have. There is almost always a "new" boat available. We have fallen back to a near-Stock number of UpgradeClasses again, and the conning towers do indeed come in a timely fashion now... usually.
Plus, if you look at Ducimus's math in that post link above, you can end up basically with a "divide by zero", which under normal circumstances is a CTD, but in SH4 just means that you have dug yourself a hole that you probably cannot climb out of, if you have a bad patrol during the first or 2nd patrols of a career. This is not cool either, since the boat and conning tower "upgrades" are based on renown ~and~ on Patrol Rating renown... There is no way to "mod" this behaviour out of the game.
Now for an update on the current status of v1.2 - we may have found the issues (multiple) with the SJ radar, maybe even a partial problem with the ST, since it had a similar setting to the SJ, but is a later, not-as-important radar... I cannot find the lineage of the problem (s), but it / they crept into the mod about the same time as the deck gun issue. There were several things done, and I was certain it was a date issue, because it seemed to happen on all of the boats. Then I encountered a string of tests where I had no problems whatsoever of the SJ radar not showing correctly, then a string where it did not show on any of the boats encountered. It did indeed have to do with the boat used, in that it was only the Supported shaft radar... I think we have found the main issue, though there were several smaller ones also (including dates). I do want to especially mention ETR3(SS) for his help in basically walking through the ID and NameDisplayable and other file items, showing what they actually linked to, which helped immensely for clarity... Also, s7rikeback "listened" to more gobble-dee-gook than anyone, and kept a smile on his face, despite what was going on around him at the time... Another day's worth of testing to make certain we have it all, and we will then "build" what we have and hopefully get this out in a few days.
1. Deck guns can now be swapped bow for aft, and vice versa
2. Reminder "circles" put around Pearl, Brisbane, Dutch Harbor, etc., to remind the player to remove their gun crew from the guns, and to Save the game prior to docking.
3. SJ radar that shows when it should, and can be "purchased" early for a renown price.
4. ST radar that shows, but needs more testing to be certain it at least has a semblence to an SJ-I / ST combination.
5. Various other "pretty-ups" and fixes...
Irritating thing is, we will probably have to change the Support folder again... sigh... lol :salute:
Navelintel
08-14-20, 12:06 PM
I'm on it... Standby !
----------------------------------
***Update***
Right, this has caused me no ends of problems, no matter what I did, no matter what switch I turned on or off, no matter what "test" models I used, the gun would always have the same outcome, unless I deleted the Unified Render Controller, then the gun would appear, but the ship would turm gold !!! This went back and forth for hours on end.
I even imported the TMO version, and other versions from other SH mods as it "worked" in it's own game, but as soon as it entered the FotRSU ports, I hit the same effect at each turn...
So I have cloned the NCA_Deutschland, changed the ID's, given it a new skin with a slight green razzle dazzle, it's own badge and vola = NBC_GrafSpee is reborn.
https://i.ibb.co/TvFx7Hw/SH4-Img2020-08-11-22-09-22-168.png (https://ibb.co/X2vrKzW)
https://i.ibb.co/gmfV8gV/SH4-Img2020-08-11-22-09-10-159.png (https://ibb.co/pbMyTXy)
@ Daniel, this is a direct copy from the NCA_Deutschland, and the only changes are the skin, badge & fixing of the rear torpedo tubes on both models.. - PM me if you need the dats please..
Looks great and many thanks for the quick fix!
:Kaleun_Salute:
Navelintel
DanielCoffey
08-14-20, 01:01 PM
@s7rikeback - the textures would be useful please unless the main armaments or superstructure has changed. I can then put it in with the battleships and battlecruisers when I get to them.
The heat is making me go slow on the heavy cruisers at the moment. It is just too bright and hot to sit down at the computer for long.
s7rikeback
08-14-20, 01:47 PM
@s7rikeback - the textures would be useful please unless the main armaments or superstructure has changed. I can then put it in with the battleships and battlecruisers when I get to them.
The heat is making me go slow on the heavy cruisers at the moment. It is just too bright and hot to sit down at the computer for long.
Hey Daniel,
I Know what you mean about the heat my friend, i'm 361 miles south of you in Oxfordshire, it has been crazy hot.
You have a pm coming your way.
Navelintel
08-15-20, 02:29 PM
Greetings to All from the sunny Port of Penang,
During one of my recent U-boat missions sailing from Penang on June 6th, 1943, I discovered that I could not manually control (traverse or elevate) the 3.7 cm FK M 42 Heavy Flak Gun with either the mouse or arrow keys during an intense shootout with a PBY Catalina flying boat while cruising low on batteries and patrolling in shallow waters, north of Cape York in the Torres Strait. I could zoom in and out with the gun site but not much else unless I preferred to ‘sandblast’ the hull rather than direct my fire on enemy aircraft.
After suffering several casualties and limping back to port, I uninstalled and reinstalled both versions of FOTRS to try and remedy the glitch but to no avail. The upgrade for this weapon also does not work in any of the 1944 U-boat missions. However, there was no problem in using the 3.7 cm FK M 42 Heavy Flak Gun in the base game, SH4 1.5, without either mega mod installed.
----------------------
In a follow-up investigation by the chief of base security, it was revealed that the gun muzzle was fused to the aft railing.
https://i.postimg.cc/c4hzM3d2/SH4-Img-2020-08-13-16-19-04-229.jpg (https://postimages.org/)
https://i.postimg.cc/LXM0D8fJ/SH4-Img-2020-08-13-19-07-30-296.jpg (https://postimages.org/)
Was it an act of sabotage by the local resistance working with SAS operatives or simply a SNAFU due to the lack of vigilance by the maintenance officer who oversaw the work order for my last boat upgrade?
https://i.postimg.cc/rmd4sF4Z/stop-the-saboteur-Edit-500-grande.jpg (https://postimages.org/)
Nevertheless, an investigation by the Kreigsmarine is underway and for now, due to the lapse in supervision and security, the Second Watch Officer and Chief of the Boat of U-196 are restricted to shore duty pending the outcome of a formal Court of Inquiry.
Until then, be sure to always check and test fire your boat’s weaponry after an upgrade before you leave port on patrol. If ever in a pinch, a fully ‘functional’ heavy flak gun like this 'bad boy' can always come in handy!
Navelintel :Kaleun_Wink:
s7rikeback
08-15-20, 07:52 PM
Greetings to All from the sunny Port of Penang,
During one of my recent U-boat missions sailing from Penang on June 6th, 1943, I discovered that I could not manually control (traverse or elevate) the 3.7 cm FK M 42 Heavy Flak Gun with either the mouse or arrow keys during an intense shootout with a PBY Catalina flying boat while cruising low on batteries and patrolling in shallow waters, north of Cape York in the Torres Strait. I could zoom in and out with the gun site but not much else unless I preferred to ‘sandblast’ the hull rather than direct my fire on enemy aircraft.
After suffering several casualties and limping back to port, I uninstalled and reinstalled both versions of FOTRS to try and remedy the glitch but to no avail. The upgrade for this weapon also does not work in any of the 1944 U-boat missions. However, there was no problem in using the 3.7 cm FK M 42 Heavy Flak Gun in the base game, SH4 1.5, without either mega mod installed.
----------------------
In a follow-up investigation by the chief of base security, it was revealed that the gun muzzle was fused to the aft railing.
https://i.postimg.cc/c4hzM3d2/SH4-Img-2020-08-13-16-19-04-229.jpg (https://postimages.org/)
https://i.postimg.cc/LXM0D8fJ/SH4-Img-2020-08-13-19-07-30-296.jpg (https://postimages.org/)
Was it an act of sabotage by the local resistance working with SAS operatives or simply a SNAFU due to the lack of vigilance by the maintenance officer who oversaw the work order for my last boat upgrade?
https://i.postimg.cc/rmd4sF4Z/stop-the-saboteur-Edit-500-grande.jpg (https://postimages.org/)
Nevertheless, an investigation by the Kreigsmarine is underway and for now, due to the lapse in supervision and security, the Second Watch Officer and Chief of the Boat of U-196 are restricted to shore duty pending the outcome of a formal Court of Inquiry.
Until then, be sure to always check and test fire your boat’s weaponry after an upgrade before you leave port on patrol. If ever in a pinch, a fully ‘functional’ heavy flak gun like this 'bad boy' can always come in handy!
Navelintel :Kaleun_Wink:
To follow up, this Kreigsmarine investigation, may I propose some new information?
It seems, whatever factory hand made these in 2007, they must had been slightly hungover or half asleep, but there is no excusing your Second Watch Officer and Chief of the Boat, they must have inspected the installation, before they left port.
I fear their heads may have been turned, by the Allies. :hmmm:
GE37mm_M
https://i.ibb.co/zHYnSYh/GE37mm-M.png (https://ibb.co/FqMxBMb)
GE37mm_SA
https://i.ibb.co/t4VjQTQ/GE37mm-SA.png (https://ibb.co/qdTq737)
GE37mm_TSA
https://i.ibb.co/Gdyhr2K/GE37mm-TSA.png (https://ibb.co/tHgd1s7)
I have contacted the arms factory, about a modification to raise the barrels, to a more level starting position.
propbeanie
08-15-20, 11:14 PM
Greetings to All from the sunny Port of Penang,
During one of my recent U-boat missions sailing from Penang on June 6th, 1943, I discovered that I could not manually control (traverse or elevate) the 3.7 cm FK M 42 Heavy Flak Gun with either the mouse or arrow keys during an intense shootout with a PBY Catalina flying boat while cruising low on batteries and patrolling in shallow waters, north of Cape York in the Torres Strait. I could zoom in and out with the gun site but not much else unless I preferred to ‘sandblast’ the hull rather than direct my fire on enemy aircraft.
After suffering several casualties and limping back to port, I uninstalled and reinstalled both versions of FOTRS to try and remedy the glitch but to no avail. The upgrade for this weapon also does not work in any of the 1944 U-boat missions. However, there was no problem in using the 3.7 cm FK M 42 Heavy Flak Gun in the base game, SH4 1.5, without either mega mod installed...
First of all, FotRSU is of course, a US Pacific mod, not a German mod. Knowing that some would want to see what it looks like, we did make ship calls compatible so that the game would not crash if you tried to use the Monsun Gruppe. We did not however, "fix" anything on the German side. There are all sorts of mission assignment issues, as well as spawning issues, especially around the docks area. Case in point is Penang, that if you look to the north, there is often a Whale Factory ship that spawns melded into the wharf. Ubisoft did not finish the U-Boat Missions Add-On, just like they never finished anything else with Silent Hunter. Whatever, but we concentrate on the US Pacific side, not the German U-Boats...
Point 2 is that we did nothing to the German submarines, nor did we do anything directly to their weapons - for their submarines. Now, here is the kicker - some parts of the game "share" between the two sides, and that particular weapon may well be used on a German surface vessel, as represented in the US Pacific side, and that may have been tweaked and adjusted for a ship - not the submarine. If such is the case, that could well be the problem, I do not know.
Point 3, you mention "I uninstalled and reinstalled both versions of FOTRS to try and remedy the glitch but to no avail." This is the FotRSU thread, and there is only one version of FotRSU "active", and that is v1.1. We are about to upload and release v1.2, but then v1.1 will go away. There is a "patch" for v1.1, which attempts to eliminate several bad assignments for US subs, but it is a small set of files. Since you use the letters "FOTRS" (an AOTD_MadMax Team mod), I'll mention that while FotRSU is based upon it (which was based upon TMO v1.7) - they are not the same. Also, you cannot use 2 "mega-mods" on top of each other. Just to be clear.
We'll try to look at the gun in FotRSU, but no guarantees we'll be able to do anything, if there is anything FotRSU does do to it. One last thing, when you change mods, be certain you are deleting the Save folder before playing a new configuration, else the same thing can happen from that, having bad data left from a previous game state.
FotRSU Mod Team
08-16-20, 10:01 PM
New Release, v1.2 is now available!!!
See Fall of the Rising Sun Ultimate - Full Release (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992)
Known Issues and Resolutions
(+ / -) Location: All Date(s): All Assignment(s): All Circumstances: TMO style plotting option desired Fix?: No, In process Resolved?: No
(+) Location: End of Soerabaja Date(s): (1 report) Late February into April 1942 Assignment(s): After patrol, home port moved to Fremantle Circumstances: Attempting to end patrol April 13, 1942, CTD Fix?: Should Be Resolved?: We Think So - issues found in Flotillas / PatrolObjectives hand-off with a typo in the Fremantle assignments.
(+/-) Location: Game-wide Date(s): various Assignment(s): All Circumstances: When taking damage internally, steam pipe breaks and Steam Burst.wav file plays. After damages are repaired, audio file continues to play (unable to replicate) Fix?: Maybe - edits completed - tests completed but inconclusive. Audio exceeded 0 db scale, reduced both the pipe burst and the steam sound. Resolved?: Unknown - need player input please!
(+ / -) Location: Game-wide Date(s): full game Assignment(s): All boats Circumstances: Radar dishes are not consistent with rotation Fix?: None yet - new version might help some. Resolved?: Not really.
(+ / -) Location: Possibly All Date(s): Possibly All Assignment(s): S-Boats Circumstances: All boats in the game will experience "changes" to their engine sounds as the game plays, but S-Boats seem more inclined to change to the electric motor sound when on the surface and the player uses TC greater that 8x and another audio event occurs Fix?: Eh... Somewhat. The player can change the engine speed in 1x TC and get the diesel sound back. This reminds me of Airplane (the movie) Resolved?: No - fixed the "Creaks", broke the "Engine" sound... sigh...
(+) Location: Manila Bay Date(s): Possibly All, but seen on December 10, 1941 Assignment(s): All SubsAF early Circumstances: A DD Clemson runs aground near the North Dock Manila Harbor. Unknown at this time as to whether it is in the US_NavalBases or the US_HarborTraffic file yet. Fix?: Yes Resolved?: Looks like it - changed to Armed Trawler, and it does OK now.
===============================================
This list will "disappear" from the first page in a few days, and we can start a new one as the user reports come in.
++++++++++++++++++++++++++++++++++++++++++++++++++ +
Alarm!!! Alarm!!! Alarm!!! Use the "525_v1.004_Camera" mod in the Extras folder with caution. We may have broken it.
If you want similar functionality, use FtT-FotrsU_v0.75_Camera (http://www.mediafire.com/file/rfnyqofil4hn6wh/v0.75_Camera_for_FotRSU.7z/file) from s7rikeback's Silent Hunter Mod Collection site instead. Activate it last.
++++++++++++++++++++++++++++++++++++++++++++++++++ +
For whatever reason, the "525_v1.004_Camera" mod crashes propbeanie's desktop Win7 install. It might just be a bad download on his computer, or a corrupted file.
Revised 1057 EDST 17-08-2020
We are going to blame propbeanie for this scare - if you all would though, let us know what you find with it, if you use the camera mod. Thank you!
propbeanie
08-17-20, 07:26 AM
Would it be possible to sharply increase the contrast between warship and merchant sonar lines in an update? Stronger color differentiation would be welcome, but a solution that doesn't depend on color vision would be perfect.
Sorry about being distracted by other items, Mios 4Me, but we will attempt to clarify the "color", which probably doesn't show as well as it used to, due to the "environment" of FotRSU. Color in this case, is about the best way to go, since the "dashes" are already numerous and confusing. Add in the fact that we might try to fully engage the radar detector sometime in the future, and that adds a "dark green" line into the mix... You definitely want something (if using such) with easily viewable color differenciation betwen black, red, blue, green, etc., else there is no sense in having the color. We do have several "targeting" mods sitting on the back burner, that hopefully haven't burned to the bottom of their pans yet, from us having to ignore them for more important matters... :salute:
Navelintel
08-17-20, 01:47 PM
To follow up, this Kreigsmarine investigation, may I propose some new information?
It seems, whatever factory hand made these in 2007, they must had been slightly hungover or half asleep, but there is no excusing your Second Watch Officer and Chief of the Boat, they must have inspected the installation, before they left port.
I fear their heads may have been turned, by the Allies. :hmmm:
GE37mm_M
https://i.ibb.co/zHYnSYh/GE37mm-M.png (https://ibb.co/FqMxBMb)
GE37mm_SA
https://i.ibb.co/t4VjQTQ/GE37mm-SA.png (https://ibb.co/qdTq737)
GE37mm_TSA
https://i.ibb.co/Gdyhr2K/GE37mm-TSA.png (https://ibb.co/tHgd1s7)
I have contacted the arms factory, about a modification to raise the barrels, to a more level starting position.
Hi s7rikeback,
Here's the latest update on the findings and judgments rendered by the formal Court of Inquiry:
Although there was no evidence of sabotage, the Court found that the lapse was probably due to an overly liberal interpretation of the ambiguous specifications of the work order, issued for the weapon upgrade which required the heavy flag gun to be ‘securely’ mounted to the boat’s deck. Consequently, the work party made darn sure gun’s muzzle was ‘firmly’ welded onto the aft railing as well.
