View Full Version : [REL] Fall of the Rising Sun Ultimate, full release
Well, that's it for this career. Came back with my Gato in such tatters that I was forced to accept a new Balao. With no deck gun.
propbeanie
10-13-20, 11:25 AM
That is unusual to be forced to accept the new boat. You must have really torn-up the Gato you had... I have been offered the same boat class before when that happens.
What was the date when you returned to port though? Which port were you returning to? Were you given the "Your submarine has incurred damages so severe that the navy has decided it is not cost-effective to make repairs. You are therefore receiving a new boat", or something to that effect? Or maybe "Your submarine was damaged but your great result recommend you for the command of a new submarine. Do you accept?" I think it's the 2nd one that is used in FotRSU...
Bubblehead1980
10-13-20, 07:42 PM
Well, that's it for this career. Came back with my Gato in such tatters that I was forced to accept a new Balao. With no deck gun.
USS Halibut by chance? "Total constructive loss" November 1944.
In TMO I changed the acceptable damage to 90 percent. By default it is set to 40.
Gray Lensman
10-14-20, 01:17 AM
I'm going back to TMO. This FOTRS looks fantastic, but after starting 3 careers in the past 3 days, I can't get past corruption issues in the "save" area. The latest one has the sonar "pointer" locked at 0/360. It will NOT rotate when I click the mouse to alternate positions around the ring. I can "spin" the mouse wheel and it moves the digital representation up in the left corner showing the degrees being searched changing but the pointer remains stationary. A temporary deletion of the /Users/Name/Documents/SH4 and rebuild eliminates the bug but there goes another career in the corrupted /SH4. Never had so many corruption issues with TMO.
propbeanie
10-14-20, 08:06 AM
I don't know what you are encountering Gray Lensman, but "details" would help us help you... You mention "A temporary deletion of the /Users/Name/Documents/SH4 and rebuild eliminates the bug but..." You cannot "temporarily" delete the folder and then restore it after activating the mod. It has to be permanently eliminated, if you haven't done that. Otherwise, any incompatibilities are re-introduced to the modded game.
I have both TMO and FotRSU installed (as well as a half-dozen other mods) in my Games folder by use of MultiSH4. That way, I can noodle in which ever version of the game I want to... One of the big things with FotRSU is a "proper" LAA (or similar) activation on an SH4.exe file that is NOT write-protected... Let us know please:
1. Where you have your SH4 installed?
2. Your OS, whether 32-bit or 64-bit and how much RAM you have?
3. Did you use a "fresh" SH4 install, whether a re-install or from an archive?
4. Which version of the mod are you attempting to use?
5. What are the circumstances surrounding your issues?
Let us know what you can either way though, so that we can look for potential problems in the mod. Thanks :salute:
Macgregor the Hammer
10-14-20, 03:09 PM
Campaign CTD
I’ve installed FotRSU 1.24 along with the patch that brings it up to 1.26p. Everything works: sub school, single missions, war patrol for fleet & U-Boat. The U-boat campaign works. When I click on starting a new fleet boat campaign, I get a CTD. This is a fresh install, second one. I had this problem after I did my first upgrade, so I stripped down to bare bones and started fresh. I have TMO and Dark Waters installed so I am pretty confident in my installation.
What I’ve double checked:
-- LAA installed correctly with all admin rights.
-- MultiSh4 alternate folder that is brand new.
-- I stripped down my mod soup to only 1.24 and patch.
-- Deactivated the patch and tried 1.24 by itself.
-- Scanned for viruses and rootkits.
-- Turned antivirus off.
-- Back off all graphics features.
-- Used Ccleaner though there wasn’t anything to clean.
-- Defragged the disc though it was at 1%.
Hardware:
-- I5 3470 Duo @ 2.90Ghz, 8 gig of ram and I have my installation folder on my E: drive.
-- Graphics Card: nVidia GTX6600ti with the latest drivers.
I’m stuck! Don’t know what else to try.
Gray Lensman
10-14-20, 03:22 PM
I don't know what you are encountering Gray Lensman, but "details" would help us help you... You mention "A temporary deletion of the /Users/Name/Documents/SH4 and rebuild eliminates the bug but..." You cannot "temporarily" delete the folder and then restore it after activating the mod. It has to be permanently eliminated, if you haven't done that. Otherwise, any incompatibilities are re-introduced to the modded game.
I have both TMO and FotRSU installed (as well as a half-dozen other mods) in my Games folder by use of MultiSH4. That way, I can noodle in which ever version of the game I want to... One of the big things with FotRSU is a "proper" LAA (or similar) activation on an SH4.exe file that is NOT write-protected... Let us know please:1. Where you have your SH4 installed?
2. Your OS, whether 32-bit or 64-bit and how much RAM you have?
3. Did you use a "fresh" SH4 install, whether a re-install or from an archive?
4. Which version of the mod are you attempting to use?
5. What are the circumstances surrounding your issues?Let us know what you can either way though, so that we can look for potential problems in the mod. Thanks :salute:
Okay... What I meant by "temporary deletion" of the Users/Name/Documents/SH4/ folder was to Cut and Paste it elsewhere on the hard drive so that Silent Hunter would create a new one in its place. When that was done, I reentered the game and just temporarily started a new career to see if the "sonar" UI bug described previously persisted. It didn't, which indicated that the bug was in a corrupted file in the SH4 folder that I had pasted aside. When I had confirmed that the "new" /SH4 folder was not corrupted, I deleted that new /SH4 folder and copy/pasted the bugged /SH4 folder back in place, restarted the game, loaded up a previously saved game and checked it one more time and the sonar UI bug was back. So "Yes" you can temporarily delete the folder for testing purposes and restore it when done testing. I just didn't "advance" the game beyond retesting the saved games for this "sonar" bug to isolate where the corrupted file might be located. (Basically, since it was affecting ALL the previously saved games, I wanted to know if a file in the Steam installation folder had been corrupted or the /SH4 folder)
This "mouse" UI sonar bug, once introduced affected all the half dozen or so saved games that I had previously made "that had been just fine" until the bug was introduced, so it wasn't the actual saved game files themselves. It had to be in one of the other files in the /SH4 folder itself that had been written to and corrupted such that it universally affected ALL the previously saved games, not just the last one. I've had saved game corruption errors before, but only rarely and it usually only affected the one particular saved game and maybe persisted in those that follow, NOT those made before the corruption took place.
1. SH4 installed in the Steam folder (Not in Program Files AND neither is Steam. I've been running SH4 in Steam for at least 5 years or more with no problems.
2. My OS is Windows 10 64-bit AND I'm running the LAA SH4 executable. Again, no problems for 5 years playing TMO.
3. Each time I encounter these corruption bugs. I totally uninstall/reinstall SH4, Wolves update, and recreate the Mod folder from scratch. I also delete the /Users/Name/Document/SH4 folder.
4. I was attempting to use the 100_FalloftheRisingSun_UltimateEdition_v1.24_EN version.
5. Circumstances described above in previous post.
Not trying to "dis" on FOTRS. It looks and feels fantastic compared to TMO, and the additional content is fabulous, but it gets very aggravating uninstalling/reinstalling after corruption bugs which seem more numerous in FOTRS than TMO. My 2 cents, and I could be wrong, but it appears this MOD may be attempting to actually do too much in regards to data writes to the /SH4 folder, maybe a timing issue when the sub status data gets written/rewritten/overwritten.
edit> Trying to decide if I really want to continue with FOTRS or not. I could mitigate the corruption issues by literally copying the entire /SH4 folder and renaming and date/time stamping elsewhere each time I saved but that might be more trouble than it's worth. I really like the added content and graphics.... Hmmm... decisions, decisions... ah ha, .bat file(s) may be useful.
Macgregor the Hammer
10-14-20, 04:18 PM
Campaign CTD
I’ve installed FotRSU 1.24 along with the patch that brings it up to 1.26p. Everything works: sub school, single missions, war patrol for fleet & U-Boat. The U-boat campaign works. When I click on starting a new fleet boat campaign, I get a CTD. This is a fresh install, second one. I had this problem after I did my first upgrade, so I stripped down to bare bones and started fresh. I have TMO and Dark Waters installed so I am pretty confident in my installation.
What I’ve double checked:
-- LAA installed correctly with all admin rights.
-- MultiSh4 alternate folder that is brand new.
-- I stripped down my mod soup to only 1.24 and patch.
-- Deactivated the patch and tried 1.24 by itself.
-- Scanned for viruses and rootkits.
-- Turned antivirus off.
-- Back off all graphics features.
-- Used Ccleaner though there wasn’t anything to clean.
-- Defragged the disc though it was at 1%.
Hardware:
-- I5 3470 Duo @ 2.90Ghz, 8 gig of ram and I have my installation folder on my E: drive.
-- Graphics Card: nVidia GTX6600ti with the latest drivers.
I’m stuck! Don’t know what else to try.
I'm up and running! 2 items may be responsible:
1. I MAY NOT have run the basic SH4 install before I installed the mods. I'm pretty sure I did though.
2. One of the mods was corrupted and may have mucked up the works.
This time, I installed 1.24 tested then the patch and tested, then each mod. Kind of long way around but the only sure way.
Thanks!
USS Halibut by chance? "Total constructive loss" November 1944.
In TMO I changed the acceptable damage to 90 percent. By default it is set to 40.USS Growler. 92% hull damage when I got back. Yeah, I cut it pretty close.
I am going to apply the 1.2 -> 1.26 patch and give 'er another go, to see what happens.
torpedobait
10-15-20, 05:11 PM
See Thumbnail - skin on this torpedoed Aux Transport is the weirdest I've ever see in any version of SH3 or SH4!
Patrol History: USS Gato (SS-212) left Brisbane on 05/24/1943 to patrol the Bismarck Sea for 5 days. Arrived in Patrol Area and on 06/04/1943 at approximately 0700 encountered 2 enemy vessels, a Medium Modern Composite Freighter and an Aux Transport, travelling side by side in stead of in trail as I would have expected. No escort. Location was 149-00E; 01-34S.
Set up at 90 degrees to their course and let them each have one Mk14, low speed, contact detonator. Both were hit and exploded. The freighter blew up normally and started sinking. The Aux Transport gave out a truly massive blast so big the normal explosion effects were greyed out by an apparent round ball of gas. After the explosion cleared I could see the remarkable skin that was left. Looks like a drunken circus clown tried to paint it to look like a long Rubic's Cube.
There's no harm done, except it does not look right. Perhaps one of the Skin Guys could look it over and find something to fix, in their copious free time, of course! :salute:
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
KaleunMarco
10-15-20, 06:37 PM
See Thumbnail - skin on this torpedoed Aux Transport is the weirdest I've ever see in any version of SH3 or SH4!
i see that effect all the time.
at what kind of damage effect do you have your Mk14's set?:03::D
propbeanie
10-15-20, 08:11 PM
Okay... What I meant by "temporary deletion" of the Users/Name/Documents/SH4/ folder was to Cut and Paste it elsewhere on the hard drive so that Silent Hunter would create a new one in its place. When that was done, I reentered the game and just temporarily started a new career to see if the "sonar" UI bug described previously persisted. It didn't, which indicated that the bug was in a corrupted file in the SH4 folder that I had pasted aside. When I had confirmed that the "new" /SH4 folder was not corrupted, I deleted that new /SH4 folder and copy/pasted the bugged /SH4 folder back in place, restarted the game, loaded up a previously saved game and checked it one more time and the sonar UI bug was back. So "Yes" you can temporarily delete the folder for testing purposes and restore it when done testing. I just didn't "advance" the game beyond retesting the saved games for this "sonar" bug to isolate where the corrupted file might be located. (Basically, since it was affecting ALL the previously saved games, I wanted to know if a file in the Steam installation folder had been corrupted or the /SH4 folder)
This "mouse" UI sonar bug, once introduced affected all the half dozen or so saved games that I had previously made "that had been just fine" until the bug was introduced, so it wasn't the actual saved game files themselves. It had to be in one of the other files in the /SH4 folder itself that had been written to and corrupted such that it universally affected ALL the previously saved games, not just the last one. I've had saved game corruption errors before, but only rarely and it usually only affected the one particular saved game and maybe persisted in those that follow, NOT those made before the corruption took place.
1. SH4 installed in the Steam folder (Not in Program Files AND neither is Steam. I've been running SH4 in Steam for at least 5 years or more with no problems.
2. My OS is Windows 10 64-bit AND I'm running the LAA SH4 executable. Again, no problems for 5 years playing TMO.
3. Each time I encounter these corruption bugs. I totally uninstall/reinstall SH4, Wolves update, and recreate the Mod folder from scratch. I also delete the /Users/Name/Document/SH4 folder.
4. I was attempting to use the 100_FalloftheRisingSun_UltimateEdition_v1.24_EN version.
5. Circumstances described above in previous post.
Not trying to "dis" on FOTRS. It looks and feels fantastic compared to TMO, and the additional content is fabulous, but it gets very aggravating uninstalling/reinstalling after corruption bugs which seem more numerous in FOTRS than TMO. My 2 cents, and I could be wrong, but it appears this MOD may be attempting to actually do too much in regards to data writes to the /SH4 folder, maybe a timing issue when the sub status data gets written/rewritten/overwritten.
edit> Trying to decide if I really want to continue with FOTRS or not. I could mitigate the corruption issues by literally copying the entire /SH4 folder and renaming and date/time stamping elsewhere each time I saved but that might be more trouble than it's worth. I really like the added content and graphics.... Hmmm... decisions, decisions... ah ha, .bat file(s) may be useful.
OK, the sonar bug is different from what is usually found in a broken "Stock" game, and is definitely not part of FotRSU... You have the install in what looks to be a good location, and all other descriptions seem to be correct. All I can suggest to try is to make certain that the LAA did indeed set correctly on SH4.exe. The SH4.exe file cannot be write-protected. If you load it back into LAA once again, and see if it is indeed "True". Beyond that, cross-contamination in the Save folder is about the only way I can think that you are getting this trouble...
I'm up and running! 2 items may be responsible:
1. I MAY NOT have run the basic SH4 install before I installed the mods. I'm pretty sure I did though.
2. One of the mods was corrupted and may have mucked up the works.
This time, I installed 1.24 tested then the patch and tested, then each mod. Kind of long way around but the only sure way.
Thanks!
I have trouble with the "camera" mod on my Win10 laptop, but not on the desktop - which I do not understand...
See Thumbnail - skin on this torpedoed Aux Transport is the weirdest I've ever see in any version of SH3 or SH4!
Patrol History: USS Gato (SS-212) left Brisbane on 05/24/1943 to patrol the Bismarck Sea for 5 days. Arrived in Patrol Area and on 06/04/1943 at approximately 0700 encountered 2 enemy vessels, a Medium Modern Composite Freighter and an Aux Transport, travelling side by side in stead of in trail as I would have expected. No escort. Location was 149-00E; 01-34S.
Set up at 90 degrees to their course and let them each have one Mk14, low speed, contact detonator. Both were hit and exploded. The freighter blew up normally and started sinking. The Aux Transport gave out a truly massive blast so big the normal explosion effects were greyed out by an apparent round ball of gas. After the explosion cleared I could see the remarkable skin that was left. Looks like a drunken circus clown tried to paint it to look like a long Rubic's Cube.
There's no harm done, except it does not look right. Perhaps one of the Skin Guys could look it over and find something to fix, in their copious free time, of course! :salute:
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
That is an old damage model on your Auxiliary Transport... Here is what I get when I run a mission with it:
https://i.imgur.com/lPX3C8U.jpg
3rd Torp hits amidships on Auxiliary Transport, one dud on bow, one exploded on rudder
https://i.imgur.com/daokx2t.jpg
Damage on hull below the water line on Auxiliary Transport.
https://i.imgur.com/hV0MEEc.jpg
Traveling companion Medium Modern last gasp after 3rd hit, 2 of which exploded
https://i.imgur.com/CDUkYaD.jpg
Looking back at Auxiliary Transport as it plummets beneath the waves
https://i.imgur.com/hvg4rYk.jpg
After all is said and gone
I am not 100% certain, but when you get finished with your campaign, I would do a full fresh SH4, v1.24 & 1.26p, and the mods you'll use, empty the Save folder, and then do a new career. The only way I have been able to corrupt my game, and thus far it is with little visual "glitches", is by doing Discord with s7rikeback while testing (lots of shelling-out to Windows), and by adding mods, such as 301_MoreDifficultAI01 or 399c_NoScrollNavMap - Same Sized Dials, while on patrol and not in the office...
My one piece of advice is to only apply mods while in the Captain's Office, and I'm not even certain about that anymore... We've been experimenting with a flag mod, changing mod configurations while underway, and changing something as simple as the flag while on patrol can apparently cause issues under certain situations... :salute:
Not surprisingly, none of my last dozen or so savegames (made under 1.24) will load with the 1.2 -> 1.26p patch applied.
With the long loading time of the game, I'm not going to test absolutely every old save.
I don't know of any way to be reliably offered a Balao upgrade, without starting over and playing the war again from the beginning. Guess I'll try that. Perhaps after a fresh install of SH4, then 1.24, then 1.2 -> 1.26p.
propbeanie
10-15-20, 10:24 PM
That is one of several situations where I have done all sorts of testing. I do not have long loading times though. Maybe two minutes tops, with a bit over a minute for the game to load, and then another 45 seconds for the Save to Load... I have tested v1.2 to v1.21, to v1.23, to v1.24, to v1.26p, and several in-between steps, and tested and Saved between each, generally without issue. I did have some of the "poof explosions" way out on the horizon to either side of the field-of-view one time, and I have had the throttle re-set back to All Stop more than a few times, but other than those little anomalies, I have not had bad Saves or a failed boat upgrade, and the only way I have gotten the graphics issues is when I change the mod load-out of the game when in mid-patrol after a Save and exit. If I instead set things up and then test without changing the mod load-out, I do not have troubels (yet - knock on wood)... I just finished with another session, and I'm going to call it a night, and will be back on the Midway patrol early tomorrow morning before getting to work around the house.
s7rikeback and I were then trying to share my screen on Discord so I could show him the storm I was in, and all I could get to him was a pixelated mess, or a crash at my end while doing that (rotten bandwidth). But those crashes were all from improper use of Discord and the game. I am currently off Tateyama late December 1941 in the Gudgeon, one Medium Modern to my credit, and a close call with a DD on patrol prior to that, with a couple of zeroes having tried to chip away some of my paint a few days east of Sagami Nada. The usual stuff, but no issues. I'll keep shootin' and Savin' on the five different test careers I have going (different OSes, different computers, different boats, different locations), one of which includes a "seeded" career, where I get a really high score just for showing up (Midway), and I should go from a Tambor to a Gato to a Balao all within a year, so we'll see what happens with all of that. :salute:
torpedobait
10-16-20, 08:39 AM
i see that effect all the time.
at what kind of damage effect do you have your Mk14's set?:03::D
Whatever the game and /or mod has it set to. I've never changed that or used one of the "nuclear" mods.
torpedobait
10-16-20, 08:54 AM
I am not 100% certain, but when you get finished with your campaign, I would do a full fresh SH4, v1.24 & 1.26p, and the mods you'll use, empty the Save folder, and then do a new career. The only way I have been able to corrupt my game, and thus far it is with little visual "glitches", is by doing Discord with s7rikeback while testing (lots of shelling-out to Windows), and by adding mods, such as 301_MoreDifficultAI01 or 399c_NoScrollNavMap - Same Sized Dials, while on patrol and not in the office...
My one piece of advice is to only apply mods while in the Captain's Office, and I'm not even certain about that anymore... We've been experimenting with a flag mod, changing mod configurations while underway, and changing something as simple as the flag while on patrol can apparently cause issues under certain situations... :salute:
For the record, I am running from full reinstall after deleting the previous version and the entire SH4 folder from Documents. I do not shell out to Windows except from the Office or Main Menu. I have not added Mods mid-career.
Also, I have encountered perhaps a dozen or so Auxiliary Transports since going to the latest version of FOTRS-U; all sank, usually after two hits but sometimes just one was needed. None of them produced the color scheme like the one I posted. I have no idea how an anomaly could have been introduced.
One more thing: after declining two upgrades to a new boat from my old Gato, I kept going into 1945 hoping for AA upgrades. I never got beyond the twin 20mm gun. Everything else seemed to progress normally. No conning tower refit; no 40mm. The 20mm proved to be ineffective against a Betty, whose guns punched so many holes in my boat that we sank with a loss of all hands.
That pissed me off, so I deleted my saved games back to the patrol prior to the first new boat offer, reran the patrol amassing 79,000 tons of shipping and warships (hit some big ones). On our return to Brisbane was offered a new boat, which this time I accepted (the Balao). All was good until I looked at the deck gun. I had none, and no crew slots, something you have discussed before. So I closed the game and will restart it this morning to see if anything changes.
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
propbeanie
10-16-20, 12:43 PM
Very similar mod list to what I have, other than I do not have the lite fog... but there is no way that would interfere... I do not have that much tonnage in any of my attempts yet, but doing this "hot-wired" test career, I should be able to amass a high-tonnage total, and get that Balao later today... Were you at Midway again, and what was the date of the Balao "upgrade" this time? :salute:
Edit: I take that back... it does have a new Scene.dat file from 2009 in all versions... we'll talk this over, and see what we come up with - or has your version already been run through for FotRSU combatibility?...
Two minutes sitting at the title screen before I can do anything sounds about right. That's a long loading time.
I tried again and found a pre-upgrade save that would load. Went back to Midway, received upgrade to Balao...no deck gun.
Now I'll try 1.26p with a fresh install of 1.24.
I'm getting a message that seas are too heavy to man the deck gun, but then the crew mans it and fires it anyway. I can't recall if this is a vanilla issue - been a long time since I played without any mods.
Also, thank you for this mod! It's a nice change of pace from TMO.
Mad Mardigan
10-16-20, 10:53 PM
Ahoy.. :Kaleun_Cheers:
Am considering redoing SH4 with the main mod (v1.24) with the v1.2 to v1.26p, and just want to make sure I am correct in My assessment of setting the MODS folder to desktop & being able to drop the mods from that folder back into the fresh MODS folder, created when I run JSGME anew in the new folder.
I know about what to do to start a new set up, just not 100% sure on reusing the mods in the MODS folder old set up, if that can be done or if I need to recopy the mods where I have them stored away on a different drive.
I have a 2 disk set up C: the main drive, D; which is My dvd rom drive & the 2nd hd being tagged as E: which is where I download mods into. I have a very meticulous file system set up there.. :yep:
Just need to know if it is safe to reuse the mods or not that is in the current set up MODS folder for FotRSU now, or do I need to get rid of them as well before setting up the fresh SH4 install & do a fresh copy of them (the mods)?
propbeanie
10-17-20, 09:33 AM
If you are referring to the add-in mods Mad Mardigan, other than adding to them recently, they have not changed since combining a few into "399" mods for the ones that change the menu_1024_768.ini file. If you have a v1.24 in your mods folder, that would also be the same. The v1.26p patch file can take v1.2 or v1.24, or any in-between, to v1.26p, which is why the patch is named "v1.2To_v1.26p".
As a heads-up, we are now recommending to NOT use the add-in mods, found in the Extras folder, at this time. We are trying to track-down where things are going amiss in the "update" process, and suspect one or more of the add-in mods.
@ Orffen: that is a stock game issue, and I do not recall off the top of my head what the wind setting is where the player is not allowed to man the deck gun, but 12ms winds comes to mind. However, even in 10ms winds, you might have a wave wash over the deck at the deck gun site, and if that happens, your gun crew gets dumped back into the sub. Better than overboard, I suppose... but the wind speed is what determines whether you can or cannot man the gun, and when you are on the "borderline", you will at times be allowed outside to play, but it might only be for a little while...
@ WH4K: 2 minutes is about normal for the game, Stock or modded. FotRSU is one of the bigger mods, so would take longer to load, though it is more "efficient" than Stock and most mods in its use of resources. The Museum load time is about 4 minutes, which is much longer than stock, and that is fully because of the number of vessels in the mod.
propbeanie
10-17-20, 07:07 PM
OK, I am finished with testing out of Pearl. Once again, I received a Balao, and all was fine. I had been in a Gato, which was an upgrade from a Tambor. I was NOT expecting to get the Balao when I did, since I had just received a new cut conning tower for my Gato in February 1943, and was expecting to have to go at least 2, if not 3 more patrols before being allowed another upgrade, but instead, I did receive the Balao March 28, 1943, and in spite of its early arrival, all systems were time-appropriately in-place, and fully functional. This was using v1.24 patched to v1.26p, with no extra mods. I will do a Midway test career next, and hopefully won't take more than a day, but this is about the 3rd time of getting the Balao, but earliest I've ever gotten one, but I did bump my renown points awarded up a good bit on purpose, to see what would happen...
https://i.imgur.com/BDoAXmW.jpg
https://i.imgur.com/k9eIEmG.jpg
https://i.imgur.com/bklODmy.jpg
https://i.imgur.com/PZLN7AB.jpg
https://i.imgur.com/tJU9bze.jpg
We'll see how it goes at Midway...
I got lazy & couldn't be bothered with a full clean reinstall. So I started a new career in mid-1943 out of Midway in a Gato. Remember, I have FotRS:UE 1.24 with the 1.26 patch applied, no other mods.
After 3 very successful patrols, I was offered a Balao on the return to Midway. I accepted, it's 2 October 1943, and I have a brand-new Balao. My new boat does have an aft deck gun. So that's nice.
It must have been something about playing from the beginning of the war that broke the upgrades as I reported previously. I had originally started in a Narwhal out of Pearl (IIRC).
propbeanie
10-18-20, 05:11 PM
I just concluded a January 11, 1943 start at Midway with a Gato to start, as a test career, with my "seeded" results where I get at least 800 renown points just for getting on the boat, and then have "sitting ducks" peppered about the place for sinking, to the point that I will run out of torpedoes each run if it takes more than one torpedo on some ships, so I managed to "tie" my record of March 28th 1943 in receiving a Balao boat, and it has 2x 20mm twin AA, 1x 4"50cal deck gun, 1x SJ Radar, 1x SD radar with an Improved SD Radar available for 200 renown points (no upgrade for the Improved SJ), and all systems function as intended.
It would be January 1944 before the 5"25cal is available, and Aug 1943 before Improved SJ is "free"... I did have graphics anomalies on my first patrol, which did have me worried, but never had further issues after that. It looked like it was lightening (static electricity), the U-Mark got out of whack, and I did see the T07B tanker flash green railings, which we'll look into, but after a Save and on the 2nd patrol, did not have either of those...
As for the Narwhal start WH4K, there are two deck guns on the sub, and maybe the game gets confused by that. I'll look closer at its assignments, and maybe the guns are placed or manned with the same configuration as the fleet boats... I might try that for a next test career, and start with a narwhal, upgrade and transfer to Midway, move some deck guns around etc., and really try to break it... but I don't know how to explain torpedobait's experience, unless its one or more of the add-in mods... More tomorrow! :salute:
propbeanie
10-19-20, 08:02 AM
OK WH4K, I started at Pearl mid 1942 in the Narwhal, and did 3 patrols in it, with the super-scoring test mission assignments I have, and was upgraded to the Tambor after the 3rd patrol. I then transferred to Midway, and have just gotten back from a 1st patrol in it from Midway. I am about to go out on a 2nd patrol with it, my 5th overall. We'll see if I go to the Gato after two or three, and then maybe to the Balao, and what happens with the deck guns. However, I did change the deck gun on the Tambor, from a 3" to a 4" with a 500 renown points payment, and all went well with that. No anomalies at all yet. I have to head to the hardware store to pick-up a few things for the house, and then utilize said purchases... :roll: - I'll do another patrol during my lunch break, which might actually be long enough for two patrols... :roll: lol - Update to follow, roughly 1300 hours my time, of which it is 0902 hours right now... That would be EDST currently... :salute:
propbeanie
10-19-20, 04:13 PM
OK... I did manage to break it... Same exact scenario. Start at Pearl on a Narwhal, after 3 patrols, upgraded to a Tambor. Transferred to Midway. Moved my deck gun. Did 3 more patrols, and was upgraded to a Gato. Did 3 more patrols, and March 20, 1943, upgraded (early) to a Balao, and lo and behold, no deck gun. However, this is NOT an FotRSU issue. I am almost certain we could induce it in TMO, and possibly in Stock, depending upon what the actual cause is, as mentioned, whether the moving of the deck gun on the Tambor, or the use of the Narwhal, or maybe that combination. Either way though, it is possible to get things back, though it definitely involves more than just the "AdditionalRepository" in the crew member slots. I will attempt to re-create this another way, and have a write-up, hopefully by tomorrow, on what to additionally edit in the upc file in the Save folder. It is based upon Coletrain's solution, but is more involved. More later. :salute:
propbeanie
10-19-20, 07:43 PM
Possible Deck Gun Fix For Failed Balao Boat Upgrade:
OK, this will be similar to the Coletrains’ method, as documented elsewhere on SubSim, and also in the “ColetraiinsAndOthersDGfix.pdf” file in the FotRSU Support folder, under the heading at the top of the file “Possible Deck Gun Repairs – Old Way, no positions with gun”. What happens in FotRSU though, is that you have no crew, no gun, and no UpgradePack, so they all have to be re-built. There is more than one way to skin this cat though. The easy way is if you have a previous Saved game that has a boat with the same gun, you can just copy appropriate sections. If not, you can base what you need off of one of those copies, or copy and paste from this text, and edit as necessary.
First of all, this situation does not happen except under certain circumstances, of which more digging is required to ascertain what those situations are. As WK4K and propbeanie have both found in their instances was that they started their careers in a Narwhal, were upgraded to a new boat class, and then transferred to Midway. Propbeanie moved the deck gun on his 2nd boat. His third boat, the Gato seemed to be fine. In both instances, the upgrade to a Balao resulted in the loss of the deck gun – complete loss, not just the crew slots.
If you encounter this situation and you have a Saved game prior to being awarded the Balao, you could roll-back to the previous Save and hope that the gun comes properly later. Do not count on that though… Once you are awarded the Balao that does not have a deck gun, you need to Save the game while in the office. Use a new named Save slot, such as NewBalaoNoGun, or some such, so that you know beyond a doubt that is the correct Save. Notate the time and date you make the Save. This will be important. You then have to completely Exit the game back to Windows, and navigate into the proper Save folder. If you use MultiSH4, run it from the game folder, and look and see what you named the Save folder. If you did not use MultiSH4, then it should be in the “C:\Users \UserName \Documents \SH4” folder, with “UserName” being what you log into Windows with, and “Documents” being dependent upon your version of Windows. It might be “My Documents”, etc…
Thankfully, you will only have to edit one file, but there will most probably be some more, extensive edits. Navigate into the Save folder, such that you go inside the “data” folder, then inside the “cfg” folder, and then inside the “SaveGames” folder. In my particular case, it is “F:\Users \propbeanie \Documents \FRE \data \cfg \SaveGames \”. Once inside that folder, you should find numbered folders. Choose the folder that corresponds the closest to the time & date you notated earlier. In my case, that was folder “00000012” Date Modified of “10/19/2020 4:37 PM”. Navigate into that folder and find the file “ActiveUserPlayerUnits.upc”. Open the file in a plain text editor, such as Notepad, or Notrpad++. Wordpad and Word, along with other text editors will function for this purpose, but you do have to be careful and “Save As...” instead of a plain Save, else you will add unwanted data to the file.
Once you have the file open in your text editor, you need to ‘find’ “UserPlayerUnit 1.Compartment 7” (Stern Gun Mount specific) with the “Search” function of your text editor. The 2nd line of that section should say “ID=BalaoGunS”. If that is not the 2nd line, then you would have a different problem, and should seek help with a description of what you have. Notice that line four of this section says “NameDisplayable=Aft Deck Gun”, which is the default location of the Balao boat’s deck gun, if all had gone well with your upgrade. The Coletrains’ and the wolfeinsamer methods both have you search on and find “UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository x”, with the "X" corresponding to the member number, and then you remove the “AdditionalRepository” text for the four crewmember slots in FotRSU. Thus far, this is the same as all previous methods of restoring the deck gun. However, you might notice not just discombobulated entries for the gun, but their missing altogether. So you will need to copy the following text, and insert it between the “[UserPlayerUnit 1.Compartment 7.WeaponSlot 1]” headings last line of text, and the “[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 1]” section heading:
[UserPlayerUnit 1.Compartment 7.WeaponSlot 1.Weapon]
ID=4in50calUS
NameDisplayable=4inch .50 Caliber Cannon
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=4inAPUS,4inHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=4
ExternalLinkName3D=4_50_soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.149237
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,9.87833
This is if you are in a time period where the boat would be using the 4inch deck gun. If instead, you are after 1944-01-01, then you would change the “ID=” line, and the “NameDisplayable=” line to reflect the proper gun “ID=5in25calUS” and “NambeDisplayable=5inch .25 Caliber Cannon”, which are derived from the Weapons.upc file in the game’s “UPCData \UPCUnitsData” folder.
Next, you need to actually have the weapon in the UpgradePackSlot on the boat. Search on “UserPlayerUnit 1.UpgradePackSlot 2”, which in FotRSU is the “ID=UpgAirSearchRadar” section. (UpgradePackSlot 1 should be the “ID=UpgSurfaceSearchRadar”.) You most likely do NOT have an “[UserPlayerUnit 1.UpgradePackSlot 3]” section, which is the “ID=UpgDeckGun” section. The next section after that should be the “[UserPlayerUnit 1.FunctionalSubsystem 1]”. You will have to copy and paste this section between the last line of the “[UserPlayerUnit 1.UpgradePackSlot 2]” section and the “[UserPlayerUnit 1.FunctionalSubsystem 1]” section:
[UserPlayerUnit 1.UpgradePackSlot 3]
ID=UpgDeckGun
NameDisplayable=Deck Gun
Type=NULL
AcceptedTypes=USDeckGunBow,USDeckGunStern,USDeckGu nImpBow,USDeckGunImpStern,USDeckGunHvyBow,USDeckGu nHvyStern,USDeckGunHvyDbl
UserCustomizable=Yes
IDLinkUpgradePackSlots=BowDeckGun,SternDeckGun
CurrentUpgradePack=4inch .50cal Stern Mount
IDLinkUpgradePackSlotsLoaded=NULL
Save the file, making certain that it remains named “ActiveUserPlayerUnits.upc”, as a plain text file, and no extra data or file extensions added. Then try that “ NewBalaoNoGun” Save again, and see what happens...
It is assumed that it is the Narwhal that knocks things out of kilter, but it might also be the fact that a previous boat had its deck gun moved. The Tambor is also a stern mount, and it was moved to the bow, so it might be that when the Balao come along, and it is another stern mount, that the gun crew was already "moved", so no crew, you get no gun... we don't know yet. It might be one or the other, or maybe the combination. We hope to find out later. :salute:
Rinaldi
10-20-20, 06:21 AM
Will preface this with saying I am still on 1.24 as haven't made port yet for the patch.
If you manually go onto the radar station, for the rest of the session, the AI rating on station will not call out contacts he may detect. Not sure if there's a permanent fix but there is a simple workaround: save, exit to main menu, load back in.
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 also want to bring this up again, and ask if this can be done via a simple .txt fix? Like Bubblehead I'm wholly willing to trade the ability to defend myself against air threats for the ability to put maximum fire down on surface targets - especially as we get into early 44 in my current campaign!
I also want to ask, for the AA and MGs on armed merchant men, do they play by these same rules or are they able to fire at both my sub and allied air?
