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propbeanie
09-07-20, 06:09 AM
... but!

I finally got dept charged !

the damn thing is that i lost my rudder because of damage :k_confused:
...
Which of the 2 add-ins had you used?

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
But what date did you sail, and were the orders that succinct? Also, I cannot get at the Google Drive file, even when signed into my account...

Texas Red
09-07-20, 10:06 AM
https://i.postimg.cc/KYj9ydVY/SH4-Img-2020-09-07-09-58-32-758.jpg
That was my office the savegame that I recieved my orders.
https://i.postimg.cc/mknLmx0F/SH4-Img-2020-09-07-09-57-06-868.jpg
And those were my actual orders.



Try that for my savegame folder:
http://www.mediafire.com/folder/vungkng2h1vcx/00000001

s7rikeback
09-07-20, 12:28 PM
Seems someone forgot to add the Visable underwater "false" child node, when they added the flags to the subs "sigh" :o


Update - Corrections made to the above, files in propbeanie's inbox...

propbeanie
09-07-20, 12:48 PM
What date did you sail from Pearl? That is the one set of missions that are not assigned until the submarine is active on January 1st, 1945, so that is a double-whammy if you sailed before that. What I don't understand is, there are quite a few missions available prior to the date of January 1, 1945 that the game could have chosen, and you would not have had a problem. Another point to make is that there is no "Star" on your orders map image there, designating where the mission assigned is, as most mission orders do. Here are all four of that set of assignments overlaid, and yours should have been #3:

https://i.imgur.com/9qz82wg.jpg

There should have been that "star" somewhere in there... :hmmm:

Do you have a December 5 date coming in to port, or is that the sailing date - if you came in on the 5th, you were probably sailing on the 26th or so (??), and those are probably what did it in... but why the game once again ran over not one but 2 date restrictions (sub active & mission assignment) is beyond me... Of note however, is the fact that the game has those particular missions available from 19441101 in the PatrolObjectives file, and they are "open" in the actual mis files from 19400101, which is different from the PatrolObjectives dates, which is just the assignment dates for the Tench.

Another item of note is the upc file info in your Save folder. The submarine shows to have a maximum of 10 officers, yet in FotRSU, that is set to 20 for the Tench. So I don't know if in your files it signifies that you currently have 10?... ?? Also, the Save shows you were assigned SOJ 03, going by the ID=ID85. Last, but certainly not least, for your medals, it does not look like you have FotRSU codes in your Save folder. The CMOH in FotRSU will get you a Navy Cross. The NavyCross code gets you a Bronze Star, etc., for all of the medals being downgraded one step, with the CMOH dropped. But I cannot say for certain whether the Save info is the code, or the actual medal name, but either way, it does not look correct. Had you cleared the Save folder when you originally activated FotRSU v1.1? :salute:

Kieldk
09-07-20, 01:18 PM
Update - Corrections made to the above, files in propbeanie's inbox...

So if i download the Mod again ,
the flags will be gone?

Moonlight
09-07-20, 03:41 PM
No, Mr beanie will either wait until the next update is released or he'll give it a few weeks and wait for any further bugs to make themselves known, he might then release a small patch like he did with the MK10 torpedo loading problem we recently had. :O:

Mios 4Me
09-07-20, 06:30 PM
What is the maximum TC value in 1.2?

If it is 4096 or lower, please see this thread https://www.subsim.com/radioroom/showthread.php?t=246621. Since then I have completely uninstalled Steam and SH4 (including the folder in Documents), run Your Installer and CCleaner, then downloaded new copies of those apps and the latest FotRSU release. Yet I see TC values equivalent to Stock.

Texas Red
09-07-20, 08:36 PM
What date did you sail from Pearl? That is the one set of missions that are not assigned until the submarine is active on January 1st, 1945, so that is a double-whammy if you sailed before that. What I don't understand is, there are quite a few missions available prior to the date of January 1, 1945 that the game could have chosen, and you would not have had a problem. Another point to make is that there is no "Star" on your orders map image there, designating where the mission assigned is, as most mission orders do. Here are all four of that set of assignments overlaid, and yours should have been #3:

https://i.imgur.com/9qz82wg.jpg

There should have been that "star" somewhere in there... :hmmm:

Do you have a December 5 date coming in to port, or is that the sailing date - if you came in on the 5th, you were probably sailing on the 26th or so (??), and those are probably what did it in... but why the game once again ran over not one but 2 date restrictions (sub active & mission assignment) is beyond me... Of note however, is the fact that the game has those particular missions available from 19441101 in the PatrolObjectives file, and they are "open" in the actual mis files from 19400101, which is different from the PatrolObjectives dates, which is just the assignment dates for the Tench.

Another item of note is the upc file info in your Save folder. The submarine shows to have a maximum of 10 officers, yet in FotRSU, that is set to 20 for the Tench. So I don't know if in your files it signifies that you currently have 10?... ?? Also, the Save shows you were assigned SOJ 03, going by the ID=ID85. Last, but certainly not least, for your medals, it does not look like you have FotRSU codes in your Save folder. The CMOH in FotRSU will get you a Navy Cross. The NavyCross code gets you a Bronze Star, etc., for all of the medals being downgraded one step, with the CMOH dropped. But I cannot say for certain whether the Save info is the code, or the actual medal name, but either way, it does not look correct. Had you cleared the Save folder when you originally activated FotRSU v1.1? :salute:

Yes I had cleared my save folder.
I will show you my medals and my crew managements, and the date I docked at base in a minute or two.

propbeanie
09-07-20, 08:43 PM
... and the date you sailed - just to be sure - December 5, 1944?? Also, was there a "Star" showing on that orders map before you went to get onto the boat with the "Next" button, and then crashed?... Thanks! :salute:

Texas Red
09-07-20, 09:01 PM
... and the date you sailed - just to be sure - December 5, 1944?? Also, was there a "Star" showing on that orders map before you went to get onto the boat with the "Next" button, and then crashed?... Thanks! :salute:

I docked and ended my last patrol on October 29, 1944. I recieved and accepted the new command. I then clicked the map to recieve my orders, which, told me my departure date was Dec. 5, 1944. I decided to start the patrol outside of the harbor. There was no star on the orders either. It loaded to maybe 25-35% before it crashed.

I could not fit all of my medals in one screenshot, so I wrote them down.
I have 9 Navy Crosses, 4 Navy Commendation medals, and 1 Purple Heart.

Here is my crew management page:
https://i.postimg.cc/RVftPyC6/SH4-Img-2020-09-07-20-54-21-290.jpg

TIA :salute:

propbeanie
09-07-20, 09:25 PM
It's gotta be that early award date of the Tench, in spite of it having missions. I'll double-check the onboard equipment, but from what I remember, it is all active prior to the Tench going active... :hmmm: I especially do not like it choosing a mission that is not assigned until after January 1st, 1945, although the mission files themselves are dated earlier. Why bother with dates if the game is going to ignore them?... Ahh well. We'll change a few things and see how it does after.

Let me search some more through your Save files the beast, and see if there's a way to change a couple of things... be back in a bit. :salute:

propbeanie
09-07-20, 09:26 PM
So if i download the Mod again ,
the flags will be gone?
The flags shall NEVER be gone! They shall always fly high, and with pride!!! Oh, wait, you mean from submarines underwater... eventually they will. For right now:
No, Mr beanie will either wait until the next update is released or he'll give it a few weeks and wait for any further bugs to make themselves known, he might then release a small patch like he did with the MK10 torpedo loading problem we recently had. :O:
I have received the "fix" from s7rikeback. We were awaiting a reply from the beast to make certain of what I suspect, and I'll change a couple of other settings, along with the flag thingie s7rikeback sent. You really shouldn't be watching the outside of your boat though. You see too many of our mistakes when you do that... :roll: :O: - but we will do a little patch in a couple-three days. :salute:

What is the maximum TC value in 1.2?

If it is 4096 or lower, please see this thread https://www.subsim.com/radioroom/showthread.php?t=246621. Since then I have completely uninstalled Steam and SH4 (including the folder in Documents), run Your Installer and CCleaner, then downloaded new copies of those apps and the latest FotRSU release. Yet I see TC values equivalent to Stock.
Max TC is 4096x... we have been considering dropping it back to 2048x, since a LOT of the visual and audio anomalies only show-up after the use of higher than 2048, which is when the "stop watch" shows up...

I had a FotRSU career become corrupted, leading me to delete the game, save files, mod, and Steam. I restarted the system and reinstalled each from scratch, yet when I began a new career (Tautog to Sagami Wan from Midway, 12/9/41), the previous TC limit of 4096 no longer applied. The game is not stock, however, as I encountered several ships unique to FotRSU. I continued the patrol and saved using the standard hygiene. Yet tonight the file refuses to load, getting stuck on the black screen repeatedly. It's the only patrol file, other than the ones for leaving port. I created a new career and patrol in hopes of a "hot start" to open the original patrol, but no luck.

Could someone walk me through how to remove every SH4-related file?
For your situation Mios 4Me, what I have done with my Steam version of the game is removed all mods, run the Steam "verify game files" to get a "fresh" stock install. This is when using the Uboat Missions Add-On for the v1.5 Steam version of the game... Navigate into that version of the Steam game's main folder, use <Ctrl><A> to Select All. Right-click in that window such that you get a context menu, and select "Properties" from that. In that little pop-up window, at the bottom of the "General" tab is the "Attributes" section. Notice the "Read-only" box has a grey check mark in it. Click on that so that it "clears" it. Click on "OK", and you will then be prompted as to whether you want to apply it to all files in all sub-folders. Tell it yes, you do. It will take a few minutes to run. If you have 7zip installed with context for Windows Explorer, you can then do that <Ctrl><A> trick again, and this time, right-click and choose "7zip -->" and "Add to archive". Name it what you will remember it, such as "StockSteamSH4v15" or whatever. If you don't have 7zip (you really should), then use the "Send To" context menu choice instead, and use the "compressed (zipped) folder", and again, name it something you'll remember. Make yourself a New Folder in your Steam / SteamApps / Common folder (or where ever your Library folder is). Name it something memorable, such as FotRSU121, and then copy that zipped file you just made into the New Folder. Now extract that, and it will be your FotRSU game folder.

Make yourself a MODS folder inside that New FotRSU game folder, and put the FotRSU v1.21 mod into it. Extract that with 7zip (or the Windows utility). Just be careful of the folder structure. Grab the JSGME.zip file from the Extras folder of the mod after the extraction, and drag it to the "root" game folder and extract. Run JSGME.exe and use the MODS folder you already made and then activate FotRSU. It will take several minutes. Now open the MultiSH4.exe file, and type in 3 letters for your Save folder, such as "FRS" or whatever. It should "take" fine. If it does happen to error, select the "FileManager.dll" file in that root game folder, right-click it and choose "Properties". Then clear the tick mark from the "Read-only" box and "OK" that... now try MultiSH4.exe again and set that new Save folder. Once you have that, run LAA and add SH3.exe to it for a "True" setting, or use the 4gig Patch file, or the NTcore utility - pick your poison. The other two are not included with the mod though. You are now set to play "plain" FotRSU. You can grab and combination of the AddInModPak mods, being careful of the numbering scheme.

If you already had used MultiSH4 and have a folder named "FRS", as in my example above, then open that FRS folder in your Documents folder, and delete its contents prior to playing FotRSU v1.21. After that, on most systems, you can double-click on the SH4.exe file, and it will automatically link with Steam and run the licensing checks and start the game. If not, then you'll probably have to use the Steam app on your computer, log-in, and "Add a non-Steam game" to the Steam Start Menu, and it should run it fine through that. I have to do that with my SH3 Steam copy on this Win7 desktop.

Doing the above, you can keep your original Steam install as "Stock", and mod copies of the install as you see fit, and each of those copies have their own Save folder, greatly reducing the possibility of cross-contamination...

propbeanie
09-07-20, 10:35 PM
I docked and ended my last patrol on October 29, 1944. I recieved and accepted the new command. I then clicked the map to recieve my orders, which, told me my departure date was Dec. 5, 1944. I decided to start the patrol outside of the harbor. There was no star on the orders either. It loaded to maybe 25-35% before it crashed.

I could not fit all of my medals in one screenshot, so I wrote them down.
I have 9 Navy Crosses, 4 Navy Commendation medals, and 1 Purple Heart...

It's gotta be that early award date of the Tench, in spite of it having missions. I'll double-check the onboard equipment, but from what I remember, it is all active prior to the Tench going active... :hmmm: I especially do not like it choosing a mission that is not assigned until after January 1st, 1945, although the mission files themselves are dated earlier. Why bother with dates if the game is going to ignore them?... Ahh well. We'll change a few things and see how it does after.

Let me search some more through your Save files the beast, and see if there's a way to change a couple of things... be back in a bit. :salute:
Well, as usually happens whenever I try to edit files in the Save folder, I end up with a mess... the game still attempts to load, but I botched it up... sheesh. Maybe KaleunMarco or someone reasonably well-versed in altering the assignment ID can help... I tried editing them one at a time in each of the CareerTrack.upc files, and never found the correct combination... The line "PlayerCurrentObjectives=ID85" is for the SOJ #3 file, and you would change that in the newest numbered folders in the Save / data / cfg / xxxxxxxx folders to ID54 through ID61 inclusive for Empire Waters "Honshu" missions. In my case, it's 00000000, 00000001 & 00000009 folders. Yours may be different. But it is in there somewhere else in my Save structure, and I can't get it to work. I do know that aanker used to be able to do it, and someone else, and I think KaleunMarco has managed to do it, but I sure can't...

My guess though is that it still would would not work to get you a new assignment, since I think it's the boat that's the problem. If you have a Save from before you docked and were "awarded" the Tench, use that and then refuse the new boat when you come back in, until after this patrol. Go back out in a Balao for December 1944, and come back in after January 10, 1945, then you can take the Tench boat... maybe... :roll:

KaleunMarco
09-07-20, 11:01 PM
Well, as usually happens whenever I try to edit files in the Save folder, I end up with a mess... the game still attempts to load, but I botched it up... sheesh. Maybe KaleunMarco or someone reasonably well-versed in altering the assignment ID can help... I tried editing them one at a time in each of the CareerTrack.upc files, and never found the correct combination... The line "PlayerCurrentObjectives=ID85" is for the SOJ #3 file, and you would change that in the newest numbered folders in the Save / data / cfg / xxxxxxxx folders to ID54 through ID61 inclusive for Empire Waters "Honshu" missions. In my case, it's 00000000, 00000001 & 00000009 folders. Yours may be different. But it is in there somewhere else in my Save structure, and I can't get it to work. I do know that aanker used to be able to do it, and someone else, and I think KaleunMarco has managed to do it, but I sure can't...

My guess though is that it still would would not work to get you a new assignment, since I think it's the boat that's the problem. If you have a Save from before you docked and were "awarded" the Tench, use that and then refuse the new boat when you come back in, until after this patrol. Go back out in a Balao for December 1944, and come back in after January 10, 1945, then you can take the Tench boat... maybe... :roll:

i tried to follow the string of posts to get to the root cause. allow me to recap:

the beast completed a mission on 10/19/44 and was upgraded to a Tench-class boat.
his next mission started on 12/5/44 but it crashed on load.
Tench-class boats are not available for assignment until 1/1/45, so if beast got one in October '44, that's a problem that we have seen before.
the missions profile of the Tench have nine different Objectives, all but two are available on 12/5/44. as it happens, the Sea of Japan missions are not available until 1/1/45, so if beast was assigned an SOJ mission, that is problem #2 that we have seen before.


the easiest solution to this problem is to restore to a point before mission-completion of the previous mission, complete the mission and then refuse the Tench upgrade. beast will probably be offered the Tench after three additional successful missions, sometime in April or possibly May.

if the beast is heart-set on a Tench upgrade at the earliest opportunity, then he should stay out on patrol until at least 1/1/45, breaking all records for single patrol duration. he will most likely be offered the Tench and it should occur without difficulty.

any other solution which keeps the early-release Tench involves checking all equipment availability dates, all weapons availability, upgrades availability, etc, etc, etc. i do not advise this option as i have attempted prior to this time and all i did was waste time. but, you may be more clever than i am and you may solve it.

if i may, i have been down this path enough times to recommend that you keep the Balao. i had nothing but problems with the Tench: CTD's. IMHO, it is not worth it. but it's your time, not mine.

good luck no matter which path you choose.
:Kaleun_Salute:

KaleunMarco
09-07-20, 11:06 PM
Well, as usually happens whenever I try to edit files in the Save folder, I end up with a mess... the game still attempts to load, but I botched it up... sheesh. Maybe KaleunMarco or someone reasonably well-versed in altering the assignment ID can help... I tried editing them one at a time in each of the CareerTrack.upc files, and never found the correct combination... The line "PlayerCurrentObjectives=ID85" is for the SOJ #3 file, and you would change that in the newest numbered folders in the Save / data / cfg / xxxxxxxx folders to ID54 through ID61 inclusive for Empire Waters "Honshu" missions. In my case, it's 00000000, 00000001 & 00000009 folders. Yours may be different. But it is in there somewhere else in my Save structure, and I can't get it to work. I do know that aanker used to be able to do it, and someone else, and I think KaleunMarco has managed to do it, but I sure can't...

PB,

i was trying to follow your train of thought here....
are you suggesting that beast should change his first Tench mission to something other than what he was assigned with the thought that the out-of-date-range-mission was causing the CTD?

km

Texas Red
09-08-20, 07:43 AM
Well, as usually happens whenever I try to edit files in the Save folder, I end up with a mess... the game still attempts to load, but I botched it up... sheesh. Maybe KaleunMarco or someone reasonably well-versed in altering the assignment ID can help... I tried editing them one at a time in each of the CareerTrack.upc files, and never found the correct combination... The line "PlayerCurrentObjectives=ID85" is for the SOJ #3 file, and you would change that in the newest numbered folders in the Save / data / cfg / xxxxxxxx folders to ID54 through ID61 inclusive for Empire Waters "Honshu" missions. In my case, it's 00000000, 00000001 & 00000009 folders. Yours may be different. But it is in there somewhere else in my Save structure, and I can't get it to work. I do know that aanker used to be able to do it, and someone else, and I think KaleunMarco has managed to do it, but I sure can't...

My guess though is that it still would would not work to get you a new assignment, since I think it's the boat that's the problem. If you have a Save from before you docked and were "awarded" the Tench, use that and then refuse the new boat when you come back in, until after this patrol. Go back out in a Balao for December 1944, and come back in after January 10, 1945, then you can take the Tench boat... maybe... :roll:

i tried to follow the string of posts to get to the root cause. allow me to recap:

the beast completed a mission on 10/19/44 and was upgraded to a Tench-class boat.
his next mission started on 12/5/44 but it crashed on load.
Tench-class boats are not available for assignment until 1/1/45, so if beast got one in October '44, that's a problem that we have seen before.
the missions profile of the Tench have nine different Objectives, all but two are available on 12/5/44. as it happens, the Sea of Japan missions are not available until 1/1/45, so if beast was assigned an SOJ mission, that is problem #2 that we have seen before.


the easiest solution to this problem is to restore to a point before mission-completion of the previous mission, complete the mission and then refuse the Tench upgrade. beast will probably be offered the Tench after three additional successful missions, sometime in April or possibly May.

if the beast is heart-set on a Tench upgrade at the earliest opportunity, then he should stay out on patrol until at least 1/1/45, breaking all records for single patrol duration. he will most likely be offered the Tench and it should occur without difficulty.

any other solution which keeps the early-release Tench involves checking all equipment availability dates, all weapons availability, upgrades availability, etc, etc, etc. i do not advise this option as i have attempted prior to this time and all i did was waste time. but, you may be more clever than i am and you may solve it.

if i may, i have been down this path enough times to recommend that you keep the Balao. i had nothing but problems with the Tench: CTD's. IMHO, it is not worth it. but it's your time, not mine.

good luck no matter which path you choose.
:Kaleun_Salute:

PB,

i was trying to follow your train of thought here....
are you suggesting that beast should change his first Tench mission to something other than what he was assigned with the thought that the out-of-date-range-mission was causing the CTD?

km


Yea, I think I will load my last patrol and decline the offer for a new sub.
Thank you all! I will report back with the results! :salute:

EDIT: Since Kieldk recommended that I updated to version 1.2.1, I cannot load my last save game before the end of the patrol because of that.
Would it be a possibilty to revert back to 1.1 and get it to work? Or will it work if I restart my last patrol before I was awarded the Tench class?

propbeanie
09-08-20, 09:26 AM
PB,

i was trying to follow your train of thought here....
are you suggesting that beast should change his first Tench mission to something other than what he was assigned with the thought that the out-of-date-range-mission was causing the CTD?
Oh, that train derails all of the time... lol - I was thinking that maybe an experiment of changing the patrol assignment might work, but the mission that is pointed to is actually not a date restricted mission in its actual files, just in the assignment for a Tench Class boat, so I very much doubt it would work, and I do NOT recommend trying such. Part of the problem might also lie in the equipment the submarine uses, but I haven't traced through all of the links to see.


Yea, I think I will load my last patrol and decline the offer for a new sub.
Thank you all! I will report back with the results! :salute:

EDIT: Since Kieldk recommended that I updated to version 1.2.1, I cannot load my last save game before the end of the patrol because of that.
Would it be a possibilty to revert back to 1.1 and get it to work? Or will it work if I restart my last patrol before I was awarded the Tench class?
If you didn't delete the Save folder going from v1.1 + patch to the v1.21, you most likely have a cross-contaminated Save folder. You could try to de-activate v1.21, and re-activate v1.1 + patch and see what happens. You would have to have the ~EXACT~ same mod load-out that you had previously, and it still most likely will not work. If you do not have success, and want to do the v1.21 version, be sure and empty your Save folder before you use v1.21. You could attempt to move the current Save folder elsewhere for further experiments later at getting it to re-load with another game copy and v1.1 + patch applied to that, pointing to your old Save folder with the use of MultiSH4, but v1.1 and v1.2 are not backwards compatible for the most part.

I am currently experimenting with the proposed changes, and will be attempting to re-load Saves with several submarine classes, to see if those changes can be done to "fix" the Tench. It most likely will have to wait the next full-release. We'll see. :salute:

KaleunMarco
09-08-20, 11:34 AM
Yea, I think I will load my last patrol and decline the offer for a new sub.
Thank you all! I will report back with the results! :salute:

EDIT: Since Kieldk recommended that I updated to version 1.2.1, I cannot load my last save game before the end of the patrol because of that.
Would it be a possibilty to revert back to 1.1 and get it to work? Or will it work if I restart my last patrol before I was awarded the Tench class?

if the save was from 1.1, then you have to retreat to 1.1 to reload that save. the re-applied 1.1 release with the other mods in your mod set has to be the same as when you encountered the issue otherwise the Balao-save will not reload. got it?

not sure who kieldk is and if he is part of the FOTRSU development team, but it is standard practice to never upgrade or change your main mod set in the middle of a career. also, never change your mod set when you are trying to fix a problem, as you are with this Tench thing. i am not scolding you...only sharing thoughts based on experience.
applying a new release is the same as changing mod sets in that you have to erase your Savegame folder and start fresh. in fact some kaleuns perform a fresh re-install when they "upgrade" to a newer release.

let us know how the reversion and reload goes.
good luck!
:Kaleun_Salute:

KaleunMarco
09-08-20, 11:41 AM
PB,

i was trying to follow your train of thought here....
are you suggesting that beast should change his first Tench mission to something other than what he was assigned with the thought that the out-of-date-range-mission was causing the CTD?


Oh, that train derails all of the time... lol - I was thinking that maybe an experiment of changing the patrol assignment might work, but the mission that is pointed to is actually not a date restricted mission in its actual files, just in the assignment for a Tench Class boat, so I very much doubt it would work, and I do NOT recommend trying such. Part of the problem might also lie in the equipment the submarine uses, but I haven't traced through all of the links to see.
PB,

i agree. changing the mission will not cure the problem as the problem is the Tench assignment three months early.

Aside: i thought that you had recommended (globally) that kaleuns should NOT accept Balao and Tench upgrades before their official availability date in order to avoid these CTD's. maybe it was only a post however, if you didn't make that recommendation, i suggest that you do that in the release notes in the hopes that someone will read them and not encounter this problem in the future.:salute:

km

Kieldk
09-08-20, 12:20 PM
Yea, I think I will load my last patrol and decline the offer for a new sub.
Thank you all! I will report back with the results! :salute:

EDIT: Since Kieldk recommended that I updated to version 1.2.1, I cannot load my last save game before the end of the patrol because of that.
Would it be a possibilty to revert back to 1.1 and get it to work? Or will it work if I restart my last patrol before I was awarded the Tench class?



I’m so sorry you got your save game messed up

I was just saying there is a newer version than the one you used, And I meant that if you stick with that you would probably not have this bug in the future :)

Mad Mardigan
09-08-20, 01:50 PM
Yea, I think I will load my last patrol and decline the offer for a new sub.
Thank you all! I will report back with the results! :salute:

EDIT: Since Kieldk recommended that I updated to version 1.2.1, I cannot load my last save game before the end of the patrol because of that.
Would it be a possibilty to revert back to 1.1 and get it to work? Or will it work if I restart my last patrol before I was awarded the Tench class?

Don't know if this will be of any assistance or not, but...

Something that I have come to do, is not applying any changes to anything for updates until..

1. I know for definite, that I am back in base just prior to starting a new patrol. This is something I seem to remember being mentioned elsewhere..

2. Before going into JSGME, and deactivating mod/s (this applies to any & all mods no matter if they are base or mega mods, such as with FotRS and any follow up or add in mods) I make what I refer to as a screen snap shot of just how things are activated, naming it accordingly, so as to make recognition of it later easier on My poor old computer system that walks about called My brain... :D

Step 2, works well for a number of reasons (at least, to Me any way.. :hmmm:) not the least of which is, just in the event that it might or just may become absolutely necessary to have to back step... I've been fortunate enough to only recall having to revert backwards 1 time... thus far.. (knock on wood :D) and in doing so was seriously, some time back.. well before FotRS or even Fifi's Dark Waters SH4 offering...

Another use of it is, making sure that I reactivate stuff in the right order... it never hurts to have a back up to ensure that this is so... yanno.. :yep:

Just some info I hope others find useful...

M. M.

:Kaleun_Salute:

propbeanie
09-08-20, 03:34 PM
OK folks, try this one on top of the v1.21 release:

Version121Patch03.7z (https://drive.google.com/file/d/1Ez7jRNwiqUt1C6xOgJthBiBE9FrIO5RR/view?usp=sharing)

This is a patch file that goes on top of 100_FalloftheRisingSun_UltimateEdition_v1.21_EN, so if you have optional mods enable, dis-able them and apply the patch on top of the main mod, then you can re-enable your optional mods.