And considering the extensive damage to the boat from an overwhelming and relentless number of enemy aircraft, numerous injuries, and that there were no fatalities, the commander and the crew of U-196 was commended for returning the crew and boat safely to port.
Nevertheless, the former Second Watch Officer, U-196, Leutnant zur See, Friedrich Decker,
https://i.postimg.cc/28wLKTtk/SH4-Img-2020-08-16-16-04-25-654-2.jpg (https://postimages.org/)
has been found guilty of dereliction of duty and hereby demoted of his rank to the rank of Fähnrich zur See (Midshipman) and reassigned as the junior laundry officer aboard the rear area supply ship, Ahnungslos (‘Clueless’).
https://i.postimg.cc/L5ShyZBg/fs177.jpg (https://postimages.org/)
Former Chief of the Boat, U-196, Stabsoberbootsmann, Herman Dietrich,
https://i.postimg.cc/9Qsm87cX/SH4-Img-2020-08-16-16-03-08-229-2.jpg (https://postimages.org/)
has also been found guilty of dereliction of duty and hereby demoted to the rank of Matrosengefreiter (Seaman 2nd class) and reassigned as a machinist mate aboard the coastal tug, Garstig Möwe (‘Nasty Gull’) responsible for towing garbage scows out into the Indian Ocean for the duration.
https://i.postimg.cc/rsqFG2MS/08-06-036104-4.jpg (https://postimages.org/)
In a statement later issued from Naval High Command, Berlin, in response to the incident and Court of Inquiry’s ruling:
‘In any crisis, it is essential to have effective and decisive leadership to carry the day. And in the finest tradition of the Kreigsmarine, it is imperative to provide nothing less than a full and unconditional commitment to excellence. And I am confident that every crew and U-boat in our fleet will continue to do their part for the war effort. Therefore, let us endeavor to remember that it is our duty and distinction to be ever vigilant, as we continue the success in our missions . . . ’
Karl Dönitz
Grossadmiral, Befehlshaber der Unterseeboote (BdU)
----------------
So, until the next episode of Kreigsmarine, stay healthy and well!
Navelintel :Kaleun_Salute:
propbeanie
08-17-20, 03:57 PM
It is well that your crewmen have already been convicted, mein herr, else they might have received more stern disciplinary actions had it been known how deep this conspiracy runs... Several foreman in the fatherland have also been detained and are being questioned, and they are implicating your crewmen even further... It might just be that they will have to be recalled and put before a tribunal once again... Now, in the family foto below, are there any "familiar" faces? Sources say there may well have been a third participant on your boat... rumor has it, as one of the senior officers... just how "senior", we do not know - as of yet.
https://i.imgur.com/X6FKK1f.jpg
----------------------------
It is a simple sim file fix, and is in there from Stock, which may well ignore the file. Tough to say about this game...
If you want to fix it yourself in the meantime, download (or open) Silent 3Ditor (http://s3d.skwas.com), and use it open the Data / Library / GerSubParts / Deck_Gun_GE37mm_M.sim file, click on the plus (+) sign next to 10:wpn_Cannon, then the 11:wpn_Cannon "i" line, then the plus (+) next to obj_Turret, then on the plus (+) next to Elevation. Click on the "min=-10.0", and change the little "Value:" edit box below near the bottom to read "8.6". Back up top, click on the "File" menu, "Save in mod", "Save in New mod folder", and name it something describable, like Ge37mmFotRSUv1.2 or something. Exit S3D, and then activate your mod. Take the boat out for a spin, and shoot-up some un-armed merchant shipping with it...
We'll have a few files to go on top of the v1.2 release shortly... we did find a couple-three other issues. :salute:
fitzcarraldo
08-17-20, 06:30 PM
Many thanks for the new iteration! Downloading now....:Kaleun_Wink:
Best regards.
Fitzcarraldo :Kaleun_Salute:
Navelintel
08-17-20, 07:49 PM
It is well that your crewmen have already been convicted, mein herr, else they might have received more stern disciplinary actions had it been known how deep this conspiracy runs... Several foreman in the fatherland have also been detained and are being questioned, and they are implicating your crewmen even further... It might just be that they will have to be recalled and put before a tribunal once again... Now, in the family foto below, are there any "familiar" faces? Sources say there may well have been a third participant on your boat... rumor has it, as one of the senior officers... just how "senior", we do not know - as of yet.
https://i.imgur.com/X6FKK1f.jpg
----------------------------
It is a simple sim file fix, and is in there from Stock, which may well ignore the file. Tough to say about this game...
If you want to fix it yourself in the meantime, download (or open) Silent 3Ditor (http://s3d.skwas.com), and use it open the Data / Library / GerSubParts / Deck_Gun_GE37mm_M.sim file, click on the plus (+) sign next to 10:wpn_Cannon, then the 11:wpn_Cannon "i" line, then the plus (+) next to obj_Turret, then on the plus (+) next to Elevation. Click on the "min=-10.0", and change the little "Value:" edit box below near the bottom to read "8.6". Back up top, click on the "File" menu, "Save in mod", "Save in New mod folder", and name it something describable, like Ge37mmFotRSUv1.2 or something. Exit S3D, and then activate your mod. Take the boat out for a spin, and shoot-up some un-armed merchant shipping with it...
We'll have a few files to go on top of the v1.2 release shortly... we did find a couple-three other issues. :salute:
Thanks Propbeanie.
I'll give it a try. I've used Silent 3ditor before and it's a great little tool to modify these file types.
Glad you enjoyed the storyline too. I always felt, Lachen könnte die beste Medizin sein (Laughter might be the best medicine)!
Stay healthy and well.
Navelintel :Kaleun_Salute:
fitzcarraldo
08-17-20, 08:56 PM
Installed 1.2 and starting a campaign from PH, June 1942, Gato class.
All works fine. No problems using Vickers' Officer Quarters. The cameras.dat in this mod is working very well with 1.2.
Great job! :Kaleun_Cheers:
Best regards.
Fitzcarraldo :Kaleun_Salute:
Texas Red
08-17-20, 09:20 PM
Excellent work!
In the future, I would like to see game save compatible updates.
Thank you very much! :salute:
Moonlight
08-18-20, 06:31 AM
Sorry about being distracted by other items, Mios 4Me, but we will attempt to clarify the "color", which probably doesn't show as well as it used to, due to the "environment" of FotRSU. Color in this case, is about the best way to go, since the "dashes" are already numerous and confusing. Add in the fact that we might try to fully engage the radar detector sometime in the future, and that adds a "dark green" line into the mix... You definitely want something (if using such) with easily viewable color differenciation betwen black, red, blue, green, etc., else there is no sense in having the color. We do have several "targeting" mods sitting on the back burner, that hopefully haven't burned to the bottom of their pans yet, from us having to ignore them for more important matters... :salute:
This is an interesting subject Mr beanie (pun not intended), which files would one need to look at to modify the contrast of the merchant\warship sonar lines then, any input would be much appreciated. :03:
Fubar2Niner
08-18-20, 06:58 AM
About to install and take my boat out for a run. Many, many thanks to all involved ! :salute:
Best regards.
Fubar
Moonlight
08-18-20, 09:19 AM
Yippee, my sonar lines have finally come of age and they've morphed in to these distinguishing colours below, I had to add a missing Alpha Channel and a bit of a touchup with some other layers in Photoshop CS6 has worked wonders.
I think I've just found my hidden geniusness, if they make a Time Machine before I kick the bucket I'll go and see Michelangelo and explain to him all about the benefits of layers and alpha channels, I could even end up learning how to fly off the top of the Sistine chapel, :haha:
https://i.postimg.cc/sXnHQFxn/sonar-lines.png (https://postimg.cc/k6bvzpx8)
If anyone wants them I'll post them up somewhere on the interweb, :hmmm: that's if I learn how I can do that. :O:
Edit.
You can find the 7zip file in the link below, I've no idea how long this file is active for. Aha, 7 days, grab it while you can.
By the way, I've discovered I'm a bleeding genius at everything today, it must have been that hot cocoa last night and possibly that hot blonde night nurse who gave it to me. :O:
http://www.filedropper.com/sonarlines
QuincyBad
08-18-20, 09:40 AM
Hello!
Ive tried to use FOTRSU many times but whenever I get into Sh4 the game fully loads in the main loading screen and then it says a problem has caused the program to stop working, then It says I have no option but to close the program. Can someone please help me lads!
Like I always say.. YES MATEE!!!!! :Kaleun_Cheers:
propbeanie
08-18-20, 03:19 PM
Excellent work!
In the future, I would like to see game save compatible updates.
Thank you very much! :salute:
v1.2 should be backward compatible with v1.1, but I just don't trust a mod change mid-career, so no guarantees... but we did not change any ship or plane calls, just added a few new ones, removed others, which should do fine with an in-base change, so long as you are not out on patrol. The only part that might cause issues is the interior of the sub, with a couple of clickable links added to the tracking table... but again, I think the in-base change should work... but I can only say "maybe"...
Yippee, my sonar lines have finally come of age and they've morphed in to these distinguishing colours below, I had to add a missing Alpha Channel and a bit of a touchup with some other layers in Photoshop CS6 has worked wonders.
I think I've just found my hidden geniusness, if they make a Time Machine before I kick the bucket I'll go and see Michelangelo and explain to him all about the benefits of layers and alpha channels, I could even end up learning how to fly off the top of the Sistine chapel, :haha:
pic
If anyone wants them I'll post them up somewhere on the interweb, :hmmm: that's if I learn how I can do that. :O:
Edit.
You can find the 7zip file in the link below, I've no idea how long this file is active for. Aha, 7 days, grab it while you can.
By the way, I've discovered I'm a bleeding genius at everything today, it must have been that hot cocoa last night and possibly that hot blonde night nurse who gave it to me. :O:
http://www.filedropper.com/sonarlines
We will be doing a small update for the Shinano (don't everybody go run and look at the same time, but over the port bow, she is NAKED!!!) and a couple of other items, and we can throw that in as an option in the AddInModPak folder, if it's OK by you! btw, has anyone ever mentioned the naked Shinano? very strange indeed - now, I told you guys not to all go running over that at one time!!! Now we're taking on water over the gunwale... sheesh!
Hello!
Ive tried to use FOTRSU many times but whenever I get into Sh4 the game fully loads in the main loading screen and then it says a problem has caused the program to stop working, then It says I have no option but to close the program. Can someone please help me lads!
Like I always say.. YES MATEE!!!!! :Kaleun_Cheers:
Are you following the instructions? Firstly, you must have Silent Hunter 4 Wolves of the Pacific with the Uboat Missions, which means the ability to start a German Career on the main menu. After that, the secondary issue is do not have the game installed in a Program Files folder, else Windows will chew you up and spit you out as undesirable. Thirdly, after you activate FotRSU, you should make a new Save folder with MultiSH4, such as FRS, or whatever you want to name it. If you don't want to mess with that, make certain that you have emptied the Save game folder, which on 90+% of the systems will be "C:\Users \UserName \Documents \SH4", with "UserName" being what you log-in with, and "Documents" being any one of a number of different ways windows names the My Documents folder. Click on the "SH4" folder, and delete its contents. This will delete all previous progress you've made in Stock and or other mods. Lastly (for now), you have to have either LAA or the 4gig Patch or NTCore's utility applied to the SH4.exe file to switch a couple of header bits in the file that show Windows that SH4 can address and access more than the standard allotment of 2 gig (max) to any one given 32-bit app, like SH4 is. There should be a "Large Address Aware.exe" file in the root game folder after you activate the mod. You use that to navigate to, and select the SH4.exe file, and "switch" it. A pre-requisite of that is that the SH4.exe has to be write-enabled by right-clicking on it, selecting "Properties" from the context menu, and clearing the "Read-only" tick box at the bottom of that window.
If you still have issues, let us know where you have Silent Hunter 4 installed on your system, which version it is (v1.3, 4 or 5), whether its an Amazon download, Steam, disk or whatever, what you've done with your Save folder (you could copy and move it if you want to keep the data to move back after finishing with FotRSU), what your OS is, and other specs for your system, such as cpu, RAM & vid card... :salute:
PS: did you install the DirectX v9.0c and the Windows Media Codec files when installing SH4? Those library files are needed, since none of the DirctX versions from 10 on up have the correct library dll files to run SH3 or 4...
QuincyBad
08-18-20, 04:07 PM
Hello there!
I saw you post, I will try your instructions as soon as I can, And the questions you had, My version is 1.5 and I have TMO 2.5 with training wheels enabled. Also Webster's free camera for 1.4 and 1.5 and thats the mods I have enabled. I have uboat missions.
Hope that helps! :Kaleun_Cheers:
s7rikeback
08-18-20, 04:38 PM
Hello there!
I saw you post, I will try your instructions as soon as I can, And the questions you had, My version is 1.5 and I have TMO 2.5 with training wheels enabled. Also Webster's free camera for 1.4 and 1.5 and thats the mods I have enabled. I have uboat missions.
Hope that helps! :Kaleun_Cheers:
Hey QuincyBad.
Just to clarify, how many SH4 installs do you currently have?
How have you tried to install FotRSU?
torpedobait
08-18-20, 05:11 PM
This is a new install just for the revised v1.2. Deleted game from my G: drive; deleted v1.1; deleted SH4 folder; copied pristine version of SH4 v1.5 to my game drive G:; applied new v1.2 and selected extra mods; turned off read only; applied LAA; reset game options, and started a new Fleet Boat Campaign with USS Tambor , Dec. 9, 1941 out of Midway to Area 7 for 10 days:
Before leaving port, I thought I'd move the deck gun from Bow to Stern (I like to be going away from possibly armed ships I've already torpedoed). It was only after going out to sea and reaching the Patrol area that I found I have no crew slots for a rear mounted deck gun! It let me swap the gun from bow to stern alright, but then failed to create the deck gun crew slots.
I have since deleted the game progress, gone back to the office, and allowed the Bow deck gun to remain as originally assigned. Can't go to sea without it, especially early in the war. I will restart the patrol with Bow gun in place. :salute:
QuincyBad
08-18-20, 06:33 PM
Hey S7rikeback!
Your question's, How many Sh4 downloads do I have? I have one download and that is from steam. And your other question for how I downloaded Fotrsu, I downloaded it from Subsim then after it downloaded I got the folder in Winzap and extracted it into my mods folder an enabled it with JSGME.
Hope that helps!
P.S. Before you think im not enabling mods correctly, I have TMO enabled and it works also whenever I have FOTRSU enabled the main first loading screen pops up with fall of the rising sun then after it fully loads it says the horrific message that my program has stopped working then I have no other option to close the program and if I click cancel before that it just closes me out.
propbeanie
08-18-20, 08:45 PM
This is a new install just for the revised v1.2. Deleted game from my G: drive; deleted v1.1; deleted SH4 folder; copied pristine version of SH4 v1.5 to my game drive G:; applied new v1.2 and selected extra mods; turned off read only; applied LAA; reset game options, and started a new Fleet Boat Campaign with USS Tambor , Dec. 9, 1941 out of Midway to Area 7 for 10 days:
Before leaving port, I thought I'd move the deck gun from Bow to Stern (I like to be going away from possibly armed ships I've already torpedoed). It was only after going out to sea and reaching the Patrol area that I found I have no crew slots for a rear mounted deck gun! It let me swap the gun from bow to stern alright, but then failed to create the deck gun crew slots.
I have since deleted the game progress, gone back to the office, and allowed the Bow deck gun to remain as originally assigned. Can't go to sea without it, especially early in the war. I will restart the patrol with Bow gun in place. :salute:
:hmmm: I used the Tambor as the "template" for all the others, since the Tambor boat was the one that I ~always~ had function correctly after adding back in the fore and aft guns... I do know this though about the whole thing:
1. While in the Captain's Office, you can swap ends with your gun, ~BUT~, always go to the crewing screen to be certain crew positions followed. If they did not, then put the gun back the way it was. Make certain the original positions came back in. You can go on from there, or if you want to try again, exit the area, the Captain's Room, back to the Main Menu and try again with another new career, or exit the game and come back, lather rinse repeat...
2. If you get your gun where you want it, and you have crew positions, you can leave on Patrol. Once on patrol, beyond the home port area, crew up the guns. Then Save the game, exit and return with a reload. Your crew should now show at Battle Stations when called. If you do not Save, exit and Load, they usually do not show at the guns, though they are on the crew page. This only happens when you move the gun.
3. Once you move the gun, it will be weird whenever you dock (the Save data is different), and the "upgrade" to the next gun is a 50-50 crap shoot of retaining the gun positions. Most times when that happened in testing, it did at least put the crew back in the Damage Team, but not always - hence the reminder green circle when coming back in, for the player to Save and move their crew off the guns.
4. With the current set-up, I was able to use the wolfeinsamer method of removing the "AdditionalRepository" text from the crew positions. However, now the gun was ~really~ strange (in the Save data) if trying to move it again, and then the crew positions usually did NOT follow... Use of the Coletrains method, where you completely re-build the section might be better, though definitely more involved in FotRSU than Stock, due to the differences not only in crew size, but the crewing itself.