Yet another edit:
In the .upc files for individual submarines, four main weapons are defined under "FunctionalSubsytem", they are:
- WeaponMainCannon;
- WeaponSecondaryCannon;
- WeaponFlak; and
- WeaponDecoy
Now these are fairly self-explanatory, so I am assuming by changing one of the flak mounts (say, for argument's sake, the fore AA gun on a Gato class) to either WeaponMainCannon or WeaponSecondaryCannon, Crewmen will fire at surface ships instead of AA.
So for example:
[UserPlayerUnit 1.FunctionalSubsystem 29]
ID= FlakGun1
NameDisplayable= 1st Flak Gun
FunctionalType= WeaponSecondaryCannon
IDLinkFunctionalSubsystemSlots= CTForeAA, 1
That should make the fore AA gun behave as a deck gun instead, correct? With the US ships and later U-Boats having so much deck weaponry I could split the difference and keep rear AA for its intended purpose. I may test once back in port by creating a mini-mod and confirm this.
propbeanie
10-20-20, 11:06 AM
The radar station is not like the sonar station, is not like the watch crew. You can "see" the blips on your radar screen. Your radar screen is "to scale". You can also "see" the contacts on the NavMap. The loss of a vocal prompt can be brought about in several ways.
First pertains to how "busy" a given scene is. If there is a lot going on, radar reports seem to be below other reports. Also, as with sonar, if something is within visual range, you'll NOT see the radar report on the NavMap. Also, the "beam" on the FotRSU radar is smaller, such that if you are in mildly rough seas, your radar beam may well go over the top of a surface ship, and / or below an air threat, and you will "miss" a contact, as in real life.
Second pertains to the use of Time Compression. Dependent upon your computer, you will lose audio streams when using "high" TC, with "high" being defined by your computer. 1024x is the recommended max TC, but under certain circumstances, 4096x will be fine. Other times, even 256x is too high. It all depends upon your computer, and the amount of "traffic" around your submarine. Suffice to say that anything above 8x will "mute" certain sounds, and then you are at the mercy of the game as to whether a given audio stream is restored.
In line with that, the third way for the radar vocal reports to be lost is by "shelling-out" to Windows, whether a purposeful switching to the desktop, or a Win10-induced interruption, they all result in the same thing as far as a "legacy" DirectX v9.0c 3D game is concerned. The game was written to the Windows XP GUI, single-threaded with set address spaces, and since Vista, Windows keeps getting more "virtual" as it "matures". You leave the game, and the game may not find its "resources" where they were when you shelled-out. This is fixed by what you did, in Saving the game, Exiting, then Loading the Save upon restarting the game. There is no other "fix" for this (actually, "these" issues). It is the nature of the beast. Do not shell-out to Windows, do not use high time compression.
The secondary cannon is a "deck gun" on the submarine. It was used for a time in TMO (RFB??) but dropped. I do not recall why, but needless complexity comes to mind. A cannon shoots at ships. An AA gun shoots at planes as far as the submarines go. However, if you have ever surfaced close to some merchants and / or warships, you get everything thrown at you from 50cal (and lower) machine guns, up to and including 18.1" 3-gun turrets on a BB Yamato Class. We do not plan on attempting to "fake" the game out in this manner. Not worth the effort. If you want to use a 20mm to pluck away at unshielded deck crew on a merchant, man the gun yourself, but you cannot properly aim the weapon anyway, just like the deck gun. If you don't know the range, you can't aim the deck gun properly either, and the AA guns do not have a range scale to judge by... In my opinion, the guns don't even work properly as AA protection... It's not until you get to the 40mm that you actually have something slightly useful as a secondary deck gun... Part of the problem (again) is the way the game was built, where all sorts of "weapons" share "ammunition" (and other assets) with each other, so the 20mm is rather weak, doubling as a "machine gun", and not an actual "cannon" with exploding "bullets". As to the edits involved in doing what you want, it involves every step of a "weapon" definition, and not just a single upc file, but several in the UPCData folder, as well as the submarine folder.
Bubblehead1980
10-20-20, 07:23 PM
Curious. I placed the LCVP and LCVA from FOTRS into TMO. What is the basic load out for LCVA? Troops? I see the crates, jeep, oil drums are options, just wondering what the basic is for the load out.
Privateer
10-20-20, 09:32 PM
Found these downed airmen just south of Kiska and I was unable to rescue them. Is it a bug or intentional? I was at 1 kt and all-stop, no icon popped up. It was completely random as well, I didn't have a mission for it.
https://imgur.com/sNq1WTs
KaleunMarco
10-20-20, 11:20 PM
Found these downed airmen just south of Kiska and I was unable to rescue them. Is it a bug or intentional? I was at 1 kt and all-stop, no icon popped up. It was completely random as well, I didn't have a mission for it.
https://imgur.com/sNq1WTs
unfortunately, in SH4 your mission objective must be to rescue survivors in order for that function to work.
very similarly, you cannot take photos of ships, etc unless you have a mission objective for it.
tip: if you want to rescue downed airmen, transfer to Brisbane and drive any boat other than a Gato or Balao during 1942-43. you should be assigned rescue missions in and around Guadalcanal.
good luck!
:Kaleun_Salute:
Bubblehead1980
10-20-20, 11:57 PM
unfortunately, in SH4 your mission objective must be to rescue survivors in order for that function to work.
very similarly, you cannot take photos of ships, etc unless you have a mission objective for it.
tip: if you want to rescue downed airmen, transfer to Brisbane and drive any boat other than a Gato or Balao during 1942-43. you should be assigned rescue missions in and around Guadalcanal.
good luck!
:Kaleun_Salute:
Is that a FOTRS thing? I put random survivors in waters and even though no assigned to lifeguard, can rescue them.
Rinaldi
10-21-20, 04:01 AM
The radar station is not like the sonar station, is not like the watch crew. You can "see" the blips on your radar screen. Your radar screen is "to scale". You can also "see" the contacts on the NavMap. The loss of a vocal prompt can be brought about in several ways.
First pertains to how "busy" a given scene is. If there is a lot going on, radar reports seem to be below other reports. Also, as with sonar, if something is within visual range, you'll NOT see the radar report on the NavMap. Also, the "beam" on the FotRSU radar is smaller, such that if you are in mildly rough seas, your radar beam may well go over the top of a surface ship, and / or below an air threat, and you will "miss" a contact, as in real life.
Thanks for the response. This was on a single contact. Let me rephrase: the contacts will not appear on Navmap even when they appear on radar screen after the player goes onto the station manually.
None of the other factors in this instance was at play. Again, all FYI as this is relatively easy to avoid and fix in game and caused me no issues. I did the Radar manually when I realized what was happening, sunk 'er, saved, reloaded, and went on with my game.
Needless to say, by the way, I love this mod. You guys have made a game that's over a decade old (!) fresh and exciting again. I don't think I could go back TMO or RFB: I get depth charged routinely, aircraft still occasionally catch me off guard even with SD, surface attacks are never not exhilarating, etc. The list goes on. Hats off to the team.
torpedobait
10-21-20, 05:37 AM
Is that a FOTRS thing? I put random survivors in waters and even though no assigned to lifeguard, can rescue them.
It isn't a FOTRS thing at all , in my experience. I find I can rescue any individual or raft-full of survivors who put out a pink flare, regardless of boat type, year, or area, as long as they are US, which may require a visual ID . My approach is to coast up to them within 2-3 hundred yards, bring up the Binoculars Order Bar, and use the binoculars (not the UZO) and steady the crosshairs above the survivor(s). When the crosshairs turn "red", and the speed is slow enough (2 knots is plenty) the Rescue button on the Orders Bar will light. Mouse over that button for a few seconds and the survivors should magically teleport on board. Not an easy thing to do in rough seas, by the way!
I know we get no game credit for rescuing survivors unless it is a stated objective, but it seems harsh to ignore fellow countrymen or allies and just sail off. I try to get them all. :salute:
propbeanie
10-21-20, 08:12 AM
Curious. I placed the LCVP and LCVA from FOTRS into TMO. What is the basic load out for LCVA? Troops? I see the crates, jeep, oil drums are options, just wondering what the basic is for the load out.
I almost forgot that you will have to add the actual load-outs from the higgins cargo dat. The Sea cfg files, along with the eqp define the boats' / ships' characteristics, if they can carry a "loadout". You can put cargo or soldiers, or a jeep inside of the NLCVA. The LCVP is "set"... Just like other ships' loadouts, only a separate dat file for the contents. So for every 2 loads of soldiers, you might have one with a jeep, and another with crates, for their support once on the beach. It would be really nice to have a tractor or two (armed and unarmed), or even a DUKW... but how often would you see them anyway?...
Found these downed airmen just south of Kiska and I was unable to rescue them. Is it a bug or intentional? I was at 1 kt and all-stop, no icon popped up. It was completely random as well, I didn't have a mission for it.
It isn't a FOTRS thing at all , in my experience. I find I can rescue any individual or raft-full of survivors who put out a pink flare, regardless of boat type, year, or area, as long as they are US, which may require a visual ID . My approach is to coast up to them within 2-3 hundred yards, bring up the Binoculars Order Bar, and use the binoculars (not the UZO) and steady the crosshairs above the survivor(s). When the crosshairs turn "red", and the speed is slow enough (2 knots is plenty) the Rescue button on the Orders Bar will light. Mouse over that button for a few seconds and the survivors should magically teleport on board. Not an easy thing to do in rough seas, by the way!
I know we get no game credit for rescuing survivors unless it is a stated objective, but it seems harsh to ignore fellow countrymen or allies and just sail off. I try to get them all. :salute:
Is that a FOTRS thing? I put random survivors in waters and even though no assigned to lifeguard, can rescue them.
Not an FotRSU thing at all. Stock works the same. As torpedobait says, proper technique is required, and all I would add is that coming into the "rescue" bow-on is the "smoothest" ride, resulting in less submarine pitch and yaw, making it easier to pick-up and rescue. You can also click on that "Lifesaver" menu icon to effect the pick-up. Note also that you ~MUST~ be on the full Bridge View. No "blended" views. Since those parachutes you saw Privateer, were colored blue, that meant they were "friendly", and able to be rescued. You do not have a lifeguard mission though, so you only get the renown points, which in FotRSU is currently set to 150 points. It would certainly be nice if the game had a "hook" for a rescue though, as well as one for "damaging" a ship, but alas, no such luck...
Thanks for the response. This was on a single contact. Let me rephrase: the contacts will not appear on Navmap even when they appear on radar screen after the player goes onto the station manually.
None of the other factors in this instance was at play. Again, all FYI as this is relatively easy to avoid and fix in game and caused me no issues. I did the Radar manually when I realized what was happening, sunk 'er, saved, reloaded, and went on with my game.
Needless to say, by the way, I love this mod. You guys have made a game that's over a decade old (!) fresh and exciting again. I don't think I could go back TMO or RFB: I get depth charged routinely, aircraft still occasionally catch me off guard even with SD, surface attacks are never not exhilarating, etc. The list goes on. Hats off to the team.
You can have what we'll refer to as a "blended" screen, which can work rather well on an approach. While you are on the NavMap, click one time on the radar menu button, and you should still be on the NavMap, but with the Radar screen's menu at the button. Make certain the SJ is turned on and on Sweep. You will not see the "flash" of the contact every round of the sweep, but you should receive enough to do a mark-up for course and range. Once you are set, either turn the SJ off (recommended) or stop the sweep. Another technique you can use it to go to the radar PPI (Plan Position Indicator), and with the SJ on and contact(s) seen, make a note of where the contact(s) are, then turn the sweep off (Focus), and then make a mouse click on the screen and bring the sweep around to "Focus" on the target(s). Once you have the beam sitting where you want, go back to the NavMap and make your marks. Or you could use the scale on the PPI, noting the range and bearing, and transfer that to the NavMap. Turn the radar off after though, because even earlier in the war, the game allows the AI to "see" they are being painted, and they start to act erratic and/or come after you. Someone else might have a comment or two on how they use their radar. What we want to have is Nisgeis's 3D TDC & Radar (https://www.subsim.com/radioroom/showthread.php?p=1417365#post1417365) and for it to be FotRSU compatible, but that will take time, and we haven't begun the process... but with it, you could send radar data to the TDC directly. In FotRSU, the current radar set-up can only help you a bit in targeting. If it is storming, or the fog is thick, you can use a combination of your periscope pointing at the enemy (sonar lines), and the radar to "target" a contact, but it does not work as well as the 3D TDC mod in TMO... :salute:
Privateer
10-21-20, 01:35 PM
It isn't a FOTRS thing at all , in my experience. I find I can rescue any individual or raft-full of survivors who put out a pink flare, regardless of boat type, year, or area, as long as they are US, which may require a visual ID . My approach is to coast up to them within 2-3 hundred yards, bring up the Binoculars Order Bar, and use the binoculars (not the UZO) and steady the crosshairs above the survivor(s). When the crosshairs turn "red", and the speed is slow enough (2 knots is plenty) the Rescue button on the Orders Bar will light. Mouse over that button for a few seconds and the survivors should magically teleport on board. Not an easy thing to do in rough seas, by the way!
I know we get no game credit for rescuing survivors unless it is a stated objective, but it seems harsh to ignore fellow countrymen or allies and just sail off. I try to get them all. :salute:
Not an FotRSU thing at all. Stock works the same. As torpedobait says, proper technique is required, and all I would add is that coming into the "rescue" bow-on is the "smoothest" ride, resulting in less submarine pitch and yaw, making it easier to pick-up and rescue. You can also click on that "Lifesaver" menu icon to effect the pick-up. Note also that you ~MUST~ be on the full Bridge View. No "blended" views. Since those parachutes you saw Privateer, were colored blue, that meant they were "friendly", and able to be rescued. You do not have a lifeguard mission though, so you only get the renown points, which in FotRSU is currently set to 150 points. It would certainly be nice if the game had a "hook" for a rescue though, as well as one for "damaging" a ship, but alas, no such luck...
Got it, thanks for clarifying that guys!
Possible Deck Gun Fix For Failed Balao Boat Upgrade:
OK, this will be similar to the Coletrains’ method, as documented elsewhere on SubSim, and also in the “ColetraiinsAndOthersDGfix.pdf” file in the FotRSU Support folder, under the heading at the top of the file “Possible Deck Gun Repairs – Old Way, no positions with gun”. What happens in FotRSU though, is that you have no crew, no gun, and no UpgradePack, so they all have to be re-built. There is more than one way to skin this cat though. The easy way is if you have a previous Saved game that has a boat with the same gun, you can just copy appropriate sections. If not, you can base what you need off of one of those copies, or copy and paste from this text, and edit as necessary.
First of all, this situation does not happen except under certain circumstances, of which more digging is required to ascertain what those situations are. As WK4K and propbeanie have both found in their instances was that they started their careers in a Narwhal, were upgraded to a new boat class, and then transferred to Midway. Propbeanie moved the deck gun on his 2nd boat. His third boat, the Gato seemed to be fine. In both instances, the upgrade to a Balao resulted in the loss of the deck gun – complete loss, not just the crew slots.
If you encounter this situation and you have a Saved game prior to being awarded the Balao, you could roll-back to the previous Save and hope that the gun comes properly later. Do not count on that though… Once you are awarded the Balao that does not have a deck gun, you need to Save the game while in the office. Use a new named Save slot, such as NewBalaoNoGun, or some such, so that you know beyond a doubt that is the correct Save. Notate the time and date you make the Save. This will be important. You then have to completely Exit the game back to Windows, and navigate into the proper Save folder. If you use MultiSH4, run it from the game folder, and look and see what you named the Save folder. If you did not use MultiSH4, then it should be in the “C:\Users \UserName \Documents \SH4” folder, with “UserName” being what you log into Windows with, and “Documents” being dependent upon your version of Windows. It might be “My Documents”, etc…
Thankfully, you will only have to edit one file, but there will most probably be some more, extensive edits. Navigate into the Save folder, such that you go inside the “data” folder, then inside the “cfg” folder, and then inside the “SaveGames” folder. In my particular case, it is “F:\Users \propbeanie \Documents \FRE \data \cfg \SaveGames \”. Once inside that folder, you should find numbered folders. Choose the folder that corresponds the closest to the time & date you notated earlier. In my case, that was folder “00000012” Date Modified of “10/19/2020 4:37 PM”. Navigate into that folder and find the file “ActiveUserPlayerUnits.upc”. Open the file in a plain text editor, such as Notepad, or Notrpad++. Wordpad and Word, along with other text editors will function for this purpose, but you do have to be careful and “Save As...” instead of a plain Save, else you will add unwanted data to the file.
Once you have the file open in your text editor, you need to ‘find’ “UserPlayerUnit 1.Compartment 7” (Stern Gun Mount specific) with the “Search” function of your text editor. The 2nd line of that section should say “ID=BalaoGunS”. If that is not the 2nd line, then you would have a different problem, and should seek help with a description of what you have. Notice that line four of this section says “NameDisplayable=Aft Deck Gun”, which is the default location of the Balao boat’s deck gun, if all had gone well with your upgrade. The Coletrains’ and the wolfeinsamer methods both have you search on and find “UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository x”, with the "X" corresponding to the member number, and then you remove the “AdditionalRepository” text for the four crewmember slots in FotRSU. Thus far, this is the same as all previous methods of restoring the deck gun. However, you might notice not just discombobulated entries for the gun, but their missing altogether. So you will need to copy the following text, and insert it between the “[UserPlayerUnit 1.Compartment 7.WeaponSlot 1]” headings last line of text, and the “[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 1]” section heading:
[UserPlayerUnit 1.Compartment 7.WeaponSlot 1.Weapon]
ID=4in50calUS
NameDisplayable=4inch .50 Caliber Cannon
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=4inAPUS,4inHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=4
ExternalLinkName3D=4_50_soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.149237
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,9.87833
This is if you are in a time period where the boat would be using the 4inch deck gun. If instead, you are after 1944-01-01, then you would change the “ID=” line, and the “NameDisplayable=” line to reflect the proper gun “ID=5in25calUS” and “NambeDisplayable=5inch .25 Caliber Cannon”, which are derived from the Weapons.upc file in the game’s “UPCData \UPCUnitsData” folder.
Next, you need to actually have the weapon in the UpgradePackSlot on the boat. Search on “UserPlayerUnit 1.UpgradePackSlot 2”, which in FotRSU is the “ID=UpgAirSearchRadar” section. (UpgradePackSlot 1 should be the “ID=UpgSurfaceSearchRadar”.) You most likely do NOT have an “[UserPlayerUnit 1.UpgradePackSlot 3]” section, which is the “ID=UpgDeckGun” section. The next section after that should be the “[UserPlayerUnit 1.FunctionalSubsystem 1]”. You will have to copy and paste this section between the last line of the “[UserPlayerUnit 1.UpgradePackSlot 2]” section and the “[UserPlayerUnit 1.FunctionalSubsystem 1]” section:
[UserPlayerUnit 1.UpgradePackSlot 3]
ID=UpgDeckGun
NameDisplayable=Deck Gun
Type=NULL
AcceptedTypes=USDeckGunBow,USDeckGunStern,USDeckGu nImpBow,USDeckGunImpStern,USDeckGunHvyBow,USDeckGu nHvyStern,USDeckGunHvyDbl
UserCustomizable=Yes
IDLinkUpgradePackSlots=BowDeckGun,SternDeckGun
CurrentUpgradePack=4inch .50cal Stern Mount
IDLinkUpgradePackSlotsLoaded=NULL
Save the file, making certain that it remains named “ActiveUserPlayerUnits.upc”, as a plain text file, and no extra data or file extensions added. Then try that “ NewBalaoNoGun” Save again, and see what happens...
It is assumed that it is the Narwhal that knocks things out of kilter, but it might also be the fact that a previous boat had its deck gun moved. The Tambor is also a stern mount, and it was moved to the bow, so it might be that when the Balao come along, and it is another stern mount, that the gun crew was already "moved", so no crew, you get no gun... we don't know yet. It might be one or the other, or maybe the combination. We hope to find out later. :salute:
"It is assumed that it is the Narwhal that knocks things out of kilter, but it might also be the fact that a previous boat had its deck gun moved. "
Maybe not, as I just finished multiple patrols in a Gato, always from Midway, and came in from last patrol April 20 '43, was offered the Balao, took it, and got no deck gun or crew slots. I never used a Narwhal, and never moved the deck position when I had a Sargo(?), Tambor, and finally the Gato. I have the save before entering Midway. I reran, refusing the Balao, and continue with the Gato. FYI.
propbeanie
10-21-20, 02:37 PM
Just for clarification jldjs, had you looked at your crew page, and there were no slots for a deck gun crew, or you looked on the hardware page, and no gun listed on the boat, or no gun listed in the left-hand column (inventory), or all of the above, or a combination? In my particular "find", there were "none of the above"... hence the "fix" above, which is based off of coletrains' method, with additions and edits for FotRSU... :salute:
torpedobait
10-21-20, 04:08 PM
I just had an unsettling experience early in a new career. Upon attempting to get the mission orders for what would be my 6th patrol on 8/1/42, 3rd patrol in USS Tuna (SS-203), a Tambor Class boat and 3rd patrol out of Fremantle, I instead got a CTD. I mean a CTD as in straight to Desktop, no stops or messages along the way.
I was in Fremantle having successfully completed five patrols, starting in Manila on 12/08 /1941 in USS Sculpin (Sargo). I took the upgrade to the Tambor boat when offered after 3 successful patrols, completed two more successful patrols in that boat, and encountered nothing unusual that I know of.
While in port prior to trying to depart Fremantle, I gave out promotions and medals as authorized, and upgraded the bow-mounted 3.5" Deck Gun to a bow-mounted 4.5" Deck gun. I was also offered an upgraded Surface Search radar, but I chose not to take it at this time.
I saved the game there in the Office, loaded the save game as is my custom to ensure it will load if I need it, and went to get my next mission orders and departure date. That's when it crashed.
I can go back to the start of the previous mission, or the one where I had just arrived in Fremantle at the end of that mission, but if that doesn't work I'm stuck.
Do you think there is something amiss in the Mission files for that boat type and/or dates out of Fremantle? :k_confused:
UPDATE: I went back and loaded the save file I took when I first entered base after completing the 5th patrol. As soon as it loaded, I went straight to the next missions map without making any changes to crew or deck gun. Same results. It crashed immediately to desktop. That tells me it's more likely in the mission files area and not in any of crew or boat changes I had made earlier.
Here are my mods again:
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
Gray Lensman
10-21-20, 04:46 PM
<snip>
I can go back to the start of the previous mission, or the one where I had just arrived in Fremantle at the end of that mission, but if that doesn't work I'm stuck.
Do you think there is something amiss in the Mission files for that boat type and/or dates out of Fremantle? :k_confused:
UPDATE: I went back and loaded the save file I took when I first entered base after completing the 5th patrol. As soon as it loaded, I went straight to the next missions map without making any changes to crew or deck gun. Same results. It crashed immediately to desktop. That tells me it's more likely in the mission files area and not in any of crew or boat changes I had made earlier.
<snip>
This is why I changed my saving games procedure. Instead of just saving the game in the normal internal SH4 way, I also Window(tab) out to Windows Explorer AFTER making the normal internal game save and create a new folder with the same descriptive name I just used to save the game but locate this folder separately away from the ...SH4/data information. Then I go to .../Users/name/SH4 folder and copy the /data folder within it into my new separately created folder. That way I not only have a copy of the newly saved game in this new folder, I also have all the other pertinent data of the /SH4/data information stored together at the time.
edit> In fact, I should add that I exit the game each time after doing all this save procedure and re-enter to reload the just then saved game. I do this to ensure that there was no corruption in the files just saved, otherwise you might perpetuate a problem thru several saves and not realize it even though you saved the files separately.
If you have problems that carry over corrupting all saves like you just had, all you have to do is eliminate the /data folder within the usual ...SH4/data folder and go to your previous corresponding saved game folder and recopy the saved /data folder into the now empty ..../SH4 folder and Voila. everything is restored to the exact conditions of that previous save.
So far in the last 2 days, this procedure has saved me twice. Too bad the save game coding within SH4 does not save everything needed but this does manually what SH4 save coding should have been doing in the first place.
edit> Yes, this is a little complicated, BUT it's worth it when you have hours/days/weeks or even a month or more in a game that gets contaminated such as you had. It does seem that running FOTRS causes this type of total contamination more frequently than other setups. In fact, I never had this type of total contamination with TMO.
Regards... Hope this helps in the future.
propbeanie
10-21-20, 07:35 PM
I just had an unsettling experience early in a new career. Upon attempting to get the mission orders for what would be my 6th patrol on 8/1/42, 3rd patrol in USS Tuna (SS-203), a Tambor Class boat and 3rd patrol out of Fremantle, I instead got a CTD. I mean a CTD as in straight to Desktop, no stops or messages along the way.
I was in Fremantle having successfully completed five patrols, starting in Manila on 12/08 /1941 in USS Sculpin (Sargo). I took the upgrade to the Tambor boat when offered after 3 successful patrols, completed two more successful patrols in that boat, and encountered nothing unusual that I know of.
While in port prior to trying to depart Fremantle, I gave out promotions and medals as authorized, and upgraded the bow-mounted 3.5" Deck Gun to a bow-mounted 4.5" Deck gun. I was also offered an upgraded Surface Search radar, but I chose not to take it at this time.
I saved the game there in the Office, loaded the save game as is my custom to ensure it will load if I need it, and went to get my next mission orders and departure date. That's when it crashed.
I can go back to the start of the previous mission, or the one where I had just arrived in Fremantle at the end of that mission, but if that doesn't work I'm stuck.
Do you think there is something amiss in the Mission files for that boat type and/or dates out of Fremantle? :k_confused:
UPDATE: I went back and loaded the save file I took when I first entered base after completing the 5th patrol. As soon as it loaded, I went straight to the next missions map without making any changes to crew or deck gun. Same results. It crashed immediately to desktop. That tells me it's more likely in the mission files area and not in any of crew or boat changes I had made earlier.
Here are my mods again:
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
If you would navigate into your Save folder, "data /cfg /UPCInitial /CareerTrack.upc file, and open that in a plain text editor. The "[CareerTrack 1.CareerStatusLast]" section should be visible near the top of the file. Scroll down a bit until you see the "PlayerCurrentObjectives=IDxxx" line, where "xxx" might be a two or three digit number. Post back with what that number is please. Also, go back up to the "cfg" folder, go into the "SaveGames" folder and find the newest numbered folder, such as "00000004" or whatever it might be, but from your Save in-port, using the date / time stamp on the folder. Navigate into it, then find the the CareerTrack.upc file in there. Do the same thing as with the UPCInitial version, and find that "PlayerCurrentObjectives=IDxxx" line, and post that "xxx" number also... and if you would, let me know what the date / time stamp is on both those files please!
I assume you were docking at Fremantle when being offered the "new" Tambor boat? Do you happen to remember that date? The Tambor is available there May 1st, 1942. It does however, have assignments prior to that, in case the player is awarded one "early", and its equipment is also available, and some of the gear is purchasable prior to its "free" release.
unfortunately, in SH4 your mission objective must be to rescue survivors in order for that function to work.I have not found this to be the case. There have been times there was a big air battle, e.g. IVO Guadalcanal, and I was able to rescue some friendly airmen who were floating around.
No mention of it when I returned from my patrol, so maybe it doesn't "count" unless you're specifically assigned lifeguard duty.
It wasn't my mission, just happened to be in the area.
captaintpaul
10-22-20, 06:00 AM
A true masterpiece
I just started a campaign and I noticed the following hiccups:
US fleet boat campaign USS PLUNGER left home port of Pearl harbor and proceeded as ordered to patrol Sagami Nada and wan area outside Tokyo bay and stay in the area for 10 days,upon reaching the area I spotted a Maya heavy cruiser and a Modern composite freighter sunk them both with 6 mark 14 torpedoes all contact.
After three days I encountered a task force,the Battleship was riding too low on the water and one of the escorts was riding the water to high above its waterline up to the point were you could see its screws almost above water.
Attempted to sink a KONGO class Battleship fired all remaining 6 mark 14 torpedoes and she came to a full stop with a heavy list to starboard.I waited for a few hours but she would not go down.
I decided to do something crazy I surfaced right next to her stern on the port side and it was so close that none of her guns could fire at me and started pounding her with the deck gun,got a few more explosions and fires going but of course she did not go down.With 7 more days of required patrol and with no more ammunition I decided to give up and load the previous save without saving the current one.
When the previous game save was loaded I kept on sweeping the area for merchants for about another 30 minutes of real world time and saved the game again.
The next real world day I loaded that game save and noticed that all gauges all over the sub were stuck solid on the 12 o'clock position and no matter what I tried nothing worked however the gauges on the lower right HUD were working perfectly fine and the boat was responding to all commands.:k_confused:
Forced to reload a previous game save before arriving at the designated area and everything seems fine once again but I would like to know why this happened and how to avoid it.:ping:
System specifications:Intel core i7,16 GB RAM,SSD 1 TB,WINDOWS 8.1 X64,R9 M265X 2GB GRAPHICS CARD,SILENT HUNTER IV GOLD EDITION,FALL OF THE RISING SUN ULTIMATE EDITION 1.24 (WITHOUT ANY ADDITIONAL MOD),LARGE ACCESS AWARE ENABLED
I apologize for the huge letter but you did say you require as much information as possible about any weird things happening in the game so here it is,should you require any further info please feel free to ask as I will happily oblige.
Once again this is a great mod and the amount of detail and eye candy you have added is simply amazing keep it up. Any help would be greatly appreciated.
:Kaleun_Salute::Kaleun_Thumbs_Up::Kaleun_Cheers::K aleun_Applaud:
Just for clarification jldjs, had you looked at your crew page, and there were no slots for a deck gun crew, or you looked on the hardware page, and no gun listed on the boat, or no gun listed in the left-hand column (inventory), or all of the above, or a combination? In my particular "find", there were "none of the above"... hence the "fix" above, which is based off of coletrains' method, with additions and edits for FotRSU... :salute:
"Just for clarification jldjs, had you looked at your crew page, and there were no slots for a deck gun crew, or you looked on the hardware page, and no gun listed on the boat, or no gun listed in the left-hand column (inventory), or all of the above, "
All of the above
torpedobait
10-22-20, 11:32 AM
If you would navigate into your Save folder, "data /cfg /UPCInitial /CareerTrack.upc file, and open that in a plain text editor. The "[CareerTrack 1.CareerStatusLast]" section should be visible near the top of the file. Scroll down a bit until you see the "PlayerCurrentObjectives=IDxxx" line, where "xxx" might be a two or three digit number. Post back with what that number is please. Also, go back up to the "cfg" folder, go into the "SaveGames" folder and find the newest numbered folder, such as "00000004" or whatever it might be, but from your Save in-port, using the date / time stamp on the folder. Navigate into it, then find the the CareerTrack.upc file in there. Do the same thing as with the UPCInitial version, and find that "PlayerCurrentObjectives=IDxxx" line, and post that "xxx" number also... and if you would, let me know what the date / time stamp is on both those files please!
I assume you were docking at Fremantle when being offered the "new" Tambor boat? Do you happen to remember that date? The Tambor is available there May 1st, 1942. It does however, have assignments prior to that, in case the player is awarded one "early", and its equipment is also available, and some of the gear is purchasable prior to its "free" release.
1. I was docking at Fremantle on April 7, 1942 when I was offered the new Tambor class boat; On acceptance I was taken to the office, where the calendar showed 4/8/42.
2. In the "data /cfg /UPCInitial /CareerTrack.upc" file, the PlayerCurrentObjective is ID123, with a date/time stamp = 1942-07-06 00:08:32;
3. In the SaveGames folder, file = 00000018 (the last one there) the PlayerCurrentObjective is ID408, with a date/time stamp = 1942-08-28 00:02:45.
Hope this is useful!
KaleunMarco
10-22-20, 01:10 PM
I have not found this to be the case. There have been times there was a big air battle, e.g. IVO Guadalcanal, and I was able to rescue some friendly airmen who were floating around.
No mention of it when I returned from my patrol, so maybe it doesn't "count" unless you're specifically assigned lifeguard duty.
It wasn't my mission, just happened to be in the area.
the situation you described was what i had in mind when i answered.
propbeanie
10-23-20, 09:36 AM
A true masterpiece
I just started a campaign and I noticed the following hiccups:
US fleet boat campaign USS PLUNGER left home port of Pearl harbor and proceeded as ordered to patrol Sagami Nada and wan area outside Tokyo bay and stay in the area for 10 days,upon reaching the area I spotted a Maya heavy cruiser and a Modern composite freighter sunk them both with 6 mark 14 torpedoes all contact.
After three days I encountered a task force,the Battleship was riding too low on the water and one of the escorts was riding the water to high above its waterline up to the point were you could see its screws almost above water.
Attempted to sink a KONGO class Battleship fired all remaining 6 mark 14 torpedoes and she came to a full stop with a heavy list to starboard.I waited for a few hours but she would not go down.
I decided to do something crazy I surfaced right next to her stern on the port side and it was so close that none of her guns could fire at me and started pounding her with the deck gun,got a few more explosions and fires going but of course she did not go down.With 7 more days of required patrol and with no more ammunition I decided to give up and load the previous save without saving the current one.
When the previous game save was loaded I kept on sweeping the area for merchants for about another 30 minutes of real world time and saved the game again.
The next real world day I loaded that game save and noticed that all gauges all over the sub were stuck solid on the 12 o'clock position and no matter what I tried nothing worked however the gauges on the lower right HUD were working perfectly fine and the boat was responding to all commands.:k_confused:
Forced to reload a previous game save before arriving at the designated area and everything seems fine once again but I would like to know why this happened and how to avoid it.:ping:
System specifications:Intel core i7,16 GB RAM,SSD 1 TB,WINDOWS 8.1 X64,R9 M265X 2GB GRAPHICS CARD,SILENT HUNTER IV GOLD EDITION,FALL OF THE RISING SUN ULTIMATE EDITION 1.24 (WITHOUT ANY ADDITIONAL MOD),LARGE ACCESS AWARE ENABLED
I apologize for the huge letter but you did say you require as much information as possible about any weird things happening in the game so here it is,should you require any further info please feel free to ask as I will happily oblige.
Once again this is a great mod and the amount of detail and eye candy you have added is simply amazing keep it up. Any help would be greatly appreciated.
:Kaleun_Salute::Kaleun_Thumbs_Up::Kaleun_Cheers::K aleun_Applaud:
Just a few comments for feedback, but after you activated the mod, had you emptied the Save game folder? By default, SH4 uses "C:\Users \UserName \Documents \SH4", with "UserName" being what you log into Windows with. Prior to starting a freshly modded game, whether FotRSU, any other mod, or after the removal of a set of mods, you should empty that folder to make certain you do not "cross-contaminate" your game with old data that does not get overwritten in the modding process. Secondly, what you describe almost sounds like either you or the computer itself "shelled-out" to the Windows desktop while the game was running. That can occur even when Windows interrupts you with a message of some form. Usually, a Save, Exit, re-start and Load of the Save will fix those, though. In your case, it almost sounds like you had not cleared the Save folder before starting FotRSU. If you could let us know about that, please. Lastly, if you could check your LAA setting on the SH4.exe file, and make certain that it did indeed "take", and that it is set to "True". :salute:
"Just for clarification jldjs, had you looked at your crew page, and there were no slots for a deck gun crew, or you looked on the hardware page, and no gun listed on the boat, or no gun listed in the left-hand column (inventory), or all of the above, "
All of the above
I figured that was what you had... thanks!