This should be backward compatible, but it you do have trouble with a Save, remove this mod and go on without it. Just be sure and let us know what happens or if you encounter any other issues as soon as possible. :salute:

Kieldk
09-08-20, 04:52 PM
OK folks, try this one on top of the v1.21 release:

Version121Patch.7z (https://drive.google.com/file/d/1WdEalFnuNt8_DHL7vMnB519JjY-J7mau/view?usp=sharing)

This is a patch file that goes on top of 100_FalloftheRisingSun_UltimateEdition_v1.21_EN, so if you have optional mods enable, dis-able them and apply the patch on top of the main mod, then you can re-enable your optional mods.

This should be backward compatible, but it you do have trouble with a Save, remove this mod and go on without it. Just be sure and let us know what happens or if you encounter any other issues as soon as possible. :salute:



Installed on top of my ongoing career
loaded and runs just fine

no problems so far :Kaleun_Thumbs_Up:

KaleunMarco
09-08-20, 06:56 PM
Installed on top of my ongoing career
loaded and runs just fine

no problems so far :Kaleun_Thumbs_Up:

that is excellent news!:Kaleun_Applaud:

so....did you reload the Balao mission and skip the upgrade or start a new career?

Texas Red
09-08-20, 07:22 PM
I’m so sorry you got your save game messed up

I was just saying there is a newer version than the one you used, And I meant that if you stick with that you would probably not have this bug in the future :)

Its ok. I am just upset that I went along with it because I know better than not to do that. Its not your fault.

Where can I find version 1.1 of the FotRSU? I deleted the download and the file from my mod folder.

propbeanie
09-08-20, 08:33 PM
There is only room for one mod at a time on the team ftp site on SubSim, so it is not available there. I do have a copy of it though, and we'll see what we can do, and get back with you...

Texas Red
09-08-20, 08:47 PM
There is only room for one mod at a time on the team ftp site on SubSim, so it is not available there. I do have a copy of it though, and we'll see what we can do, and get back with you...

:Kaleun_Thumbs_Up:

KaleunMarco
09-08-20, 10:38 PM
Its ok. I am just upset that I went along with it because I know better than not to do that. Its not your fault.

Where can I find version 1.1 of the FotRSU? I deleted the download and the file from my mod folder.

i have a copy and you are welcome to d/l it.
please let me know when you finish the d/l so i can delete it. it's huge.

http://www.mediafire.com/file/dy0hipgax39wswe/file
:salute:

Texas Red
09-09-20, 04:39 AM
Downloaded!

EDIT: Could someone get me the version 1.1 patch please?
I am sorry for the inconvience I am causing with me having to ask for copies of the old mods files and such.

propbeanie
09-09-20, 06:39 AM
i have a copy and you are welcome to d/l it.
please let me know when you finish the d/l so i can delete it. it's huge.

http://www.mediafire.com/file/dy0hipgax39wswe/file
:salute:
Thanks for that KaleunMarco! :salute:

Downloaded!

EDIT: Could someone get me the version 1.1 patch please?
I am sorry for the inconvience I am causing with me having to ask for copies of the old mods files and such.
101_prBetaPatch_v1.1.7z (https://drive.google.com/file/d/1FloER5xiW5JvercLtQdoDWVsqvurhg6X/view?usp=sharing)

Let us know when you have that also, please :salute:

torpedobait
09-09-20, 10:34 AM
OK folks, try this one on top of the v1.21 release:

Version121Patch.7z (https://drive.google.com/file/d/1WdEalFnuNt8_DHL7vMnB519JjY-J7mau/view?usp=sharing)

This is a patch file that goes on top of 100_FalloftheRisingSun_UltimateEdition_v1.21_EN, so if you have optional mods enable, dis-able them and apply the patch on top of the main mod, then you can re-enable your optional mods.

This should be backward compatible, but it you do have trouble with a Save, remove this mod and go on without it. Just be sure and let us know what happens or if you encounter any other issues as soon as possible. :salute:

How do I download the patch? I can see it when I open the link in a new tab on some kind of Google drive, but can't seem to do anything with it, like Copy, Download, etc. Can you just put it into the Download section like other changes? Thanks.


EDIT: NEVER MIND - I FOUND THE "DOWNLOAD" BUTTON ON THE GOOGLE DRIVE PAGE. Thanks!

torpedobait
09-09-20, 02:55 PM
List of Mods:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.21_EN
101_Version121Patch
399_NoScrollNavMap
449_FOTRSU Umark Removal
450_Lite Fog v2 + 300' Underwater Visability
901_strategic_map_symbols

Commanding USS Seawolf (SS-197), A Sargo Class boat out of Cavite/Manila. Left there on 12/09/41 to patrol Cam Ranh Bay. Over next 2 days sank 3 sub chasers (2 - #13 Class and one Corvette Subchaser Class). I saved the game after downing the 3rd IJN boat on 12/14/41 @ 1802; after taking the save, went to the Sonar station to see if I could pick up anything - that's how I found the 2nd #13 was on its way - but this time, as soon as rotated the sonar to around 340 relative, the game did a CTD.

I loaded that last save game, reset torpedos, etc. per usual and again went to the sonar station. Again, as soon as the sonar head reached around 340 degrees relative the game crashed to desktop. Thinking 3rd time is the charm (yes, I know what the definition of insanty is) I did another reload of the same save file, did all the resets needed to be ready for action, then waited about 10 minutes of game time. Went to radar (don't have the surface radar yet, of course) - all was fine. Went to the Sonar station, rotated the seeker to around 340 degrees relative, and (of course) CTD.

This is new to this release of FOTRSU as far as I know. Regards.

FotRSU Mod Team
09-09-20, 04:15 PM
See Page One Post One (https://www.subsim.com/radioroom/showpost.php?p=2635992&postcount=1) of this thread for

Version 1.21pv02 of Fall of the Rising Sun Ultimate Edition

of the mod, which incorporates the patch and latest filfes into the v1.21 of the mod.

propbeanie
09-09-20, 04:45 PM
List of Mods:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.21_EN
101_Version121Patch
399_NoScrollNavMap
449_FOTRSU Umark Removal
450_Lite Fog v2 + 300' Underwater Visability
901_strategic_map_symbols

Commanding USS Seawolf (SS-197), A Sargo Class boat out of Cavite/Manila. Left there on 12/09/41 to patrol Cam Ranh Bay. Over next 2 days sank 3 sub chasers (2 - #13 Class and one Corvette Subchaser Class). I saved the game after downing the 3rd IJN boat on 12/14/41 @ 1802; after taking the save, went to the Sonar station to see if I could pick up anything - that's how I found the 2nd #13 was on its way - but this time, as soon as rotated the sonar to around 340 relative, the game did a CTD.

I loaded that last save game, reset torpedos, etc. per usual and again went to the sonar station. Again, as soon as the sonar head reached around 340 degrees relative the game crashed to desktop. Thinking 3rd time is the charm (yes, I know what the definition of insanty is) I did another reload of the same save file, did all the resets needed to be ready for action, then waited about 10 minutes of game time. Went to radar (don't have the surface radar yet, of course) - all was fine. Went to the Sonar station, rotated the seeker to around 340 degrees relative, and (of course) CTD.

This is new to this release of FOTRSU as far as I know. Regards.
I have been trying for over an hour (real time) in the USS Sargo (SS-188) to replicate, although I do not have the "450_Lite Fog v2 + 300' Underwater Visability" mod. I would say try and remove that, then try again - but it might be too late and the Save data is already corrupt. Either that, or do not scroll around to 340... Are you on the surface, or submerged for the CTD? I have tried both, both with and without sonar contacts on the map. I have even had a contact that I could see lighting the green light, but could barely hear, and asked to sonarman the range to target, and got 33890 yards... I've pinged targets and gotten ranges just fine. I have turned my boat to where the same target was close to the 340 relative and been fine. I of course, only have one ship sunk thus far in my attempts, but I am off Cam Ranh Bay, and have had to dodge two IJN subs already... :doh: - and I encountered a Shinshu Maru transport group, as well as a small task force, both headed southwest, and both of which almost took me out of the game. I did manage to sink one small transport, and could possibly have had more if not for the duds... but anyway, I have not had any issues with the Sargo and sonar during testing thus far. I will keep trying though, as well as in the other boats, since they all use the same gear for the most part... :salute:

WH4K
09-09-20, 06:30 PM
Installing 1.21p fresh (starting with a pristine SH4 1.5 install, yada yada) hoping it will fix things. 1.21 (no -p) was buggy for me. I couldn't even finish one patrol in an S-boat (out of Manila, then Surabaya as Manila was overrun). Constant CTD's whenever I tried to get to my new home port, and at other random times. Super frustrating.

Texas Red
09-09-20, 06:55 PM
@propbeanie

The mod has been downloaded, you can delete it!

Will report with results soon.

Mios 4Me
09-09-20, 06:57 PM
For your situation Mios 4Me, what I have done with my Steam version of the game is removed all mods, run the Steam "verify game files" to get a "fresh" stock install. This is when using the Uboat Missions Add-On for the v1.5 Steam version of the game... Navigate into that version of the Steam game's main folder, use <Ctrl><A> to Select All. Right-click in that window such that you get a context menu, and select "Properties" from that. In that little pop-up window, at the bottom of the "General" tab is the "Attributes" section. Notice the "Read-only" box has a grey check mark in it. Click on that so that it "clears" it. Click on "OK", and you will then be prompted as to whether you want to apply it to all files in all sub-folders. Tell it yes, you do. It will take a few minutes to run. If you have 7zip installed with context for Windows Explorer, you can then do that <Ctrl><A> trick again, and this time, right-click and choose "7zip -->" and "Add to archive". Name it what you will remember it, such as "StockSteamSH4v15" or whatever. If you don't have 7zip (you really should), then use the "Send To" context menu choice instead, and use the "compressed (zipped) folder", and again, name it something you'll remember. Make yourself a New Folder in your Steam / SteamApps / Common folder (or where ever your Library folder is). Name it something memorable, such as FotRSU121, and then copy that zipped file you just made into the New Folder. Now extract that, and it will be your FotRSU game folder.

Make yourself a MODS folder inside that New FotRSU game folder, and put the FotRSU v1.21 mod into it. Extract that with 7zip (or the Windows utility). Just be careful of the folder structure. Grab the JSGME.zip file from the Extras folder of the mod after the extraction, and drag it to the "root" game folder and extract. Run JSGME.exe and use the MODS folder you already made and then activate FotRSU. It will take several minutes. Now open the MultiSH4.exe file, and type in 3 letters for your Save folder, such as "FRS" or whatever. It should "take" fine. If it does happen to error, select the "FileManager.dll" file in that root game folder, right-click it and choose "Properties". Then clear the tick mark from the "Read-only" box and "OK" that... now try MultiSH4.exe again and set that new Save folder. Once you have that, run LAA and add SH3.exe to it for a "True" setting, or use the 4gig Patch file, or the NTcore utility - pick your poison. The other two are not included with the mod though. You are now set to play "plain" FotRSU. You can grab and combination of the AddInModPak mods, being careful of the numbering scheme.

If you already had used MultiSH4 and have a folder named "FRS", as in my example above, then open that FRS folder in your Documents folder, and delete its contents prior to playing FotRSU v1.21. After that, on most systems, you can double-click on the SH4.exe file, and it will If not, then you'll probably have to use the Steam app on your computer, log-in, and "Add a non-Steam game" to the Steam Start Menu, and it should run it fine through that. I have to do that with my SH3 Steam copy on this Win7 desktop.

Doing the above, you can keep your original Steam install as "Stock", and mod copies of the install as you see fit, and each of those copies have their own Save folder, greatly reducing the possibility of cross-contamination...
First off, thanks for taking the time to write that out, Propbeanie.

Second, I'm in the midst of reinstalling but have reached a stopping place. When I extracted and restarted JSGME, it already had four mods enabled when I opened the interface. I had run Your Uninstaller and CCleaner to remove Steam, FotRSUE, and SH4 and then restarted, so this should not have happened. I've tried searching for JSGME and Jones through Windows Explorer and Your Uninstaller to no avail. Any idea where else this could have been stored?

Incidentally, the grey check box for "Read Only" is not checked in the SH4 folder when downloaded through the Steam app.

torpedobait
09-09-20, 07:16 PM
I have been trying for over an hour (real time) in the USS Sargo (SS-188) to replicate, although I do not have the "450_Lite Fog v2 + 300' Underwater Visability" mod. I would say try and remove that, then try again - but it might be too late and the Save data is already corrupt. Either that, or do not scroll around to 340... Are you on the surface, or submerged for the CTD? I have tried both, both with and without sonar contacts on the map. I have even had a contact that I could see lighting the green light, but could barely hear, and asked to sonarman the range to target, and got 33890 yards... I've pinged targets and gotten ranges just fine. I have turned my boat to where the same target was close to the 340 relative and been fine. I of course, only have one ship sunk thus far in my attempts, but I am off Cam Ranh Bay, and have had to dodge two IJN subs already... :doh: - and I encountered a Shinshu Maru transport group, as well as a small task force, both headed southwest, and both of which almost took me out of the game. I did manage to sink one small transport, and could possibly have had more if not for the duds... but anyway, I have not had any issues with the Sargo and sonar during testing thus far. I will keep trying though, as well as in the other boats, since they all use the same gear for the most part... :salute:

When I started this career I first unloaded all mods from JSGME, and deleted both the Save and Rich Save folders from the SH4 Documents folder. Then, started a new career with the patch and above Mods applied. It is "possible" that there was some residual in what was left in the SH4 files that could cause a problem, although the Sonar station seems a funny place to have a conflict. I also reused the career Captain's name, which might also affect something.

My solution is this: I will delete the SH4 game folder completely, copy over a new Pristine version v1.5, and reestablish the game per normal protocols. That will give me a completely clean test bed for v1.21 (or v1.2p as downloaded) from which to see if I can get past the funky sonar station issue I encountered. To keep things even I will use exactly the same mods as before in an attempt to limit the variables. I'll let you know. Meanwhile, i wouldn't spend any more time on it until I can see what happens in the new version.

Thanks!

propbeanie
09-10-20, 10:03 AM
Installing 1.21p fresh (starting with a pristine SH4 1.5 install, yada yada) hoping it will fix things. 1.21 (no -p) was buggy for me. I couldn't even finish one patrol in an S-boat (out of Manila, then Surabaya as Manila was overrun). Constant CTD's whenever I tried to get to my new home port, and at other random times. Super frustrating.
From memory, there were no changes to the S-Boats between v1.1 and v1.2 (or 21). The only changes to those boats were to add a couple of clickable items to the tracking table in v1.1. No deck gun changes, no sonar changes, no radar changes...

First off, thanks for taking the time to write that out, Propbeanie.

Second, I'm in the midst of reinstalling but have reached a stopping place. When I extracted and restarted JSGME, it already had four mods enabled when I opened the interface. I had run Your Uninstaller and CCleaner to remove Steam, FotRSUE, and SH4 and then restarted, so this should not have happened. I've tried searching for JSGME and Jones through Windows Explorer and Your Uninstaller to no avail. Any idea where else this could have been stored?

Incidentally, the grey check box for "Read Only" is not checked in the SH4 folder when downloaded through the Steam app.
Like with other aspects of the game or modding, these files are stored in a few places. For JSGME, if you keep your MODS folder with all of the mods in it, that folder also holds the back-up files folders (hidden) for the activations, including the log files and actual original file copies. Then there is the "JSGME.ini" file inside the MODS folder. All put together, it keeps track of what you have activated. If the files get "out of sync", JSGME might show mods activated that aren't there, or it might not show mods that are activated that can no longer be removed from the base game files...

When I started this career I first unloaded all mods from JSGME, and deleted both the Save and Rich Save folders from the SH4 Documents folder. Then, started a new career with the patch and above Mods applied. It is "possible" that there was some residual in what was left in the SH4 files that could cause a problem, although the Sonar station seems a funny place to have a conflict. I also reused the career Captain's name, which might also affect something.

My solution is this: I will delete the SH4 game folder completely, copy over a new Pristine version v1.5, and reestablish the game per normal protocols. That will give me a completely clean test bed for v1.21 (or v1.2p as downloaded) from which to see if I can get past the funky sonar station issue I encountered. To keep things even I will use exactly the same mods as before in an attempt to limit the variables. I'll let you know. Meanwhile, i wouldn't spend any more time on it until I can see what happens in the new version.
Here again, just make sure when you fellows are setting up for the mod, that you are in fact getting it "clean".
De-activate all mods in JSGME
If re-using the MODS folder, be sure and delete the "JSGME.ini" file in that folder, as well as the hidden folders "!BACKUP" and "!INSTLOGS" folders. Better still would be to copy what you have in the current MODS folder over to a new MODS folder, less those three mentioned here.
Make certain you have a "pristine" install, either via Rockin Robbins' Silent Hunter 4 Corruption Management System (SH4CMS) (https://www.subsim.com/radioroom/showthread.php?p=2460009#post2460009) (which I'll remind you that a link to the download can be found in the "Extras" folder), or by the use of an archive set of your own, or by a re-install. It should not be necessary to use registry cleaners, but if you are familiar with their use and possible short-comings, have at it.
When deleting the Save folder, you ~must~ delete the entire "cfg" folder contents, and not just the "RichSavedGames" and "SaveGames" folders. While several of the files in that "root" cfg folder hold your screen resolution and a few other settings it would be nice to keep, they also hold portions of your game progress and various game settings you do NOT want kept. Delete from "cfg" inside of the "Data" folder, on down. Re-do your screen and gameplay settings after mod activation.
Just to be certain... :salute:

s7rikeback
09-10-20, 01:02 PM
Many, many thanks to JapLance for seeing and answering my SOS.

:Kaleun_Salute::Kaleun_Cheers:

This unit was very poorly.

some of the issues he encountered were as follows:
01- Inverted Normals in deck 3D model (solves transparency of texture).
02- Unwelded vertexes (removes weird shadowing on flight deck).
03- Changed .val file for the Yamato one,and adjusted to Shinano hull. Repositioned wake nodes in main .dat file (fixes wake).
04- Removed Specularmask controllers in materials nodes.

Plus remapping the support columns beneath the flight deck. And sorting out other 3D and texture issues elsewhere. Even the hull has received a new coat.

https://i.ibb.co/WpYZN4f/SH4-Img-2020-09-10-18-42-46-093.png (https://ibb.co/3YL259c)

https://i.ibb.co/DgyvWg9/SH4-Img-2020-09-10-18-42-57-116.png (https://ibb.co/TqS72q4)

https://i.ibb.co/GvQ3Cnh/SH4-Img-2020-09-10-18-43-06-219.png (https://ibb.co/273YcWb)

Again, many thanks JapLance, to a job well done. :salute:

Fubar2Niner
09-10-20, 04:04 PM
Thanks skipper :salute:

Capt RAP
09-10-20, 06:31 PM
Hello
I am seeing Merchant flags on IJN warships and IJN flags on Merchants after the patch?
Thanks
CAPT RAP

Texas Red
09-10-20, 09:04 PM
BAHHHHHHH!!!!!!!!!!!!!


NOTHING IS WORKING!!!!!!!!

There goes my hard work in my SH4 career.... :(

JapLance
09-11-20, 12:40 AM
Again, many thanks JapLance, to a job well done. :salute:

:salute: :up: :D

I still think something else could be done to that Shinano model. The stern part still looks a bit odd to me.

propbeanie
09-11-20, 09:20 AM
Hello
I am seeing Merchant flags on IJN warships and IJN flags on Merchants after the patch?
Thanks
CAPT RAP
Ratz... they are... Anything with a meatball still gets sunk though!


BAHHHHHHH!!!!!!!!!!!!!

NOTHING IS WORKING!!!!!!!!

There goes my hard work in my SH4 career.... :(
Nutz. We were hoping beyond hope you could get things back... probably once you brought that v1.21 in though, it overwrote the v1.1 of the Save data... Just be sure an wipe things clean and de-fumigate and sanitize before running v1.21p, which we will have to update - again... :roll:


:salute: :up: :D

I still think something else could be done to that Shinano model. The stern part still looks a bit odd to me.
Everyone's stern part looks odd from most angles... exceptin' my wife's, of course... :roll: :O:

torpedobait
09-11-20, 09:25 AM
From memory, there were no changes to the S-Boats between v1.1 and v1.2 (or 21). The only changes to those boats were to add a couple of clickable items to the tracking table in v1.1. No deck gun changes, no sonar changes, no radar changes...


Like with other aspects of the game or modding, these files are stored in a few places. For JSGME, if you keep your MODS folder with all of the mods in it, that folder also holds the back-up files folders (hidden) for the activations, including the log files and actual original file copies. Then there is the "JSGME.ini" file inside the MODS folder. All put together, it keeps track of what you have activated. If the files get "out of sync", JSGME might show mods activated that aren't there, or it might not show mods that are activated that can no longer be removed from the base game files...


Here again, just make sure when you fellows are setting up for the mod, that you are in fact getting it "clean".
De-activate all mods in JSGME
If re-using the MODS folder, be sure and delete the "JSGME.ini" file in that folder, as well as the hidden folders "!BACKUP" and "!INSTLOGS" folders. Better still would be to copy what you have in the current MODS folder over to a new MODS folder, less those three mentioned here.
Make certain you have a "pristine" install, either via Rockin Robbins' Silent Hunter 4 Corruption Management System (SH4CMS) (https://www.subsim.com/radioroom/showthread.php?p=2460009#post2460009) (which I'll remind you that a link to the download can be found in the "Extras" folder), or by the use of an archive set of your own, or by a re-install. It should not be necessary to use registry cleaners, but if you are familiar with their use and possible short-comings, have at it.
When deleting the Save folder, you ~must~ delete the entire "cfg" folder contents, and not just the "RichSavedGames" and "SaveGames" folders. While several of the files in that "root" cfg folder hold your screen resolution and a few other settings it would be nice to keep, they also hold portions of your game progress and various game settings you do NOT want kept. Delete from "cfg" inside of the "Data" folder, on down. Re-do your screen and gameplay settings after mod activation.
Just to be certain... :salute:
I think I'm good - for this new iteration (v1.2p) this is how I handled the "install":
1. All mods unloaded/deactivated in JSGME;
2. I have an archived "pristine" v1.5 that I copy over to my game directory AFTER deleting the current game. The "pristine" version includes a new MODS folder and an untouched version of JSGME, including the .ini file, so what I end up with in the game folder is a clean game and a clean JSGME;
3. Deleted the entire SH4 folder and input my custom settings after loading the gme.

I've started a new career out of Manila on 12-08-41 in USS Spearfish (SS-190), a Sargo boat.

BTW, the second patrol assignment I ran across an IJN TF with several Fubuki destroyers. I cheated and looked at them with the external camera and noticed the flags were different. They had a lovely silken finish, but they were "meatballs" rather than the "rising sun" flag I expected to see on a warship. Was this deliberate?

The destroyers were found at 126-05E, 5-35N on 01-09-42 at 0430 . :salute:

propbeanie
09-11-20, 09:33 AM
... BTW, the second patrol assignment I ran across an IJN TF with several Fubuki destroyers. I cheated and looked at them with the external camera and noticed the flags were different. They had a lovely silken finish, but they were "meatballs" rather than the "rising sun" flag I expected to see on a warship. Was this deliberate?

The destroyers were found at 126-05E, 5-35N on 01-09-42 at 0430 . :salute:
Hello
I am seeing Merchant flags on IJN warships and IJN flags on Merchants after the patch?
Thanks
CAPT RAP
Ratz... they are... Anything with a meatball still gets sunk though!
We will try to gather up enough for another update later this evening... :roll: - two 'experienced' modders missing the obvious... :oops:

s7rikeback
09-11-20, 11:55 AM
:salute: :up: :D

I still think something else could be done to that Shinano model. The stern part still looks a bit odd to me.
Looking forward to seeing the changes... :up::D

s7rikeback
09-11-20, 12:00 PM
Hello
I am seeing Merchant flags on IJN warships and IJN flags on Merchants after the patch?
Thanks
CAPT RAP
Got a fix on this... Not sure how that got past me... propbeanie the fix is on the server.

propbeanie
09-11-20, 01:48 PM
How it got past you? What about the fellow who did untold number of "start" tests? How'd he not see it?... :har: :oops: :arrgh!:

Texas Red
09-11-20, 03:38 PM
Well, I'll just restart my SH4 career in the same boat I was in.

Thanks for the help.

KaleunMarco
09-11-20, 04:25 PM
Well, I'll just restart my SH4 career in the same boat I was in.

Thanks for the help.

and what did you learn by this experience?

:hmmm:

FotRSU Mod Team
09-11-20, 05:20 PM
See Page One Post One (https://www.subsim.com/radioroom/showpost.php?p=2635992&postcount=1) of this thread for

Version 1.21pv02 of Fall of the Rising Sun Ultimate Edition

of the mod, which incorporates the patch and latest files into the v1.21 of the mod. There is also a link to an updated patch for those still using the v1.21 of the mod. These should still be mostly backwards compatible...

The next version of the mod will not be backward compatible due to flotilla & start changes for the subs - but this will take a while. Let us know asap of any other issues - like are there upside-down flags? Ships light in their skirts? Too much traffic? Not enough duds? Need stronger AI response? "We want more airplanes with more bombs!!!" - that kinda thang... ???

torpedobait
09-11-20, 05:39 PM
Starting 3rd patrol out of Perth/Fremantle in USS Tautog (SS-199), Tambor Class with a departure date of Aug 1, 1942. Got the titled message. Have not yet downloaded the newest version v1.2p02, but I hadn't seen anything about this particular error.

Any suggestions?

Texas Red
09-11-20, 08:10 PM
and what did you learn by this experience?

:hmmm:

To follow the advice of the experts here, and not to follow every suggestion given to you. :roll:

propbeanie
09-11-20, 09:51 PM
Starting 3rd patrol out of Perth/Fremantle in USS Tautog (SS-199), Tambor Class with a departure date of Aug 1, 1942. Got the titled message. Have not yet downloaded the newest version v1.2p02, but I hadn't seen anything about this particular error.

Any suggestions?
I haven't seen that either yet. I do not like those. Have you got the mod listing from JSGME, and can you link me a copy of your Save folder, or at the least, the latest dated, highest numbered Save folder inside your Save folder? :salute:

KaleunMarco
09-11-20, 10:39 PM
To follow the advice of the experts here, and not to follow every suggestion given to you. :roll:
:salute::yeah:

i was thinking more specifically: never change mod-releases in the middle of a career.

:Kaleun_Salute:

Aramike
09-12-20, 02:35 AM
Just got going in this mod, got me to revisit SHIV after a few years. I've noticed that, for the live of me, in my Gar boat, when I turn at all my speed reduces to 4 knots or less unless at full or flank. Has anyone experienced this?

Thanks in advance!

torpedobait
09-12-20, 07:14 AM
I haven't seen that either yet. I do not like those. Have you got the mod listing from JSGME, and can you link me a copy of your Save folder, or at the least, the latest dated, highest numbered Save folder inside your Save folder? :salute:

Mod List:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
399_NoScrollNavMap
449_FOTRSU Umark Removal
450_Lite Fog v2 + 300' Underwater Visability
901_strategic_map_symbols

I don't have a clue as to how to upload any of my save files or their components.