5. Silent Hunter 4 is one strange beast when it comes to modding... that actually goes without saying... but all of this is back to the way it happens in Stock now, and the Coletrains & Others method do work...
Hey S7rikeback!
Your question's, How many Sh4 downloads do I have? I have one download and that is from steam. And your other question for how I downloaded Fotrsu, I downloaded it from Subsim then after it downloaded I got the folder in Winzap and extracted it into my mods folder an enabled it with JSGME.
Hope that helps!
P.S. Before you think im not enabling mods correctly, I have TMO enabled and it works also whenever I have FOTRSU enabled the main first loading screen pops up with fall of the rising sun then after it fully loads it says the horrific message that my program has stopped working then I have no other option to close the program and if I click cancel before that it just closes me out.
From what you are saying QuincyBad, you have multiple mods installed, one on top of the other, and neither TMO nor FotRSU are designed to work with each other. You can copy your Steam game folder to another location (so long as you are not in a Program Files folder) and use MultiSH4 on it to create a new Save folder. You could keep TMO in your original folder, and FotRSU in the new install copy, if desired. Use the Steam Library and "Add a new game" so that it shows on your Steam menu, if you want. On Windows 10, I have to do that to get Steam to do the license checks. On this Win 7 machine, it does the checks without being on the menu. Either that, or de-activate all mods in Silent Hunter 4, and then enable FotRSU only, other than the "authorized" mods in the "Extras / AddInModsPak" folder, or vickers03 FotRSU interiors, or DanielCoffey's sil files (included in the mod), and maybe DrJester's Upscaling Textures mod, but it has not been completely tested yet. No other mods have been tested by the team, though some do function as intended, like the bigger, better protractor mod - but later - get the base mod going first... Another thing, FotRSU has its own "free camera" mod in it...
The really big thing though is, that you ~have~ to have a clean Save folder, either with the use of MultiSH4, or by deleting the "C:\Users \UserName \Documents \SH4" folder )which will be recreated when you start the game again), or by moving the contents of that folder for when you restore the game to the state previous to FotRSU. You also have to have LAA properly applied to the SH4.exe file, so that Windows can "see" that it is capable of, and Large Address Aware. Read either the first post in the thread here Fall of the Rising Sun Ultimate - Full Release (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992), or the post on the download page, or any one of a number of pdf files in the Support folder, and all of those have "activation instructions" in various forms.
Mad Mardigan
08-18-20, 10:11 PM
Is the Sargo class, supposed to be starting off sans (minus) a deck gun.?
After deleting save file folder, unshackling mods & dumping the v1.1 & patch, unzipping the v1.2, dropping that into the mods folder & then reactivating all mods once again, I started a career, out of Manila with a Sargo class sub.. but.. it is not equipped with a deck gun, just anti air mg's.
Is that standard fare & I get one added on (available to grab) later on.?
Started off earliest on, as is possible just for the record, via fred8615's pre-Pearl mod, 01/12/1941.
M. M.
:Kaleun_Salute:
propbeanie
08-19-20, 06:46 AM
Is the Sargo class, supposed to be starting off sans (minus) a deck gun.? ... Started off earliest on, as is possible just for the record, via fred8615's pre-Pearl mod, 01/12/1941.
I tried to break it, but could not:
https://i.imgur.com/Bz2Re73.jpg
https://i.imgur.com/rILBA6T.jpg
but everytime out:
https://i.imgur.com/BVJzTfU.jpg
That is a December 8th, 1941 start, as in FotRSU by itself. My 'spicion is the "Started off earliest on, as is possible just for the record, via fred8615's pre-Pearl mod, 01/12/1941"... you cannot add untested mods to FotRSU and expect it to be FotRSU anymore... Something in the edits to Fred's excellent mod is 'killing' the deck gun, possibly a SubName.upc, or lack thereof. Also, note that most of the Campaign traffic is NOT active that early in the FotRSU-modded game, to prevent bad spawns encountered once the game does its "normal" start. :salute:
propbeanie
08-19-20, 07:40 AM
This is a new install just for the revised v1.2. Deleted game from my G: drive; deleted v1.1; deleted SH4 folder; copied pristine version of SH4 v1.5 to my game drive G:; applied new v1.2 and selected extra mods; turned off read only; applied LAA; reset game options, and started a new Fleet Boat Campaign with USS Tambor , Dec. 9, 1941 out of Midway to Area 7 for 10 days:
Before leaving port, I thought I'd move the deck gun from Bow to Stern (I like to be going away from possibly armed ships I've already torpedoed). It was only after going out to sea and reaching the Patrol area that I found I have no crew slots for a rear mounted deck gun! It let me swap the gun from bow to stern alright, but then failed to create the deck gun crew slots.
I have since deleted the game progress, gone back to the office, and allowed the Bow deck gun to remain as originally assigned. Can't go to sea without it, especially early in the war. I will restart the patrol with Bow gun in place. :salute:
OK torpedobait, I have tried to break the Tambor at Midway, December 9, 1941 also, and have failed... here's my list:
Generic Mod Enabler - v2.6.0.157
[F:\Games\FotRSUv12\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.2_EN
399c_NoScrollNavMap - Same Sized Dials
454c_EasyAOB_InputTargetDistanceOnTBT
650_OriginalFOTRS_Dudz
901_Strategic_Map_Symbols
GE37MMsoclu
I do not have a camera mod in my mix, due to issues on this desktop with it (for whatever reason - which we'll try to dig into later). Here is a series of boring screen grabs:
https://i.imgur.com/s7ZksLY.jpg
In the Captain's Office in-base, prior to departure
https://i.imgur.com/rg98HXy.jpg
Crew page in the Captain's Office in-base, prior to departure
https://i.imgur.com/4N84U8X.jpg
Swapped the guns...
https://i.imgur.com/AUsgTwD.jpg
Double-check of crewing page...
https://i.imgur.com/m4XyWpz.jpg
Leaving for patrol, gun crew positions empty...
https://i.imgur.com/EX4ADGb.jpg
Crewing the gun, still sitting in the Midway area...
https://i.imgur.com/FXi5Ckj.jpg
Pre-save Battle Stations called, still sitting in the Midway area... note the machine gun manned, deck gun is not
https://i.imgur.com/i0r5OsL.jpg
Post-save Battle Stations called, still sitting in the Midway area... note the machine gun and deck gun are now manned
"OK for departure, sir!"
Now, I have tried three times now, and the result is the same all three times... Can you try a new career with a new skipper's name (be sure you use a new skipper's name!) for a test please? If anyone else has started from Midway, can you let us know, please? :salute:
Moonlight
08-19-20, 08:35 AM
I started at Midway in my new 1.2 Gar career and I also cleared out the Mods folder and the Documents folder, I also checked the game files with that JSGME thingie. :up:
I started with a Gar on the 15th January 1942 and I also went with a bow Deck Gun, its now May 10th 1942 and the upgrades so far are the Half Cut Conning Tower, 20 mm Machine Gun and the SJ Radar, no submarine problems here Mr beanie. :salute:
About those 2 sonar line files Mr beanie, as you've downloaded them they now belong to you, do what ever you want with them. :up:
1 more thing, I've been all over the Northern Pacific and I've never ever seen the Shinano.
propbeanie
08-19-20, 11:23 AM
I started at Midway in my new 1.2 Gar career and I also cleared out the Mods folder and the Documents folder, I also checked the game files with that JSGME thingie. :up:
I started with a Gar on the 15th January 1942 and I also went with a bow Deck Gun, its now May 10th 1942 and the upgrades so far are the Half Cut Conning Tower, 20 mm Machine Gun and the SJ Radar, no submarine problems here Mr beanie. :salute:
About those 2 sonar line files Mr beanie, as you've downloaded them they now belong to you, do what ever you want with them. :up:
1 more thing, I've been all over the Northern Pacific and I've never ever seen the Shinano.
Good. Thanks for that... We'll test and number, add some documentation, then include your private fone number for tech support. :arrgh!:
A couple of questions about what I did in "Orange" above. The Shinano was a one-trick pony in its day, and was only useful as a fireball when it encountered the Archerfish. It was enroute for final fitting, including proper ventilation systems as well as water-tight compartmentalizations. Just happened to catch it at the correct time, else the story would be different. Under normal circumstances, no one would encounter the ship, unless in the Museum... We do NOT have this mission in the game, and the ship may well be deleted due to not only skinning issues, but construction issues...
https://www.warhistoryonline.com/instant-articles/uss-archerfish-sinking-shinano.html
watch out for the ads!
https://en.wikipedia.org/wiki/Japanese_aircraft_carrier_Shinano
http://combinedfleet.com/ships/shinano
A most interesting set of circumstances. Anyway, you also mention the Northern Pacific and Midway starts... I am curious if you ever were assigned a "Polar Circuit" mission (you too, torpedobait), and if so, what was the traffic like during your journey, to, during and from the patrol area(s)? Thanks.
torpedobait
08-19-20, 11:27 AM
:hmmm: I used the Tambor as the "template" for all the others, since the Tambor boat was the one that I ~always~ had function correctly after adding back in the fore and aft guns... I do know this though about the whole thing:
1. While in the Captain's Office, you can swap ends with your gun, ~BUT~, always go to the crewing screen to be certain crew positions followed. If they did not, then put the gun back the way it was. Make certain the original positions came back in. You can go on from there, or if you want to try again, exit the area, the Captain's Room, back to the Main Menu and try again with another new career, or exit the game and come back, lather rinse repeat...
2. If you get your gun where you want it, and you have crew positions, you can leave on Patrol. Once on patrol, beyond the home port area, crew up the guns. Then Save the game, exit and return with a reload. Your crew should now show at Battle Stations when called. If you do not Save, exit and Load, they usually do not show at the guns, though they are on the crew page. This only happens when you move the gun.
3. Once you move the gun, it will be weird whenever you dock (the Save data is different), and the "upgrade" to the next gun is a 50-50 crap shoot of retaining the gun positions. Most times when that happened in testing, it did at least put the crew back in the Damage Team, but not always - hence the reminder green circle when coming back in, for the player to Save and move their crew off the guns.
4. With the current set-up, I was able to use the wolfeinsamer method of removing the "AdditionalRepository" text from the crew positions. However, now the gun was ~really~ strange (in the Save data) if trying to move it again, and then the crew positions usually did NOT follow... Use of the Coletrains method, where you completely re-build the section might be better, though definitely more involved in FotRSU than Stock, due to the differences not only in crew size, but the crewing itself.
5. Silent Hunter 4 is one strange beast when it comes to modding... that actually goes without saying... but all of this is back to the way it happens in Stock now, and the Coletrains & Others method do work....
Ok, I give up. First, I don’t believe it is a FOTRSU issue, per se, after running about six tests. With the first career, I could never get the crew and/or gun to position properly where I wanted. But when I tried a new career under a new name and swapped the gun it was fine! Before trying that I did delete the Save and Rich Save folders and used a new captain. So I went back, deleted both save folders and tried again with the original captain. It let me move the gun to the stern and the crew slots with it. So I got what I wanted and am done messing with it.
Can’t tell you enough how much I appreciate the time, thought and effort you and the FOTRSU team put into the mod and working the bugs, real or imagined. I was a real programmer back in the day (a little 1401, Assembly-F, and COBOL, plus a smattering of DOS when I got my first pc) so I get how difficult debugging can be. Original programming (not coding) is MUCH easier than debugging, no matter the language. I wonder how many end-users get that.
Anyway, thanks again. I’m off on my first patrol in Thresher (SS-200, Tambor Class) out of Midway on Dec. 9, bound for Bungo Suido for 10 days, rear deck gun installed and crewed. :salute:
propbeanie
08-19-20, 11:38 AM
Oh-ho-ho, the ~stories~ we could both tell of programming! Indeed, original programming is easy, especially compared to being a person 10 years after-the-fact trying to alter undocumented "black box" code and scripting... you have no idea where to begin... lol - If I would have only known Jeff-Groves back then, I could have called him and said "Jeff, I need some help!" and he would have said "Oh, that's easy! All you do is..." - But I find that trying to refresh myself in C (for Linux & DOS) is much easier than trying to re-acquaint myself with the 'modern' Visual Basic or C#... I just do NOT grasp some of the arcane (to me) methodologies employed... memory management is much easier I suppose, than the old days... lol - and about the only thing more difficult to comprehend is this spiderweb of intrigue inside the SH4 text files, trying to relate one file to another without any form of documentation (sound familiar??), which is where ETR3(SS) came in to the rescue and helped walk me through the files, else I'd still be thrashing about... lol :doh: - I think the programmers had ideas of what they wanted to have in the game, and some "names" and IDs are just there for an intended "future use" that never happened...
Mad Mardigan
08-19-20, 12:51 PM
I tried to break it, but could not:
https://i.imgur.com/Bz2Re73.jpg
https://i.imgur.com/rILBA6T.jpg
but everytime out:
https://i.imgur.com/BVJzTfU.jpg
That is a December 8th, 1941 start, as in FotRSU by itself. My 'spicion is the "Started off earliest on, as is possible just for the record, via fred8615's pre-Pearl mod, 01/12/1941"... you cannot add untested mods to FotRSU and expect it to be FotRSU anymore... Something in the edits to Fred's excellent mod is 'killing' the deck gun, possibly a SubName.upc, or lack thereof. Also, note that most of the Campaign traffic is NOT active that early in the FotRSU-modded game, to prevent bad spawns encountered once the game does its "normal" start. :salute:
Looked into the mod itself... the only subs there in it are:
Tambor
Tench
That's it.... & both of those do have subname.upc's in the folders for them... :hmmm:
Before the update from v1.1 + the v1.1 patch to v1.2, it ran fine... with no issues... just general info...
M. M.
:Kaleun_Salute:
FLASH TRAFFIC... Edit.. edit... edit...
Disregard previous postings... per BuPerRec office investigation, issue regarding the deck gun, or lack thereof, has been corrected.
Unhitched mod list back to Pre Pearl career mod, made copy of the Submarine folder in it, pasted that to desk top, then proceeded to make new folders, renamed them accordingly to those in the same folder found in the FotRSU-EN v1.2, copied the .upc files from those & pulled the original Pre Pearl Submarine folder & replaced it with the FotRSU-edited Subname.upc files folder... end result is...
missing deck gun is now as it should be, crew slots, like wise... and all is well in the Cavite sub base.
Moonlight
08-19-20, 02:28 PM
Good. Thanks for that... We'll test and number, add some documentation, then include your private fone number for tech support. :arrgh!:
A most interesting set of circumstances. Anyway, you also mention the Northern Pacific and Midway starts... I am curious if you ever were assigned a "Polar Circuit" mission (you too, torpedobait), and if so, what was the traffic like during your journey, to, during and from the patrol area(s)? Thanks.
Tech support eh, I'll get my secretary on the job as she likes typing out boring tech reports, be warned though, it'll probably take her a coupla years, she'll put it on the market for 80 bucks per copy, but you can have one for ninety.....:haha:
I only remember doing 1 mission up by the polar wotsit, it was somewhere in the Kuril Islands and it was something to do with Hokkaido supply or something similar to that, :hmmm: are the Kuril Islands in the polar wotsit?, I've no idea and I'm not going to look it up......Mr beannnnnnie.
If I remember right there was only a couple of destroyers I sunk, waste of a good mission me thinks as it could have been fleshed out a bit more and could have been made in to a Humdinger of a one.
As for getting up, down and around there, I've rarely encountered anything beyond Hokkaido, me thinks you're missing some golden opportunities up there Mr beanie.
QuincyBad
08-19-20, 05:26 PM
Hello again!
When you told me all I have to really do is disable TMO and it will work, Im fine with that, I had no idea that was my problem.. thanks!
Like I always say, YESS MATEEE!!! :Kaleun_Cheers:
propbeanie
08-19-20, 06:43 PM
...
Disregard previous postings... per BuPerRec office investigation, issue regarding the deck gun, or lack thereof, has been corrected.
Unhitched mod list back to Pre Pearl career mod, made copy of the Submarine folder in it, pasted that to desk top, then proceeded to make new folders, renamed them accordingly to those in the same folder found in the FotRSU-EN v1.2, copied the .upc files from those & pulled the original Pre Pearl Submarine folder & replaced it with the FotRSU-edited Subname.upc files folder... end result is...
missing deck gun is now as it should be, crew slots, like wise... and all is well in the Cavite sub base.
You still have to be careful with that... the hand and glove analogy fits... but hey, if it works, leave it until it breaks (if it does)...
Tech support eh, I'll get my secretary on the job as she likes typing out boring tech reports, be warned though, it'll probably take her a coupla years, she'll put it on the market for 80 bucks per copy, but you can have one for ninety.....:haha: If you're thinking to hire Doris, the one we had doing ours for a time, she pockets half of what comes in - just warnin' yah...
I only remember doing 1 mission up by the polar wotsit, it was somewhere in the Kuril Islands and it was something to do with Hokkaido supply or something similar to that, :hmmm: are the Kuril Islands in the polar wotsit?, I've no idea and I'm not going to look it up......Mr beannnnnnie.