1. I was docking at Fremantle on April 7, 1942 when I was offered the new Tambor class boat; On acceptance I was taken to the office, where the calendar showed 4/8/42.
2. In the "data /cfg /UPCInitial /CareerTrack.upc" file, the PlayerCurrentObjective is ID123, with a date/time stamp = 1942-07-06 00:08:32;
3. In the SaveGames folder, file = 00000018 (the last one there) the PlayerCurrentObjective is ID408, with a date/time stamp = 1942-08-28 00:02:45.
Hope this is useful!
It is. However, when looking for the most recent Save folder, such as your 00000018, use the date / time stamp of the Windows folder for the most recent. As you delete Saves in the game, it will come in behind you, and possibly use folder 00000000 as the newest Save, so double-check that please, and if it is indeed 00000018, then we have a problem problem... :o
torpedobait
10-23-20, 11:45 AM
It is. However, when looking for the most recent Save folder, such as your 00000018, use the date / time stamp of the Windows folder for the most recent. As you delete Saves in the game, it will come in behind you, and possibly use folder 00000000 as the newest Save, so double-check that please, and if it is indeed 00000018, then we have a problem problem... :o
My Save File 0000018 is the most recent; the folder date/time values are 10/21/2020 (4:34pm).
The CareerTrack.upc folder stamps are 10/21/2020 (4:27pm).
Note that upon arriving in the Office from that 5th patrol I deleted some interim saves I had taken during the patrol. Upon completion of a patrol (with no intention of going back in time) I only keep my departure, the arrival, an "In Port" save with all changes made in the office, and one that shows the next departure date (I peek at the orders to see what that date is). So while the last file is 00000018, the one previous is 00000013. Hope that makes sense.
The 00000018 save file is one I took after giving out promotions, awards and taking a new deck gun (same position, bow mount). The next save would have been one with the departure date.
If you need me to make a "clean" record of the saves, I can go back to the departure date for the 5th patrol, rerun it as though I'd never been on it, and not save anything except the end of patrol arrival in port, one for any changes made to the boat or crew, and try to get a departure date again. Your call.
Texas Red
10-23-20, 03:29 PM
I had an interesting issue in last night's gameplay.
As you can see, there is a faint merchant contact west of my submarine
https://i.postimg.cc/CKyN6qDv/SH4-Img-2020-10-22-20-32-23-140.jpg
Yet I zoom in and it moves positions
https://i.postimg.cc/C1cbYBBp/SH4-Img-2020-10-22-20-32-26-653.jpg
Even weirder, it's stationary
https://i.postimg.cc/g0dhZq3P/SH4-Img-2020-10-22-20-32-35-832.jpg
IN the middle of the Flores Sea
https://i.postimg.cc/tT4VrqrS/SH4-Img-2020-10-22-20-32-38-913.jpg
Any idea what this is and if it is an issue on my side or the mod itself.
First time it has happened to me, hasn't happened again.
propbeanie
10-23-20, 10:55 PM
My Save File 0000018 is the most recent; the folder date/time values are 10/21/2020 (4:34pm).
The CareerTrack.upc folder stamps are 10/21/2020 (4:27pm).
Note that upon arriving in the Office from that 5th patrol I deleted some interim saves I had taken during the patrol. Upon completion of a patrol (with no intention of going back in time) I only keep my departure, the arrival, an "In Port" save with all changes made in the office, and one that shows the next departure date (I peek at the orders to see what that date is). So while the last file is 00000018, the one previous is 00000013. Hope that makes sense.
The 00000018 save file is one I took after giving out promotions, awards and taking a new deck gun (same position, bow mount). The next save would have been one with the departure date.
If you need me to make a "clean" record of the saves, I can go back to the departure date for the 5th patrol, rerun it as though I'd never been on it, and not save anything except the end of patrol arrival in port, one for any changes made to the boat or crew, and try to get a departure date again. Your call.
The latest Save and the "UPCInitial" versions of the CareerTrack.upc are supposed to match... Does 00000013 folder's date / time stamp match the UPCInitial folder's? if so, I would use that Save, which might be the in-office? Prior to promotions etc?? That might get you back in-sync. But I do not understand how it got out of sync... :hmmm: KaleunMarco and others have attempted to alter the ID Code in the files, but I think that block-size file (of which I cannot remember the name of right now) is the be-all-end-all of the process, and if the bytes don't match, the files & game aren't truly "Saved", so instead they get "trashed" and you CTD... I dunno. But don't use whatever is in that 18 folder... are you sure that's not a 2019 date or something?... lol - I have done that, and recently also... :o - oldmanitis...
I had an interesting issue in last night's gameplay.
As you can see, there is a faint merchant contact west of my submarine
pic
Yet I zoom in and it moves positions
pic
Even weirder, it's stationary
pic
IN the middle of the Flores Sea
pic
Any idea what this is and if it is an issue on my side or the mod itself.
First time it has happened to me, hasn't happened again.
Several things. I do not have the best of screens to look at things on here, but it looks like you had a visual sighting (red square) on the ship. Either it submerged (submarine), or you and your crew lost sight of it due to fog, darkness or obstruction. Somewhat like a "radar blip", they will "fade-out" and disappear, unless contact is re-established. The radio reports are similar, in that you are given a "Enemy Convoy reported 34°15'N x 168°42'E Heading 42° Medium Speed" or some-such (what I just made-up there may well be on land). The contact in Stock is initially shown as a red square with a "tail" on it, signifying direction. It will then fade to grey, then light grey, etc. until it disappears, which signifies its "age" and the passing of time...
Captain Prise
10-24-20, 03:59 AM
I'd just like to say how I love this mod. I came from playing TMO which is another good mod by the way but this one is something I find really special. Thanks to the people who worked hard on this mod. You could really see the hard work that has been done:Kaleun_Thumbs_Up:
Saw a very weird thing IVO Eniwetok, around December 1944 or so.
Stumbled across a lone Kongo BB & destroyer escort, both stationary.
Pumped enough torpedoes into the Kongo to make it sink. Only, when it did, I got no "She's going down!" message & received no sinking credit.
Same thing with the destroyer.
Weird.
Both ships acted normally otherwise. That is, the BB started moving when it started getting hit, and the destroyer tried to find and kill me.
mikesn9
10-24-20, 07:40 AM
Saw a very weird thing IVO Eniwetok, around December 1944 or so.
Stumbled across a lone Kongo BB & destroyer escort, both stationary.
Pumped enough torpedoes into the Kongo to make it sink. Only, when it did, I got no "She's going down!" message & received no sinking credit.
Same thing with the destroyer.
Weird.
Both ships acted normally otherwise. That is, the BB started moving when it started getting hit, and the destroyer tried to find and kill me.
I had a similar experience early November '43 out of Pearl, headed to patrol zone.
While passing Eniwetok, (I check sonar every so often for distant noise) I picked up a contact, went to investigate. I found 2 (TWO) task forces parked there, 1 inside the Atoll, one west, both lined up pretty all stop. There were a few DD's roaming around slowly.
I was able to sneak in and take out 2 escort carriers in the westerly TF. Escaped OK, continued patrol. I got credit for both. On returning to base later, one of the task forces was still there and me with no torpedoes left.
OOPs forgot: FORTSU 1.1 with patch
torpedobait
10-24-20, 07:44 AM
I had an interesting issue in last night's gameplay.
As you can see, there is a faint merchant contact west of my submarine
https://i.postimg.cc/CKyN6qDv/SH4-Img-2020-10-22-20-32-23-140.jpg
Yet I zoom in and it moves positions
https://i.postimg.cc/C1cbYBBp/SH4-Img-2020-10-22-20-32-26-653.jpg
Even weirder, it's stationary
https://i.postimg.cc/g0dhZq3P/SH4-Img-2020-10-22-20-32-35-832.jpg
IN the middle of the Flores Sea
https://i.postimg.cc/tT4VrqrS/SH4-Img-2020-10-22-20-32-38-913.jpg
Any idea what this is and if it is an issue on my side or the mod itself.
First time it has happened to me, hasn't happened again.
I bet had you approached it you would have found another of those stationary Split Merchants.
Texas Red
10-24-20, 07:49 AM
I bet had you approached it you would have found another of those stationary Split Merchants.
Yeah I did approach it and it was stationary. It also was a Split Merchant.
As it says here:
https://i.postimg.cc/50CsBwFd/SH4-Img-2020-10-22-20-32-35-832-2.jpg
It sank too with no problems.
Also, Mr. Beanie. There was no fog or rain, but the waves were really rough. So I don't know how they lost contact with it.
propbeanie
10-24-20, 09:16 PM
I may have found the issue, but I do not understand the "what, when & why" of it, but at least we know the who & where... sort of. But this seems to fall back to the MaxSpeed of a given group, and the old files of FOTRS (basically TMO) violating the "Speed=" setting at the waypoints. I am going to have to knuckle-down and figure-out a script to run through and find the "violation" speeds, which generally is anything over 9.6 knots, but not always. There are some group made of specific ships that would not violate a MaxSpeed setting, but a percentage of the groups do. Why it is always a Split Merchant that gets left behind, I do not know, but maybe it has something to do with their small size... ?? The ship is able to make 12 knots though, and most of the groups that violate are only doing 10 knots... The "easy" way would be to change the minimum speed of a couple of the ships, and the problem is solved... which will be the way we'll do it for the next release, and then see what the groups do after that. But the only "offender" I could find that would result in a Split Merchant where the beast encountered one would be Convoy Group 13, in the GENERIC Merchant calls...
KaleunMarco
10-25-20, 05:39 PM
Possible Deck Gun Fix For Failed Balao Boat Upgrade:
there is a universal, documented fix already in the Downloads section.
https://subsim.com/radioroom/downloads.php?do=file&id=5641
propbeanie
10-26-20, 08:38 AM
That would get a person started KaleunMarco, but FotRSU has a different crew structure, and a different gun configuration than Stock or any other mod. Possible Deck Gun Fix For Failed Balao Boat Upgrade (https://www.subsim.com/radioroom/showthread.php?p=2701664#post2701664) is very FotRSU-specific. :salute:
Just observed that minor damage to numerous pieces of my Gato are not being repaired. Time frame May 23-30, 1943, Eniwitak Marshall Islands. Left Midway earlier after turning down a Balao upgrade continuing with Gato on this patrol. Received damage from an island battery resulting in minor damage (<.02) to bulkheads, diesels, batteries, electric motors, attack periscope head, few others on May 23. Seven days later after sailing mostly surfaced to Caroline’s at battle stations and fully manned damage control section none of the damage indicators (<.02) reduced. Using version 1.26. Usually this minor damage was repaired within hours of surfacing at battle stations. Is this something new with 1.2, or 1.24 or 1.26?
Gray Lensman
10-26-20, 11:27 AM
Just observed that minor damage to numerous pieces of my Gato are not being repaired. Time frame May 23-30, 1943, Eniwitak Marshall Islands. Left Midway earlier after turning down a Balao upgrade continuing with Gato on this patrol. Received damage from an island battery resulting in minor damage (<.02) to bulkheads, diesels, batteries, electric motors, attack periscope head, few others on May 23. Seven days later after sailing mostly surfaced to Caroline’s at battle stations and fully manned damage control section none of the damage indicators (<.02) reduced. Using version 1.26. Usually this minor damage was repaired within hours of surfacing at battle stations. Is this something new with 1.2, or 1.24 or 1.26?
Have you saved and exited the game and then restarted in the the 7 day interval?
I occasionally have the same issue and exiting/restarting usually fixes it. Happens in all installations, stock/TMO/FOTRS.
propbeanie
10-26-20, 11:56 AM
Just observed that minor damage to numerous pieces of my Gato are not being repaired. Time frame May 23-30, 1943, Eniwitak Marshall Islands. Left Midway earlier after turning down a Balao upgrade continuing with Gato on this patrol. Received damage from an island battery resulting in minor damage (<.02) to bulkheads, diesels, batteries, electric motors, attack periscope head, few others on May 23. Seven days later after sailing mostly surfaced to Caroline’s at battle stations and fully manned damage control section none of the damage indicators (<.02) reduced. Using version 1.26. Usually this minor damage was repaired within hours of surfacing at battle stations. Is this something new with 1.2, or 1.24 or 1.26?
In addition to Gray Lensman's comments, which interrupts the "timer" for repairs, you can also have interior, as well as exterior damage to most of the items you mention. Some of those are non-repairable, and the batteries and motors, no matter what, are ever "fully repaired" while you are on patrol.
Another point, is that while on Battle Stations, you crew "fatigues" faster, and never rest, to the point that your crew will eventually quit working, and then quit following orders, so turning off Battle Stations but leaving the Damage Control Team working is best. You will notice some of them "sleeping" as you are traveling... at least, they should... else you'll over-work them... lol :salute:
Gray Lensman
10-26-20, 12:34 PM
What's really annoying about repairs not starting is when you are being depth charged and you NEED priority repairs RIGHT now. On those rare occasions, I actually save/exit/restart even though I wouldn't normally save while I was submerged. So far I've never had a bad save doing this submerged, but sometimes the escort/destroyer whatever loses contact which one might think was a good thing, but it spoils the immersion.
KaleunMarco
10-26-20, 02:20 PM
Just observed that minor damage to numerous pieces of my Gato are not being repaired. Time frame May 23-30, 1943, Eniwitak Marshall Islands. Left Midway earlier after turning down a Balao upgrade continuing with Gato on this patrol. Received damage from an island battery resulting in minor damage (<.02) to bulkheads, diesels, batteries, electric motors, attack periscope head, few others on May 23. Seven days later after sailing mostly surfaced to Caroline’s at battle stations and fully manned damage control section none of the damage indicators (<.02) reduced. Using version 1.26. Usually this minor damage was repaired within hours of surfacing at battle stations. Is this something new with 1.2, or 1.24 or 1.26?
What's really annoying about repairs not starting is when you are being depth charged and you NEED priority repairs RIGHT now. On those rare occasions, I actually save/exit/restart even though I wouldn't normally save while I was submerged. So far I've never had a bad save doing this submerged, but sometimes the escort/destroyer whatever loses contact which one might think was a good thing, but it spoils the immersion.
this must be the topic du jour because i just answered the same question in a different forum.
PB is correct: some repairs that are performed without ending a patrol will NOT restore equipment to working order even though the status board shows them as repaired. the short story is that there is more equipment in use than what is displayed on the status board and it cannot be repaired (or even reported, for that matter)
the only way to know which equipment is affected is to have it happen, go to a repair base for repairs and discover that the equipment is still not usable.
for example, not long ago in TMO, we took some damage to the forward torpedo room and tubes. my valiant crew repaired the damage such that all tubes showed repaired on the status board. then we went back into attack the next ship/convoy only to find out that all six tubes were out of order. so we broke off the attack, sailed to the nearest repair base, refitted/repaired and went back into battle however none of the six tubes would operate. we had to return to home base and end the patrol in order to fully repair the damages.
:Kaleun_Salute:
Texas Red
10-26-20, 08:47 PM
I may have found the issue, but I do not understand the "what, when & why" of it, but at least we know the who & where... sort of. But this seems to fall back to the MaxSpeed of a given group, and the old files of FOTRS (basically TMO) violating the "Speed=" setting at the waypoints. I am going to have to knuckle-down and figure-out a script to run through and find the "violation" speeds, which generally is anything over 9.6 knots, but not always. There are some group made of specific ships that would not violate a MaxSpeed setting, but a percentage of the groups do. Why it is always a Split Merchant that gets left behind, I do not know, but maybe it has something to do with their small size... ?? The ship is able to make 12 knots though, and most of the groups that violate are only doing 10 knots... The "easy" way would be to change the minimum speed of a couple of the ships, and the problem is solved... which will be the way we'll do it for the next release, and then see what the groups do after that. But the only "offender" I could find that would result in a Split Merchant where the beast encountered one would be Convoy Group 13, in the GENERIC Merchant calls...
:salute::Kaleun_Thumbs_Up:
I didn't think you could get any repairs done anywhere but home port.
When I stop at Tulagi for example, the only choices are "Rearm/Refuel" and "Postpone."
To be clear, does the lighter portion of the red bar (and corresponding decimal value if you hover mouse on said bar) next to a system represent the damage incurred, or function remaining?
Mad Mardigan
10-27-20, 04:06 PM
I didn't think you could get any repairs done anywhere but home port.
When I stop at Tulagi for example, the only choices are "Rearm/Refuel" and "Postpone."
To be clear, does the lighter portion of the red bar (and corresponding decimal value if you hover mouse on said bar) next to a system represent the damage incurred, or function remaining?
To be frank, have been wondering Myself as well, about that same function & how that works exactly... :hmmm: :hmmm: :hmmm: :06:
M. M.
:Kaleun_Salute:
Gray Lensman
10-27-20, 05:49 PM
Well, once again the "sonar" bug manifested itself and corrupted something in the /User/Name/SH4 folder again ruining all the saved games at once.
Fortunately, after the first time, several days ago, I started saving the entire /SH4 folder and can recover.
Never had this type of corruption in stock SH4 AND yes I have the LAA properly implemented and I reboot frequently to clear out any memory overflows.
edit> I have a clue, I think. It seems multiple "Ship Spotted" dialog boxes are somehow associated with this loss of mouse left click positioning on the sonar display. It never affects the mouse wheel however, and the mouse left click button always works on everything else. Basically, it loses the "focus" points/area for the mouse around the sonar wheel. This could possibly be a "stock" game issue and not just FOTRS.
I had an older save that worked just fine a few hours ago, along with the User/Name/SH4/data folder. When I reloaded it, including the data file in its entirety, the bug was there even though the entire saved data had been replaced with a verified copy that worked. I restarted the same save again and this time I stayed in the internal sub view and dived the boat down to periscope depth, then tested the sonar with the mouse and then it worked, surfaced and it continued to work. Very wierd bug.
propbeanie
10-27-20, 07:41 PM
Just to clarify, this is FotRSU, and not FOTRS. Big thing though, run JSGME, and click on "Tasks..." in the middle. From that, choose "Export activated mods list to -->" and then "Clipboard". Then in your next post, use <Ctrl><V> to paste the list into it. I know you've posted about this previously, but if you would, which boat this time, where are you sailing from, and what date is it in the game? Also, what version of the game are you using, where is it installed, etc.
Mios 4Me
10-27-20, 07:45 PM
USS Balao out of Midway, latest assignment in Area 5, encountered a stopped merchant on 3/19/44 just north of our position when we resumed course from a lengthy pause. Despite being out of torps and shells, and fully expecting to find a stalled Split Freighter, we investigated and found a Small Personnel Carrier right on the inner boundary of our patrol zone. There were no indications of other ships at any time.
Earlier in the patrol, we observed occasional odd behavior from convoy escorts, who often buggered off while we shelled their charges or simply stopped in place for awhile. Details were sadly left unrecorded, but perhaps someone else has noticed same.
Incidentally, anyone know the troop capacity of Modern Troop Transports?
Gray Lensman
10-27-20, 09:02 PM
Just to clarify, this is FotRSU, and not FOTRS. Big thing though, run JSGME, and click on "Tasks..." in the middle. From that, choose "Export activated mods list to -->" and then "Clipboard". Then in your next post, use <Ctrl><V> to paste the list into it. I know you've posted about this previously, but if you would, which boat this time, where are you sailing from, and what date is it in the game? Also, what version of the game are you using, where is it installed, etc.
ok. semantics FOTRS Ultimate v1.24 (not upgraded just yet)
Installed in ...Steam/Steamapps/common/Silent Hunter Wolves of the Pacific
I running a "Gar" class boat out of Midway, with a Bow mounted Gun, currently in the Inland Sea northeast of Kyushu, Japan on April 28, 1942. Extreme target rich environment.
Bug observation as stated above seemed to be occurring when I was somewhat overwhelmed with "Ship sighted" dialog boxes. When I restarted the same save, that gave me the bug a couple of minutes earlier, I immediately went to Periscope depth before anything else to preclude any "ship sighted" dialog boxes, which I get when on the surface or even in the sonar room. By staying in the control room at save startup, it seems to prevent the "ship sighted" dialog box popups/input and a byproduct was that the bug did not manifest itself. Not entirely sure that the two things are related but it's the first time I've been able to get around the bug without reloading the saves and entire user/name/documents/sh4 files.
as for mods
The first time this occurred the only mods running were the FOTRS Ultimate v1.24 and the Bigger Better Protractors Mod.
propbeanie
10-28-20, 07:11 AM
USS Balao out of Midway, latest assignment in Area 5, encountered a stopped merchant on 3/19/44 just north of our position when we resumed course from a lengthy pause. Despite being out of torps and shells, and fully expecting to find a stalled Split Freighter, we investigated and found a Small Personnel Carrier right on the inner boundary of our patrol zone. There were no indications of other ships at any time.
Earlier in the patrol, we observed occasional odd behavior from convoy escorts, who often buggered off while we shelled their charges or simply stopped in place for awhile. Details were sadly left unrecorded, but perhaps someone else has noticed same.
Incidentally, anyone know the troop capacity of Modern Troop Transports?
ok. semantics FOTRS Ultimate v1.24 (not upgraded just yet)
Installed in ...Steam/Steamapps/common/Silent Hunter Wolves of the Pacific
I running a "Gar" class boat out of Midway, with a Bow mounted Gun, currently in the Inland Sea northeast of Kyushu, Japan on April 28, 1942. Extreme target rich environment.
Bug observation as stated above seemed to be occurring when I was somewhat overwhelmed with "Ship sighted" dialog boxes. When I restarted the same save, that gave me the bug a couple of minutes earlier, I immediately went to Periscope depth before anything else to preclude any "ship sighted" dialog boxes, which I get when on the surface or even in the sonar room. By staying in the control room at save startup, it seems to prevent the "ship sighted" dialog box popups/input and a byproduct was that the bug did not manifest itself. Not entirely sure that the two things are related but it's the first time I've been able to get around the bug without reloading the saves and entire user/name/documents/sh4 files.
as for mods
The first time this occurred the only mods running were the FOTRS Ultimate v1.24 and the Bigger Better Protractors Mod.
OK guys, the idea behind having the details of what you have, is so that we stand a better chance of re-creating what you are experiencing. Thus far, it is impossible. A complete install path and a complete mod list really help in the diagnosis. This is like a patient telling the doctor "my foot hurts", but neglecting to tell them that there is a board with a nail in it, accidentally stepped on, with the nail run up through the foot. It seems rather obvious when in-person, but over the fone, not so much. Hence the need for details of your situations.
I don't really follow your comments Gray Lensman of "... somewhat overwhelmed with 'Ship sighted' dialog boxes ..." and "... it seems to prevent the 'ship sighted' dialog box popups/input ..." I take it then that you close the dialog box between "crew warnings" etc?... Your crew will report "Ship Sighted ..." until all ships have been reported. If you are using high levels of Time Compression, it might take the que a few to "empty" if you will, as the game "catches up" from the TC. If you are getting a lot of those reports, and there are no ships, or just a few, and you continue to get that message, then something is not right in the configuration, either from the install, or the Save. Are you getting just a lot of such messages, or do you get multiple text boxes displaying the message? Is there surrounding traffic to justify the number of reports? Also, you have to go below Periscope Depth to prevent "communication" with the surface in this game.
Again, just re-iterating, but do NOT shell-out to Windows while playing the game. All sorts of different game aspects get out-of-whack when doing that, including odd behavior and graphics glitches. Window itself will interrupt the game sometimes, so if using it, and even Windows 8, you sometimes have to pre-empt the OS prior to playing the game, by checking for Windows Updates and the like prior to playing, to minimize Windows interruptions.
We are also now recommending to not add any mods to the FotRSU activation, including ones in the Extras folder, until after we look further (again) into all of them - including the seemingly "simple" ones. Once a mod package is "set" and a person starts playing the game, the mod list should not be changed. If it is changed, a new career should be started. So if you are playing a career now, do not change the mod list at this time, unless you have issues.
So we need
1. Full install path of the game (ie: "C:\Games \SH4" or "C:\Program Files (x86)\Steam \SteamApps \common \SH4"
2. Mod list, preferably generated by the JSGME "Tasks..." functions
3. A confirmation of LAA being properly activated
4. Home port, boat, assignment, date and description of issue.
5. Computer specs
6. Pictures if you have them, especially of the NavMap showing lat / long grid markings
We have been testing this mod since before its first beta release, and have only run into stationary ships that were either dead in the water from storm damage, or combat damage. Ships standing near locations such as Eniwetok or other such harbor locations are to be expected. In the middle of the ocean, they are not expected. The only thing found in the files thus far that might explain the standing ships is a bad waypoint setting, or series of waypoint settings, where a given set of ships as an example, capable of 10.5 knots MaxSpeed encounter a Waypoint set to say 12 knots. This might be capable of "breaking" group, resulting in the "confusion" observed. Similar convoy behavior is seen if the "Leader" unit is sunk, though one would think that the game would then assign the "Leader" functions to the next ship in a group, but...
Anyway, more details please, as we try to track down these last few issues reported. :salute:
Mios 4Me
10-28-20, 09:33 AM
Updated:
USS Balao out of Midway, latest assignment in Area 5, encountered a stopped merchant on 3/19/44 just north of our position when we resumed course from a lengthy pause. Despite being out of torps and shells, and fully expecting to find a stalled Split Freighter, we investigated and found a Small Personnel Carrier right on the inner boundary of our patrol zone. There were no indications of other ships at any time.
Approximate location: 32' 46" N; 139' 18" E
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
101_Patch_v1.2To_v1.26p
LAA engaged; Win 10 Pro, 16 GB RAM; no shelling...although I have seen SH4 start in a separate window while I remain on the WinExp window.
Also, the inability to move the 5" gun forward while retaining crew slots remains.
torpedobait
10-28-20, 09:45 AM
USS Gato out of Midway, arriving from 6th Patrol on 4/14/1943 from Caroline Islands with 112,000 tones; offered new boat, a Balao. From the Office on game day 4/15/1943 I found No deck gun, no crew slots. Went back to a previous save and declined the new boat on arrival at Midway so I could continue the career.
1. Installed game: G:\Ubisoft\Silent_Hunter_IV
2. LAA Active for SH4.exe
3. Activated 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
This morning I reloaded FOTRSU, having exited the game entirely last night. Loaded a Save file taken at a point 100 NM out of Midway. On arrival to Midway was offered the Balao again - no deck gun, no crew slots. I really don't want to have to alter game files to get the deck gun properly, so I'll wait to see if anyone can come up with a real fix.
In my opinion, this is relatively new bug that popped up in FOTRSU somewhere around v1.2, but that is only anecdotal and based on a very sketchy memory.
Note: I do not shell out of the game except when I am in the office or at the Main Menu.
Gray Lensman
10-28-20, 10:19 AM
<snip>
I don't really follow your comments Gray Lensman of "... somewhat overwhelmed with 'Ship sighted' dialog boxes ..." and "... it seems to prevent the 'ship sighted' dialog box popups/input ..." I take it then that you close the dialog box between "crew warnings" etc?... Your crew will report "Ship Sighted ..." until all ships have been reported. If you are using high levels of Time Compression, it might take the que a few to "empty" if you will, as the game "catches up" from the TC. If you are getting a lot of those reports, and there are no ships, or just a few, and you continue to get that message, then something is not right in the configuration, either from the install, or the Save. Are you getting just a lot of such messages, or do you get multiple text boxes displaying the message? Is there surrounding traffic to justify the number of reports? Also, you have to go below Periscope Depth to prevent "communication" with the surface in this game.
I'm saying I was overwhelmed with a multitude of "ship sighted" dialog boxes when there were 4 ships to sight. Time compression was at 1 (one) since this occurred right as I loaded the save. If I managed to do something that stalled the amount of "ship sighted" dialog boxes for a bit as the save finished its initial loading, the sonar mouse issue did not manifest itself.
Again, just re-iterating, but do NOT shell-out to Windows while playing the game. All sorts of different game aspects get out-of-whack when doing that, including odd behavior and graphics glitches. Window itself will interrupt the game sometimes, so if using it, and even Windows 8, you sometimes have to pre-empt the OS prior to playing the game, by checking for Windows Updates and the like prior to playing, to minimize Windows interruptions.Now, that is a possibility, but I've been playing this game off and on for over 7 years now and I've been shelling out occasionally for all the time I've been playing and NEVER had this type of corruption before.
We are also now recommending to not add any mods to the FotRSU activation, including ones in the Extras folder, until after we look further (again) into all of them - including the seemingly "simple" ones. Once a mod package is "set" and a person starts playing the game, the mod list should not be changed. If it is changed, a new career should be started. So if you are playing a career now, do not change the mod list at this time, unless you have issues.I'm gonna try a fresh install using only your recommendation with one caveat, more duds. Playing FOTRS Ultimate without more duds at the start of the war is like playing an arcade shooter version of Silent Service with just some colorful graphics to make it look prettier.
propbeanie
10-28-20, 01:10 PM
Updated:
USS Balao out of Midway, latest assignment in Area 5, encountered a stopped merchant on 3/19/44 just north of our position when we resumed course from a lengthy pause. Despite being out of torps and shells, and fully expecting to find a stalled Split Freighter, we investigated and found a Small Personnel Carrier right on the inner boundary of our patrol zone. There were no indications of other ships at any time.
Any ship can be affected by the assumed "bad" Waypoint configuration issue, it's just the Split Merchant is most likely found most often due to its small stature, and it most likely attempts to avoid the bigger ships, resulting in it "losing" its "Leader" ship more easily. The same can happen to a larger ship further back in a group, if other ships get in its way and it turns to an "incorrect" heading which then results in its losing contact with the "Leader" ship. The potential 'fix' is a time eater, and is being edited for the next release. It will not eliminate all these occurrences. That is the nature of the game. But it hopefully will reduce them.
Approximate location: 32' 46" N; 139' 18" E
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
101_Patch_v1.2To_v1.26p
This looks to be an "old" mod set-up, and for the next career, the 101_Patch_v1.2To_v1.26p should be after the 100 mod. I love the 399_NoScrollNavMap, but the mods that alter the menu ini file might be an issue if not activated when the "base" mod is (in this case, the v1.21 plus the v1.226p).
LAA engaged; Win 10 Pro, 16 GB RAM; no shelling...although I have seen SH4 start in a separate window while I remain on the WinExp window.
Exactly what I mean by Windows might do it to you itself. The way to avoid that one is to use the "Run" dialog, or a desktop short-cut to start the game.
Also, the inability to move the 5" gun forward while retaining crew slots remains.
Thanks for the location on the ship. That helps locate a possible group it was part of. I have not attempted to do much testing of moving the 5" gun and the ramifications of such, but I have done some. With the Gato, Balao and Tench tries that I have done thus far, make certain that the gun and crew slots are there to begin with. Empty them if they are not already. Then try to apply the bow gun in place of the stern gun, or vice versa as desired. Once you have placed the gun, go back to the crew page, and if the slots are there for the new gun, now populate them. If they are not there, you have a configuration issue, and should go back to the gun page and put the original gun back. Save the game, exit, come back in, load and play as-is. After coming back in to port, try again. It should be OK. Other times, you move the gun successfully, populate the gun successfully, go on patrol, call Battle Stations, and the crew doesn't show at their stations on the gun deck, in spite of being on the crew page... Save the game, exit, restart, Load, and play, and the crew should show on the gun at Battle Stations. This is a Stock game issue, something in the dll, act or exe file(s). If you do NOT have a gun when offered an upgrade boat, and you do not have crew slots, do NOT take the boat, unless you want to do the edits as previously noted, else you will never have a gun on that boat. We have not had the time to further test whether it was the Narwhal, or the having moved a gun on another boat that caused the issue, or if it was the boat coming "early", or a portion or all of the above that causes the "no gun" phenomenon. As near as I can tell from researching on this site, this is NOT a stock game issue, but might be related (my opinion).
Edit: Does this look about right for your location above?
https://i.imgur.com/AznsJBZ.jpg
propbeanie
10-28-20, 01:28 PM
USS Gato out of Midway, arriving from 6th Patrol on 4/14/1943 from Caroline Islands with 112,000 tones; offered new boat, a Balao. From the Office on game day 4/15/1943 I found No deck gun, no crew slots. Went back to a previous save and declined the new boat on arrival at Midway so I could continue the career.
That is an early Balao, and part of the problem with getting it early, though I did get one in March a couple of times that was fully functional.
1. Installed game: G:\Ubisoft\Silent_Hunter_IV
2. LAA Active for SH4.exe
3. Activated Mods:
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability (a suspect, alters scene.dat)
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols
This morning I reloaded FOTRSU, having exited the game entirely last night. Loaded a Save file taken at a point 100 NM out of Midway. On arrival to Midway was offered the Balao again - no deck gun, no crew slots. I really don't want to have to alter game files to get the deck gun properly, so I'll wait to see if anyone can come up with a real fix.
In this case, that is the "real" fix. I was able to replicate the issue, but I had used a Narwhal and I had moved the deck gun on another boat, so I'm not certain of the origin of the problem. But once enounctered, it is there to stay for that particular career. I have not tested far enough yet to see what happens when the Tench comes along, but since the Balao file has neither gun, I would assume the Tench would be similar...
In my opinion, this is relatively new bug that popped up in FOTRSU somewhere around v1.2, but that is only anecdotal and based on a very sketchy memory.
Note: I do not shell out of the game except when I am in the office or at the Main Menu.
This isn't a relatively new bug, just a re-activation of an older one. CapnScurvy had "cemented" the guns to the boats' gun decks back prior to beta v0.90, in an attempt to prevent similar from happening. It did prevent a few issues, but altered other issues and caused new, irreparable ones, so we have since put things back the way they were (or close). TMO introduced the kit-bash Narwhal, which has both a bow and an aft deck gun. There might be something going on when that boat is "upgraded", but in my case, I went to a Tambor and then a Gato before getting the Balao, and on neither of the two other fleet boats was there an issue... but I did move the gun on one of them (both bow mounts) to the stern. The Balao should come with a stern mount. That might be where the trouble is introduced. I might try my little experiment again, and when getting the Balao without a deck gun, go back to the previous Save in-port, and put the deck gun back on the bow, then go on patrol again, come back in, get the Balao and see what it does... That would be another few days out of my life though... :roll: - it might have to wait a few weeks.
propbeanie
10-28-20, 01:50 PM
I'm saying I was overwhelmed with a multitude of "ship sighted" dialog boxes when there were 4 ships to sight. Time compression was at 1 (one) since this occurred right as I loaded the save. If I managed to do something that stalled the amount of "ship sighted" dialog boxes for a bit as the save finished its initial loading, the sonar mouse issue did not manifest itself.
lol - text communication - dontcha just ~love~ it?... The text prompts you are getting though, are they all inside the same 'normal' text box, or is the game generating another separate text box, for each notification? I understand the attempts to avoid something that might corrupt your load.
Now, that is a possibility, but I've been playing this game off and on for over 7 years now and I've been shelling out occasionally for all the time I've been playing and NEVER had this type of corruption before.
The problem with FotRSU is its "footprint" in memory, hence the need for LAA. It is a larger mod than most others, and something that barely caused a "blip" previously will now take out or corrupt several aspects of the game.
I'm gonna try a fresh install using only your recommendation with one caveat, more duds. Playing FOTRS Ultimate without more duds at the start of the war is like playing an arcade shooter version of Silent Service with just some colorful graphics to make it look prettier.