All I can say is that I started a career in a Sargo (Spearfish) out of Manila on 12/8/41, ended the first patrol at Surabaya, ended the 2nd patrol at Perth/Fremantle, did one more out of there, and then was offered the Tambor (Taurtog). Completed one patrol from Perth/Fremantle (same objective as the 2nd patrol, the one from Surabaya - land a team on the far side of Luzon). I did think it unusual to have the exact same mission for the 2nd and 4th patrols from 2 different bases and 2 different boats. Otherwise all seemed normal. It was while attempting to start the 5th patrol (2nd in the Tambor boat) that I ran into the Objective Missing error.

If you have a suggestion for getting you my save file(s) I'll be happy to do that. :salute:

propbeanie
09-12-20, 08:40 AM
Just got going in this mod, got me to revisit SHIV after a few years. I've noticed that, for the live of me, in my Gar boat, when I turn at all my speed reduces to 4 knots or less unless at full or flank. Has anyone experienced this?

Thanks in advance!
You will scrub off a few knots when turning, which can affect your "turn-ability" quite a bit when submerged, but generally speaking, only a couple-three knots if at Ahead Standard and doing a 90... but I'm talking while on the surface, from say 10 knots to 6-7 knots at the most. Submerged, you might go from 6 to 4 knots while turning... Had you cleaned the Save folder and started with a known-good SH4 install? I would think, since you say "got me to revisit SHIV" that you probably did... Can you get your mod list from JSGME, or is the base "100_FalloftheRisingSun_UltimateEdition..." the only run you are using? :salute:


Mod List:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
399_NoScrollNavMap
449_FOTRSU Umark Removal
450_Lite Fog v2 + 300' Underwater Visability
901_strategic_map_symbols

I don't have a clue as to how to upload any of my save files or their components.

All I can say is that I started a career in a Sargo (Spearfish) out of Manila on 12/8/41, ended the first patrol at Surabaya, ended the 2nd patrol at Perth/Fremantle, did one more out of there, and then was offered the Tambor (Taurtog). Completed one patrol from Perth/Fremantle (same objective as the 2nd patrol, the one from Surabaya - land a team on the far side of Luzon). I did think it unusual to have the exact same mission for the 2nd and 4th patrols from 2 different bases and 2 different boats. Otherwise all seemed normal. It was while attempting to start the 5th patrol (2nd in the Tambor boat) that I ran into the Objective Missing error.

If you have a suggestion for getting you my save file(s) I'll be happy to do that. :salute:
email sent, "assembly" needed on that... lol - in the meantime, my understanding of the game was that if you did a given mission in one boat, that was it - the game kept track of the missions assigned, and you did not get the same one again - unless there was something amiss in that first one... :hmmm: - let me look for that insertion on Luzon. There are a couple of missions that are very similar, with the only differences being the "artwork" of the circle, the wording of the orders, and maybe the zone being moved a bit, so it might be that for the similarity in assignment, though why the game went back to that "pool" again so soon is "different"... :salute:


Edit: I may have found it! "Insertion Commando Philippines 04.mis" does not have a drop zone... let me "dress" that up proper, and send you a "fix" that you can drop in, and attempt that same mission then... Please Standby... lol

Edit 2: This is for everyone, but give this a shot torpedobait: PalawanFix.7z (https://drive.google.com/file/d/1dngk7xjMd0cidtpoxtkI8WOdDgmlomxh/view?usp=sharing), which is the mis and tsr file for Insertion Commando Philippines 04. Added a drop zone, and linked an Objective to that, and presto-change-oh, it works. In theory, you should be able to drop this into your game, then click on the map for your assignment again, and this time, it should find the Objective... in theory. We'll incorporate this into the Patch file, which will now be "03" - at this rate, we'll hit that "99" count s7rikeback and myself were joking about last night, within a 2 week time frame... :roll:

Edit 3: Here is the all-inclusive Patch 03 with the above in it: Version121Patch03.7z (https://drive.google.com/file/d/1Ez7jRNwiqUt1C6xOgJthBiBE9FrIO5RR/view?usp=sharing), along with the Shinano, flags, etc. fixes...

propbeanie
09-12-20, 10:54 AM
I should clarify the above, I suppose... seemed fine when I posted, but now that I have re-read the above...

Edit #2 above would be for those of you with "100_FalloftheRisingSun_UltimateEdition_v1.21pv02_E N" of the mod.

Edit #3 above is for those of you with "100_FalloftheRisingSun_UltimateEdition_v1.21_EN" of the mod.

As mentioned, the "PalawanFix.7z" in Edit #2 is just that mis & tsr file - only - while Edit #3 has the whole patch, including the PalawanFix...

It does no harm if you use the full patch on the "100_FalloftheRisingSun_UltimateEdition_v1.21pv02_E N" version of the mod, it just overwrites what is already there... :salute:

Aramike
09-12-20, 01:14 PM
Thanks for the response propbeanie. Its a fresh install and FOTRS is the only mod. As I hadn't played in years, I wanted to familiarize myself on the controls again so I manually took the boat out of Pearl. Ahead 1/3, right 15 degrees rudder barely made steerageway (2knts tops?) I don't remember any of the boats being that slow surfaced.

Any thoughts?

Moonlight
09-12-20, 05:31 PM
Mr beanie, all this patch business is going to send me round the bend, I have installed the 100_FalloftheRisingSun_UltimateEdition_v1.21_EN version, does this mean I can uninstall the Version121Patch and use this new patch which is Version121Patch03 instead, please say yes or I could end up throwing myself on the floor and screaming like a madman. :O:

WH4K
09-12-20, 10:13 PM
You guys may not have done much to the S boats in the last couple releases, but 1.21p worked much better for me than 1.21. Today I completed a few patrols in an S boat without one single CTD, including a few times I loaded an earlier save.


Game is now much more stable IMO. Yes, I started over with a totally fresh install, as recommended, but I've done that before and yet still had to work around multiple CTD (most often when loading a recent save). Sometimes having to almost start a patrol over completely.


I've now upgraded to a Salmon so I can give the what-for to the Japanese task forces I keep stumbling across. Sticking with Asiatic command for now, though the long trip from Fremantle is a drag.


Btw is it just me or do task forces sometimes spawn out of nowhere? I've run into TFs leaving a bay I was patrolling the previous few days. Numerous destroyers and even a couple battleships appeared out of nowhere. That is, there's no port for them to originate from within the bay, and I would have run into them earlier had they already been there before my patrol. Basically they seem to appear out of thin air.

propbeanie
09-12-20, 11:41 PM
Thanks for the response propbeanie. Its a fresh install and FOTRS is the only mod. As I hadn't played in years, I wanted to familiarize myself on the controls again so I manually took the boat out of Pearl. Ahead 1/3, right 15 degrees rudder barely made steerageway (2knts tops?) I don't remember any of the boats being that slow surfaced.

Any thoughts?
Well, the Gar is the Tambor, and they are both identical in cfg files, and both only do like 2 knots at Ahead One Third... six to seven at Ahead Two Thirds, 9 maybe 10 with a tail wind at Ahead Standard. The boat needs to be re-visited in that regard. It won't be soon though...

Mr beanie, all this patch business is going to send me round the bend, I have installed the 100_FalloftheRisingSun_UltimateEdition_v1.21_EN version, does this mean I can uninstall the Version121Patch and use this new patch which is Version121Patch03 instead, please say yes or I could end up throwing myself on the floor and screaming like a madman. :O:
If you have v1.21, you can either put the PalawanFix on top of what you have with the 02 Patch, or back the 02 patch off, and put the 03 patch on... The PalawanFix makes the 02 Patch into the 03 Patch... is my head spinning yet?...

You guys may not have done much to the S boats in the last couple releases, but 1.21p worked much better for me than 1.21. Today I completed a few patrols in an S boat without one single CTD, including a few times I loaded an earlier save.

Game is now much more stable IMO. Yes, I started over with a totally fresh install, as recommended, but I've done that before and yet still had to work around multiple CTD (most often when loading a recent save). Sometimes having to almost start a patrol over completely.

I've now upgraded to a Salmon so I can give the what-for to the Japanese task forces I keep stumbling across. Sticking with Asiatic command for now, though the long trip from Fremantle is a drag.

Btw is it just me or do task forces sometimes spawn out of nowhere? I've run into TFs leaving a bay I was patrolling the previous few days. Numerous destroyers and even a couple battleships appeared out of nowhere. That is, there's no port for them to originate from within the bay, and I would have run into them earlier had they already been there before my patrol. Basically they seem to appear out of thin air.
You have to be careful when loading Saves from previous versions, though a Save in v1.2 should work fine in v1.21, and v1.21P, etc. Very few groups spawn out in the middle of nowhere. There are a few, like a whaling group will spawn off of South America and come west, or a BB group will spawn just outside Iron Bottom Sound for the heavy shelling of Guadalcanal, but for the most part, especially the Task Forces, but also most convoys and merchants start inside of a bay. Now, another thing to keep in mind, is if you are within roughly 30nm of where a groups is supposed to spawn, they will not spawn until your submarine is beyond the "range" for them to spawn.

s7rikeback
09-13-20, 08:07 AM
Again our thanks go to JapLance, who continued to work on the Shinano and as of today has released the new updated version.
pictures below:
https://i.ibb.co/s9RWnmb/SH4-Img-2020-09-13-13-55-02-825.png (https://ibb.co/tpKLgmQ)


https://i.ibb.co/R2hXT0g/SH4-Img-2020-09-13-13-54-42-325.png (https://ibb.co/1ZsCGq0)


https://i.ibb.co/3NgNbcB/SH4-Img-2020-09-13-13-54-52-085.png (https://ibb.co/zRqRgZG)


@ DanielCoffey - I have not forgotten you, and the files will be sent to you for a possible Ship Silhouette change.

torpedobait
09-13-20, 08:55 AM
I should clarify the above, I suppose... seemed fine when I posted, but now that I have re-read the above...

Edit #2 above would be for those of you with "100_FalloftheRisingSun_UltimateEdition_v1.21pv02_E N" of the mod.

Edit #3 above is for those of you with "100_FalloftheRisingSun_UltimateEdition_v1.21_EN" of the mod.

As mentioned, the "PalawanFix.7z" in Edit #2 is just that mis & tsr file - only - while Edit #3 has the whole patch, including the PalawanFix...

It does no harm if you use the full patch on the "100_FalloftheRisingSun_UltimateEdition_v1.21pv02_E N" version of the mod, it just overwrites what is already there... :salute:

Propbeanie, thanks for the patch! Meanwhile I decided to start anew, so I can't test your revised mission unless it comes up "naturally". But I do appreciate getting the fix, and have applied the patch. Time will tell! :D:salute:

Aramike
09-13-20, 09:45 PM
EwwwThanks for the response, propbeanie. I appreciate you looking into that and explaining it.

Kieldk
09-14-20, 04:00 PM
I was recently patrolling the middle of Guadalcanal


I was there for 5 days at THE SPOT and nothing showed up=?
only numerous planes





Shouldnt there be allot of activity around August 1942?

I left the area and headed for the Bismarck sea:Kaleun_Salute:

propbeanie
09-14-20, 05:51 PM
Are you seeing "The SPOT" on the map? Not "The Slot"??? August 1942 might not have a whole lot of traffic maybe just yet, but hang around a bit, and it should turn into a nearly-nightly flow of DD, with the occasional CL & BB thrown-in just for fun...

KaleunMarco
09-14-20, 05:54 PM
Are you seeing "The SPOT" on the map? Not "The Slot"??? August 1942 might not have a whole lot of traffic maybe just yet, but hang around a bit, and it should turn into a nearly-nightly flow of DD, with the occasional CL & BB thrown-in just for fun...

i think the kid is making hooch from torpedo propellant and that is why he seeing spots rather than The Slot. :hmmm:

propbeanie
09-14-20, 06:00 PM
Welllll... an older version of the mod (and Stock) do indeed have "The SPOT" on the map during the bik movie shown between patrols. If you have a bik movie player (like Bink, or SH1), watch "09_GUADAL_DB.bik", and when it zooms-in on "The Slot", the graphic will show "The SPOT"... just slightly distracting... :roll: lol - I forget how far back it was that we fixed that in FotRSU... :salute:

KaleunMarco
09-14-20, 09:58 PM
Welllll... an older version of the mod (and Stock) do indeed have "The SPOT" on the map during the bik movie shown between patrols. If you have a bik movie player (like Bink, or SH1), watch "09_GUADAL_DB.bik", and when it zooms-in on "The Slot", the graphic will show "The SPOT"... just slightly distracting... :roll: lol - I forget how far back it was that we fixed that in FotRSU... :salute:

....before my time...but then i do not remember Davy Jones ever referring to The Spot.:har:

Kieldk
09-15-20, 03:22 AM
Are you seeing "The SPOT" on the map? Not "The Slot"??? August 1942 might not have a whole lot of traffic maybe just yet, but hang around a bit, and it should turn into a nearly-nightly flow of DD, with the occasional CL & BB thrown-in just for fun...

I did indeed mean THE SLOT


NeverMind

Kieldk
09-15-20, 03:24 AM
I’ll return later in the year and look for contacts, if I survive that long

WH4K
09-15-20, 07:05 PM
FWIW, I tried to switch my deck gun on a Tambor from stern to bow.


Lost it entirely, couldn't get it back, had to reload an earlier save.

KaleunMarco
09-15-20, 07:40 PM
FWIW, I tried to switch my deck gun on a Tambor from stern to bow.


Lost it entirely, couldn't get it back, had to reload an earlier save.

the only fix for that is to select the bow gun, save, and then download and apply this fix.

https://subsim.com/radioroom/downloads.php?do=file&id=5641
:Kaleun_Salute:

jldjs
09-17-20, 04:01 PM
Returned to Midway in a Gar after intercepting Jap attack TF, and was offered a new sub. After accepting the new sub, a Gato class, checking the weapons, there is no deck gun, zilch, nada! All I got is the 50 cal MG. Is that my punishment for not completing my assigned patrol to Hokkaido?


FoTRSU 1.21 EN with no additional patch
June 4 1942
MOD List
100_FalloftheRisingSun_UltimateEdition_v1.21p_EN=1
901_Strategic_Map_Symbols=2
399_NoScrollNavMap=3
FOTRSU Position Keeper Tweak=4
Webster's Better Air Patrols=5
SH4_original_4k_light_blue=6
Manual Range TDC=7
Easier_AI for FotRSU=8
FOTRSU_Fleetboat_Interior-Officers_Quarters=9
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU=10
JayMyKey=11 (KeyMapper for my laptop keyboard)
Version121Patch03=12

KaleunMarco
09-17-20, 06:53 PM
Returned to Midway in a Gar after intercepting Jap attack TF, and was offered a new sub. After accepting the new sub, a Gato class, checking the weapons, there is no deck gun, zilch, nada! All I got is the 50 cal MG. Is that my punishment for not completing my assigned patrol to Hokkaido?


FoTRSU 1.21 EN with no additional patch
June 4 1942

:har:

propbeanie
09-17-20, 08:31 PM
FWIW, I tried to switch my deck gun on a Tambor from stern to bow.

Lost it entirely, couldn't get it back, had to reload an earlier save.
Returned to Midway in a Gar after intercepting Jap attack TF, and was offered a new sub. After accepting the new sub, a Gato class, checking the weapons, there is no deck gun, zilch, nada! All I got is the 50 cal MG. Is that my punishment for not completing my assigned patrol to Hokkaido?

FoTRSU 1.21 EN with no additional patch
June 4 1942
The Tambor comes with a bow-mounted deck gun. If you had previously moved it though, it should still move back. Always check your crew page after doing anything with the guns. An upgrade to a new boat is an unknown quantity after moving guns... As for a Gato with no gun and a 50 cal, it should come "new" in June 1942 with a 20mm single and a Bow-mount 3". Had you moved the Gar boat's gun though? and had you moved your crew off of the gun positions prior to docking? The Gato shows being available April 20, 1942 at Midway, and has missions.

For both of you though, need the mod lists... :salute:

torpedobait
09-18-20, 07:30 AM
The Tambor comes with a bow-mounted deck gun. If you had previously moved it though, it should still move back. Always check your crew page after doing anything with the guns. An upgrade to a new boat is an unknown quantity after moving guns... As for a Gato with no gun and a 50 cal, it should come "new" in June 1942 with a 20mm single and a Bow-mount 3". Had you moved the Gar boat's gun though? and had you moved your crew off of the gun positions prior to docking? The Gato shows being available April 20, 1942 at Midway, and has missions.

For both of you though, need the mod lists... :salute:

I had the exact same experience with a brand-new Balao out of Midway, but I have no details saved - it came with no deck gun and only a .50 Cal AA gun. Alas, I deleted that career after being sunk by a vicious IJN DD . I thought it strange at the time but figured the team had decided that deck guns were virtually useless against armed anything so had dropped them. Now I see that it may not have been deliberate! Have fun with this one! :salute:

Oh, and I can assure you that I had not tried to move a deck gun on any boat in that or any previous career since around Version 1. Just took it as it came. And there were zero crew slots for a deck gun.

torpedobait
09-18-20, 08:02 AM
While transiting to a patrol area (naturally, I didn't record the details) I came across a freighter identified by my crew as a Medium Heavy Load Freighter. Wanting to confirm the ID, I brought up the same entry in the Recognition Manual. To my surprise there is a significant difference between the vessel pictured in the manual and the one I was looking at in the scope.

The one in the manual shows a ship with the superstructure built on the stern, not unlike a tanker. The one I was seeing in the scope had a central superstructure and looked considerably different overall.

Not a biggie in the great scheme of FOTRSU, but still...:salute:

propbeanie
09-18-20, 08:05 AM
Do you happen to remember the mod load-outs, such as whether you had a patch applied or not, and maybe the approximate dates of the incidents torpedobait?

DanielCoffey
09-18-20, 08:16 AM
Torpedobait - according to Names.cfg the "Medium Heavy Load Freighter" should be associated with the NL_C vessel.


Roster/Japan/Sea/NL_C.cfg says it uses the NL_C model.


The NL_C model in my new silhouettes looks like this (apart form the paint job - I just picked the _T01 skin)...
http://www.dcoffey.co.uk/images/silenthunter4/NL_C_sil.jpg

propbeanie
09-18-20, 08:51 AM
In the "fog of war", things get missed, and this is a case in point. The NL_C 3D model in the dat looks like this

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


and the NL_B looks like this

https://i.imgur.com/0DVta1p.jpg


The Names.cfg lines are
NL_B=Medium Cooler
NL_C=Medium Heavy Load Freighter

So, we are in fact, missing the NL_C sil in FotRSU. We'll see if DanielCoffey can get us a new one. :salute:

btw, is that "Cooler" designation supposed to be "Collier"?? for a coal hauler?... lol

DanielCoffey
09-18-20, 09:03 AM
Hmm... looks like it may be my fault then with a cut and paste error. I will look into the NLK_B and NL_C models.

DanielCoffey
09-18-20, 09:28 AM
Merchant Pack 02 updated in the main Silhouettes thread with a new NL_C model. Dimensions remain the same.

I had forgotten to move the "cabina" block forward to its Z coordinate so it ended up looking just like the NL_B instead.

By the way, only 8 Battleships (out of 28) left to do but feeling pretty frazzled today as I managed to do three of them back to back.

propbeanie
09-18-20, 09:34 AM
"No biggie", as we used to say as a kid. Of course, we used to also say "far out, man", "right on", "that's hip, bro", etc... lol - but we do have an updated version set to go out the door with the v2 Shinano in it, and we're waiting on replies from torpedobait, jldjs and WH4K about their recent gun reports, so we have time to wait on a good sil file. I am beginning to think though, that what we thought was a compatible update ain't so "compatible", and whacks the Save folder data... :hmmm:

DanielCoffey
09-18-20, 09:35 AM
NL_C sil is done for you

jldjs
09-18-20, 11:06 AM
The Tambor comes with a bow-mounted deck gun. If you had previously moved it though, it should still move back. Always check your crew page after doing anything with the guns. An upgrade to a new boat is an unknown quantity after moving guns... As for a Gato with no gun and a 50 cal, it should come "new" in June 1942 with a 20mm single and a Bow-mount 3". Had you moved the Gar boat's gun though? and had you moved your crew off of the gun positions prior to docking? The Gato shows being available April 20, 1942 at Midway, and has missions.

For both of you though, need the mod lists... :salute:

My MOD list is added to my post #1828. After installing the v1.21p_EN and using MultiSH4 to create new Save folder I started my campaign in January '42 from Midway on a Gar. After 3 or 4 patrols mostly to East China Sea, and returning to Midway May 6, my next patrol left Midway on May 26 '42 for Hokkaido area but I diverted NW to intercept the Jap carrier TF. Sank two carriers and returned to Midway June 4, ended patrol and accepted a new sub, a Gato, but noticed it had no deckgun. The Gar had a 3" stern mount and I did not try to move it to the bow. There were no crew on the gun when ending the patrol. I have a Save before and after entering Midway June 4. But, just to continue with this campaign, I reran ending my patrol and declined the new sub and continued with the Gar with same load out but with a 20mm replacing the 50 cal MG.
I await further orders and remain you humble servant even though I did alter history by sinking the Hiryu and Kaga carriers and should at a minimum get another deck gun:hmmm:

propbeanie
09-18-20, 11:34 AM
Tired, old eyes, and I might be missing it, but do you have vickers03's patch applied? See Post 141 of Fleetboat Interior: Officers Quarters (https://www.subsim.com/radioroom/showthread.php?p=2693885#post2693885). FotRSU v1.2 has updated gun mounts in the upc file that we neglected for vickers03's mod (originally written for v1.001), hence that patch. Let me know please, if you were indeed missing that. :salute:

Edit: Also, for those doing extra mods, it would be best to put all of your "FotRSU 'Authorized' Mods" in the list first, those that come with the mod in the Extras folder. Then put the add-in mods that you are experimenting with, then do Vickers' interior 2nd to the last, and his patch last. Try to see and note which files are overwritten by the extra add-in mods. We know that the extra clickable items on the tracking table in FotRSU are overwritten by vickers' mod, but no loss there, other than convenience. However, his mod does have a upc file for each interior, so you need to apply his patch last then... That way, it's also easier to "see" any adverse effect from the "experimental" mods, or if they get overwritten. In other words
1. FotRSU
2. Patch
3. Extra FotRSU mods
4. Your extra mods - pay attention to what happens with them & what they over-write
5. Vickers Interior
6. Vickers Patch

jldjs
09-18-20, 03:01 PM
No I haven’t patched the Vickers interior mod. I’ll look for it.

EDIT:
I got the patch with the Sub UPC files. If I JSGME it in can I go back to my Save prior to ending patrol in Midway will it allow me to take the new Gato sub with deck mounted gun or I also need to something else?

KaleunMarco
09-18-20, 07:15 PM
No I haven’t patched the Vickers interior mod. I’ll look for it.

EDIT:
I got the patch with the Sub UPC files. If I JSGME it in can I go back to my Save prior to ending patrol in Midway will it allow me to take the new Gato sub with deck mounted gun or I also need to something else?

only if you are in port between missions.

never ever ever change mods or mod order while you are at sea on a mission.
changing mods while you are at sea on a mission is a surefire way to get CTDs.
:Kaleun_Salute:

propbeanie
09-18-20, 07:35 PM
I am inclined to agree with KaleunMarco, jldjs... There are a couple of options though. First, copy and safeguard your Save folder, like if you have it named FRS or whatever in MultiSH4, then copy it and move it to a different folder, but name it something memorable, so you do NOT lose it for this crazy experiment... You could either try what you suggest then with the other, copied file-set as a "safe-guard" (remember though, it does probably have "corrupt" data in it...), but you will most likely either crash while loading, or while entering the sub. If you try that first and it fails, delete from "data" on down in your current Save folder, and bring back in the "safe-guarded" copy from "data" on down.

Come on in to port, and dock. Accept your new boat. Once back in the office, save and exit. Do NOT look at your new boat, do not go on patrol, etc. Now apply the patch. Start the game again and look at your new boat. Does it have a gun? If it does, fantastic. If not, look at your system clock and note the time, and make a new Save, different name of course, and exit the game. Go into the Saved game files and find the timestamp for the latest save folder, then use either the "ColetrainsAndOthersDGfix.pdf" file, as found in the Support folder of the FotRSU mod, or KaleunMarco's package, as previously linked. See if you can get gun positions back that way. If not, it is probably hosed... sorry. You could attempt to go on a short "training" patrol that goes outside the "home port" area (go beyond the green circle and for at least 24 hours) and see what happens when you dock the 2nd time and then come back into the game.

A third option would be to copy that "safe-guarded" Save data back in to the Save folder, and come into port and dock. Refuse the new boat. Once in the Captain's Office, exit the game and apply the officer country patch. Now re-start and do some more patrols, and accept the new boat the next time you are asked, and see what happens then. Be sure you are saving each time you come in, and to a new name each time...

Let us know though, how it goes for you! :salute:

torpedobait
09-19-20, 05:19 AM
Do you happen to remember the mod load-outs, such as whether you had a patch applied or not, and maybe the approximate dates of the incidents torpedobait?

This won't be very helpful, I'm afraid. Mod load outs I do remember, because I haven't changed them in months (see below) except for the new releases and patches. I always apply patches when they are released, but I don't remember if it was the "p" mod, or 1.2, or 1.21. It was fairly recent. Also, I did not ever just apply the patch or updates while in the office. I always delete the old SH4 files and start a new career for the latest version.

I'm thinking it was probably in the version just before "p" because I had it long enough to move my career up through a Sargo, Tambor, Gato, and then the Balao. That takes at least 10 patrols. I always started 12/8/41 out of Manila, then Surabaya, then Perth/Fremantle. No transfers; no changes to deck gun placement, no changes to crew as to a deck gun. The new Balao just didn't have one.

Current Mod List:
100_FalloftheRisingSun_UltimateEdition_v1.21pv02_E N
101_Palawan_Fix
399_NoScrollNavMap
449_FOTRSU Umark Removal
450_Lite Fog v2 + 300' Underwater Visability
901_strategic_map_symbols

Like I said, I don't remember which Edition I was using; probably v1.2 or v1.21. :salute: Btw, the 449 and 450 mods are not FOTRSU recognized mods, but I've uses them for over a year. They are strictly environmental mods.

torpedobait
09-19-20, 05:33 AM
Around Guadalcanal, anywhere within 20 -25 miles or so of Savo Island , the air traffic in early November (Nov 4-5-6) is so heavy it brings my fairly powerful system to its knees. There is no TC possible above 16x, and even that stutters greatly. It starts out slow with minimal traffic on 11/1, and over the next 2-3 days the traffic builds to an impossible point - probably realistic historically but does not work in the game.