If I remember right there was only a couple of destroyers I sunk, waste of a good mission me thinks as it could have been fleshed out a bit more and could have been made in to a Humdinger of a one.
As for getting up, down and around there, I've rarely encountered anything beyond Hokkaido, me thinks you're missing some golden opportunities up there Mr beanie.
The traffic is what contributed greatly to the lack of sinkings up that-a-way - that and the weather... nasty stuff... we were thinking of doing an "icicles" skin for the S-Boats up North out of Dutch Harbor, but haven't gotten around to trying that yet...
Hello again!
When you told me all I have to really do is disable TMO and it will work, Im fine with that, I had no idea that was my problem.. thanks!
Like I always say, YESS MATEEE!!! :Kaleun_Cheers:
You do have to empty the Save folder also, either by deleting it, or by moving its contents. The game will make a new one when you next run the game, and that is the only way to bring the new data of a mod into the game... else you will end up with a half stock, half TMO and half FotRSU, and we all know what happens when you have 150% of something... the sack is not big enough! :o
I would like to say, thanks again to the Team for your hard work and dedication
to this Mod.
It is appreciated !!!
:Kaleun_Salute:
QuincyBad
08-20-20, 08:26 AM
Hello there!
Thank you for your help, I got FOTRSU working like a beauty. One of the things I was exited for was using the mission editor with the SH3 converted ships, And its great fun.. Though I don't know why I hear dolphin noises in the ambiance of the sub, But i'm sure its for the feel for it.
Thanks again!
Like I always say YESS MATEE!!!!:Kaleun_Cheers:
propbeanie
08-20-20, 08:34 AM
I would like to say, thanks again to the Team for your hard work and dedication
to this Mod.
It is appreciated !!!
:Kaleun_Salute:
Glad you like it, and that is why we do it!
Hello there!
Thank you for your help, I got FOTRSU working like a beauty. One of the things I was exited for was using the mission editor with the SH3 converted ships, And its great fun.. Though I don't know why I hear dolphin noises in the ambiance of the sub, But i'm sure its for the feel for it.
Thanks again!
Like I always say YESS MATEE!!!!:Kaleun_Cheers:
We're glad that you're going! Just be careful with the SH3 converted ships. There are some slight differences between their construction and an SH4 ship's, but definitely workable. As for the dolphin noises, those are supposed to be whales... :har: - I can't remember off the top of my head which wav file that is in the Sounds folder, but it has like "interior ambiance" in its name. Someone else changed theirs out not too long ago, and maybe they can point you to their replacement file. The ambiance files are a sound effect file, and are not as restricted as some of the other sounds. Depending upon their designations, they might have to be under 10 seconds, other have to be under 15 seconds. That is where some of the sound mods that replace files ad hoc go wrong, and is what contributed to the original FOTRS "The Sound" issue that about drove us batty trying to track down a couple of years ago... Some might say we were already batty, and I can assure you, it was a pre-existing condition, and was a short drive... :roll:
torpedobait
08-20-20, 09:56 AM
I have yet to be assigned anything other than off the Japanese home islands, either in v1.1 or before. Have had only one patrol in v1.2, and that was to patrol Bungo Suido for 10 days.
Would like to see a Polar Route mission - might be interesting!
BTW, my "nickname" on one of my major projects was "OC7". Got pretty good at reading dump and data maps!
propbeanie
08-22-20, 07:25 AM
The "window" for assignments is rather small, some boats with maybe a total of 28 days or so between two sets of two weeks to be sent there, and those are generally off Kiska in the shipping lanes, or off Paramushiro, near the shipping lanes. Historically we've got about twice the level of traffic they had up there, and most skippers did not like trying to go up there, especially in light of the weather, magnetic field effects on the compass, ice floes, etc., with weeks between good navigational fixes. The Icebergs are in the game up there, but not too many of them, else a player would be ticked about being sunk while doing TC of anything above 32x and not using the external camera... the crew is rather odd about reporting their sightings, also... :roll: so they were dialed back quite a bit... We might "open" the possibility a bit more then, for a larger chance of being assigned up there. Thanks. :salute:
i clicked more than three times :((
welp, I'm gonna back to this game again after such a long hiatus, and always thanks to Mr. propbeanie and Friends for making this wonderful mod, well there might be some bugs here and there but tbh i think this is the best mod for SH4 so far :)
KaleunMarco
08-22-20, 11:50 AM
BTW, my "nickname" on one of my major projects was "OC7". Got pretty good at reading dump and data maps!
OC7?
S#it.
that brings back memories.
i used to abend so much i requested a set of IBM manuals for my own use.
:Kaleun_Salute:
propbeanie
08-22-20, 12:34 PM
i clicked more than three times :((
welp, I'm gonna back to this game again after such a long hiatus, and always thanks to Mr. propbeanie and Friends for making this wonderful mod, well there might be some bugs here and there but tbh i think this is the best mod for SH4 so far :)
"clicked more than three times" for what? Is something not working? Let us know the details, and we'll attempt to see what's up. First though, what is your mod list? Use JSGME, and use the blue "Tasks..." link in its middle gutter and choose
"Export activated mods lists to..." and choose the Clipboard, then paste that info into your next post. Also, did you delete the Save folder (C:\Users \UserName \Documents \SH4) or create a new one with MultiSH4? Do you have LAA properly activated on the SH4.exe file? Also, while s7rikeback and I might be the only active SubSim members posting here lately, the mod was for the most part, a team effort, and not just of the FotRSU Mod Team, but of the AOTD_MadMax team, and of the TMO team prior to them, plus a host of contemporaries, most of whom we hope we gave proper acknowledgement to in the ReadMe files in the mod's Support folder :wink:... We stand on the shoulders of giants, and reap all of the glory, passing the blame to those preceding... :roll: |;^) - but we do thank you for the "thanks" :salute:
propbeanie
08-22-20, 12:39 PM
OC7?
S#it.
that brings back memories.
i used to abend so much i requested a set of IBM manuals for my own use.
:Kaleun_Salute:
... and the ABEND eventually morphed into the CTD, of which I am rather profiligate... :roll:
Texas Red
08-22-20, 01:25 PM
@propbeanie
I think that wzartz meant this:
Version 1.2 of Fall of the Rising Sun Ultimate Edition
mod
This is not the download link - this is a title - do not click on this more than three times or we will begin to worry about you
First page of the FORSTU thread post, beneath the title.
propbeanie
08-22-20, 09:08 PM
... Booo-ooo-ha-ha-ha-ha!!!... :har: :har: :har:
I'm just a pinch slow... :har:
torpedobait
08-23-20, 07:25 AM
:Kaleun_Thumbs_Up::Kaleun_Cheers::Kaleun_Applaud:: Kaleun_Salute:OC7?
S#it.
that brings back memories.
i used to abend so much i requested a set of IBM manuals for my own use.
:Kaleun_Salute:
KaleunMarco
08-23-20, 11:41 AM
... and the ABEND eventually morphed into the CTD, of which I am rather profiligate... :roll:
not really....an OC7 would generate a foot-high stack of greenbar dump to peruse so that you could actually figure out what went wrong and then fix it and code for the event, should it happen again.
a CTD does nothing of the kind...just leaves you guessing. stupid MS programming technique.
don1reed
08-23-20, 12:04 PM
Real Time: 11:00S/23Aug2020
MODS:
Silent Hunter IV
100_FalloftheRisingSun_UltimateEdition_v1.2_EN
901_strategic_map_symbols
Game Date/Time:
20 Dec 1941/0651 "Golf" Time Zone (19 Dec 1941/2351 "Zulu").
Posit:
N11°54.4', E109°28.0'
Co 020/So 17:
On surface attempting to position the USS Sailfish (SS-192) on Port, Fwd quarter of IJN Convoy consisting of (3) Takeo Heavy Cruisers w/protective enterage, followed by assorted merchant support vessels, all heading NW @~13 kts.
Submerged the "Sailfish" when deck watch announced enemy DD spotted. Remained at submerged flank speed ~9 kts until range shortened to about 4,200yd. Dropped own speed to 1/3 to begin firing entire stick at closest CL. When speed dropped, the entire Convoy disappeared from the screen. Poof.
Did not save.
Reloaded previous save. Tried it again, same scenario, except, did not slow to 1/3 speed. Managed to fire off 4 torpedoes; but, again, the Convoy disappeared when Torps where about half way to target...around 06:51G (local game time).
Rig:
HP W 2338h LCD Monitor
HPE-112y
Processor AMD Phenom(tm) Hx4 925 Processor 2.80 GHz
Ram 8.0 GB, 64-bit x64 based processor
Windows 10 home v2004
OS build 19041.450
Windows 10 Feature Experience Pack 120.2212.310
Boat:
USS Sailfish (SS-192) Sargo.
propbeanie
08-23-20, 01:57 PM
:hmmm: Interestingly enough, the EastAsiaCampaign.mis file is corrupted once again... I do not understand how this happens, but we missed it in v1.1 being such... we do need to do a couple of other files for an update, so we'll go through all of the Battle files again and see what it going on here with these files... If you open the file in the Mission Editor, you will see that most of the groups travel out a few waypoints into the ocean, and then terminate... :hmmm:
Thank you for the report don1reed. Drove right to it...
KaleunMarco
08-23-20, 02:06 PM
:hmmm: Interestingly enough, the EastAsiaCampaign.mis file is corrupted once again... I do not understand how this happens, but we missed it in v1.1 being such... we do need to do a couple of other files for an update, so we'll go through all of the Battle files again and see what it going on here with these files... If you open the file in the Mission Editor, you will see that most of the groups travel out a few waypoints into the ocean, and then terminate... :hmmm:
Thank you for the report don1reed. Drove right to it...
i hate to rain on your parade but i repeated Don's mission details (excellent details, BTW, Don) and the TF/Convoy appeared off the coast of Vietnam on the morning of December 20. with three excellently timed shots, i was able to bag all three lead CA's. 12/20/41 approx 0600.
https://i.ibb.co/HFzDKsS/SH4-Img-2020-08-23-14-01-30-814.png
Texas Red
08-23-20, 03:39 PM
Does anyone know where I can find any capital ships?
I have the itch to sink something different than just the boring old merchant ship and the occasional destroyer.
TIA :salute:
propbeanie
08-23-20, 07:16 PM
not really....an OC7 would generate a foot-high stack of greenbar dump to peruse so that you could actually figure out what went wrong and then fix it and code for the event, should it happen again.
a CTD does nothing of the kind...just leaves you guessing. stupid MS programming technique.
Ah, but you misunderstand me... I used to do the abnormal end, but now I do CTD... I am equally adept at causing both... lol
i hate to rain on your parade but i repeated Don's mission details (excellent details, BTW, Don) and the TF/Convoy appeared off the coast of Vietnam on the morning of December 20. with three excellently timed shots, i was able to bag all three lead CA's. 12/20/41 approx 0600.
[pic]
Track that group just a little further out though, and they do disappear... you will come to their last waypoint and "poof", away they go... btw, this is WWII, and that is referred to as French Indo-China, mister... lol
Does anyone know where I can find any capital ships?
I have the itch to sink something different than just the boring old merchant ship and the occasional destroyer.
TIA :salute:
Open any of the TaskForce files for your given time period, or any of the Battle files, of which we do know the EastAsiaCampaign file does not do right... :salute:
propbeanie
08-23-20, 09:45 PM
phwew!!! The files are NOT corrupt, and they are working just fine, as Ubisoft intended them to... :roll:
The problem lies in the way the game handles Waypoints and terminations, in that Waypoint 67 is off the coast of Borneo, and Waypoint 68, the termination location, is off the coast of Indo-China. The game sees that a group is past the 2nd to the last waypoint, and begins to terminate the group, and that varies between 20 and 100 km off shore, instead of where the termination is... All of the "short" paths that I saw in the South China Sea are submarines... wow! I need new glasses. Anyway, the "fix" is in, and we'll gather a few things together for a small topper for what you have, with additional waypoints added that will allow the groups to come all the way back to and along the coast of Indo-China and / or the Philippines, and / or Formosa and / or Japan and / or ... blah blah blah blah blah... Thanks for the good report again don1reed! :salute:
@ KaleunMarco: did you happen to attack a 3 Cruiser group with 2 DD escorts, that sail from Camranh Bay down toward Saigon? A CL Isuzu, a CA Furutaka and a CA Takao??
don1reed
08-24-20, 07:09 AM
@ Kaleun Marco:
Great shooting, KM! I got there too late.
-...-
@ propbeanie: I neglected to report and praise all fantastic work you and all the FRS team has been doing on each and every iteration of this wonderful MOD. I believe you guys have broken the code. Great work!
Taking a lesson from Kaleun Marco, "The Early Bird gets the Worm." I reloaded previous save...
CC from 020 to 030, Maneuvered into favorable firing position for submerged shot--fired 4 mk14 torpedoes at nearest Takeo CA. Torpedoes set @31kts. 10' depth. Range 3,300 yds. (Hits 1, Misses 3, Duds 0).
#4 scored hit @ 06:51 "Golf" (BMNT) between turrets 3 & 4 causing fire throughout the ship, sinking her.
https://i.ibb.co/jT10R5J/IJN-TF-Convoy.jpg (https://ibb.co/Y3qnZW0)
As the Takeo lay sinking, the rest of the TF/Convoy disappeared (Poof).; but, sinking tally registered.
torpedobait
08-24-20, 08:50 AM
not really....an OC7 would generate a foot-high stack of greenbar dump to peruse so that you could actually figure out what went wrong and then fix it and code for the event, should it happen again.
a CTD does nothing of the kind...just leaves you guessing. stupid MS programming technique.
And having "learned" programming on Assembler-F, I knew how to read those dumps. That's why when I compiled the "last" version of a COBOL program I included a Dmap and a Pmap to make it easier to plow through those stacks of green bar. And you are right - it was much better than a simple CTD. A real issue could be found and fixed.
One could force an 0C7 as a debug tool by setting up a packed numeric field in storage, redefining it as an Alpha field, and giving it a value of "A". Adding a value of +1 to the Numeric field name would give you an instant 0C7. I got creative once and gave the fields strange names: A field in storage with a constant value of +1 was called "Who-knows-what-evil-lurks", and the redefining Alpha field was named "The-Shadow-Knows". So when I added "Who-knows-what-evil-lurks" to "The-Shadow-Knows" I would get an instant 0C7 from a predictable source. Silly, but fun.
At least it was fun until I had pulled two straight all-nighters on the launch of huge new production system and the Director of Development and his deputy were filling in and trying to debug a production program with said code in it. The deputy almost got fired when he read that source code out loud! Would have been funnier if they hadn't called me out of near-coma to explain the code...:D :haha:
KaleunMarco
08-24-20, 04:17 PM
Ah, btw, this is WWII, and that is referred to as French Indo-China, mister... lol
it was Vietnam before WWII and it is still Vietnam after WWII. Vietnam=Vietnam.
that s#ithole will always be Vietnam to those of us who left our youth there.
:Kaleun_Salute:
propbeanie
08-24-20, 04:50 PM
I grew up in the same era, never served there, and for that I am extremely thankful. There were "countries" of sorts there named Vietnam, Cambodia and Laos, among others, but as far as US Department of the Navy was concerned:
https://upload.wikimedia.org/wikipedia/commons/f/f6/Pacific_Theater_Areas%3Bmap1.JPG
The French colonized the area, and "united" it (hah!). With the French being an "ally", they called it what the French called it... that's all I'm sayin'.
KaleunMarco
08-24-20, 09:24 PM
@ KaleunMarco: did you happen to attack a 3 Cruiser group with 2 DD escorts, that sail from Camranh Bay down toward Saigon? A CL Isuzu, a CA Furutaka and a CA Takao??
negatory.
the convoy i attacked contained approx 6-8 troop ships and was led by three CA Takeo cruisers. there were DD/DE's attending but the cruisers were leading, which seems very odd.
they were heading approx 310 at medium speed.
:Kaleun_Salute:
KaleunMarco
08-24-20, 09:27 PM
@ Kaleun Marco:
Great shooting, KM! I got there too late.
-...-
Taking a lesson from Kaleun Marco, "The Early Bird gets the Worm." I reloaded previous save...
As the Takeo lay sinking, the rest of the TF/Convoy disappeared (Poof).; but, sinking tally registered.
now, you are learning. strike early ...and as often as you can!
excellent recovery.
:Kaleun_Salute:
propbeanie
08-25-20, 07:36 AM
negatory.
the convoy i attacked contained approx 6-8 troop ships and was led by three CA Takeo cruisers. there were DD/DE's attending but the cruisers were leading, which seems very odd.
they were heading approx 310 at medium speed.
:Kaleun_Salute:
Gotcha! Part of the problem with 'regular' groups is the way the DD do their knuckles, where they will "circle" the group every few "small knuckle" turns in front or beside the group, like they "heard something" and are checking it out. This behavior can be seen if you are leaving Manila December 9, 1941, and catch-up with the two small merchants escorted by a Clemson out by Corregidor Island, where the Clemson will seemingly try to ram the player's sub if you get too close... Part of the game. That leaves the two small merchants temporarily un-escorted.