When activated at the start of a mod set-up, and left alone, neither the AI mods nor the dud mods should affect things. I am not as certain about the 399 menu ini mods, nor anything that alters some of the other 'main' files of the mod. Just be certain that your Steam game is NOT in the Program Files folder of Windows, even if it is inside the Steam folder. You can install Steam, and hence its Library folder, in any folder you want. I have mine on the F: drive on the desktop, and the C: drive on the laptop as "\Games \Steam \SteamApps \common"... I just replaced the "Program Files (x86)" portion of the install path with "Games" on the laptop. If you have multiple, usable hard drives or partitions in your computer, you can have a Library folder in each drive. Even after installing into say "C:\Games \Steam \SteamApss \common", you will still find parts of Steam itself in a "C:\Program Files (x86)\Steam" folder, but the Library folder and SH4 game should not be there... Also, delete the Save folder. Do NOT restore old Saves to it.
Going back to your first statements above, how much RAM do you have in your computer, and / or how many background applets are running in your systray in the lower-right by the clock / calendar on the taskbar? Going low on usable RAM is a problem with the game. Also, one of the idiosyncrasies of loading Saves of this game is the replaying of past events as it loads into memory. This is why if you have a radio station playing, the game has to play the last event played, even if it is from 15 weeks ago, or of the radio messages received sometimes repeating, any encounters with an anti-sub net results in a banshee scream when loading, a torpedo being fired sounds, repaired damage reports repeating, etc. but yours does "sound" to be overly rambunctious...
Mios 4Me
10-28-20, 04:20 PM
Edit: Does this look about right for your location above?
https://i.imgur.com/AznsJBZ.jpg
Longitudinally, yes, but the latitude is too far south. Look for twin seamounts, then go 12-15 km north to find the SPC's location.
For future reference, how are you capturing and posting these pics? Through the Win Snip accessory?
Gray Lensman
10-28-20, 04:34 PM
When activated at the start of a mod set-up, and left alone, neither the AI mods nor the dud mods should affect things. I am not as certain about the 399 menu ini mods, nor anything that alters some of the other 'main' files of the mod. Just be certain that your Steam game is NOT in the Program Files folder of Windows, even if it is inside the Steam folder. You can install Steam, and hence its Library folder, in any folder you want. I have mine on the F: drive on the desktop, and the C: drive on the laptop as "\Games \Steam \SteamApps \common"... I just replaced the "Program Files (x86)" portion of the install path with "Games" on the laptop. If you have multiple, usable hard drives or partitions in your computer, you can have a Library folder in each drive. Even after installing into say "C:\Games \Steam \SteamApss \common", you will still find parts of Steam itself in a "C:\Program Files (x86)\Steam" folder, but the Library folder and SH4 game should not be there... Also, delete the Save folder. Do NOT restore old Saves to it.
Going back to your first statements above, how much RAM do you have in your computer, and / or how many background applets are running in your systray in the lower-right by the clock / calendar on the taskbar? Going low on usable RAM is a problem with the game. Also, one of the idiosyncrasies of loading Saves of this game is the replaying of past events as it loads into memory. This is why if you have a radio station playing, the game has to play the last event played, even if it is from 15 weeks ago, or of the radio messages received sometimes repeating, any encounters with an anti-sub net results in a banshee scream when loading, a torpedo being fired sounds, repaired damage reports repeating, etc. but yours does "sound" to be overly rambunctious...
LOL, I was cautioning people about Program Files usage back before it was even popular. (2007 maybe?) No, I have nothing in Program Files except crud that wouldn't let me have the choice not to install it there, I actively seek to minimize background apps/applets which I have absolutely no need for while gaming. Occasionally, I temporarily run the Core Temp heat monitor in the background to check for peak internal temperatures when I have a game that makes the fans go into overdrive. I don't run it constantly and SH4 doesn't make the fans go into overdrive like other games.
Okay, since you asked...
My set-up
M-Tech Laptop (actually a mainframe equiv. motherboard) with an Intel i9 9900k CPU 3.60 GHz, 32.0 GBytes DDR4 Ram @ 3.00 GHz
nVIDIA GeForce RTX 2080 w 8 GBytes GDDR6 Ram
3 SSD drives...
Main C: drive is 1 TByte SATA III Samsung 860 EVO
Secondary D: drive is 250 GByte SATA III Samsung 860 EVO
Third E: drive is 250 GByte Samsug 970 EVO Plus NVMe
Main C: drive is for Windows 10, programs, and game installations... minimal on Program Files (that includes the Steam main folder) I actively keep less than half this drive occupied for efficiency reasons)
Secondary D: drive is for remapped /users/name/... content so Windows can write to it simultaneously while doing its normal program and gaming thing.
Third E: drive is dedicated to the Windows 10 Cache file so it can expand/contract dynamically without affecting storage or efficiency of the Main C: drive. Also contains a Win10 Backup image so I can restore Win10 in a snap.
FYI, It takes a whopping 13 seconds from the moment I click the SH4 Wolves of the Pacific Icon and clicking thru the Ubisoft/Yamamoto splashscreens, to load to the main SH4 menu.
Yes, this is an expensive laptop, but the initial price doesn't reflect the overall quality and years of usage at relatively high performance levels. I figure approx 9 years of usage at a cost of less than $500 a year is a bargain compared to money spent on trashy TV and lousy modern movies.
propbeanie
10-28-20, 11:03 PM
Longitudinally, yes, but the latitude is too far south. Look for twin seamounts, then go 12-15 km north to find the SPC's location.
For future reference, how are you capturing and posting these pics? Through the Win Snip accessory?
This is the next segment "up" toward North, which is where the east / west traffic mingles with the north / south for Mariannas / Truk:
https://i.imgur.com/0tcmQqF.jpg
The next segment up from this is the coastline of Honshu, with Suruga Wan, Sagami Wan, and Tokyo Bay. What do you mean by "twin seamounts"?
What I do for a lot of screen grabs is to use the <Shift><PrntScrn> key combination to "capture" the screen to the clipboard (as above), then open PhotoShop Elements (similar can be done with Paint.net (https://www.getpaint.net)) and paste the clipboard in, then crop and re-size. Save as a jpeg and post to imgur dot com, then copy the bbCode link, and paste that here. Easy peasy.
Drakken
10-28-20, 11:12 PM
Got an issue playing the 1.24 FOTRSU (with 1.26 patch installed). Dec 7 1941 scenario. Maybe one of you might help and guide me, please?
Got a secondary mission to go take photos in the Guam Apra Harbor area, West of the island. However, I cannot find the target anywhere in the vicinity. I've been near the Piti Harbor and took a look around... then tried again at the mouth of the harbor's entrance, but nothing. No ship to target, no lock, nada.
Manual targeting.
I tried also to look into the SH4 files but couldn't find it.
Thanks!
propbeanie
10-28-20, 11:26 PM
LOL, I was cautioning people about Program Files usage back before it was even popular. (2007 maybe? Windows Vista-64 release was Jan 2007) No, I have nothing in Program Files except crud that wouldn't let me have the choice not to install it there, I actively seek to minimize background apps/applets which I have absolutely no need for while gaming. Occasionally, I temporarily run the Core Temp heat monitor in the background to check for peak internal temperatures when I have a game that makes the fans go into overdrive. I don't run it constantly and SH4 doesn't make the fans go into overdrive like other games.
Okay, since you asked...
My set-up
M-Tech Laptop (actually a mainframe equiv. motherboard) with an Intel i9 9900k CPU 3.60 GHz, 32.0 GBytes DDR4 Ram @ 3.00 GHz
nVIDIA GeForce RTX 2080 w 8 GBytes GDDR6 Ram
3 SSD drives...
Main C: drive is 1 TByte SATA III Samsung 860 EVO
Secondary D: drive is 250 GByte SATA III Samsung 860 EVO
Third E: drive is 250 GByte Samsug 970 EVO Plus NVMe
Main C: drive is for Windows 10, programs, and game installations... minimal on Program Files (that includes the Steam main folder) I actively keep less than half this drive occupied for efficiency reasons)
Secondary D: drive is for remapped /users/name/... content so Windows can write to it simultaneously while doing its normal program and gaming thing.
Third E: drive is dedicated to the Windows 10 Cache file so it can expand/contract dynamically without affecting storage or efficiency of the Main C: drive. Also contains a Win10 Backup image so I can restore Win10 in a snap.
FYI, It takes a whopping 13 seconds from the moment I click the SH4 Wolves of the Pacific Icon and clicking thru the Ubisoft/Yamamoto splashscreens, to load to the main SH4 menu.
Yes, this is an expensive laptop, but the initial price doesn't reflect the overall quality and years of usage at relatively high performance levels. I figure approx 9 years of usage at a cost of less than $500 a year is a bargain compared to money spent on trashy TV and lousy modern movies.
A similar configuration to my desktop, though several magnitudes stronger... :roll: mine is old-tech Core2 Duo and 2G WD Black drives... :haha: but still does fine with most anything I have at this time to throw at it. I haven't bought a new game in years, and would be hard-pressed to remember which one it was... I find a lot of the new games like lousy modern movies, and confine most of my "new" gaming to the xBox and PS4 the kids have.
Back on topic, your computer is way more than strong, and should not have an issue at all with the game ("Thank you, Captain Obvious!"). One question though: Do you have write caching enabled on the SSDs? Write-Through would be the one to use if you are using it, but I'm not certain what would happen with Write-Back when playing SH4, if it gets out of whack or fails. But what are the chances of that anyway?...
Gray Lensman
10-29-20, 12:02 AM
A similar configuration to my desktop, though several magnitudes stronger... :roll: mine is old-tech Core2 Duo and 2G WD Black drives... :haha: but still does fine with most anything I have at this time to throw at it. I haven't bought a new game in years, and would be hard-pressed to remember which one it was... I find a lot of the new games like lousy modern movies, and confine most of my "new" gaming to the xBox and PS4 the kids have.
Back on topic, your computer is way more than strong, and should not have an issue at all with the game ("Thank you, Captain Obvious!"). One question though: Do you have write caching enabled on the SSDs? Write-Through would be the one to use if you are using it, but I'm not certain what would happen with Write-Back when playing SH4, if it gets out of whack or fails. But what are the chances of that anyway?...
Write caching is enabled on all 3 SSDs. I have a backup UPS and the normal laptop battery so it's virtually impossible that I would lose any RAM writes in a power outage. It's not recommended to have RAM caching enabled if you don't have a power backup of some sort. You could end up with garbled crap on the hard disk if the RAM writes did not get transferred to the disk because of a sudden power loss.
USS Gato out of Midway, arriving from 6th Patrol on 4/14/1943 from Caroline Islands with 112,000 tones; offered new boat, a Balao. From the Office on game day 4/15/1943 I found No deck gun, no crew slots.
Try this: http://yadi.sk/d/Pd1piVvpTMyMAQ
In the single-player mission "Supplies For Betio" this August 1943 Balao also has no guns. After applying this mod, the guns appear.
In this mod, the 4-50 cannon is placed only in the nose, there are no 3-50 cannons at all, and 5inch .25cal Twin Cannons (Bow and Stern) will not appear until June 1945-06-01 - so it was in real life.
Mios 4Me
10-29-20, 08:10 AM
What do you mean by "twin seamounts"?
They are 88 km NW/WNW of Hachio Jima harbor; the SPC was 11-15 km north of that point.
propbeanie
10-29-20, 08:57 AM
Thanks. Got it... Did you happen to notice a report of a neutral group on your NavMap at any time prior to, or just after, discovering the stopped transport? You are probably in too close to the origin of the group though, for it to have reported yet. What had the weather been like the 24 hours before you found it? :salute:
propbeanie
10-29-20, 09:31 AM
Write caching is enabled on all 3 SSDs. I have a backup UPS and the normal laptop battery so it's virtually impossible that I would lose any RAM writes in a power outage. It's not recommended to have RAM caching enabled if you don't have a power backup of some sort. You could end up with garbled crap on the hard disk if the RAM writes did not get transferred to the disk because of a sudden power loss.
The problem with write-caching isn't so much from a power outage, but my thinking wonders about when the game "hiccups" (one of those 'technical' terms), or shells-out to Windows - whether accidental or on purpose - and then the game "gets lost" when it returns to Windows. Then the cache could be out of sync with the game. I do not know if this happens or not. It would be interesting to experiment in this regard, though that would be time-intensive, and most likely frustrating. Maybe someone knows more about the subject of disk caching as it relates to an old WinXP DirectX v9 game...
Try this: http://yadi.sk/d/Pd1piVvpTMyMAQ
In the single-player mission "Supplies For Betio" this August 1943 Balao also has no guns. After applying this mod, the guns appear.
In this mod, the 4-50 cannon is placed only in the nose, there are no 3-50 cannons at all, and 5inch .25cal Twin Cannons (Bow and Stern) will not appear until June 1945-06-01 - so it was in real life.
A person cannot use that "tweak" for a career once it is running. The files are very similar to the current FotRSU, but different enough, with the eqp file not matching the flag, hence losing it. The only thing the upc file(s) add is the ability to pay for the double-5" config a bit earlier and change the 'free' dates to later. If you are not getting a deck gun when playing a Single Mission, that is a different problem from when receiving an upgrade Balao boat in a career.
A person cannot use that "tweak" for a career once it is running. The files are very similar to the current FotRSU, but different enough, with the eqp file not matching the flag, hence losing it. The only thing the upc file(s) add is the ability to pay for the double-5" config a bit earlier and change the 'free' dates to later. If you are not getting a deck gun when playing a Single Mission, that is a different problem from when receiving an upgrade Balao boat in a career.
You need to boot to uss-gato in front of the base, go to the base on uss-gato, then on the base he is offered a new one boat uss-balao. If put this mod, this new uss-balao boat should have guns. What's wrong?
Career will not be affected.
torpedobait
10-29-20, 10:10 AM
This isn't a relatively new bug, just a re-activation of an older one. CapnScurvy had "cemented" the guns to the boats' gun decks back prior to beta v0.90, in an attempt to prevent similar from happening. It did prevent a few issues, but altered other issues and caused new, irreparable ones, so we have since put things back the way they were (or close). TMO introduced the kit-bash Narwhal, which has both a bow and an aft deck gun. There might be something going on when that boat is "upgraded", but in my case, I went to a Tambor and then a Gato before getting the Balao, and on neither of the two other fleet boats was there an issue... but I did move the gun on one of them (both bow mounts) to the stern. The Balao should come with a stern mount. That might be where the trouble is introduced. I might try my little experiment again, and when getting the Balao without a deck gun, go back to the previous Save in-port, and put the deck gun back on the bow, then go on patrol again, come back in, get the Balao and see what it does... That would be another few days out of my life though... :roll: - it might have to wait a few weeks.
I can wait it out; I'll just stick with the Gato meanwhile. FYI, I have not shelled out of this career except from the Office or Main Menu. Nor have I moved a deck gun from any original position at all during this entire career. Thanks for taking it on. :salute:
Mios 4Me
10-29-20, 10:20 AM
Thanks. Got it... Did you happen to notice a report of a neutral group on your NavMap at any time prior to, or just after, discovering the stopped transport? You are probably in too close to the origin of the group though, for it to have reported yet. What had the weather been like the 24 hours before you found it? :salute:
I loaded a Save point which tracks completely with my memory, aside from the weather, which I did not note the first time.
3/18/44 @ 1900 Midway time
Wx clear with no wind
Nothing on map other than sonar tracks for small group listed below.
Location: 16 km SW of Twin Seamount midpoint, speed stationary
3/18/44 @ 2059
Group detected 25 km ESE of our position (four ships including Whale Factory), heading W
Small Group 17 km W of us, heading WNW
Weather clear
3/20/44 @ 0427
Patrol timer expires. Course set for Midway
3/20/44 @ 0433
Radar contact 26 km NNE of us, 13 km NNE of Twin Seamount midpoint. Later determined to be SPC
Wx clear. Nothing else on map.
End rerun.
There were no other surface contacts or reported groups on the NavMap during the rerun, nor do I recall any.
IIRC, the SPC was oriented toward the SE.
FWIW, we encountered unexpected pairings of Medium European Freighters with Crab Boats several times on this long patrol. IIRC, that's what the Small Group mentioned above was.
I can wait it out; I'll just stick with the Gato meanwhile. FYI, I have not shelled out of this career except from the Office or Main Menu. Nor have I moved a deck gun from any original position at all during this entire career. Thanks for taking it on. :salute:
Get the mod from here from www.subsim.com/radioroom/showpost.php?p=2703553&postcount=2085 (http://www.subsim.com/radioroom/showpost.php?p=2703553&postcount=2085).
Load from saving uss-gato in front of the base where you are offered uss-balao, go to the base on uss-gato and get uss-balao with guns.
Does not work?
propbeanie
10-29-20, 01:42 PM
You need to boot to uss-gato in front of the base, go to the base on uss-gato, then on the base he is offered a new one boat uss-balao. If put this mod, this new uss-balao boat should have guns. What's wrong?
Career will not be affected.
I am not comprehending what the translation does to your thoughts... Are you reporting that a person with a Gato, that transfers to another base (such as Pearl Harbor to Midway), and the player is offered a new Balao after another patrol or two, that with the use of the mod you have mentioned, that the player's Balao will then have a deck gun? What would be the cause of the loss of the deck gun be, if such is the case?
I can wait it out; I'll just stick with the Gato meanwhile. FYI, I have not shelled out of this career except from the Office or Main Menu. Nor have I moved a deck gun from any original position at all during this entire career. Thanks for taking it on. :salute:
As mentioned, you may not "see" a shelling-out when Windows does it. Good information to know though that you did not move a deck gun. Did you have a Narwhal boat earlier in your career(s) though?
I loaded a Save point which tracks completely with my memory, aside from the weather, which I did not note the first time.
3/18/44 @ 1900 Midway time
Wx clear with no wind
Nothing on map other than sonar tracks for small group listed below.
Location: 16 km SW of Twin Seamount midpoint, speed stationary
3/18/44 @ 2059
Group detected 25 km ESE of our position (four ships including Whale Factory), heading W
Small Group 17 km W of us, heading WNW
Weather clear
3/20/44 @ 0427
Patrol timer expires. Course set for Midway
3/20/44 @ 0433
Radar contact 26 km NNE of us, 13 km NNE of Twin Seamount midpoint. Later determined to be SPC
Wx clear. Nothing else on map.
End rerun.
There were no other surface contacts or reported groups on the NavMap during the rerun, nor do I recall any.
IIRC, the SPC was oriented toward the SE.
FWIW, we encountered unexpected pairings of Medium European Freighters with Crab Boats several times on this long patrol. IIRC, that's what the Small Group mentioned above was.
I should be able to eliminate weather factors then, and concentrate on the Waypoint speeds. I have found a "Fast" merchant group in the 42b layer that isn't so "fast" after all, and it has "GENERIC Merchant" vessels in it, of which the slowest in the v1.26p is 9.6 knots. The Split Merchant can do 12 knots, and some of the Waypoints in that group are set to 12 knots in that particular area. That may well cause an issue for the group if one or two of the vessels cannot do the speed they are set to. That particular group also has a Hospital ship as its leader, and the slower ships may have impeded the troopship. The troopship would generally be quite a bit larger than the Split Merchants, and that might be why the troopship ended up "stranded" and separated from the group, in that it was turning to avoid collision... maybe. There are quite a few fishing vessel groups in the area, and what you saw may have been two groups temporarily co-mingling on similar courses.
Gray Lensman
10-29-20, 02:09 PM
The problem with write-caching isn't so much from a power outage, but my thinking wonders about when the game "hiccups" (one of those 'technical' terms), or shells-out to Windows - whether accidental or on purpose - and then the game "gets lost" when it returns to Windows. Then the cache could be out of sync with the game. I do not know if this happens or not. It would be interesting to experiment in this regard, though that would be time-intensive, and most likely frustrating. Maybe someone knows more about the subject of disk caching as it relates to an old WinXP DirectX v9 game...
<snip>
After thinking about this overnight, I decided to disable the Write Caching for the drives. Not because of the SH4 game per se, but because occasionally when a game locks up you can be forced to power down if nothing else allows you to get back to the desktop for a proper shutdown. So far with it disabled, I have not really noticed any appreciable decrease in performance including the "whopping" 13 seconds it takes to load SH4 with FOTRSU. Better safe than sorry.
I am not comprehending what the translation does to your thoughts...
Sorry minimum translation.
USS Gato out of Midway, arriving from 6th Patrol on 4/14/1943 from Caroline Islands with 112,000 tones; offered new boat, a Balao. From the Office on game day 4/15/1943 I found No deck gun, no crew slots. Went back to a previous save and declined the new boat on arrival at Midway so I could continue the career.
1. Install mod http://www.subsim.com/radioroom/showpost.php?p=2703553&postcount=2085
2. Load uss-gate (date time < 4/14/1943)
3. continue playing, wait uss-balao
4. take the boat uss-balao with guns
What would be the cause of the loss of the deck gun be, if such is the case?
--------------NSS_Balao.upc--------------
[UserPlayerUnit 1.UpgradePackSlot 3]
ID= UpgDeckGun
NameDisplayable= Deck Gun
Type=NULL
AcceptedTypes= USDeckGunImpBow, USDeckGunImpStern, USDeckGunHvyBow, USDeckGunHvyStern, USDeckGunHvyDbl
UserCustomizable=Yes
IDLinkUpgradePackSlots= BowDeckGun, SternDeckGun
IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1942-07-31, 3inch .50cal Stern Mount
IDLinkUpgradePackSlotsIntervalDefault2= 1942-08-01, 1943-12-31, 4inch .50cal Stern Mount
IDLinkUpgradePackSlotsIntervalDefault3= 1944-01-01, NULL, 5inch .25cal Stern Mount
--------------NSS_Balao.upc--------------
AcceptedTypes= USDeckGunImpBow, USDeckGunImpStern, USDeckGunHvyBow, USDeckGunHvyStern, USDeckGunHvyDbl
USDeckGunImpBow this is 4-50 Bow
USDeckGunImpStern this is 4-50 Stern
USDeckGunHvyBow this is 5-25 Bow
USDeckGunHvyStern this is 5-25 Stern
USDeckGunHvyDbl this is 5-25 Dual (Bow + Stern)
WHERE FOR THE CANNON 3-50 ?????????????
Correctly so:
--------------NSS_Gato.upc--------------
[UserPlayerUnit 1.UpgradePackSlot 3]
ID= UpgDeckGun
NameDisplayable= Deck Gun
Type=NULL
AcceptedTypes= USDeckGunBow, USDeckGunStern, USDeckGunImpBow, USDeckGunImpStern, USDeckGunHvyBow, USDeckGunHvyStern, USDeckGunHvyDbl
UserCustomizable=Yes
IDLinkUpgradePackSlots= BowDeckGun, SternDeckGun
IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1942-07-31, 3inch .50cal Bow Mount
IDLinkUpgradePackSlotsIntervalDefault2= 1942-08-01, 1943-12-31, 4inch .50cal Bow Mount
IDLinkUpgradePackSlotsIntervalDefault3= 1944-01-01, NULL, 5inch .25cal Bow Mount
--------------NSS_Gato.upc--------------
AcceptedTypes= USDeckGunBow, USDeckGunStern, USDeckGunImpBow, USDeckGunImpStern, USDeckGunHvyBow, USDeckGunHvyStern, USDeckGunHvyDbl
USDeckGunBow this is 3-50 Bow
USDeckGunStern this is 3-50 Stern
Historically 3-50 guns were not installed per boat uss-balao.
propbeanie
10-30-20, 06:22 AM
After thinking about this overnight, I decided to disable the Write Caching for the drives. Not because of the SH4 game per se, but because occasionally when a game locks up you can be forced to power down if nothing else allows you to get back to the desktop for a proper shutdown. So far with it disabled, I have not really noticed any appreciable decrease in performance including the "whopping" 13 seconds it takes to load SH4 with FOTRSU. Better safe than sorry.
Is there a keyboard combo for the drives to "flush" the cache? Although, as you say, you will not notice much of a difference, if at all, between enabled and disabled... Write caching was used back in the earlier ATA IDE days to speed things up, and especially with SSD, but also SATA and the attained throughput makes it a somewhat archaic, "legacy" technology for most users.
Sorry minimum translation.
...
--------------NSS_Gato.upc--------------
[/CODE]AcceptedTypes= USDeckGunBow, USDeckGunStern, USDeckGunImpBow, USDeckGunImpStern, USDeckGunHvyBow, USDeckGunHvyStern, USDeckGunHvyDbl
USDeckGunBow this is 3-50 Bow
USDeckGunStern this is 3-50 Stern
Historically 3-50 guns were not installed per boat uss-balao.
As with the torpedoes and tubes with the game's preference for loading the first-listed torpedo type into all sub's tubes, here is another incomprehensible section of the SH4 code that is very strange... :hmmm:
I do thank you for your clarification and expounding on the subject, such that my dim-wittedness could understand you better. From what I remember of the FotRSU files, there has never been a 3" gun listed on the Balao. The Tench also is missing the listing for the 3" gun, so the next version will include those in the UPC files, and we'll see how things work then...
For those of you following along at home, as I understand mazzi, the addition of the orange-highlighted text for the 3" guns on the Balao and Tench in their respective "Data / Submarine / SubName / SubName.upc files should allow a proper upgrade path for those boats then...
Whew - a ~HUGE~ amount of thanks to mazzi! "Confirmation Testing" is in progress! :salute:
mikesn9
10-30-20, 01:28 PM
1st patrol this time Tambor out of Pearl. Using LAA on Win7 64bit
Mod list:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisofdt\Wolves Of The Pacific\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
Finished photo OP at Guam, saved. When I reload that one, all is well.
12/29/41 144'30" E 13'30" N
ran around several days, no targets, got new zone wake Island. Saved game, bad on reload.
1/4/42 144'20'E 13'45" N
I've had this happen on occasion IN TMOwtw, and the earlier FOTRSU near the Japanese Coast later in the game (patrols 6, 7 or so)l. Are there planes at Guam causing this similar situation?
Gray Lensman
10-30-20, 02:24 PM
1st patrol this time Tambor out of Pearl. Using LAA on Win7 64bit
Mod list:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisofdt\Wolves Of The Pacific\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
Finished photo OP at Guam, saved. When I reload that one, all is well.
12/29/41 144'30" E 13'30" N
ran around several days, no targets, got new zone wake Island. Saved game, bad on reload.
1/4/42 144'20'E 13'45" N
I've had this happen on occasion IN TMOwtw, and the earlier FOTRSU near the Japanese Coast later in the game (patrols 6, 7 or so)l. Are there planes at Guam causing this similar situation?
I had a bad save on reload yesterday. My normal policy now is to save then exit the game immediately. If I want to continue playing, I restart the game loading this last save. That way, if it's corrupted, I'll know immediately and won't waste time playing on and probably risking another bad save, instead I just go back to the preceding good save and re-play from there.
torpedobait
10-30-20, 03:55 PM
As mentioned, you may not "see" a shelling-out when Windows does it. Good information to know though that you did not move a deck gun. Did you have a Narwhal boat earlier in your career(s) though?
I should be able to eliminate weather factors then, and concentrate on the Waypoint speeds. I have found a "Fast" merchant group in the 42b layer that isn't so "fast" after all, and it has "GENERIC Merchant" vessels in it, of which the slowest in the v1.26p is 9.6 knots. The Split Merchant can do 12 knots, and some of the Waypoints in that group are set to 12 knots in that particular area. That may well cause an issue for the group if one or two of the vessels cannot do the speed they are set to. That particular group also has a Hospital ship as its leader, and the slower ships may have impeded the troopship. The troopship would generally be quite a bit larger than the Split Merchants, and that might be why the troopship ended up "stranded" and separated from the group, in that it was turning to avoid collision... maybe. There are quite a few fishing vessel groups in the area, and what you saw may have been two groups temporarily co-mingling on similar courses.
Never have tried going out on the Narwhal.
Just to add to the mystery of stopped Fast Merchants, I just got in from a patrol in Gato to deliver an agent to Guam. Left Midway on 9/4/43, and later that same day got a radar, and then a sonar contact at 22:24 hours. The contact was SE of us, not moving and was at approximately 179-57-30W; 27-30N. Upon inspection by the external camera, I found a static Split Merchant flying the US flag. All the previous encounters had been Japanese.
I would have reported the encounter last night but the crew burying my neighbor's new Fiber cable next door cut mine in the process! Didn't get a fix until late this afternoon.
propbeanie
10-30-20, 10:36 PM
I am really hoping what mazzi has, will help in this regard, as noted in Post #2096 = Many Thanks To mazzi! :Salutes: until my arm falls off!!! (https://www.subsim.com/radioroom/showthread.php?p=2703736#post2703736). It will take a few more runs with my "seeded" career to find out what happens when I get my new Balao, but I am confident in this... :roll: :har:
@ mikesn9: Is that the mission where you start in the Marshalls, then to Guam, then to Wake, and "take pictures if you can"? I'll double-check on that (might be a quadruple-check by now). There should be minimal planes in the area - usually - because all of the US planes have been shot down, and the Japanese have not landed any yet. However, if you are there when the Hiryu and Soryu stopped by to help for a few days, then you might have some carrier aircraft buzzing about. The problem with the planes before though, wasn't so much the planes, as it was the mis-configured Rescue Raft when the planes were shot down or crashed. The game pulls all of that type "asset" and will choose from the pool, not just the Survivor in FotRSU, so the game was trying to associate a New Zealand raft with a Japanese plane, and that would just crush the "cycles" as the game thrashed about through that conundrum... :roll:
mikesn9
10-31-20, 06:56 AM
I am really hoping what mazzi has, will help in this regard, as noted in Post #2096 = Many Thanks To mazzi! :Salutes: until my arm falls off!!! (https://www.subsim.com/radioroom/showthread.php?p=2703736#post2703736). It will take a few more runs with my "seeded" career to find out what happens when I get my new Balao, but I am confident in this... :roll: :har:
@ mikesn9: Is that the mission where you start in the Marshalls, then to Guam, then to Wake, and "take pictures if you can"? I'll double-check on that (might be a quadruple-check by now). There should be minimal planes in the area - usually - because all of the US planes have been shot down, and the Japanese have not landed any yet. However, if you are there when the Hiryu and Soryu stopped by to help for a few days, then you might have some carrier aircraft buzzing about. The problem with the planes before though, wasn't so much the planes, as it was the mis-configured Rescue Raft when the planes were shot down or crashed. The game pulls all of that type "asset" and will choose from the pool, not just the Survivor in FotRSU, so the game was trying to associate a New Zealand raft with a Japanese plane, and that would just crush the "cycles" as the game thrashed about through that conundrum... :roll:
Yes, it was that string of missions. Only saw 4 merchants (sank the fleet tanker in the Marshalls) there were planes now & then in the Marshalls and near Guam, but not many). No sign of carriers, just a couple of small warships (DD and a subchaser, if I remember right)
propbeanie
10-31-20, 01:36 PM
I am in the middle of testing that now mikesn9, and one thing that I have now "proven" is that at night, if you have an improperly configured game set-up, the moon and its reflection do not match... When I first did a quick mission for this test, I used the Tambor, but neglected to change its configuration date. The game pulled in the 1940-01-01 that the Tambor has (??), and then failed to load a Tambor, instead giving me the Nautilus... sigh. I decided to try it anyway, and when the sun set, all looked fine, but when the moon rose about 0200, the moon did not shine, but the water reflected it, as if it was at 260T... If Saved the game, and all still loads fine, but the moon is still "off". I went ahead and exited again, and edited the mission file, correctly configuring the Tambor. When I went back into the game, and loaded the mission anew, with a Tambor boat, the moon was at about 020T, half-moon, and the water reflected it as such... So if anyone happens to notice issues, try to see what the moon and its reflection are doing... I have done this twice each now, and each time, same result - which with this game, basically "proves" nothing, but it might be a symptom...
In the meantime, with the multiple starts of this mission, I just now finished my "official test" mission's first two objectives of Patrol and Foto ReCon of Engebi, and I am now halfway to Guam... more later on this, and then I'll get back to what I call "The mazzi Test" with the Balao's guns... :salute:
Mios 4Me
10-31-20, 05:03 PM
Balao Patrol 6, April-June 1944, ex Midway. Mod list as recently posted, with patch now immediately following primary mod. Anomalies follow:
- Despite saving within the office prior to the patrol, the inability to move the 5" gun to the bow remained when we returned to base. The crew slots simply disappear, though the crewmembers themselves are moved into DC.
- No second crew positions were created when we upgraded to twin 40mm installations on the return.
- Our last official assignment was a waypoint off northern Honshu, where we were ordered to sink something somewhere. Sealed, eyes-only orders from ONI directed us to the San Bernardino Straits, where we encountered two Japanese fleets in heavy weather at night and observed the following:
a. Wx report listed no precipitation but driving rain was constant.
b. Japanese DDs in the second fleet were actively pinging but could not seem to detect us, even at periscope depth within visual range. Their radar was performing as advertised but nothing trumps a correctly applied Mk 16. Two DDs in the first fleet detected and attempted to close with us during the night surface attack but we cannot conclude their sonar was performing normally.
c. One of the more memorable sights was the Nagato barreling down on us, blazing like the Ghost Rider. Every single casemate was individually ablaze, port and starboard. There was no sign of any other damage or suggestion of the cause.
propbeanie
10-31-20, 06:06 PM
OK mikesn9, all six objectives, and therefore, mission completed:
https://i.imgur.com/6EjjCUu.jpg
The Marshalls were hopping while I was there, encountering a small convoy/task force about 1700 several days out of Pearl, apparently delivering goods for one of the bases. We found them about a hundred miles east of Eniwetok, headed southeast. Could NOT close for an attack... between the DE and the planes that showed about 2 hours later, we never did manage an end-around, and then lost them completely in a storm after about 0100 hours that next morning. Gave up and continued to Eniwetok, receiving the "Rumor has it that you have a camera onboard..." message, and then closed on Engebi for that. Objective completed just after 0500 hours the day of receiving that (one day after losing the convoy). There were sonar reports from the north lagoon in the atoll, so we backed straight to align with one, and did a sonar ping for range. Set the torpedo for 10 foot, magnetic, slow speed, and let fly... "BOOM!!!" I forgot that I neglected to turn off the Duds in the gameplay options... Took damage to the forward torpedo room, and lost all of the tubes... So that settled that... :arrgh!: - Several hours later, while at the limit of the patrol area to the north, the tubes were "repaired", no more leaking, no more wounded, but unable to use the Forward tubes. nutz... Finished the patrol, avoiding contacts with the patrolling DD / DE, ~and~ two airplanes, which were both H6K. So 2nd Objective completed, and on to Guam. Enroute, we received a message that Wake had fallen...