The mountains at the NW end of Guadalcanal (is that Cape Esperance?) become littered with crashed planes (mostly US Wildcats and P40's, but some Japanese too) and survivors. Whatever is going on it makes it impossible to hang around and try to catch some of the "action" when the IJN TF's come down The Slot. Even sitting at 100' the air traffic makes enough noise to drop the TC to 8 anytime a plane flies near. On the surface at night there was still a great deal of air traffic, and no surface targets to be found. I finally had to just leave on 11/6 and seek action elsewhere.

Any chance you could lighten up on the planes in that area a bit? Thanks.

propbeanie
09-19-20, 08:38 AM
The planes on the sides of the hills, are those mostly American planes, by chance? The Japanese air traffic would come from further up The Slot, and should not be running into too many mountains, but might be. Do you know if your submarine was spotted by Japanese forces, either sea or air? I'm doing more testing in the area now, but I have not encountered a lot of air traffic. For it to be heavy, it would have to be either an AirBase that keeps detecting the enemy (which would include the CV, of course), or a set group that is looping, of which I cannot see in the campaign. There are those Solomon "Lifeguard" missions, but they should not be activating... :hmmm:

KaleunMarco
09-19-20, 01:00 PM
A On the surface at night there was still a great deal of air traffic, and no surface targets to be found. I finally had to just leave on 11/6 and seek action elsewhere.

Any chance you could lighten up on the planes in that area a bit? Thanks.

on the subject of night air traffic, i implemented a fix for myself and eliminated night activity. the IJAF/IJN did not have night fighters in 1942-3 so i feel just fine in eliminating them in SH4.

create a separate folder under the MODS folder. let's call it 900-Air-Traffic. then create subfolders under that named Data and Cfg...in the style of JGSME.
Here is an example: \900-Air-Traffic\Data\Cfg


now copy the AirStrike.cfg from \Data\Cfg to your new \900-Air-Traffic\Data\Cfg.
Open Notepad (it comes with all Win10) and then open AirStrike.cfg from your new folder.
change only this line to: Night Modifier=0.000001
close and save.
then use JGSME to apply this folder as the last one in your mod set.

a voila...no more night fighters.
when you want to encounter night fighters again, just reverse the JGSME process...and leave the mod available for future use.

:Kaleun_Salute:

EDITED: Corrected the folder sequence.

Mios 4Me
09-20-20, 11:44 AM
First off, kudos for the colorful sonar lines - greatly appreciated!

Second, the AI boost (both mods) is a very welcome improvement. Encountering a certain TF in mid-December 1941 is suddenly interesting again after the first salvo impacts. The following ships still slow down but are more evasive and the DDs are now a threat.

Oddities:
- For the first time in my entire SH4 career, the seas have been too rough for almost all gunnery action. One crab boat actually sank before we could reach it and the Large Tanker we encountered next had its port rail almost submerged. A single torpedo was enough to sink it. Conditions are similar on the second patrol, although with one calm period to demonstrate its not a permanent environmental change.

- Once in each patrol, the sub has stopped at a plotted turn at high TC for no obvious reason. I haven't seen that before.

- On one Single Mission and one career patrol, we were in extremely close range and taken under fire before the ships were sighted. I realize this may be related to the single sensor issues PB has mentioned before, although the enemy TF in the Single Mission didn't spot us early either as they didn't fire until we were within 1000 meters.

- CTDs are cropping up in the second patrol but in an entirely new manner: the game/replay loads, begins to play for a couple of seconds, then CTDs. Always before it simply fails to load. At this point I can only assume my recurrent CTD issues are Win10 Pro related.

Thanks to the entire team for your hard work.

torpedobait
09-20-20, 02:05 PM
The planes on the sides of the hills, are those mostly American planes, by chance? The Japanese air traffic would come from further up The Slot, and should not be running into too many mountains, but might be. Do you know if your submarine was spotted by Japanese forces, either sea or air? I'm doing more testing in the area now, but I have not encountered a lot of air traffic. For it to be heavy, it would have to be either an AirBase that keeps detecting the enemy (which would include the CV, of course), or a set group that is looping, of which I cannot see in the campaign. There are those Solomon "Lifeguard" missions, but they should not be activating... :hmmm:

I do not believe I was ever spotted. I akways dive to 100' upon receiving a radar warning from the crew. Most of the crashed planes were US Wildcats, with some P40's in the mix, and just a few Japanese, Zeros I think. There were also numerous "survivors", all on land, some showing the pink flares. Japanese "survivors" tended to be on the South side of the West end of the island.

The traffic built slowly over 3 or 4 days, from a plane or two per hour in daylight only to a crescendo of traffic day and night in both directions (to and from Henderson in a NW and NNW direction). Even when at 100' depth, the volume of passing planes overhead was enough to drop the TC to 8x regularly. To get any TC at all (in hopes of getting past a "bubble" in the traffic volume) I had to go to almost 300'. But eventually I have to surface to clean the air, with a repeat of the traffic volume. I had to leave on November 6 to preserve my sanity, still without encountering any surface traffic, day or night. I had been on station just north of Savo Island and in the channel between there and Guadalcanal (is that Iron Bottom Sound?) since late September, hoping for some action. Never saw another ship, US or IJN. That also seems strange, given the historical events of the time.

torpedobait
09-20-20, 02:09 PM
on the subject of night air traffic, i implemented a fix for myself and eliminated night activity. the IJAF/IJN did not have night fighters in 1942-3 so i feel just fine in eliminating them in SH4.

create a separate folder under the MODS folder. let's call it 900-Air-Traffic. then create subfolders under that named Data and Cfg...in the style of JGSME.
Here is an example: \900-Air-Traffic\Data\Cfg


now copy the AirStrike.cfg from \Data\Cfg to your new \900-Air-Traffic\Data\Cfg.
Open Notepad (it comes with all Win10) and then open AirStrike.cfg from your new folder.
change only this line to: Night Modifier=0.000001
close and save.
then use JGSME to apply this folder as the last one in your mod set.

a voila...no more night fighters.
when you want to encounter night fighters again, just reverse the JGSME process...and leave the mod available for future use.

:Kaleun_Salute:

EDITED: Corrected the folder sequence.

Thank you for this suggestion. For right now I am going to stick to the standard FOTRSU to see what solution the team can embed in a new release. Life is complicated enough for me as it is! :salute:

FotRSU Mod Team
09-20-20, 02:22 PM
Version 1.24 available, see Page 1, first post.

100_FalloftheRisingSun_UltimateEdition_v1.24_EN (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992)

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

Be sure and download DanielCoffey's BB Silhouettes (https://drive.google.com/file/d/1zu7WqgKaytmNNt0O0K47WK1nSoKNmSmo/view?usp=sharing) mini-mod "999_DC_NBB_sil.7z (https://drive.google.com/file/d/1zu7WqgKaytmNNt0O0K47WK1nSoKNmSmo/view?usp=sharing)", to be added last in your mod list

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

WH4K
09-20-20, 03:08 PM
Sigh. Just upgraded to a Balao. No deck gun. Didn't lose deck gun (or any crew) on old boat, it's that the new boat simply didn't come with a deck gun, and one can't be added.


Fixed in 1.24?


Maybe I should go back and refuse the boat upgrade.

nionios
09-20-20, 04:15 PM
I have noticed that sometimes after the complete repair of damaged batteries they do not recharge at 100%. Recharging usually stops at 99% or even lower. I don't know whether it's a FOTRSU related issue or not. Maybe it is intentional. I have also played other mods (RFB , TMO , OPMONSUN) and I can't recall any similar issue.




The 999_DC_NBB_sil mod is obligatory for v1.24?

s7rikeback
09-20-20, 04:18 PM
Sigh. Just upgraded to a Balao. No deck gun. Didn't lose deck gun (or any crew), it simply didn't come with a deck gun, and one can't be added.


Fixed in 1.24?
we do remind you that if you use vickers03's interior officer's country mod, that you must apply a patch to it, as found at https://www.subsim.com/radioroom/sho...85#post2693885 (https://www.subsim.com/radioroom/showthread.php?p=2693885#post2693885) - If you do not do this, you will be missing deck guns for any new boats...

Can you confirm that your using or not using this mod ?

WH4K
09-20-20, 05:44 PM
No, I only use FOTRS:UE by itself. No other mods.


Just for fun, I'm going to use JGSME to remove FOTRSU 1.21p, and install 1.24, then see what happens.


Making a backup of my savegames first.


BTW, 1.21p has been SUPER stable, remarkably so. I haven't had it CTD even once, not even in areas I was accustomed to expecting a CTD when trying to load a recent save.

WH4K
09-20-20, 05:45 PM
I have noticed that sometimes after the complete repair of damaged batteries they do not recharge at 100%. Recharging usually stops at 99% or even lower. I don't know whether it's a FOTRSU related issue or not. Maybe it is intentional. I have also played other mods (RFB , TMO , OPMONSUN) and I can't recall any similar issue.
The 999_DC_NBB_sil mod is obligatory for v1.24?I've seen that too. Sometimes I can only get to about 80% original capacity.


I figure it's battle damage & head home as soon as possible.

WH4K
09-20-20, 06:07 PM
OK, I tried removing FOTRSUE 1.21p, installed 1.24.


My old savegames still load OK. Same problem though. I return to base, get a new Gato-class sub, but it's missing a deck gun.


If I start a new career with a Gato (e.g. Pearl in the middle of 1943), it does come with a deck gun.

s7rikeback
09-20-20, 06:28 PM
OK, I tried removing FOTRSUE 1.21p, installed 1.24.

My old savegames still load OK. Same problem though. I return to base, get a new Gato-class sub, but it's missing a deck gun.

If I start a new career with a Gato (e.g. Pearl in the middle of 1943), it does come with a deck gun.
Righty, if your moving from different versions, I would always do a new install. Old saves are bad on updates, you would be surprised what your game may remember from the old version. any change to missions, ship models, and so on, may well cause unforseen problems. I highly recommend that everyone creates a new install and create a new save folder via MutliSH4.

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

To all: You may feel it's not worth it, but the amount of trouble-shooting we have to do on each report does take time, unless the error rings a bell, this may take many hours away from us which we could be using elsewhere on the mod.

This also goes to ANY third party mods, please make sure they are 100% compatible with FotRSU, if your unsure and you install, you are on your own...

At this time, the following mods have our full support:

Ship Silhouettes - Modder's Resource by DanielCoffey (https://www.subsim.com/radioroom/member.php?u=410529)

Fleetboat Interior: Officers Quarters by vickers03

(https://www.subsim.com/radioroom/member.php?u=232043)we do remind you that if you use vickers03's Fleetboat Interior: Officers Quarters, that you must apply a patch to it, as found at https://www.subsim.com/radioroom/sho...85#post2693885 (https://www.subsim.com/radioroom/showthread.php?p=2693885#post2693885) - If you do not do this, you will be missing deck guns for any new boats...

We also have many individual modders who have and continue to help us...

s7rikeback
09-20-20, 06:31 PM
I've seen that too. Sometimes I can only get to about 80% original capacity.


I figure it's battle damage & head home as soon as possible.
Best course of action. When at sea, you should never be able to do a complete repair on batteries... However, we need propbeanie to confirm either way... :D

taktik
09-20-20, 08:21 PM
First of all, I love the TMO2.5 mod, which I have played almost exclusively.

Taking the new release of FOTRSU for a spin, and I didn't get but about thirty minutes in it (and no engagements yet) before the wife and kids pulled back into the driveway, but GOSH GOLLY does the scenery look more beautiful than ever. Honestly, if I don't find a jap ship for the first month or so, I think I could just walk around the inside of my shiny boat and admire the sea from the bridge and not feel out of sorts at all.

Having not even scratched the surface of it yet, I can see the hard work that went into this already, and I have to say AWESOME JOB to the hardworking sub simmers who worked on this project! Looking forward to taking her out again soon, with more time on my hands!

:Kaleun_Salute:

KaleunMarco
09-20-20, 10:46 PM
Originally Posted by WH4K View Post
I've seen that too. Sometimes I can only get to about 80% original capacity.
I figure it's battle damage & head home as soon as possible.

Best course of action. When at sea, you should never be able to do a complete repair on batteries... However, we need propbeanie to confirm either way... :D

i am not PB but i can confirm that when there is any damage to the batteries, they will not repair back to 100% during a mission.

battery damage is like hull damage: a kaleun must return to his home base and end the patrol in order to fully repair either one of them. stopping for a weapons reload will not repair batteries or hull damage (or destroyed equipment).

on a side note, i have been in both forward and aft battery rooms of a WWII US sub. they are located a level below the normal deck and are accessible via only one vertical steel ladder. the grate over each hatchway weighed at least 100 lbs. each room would be crammed with batteries (54hx21wx15d) and have very little room for humans to maneuver. lighting is in the form of protected incandescent bulbs which only made a warm space even warmer. it is hard to verbalize the claustrophobic feeling one gets even when visiting a battery room...and then try to imagine having to go down there, holding a lantern in one hand, while you are underwater (condensation dripping) and being depth charged...trying to figure out what the problem is before actually fixing it. a daunting task to say the least.

:Kaleun_Salute:

propbeanie
09-20-20, 10:50 PM
First off, kudos for the colorful sonar lines - greatly appreciated!

Second, the AI boost (both mods) is a very welcome improvement. Encountering a certain TF in mid-December 1941 is suddenly interesting again after the first salvo impacts. The following ships still slow down but are more evasive and the DDs are now a threat.
The ships slowing down is an SH4 thang unfortunately. The higher the skill level, the better they act, but the better they "see" also, so...
Oddities:
- For the first time in my entire SH4 career, the seas have been too rough for almost all gunnery action. One crab boat actually sank before we could reach it and the Large Tanker we encountered next had its port rail almost submerged. A single torpedo was enough to sink it. Conditions are similar on the second patrol, although with one calm period to demonstrate its not a permanent environmental change.
Rough seas will sink battleships even. Damages accrue over time. Did you get a weather report though? Storms, just like glassy seas, can get "stuck". TC being the biggest offender, but Saves also re-set the "weather clock". Another SH4 thang.
- Once in each patrol, the sub has stopped at a plotted turn at high TC for no obvious reason. I haven't seen that before.
Which boat, approximate date, where did you sail from, and where you at the time?
- On one Single Mission and one career patrol, we were in extremely close range and taken under fire before the ships were sighted. I realize this may be related to the single sensor issues PB has mentioned before, although the enemy TF in the Single Mission didn't spot us early either as they didn't fire until we were within 1000 meters.
Same "Which boat, approximate date, where were you", questions, but this time, "which single mission?"
- CTDs are cropping up in the second patrol but in an entirely new manner: the game/replay loads, begins to play for a couple of seconds, then CTDs. Always before it simply fails to load. At this point I can only assume my recurrent CTD issues are Win10 Pro related.
Game Replays are resource hogs, and will add considerably to the size of your Save folder. Are you doing them on a Single Mission, or a Career?
Thanks to the entire team for your hard work.
Thank you :salute:

I do not believe I was ever spotted. I akways dive to 100' upon receiving a radar warning from the crew. Most of the crashed planes were US Wildcats, with some P40's in the mix, and just a few Japanese, Zeros I think. There were also numerous "survivors", all on land, some showing the pink flares. Japanese "survivors" tended to be on the South side of the West end of the island.

The traffic built slowly over 3 or 4 days, from a plane or two per hour in daylight only to a crescendo of traffic day and night in both directions (to and from Henderson in a NW and NNW direction). Even when at 100' depth, the volume of passing planes overhead was enough to drop the TC to 8x regularly. To get any TC at all (in hopes of getting past a "bubble" in the traffic volume) I had to go to almost 300'. But eventually I have to surface to clean the air, with a repeat of the traffic volume. I had to leave on November 6 to preserve my sanity, still without encountering any surface traffic, day or night. I had been on station just north of Savo Island and in the channel between there and Guadalcanal (is that Iron Bottom Sound?) since late September, hoping for some action. Never saw another ship, US or IJN. That also seems strange, given the historical events of the time.
There were indeed night "dogfights" and attacks performed by the Japanese, usually without benefit of radar. Their favorite tactic was to attack just after surface sundown, but with the airplanes being above the horizon, they could see OK with the ambient light for the start of the attack run. The US used radar for night engagements for the first time around Guadalcanal, and it seems to me it was late 1942. The planes did not have the radar, a nearby ship or base did, and guided the planes by radio. However, night attacks were generally rare.

In the game, once an airplane is aloft ("spawned"), it stays there until it is done, either range or ammo being the "normal" dictator. So therefore, night attacks are not as rare in SH4. If you look at the night attack multiplier in the AirStrike.cfg, for FotRSU, that is set to 0.46, lower than stock. Don't forget the AirBase "experience" level modifier, and whether you have sent any radio messages, or if you have been seen, all of which can increase the odds of an airplane coming as a "response"... You should NOT have a mess of airplanes on the hillsides. Why airplanes can't gain altitude in SH4 to clear a hill is beyond me. You will see the fluorescent flares, because that's what survivors do, even if on land, but those are what drag the game down, so we want to avoid airplanes crashing into the mountains... I can only guess, because I have not managed to replicate the issue on my system yet, but similar to what others encountered off the coast of Japan, we are getting an inappropriate response to Japanese ships - I think - because I have gone up the slot closer to Shortland in early November, and I am seeing quite a few B-25s, Wildcats, and PBYs coming out and attacking the Tokyo Express... so we'll noodle some with the American Airbases, and try to calm that response down. This might also explain why surface traffic is light, because I watched as about six B25s took out a small Task Force (one CL and about 4 DD) in less than five minutes...
Sigh. Just upgraded to a Balao. No deck gun. Didn't lose deck gun (or any crew) on old boat, it's that the new boat simply didn't come with a deck gun, and one can't be added.

Fixed in 1.24?
Doesn't need fixing - something else is going on

Maybe I should go back and refuse the boat upgrade.
Refuse the boat upgrade. I am running about a half-dozen test careers right now, and have not encountered airplanes at night around Savo yet, nor not getting a deck gun with a boat upgrade. I do have more sessions planned of course, and we'll keep after it. But once you have bad data in a Save folder, that whole folder is corrupted, "data" on down...

I have noticed that sometimes after the complete repair of damaged batteries they do not recharge at 100%. Recharging usually stops at 99% or even lower. I don't know whether it's a FOTRSU related issue or not. Maybe it is intentional. I have also played other mods (RFB , TMO , OPMONSUN) and I can't recall any similar issue.
As s7rikeback mentions, it is like bulkhead and especially hull damage, in that you are never 100%% afterwards. Under some circumstances, I have had the batteries deteriorate rapidly after a few days, and almost been stuck in the middle of the Pacific...

The 999_DC_NBB_sil mod is obligatory for v1.24?
No, not obligatory at all. It is the updated silhouette files for the battleships in the Recognition Manual. All - and that is a LOT of "all" - of the ship silhouette files in FotRSU are now courtesy of DanielCoffey, as well as the update cfg file figures that you see.

No, I only use FOTRS:UE by itself. No other mods.

Just for fun, I'm going to use JGSME to remove FOTRSU 1.21p, and install 1.24, then see what happens.

Making a backup of my savegames first.

BTW, 1.21p has been SUPER stable, remarkably so. I haven't had it CTD even once, not even in areas I was accustomed to expecting a CTD when trying to load a recent save.
v1.24 is v1.2 with all of the patches, except the one we are building now. The next version of the mod will incorporate some changes that will make it incompatible with the v1.24 (and any mods). But from v1.2 through the v1.21p02 (or was it "03"??), we made no changes to the submarines or deck guns, other than re-mapping IDs for the Narwhal... We did change the Shinano, but it wasn't "called" by the game... :hmmm: - we'll keep testing though, and try to track something down. In the meantime, as mentioned, once you have corrupt data, you have corrupt data. So go back prior to docking and getting the upgrade, and refuse the upgrade. Then do the v1.24 while in the office, and go back out on patrol.

One thing to remember about these issues though, is that in order to facilitate chasing things down, we need
1. The submarine you have, and the one you're getting
2. Your home port, where you sail from
3. the situation
4. the date
5. Your mod list.
First of all, I love the TMO2.5 mod, which I have played almost exclusively.

Taking the new release of FOTRSU for a spin, and I didn't get but about thirty minutes in it (and no engagements yet) before the wife and kids pulled back into the driveway, but GOSH GOLLY does the scenery look more beautiful than ever. Honestly, if I don't find a jap ship for the first month or so, I think I could just walk around the inside of my shiny boat and admire the sea from the bridge and not feel out of sorts at all.

Having not even scratched the surface of it yet, I can see the hard work that went into this already, and I have to say AWESOME JOB to the hardworking sub simmers who worked on this project! Looking forward to taking her out again soon, with more time on my hands!

:Kaleun_Salute:
Thank you for the compliment, but quite a bit of that work was done by the FOTRS original AOTD_MadMax team years ago, and they started with TMO 1.7 :salute:

Mios 4Me
09-20-20, 11:21 PM
Originally Posted by Mios 4Me View Post

- Once in each patrol, the sub has stopped at a plotted turn at high TC for no obvious reason. I haven't seen that before.
Which boat, approximate date, where did you sail from, and where you at the time? The second one was on Trout's second patrol from Midway, approximately March 1942, near Convoy College. The first one was either on Trout's first (Bungo Suido) in Jan 1942, or early in the very lengthy second (Area 4 or Haha Jima).

- On one Single Mission and one career patrol, we were in extremely close range and taken under fire before the ships were sighted. I realize this may be related to the single sensor issues PB has mentioned before, although the enemy TF in the Single Mission didn't spot us early either as they didn't fire until we were within 1000 meters.
Same "Which boat, approximate date, where were you", questions, but this time, "which single mission?"
Bungo Suido or On the Move. Probably the former, but unsure. The career patrol was Trout's second, this time assigned to Convoy College (the NE one of the two we had this patrol).

Game Replays are resource hogs, and will add considerably to the size of your Save folder. Are you doing them on a Single Mission, or a Career?
Career.

propbeanie
09-20-20, 11:29 PM
Got it... what is your mod load-out though? As for the stopping at a turn in TC, how high of TC were you using (512, 1024?), and what did you do to get it to go again, or was it like a "glitch", where it paused for a flash, and then continued on? :salute:

mikesn9
09-21-20, 07:06 AM
Got it... what is your mod load-out though? As for the stopping at a turn in TC, how high of TC were you using (512, 1024?), and what did you do to get it to go again, or was it like a "glitch", where it paused for a flash, and then continued on? :salute:


I have had this happen in Fotrsu 1.1 and 1.1 with patch.
Last time was a balao out of Brisbane. east china sea. TC 1024 (my normal patrol setting) Sept '43. Win '64. NOT at battle stations, traveling on surface.
I checked to see if I had run into anything. no. props running speed 0.
Rang up All Stop, then Standard, ship started moving again.


Mios, thanks for posting.. I had thought of asking if anyone else had seen this.

propbeanie
09-21-20, 09:19 AM
I was going to mention Battle Stations, but one important aspect is the shelling out to Windows, which seems to be one of my favorite "go-to" excuses, but really can affect all aspects of the game, including contributing to bad data in Save files. Not that either of you did that, but just to over-state the obvious. So the telegraph actually goes to All Stop, and it's not just a "glitch" kicking into the display of the game... I've added that (watching for stops) to a "watch list" of things to look for in my testing procedure, especially in light of all of the TC I use doing the tests, being at 4096x just as often as being at 128x :o - all in the name of "science".,. :har:

maxswain
09-21-20, 10:44 AM
I have large smoke plumes that follow the sub submerged or on the surface. I've never seen this before.

mikesn9
09-21-20, 10:47 AM
I was going to mention Battle Stations, but one important aspect is the shelling out to Windows, which seems to be one of my favorite "go-to" excuses, but really can affect all aspects of the game, including contributing to bad data in Save files. Not that either of you did that, but just to over-state the obvious. So the telegraph actually goes to All Stop, and it's not just a "glitch" kicking into the display of the game... I've added that (watching for stops) to a "watch list" of things to look for in my testing procedure, especially in light of all of the TC I use doing the tests, being at 4096x just as often as being at 128x :o - all in the name of "science".,. :har:


In my cases the Telegraph was still at standard, making 0 knots. I selected stop, standard to get it started again. I had not shelled out to windows.. I have a reminder program that pops up once in a while, but if it happens, I save & exit, or just exit if a save was recent.

Mios 4Me
09-21-20, 10:53 AM
Got it... what is your mod load-out though? As for the stopping at a turn in TC, how high of TC were you using (512, 1024?), and what did you do to get it to go again, or was it like a "glitch", where it paused for a flash, and then continued on? :salute:

Generic Mod Enabler - v2.6.0.157
[C:\Games\steamapps\common\FotRSUE\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
301_MoreDifficultAI01
302_MoreDifficultAI02
399_NoScrollNavMap
452_MoonlightzSonarLines
901_Strategic_Map_Symbols

TC was probably ~2000-4000 as these were dead patrol zones (at least on Patrol 2). I hit the return to course button once more and it behaved normally afterward. The plotted courses were fairly complex search patterns and each failed on the first turn. Each instance cost several hours of game time.

Now that you mention the possibility of a glitch correcting itself, I seem to recall that happened once. It was as if the sub had dropped out of warp/paused on a turn (or was spinning in place), then went back to the selected velocity. If I'm correct, that happened on Trout's Patrol 1 in the Bungo Suido in Jan 1941, meaning that the two instances of complete stoppage were on Patrol 2 (Haha Jima/Area 4 and Convoy College in March 1942).

KaleunMarco
09-21-20, 10:56 AM
I have large smoke plumes that follow the sub submerged or on the surface. I've never seen this before.

it's a known issue.

it will not affect your detection by the enemy AI.

i forget what the actual reason is.

best bet: just ignore it.

:Kaleun_Salute:

propbeanie
09-21-20, 11:26 AM
I have large smoke plumes that follow the sub submerged or on the surface. I've never seen this before.

it's a known issue.

it will not affect your detection by the enemy AI.

i forget what the actual reason is.

best bet: just ignore it.

:Kaleun_Salute:
As KaeunMarco mentions, though odd, it does not affect the enemy's ability to ignore your submarine. However, the only known way to get that to happen is by "shelling-out" to Windows, whether accidentally or on purpose. The game is an old WinXP game, and as such "knows" nothing of virtual computing, and expects the computer to pay attention to it, and to it alone. When the computer shells back to the desktop or another app, SH4 loses the "focus" and some of its assets might not be in the exact location as they were when the game lost focus, hence some areas of the game's space are over-written, resulting in some "glitching". The "fix" is to create a Save point under a new name, exit the game, re-start the game, and load that Save you just created.

In my cases the Telegraph was still at standard, making 0 knots. I selected stop, standard to get it started again. I had not shelled out to windows.. I have a reminder program that pops up once in a while, but if it happens, I save & exit, or just exit if a save was recent.
Depending upon the reminder applet, if it "polls" the computer, it might shell-out in the background, and you might never notice it. It would be better to temporarily halt it when playing SH4, and see what happens. Put it back if it makes no difference, of course.