However, in this case, the three leading DD of the group were within 700 meters of the Takao trio leading the group. The Takao are for shore bombardment along the Malayan peninsula when their group's transports "land" their charges later in their journey. The Takao were also too close to each other for correct IJN funtionality. Therefore, the CA were put a pinch further in front of transports, spreading the CA wider also. The trio of DD out front were pushed a bit further out, into a wider stance also, and the two along the side were widened and moved further back for better coverage of the group, so there will still be the usual escort behavior, but most of the escort grouping should now stay in-place better... hopefully. Several other groups were found to be a bit shy on proper coverage, and their groupings widened and lengthened. Slight delay now in getting a little package out to you for "topping" the v1.2 mod, but it won't be long. :salute:
First of ALL i want too congratulate the FOTRSU for this great great mod!
I Like the detailed mission objectives and the graphics and so on 🤘👏
But
I feel that the enemy AI is Way to easy
I mean i almost never get depth charged in this mod
It’s Like the enemy dd dont know how to even use Them ?
Often when im detected i manage to sneak away with 0% damage
I know early in the war enemy asw wasnt good , but when i read the real war patrol Recordings og several submarines even early in the war i read that Many of Them often endured several hours of depth charging
Is it possible to make harder AI? Or perhaps make a bonus mod you could activate if u wanted too?
I dont mean tmo hard but just harder!😅
Keep up the good work and stay online!
Your mod is Amazing!
Moonlight
08-27-20, 05:13 PM
^Yep I must agree with you on the not being depth charged in the early phase of the war part, a stock level mod to start off with and 2 or 3 more difficulty mods to go with it would really spice things up, meh! I've finally flipped my bloody lid, don't read this Mr beanie I've gone nuts...... :O:
Michael Wood
08-27-20, 05:38 PM
I received the direction to sail submerged in daylight within 500 miles of an enemy airfield. How do I know when that is the case?
propbeanie
08-27-20, 10:35 PM
First of ALL i want too congratulate the FOTRSU for this great great mod!
I Like the detailed mission objectives and the graphics and so on ����
But
I feel that the enemy AI is Way to easy
I mean i almost never get depth charged in this mod
It’s Like the enemy dd dont know how to even use Them ?
Often when im detected i manage to sneak away with 0% damage
I know early in the war enemy asw wasnt good , but when i read the real war patrol Recordings og several submarines even early in the war i read that Many of Them often endured several hours of depth charging
Is it possible to make harder AI? Or perhaps make a bonus mod you could activate if u wanted too?
I dont mean tmo hard but just harder!��
Keep up the good work and stay online!
Your mod is Amazing!
^Yep I must agree with you on the not being depth charged in the early phase of the war part, a stock level mod to start off with and 2 or 3 more difficulty mods to go with it would really spice things up, meh! I've finally flipped my bloody lid, don't read this Mr beanie I've gone nuts...... :O:
Too late now, you two nut cakes! The ASW AI has been beefed-up. You don't even get 2 seconds of periscope exposure and they're putting 6.2 inch munitions down your mirrored tube, and making new hatches for water ventilation in your conn... then the extra escorts will drop ash cans down onto the cigarette deck and turn it into a poop deck for you... :roll:
But actually, we have four different AI altering mods laying about, that we've been testing a while. They aren't as "deaf" in the one, which really causes issues getting away, so is too much right now. There used to be a Tokko's Revenge mod, and this is beyond that... :roll: - we'll do like a v1.21 here in a few days with some skin fixes and a few campaign file adjustments, then get to attempting another full release with a few surprises attached...
But still... I don't know what it is, but I have no difficulty in getting depth-charged... constantly even at times, in spite of 50rpm, less than a knot in speed, below the thermal, silent running - and I will invariably find the super sub hunter from H. E. double hockey stix and his cousin Killem Ahl, along with a handful of their buddies that they called over from another convoy, so that they can do the Mexican Hat Dance on us for several hours, causing damage after damage, that we don't always recover from... Some of the ASW vessels are definitely weaker than others, but some are just downright persistent... Thing is, quite a few folks complain about the airplanes, but those are easy for me. Don't be seen. If you're seen, go down for a bit. Come back up. If they're there again, go down for the rest of the day, then run away at night, and find someplace else to play. Airplanes were almost a constant thing at times in real life - at least from what I've read, but depth chargings didn't always happen, and sometimes the charges that were dropped were off by a good bit... like thousands of yard away...
I received the direction to sail submerged in daylight within 500 miles of an enemy airfield. How do I know when that is the case?
See, there is these little circular "Rising Sun" flags on the NavMap to denote where the major bases are. That if you wanted to get "technical" with it, you would draw yourself a 500nm circle around those little airbase markers, and submerge by daylight hours when inside your circles, or do like a lot of the skippers did back then, and just submerge when the sun lightens the horizon, and don't surface until well after sunset... or just stay up top until you "see" an airplane. Just remember that they can come in below radar, and out of the clouds or sun, in spite of radar and a fully qualified watch crew... Go and be careful! Only problem is, someone set their "zoom" too small, and you have to know where they are, like at Truk, to be able to find them... We'll try to get them back to like the US "Star" marker for airbases. The GB and Aussie markers also see to be "off", shall we say?... :salute:
btw, I have found a few of those historical early "directives" like that, and some of them were really worded strangely. The ComSubs would come up with their "directive", and number them, beginning with 1 after each New Year, such as 42-1 or 43-52, etc. They were mostly typed-up and put on the bulletin board, and all skippers had to make a copy available to themselves and carry that copy with them on the boat, only to come in from patrol and get reprimanded for traveling submerged too much... lol - watcha gonna do?...
Too late now, you two nut cakes! The ASW AI has been beefed-up. You don't even get 2 seconds of periscope exposure and they're putting 6.2 inch munitions down your mirrored tube, and making new hatches for water ventilation in your conn... then the extra escorts will drop ash cans down onto the cigarette deck and turn it into a poop deck for you... :roll:
But actually, we have four different AI altering mods laying about, that we've been testing a while. They aren't as "deaf" in the one, which really causes issues getting away, so is too much right now. There used to be a Tokko's Revenge mod, and this is beyond that... :roll: - we'll do like a v1.21 here in a few days with some skin fixes and a few campaign file adjustments, then get to attempting another full release with a few surprises attached...
But still... I don't know what it is, but I have no difficulty in getting depth-charged... constantly even at times, in spite of 50rpm, less than a knot in speed, below the thermal, silent running - and I will invariably find the super sub hunter from H. E. double hockey stix and his cousin Killem Ahl, along with a handful of their buddies that they called over from another convoy, so that they can do the Mexican Hat Dance on us for several hours, causing damage after damage, that we don't always recover from... Some of the ASW vessels are definitely weaker than others, but some are just downright persistent... Thing is, quite a few folks complain about the airplanes, but those are easy for me. Don't be seen. If you're seen, go down for a bit. Come back up. If they're there again, go down for the rest of the day, then run away at night, and find someplace else to play. Airplanes were almost a constant thing at times in real life - at least from what I've read, but depth chargings didn't always happen, and sometimes the charges that were dropped were off by a good bit... like thousands of yard away...
See, there is these little circular "Rising Sun" flags on the NavMap to denote where the major bases are. That if you wanted to get "technical" with it, you would draw yourself a 500nm circle around those little airbase markers, and submerge by daylight hours when inside your circles, or do like a lot of the skippers did back then, and just submerge when the sun lightens the horizon, and don't surface until well after sunset... or just stay up top until you "see" an airplane. Just remember that they can come in below radar, and out of the clouds or sun, in spite of radar and a fully qualified watch crew... Go and be careful! Only problem is, someone set their "zoom" too small, and you have to know where they are, like at Truk, to be able to find them... We'll try to get them back to like the US "Star" marker for airbases. The GB and Aussie markers also see to be "off", shall we say?... :salute:
btw, I have found a few of those historical early "directives" like that, and some of them were really worded strangely. The ComSubs would come up with their "directive", and number them, beginning with 1 after each New Year, such as 42-1 or 43-52, etc. They were mostly typed-up and put on the bulletin board, and all skippers had to make a copy available to themselves and carry that copy with them on the boat, only to come in from patrol and get reprimanded for traveling submerged too much... lol - watcha gonna do?...
Im really looking forward to get a new version with harder AI!
Cant wait😀
I have to agree with you the planes are as they should be
When i spot them on Radar i always order a dive and ill stay Down for the rest of the day, drinking coffe and playing card games with the rest of the Crew
Perhaps you could implement one ADD on where the submarine actually uses fuel?
With the settings right now i Think you Can go well over 80.000 km without refueling, when the boat should barely be able to go 20.000 km at 10 knots
In that Way you should be more worried about if your boat has enough diesel or you better return too friendly port too refuel
propbeanie
08-28-20, 10:24 AM
The fuel "consumption", or lack thereof has been attempted to be dealt with before. We have shortened the "ranges" for the subs, but they are still "off"... Messing with the setting for range also messes with battery use, re-charge, sea-keeping, and all sorts of other idiosyncrasies. We might attempt to deal with this again later, but it is what it is for now. The way the submarine was "modeled" in the game is not correct. You "fix" one thing, and you'll break three others. Plus, the process for testing is a major pain in the bum, and usually does not yield accurate results anyway, since the game does what it wants to in this regard. If you take your boat out from Pearl, and drive for about 30-60 minutes, and ask for a range at current speed, you will get a figure that is relatively accurate for the Class of submarine you are driving. However, as you have observed, the boat does not "use" fuel like it should, and if you ask for range at current speed every day, you will notice that the figure sometimes increases... but then again, sometimes not... As it stands now, you will not run out of fuel inappropriately, and all other systems seem to function as intended, so until we have a LOT of time on our hands, we'll not attempt to adjust that until then... :salute:
Texas Red
08-28-20, 08:46 PM
Hello all
It is September 10, 1944, I am in the USS Balao, where the incident took place was around Hokkaido island in the Polar Circuit.
So, I am ordered to patrol in the desginated area off of Hokkaido Island and I am to sink 5,000 tons of enemy merchant shipping. I find a convoy with 1 escort and 3 ships, a tanker, a troopship, and a cargo ship. I sink the cargo ship, a Hasna Frieghter, and that gets me over my tonnage limit. I quickly dive to 350 feet and go silent, hoping to avoid the escort that will come sooner or later.
I use TC to see if it comes and then.... I die. No cause whatsoever. I had no damage, though I did have 45% hull damage, maybe that has something to do with it.
Anyways, is there a reason for dying randomly with no warning of any sort?
TIA :salute:
PS: If I were to transfer to lets say, Brisbane, would I loose my Balao class sub and get an S class or whatever instead? Same thing goes for transferring anywhere, would I loose my current sub type if I transferred to a diffrenent base?
propbeanie
08-29-20, 12:27 AM
Between the TC and the "... though I did have 45% hull damage...", there you have it. Any TC starts to take away the audio prompts, with each step higher taking more, such that by 8x TC, you get no prompts from your crew, and the text box freezes, so you have no clue as to when the pressure hull was breached. We have found from other sources (who shall remain anonymous at this time, since I can't remember diddley, other than his first name was "Bo"...) that a 40% amount of hull damage is actually quite a bit, and definitely will affect your submarine's suitability to dive, sometimes even to PD. You do have to stay on the damage screen, and watch that percentage figure. If you incur anymore damage, you will have to come up some. Keep observing, and maybe have to come up more... Depending upon the damage and the depth, you might get 2 seconds between each point of damage incurred when you go too deep. I have however, gone down to PD and been fine, only to have something give 10 minutes later, and have to surface, because the figure just won't quit creeping up once it started...
Transfers can only happen if the current boat you have is also available at the other base. Brisbane actually had Balao boats active before Pearl, so you should be able to transfer down there no problem - other than the way the game does it. In v1.5, when you click the transfer button, you go there NOW. So when you are back at Pearl in the office, and use the transfer function to choose Brisbane, you are transported ala Star Trek to Brisbane. However, you still have that last Pearl assignment to do, that got stuck in the games craw when you came back in from patrol. No way to avoid that, so you might have to do another Polar Circuit mission from Brisbane... Just be sure and stop for fuel at Johnston Island and / or Midway on the way to and from Kurile! Don't want to lose your seat in the Officer's Mess!... :salute:
Texas Red
08-29-20, 08:06 AM
Oh ok, thanks!
One more thing though.
https://i.postimg.cc/52fd3r9X/SH4-Img-2020-08-27-20-38-04-220.jpg
This I notice when I am submerged and at periscope depth. This has happened to me in all of my boats, but at select times.
Any idea as to what is causing this?
KaleunMarco
08-29-20, 09:57 AM
One more thing though.
This I notice when I am submerged and at periscope depth. This has happened to me in all of my boats, but at select times.
Any idea as to what is causing this?
the double marker has been an issue for quite some time.
i am interested to hear if there is a fix, also.:salute:
torpedobait
08-30-20, 11:45 AM
the double marker has been an issue for quite some time.
i am interested to hear if there is a fix, also.:salute:
I don't know about a "fix", but there is a mod that will eliminate the marker altogether. I prefer it without the marker, frankly.
My Mods:
Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.2_EN
399_NoScrollNavMap
449_FOTRSU Umark Removal
450_Lite Fog v2 + 300' Underwater Visability
901_strategic_map_symbols
propbeanie
08-30-20, 02:39 PM
... One more thing though.
https://i.postimg.cc/52fd3r9X/SH4-Img-2020-08-27-20-38-04-220.jpg
This I notice when I am submerged and at periscope depth. This has happened to me in all of my boats, but at select times.
Any idea as to what is causing this?
the double marker has been an issue for quite some time.
i am interested to hear if there is a fix, also.:salute:
I don't know about a "fix", but there is a mod that will eliminate the marker altogether. I prefer it without the marker, frankly.
My Mods:
Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.2_EN
399_NoScrollNavMap
449_FOTRSU Umark Removal
450_Lite Fog v2 + 300' Underwater Visability
901_strategic_map_symbols
The list of what can cause that, is the usual list of suspects, the main one being Time Compression. I can induce that in Stock by the use of anything over 2048 and having certain Options Graphic Settings put to full-on. I can also get that by shelling out to the desktop, of which Windows 10 is apparently famous for, without you even seeing it happen, other than a little "stutter" as it takes the focus away from the game to do a Windows Update check, and then returns focus to the game. Sly little minions, MS are... but seriously, anything that upsets the graphics stream in the game, and it seems to get confused with where the marker is supposed to be, even though it is already there... might also have something to do with the mod / game's cam file, or the marker file's alpha channel... we might have to put Moonlight onto this... :arrgh!:
Mios 4Me
08-30-20, 03:59 PM
I've been playing around in the Single Missions; unfortunately my notes on specific issues were lost. The principal issues were one game attempting to end prematurely with a catastrophic but not mortal hit on the Akagi, which was the focal point of the mission. I continued the game, assuming the Akagi had taken mortal damage and was sinking very slowly as she limped ahead, only to have to torpedo it again several minutes later after attacking another CV. The other issue related to air contacts not displaying properly on the NavMap of one mission, possibly the Ryukaku (I think Ryukyus is the intended term). I can attempt to identify the individual missions if requested.
Just took a peek at the BOM mission. Why on earth are there three Shokakus there?
Just too let you all know
Vickers great officer Quarters mod dont work in Fotrsu 1.2
the deck gun is gone when using the mod
best regards! :Kaleun_Salute:
Too late now, you two nut cakes! The ASW AI has been beefed-up. You don't even get 2 seconds of periscope exposure and they're putting 6.2 inch munitions down your mirrored tube, and making new hatches for water ventilation in your conn... then the extra escorts will drop ash cans down onto the cigarette deck and turn it into a poop deck for you... :roll:
But actually, we have four different AI altering mods laying about, that we've been testing a while. They aren't as "deaf" in the one, which really causes issues getting away, so is too much right now. There used to be a Tokko's Revenge mod, and this is beyond that... :roll: - we'll do like a v1.21 here in a few days with some skin fixes and a few campaign file adjustments, then get to attempting another full release with a few surprises attached...
But still... I don't know what it is, but I have no difficulty in getting depth-charged... constantly even at times, in spite of 50rpm, less than a knot in speed, below the thermal, silent running - and I will invariably find the super sub hunter from H. E. double hockey stix and his cousin Killem Ahl, along with a handful of their buddies that they called over from another convoy, so that they can do the Mexican Hat Dance on us for several hours, causing damage after damage, that we don't always recover from... Some of the ASW vessels are definitely weaker than others, but some are just downright persistent... Thing is, quite a few folks complain about the airplanes, but those are easy for me. Don't be seen. If you're seen, go down for a bit. Come back up. If they're there again, go down for the rest of the day, then run away at night, and find someplace else to play. Airplanes were almost a constant thing at times in real life - at least from what I've read, but depth chargings didn't always happen, and sometimes the charges that were dropped were off by a good bit... like thousands of yard away...