So we got the "Foto if possible" message while coming into the area, and a little while later, we saw a small Task Force coming our way as we went between Rota and Tinian. We turned to attack and submerged, only there was one of the Fubuki that was apparently related to superman, and he hound-dogged us the entire day... but we did finally manage to shake him about 0200 hours, and of course, no sign of the CL and CA and their escorts... long gone... so at 0730 that morning, just to spice things up, we decided to let an H6K find us on the surface as he flew out of the sun... yeesh!!! Thankfully, he missed us with his first set of bombs dropped, and we were deep enough and going in another direction by the time he turned and dropped again... Waited a while, and then continued on the surface, only to have a couple of Zeroes do similar. Nutz. Thankfully, again, no damage. But that's what happens when a plane spots you... they swarm... We ended up having four plane contacts just west of Guam that day, but we did manage to close the shore for our foto-op the next morning...
https://i.imgur.com/NK3XxF4.jpg
Beautiful sunrise, eh? Got our pics about 1300 and took off to the northwest to finish our patrol time. Had four more plane contacts over the next few days, with this "seagull" being the most common:
https://i.imgur.com/yGMtXAd.jpg
Objective three and four now completed, we headed for our destiny at Wake. We closed on the south side first, and hit the area for a foto op right at about 0900, getting a couple of good pix. Headed to the south and west to clear that area, surfaced and then headed north to round the west side of the island, where we again found two Zeroes coming out of the midday sun... Thankfully, they were about as competent as the previous set near Guam, and missed us. A course change to the East, and then a resumption of closing on the mouth of the harbor for the sound contact we had, which turned-out to be a 2nd foto op, and not a ship... Got our pic after coming in real close, turned and dove deeper from PD just in time to have another set of bombs splash close by... slight percussive damage to the hull, and engine room bulkhead on the port side... Stern batteries then showed their mettle and failed... then we had a leak and had to come back up some, trying to hold 90 foot and failing... Several hours later, most of the damage repaired, except a bow-up list to the boat, and the sun setting with us over 6nm out from the northern shores, we went ahead and surfaced... ~BIG~ mistake... Shell splashes all around, and the shore guns that took out a couple of ships on the eleventh, tried to take us out, and nearly succeeded!. We had three near-misses, one of which landed near the port side of the stern, again resulting in damage to the engine room & after battery, only not just a little - plus the after torpedo room breached and all tubes damaged... we ended up with a 51% hull damage and almost went down, but then almost breached... then almost went down again, then almost breached again, finally hanging on to 78 foot, but with the tail down and bow up, conning tower partially out of the water... not cool... I lost the last few hours of my life on this damage, and nursing the boat back to as good of "health" as we could manage, which was all parts "repaired", though no AA gun, and none, zero, zilch, nada torpedo tubes working... All crewmen in the aft torpedo room and the engine room were wounded, some rather severely, some barely, and all did survive... 47 hours later:
https://i.imgur.com/CQpwtwJ.jpg
all is peaceful and idyllic, except for all the planes buzzing about... but we did manage to complete the patrol also, hence the first pic above... I do not know if we would have made if back to Pearl though. We spent all of the daylight hours submerged at PD at Ahead One Third, with the Observation scope up, and watched as the airplanes kept coming into sight every two to three hours that first day, thankfully never getting closer than 4.8nm from us. I don't know what would have happened if we would have had to have dove below 100 foot... except maybe kiss the posterior and say "goodbye"...
Other than that, nothin' to it, easy peasy... and part of that is from what happens when you use Time Compression while patrolling... :roll:
propbeanie
10-31-20, 06:26 PM
Balao Patrol 6, April-June 1944, ex Midway. Mod list as recently posted, with patch now immediately following primary mod. Anomalies follow:
- Despite saving within the office prior to the patrol, the inability to move the 5" gun to the bow remained when we returned to base. The crew slots simply disappear, though the crewmembers themselves are moved into DC.
- No second crew positions were created when we upgraded to twin 40mm installations on the return.
- Our last official assignment was a waypoint off northern Honshu, where we were ordered to sink something somewhere. Sealed, eyes-only orders from ONI directed us to the San Bernardino Straits, where we encountered two Japanese fleets in heavy weather at night and observed the following:
a. Wx report listed no precipitation but driving rain was constant.
b. Japanese DDs in the second fleet were actively pinging but could not seem to detect us, even at periscope depth within visual range. Their radar was performing as advertised but nothing trumps a correctly applied Mk 16. Two DDs in the first fleet detected and attempted to close with us during the night surface attack but we cannot conclude their sonar was performing normally.
c. One of the more memorable sights was the Nagato barreling down on us, blazing like the Ghost Rider. Every single casemate was individually ablaze, port and starboard. There was no sign of any other damage or suggestion of the cause.
OK, so
100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
101_Patch_v1.2To_v1.26p
301_MoreDifficultAI01
302_MoreDifficultAI02
399_NoScrollNavMap
452_MoonlightzSonarLines
901_Strategic_Map_Symbols
for the mod list?... what do you mean by the "April-June 1944, ex Midway"? Had you done mazzi's little change? No big deal if you didn't, since it will be in the next version. I've not had issues with the 40mm, and I am now on a 3rd test career with mazzi's changes, so the next test I'll do will be back to the v1.26p, and make certain of the 40mm AA.
But as for the 5" gun... you did have one? was it the 25 cal? But there were no crew slots on origination of the patrol, nor after returning and trying to go out again? Not surprising. The Balao's gun is a stern mount, and I am guessing that with the "upgrade" and the improper 3" gun configuration, that it does what used to happen when the guns were "locked-down" and could not be moved anyway. Not surprising.
As for the weather encountered, for whatever reason, the game does not recognize light rain as "rain". Did you happen to notice that your crew was not in their slickers? That is a Stock issue. Somewhat like cold weather clothes, that don't come on when it is cold outside... Also with the DD, if you are in inclement weather, the DD may well not find you at all. Too busy bailing water and trying to stay afloat :roll: ... The "pinging" you hear is not always indicative of them having heard you. The Nagato lit like a wealthy Viking's funeral pyre could be from storm damage, or colliding with another ship, having run aground previously, or having been attacked earlier, or all of the above, or any combination of incidents...
Mios 4Me
10-31-20, 07:14 PM
OK, so
100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
101_Patch_v1.2To_v1.26p
301_MoreDifficultAI01
302_MoreDifficultAI02
399_NoScrollNavMap
452_MoonlightzSonarLines
901_Strategic_Map_Symbols
for the mod list?... what do you mean by the "April-June 1944, ex Midway"? Had you done mazzi's little change? No big deal if you didn't, since it will be in the next version. I've not had issues with the 40mm, and I am now on a 3rd test career with mazzi's changes, so the next test I'll do will be back to the v1.26p, and make certain of the 40mm AA.
But as for the 5" gun... you did have one? was it the 25 cal? But there were no crew slots on origination of the patrol, nor after returning and trying to go out again? Not surprising. The Balao's gun is a stern mount, and I am guessing that with the "upgrade" and the improper 3" gun configuration, that it does what used to happen when the guns were "locked-down" and could not be moved anyway. Not surprising.
As for the weather encountered, for whatever reason, the game does not recognize light rain as "rain". Did you happen to notice that your crew was not in their slickers? That is a Stock issue. Somewhat like cold weather clothes, that don't come on when it is cold outside... Also with the DD, if you are in inclement weather, the DD may well not find you at all. Too busy bailing water and trying to stay afloat :roll: ... The "pinging" you hear is not always indicative of them having heard you. The Nagato lit like a wealthy Viking's funeral pyre could be from storm damage, or colliding with another ship, having run aground previously, or having been attacked earlier, or all of the above, or any combination of incidents...
1. That's the correct mod list
2. We were at sea when Mazzi's fix came in. Think I'll wait for the next update.
3. Just that the patrol from Midway covered those dates, so there were other assignments not listed, should that be of importance.
4. Yes, we retained the 5"/25 in the stern position as in the previous five patrols. I dislike the stern position, *especially* with the flag blocking the view of a rapidly approaching DD, so I've tried switching at the end of each patrol. Each time the actual gun appears on the bow but the crew deck gun positions disappear and the crew themselves appear in Damage Control. Mazzi, bravo!
5. The rain was almost diagonal, vis was 1000 m, and seas were heavy enough to occasionally set the fully-extended periscope awash when submerged. I think the crew was in slickers during the surface attack but attention was focused elsewhere.
6. Considering that _each_ casement and _only_ the casemates were afire, I think this was the Nagato's gunnery department settling the old "casemates vs. turrets" debate once and for all.
Mios 4Me
10-31-20, 08:32 PM
First off, sincere thanks to PB and the development team for all the work you've put into taking an already engrossing game and making it sublimely so, and for sharing all of it freely with the community. Brisbane assignments, for example, are no longer a boring slog, thanks to the work done making Truk truly functional. Bravo!
Second, thanks on a personal level to Moonlight for the sonar lines mod. I'm delighted to suddenly see the difference between warships and merchants and decide accordingly.
If you are open to suggestions, while I have no idea if it's coming in the next update or even feasible, I would *love* to take a visiting Tambor, Gar, or perhaps even the USS Drum out against those invasion convoys. That's the only technically possible thing I miss from Stock and, as a fleet boat driver, I find myself rarely in Fremantle anymore.
Gray Lensman
10-31-20, 09:31 PM
After suffering 2 more "sonar mouse UI" save corruption issues, This time with only FORTSU 1.24 and the upgrade 1.26p. I'm going back to TMO for a bit to see if I get the same issues. Could be something with Win10. We'll see. I played TMO for months without these types of corruption issues but I was playing under Win 7 Pro.
propbeanie
10-31-20, 10:02 PM
1. That's the correct mod list
2. We were at sea when Mazzi's fix came in. Think I'll wait for the next update.
3. Just that the patrol from Midway covered those dates, so there were other assignments not listed, should that be of importance.
4. Yes, we retained the 5"/25 in the stern position as in the previous five patrols. I dislike the stern position, *especially* with the flag blocking the view of a rapidly approaching DD, so I've tried switching at the end of each patrol. Each time the actual gun appears on the bow but the crew deck gun positions disappear and the crew themselves appear in Damage Control. Mazzi, bravo!
5. The rain was almost diagonal, vis was 1000 m, and seas were heavy enough to occasionally set the fully-extended periscope awash when submerged. I think the crew was in slickers during the surface attack but attention was focused elsewhere.
6. Considering that _each_ casement and _only_ the casemates were afire, I think this was the Nagato's gunnery department settling the old "casemates vs. turrets" debate once and for all.
First off, sincere thanks to PB and the development team for all the work you've put into taking an already engrossing game and making it sublimely so, and for sharing all of it freely with the community. Brisbane assignments, for example, are no longer a boring slog, thanks to the work done making Truk truly functional. Bravo!
Second, thanks on a personal level to Moonlight for the sonar lines mod. I'm delighted to suddenly see the difference between warships and merchants and decide accordingly.
If you are open to suggestions, while I have no idea if it's coming in the next update or even feasible, I would *love* to take a visiting Tambor, Gar, or perhaps even the USS Drum out against those invasion convoys. That's the only technically possible thing I miss from Stock and, as a fleet boat driver, I find myself rarely in Fremantle anymore.
:up: Gotcha on quote #1 - I'm wondering about "time of day" and TC, if that isn't messing up that weather report... but I do know that it has to be BIG drops for it to be called "rain" by the game... and :yeah: on quote #2. The next version will have more set-up for later versions, and more gun changes, which thus far have been really cool, and 3x now, mazzi's "fix" seems to work with getting a proper deck gun and crew on the Balao. The same has been applied to the Tench. I have added the "fully-compatible" (maybe) FotRSU vNextVersion seasoning to it, and thus far, A-OK. While there will be some "opening of ports" in the NextVersion, we don't plan on doing "non-historic" as part of the mod (although these interim versions are basically "non-historic"), but it is easy enough to do what you desire. It will be after Christmas before I anticipate any "quiet" time for when I can get back to the CMN mod, and do some fun stuff with FotRSU. We'll try to keep a "Modern Fleet Boat Start" at Manila in the back of the mind. We'll pretend that the USN and Congress moved faster on the Tambor/Gar and Gato class... My brain though is akin to an old, rusted S-Boat that leaks... and shtinks!
After suffering 2 more "sonar mouse UI" save corruption issues, This time with only FORTSU 1.24 and the upgrade 1.26p. I'm going back to TMO for a bit to see if I get the same issues. Could be something with Win10. We'll see. I played TMO for months without these types of corruption issues but I was playing under Win 7 Pro.
I do not see how Win10 would do it to you, especially with as much horsepower as is under the hood of your 'puter... If you figure it out, let us know. Did you happen to notice any moon and moon reflections on the ocean water at night? Did they "line-up" properly, with both direction and light "strength"?... As I mention to Mios 4Me, I am beginning to wonder just how much the strength of the computer and video stream relate to what Front Runner referred to as 'Base Time 2018 (https://www.subsim.com/radioroom/showthread.php?p=2577977#post2577977)', of which it was late Page 5 and Page 6 where he came to a conclusion. The game uses the video card for at least one of its "clocks", and DirectX v9 factors in this also... the old standard was to target 30fps, and I know on my desktop computer, I am hitting over 100 sometimes, so I have 1/2 frame rate set in the nVidia Profile Inspector, which keeps the max closer to 30... Since I do that, I disable the VSync in the game... maybe if you guys tried disabling that setting on the Options page, Graphic Settings in the lower-right, and see what you get. I keep forgetting to mention these things... sigh... oldmanitis - but it usually doesn't matter though anyway. :salute:
Gray Lensman
10-31-20, 10:35 PM
I always disable V-sync. It does nothing for my machine except make the fans work overtime. :)
Gray Lensman
11-01-20, 03:28 PM
propbeanie: I think I might have a "lead" on the source of the "sonar pointer" mouse bug.
When reverting back to TMO, I noticed the sonar station had "changed" back to stock. In the FOTRSU mod this station has been reworked both graphically a small amount AND most importantly, the sonar rotating indicator "controlled" by mouse clicks has been sped up. What file(s) are associated with the sped up sonar pointer that have been changed? If possible, I'd like to revert that particular control file "or the internal control mouse sweep setting" back to stock and see if that eliminates this nasty little bug.
Mad Mardigan
11-01-20, 04:22 PM
:up: Gotcha on quote #1 - I'm wondering about "time of day" and TC, if that isn't messing up that weather report... but I do know that it has to be BIG drops for it to be called "rain" by the game... and :yeah: on quote #2. The next version will have more set-up for later versions, and more gun changes, which thus far have been really cool, and 3x now, mazzi's "fix" seems to work with getting a proper deck gun and crew on the Balao. The same has been applied to the Tench. I have added the "fully-compatible" (maybe) FotRSU vNextVersion seasoning to it, and thus far, A-OK. While there will be some "opening of ports" in the NextVersion, we don't plan on doing "non-historic" as part of the mod (although these interim versions are basically "non-historic"), but it is easy enough to do what you desire. It will be after Christmas before I anticipate any "quiet" time for when I can get back to the CMN mod, and do some fun stuff with FotRSU. We'll try to keep a "Modern Fleet Boat Start" at Manila in the back of the mind. We'll pretend that the USN and Congress moved faster on the Tambor/Gar and Gato class... My brain though is akin to an old, rusted S-Boat that leaks... and shtinks!
Have to agree with quote #2, as well...
First off, sincere thanks to PB and the development team for all the work you've put into taking an already engrossing game and making it sublimely so, and for sharing all of it freely with the community. Brisbane assignments, for example, are no longer a boring slog, thanks to the work done making Truk truly functional. Bravo!
Second, thanks on a personal level to Moonlight for the sonar lines mod. I'm delighted to suddenly see the difference between warships and merchants and decide accordingly.
If you are open to suggestions, while I have no idea if it's coming in the next update or even feasible, I would *love* to take a visiting Tambor, Gar, or perhaps even the USS Drum out against those invasion convoys. That's the only technically possible thing I miss from Stock and, as a fleet boat driver, I find myself rarely in Fremantle anymore.
A tip of the hat, to the whole team, for the hard work y'all put into not only this mod (FotRSU-EN) but any other pet projects, mod wise that y'all also work on... :Kaleun_Salute: :Kaleun_Thumbs_Up:
I also like having the sonar lines as they assist in knowing just what is what, I know that the call out verbally is done & see the message pop up in that light grey box called the notifier... but.. when I hear that vocal call out, My mind goes into hyper drive as I think of the 1st thing to do is dive for cover, if I am not already submerged at the time... I have a love of art, and it was noted that I have the ability to think in abstract 3 dimensional thinking... though the old hard drive, is slowing up just a tad.. as it is wont to do, with the older it gets... :yep: and its NO just relegated to that either... the eyes ain't what, for Me any way I can't speak for others... they used to be either.
That aside, any thing that helps to alleviate their short comings, is a big & I mean BIG help... to continue to enjoy SH in all its formats... SH4, notwithstanding. :yep: :yeah:
I do have some ideas, for things that would 'assist' other players like Myself, that have eyesight issues, to continue to enjoy SH, primarily SH4 as this is about that variation of the SH line up... but.. I am open to discussing them elsewhere than here, so as to NOT clutter up this forum area for FotRSU-EN...
Just throwing that out here as a suggestion for the areas on the cam dat & the menu.ini, I think it is that pertains to the main 3 controls for the speed, direction & depth controls.
Any way, gonna stop here, before this turns into a novella... :haha: :yep:
Thanks again to all the FotRSU-EN team... :Kaleun_Cheers: :Kaleun_Thumbs_Up: :Kaleun_Salute: :Kaleun_Applaud:
propbeanie
11-01-20, 04:50 PM
I always disable V-sync. It does nothing for my machine except make the fans work overtime. :)
That it does, but it also ties the game to the vid card clock.
propbeanie: I think I might have a "lead" on the source of the "sonar pointer" mouse bug.
When reverting back to TMO, I noticed the sonar station had "changed" back to stock. In the FOTRSU mod this station has been reworked both graphically a small amount AND most importantly, the sonar rotating indicator "controlled" by mouse clicks has been sped up. What file(s) are associated with the sped up sonar pointer that have been changed? If possible, I'd like to revert that particular control file "or the internal control mouse sweep setting" back to stock and see if that eliminates this nasty little bug.
Well... CapnScurvy did a "Sonar Fix" mod a while back, and that "fixes" the Stock games issue of not being able to control the Sonar with the mouse... That particular mod was adapted into FotRSU, and if I'm not mistaken, it is in TMO as well...
Gato Sonar Bearing Fix_Stock (https://www.subsim.com/radioroom/downloads.php?do=file&id=4099)
That is the Stock v1.5 game's 'fix'... It is basically a sim file for the sub, so if there is something over-writing the sim file, or if a Save folder is not emptied prior to playing FotRSU, or if an old Save file set is used, you will "cross-contaminate" the game... Otherwise, I know of no other way for the Sonar to do that...
Mad Mardigan
11-01-20, 05:17 PM
Have a general question, regarding that sub set feature in the mod...
Have a career started, that has Me home ported out of Pearl... & when I am in the waters off Japan, as I have had several missions I get after radioing in on completion & getting new orders that kept Me in that same area... of noting the sun rise not matching up quite right (or at least it isn't, to Me.. I could be mistaken...).
The clock reading on the sub (now a Gato, as I upgraded from the Tambor upon completion of My last patrol... would have to review My game saves to date in that regards to say the exact date & time stamps... as the ol' brain pan ain't quite what it used to be...:oops: )
any way, the time I was noting that the sun rose when in that area, was reading around 10:50'ish to 11:00 hours, & when I did a look see on My phone using google.. the stated time recorded for sunrise was in the 6:30'ish time frame for the particular date in question, that I 1st noted this... peculiarity.
I have no problems figuring out sun rise/sun set time differentials going from W to E... doing so on the other direction.. still confounds & eludes Me in time conversion... :oops:
As I understand it, the subs clock is kept set accordingly to what port t is home ported to... as I understand it...
So, is it safe to say, that that is normal for the clock to read later than the stated time for sunrise to occur, given the sunrise being listed as being 6:30'is on that given date in time for Japan. The city I used was in fact, Chiba... or was that Chibe.. I think Chiba was correct... on spelling of that city.
Thanks...
M. M.
:Kaleun_Salute:
Edit:
Further info to help in answering this...
I have the fps dogged down in My graphics to 30 fps & the vsync is toggled as on, in the file settings in game...
Edit: Part Deux... :
Upon checking, the time frame was roughly sometime between 12/02/42 & 10/03/42... roughly.. I think narrowing it down more was in the general date wise of the 26/02 to 28/02/42.... can't pin it down any closer than that... it could have been even around 01/03/42... was somewhere in that time frame... is as close as i can narrow it down...
Gray Lensman
11-01-20, 05:30 PM
That it does, but it also ties the game to the vid card clock.
Well... CapnScurvy did a "Sonar Fix" mod a while back, and that "fixes" the Stock games issue of not being able to control the Sonar with the mouse... That particular mod was adapted into FotRSU, and if I'm not mistaken, it is in TMO as well...
Gato Sonar Bearing Fix_Stock (https://www.subsim.com/radioroom/downloads.php?do=file&id=4099)
That is the Stock v1.5 game's 'fix'... It is basically a sim file for the sub, so if there is something over-writing the sim file, or if a Save folder is not emptied prior to playing FotRSU, or if an old Save file set is used, you will "cross-contaminate" the game... Otherwise, I know of no other way for the Sonar to do that...
First I've heard of CapnScury's fix, so I've NEVER had it installed directly to the stock game, unless it actually is in TMO which I'll verify with some file comparisons. I've never had an issue with the stock game nor TMO losing the sonar mouse control AND whenever I switch mods, I completely wipe/blitz the entire installation which includes the JSGME MOD folder. along with the /SH4 folder where all the savegames and pertinent setup info are stored and then rebuild the installation with new mods There is NO cross-contamination in my games. At the moment, after 6 hours of playing TMO, knock on wood, I don't have even the glimmer of a glitch in the sonar mouse control. The problem almost assuredly appears to reside in FORTSU files.
I seem to have stumbled upon another serious bug.
Returned to Midway in late November 1944. Was awarded an upgrade to the Tench class boat.
Accepted and set up loadout, crew etc for next patrol.
Cannot start next patrol. Whether I choose to start outside or inside of harbor, game crashes to desktop during loading.
Rebooted machine & restarted game a couple times, no change. Likewise, fullscreen vs. windowed mode.
If I go back to a save before returning to Midway & refuse the upgrade, I am able to start next patrol in the old Balao. But what fun is that? :(
As before, using only FOTRS:UE 1.24 + 1.26 patch.
mikesn9
11-02-20, 07:42 AM
I am in the middle of testing that now mikesn9, and one thing that I have now "proven" is that at night, if you have an improperly configured game set-up, the moon and its reflection do not match... When I first did a quick mission for this test, I used the Tambor, but neglected to change its configuration date. The game pulled in the 1940-01-01 that the Tambor has (??), and then failed to load a Tambor, instead giving me the Nautilus... sigh. I decided to try it anyway, and when the sun set, all looked fine, but when the moon rose about 0200, the moon did not shine, but the water reflected it, as if it was at 260T... If Saved the game, and all still loads fine, but the moon is still "off". I went ahead and exited again, and edited the mission file, correctly configuring the Tambor. When I went back into the game, and loaded the mission anew, with a Tambor boat, the moon was at about 020T, half-moon, and the water reflected it as such... So if anyone happens to notice issues, try to see what the moon and its reflection are doing... I have done this twice each now, and each time, same result - which with this game, basically "proves" nothing, but it might be a symptom...
In the meantime, with the multiple starts of this mission, I just now finished my "official test" mission's first two objectives of Patrol and Foto ReCon of Engebi, and I am now halfway to Guam... more later on this, and then I'll get back to what I call "The mazzi Test" with the Balao's guns... :salute:
I've read this and the later post about doing the entire mission. Somehow you found a LOT more traffic than I saw. More importantly, did your gauges continue to work properly? Mine went to 12 o'clock high as I had described.
I didn't notice anything to do with the Moon or its refection, didn't look at things like that.
What could be the difference here?
I'll probably go back to ground zero, pristine, del data files, etc etc .
Any other suggestions?
propbeanie
11-02-20, 08:00 AM
@ Mad Mardigan: I have pointed to Front Runner's posting Base Time 2018 (https://www.subsim.com/radioroom/showthread.php?p=2577977#post2577977) for what he discovered time-wise in the game. I did a few experiments with him, and after we discovered the CareerStart problem for 1945, things became consistent. With a "properly configured" game clock, sunrise and sunset were consistent, and "yes", the game keeps you on your "base time". One thing we realized was that the game uses an even distribution of the time lines, placed upon the cylindrical world. As such, there is an apparent slight distortion that results, of the differences between the world as a globe and the world as a cylinder, similar to the Mercator effect. Therefore, days are close to the same length near the equator, as they are near the Tropic lines. There does appear to be some attempt by the game to simulate such differences, but it seems to be a single algorithm they used. One thing we noticed in this is that Pearl Harbor is not in its "historical" time zone, in which it was 30 minutes off (I cannot remember which way), such that if Midway was at 1400 hours, Pearl was at 1330. I also do not remember why they did that, and quick searches this morning have been futile.
I do not know how they actually programmed things, and Front Runner and I only guessed at how the clock (or probably "clocks") in the game are done. Rockin Robbins has always said that the game was lousy at its "astronomy", but it might just be the actual functioning of the game on each individual person's computer. If you are pretty well "tied" to 30fps, and your Saved files don't get contaminated or corrupted, then you should have very similar sunrise / sunset times, consistently through an entire career. If your computer is running at say 100fps, that's when using TC in the game tends to slightly 'confuse' the issue, and time "slips" a few minutes a day, one way or the other. One way to tell if you have a corrupted Save is with the clock, in that if when off the coast of Japan, and like you, you are having sunrise at 1030 hours, and that then changes to 0630 hours after a Save and then Load, then you know the Save lost some data somewhere, because you have changed from "Base Time", to "Local Time"...
First I've heard of CapnScury's fix, so I've NEVER had it installed directly to the stock game, unless it actually is in TMO which I'll verify with some file comparisons. I've never had an issue with the stock game nor TMO losing the sonar mouse control AND whenever I switch mods, I completely wipe/blitz the entire installation which includes the JSGME MOD folder. along with the /SH4 folder where all the savegames and pertinent setup info are stored and then rebuild the installation with new mods There is NO cross-contamination in my games. At the moment, after 6 hours of playing TMO, knock on wood, I don't have even the glimmer of a glitch in the sonar mouse control. The problem almost assuredly appears to reside in FORTSU files.
Scurvy's fix is mostly for the Gato, and if you play Stock, it does not function correctly without Scurvy's fix. I do not recall if there was a version of the fix for TMO also, or if it was incorporated into v2.5... I cannot find reference to either. Also, just to clarify, I am not saying you are the one causing the issue. Windows 10 itself can "shell-out" and you might never see it. Something is corrupting your Save data though, while using FotRSU.
I seem to have stumbled upon another serious bug.
Returned to Midway in late November 1944. Was awarded an upgrade to the Tench class boat.
Accepted and set up loadout, crew etc for next patrol.
Cannot start next patrol. Whether I choose to start outside or inside of harbor, game crashes to desktop during loading.
Rebooted machine & restarted game a couple times, no change. Likewise, fullscreen vs. windowed mode.
If I go back to a save before returning to Midway & refuse the upgrade, I am able to start next patrol in the old Balao. But what fun is that? :(
As before, using only FOTRS:UE 1.24 + 1.26 patch.
The Tench is not an active submarine until January 1, 1945. Some of its equipment is not active until then either. As such, it is bascially and "unknown quantity" until after then. We can assume, from your experience, that it is not as forgiving as the Balao is when it comes to "early update", though most of my tests with getting it as early as October 1944 have successfully upgraded and gone out on patrol. Do you remember your mission assignment on the overview map, when you tried to do the first patrol? This could well be related though, to what mazzi found for the Balao and its deck gun, which is expanded to the Gato & Tench for the next release. All boats will have all guns, whether the boat is active before or after the gun. This includes the AA guns, so we'll see how their availability goes during testing also. I am in the process of running through all of the other equipment also. I expect my eyes to roll to the back of my head at any moment :roll: - :salute:
Texas Red
11-02-20, 08:48 AM
I seem to have stumbled upon another serious bug.
Returned to Midway in late November 1944. Was awarded an upgrade to the Tench class boat.
Accepted and set up loadout, crew etc for next patrol.
Cannot start next patrol. Whether I choose to start outside or inside of harbor, game crashes to desktop during loading.
Rebooted machine & restarted game a couple times, no change. Likewise, fullscreen vs. windowed mode.
If I go back to a save before returning to Midway & refuse the upgrade, I am able to start next patrol in the old Balao. But what fun is that? :(
As before, using only FOTRS:UE 1.24 + 1.26 patch.
I had that same issue a while back that ended my entire career. I accepted the offer in December of 1944 and yes it CTD'd for me. Like propbeanie said, the Tench is not an active boat until January of 1945. I updated my game, thinking that would work, but alas, it didn't. And I couldn't go back to deny the new upgrade, so I had been unoffically retired. Most aggravating thing in my time playing SH4, ever.
mikesn9
11-02-20, 02:17 PM
Fresh start, Pristine, delete Doc files, JSGME FORTSU 26P LAA.
Windows 7, 64bit
Generic Mod Enabler - v2.6.0.157
[C:\Ubisofdt\Wolves Of The Pacific\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
New career Tambor out of Pearl 12/9/41.
Mission to Marshalls patrol around Mili Atoll for "a few days"
Got there Dec 18 0100, went around and near everything there got no new objectives on radio or the list. No ships, no nothing. no completion.
Noticed on the map after 3 or more days, that west of me on Jaluit Atoll, there was "Objective 2" printed on the map. no star, no notification to me. checked it out, NADA. I tried sending messages a couple of times, but only got the "continue ..." message.
As of now I've there for 6 days... still no word.
Is there something missing in the game? Or in my head?
Mad Mardigan
11-02-20, 02:35 PM
@ Mad Mardigan: I have pointed to Front Runner's posting Base Time 2018 (https://www.subsim.com/radioroom/showthread.php?p=2577977#post2577977) for what he discovered time-wise in the game. I did a few experiments with him, and after we discovered the CareerStart problem for 1945, things became consistent. With a "properly configured" game clock, sunrise and sunset were consistent, and "yes", the game keeps you on your "base time". One thing we realized was that the game uses an even distribution of the time lines, placed upon the cylindrical world. As such, there is an apparent slight distortion that results, of the differences between the world as a globe and the world as a cylinder, similar to the Mercator effect. Therefore, days are close to the same length near the equator, as they are near the Tropic lines. There does appear to be some attempt by the game to simulate such differences, but it seems to be a single algorithm they used. One thing we noticed in this is that Pearl Harbor is not in its "historical" time zone, in which it was 30 minutes off (I cannot remember which way), such that if Midway was at 1400 hours, Pearl was at 1330. I also do not remember why they did that, and quick searches this morning have been futile.
I do not know how they actually programmed things, and Front Runner and I only guessed at how the clock (or probably "clocks") in the game are done. Rockin Robbins has always said that the game was lousy at its "astronomy", but it might just be the actual functioning of the game on each individual person's computer. If you are pretty well "tied" to 30fps, and your Saved files don't get contaminated or corrupted, then you should have very similar sunrise / sunset times, consistently through an entire career. If your computer is running at say 100fps, that's when using TC in the game tends to slightly 'confuse' the issue, and time "slips" a few minutes a day, one way or the other. One way to tell if you have a corrupted Save is with the clock, in that if when off the coast of Japan, and like you, you are having sunrise at 1030 hours, and that then changes to 0630 hours after a Save and then Load, then you know the Save lost some data somewhere, because you have changed from "Base Time", to "Local Time"... :salute:
:Kaleun_Cheers: propbeanie,
Ok, will keep that info in mind. Along with the fps being dogged down to 30fps, I also did a bit of side editing in the main.cfg file, found in Data\Cfg folder, to the section pertaining to '' [TIME COMPRESSION] '', as follows:
TimeStop=0
RealTime=1
LandProximity=128
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=128
CharacterAnim=64
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=256
HunterState=256
3DRender=1024
Maximum=1024
Despite having max time or aka TC set to 1024, I rarely go beyond 1/2 of that, if even that high... I usually hang with speeding up to say, 128 maybe up to 256... rarely do I ever hit 512...
I do the editing of that file, before I even begin starting a career for the 1st time.
As it is, am slated to make way to area 11-B, on My 4th war patrol, & await further orders, which will take Me in that nearly same zone & will pay attention and see if sunrise hits at that same time as before... or not.
If it appears around the same time give or take a few minutes to follow the approximation of natural seasonal changes, seeing as how it is now in the 1st week of May that I am out on patrol.. the time the sun shows up, should if I have it right, should appear a few minutes later roughly around closer to 11'ish sub time... in the same long & lat cords... that I used before, which was just south'ish of Chiba, Japan.
On a side note, after trading up to a Gato, is it common, even though home ported at Pearl, to begin a patrol out of Midway.?
I ask, as right after being in the office & only to check to make sure all equipment, was as it should be (No, no changes made to the Tambor (sub I got was named 'Triton'), nor to the new boat I got awarded to transfer to... which was to the Gato, not just the class of subs... ironically :03: :yep: After running that check, I then elected to begin patrol.
When all was said & done with loading to being on the sub (as it were, with NOT actually being on it... :) ) I noted that I was NOT in Pearl, or outside the entrance... but was instead, at Midway, in the port area... despite having chosen to start outside of Pearl. Normally, I choose to, for a sense of realism, start off docked inside the harbor... as skippers actually did & proceed to make way out of port.
If need be, I can go back into My save, right after docking from My 3rd patrol & see what occurs with choosing to go on patrol from the docks... your call, no problems doing so... I leave that for you to decide to advise done or not...
as a test run...
I've since started doing My saves the following way:
Mad-1A(to differentiate from 1 skipper career from another, I keep a note pad with the skippers name & code I use to keep track of them...) Ptrl-1 (notation of what patrol I am on, additional saves while on that same patrol, get the addition of B, C, D,.. etc., as needed at the end of the patrol # ex. Ptrl-1-B/Ptrl-1-C, etc., etc. et cetera...) 01/05/42 (following the date as is in game) 00:03 hrs (military time stamping... (as I did serve for a wee bit, back in My younger days... Reg. Army, ironic I know, considering I'm a USMC brat... :haha: ) in keeping with this being a military service sim...) so that save would like like without the added footnotes... as:
Mad-1A Ptrl-1 01/05/42 00:03 hrs
This avoids overwriting previous saves & any possibilities, I trust, for save contamination... that I know of, as I haven't ran into any yet... knock on wood... :yep: :up:
Ok.. gonna stop here, before this becomes a novella... :haha:
Signing off...
M. M.
:Kaleun_Salute:
Mad Mardigan
11-02-20, 02:47 PM
Fresh start, Pristine, delete Doc files, JSGME FORTSU 26P LAA.
Windows 7, 64bit
Generic Mod Enabler - v2.6.0.157
[C:\Ubisofdt\Wolves Of The Pacific\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
New career Tambor out of Pearl 12/9/41.
Mission to Marshalls patrol around Mili Atoll for "a few days"
Got there Dec 18 0100, went around and near everything there got no new objectives on radio or the list. No ships, no nothing. no completion.
Noticed on the map after 3 or more days, that west of me on Jaluit Atoll, there was "Objective 2" printed on the map. no star, no notification to me. checked it out, NADA. I tried sending messages a couple of times, but only got the "continue ..." message.
As of now I've there for 6 days... still no word.
Is there something missing in the game? Or in my head?
:Kaleun_Cheers: mikesn9
If that is the mission I think it is, you should get a completion tag for it, after patrolling the area for 5 days... that time begins the countdown, as soon as you boat edges into the green circle, if you have the add on mod that adds that circle around the area, I believe.. not sure what the radius is precisely... otherwise... I'd say somewhere in the 150 to 200 nm diameter.. rough guess... I did that mission on My 2nd patrol right out of the gate.. or was it on My 3rd... but know I did it... ahh yeah, was My 2nd objective (2nd patrol), right after doing an agent insertion, 2nd patrol... I completed dropping them off, radioed in & got that as the next to do... had to shake out the cob webs from the ol hd upstairs... :haha: Ironically, I was also in a Tambor class sub (see My previous post, right before yours)
Any deviation outside of that, will put the kibosh (aka pausing the clock) on the time clock, but.. as soon as you get back inside of that diameter area for that mission... the timer will start back up, right where it paused.
Hope this helps...
M. M.
:Kaleun_Salute:
Gray Lensman
11-02-20, 03:25 PM
<snip>
...Most aggravating thing in my time playing SH4, ever.
LOL, The entire FORTSU mod has been the most aggravating thing in my time playing SH4. Graphics wise it looks fabulous, and the extra content is great, but looks can be deceiving and FORTSU is proving just that.
Just reading back thru the pages in this thread, you can read all the different issues with it, from wrong sub upgrade dates, to messed up bow gun add-ons, to the loss of the sonar mouse control. The list goes on.
The core problem from "my point of view" is this:
FORTSU was developed and assembled from at least 8 people, each great modders from their own standalone work. BUT all these mods they contributed failed to be meshed together properly in the FORTSU v1.24 upgrade, such that various conflicts keep manifesting as game stopping issues. propbeanie is trying to sort out these issues, but misses the irony in his blame statements regarding various reasons for the FORTSU mod to not be working for different people commenting here, since the entire FORTSU mega mod is made up of mixing mods together.
TMO was basically developed exclusively by ONE person. It's rather old, but in its basic installation, before adding additional mods, was virtually perfect. All it needs is some careful graphics and content "love" and it will blow the doors off FORTSU in its present condition.
edit> they have me listed as a closed beta tester, but the first time I ever messed with this mod was about 2 weeks ago, so this is my "beta" test and comment time, now.
Moonlight
11-02-20, 04:53 PM
Strange place to put a japanese gun emplacement Mr beanie, approximately 820nm East of Iwo Jima or roughly 154E by 24N.
Its a good job the night watch were alert as they spotted it first before it spotted us, we must not get scratches on the sub as it takes ages to paint the bloody thing. :O:
s7rikeback
11-02-20, 05:09 PM
Hello Gray Lensman,
Most of the problems you have raised, are linked to stock, and previous edits
To this end, Over the last month or so, propbeanie has been neck deep in deck guns, sonar settings & sub upgrades, plus many other file edits.
I have been busy on other elements within the mod, mainly parent node ID conflicts, visual settings, graphics, external .DAT file names, and internal .dat file names, plus many other edits and fixes.
As you so elequently mentioned in your post, the mod team was far larger in it's first few years, and to this day, both myself and propbeanie are the only two permanent team members left.
Within a team, you have different strengths, when that frame-work erodes, those strengths leave, creating voids in knowledge and experiences.
We are both learning as we go in these area's and there is currently no quick-fix, when we change something, we then load the game, we test, edit, we load, we test and so on.
The next release is coming soon, and will come with noted exceptions, there will be No Add-On Mods included. This is something you also alluded too, and has been in the plans since the last version release.
We want to get to a secure base, before we bring back any mods, this now includes adding any more addtional mods or projects.
https://i.ibb.co/3TQ4KNZ/Capture.png (https://ibb.co/qDV76sQ)
The version number may well change at the time of release, and once released, this will also be inline with a complete overhaul of the first page of the thread, to only show the needed information like the do's and don't - to get a more stable game play experience.
We are hoping that many of the "fotRSU" issues recently reported may have been fixed or are in a better state of play, what we cannot fix is people's desire to shell out, using high time compression, not using a clean install & clearing previous saves games when using a new version, not to add 3rd party mods, the list is endless, and these reasons are not being throw around without good reason, we have had these experiences in our own installs, as have many other gamers and modders alike.
We are aware there are inherent problems, as listed further above, please rest assured, we both are doing what we can, So please go and play TMO, and once your done, and you fancy retrying FotRSU, we will still be here, working for free, in our own time, and we just might be at a level where you expect us to be at.
propbeanie
11-02-20, 05:41 PM
Fresh start, Pristine, delete Doc files, JSGME FORTSU 26P LAA.
Windows 7, 64bit
Generic Mod Enabler - v2.6.0.157
[C:\Ubisofdt\Wolves Of The Pacific\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
New career Tambor out of Pearl 12/9/41.
Mission to Marshalls patrol around Mili Atoll for "a few days"
Got there Dec 18 0100, went around and near everything there got no new objectives on radio or the list. No ships, no nothing. no completion.
Noticed on the map after 3 or more days, that west of me on Jaluit Atoll, there was "Objective 2" printed on the map. no star, no notification to me. checked it out, NADA. I tried sending messages a couple of times, but only got the "continue ..." message.
As of now I've there for 6 days... still no word.
Is there something missing in the game? Or in my head?
The patrol times are set to 4320 minutes, which is 3 days for both Mili Atoll and Jaluit Atoll, which is the next one you saw the circle draw for on December 20th. The next location will be S/E Truk, again for 4320 minutes. During the time you are patrolling, you must stay within the "designated area for three days". The designated area is a green circle on the map. I just did that mission again, traveling from Pearl with a December 10 departure, an arrival in the patrol zone almost exactly 8 days later, and a completion of the Objective 1 exactly 3 days later, where upon I was offered the new orders for Jaluit Atoll. After arriving there just before 1700 hours that same day, I drove about for three more days, finding absolutely nothing, just like you. The US sent submarines there, thinking that the Japanese had launched the Pearl Harbor attack from multiple locations in the area. After all, how could someone sneek all of the way across the Pacific Ocean, and surprise them, in spite of them not having long-range patrols out. It was inconceivable! It HAD to have come from the Marshalls, which were mandated to Japan after the conclusion of The Great War... It is not until a few months later (usually) that you will find much traffic in the Marshalls, except around Kwajalein and the like. So just stay within the circle for three days, and the Objective 1 should complete. The same for Objective 2 and Objective 3. If you have already done that, then your install and / or Save folder is borked, in spite of what others might say... :salute:
https://i.imgur.com/NIUYfs8.jpg
propbeanie
11-02-20, 05:49 PM
LOL, The entire FORTSU mod has been the most aggravating thing in my time playing SH4. Graphics wise it looks fabulous, and the extra content is great, but looks can be deceiving and FORTSU is proving just that.
Just reading back thru the pages in this thread, you can read all the different issues with it, from wrong sub upgrade dates, to messed up bow gun add-ons, to the loss of the sonar mouse control. The list goes on.
The core problem from "my point of view" is this:
FORTSU was developed and assembled from at least 8 people, each great modders from their own standalone work. BUT all these mods they contributed failed to be meshed together properly in the FORTSU v1.24 upgrade, such that various conflicts keep manifesting as game stopping issues. propbeanie is trying to sort out these issues, but misses the irony in his blame statements regarding various reasons for the FORTSU mod to not be working for different people commenting here, since the entire FORTSU mega mod is made up of mixing mods together.
TMO was basically developed exclusively by ONE person. It's rather old, but in its basic installation, before adding additional mods, was virtually perfect. All it needs is some careful graphics and content "love" and it will blow the doors off FORTSU in its present condition.
edit> they have me listed as a closed beta tester, but the first time I ever messed with this mod was about 2 weeks ago, so this is my "beta" test and comment time, now.
Adding to what s7rikeback says, my "blame statements" have quite a bit of traction, thank you very much. Failure to properly clear the Save folder and failure to properly activate LAA are the two biggest issues we find. If it's not those, then its the mod, usually. What you are experiencing has not been reported much, if at all. I have never experienced sonar issues on the submarine, even after extensively abusing the game with high TC and shelling-out of the game, along with a few other "not recommended" practices. Besides the game not being easy to test, we have other aspects of living and breathing besides SH4. For the record, you are listed as a beta tester from back in the pre-beta days. You volunteered as such to Rockin Robbins. That would have been roughly 3+ years ago. As an aside, TMO was assembled by one person, but was parts from various other mods from other people. You might also notice the difference in the Air, Sea, Land and other folders, as FotRSU is quite a bit more extensive. The issues some have discovered, have been around since the days of the Stock game, such as the sonar issue you have. This is not a failure of the v1.24 to mesh, but rather a mis-match from the FOTRS / TMO days - oops, sorry, blaming again... As s7rikeback says, go play TMO. It is a good mod. But do NOT expect perfection from it either...
propbeanie
11-02-20, 05:50 PM
Strange place to put a japanese gun emplacement Mr beanie, approximately 820nm East of Iwo Jima or roughly 154E by 24N.
Its a good job the night watch were alert as they spotted it first before it spotted us, we must not get scratches on the sub as it takes ages to paint the bloody thing. :O:
You must be referring to Marcus Island, young man!
https://i.imgur.com/nlq78KP.jpg
It is not named on the map, but was supposed to be... There are a couple of lifeguard missions off of there... :salute:
Mad Mardigan
11-02-20, 06:08 PM
:Kaleun_Cheers:
To begin with, I missed seeing the mention of 'Mili', and as such... I stand corrected.
On My behalf, patrolling around the Marshalls, whilst I was in a Tambor class sub, the patrol I thought was the same as mikesn9's orders to ''New career Tambor out of Pearl 12/9/41 Mission to Marshalls patrol around'' was the same that I got.
Same sub class, same patrol begin date.... yet... this is where things veer off on a completely different, but somewhat similar ways... both are around the general Marshall islands... The orders I got, had Me patrolling off to the NW of the islands... where as mikesn9's, were for a specific set of them... if I have that area right in My old, dusty, some what beat up HD upstairs.. :D
It was on THAT basis, when I responded back to mikesn9's post...
What I did mention, of the set amount of time & the amount of time on the clock for it to be tagged, as completed, does stand... you have to stay within the set diameter for the mission, &... if you deviate outside of that, then that clock, goes into lock down... aka it pauses... & will NOT resume until you go back into the set diameter of the mission for it to then resume the count down to completion.
That, as I know of... is a known factor or those such missions that tell you to patrol given point X ( X= whatever area is earmarked to be at) for X amount of time ( X= here, for the set length of time to complete the assignment) for the given length of time called for.
On mistaking the exact mission orders, I again... stand corrected... :yep:
On that, I apologize for dropping the ball... :oops:
M. M.
Texas Red
11-02-20, 06:13 PM
LOL, The entire FORTSU mod has been the most aggravating thing in my time playing SH4. Graphics wise it looks fabulous, and the extra content is great, but looks can be deceiving and FORTSU is proving just that.
Wow, ok, no need to attack the devs.
Gray Lensman
11-02-20, 07:03 PM
Wow, ok, no need to attack the devs.
I didn't "attack" the developers. I pointed out that the "mod soup" that FOTRSU is "internally" made up of has not been properly meshed together. All the modders that contributed were actually praised in my post. Go back and read it and this time put your glasses on.
propbeanie
11-02-20, 08:49 PM
To begin with, I missed seeing the mention of 'Mili', and as such... I stand corrected.
...
Same sub class, same patrol begin date.... yet... this is where things veer off on a completely different, but somewhat similar ways...
Ahh, but there are 3 missions to the Marshalls, and two to Empire Waters, just for the first mission. The game shouldn't play the same way twice...
I didn't "attack" the developers. I pointed out that the "mod soup" that FOTRSU is "internally" made up of has not been properly meshed together. All the modders that contributed were actually praised in my post. Go back and read it and this time put your glasses on.
No need for insinuations or insults. I do think you need to re-read your own post Gray Lensman, and attempt to see the tone that could be insinuated from it. It sure seemed like an insult to me, with a backhanded compliment. Another thing - the thread here is to report problems. We attempt to hunt them down. We attempt to fix them. Hence all of the problems posted.
Gray Lensman
11-02-20, 09:44 PM
<snip>
No need for insinuations or insults. I do think you need to re-read your own post Gray Lensman, and attempt to see the tone that could be insinuated from it. It sure seemed like an insult to me, with a backhanded compliment. Another thing - the thread here is to report problems. We attempt to hunt them down. We attempt to fix them. Hence all of the problems posted.
Good Grief... Typical programmer/modder attitude... Get criticism about your failures and all of a sudden it's an insult. FYI, it's what real beta testers, not fanboys, are supposed to do. I wish you all the success in the world getting this FOTRSU mod to work all the way thru to a campaign conclusion without screwing up on a regular basis, but it appears it's just not gonna happen anytime soon from all the other issues being reported in this thread.
:Kaleun_Cheers:
Mios 4Me
11-02-20, 10:02 PM
Not a dev or modder, just a normal user: your post came across as insulting.
propbeanie
11-02-20, 10:11 PM
Good Grief... Typical programmer/modder attitude... Get criticism about your failures and all of a sudden it's an insult. FYI, it's what real beta testers, not fanboys, are supposed to do. I wish you all the success in the world getting this FOTRSU mod to work all the way thru to a campaign conclusion without screwing up on a regular basis, but it appears it's just not gonna happen anytime soon from all the other issues being reported in this thread.
:Kaleun_Cheers:
Whatever.
Mad Mardigan
11-02-20, 10:32 PM
Ahh, but there are 3 missions to the Marshalls, and two to Empire Waters, just for the first mission. The game shouldn't play the same way twice...
:Kaleun_Cheers: propbeanie,
True...
My error (which I freely admit) was 1 of missing 'key' information compounded by assuming based on missing said 'key' information...
Of which, when I am wrong, I will admit that(sheepishly, but I'll face it head on without hesitation).
M. M.
:Kaleun_Salute:
Texas Red
11-03-20, 01:24 PM
Whatever.
:Kaleun_Cheers: +1
Captain Prise
11-03-20, 03:01 PM
Quick question, does Fotrsu have real naval battles in the campaign? I mean I received a radio message of "enemy ships spotted in the coral sea" near the day the actual battle happened there, would there actually be ships when I go there? Or could I find places naval battles in this mod? Forgive me if I ask too much :haha:
Mad Mardigan
11-03-20, 04:14 PM
Quick question, does Fotrsu have real naval battles in the campaign? I mean I received a radio message of "enemy ships spotted in the coral sea" near the day the actual battle happened there, would there actually be ships when I go there? Or could I find places naval battles in this mod? Forgive me if I ask too much :haha:
:Kaleun_Cheers: Captain Prise
Ok, to begin... I don't really think so... but.. I could well be wrong. If so, then I will state 'I stand corrected.'.
This is based on remembering what was said by fred8615, the modder that created the Pre Pearl mod for SH4... ''trying to redock, at Pearl on the day of the attack, would be a logistical nightmare.'' (paraphrasing here, so take this with a grain of mental salt, if you will...) when you consider the sheer # of aircraft of the IJN that were involved in carrying out the attack, the sheer # of ships harbored there at Pearl notwithstanding that the carriers, which were the main thrust of the attack being carried out, in the 1st place, which were not there to begin with but had they been.... yeah.. :o :doh: Then if you take into account the reports of there being at least possibly 2 mini subs that actually made it into the harbor... trying to mass coordinate all of that... yeesh...:doh: :o & you begin to understand & appreciate just why they left that out of 'their' mod.
Now, granted, all of that alone, does NOT preclude the inception of recreating other naval battles... but... even those relatively minor ones, does bring into play, if they could even be recreated, accordingly to how they played out... is it possible.. maybe... is it feasible.. again, maybe... is it advisable... that remains a good question.
That's NOT to say, it would not be nice to actually be able to be there (in game wise, at least...) or to be able to be a somewhat stand offish observer, in virtuoso reality... or would that be virtual... virtuoso, would fit... in artist manner... at least by the definition I found.
Even if it was able & was done.. would every one be able to appreciate it, much less be an active participant... considering that NOT all computers are created equally... (a particular model... ok, maybe... but given the nature of how fast 1 is considered obsolete, heck just about 100% of them are & THAT is even before the ink is dry on the blue prints ever leaving the design table...) :yep: then that would likely be a definitive NO.
That, is of course, just My own observational opinion... Hope it helps.
M. M.
:Kaleun_Salute:
Do you remember your mission assignment on the overview map, when you tried to do the first patrol? This could well be related though, to what mazzi found for the Balao and its deck gun, which is expanded to the Gato & Tench for the next release. All boats will have all guns, whether the boat is active before or after the gun. This includes the AA guns, so we'll see how their availability goes during testing also. I am in the process of running through all of the other equipment also. I expect my eyes to roll to the back of my head at any moment :roll: - :salute:"Proceed to Area 7 and engage in anti-shipping operations" etc. 13 Dec 1944
Captain Prise
11-03-20, 11:34 PM
:Kaleun_Cheers: Captain Prise
Ok, to begin... I don't really think so... but.. I could well be wrong. If so, then I will state 'I stand corrected.'.
This is based on remembering what was said by fred8615, the modder that created the Pre Pearl mod for SH4... ''trying to redock, at Pearl on the day of the attack, would be a logistical nightmare.'' (paraphrasing here, so take this with a grain of mental salt, if you will...) when you consider the sheer # of aircraft of the IJN that were involved in carrying out the attack, the sheer # of ships harbored there at Pearl notwithstanding that the carriers, which were the main thrust of the attack being carried out, in the 1st place, which were not there to begin with but had they been.... yeah.. :o :doh: Then if you take into account the reports of there being at least possibly 2 mini subs that actually made it into the harbor... trying to mass coordinate all of that... yeesh...:doh: :o & you begin to understand & appreciate just why they left that out of 'their' mod.
Now, granted, all of that alone, does NOT preclude the inception of recreating other naval battles... but... even those relatively minor ones, does bring into play, if they could even be recreated, accordingly to how they played out... is it possible.. maybe... is it feasible.. again, maybe... is it advisable... that remains a good question.
That's NOT to say, it would not be nice to actually be able to be there (in game wise, at least...) or to be able to be a somewhat stand offish observer, in virtuoso reality... or would that be virtual... virtuoso, would fit... in artist manner... at least by the definition I found.
Even if it was able & was done.. would every one be able to appreciate it, much less be an active participant... considering that NOT all computers are created equally... (a particular model... ok, maybe... but given the nature of how fast 1 is considered obsolete, heck just about 100% of them are & THAT is even before the ink is dry on the blue prints ever leaving the design table...) :yep: then that would likely be a definitive NO.
That, is of course, just My own observational opinion... Hope it helps.
M. M.
:Kaleun_Salute:
:Kaleun_Cheers:Kaleun Mardigan
First of all, thanks for the great response. I wasn't expecting such an elaborate answer. I had been debating whether to go to those areas stated in the radio messages so I am glad that's cleared up.
I could only imagine how hard it would be to recreate these events in the game. I myself have a very little background in mods and editing from other games and I must say that sometimes even small things are hard to do or at least time consuming.
propbeanie
11-04-20, 07:19 AM
Quick question, does Fotrsu have real naval battles in the campaign? I mean I received a radio message of "enemy ships spotted in the coral sea" near the day the actual battle happened there, would there actually be ships when I go there? Or could I find places naval battles in this mod? Forgive me if I ask too much :haha:
Most of the major sea battles are "modeled" in the mod, at least to a "Stock" game level (which has a few), but with FotRSU ships. Several of the battles are relatively accurate, which just means that a group representing some of the groups do show on the dates, and some on "historical" routes. As Mad Mardigan alludes, "accuracy" is an impossibility, due to software AI, as well as game "bandwidth" restrictions. That's just a fancy way to say that we don't have separate groups over 32 ships in size (most are not over 24 ships), and attempt to restrict the number of airplanes involved, due to the fact that a group that size will bring your computer to a crawl, no matter how much hp it has, due to the game itself...
"Proceed to Area 7 and engage in anti-shipping operations" etc. 13 Dec 1944
Thanks. Both missions that go there have been tested and pass, and the Flotillas / PatrolObjectives (for all boats) for a "Honshu" code are fine, so we will lay it to a combination of factors, #1 being of course, that the submarine is not available until January 1, 1945. #2 being that the Tench is not available anywhere except at Pearl Harbor. Of course, it is difficult to tell where you are trying to start your patrol until you are on the boat... But you should have been automatically transferred to Pearl Harbor by the game. #3 The deck guns are not configured fully correctly (it sounds like my 7th grade English teacher is rolling in her grave because of my grammar), in that FotRSU does not have the 3" gun listed for the Balao nor the Tench in any of its versions. Note: I am not blaming anyone for this, other than us current fellows, since we are the ones that missed these details, but we do request some understanding in this regard.
Now, you will notice a less-prominent presence of both s7rikeback and myself here for most likely a week or more, as we finalize the next version, which will not be as "ambitious" as we wanted it to be (again), due to incorporating further changes to the deck guns and AA guns that we did not anticipate having to do. This makes us have to test what we currently have in the v1.26p, then incorporate the "fixes" and test, then bring in the dat and other file changes of the next release and test that. The changes should make the mod even smaller and more efficient. The 3-level testing will slow us down, of course. You will see changes to the first page of this thread as we go along. The next version will NOT be backward compatible, since that was another problem encountered with the v1.2 series of releases and patches. Some of the fixes are also not backward compatible. :salute:
Strange that I was offered a Tench before they should be available.
Also that I wasn't sent to Pearl. Still at Midway.
I tried transferring - no transfer possible.
les green01
11-04-20, 08:43 PM
well was hoping to download your mod give it another try but i cant get it to downloa for me but best of luck on this mod
KaleunMarco
11-04-20, 09:08 PM
Strange that I was offered a Tench before they should be available.
Also that I wasn't sent to Pearl. Still at Midway.
I tried transferring - no transfer possible.
yes, it is a Stock issue and cannot be corrected through mod-ing. in Stock you can receive an early-release Balao because there is no Tench.
in the Tench-eligible mega-mods, the early-release upgrade can happen for both the Balao and the Tench.
the paradigm occurs when a Kaleun consistently racks up enough renown in 1944 to be upgraded out of their Gato or even a Balao to a Tench prior to its official release date which is either January or February 1945. the errors occur because even though you are awarded the boat early, some of the equipment onboard isn't available until the official release date of the boat. don't yell at me, i just the guy who did what you did a while ago.:haha:
the key is know that this can happen, know beforehand what is the official release date of the advanced boat, and then refuse the upgrade until your game date exceeds the official release date.
hopefully, you have a savegame from your previous mission so that you can replay a short amount of that mission, go home and refuse the upgrade.
:Kaleun_Salute:
p.s. you can't transfer out of Pearl because Pearl is the only base that can handle the Tench in the mod set you are playing.
No, I meant I can't transfer from Midway to Pearl.
I do have a save from just before entering port. But I thought that if I refuse the upgrade, it won't be offered again.
FotRSU Mod Team
11-04-20, 11:28 PM
Strange that I was offered a Tench before they should be available.
The game, stock or modded, is famous for this - you just earned too many points too fast! :roll:
Also that I wasn't sent to Pearl. Still at Midway.
I tried transferring - no transfer possible.
No, I meant I can't transfer from Midway to Pearl.
"It's a Catch-ah 22-ah" You can't get the boat unless you're at Pearl. You can't go to Pearl unless you have the boat... :roll:
I do have a save from just before entering port. But I thought that if I refuse the upgrade, it won't be offered again.
No worries. It will be offered again.
As KaleunMarco says, the boat "upgrades" are based upon points, as are the conning towers. Earn enough points, and you might go up 2 or 3 levels in boat upgrades, if something is available. The game will first offer you a new boat. If a new boat is not available, but a conning tower upgrade is, it will ask you about a new conn. If you refuse either, you just delay the possibility for another patrol. Generally, if you have another good patrol, you will be asked again after the next patrol, but generally, you will be asked again within 3 patrols. The problem seems to come in when a new boat is "earned", but there isn't one available by date, and you already have an updated conning tower. The game will then reach for the next submarine and give you that, sometimes several months earlier than its "active" time period. The Balao is eventually available at all bases. The Tench is only available at Pearl Harbor. We will change that in the next release, but Pearl will still be first. Like the guns, we might have to add all of the boats to all of the bases, so that no one CTDs when they are given a boat that is not available at the base they are at. One of the other fleetboats is like that from TMO. We'll hunt it down, and add more for the Tench.
well was hoping to download your mod give it another try but i cant get it to downloa for me but best of luck on this mod
Just double-checked the ftp server and the SubSim link les green01. All function as intended, and started downloading for me. Let me know what it does please, if you try it again. Thanks :salute:
Captain Prise
11-05-20, 12:06 AM
I'm curious, how come most upgrades cost 0 renown?
Mad Mardigan
11-05-20, 03:14 AM
I'm curious, how come most upgrades cost 0 renown?
Probably, owing to the fact, that the skippers weren't handed a bill, after their boats got upgrades...:haha: :har:
All kidding aside, I do believe in that fact.. & the no $ upgrades, just reflect that... would be My best guess... :yep:
M. M.
:Kaleun_Salute:
les green01
11-05-20, 10:24 AM
its on my end i keep loosing connection and cant restart the download again without a fail i even try a download manger
KaleunMarco
11-05-20, 08:10 PM
I'm curious, how come most upgrades cost 0 renown?
SH4 designers structured upgrades differently than SH3.
so...no cost to renown.
there are many SH3 features that have no effect in SH4:
no renown cost for upgrades
medals have no effect other than eye-candy
Intelligence has no effect
Morale has no effect
there are more but you get the picture.
:Kaleun_Salute:
Any chance the ST periscope radar has been fixed?
Mad Mardigan
11-06-20, 02:24 AM
:Kaleun_Cheers:
Got a question, that is a 2 parter...
This pertains to on the main menu, when you are setting up for a career start... selecting where you start & what fleet.
i.e Pac fleet which starts at Pearl. Asiatic, which puts you right in the thick of it at Manila in the Philippines...
Then there is.. Pac Div 2 & Asiatic Div 2... what is the difference beyond where the patrols are sanctioned to take place.
Beyond that, where do you start off with port wise..? Or do they also start at the same as Pac fleet & Asiatic fleet (non Div 2)...? :06: :hmmm: :hmmm:
M. M.
:Kaleun_Salute:
KaleunMarco
11-06-20, 11:02 AM
Then there is.. Pac Div 2 & Asiatic Div 2... what is the difference beyond where the patrols are sanctioned to take place.
Beyond that, where do you start off with port wise..? Or do they also start at the same as Pac fleet & Asiatic fleet (non Div 2)...? :06: :hmmm: :hmmm:
the naming convention could be better. my opinion and not a criticism.
Asiatic Div would be based at Fremantle.
Brisbane is HQ for a separate command.
Dutch Harbor is part of the Brisbane HQ and is primarily for the S-boats after a certain date.
does this help?
:Kaleun_Salute:
Mad Mardigan
11-06-20, 05:50 PM
the naming convention could be better. my opinion and not a criticism.
Asiatic Div would be based at Fremantle.
Brisbane is HQ for a separate command.
Dutch Harbor is part of the Brisbane HQ and is primarily for the S-boats after a certain date.
does this help?
:Kaleun_Salute:
:Kaleun_Cheers: KaleunMarco,
Yeah, some...
At least on the Asiatic Div 2. Take it you've done some skippering in that part of it then.?
Am thinking of cranking up a separate career in them, 1 each then shoving off to begin the war... just wanted to get a understanding on where they started off & what other bases they may or may not transfer to.
I have a strong love of history, especially where it pertains to WW2, though still there, just not as spry as it once was... age will do that... plus having a lot of other interests will hinder it a bit.
Thanks for that bit of info.
M. M.
:Kaleun_Salute:
Texas Red
11-07-20, 11:58 AM
I have a suggestion for the upcoming update.
I was attacking a convoy outside of the Bungo Suido, it had three Japanese merchants, an escort, and a neutral Red Cross vessel.
I sank the two merchants with ease, and then I fired at the last enemy merchant. She turned out of the way and guess who took my torpedo?
That damned Red Cross ship.
https://i.postimg.cc/hvs92Ff5/SH4-Img-2020-11-06-16-46-45-007.jpg
I am pretty sure I am gonna take some negative points for that.
But, if I am correct since she was sailing in an enemy convoy (the convoy included a troopship) that makes her a valid target. I may be wrong.
Could we possibly add a feature where if a neutral ship is doing anything that could support the enemy, it becomes a valid target and you can sink it without losing points?
TIA :salute:
propbeanie
11-07-20, 12:10 PM
I'm curious, how come most upgrades cost 0 renown?
Probably, owing to the fact, that the skippers weren't handed a bill, after their boats got upgrades...:haha: :har:
All kidding aside, I do believe in that fact.. & the no $ upgrades, just reflect that... would be My best guess... :yep:
That is pretty much it. The Stock game does charge for you to get some equipment early, but it is eventually "free" near "historical" dates. TMO and other mods have additional equipment that you can "purchase" throughout a career. Matter of "flavor to taste" (an old Ducimus term).
SH4 designers structured upgrades differently than SH3.
so...no cost to renown.
there are many SH3 features that have no effect in SH4:
no renown cost for upgrades
medals have no effect other than eye-candy
Intelligence has no effect
Morale has no effect
there are more but you get the picture.
That covers the bases! :salute:
its on my end i keep loosing connection and cant restart the download again without a fail i even try a download manger
Have you managed to get it yet? We can plan on making a segmented zip for this next release, such that it would be split into a couple-three 7z files that compile back together when extracted. Would that help?
Any chance the ST periscope radar has been fixed?
Depends upon which version you have, and which boat. Everything from the s-18 through the Tambor / Gar seems to function fine. For the boats that are "active" after the start of the war, the ST works, but only after on a "proper" boat award in an "active" time period. I say "proper" in that the ST does not upgrade properly on an early awarded boat. "Stepping" through the equipment might be the problem, similar to what mazzi found with the guns, in that even though a boat never uses the preceding equipment, since the boat is not active until the newer version of the equipment is active, it seems that the lineage has to be "stepped-through" so that upgrades function correctly. I don't know for certain, but the guns definitely do that, from all indications of the current "fixes". We are trying similar with the AA guns & radar and sonar. Testing has not confirmed the others yet.
Got a question, that is a 2 parter...
This pertains to on the main menu, when you are setting up for a career start... selecting where you start & what fleet. i.e Pac fleet which starts at Pearl. Asiatic, which puts you right in the thick of it at Manila in the Philippines... Then there is.. Pac Div 2 & Asiatic Div 2... what is the difference beyond where the patrols are sanctioned to take place.
Beyond that, where do you start off with port wise..? Or do they also start at the same as Pac fleet & Asiatic fleet (non Div 2)...
FotRSU doesn't use the Div2 designation yet. Those are in TMO for the "SpecOps" assignments, ala "SpyRon". :salute:
KaleunMarco
11-07-20, 03:57 PM
:
I have a strong love of history, especially where it pertains to WW2, though still there, just not as spry as it once was... age will do that... plus having a lot of other interests will hinder it a bit.
never confuse history with a game. :D
please keep in mind and never forget that this game was designed and developed to make money. it is based on historical facts but it is still entertainment.
so......how real are the bases? what were the real home port assignments? does it matter?:03:
there is a certain logic to the game and that logic may not match up completely with the historical record.
i try to get in the flow of the game and not try and confuse it with what really happened because there is no way to replicate what really happened without actually doing it. end-of-rant. :salute:
At least on the Asiatic Div 2. Take it you've done some skippering in that part of it then.?
yes, i have.
take the S-boat route and you will go from Manila to Surabaya (possibly) to Fremantle and.....if you survive long enough you will stop (briefly) at Brisbane before heading up to the Aleutians (bore-ring) and ending up at Pearl late in the war. now that i walk through this i believe that there are no missions for the S-boats that late in the war at Pearl so you are either upgraded to a more modern boat or retired.
take any other boat in the Asiatic Theatre and you will go the same route as above except you will stop at Fremantle. Most players take an upgrade at some point and there are base limitations for certain classes of subs so you end up going to Brisbane or Midway before the end of the war.
there are dozens if not hundreds of permutations depending on which boats you drive and for how long.
i think the most fun route that i have encountered is to make a career objective for yourself such as one of these, before you start, and then try to execute it:
command an S-boat with the same crew until retired or sunk.
start in an s-boat and try and make it to a Brisbane command before the end of the war.
start with any boat and try to command it until the end of the war.
start with an S-boat and see how many different classes you can command during the war.
you get the idea.
one more tip: stay away from the Tench...in any mod-set. For some reason it is buggy and if you get to that stage in the war you don't want to have to put up with CTD's.
sorry, one more tip than the previous last tip: do not accept a Balao before July 1, 1943 or a Tench before January 15, 1945 (if you decide to not heed my first warning). taking early command will not be an honor but a trip to CTD-ville.
good luck. have fun.
:Kaleun_Salute:
KaleunMarco
11-07-20, 04:11 PM
She turned out of the way and guess who took my torpedo?
That damned Red Cross ship.
I am pretty sure I am gonna take some negative points for that.
But, if I am correct since she was sailing in an enemy convoy (the convoy included a troopship) that makes her a valid target. I may be wrong.
yes, you are wrong. that mission will have negative points to offset the enemy sinkage. but if you sink a few enemy ships, it will not make a material difference in your renown.
if it's just the one neutral ship, don't worry about it, however it is not advisable to make a habit of sinking neutrals because, if you sink enough neutrals, you'll get fired by ComSubPac.
:Kaleun_Salute:
Texas Red
11-07-20, 05:30 PM
Well.....let’s just say that things did not go well for me when I returned back to Pearl. Received a bronze star and then got a screen like one you would get when you recieve a new boat, but this one was a game over screen. Basically I was sent to the brig and got a court martial. The screens said despite my medals and successes, that it didn’t affect the outcome and my captain was finished.
This was ONE neutral and it finished my captain.
KaleunMarco
11-07-20, 06:06 PM
Well.... Basically I was sent to the brig and got a court martial. The screens said despite my medals and successes, that it didn’t affect the outcome and my captain was finished.
This was ONE neutral and it finished my captain.
ouch. that was rude. one, measly hospital ship that was probably carrying explosives and ammo too and you got fired? totally rude.:06::doh:
ok, back to being Kaleun Serious.:yep:
How many objectives did you complete on that mission?
and
How many ships did you sink on that mission?
propbeanie
11-07-20, 08:20 PM
Well.....let’s just say that things did not go well for me when I returned back to Pearl. Received a bronze star and then got a screen like one you would get when you recieve a new boat, but this one was a game over screen. Basically I was sent to the brig and got a court martial. The screens said despite my medals and successes, that it didn’t affect the outcome and my captain was finished.
This was ONE neutral and it finished my captain.
A hospital ship is NOT a neutral - it is a hospital ship. That is considered "wrong ship sunk", and costs you quite a bit more in renown that a neutral ship would. A neutral costs you the opposite of what it would if it was not neutral. A hospital ship costs you 10x that amount, and usually ends up in you going below the level for court martial action from the game. Don't shoot hospital ships, even if they do go sky-high from ammunition detonating on them... :roll:
Texas Red
11-07-20, 09:15 PM
ouch. that was rude. one, measly hospital ship that was probably carrying explosives and ammo too and you got fired? totally rude.:06::doh:
ok, back to being Kaleun Serious.:yep:
How many objectives did you complete on that mission?
and
How many ships did you sink on that mission?
I completed three objectives:
1. Standby for additional orders in Area 7
2. Sink enemy merchant shipping in area 7
3. Patrol Area 7 for 5 days.
I sank over 33,000 tons, enough to be awarded a bronze star before getting thrown into the brig, lol. I sank maybe 5-7 ships, of course not counting the hospital ship.
A hospital ship is NOT a neutral - it is a hospital ship. That is considered "wrong ship sunk", and costs you quite a bit more in renown that a neutral ship would. A neutral costs you the opposite of what it would if it was not neutral. A hospital ship costs you 10x that amount, and usually ends up in you going below the level for court martial action from the game. Don't shoot hospital ships, even if they do go sky-high from ammunition detonating on them... :roll:
Yeah, that makes sense, even though they are supporting the enemy via ammunition and troops.
KaleunMarco
11-08-20, 09:21 AM
A hospital ship is NOT a neutral - it is a hospital ship. That is considered "wrong ship sunk", and costs you quite a bit more in renown that a neutral ship would. A neutral costs you the opposite of what it would if it was not neutral. A hospital ship costs you 10x that amount, and usually ends up in you going below the level for court martial action from the game. Don't shoot hospital ships, even if they do go sky-high from ammunition detonating on them... :roll:
Well.....let’s just say that things did not go well for me when I returned back to Pearl. Received a bronze star and then got a screen like one you would get when you recieve a new boat, but this one was a game over screen. Basically I was sent to the brig and got a court martial. The screens said despite my medals and successes, that it didn’t affect the outcome and my captain was finished.
This was ONE neutral and it finished my captain.
I stand corrected.
if you got court-martialed then i was probably censured for supporting you.
let me buy you a drink when you are released.:salute:
Mios 4Me
11-08-20, 10:19 AM
Serious kudos on getting the dual 5"/25 bow-and-stern guns operational. Not sure how I missed the announcement, but it was a very nice surprise.
Are the second gun crew's abilities a mirror of the first?
Moonlight
11-08-20, 12:08 PM
An Hospital ship is designated as a Type13=Auxiliary Ship in fotrs and would display a blue sonar line, that should make it a valid target to attack me thinks. Can Mr beanie confirm if this is the case and its definitely classed as a Type13 and its not a typo, if it is true then you've stuck 2 fingers up to the Geneva conventions rules of engagement wotsit. :D
[UnitClass]
ClassName=NSHOS
UnitType=13
AppearanceDate=19180101
DisappearanceDate=19470101
DisplayName=RC Hospital Transport
[Texture 1]
TextureName=data/Sea/NSHOS/NSHOS_T01.tga
LightmapTextureName=
NormalmapTextureName=
StartDate=19000101
EndDate=19991231
Frequency=1
[Unit 1]
Name=Hospital Transport
DOC=19180101
DOD=19470101
KaleunMarco
11-08-20, 01:07 PM
Serious kudos on getting the dual 5"/25 bow-and-stern guns operational. Not sure how I missed the announcement, but it was a very nice surprise.
Are the second gun crew's abilities a mirror of the first?
the second guns crews' abilities will be unique for each crewman.
you will have to assign specific crew to man each weapon.
if you choose to man only one weapon but use the same crew then the abilities would be the same. however, if you decide to attack a target with both weapons, you will have to have crew to man both weapons and their skill will be indicated by the GUNS skills of each crewman.
does that make sense?
:Kaleun_Salute:
Mios 4Me
11-08-20, 02:22 PM
the second guns crews' abilities will be unique for each crewman.
you will have to assign specific crew to man each weapon.
if you choose to man only one weapon but use the same crew then the abilities would be the same. however, if you decide to attack a target with both weapons, you will have to have crew to man both weapons and their skill will be indicated by the GUNS skills of each crewman.
does that make sense?
:Kaleun_Salute:
Normally, yes; however....
I have both 5"/25 guns in place and firing as ordered, and am capable of firing the fore gun myself with no delays in reloading. However, the fore gun is operating without any visible crew members - just like my twin 40 mms have only one gunner present - and there are no gun crew spaces on the crew management page for either the fore gun or the second gunner's position on either 40 mm.
Where the program is drawing the ghost crewmembers' attributes is a mystery.
I don't mind this a bit; I'm just curious and imagine it will be addressed by Mazzi's solution in the next update, though I'm not sure that applies to the 40 mm issue.
propbeanie
11-08-20, 03:33 PM
Serious kudos on getting the dual 5"/25 bow-and-stern guns operational. Not sure how I missed the announcement, but it was a very nice surprise.
Are the second gun crew's abilities a mirror of the first?
Normally, yes; however....
I have both 5"/25 guns in place and firing as ordered, and am capable of firing the fore gun myself with no delays in reloading. However, the fore gun is operating without any visible crew members - just like my twin 40 mms have only one gunner present - and there are no gun crew spaces on the crew management page for either the fore gun or the second gunner's position on either 40 mm.
Where the program is drawing the ghost crewmembers' attributes is a mystery.
I don't mind this a bit; I'm just curious and imagine it will be addressed by Mazzi's solution in the next update, though I'm not sure that applies to the 40 mm issue.
the second guns crews' abilities will be unique for each crewman.
you will have to assign specific crew to man each weapon.
if you choose to man only one weapon but use the same crew then the abilities would be the same. however, if you decide to attack a target with both weapons, you will have to have crew to man both weapons and their skill will be indicated by the GUNS skills of each crewman.
Under normal circumstances with say a Sargo boat, what KaleunMarco says would stand. If you look at especially the guns in FotRSU for the Balao and Tench, the guns that precede the boat's "active" time period are not part of the boats' definitions. Logically thinking, why would they be? The boat comes out in July 1943, why would you put the 3" gun in the boats equipment, and use more data space in the mod? I have not looked at stock in this regard yet, but other mods besides FotRSU do this.
But with what mazzi said, and his fix, applying that 3" gun to the Balao and Tench both, now both boats upgrade properly. I have done the same with the radar equipment, but had not done a full set of that yet, but the preliminary testing in the Balao does indeed show proper "upgrades". As to whether they function as intended, I have not had enough time on them yet. But previously, the Balao started with the Improved SJ, and did not have a "standard" SJ listing. When a player would get the ST Periscope radar, their radar range fell to 4-6000 yards, and while that works for a submerged submarine with their radar array exposed, it does NOT function as well as a skipper would want when surfaced, expecting a 16-20k yard range. That should have been "fixed" for the Balao last round, quite by accident, but it did function in testing prior to the 1.26p release. The Tench was not touched.
At this time, s7rikeback and I are going through the files, and he is trying to match the eqp files to the upc files, such that a player knows what they'll get & when, while I'm going through the upc files and adding any missing equipment from day one of the game. The deck guns, AA guns, sonar, hydrophones, surface radar, and air search radar all would probably have a similar "front-end", even though there are three different sections of the game that handle deck guns, AA guns, and submarine equipment... We'll see how well this works in a few weeks.
An Hospital ship is designated as a Type13=Auxiliary Ship in fotrs and would display a blue sonar line, that should make it a valid target to attack me thinks. Can Mr beanie confirm if this is the case and its definitely classed as a Type13 and its not a typo, if it is true then you've stuck 2 fingers up to the Geneva conventions rules of engagement wotsit. :D
[UnitClass]
ClassName=NSHOS
UnitType=13
AppearanceDate=19180101
DisappearanceDate=19470101
DisplayName=RC Hospital Transport
[Texture 1]
TextureName=data/Sea/NSHOS/NSHOS_T01.tga
LightmapTextureName=
NormalmapTextureName=
StartDate=19000101
EndDate=19991231
Frequency=1
[Unit 1]
Name=Hospital Transport
DOC=19180101
DOD=19470101
A hospital ship though, is a hospital ship. As such, skippers, no matter how good they were at their jobs, were court-martialed and punished, both for sinking neutrals and for sinking hospital ships. Case in point:
The Awa Maru 1945
The ship departed Singapore on March 28, but on April 1 was intercepted late at night in the Taiwan Strait by the American submarine USS Queenfish (SS-393), which mistook her for a destroyer. The Awa Maru was sailing as a hospital ship under the protection of the Red Cross, and under the agreed rules, she disclosed to the Allies the route she would take back to Japan. Her original route was promulgated through a minefield, an apparent ruse to draw attackers into the mined area. The area was known as mined, and would have been avoided at any rate. Her final route avoided the mines.
The torpedoes of the Queenfish sank the ship. Only one of the 2,004 passengers and crew, Kantora Shimoda, survived. He was the Captain's personal steward, and it was the third time in which he was the sole survivor of a torpedoed ship. The commanding officer of the Queenfish, Commander Charles Elliott Loughlin was ordered by Admiral Ernest King to an immediate general court-martial. As the Awa Maru sank "she was carrying a cargo of rubber, lead, tin, and sugar. Seventeen hundred merchant seamen and 80 first-class passengers, all survivors of ship sinkings, were being transported from Singapore to Japan.…[The] survivor said no Red Cross supplies were aboard, they having been previously unloaded."
Aftermath
Commander Loughlin was found guilty of negligence, and the U.S. Government offered, via neutral Switzerland to replace the Awa Maru with a similar ship. Japan demanded full indemnification.
On the very day of Japan's surrender, 14 August 1945, Foreign Minister Togo forwarded a message to the United States through Bern, Switzerland, demanding payment of 196,115,000 yen ($45 million) for the loss of 2,003 lives; 30,370,000 yen ($7.25 million) for the goods aboard the Awa Maru; and various other claims, for a total demand of 227,286,600 yen or approximately $52.5 million.…No gold bullion is mentioned in the message.
The Japanese bill was never paid, and in 1949 the matter was closed.
There are several sources for the story, including Silent Victory, with one story mentioning that Loughlin was immediately removed from service with the Executive Officer then assuming command of the boat. I do not find that in any "historical" stories of the incident, but maybe it did happen, I do not know.
https://en.wikipedia.org/wiki/Elliott_Loughlin
Technically NOT a hospital ship, it had been given free passage as such... A very interesting, unfortunate story. Lockwood did take blame for it also.
Well if the ST periscope radar works at all that would be an improvement. Couple versions of FotRSUE ago, selecting it left me with no air search radar at all.
Captain Ken
11-10-20, 09:53 AM
OK, first off, I have really enjoyed playing the various Fall of the Rising Sun game mods. I admit that I am not very tech savy, and am having trouble with this V1.24 upgrade and the V1.26 patch.
I keep reading instructions for me to download "100_FalloftheRisingSun_UltimateUpgrade_v1.2_EN.7z", move it here, etc.
In spite of trying to search the site, have not been able to locate this download file. I can only find the "100_FalloftheRisingSun_UltimateEdition_v1.24_EN.7z" file. What am I missing?
les green01
11-10-20, 10:17 AM
hadn't got it downloaded yet and don't go to any extra trouble on my account if that time can be use to work on the mod i play a mod years ago don't remember which one it was now getting old sucks where when you upgraded equipment it sideline you for how many days it took to place it on the boat i like that
propbeanie
11-10-20, 12:08 PM
Well if the ST periscope radar works at all that would be an improvement. Couple versions of FotRSUE ago, selecting it left me with no air search radar at all.
It does, though like I mentioned, it is boat dependent, in that if everything else is OK, then the ST will be OK... It should work without fail next version on all boats that "qualify" for it. It is not on all boats, and I do not remember where the cut-off is, whether its on the Porpoise or not, but I am almost positive it is not on the Narwhal or S-Boat classes...
OK, first off, I have really enjoyed playing the various Fall of the Rising Sun game mods. I admit that I am not very tech savy, and am having trouble with this V1.24 upgrade and the V1.26 patch.
I keep reading instructions for me to download "100_FalloftheRisingSun_UltimateUpgrade_v1.2_EN.7z", move it here, etc.
In spite of trying to search the site, have not been able to locate this download file. I can only find the "100_FalloftheRisingSun_UltimateEdition_v1.24_EN.7z" file. What am I missing?
The "patch" works with any version (supposedly) of FotRSU from v1.2 through v1.24, so the v1.24 is fine. Patch that with the v1.26p, empty the Save folder, and go hunting. It is recommended to not use the Narwhal though, because something got broken on it when altering the fleet boats. They all share a certain file apparently, that is not set-up for the current Narwhal configuration. We are working on that, and currently delayed in other aspects of the next release. If you really want to use the Narwhal, do not apply the patch...
hadn't got it downloaded yet and don't go to any extra trouble on my account if that time can be use to work on the mod i play a mod years ago don't remember which one it was now getting old sucks where when you upgraded equipment it sideline you for how many days it took to place it on the boat i like that
We'll go ahead and figure on making a split zip file version, because there was another user previously that used the split zip, since he has a limited connection to the internet, and is only allowed a certain amount of data each day. Just remember that you do need a 64-bit OS and 4 gig of RAM at a minimum. If you have a 32-bit OS, let us know, and we can direct you on how to set-up Windows a bit differently to access more than 2gig, in spite of the OS limitation. :salute:
Captain Ken
11-10-20, 12:33 PM
Many thanks for your reply, but when I tried to put both the V1.24 and the V1.26 files into the MODS folder, I received the error message that the second mod was trying to change files that had already been written.
Do I just accept and let the patch overwrite the files?
Thanks in advance!
Moonlight
11-10-20, 01:59 PM
A hospital ship though, is a hospital ship. As such, skippers, no matter how good they were at their jobs, were court-martialed and punished, both for sinking neutrals and for sinking hospital ships. Case in point:
The Awa Maru 1945
The ship departed Singapore on March 28, but on April 1 was intercepted late at night in the Taiwan Strait by the American submarine USS Queenfish (SS-393), which mistook her for a destroyer. The Awa Maru was sailing as a hospital ship under the protection of the Red Cross, and under the agreed rules, she disclosed to the Allies the route she would take back to Japan. Her original route was promulgated through a minefield, an apparent ruse to draw attackers into the mined area. The area was known as mined, and would have been avoided at any rate. Her final route avoided the mines.
The torpedoes of the Queenfish sank the ship. Only one of the 2,004 passengers and crew, Kantora Shimoda, survived. He was the Captain's personal steward, and it was the third time in which he was the sole survivor of a torpedoed ship. The commanding officer of the Queenfish, Commander Charles Elliott Loughlin was ordered by Admiral Ernest King to an immediate general court-martial. As the Awa Maru sank "she was carrying a cargo of rubber, lead, tin, and sugar. Seventeen hundred merchant seamen and 80 first-class passengers, all survivors of ship sinkings, were being transported from Singapore to Japan.…[The] survivor said no Red Cross supplies were aboard, they having been previously unloaded."
Aftermath
Commander Loughlin was found guilty of negligence, and the U.S. Government offered, via neutral Switzerland to replace the Awa Maru with a similar ship. Japan demanded full indemnification.
On the very day of Japan's surrender, 14 August 1945, Foreign Minister Togo forwarded a message to the United States through Bern, Switzerland, demanding payment of 196,115,000 yen ($45 million) for the loss of 2,003 lives; 30,370,000 yen ($7.25 million) for the goods aboard the Awa Maru; and various other claims, for a total demand of 227,286,600 yen or approximately $52.5 million.…No gold bullion is mentioned in the message.
The Japanese bill was never paid, and in 1949 the matter was closed.
There are several sources for the story, including Silent Victory, with one story mentioning that Loughlin was immediately removed from service with the Executive Officer then assuming command of the boat. I do not find that in any "historical" stories of the incident, but maybe it did happen, I do not know.
https://en.wikipedia.org/wiki/Elliott_Loughlin
Technically NOT a hospital ship, it had been given free passage as such... A very interesting, unfortunate story. Lockwood did take blame for it also.
That above cannot be disputed Mr beanie, but if the Japanese had re-designated it as a military auxiliary ship and it was sunk by Commander Loughlin he wouldn't have been court martialled now would he. :O:
The hospital ship should be designated as either a military ship or as a hospital ship you cannot have it both ways Mr beanie. Breaking International law whenever it suits you just to spice the game up is not the done thing now is it. That ship needs fixing for the next version and you need to keep your itchy little fingers off it. :haha:
Moonlight
11-10-20, 02:01 PM
Many thanks for your reply, but when I tried to put both the V1.24 and the V1.26 files into the MODS folder, I received the error message that the second mod was trying to change files that had already been written.
Do I just accept and let the patch overwrite the files?
Thanks in advance!
Yes. :up:
Randomizer
11-10-20, 02:39 PM
To be considered a Hospital Ship the vessel must be inspected and signed off by the International Red Cross in accordance with the international conventions for warfare at sea in place at the time. For WW2 this would probably be the 2nd Geneva Convention.
In September 1914 Captain(D) Cecil Fox of the 3rd Destroyer Flotilla sank with gunfire the German hospital ship SS Ophelia. Fox declared her an armed naval auxiliary and when investigation disproved this allegation, the story changed that she carried ciphers and was acting as a scout for the High Seas Fleet. Ophelia had been ordered to the Texel to save lives where Fox had annihilated the four torpedo boats of the HSF VII-Half Flotilla in the Battle of Texel. Ophelia's crew was treated as POWs whereas international convention was that they should have been interned and exchanged as they were at sea specifically to save lives.
Later when U-Boats torpedoed British hospital ships in the Channel and HMHS Britannic was sunk by mine in the Aegean, British propaganda howled with faux outrage as the Ophelia incident had been public knowledge and Captain Fox was commended by the Admiralty for his actions.
It sucks to sink a hospital ship: SH3 GWX3 once executed me for sinking one by accident. I had fired a pair of FaTs into a convoy and that was the only hit but there is absolutely nothing wrong with the way that hospital ships are implemented in the game.
-C
Front Runner
11-11-20, 11:17 AM
https://www.subsim.com/radioroom/album.php?albumid=1190&pictureid=11602Beautiful moonlight on the way to Empire Waters first patrol...
[EDIT] How do I get pictures to show up in the body of my post?
https://www.subsim.com/radioroom/album.php?albumid=1190&pictureid=11602
KaleunMarco
11-11-20, 12:37 PM
[EDIT] How do I get pictures to show up in the body of my post?
find a site like this one, https://imgbb.com/, that will allow you to u/l a JPG/PNG and then allow you the chance to copy a link into your post.
no fee to join and you control your u/l.
i've used it for several years without incident. and, no, i have no connection to the website or its admins.
:Kaleun_Salute:
Mad Mardigan
11-12-20, 12:23 AM
:06: :hmmm: :hmmm: :timeout:
In a Gato class (USS Gato, ironically...) is Oct '42, am just short of getting to My assigned objective of awaiting orders off the southern end of Japan near Shikoku Island. Haven't yet recieved the next set of orders yet, as I haven't set off the bell announcing My arrival on scene yet, for it to signal Me what to do next yet in that area...
Get report of sonar hearing a war ship. I figure cool... get a rough base course figured out & lo and behold, have more than enough time to set up for a 90 degree torp attack, Still surfaced, I then get a shout from the lookouts of ship sighted. I then go to the Uzo or TBT... and... let out a war whoop... Tis an IJN sub... I snatch up the recog manual and tear furiously through it, til I get to a match on it... a Sen Toku | Carrier Sub.
I drop into My boat, order peri depth... and then set up for a 1, 2 knockout torp punch (an uppercut aka keel shot & a gut punch aka side impact det hit.
Long story short, that Sen Toku, shrugged off My dual barreled torp set up.. NO.. no duds, & I do have that option turned on, but both went off as they should have... 1 under the keel, offset aft of center line designated to kill any chance of it getting away.. or at least that was the general idea any way... & the other to blast open its guts to the sea, offset a bit ahead of the center line so as to drown it & its crew... again, at least that was the general idea...
All to NO avail... :o
I watched as it sailed off full bore, as if nothing touched it... like it was the japan equivalent to Super Man... only thing missing was it sporting an 'S' on its bow.... :doh: :o
Base mod latest version of it, the patch mod... followed up with a couple of visual environment mods (clouds, sea, sand, rocks, weeds.. that fog & underwater visibility one.. 100' visibility) 24 hour clock, brass gauge trim, & pre pearl mod... minor eye candy mods, that don't mess with anything major...
Any way... that's it... a bit dismayed, as this was the 1st sighting of any actual warships... thus far, have ran across a couple of aux cruisers for the IJN & sank them.. was hoping to get some torps into the serious warships....
Ah well... *sigh*
End report.
M. M.
:Kaleun_Salute:
Front Runner
11-12-20, 06:36 AM
find a site like this one, https://imgbb.com/, that will allow you to u/l a JPG/PNG and then allow you the chance to copy a link into your post.
no fee to join and you control your u/l.
:Kaleun_Salute:
Thanks
Mad Mardigan
11-12-20, 08:18 AM
https://www.subsim.com/radioroom/album.php?albumid=1190&pictureid=11602Beautiful moonlight on the way to Empire Waters first patrol...
[EDIT] How do I get pictures to show up in the body of my post?
https://www.subsim.com/radioroom/album.php?albumid=1190&pictureid=11602
Besides the 1 that KaleunMarco mentioned, is the 1 I use:
https://snipboard.io
No having to sign up for an account, just go to their web page, drag & drop the pic you wish to share or post... and then is just a matter of copying the 'saved as' .jpg link created for it.
Easy peasy...
Like this:
http://snipboard.io/ptIXxV.jpg
My sub, the U.S.S. Gato (SS-212) just before submerging at sunrise...
I now have that as My desktop background... if any others would like to use it as a desktop background... feel free to do so...
KaleunMarco
11-12-20, 09:46 AM
Long story short, that Sen Toku, shrugged off My dual barreled torp set up.. NO.. no duds, & I do have that option turned on, but both went off as they should have... 1 under the keel, offset aft of center line designated to kill any chance of it getting away.. or at least that was the general idea any way... & the other to blast open its guts to the sea, offset a bit ahead of the center line so as to drown it & its crew... again, at least that was the general idea...
I watched as it sailed off full bore, as if nothing touched it.
maybe, the Japanese took Russian titanium technology and made a double-hulled, titanium carrier sub.
Boy, are we lucky they didn't get into subs more seriously or the U.S. would have been in deep-doo-doo.
:har:
KaleunMarco
11-12-20, 10:02 AM
I get to a match on it... a Sen Toku | Carrier Sub.
Long story short, that Sen Toku, shrugged off My dual barreled torp set up.. NO.. no duds, & I do have that option turned on, but both went off as they should have... 1 under the keel, offset aft of center line designated to kill any chance of it getting away.. or at least that was the general idea any way... & the other to blast open its guts to the sea, offset a bit ahead of the center line so as to drown it & its crew... again, at least that was the general idea...
I watched as it sailed off full bore, as if nothing touched it... like it was the japan equivalent to Super Man... only thing missing was it sporting an 'S' on its bow.
M. M.
seriously, now, there is nothing in the Sen Toku damage profile that is much different from the US subs. the total-hit-points is a bit higher but not enough to survive two torpedo hits.
it has to be the torpedoes. not your fault. maybe it ran deep enough to detonate but not cause damage.
https://i.ibb.co/d5LTDzh/Picture0061.jpg
Mad Mardigan
11-12-20, 06:43 PM
seriously, now, there is nothing in the Sen Toku damage profile that is much different from the US subs. the total-hit-points is a bit higher but not enough to survive two torpedo hits.
it has to be the torpedoes. not your fault. maybe it ran deep enough to detonate but not cause damage.
https://i.ibb.co/d5LTDzh/Picture0061.jpg
Ok, then is there any explaination for it occurring not just once, but twice....
& this time, I did 4 torps... (3 that went off as planned, with 1 that missed, aft of the sub....) n running into another Sen Toku, I set up for 4 fish this time... 1 aft of center, set for keel attack, mid line, set up for impact det... a few feet below the water line... 3rd set for keel det... an the last 1 as with the 2nd, but forward of the last fish... all 3 that were the last sent off, detonated as they were supposed to...
pattern set up as shown in a rough diagram:
See attached pic...
http://snipboard.io/9vrok1.jpg
Note: The X with ( ) around it, was the 1 fish that went aft & totally missed... I accept that I misjudged the offset from the center line aiming... that, is totally on Me & I fully accept that fact... no dissemination... I erred...
Again, as with the 1st encounter... that Sen Toku sub, shrugged off the whole attack... as if it was from Krypton....
1 occurrence, Ok.. I could possibly accept... but twice... :06: :hmmm: :06: :doh: :o
Leaves Me wondering just what the heck... :o
So it does NOT get misconstrued... I am NOT in any way attacking... I just would like a clear cut, definitive answer as to why that happened....
In attacking it, what am I going to have to do... plant each & every fish under its hull to kill it... and chalk up a sink..?? :hmmm: Just speculating out loud... again, no attack inferred here... just to be 100% clear... I do know that with forums & such, that can occur, so I am only stating that for the record...
I know, as I used to be a mod in an IRC chat site, for many years & have seen it happen that what is said (in type) can & does get misconstrued...
M. M.
:Kaleun_Salute:
ps:
Sorry for the crudeness of the diagram, but was the only way I could , to show the manner in which I plotted out the Sen Toku's demise, as clearly as I could...
:Kaleun_Salute:
Mad Mardigan
11-12-20, 06:53 PM
Just to clarify... both instances were very far apart... so as far as I can judge, this was NOT the same sub, being re sighted... again, as far as I know...
The 1st was south of Shikoku Island, and the 2nd was well further off to the west of the 1st... separated by many many nautical miles apart... in the magnitude, of roughly 7-800 best guess... best possible estimate was SW of the small string of islands making up an approach way to the South China Sea basin.... as My last orders I got were to patrol area 9 on the designated area on the Nav map...
The 1st subs sighting, was after leaving base & being ordered to go to & await further orders, which came in after attacking that 1st sub, in the same general area as well, before receiving My current orders to patrol, off to the SW of a Korean Island there in area 9.
M. M.
:Kaleun_Salute:
ps:
If need be, I shall see of taking a snap shot & editing it to show approximate sightings of both time of where I was when I tried to attack them.
KaleunMarco
11-12-20, 06:59 PM
Just to clarify... both instances were very far apart... so as far as I can judge, this was NOT the same sub, being re sighted... again, as far as I know...
well, then i guess my proposition might be a tad off.
maybe it IS the damage profile of the target.
i am not skilled at all in damage profiles.
i know that some mega-mods have DD/DE with no bow damage boxes so that if you attempt a down-the-throat-shot, a hit will not have the desired effect.
it could be that the damage profile of the Sen Toku is such that it cannot be damaged/sunk with a beam attack.
i am guessing here...based on your excellent examples and documentation.
:Kaleun_Salute:
Mad Mardigan
11-12-20, 07:34 PM
well, then i guess my proposition might be a tad off.
maybe it IS the damage profile of the target.
i am not skilled at all in damage profiles.
i know that some mega-mods have DD/DE with no bow damage boxes so that if you attempt a down-the-throat-shot, a hit will not have the desired effect.
it could be that the damage profile of the Sen Toku is such that it cannot be damaged/sunk with a beam attack.
i am guessing here...based on your excellent examples and documentation.
:Kaleun_Salute:
That's what is so puzzling... everything I did, should have resulted in a definitive sinking of the target... but as you pointed out, it may well be that the damage model is askew... am just guessing here... as I, like you KaleunMarco... have NO idea of the inner working on damage modeling...
Am letting it be known that this occurred, so those that do or have some knowledge at least, have info to help them track it down... Hopefully...
I am a smart enough old bear, to understand that it could very well be that there is NO definitive answer to this puzzle... but.. if such is the case, then I will be satisfied that it was looked at... & shall then adjust My interaction in game, to just avoid any attempts at attacking the problem ship or ships...
M. M.
:Kaleun_Salute:
I wouldn't go so far as to say excellent, but as clear as I can, given the circumstances... & will strive to improve them if need be... as I am able to...
KaleunMarco
11-12-20, 07:42 PM
I am a smart enough old bear, to understand that it could very well be that there is NO definitive answer to this puzzle... but.. if such is the case, then I will be satisfied that it was looked at... & shall then adjust My interaction in game, to just avoid any attempts at attacking the problem ship or ships...
i concur.
save the torpedoes for something that will sink!
https://i.ibb.co/mSSGT9h/SH4-Img-2020-09-15-20-24-56-117.png
:Kaleun_Salute:
propbeanie
11-12-20, 09:06 PM
I have done three runs through a scenario with the Sen Toku, 3 different versions of the game, but I only use mods from within the mod itself for the first two runs, and none on the last (recommended). I also cleaned the Save folder prior to playing the game. I don't know where you're game is failing, but here is a blending of the three runs:
Patrolling in the Volcano Island Group when an Ultra / Magic message comes across:
https://i.imgur.com/EgQpLzj.jpg
Sure enough, there they are:
https://i.imgur.com/rCoTaEb.jpg
The first run-through, I shot all six bow tubes at 'er, missing with just one (somehow). Missed behind with the last one. The sub was visibly sinking before the 2nd one hit. I did not take pix, figuring I would video instead, which failed miserably... I am turning into an old tech fahrt that can't keep up with today's "easy" tech stuff... ah well.
The 2nd run, two shot, two hit, and I had turned duds off. She never saw 'em coming until too late, because I managed to close to within 1000 yds.
https://i.imgur.com/38iRw8Z.jpg
Making like a submersible, but with some help
https://i.imgur.com/yI81UVW.jpg
The 3rd run was done with manual targeting, so I shot a 3 torp spread. First hit a little behind the conn, #2 missed behing, and #3 barely caught the stern, but the boat was sinking by the stern after just the first hit.
https://i.imgur.com/1snucsZ.jpg
https://i.imgur.com/eTf423w.jpg
I never did encounter any return fire from the Sen Toku, though I am certain that if I would have been out in front of them, they would certainly have sent some fish my way. As it was, the only torps seen on the attack map were mine.
https://i.imgur.com/23sD0ji.jpg
sub sunk and mission completed.
So, the sub is actually a pinch too delicate. Check your mods, removing them all and restoring one at a time until you find the offender. If you hadn't deleted the Save folder, do so. Although you will lose your career progress.
KaleunMarco
11-12-20, 09:21 PM
I am a smart enough old bear, to understand that it could very well be that there is NO definitive answer to this puzzle... but.. if such is the case, then I will be satisfied that it was looked at... & shall then adjust My interaction in game, to just avoid any attempts at attacking the problem ship or ships...
M. M.
and so.....PB says you are the victim of Mod Soup!:hmmm::timeout::doh:
well, i guess we've all had that disease at one time or another.
:wah:
Hey yall, I just encountered a bug in my current playthrough.
It is February 16th, '43, just finished my 7th patrol in my S Boat out of Brisbane and when I came back into port my boat was refitted with the 20mm platform. This is good and all, but I ended up loosing my deck gun because of it, and this is a problem.
My deck gun was a 4 inch 50 calibers, but after the refit I ended up with the 3 inch gun and it has caused my deck gun crew spaces to disappear. It would be ok if I didn't use my deck gun, but it comes in handy so I kind of need it.
Is there a way to fix this? Or do I just need to accept it and wait till I can get a brand new fleet boat.
My mod list is as follows:
100_FotRSU v1.24
101 Patch v1.2-v1.26
650 LotsaDudz
901 Strategic Map Symbols
Fleetboat Interior Officers Quarters FOTRSU v1.1
Fl_OQ FOTRSU v1.2 compatibility
And thanks for the feedback/help yall! :Kaleun_Salute:
propbeanie
11-12-20, 11:29 PM
Do you have a Save from coming into port just prior to the upgrade? Investigating your report, it is found that the gun name has a typo in it. If you have an S-18 boat, it happens going from the 4" to the 3" gun. If you have an S-42 boat, the same happens later when going from the 3" gun to the 5" gun - if you happen to still be in an S-Boat at that time. The 4" to 3" change should happen after August of 1942 though, not in February of 1943. How long has it been since you docked? :arrgh!: If you have a Save prior to docking, let us know, and we'll try to get you squared away. :salute:
Do you have a Save from coming into port just prior to the upgrade? Investigating your report, it is found that the gun name has a typo in it. If you have an S-18 boat, it happens going from the 4" to the 3" gun. If you have an S-42 boat, the same happens later when going from the 3" gun to the 5" gun - if you happen to still be in an S-Boat at that time. The 4" to 3" change should happen after August of 1942 though, not in February of 1943. How long has it been since you docked? :arrgh!: If you have a Save prior to docking, let us know, and we'll try to get you squared away. :salute:
Thanks for the quick response! And yes I have a save at the end of my patrol, prior to coming into port, and then the autosave when I left for my patrol.
Also I think I got the refit so late because in my past two patrols, ending in September and November, I was offered a new command, and then offered a flotilla command. Both of them I turned down. Waiting on Gato or Balao class. They keep offering me Salmons instead :06:.
So to fix this do I need to load the autosave from the start of the patrol and swap out my 4in for 3in gun, so when I get the refit I dont loose my gun slots?
Thanks.
When is the next version coming out?
I'm waiting for the final no bull version. Then I'll start playing.
propbeanie
11-13-20, 08:34 PM
Thanks for the quick response! And yes I have a save at the end of my patrol, prior to coming into port, and then the autosave when I left for my patrol.
Also I think I got the refit so late because in my past two patrols, ending in September and November, I was offered a new command, and then offered a flotilla command. Both of them I turned down. Waiting on Gato or Balao class. They keep offering me Salmons instead :06:.
So to fix this do I need to load the autosave from the start of the patrol and swap out my 4in for 3in gun, so when I get the refit I dont loose my gun slots?
Thanks.
Well, I have replicated the issue, and I have attempted what I thought would be an easy text-based "fix" for you, that would put the problem out of its misery, but the game refuses to cooperate with me in that manner. Apparently once set, it is in stone. So what you can attempt to do is load that previous Save and get your gun crews back into the repair team slots, then dock and end patrol. Accept the gun. Save the game and exit. Note the time. Then use the technique in
Post 2027 - Possible Deck Gun Fix For Failed Balao Boat Upgrade: (https://www.subsim.com/radioroom/showthread.php?p=2701664#post2701664)
But modify it for your boat and gun. You are messing with the Save file, so back-up that folder by copying and pasting it somewhere else for the "just-in-case" scenario. The S-18 (and 42) only have a bow gun, which since there isn't a stern torpedo room, the deck gun ends up in Compartment 6, instead of 7 & 8, so adjust accordingly. The gun should be listed as "3inch .50cal CannonSClass" though, while the fleet boats use the "3inch .50cal Cannon". I have not proven conclusively yet, as to whether the listing of the AcceptedTypes is the problem, or the typo in the 4" gun on the S-18 boat. I don't think I'm going to worry too much about it, since it is addressed for the next version, as are all of the guns. Most were correct, but the incorrect ones caused issues (S18, Balao & Tench) when upgrading. I don't think we have completely "fixed" the Stock and other mods' issue with losing crews and guns though, just improved the reliability some...
I'm waiting for the final no bull version. Then I'll start playing.
I don't know as there will ever be a "final no bull" version. We strive for perfection, but are far from it, being human. At this point, besides trying to troubleshoot, which is very important for future improvements & fixes, we do try to add some "bling" each time, as well as do some internal "tweaks" for game efficiency and uniformity, since FotRSU is huge. I just completed an S-18 patrol, checking and maybe fixing what Tucker just found. A video of an encounter in the next version will be going up on YouTube as I sleep tonight, and hopefully, if all goes well, it will be online by the morning, Eastern time. Most likely a three-parter due to YouTube not liking me anymore... but it will be of what we have for the next release, not that you'll notice much it being an S-18 featured, but the Part 2 of the video is the ASW response I got (no added mods), which for January 1943 "looks" about right... maybe. We'll need opinions on the vidz also... Several smaller escorts stay out of the way of the "real" ASW DD that I didn't even realize were nearby at the time of the attack, though I did suspect there were other ships lurking.
We were going to release the next version 2 weeks ago, and found more issues when fixing other things (top-secret kinda stuff), and then mazzi (thank you very much again) found us the problem with the guns not upgrading properly. All of the boats have been run through for those again, which will of course, ruin several add-in mods, including (but not limited to) vickers03's Officer's Country mod. This is why we didn't want to do add-in mods before certain aspects of the mod were "complete", but just when you think something is close to complete, someone finds some leftover skeletons in the closet, and a can of worms that has spoiled in the hot sun, so I would say we are at least 2 weeks away from a release, but this is a modder talking, ~and~ we will be closing on our houses and moving in the next two weeks, so if we hit Christmas, we'll be doing good... :salute:
Michael Wood
11-13-20, 10:10 PM
We were going to release the next version 2 weeks ago... :salute:
Hope hydrophone issue resolved, soon.
propbeanie
11-13-20, 10:50 PM
Which one, Michael Wood? The one where the sonar lines show while you're on the surface, or the one where some of the installations don't function "reliably"? We were working on a future add-in mod for those that don't want sonar working when surfaced, but once again, need to get closer to a "finalized" sub files set once again.
Macgregor the Hammer
11-14-20, 02:02 PM
I'm waiting for the final no bull version. Then I'll start playing.
If you're waiting for a 'no bull' version, you're going to have a long wait! If you compare FotRSU to the original SH4, it's night and day.
The FotRSU team puts a considerable amount of energy into a great sim and takes great strides to keep perfecting and improving it On their own time!
IMHO
MacGregor
Addendum: I took J0313's comment out of context. Mea Culpa!
Michael Wood
11-14-20, 03:03 PM
Which one, Michael Wood? The one where the sonar lines show while you're on the surface, or the one where some of the installations don't function "reliably"? We were working on a future add-in mod for those that don't want sonar working when surfaced, but once again, need to get closer to a "finalized" sub files set once again.
Good to know requested correction is still somewhere on list. Thanks.
Front Runner
11-14-20, 06:05 PM
If you're waiting for a 'no bull' version, you're going to have a long wait! If you compare FotRSU to the original SH4, it's night and day.
The FotRSU team puts a considerable amount of energy into a great sim and takes great strides to keep perfecting and improving it On their own time!
IMHO
MacGregor
TRUTH!
:Kaleun_Salute:
I have one quick question hopefully somebody can answer, I had an SSd drivenfailure and had to replace It. I had to wipe off everything on the 1 TB drive and now when I reinstall SH4 and FOTRUS with the latest patch and the officer’s quarters mod 1000_Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN and compatibility patch nothing shows up. When you Go from the control room through the hatch it’s the same old U-boat compartment. My question is what am I doing wrong and what can I do to fix it as I want the officers quarters back?
Specs,
AMD Ryzen 5 2600 6 core processor
32 gig ram
Nvida GeForce RTX 2060
Windows 10 64 bit
Thank you,
Jeffg
KaleunMarco
11-17-20, 05:05 PM
I have one quick question hopefully somebody can answer, I had an SSd drivenfailure and had to replace It. I had to wipe off everything on the 1 TB drive and now when I reinstall SH4 and FOTRUS with the latest patch and the officer’s quarters mod 1000_Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN and compatibility patch nothing shows up. When you Go from the control room through the hatch it’s the same old U-boat compartment. My question is what am I doing wrong and what can I do to fix it as I want the officers quarters back?
Specs,
AMD Ryzen 5 2600 6 core processor
32 gig ram
Nvida GeForce RTX 2060
Windows 10 64 bit
Thank you,
Jeffg
Jeffg,
please send the JSGME mod list: Task-Export-To Clipboard then paste that into your post here.
thanks!
km
:Kaleun_Salute:
Generic Mod Enabler - v2.6.0.157
[C:\Silent Hunter Wolves of the Pacific\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
FI_OQ_FOTRSU_v1.2_EN
101_Patch_v1.2To_v1.26p
JeffG
propbeanie
11-18-20, 11:08 AM
I have one quick question hopefully somebody can answer, I had an SSd drivenfailure and had to replace It. I had to wipe off everything on the 1 TB drive and now when I reinstall SH4 and FOTRUS with the latest patch and the officer’s quarters mod 1000_Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN and compatibility patch nothing shows up. When you Go from the control room through the hatch it’s the same old U-boat compartment. My question is what am I doing wrong and what can I do to fix it as I want the officers quarters back?
Specs,
AMD Ryzen 5 2600 6 core processor
32 gig ram
Nvida GeForce RTX 2060
Windows 10 64 bit
Thank you,
Jeffg
Change the mod list from
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
FI_OQ_FOTRSU_v1.2_EN
101_Patch_v1.2To_v1.26p
to:
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
FI_OQ_FOTRSU_v1.2_EN
FI_OQ_FOTRSU_v1.2_EN_compatibility
by swapping the load order of two, and with the addition of FI_OQ_FOTRSU_v1.2_EN_compatibility (http://www.mediafire.com/file/42m5pv2ssydb84v/FI_OQ_FOTRSU_v1.2_EN_compatibility.7z/file). Also, be aware that if you are in an S-Boat, that has not been added by vickers03 as of yet... Also be aware that the v1.26p breaks as much as it fixes, in true Ubisoft style... :salute:
Will an updated version of the megamod be released soon?
Thank you to Propbeanie and KaleunMarco as that fixed the issue. I love having a cup of coffee in the wardroom while its quiet on patrol and read a good submarine book.
JeffG:Kaleun_Thumbs_Up:
Mad Mardigan
11-18-20, 04:46 PM
Will an updated version of the megamod be released soon?
See post #2197 & pay attention to the 2nd half of that post... that would be the bottom half...
That's if nothing else crops up that they have to delay releasing it, around that time...
It does take time to do the work, so best advice... patience, is the watch word of each & every day.
To the team, much appreciation for your hard efforts to bring this mega out into the light of day... a tip o' the hat to y'all... :Kaleun_Thumbs_Up:
M. M.
:Kaleun_Salute:
OK thanks
where can i find the youtube video?
propbeanie
11-18-20, 07:07 PM
I ran into computer issues the other night, or rather, local utility power issues. We had a bit of a wind "storm", that in most localities would have resulted in minimal, if any impact on the power grid. But around my side of town near Indianapolis, it causes disasters with electronic equipment. I was down for over 24 hours just with the power going off and on for various lengths of time throughout the day. My suspicion is that the same tree that fell into the power lines 3 years ago somewhere nearby, is still resting on the wires. Get a little breeze, get a power outage. Wind blows again, power outage... very irritating.
On top of all of that, it ruined the boot record on one computer, and trashed the power supply in an older machine. Those took me another 24 hours to "fix" between replacing the PS with a spare, and the ChkDsk scanning of five hard drives in the other, and recovering lost fragments. I was in the middle of editing files for the next version, with maybe about 12 windows open with various files when the power started going out. The previous round of power issues trashed the battery in my UPS... not cool, not cool at all... In the meantime, I lost probably about 20 minutes worth of video. The files are there, but they no longer play, so I only have two 10 minute segments, and about maybe 6 in a third vid, that I'll be uploading shortly... again, not cool, not cool at all... Needless to say, we have now lost another several days, and still haven't found why the Tench now crashes the game... can't have that.
Anyway, on Page One of this thread is Post #4, Team and Other Videos (www.subsim.com/radioroom/showpost.php?p=2635996&postcount=4), most of them are older, but Wolfpack345 has his "Cinematic" vid listed first, especially since it is way better than anything we've done... lol :salute:
Well, I have replicated the issue, and I have attempted what I thought would be an easy text-based "fix" for you, that would put the problem out of its misery, but the game refuses to cooperate with me in that manner. Apparently once set, it is in stone. So what you can attempt to do is load that previous Save and get your gun crews back into the repair team slots, then dock and end patrol. Accept the gun. Save the game and exit. Note the time. Then use the technique in
Post 2027 - Possible Deck Gun Fix For Failed Balao Boat Upgrade: (https://www.subsim.com/radioroom/showthread.php?p=2701664#post2701664)
But modify it for your boat and gun. You are messing with the Save file, so back-up that folder by copying and pasting it somewhere else for the "just-in-case" scenario. The S-18 (and 42) only have a bow gun, which since there isn't a stern torpedo room, the deck gun ends up in Compartment 6, instead of 7 & 8, so adjust accordingly. The gun should be listed as "3inch .50cal CannonSClass" though, while the fleet boats use the "3inch .50cal Cannon". I have not proven conclusively yet, as to whether the listing of the AcceptedTypes is the problem, or the typo in the 4" gun on the S-18 boat. I don't think I'm going to worry too much about it, since it is addressed for the next version, as are all of the guns. Most were correct, but the incorrect ones caused issues (S18, Balao & Tench) when upgrading. I don't think we have completely "fixed" the Stock and other mods' issue with losing crews and guns though, just improved the reliability some...
Thanks for the help Propbeanie :salute:. Following the Balao instructions I was able to fix the deck gun. Now I have the overhauled AA mount and a working Deck Gun. This is much apricated and allows me to continue on with my campaign. Happy Sailing :Kaleun_Cheers:.
propbeanie
11-19-20, 03:51 AM
Glad it worked. Here are a couple of the S-18 vidz:
www.youtube.com/watch?v=_Rsk03ZaeWE
www.youtube.com/watch?v=O18wV6iGaJc
and one with what we're trying to accomplish for the next release:
www.youtube.com/watch?v=hzrctZg1EPQ
The video quality really shtinks, but with all of the issues, I'm surprised these turned out OK. I have a few more minutes of the S-18 stuff, but the rest of it went bye-bye with the power outages we had, and it does not seem to be recoverable. :salute:
Moonlight
11-19-20, 04:11 PM
A small error, it says Honshu instead of Kyushu and Shikoku.
https://i.postimg.cc/cJS3W03t/SH4-Img-2020-11-19-20-58.png (https://postimg.cc/RWghQrXv)
KaleunMarco
11-19-20, 07:18 PM
A small error, it says Honshu instead of Kyushu and Shikoku.
if you hold your monitor upside-down and close one eye, it might say Kyushu.
:k_confused:
:Kaleun_Salute:
Archduke
11-20-20, 03:09 PM
So I recently started playing this mod, and for the most part I've had no issues. However, I've had issues with sinking a "Large Ocean Liner." I've tried at least 4 attacks on it, with some saving and loading. I've put up to 10 torpedoes in this ship for no sinking. the only visible damage is that the Props have stopped, and lots of fire. I've been told it can take a while for larger ships to sink, but I've also lurked around it for over 2 in game hours for no visibile changes to the ship. I've even completely restarted the patrol, and it's been the same. (Found a similar convoy, with slight differences (two merchants were changed). The in game Date is March 31st, 42'. I am patrolling Area 7.
Am also playing on V1.24.
My question is this ship bugged, or does it take a lot sink? It might just be a base game bug, but it's still annoying, and I wanted to see if anyone else had this issue.
Mad Mardigan
11-20-20, 03:51 PM
So I recently started playing this mod, and for the most part I've had no issues. However, I've had issues with sinking a "Large Ocean Liner." I've tried at least 4 attacks on it, with some saving and loading. I've put up to 10 torpedoes in this ship for no sinking. the only visible damage is that the Props have stopped, and lots of fire. I've been told it can take a while for larger ships to sink, but I've also lurked around it for over 2 in game hours for no visibile changes to the ship. I've even completely restarted the patrol, and it's been the same. (Found a similar convoy, with slight differences (two merchants were changed). The in game Date is March 31st, 42'. I am patrolling Area 7.
Am also playing on V1.24.
My question is this ship bugged, or does it take a lot sink? It might just be a base game bug, but it's still annoying, and I wanted to see if anyone else had this issue.
I did in fact, run into an unsinkable ship, before this, the Sen Toku - Carrier sub. Thinking back, I seem to recall running into a Large Passenger Carrier... and shot off around 6 to 8 torp's at her... I then surfaced & just about dang near depleted My deck gun ammo ... before she eventually gave up the ghost & sank... that encounter, was right after I ran into the Carrier sub I mentioned above. I shot 3 fish at that sub & it sailed off like it was superman. I went to periscope depth & awaited a report of her sinking... that took many, many hours before it did... don't recall the exact number, to be frank about it... but I submerged it was still daylight & when it sank, it was night time... I know due to the light change over the Nav map changed from a daylight light to a reddish hue, it was rough guess, about an hour or so, after that light change occured.
Accordingly, this was due to 'mod soup' issues... concerning the sub...
On that ship, the LPC, I have to wonder...??? :hmmm: :hmmm:
Of all the torps I pumped out & into the LPC, 1/2 were set to go off below her hull & the other half, into her side. I forget what the keel draft was... but I staggered the 3 into her side and I did offset them from the center-line... 1 aft of that line & the other forward of it. I even varied up the depth by a few feet. I believe I set the 1 aft to be shallow, like 8-9 feet... the center line shot was about 7 feet I think, above the keel draft & the 3rd, the 1 I sent forward of the center line, I set for about 10-11 feet deep... which is a standard set up I use for the big boys, as it were... :shucks:
Will be interested to hear a reply back about that particular ship...
M. M.
:Kaleun_Salute:
p.s.
Just thought about it & would say of going into your JSGME and in the center of it is a 'Tasks' listing, click on that & scroll down to find 'export activated mod list to', hover the mouse over & then click on 'clipboard' in the menu that pops up.
After that, go to desktop & create a text file, name it JSGME FotRSU active mods list. Open that text file & right click in the page select 'paste' then select save in the file listing at the top. .. or just simply be logged in & on this forum post to then paste that into a reply back here, so that the team, has a clear idea what mods you have activated.... Your choice on which method to go with to achieve that. :up:
Hope this helps...
M. M.
:Kaleun_Salute:
Archduke
11-20-20, 04:23 PM
In the most recent attack, I hit her with 4 torps, spread across her side. 1 of them was set to explode under. All hit within 10 seconds of each other. Generally, I find that most merchants can be sunk by 1-2 torps. For a ship of that size, 4 isn't unreasonable.
Generic Mod Enabler - v2.6.0.157
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
Aktungbby
11-20-20, 04:34 PM
Archduke!:Kaleun_Salute:
Moonlight
11-20-20, 06:11 PM
In the most recent attack, I hit her with 4 torps, spread across her side. 1 of them was set to explode under. All hit within 10 seconds of each other. Generally, I find that most merchants can be sunk by 1-2 torps. For a ship of that size, 4 isn't unreasonable.
Generic Mod Enabler - v2.6.0.157
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
I remember having problems with that ship, I can't remember if it was the 1.2 version or the 1.4 version but I once put about 12 Mk14s into it and it was still afloat but stationary. I'm not having any problems sinking that Liner now though, I'm sure it got fixed somewhere sometime but I'm not 100% sure on it. I'm using the latest patch for FOTRS though, it could be the latest patch which fixed it as a lot of sea files are in it.
The latest patch can be found in the link, read the post and install it when you're back in the office, let Jsgme overwrite your original install and it just might fix things for you....... or it might not.
https://www.subsim.com/radioroom/showpost.php?p=2698077&postcount=1924
Mad Mardigan
11-20-20, 06:21 PM
In the most recent attack, I hit her with 4 torps, spread across her side. 1 of them was set to explode under. All hit within 10 seconds of each other. Generally, I find that most merchants can be sunk by 1-2 torps. For a ship of that size, 4 isn't unreasonable.
Generic Mod Enabler - v2.6.0.157
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
:Kaleun_Cheers:
Might see of download, unzip, drop into the MODS 📂, the 1.2 patch. Is listed in post #1, after activating it ( or would that be just before activating it... :hmmm: ) see of deleting the save 📂, or grab it & set it aside on the desktop, then see how it goes, what with adding in the patch...
Keeping the old save 📂, just in case.
Hope this helps...
M. M.
:Kaleun_Salute:
KaleunMarco
11-20-20, 06:32 PM
In the most recent attack, I hit her with 4 torps, spread across her side. 1 of them was set to explode under. All hit within 10 seconds of each other. Generally, I find that most merchants can be sunk by 1-2 torps. For a ship of that size, 4 isn't unreasonable.
Generic Mod Enabler - v2.6.0.157
100_FalloftheRisingSun_UltimateEdition_v1.24_EN
i perused the damage profile (.dat) and i cannot see anything unusual so the issue is probably something subtle and will take more in depth analysis.
the easiest fix is to juice up your Mk14 torpedo effect.
or just live with the failure. (being facetious here)
:Kaleun_Salute:
succerpunch
11-22-20, 04:44 AM
Why am I getting hydrophone contacts on the surface. Only got the mod and patch installed?
Mios 4Me
11-22-20, 11:33 AM
Trout, departing Midway 2/17/42 to patrol Hokkaido:
1. Ordered to "return to base or patrol area of your choice" after only one assignment, and that a dismal failure without any worthwhile contacts (perhaps any, as I habitually ignore boats). I definitely do not object to these orders; it's just that I've never received them under such conditions.
2. Working a contact in heavy fog at night in the bay near Aomori, early March 1942, the watch crew were transparent above the lines of the boat. The eyes, creepily, were solid.
3. The contact, a Kaga-class (I know, I know, but the original went down last patrol) was the only ship in the entire bay, harbor included. Perhaps not a bug, but suggestive. FWIW, there was no traffic in the Tsugaru Strait at all, only N-S at the western end.
Known issue: a ghost Kaga quickly generated after the first went down in very shallow water. Reported only in keeping with the ghost theme. :)
4. Contacted an unreported TF SE of Shikoku at night. Bow torps missed at long range; closed to under 2000 m at flank below the thermal layer and mortally wounded the lone CV, a Shokaku-class. Escorts ignored us the entire time, even when filing a contact report while still inboard of one oblivious DD.
Generic Mod Enabler - v2.6.0.157
[C:\Games\steamapps\common\FotRSUE\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
101_Patch_v1.2To_v1.26p
301_MoreDifficultAI01
302_MoreDifficultAI02
399_NoScrollNavMap
452_MoonlightzSonarLines
901_Strategic_Map_Symbols
Computer specs as previous.
ETA: three attempts to reload the last save CTDed. This is only the second patrol after deleting the folder and the fuel/battery gauges actually worked on that patrol (very rare), but could the file be corrupted so soon? I played through the entire patrol without ever exiting or interruptions from Win10p, plus created the two save points after letting the game run more than a minute at normal time.
I was offered a Tench upgrade again upon return to Midway (late April 1945). Again, accepting meant CTD whenever I tried to start a patrol.
Sadly, I had to re-load from just before arrival and refuse the upgrade. :(
I'll be setting aside SH4 for a while once I finish winning the war this time. Going to concentrate on some other hobbies for a while and then see what's up. Thanks for the hard work and effort, modders, until then!
Oleander
11-23-20, 02:35 PM
For some reason the download link for this mod is no longer working. The new window opens and closes but the download never starts.
Texas Red
11-23-20, 05:48 PM
I was offered a Tench upgrade again upon return to Midway (late April 1945). Again, accepting meant CTD whenever I tried to start a patrol.
Hmmm, that is very weird. Gives me the compelling question of: Is it the mods fault or your own? :hmmm:
I had the same issue, but that was before the Tench was "active". I wonder if I had denied it and accepted a new one later if I would have gotten the same issue you have. :hmmm:
Mad Mardigan
11-23-20, 09:03 PM
Trout, departing Midway 2/17/42 to patrol Hokkaido:
1. Ordered to "return to base or patrol area of your choice" after only one assignment, and that a dismal failure without any worthwhile contacts (perhaps any, as I habitually ignore boats). I definitely do not object to these orders; it's just that I've never received them under such conditions.
2. Working a contact in heavy fog at night in the bay near Aomori, early March 1942, the watch crew were transparent above the lines of the boat. The eyes, creepily, were solid.
3. The contact, a Kaga-class (I know, I know, but the original went down last patrol) was the only ship in the entire bay, harbor included. Perhaps not a bug, but suggestive. FWIW, there was no traffic in the Tsugaru Strait at all, only N-S at the western end.
Known issue: a ghost Kaga quickly generated after the first went down in very shallow water. Reported only in keeping with the ghost theme. :)
4. Contacted an unreported TF SE of Shikoku at night. Bow torps missed at long range; closed to under 2000 m at flank below the thermal layer and mortally wounded the lone CV, a Shokaku-class. Escorts ignored us the entire time, even when filing a contact report while still inboard of one oblivious DD.
Generic Mod Enabler - v2.6.0.157
[C:\Games\steamapps\common\FotRSUE\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
101_Patch_v1.2To_v1.26p
301_MoreDifficultAI01
302_MoreDifficultAI02
399_NoScrollNavMap
452_MoonlightzSonarLines
901_Strategic_Map_Symbols
Computer specs as previous.
ETA: three attempts to reload the last save CTDed. This is only the second patrol after deleting the folder and the fuel/battery gauges actually worked on that patrol (very rare), but could the file be corrupted so soon? I played through the entire patrol without ever exiting or interruptions from Win10p, plus created the two save points after letting the game run more than a minute at normal time.
Just something I noted (thing noticed, highlighted in "DarkOrange"..), after reading the JSGME list...
Generic Mod Enabler - v2.6.0.157
[C:\Games\steamapps\common\FotRSUE\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
101_Patch_v1.2To_v1.26p
301_MoreDifficultAI01
302_MoreDifficultAI02
399_NoScrollNavMap
452_MoonlightzSonarLines
901_Strategic_Map_Symbols
If not mistaken, shouldn't just 1 ''More difficult AI add in/on'', be activated & NOT both...??? :06: :hmmm: :06:
It may bear investigation, of going back, deactivate 1 or the other of them... then go & start a new career and see if that doesn't resolve the issues... just a suggestion...
Hope this helps...
M. M.
:Kaleun_Salute:
Mios 4Me
11-23-20, 09:32 PM
Good thought,MM, but I believe the effect is additive, IIRC. At least, it's gone unremarked on the other occasions I've posted that list.
Sorry guys, but I am having a hard time just finding the PDF that tells you how to setup this mod compilation. I see about 25 different PDFs but is there not just a PDF that tells you what to do ...?
Mad Mardigan
11-23-20, 10:15 PM
Sorry guys, but I am having a hard time just finding the PDF that tells you how to setup this mod compilation. I see about 25 different PDFs but is there not just a PDF that tells you what to do ...?
Generally speaking, set up folder for SH4 Uboat Missions version 1.5, then in that folder, dropping into it MultiSH4, JSGME, download the following:
100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
download, found here: https://www.subsim.com/radioroom/downloads.php?do=file&id=5572
101_Patch_v1.2To_v1.26p
download, found here: https://drive.google.com/file/d/1r2Xp8EMRRFWXKFvnK6cbscKD0l4gKer3/view
Both listed on post #1
Then run MultiSH4, name the save folder 'FRS' or something to which you'll remember it going to this mod set up for SH4.
Then run the JSGME, allowing it to set up a 'MODS' folder in the main SH4 install folder.
After that, drop in the 2 mods above... ( After unzipping them, 1st... most important & making sure of grabbing the right folder for the mods in the unzipped folder, created after using 7zip or WinZip.. I highly recommend using 7zip, but.. that's just Me...)
After dropping in the mods into the 'MODS' folder, then using JSGME itself, to activate the mods in that order.
General advice, is to just use those 2 mods only... & NOT include any add on mods, found in the 'extras' I believe that folder got named...
After activating the mods, then use either 4GB patch or Large Address Aware ( aka LAA), to assign the SH4.exe access to using 4GB of RAM, while the game runs.
I recommend LAA, as it is a simple 3 step process... but again.. like with 7zip, that's just My own personal preference...
Hope this helps & is clearly described on how to install them...
M. M.
:Kaleun_Salute:
les green01
11-24-20, 12:18 AM
Why am I getting hydrophone contacts on the surface. Only got the mod and patch installed?
what info i have gather only boat that couldn't was the s-boat rest of them had a sensor under the water
Macgregor the Hammer
11-24-20, 10:27 AM
I have a question regarding IJN AI in the latest rev. Do the aircraft, escorts and convoys have a more robust radio 'network'? I was following a convoy for about 6 hours and they were steady on course. I had radar shut down and they were just out of visual range. I was overflown by an Japanese scout plane and all of a sudden the convoy changes course and takes on an evasive steaming pattern.
The only conclusion I could draw was the plane contacted the convoy. Was this a correct assumption? It's the only thing that changed. I'm almost certain that the convoy or escorts saw me. I've been through most of the documentation and I don't remember reading about this. Of course, I could have missed it.
Thanks,
KaleunMarco
11-24-20, 11:04 AM
I have a question regarding IJN AI in the latest rev. Do the aircraft, escorts and convoys have a more robust radio 'network'? I was following a convoy for about 6 hours and they were steady on course. I had radar shut down and they were just out of visual range. I was overflown by an Japanese scout plane and all of a sudden the convoy changes course and takes on an evasive steaming pattern.
The only conclusion I could draw was the plane contacted the convoy. Was this a correct assumption? It's the only thing that changed. I'm almost certain that the convoy or escorts saw me. I've been through most of the documentation and I don't remember reading about this. Of course, I could have missed it.
Thanks,
yes, it is the correct assumption. it was the plane. the escorts' powers-of-observation are defined in one of the files in the CFG folder. if they saw you, both they and the convoy would have reacted.
:Kaleun_Salute:
Mios 4Me
11-24-20, 11:25 AM
The powers-of-observation tables have some interesting values apparently. I once surfaced at night under clear conditions in between two CVs in an unusually widely spaced TF and ran at flank for several minutes trying to get into position for a beam spread. Both carriers remained as unknown radar contacts until I began the run-in on the one to port, yet when I switched to bridge view, they were very clearly visible, along with the escorts on their far sides. Submerging as I fired, neither reacted until the torps hit.
KaleunMarco
11-24-20, 04:41 PM
The powers-of-observation tables have some interesting values apparently. I once surfaced at night under clear conditions in between two CVs in an unusually widely spaced TF and ran at flank for several minutes trying to get into position for a beam spread. Both carriers remained as unknown radar contacts until I began the run-in on the one to port, yet when I switched to bridge view, they were very clearly visible, along with the escorts on their far sides. Submerging as I fired, neither reacted until the torps hit.
yeah, those are really interesting conditions.
how can I get those?
:03:
Mios 4Me
11-24-20, 08:35 PM
I wish I remembered the details better, but it's been couple of careers ago or more. IIRC the lead carriers were Akagi and Kaga, moving east, so it may have been one of the Single Missions or a random pre-Midway encounter.
I had a similar situation on the last career in the SBS against Ozawa, but in very heavy weather. I closed on Zuikaku in a surface attack, paralleling until I could get into position, staying just far enough away that I wasn't detected until just before turn-in. Taiho loomed out of the gloom ahead just then and all bow tubes were open, so...
David McCampbell had a quiet June 19th in that reality.
Unrealistic, but fun the first time or two.
mikesn9
11-26-20, 08:54 AM
Let me know if more details would help fix this.
2nd patrol, Tambor from Pearl started Feb. 24 1942.
Zone 4, patrol for 5 days, saved after getting in zone and also about 1 day later(saves OK)
3 days in zone, first targets A midget sub and a Sentaka-Dai Sub. sank the big one, midget acted like DD, circling etc.
Saved, didn't check save at that time, found out later that it comes up with gauges at high noon.
2 days later sank Passenger-cargo freighter, saved.
Next time I played this save and prior save came back with gauges at high noon.
previous saves OK.
Fortsu v1.26p no other mods, Win 7 64 bit. LAA.
Any comments?
les green01
11-27-20, 01:42 AM
finaly got this download installing it now i'll give it a good try see how i like it
Mios 4Me
11-28-20, 11:13 AM
USS Jack, Jan 1944, ex-Fremantle, assigned to southern portion of Borneo's west coast, then the southern Makassar Strait. En route to Borneo (along central southern coast), we engaged a sailing vessel with 40 mm fire, taking down both masts, but not the Rising Sun flag, which remained flapping with no visible support.
At some point observed that the bow planes were "pinned back" but were functioning normally later.
Returned to Fremantle, reloaded and refit for the next patrol, only for the game to CTD when selecting the next mission. This happened again on the reload.
Note: this is the first patrol of a new career. I deleted the previous careers (i.e. the FRS Save folders in Documents) after laptop power supply issues resulted in Windows shelling out. There were no such events on this patrol.
Larrywb57
11-29-20, 05:22 PM
November 25, 1942, at 00:07 hours. My boat is a Tambor, homeport Pearl Harbor. Latitude is 149° 50' E
longitude 08°0" N.
With only two torpedoes left, I started my return to homeport. On the navigation map, a shop symbol popped up a few thousand yards from me. Once I plotted the ship's direction, I plotted on an intercept course. After traveling at flank speed for a short time, sonar lines came up on the navigation map. I went to the sonar station to listen to contact. No sound could be heard & the green light at the station never lit up. The sonarman reported "No sound contact!"
The ship was ID as a Split Merchant when we were close enough for visual identification. The target plot shows a speed of 0 knots, 332 degrees! The Split Merchant is now resting on the ocean floor, part of an artificial reef for marine life.
https://i.imgur.com/rNduLVs.png
https://i.imgur.com/jxRgbh5.jpg
:Kaleun_Salute:
Moonlight
11-30-20, 06:08 AM
Yep, Mr beanie knows about these stationary ships, I don't know if he's found out what's causing them though. I'm wondering if its something to do with the ships speed in the .mis files or the speed of the actual ships which is causing it. I've come across at least 5 small split merchants stationary in this career plus a couple of other ships as well, I'll put it down to a mechanical failure of some kind and practise some extremely long range shots at them.
Larrywb57
11-30-20, 08:46 AM
Yep, Mr beanie knows about these stationary ships, I don't know if he's found out what's causing them though. I'm wondering if it's something to do with the ship's speed in the .mis files or the speed of the actual ships which is causing it. I've come across at least 5 small split merchants stationary in this career plus a couple of other ships as well, I'll put it down to a mechanical failure of some kind and practice some extremely long-range shots at them.
:Kaleun_Salute:
propbeanie
11-30-20, 08:10 PM
Nutz - just had a post with replies to several questions up & disappear on me while trying to switch between tabs on this cell fone browser... I will not attempt that again, but I do hope to have internet service for the PC tomorrow night, so we'll try again when I have some real screens to look at...
Cybermat47
12-01-20, 04:14 AM
So, how do I download this mod? Clicking the download link and pressing the download button does nothing.
Moonlight
12-01-20, 07:19 AM
I had no problems with Google or Edge, if you are having trouble downloading anything it could be due to an ad-blocker or an extension in your browser.
100_FalloftheRisingSun_Ultimate_Edition_v1.24_EN (https://www.subsim.com/radioroom/downloads.php?do=file&id=5572) == This is the Download Link ==
See Page 129, Post #1924 (https://www.subsim.com/radioroom/showthread.php?p=2698077#post2698077) for the patch 101_Patch_v1.2To_v1.26p.7z (https://drive.google.com/file/d/1r2Xp8EMRRFWXKFvnK6cbscKD0l4gKer3/view?usp=sharing) to bring any of the v1.2 versions of the mod up to v1.26p, which has DanielCoffey's BB sils, the 3 fixed sils, the v2 Shinona, and edited Campaign files to match, along with a shuffling of the Solomon assignments, and a "Cactus" AirBase that isn't as "large" as a small airbase, and should reduce air traffic around the Solomons, yet still have some Wildcats for self-defense...
Note: This mod is for "Silent Hunter 4: Wolves of the Pacific" v1.5 only - with Uboat Missions Add-on aka: "Gold Edition" only
---------------------
The FotRSU Mod Team[/I]
We would like to dedicate this mod to Florida Sailor and to aanker, both of whom were invaluable to our team's efforts, and both of whom we lost much too early during this past year and some. We still have a couple of add-in mods of aankers that we have to adapt to FotRSU.
"Let me square the yards, while we may, old man, and make a fair wind of it homeward."
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10695
Top graphic is a re-worked AOTD_MadMax image. The USS Sea Devil surfacing is courtesy of cdrsubron7, and is the splash screen for FotRSU. Last image of the S-Boat sailing into the sunset is courtesy max-peck.
Front Runner
12-01-20, 11:42 AM
Sounds like you're a victim of the "Quit/Start/Load/Reload" bug...
Here is the link to the thread. I believe it has to do with FOTRSU campaign start dates and we've never been able to figure out why...
Read the thread, perform the "tests" and see if this is happening to you.
https://www.subsim.com/radioroom/showpost.php?p=2586904&postcount=1
Let me know if more details would help fix this.
2nd patrol, Tambor from Pearl started Feb. 24 1942.
Zone 4, patrol for 5 days, saved after getting in zone and also about 1 day later(saves OK)
3 days in zone, first targets A midget sub and a Sentaka-Dai Sub. sank the big one, midget acted like DD, circling etc.
Saved, didn't check save at that time, found out later that it comes up with gauges at high noon.
2 days later sank Passenger-cargo freighter, saved.
Next time I played this save and prior save came back with gauges at high noon.
previous saves OK.
Fortsu v1.26p no other mods, Win 7 64 bit. LAA.
Any comments?
mikesn9
12-02-20, 07:36 AM
thanks for the response.
this patrol stated February 24 1942, well ahead of the situation you described.
I have also tried several times to load, same result (including reboots, etc)
Front Runner
12-02-20, 08:21 AM
thanks for the response.
this patrol stated February 24 1942, well ahead of the situation you described.
I have also tried several times to load, same result (including reboots, etc)
I think I may have misunderstood your issue. When you say the "gauges came up at high noon" what do you mean?
I thought you meant the time of day was high noon.
Front Runner
12-02-20, 08:45 AM
Nutz - just had a post with replies to several questions up & disappear on me while trying to switch between tabs on this cell fone browser... I will not attempt that again, but I do hope to have internet service for the PC tomorrow night, so we'll try again when I have some real screens to look at...
Uh oh! Because of the "gauges at high noon" post, which I seem to have misunderstood, I re-visited the "Quit/Start/Load/Reload" issue using the latest FOTRSU build.
I've discovered that even when I have a "Successful" Reload, that there are some weird alphanumberic characters that show up next to any unerased embedded "Marks" on the F5 Chart. Normally they just show up as an "X" with blank information. Just an "X".
So, on the "Reload", instead of "Mark 1", for instance, there is an "X" with some random alphanumeric characters as the "ID", which were not there at all on the "Load".
This ONLY happens on the "Reload" not the original "Load" of the same save game. There is a hint in there somewhere. Just thought I'd let you know I'm still involved here.
I'm just about to complete a 1X journey from Pearl to Midway to Empire Waters near Tokyo. I'm currently submerged waiting for dark to complete my surface run into my assigned patrol area.
I started the 1X Journey on Dec. 9th 1941, it is now Dec. 23 1941 at Pearl which means it's Xmas Eve on my Gar Class boat.
Once I'm in my patrol area, I'll be using accelerated mode to search out targets.
I had one aircraft encounter (radar contact) which forced me to dive on the morning of Dec. 22, 1941 a couple hours after dawn about 250 miles out from Tokyo. Four engine Jap flying boat. He didn't see me.
I'm thinking that the best approach in 2021, is to ALWAYS save only one iteration of a "Save game", no overwrites. Then ALWAYS close the game and restart using only one "Load". If one has to "Reload" a save game, Quit, Start and Load.
I've had no problems with any of my Save Games loading as I've proceeded on my mulit-day 1X journey.
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