Generic Mod Enabler - v2.6.0.157
[C:\Games\steamapps\common\FotRSUE\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
301_MoreDifficultAI01
302_MoreDifficultAI02
399_NoScrollNavMap
452_MoonlightzSonarLines
901_Strategic_Map_Symbols

TC was probably ~2000-4000 as these were dead patrol zones (at least on Patrol 2). I hit the return to course button once more and it behaved normally afterward. The plotted courses were fairly complex search patterns and each failed on the first turn. Each instance cost several hours of game time.

Now that you mention the possibility of a glitch correcting itself, I seem to recall that happened once. It was as if the sub had dropped out of warp/paused on a turn (or was spinning in place), then went back to the selected velocity. If I'm correct, that happened on Trout's Patrol 1 in the Bungo Suido in Jan 1941, meaning that the two instances of complete stoppage were on Patrol 2 (Haha Jima/Area 4 and Convoy College in March 1942).
One thing I have had happen, and this is in Stock, TMO, etc... but under certain set-ups of "navigating" with player-designated waypoints, with criss-crossing and / or circular routes, the submarine's "navigator" does seem to get confused sometimes as to where to go. When I have zoomed-in, the sub is doing its set speed, but is circling... I have not proven anything, and I don't know yet what the circumstances might be, such as maybe a lot of acute angles, or routes that cross-over themselves? But I'll try some of that with these tests also... If you happen to have that happen again, zoom-in on your sub on the NavMap, and see if it is "spinning in-place", or if the boat is actually All Stopped. You might also have to break-out the axle grease supply, and grease-up the er... rudder... :salute:

Mios 4Me
09-21-20, 08:11 PM
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.

By process of elimination, i seem to have a(nother) partial mod activation. You've seen my functioning mod list above and I've discussed elsewhere the various approaches I've taken to fully delete all traces of SH4, Steam, and the Save folders and then do a clean install as well as create a RotFSU directory.

However....

I just loaded the Single Mission Battle of Midway and there were those bloody Shokaku CVs.

I suppose this could also explain the odd CTDs when trying to load two Patrol 2 saves.

How can I ensure a full mod activation?



EDIT: Anything SMXX is a Stock mission, left untouched by us for the most part, save to make the ship calls FotRSU compatible.
I had read this as meaning that the ship classes were updated. Was that incorrect?

propbeanie
09-21-20, 09:00 PM
The Single Mission version of the Battle of Midway was only "made compatible" for FotRSU, and we did not mess with any of the ship calls or the "timing" of events, so seeing multiple Shokakus in it is way it is written and plays. The BOM in the career has been more-accurately scripted, and does carry the proper (almost) ships. Shokaku and Zuikaku were back home licking their wounds from the Battle of the Coral Sea.

As for a "clean" Steam game, what I finally did with my SH3 game was to deactivate my mods, selected the MODS folder and used <Ctrl><X> to cut it, then pasted it outside of the Steam folder for later use. I then logged into my Steam app on the computer, and validated the game files, which basically will download a "fresh" Steam version of the game. I then went and worked around the house for a while, stopping by to check on things every once in a while ( :roll: ) once the validation process was complete, I then navigated into the Steam / SteamApps / Common / SH3 folder (my particular path) such that I had Data, Support, etc folders, as well as all of the dll and act files visible. I then used <Ctrl><A> to "select all", and then <Ctrl><C> to copy all. I then went up one level to the common folder, and created a new folder (in this case, it was for GWX). I went into that folder and did a <Ctrl><V> and pasted it all into the GWX folder. I then did <Ctrl><A> again to select all, and then right-clicked in the selected area, bringing up the Windows context menu, which I have 7-Zip on, and select "7-Zip --> Add to archive", and named it "SH3Pristine" and got up and walked away for a bit while 7-Zip created my pristine SH3 set of files. When that completed, I cut the zip file and put it in it's own folder off of the Games folder for easy access, as well as copying it elsewhere, and backing it up to DVD-R. I then left the Steam install alone, and modded the copy of the Steam install. When I experiment with another mod, I use the "SH3Pristine" copy, create myself another folder off of the common folder, and paste the archive to it, uncompress it, and I have another copy. With the use of MultiSH3, I have a separate Save folder for each of my copies of my Steam SH3. I can then mod them, and then add them to the Steam Start with "Add non-Steam game to the Library (https://support.steampowered.com/kb_article.php?ref=2219-YDJV-5557&l=english)" if needed for licensing (my Win10 laptop requires that). btw, when you go to re-use a MODS folder, be sure and delete the JSGME.ini file in there, as well as the hidden folders "!BACKUP" and "!INSTLOGS"... it might be easier to just copy the mods out of the safe-kept folder, leaving the JSGME files behind...

I tried the same with SH5, and it does not function correctly... sigh... my SH4 Ubisoft UPlay version does though. The one part about the Steam SH4 I am not certain about of course, is that you have to have "Silent Hunter Wolves of the Pacific ~and~ U-Boat Missions Add-On in order to have an SH4 v1.5 to mod, and I'm not certain how they (Steam) handle that. I have heard that they are both in the same folder, but use a different short-cut on the Steam menu, so I am not sure this would work for SH4, but it should...

The use of MultiSH4 and a different name for the Save folder helps immensely. I have several SH4 copies, each with their own FotRSU mod of various versions and stages of modding, and one is FRE, another FRS, a third FRU, etc., such that they never "cross paths" with each other and thus do not cross-contaminate each other... I do also have TMO, Ralles, RFB, etc. on the computer also, so I am not completely FotRSU-centric. Close maybe... :doh: :arrgh!:

Moonlight
09-22-20, 10:45 AM
I'm not sure if this is supposed to happen Mr beanie but, I decided to accept a Midway Gato on the 29th November 1942 and all I was given with it was a basic loadout of a .50 Cal, 3" Deck Gun, SD Radar and no SJ Radar.

I installed a 20 mm AA Machine Gun, a 4" Deck Gun, SJ Radar, and Improved SD Radar. :up:

No problems encountered so far after 5 patrols. :D

propbeanie
09-22-20, 11:02 AM
I'm not sure if this is supposed to happen Mr beanie but, I decided to accept a Midway Gato on the 29th November 1942 and all I was given with it was a basic loadout of a .50 Cal, 3" Deck Gun, SD Radar and no SJ Radar.

I installed a 20 mm AA Machine Gun, a 4" Deck Gun, SJ Radar, and Improved SD Radar. :up:

No problems encountered so far after 5 patrols. :D
Thanks. I'll check the "default" dates on the 4" gun and the SJ, but if I do find something off, it won't be able to be updated until the next "full" version, stepping up the number, and losing backwards compatibility... However, I do remember that in Stock (and, I think, TMO), you always had to re-purchase radars for whatever reason... Everything is fine in Single Missions and Quick Patrols thus far. More testing to get through though... :salute:

torpedobait
09-22-20, 11:09 AM
we do remind you that if you use vickers03's interior officer's country mod, that you must apply a patch to it, as found at https://www.subsim.com/radioroom/sho...85#post2693885 (https://www.subsim.com/radioroom/showthread.php?p=2693885#post2693885) - If you do not do this, you will be missing deck guns for any new boats...

Can you confirm that your using or not using this mod ?


I want to use the Vickers03 mod, but I cannot find it! I found the patch for it easily enough, but where is the "Fleetboat_Interior-Officers_Quarters_FOTRSU1.004.a" or whatever it is now called? Searching the Downloads folder yielded nothing.

Thanks in advance!

propbeanie
09-22-20, 11:23 AM
Page One of his thread (https://www.subsim.com/radioroom/showthread.php?p=2664082#post2664082), where he has "*update 05.9.20 - update for 1.2*"

The patch is not required, unless you use the old version built for v1.004 :salute:

Mad Mardigan
09-22-20, 12:21 PM
Page One of his thread (https://www.subsim.com/radioroom/showthread.php?p=2664082#post2664082), where he has "*update 05.9.20 - update for 1.2*"

The patch is not required, unless you use the old version built for v1.004 :salute:

This is good to know, just saw the latest for FotRS-UE, and the mention by s7rikeback, about if you were using vickers interior mod, of having to use the patch along with it.. an had a momentary sense of ok, I'll have to go grab that.. only to then see your post of not needing to... crisis averted... as I already have that new version of it, updated to FotRS 1.2, soo.. :o whewwwhhh *wipes sweat from My brow* :yeah:

M. M.

:Kaleun_Salute:

torpedobait
09-22-20, 12:54 PM
Page One of his thread (https://www.subsim.com/radioroom/showthread.php?p=2664082#post2664082), where he has "*update 05.9.20 - update for 1.2*"

The patch is not required, unless you use the old version built for v1.004 :salute:

Thank You! :salute:

EDIT: I had already found my way there and downloaded it. I just couldn't tell from the name what it was I had. Should have read the whole Page 1 I think.

torpedobait
09-23-20, 09:43 AM
Thank You! :salute:

EDIT: I had already found my way there and downloaded it. I just couldn't tell from the name what it was I had. Should have read the whole Page 1 I think.

I did a startover with the new release of FOTRSU (v2.4) with all the required steps, and then added the following Mods to the game:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
105_FI_OQ_FOTRSU_v1.2_EN_compatibility
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
525_v1.004_Camera
801_UMark Invisible
901_strategic_map_symbols
910_OfficerCountryPatch
999_DC_NBB_sil

Everything seems to work just fine, except that in my boat, USS Spearfish, a Sargo out of Cavite, Manila on 12/09/41 to patrol Laman Bay, I do not see any changes to the interior in terms of being able to move past the Captain's bed and into the radio room. I did see a new hatch from the Control Tower that took me to the AA gun, but that seems to be all.

Is that what I should have in a SARGO, or did I put the Vickers03 mod in the wrong order? Note that the "450" was added by me and is not a standard mod from the FOTRSU team - I've been using it with FOTRSU for a LONG time with no evident affect on the game.

Thanks.

propbeanie
09-23-20, 11:13 AM
This is good to know, just saw the latest for FotRS-UE, and the mention by s7rikeback, about if you were using vickers interior mod, of having to use the patch along with it.. an had a momentary sense of ok, I'll have to go grab that.. only to then see your post of not needing to... crisis averted... as I already have that new version of it, updated to FotRS 1.2, soo.. :o whewwwhhh *wipes sweat from My brow* :yeah:

M. M.

:Kaleun_Salute:
I did a startover with the new release of FOTRSU (v2.4) with all the required steps, and then added the following Mods to the game:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
105_FI_OQ_FOTRSU_v1.2_EN_compatibility
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
525_v1.004_Camera
801_UMark Invisible
901_strategic_map_symbols
910_OfficerCountryPatch
999_DC_NBB_sil

Everything seems to work just fine, except that in my boat, USS Spearfish, a Sargo out of Cavite, Manila on 12/09/41 to patrol Laman Bay, I do not see any changes to the interior in terms of being able to move past the Captain's bed and into the radio room. I did see a new hatch from the Control Tower that took me to the AA gun, but that seems to be all.

Is that what I should have in a SARGO, or did I put the Vickers03 mod in the wrong order? Note that the "450" was added by me and is not a standard mod from the FOTRSU team - I've been using it with FOTRSU for a LONG time with no evident affect on the game.

Thanks.
:oops: I mis-spoke and confused matters even further. Sorry 'bout that. But:

The "910_OfficerCountryPatch" and "FI_OQ_FOTRSU_v1.2_EN_compatibility" are just patches to make vickers03's original mod for FotRSU v1.004 compatible with FotRSU v1.2. They both add the UpgradePack deck guns to the SubName upc file. Vickers' interior mod will still overwrite the changes made to the Navigation Table in some of the subs, but a small price to pay for the added real estate forward... So remove that "910_OfficerCountryPatch" mod torpedobait, and then after the "999_DC_NBB_sil" mod, add vickers' whole mod instead: Fleetboat_Interior: Officers Quarters (https://www.subsim.com/radioroom/downloads.php?do=file&id=5593), and then either his "FI_OQ_FOTRSU_v1.2_EN_compatibility" update (linked to on that same page) or the "910_OfficerCountryPatch"... :salute:

WH4K
09-24-20, 05:26 AM
Unfortunately, another weird bug: I just did an entire patrol without using hardly any diesel.


Midway to Hokkaido, plus some travel in the area, and back, still had 99/100 diesel when I got back. That isn't right.



Still in the Gato, still running 1.24 (no other mods).

wzartz
09-24-20, 05:59 AM
as always thanks to all of the Modding teams and personally for Mr. propbeanie who really helped me as a noobie for answering all of my problems, i hope you didn't get disturbed by my presence :D,

i got confused for a while but after read previous post i finally got the mod running with vickers03's Fleetboat Interior: Officers Quarters
(FI_OQ_FOTRSU_v1.2_EN_compatibility and 910_OfficerCountryPatch are the same right??), and 999_DC_NBB_sil.7z,.. i know these are not mandatory but i want to get something new for my fish look :D

but anyway, back then i sunk two yamato in just 1 patrol,but now i got depth charged and sunk in my first patrol, don't know whether im very noob because of such a long hiatus or the diffculty got increased after the patch :o

welp i gotta be more careful of those desti next time :D

KaleunMarco
09-24-20, 10:26 AM
Unfortunately, another weird bug: I just did an entire patrol without using hardly any diesel.


Midway to Hokkaido, plus some travel in the area, and back, still had 99/100 diesel when I got back. That isn't right.



Still in the Gato, still running 1.24 (no other mods).


was this your first patrol of a new career?
check your gameplay options....from the Captain's screen...you know, the radio set on the left.
:Kaleun_Salute:

Aramike
09-24-20, 09:54 PM
Love the mod, really wish I would have left Pearl with a deck gun, but it is what it is. Day 4 of patrol in the Bungo Suido, nearly out of torps, ended up having to finish of a small oiler with my AA gun.

Anyway, saved, went to sleep, tried to reload the next day and it gets right to where the game should be loaded and let me loose (you know that point where you hear every sound possible and realize its game on?), and I get a CTD Windows error, no sound.

Thoughts?

Thanks!

FotRS and interiors are the only mods in play.

propbeanie
09-24-20, 10:08 PM
Bad Save data... no deck gun... when you installed the interiors mod, did you also install either "910_OfficerCountryPatch" from the FotRSU modded "Extras" folder, or vickers03's "FI_OQ_FOTRSU_v1.2_EN_compatibility.7z (http://www.mediafire.com/file/42m5pv2ssydb84v/FI_OQ_FOTRSU_v1.2_EN_compatibility.7z/file)" mod patch? They are both the same set of SubName.upc files to restore the deck guns. Vickers' mod was written for v1.004 of FotRSU. In v1.2, we updated the deck gun configurations for the player to swap the deck gun positions (and to allow future updates). The "patch" is necessary to match the configurations between the subs and guns in the UPCData folders. You will likely have to start over again after installing the interior's patch. Be sure and clean the Save folder so that the game updates the changes. You'll have to re-set your UI settings...

For future reference, when you do have issues, we need the sub class, the home port (such as "Pearl" in your case), the date you sailed, your assignment, a brief description of the issue, and the mod list, which can be gotten directly from JSGME with the use of "Tasks..." in the middle, then choosing "Export activated mod list to -->" and "Clipboard". Then in your reply, use the <Ctrl><V> key combo to "paste" the clipboard text where you want it. That way, we can see your JSGME version, the version of FotRSU, and the other mods you have added. :salute:

Aramike
09-24-20, 10:14 PM
Dang it. Was afraid of that. Curious - what do you think triggered it now? My previous saves were loading fine?

Thanks!

As for the rest, my bad. I gave up on it then got the itch away and on mobile, so posted without the deets. :)

propbeanie
09-24-20, 10:28 PM
Like I said, if you have let's say v1.24 of FotRSU, and you install vickers03's interior mod, it overwrites the SubName.upc of the submarine. Your first assignments after the first start might be fine with the deck gun, but not always. And as soon as you "upgrade" the boat, the game cannot find the deck gun, because the configuration of a file in UPCData / UPCUnitsData does not match the SubName.upc file, hence, the game will do what you encountered. It really should tell you up front "Hey! Something is wrong here!" and not go, but ~no~, they've gotta let you go out on patrol and sink ships, complete objectives, and really contribute to the war effort, only to disappoint you next time you go to load the Save, because the configurations don't match... No true "fail-safe" in the game's code, nor any error trapping the consumer can get at... other than the CTD... sigh.

However, if you install the patch for vickers' interiors, then it matches the SubName.upc to the other info in UPCData / UPCUnitsDat... If you have v1.24, there will be that "910_" mod in the Extras folder. Otherwise, download vickers' update, linked to above. You should delete the Save folder data (by Windows default, "C:\Users \UserName \Documents \SH4"), just like you would for a new install, so that the bad data is cleared, and the new, matching data is then pulled in. Else you'll still have the old UPC files in the Save folder data... You might be able to use a previous Save game, prior to any upgraded boat, and refuse the new boat when you come back in, Save, Exit, and apply the interior patch, then go back out patrolling and see what happens, but don't count on success with that. It could be a waste of time trying to recover.

Aramike
09-24-20, 11:07 PM
Gotcha, although this was my first patrol and I never had a deck gun to begin with. Going to try the fix now though.

Thanks!:Kaleun_Salute:

WH4K
09-25-20, 09:45 AM
was this your first patrol of a new career?
check your gameplay options....from the Captain's screen...you know, the radio set on the left.
:Kaleun_Salute:no. 8th patrol or so in a war career. It just started happening on the last patrol. I haven't touched the realism settings between patrols, so I don't know how they would have been changed (to allow infinite fuel). I'll check next time I'm in port.

Mios 4Me
09-25-20, 10:20 AM
Anyway, saved, went to sleep, tried to reload the next day and it gets right to where the game should be loaded and let me loose (you know that point where you hear every sound possible and realize its game on?), and I get a CTD Windows error, no sound.
.
I had a very similar experience on the two saves of my second patrol, but without any interior or other mods not listed in the Extras section of the latest version.

Moving on, I deleted those two saves and started the long slog of this patrol again (7 assignments, should have been eight but I gots a feeling I should be back in Midway by early May, can't say why). In the first iteration, I had encountered 2-3 ships in the Convoy College/Abuse areas which were completely stopped for no apparent reason. On the second, it happened again on 3/25/42 with a Split Merchant in area Abuse.

Starting Trout's Patrol 3, our orders dated 5/6/42 and departing 6/2/42, we were directed to Hsia-lun, Formosa, as the Japanese were expected to make a move on the Philippines at any time. Meanwhile, Corregidor fell that very day.

Along the way, we sank the Kaga, which had an oddly mottled hull and rudders.

propbeanie
09-25-20, 01:50 PM
Gotcha, although this was my first patrol and I never had a deck gun to begin with. Going to try the fix now though.
The SBoats do not have an interior file yet, so if you would have started with them, you would have had a deck gun. The Narwhal does not change guns, so it too would have had guns just fine. Let us know how you do with it now.

no. 8th patrol or so in a war career. It just started happening on the last patrol. I haven't touched the realism settings between patrols, so I don't know how they would have been changed (to allow infinite fuel). I'll check next time I'm in port.
So you're in a Gato out of Midway? What is an approximate date? How much fuel do you have left now? How many miles have you gone, or days on patrol roughly? How much, and how high of time compression do you use?

I had a very similar experience on the two saves of my second patrol, but without any interior or other mods not listed in the Extras section of the latest version.

Moving on, I deleted those two saves and started the long slog of this patrol again (7 assignments, should have been eight but I gots a feeling I should be back in Midway by early May, can't say why). In the first iteration, I had encountered 2-3 ships in the Convoy College/Abuse areas which were completely stopped for no apparent reason. On the second, it happened again on 3/25/42 with a Split Merchant in area Abuse.

Starting Trout's Patrol 3, our orders dated 5/6/42 and departing 6/2/42, we were directed to Hsia-lun, Formosa, as the Japanese were expected to make a move on the Philippines at any time. Meanwhile, Corregidor fell that very day.

Along the way, we sank the Kaga, which had an oddly mottled hull and rudders.
You should not have gotten those orders at that time - they are not valid after 12/10/41 as an assignment. First and only first mission from Manila. Also, the Kaga has been fine. It sounds like your Save folder data is bad, especially in light of multiple ships completely stopped mid-ocean. A fellow in another thread mentioned the way he was doing a fresh install, and was doing it SH5-style, where you ~have~ to start and run the game and make a Save before doing TWoS, but with SH4, you have to completely delete the Save folder before running a newly modded version, so that the game re-builds the whole Save folder structure and pulls in all of the new mod data. You cannot delete just one Saved game folder and have the bad data removed. It pollutes the whole folder structure. You can keep the "root" folder, but anything from "data" on down in that SH4 (or whatever you named it, if using MultiSH4) Save folder should be deleted in order to completely clear the settings that are there...

Mios 4Me
09-25-20, 04:04 PM
This is so frustrating - corrupted saves beginning on just my second patrol after nuking everything and starting over.

When I deleted everything, I included the root folder ThisPC>Documents>SH4, and ran Your Uninstaller and CC Cleaner. Then I downloaded and installed a clean version of SH4 and created a FRS save folder when I downloaded the latest mod version. Possibly I misunderstood terminology at some point, but if I missed a step anywhere, I don't see it.

Unless you're saying I need to delete the entire save folder between patrols, then reinstall the last one I'd copied elsewhere?

Mind you, when I began installing the latest version, I opened JSGME for the first time and found it populated with mods from the previous version, though I don't recall if they were activated. Where the repository for JSGME lies outside of the SH4 and related folders, I have no idea. I tried searching for it in WinExplorer but turning up nothing.

WH4K
09-25-20, 06:15 PM
Traveled thousands of miles in my last war patrol out of Midway - used only 1 unit of Diesel fuel, had 99/100 left on return.


Yes, Gato in mid-to-late-1943. Completed last patrol about August 20.


Checked settings - "limited fuel" is definitely selected. But, I'm now a few days out of Midway on another patrol in the Gato, and haven't used any fuel past 99/100, despite running at Flank for the last ~1200 nm.


This isn't correct - I should be using quite a lot of Diesel, going at Flank for days on end.


I use variable amounts of TC, usually as high as it will go to get out to patrol area, then 4096 or 1024 or so when patrolling around.

propbeanie
09-26-20, 12:42 AM
This is so frustrating - corrupted saves beginning on just my second patrol after nuking everything and starting over.

When I deleted everything, I included the root folder ThisPC>Documents>SH4, and ran Your Uninstaller and CC Cleaner. Then I downloaded and installed a clean version of SH4 and created a FRS save folder when I downloaded the latest mod version. Possibly I misunderstood terminology at some point, but if I missed a step anywhere, I don't see it.

Unless you're saying I need to delete the entire save folder between patrols, then reinstall the last one I'd copied elsewhere?

Mind you, when I began installing the latest version, I opened JSGME for the first time and found it populated with mods from the previous version, though I don't recall if they were activated. Where the repository for JSGME lies outside of the SH4 and related folders, I have no idea. I tried searching for it in WinExplorer but turning up nothing.
You do not delete Saves between patrols unless you no longer need them, and do not bring old Saves back in. 1. Known-good fresh install 2. Apply the mod 3. Empty the Save folder (or reverse 2 & 3) 4. Enable LAA if necessary 5. Play the game

Traveled thousands of miles in my last war patrol out of Midway - used only 1 unit of Diesel fuel, had 99/100 left on return.

Yes, Gato in mid-to-late-1943. Completed last patrol about August 20.

Checked settings - "limited fuel" is definitely selected. But, I'm now a few days out of Midway on another patrol in the Gato, and haven't used any fuel past 99/100, despite running at Flank for the last ~1200 nm.

This isn't correct - I should be using quite a lot of Diesel, going at Flank for days on end.

I use variable amounts of TC, usually as high as it will go to get out to patrol area, then 4096 or 1024 or so when patrolling around.
OK, let's do this, here I am leaving Pearl on June 11, 1942 in a Gato, using Ahead Full speed, bound for Midway with all default settings for "Normal":

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


We did encounter slightly rough seas for about a day and a half while enroute:

https://i.imgur.com/DD4PO1W.jpg


But here we are coming into Midway, having used about 10% of our fuel:

https://i.imgur.com/A8uRWS5.jpg

The CdrSubRon will be sorely disappointed in us using so much of Uncle Sam's diesel, that I am certain we had better come back with at least four in the bag, better if we had six, else he'll run us up the flagpole as an example of what NOT to do for fuel usage...

Now, when you are in the Captain's Office, click on the radio console to the left:

https://i.imgur.com/rTe8RJA.jpg


Choose the Gameplay Settings

https://i.imgur.com/0ohK8NK.jpg


and check your fuel setting, and all others you might want to change

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


Now, if you have done that, then there is a problem with your install of the game / mod. You cannot have the game in a Windows "Program Files" folder, else you will not get a good mod activation because of Windows' restrictions. You must have a known-good copy of SH4 prior to applying the mod. You must empty the Save folder when upgrading from major versions. Going from v1.2 to v1.24 ~should~ be fine, but there might be that slight chance that you have something in the original Save that is trashing things on you. You also have to be careful with the add-in mods, and not just willy-nilly about with them. Do some experimenting prior to starting a new career, and settle on a set-up. Once you have that, go on patrol, but leave things as they are. If something really bugs you about one of the add-in mods, start a new career and leave the offender out... Let us know how you get along, and what you find. :salute:

Moonlight
09-26-20, 04:02 AM
^WH4K has got something wrong with his game, its either the game settings or a mod thats potentially affecting the settings in some way.

Example mission,
Mar 30th 1943 left Midway 100% fuel.
April 24th 1943 Hachijo Jima 84%.

Mission was to go to those islands South of Dublon and sink ships, Yeah, I'd bloody do that if there were any there, Mr beanie sort these bloody missions out will you, hung around for awhile then decided to mosey on up to Hachijo Jima, we're there now and we've still only sunk 4 merchants.

At this rate I'm in for a another long patrol, we're staying in the area until all torpedoes have been used then its back to port. I'm thinking of quitting this game and then I'm going to add some shipping from Hokkaido all the way down to the Kii Suido, that should generate some targets and some action me thinks. :O:

WH4K
09-26-20, 08:35 AM
I can pinpoint the change in behavior.

A few patrols ago, May 13 1943, same Gato, got back to Midways with 55/100 diesel.

End patrol, get offered newer boat. I turned it down because deck guns are broken (new boat didn't have one).

No CTD's or other indication of the slightest problem in the meantime.

Two patrols later (approx. June/July 1943), boat stops using diesel. Go figure.

(usual disclaimer applies: using no mods other than FOTRS:UE 1.24, started with fresh install beforehand, including deleting entire /SH4 folder in /Documents, no changes to gameplay settings between patrols)


update: Got back from my last patrol with my Gato so shot-up that they insisted on either a new sub, or retirement.