See, there is these little circular "Rising Sun" flags on the NavMap to denote where the major bases are. That if you wanted to get "technical" with it, you would draw yourself a 500nm circle around those little airbase markers, and submerge by daylight hours when inside your circles, or do like a lot of the skippers did back then, and just submerge when the sun lightens the horizon, and don't surface until well after sunset... or just stay up top until you "see" an airplane. Just remember that they can come in below radar, and out of the clouds or sun, in spite of radar and a fully qualified watch crew... Go and be careful! Only problem is, someone set their "zoom" too small, and you have to know where they are, like at Truk, to be able to find them... We'll try to get them back to like the US "Star" marker for airbases. The GB and Aussie markers also see to be "off", shall we say?... :salute:
btw, I have found a few of those historical early "directives" like that, and some of them were really worded strangely. The ComSubs would come up with their "directive", and number them, beginning with 1 after each New Year, such as 42-1 or 43-52, etc. They were mostly typed-up and put on the bulletin board, and all skippers had to make a copy available to themselves and carry that copy with them on the boat, only to come in from patrol and get reprimanded for traveling submerged too much... lol - watcha gonna do?...
So when are you guys planning on releasing this new version with improved AI?
i am really looking forward to this update
Coming from a person with 0 % patience ... Sorry :Kaleun_Cheers::haha:
propbeanie
08-30-20, 11:25 PM
I've been playing around in the Single Missions; unfortunately my notes on specific issues were lost. The principal issues were one game attempting to end prematurely with a catastrophic but not mortal hit on the Akagi, which was the focal point of the mission. I continued the game, assuming the Akagi had taken mortal damage and was sinking very slowly as she limped ahead, only to have to torpedo it again several minutes later after attacking another CV. The other issue related to air contacts not displaying properly on the NavMap of one mission, possibly the Ryukaku (I think Ryukyus is the intended term). I can attempt to identify the individual missions if requested.
Just took a peek at the BOM mission. Why on earth are there three Shokakus there?
First of all, if you have satisfied the requirments of a Single Mission, the mission will end, and you'll go to a Summary screen, at which you can go back into the scenario and continue, if you desire. That's the way the Single Missions work. If you could point to a particular mission you did, we could look at it and make certain it has a good "trigger" in it for the mission objective... ?? In the meantime, the airplane icons are naturally "buggy" in the game, and only one sensor at a time will "report". So you might see a "square" for an airplane on radar, and then when they come into view, you'll see a triangle, unless you zoom way in on the NavMap view, and then you'll see a teeny, tiny little airplane icon... but I digress... If it is getting dark, or raining or anything that obstructs the watch crew's view, they will "lose sight" of the plane, and it will then fall to the radar sensor to pick it back up, but your "sweep" may not catch it for a bit, so you might see the triangle icon disappear, and nothing to take its place. One other thing though, and that is the "Why on earth are there three Shokakus there?" question. There are no Shokaku in the FotRSU BOM file, only the Kaga, Akagi, and two Hiryu to represent the Hiryu and Soryu. No Shokaku... in dry dock for Coral Sea damage repairs... The Stock game has 3 Shokaku in it though... so, where did you find that BOM file?... hmmm... ?? lol - You might well have a corrupted Save folder, or only a partial activation of the mod.
Just too let you all know Vickers great officer Quarters mod dont work in Fotrsu 1.2
the deck gun is gone when using the mod
We found the issue in that there were changes to the SubName.upc files for the new deck gun configuration in FotRSU v1.2. We'll get with vickers03 about that.
So when are you guys planning on releasing this new version with improved AI?
Well, if some modder who shall remain nameless to protect my guilt hadn't messed-up the mix yesterday, we may well have been uploading it now... but, we just got finished with another attempt, and are starting some run-through tests, then we'll toss it to you guys for final Sea Trials soon. Of course, you do NOT want to look-up the definition of "soon"... :roll: lol... and if we run into further issues of things someone who shall remain nameless forgot, well-ell, we'll have to push back another day or two... This little fix-up should be backward compatible with v1.2 though. The AI in the base mod stays the same, but there is an add-in mod for alterations, with more planned, based upon what this one looks like. :salute:
Mios 4Me
08-31-20, 12:25 AM
First of all, if you have satisfied the requirments of a Single Mission, the mission will end, and you'll go to a Summary screen, at which you can go back into the scenario and continue, if you desire. That's the way the Single Missions work. If you could point to a particular mission you did, we could look at it and make certain it has a good "trigger" in it for the mission objective... ?? In the meantime, the airplane icons are naturally "buggy" in the game, and only one sensor at a time will "report". So you might see a "square" for an airplane on radar, and then when they come into view, you'll see a triangle, unless you zoom way in on the NavMap view, and then you'll see a teeny, tiny little airplane icon... but I digress... If it is getting dark, or raining or anything that obstructs the watch crew's view, they will "lose sight" of the plane, and it will then fall to the radar sensor to pick it back up, but your "sweep" may not catch it for a bit, so you might see the triangle icon disappear, and nothing to take its place. One other thing though, and that is the "Why on earth are there three Shokakus there?" question. There are no Shokaku in the FotRSU BOM file, only the Kaga, Akagi, and two Hiryu to represent the Hiryu and Soryu. No Shokaku... in dry dock for Coral Sea damage repairs... The Stock game has 3 Shokaku in it though... so, where did you find that BOM file?... hmmm... ?? lol - You might well have a corrupted Save folder, or only a partial activation of the mod.
Bingo. It's completely corrupted: I went back to the career I'd paused for the Single Missions and my Tench now has only upgrades available that are appropriate for a very early war Tambor or similar. "Why, no, sir, I would not like to upgrade my twin 40 mm guns for 20 mms, thank you very much."
Should I delete the entire Save and Rich Save folders through file manager or delete the individual patrol files through the game save/delete screen?
propbeanie
08-31-20, 07:12 AM
The 20mm's choices might stay on the left-hand menu... I don't remember, but if you have a BOM file with 3 Shokaku in it, then something happened with the activation... I'd be more inclined, hard drive space allowing, to do a "fresh install" with a known-good SH4 base, then apply the mod to that, and use MultiSH4 to create a new Save folder for that before getting rid of the Save folder in the other file set. If the Saves are corrupted, and cross-contaminated the install folder, then you would blow the whole Save folder structure away in the File Manager of Windows. But that still won't get rid of that incorrect (for FotRSU) Battle of Midway file in the game folder... :salute:
Navelintel
08-31-20, 05:13 PM
There are no Shokaku in the FotRSU BOM file, only the Kaga, Akagi, and two Hiryu to represent the Hiryu and Soryu. No Shokaku... in dry dock for Coral Sea damage repairs... The Stock game has 3 Shokaku in it though... so, where did you find that BOM file?... hmmm... ?? lol - You might well have a corrupted Save folder, or only a partial activation of the mod.:
Hi Propbeanie,
I've also noticed the same issue as above when I played the Battle of Midway in FOTRS Ultimate Edition v1.2 . I'm not seeing the Kaga, Akagi, and the two Hiryu that represent the Hiryu and Soryu. All 'three' carriers depicted in the mission are of the Shokaku class, just like they are in SH4 v1.5. And I haven't any corrupted save files either since I deleted them before I recently uninstalled and reinstalled my stock game, SH4 v1.5 along with a clean install of FOTRS Ultimate Edition v1.2 that was completely activated before I tried playing the mission again.
BTW, I found a curious rendering of the Fleet Carrier, Shinano Class in the museum as shown below:
https://i.postimg.cc/526npxnW/SH4-Img-2020-08-31-10-34-39-476-3.jpg (https://postimages.org/)
At first, I thought it was added by the devs as a 'goof' on the players to see if anyone was paying attention. But after going through all the effort mentioned above to try and remedy the missing ship files for the Battle of Midway mission, there was no difference in the outcome for this ship rendering either. Also, after you click on to view the Shinano class, then move onto another type of ship while still in the museum, it crashes to desktop! Although I haven't seen the Shinano class carrier in the game itself, it may be having the same effect (CTD) after it appears on the scene.
Just calling them as I see them . . .
Navelintel :03:
propbeanie
08-31-20, 08:15 PM
If you guys are referring to "SM01 Battle of Midway", then you'll have to refer to it as such, otherwise, we assume you mean the campaign files. Anything SMXX is a Stock mission, left untouched by us for the most part, save to make the ship calls FotRSU compatible. If however, you are referring to the career Battle of Midway file, then there is this:
[Group 1.Unit 7]
Name=_Kaga
Class=CVKaga
Type=9
Origin=Japan
[Group 1.Unit 8]
Name=_Hiryu
Class=CVHiryu
Type=9
Origin=Japan
[Group 1.Unit 13]
Name=_Soryu
Class=CVHiryu
Type=9
Origin=Japan
[Group 1.Unit 20]
Name=_JP CV Akagi#1
Class=CVAkagi
Type=9
Origin=Japan
As for the Shinano, we did find that a few weeks ago and discussed it, and I believe it was mentioned a few pages ago, but s7rikeback has used everything in his arsenal short of dynamite, to blow that silly Halloween costume off the Shinano, and nothing has worked yet. You can either have a good looking hull and then transparent decking and conn, or you can have the psychedelic panteloons and bloomers showing, and a fine deck and conn, but thus far, not both together, unless you delete quite a bit of SH4 functionality from the ship. Notice the wake "in front of" the ship?... very strange.
The ship is not called by the mod, since its only voyage was in November 1944 - an attempt to go from Yokosuka to Kure for final fitting (including water-tight doors), that Cdr Joseph Enright and the crew of the Archerfish interrupted with four of six torpedoes fired... For the time being with this next 'patch' release, the ship has been removed from the mod. It does take damage from torpedoes, and there are no problems with it operating as a ship, but the emperor's new clothes are just too garish. Once the crew gets a new paint job of dull dull grey gray applied, she will be returned to the livery, and a proper "final fitting journey" (with the emphasis on "final") will be added to one of the layers for any wannabee Archerfish skippers to attempt to chase, catch, attack, sink, and then get away safely from... :salute:
Texas Red
08-31-20, 09:12 PM
Hi Propbeanie,
I've also noticed the same issue as above when I played the Battle of Midway in FOTRS Ultimate Edition v1.2 . I'm not seeing the Kaga, Akagi, and the two Hiryu that represent the Hiryu and Soryu. All 'three' carriers depicted in the mission are of the Shokaku class, just like they are in SH4 v1.5. And I haven't any corrupted save files either since I deleted them before I recently uninstalled and reinstalled my stock game, SH4 v1.5 along with a clean install of FOTRS Ultimate Edition v1.2 that was completely activated before I tried playing the mission again.
BTW, I found a curious rendering of the Fleet Carrier, Shinano Class in the museum as shown below:
https://i.postimg.cc/526npxnW/SH4-Img-2020-08-31-10-34-39-476-3.jpg (https://postimages.org/)
At first, I thought it was added by the devs as a 'goof' on the players to see if anyone was paying attention. But after going through all the effort mentioned above to try and remedy the missing ship files for the Battle of Midway mission, there was no difference in the outcome for this ship rendering either. Also, after you click on to view the Shinano class, then move onto another type of ship while still in the museum, it crashes to desktop! Although I haven't seen the Shinano class carrier in the game itself, it may be having the same effect (CTD) after it appears on the scene.
Just calling them as I see them . . .
Navelintel :03:
I had that issue too a while ago. Literally I sank two ships and I turn my back for a second and they are christmass trees.
https://i.postimg.cc/xC6cs3PS/SH4-Img-2020-05-05-08-07-14-068.jpg
propbeanie
09-01-20, 10:00 AM
What thuh?... I'm seein' DOUBLE!!!
propbeanie
09-01-20, 10:06 AM
Was that in v1.1 or v1.2 the beast, or maybe an earlier version? Do you remember which ship that is / was? lol thanks.
Oh!! Before I forget - do NOT use the Narwhal for the Beginning start, or December 7, 1941, since there is not an active mission assignment for it in the Flotillas / PatrolObjectives files for it to do, so the game crashes. We may have ruined our "backwards compatible" for the next release, and might end up adding more to the mod then, if a Save does not function correctly after "fixing" the Narwhal versus Tambor / Gar on the first Start... Also, has anyone used the Narwhal at all for a career, for January 1942 onwards, and does the game crash on you upon exit when using that Narwhal?... What dates did it happen on for you? The crash is not a "true" CTD, since it does not make it to the desktop, but rather as you exit the game, you end up with a black screen and a Windows error pop-up "This program has stopped functioning" kind of thang that you have to click on the "OK" button, which can be difficult to do if you move the mouse too fast, and can't see it scroll of that dialog... Let us know ASAP please! This was territory previously tested (quite a while back), and hasn't been re-visited because we haven't made any changes to the boat - however, it does cause an issue on "Exit"...:salute:
Was that in v1.1 or v1.2 the beast, or maybe an earlier version? Do you remember which ship that is / was? lol thanks.
Oh!! Before I forget - do NOT use the Narwhal for the Beginning start, or December 7, 1941, since there is not an active mission assignment for it in the Flotillas / PatrolObjectives files for it to do, so the game crashes. We may have ruined our "backwards compatible" for the next release, and might end up adding more to the mod then, if a Save does not function correctly after "fixing" the Narwhal versus Tambor / Gar on the first Start... Also, has anyone used the Narwhal at all for a career, for January 1942 onwards, and does the game crash on you upon exit when using that Narwhal?... What dates did it happen on for you? The crash is not a "true" CTD, since it does not make it to the desktop, but rather as you exit the game, you end up with a black screen and a Windows error pop-up "This program has stopped functioning" kind of thang that you have to click on the "OK" button, which can be difficult to do if you move the mouse too fast, and can't see it scroll of that dialog... Let us know ASAP please! This was territory previously tested (quite a while back), and hasn't been re-visited because we haven't made any changes to the boat - however, it does cause an issue on "Exit"...:salute:
Sounds Like the new Update is just around the corner😃
Cant wait, and i havent tried the narhwal so cant tell you
propbeanie
09-01-20, 02:22 PM
Sounds Like the new Update is just around the corner
Cant wait, and i havent tried the narhwal so cant tell you
The update was around the corner a couple of weeks ago, right after the initial issues found not too long after the v1.2 release. Unfortunately, it (the update) walked out in front of a propbeanie bus, and got hit... injuries were thankfully relatively minor, though irritating. So all patched-up, it was just around the corner again the other day when it stepped out in front of a propbeanie truck, got run over by the trailing bulldozer, then the steamroller, and came out looking like Wile E Coyote after a Bugs Bunny encounter... sheesh. Quite the journey, eh?
In the meantime, it is being shared for testing in private, and hopefully by this time tomorrow -IF- there are no further curbside issues, should be being uploaded and hopefully available come Friday morning - maybe... s7rikeback did hit the Shinano hard enough with whatever implement he used, and it is back in the mod, and there is a run for it, if you happen to be off Yokosuka in Sagami Wan and can catch it headed for Kure. A few other updates, and near as we can tell, it is still backwards compatible with v1.2 - Tentatively titled 1.21 - Keep your fingers crossed, burn some incense, rub some chicken bones together after you eat the chicken (no need to wipe your fingers first), and repeat "Yes you can" 112 times in less than 42.37 seconds, and we might make it... :salute:
https://www.youtube.com/watch?v=4Te1uEfgwfg&pp=QAA%3D
The update was around the corner a couple of weeks ago, right after the initial issues found not too long after the v1.2 release. Unfortunately, it (the update) walked out in front of a propbeanie bus, and got hit... injuries were thankfully relatively minor, though irritating. So all patched-up, it was just around the corner again the other day when it stepped out in front of a propbeanie truck, got run over by the trailing bulldozer, then the steamroller, and came out looking like Wile E Coyote after a Bugs Bunny encounter... sheesh. Quite the journey, eh?
In the meantime, it is being shared for testing in private, and hopefully by this time tomorrow -IF- there are no further curbside issues, should be being uploaded and hopefully available come Friday morning - maybe... s7rikeback did hit the Shinano hard enough with whatever implement he used, and it is back in the mod, and there is a run for it, if you happen to be off Yokosuka in Sagami Wan and can catch it headed for Kure. A few other updates, and near as we can tell, it is still backwards compatible with v1.2 - Tentatively titled 1.21 - Keep your fingers crossed, burn some incense, rub some chicken bones together after you eat the chicken (no need to wipe your fingers first), and repeat "Yes you can" 112 times in less than 42.37 seconds, and we might make it... :salute:
https://www.youtube.com/watch?v=4Te1uEfgwfg&pp=QAA%3D
Please dont run it over again
perhaps you should stay at home until the patch is released:Kaleun_Applaud:
sounds good, ill keep my eyes out to hit the download button !
Texas Red
09-01-20, 05:15 PM
Was that in v1.1 or v1.2 the beast, or maybe an earlier version? Do you remember which ship that is / was? lol thanks.
I actually think that I posted my issue here a long while ago.
Yes, here it is:
https://www.subsim.com/radioroom/showpost.php?p=2668371&postcount=911
Post #911.
Page 62 and 63. All the stuff you need to know is in those pages and the surrounding ones.
This was in the original V 1.00 since the 1.1 update didn't come out until May 14.
propbeanie
09-01-20, 07:19 PM
Please dont run it over again
perhaps you should stay at home until the patch is released:Kaleun_Applaud:
...
We have the child on a short leash, with a heavy-duty halter, and although all of the other pedestrians are looking at us like we're abusers, we do want to keep our child away from the curb, and out of oncoming traffic. Still testing, and thus far, all is well.
I actually think that I posted my issue here a long while ago.
Yes, here it is:
https://www.subsim.com/radioroom/showpost.php?p=2668371&postcount=911
Post #911.
Page 62 and 63. All the stuff you need to know is in those pages and the surrounding ones.
This was in the original V 1.00 since the 1.1 update didn't come out until May 14.
OK, we're cool then... already taken care of...
I did remember some of the other things coming, with Moonlight's Sonar Lines mod, as well as several UMark mods he did. I still can't decide if this AI mod we made does anything... I hate it when that happens. Might have to twist the dials some more. The Italians have joined us in the Pacific with a few ships, of which you may or may not (more likely not) see until 1943. They will be rare, but are on the Roster. No AI subs yet though... and I'm forgetting something... maybe I'll remember before we post it. :salute:
We have the child on a short leash, with a heavy-duty halter, and although all of the other pedestrians are looking at us like we're abusers, we do want to keep our child away from the curb, and out of oncoming traffic. Still testing, and thus far, all is well.
OK, we're cool then... already taken care of...
I did remember some of the other things coming, with Moonlight's Sonar Lines mod, as well as several UMark mods he did. I still can't decide if this AI mod we made does anything... I hate it when that happens. Might have to twist the dials some more. The Italians have joined us in the Pacific with a few ships, of which you may or may not (more likely not) see until 1943. They will be rare, but are on the Roster. No AI subs yet though... and I'm forgetting something... maybe I'll remember before we post it. :salute:
That’s easy to find out
In version 1.2 the escorts are blind ! As in can’t see or hear
You could try get near some escorts and get spotted
See if they put up a challenge and can get near you with the depth charges
In version 1.2 you could go flank speed at 40 meters and they would never get near you:-)
propbeanie
09-02-20, 08:52 AM
That’s easy to find out
In version 1.2 the escorts are blind ! As in can’t see or hear
You could try get near some escorts and get spotted
See if they put up a challenge and can get near you with the depth charges
In version 1.2 you could go flank speed at 40 meters and they would never get near you:-)
What is your mod list and computer specs? merc4ulfate used to encounter similar with his set-up, and I have never been able to do flank, much less anything above 1/3 near an escort, and usually I'm at 1 knot for 50rpm (or less) on the screws, and at Silent Running, approaches and egress are usually done below the thermal layer, and I'll still be found... :hmmm: - I know that FotRSU is no TMO as far as the AI goes, but that was never our intention, only to have add-in mods that could crank the AI up if desired, by the player, not the devs... :salute:
What is your mod list and computer specs? merc4ulfate used to encounter similar with his set-up, and I have never been able to do flank, much less anything above 1/3 near an escort, and usually I'm at 1 knot for 50rpm (or less) on the screws, and at Silent Running, approaches and egress are usually done below the thermal layer, and I'll still be found... :hmmm: - I know that FotRSU is no TMO as far as the AI goes, but that was never our intention, only to have add-in mods that could crank the AI up if desired, by the player, not the devs... :salute:
Processor:
AMD Ryzen 3600 4.2GHz
AMD Wraith Spire cooler
Graphic card
AMD RX 5700 8GB
ASRock B450 Pro4
Ram:
16GB G.Skill AEGIS 3000MHz DDr4
500gb SSD
I use stock FOTRSU nothing else
Moonlight
09-02-20, 09:55 AM
I remember posting about the escorts being deaf in the 1.2 version, infact they were the same in the 1.1 version as well. I've been at ahead standard when the escorts were about 1000 to 1500 yds away and they never seem to hear the sub, you get the odd one who wants to win the war on its own but going deeper while staying at ahead standard soon gets you away from it. We haven't tried mooning at the escorts as yet but if that's what it takes to get those japanese interested I'll surface and get the crew on the job. My mod file list is nothing spectacular, 3000 Yard Bearing Tool, sonar lines, UMark, extra traffic by XenonSurf and my Torpedo loading warrant officer and that's about it.
PC Specs
Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz
Gigabyte Z97X-SLI-CF
16.00 GB ram
3x Crucial 480 SSD
NVIDIA High Definition Audio
NVIDIA GeForce GTX 970
mikesn9
09-02-20, 11:14 AM
I have run into this twice. FOTRSU 1.1 with patch.
Unable to ID ship using the manual.
The ship on the water is NOT like the ship in the manual.
The Museum shows the same as the ship on the water.
Is this part of future changes?
Thanks
3529
DanielCoffey
09-02-20, 11:46 AM
@mikesn9 - That is the NKLCS_Nagara model and the silhouette should look like this...
http://www.dcoffey.co.uk/images/silenthunter4/NKLCS_Nagara_sil.jpg
mikesn9
09-02-20, 03:24 PM
@mikesn9 - That is the NKLCS_Nagara model and the silhouette should look like this...
http://www.dcoffey.co.uk/images/silenthunter4/NKLCS_Nagara_sil.jpg
I agree, but the ID manual doesn't match any of those, and that profile is not in the ID manual.
DanielCoffey
09-02-20, 03:53 PM
If you check Data \ Roster \ Names.cfg you should see "KLCSNagara=Large Composite Freighter" down around Line 286 or so. That explains where the title of the vessel comes from and you have correctly identified it.
That will tie to both Data \ Roster \ Japan \ Sea \ KLCSNagara.cfg and the files in Data \ Sea \ NKLCS_Nagara including NKLCS_Nagara_sil.dds which is the silhouette that is to be displayed.
If you don't have the latest version of the FotRSU mod you will see the silhouette does not actually match the vessel in the game. This is what you are seeing on your screenshot above. There are several vessels that had this problem.
If you are running the latest version (FotRSU 1.2) you will hopefully see my new silhouette (and accurate height, draft and length values in the NKLCS_Nagara.cfg file).
propbeanie
09-02-20, 04:42 PM
Here is v1.21, which would be the same as v1.2:
https://i.imgur.com/HMHzJAW.jpg
What you have in your attachment pic looks to be maybe:
https://i.imgur.com/YktgPQE.jpg
I am not certain when we added DanielCoffey's Merchant sil files in, but I thought it was around the time of v1.1... but anyway, prior to adding-in his excellent work, the sils were a bit of a mess. Some of the ships had "stunt doubles" and were barely close-looking, with some of them only ugly cousins. Also, if you didn't clean the base SH4 game folder and the Save folder, you can end up with a mix of mods and Stock, which would show in your RecMan.
-----------------------------------------------------
Now, we are going to delay the v1.21 release a couple-three days, because we did manage to discover the issue as to why some of you are experiencing deaf IJN escorts, and that's because some of them are. It all depends upon which ship you encounter, as to which sensors they use. Some of the sonar and hydrophones do not work properly. We'll need some time to adjust things in that regard. We definitely do not want to go too strong, and we do want to include the choice for the player to go stronger if desired. So give us a couple of days, and we'll shoot for Friday or Saturday for the release.
I'm pretty sure my boat just took a torpedo dropped by an airplane.
It dropped something a couple hundred yards off the side. I assumed it was ditching its bomb load because my guys were giving it hell with the AA guns.
Some seconds later, BOOM, lots o' damage to the boat.
Holy smokes, didn't know that was actually possible in this mod! Nice work, guys.
Mad Mardigan
09-02-20, 08:17 PM
Now, we are going to delay the v1.21 release a couple-three days, because we did manage to discover the issue as to why some of you are experiencing deaf IJN escorts, and that's because some of them are. It all depends upon which ship you encounter, as to which sensors they use. Some of the sonar and hydrophones do not work properly. We'll need some time to adjust things in that regard. We definitely do not want to go too strong, and we do want to include the choice for the player to go stronger if desired. So give us a couple of days, and we'll shoot for Friday or Saturday for the release.
Yeah.. concerning ''deaf IJN escorts'', have to say I kind of noticed a bit of that, early on with regards to the latest career start, 1st actual war patrol out.
Prior to actually getting to My assigned patrol area, (based out of Manila, before it's eventual fall to the IJM, in a Sargo class sub..) of patrolling 5 days around the northern side of the Philippines, the Luzon Straights (SW quad area) came across a task force, consisting of at least 2 Kongo BB's, 2 cruisers (can't recall off the top of My head if they were heavy or light versions...) A tanker ship of, I believe European type (don't hold Me to that 100%, I do recall it being a tanker) & assorted escort destroyers...on a base course of 190 degrees. Reported it in & got the orders to attack the task force.
End result, I fired a full spread of 8 fish, initially.. 3 fish each @ both BB's... 1 each @ a cruiser & that big fat tanker... end result, seriously damaged the BB's... totally missed both the cruiser & tanker... before I could get reloaded.. most of the rest of that task force moved on... leaving the stricken BB's behind. The escorts.. did NOT take note of the torp's that slammed into both BB's.... which to say was weird, to say the least.. much less the torp's that missed both the cruiser & tanker...
Didn't begin to have them even try to hunt for Me (quite unsuccessfully, I might add at that... go figure... would expect early on that they would have some deep water ASW experience, not great but not as dumb as fence posts.. :hmmm:) UNTIL after I sank the 2nd Kongo.. which was the furthest back in the line up.
After that 1 started for the bottom, did the hornets nest even begin to stir... and even having 1 of them escorts near to dead on top of Me, never even sniffed in My direction.. not once.. I attacked from the side of their warship convoy with them to the NW of Me ( I was on a heading of 010, that way so as to be able to unload both fore & aft tubes, which.. hey, it worked.. mostly.. 6/8 fish hit.. not too shabby, if I say so Myself... :D) & the island (off to the SE of My posit) behind Me with that 1 lone escort, between Me & the islands...:o
Any way, that's My report thus far to date.. am waiting with bated breath for the main mod update.. and 1 for the interiors mod & the more contacts & reports mod as well, to be updated...
M. M.
:Kaleun_Salute:
mikesn9
09-03-20, 05:57 AM
Here is v1.21, which would be the same as v1.2:
https://i.imgur.com/HMHzJAW.jpg
What you have in your attachment pic looks to be maybe:
https://i.imgur.com/YktgPQE.jpg
I am not certain when we added DanielCoffey's Merchant sil files in, but I thought it was around the time of v1.1... but anyway, prior to adding-in his excellent work, the sils were a bit of a mess. Some of the ships had "stunt doubles" and were barely close-looking, with some of them only ugly cousins. Also, if you didn't clean the base SH4 game folder and the Save folder, you can end up with a mix of mods and Stock, which would show in your RecMan.
-----------------------------------------------------
Now, we are going to delay the v1.21 release a couple-three days, because we did manage to discover the issue as to why some of you are experiencing deaf IJN escorts, and that's because some of them are. It all depends upon which ship you encounter, as to which sensors they use. Some of the sonar and hydrophones do not work properly. We'll need some time to adjust things in that regard. We definitely do not want to go too strong, and we do want to include the choice for the player to go stronger if desired. So give us a couple of days, and we'll shoot for Friday or Saturday for the release.
Thanks, Prop. That answered my question above "Is this part of a future change?"
Great work guys!
4H_Ccrashh
09-03-20, 07:47 PM
I love the idea of the player selecting the difficulty of the AI. I think Fall of the Rising Sun looks outstanding. I have two issues..
First the aforementioned ease of the AI and I can't raise my SD antenna while at periscope depth.
As a player of TMO being able to do that has saved my bacon on a number of occasions.
When FOTRSU offers me the choice to have a tough fight and the eye candy I'm going to be all over it.
The new ship models are mouth watering and the periscope gui is really nice.
Nice job and thank you for all of the work!
BRAVO ZULU!!
propbeanie
09-04-20, 08:24 AM
You can raise to radar depth and activate the SD antenna, and SJ if you have it, for the same functionality. But this is another shortcoming of the game. There are a total of 3 rise / lower controllers in the conn. Those are generally used for Attack Periscope, Observation Periscope and the SD Radar antenna in some mods. It could be used for the V-Class diving / surfacing periscope pre-war if desired. The FotRSU Team, during development decided it would be better to have the radars able to be turned on and off. The SJ was generally left as it was, other than it will turn on automatically such that if you are at radar depth, and a wave washes over your radar antenna, it will turn back on as soon as the "wave" clears. Once fully surfaced, the player can turn it off so as to minimize their electronic footprint. The SD antenna was done the same way. You can have it either Rise / Lower or On / Off. Not both, So we chose the On / Off with it defaulted to "Off" so that you can enter and leave the home port without having your TC interrupted by radar messages every 2 seconds by airplanes and ships. :salute:
You can raise to radar depth and activate the SD antenna, and SJ if you have it, for the same functionality. But this is another shortcoming of the game. There are a total of 3 rise / lower controllers in the conn. Those are generally used for Attack Periscope, Observation Periscope and the SD Radar antenna in some mods. It could be used for the V-Class diving / surfacing periscope pre-war if desired. The FotRSU Team, during development decided it would be better to have the radars able to be turned on and off. The SJ was generally left as it was, other than it will turn on automatically such that if you are at radar depth, and a wave washes over your radar antenna, it will turn back on as soon as the "wave" clears. Once fully surfaced, the player can turn it off so as to minimize their electronic footprint. The SD antenna was done the same way. You can have it either Rise / Lower or On / Off. Not both, So we chose the On / Off with it defaulted to "Off" so that you can enter and leave the home port without having your TC interrupted by radar messages every 2 seconds by airplanes and ships. :salute:
So mr Beanie
Friday has come
Can we expect too play version 1.2.1 this weekend?😅
Moonlight
09-04-20, 12:25 PM
I doubt that very much, Mr beanie is not known for having an accident free week, expect it some time in the near future and that's only if Mr beanie can contain himself for once. :O:
I doubt that very much, Mr beanie is not known for having an accident free week, expect it some time in the near future and that's only if Mr beanie can contain himself for once. :O:
Affirmative 😃!
But I hope your wrong Mr Moonlight
I am ready to depart Manila and go hunting🤞
s7rikeback
09-04-20, 01:04 PM
I doubt that very much, Mr beanie is not known for having an accident free week, expect it some time in the near future and that's only if Mr beanie can contain himself for once. :O:
Affirmative 😃!
But I hope your wrong Mr Moonlight
I am ready to depart Manila and go hunting🤞
You may be surprised to know, that propbeanie has had a trouble free week, and has been fully contained by experienced professional "carers".
He has also delivered a very stable batch of files to my inbox, for which i am fine-tuning a few of my own works. Please standby.
You may be surprised to know, that propbeanie has had a trouble free week, and has been fully contained by experienced professional "carers".
He has also delivered a very stable batch of files to my inbox, for which i am fine-tuning a few of my own works. Please standby.
Wow!
Sounds good !
Ill stay tuned😀
Navelintel
09-04-20, 01:53 PM
If you guys are referring to "SM01 Battle of Midway", then you'll have to refer to it as such, otherwise, we assume you mean the campaign files. Anything SMXX is a Stock mission, left untouched by us for the most part, save to make the ship calls FotRSU compatible. If however, you are referring to the career Battle of Midway file, then there is this:
[Group 1.Unit 7]
Name=_Kaga
Class=CVKaga
Type=9
Origin=Japan
[Group 1.Unit 8]
Name=_Hiryu
Class=CVHiryu
Type=9
Origin=Japan
[Group 1.Unit 13]
Name=_Soryu
Class=CVHiryu
Type=9
Origin=Japan
[Group 1.Unit 20]
Name=_JP CV Akagi#1
Class=CVAkagi
Type=9
Origin=Japan
As for the Shinano, we did find that a few weeks ago and discussed it, and I believe it was mentioned a few pages ago, but s7rikeback has used everything in his arsenal short of dynamite, to blow that silly Halloween costume off the Shinano, and nothing has worked yet. You can either have a good looking hull and then transparent decking and conn, or you can have the psychedelic panteloons and bloomers showing, and a fine deck and conn, but thus far, not both together, unless you delete quite a bit of SH4 functionality from the ship. Notice the wake "in front of" the ship?... very strange.
Hi Propbeanie,
I was referring to the Single Missions - Fleet Boat Quick Missions for the Battle of Midway if I hadn't been specific enough.
Also, I must have missed the previous mention of the psychedelic Shinano while scrolling through the numerous messages in the thread but I did see the beast's reference, message # 911, page 61, in regard to a similar appearance found on another vessel.
BTW, I too noticed the 'magic' wake in front of my sub.
https://i.postimg.cc/PrbSdDWX/SH4-Img-2020-09-04-14-02-15-056-2.jpg (https://postimages.org/)
https://i.postimg.cc/zfv7wP9v/SH4-Img-2020-09-04-14-03-28-343-2.jpg (https://postimages.org/)
I thought it was either a special 'invisible' hydrofoil added to increase surface speed or a new camouflage scheme designed to fool enemy aircraft. Those zany 'devs', at it again! :har:
Nevertheless, it's all good so, thanks for the update.
Navelintel :Kaleun_Salute:
propbeanie
09-04-20, 03:40 PM
So mr Beanie
Friday has come
Can we expect too play version 1.2.1 this weekend?
I doubt that very much, Mr beanie is not known for having an accident free week, expect it some time in the near future and that's only if Mr beanie can contain himself for once. :O:
Affirmative !
But I hope your wrong Mr Moonlight
I am ready to depart Manila and go hunting
You may be surprised to know, that propbeanie has had a trouble free week, and has been fully contained by experienced professional "carers".
He has also delivered a very stable batch of files to my inbox, for which i am fine-tuning a few of my own works. Please standby.
Wow!
Sounds good !
Ill stay tuned
Well... there was the accident with the circular saw... sigh... Not on me, but I did mis-cut a 4x8 sheet of sub-floor... we did survive, but instead of six pieces of flooring, I now have nine... ah well...
But seriously, I have made a list of sensors used by the escort vessels. I am not so worried about the DD, since they were not called upon too often for escorting convoys, and they were a mis-mash of even more-varied gear than the escorts, so actually, beefing the escorts up a pinch will naturally add some variety to the DD with the Troop Transports and Task Forces. These changes will become a part of the mod. There will be a sim.cfg that will then alter the AI response. We will need comments on how well we've done with this. I keep turning down the response for the AI response, so definitely you will have to let us know what you think after the release. I hope to finish testing the files here in a couple of hours, and passing those changes to s7rikeback for his review and final assembly. I hope release happens within 24 hours, maybe sooner... :salute:
Hi Propbeanie,
I was referring to the Single Missions - Fleet Boat Quick Missions for the Battle of Midway if I hadn't been specific enough.
Also, I must have missed the previous mention of the psychedelic Shinano while scrolling through the numerous messages in the thread but I did see the beast's reference, message # 911, page 61, in regard to a similar appearance found on another vessel.
BTW, I too noticed the 'magic' wake in front of my sub.
https://i.postimg.cc/PrbSdDWX/SH4-Img-2020-09-04-14-02-15-056-2.jpg (https://postimages.org/)
https://i.postimg.cc/zfv7wP9v/SH4-Img-2020-09-04-14-03-28-343-2.jpg (https://postimages.org/)
I thought it was either a special 'invisible' hydrofoil added to increase surface speed or a new camouflage scheme designed to fool enemy aircraft. Those zany 'devs', at it again! :har:
Nevertheless, it's all good so, thanks for the update.
Navelintel :Kaleun_Salute:
As mentioned, since the Single Missions generally ignore "dates", we did not attempt to alter them beyond making the calls compatible. Maybe one of these days, we'll attempt to have them use RGG and set the dating better, along with more accurate ships used, but for now, they are what they are, since FotRSU is first and foremost, a campaign mod with pretty pictures. For the Single Mission minded person, I cannot recommend cdrsubron7's set highly enough. Really really good stuff. The Stock game was never designed to be "historical", and it will fight you all the way. Just ask lurker_hlb3 sometime. He put a LOT of work into what he did with RSRDC and other mods, and one little "sneeze" with the ME, and the whole scenario is ruined. Anyway... which boat are you driving there Navelntel? Is that by chance a Type IXD2?... hmmm?... :salute:
Well... there was the accident with the circular saw... sigh... Not on me, but I did mis-cut a 4x8 sheet of sub-floor... we did survive, but instead of six pieces of flooring, I now have nine... ah well...
But seriously, I have made a list of sensors used by the escort vessels. I am not so worried about the DD, since they were not called upon too often for escorting convoys, and they were a mis-mash of even more-varied gear than the escorts, so actually, beefing the escorts up a pinch will naturally add some variety to the DD with the Troop Transports and Task Forces. These changes will become a part of the mod. There will be a sim.cfg that will then alter the AI response. We will need comments on how well we've done with this. I keep turning down the response for the AI response, so definitely you will have to let us know what you think after the release. I hope to finish testing the files here in a couple of hours, and passing those changes to s7rikeback for his review and final assembly. I hope release happens within 24 hours, maybe sooner... :salute:
As mentioned, since the Single Missions generally ignore "dates", we did not attempt to alter them beyond making the calls compatible. Maybe one of these days, we'll attempt to have them use RGG and set the dating better, along with more accurate ships used, but for now, they are what they are, since FotRSU is first and foremost, a campaign mod with pretty pictures. For the Single Mission minded person, I cannot recommend cdrsubron7's set highly enough. Really really good stuff. The Stock game was never designed to be "historical", and it will fight you all the way. Just ask lurker_hlb3 sometime. He put a LOT of work into what he did with RSRDC and other mods, and one little "sneeze" with the ME, and the whole scenario is ruined. Anyway... which boat are you driving there Navelntel? Is that by chance a Type IXD2?... hmmm?... :salute:
The boat he is sailing is definitely a S-Class submarine
I will make sure to report back what I’ll learn when trying out the new patch
Very exited to try out the new AI and if I understand correctly more enemy dd’s?
Thank you again for your awesome work with fotrsu
Your truly making this game exited to play now 13 years after release 👏
4H_Ccrashh
09-04-20, 05:22 PM
You can raise to radar depth and activate the SD antenna, and SJ if you have it, for the same functionality. But this is another shortcoming of the game. There are a total of 3 rise / lower controllers in the conn. Those are generally used for Attack Periscope, Observation Periscope and the SD Radar antenna in some mods. It could be used for the V-Class diving / surfacing periscope pre-war if desired. The FotRSU Team, during development decided it would be better to have the radars able to be turned on and off. The SJ was generally left as it was, other than it will turn on automatically such that if you are at radar depth, and a wave washes over your radar antenna, it will turn back on as soon as the "wave" clears. Once fully surfaced, the player can turn it off so as to minimize their electronic footprint. The SD antenna was done the same way. You can have it either Rise / Lower or On / Off. Not both, So we chose the On / Off with it defaulted to "Off" so that you can enter and leave the home port without having your TC interrupted by radar messages every 2 seconds by airplanes and ships. :salute:
I'm not sure I see where the issue is. Then again I'm not as smart as the average bear.
In TMO I can raise and lower my SD air search. I can raise and lower both of my periscopes and I can go into the conning tower and turn off the SJ surface search radar by clicking the little switch on the radar console.
Is the issue that you prefer a "keystroke" to toggle the surface search radar and not have to click a button in the GUI?
I've been into this sim for a just a little bit (2007) I have never had an enemy escort home in on me via the Air Search radar, turning it off or on is a moot point.
The Surface search radar is a different rabbit all together. The will come find you.. But there is a switch built into the GUI to turn that off.
And when you use the radar to get in front of the target and submerge there is no radar emissions at all , on or off makes no difference.
You're underwater.
propbeanie
09-04-20, 08:07 PM
The boat he is sailing is definitely a S-Class submarine
The coloring of the image is quite different than what I get on mine, and I do not have the "shadow" the way Navelintel does. I can now see that the on-deck equipment is indeed an S-Boat, and the IX's bow is much wider that the S's... different vid cards, different set-ups etc.
I will make sure to report back what I’ll learn when trying out the new patch
This will not be a "patch" when released, but a full release. Backwards compatible with your Saves, but a full release
Very exited to try out the new AI and if I understand correctly more enemy dd’s?
No, plenty of DD, DE, Frigates, Corvettes, etc. already in the game, but definitely a new AI set-up
Thank you again for your awesome work with fotrsu
Your truly making this game exited to play now 13 years after release 👏
why, thank you!
I'm not sure I see where the issue is. Then again I'm not as smart as the average bear.
In TMO I can raise and lower my SD air search. I can raise and lower both of my periscopes and I can go into the conning tower and turn off the SJ surface search radar by clicking the little switch on the radar console.
The SD in TMO uses a Rise / Lower controller, but that can also be an On / Off instead, but not both. We chose the On / Off functionality instead of the Rise / Lower (that's the SH4 term, "Rise" instead of "Raise")
Is the issue that you prefer a "keystroke" to toggle the surface search radar and not have to click a button in the GUI?
There are both menu buttons, and keystroke short-cuts in FotRSU. I do not remember the TMO functionality for both...
I've been into this sim for a just a little bit (2007) I have never had an enemy escort home in on me via the Air Search radar, turning it off or on is a moot point.
I purchased SH4 prior to its release, so have also been with it since 2007 (SH3, SH2 and SH1 before, as well as early C-64 "sims" :roll: ). I have had enemy planes home in on the SD radar all of the time. Try sometime to go across without the SD on, and you might never "see" an airplane. Turn the SD on, and you'll have airplanes come right at you in most inappropriate places. A carrier must be nearby I suppose... I have also been extremely irritated when attempting to leave or return to Pearl (or any of the home ports) by the SD radar interrupting the TC with "Radar Contact, bearing...". You cannot turn the SD off when using TMO. You can with FotRSU.
The Surface search radar is a different rabbit all together. The will come find you.. But there is a switch built into the GUI to turn that off.
Yes, Same with FotRSU. In FotRSU, if you are sitting at radar depth and attempting to use your SJ in slightly rough seas, and a wave washes over your radar antenna, it will turn off, but with the default for the SJ set to "On", it will turn on again for you, no user intervention required. You can turn both radars off, if desired.
And when you use the radar to get in front of the target and submerge there is no radar emissions at all , on or off makes no difference.
You're underwater.
... Unless you order Radar Depth (the "R" key) and they are "On"....
FotRSU does not have a "Decks Awash" setting, but uses "Radar Depth", which varies between subs somewhat, similar to what PD does.
Navelintel
09-05-20, 11:39 AM
Anyway... which boat are you driving there Navelntel? Is that by chance a Type IXD2?... hmmm?... :salute:
Hi Propbeanie,
That would be the S-18,
https://i.postimg.cc/PrfWPg4B/SH4-Img-2020-09-04-12-32-57-789.jpg (https://postimages.org/)
sporting its late war paint.
Navelintel :Kaleun_Salute:
Texas Red
09-06-20, 12:03 PM
Hello all
I concluded my 13th or 14th patrol a few days ago, and I docked on December 5, 1944. I was offered a new boat, which, I accepted. I received a Tench class boat, USS Tench. I upgraded the boat and I gave out medals and promotions and then I recieved my orders, I was to patrol in Area 10 in the Sea of Japan for 5 days. I started the mission, only for it to get to 25% on the loading bar and then it CTD'd without warning.
I used to have the Fleet Boat Officers Quarters mod installed, but seeing that the Tench interior wasn't modeled I disabled it and tried again, only for it to crash again.
My guess is that I recieved the boat too early and I didn't have a mission that would run for me so it CTD'd.
This is my modlist:
Generic Mod Enabler - v2.6.0.157
[C:\Games\Steam\steamapps\common\SH4-FORTSU\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
FOTRSU_Traffic_and_Contact_Reports_Increased
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
SH4_original_4k_light_gray_less_rust
I am running a copy of the game as well.
TIA :salute:
never even noticed you released version 1.21
will test it right away!
with MoreDifficultAI02 :Kaleun_Salute:
Hello all
I concluded my 13th or 14th patrol a few days ago, and I docked on December 5, 1944. I was offered a new boat, which, I accepted. I received a Tench class boat, USS Tench. I upgraded the boat and I gave out medals and promotions and then I recieved my orders, I was to patrol in Area 10 in the Sea of Japan for 5 days. I started the mission, only for it to get to 25% on the loading bar and then it CTD'd without warning.
I used to have the Fleet Boat Officers Quarters mod installed, but seeing that the Tench interior wasn't modeled I disabled it and tried again, only for it to crash again.
My guess is that I recieved the boat too early and I didn't have a mission that would run for me so it CTD'd.
This is my modlist:
Generic Mod Enabler - v2.6.0.157
[C:\Games\Steam\steamapps\common\SH4-FORTSU\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
FOTRSU_Traffic_and_Contact_Reports_Increased
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
SH4_original_4k_light_gray_less_rust
I am running a copy of the game as well.
TIA :salute:
there is a NEW VERSION 1.21
:Kaleun_Thumbs_Up:
Texas Red
09-06-20, 01:00 PM
Maybe. I will try and see if that works.
fitzcarraldo
09-06-20, 01:27 PM
I did a first test of 1.2.1 in Midway mission and works well with the Officer Interiors. I used the first AI optional but the escorts are only a bit more agressive. Like it.
Great job, many thanks.
Fitzcarraldo :salute:
FotRSU Mod Team
09-06-20, 02:35 PM
We direct your attention to
Fall of the Rising Sun Ultimate - Full Release (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992)
Post #1 for the full release of v1.21 with "skin" updates and AI choices. :arrgh!:
Texas Red
09-06-20, 02:43 PM
Nope. Still a CTD.
propbeanie
09-06-20, 02:49 PM
Hello all
I concluded my 13th or 14th patrol a few days ago, and I docked on December 5, 1944. I was offered a new boat, which, I accepted. I received a Tench class boat, USS Tench. I upgraded the boat and I gave out medals and promotions and then I recieved my orders, I was to patrol in Area 10 in the Sea of Japan for 5 days. I started the mission, only for it to get to 25% on the loading bar and then it CTD'd without warning.
I used to have the Fleet Boat Officers Quarters mod installed, but seeing that the Tench interior wasn't modeled I disabled it and tried again, only for it to crash again.
My guess is that I recieved the boat too early and I didn't have a mission that would run for me so it CTD'd.
This is my modlist:
Generic Mod Enabler - v2.6.0.157
[C:\Games\Steam\steamapps\common\SH4-FORTSU\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
FOTRSU_Traffic_and_Contact_Reports_Increased
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
SH4_original_4k_light_gray_less_rust
The missions put in for the Tench go back to December 7, 1941, so it is not the mission assignment dates. The Patch for v1.1 should have taken out the one bad assignment that basically sent the skipper nowhere, but you usually got a "No Primary Mission Objective Found" error message and there you sat, but no CTD. I don't think the mod's original SOJ assignments were date-restricted either... The boat becomes "active" on January 01, 1945, aka: 01-01-1945 aka 19450101, etc... so this begs the question, when you say you docked on December 5, what was the date shown for your departure? Also, what was your specific mission assignment, or the orders? Seems to me there are only 3 original Sea of Japan orders, but some new ones were added several versions ago, so maybe it can be found in there. The big question - were you at Midway or Pearl? (I'll guess Pearl.) Lastly, had you tried to remove the last 3 mods, and see if it runs after that? Generally speaking though, once you have returned to base, your mission orders are set, so it is not unusual to just continue to crash, no matter what. If nothing else, send me a copy of your Save folder (either the whole thing, or preferably, just the latest folder). We'll take a look and see what the assignment was at the least... :salute:
The flag is still mounted on the submarine when submerged
minor bug?
but!
I finally got dept charged !
the damn thing is that i lost my rudder because of damage :k_confused:
Good work so far with the AI!:Kaleun_Applaud:
s7rikeback
09-06-20, 04:23 PM
The flag is still mounted on the submarine when submerged
minor bug?
but!
I finally got dept charged !
the damn thing is that i lost my rudder because of damage :k_confused:
Good work so far with the AI!:Kaleun_Applaud:
Seems someone forgot to add the Visable underwater "false" child node, when they added the flags to the subs "sigh" :o
Texas Red
09-07-20, 12:21 AM
The missions put in for the Tench go back to December 7, 1941, so it is not the mission assignment dates. The Patch for v1.1 should have taken out the one bad assignment that basically sent the skipper nowhere, but you usually got a "No Primary Mission Objective Found" error message and there you sat, but no CTD. I don't think the mod's original SOJ assignments were date-restricted either... The boat becomes "active" on January 01, 1945, aka: 01-01-1945 aka 19450101, etc... so this begs the question, when you say you docked on December 5, what was the date shown for your departure? Also, what was your specific mission assignment, or the orders? Seems to me there are only 3 original Sea of Japan orders, but some new ones were added several versions ago, so maybe it can be found in there. The big question - were you at Midway or Pearl? (I'll guess Pearl.) Lastly, had you tried to remove the last 3 mods, and see if it runs after that? Generally speaking though, once you have returned to base, your mission orders are set, so it is not unusual to just continue to crash, no matter what. If nothing else, send me a copy of your Save folder (either the whole thing, or preferably, just the latest folder). We'll take a look and see what the assignment was at the least... :salute:
I meant that I recieved my orders on the 5th of December. My specific mission assignment was to patrol Area 10 in the Sea of Japan for 5 days. I was docked at Pearl.
And here is my latest save folder:
https://drive.google.com/drive/folders/1KP7FC8Kdh-wdV3omrHeLfy0r4jYL90A0?usp=sharing
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