Tried taking the new Balao - no deck gun, as before. :(



I'll retire, delete everything, see if the fuel bug surfaces (ha, ha) again.

Moonlight
09-26-20, 08:48 AM
You're a couple of months in front of me but you should have been given at least a 3" deck gun, this is what I got when I upgraded my Gar to a Gato.

I'm not sure if this is supposed to happen Mr beanie but, I decided to accept a Midway Gato on the 29th November 1942 and all I was given with it was a basic loadout of a .50 Cal, 3" Deck Gun, SD Radar and no SJ Radar.

I installed a 20 mm AA Machine Gun, a 4" Deck Gun, SJ Radar, and Improved SD Radar. :up:

No problems encountered so far after 5 patrols. :D

Mios 4Me
09-26-20, 08:53 AM
You do not delete Saves between patrols unless you no longer need them, and do not bring old Saves back in. 1. Known-good fresh install 2. Apply the mod 3. Empty the Save folder (or reverse 2 & 3) 4. Enable LAA if necessary 5. Play the game

1. Deleted everything SH4, including Save directory in Documents>SH4 and mods
2. Known-good fresh Sh4 version and mod installed
3. Enabled MultiSH4 and LAA
4. Played game
5. Game corrupted at some unknown point.

Incidentally, I tried playing that Formosa patrol mentioned above. Encountered KB on the way, set a beautiful ambush for Akagi, fired a spread of four torps, game CTDed just as the first struck.

Thanks to you, PB, and everyone else who's tried to help. If no one has any other suggestions, it seems my last resort is a factory reset some holiday weekend.

torpedobait
09-26-20, 10:18 AM
Something mentioned above about stopped ships stood out for me.

On my 2nd patrol, first out of Surabaya in Spearfish (Sargo), early-mid January, I encountered 2 such vessels (both Japanese, one a large split freighter (looks like a Fast Freighter) in the relatively shallow water ENE of Surabaya on the way to the Makassar Strait. It was night time, early January, and they were not moving. I torpedoed the larger one of the two. It stayed unmoving while the other one scooted away.

Later in the 3rd patrol starting May 4, 1942, this time out of Fremantle, I found anther large split Freighter in the East China Sea between Cam Ranh bay and the Balabac Strit. Again, it was motionless. I damaged it with my last torpedo while its companion fled. I moved off about 4500 yards and sank the larger ship with gunfire.

Both of these were in the dark of night. Any reason they should hold up in the dark? it is unusual. :salute:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
399_NoScrollNavMap
452_MoonlightzSonarLines
525_v1.004_Camera
801_UMark Invisible
901_strategic_map_symbols
999_DC_NBB_sil
1000_Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN
1001_FI_OQ_FOTRSU_v1.2_EN_compatibility
1002_OfficerCountryPatch
Lite Fog v2 + 300' Underwater Visability

KaleunMarco
09-26-20, 10:22 AM
I'm thinking of quitting this game and then I'm going to add some shipping from Hokkaido all the way down to the Kii Suido, that should generate some targets and some action me thinks. :O:

i do this quite a bit...not necessarily with FOTRSU but with other mega-mods that choke down the traffic...especially after Summer '44.

i've created some Sea of Japan Traffic for TMO in order for me to do something positive, late in the war.

:Kaleun_Salute:

Mios 4Me
09-26-20, 10:33 AM
Something mentioned above about stopped ships stood out for me.

On my 2nd patrol, first out of Surabaya in Spearfish (Sargo), early-mid January, I encountered 2 such vessels (both Japanese, one a large split freighter (looks like a Fast Freighter) in the relatively shallow water ENE of Surabaya on the way to the Makassar Strait. It was night time, early January, and they were not moving. I torpedoed the larger one of the two. It stayed unmoving while the other one scooted away.

Later in the 3rd patrol starting May 4, 1942, this time out of Fremantle, I found anther large split Freighter in the East China Sea between Cam Ranh bay and the Balabac Strit.
Yes, in at least two of my three cases, it was a Split Merchant. The other may have been a Fast Merchant or one of the Hansa versions, but I'm not sure.

Moonlight
09-26-20, 10:36 AM
Mr beanie we have a problem just like WH4K has, upgraded my sub to a baloa which I usually never do and there's no Deck Gun at all.
Here's what I was offered with it, 2x 20mm Machine Guns, twin versions in the left side, No Deck Gun anywhere, 1 SJ Radar, 1 SD Radar, Improved SD in the left side.

I'm going back to a save before the baloa and I'll continue with my Gato career, so at least WH4K has his deck gun problem confirmed as true, I don't know if the fuel problem is true as well as I never checked it out. Its cost me half a bloody Task Force to find this out but never mind eh, Mr beanie I'm promoting you to Major Mayhem status, may we all live to regret this promotion. :O:

Navelintel
09-26-20, 03:35 PM
Dateline 6/3/43, southeast of Singapore, I came across a freighter that didn't seem to fit the image in the recognition manual as shown below:

https://i.postimg.cc/8P80dMK2/SH4-Img-2020-09-25-16-27-10-903.jpg (https://postimages.org/)

So, I went to the library to check and see what the Composite Superstructure Freighter should have looked like in my boat's recognition manual:

https://i.postimg.cc/QNKzW0bg/SH4-Img-2020-09-25-16-13-50-716.jpg (https://postimages.org/)

Not a big deal since I was able, through process of elimination, to discern the vessel but it took me several minutes before I was convinced of the correct ship type. By then, I lost the element of surprise as the target increased speed and sailed out of range. Oh well!

:k_confused:

KaleunMarco
09-26-20, 04:32 PM
1. Deleted everything SH4, including Save directory in Documents>SH4 and mods
2. Known-good fresh Sh4 version and mod installed
3. Enabled MultiSH4 and LAA
4. Played game
5. Game corrupted at some unknown point.

Incidentally, I tried playing that Formosa patrol mentioned above. Encountered KB on the way, set a beautiful ambush for Akagi, fired a spread of four torps, game CTDed just as the first struck.



i've had that disease before.
i believe there is a flaw in one of the modded files. i wish i could remember.
i'll see if i can find it.

KaleunMarco
09-26-20, 04:46 PM
1. Deleted everything SH4, including Save directory in Documents>SH4 and mods
2. Known-good fresh Sh4 version and mod installed
3. Enabled MultiSH4 and LAA
4. Played game
5. Game corrupted at some unknown point.

Incidentally, I tried playing that Formosa patrol mentioned above. Encountered KB on the way, set a beautiful ambush for Akagi, fired a spread of four torps, game CTDed just as the first struck.



i found it.
i was playing RFB at the time.

the root cause of the problem turned out to be the TroopConvoy files. They contained multiple entries for PLConteverde with a Unittype=109 when all of the other references for that ship were Unittype=103.

so...if your situation follows what i experienced, there must be a disconnect for one of the ships in the convoy/TF.
not necessarily a PLConteVerde but one of the others. i had to find the exact RGG and go through each ship looking for "something". when i found this the barakah was with me.

good luck, buddy!
:Kaleun_Salute:

Moonlight
09-26-20, 06:08 PM
June 11 1943 West of Makong 1 Split Merchant stationary, these stationary ships are popping up frequently in player posts Mr beanie. :o

Mios 4Me
09-26-20, 08:52 PM
i found it.
i was playing RFB at the time.

the root cause of the problem turned out to be the TroopConvoy files. They contained multiple entries for PLConteverde with a Unittype=109 when all of the other references for that ship were Unittype=103.

so...if your situation follows what i experienced, there must be a disconnect for one of the ships in the convoy/TF.
not necessarily a PLConteVerde but one of the others. i had to find the exact RGG and go through each ship looking for "something". when i found this the barakah was with me.

good luck, buddy!
:Kaleun_Salute:
Thanks, appreciated. I'm...um...a little behind the technical curve there though.

If anyone happens to be in Midway around 6/2/42 and would like to experiment to see if it's just my system, ping me for coordinates.

KaleunMarco
09-26-20, 09:03 PM
Thanks, appreciated. I'm...um...a little behind the technical curve there though.

If anyone happens to be in Midway around 6/2/42 and would like to experiment to see if it's just my system, ping me for coordinates.

look at your mod-set and see which ones, if any, have changes to /Data/Sea/shipfiles. then check the ships that changed.

DanielCoffey
09-27-20, 01:17 AM
That looks like I may have missed part of the vessel when making the silhouettes.

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

Names.cfg says "KSCSTaihosan=Composite Superstructure Freighter"

KSCSTaihosan.cfg says it is using the NKSCSTaihosan model.

My NKCSCTaihosan.dat looks like the silhouette that NavelIntel reported instead of the vessel he was actually seeing.

When comparing the "real" Taihosan" there is a stack and some cables that is not on my silhouette. I suspect I had just missed it when exporting the objects from the model file. I will correct it asap.

DanielCoffey
09-27-20, 01:51 AM
Merchants Pack 01 has been updated on the Silhouetes thread with a fresh version of the NKSCS_Taihosan.

As I had suspected I had forgotten the funnel and two cables. These were some of the very first models I had done and was not yet up to speed on how the parts were named or hidden due to nesting.

If you would like to manually correct your own copy of the game until it is incorporated into the next FotRSU official patch or release, you may safely do the following...

1. Download and unpack the Merchants Pack 01 file : http://www.dcoffey.co.uk/images/silenthunter4/silhouettes/SilhouettesMerchant01.7z

2. Copy just the file NKSCS_Taihisan_sil.dds from that folder and paste it into Silent Hunter Wolves of the Pacific \ Data \ Sea \ NKSCS_Taihosan overwriting the file that is already at that location.

3. Load your save and open the Recognition Manual. Check that the Japanese Composite Superstructure Freighter now has the correct funnel.

In my opinion it should be safe to overwrite the texture file during a playthrough.

Apologies for the mistake.

Moonlight
09-27-20, 10:28 AM
Why do these 2 ships have a white background in the recognition manual and why are they using the old SH4 .sil textures.
NKLCS_Heian
W-19

DanielCoffey
09-27-20, 11:58 AM
I would expect them to have the new silhouettes with a transparent background.


Looking at my source files they are both in SilhouettesMerchant01 and SilhouetesMisc05 respectively and should have been saved in DDS DXT5 format with an alpha channel to give transparency.


If they are my files they should both be 1024x512px in size too.

Moonlight
09-27-20, 02:23 PM
@DanielCoffey
These are taken from the latest FotRS mod, you can see they're not yours, Mr beanie has forgotten to update them.

https://i.postimg.cc/jdZnwHjN/NKLCS-Heian-sil.jpg (https://postimages.org/)

https://i.postimg.cc/0yhQDc16/W-19-sil.jpg (https://postimages.org/)

DanielCoffey
09-27-20, 02:26 PM
It will be a good idea to check the height and draft values too then.

propbeanie
09-27-20, 10:42 PM
OK, for those of you have issues with the deck guns disappearing after a boat upgrade, we'll need a bit more info. The main thing I am wondering about is whether our little "patches" and updates have truly been backwards compatible with previous Saves. Therefore, for those of you that lose the gun, do you know / remember your mod "history", in addition to the mod list? In other words, say you started with v1.2, then went v1.21 patch, then did the v1.24 full version, the whole time keeping the same Save folder? Or have you done clean installs, and deletion of the Save folder, and then lose the gun on a boat upgrade? I most likely won't have much time the next few weeks to attempt to replicate the situation, but all of my testing thus far, even with boat upgrades, I do not lose the deck gun. However, these are thus far all fresh installs. As I say, I have every intention to try some v1.2 Saves, then apply patches, do more Saves, apply another patch, more Saves, & see if and when I upgrade my boat, if I do lose the gun...

In the meantime, an alpha patch is being scrutinized and hopefully will be out tomorrow afternoon / evening, with the 3 sil files included, as well as the v2 Shinano, BB sils, shortening of some airplane ranges, alteration of the Museum cfg, which necessitated some campaign file changes, altering some assignments for the Solomons area, and the addition of a "Cactus" air base for the US side, that only has fighters for Henderson Field on Guadalcanal. The idea behind the shortening of airplane ranges and the smaller airbase is to hopefully eliminate some of the airplane traffic over the Solomons. Similar to what we had before with Rabaul and other areas nearby, was that Port Moresby, Northeast Australia, Espritu Santo and later Milne Bay are all about equally within range of the Solomons, so an Allied airplane response is almost always heavy. Similarly, there are several Japanese air bases within roughly equal range, so their response to the Allied response, or to the sighting of the player's sub, is always heavy also. It was observed in one test run up northwest of New Georgia, outside the entrance to The Slot, where the Allied planes would sink entire Tokyo Express convoys of six and ten ships, accounting for the dearth of traffic further down in The Slot, and eliciting a heavy Japanese plane response...

Anyway, let us know about your mod "history" also now, if you've experienced losing the deck gun with an upgrade please, and we'll have some fixes in another (hopefully) compatible patch shortly. If you have anything else in the mod (besides the fuel usage, which is reported) that concerns you, let us know... :salute:

Mios 4Me
09-28-20, 11:48 AM
This may be another artifact of my corrupted system, but when I tried deleting and reinstalling the entire FRS folder in Documents as a test, I found an American ship where no American ship should be.

I created a new career on board USS Sunfish. We departed Midway 1/12/43 for the Kuriles assignment, encountered a US T2 tanker anchored just off the SE shore of Attu, apropos of nothing. The waters surrounding Attu are rife with Japanese light naval units. Other than a complete dearth of traffic in my assigned patrol zones (ergo Attu), this was the only potential anomaly.

So, game glitch or corruption?

propbeanie
09-28-20, 01:47 PM
The T2 at Attu is not a corruption. It is there a year early, and shouldn't show until August of 1943, instead of 1942... :roll: - It and the tug at Dutch Harbor have been edited. The tug at Dutch Harbor was pushing the player's sub south, which is more than just a little unsettling when you first get onboard... Both are "fixed", as well as a few other edits in that US_NavalBases file.

Why are you "re-installing" your Save folder though, and how are you seeing any ship in that folder? Are you referring to a Load from that Save folder set? If your Save folder is corrupted though, do not restore it after deleting it. You can try to continue your career, if you don't want to lose all of that career progress, but realize that your data is potentially corrupt, and even starting a new career, you will still have corrupt data in the Save folder... The idea behind deleting the Save folder data is to eliminate it, and let the game start over "fresh" with no data in the Save folder. :salute:

Aramike
09-28-20, 03:00 PM
After deleting my save folder and reinstalling the latest Mod, interiors, and patch, I am having the same issue where saves won't load. I'm using no other mods.


This patrol started at Pearl in mid-42, was in a Gato. Any ideas?


Thanks!

Mios 4Me
09-28-20, 08:32 PM
Why are you "re-installing" your Save folder though, and how are you seeing any ship in that folder? Are you referring to a Load from that Save folder set? If your Save folder is corrupted though, do not restore it after deleting it. You can try to continue your career, if you don't want to lose all of that career progress, but realize that your data is potentially corrupt, and even starting a new career, you will still have corrupt data in the Save folder... The idea behind deleting the Save folder data is to eliminate it, and let the game start over "fresh" with no data in the Save folder. :salute:
I deleted everything, including the Data folder, in the ThisPC>Documents>FRS>Data directory in hopes only the Saves were corrupted and let the system recreate the Data file when I started the new career. So far, so good, I guess.

The Kuriles assignment was a pleasant surprise, even if we didn't find anything Japanese bigger than a corvette.

torpedobait
09-28-20, 09:43 PM
Thank you :salute: You should NOT have a mess of airplanes on the hillsides. Why airplanes can't gain altitude in SH4 to clear a hill is beyond me. You will see the fluorescent flares, because that's what survivors do, even if on land, but those are what drag the game down, so we want to avoid airplanes crashing into the mountains... I can only guess, because I have not managed to replicate the issue on my system yet, but similar to what others encountered off the coast of Japan, we are getting an inappropriate response to Japanese ships - I think - because I have gone up the slot closer to Shortland in early November, and I am seeing quite a few B-25s, Wildcats, and PBYs coming out and attacking the Tokyo Express... so we'll noodle some with the American Airbases, and try to calm that response down. This might also explain why surface traffic is light, because I watched as about six B25s took out a small Task Force (one CL and about 4 DD) in less than five minutes...

Props, after installing the latest v1.24 etc. I made three patrols in Spearfish, starting in Manila 12/8/41, then Surabaya, and one more out of Fremantle. I was upgraded to Thresher (Tambor) out of Fremantle. Completed my fourth patrol and started the next patrol on 8/11/42, assigned to patrol the NW section of the Philippine coast. I met that objective and since the Marines were now on Guadalcanal decided on my own to proceed to Noumea for refuel/rearm and from there up to the "Canal".

Arrived there on 9/18/42 and took a position at the very North end of Guadalcanal. Almost immediately sonar picked up warships headed our way. I noted very little air activity up to that time. Met the oncoming IJN force (a light cruiser followed by a mess of transport DE's, sinking a couple. After escaping I moved within a couple of hundred yards of the north end of Guadalcanal to await the next night's run down the slot.

That's when things went to hell, so to speak. Planes,, Planes, Planes! Within hours there were wrecks and pink flares all over behind the mountains aft of my boat. Using the external camera, at one point I counted 12 flares up there, plus a number of wrecked planes, including two p-47s of all things (painted with sharks teeth like the Flying Tigers and armed with rockets under the wings), 2 downed Catalinas, several Wildcats with large bombs on the center line, One Betty, 2 "Tojos", and a number of others I couldn't find.

At that point the TC became useless above 32x, but it soon got worse. First I was attacked because I was so busy checking out the wrecks I forgot my primary responsibility. Looking at the map, the water area just north of my position was covered with planes! Most were returning US planes, but there were also incoming Japanese I didn't stop to count them because I had to dive to escape the Betty that was hounding us. The traffic volume simply overwhelmed my system (not for the first time in that area if you recall) and I had to bail out of the game just to get the performance back to normal.

Much as I'd like to help out the Marines stuck on the Island, I'm going to flee to a quieter area and make my way back to Fremantle. I will await a future release that perhaps offers a better experience. Many planes might be realistic, but killing the performance of a damn fine machine takes all the fun out of the game. IMHO, of course! :salute:

I know you are looking at this, and I hope the above information is useful.

propbeanie
09-28-20, 09:54 PM
...
Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
399_NoScrollNavMap
452_MoonlightzSonarLines
525_v1.004_Camera
801_UMark Invisible
901_strategic_map_symbols
999_DC_NBB_sil
1000_Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN
1001_FI_OQ_FOTRSU_v1.2_EN_compatibility
1002_OfficerCountryPatch
Lite Fog v2 + 300' Underwater Visability
Notated in orange above, both are the same modlet. You only need one or the other. I would also put the "Lite Fog v2" before the interior mods. There shouldn't be anything in it that would overwrite the interiors, but you never know. Also, does it change the behavior of the AI at all that you have noticed? Thanks. :salute:


After deleting my save folder and reinstalling the latest Mod, interiors, and patch, I am having the same issue where saves won't load. I'm using no other mods...
If you are using the latest full version of the mod, that would be v1.24, and you do not need to patch it, if that is what you are doing, but if you are patching vickers03's interior, that you do have to do. Are you deleting the whole Save folder, from data on down? Once you delete the Save folder, do not start the game until after the mods are applied. Are you certain that the LAA applet has "taken" on the SH4.exe file? Open LAA again, and see if the SH4.exe is "True" now. If not, select the file in the File Manager (My Computer), right-click on it, and choose "Properties". On the first "General" tab of that next window, be sure the "Read-only" tick box is empty, then try LAA again. When playing the game, do not shell out to Windows for any reason... I can't think of anything else at the moment...


I deleted everything, including the Data folder, in the ThisPC>Documents>FRS>Data directory in hopes only the Saves were corrupted and let the system recreate the Data file when I started the new career. So far, so good, I guess.

The Kuriles assignment was a pleasant surprise, even if we didn't find anything Japanese bigger than a corvette.
Most patrols to the Kuriles, even with the fleetboats, did not yield very much. Most of the skippers would start south toward Hokkaida to find traffic. In FotRSU, you would of course follow your orders, and then do the same, or else call in a Status Report and get another assignment, which may or may not be close to where you are...
:salute:

propbeanie
09-29-20, 12:30 AM
Alright, I am no longer very certain at all as to "backwards compatible", but in theory, this should be, and will update your game, whether v1.2 or higher, up to v1.26p. This is basically v1.24 with the 3x sil files "fixed", as well as some changes to Campaign files for a few issues in US_NavalBases, and quite a few of the _Jap_ files, for changes made to another ship. You should now see all of the Frigates and a few other ships in the Museum, which were missing previously.

Do not apply this mod in the middle of a patrol, but you should be OK in base, Saved & exited, then modded, and load the Save... maybe. I will attempt to get into testing Save files again, and see if I can figure anything out. I am slow though... :roll: :D

101_Patch_v1.2To_v1.26p.7z (https://drive.google.com/file/d/1r2Xp8EMRRFWXKFvnK6cbscKD0l4gKer3/view?usp=sharing)

torpedobait
09-29-20, 10:06 AM
Notated in orange above, both are the same modlet. You only need one or the other. I would also put the "Lite Fog v2" before the interior mods. There shouldn't be anything in it that would overwrite the interiors, but you never know. Also, does it change the behavior of the AI at all that you have noticed? Thanks. :salute:

Rearranged the mods per your suggestion. I had to remove the 525_v1.004_Camera mod . It is overwritten by the Fleetboat Interiors mod and probably conflicts with it. No biggie.

As for the Lite Fog mod affecting the AI, I seriously doubt it. I've been using it since the early days of FOTRSU and have never had it noticeably interfere with anything other that giving me a clearer picture of the surroundings, mainly underwater. I do believe it is strictly a minor environment mod, same as the UMark Invisible, I'm guessing. :salute:

I also notice that the Fleetboat Interior mod overwrites something in your patch. Is that going to be ok?

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols
999_DC_NBB_sil
1000_Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN
1001_FI_OQ_FOTRSU_v1.2_EN_compatibility

propbeanie
09-29-20, 10:40 AM
The interior mod overwrites the newer Tracking Table items, such as the changes made to the Gato, to have the image of the NavMap actually take you to the NavMap and not the Attack Map, and a few of the other boats have added or re-arranged items for weather report, crew management, report nearest visual, etc. But that should be it. So when you enable vickers03's mod and patch last, you should see them overwriting the SubNames.upc files, and the SubNames.dat files, and then notices that the folders were already there also... You also no longer need the BB sil modlet, since it is in the v1.26p file (or should I say "should be"...)

Aramike
09-29-20, 01:23 PM
If you are using the latest full version of the mod, that would be v1.24, and you do not need to patch it, if that is what you are doing, but if you are patching vickers03's interior, that you do have to do. Are you deleting the whole Save folder, from data on down? Once you delete the Save folder, do not start the game until after the mods are applied. Are you certain that the LAA applet has "taken" on the SH4.exe file? Open LAA again, and see if the SH4.exe is "True" now. If not, select the file in the File Manager (My Computer), right-click on it, and choose "Properties". On the first "General" tab of that next window, be sure the "Read-only" tick box is empty, then try LAA again. When playing the game, do not shell out to Windows for any reason... I can't think of anything else at the moment...


Thanks, I'll definitely try. That said, like my previous issue, this safe problem only starts mid-patrol. It seems to load just fine then just sudden CTD.

Navelintel
09-29-20, 02:33 PM
Merchants Pack 01 has been updated on the Silhouetes thread with a fresh version of the NKSCS_Taihosan.

As I had suspected I had forgotten the funnel and two cables. These were some of the very first models I had done and was not yet up to speed on how the parts were named or hidden due to nesting.

If you would like to manually correct your own copy of the game until it is incorporated into the next FotRSU official patch or release, you may safely do the following...

1. Download and unpack the Merchants Pack 01 file : http://www.dcoffey.co.uk/images/silenthunter4/silhouettes/SilhouettesMerchant01.7z

2. Copy just the file NKSCS_Taihisan_sil.dds from that folder and paste it into Silent Hunter Wolves of the Pacific \ Data \ Sea \ NKSCS_Taihosan overwriting the file that is already at that location.

3. Load your save and open the Recognition Manual. Check that the Japanese Composite Superstructure Freighter now has the correct funnel.

In my opinion it should be safe to overwrite the texture file during a playthrough.

Apologies for the mistake.

Hi Daniel,

Not a problem. Glad it was a simple fix and thanks for the directions so my XO can make the correction to the boat's RM.

:Kaleun_Salute:

torpedobait
09-29-20, 03:27 PM
The interior mod overwrites the newer Tracking Table items, such as the changes made to the Gato, to have the image of the NavMap actually take you to the NavMap and not the Attack Map, and a few of the other boats have added or re-arranged items for weather report, crew management, report nearest visual, etc. But that should be it. So when you enable vickers03's mod and patch last, you should see them overwriting the SubNames.upc files, and the SubNames.dat files, and then notices that the folders were already there also... You also no longer need the BB sil modlet, since it is in the v1.26p file (or should I say "should be"...)

Got it. Want to report that after applying the 1.26 patch I reloaded a save game taken after I rearmed at Noumea and before I reached Guadalcanal. With no other changes, I reached that island on 9/18 as before, and later that night encountered the same IJN force, consisting of six DDE Supply ships, 4 DDs, and 1 light Cruiser. Over the next 3 hours or so all went to the bottom, a first for me. There was only 1 plane evident (attacked me, of course) and NO wrecks on the mountain, and of course no flares.

I didn't stick around to see what would happen the next day. Out of torpedos, I made my way back to Fremantle. The changes might be due to the patch, or the vagaries of SH4. Who knows? I'm just glad to be past it.

I can reload the save after the stop at Noumea if you like and try it again. Revised Mod List:

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols
1000_Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN
1001_FI_OQ_FOTRSU_v1.2_EN_compatibility

WH4K
09-29-20, 05:02 PM
When is the Tokyo Express supposed to happen exactly?

Been patrolling New Georgia Sound (aka "The Slot") all of August, 1942. It's now the 23rd. Haven't yet seen a single Japanese ship, aside from fishing boats and sampans.


Still playing 1.24.

KaleunMarco
09-29-20, 05:35 PM
When is the Tokyo Express supposed to happen exactly?

Been patrolling New Georgia Sound (aka "The Slot") all of August, 1942. It's now the 23rd. Haven't yet seen a single Japanese ship, aside from fishing boats and sampans.


Still playing 1.24.

you do not want to see them!
the Express is a line of DD/DE doing 20+ knots heading from Rabaul to Guadalcanal.
i made the mistake of detecting a large TF and, thinking it had capital ships, waded in.
it was the Tokyo Express.
i lived to tell the tale but just barely.

stay away from those guys...unless you want to party with Davy Jones.:Kaleun_Salute:

Kresner
09-30-20, 01:43 PM
My pc is having problems but I have another old pc available, do I need to use Large Address Aware? Sorry I don't know much about software.

-Windows 8.1
- AMD A8-7650K Radeon R7, 10 compute cores 4C+6G 3.30 GHz
- RAM 4.00 GB (3.46 GB usable)
- Operating system 64 bits, processor x64

KaleunMarco
09-30-20, 02:57 PM
My pc is having problems but I have another old pc available, do I need to use Large Address Aware? Sorry I don't know much about software.

-Windows 8.1
- AMD A8-7650K Radeon R7, 10 compute cores 4C+6G 3.30 GHz
- RAM 4.00 GB (3.46 GB usable)
- Operating system 64 bits, processor x64

yes, definitely.:yeah::yeah::yeah::yeah::yeah::yeah:

either LAA or its counterpart whose name i cannot remember at the moment. same function, different developer.

propbeanie
09-30-20, 05:48 PM
When is the Tokyo Express supposed to happen exactly?

Been patrolling New Georgia Sound (aka "The Slot") all of August, 1942. It's now the 23rd. Haven't yet seen a single Japanese ship, aside from fishing boats and sampans.

Still playing 1.24.
v1.24 might have an apparently slightly reduced ship level, because of the "Normal" AirBase used by the game at Guadalcanal, "reaching out and touching" the Tokyo Express... but they start in mid-October. You will see other groupings before that, but the 'regular' Tokyo Express isn't until October.


My pc is having problems but I have another old pc available, do I need to use Large Address Aware? Sorry I don't know much about software.

-Windows 8.1
- AMD A8-7650K Radeon R7, 10 compute cores 4C+6G 3.30 GHz
- RAM 4.00 GB (3.46 GB usable)
- Operating system 64 bits, processor x64
As KaleunMarco says, "Yes, you need to use an LAA app with FotRSU". Refer to CapnScurvy's thread Windows10; Large Address Aware; SH4 Install (https://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635), or NTCore 4GB Patch (https://ntcore.com/?page_id=371). Even if you have 16gig of RAM, Windows will only give a "legacy" 32-bit DirectX v9 game less than 2gig of it to use. You apparently have 4 gig installed in your machine, and even though the system might say "3.46 GB usable", you need to apply an LAA to SH4.exe for it to be able to address that much RAM...

Kresner
10-01-20, 09:01 AM
Thank you for your replies KaleunMarco and Propbeanie :Kaleun_Salute:

torpedobait
10-01-20, 02:25 PM
I tried to add a Petty Officer to my Gato damage control team while in Brisbane in early March 1943. The add was refused because I had too many Petty Officers. At the time I had 49 POs in my crew. I checked the .upc file in the 1.24 Mod, which said I could have 70 POs. Is there something else you know of that governs above the .UPC definitions?

Moonlight
10-01-20, 04:32 PM
^ I've never had a problem Promoting the lower ranks up to a Petty Officer but I've never had 49 of them though, I don't bother with them as it doesn't make a blind bit of difference to the efficiency of your sub compartment any way. :O:

Attacked the first TF of my new career March 17 1942 today and I'm using the new 1.26p version, documents folder deleted and the SH4 base folder checked as well. Any way I was expecting some rampaging escorts throwing depth charges all around the sub but that didn't happen, infact one of them passed within 3 hundred yds of the boat and didn't even give me a toot never mind a ping, maybe later in the war Eh. :hmmm:

A Takao Heavy Cruiser and a Shokaku Fleet Carrier for 9 torpedoes, I'll have some more of that Mr beanie. :haha:

KaleunMarco
10-01-20, 05:34 PM
I tried to add a Petty Officer to my Gato damage control team while in Brisbane in early March 1943. The add was refused because I had too many Petty Officers. At the time I had 49 POs in my crew. I checked the .upc file in the 1.24 Mod, which said I could have 70 POs. Is there something else you know of that governs above the .UPC definitions?

actually, the number represents PO, CPO, and Officers.
basically, SH4-Levels 4 through 12.
how many crew do you have total?
and then...
how many Officers (10-11-12)?
how many Chiefs (7-8-9)?

KaleunMarco
10-01-20, 05:39 PM
Any way I was expecting some rampaging escorts throwing depth charges all around the sub but that didn't happen, infact one of them passed within 3 hundred yds of the boat and didn't even give me a toot never mind a ping, maybe later in the war Eh. :hmmm:

if the DD/DE was making high speed when she passed, she wouldn't have heard you, even at periscope depth.

i have gambled on this from time to time. if i think a DD/DE is making more than say 15 kts, i'll stay shallow and try to get in a couple more shots before it is time to go deep and quiet.

it's a crap shoot.

what i experience more often is more than one DD/DE where some are racing around at high speed but some are listening at slow speed. they get on the Motorola and exchange info and guess what? everybody starts heading for me and my gallant crew.:yep::wah:


:Kaleun_Salute:

propbeanie
10-01-20, 08:43 PM
I tried to add a Petty Officer to my Gato damage control team while in Brisbane in early March 1943. The add was refused because I had too many Petty Officers. At the time I had 49 POs in my crew. I checked the .upc file in the 1.24 Mod, which said I could have 70 POs. Is there something else you know of that governs above the .UPC definitions?
:hmmm: Are you using vickers03's interiors? I do not recall if we changed those lines in the patch for it... we made the guns match... but I am not near the computer and cannot verify myself at this time... however, as KaleunMarco points out, it does involve more than just that line...

^ I've never had a problem Promoting the lower ranks up to a Petty Officer but I've never had 49 of them though, I don't bother with them as it doesn't make a blind bit of difference to the efficiency of your sub compartment any way. :O:

Attacked the first TF of my new career March 17 1942 today and I'm using the new 1.26p version, documents folder deleted and the SH4 base folder checked as well. Any way I was expecting some rampaging escorts throwing depth charges all around the sub but that didn't happen, infact one of them passed within 3 hundred yds of the boat and didn't even give me a toot never mind a ping, maybe later in the war Eh. :hmmm:

A Takao Heavy Cruiser and a Shokaku Fleet Carrier for 9 torpedoes, I'll have some more of that Mr beanie. :haha:
The AI response is the same-old same-old if you don't use the add-in mods, and the two that we have, each work in different ways... I have not had enough time lately to sneeze, much less test like I want to for that, or a few other things we're working on...
:salute:

torpedobait
10-02-20, 06:08 AM
actually, the number represents PO, CPO, and Officers.
basically, SH4-Levels 4 through 12.
how many crew do you have total?
and then...
how many Officers (10-11-12)?
how many Chiefs (7-8-9)?

Total crew = 86
Officers = 7
Chiefs = 9
POs = 50
Sailors = 20

It may not be practical in the RW, but as MY war progresses and I do not regularly transfer crew out as they gain experience, why shouldn't I be able to have a crew with 70 Petty Officers? NSS_Gato.upc in the mod appears to allow 70, but I was stopped at 50:

MaxPettyOfficers=70 ; max number of crewmembers over rank 4
MaxOfficers=24 ; max number of crewmembers over rank 7

propbeanie
10-02-20, 07:59 AM
I am still looking at this, but again, I am away from my computer for a while longer yet. The old figure was 50, which begins counting internally at "zero" (0), and stops at 49. Are you still using vickers03's Interiors mod and patch?

KaleunMarco
10-02-20, 10:07 AM
I tried to add a Petty Officer to my Gato damage control team while in Brisbane in early March 1943. The add was refused because I had too many Petty Officers. At the time I had 49 POs in my crew. I checked the .upc file in the 1.24 Mod, which said I could have 70 POs. Is there something else you know of that governs above the .UPC definitions?

Total crew = 86
Officers = 7
Chiefs = 9
POs = 50
Sailors = 20

It may not be practical in the RW, but as MY war progresses and I do not regularly transfer crew out as they gain experience, why shouldn't I be able to have a crew with 70 Petty Officers? NSS_Gato.upc in the mod appears to allow 70, but I was stopped at 50:

MaxPettyOfficers=70 ; max number of crewmembers over rank 4
MaxOfficers=24 ; max number of crewmembers over rank 7

ok, thanks for that.
you have 66 crew who are level 4 or greater and your MaxPettyOfficers=70 you should have been able to add a level 4-6 without difficulty. :hmmm::hmmm::hmmm:
by comparison, my current crew limits are 70 and 12, respectively.

as a test, to help you, i began adding crew.
my current crew has 11 Officers and Chiefs. i added one and when i attempted to add the second (to get to 13), i was blocked. so MaxOfficers is defined as levels 7-12.

next, current crew has 61 petty officers and zero unrated.
i began adding rates until i reached 70 and when i attempted to add #71, i was blocked.
so MaxPettyOfficers=70 is defined as crew between levels 4 and 6.

the Max-limits are SH4 hard-coded and not redefinable by mods. by that i mean that we can vary the value(s) but not the definition(s).

so, you should be able to add a rated crew member(PO).

no disrespect here, can you re-count your "sailors" (level 1-3) vs the rates (4-6)?
also, can you confirm that the MaxPettyOfficers is not preceded with a semi-colon in your ActiveUsers file?
lastly, have you tried to release a "sailor" before you attempt to add a PO?

torpedobait
10-03-20, 08:13 AM
I am still looking at this, but again, I am away from my computer for a while longer yet. The old figure was 50, which begins counting internally at "zero" (0), and stops at 49. Are you still using vickers03's Interiors mod and patch?
Yes I am. But in truth, after the first few looks around I don't go beyond the Control Room.

propbeanie
10-03-20, 09:48 AM
Yes I am. But in truth, after the first few looks around I don't go beyond the Control Room.
So you can tour Officer's Country initially, but then after a few times, you can't get past the doorway, or is the hatch closed all of the time? What is your mod list now? :salute:

Bubblehead1980
10-03-20, 01:25 PM
Curious how the kamikazes work in FOTRS ? I have yet to encounter them but see a aircraft designated as a kamikaze. They will actually dive into allied ships I assume?

propbeanie
10-03-20, 03:02 PM
We had a video of a Kamikaze attack off Leyte Gulf in a Single Mission file intended to be part of FotRSU, back in the v0.5x days, but I can't find the vid anymore, and the mission file was never released, and removed back when we did a lot of ship changes, and there was just too much to change in the mis file to make it worth the while. Same with the Guadalcanal landings... maybe we'll revisit that... But you can indeed be attacked by them, where ever there is a GENERIC dive bomber call near any of the airbases, though the Kamikaze doesn't "go online active" until after 25th October, 1944 (at least, they used to...). All I can find now is CapnScurvy's picture-ama of it, and there are PhotoBucket watermarks on the pix...

Day of Infamy (https://www.subsim.com/radioroom/showthread.php?p=2314646#post2314646)

... which is now part of FotRSU, thanks to CapnScurvy. Open the Bombs.dat file.

Bubblehead1980
10-03-20, 03:38 PM
We had a video of a Kamikaze attack off Leyte Gulf in a Single Mission file intended to be part of FotRSU, back in the v0.5x days, but I can't find the vid anymore, and the mission file was never released, and removed back when we did a lot of ship changes, and there was just too much to change in the mis file to make it worth the while. Same with the Guadalcanal landings... maybe we'll revisit that... But you can indeed be attacked by them, where ever there is a GENERIC dive bomber call near any of the airbases, though the Kamikaze doesn't "go online active" until after 25th October, 1944 (at least, they used to...). All I can find now is CapnScurvy's picture-ama of it, and there are PhotoBucket watermarks on the pix...

Day of Infamy (https://www.subsim.com/radioroom/showthread.php?p=2314646#post2314646)

... which is now part of FotRSU, thanks to CapnScurvy. Open the Bombs.dat file.


Wow. That is pretty cool. Damage points might be a bit high lol but pretty cool.


Quick question. How to reduce the crazy amount of planes a carrier will spawn? June 1944 trying to shadow Ozawas force and the amount of planes that tf is spawning is ridiculous. lol Reminds me of stock. Running TMO, but in general? I know in CFG file could remove the squadrons but dont want to do that, just their spawn rate is wild. Unlimited lol

KaleunMarco
10-03-20, 08:41 PM
Wow. That is pretty cool. Damage points might be a bit high lol but pretty cool.


Quick question. How to reduce the crazy amount of planes a carrier will spawn? June 1944 trying to shadow Ozawas force and the amount of planes that tf is spawning is ridiculous. lol Reminds me of stock. Running TMO, but in general? I know in CFG file could remove the squadrons but dont want to do that, just their spawn rate is wild. Unlimited lol

dumb ass question here: don't the squadrons have a limited quotient of aircraft?:hmmm:
this is the air complement for the Shokaku:

AirGroup 1]
StartDate=19380101
EndDate=19400601
Squadron2Class=A6M2Zero
Squadron2No=8
Squadron1Class=B5N2Kate
Squadron1No=8

[AirGroup 2]
StartDate=19400602
EndDate=19440101
Squadron1Class=B5N2Kate
Squadron1No=8
Squadron2Class=A6M2Zero
Squadron2No=4

[AirGroup 3]
StartDate=19440102
EndDate=19451231
Squadron1Class=B5N2Kate
Squadron1No=4
Squadron2Class=A6M2Zero
Squadron2No=2

it would seem as if they have 36 aircraft available.
now...having said that, there may be a hidden multiplier in use by Ubi.
in the past, i was a fan of a WWII Air Combat simulator named Aces of the Pacific. In the config files, the IJN/IJAF planes had a defined number of rounds per gun just like US planes. However, through experience, we learned that Dynamix had a hidden multiplier in use for "enemy" aircraft. so if you played the US side, your weapons had a published limit but your enemy had like 10 times what was defined. if you played the IJN/IJAF side, the Americans got the multiplier.

have you been able to get some kind of count while playing?

propbeanie
10-03-20, 08:54 PM
Wow. That is pretty cool. Damage points might be a bit high lol but pretty cool.


Quick question. How to reduce the crazy amount of planes a carrier will spawn? June 1944 trying to shadow Ozawas force and the amount of planes that tf is spawning is ridiculous. lol Reminds me of stock. Running TMO, but in general? I know in CFG file could remove the squadrons but dont want to do that, just their spawn rate is wild. Unlimited lol

dumb ass question here: don't the squadrons have a limited quotient of aircraft?:hmmm:
Yes. Like in an AirBase, it all has to do with the AirGroup squadrons:
[AirGroup 1]
StartDate=19380101
EndDate=19421231
Squadron1Class=USTorpedoBomber
Squadron1No=5
Squadron2Class=USFighter
Squadron2No=5
Squadron3Class=USDiveBomber
Squadron3No=5
AirGroups go by date, so there are 5 TB, 5 Buffaloes, & 5 Dauntless on a US Early War CV... in FotRSU, anyway... Doesn't sound like much, but really, they all can respond. A submarine sighting is grounds for a minimum of 7 planes to respond... a DD will generate 2 or 3, CL gets 3 or 4, etc., and the game kind of picks and chooses what it wants to send, and when, based to an extent on the AirStrike.cfg - but no matter what, it's like the planes are constantly in the air responding...
Here is the "Normal" US AirBase:
[AirGroup 1]
StartDate=19380101
EndDate=19420601
Squadron1Class=LBSUSSearchPlane
Squadron1No=6
Squadron2Class=LBSPBY5
Squadron2No=6
Squadron3Class=USFighter
Squadron3No=4
Squadron4Class=FBP47
Squadron4No=4
Squadron5Class=FBP35
Squadron5No=4
Squadron6Class=FBP40Warhawk
Squadron6No=4
Squadron7Class=LBPV2
Squadron7No=6
Same basic principal. btw, the Catalina are "killer"... fearless even... lol - What we were thinking of doing in FotRSU, was to have further "specialty" bases, ala lurker_hlb3, but with "Navy" air stations that fly Navy planes, and Army Air Force bases with just Army planes. Sort of like we did with the "Cactus" air base, to reduce the air response from Guadalcanal, and only having 2 or 3 planes at a time at various times. We had done similarly in an earlier version for AirBases on Japan, with only a couple planes of 2 models for small bases, closer to where a player sub would be "seen". Much better air response... So take those 5 counts down to like 2 each, and it should be much better. :salute:

torpedobait
10-04-20, 07:25 AM
So you can tour Officer's Country initially, but then after a few times, you can't get past the doorway, or is the hatch closed all of the time? What is your mod list now? :salute:

No, no! I can go if I want to - it’s that after the first couple of trips the only reason to go is for the music in the Ward Ro;om. I don’t often do that. It (the music) is too distracting at times.

Current Mod List:
Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols
1000_Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN
1001_FI_OQ_FOTRSU_v1.2_EN_compatibility

torpedobait
10-04-20, 08:06 AM
no disrespect here, can you re-count your "sailors" (level 1-3) vs the rates (4-6)?
also, can you confirm that the MaxPettyOfficers is not preceded with a semi-colon in your ActiveUsers file?
lastly, have you tried to release a "sailor" before you attempt to add a PO?

1. Ratings 1,2,3 = 18 (11,3,4 respectively)

2. Ratings 4,5,6 = 50 (37, 9,4 respectively)

3 . Ratings total = 68

4. I tried removing a sailor (rating 1) and adding a PO. Was refused a/c too many POs.

There is NO semicolon in front of the line I quoted from the NSS_Gato.upc. I have not looked in the Activeusers file. I cannot find any such file. The only counts I've seen are in the Submarine upc files.

WH4K
10-04-20, 10:22 AM
Yet again when I was upgraded to a Balao, it came with no deck gun, no way to add one.

Still running just FOTRS:UE 1.24.

This was after starting with a completely fresh install, yada yada.

I'll keep my Gato until the end of the war, then.

propbeanie
10-04-20, 01:44 PM
What port are you sailing from, and what is the date of the upgrade offer?

KaleunMarco
10-04-20, 02:32 PM
1. Ratings 1,2,3 = 18 (11,3,4 respectively)

2. Ratings 4,5,6 = 50 (37, 9,4 respectively)

3 . Ratings total = 68

4. I tried removing a sailor (rating 1) and adding a PO. Was refused a/c too many POs.

There is NO semicolon in front of the line I quoted from the NSS_Gato.upc. I have not looked in the Activeusers file. I cannot find any such file. The only counts I've seen are in the Submarine upc files.

look in your savefolder:
C:\Users\Username\Subfolder\Documents\SH4\data\cfg \SaveGames

you will see subfolders numbered strangely: 00000000. 00000001. etc.
find the most recent folder and drill down into it.
you will see ActiveUserPlayerUnits.UPC and CareerTrack.UPC as well as a few more.

the ActiveUser file has your boat, crew, weapons, ammo, etc...all the good things in life. :D
in the first few lines of this file, you will see your actual MaxOfficers and MaxPettyOfficers. it should match what you have been seeing all along. let me know if you spot something different.

BTW, the CareerTrack file is a running log of your current career. well, the highlights, anyway.
:Kaleun_Salute:

torpedobait
10-04-20, 03:52 PM
look in your savefolder:
C:\Users\Username\Subfolder\Documents\SH4\data\cfg \SaveGames

you will see subfolders numbered strangely: 00000000. 00000001. etc.
find the most recent folder and drill down into it.
you will see ActiveUserPlayerUnits.UPC and CareerTrack.UPC as well as a few more.

the ActiveUser file has your boat, crew, weapons, ammo, etc...all the good things in life. :D
in the first few lines of this file, you will see your actual MaxOfficers and MaxPettyOfficers. it should match what you have been seeing all along. let me know if you spot something different.

BTW, the CareerTrack file is a running log of your current career. well, the highlights, anyway.
:Kaleun_Salute:

I found it, and changed the maximums to 70 (POs) and 30 (Officers) just to see.

Last question: If I load that save game (the very last one) and continue the career, will those numbers transfer to the next patrol in that same boat? I mean, do the new maximums stay with the boat from that time forward? I guess I should try it and see for myself, eh? :D

Thanks for all the good info! :salute:

KaleunMarco
10-04-20, 05:08 PM
I found it, and changed the maximums to 70 (POs) and 30 (Officers) just to see.

Last question: If I load that save game (the very last one) and continue the career, will those numbers transfer to the next patrol in that same boat? I mean, do the new maximums stay with the boat from that time forward? I guess I should try it and see for myself, eh? :D

Thanks for all the good info! :salute:

ah....yes. the old parms didn't transfer bug.:doh::hmmm:

so, what were the values before your changed them?

to answer your question: Yes. those parms will stay with THIS boat for the duration.
:Kaleun_Salute:

torpedobait
10-05-20, 05:02 AM
ah....yes. the old parms didn't transfer bug.:doh::hmmm:

so, what were the values before your changed them?

to answer your question: Yes. those parms will stay with THIS boat for the duration.
:Kaleun_Salute:

18 Officers; 50 POs. :salute:

WH4K
10-05-20, 07:47 AM
What port are you sailing from, and what is the date of the upgrade offer?
Midway

Arrived at base late on July 14, 1943, back in the "office" screen on July 15, no deck gun on my new Balao.

Moonlight
10-05-20, 08:38 AM
^I had that no deck gun bug with the balao as well and my home port was Midway, I was using the same fotrs version you're using too, only way to get round it is to reload a save before you entered port and refuse the balao upgrade. :doh:

propbeanie
10-05-20, 08:57 AM
18 Officers; 50 POs. :salute:
What this tells me is that the Officer's Country updates are overwriting the files in the game, but that they are not making it to the Save folder... Since the file already exists in the Save folder, it it not overwritten with the new data... We'll have to remember this if anyone else encounters the problem with v1.2x versions of the mod.


Midway

Arrived at base late on July 14, 1943, back in the "office" screen on July 15, no deck gun on my new Balao.
^I had that no deck gun bug with the balao as well and my home port was Midway, I was using the same fotrs version you're using too, only way to get round it is to reload a save before you entered port and refuse the balao upgrade. :doh:
OK, so a confirmation of this, again... The boat is "active" on June 01, 1943 in its upc file. It is available at Mare on Jun12, 1943. It is available at Midway and Pearl on July 01, 1943. Missions are available at those locations. So either the game wants more time to get the boat and its equipment from the east coast to Pearl (doubtful), or there is something not being properly overwritten in the Save folder... Still digging. We can kind of explain-away torpedobait's issue with the Officer's Country mods, but we can't explain-away WH4K's encountering it, unless the Save folder wasn't completely deleted :hmmm: ...

Moonlight
10-05-20, 11:45 AM
No mission text East of Kurile islands, can't remember exactly which one it was but it did say don't sink any russian ships, haha, there wasn't even a bloody iceberg up there never mind a ship.

https://i.postimg.cc/fTttn1mf/SH4-Img-2020-10-04-21-52-22-511.jpg (https://postimages.org/)russian image hosting (https://postimages.org/)

Something else I've noticed as well, I dropped on another split merchant that was stationary in reasonably calm waters, this is the 3rd one since I've been using the 1.26p version and if I remember rightly there were some ships in the same boat in the fotrs 1.21 one, are you looking into this phenomenon Mr beanie?.

Lastly, I can't remember when I last saw a convoy icon on the navmap, there's plenty of merchant and taskforce ones appearing now and then but the convoy ones..... not even a tiddly little one. Could you tell someone how to rectify this feature because I'd like to at least know the rough whereabouts of these shipping routes so I can jot it down in my head for future reference.

I'm due a balao upgrade soon so I'll test it out when I get one offered and let you know if you've fixed the problem with the deck gun.

KaleunMarco
10-05-20, 05:51 PM
18 Officers; 50 POs. :salute:

ok, so......to what value did you change the parameters and........most importantly.........was the value change effective in allowing you to add Petty Officers?:timeout::timeout::timeout:

Comder
10-05-20, 09:24 PM
I am sorry if I am not thinking, but I cannot seem to activate the external cameras. I am am trying to work out some of silverwolf's subs. I need to be able to see the out side of the subs. If anyone can point me in the right direction would help. Thanks


comder

propbeanie
10-06-20, 07:16 AM
No mission text East of Kurile islands, can't remember exactly which one it was but it did say don't sink any russian ships, haha, there wasn't even a bloody iceberg up there never mind a ship.

(pic)

Something else I've noticed as well, I dropped on another split merchant that was stationary in reasonably calm waters, this is the 3rd one since I've been using the 1.26p version and if I remember rightly there were some ships in the same boat in the fotrs 1.21 one, are you looking into this phenomenon Mr beanie?.

Lastly, I can't remember when I last saw a convoy icon on the navmap, there's plenty of merchant and taskforce ones appearing now and then but the convoy ones..... not even a tiddly little one. Could you tell someone how to rectify this feature because I'd like to at least know the rough whereabouts of these shipping routes so I can jot it down in my head for future reference.

I'm due a balao upgrade soon so I'll test it out when I get one offered and let you know if you've fixed the problem with the deck gun.
I have discovered a typo for that particular mission, and it should display the summary text fine in the next version... :roll:

The split merchants and other vessels have been being scrutinized for "failure to comply", and I have not seen one yet. I have found them near anchorages, of which their settings are proper, either "Docked=true", or the speed is set low. I have not found any in the middle of the ocean. I have seen, especially later in the war when there is more / closer Allied support, where CV-based planes attack convoys, and end up "disabling" a vessel, usually with a resultant fire. I have seen those go dead in the water, but I have not seen any that hadn't had a little extra "help". I have also seen them "run aground" trying to get away from me and my stellar "skill" at attacking ( :roll: ) - and missing. I am still looking though, and I am suspecting this might be related to "backward compatibility" not really being 100% between the v1.2x copies of the mod. As witness, the deck gun loss when going to the Balao as an upgrade. I don't know though, since I have been unable to replicate the issue, even when using v1.2 and the v1.26p patch, while doing test career missions that give me a Balao before its time. I still get the boat, and it comes with a deck gun. We will keep trying though, as we're working on the next version, which will NOT be backwards compatible. The next version will take several weeks at a minimum.

We can also bump-up the reports from the convoys, to simulate the "Ultra" reports, of which it was mid to late 1943 before the Japanese merchant marine codes were cracked, and locations of some convoys were rather easy to obtain. Prior to that, "sightings" was the main way of getting the reports. The "old reliable" convoy route map is available on most boats, in various locations. Maybe we'll dig into the details of each boat for how to find that...


I am sorry if I am not thinking, but I cannot seem to activate the external cameras. I am am trying to work out some of silverwolf's subs. I need to be able to see the out side of the subs. If anyone can point me in the right direction would help. Thanks


comder
If you use the menu buttons, and cannot get the external camera to function, other than the usual Bridge View and the like, as well as the use of the <,> (comma) and <.> (period) keys for "Previous" and "Next" unit, then it would be suspected that you do not have the external camera enabled in the Gameplay options. On the Main Menu, using the "Options" choice, then "Gameplay Settings". This area only controls the War (Quick) Patrol, Multiplayer, Single (Quick) Missions and Submarine School on the Main Menu. For any of the career starts, you set the Gameplay options from the Captain's Office menu, which in the US side of a career is accessed by clicking on the wooden radio console to the left of screen by the windows on top of the cabinet, while on the German side, it is the small four-drawer filing cabinet by the Exit door, center-right of the screen. Once on patrol, you cannot change that setting.

WH4K
10-06-20, 07:51 AM
^I had that no deck gun bug with the balao as well and my home port was Midway, I was using the same fotrs version you're using too, only way to get round it is to reload a save before you entered port and refuse the balao upgrade. :doh:That's what I did this time as well.


IIRC the only functional difference between the Gato and Balao is that the latter has an increased test depth. Not sure whether that's reflected in the game.

Comder
10-06-20, 10:37 AM
I feel very sheepish :D I did not even think to look. Yes it was checked.
Thank you for your guidance. Great mod. Thank you


Now to see if I can get Titan's conning tower to show up :03:


Comder

propbeanie
10-06-20, 12:24 PM
That's what I did this time as well.

IIRC the only functional difference between the Gato and Balao is that the latter has an increased test depth. Not sure whether that's reflected in the game.
The drive train on some of the later Balao boats was quieter than the Gato's also, with less gearing, less noise... another thing was the conning tower design incorporated all the "cuts" of earlier boats, so the layout was more "logical". A new, quieter trim pump was available sometime in 1944, which was also re-fit on older boats when they came in.

If you fellows Save each time you come in, and are offered a new boat a couple-three patrols later, if you would, give it another go, noting the date, and see what happens. You really should not be having issues with a new Balao in July of 1943 at Midway...


I feel very sheepish :D I did not even think to look. Yes it was checked.
Thank you for your guidance. Great mod. Thank you

Now to see if I can get Titan's conning tower to show up :03:


Comder
Glad you found it. Each career you might run can have different settings, which while frustrating having to change them each time, can be very flexible... Good luck with the Titan tower! I am lost with the old boats, and I'm not even on the same planet as the new boats... :roll:

Texas Red
10-06-20, 05:36 PM
SH4 TMO does not hit the spots like FotRSU does.

I am back at it again, with FotRSU.

I am excited for what is in store for me now. :yeah:

I just pray that my SH4 game doesn't screw me over this time!!! :nope:

torpedobait
10-06-20, 07:43 PM
ok, so......to what value did you change the parameters and........most importantly.........was the value change effective in allowing you to add Petty Officers?:timeout::timeout::timeout:

I changed them to 24 officers and 70 POs. What I'm seeing n one of Propbeanie's posts above is that the Officers Country mod is overwriting the values.

It must be, because I have changed the values in the last Save File, and in the first folder just below the last save. I'm going to remove the Officers Country mods and try again.

KaleunMarco
10-06-20, 09:19 PM
I changed them to 24 officers and 70 POs. What I'm seeing n one of Propbeanie's posts above is that the Officers Country mod is overwriting the values.

It must be, because I have changed the values in the last Save File, and in the first folder just below the last save. I'm going to remove the Officers Country mods and try again.
ok, great, but i have never seen a mod that continually overwrites the ActiveUserSave file.
let's see what happens when you remove the mod.
:Kaleun_Salute:

torpedobait
10-07-20, 05:15 AM
ok, great, but i have never seen a mod that continually overwrites the ActiveUserSave file.
let's see what happens when you remove the mod.
:Kaleun_Salute:

Ok, this is weird. I exited the game from the Office to the Main Menu to Windows. Then I unloaded the Officers area and compatibility patch, restarted the game, loaded the Save that put me back in the Office, and could NOT add another PO beyond the previous 50 count!

I'm going to forget the whole thing and live with what I get. But thanks for your help and time.

:salute:

torpedobait
10-07-20, 05:30 AM
The split merchants and other vessels have been being scrutinized for "failure to comply", and I have not seen one yet. I have found them near anchorages, of which their settings are proper, either "Docked=true", or the speed is set low. I have not found any in the middle of the ocean. I have seen, especially later in the war when there is more / closer Allied support, where CV-based planes attack convoys, and end up "disabling" a vessel, usually with a resultant fire. I have seen those go dead in the water, but I have not seen any that hadn't had a little extra "help". I have also seen them "run aground" trying to get away from me and my stellar "skill" at attacking ( :roll: ) - and missing. I am still looking though, and I am suspecting this might be related to "backward compatibility" not really being 100% between the v1.2x copies of the mod. As witness, the deck gun loss when going to the Balao as an upgrade. I don't know though, since I have been unable to replicate the issue, even when using v1.2 and the v1.26p patch, while doing test career missions that give me a Balao before its time. I still get the boat, and it comes with a deck gun. We will keep trying though, as we're working on the next version, which will NOT be backwards compatible. The next version will take several weeks at a minimum.

I have encountered the stalled Split Merchants perhaps a half-dozen times on various patrols since early 1942. The first was in the Eastern end of the Java Sea after I left Surabaya in a Sargo boat. I am now in March 1944 out of Brisbane in a Gato (I had requested a transfer to TF-42 just for grins after getting the Gato) and sank one that appeared on radar to the South of Davao in one of the known routes from the East coast of Mindanao to the Celebes. Unfortunately I did not mark the date, time, or a more accurate location. It is definitely not a situation where the ships appear damaged, or previously attacked. The ones I've seen have been either stopped or moving at about 1 knot, sometimes all alone out there, but two had companions that sailed off as soon as I torpedoed the Split Merchant.

The next time I see one I will carefully note date, time, location, my boat type, from where I sailed, and my patrol orders. Will you need any other information? Mod List? :salute:

WH4K
10-07-20, 06:04 AM
Missing deck gun on upgrade Balao is super consistent. Guarantee I'll get the same result if I load an earlier save and try again.


Haven't tried starting a new career in late enough 1943 to have a Balao. Bet you if I do it will have a deck gun. Suspect the problem is with upgrade in a going career. I'll try it.

propbeanie
10-07-20, 12:24 PM
Balao with a new career in Jan 1944, no problem, you get a 5" .25cal deck gun. Start with the Test Career I have in September 1943, and have the same thing... I'll do more tests this evening for an upgrade during a career. If you start a new career in January 1944 WH4K, with a Balao, let me know if you do, or do not have a deck, and which end of the boat it is on. :salute:

Bubblehead1980
10-07-20, 01:49 PM
May have asked this before and if did, forgive me.

Has it been attempted to make the AA guns act as deck guns? I would be willing to sacrifice crew manned AA guns if they would fire them at ships instead since it cant be both(why the devs didnt make them multi purpose, who knows) . Or is this hard coded?

Fleetboats rarely used their AA guns on aircraft, used them shoot up surface craft, would really add to the sim if could order the deck gun plus 40 and 20 MM target surface vessels together.

Moonlight
10-07-20, 04:09 PM
Missing deck gun on upgrade Balao is super consistent. Guarantee I'll get the same result if I load an earlier save and try again.

Super consistent is bloody annoying Mr beanie. :O:

Feb 4 1943 upgraded my Gato to a balao and there isn't a deck gun anywhere, not only that cock up Mr beanie but the game transferred me down to bleeding Brisbane as well, I didn't want to go down to that snake infested country, I had to reload a save just before I got back to Midway.

Ships are sinking in wind 15 as well, 1 sunk before I could identify it and a subchaser burst into flame and sank before I could give it a torpedo. The next day its still wind 15 and two small split merchants came into view and both of them were aflame as well, a torpedo each sent them to davy jones locker. Later that same day and still the same weather and two large split merchants came into view, there was nothing wrong with either of them.
I wonder if its a size thing, 2 small split merchants and a subchaser, hmmmmm, all this happened around 70 miles NE of Formosa.

KaleunMarco
10-07-20, 05:47 PM
May have asked this before and if did, forgive me.

Has it been attempted to make the AA guns act as deck guns? I would be willing to sacrifice crew manned AA guns if they would fire them at ships instead since it cant be both(why the devs didnt make them multi purpose, who knows) . Or is this hard coded?

Fleetboats rarely used their AA guns on aircraft, used them shoot up surface craft, would really add to the sim if could order the deck gun plus 40 and 20 MM target surface vessels together.

i believe it is the same concept as having enemy DD's fire torpedoes at player subs.
the launchers are defined as deck guns so they AI will fire them at a player.
i asked this same question of a modder two-three years ago and he replied but i could never make it work.
i'll see if i can find the post and send it to you.

i would also like to use my small weapons vs ships, especially the 40mm vs locals....when they get in the way of regular attacks on ships. bloody nuisance.
:Kaleun_Salute:

Hey PB, who was (is) the resource that showed you how to get DD's to fire torpedoes at player subs? didn't that process include making the torpedo launchers act like guns to enable AI firing?:hmmm:

WH4K
10-07-20, 05:51 PM
Balao with a new career in Jan 1944, no problem, you get a 5" .25cal deck gun. Start with the Test Career I have in September 1943, and have the same thing... I'll do more tests this evening for an upgrade during a career. If you start a new career in January 1944 WH4K, with a Balao, let me know if you do, or do not have a deck, and which end of the boat it is on. :salute:Confirmed, starting a new career out of Midway in Jan 1944, my Balao has a stern-mount 5" deck gun.


Something about being awarded a Balao upgrade in mid-1943 seems to be wacky.

propbeanie
10-07-20, 08:23 PM
May have asked this before and if did, forgive me.

Has it been attempted to make the AA guns act as deck guns? I would be willing to sacrifice crew manned AA guns if they would fire them at ships instead since it cant be both(why the devs didnt make them multi purpose, who knows) . Or is this hard coded?

Fleetboats rarely used their AA guns on aircraft, used them shoot up surface craft, would really add to the sim if could order the deck gun plus 40 and 20 MM target surface vessels together.
We've noodled with it, but nothing serious, since it does seem to be set in stone. You change the gun type, and they no longer shoot at planes, and that might just be necessary sometime when you've got 40+% hull damage and cannot submerge. More experiments are anticipated, but who knows when we'll get the time...


Super consistent is bloody annoying Mr beanie. :O:

Feb 4 1943 upgraded my Gato to a balao and there isn't a deck gun anywhere, not only that cock up Mr beanie but the game transferred me down to bleeding Brisbane as well, I didn't want to go down to that snake infested country, I had to reload a save just before I got back to Midway.

Ships are sinking in wind 15 as well, 1 sunk before I could identify it and a subchaser burst into flame and sank before I could give it a torpedo. The next day its still wind 15 and two small split merchants came into view and both of them were aflame as well, a torpedo each sent them to davy jones locker. Later that same day and still the same weather and two large split merchants came into view, there was nothing wrong with either of them.
I wonder if its a size thing, 2 small split merchants and a subchaser, hmmmmm, all this happened around 70 miles NE of Formosa.
The Balao in February of 1943 is never a good thing, since it is not "active" until July. It didn't start patrolling until early August, and that was from Brisbane. Pearly was late August. Usually, you are sent to San Francisco though, if you are assigned it too early... :hmmm:

The size of the ship does matter - at least, in this case. Make them too sea-worthy, and they won't sink with 3 torpedoes. Kind of stuck with the "damage" system of the game. If the devs would have released some form of "documentation" on collision detection or the damage system (or ~anything~) for modding, it would be easier to set things... but we do know, from example, that the stock game, which we do attempt to emulate usually, also has its own "issues" that should not be copied, such as September 31... :roll:


i believe it is the same concept as having enemy DD's fire torpedoes at player subs.
the launchers are defined as deck guns so they AI will fire them at a player.
i asked this same question of a modder two-three years ago and he replied but i could never make it work.
i'll see if i can find the post and send it to you.

i would also like to use my small weapons vs ships, especially the 40mm vs locals....when they get in the way of regular attacks on ships. bloody nuisance.
:Kaleun_Salute:

Hey PB, who was (is) the resource that showed you how to get DD's to fire torpedoes at player subs? didn't that process include making the torpedo launchers act like guns to enable AI firing?:hmmm:
Quoting from the first page of this thread:
*Note: The AI Torpedo idea has been hashed around by the likes of DarkFish, jhapprich, Sergbuto, and polyfiller, among others, with all ideas combined by CapnScurvy and s7rikeback to make a fully-functional "device". The "range" of the launch is shortened in FotRSU, both of necessity for accuracy, but also to minimize the complete annihilation of all vessels afloat and submerged...
Experiment with different gun types... The game does seem to have the different "types" hard-coded as to their function. The IJN put AA shells in the main guns of the Yamato, which were ~huge~ flak bursts, but they did tear-up the barrel linings, so any gun could be used for anything, except the guns of SH4... I imagine that the reasoning behind it is for practicality with the game, in that you would NOT want the main guns to shoot at airplanes, because what happens when you encounter an enemy task force?...


Confirmed, starting a new career out of Midway in Jan 1944, my Balao has a stern-mount 5" deck gun.

Something about being awarded a Balao upgrade in mid-1943 seems to be wacky.
Still trying to track that down. I just had an "upgrade" from Pearl a bit ago, from a Gato to a Balao, in August 1943, and all was well with it, including radar... I'll try harder to get it a pinch earlier next test run...
:salute:

WH4K
10-08-20, 07:53 AM
Appreciate the effort. Love the mod.

KaleunMarco
10-08-20, 09:10 AM
May have asked this before and if did, forgive me.

Has it been attempted to make the AA guns act as deck guns? I would be willing to sacrifice crew manned AA guns if they would fire them at ships instead since it cant be both(why the devs didnt make them multi purpose, who knows) . Or is this hard coded?

Fleetboats rarely used their AA guns on aircraft, used them shoot up surface craft, would really add to the sim if could order the deck gun plus 40 and 20 MM target surface vessels together.

talk to these guys: The AI Torpedo idea has been hashed around by the likes of DarkFish, jhapprich, Sergbuto, and polyfiller, among others, with all ideas combined by CapnScurvy and s7rikeback to make a fully-functional "device"

propbeanie
10-08-20, 10:00 AM
CapnScurvy and s7rikeback actually built the AI_TorpGun for FotRSU, based upon ideas from the other fellows. Somewhat akin to using Anvart's StateMachineCtrl ideas, if you build it yourself, you thank the one(s) whose idea you are using, but it is actually FotRSU, CapnScurvy and s7rikeback's mod. There are a LOT of differences between what they did, and what CapnScurvy did for the initial set-up. :salute:

Texas Red
10-08-20, 04:05 PM
Should I update version 1.24 with the 1.26p patch or does 1.24 already come with it?

KaleunMarco
10-09-20, 12:12 AM
I changed them to 24 officers and 70 POs. What I'm seeing n one of Propbeanie's posts above is that the Officers Country mod is overwriting the values.

It must be, because I have changed the values in the last Save File, and in the first folder just below the last save. I'm going to remove the Officers Country mods and try again.

so, what happened?

torpedobait
10-09-20, 08:38 AM
so, what happened?

Nothing. I was never able to go beyond 50 POs, with or without the Officers quarters mod. I gave up. deleted the mod and it's patch, and decided to live with it the way it is. Too much aggravation for no results.

KaleunMarco
10-09-20, 09:12 AM
Nothing. I was never able to go beyond 50 POs, with or without the Officers quarters mod. I gave up. deleted the mod and it's patch, and decided to live with it the way it is. Too much aggravation for no results.

s#it!
rest assured, bro, you have gone where no kaleun has gone before.
i have never seen what you have experienced.
i routinely change the stock and mod values for those two values and i have never seen the changes ignored.
as i indicated in previous posts, i typically run with 12 and 70 which means i have to edit the existing numbers.
:hmmm::hmmm::hmmm::hmmm:

(apologies for all of the I's)

s7rikeback
10-09-20, 12:58 PM
talk to these guys: The AI Torpedo idea has been hashed around by the likes of DarkFish, jhapprich, Sergbuto, and polyfiller, among others, with all ideas combined by CapnScurvy and s7rikeback to make a fully-functional "device"

Can I just jump in here, and make a small correction to this comment please, and the comment above on the first page.

I (s7rikeback) had the honor of converting Keltos01 playable JP submarines to AI controlled versions. This was done with advice & help from CapnScurvy, Jeff-Groves & ETR3(33). Once the sub-work had been completed, I then selected in my opinion the best 8 models from a list of 15 models I had converted, and these were then selected for FotRSU.
Please do not ask about the missing models, as these are no longer available.

CapnScurvy then helped with fine tuning the selected models.
Once the above had been done, he then tested & implemented the AI Torpedo's into the newly created AI JP sub fleet, this then grew to the surface vessels we see today in FotRSU.

So to quote KaleunMarco;
The AI Torpedo idea has been hashed around by the likes of DarkFish, jhapprich, Sergbuto, and polyfiller, among others, with all ideas combined by CapnScurvy to make a fully-functional "device" which gave s7rikeback's newly imported subs, some very sharp teeth.

WH4K
10-09-20, 02:12 PM
Encountered the Balao upgrade bug again - December 8, 1943, at Midway. Offered a new boat upon return from my patrol, accepted, it's a Balao with no deck gun.


Going to have to load a save from before my return and refuse the upgrade, again.

Moonlight
10-09-20, 05:50 PM
^Its always Midway that has problems with upgraded equipment and new boats.

I encountered a split merchant stationary near Hachijo Jima, wind speed was 11, just after that another vessel fired up a red flare, I got close enough to identify it and that was a medium split freighter, it looks as if the Pacific Ocean has declared war against Japan, and its winning. :O:

WH4K
10-10-20, 08:52 AM
I nearly always go for a Midway basing at some point though. Saves the extra ~1000 mile trip from Pearl.


Not a huge fan of deploying from Australia for the same reason. Too much transit time.

mikesn9
10-10-20, 11:19 AM
FOTRSU 1.1 with patch, Starting from Pearl (Jan '44), Balao, I got a spy insertion mission to Akkeshi.
Easy mission, however (as usual) the instructions say it is important for it to remain secret. I had one mission in an earlier patrol that said to NOT engage anything for a certain number of miles before or after drop off.


On this mission about 75-100 miles off the coast I had several lucrative targets go by, so trying to play as ordered, I ignored them, completed the mission and went on to next zone, saved the game.


For some unknown reason, my save files got corrupted, and I had to restart at auto-save leaving base. Even my 100mile from Pearl save didn't work, so now I am headed off to same mission again.



The question is: Does it really matter (GAMEWISE) whether I engage targets on the way to such a mission? Does it reflect in 'renown' etc. etc,


Thanks in advance

KaleunMarco
10-10-20, 11:59 AM
The question is: Does it really matter (GAMEWISE) whether I engage targets on the way to such a mission?

no and yes.
no, in that engaging the enemy will not affect your mission-success-objective. there are no negative points assigned.
yes, in that your activity will alert the enemy to your presence which may bring aircraft and ship activity into that area to hunt you.
in my experience, i sink everything that presents itself, whenever it presents itself, with the caveat that i have enough ammo remaining to be successful in my prime directive, i mean objective.:D

Does it reflect in 'renown' etc.

yes. positively.
unless you sink a hospital ship or a foreign-neutral ship......

go get 'em, kaleun.
:Kaleun_Salute:

mikesn9
10-10-20, 03:52 PM
Thanks, Marco, That's what I was thinking.

propbeanie
10-11-20, 02:00 PM
KaleunMarco has it. We can "say" all we want to in the orders, but that's all it is, is words. The game has no "punishment" except for the sinking of a friendly or a neutral vessel. FotRSU has things set to "reward" the player that follows orders for the Objectives themselves better, but at that, it is impossible for the game to "see" that you attacked a convoy 1 mile away from the drop zone, other than the AI response to same. It would be better though, if you were playing v1.24 with the 1.26 patch, and then you might not have had the bad Save... maybe :roll: - but if you are wanting to attempt to finish a career first, that is understandable. :salute:


^Its always Midway that has problems with upgraded equipment and new boats.
What is Midway, maybe 100 nm from the IDL 180 meridian?... surely that doesn't have something to do with this?... Maybe I'll check the CareerStart dates & codes again, and try to ensure that we're not "straddling" one like we were in the 1945 start previously... :hmmm:

Mios 4Me
10-12-20, 12:24 PM
1. Does the game account for not only local weather but also at the nearest airbases? We're almost to the point of staying submerged all day on the way to this, my first Yellow Sea assignment (still near Cheju).

2. When single ships are reported via Magic, is the type randomly assigned or is it normally something significant? The one successfully actionable report we had recently was a triple-stack transport; the others were WG chases.

3. Am I correct that there are no value modifiers to individual ships? That is, a small transport heading south out of Tokyo Bay at high speed along with five destroyers carries no greater weight than an unescorted one in some backwater?

4. Not sure if the Split Merchant issue from 1.21 has been resolved elsewhere but didn't see it in the description of the latest upgrade, which is awaiting us once we get back into port.

If further data is needed, read on...

Encountered a small group in the Abandon zone on 6/17/43, USS Sunfish out of Midway. We'd been to Abridge but didn't sight anything, so went back to a successful area. When encountered, the group of two ships immediately separated, with the LSF continuing on and the SM going dead in the water. v1.21, 301, 302, 399, 452, 901.

IIRC, "hunting off the reservation" was involved in another of my stopped Split Merchant sightings earlier.

propbeanie
10-12-20, 02:06 PM
@ Mios 4Me:
1. The game rolls the dice for the weather, and the only thing that alters an airplane response is the AirStrike.cfg file. The distance you are away from an AirBase affects the length of time it takes for the response to get to your area, if your presence is detected. If you are seen at a particular location, and you stay there, if it takes 30 minutes for an airplane to travel there from the nearest base, that is generally how long it will take for you to "see" them on radar. Influencing that would be the weather. If the weather is rough, then it might be like a ship that the plane would not make it there. Also, there is some "slack" in the "aiming" of the response. One plane might be right on your location, while 3 will be off, with 2 far north, and one south of where you are, let's say. You will have more airplane activity if your radar is constantly "active", in that it is an easy target to home-in on. They will also Hf-df you if you do the radio, and if you are seen - heaven forbid - they will be on you like shtink. There are also "routine" patrols done from airbases, generally based upon the Type=304 plane, but the bombers also "patrol", such as the Betty, as well as other planes, based upon their "range" from the base.

2. Most of the reports are "Group" based, generated in the header of the group description in the containing mis file, whether a scripted or random group. The "report" then takes the lead vessel of the group, and uses that as its "base" description of either Convoy (merchant) or Task Force (warship), with either "Single", "Small", "Medium" or "Large" as part of the description. I do not remember what the numbers are for the settings, but it's like, one (single), 2 (small), 4 (medium) and 6 (large) - but I am probably wrong with those numbers... :roll: - we have changed them more than once... A Convoy can consist of mostly warships, and a Task Force can consist of mostly merchants. It all depends upon the Leader ship.

3. The number of escorts with a ship or group of ships has no bearing upon its "value". Loaded or empty, it is also the same. Eliminating its carrying capacity is the actual "target", not its cargo. All the cargo does is allow for more spectacular explosions... Now, there are a few built missions where a specific ship is "scheduled" to leave a port, and you might receive a Status Report assignment to chase-down one of those. You still get the normal renown for the ship sinking, if successful, but you would also get the Objective Completed renown reward, so there is that "modifier", if you will...

4. The issue of ships "standing still" was not known until about v1.24, and at that, we have not been able to replicate the situation. Since then, v1.26p ("p" for "Patch") has come out. That has slight changes to the campaign mis files, but more for conformity with other mod changes than anything. These last few "updates", though assumed to be reverse-compatible, might not be such, and might contribute to what happens. The AI is what the AI is, and when the "Leader" vessel takes off, any vessels not able to keep up, seem to "loose their bearings", shall we say. Such that a vessel able to do 14 knots is leading, and when your submarine is detected, it changes course and speed. The Split Merchant is able to do 9.5 knots, and is soon without a "leader" vessel and therefore "rudderless" and doesn't know what to do. But again, we don't know if that is what is happening. The Split Merchant will usually eventually recover and resume course, and the lead vessel may eventually also either come back, or resume its original set course... maybe

Mios 4Me
10-12-20, 10:30 PM
Thanks for the explanations above, PB.

@ Mios 4Me:

4. The issue of ships "standing still" was not known until about v1.24...
Until I upgraded to 1.26p a few minutes ago, my splash screen and JSGME both displayed my version as 1.21p and I reported the issue weeks ago. I say this to possibly aid your forensics, not be contentious.

Now that I've upgraded FotRS, and upgraded to a Balao just prior (departing on next mission 7/30/43), I've noticed:
- I have a 4" gun either way, but the gun crew slots disappear if a bow mount is chosen.
- Transferring to Mare Island is successful but the mission objective remains the Carolines instead of training.

Gray Lensman
10-13-20, 12:05 AM
Where can I find a list of the Hotkey assignments in FOTRS, a number of them have been changed. For instance, the "Stop Watch/Chrongraph". also where is the Radio message button?

propbeanie
10-13-20, 07:01 AM
Thanks for the explanations above, PB.


Until I upgraded to 1.26p a few minutes ago, my splash screen and JSGME both displayed my version as 1.21p and I reported the issue weeks ago. I say this to possibly aid your forensics, not be contentious.

Now that I've upgraded FotRS, and upgraded to a Balao just prior (departing on next mission 7/30/43), I've noticed:
- I have a 4" gun either way, but the gun crew slots disappear if a bow mount is chosen.
- Transferring to Mare Island is successful but the mission objective remains the Carolines instead of training.
The "New Construction" missions were worked on, which is what you get when starting from the Menu, but when you get a new boat, and it's early or late, the missions do not function correctly. I have not come up with a way to "fix" that. You therefore keep the assignment you received when coming in from patrol, prior to the "upgrade". Be sure and see what your Home Base is with the "Transfer" screen prior to departure, and don't forget to stop for fuel at Pearl on your way out (Midway or Johnston Island, if available)... As for the losing the gun crew, that shouldn't, but does happen. That is also a Stock game issue, as well as with most (if not all) mods. This is why we suggest that after you move a deck gun, that you go back to the crew page, and make certain the crew slots followed. If not, then restore the original gun position, and check again. If they came back, Save and go on patrol. Try again later. Sometimes, a Save and exit, and then coming back into the Captain's Office will "fix" the ability to move the gun. Sometimes not. Either way, when you first go on patrol with a "freshly" moved gun, even if you have populated gun crew slots, they will not show on the gun when you go to Battle Stations. If that happens, after departing and getting beyond the Home Base limits (the anchor in the upper-right corner of the screen when on the boat), Save the game, exit, come back in, and Load that Save. Your gun crew should now show when going to Battle Stations. They apparently have to be "initialized", just like several other aspects of the game... :roll:


Where can I find a list of the Hotkey assignments in FOTRS, a number of them have been changed. For instance, the "Stop Watch/Chrongraph". also where is the Radio message button?
CapnScurvy did some artwork for us on the "cards" that used to come in the box with the game. Those are the "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" images in the main game folder. Printing those out is the easiest way to familiarize yourself with the FotRSU keystrokes, which are different from the original FOTRS and from TMO also. The <C> key gets you the "Chronograph", while <Ctrl>+<M> combo gets your Radio Messages. :salute: