View Full Version : [REL] Fall of the Rising Sun Ultimate, full release
FotRSU Mod Team
11-09-19, 06:51 PM
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10693
An AOTD_MadMax / Rockin Robbins image
Announcing 17th July, 2022 (USA)
Please note that we expect typos here and mistakes in the mod. Just let us know!
Version 1.8 of Fall of the Rising Sun Ultimate
Note: This mod is for "Silent Hunter 4: Wolves of the Pacific" v1.5 only - with Uboat Missions Add-on aka: "Gold Edition"
Note: This mod is NOT compatible with previous versions of itself
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100_FalloftheRisingSun_Ultimate_v1.8 (https://www.subsim.com/radioroom/downloads.php?do=file&id=5572) == This is for the Download Link ==
Note: This mod is NOT compatible with previous versions of itself
Note: This mod is for "Silent Hunter 4: Wolves of the Pacific" v1.5 only
- with Uboat Missions Add-on aka: "Gold Edition" only
17/07/2022 @ 18:00
100_FalloftheRisingSun_UltimateEdition_v1.8.7z
Size = 1.86 GB (1,998,411,689 bytes - 1,951,574 kilobytes - 1,905 Megabytes) compressed
- as reported by Windows 10 64x
Algorithm......Hash
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MD5.............D47E1AFF8DD980C1EC75F061C9249461
SHA256........E01AD6A85508A00082B0924A0E797043ECB3 B88929A5A4BD2EF9EF342BF3B053
-hashfile command completed successfully.
We have finally managed to get the v1.8 patch file put together, and coordinated with the next Nippon Maru release:
101_FotRSUv18_FixPak (https://www.subsim.com/radioroom/downloads.php?do=file&id=6230)
Nippon Maru updated to v1.9 is released
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Anyone having issues downloading the mod, please read at the top of the Download page, below the site banner and menu, where it says:
If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser. Try turning off the ad-blocker or whitelisting www.subsim.com in your ad-blocker extension or switching to Microsoft Edge browser or Firefox to complete the download. Thanks.
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Read Me Please
Please read the included instructions found in this first post or on the download page, as well as also found in the mod itself in the Support folder. Briefly reiterated:
1. You must have a fresh install of Silent Hunter: Wolves of the Pacific v1.5 - the one with the U-Boats
2. That game must be installed in a folder that is NOT a "Program Files" folder, including if you are using Steam
3. You must have at least four (4) gig of RAM and a 64 bit Windows OS
(if you have something older and 32-bit with 4 gig of RAM, PM propbeanie who can get you going)
4. You must PROPERLY use either LAA or NTCore's 4Gig Patch, or similar on the SH4.exe file
5. You MUST empty the Save folder prior to starting the modded game
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It is recommended that you NOT use additional mods with this release initially, until you are certain the base FotRSU mod is functioning correctly, and then only use mods found in the Extras / AddInModzPak_1.8 (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993) folder, or as below:
Add-In Modz Pak has been updated for use with FotRSU v1.8:
AddInModzPak_18 (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993)
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=12219
See the posting for further updates (https://www.subsim.com/radioroom/showthread.php?p=2635993#post2635993)
Nippon Maru has been updated to v1.9, has to been checked and found to be fully compatible with FotRSU v1.8 with the Patch:
Nippon_Maru_v1.9 (https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=12636)
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=12636
See the thread for further updates (https://www.subsim.com/radioroom/showthread.php?p=2715764#post2715764)
Nihon Kaigun has been updated to v1.2 and is fully compatible with FotRSU v1.8:
Nihon_Kaigun_v1.2 (https://www.subsim.com/radioroom/showthread.php?p=2755792#post2755792)
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=12638
See the thread for further updates (https://www.subsim.com/radioroom/showthread.php?p=2755792#post2755792)
vickers03's Fleetboat Interior - Officer's Quarters (https://www.subsim.com/radioroom/showthread.php?p=2664082#post2664082) Mod will function as intended in this version of FotRSU
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=12637
But you do have to use the upc patch file included in FotRSU MODS folder
Again though, make certain the base FotRSU is functioning correctly before adding more to the game.
- Run some Single Missions or Quick Patrols to test the modded game -
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You Want these - You NEED these:
https://i.imgur.com/JKcZ7fG.jpg
https://i.imgur.com/dVYqkFE.jpg
These are found in the "root" game folder as "SH4_Q-Ref_Card_Front.jpg" and "SH4_Q-Ref_Card_Back.jpg"
They were edited by CapnScurvy as the mod was built - please use them.
ATTENTION: If you need help troubleshooting an issue
ATTENTION: If you need help troubleshooting an issue - Post your issue in this thread - if you have a potential "bug" to report - post it in this thread - We want to keep all FotRSU information together for other users' future reference in this thread, if at all possible. Do NOT PM user "FotRSU Mod Team", nor post issues in the Download Page. That User ID is only logged-into for updates and notices, which might be 6 months (or longer) between edits. For better "service" for issues or comments, post here... In all cases, it is required that you supply more information than just "... and then it CTD'd..." Your post may very well be ignored otherwise. We shouldn't have to ask twenty questions across multiple posts, besides the fact that we are old folk, lose focus and attention, besides forgetting where other posts (and our teeth) are, much less who started the other thread(s)... You should supply your computer information, such as cpu, gpu, RAM, hard drive(s) and free space, whether you emptied the old Save folder, your OS, whether 32-bit or 64-bit and the path to where the game you have modded is installed. We also need what mods are activated (use the JSGME "Export activated mods list to..."). As for a potential bug, besides the previously mentioned, we also need the date of the occurrence and the location - the more accurate your information, the better - THIS IS IMPORTANT - it is also nice to know what submarine you are in, the date you sailed, where did you sail from, what were your orders and what are the surrounding circumstances... The more information you supply, the better. Without it, the task of finding what you consider as an issue is much more difficult. Pictures and / or video are greatly appreciated.
Be aware that the structure in the Support folder of the mod has changed again. There are more pdf files linked from the "01_FotRSU_TableOfContents.pdf" file. You can also create a desktop short-cut to that file, or to the "01_FotRSU_Support_TOC.bat" file in the game's root folder, if so desired. YMMV.
Thank you.
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| We must give a special shout-out and thanks to Onkel Neal and Sailor Steve for their
| help in getting all of this set-up, and making certain that the mod is listed in the
| correct Downloads section - in spite of propbeanie
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https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10694
A cdrsubron7 image used as FotRSU splash screen
Be sure and read the documentation in the Support folder
Quickie Activation:
- Download the mod file "100_FalloftheRisingSun_Ultimate_v1.8.7z" to an easily remembered location on your computer. Your SH4 install should be "clean", either from a new install, or from a known-clean archive. It should NOT be installed in a Windows "Program Files" folder. The easiest way to do the activation is to create a MODS folder inside of your game folder. For our example, we'll use the "D" drive, "Games" folder, and "SH4FotRSU" as the path structure. Such that we have "D:\Games \SH4FotRSU" as our game folder. Create a folder named "MODS" inside of that. MODS is the default name that JSGME uses for its folder. Put the "100_FalloftheRisingSun_Ultimate_v1.8.7z" mod file in that folder. Use 7Zip (https://www.7-zip.org) on it to "extract it here", and you should have the mod folder structure built properly in that MODS folder. Find the JSGME.exe file in the "D:\Games \SH4FotRSU \MODS \100_FalloftheRisingSun_Ultimate_v1.8 \Extras" folder, and copy it to the SH4FotRSU folder above. Then run the JSGME.exe file. It will pop-up a dialog with the "MODS" folder named. Confirm that. Run JSGME again (if necessary), and you should have 100_FalloftheRisingSun_Ultimate_v1.8 listed in the left-hand window. Click on that once to highlight it, and the click on the right pointing arrowhead ( > ), which will activate the mod. Give it time though - it will take a while. Go get some tea.
- It would be best to use the MultiSH4 found in the game folder, and use that to create a unique 3-character "name" for your newly modded Game Save folder. Not an necessity though.
- You must Run the the "Large Address Aware.exe" file found in the game folder after mod activation, or use the 4Gig Patch found in the Extras folder of the mod. This implies that you need a 64-bit OS and at least 4 gig of RAM (see computer specs elsewhere here).
- After all that, you can now run the SH4.exe, and you should have FotRSU up and running. This is an over-simplified version of what is found in the various pdf files in the Support folder of the game.
Please read the pdf documentation in the Support folder
There is an "01_FotRSU_Support_TOC.bat" file in the 'root' folder of the mod / game (after activation) that should start the "01_FotRSU_TableOfContents.pdf" file, which contains a list of links to pdf support info, some of which is very verbose and boring to some, but useful to others. If you use the Adobe Acrobat Reader, you can set it to pen each linked file in a new tab. There are also ReadMe files that attempt to give justice for the incredible work done by the team and others, also found in other mod Support sub-folders.
Computer recommendations
Computer recommendation (minimum):
Intel Core 2 Duo, dual-core cpu
4 Gig of RAM (Random Access Memory)
Mid-grade PCIe video card with 512MB of onboard RAM
10 Gig of free hard drive space on the game install drive for both the game and the mod (which expands to roughly 4.86Gig once extracted)
Sufficient hard drive space for a good Windows swap file, preferably on a 2nd, fast hard drive
There are folks running this mod set on lesser computers, of course, and onboard video cards on laptops do seem to function, but usually at lower settings, unless you have one of the newer variety. This will also run on a single-core machine, but the faster the cpu, the better. The more RAM, the better. The stronger your video card, the better. If you get a lot of stuttering while trying to play the game with the mod enabled, first check your LAA (Large Address Aware) setting on the SH4.exe file. A rather common mistake with the use of LAA is to not check the write-enable status of the SH4.exe file's attributes. Be certain that the "Read-only" attribute is cleared. The next step would be to lower the eye-candy settings in the game's Options menu, Graphic Settings, such that the level of detail is lower. On most computers, you have to make certain the game's resolution for the display matches the Windows setting, which should match your display's 'native' ("Recommended") setting. All you need is a reliable 30fps for proper game function. There is no need for higher, and too much higher will adversely affect some aspects of the game, including proper time-of-day keeping.
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Installation pointers:
You will initially only need an 'archive' program, such as 7Zip (preferred) or WinRar, or the Windows "UnExtract" utility in File Explorer, to extract the mod's 7zip file. After that, the other utilities will be in the mod's folder structure (see above and below).
Be sure the folder structure for the mod is correct after extraction, such that you have something similar to "C:\Games \Silent Hunter 4 \MODS \100_FalloftheRisingSunUltimate... \Data" - if you do not, it will not activate correctly. The most common error is having two "100_FalloftheRisingSunUltimate..." folders, one inside the other.
When you attempt to activate FotRSU v1.8 the only safe way to proceed unfortunately, is to not use previous Saved games. Delete the Save folder. The game will re-create that when next starting. This also ensures that all of the mod's files are properly copied over to the new Save folder (generally "C:\Users \UserName \Documents \SH4"), which should result in a proper activation of the mod on top of SH4.
Also, please ensure that your base SH4 files are absolutely stock. Reinstalling from scratch is the gold standard here. Uninstall, completely delete your SH4 Wolves of the Pacific folder and everything in it, then reinstall SH4. The use of a back-up archive, so long as it is truly clean, an absolute Stock set, works fine for this.
Do not use the default path that the Ubisoft installer gives you, which is "C:\Program Files..." - you want to alter that install path to NOT be in a Program Files folder. Name a folder yourself, or delete the "\Program Files..." portion from the intended install path, such that you then have "C:\Ubisoft..." instead. If using an older installer for SH4, be sure and choose to install the DirectX v9.0c files, as well as the Codecs on the installer menu. If you do not see those choices, you need not worry about them, such as with a Steam or Ubisoft download.
It is highly recommended that you use JSGME to activate the mod
If you want to use MultiSH4, it should be done prior to the use of LAA or the like, otherwise MultiSH4 might fail to recognize the SH4.exe file. This does not always happen. ymmv
Be certain to activate an Large Address Aware (LAA) applet on the SH4.exe file - and do it properly. The FotRSU mod, applied on top of the game, is quite large in the computer's RAM, and the use of an LAA utility is a necessity.
After you start the game the first time with FotRSU enabled, you will have to use the "Options" menu to set your screen resolution and other options to the settings you desire, exit the game, and then re-start it again for those choices to be enabled. Do not forget that v1.5 of the game will start you on the German screens, and you will have to "Change Sides" on either the Single Mission, or Quick Patrols screens to be able to use the scenarios included there with the mod.
There is a 2nd Options screen for gameplay and the like in the Captain's Office prior to your going on Career Patrols. That can be set for each individual career that you start - these settings are separate from the Main Menu Options
Files and instructions for the utilities are found in the mod's Support folder after extraction, in same-named sub-folders. JSGME and MultiSH4, as well as others, are included. Their instructions and support infor are also found in sub-folders off the Support folder. Activating the mod will put Large Address Aware and MultiSH4 into your Silent Hunter Wolves of the Pacific (whatever you've named it) folder, and JSGME.exe into the Extras folder.
Run Large Address Aware, choosing SH4.exe as the "target" file you want to be made Large Address Aware. SH4.exe must be write-enabled.
More detailed instructions can be found by activating the "01_FotRSU_Support_TOC.bat" file in the game's "root" directory
Or by double-clicking the "01_FotRSU_TableOfContents.pdf" file in the Support folder, and then using the list in that to choose a pdf to read.
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History:Gathered from the first page of the old beta REL thread
Fitzcarraldo, XTBilly, Bleiente, cdsubron7 (okay, you're drafted with the right to opt out!) and Rockin Robbins announce the foolhardy project to 1) Save FOTRS, 2) bringing all three versions home to Subsim where they will be preserved, and the foolhardy part 3) to consolidate the best features of 1.2 and 1.3, which are for SH4UBM and FOTRS 2.0, written for SH4 v1.4, into a single FOTRS Ultimate mod for SH4UBM, since close to 100% of people are playing that 1.5 version.
Propbeanie has volunteered as a guinea pig, but in this organization, we don't like guinea pigs, we use crash test dummies! Propbeanie, you're our first. Thanks for volunteering for the punishment.
I'm in the middle of the first part of the project, importing and protecting the three versions of FOTRS directly in the Subsim downloads section. I have FOTRS 1.2 uploaded now but not linked to the downloads section. 1.3 and 2.0 will follow. I expect that to take a couple of days as uploading is very, very slow.
Then we'll talk about how to proceed. So far the sketchy and overly-optimistic plan is to take v1.3 as a base, add Vickers interiors from 1.2, fix the sound problems, then take the extra ships from 2.0 and sound effects plus whatever else looks really great and add it to 1.3 to produce FOTRS Ultimate. The aim is that as far as possible, what comes out will remain the work of AOTD_MadMax and we will add as little of our own work as we can. This will still be an AOTD_MadMax mod when we're done.
If you can help please feel free to join the thread. I'm no Hitman, CapnScurvy, iambecomelife or Kpt.Lehmann, but we'll have to make do. We''ll do it by surrounding me with better modders than I am.
Onward! Into the fog! :D
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Currently Active Mod Team Members (alphabetical), available for PM:
propbeanie
s7rikeback
vickers03
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Mod Team Members no longer active:
CapnScurvy
cdrsubron7
max-peck
Rockin Robbins
XTBilly
Do not bother the inactive members please
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Former posts #2 and #3 are now here, under these "spoilers":
What This Mod Is and Does:
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10693
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Disclaimer: This mod is untested on any other super-mod, and may CTD your game if other mods are applied in conjunction with Fall of the Rising Sun Ultimate Edition. It is recommended you only use other mods “certified” as compatible by the FotRSU team. The player who uses "un-authorized" mods does such at their own risk. Doing so may result in undesired effect(s), even if no CTDs are encountered. If you have an add-in mod you would like to see converted, let the Team know, and arrangements will be attempted.
The idea behind the mod was to use AOTD_MadMax’s vision and mod packs to build as immersive of a mod as is possible with the Silent Hunter 4 game. There are restrictions to doing such, involving our skill-levels of modding, but also issues with the game itself. There are some aspects of the game that do not take to modding, and actually will degrade the intent of what we were after, and as such, have been left as-is, or put back to Stock standards. What we have done is include almost all of the ships found in the “Fall of the Rising Sun” series of mods, and added others. You will find one of the largest libraries of Land units (37+), Air units (76+), Submarine units (13 playable), and especially Sea units (now over 295) in any of the Silent Hunter series mods. It has been intended that they all work as a cohesive whole, and to this end, have all been adjusted for the FotRSU environment and the other aspects of the game. We will continue working through damage models as time permits.
In line with these changes, the Campaign files used in the game have been extensively altered, mostly to comply with the new "calls" for the new ships added, but also to split large files into smaller "layer" pieces. More will be attempted as time permits. You will find somewhat “historical” assignments for your first missions from Manila and Pearl Harbor. Since it is realized that a lot of the submarines’ early assignments were to “dead” areas with little to no enemy traffic, the player is usually offered multiple mission objectivess in those assignments and the possibility that their assigned area will be moved about, similarly to what happened in “real life” with re-assignments enroute, as the ComSubsAF tried to keep up with the Japanese invasion onslaught. The player is given renown point awards for following their orders and doing the assigned Objectives. While some of these first missions might bore you to tears and be long in time length, you will find that you will get close to what happened to the real skippers: “Days of shear boredom, followed by hours of shear terror.”
This is NOT a difficulty mod, and in many aspects is easier to play than Stock. There are add-in mods to change this behavior, if desired. The modders assume that you will not "game" the system and cheat, but instead, attempt to conduct yourself in a manner becoming an officer of the US Navy Department. It is recommended that all US Pacific players of SH4 get themselves a copy of Clay Blair Jr's Silent Victory (https://www.amazon.com/dp/155750217X?tag=duckduckgo-vivaldi-20&linkCode=osi&th=1&psc=1) for further research. (That is an Amazon link, as an example only - it is recommended that you shop through the SubSim Store Site (https://www.subsim.com/store.html))
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Known Issues:
These may or may not be fixable:
1. The "S" Boats will take on any torpedo the game offers, and since the Mark 14 is first in the list for the Fleetboats' sake, it does the same for the "S" boat when you empty your onboard stores. You will not see them offered in the system management Torpedo screen, but if you come back into port and End Patrol without re-fitting first, you most likely will end up with Mark 14 torpedoes in the empty Mark 10 stores. The work-around is to re-fit first, and if necessary, reload the tubes and then re-fit again to fill your boat's stores, then End Patrol. If you forget to do that, or would rather do it the other way anyway, just End Patrol, and when you next get ready to go out on patrol, just remember to visit the Torpedo page when in the Captain's Office, and drag the Mark 14 torpedoes out of your sub, and drop them in the section to the left on the torpedo screen. Then drag the Mark 10 torpedo in the left section into the empty spots. The "new" Mark 10 torpedoes do not cost you any renown in an S-Boat. They do if in a Fleetboat.
2. The SJ radar is still squirrelly - kind of like Eichhörnchen... :roll: - you just never know - if you are at any given station on the boat, and you use the keyboard short-cuts to turn the radar on, and turn it to continuous (don't forget, there is an updated "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" in the game's 'root' folder), and if you then exit that station and go elsewhere on the boat, your SJ will most likely now be on "Focused" instead of continuous sweep... If you are at the radar station, and turn it to "continuous", you can go to the NavMap and use it to make your targeting marks, but if you go elsewhere, the SJ radar goes back to "Focused". Pay attention to the menu buttons at the bottom of the screen, and click on the "Continuous Sweep" button if necessary. Also, the SD was made to be user controlled for On / Off, and no longer raises and lowers as in some of the past versions, or in other mods. This was so that the player could turn it off when coming close to friendly areas, or if desiring some "stealth" when the IJN acquires radar detectors. We will gladly borrow from another mod (in an appropriate manner, of course :roll: ), if anyone knows of one that the SJ functions correctly once the "continuous sweep" is turned on...
3. The Deck Gun and Crew issue should be somewhat relieved, thanks to mazzi. The original intent with having "anchored" guns on the sub decks was so that there was no chance of the deck gun crew disappearing with a gun upgrade. However, the player would sometimes end up with two deck guns, one player crewed with the original gun, the other with no crew positions at the new gun. Other times, the new gun would overwrite the player crewed gun, taking with it the crew positions - and the crew members sometimes. The deck gun can now be swapped bow to aft and vice versa, and the crew will generally follow the gun. They have disappeared a few times while testing, but you are able to implement techniques discussed by wolfeinsamer in Fix for deck gun crew slots disappearing (https://www.subsim.com/radioroom/showthread.php?p=2358643#post2358643) to open the slots for use. There are several other similar posts. This issue may, or may not overwrite your current gun, which seems to be situationally dependent... Consult the 'NewColetrainsAndOthersDGfix.pdf' file in the Support folder for more on the subject if you do run into issues. Be sure and report issues with this in the thread. The "new" way of doing it in FotRSU is a combination of CapnScurvy, propbeanie and mazzi, and is a potential fix to all sorts of issues with guns, radars, and other equipment.
4. Be aware that the Game's Save system is slow. Be sure that you give the game plenty of time to write to your hard drive. A few seconds after you click the "Save" button (do it twice!) is usually sufficient. So "click", "pause", "click", "pause", then go elsewhere...
5. In the same vein, after you load one of your saves, you will hear various noises from your previous session as the information loads into your computer. This is "normal behavior", unless of course, it keeps repeating and repeating... Also be aware that when you re-enter with the saved game, if you had a set course on the NavMap, that your boat will not follow the previously set route on the NavMap until you use the "Return to course" button on the NavMap (F5) page, or use other methods to coerce your boat into "complying" with your command. If you did not have a set route, then your boat will continue at whatever speed and heading you were on when you Saved, even if this included a direction change that was not complete. The turn will be executed.
6. Earlier versions of the mod had reports of bad saves and other anomalies. We are reasonably certain we have eliminated most of the issues, but want more user input. Remember, we added more, smaller, and closer airbases to the Empire Waters and other areas in an attempt to rectify the Japanese air attacks. We have now done similar with the US airbases to tone down their responses. These changes involve more AirBase responses, but with fewer planes. We need lots of input from users for this. If you are in Empire Waters, let us know about the airplanes!
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We have added the China and Thailand nations to the roster files. These new nations have either both Air- & Sea-borne, or just Sea assets. For version 1.8, we now have a distinction between "Russia" (an ally) and "USSR" (a neutral).
A Rundown of some of the assets:
New land units have been added; these include the following:
> Australian Large Air Bases, Normal Air Bases & Small Air Bases.
> Chinese Large Air Bases, Normal Air Bases & Small Air Bases.
> Japanese AA Defence Platforms with functional AA guns
> Russian Small Air Bases
> A clone of the Stock AA Platform, without guns, so that ships and planes have a docile target to shoot at during "invasions" (forthcoming Lifeguard Duty).
> A clone of the Small AirBase with fewer airplanes for VSmAirBase
New Sea units have been added; these include the following:
> American
- AI Fleetboat Submarine
- AI S-Class Submarine
- AI Fleetboat Submarine [Static]
- AI S-Class Submarine [Static]
- Heavy Cruiser Salt Lake City Class
- Destroyer Robert H.Smith Class
- Assault Landing Craft
- Battleship Missouri Class
- US River Gunboat Panay Class
- Submarine chaser PC-461 Class
- LC-T Amtrac "Alligator"
> Australian
- "N" Class DD
- HMAS Groves
- Assault Landing Craft
>British
- Assault Landing Craft
> Chinese
- Gunboat Luzon Class
- Gunboat Panay Class
>German
- AI Type IX D2 U-Boat
> Japanese
- Auxiliary Cruiser Aikoku Class
- Heavy Cruiser Aoba Class
- Heavy Cruiser Mogami (Late War) Class
- Light Cruiser Katori Class
- Light Cruiser ASW Katori Class
- Light Cruiser Tenryu Class
- Fleet Carrier Hiyo Class
- Fleet Carrier Unryu Class
- Destroyer Escort Kisaragi Class
- Submarine Tender Jingei Class
- Parker's Tincan . . . . . . ; not called in the campaign Used in training
- Parker's Tincan II . . . . .; not called in the campaign Used in training
- Patrol Boat 102 . . . . . . ; Rarely called in the campaign
- Shinshu Maru Landing Ship
- Armed Daihatsu 25mm
- Armed Daihatsu 37mm
- Battleship Yamashiro Class
- Heavy Cruiser Haguro Class
- Daihatsu Landing Craft
- Light Cruiser Nagara Class-Isuzu
- Seaplane Tender Yoshino Class
- Destroyer Menaki Class
- Destroyer Escort Tachibana Class
- Ada Maru Old Freighter
- Aden Maru Passenger-Cargo Merchant
- Ansyu Maru Auxiliary Transport
- AI Type A1 Submarine
- AI Type AM Submarine
- AI Type C3 Submarine
- AI Jyunsen Type B Submarine
- AI Jyunsen Type 1 Submarine
- AI Kaidai Type IV Submarine
- AI Ko-Hyoteki Midget Submarine
- AI Sentaka-Dai Type Fast Submarine
- AI Sen-Toku I Carrier Submarine
- Light Carrier Ryuho Class
- Auxilary Gunboat
- Seaplane Tender Nisshin Class
- Several Unpoto barges from keltos01 and team
> Netherlands
-Submarine chaser P01 Class
> Red Cross
- Hikawa Hospital Ship
> Thailand
- DD ParaRuang (a facimile)
- DE Tachin (a facimile)
- TB Chantaburi (a facimile)
- A Trawler and a tugboat
- Small Merchant and various Sampan & Fishing Boats
* The escorts were re-worked for v1.1, such that there is a better spread of large, medium and small vessels, spread across the war's timeframe.
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New Air units have been added; these include the following:
> American
- Fighter Grumman F4F Wildcat
- Heavy-bomber Boeing B-17F Flying Fortress
- Heavy-bomber Consolidated B-24H Liberator
- Same plane as USN version of PB4Y-1 Liberator
- Patrol-bomber Lockheed PV2 Harpoon
- ASW Patrol Vought OS2U Kingfisher
- Floatplane Consolidated PBY Catalina
- Fighter Grumman F6F Hellcat
- Medium-Bomber B-25 Mitchell
- Fighter Curtiss P-40 Warhawk
- Fighter Curtiss P-40N Kittyhawk
- Dive Bomber US Army A-24 Banshee
- B-17 combat boxes from Kendras . . . . . ; Late war
- Curtiss SOC Seagull, from the Pensacola ship's onboard model.
> Australian
- Fighter Grumman Martlet AL246
- Fighter Supermarine Spitfire Mk XVIE
- Patrol-bomber Lockheed PV1 Ventura
- Fighter Curtiss P-40N Kittyhawk
> British
- Fighter Grumman Martlet AL246
- Torpedo-bomber Bristol Beaufort
- Heavy-bomber Handley Page Halifax Mk III
- Light-bomber Lockheed Hudson Mk 3
- Heavy-bomber Handley Page Halifax Mk VI
- Medium-bomber Vickers Wellington GR Mk XI/XIV
- Medium-bomber A.W Whitley Mk V
- Scout Plane Vought OS2U2 Kingfisher
- Fighter Curtiss P-40N Kittyhawk
> Chinese
- Fighter Curtiss P-40 Flying Tiger
> Japanese
- Mitsubishi G4M Betty with MXY-7 Ohka
- Dive-Bomber Mitsubishi G4M Betty
- Zero Kamikaze Bomber
- Fighter-bomber Floatplane A6M2-N
- Aichi Floatplane E13A Jake
> Netherlands
- Light-bomber Lockheed Hudson Mk 3
- Floatplane Consolidated PBY Catalina
> Russian
- Fighter Curtiss P-40 Tomahawk
* The Loadouts were previously re-worked, and we are 99.9% sure of 100% compliance, and most airplanes will attack. We want comments on air attacks...
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What’s also been included:
• Active AI Torpedo’s on warships & Submarines (CapnScurvy & s7rikeback) *see note
• Merchant Shipping now in their finest Razzle Dazzle (max-peck)
• New Flags graphics, plus new roundels. (s7rikeback)
• Multiple texture corrections (various)
• Thousands of data edits on unit .eqp & .sns files… (various)
• Various sound corrections… (CapnScurvy & propbeanie)
• Radar… (CapnScurvy)
• Submarine Batteries… (CapnScurvy)
• Equipment upgrades… (CapnScurvy, s7rikeback & propbeanie)
*Note: The AI Torpedo idea has been hashed around by the likes of DarkFish, jhapprich, Sergbuto, and polyfiller, among others, with all ideas combined by CapnScurvy and s7rikeback to make a fully-functional "device". The "range" of the launch is shortened in FotRSU, both of necessity for accuracy, but also to minimize the complete annihilation of all vessels afloat and submerged... :roll:
====== +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ======
This mod was originally created by AOTD_MadMax and his team, and is based upon Ducimus' widely popular TMO v1.8 mod. Of note is this small quote from the original FOTRS ReadMe file:
In addition we would like to note, that “Fall of the Rising Sun” is just a modpack and not a mod for itself. That means, that “FOTRS” is a bundle of many already existing modifications. The copyright of each modification belongs to its developer. We just have modified and supplemented these modifications with our ideas...
----------------------
Be sure and read their full ReadMe file in the "Support / FOTRS Original" folder of the FotRSU mod.
Also Included in FotRSU, are newer works from:
* Comprehensive re-working of the sil image files and cfg data from DanielCoffey
* NCO_Bathurst – the_Frog
* P-40 Warhawk & Variants – Testpilot1978, edits by s7rikeback
* NPT_Schnellboat – Sergbuto
* Original NMMO Mod – Nbjackso (re-worked by CapnScurvy[/]) = See his ReadMe for his contributor list
* F6F Hellcat - [b]Alx Novoros and the KSD II Team at http://brat01.mybb.by/
* B-25 Mitchell – HanSolo78
* CVE_Ryuho – miner1436
* CL_DeRuyter – miner1436
* KLCS_Heian (and derivative) – miner1436
* W-19 - miner1436
* Aichi E13A "Jake" – ZUIKAKU1944
* CL Isuzu, Nagara Class – noshiro
* CL Katori - ZUIKAKU1944
* DaihatsuLandingCraft (3 versions) – ZUIKAKU1944
* Shinshu Maru IJN Attack Transport – ZUIKAKU1944
* Ada, Aden & Ansyu Marus - Hitman
* Unpoto barges - keltos01 and company
* All those deadly IJN subs you’ll encounter – keltos01 and his team, especially Peabody
* Aleutian Patrols – cgrimes, in the Quick Patrols section of the game
* Single Missions – cdrsubron7, in the Single Missions section of the game
* Large Life Boat – a combination of Privateer’s and Webster’s mods - Edited for FotRSU (CapnScurvy)
* Webster’s Life Rafts – Webster Edited for FotRSU (CapnScurvy)
* Japanese seaplane tender Nisshin for SH4 – JapLance
* Heavy Cruiser Tone for SH4 – JapLance
* NPC_461 – Originally built by the_Frog, and converted to SH4 by AOTD_MadMax, edited for conformity by s7rikeback
* B-17s Over Europe from Kendras, adapted to B-17s Over the Pacific (s7rikeback)
Do not pester these authors with any support questions for their creations as used in Fall of the Rising Sun Ultimate Edition. While they are nice guys and would try to help you, you should instead bother the FotRSU team members. Post in the thread here and ask your questions.
* We must make special mention of CapnScurvy and the combining of his Day of Infamy mod into the FotRSU mod. We must also specially thank keltos01 for the use of his Japanese submarines and other assets, which were adapted to AI by s7rikeback and CapnScurvy. propbeanie would also like to mention "Thanks" to CC Price for his invaluable donation of an nVidia GTX 560 Ti video card at a most critical time, which helped inmeasurably in getting this mod completed.
If you see an over-sight for a proper thank you from us, please let us know so that we can correct it. If you see something used improperly, please let us know so that we can correct it. Again, thank you!
* Again, a special shout-out to ETR3(SS) for his help with tracing through the files for the submarines, which helps with all aspects of the mod, but in particular the SJ radar configuration, and also for his Tench Class submarine.
* An extra-special shout-out to mazzi for pointing out the problem with the upgrades to boats, which are affected by the deck guns.
* Through tireless and patient re-working of the ships' sil and cfg files, DanielCoffey also found several errors in the mod, which were then corrected.
* The team would like to recognize s7rikeback as the "fixer" of most of the recent updates to those same ships, plus other re-workings of mod assets that places him in a "top modder" class. He and propbeanie have been working tirelessly in the background on the mod edits from the beginning.
* We must also thank sledgehammer427 (and the rest of the Bonus Narwhal team) for their Narwhal model, now presented in FotRSU v1.8 - This is an exclusive model to FotRSU, and may not be copied or used elsewhere. Thanks to Onkel Neal for this also.
* And we must mention kapuhy and his invaluable help in rectifying several issues with some of the 3D artwork on the conning towers for the Tambor and Gato classes. We have plans for more from kapuhy, hopefully next release.
* The team would also like to recognize all of the users of the mod who have contributed their opinions and findings of the mod as they help us iron out bugs and glitches.
See Fall of the rising Sun for SH4 V1.5 (https://www.subsim.com/radioroom/showthread.php?p=1043230#post1043230) for info on the original FOTRS
Small disclaimer: We liberally thieved from all modders that came before us, their ideas and work, some of whom are not named here (don't forget to read the original FOTRS files), but should be. We stand on their shoulders. If you notice any omission, big or small, please let us know so that the situation may be rectified. Thank you. :salute:
For more install help with Silent Hunter and FotRSU, consult:
SH4 installations - “Install Notes For the Various Versions of SH4 in Windows.pdf”
Mod activation help - “ActivatingFOTRSU.pdf”
For better game play’s “TipsForStableGameplay.pdf” (CapnScurvy - edited)
All of those files (and others) are in pdf format in the Support folder of the mod.
Thank you. :salute:
The Team:
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10693
Now, there are definitely pieces and “thanks” we missed here, so please forgive us our errors, and point any out to us for inclusion in the next ReadMe file. This file is still a work-in-progress version, but we’re getting close! Now, for the team:
• [b]Rockin Robbins – Leader of the cauldron and holder of the brew stick… *
• CapnScurvy – Master of the mod. The wizard of all aspects. Most of what you encounter in the game has “CapnScurvy was here” written on its bulkhead… He has tweaked more game assets into submission than any three other modders (this ain’t no fish story neither). Just what you “see” in the mod is stunning, but most of the “tools” and the sounds have CapnScurvy written on them as well. We’d have to do a separate file to credit him with all of his “Day of Infamy (https://www.subsim.com/radioroom/showthread.php?p=2314496#post2314496)” work included here. *
• s7rikeback – The journeyman-modder who is an expert at his craft. Taught by the best, he is a quick learner, and already a veteran. He also has his “Kilroy was here” (Mr. Chad) avatar on the bulkheads… tic
• cdrsubron7 – The mage of the Single Mission. A lot of the Single Missions you see in the game are courtesy of him, as are a lot of campaign ideas and edits. He has also done a Quick Patrol, and is able to find a problem in the game inside of a day, and this is after CapnScurvy and propbeanie have done three weeks of testing and finding nothing wrong… simply amazing. More mayhem is planned! *
• max-peck – Most of the dazzle schemes you see on the merchants in the game are courtesy of max-peck and his touch at the controls in PhotoShop. *
• propbeanie – Worker of wonders in the campaign files, and able to bring a CTD inside of 12 seconds, or with only one mouse button click. He is responsible for making, and then finding typos in the Flotillas upc file more than once…
• vickers03 - The newest team member, but definitely not a rookie! Author of Fleetboat Interiors - Officer's Quarters and other fantastic mods, look for more from his workshop. It will be Christmas in July, and every month of the year!
• XTBilly – Did some initial work on a sinking model for FotRSU, as well as initial conversions of FotRS v2 to SH4 v1.5 standards, and then life got ~really~ mean to him and his family. Just now getting back on his feet. Say “Hey!” (“Hello!”) to Billy! *
* Note: Semi-retired status - do NOT PM these fellows. post in the thread for help!
Then we have the best “consultants” a team could have. These people are full-fledged team members, entitled to the privilege of bearing of equal blame for any malfunctions the Fall of the Rising Sun Ultimate Edition should exhibit (just kidding). They include but are not limited to: Cybermat47 small ‘taters for now, but more coming.
- Jeff-Groves who got us through several issues with ID conflicts and other nigglies that would have us still spinning our wheels in the mud.
- ETR3(SS) who knows all things submarine, and willingly shares his knowledge of it (them) with us dum-dum dummies.
- Florida Sailor, Dave Grayson and author of Trigger Maru Overhauled with Training Wheels, helped cdrsubron7 & propbeanie get through early issues with ship calls in the campaign files. Calm seas & smooth sailing!
- Hitman has several ships and a submarine included, and helped talk us through several situations. We still have one of his vessels yet to finish for inclusion in FotRSU. He contributed quite a bit of experience (he has been modding since the SH1 days) for us.
- Front Runner instrumental in finding several irritating things about the mod, and how it impacts the way he plays, which is usually 1x TC, which takes lots of patience. See his “Base Time” thread.
- fitzcarraldo was an original instigator of the foray into Fall of the Rising Sun Ultimate, and is a valued consultant, helping guide things more than once.
- JapLance the author of several prominent items in FotRSU and a continual source of inspiration.
- kapuhy of SH5 fame, has helped get us over several stumbling blocks.
- keltos01 who has more than enemy submarine goodies and modifications in here...
- mazzi the SubSim member who basically fixed the Balao and Tench single-handedly. Without his input, we would still be flailing trying to find the trouble. For a clue, compare the UpgradePackSlots in the subs’ upc files between v1.26p (the patch) and v1.3. Similar holds for the radars and the AA guns on the conning towers – which affected the conning tower updates!!! Thank you once again mazzi, and we can never say that too much.
- VonDos - model & texture adjustments on Hitman's Maru models and other ships - Plus additional help with the damage models.
- DanielCoffey - sil and cfg file reworking for the Recognition Manual that you see when targeting ships for torpedoing.
- KaleunMarco for extra testing duties and idea bouncing
- aanker – What can we say? There are still a couple of Art’s ideas yet to incorporate into add-on mods for FotRSU. The included Time Zones idea came from Art. Very helpful young man, and is the person responsible for helping propbeanie get the SubSim bug, back in the early days and going on patrol with Kim Ronhof’s Tools. Those were the good ole days – but these are the good new days!...
Then we have our wonderful “Crash Test Dummies” squad (beta testers), without whom, we would not have found some of the issues encountered so that they could be rectified (the problems that is, not the testers :roll:.
Our original closed beta testers, who gave of themselves so we could all enjoy this mod:
• AVGWarhawk
• BarracudaUAK
• fitzcarraldo
• Jeffg
• KaleunMarco
• Lt commander lare
• Moonlight
• Navigator857
• Newinger
• Platypus65
• propbeanie
• Rabid Wolverine
• Wizz
Plus there is a plethora of other open beta testers who participated and help make this mod better. To name just a few from 14 February, 2019, to February 2020 (approximately - and there are more):
• bstanko6
• burki
• CadBac94
• Canonicus
• Capt.seamus
• captnmike
• CDR_Resser
• Chucktown
• divemonkie
• don1reed
• Drakken
• drakkhen20
• Fifi
• fisch1914
• Front Runner
• Frost1349
• G_Man
• G97_BoKeRoN
• graniteOO
• h4rdliner
• hauangua
• Hoster1472
• ImBatman
• Immelmann
• italianmarine
• Jackdaw
• JapLance
• jlan5031
• jldjs
• J0313
• KaleunMarco
• Kieldk
• Krieg_Francis
• Larrywb57
• Lato79
• LCQ_SH
• libik
• Lord_Kane
• Mad Mardigan
• merc4ulfate
• Michael Wood
• Mios 4Me
• MrMojok69
• patton610
• Pyryck
• Randomizer
• relfin
• Rich8
• SilentPrey
• Skipper44
• Slyguy3129
• Smss
• Sniper297
• Sniper450
• sperril
• succerpunch
• swdw
• THEBERBSTER
• Thrackerzod
• torpedobait
• Treetop64
• TS13
• u_crank
• VIIC1941
• wlaneer
• YellowFin
• zeus
• Zunaka
All of your comments have been greatly appreciated, and are useful - Please continue. Forgive us for any name mis-spellings or ommitions. If we made a mistake, let us know and we'll correct it. Report all issues, whether you think them important or not. We'll look into it. We do need the details, as mentioned above, of the OS you are using, your computer info, including cpu, graphics card, display, amount of RAM, etc. We also need to know the submarine you are using, the port sailed from, the date and location, as accurately as possible, as well as the circumstances surrounding the issue / incident. We thank you! :salute:
---------------------
The FotRSU Mod Team
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The FotRSU Mod Team
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 the development of this mod. We still have a couple of add-in mod ideas of aanker's 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
A max-peck image
Further image details: Top graphic is a re-worked AOTD_MadMax image (Rockin Robbins). 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.
FotRSU Mod Team
11-09-19, 06:52 PM
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10693
*** NOTE: This combines two ReadMe files for this text ***
This is an add-in mod pack for FotRSU v1.8 mod. Download the pak into your mods folder, unzip it, and "activate" it. That process will put another folder into the Extras folder of the modded game. You then have to navigate into that folder and drag the desired mods into the MODS folder for activation. These little modlets have been converted, but not fully tested. If you find something amiss, be sure and let us know. Most of the mods have jsgme text, such that if you put the mod in the MODS folder and hover your mouse over the title in the JSGME application box, you will get a short text display of what it is or does -IF- you are using v2.6 JSGME. Most of the modlets also have a Support folder with a ReadMe file - not all of them do though. This updated version includes flaminus' TMO torpedoes textures still, with matching menu textures and torpedo textures, if you want to overwrite jimimadrid's torpedoes. What you see is what you shoot. Also included is a temporary patch to allow vickers03's mod Fleetboat_Interior-Officers_Quarters_FOTRSU to function in v1.8 - hopefully. Once he releases a newer version of his mod, do NOT USE THIS patch...
The package is a JSGME set, and will place the add-in mod folders in Game / Extras / AddInModzPak_18 folder - You will then have to copy or drag the desired mod out of that folder and into your MODS folder for activation. It would not be nice of us to pollute your MODS folder with 30+ additional mods... :roll: - this ReadMe is in with the Add-In Mods.
Contents Listing
File Descriptions
-----------------
1 - 301_MoreDifficultAI00 = Alters a few settings in Sim.cfg for faster AI response
2 - 302_MoreDifficultAI001 = Alters AI_Sensors.dat for more AI aggression
3 - 303_MoreDifficultAI_Air = Alters AirStrike.cfg and IJN plane sns files
4 - 304_NoJapaneseRadar, which removes radar from most of the Japanese aircraft, but does leave it on the Kamikaze type airplanes, since they do need some help there.
5 - 305_LessJapaneseAirRadar, will have the various radars set to enter the game later, and alters some of the models used on several to where they aren't as strong when they do come online. Most of the H6 is not active until after January 1945 at the earliest.
6 - 306_StrongJapaneseRadar is the set of radars from v1.46 of the mod, where a date issue had them coming early to the airplanes, mid 1942. You will almost always have to crash dive and might encounter airplanes in the middle of the night in some areas from that time on. Very difficult to keep up with in some areas, and a definite battery killer...
--- *** NEXT FIVE MODS ARE 399_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
7 - 399_NoScrollNavMap = NavMap won't move unless you click and pan
8 - 399_OAKsHudGauges = Very cool gauge graphics from OakGroove
9 - 399_SameSizeHUD_Dials - All 3 large dials lower-right are same sized
10 - 399c1_NoScrollNavMap - Same Sized Dials = combination of 3 & 5 mods
11 - 399c2_NoScrollNavMap - OAKsSameSizedDials = combination of 3, 4 & 5
--- *** PREVIOUS FIVE MODS WERE 399_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
12 - 450_MoonlightzSonarLines = Moonlight version of colored sonar lines
13 - 451_TMOstyle_NavMapDots adds dots to the NavMap to signify ships, instead of the shape of a ship, when zoomed-in close.
14 - 452_TMOstyle_NavMapShipMarks adds the black boxes to the NavMap to signify ships, and black circles to signify subs on the NavMap. Also changes the Bearing, ContLine and DashLine dds files.
15 - 453_TMOstyle_NavMapAirMarks does TMO-style "markings" (or lack thereof) for Air and Land Units on the NavMap. Also changes the Bearing, ContLine and DashLine dds files, the same as the 452 mod.
--- *** All four of the above can be used in conjunction with each other, but will over-write portions of the others *** ---
--- *** NEXT TWO MODS ARE 454_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
16 - 454_EasyAOB_FotRSU = Alters dials.cfg for easier Manual-targeting input
17 - 454c_EasyAOB_InputTargetDistanceOnTBT = Adds otto's Input Target Distance to #9
--- *** PREVIOUS TWO MODS WERE 454_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
18 - 525_StickieCamera = External cameras remember where you left them
--- *** NEXT THREE MODS ARE 650_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
19 - 650_LotsaDudz = Frustrating level of duds encountered in FotRSU - All torpedoes
20 - 650_MoreDudz = Basically the middle ground of dud amoutns for FotRSU
21 - 650_OriginalFOTRS_Dudz = The amount of duds originally in FOTRS (or TMO v1.7)
--- *** PREVIOUS THREE MODS WERE 650_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
--- *** NEXT THREE MODS ARE 801_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
22 - 801_UMark Invisible = No surface marker for your submarine - clean screen grabs
23 - 801_UMark Smaller = A slightly smaller U_Mark for your submarine
24 - 801_UMark Triangle = As it says, a triangle for your submarine U_Mark
--- *** PREVIOUS THREE MODS WERE 801_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
25 - 802_TMO_torp_tex_FotRSU = Flaminus version of TMO torpedo textures
26 - 803_NoPlayerSubFlags = Flags are removed from the player controlled subs
xx - 804_RUIM_EnlistedAddIn = Removed due to issues
xx - 805_CWC_All = Removed due to issues (old version)
27 - 805_CWC_FIOQv18 = Cold Weather Clothing if using vickers03's Interiors
28 - 805_CWC_FotRSUv18 = Cold Weather Clothing for FotRSU
--- *** Neither of the included CWC mods are fully compatible *** ---
*** NEXT TWO MODS ARE 851_ = ONLY HAVE ONE OF THESE ACTIVATED ***
29 - 851_Red_FotRSU_Logo = Red texted splash screen
30 - 851_Yel_FotRSU_Logo = Yellow texted splash screen
*** PREVIOUS TWO MODS WERE 851_ = ONLY HAVE ONE OF THESE ACTIVATED ***
--- *** NEXT TWO MODS ARE 856_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
31 - 856_BnW_FotRSU_Museum = Grey scale splash screens for the Museum
32 - 856_Col_FotRSU_Museum = Technicolor splash screens...
--- *** PREVIOUS TWO MODS WERE 856_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
33 - 901_Strategic_Map_Symbols = Adds USMC-style map markers
---------------------------
*** ### *** ### ***
MOST RECENT ADDITIONS ARE:
---------------------------
806_PeriscopeSplash - Removed and now in FotRSU
*** *** *** *** *** ***
There are now TWO Cold Weather Clothing (CWC) mods, both numbered 805. One is for FotRSU, the other is for Fleetboat Interiors Officer's Quarters (FIOQ). Be certain to use the correct one. Neither is completely compatible and changes will be forthcoming later.
*** *** *** *** *** ***
304_NoJapaneseRadar - which removes radar from most of the Japanese aircraft, but does leave it on the Kamikaze type airplanes, since they do need some help there.
305_LessJapaneseAirRadar - will have the various radars set to enter the game later, and alters some of the models used on several to where they aren't as strong when they do come online. Most of the H6 is not active until after January 1945 at the earliest.
306_StrongJapaneseRadar - is the set of radars from v1.46 of the mod, where a date issue had them coming early to the airplanes, mid 1942. You will almost always have to crash dive and might encounter airplanes in the middle of the night in some areas from that time on. Very difficult to keep up with in some areas, and a definite battery killer...
Changed 452_MoonlightzSonarLines to 450_MoonlightzSonarLines
451_TMOstyle_NavMapDots - adds dots to the NavMap to signify ships, instead of the shape of a ship, when zoomed-in close.
452_TMOstyle_NavMapShipMarks - adds the black boxes to the NavMap to signify ships, and black circles to signify subs on the NavMap. Also changes the Bearing, ContLine and DashLine dds files.
453_TMOstyle_NavMapAirMarks - does TMO-style "markings" (or lack thereof) for Air and Land Units on the NavMap. Also changes the Bearing, ContLine and DashLine dds files, the same as the 452 mod.
Pak_AddInMods_ReadMe.txt
Read the ReadMe file:
Pak_AddInMods_ReadMe.txt
------------------------
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***** ATTENTION: ALL 399 MODS ALTER THE menu_1024_768.ini FILE *****
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++
AddInModzPak_ReadMe.txt
------------------------
NOTE: These mods are for the v1.8 of the mod. Also note that none of vickers03's mods nor flaminus's mods have been thoroughly tested in this version. There should not be a problem with using Nippon Maru nor Nihon Kaigun. If you do encounter issues with the use of any of these AddInModzPak modlets, please let us know soon as possible.
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++
***** ATTENTION: ALL 399 MODS ALTER THE menu_1024_768.ini FILE *****
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++
The add-in mods were removed from the MODS folder since there can be issues with a players MODS folder not "cleaning" itself properly with the use of JSGME if any one of a number of events might occur on the user's computer. They are now found in the Extras folder. You will have to pull or copy the mods in this folder into your MODS folder yourself in order to be able to activate them with JSGME. To reduce confusion later, it would be best to only copy over that which you will use, to help reduce the clutter that can occur in your JSGME mods list, whether activated or not.
Notice also that several files have the same number, such as "399_NoScrollNavMap" and "399_Same-Sized_HUD_Dials", while "399c1_NoScrollNavMap - Same Sized Dials" has a letter and number "c1" after the 3-digit number. The number signifies that only ONE of the mods should be used at a time. All three of the mods alter the "menu_1024_768.ini" file, and over-writing one with another will result in undesirable behavior, usually just resulting in the loss of one of the mods' changes, but sometimes can result in crashes if there are other components in the over-written mod that rely on that menu ini file. YOU HAVE BEEN WARNED!!! The letter "c" designates that the mod is a "combination" mod of one or more of the others in the package, but the numbering still designates it as the only one of that number that should be activated with JSGME. Be very careful with this.
- There are currently thirty (30) plus files in this "Pak", but you should never have more than twenty-two (22) of them activated at any one given time (dependent) - yes, I did run out of fingers while counting. You can combine the 301-305 "AI" modifying mods to increase or decrease the various aspects of the AI response. The 306 Radar mod will overwrite 304 & 305. Read their documentation or JSGME notes for info on what they modify.
Rockin Robbins put quite a bit of thought into the numbering scheme, and we have further "refined" it. Refer to the "RR_NumberingProposal.txt" file in the Support Extra_Info folder for the early proposal, if you are interested. THE "399" NUMBER will now be used for ALL mods that alter the menu ini file henceforth forthwith, forward and all that other legal mumbo-jumbo... excepting the main FotRSU mod, of course... That is all! :salute:
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++
***** ATTENTION: ALL 399 MODS ALTER THE menu_1024_768.ini FILE *****
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++
This applies whether there are other components to the mod or not
Also included in the pak is the "Research" folder, and another text file.
More mods will be added. If you have a request for an inclusion, let us know, and we'll see what we can do. If you want to submit one of your mods for consideration, please do.
AddInModzPak_18.7z (https://www.subsim.com/radioroom/downloads.php?do=file&id=5811)
If we forgot something, please let us know! Give us feedback on these also, please. Thank you! :salute:
FotRSU Mod Team
11-09-19, 06:53 PM
Reserved for future use
FotRSU Mod Team
11-09-19, 06:54 PM
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10693
If you are into watching vidz, here is a new one from Wolfpack345:
https://www.youtube.com/watch?time_continue=90&v=Ef4BJOuxj5Y
Fall of the Rising Sun Ultimate Cinematic This is from Wolfpack345, using grabs from a later war mission, with the opening vid soundtrack from the game's "splash" opening. Nicely done.
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As a team though, we don't have much of anything recent, except the last one by propbeanie, but you can get an idea of the mod from these:
https://www.youtube.com/watch?v=-6Krof6BYIY
Battleship Night ActionThat is from Rockin Robbins, and is very early in the development cycle, so you will see some glitches from ships that don't match each other, plus the fact that there is a LOT going on there. A similar battle scene runs better now, but we have not "produced" one yet...
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https://www.youtube.com/watch?v=WaeO6w8oaNA
Japanese Fleet ParadeAlso from RR, this one is "obsolete" now, in that more ships have been added, some altered, but could still be found to be useful.
--------------------------------------------------------------------------------
https://www.youtube.com/watch?v=U5fTv0_SoHE
Explosions Smoke Fire Mayhem - From propbeanie (forgive him the use of a strange username for his vidz), and can show daylight arendering of smoke and fire, but also shows why some viewing angles look different from others. Just remember, your submarine is the expected "stage" view, and if you change the angle or the distance much, you will see things that are supposed to be "behind the curtain"...
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https://www.youtube.com/watch?v=kS64jLETfis
Robert H. Smith - A surface engagement between two DD, with the Robert H. Smith being the victor every time... It even took out IJN heavy CA, with minimal damage to itself. That has been changed of course, since.
--------------------------------------------------------------------------------
https://www.youtube.com/watch?v=QQAUs0FZAlw
Sole Survivor - This is an early vid, as all of the above are. This uses the game's music soundtrack for its backing track, and might be restricted in some countries, due to DRM.
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https://www.youtube.com/watch?v=00IVpMooQJM
No Sunrise Today - Nothing fancy and rather boring, this is the USS Narwhal just after surfacing, having avoided a sub-hunter off Truk (need some fresh air in there!). It had been a boring patrol, and the sub-hunter just passed us on by, never sniffed us. The boat will be taking off on the surface in 15ms churned waves - looks like a Nor'Easter! The watch crew get their snoots full of water while the view is through the skipper's binoculars, so we do miss getting to see the wave wash over the conn and poop the boat. Oh well. For whatever reason, the sides of the display were cut off during either the rendering or uploading process, so you cannot see too well that it is after 0700 hours by a good bit, and sunrise should be about 0730 hours. The boat is submerged just a bit after the end of the video so we can "lay in wait" on the next unsuspecting merchant to pass by...
--------------------------------------------------------------------------------
We plan to have more, time permitting of course, and will remove some of these, due to their age. You might notice that some are from v0.3 beta, and all of them were used as "test" views of what we had thus far. You might also notice "issues" with certain aspects of the game. All possible effort was expended in attempting to correct the same... :salute:
FotRSU Mod Team
11-09-19, 06:55 PM
https://www.subsim.com/radioroom/picture.php?albumid=1258&pictureid=10693
--------------------------------------------------------------------------------------
Known Issues and Resolutions
(+) Location: All Date(s): All Assignment(s): All Circumstances: TMO style plotting option desired Fix?: Yes, In AddInModzPak Resolved?: Yes - Let us know any improvement suggestions...
(+) Location: All S-Boat theatres Date(s): Duration Assignment(s): All S-Boat re-supplies Circumstances: Upon Return to Port, boat loads with Mk14 Torps if the submarine's bunker is empty Fix?: No Resolved?: No. This is a game thang. There will be no fix.
(+/-) Location: Game-wide Date(s): various Assignment(s): All Circumstances: When taking damage internally (control room), steam pipe breaks and Steam Burst.wav file plays. After damages are repaired, audio file sometimes continues to play Fix?: ?? Resolved?: Unknown - need player input please!
===============================================
Announcements
New version 1.7 is posted, as well as a new AddInModzPak!
Testing a patched version of the mod with fixes applied for issues up to 14 Jan 2022
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A big congratulations to the team for making this happen! :Kaleun_Cheers:
You have kept improving this game and brought it way beyond anyone's expectations for our enjoyment. Salute! :Kaleun_Salute:
:Kaleun_Applaud:
Congrats to the team for making this fantastic SH4 base still alive and enhanced!
Great job!
:Kaleun_Salute:
Larrywb57
11-10-19, 08:51 AM
CONGRATULATIONS FotRUS Mod Team!! A job well done! Now please enjoy the holidays with family and friends. And thank you for a great mod.
:salute: :yeah:
Skipper44
11-10-19, 09:45 AM
It looks great. I'm glad the modding community stuck with SH4 for so long. :Kaleun_Cheers:
Does this version include features from or similar to RSRDC and Improved Ship Physics, and if not - what would be likely to break using them with FOTRSU?
How do the subs "feel" in version 1 compared to TMO or RFB?
e: Some quibbles about S Boats in the Asiatic Fleet, Dec 8, '41
1) I was initially assigned S-23, which was undergoing a refit in California at this time
2) The S Boats in the Asiatic Fleet on 8 DEC 41 start date have 3 inch guns rather than the 4 inch guns they were equipped with
3) Similarly, they are equipped with air detection radar sets on 8 DEC 41 which is not accurate
Sources:
https://www.submarinemuseums.org/docs/sboats3_v2.pdf
http://pigboats.com/subs/s-boats2.html
https://fleetsubmarine.com/s-class.html
https://maritime.org/doc/subsinpacific.htm#pg4
https://www.ibiblio.org/hyperwar/USN/ships/ships-ss.html
THEBERBSTER
11-10-19, 11:57 AM
Hi Guys
Let me add my congratulations to the team for making FOTRSU such an enjoyable game to play. :Kaleun_Salute:
Never had a ctd to date. :Kaleun_Applaud:
Peter
merc4ulfate
11-10-19, 11:59 AM
It looks great. I'm glad the modding community stuck with SH4 for so long. :Kaleun_Cheers:
Does this version include features from or similar to RSRDC and Improved Ship Physics, and if not - what would be likely to break using them with FOTRSU?
Do not add any mod to this. No mod in the download section is made compatible with it. This is a brand new version and as such no previous mod has been tested or created to be used with it.
Larrywb57
11-10-19, 04:36 PM
FotRS Mod Team,
After much deliberation, I decided to download this awesome mod. The reason for my indecisive was I wasn't able to go more than two patrols before my current computer would freeze up causing me to end my campaign. I'm currently in the process of having a new one built. But I couldn't resist trying the mod out on this old one. I noticed something and I'm indecisive about reporting it because of this computer. But so far, the mod has performed well.
I'm using the lowest settings on graphics and gameplay.
https://i.postimg.cc/Thg0JWMJ/Gameplay-Settings.jpg (https://postimg.cc/Thg0JWMJ)
https://i.postimg.cc/jLTXgdR0/Graphic-Settings.jpg (https://postimg.cc/jLTXgdR0)
But here is what I've noticed.
https://i.postimg.cc/HrstmZJ6/Mission-Objectives-Clipboard.jpg (https://postimg.cc/HrstmZJ6)
As the Operation orders were being written, I noticed the word null with parentheses. And when I bring up the Mission Objective Clipboard (F8), I see the text is missing.
https://i.postimg.cc/GHjjZwpB/Operation-Orders.jpg (https://postimg.cc/GHjjZwpB)
If no one else has seen this, it could be my rig. But as I said so far has worked great. I followed the directions in the pdfs, 'Activating Fall of the Rising Sun Ultimate Edition', 'Install Notes For the Various Versions of Silent Hunter 4 in Windows' and 'Notes for FotRSU Play and Reporting'.
I also read the pdf, 'Of Refits, New Commands, Rank, and Retirements.'
I wasn't going to try this masterpiece until I was able to give it a platform that could handle it. But it has been a joy today to set up and run this old piece of equipment that I believe that Noah left on the river bank as his ark when by close to the community I resided. Thank you Team doesn't seem like it is enough to say.
Regards,
Larry
propbeanie
11-10-19, 04:53 PM
It looks great. I'm glad the modding community stuck with SH4 for so long. :Kaleun_Cheers:
Does this version include features from or similar to RSRDC and Improved Ship Physics, and if not - what would be likely to break using them with FOTRSU?
How do the subs "feel" in version 1 compared to TMO or RFB?
e: Some quibbles about S Boats in the Asiatic Fleet, Dec 8, '41
1) I was initially assigned S-23, which was undergoing a refit in California at this time
This is a Stock issue, and is not an easy one to deal with. The S-23 went with the 18 to Alaska, after "shakedown" in the canal zone and San Diego. They had 4" guns at the time.
2) The S Boats in the Asiatic Fleet on 8 DEC 41 start date have 3 inch guns rather than the 4 inch guns they were equipped with
This is a work-around to the other boats' gun problems, and the S-Boats' gun issues from 1942 onward. We might attempt to try the 4" guns on them again. The Fleetboats went out with the 3" guns, and the quick-fix for their under-performance was to take the 4" guns off the S-Boats as they came in for overhaul, and put those on the new Fleetboats, giving the S-Boats the 3" guns after their overhauls. For whatever reason, the game does NOT like doing that...
3) Similarly, they are equipped with air detection radar sets on 8 DEC 41 which is not accurate
Some of the boats did have SD air radar. We've got the same sources, and more. Keep in mind, that the first PPI was installed on an S-Boat. Of course, that was due to some finagling and flim-flamming on the crew's part, but more power to them. Anyway, this is a similar situation as to the sonar. There is only so much you can do with the game to bend it to your will. If you try to tweak certain aspects of the game, you compromise others. As stated in the ReadMe stuff above and with the mod, we chose the smoothest path with the most predictable results we could. Witness the bow and stern gun issue. Or look what happens on the German side of the game with the turms. Sometimes, you are better off without any "upgrades" at all, because if an upgrade breaks the game, what good is it? Another example is the original ST periscope mounted radar. When the player went to use it, the periscope just went round and round in circles. The scope rotated, but the radar antennae did not... That's not very realistic. We'll attempt to fix some things, but others, we're better off leaving alone - not failing to mention that the game has SD as "standard issue" on all boats anyway. The game only lets you carry one sim file (or cfg or eqp, etc) per asset through the game...
Sources:
https://www.submarinemuseums.org/docs/sboats3_v2.pdf
http://pigboats.com/subs/s-boats2.html
https://fleetsubmarine.com/s-class.html
https://maritime.org/doc/subsinpacific.htm#pg4
https://www.ibiblio.org/hyperwar/USN/ships/ships-ss.html
Reply in yellow above :salute:
propbeanie
11-10-19, 04:59 PM
FotRS Mod Team,
After much deliberation, I decided to download this awesome mod. The reason for my indecisive was I wasn't able to go more than two patrols before my current computer would freeze up causing me to end my campaign. I'm currently in the process of having a new one built. But I couldn't resist trying the mod out on this old one. I noticed something and I'm indecisive about reporting it because of this computer. But so far, the mod has performed well.
I'm using the lowest settings on graphics and gameplay.
https://i.postimg.cc/Thg0JWMJ/Gameplay-Settings.jpg (https://postimg.cc/Thg0JWMJ)
https://i.postimg.cc/jLTXgdR0/Graphic-Settings.jpg (https://postimg.cc/jLTXgdR0)
But here is what I've noticed.
https://i.postimg.cc/HrstmZJ6/Mission-Objectives-Clipboard.jpg (https://postimg.cc/HrstmZJ6)
As the Operation orders were being written, I noticed the word null with parentheses. And when I bring up the Mission Objective Clipboard (F8), I see the text is missing.
https://i.postimg.cc/GHjjZwpB/Operation-Orders.jpg (https://postimg.cc/GHjjZwpB)
If no one else has seen this, it could be my rig. But as I said so far has worked great. I followed the directions in the pdfs, 'Activating Fall of the Rising Sun Ultimate Edition', 'Install Notes For the Various Versions of Silent Hunter 4 in Windows' and 'Notes for FotRSU Play and Reporting'.
I also read the pdf, 'Of Refits, New Commands, Rank, and Retirements.'
I wasn't going to try this masterpiece until I was able to give it a platform that could handle it. But it has been a joy today to set up and run this old piece of equipment that I believe that Noah left on the river bank as his ark when by close to the community I resided. Thank you Team doesn't seem like it is enough to say.
Regards,
Larry
I think that's enough info for me to figure out which of the Marshall missions that is, and we did have trouble with them earlier... I'll double-check that. Surely I didn't break one while fixing the other?... :roll: - In the meantime, I'll look up a site I know of Larry, and Pm you a link for how to enable more than 2Gig of ram on your 32-bit Windows... :salute:
Immelmann
11-10-19, 05:16 PM
Very nice. Thank you so much everyone. :salute:
fitzcarraldo
11-10-19, 07:15 PM
Congratulations for the great job and now...to download this thing and make SH4 great again!:Kaleun_Cheers:
Many thanks and best regards! :Kaleun_Applaud:
Fitzcarraldo :Kaleun_Salute:
propbeanie
11-10-19, 07:58 PM
FotRS Mod Team,
After much deliberation, I decided to download this awesome mod. The reason for my indecisive was I wasn't able to go more than two patrols before my current computer would freeze up causing me to end my campaign. I'm currently in the process of having a new one built. But I couldn't resist trying the mod out on this old one. I noticed something and I'm indecisive about reporting it because of this computer. But so far, the mod has performed well.
I'm using the lowest settings on graphics and gameplay.
https://i.postimg.cc/Thg0JWMJ/Gameplay-Settings.jpg (https://postimg.cc/Thg0JWMJ)
https://i.postimg.cc/jLTXgdR0/Graphic-Settings.jpg (https://postimg.cc/jLTXgdR0)
But here is what I've noticed.
https://i.postimg.cc/HrstmZJ6/Mission-Objectives-Clipboard.jpg (https://postimg.cc/HrstmZJ6)
As the Operation orders were being written, I noticed the word null with parentheses. And when I bring up the Mission Objective Clipboard (F8), I see the text is missing.
https://i.postimg.cc/GHjjZwpB/Operation-Orders.jpg (https://postimg.cc/GHjjZwpB)
If no one else has seen this, it could be my rig. But as I said so far has worked great. I followed the directions in the pdfs, 'Activating Fall of the Rising Sun Ultimate Edition', 'Install Notes For the Various Versions of Silent Hunter 4 in Windows' and 'Notes for FotRSU Play and Reporting'.
I also read the pdf, 'Of Refits, New Commands, Rank, and Retirements.'
I wasn't going to try this masterpiece until I was able to give it a platform that could handle it. But it has been a joy today to set up and run this old piece of equipment that I believe that Noah left on the river bank as his ark when by close to the community I resided. Thank you Team doesn't seem like it is enough to say.
Regards,
Larry
OK Larry, that is the same mission we had issues with before... it and the other one for the same general area both had issues with their main objectives being completed and not falling to their next objectives. That has been fixed. Apparently, in my exuberance to "fix" things, I broke this in a new and different way, in that the text for the Objective name does not match the name of the Objective, thus, there is no display of the Objective in the text. So that is now on the "To Do" list. However, the rest of the mission does function, including completing objectives, and being assigned the next one. So you go from an assignment to Patrol Mili Atoll for a few days, which does complete, then you are assigned Jaluit "for a while", and then you are moved to Truk, with no time length given, so I'll change that. Once Truk Patrol is completed the skipper is given Carte Blanche to do whatever they want. I will tell you this about the mission - ~BORING~ with a capital "B"... I did not attempt to go into the shallows to attempt to sink any docked ships, though I did try to shoot at one near the docks at Kolonia, Ponape Island, since its on the way to Truk, and naturally, it prematured... rassin' rotten rother dadburnit... Put it on "Slow" so I could sit in the deep, and had to wait over two minutes for it to premature, just as it was getting about half way there. Oh well. I don't remember if there's any patrols in the area, but I left, just in case... I'll process a video I did of the sea state as I was approaching Truk again, getting ready to sit off an entrance to the atoll, and lay in wait for traffic... hopefully not a patrol... :hmmm: Anyway, I try to process that tonight, and have Team Leader put a link to it up in the first page... Thanks for the report! :salute:
merc4ulfate
11-10-19, 08:14 PM
First trip out of Manila Hansa and Aux Ship north west of Luzon. Cruised around a bit ignoring my objective. Radio say Philippines under invasion so I headed to Aprri. Waited a few days and found a large heavily escorted group of passenger liners. I sank 6 liners and 4 escorts before running out of fish.
6 merchants and 5 warships total 38,900 tonnes.
I tell one thing that looks wicked and that is seeing two fish past just aft of the conning tower as the scope was going down. That was close and fun.
Skipper44
11-10-19, 08:20 PM
Reply in yellow above :salute:
Thank you for the thoughtful and comprehensive response.
:salute:
I really appreciate the insight into the decision making and technical considerations that have gone into making this mod.
I imagine modding SH4 you run into all sorts of dilemmas working with the code (which was rumored to be patched over SH3) and I don't think the source code or mod tools were released by Ubisoft. It's really amazing what you guys have done here.
Do you have any more humorous anecdotes like the rapidly rotating periscope? :haha:
FotRSU Mod Team
11-11-19, 07:35 AM
On behalf of the FotRSU Mod Team, we would like to thank everyone for their thanks and well-wishes. It has been a blast, sometimes a stressful blast, getting this out the door - and a few things were missed in the process. We'll do an update in a few weeks when we can see further into the crystal ball - unless, of course, someone finds something that crashes the game, then we'll go sooner... Look for further announcements in Post #5 when add-ons are released. We are expecting something from both s7rikeback and propbeanie in the coming weeks, as well as a few other add-ins for the AI - if they function as intended!...
"Good Hunting" to everyone, and not just in SH4! :salute:
propbeanie
11-11-19, 09:57 AM
Thank you for the thoughtful and comprehensive response.
:salute:
I really appreciate the insight into the decision making and technical considerations that have gone into making this mod.
I imagine modding SH4 you run into all sorts of dilemmas working with the code (which was rumored to be patched over SH3) and I don't think the source code or mod tools were released by Ubisoft. It's really amazing what you guys have done here.
Do you have any more humorous anecdotes like the rapidly rotating periscope? :haha:
You are more than welcome. For me, life is nothing ~but~ a "humorous anecdote". At least, I hope it is. 'cause if it ain't, this is one cruel joke of a life. It's gotta be fun... :har: - but the game is rife and riddled with quite a few oddities. It seems its logic gets confused easier than I do sometimes.
Just remember though, it's all just a Grand Illusion!
https://www.youtube.com/watch?v=OYMCXbHYVts
:salute:
the game is rife and riddled with quite a few oddities
So is life! :haha:
propbeanie
11-11-19, 05:10 PM
:haha: Present company included in that count, correct? Including moi... :roll: :har:
Commander Wallace
11-11-19, 06:31 PM
A big thank you to the entire development team and Our Subsim members who devoted their time to this project. :Kaleun_Thumbs_Up:
I know this was a labor of love to add as much realism and enjoyment to Silent Hunter 4.
All of your collective efforts are greatly appreciated.
Thanks again guys.:Kaleun_Applaud:
s7rikeback
11-12-19, 03:51 AM
The Navy has both a tradition and a future ─ and we look with pride and confidence in both directions.
Specbass
11-12-19, 10:16 AM
So I've installed this. I start a campaign from Pearl in december 41. The compass and other instruments are white/blank. I switch to external cam and then it's a CTD. I've installed this through JSGME. I have played this with TMO and RFB so I'm not sure what I'm doing wrong here :Kaleun_Thumbs_Up:
i5 4470
8 GB Ram
Win 8
1050 TI
propbeanie
11-12-19, 10:46 AM
So I've installed this. I start a campaign from Pearl in december 41. The compass and other instruments are white/blank. I switch to external cam and then it's a CTD. I've installed this through JSGME. I have played this with TMO and RFB so I'm not sure what I'm doing wrong here :Kaleun_Thumbs_Up:
i5 4470
8 GB Ram
Win 8
1050 TI
Double-check yourself here:
...------------------------------------------------------------------------------------------------------------------------------
Installation pointers:
You will initially only need an 'archive' program, such as 7Zip or WinRar, or the Windows "UnExtract" utility in File Explorer, to extract the mod's 7zip file. After that, the other utilities will be in the mod's folder structure (see below).
Be sure the folder structure for the mod is correct, such that you have something similar to "C:\Games \Silent Hunter 4 \MODS \100_FalloftheRisingSunUltimate... \Data" - if you do not, it will not activate correctly. The most common error is having two "100_FalloftheRisingSunUltimate..." folders, one inside the other.
When you attempt to activate FotRSU v1.0.1.g the only safe way to proceed unfortunately, is to not use previous Saved games. Delete the Save folder. The game will re-create that when next starting. This also ensures that all of the mod's files are properly copied over to the new Save folder (generally "C:\Users \UserName \Documents \SH4"), which should result in a proper activation of the mod on top of SH4.
Also, please ensure that your base SH4 files are absolutely stock. Reinstalling from scratch is the gold standard here. Uninstall, completely delete your SH4 Wolves of the Pacific folder and everything in it, then reinstall SH4. The use of a back-up archive, so long as it is truly clean, an absolute Stock set, works fine for this.
Do not use the default path that the Ubisoft installer gives you, which is "C:\Program Files..." - you want to alter that install path to NOT be in a Program Files folder. Name a folder yourself, or delete the "\Program Files..." portion from the intended install path, such that you then have "C:\Ubisoft..." instead.
It is highly recommended that you use JSGME to activate the mod
Be certain to activate Large Address Aware.exe (LAA) on the SH4.exe file - and do it properly. The FotRSU mod, applied on top of the game, is quite large in the computer's RAM, and the use of a LAA utility is a necessity.
After you start the game the first time with FotRSU enabled, you will have to use the "Options" menu to set your screen resolution and other options to the settings you desire, exit the game, and then re-start it again for those choices to be enabled.
Files and instructions for the utilities are found in the mod's Support folder after extraction, in sub-folders. JSGME and MultiSH4 are also included, also with instructions, found in sub-folders off the Support folder. Activating the mod will put Large Address Aware, JSGME and MultiSH4 into your Silent Hunter Wolves of the Pacific (whatever you've named it) install directory.
Run Large Address Aware, choosing SH4.exe as the "target" file you want to be made Large Address Aware.
More detailed instructions can be found by activating the "01_FotRSU_Support_TOC.bat" file in the game's "root" directory
Or by double-clicking the "01_FotRSU_TableOfContents.pdf" file in the Support folder, and then using the list in that to choose a pdf to read.
...
Have you followed the above? If you need more details, consult the pdf documentation in the mod's Support folder, or ask with more detail of what you have done.
Not to beat a dead horse, and forgive me if you've done these:
The Save folder MUST be deleted. That defaults to "C:\Users \UserName \Documents \SH4", but if you use MultiSH4, it would be whatever you named it there.
Be sure that LAA has been enabled properly. Run LAA a 2nd time, and add the SH4.exe file in again. If it does not say "True", then be sure and check the attributes of the SH4.exe file, to ensure that the "Read-only" tick box is empty, and then try to apply LAA to it again
Those are the two most common issues.
You need 4 gig of RAM. If your OS is a 32-bit version, let us know, otherwise the LAA by itself should allow access in a 64-bit OS for more than 2gig of RAM. :salute:
torpedobait
11-12-19, 12:09 PM
Bravo, Gentlemen, Bravo!!!
I really can't put into words how much I appreciate your hard work in bringing us this excellent product. FOTRS-Ultimate has been my favorite since you started the project. This new release will give me many more years of pleasure out in the Pacific.
Thank you.
:Kaleun_Thumbs_Up::Kaleun_Applaud:
:Kaleun_Cheers::Kaleun_Salute:
adrians69
11-12-19, 04:49 PM
I've been watching this mod develop for some time and now I've downloaded and installed it. Great job and much appreciated is all the effort and time that the team have put into it.
Thanks FOTRSU team!! :Kaleun_Salute:
Front Runner
11-13-19, 07:36 AM
I'm looking forward getting really deep into this mod.
Rig for sea!
maxswain
11-13-19, 08:47 AM
Thanks for the amazing super mod! It seems every super mod handles the crew slightly differently. I noticed the watch crews lounge is empty should I pack that with new sailors before I'm underway?
kickswitch
11-13-19, 09:01 AM
I'm loving this mod at the moment.
:Kaleun_Thumbs_Up:Also,
Did a google search and a Subsim search to find out whether there is voice recognition for FOTRS but could only find a video posted by some bloke on youtube running it for demonstration purposes with voice activation within this specific mod.
see here
https://www.youtube.com/watch?v=bgBMhI5Nm_g
His name is Spanish, and he appears to b speaking in that language so I'm guessing that's where this gentleman is from.
Anyone know where I can find speech recognition for FOTRS, I realise there is already a mod for this but none of the batch files for voice recognition mod are specifically for this mod i.e TMO Right handed/left handed - Stock Right handed/Left handed
Haven't seen a FOTRS one, anybody in the know?
A thought just occured - maybe he modified it himself?
kickswitch
11-13-19, 09:05 AM
Just found voice attack.
I suppose I either fork out fifteen bucks or modify the csv files
Does anyone know of any links or links to guides for csv file modifying for this?
Thanks in advance.
Thanks for the amazing super mod! It seems every super mod handles the crew slightly differently. I noticed the watch crews lounge is empty should I pack that with new sailors before I'm underway?
No, it’s a room for deck watch crew when underwater when under depth charges attack...otherwise your deck crew is not protected!
So when there is a depth charges attack risk, move all your deck crew there :yep: (before it start of course!)
Larrywb57
11-13-19, 11:37 AM
Thanks for the amazing super mod! It seems every super mod handles the crew slightly differently. I noticed the watch crews lounge is empty should I pack that with new sailors before I'm underway?
Crew members that are on deck watch are more acceptable to injury than other crew members in other departments except deck gun crews. When you are expecting an depth charge attack or an attack by aircraft. Move the deck watch to the watch crew lounge to help protect them like crew members in the other departments.
propbeanie
11-13-19, 01:11 PM
... and move the deck gun crew, which if you notice, can be "built" from your Repair Team, but move them back to the Repair Team slots... :salute:
FotRSU Mod Team
11-13-19, 05:03 PM
So I've installed this. I start a campaign from Pearl in december 41. The compass and other instruments are white/blank. I switch to external cam and then it's a CTD. I've installed this through JSGME. I have played this with TMO and RFB so I'm not sure what I'm doing wrong here :Kaleun_Thumbs_Up:
i5 4470
8 GB Ram
Win 8
1050 TI
Did you get going OK there Specbass? Let us know how you made-out, if you will please (with the game - the game!)! Thank you! :salute:
Aktungbby
11-13-19, 05:14 PM
Specbass!:Kaleun_Salute: after a bit of a silent run!
THEBERBSTER
11-13-19, 07:08 PM
A Warm Welcome Back To The Subsim Community > Specbass
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
von Zelda
11-14-19, 06:40 AM
Previously played SH4 v1.5 with GFO and approximately 45 mods for quite some time. Just installed the FotRS new release on my nine year old, windows 7 laptop and I'm quite impressed. Everything runs quite well so far.
Immediately added my own heavily modded Commands file to replace the very well thought out keyboard design from FotRS; just unable to play without my many memorized key-strokes.
I also got rid of the nomograph on the right side of the map, reversed the ocean water colors, replaced the 360-degree bearing plotter with a favorite of mine and used one of Webster's visibility mods to lighten the under water view. I also added the included strategic_map_symbols mod.
Very impressive how easily it is to get FotRSU to run and appear just like you want it. Thanks to all the developers.
I'm loving this mod at the moment.
:Kaleun_Thumbs_Up:Also,
Did a google search and a Subsim search to find out whether there is voice recognition for FOTRS but could only find a video posted by some bloke on youtube running it for demonstration purposes with voice activation within this specific mod.
see here
His name is Spanish, and he appears to b speaking in that language so I'm guessing that's where this gentleman is from.
Anyone know where I can find speech recognition for FOTRS, I realise there is already a mod for this but none of the batch files for voice recognition mod are specifically for this mod i.e TMO Right handed/left handed - Stock Right handed/Left handed
Haven't seen a FOTRS one, anybody in the know?
A thought just occured - maybe he modified it himself?
Yes that is spanish from Spain (Not latin america) but I don't know who the guy is or where he is.
However, there is this for voice command:
http://knepfler.com/shSpeech/
Good hunting :Kaleun_Salute:
please and thank you! Just got a new rig with Win 10 on it and want to install SH4 but having difficulty finding Capn Scurvy's recommendations
I found it I'm good.
THEBERBSTER
11-14-19, 12:12 PM
Hi guys
Just downloaded the new version and found your additional mods.
Pearl Harbor Beginning January 1944 with my favorite boat the Narwahl.
https://i.postimg.cc/K8Vfm3wS/capture-007-13112019-224513.jpg
https://i.postimg.cc/x8wj0RvN/capture-008-13112019-224538.jpg
Looks like quite a dangerous mission not come across having to face mines before.
https://i.postimg.cc/y87ZZm3C/capture-006-13112019-223727-Copy.jpg
Peter
Seems to be a small issue with the early Manilla-based S-boat missions. After patrolling Verde Island for 10 days I'm sent to an area NW of Subic for another 6 day patrol. However, before this 6 day patrol is over, the patrol area circle is moved to the area at Lingayen, but no radio message is recieved, and the mission star/flag is still down at Subic. I have to stay for exactly 6 days before the star/flag is moved and the order is recieved by radio.
The only mods I'm running except FOTRSU is three of the four extras, namely Easy AOB, No Scroll Nav Map, Strategic Map Symbols, and my own mod that replaces the submarine diesel engine sounds to stock.
I'm thinking maybe there's an issue with the included Strategic Map Symbols? Or is it because I'm running at 60fps? (I can't stand the 30 fps sluggishness).
torpedobait
11-14-19, 01:19 PM
First, let me say I don't believe my problem is directly related to the Mod itself, but rather with the attempt to reinstall SH4 and then the Mod.
I took the following steps for the installation:
1. Deactivated all Mods in JSGME (not really needed, but no harm done, I think)
2. Uninstalled SH4 completely from G:\Ubisoft\Silent_Hunter-IV
3. Deleted the entire SH4 folder from the Documents folder on my C: drive
4. Installed a new SH4 Gold with Uboat Missions into G:\Ubisoft\Silent_Hunter_IV
5. Reset all LAA entries to True after verifying it pointed to the correct SH4.exe (only have 1)
6. Set all folders and files in the game directory above to undo the Read Only attribute
7. Moved the SH4-FOTRSU shortcut to my desktop for easy access
8. Unzipped the new Mod using 7Zip into the new MODS folder
9. Activated the Mod via JSGME
Started the game with the shortcut - NOTHING!
Looked in the Win10 Task Manager - the game was running!
I can see nothing on my monitor.
I've tried doing the full uninstall of the above and installed a Pristine SH4 Gold copied from a previous directory on my H: drive. Same results. Compatibility Mode is for VISTA. I also tried XP. No joy.
I tried running the base game (v1.5) without any mods. Same results.
All my other apps seem to run just fine, including my old SH3-GWX. Only SH4 appears to run according to the Task Manager, but I can't see it.
Any assistance would be gratefully appreciated. Thanks.
:k_confused:
propbeanie
11-14-19, 02:54 PM
please and thank you! Just got a new rig with Win 10 on it and want to install SH4 but having difficulty finding Capn Scurvy's recommendations
In the Support folder are pdf files, including "01_FotRSU_TableOfContents.pdf", which is a "Table Of Contents" that lists several files. There are multiple links in those to other files and / or web sites for help. There is also a "01_FotRSU_Support_TOC.bat" in the game's 'root' folder that will start the same pdf. As for 'Scurvy's link, it is Windows10; Large Address Aware; SH4 Install (https://www.subsim.com/radioroom/showthread.php?p=2452635#post2452635)
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Hi guys
Just downloaded the new version and found your additional mods.
pic
pic
Looks like quite a dangerous mission not come across having to face mines before.
https://i.postimg.cc/y87ZZm3C/capture-006-13112019-223727-Copy.jpg
Peter
As with quite a few things in the mod, and Stock game, for that matter, the last sentence is for immersion early. However, there are mines in FotRSU, later in the war, along the coast, and around Japan, Formosa and Truk. The "easy" way to find a mine, is of course, to hit it. A better way is to submerge and use a partially raised periscope. We are working on adding "Mined Area" boxes to FotRSU, which will become a part of the campaign layer, but we have not gotten there yet. Some minefields were never found during the war, others weren't found until someone found them with their boat, a ship, or when an airplane was shooting or bombing a target... Do be careful on your approach. I don't think I put anyone purposefully into a minefield, but you might have to "dodge" one. They are placed across Bungo Suido between Sep 1942 and Sep 1943, and are generally with 30km of the shoreline, some having large areas to go around. The mines have been in the mod since Day One of the original FOTRS, and have "sunk" many a good skipper. The thing to do for now, is to open the Jap_Mines.mis file in the Mission Editor, and make note of where the mines are, such as:
https://i.imgur.com/KyqKq3S.jpg
... for your "target" area (I think... ??)
It is quite crowded looking on the map when you see them all, but this includes the anti-sub nets also:
https://i.imgur.com/BH6E2Gx.jpg
Another thing to remember about the mines, is that they are not always set near the surface. In Fact, it looks to me that AOTD_MadMax was a tad devious in placing the mines at -35 meters in the water, such that his ships could sail "over" the top of the mines, thereby luring the unsuspecting skipper into a minefield planted near the 115 foot mark... instant "Game Over"...
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Seems to be a small issue with the early Manilla-based S-boat missions. After patrolling Verde Island for 10 days I'm sent to an area NW of Subic for another 6 day patrol. However, before this 6 day patrol is over, the patrol area circle is moved to the area at Lingayen, but no radio message is recieved, and the mission star/flag is still down at Subic. I have to stay for exactly 6 days before the star/flag is moved and the order is recieved by radio.
The only mods I'm running except FOTRSU is three of the four extras, namely Easy AOB, No Scroll Nav Map, Strategic Map Symbols, and my own mod that replaces the submarine diesel engine sounds to stock.
I'm thinking maybe there's an issue with the included Strategic Map Symbols? Or is it because I'm running at 60fps? (I can't stand the 30 fps sluggishness).
The Strategic Map Symbols mod just replaces DDS files in one of the Terrain folders with new images. None of the others (that we had found in previous testing) should affect what you're seeing. Even replacing a given sound with something "custom" shouldn't affect that. The 60fps rate versus the 30fps rate should also not affect what you saw very much, if but for maybe 2 minutes over the course of 10 days. The framerate does affect the game's clocks though, but as far as I know, no one has ever accurately measured the drift, and usually speaking, the use of higher levels of TC affect even that, somewhat evening things out.
About the only thing that it could be, is the fact that you got there later than anticipated, either because of more submerged running, or from tracking a potential target. The "patrol area" circles show up and disappear based upon the calendar and clock, so some might be around for weeks, others are around for days. What a skipper could do when they get an assignment, is to draw their own circle for their patrol area, putting it on top of the green one the mod draws.
In the meantime, we'll have "Fearless Leader" ( :roll: nothing derogatory meant by that, "Fearless Leader"... :har: ) add this to the incident log, and extend the time the circles are drawn on the NavMap. Thanks for the report!
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First, let me say I don't believe my problem is directly related to the Mod itself, but rather with the attempt to reinstall SH4 and then the Mod.
I took the following steps for the installation:
1. Deactivated all Mods in JSGME (not really needed, but no harm done, I think)
2. Uninstalled SH4 completely from G:\Ubisoft\Silent_Hunter-IV
3. Deleted the entire SH4 folder from the Documents folder on my C: drive
4. Installed a new SH4 Gold with Uboat Missions into G:\Ubisoft\Silent_Hunter_IV
5. Reset all LAA entries to True after verifying it pointed to the correct SH4.exe (only have 1)
6. Set all folders and files in the game directory above to undo the Read Only attribute
7. Moved the SH4-FOTRSU shortcut to my desktop for easy access
8. Unzipped the new Mod using 7Zip into the new MODS folder
9. Activated the Mod via JSGME
Started the game with the shortcut - NOTHING!
Looked in the Win10 Task Manager - the game was running!
I can see nothing on my monitor.
I've tried doing the full uninstall of the above and installed a Pristine SH4 Gold copied from a previous directory on my H: drive. Same results. Compatibility Mode is for VISTA. I also tried XP. No joy.
I tried running the base game (v1.5) without any mods. Same results.
All my other apps seem to run just fine, including my old SH3-GWX. Only SH4 appears to run according to the Task Manager, but I can't see it.
Any assistance would be gratefully appreciated. Thanks.
:k_confused:
First thing, when doing the #6) "Read-only" attribute, do that prior to #5) using LAA, so that LAA will in fact write to the exe file's header. The way to check for success is to run LAA again, and load the SH4.exe back in to the applet, to see whether or not it is in fact set to true. For #7), I usually right-click on the desktop, choosing "New..." and "Shortcut" from the menu, then point that at the SH4 directory, so that I am certain that there isn't any "Registry" stuff that will direct the shortcut to the original install folder. But, I have over six copies of SH4 on my hard drive for various mods, and then I use MultiSH4 to write a Save folder for each copy... As for "I can see nothing on my monitor" statement, as per THEBERBSTER's "SH4 <> TUTORIALS <> HOW TO DO IT... (https://www.subsim.com/radioroom/showthread.php?p=2297818#post2297818)" thread, be sure and see "Changing the GPU Settings..." and "How to Change DPI Scaling..." - I thought he had one in there about Admin rights & Compatibility Mode, but maybe that's in another one of his posts... ??
In the meantime, the usual question: Did you install DirectX v9.0c and the Codecs? I'm not sure they'll install from the disk anymore in Windows 10, but you could also go to Microsoft.com's download section and try the "[url=https://www.microsoft.com/en-us/download/details.aspx?id=34429DirectX 9c Runtime[/url]"...
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:salute:
Randomizer
11-14-19, 04:10 PM
First off, thank you to all involved for producing FOTRS-U sharing it with the Community.
Second, what file(s) need to be changed so that there is no hydrophone detection when surfaced. This is a feature of FOTRS-U that I would really prefer not to have as it acts very much as some sort of uber-sensor.
I looked at the ...\USSubParts\Sensors_sub_US.sim and this looks like a good candidate for editing but am unsure of what values need to be changed to eliminate sonar detection when surfaced.
Thanks in advance for any help.
-C
merc4ulfate
11-14-19, 07:45 PM
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:salute:
Let us find the mines on our own the hard way LOL
Did you get my PM?
propbeanie
11-14-19, 10:39 PM
First off, thank you to all involved for producing FOTRS-U sharing it with the Community.
Second, what file(s) need to be changed so that there is no hydrophone detection when surfaced. This is a feature of FOTRS-U that I would really prefer not to have as it acts very much as some sort of uber-sensor.
I looked at the ...\USSubParts\Sensors_sub_US.sim and this looks like a good candidate for editing but am unsure of what values need to be changed to eliminate sonar detection when surfaced.
Thanks in advance for any help.
-C
First of all, thanks for the thanks. We do appreciate it. 2nd of all, what I am about to tell you could quite possibly ruin the mod as you know it... If you go to messing with sensors or equipment, and try to make it act like a different mod, you are often asking for trouble. So just remember that FotRSU is not RFB. If you look at the library files for RFB, you will see quite a few sonar heads, used two and three at a time on the subs. There is a reason for that. Make yourself a mini-mod, and put your changes in that. You might have to empty the Save folder... I'm not sure about that, when it comes to a sim file change... :hmmm:
Anyway, you need to look at the submarine's sns file to find the gear used, so using the Balao, we look at "[Sensor 6]" and sensor 7 for ball 1 & ball 2. One would be Hydrophone, the other is sonar. Think "hierarchy" and "one" being more important than "two", so we'll look in the Data / Library / USSubParts folder for "Sensors_sub_US.dat". Find the "NSS_Hydrophone_Ball_01" that matches the sns file listing. Copy its Node ID number. Open the associated sim file, and "search" on that node number and find the "SensorData" node that uses that as its "Parent ID" number. It should (in theory) match the SensorData type as "hydrophone", once you click on the child node of the child in that sim file. That is where your edits go. Some folks change the "MaxSensorHeight" to a negative number, but remember that you are dealing with meters, not feet or inches there. It does have to be deep enough to not come out of the water in a wave trough. This did not work reliably with FotRSU on its own. Another thing to remember is that the hydrophone did work while the boat was on the surface. The boats apparently usually did not man the station due to it inefficiency when surfaced, because of the wave noise and other environmental factors. Compare setting between FotRSU, TMO, RSRDC, RFB or any of your other favorite mods, and experiment. Each boat has to be treated individually, but they all use the same "sensor"...
Let us find the mines on our own the hard way LOL
Did you get my PM?
If you talking about me and the PM merc, then no, I have not. Should we have "Fearless Leader" check his? :yeah:
Randomizer
11-15-19, 02:43 AM
@Propbeanie,
Thanks for the assist, you have given me enough to tinker. Am not particularly interested in the historicity (or lack thereof) of the surface sonar capability of the Fleet Boat family but do find the uber-sensor a trifle gamey. That said I never installed any version of RFB.
-C
Wolfpack345
11-15-19, 03:07 AM
Hey Guys! I have been playing the mod and I have to say it is really great! This has definitely pulled me back into SH4.
I made a short cinematic video to showcase the mod on my Youtube Channel and let people know about it. It is based off Original introduction video because it is so darn cool. Anyways here it is.
https://www.youtube.com/watch?time_continue=90&v=Ef4BJOuxj5Y&feature=emb_logo
s7rikeback
11-15-19, 04:00 AM
Hey Guys! I have been playing the mod and I have to say it is really great! This has definitely pulled me back into SH4.
I made a short cinematic video to showcase the mod on my Youtube Channel and let people know about it. It is based off Original introduction video because it is so darn cool. Anyways here it is.
https://www.youtube.com/watch?time_continue=90&v=Ef4BJOuxj5Y&feature=emb_logo
Bravo Wolfpack345, that is a fine piece of work you have there... We may have to "borrow" that for the top of the thread..:arrgh!:
von Zelda
11-15-19, 05:45 AM
I'm a recent convert to FotRS UE. It's really neat!
While moving around the boat, I accidentally stumbled on a map of the entire area of Pacific War along with all of the Japanese shipping routes pictured, including a ledger of the route names and dates. Would be a good reference if the game sticks to these major routes.
I don't know what I clicked on to bring the map up, but it was almost larger than the computer screen and one could move it about to look at particular areas. And once it came up, it was in fact impossible for me to get rid of it. I had to close the game to get out of it.
I remember I was moving about the boat, maybe in the captain's quarters or radio room looking around and then I must have clicked on something to bring it up. I looked in the F1 (Help Section) but not there.
Is there anyone familiar with this Japanese shipping map within SH4 FotRS UE? How does one open it and then get rid of it w/o closing the game?
THEBERBSTER
11-15-19, 06:14 AM
Hi pb
Thanks for the reply.
Those mine fields look awesome, wow.
Peter
First of all, having played this a couple of days now I just want to say GREAT WORK! In the past (few years back) I've only played with RFB + RSRDC, and a couple of weeks ago I got the Silent Hunter itch agan and looked into TMO 2.5. It worked great in the beginning, but around 1943 I started experiencing CTD almost constantly. While looking through the TMO 2.5 thread I stumbled upon somebody mentioning FOTRSU, and boy am I glad to have tried it out!
I don't know who's idea in your team it was (or which other mod it comes from) to actually direct other resources than the players own submarine to the major Manila confrontations in 1941, but I was pleasantly surprised for sure. I was submerged after having sunk a light cruiser, and all of a sudden I hear explosions. I've got the event camera on and get to see the US airplanes attacking the rest of the convoy that I attacked, as well as a Mk14 torpedo launched from another sub. This is awesome, and I haven't seen it before in RFB nor TMO. My experiences with SH4 has basically been like... okay... it seems the US Fleet consists of only one submarine, namely my own, and I'm single handedly taking down the whole japanese navy.
So yeah, again, great work, very immersive, and kudos all around.
Now, back to my minor issues with the map updates, which have become a bit more severe.
The Strategic Map Symbols mod just replaces DDS files in one of the Terrain folders with new images. None of the others (that we had found in previous testing) should affect what you're seeing. Even replacing a given sound with something "custom" shouldn't affect that. The 60fps rate versus the 30fps rate should also not affect what you saw very much, if but for maybe 2 minutes over the course of 10 days. The framerate does affect the game's clocks though, but as far as I know, no one has ever accurately measured the drift, and usually speaking, the use of higher levels of TC affect even that, somewhat evening things out.
Very good information, the first thing I did before even starting a new game was to limit my max TC in the config files to 1024, for both stability and immersive purposes.
About the only thing that it could be, is the fact that you got there later than anticipated, either because of more submerged running, or from tracking a potential target. The "patrol area" circles show up and disappear based upon the calendar and clock, so some might be around for weeks, others are around for days. What a skipper could do when they get an assignment, is to draw their own circle for their patrol area, putting it on top of the green one the mod draws.
Yeah it could be that I've been submerged too long, and it seems feasible that the area circles are based on calendar alone, whereas the orders recieved are based on my arrival in those circles. I haven't kept a log of this, but since I've seen the issues reappear, and also gotten some really funky issues along with a few CTDs, I've started to log my patrol. Shame on me for not doing this anyway, I mean I'm a submarine captain after all, it's my duty to log things :)
So I'm in my S-boat, and I'm on the third assignment which is the Lingayen Gulf 10 day patrol. I've so far sunk 1 merchant and 2 cruisers in this area (the sinking of the merchant wasn't sanctioned by my commanding officers, I was told to retreat but I had such a golden vector to take out a 10,000 tonner full of oil). Totalling 30k tonnes of sinkage, and I'm now waiting for the 10 day patrol to end. I'm staying stationary within the green circle. Here's what happened next:
Dec 29 '41
~11PM: Message to refrain from use of Mariveles for fuel and repair due to jap activity.
Dec 31 '41
~1AM: Lingayen patrol area circle gone, but flag/star remains.
~3AM: Mariveles US port flag disappears from map.
~11AM: Lingayen patrol flag gone, getting orders to refuel at Mariveles.
I go to Mariveles at flank speed. When I arrive in the green circle (unfortunately I didn't record the date and time), I get an order to refuel and then proceed to Makassar waypoint, but since Mariveles US port is gone I can't refuel. Thus I now have an incomplete secondary mission.
At this point I proceed to Sulu and save the game somewhere in the middle. I get a phone call IRL and come back to the game at a later date. CTD when trying to load the save. An earlier save at Mariveles also CTDs. So I have to go back even further, to the Lingayen 10 day patrol, to my save after I've safely emerged from sinking the 3 ships and the area is clear of enemies.
At this point I realize that my savegames may be corrupt in some fashion since I've seen very strange behavior with a huge task force just north of Lingayen that was stationary, and attacking them with torpedoes did nothing. Explosions happened, but the ships were intact and they just stayed in place doing nothing. But I don't wanna backtrack or restart the game after such a successul first patrol with my puny S-boat. So I start logging everything, including when and where on the map I've saved the game.
However, after being ordered to go from Mariveles to the Makassar waypoint, and then proceed to the North Watcher Island "arrow", I don't get a single ship contact, and I get called back to Surabaya and manage to dock successfully, save the game while in port, and then successfully reload that saved game.
I'll keep logging in detail from here on out, and I'll make sure to not use any savegames that are near ports or battles.
propbeanie
11-15-19, 08:09 AM
@Propbeanie,
Thanks for the assist, you have given me enough to tinker. Am not particularly interested in the historicity (or lack thereof) of the surface sonar capability of the Fleet Boat family but do find the uber-sensor a trifle gamey. That said I never installed any version of RFB.
-C
You are more than welcome. The range you can actually "hear" a ship is compromised with the negative numbers, in that things in close are not tracked as well, so don't go very far with it. If you want to noodle with a setting like the sonar "height", you really should see how someone else did it. Have fun though! :salute:
Hey Guys! I have been playing the mod and I have to say it is really great! This has definitely pulled me back into SH4.
I made a short cinematic video to showcase the mod on my Youtube Channel and let people know about it...
Very nice! As s7rikeback says, "We may have to 'borrow' that"... Do you mind if we link to your vid in our Front Page post #4 (https://www.subsim.com/radioroom/showthread.php?p=2635996#post2635996)? There is a plan to do a different layout for that post, but we haven't figured out how just yet... :roll:
I'm a recent convert to FotRS UE. It's really neat!
While moving around the boat, I accidentally stumbled on a map of the entire area of Pacific War along with all of the Japanese shipping routes pictured, including a ledger of the route names and dates. Would be a good reference if the game sticks to these major routes.
I don't know what I clicked on to bring the map up, but it was almost larger than the computer screen and one could move it about to look at particular areas. And once it came up, it was in fact impossible for me to get rid of it. I had to close the game to get out of it.
I remember I was moving about the boat, maybe in the captain's quarters or radio room looking around and then I must have clicked on something to bring it up. I looked in the F1 (Help Section) but not there.
Is there anyone familiar with this Japanese shipping map within SH4 FotRS UE? How does one open it and then get rid of it w/o closing the game?
Well, I found another two issues while looking at this, von Zelda... :roll: - But definitely one of the things to do while transiting in safe waters, is to roam about the boat, and click on things, explore. Print out the "SH4_Q-Ref_Card_Front.jpg" and "SH4_Q-Ref_Card_Back.jpg" images to have handy for reference as you play. CapnScurvy kept up with those images rather well. It does show most of the available short-cuts, though there are some still missing, but I can't think of those right now...
You can get to the Radio Room either by 'walking' through the hatch at the other end of the Control Room when you F2 (it "keeps" where you leave as the "view", so be aware), or you can get there by use of the <Backslash> key ("\") found above the <Enter> key. You can also go directly to the Shortwave Radio and that map by the use of the "Camera" menu button, then clicking on the "Shortwave Radio / Convoy Map" menu button there. If you go through the radio room way, look over the radioman's left shoulder, there is a phonograph there that is a "hot-spot" you can click on to usually get to the Phonograph (mp3 player) / Conversion Chart, and then behind and above the radioman - if there is a steel radio box by the corner - that is supposed to be hot-spot to take you to the Shorwave Radio / Convoy Map. Not all boats have that. In a Gato (which shares its interior with other boats), clicking on the phonograph will take you to the Shortwave Radio instead. We'll have to look into that... Anyway, here is a Gato shot of the Radio Room, with the "phonograph" hovered over:
https://i.imgur.com/wMGJ3r3.jpg
Click on the phonograph there, and you get this:
https://i.imgur.com/HALS0Wq.jpg
:roll: duplicate image :roll: ...
... Which is probably what you did. When you hover over that 'window' though, the cursor turns into a modified "X", with little arrows on the ends of its legs. When the cursor is like that, you can click and drag the map / radio where ever you want to put it:
https://i.imgur.com/js7UVJ7.jpg
Of interest here, is that most of the other boats "function as intended". In this case, there is no overhead rack in the control room of that particular model of Gato, like there is here in the Narwhal:
https://i.imgur.com/WKibsx6.jpg
btw, do you know how difficult it is to take a screen shot and capture that "tooltip" text? Wow! It really should stay up longer, but alas, that's the 1024_768_menu.ini file. Other boats have those hotspots, where you use the overhead rack for the radio, and the Radio Room phonograph for the "gramophone". In the Tambor (Gar) and S-18 however, both "hot-spots" are in the Radio Room, with the phonograph taking you to the appropriate location, and radio taking you to the Shortwave Radio:
https://i.imgur.com/gZyKmpG.jpg
So, we'll have to dig into that a bit and get that sorted out to where the Gato and later boats have two hotspots. In the meantime, I was using the Quick Patrol menu to get to the different boats faster than the career menu, and I tried the 7th patrol, which is for the Triton, a Tambor boat, and that will crash you to the desktop, so that needs some work. There is probably a bad call to a ship in there, so that will be as easy to fix as the other two campaign assignment files are...
Hi pb
Thanks for the reply.
Those mine fields look awesome, wow.
Peter
You are welcome! A skipper must have all of the info he can within an arm's reach, and even still, might not make it back... :salute:
Michael Wood
11-15-19, 08:15 AM
@Propbeanie,
Thanks for the assist, you have given me enough to tinker. Am not particularly interested in the historicity (or lack thereof) of the surface sonar capability of the Fleet Boat family but do find the uber-sensor a trifle gamey. That said I never installed any version of RFB.
-C
Should you succeed in modifying the files to prohibit use of hydrophones on the surface, let me know and I might switch from RFB to FOTRS. Too bad, the modders did not make such use a player option.
propbeanie
11-15-19, 08:27 AM
...
Now, back to my minor issues with the map updates, which have become a bit more severe...
... it seems feasible that the area circles are based on calendar alone...
...
Dec 29 '41
~11PM: Message to refrain from use of Mariveles for fuel and repair due to jap activity.
Dec 31 '41
~1AM: Lingayen patrol area circle gone, but flag/star remains.
~3AM: Mariveles US port flag disappears from map.
~11AM: Lingayen patrol flag gone, getting orders to refuel at Mariveles.
The issue with Mariveles is again the calendar. Since you are running behind, Mariveles is closed and the Canopus is scuttled before you get back there. Maybe I'll change the wording of that "order", and make it "re-fuel where you can find it", which at that time, Balikpapan is still available. You didn't miss but 50 renown points for the Marivels stop though. I don't remember, are you told "So-and-so wants to hitch a ride to Surabaya with you"? That is the purpose behind some of the other missions' Objective of having a player come back in to either Mariveles or Manila Harbor. As to the "North Watcher", that is a little island north of Java, east of Sumatra, that had a lighthouse on it. It is too small for the game to represent it with a landmass, so there is a circle drawn on the NavMap, and an arrow drawn to point you in the right direction. You are sent over that way to look for a possible invasion force, but are recalled before you get too far. As in real life, the plans were often changed before they were implemented, due to the speed with which the invasions occurred, and due to Allied lack of communications between the various nations.
As to crashing on loading a Save, double-check your LAA activation on the SH4.exe file, and be sure that the SH4.exe is not set to "Read-only" in its attributes. If it is, clear that, then try LAA on the SH4.exe file again. Usually speaking, a failure to load a Saved game is the result of bad data in the file, which can occur from not having enough RAM available to the game. The attack on the Task Force is a symptom of that. If you have a 32-bit version of Windows, let us know...
btw, that torpedo could have come from an airplane. I don't think we have any submerged AI subs at the beginning... :hmmm:
Thanks for the report, also! Glad you like not being the only joe out there! :salute:
propbeanie
11-15-19, 08:40 AM
Should you succeed in modifying the files to prohibit use of hydrophones on the surface, let me know and I might switch from RFB to FOTRS. Too bad, the modders did not make such use a player option.
As has been stated, RFB has multiple sonar heads in use, similar to some mods using multiple Visual sensors to attempt to simulate an airplane's view, a crow's nest view, and a deck view. All of that adds complexity to modding the game, as well as "overlaps" that affect each other. If you restrict the hydrophone, as was stated, you lose the close-in ability of it, such that when you are under a depth charge attack, you might not be able to determine where the ship above is coming from, or might not even see the attack on its way. Now, that also happened in real life, but we were after making it to where a player can make it to retirement or make it all the way through the game, instead of being sunk each time out. To offer an "option" for the hydrophone would be prohibitively complex for us. We removed that kind of stuff from FotRSU. Each submarine would require a re-working of their nodes, sns files, as well as the associated sensors files in the library. Maybe someone will want to offer that as a sanctioned, optional add-in mod? :salute:
Laffertytig
11-15-19, 09:37 AM
Does this mod work with the steam version of sh4?
in fact the same question goes for sh3 as well, do mods work for that as well with the steam version?
cdrsubron7
11-15-19, 11:11 AM
Hey Guys! I have been playing the mod and I have to say it is really great! This has definitely pulled me back into SH4.
I made a short cinematic video to showcase the mod on my Youtube Channel and let people know about it. It is based off Original introduction video because it is so darn cool. Anyways here it is.
https://www.youtube.com/watch?time_continue=90&v=Ef4BJOuxj5Y&feature=emb_logo
Bravo Zulu, Wolfpack345. Nicely done. :salute:
von Zelda
11-15-19, 11:37 AM
Does this mod work with the steam version of sh4? in fact the same question goes for sh3 as well, do mods work for that as well with the steam version?
Yes, I've heavily modded the Steam versions of SH3 & SH4v1.5; and just recently I've added 5 or 6 mods to my newly installed SH4v1.5 + FotRSU
I don't remember, are you told "So-and-so wants to hitch a ride to Surabaya with you"? That is the purpose behind some of the other missions' Objective of having a player come back in to either Mariveles or Manila Harbor.
Not as far as I can recall. There were some very specific instructions for the first mission to check out coastal areas near Verde and Batangas, and after that I was sent up north. I did rescue alot of survivors from the planes that were shot down (again, LOVE these kinds of details), but they didn't have a specific destination in mind when I picked them up :P
As in real life, the plans were often changed before they were implemented, due to the speed with which the invasions occurred, and due to Allied lack of communications between the various nations.
Indeed, and I love that detail too, you can almost hear the panic at HQ through the wording of the messages, very immersive. I mean, the issues I've had with the map circles and being sent back to Mariveles when Mariveles no longer exist could actually be seen as clerical errors or just mistakes made in panic. The "bug" of being sent there after it was abandoned is in a way more immersive, and if you haven't conserved your fuel you may be in a pickle, which is also immersive. I'm just not used to that kind of embivalent behavior from HQ :D
As to crashing on loading a Save, double-check your LAA activation on the SH4.exe file, and be sure that the SH4.exe is not set to "Read-only" in its attributes. If it is, clear that, then try LAA on the SH4.exe file again. Usually speaking, a failure to load a Saved game is the result of bad data in the file, which can occur from not having enough RAM available to the game. The attack on the Task Force is a symptom of that. If you have a 32-bit version of Windows, let us know...
Win 10 x64, 16 gig RAM total, i7-4790 @ 4.5GHz, Nvidia GTX 970.
Confirmed LAA flag is set, and exe is not read-only.
Exe properties: Running in Win 7 compatibility mode, as admin, and overriding high DPI behavior is set to Application.
This is the steam version, installed in custom directory (C:\Games\Steam...) on SSD drive with 80 gigs free. Did a clean install (i.e. deleted both the game dir and the entire SH4 dir in Documents). Also installed DirectX 9 from the SH directory since the Steam installer didn't ask me to install it.
btw, that torpedo could have come from an airplane. I don't think we have any submerged AI subs at the beginning... :hmmm:
Really? Cool! It looked like a Mk14, but maybe planes carried similar looking torpedoes? Anyway, really cool stuff.
I'll keep you posted if I run into other issues.
Wolfpack345
11-15-19, 12:01 PM
Very nice! As s7rikeback says, "We may have to 'borrow' that"... Do you mind if we link to your vid in our Front Page post #4 (https://www.subsim.com/radioroom/showthread.php?p=2635996#post2635996)? There is a plan to do a different layout for that post, but we haven't figured out how just yet... :roll:
Thank you Guys! Of course you can use it for the front page! I am glad you guys like it! :yeah:
propbeanie
11-15-19, 12:17 PM
Does this mod work with the steam version of sh4?
in fact the same question goes for sh3 as well, do mods work for that as well with the steam version?
Yes, I've heavily modded the Steam versions of SH3 & SH4v1.5; and just recently I've added 5 or 6 mods to my newly installed SH4v1.5 + FotRSU
Confirmed. Just make certain that your Steam game is NOT in a Program Files folder. Use a different Steam Library folder on another drive, or use the Steam Knowledgebase Article "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129) for more info on moving the game if necessary.
----------------------------------------------------
Not as far as I can recall. There were some very specific instructions for the first mission to check out coastal areas near Verde and Batangas, and after that I was sent up north. I did rescue alot of survivors from the planes that were shot down (again, LOVE these kinds of details), but they didn't have a specific destination in mind when I picked them up :P ...
While it is a cool challenge to rescue downed pilots, no renown is awarded for doing such, unless it is within a previously defined area and an assigned Objective. It should be a part of the game, but...
...
Win 10 x64, 16 gig RAM total, i7-4790 @ 4.5GHz, Nvidia GTX 970.
Confirmed LAA flag is set, and exe is not read-only.
Exe properties: Running in Win 7 compatibility mode, as admin, and overriding high DPI behavior is set to Application.
This is the steam version, installed in custom directory (C:\Games\Steam...) on SSD drive with 80 gigs free. Did a clean install (i.e. deleted both the game dir and the entire SH4 dir in Documents). Also installed DirectX 9 from the SH directory since the Steam installer didn't ask me to install it...
Should not be an issue... perhaps something running in the background on the computer, such as Windows Update, "stole" cpu cycles... :hmmm:
... Cool! It looked like a Mk14, but maybe planes carried similar looking torpedoes? Anyway, really cool stuff...
The plane will drop what looks like a Mk 13, but it is an illusional drop, and then a Mk 14 is actually spawned and used from there.
----------------------------------------------------
Thank you Guys! Of course you can use it for the front page! I am glad you guys like it! :yeah:
Thank you! :salute:
THEBERBSTER
11-15-19, 12:48 PM
I am a Wolfpack345 subscriber on YouTube and he has some great quality videos worth checking out.
This latest one would make a great opening video when starting FOTRSU.
Peter
torpedobait
11-15-19, 03:04 PM
First thing, when doing the #6) "Read-only" attribute, do that prior to #5) using LAA, so that LAA will in fact write to the exe file's header. The way to check for success is to run LAA again, and load the SH4.exe back in to the applet, to see whether or not it is in fact set to true. For #7), I usually right-click on the desktop, choosing "New..." and "Shortcut" from the menu, then point that at the SH4 directory, so that I am certain that there isn't any "Registry" stuff that will direct the shortcut to the original install folder. But, I have over six copies of SH4 on my hard drive for various mods, and then I use MultiSH4 to write a Save folder for each copy... As for "I can see nothing on my monitor" statement, as per THEBERBSTER's "SH4 <> TUTORIALS <> HOW TO DO IT... (https://www.subsim.com/radioroom/showthread.php?p=2297818#post2297818)" thread, be sure and see "Changing the GPU Settings..." and "How to Change DPI Scaling..." - I thought he had one in there about Admin rights & Compatibility Mode, but maybe that's in another one of his posts... ??
In the meantime, the usual question: Did you install DirectX v9.0c and the Codecs? I'm not sure they'll install from the disk anymore in Windows 10, but you could also go to Microsoft.com's download section and try the "[url=https://www.microsoft.com/en-us/download/details.aspx?id=34429DirectX 9c Runtime[/url]"...
-----------------------------------------------------------------
:salute:
I didn't find the answer in the above recommended "How to Change DPI Scaling", but it was directly related! I found it in the Sticky Post in the SH4 Forum for "SH4 and Windows 10" posted by Ensign Dunsel.
He reported the exact same problem, which he fixed eventually by both Registering the game with Ubisoft and setting an Override to the High DPI Scaling Behavior. He wasn't sure which of the two did the trick, but I now know it wasn't the Registration Step in the Installation - I couldn't get to the page on Ubisoft.com to try that one. but I was able to set the DPI scaling.
I went to SH4.exe, right clicked and selected Properties, the Compatibility tab. He unchecked the Compatibility and let it run under Win10 - says it works fine. I left mine checked to run under VISTA, 2nd Release. What made the difference and solved the issue was to go to the bottom of that tab and select the "Change High DPI Settings". Then go to the bottom of that one and check the "Override high DPI scaling behavior" and allow Scaling Performed by: Application". VOILA!
I am now preparing to leave Midway Atoll on my first patrol in USS Trout (SS-202) Tambour Class. Hurrah! Back to the war, boys!
Thank you Propbeanie! :salute:
s7rikeback
11-15-19, 05:46 PM
I am a Wolfpack345 subscriber on YouTube and he has some great quality videos worth checking out.
This latest one would make a great opening video when starting FOTRSU.
Peter
That is not a bad shout THEBERBSTER,
May have to look into that..:up:
THEBERBSTER
11-15-19, 06:26 PM
Hi Guys
One problem I have noticed once I have gone on deck it does not matter what station I go to or the boat has dived I still get all the wind noise and waves clattering against the boat.
Is this radar supposed to rotate?
https://i.postimg.cc/25j0PCzX/SJ1-1-Radar.jpg
Peter
Wolfpack345
11-15-19, 11:52 PM
I am a Wolfpack345 subscriber on YouTube and he has some great quality videos worth checking out.
This latest one would make a great opening video when starting FOTRSU.
Peter
Thank you for the kind words! I am glad you like my videos!
That is not a bad shout THEBERBSTER,
May have to look into that..:up:
If you do end up using the video let me know if there is anything I can do for you! :up:
propbeanie
11-16-19, 12:43 PM
Hi Guys
One problem I have noticed once I have gone on deck it does not matter what station I go to or the boat has dived I still get all the wind noise and waves clattering against the boat.
Is this radar supposed to rotate?
https://i.postimg.cc/25j0PCzX/SJ1-1-Radar.jpg
Peter
I have found that any "bad boy" behavior in the game seems to accentuate the wind and sea sound. Among the behaviors would be of course, shelling out to Windows, but also use of a higher TC setting, which I have not figured out what that level might be, and I doubt if that would be consistent either, in that it is probably hardware related. But the one thing that seems to do it also is the use of the external camera, apparently even in close to your sub, and I don't understand that. I'll experiment with the new camera files and the old from pre-v0.92RC3, and see what I get with that. Very frustrating though. If you look at the video I made in Post #4 where I'm on the Narwhal in 15ms winds, I did not use TC, went outside the boat, and stayed close-by, but to start the video recording, I had to shell-out to Windows to start the app, since the game crashes if I start the recording app prior to the game loading... but you will hear the wind and sea when I'm at the NavMap in that video, and it is just as loud as being outside. Can't have that, so we want to find the fault there...
For that radar THEBERBSTER, turn the radar on, set to "continuous sweep", since it is off by default, and see if it doesn't rotate, unless you're looking at the early SD, and then it does not rotate. The image looks like a parabolic antennae though - at least, to my eyes... :roll: :salute:
THEBERBSTER
11-16-19, 05:36 PM
Hi pb
Started the game tonight and the radar was doing a sweep correctly.
Peter
FotRSU Mod Team
11-16-19, 07:32 PM
All,
Loving the feedback so far....
Please keep reporting any problems you encounter, our team will try to resolve them.. as long as they are not hard-coded...
It's taken it's time to be at this release stage, thank you for staying with us..
:subsim:
Hi pb
Started the game tonight and the radar was doing a sweep correctly.
Peter
I recall having same problem some time ago with old FOTRSU version.
Can’t find back my posts here, but i think it solved by itself...or was it when i got new rig with more RAM?...can’t remember.
Specbass
11-17-19, 10:02 AM
Did you get going OK there Specbass? Let us know how you made-out, if you will please (with the game - the game!)! Thank you! :salute:
I did! The LAA did the trick! Mod looks absolute awesome! :Kaleun_Salute:
torpedobait
11-17-19, 10:04 AM
All,
Loving the feedback so far....
Please keep reporting any problems you encounter, our team will try to resolve them.. as long as they are not hard-coded...
It's taken it's time to be at this release stage, thank you for staying with us..
:subsim:
I've run two complete patrols to date under the new Mod out of Midway, starting 12/9/41 in a Tambor class boat:
1. Both patrol results highly successful (75% reality using Auto Targeting and external cameras);
2. ZERO Anomalies to report;
3. Fun Factor: 10/10
Thank you all - great job. :salute: :yeah:
So far everything is running great. Love it!
I have found that any "bad boy" behavior in the game seems to accentuate the wind and sea sound. Among the behaviors would be of course, shelling out to Windows, but also use of a higher TC setting, which I have not figured out what that level might be, and I doubt if that would be consistent either, in that it is probably hardware related. But the one thing that seems to do it also is the use of the external camera, apparently even in close to your sub, and I don't understand that. I'll experiment with the new camera files and the old from pre-v0.92RC3, and see what I get with that. Very frustrating though. If you look at the video I made in Post #4 where I'm on the Narwhal in 15ms winds, I did not use TC, went outside the boat, and stayed close-by, but to start the video recording, I had to shell-out to Windows to start the app, since the game crashes if I start the recording app prior to the game loading... but you will hear the wind and sea when I'm at the NavMap in that video, and it is just as loud as being outside. Can't have that, so we want to find the fault there...
For that radar THEBERBSTER, turn the radar on, set to "continuous sweep", since it is off by default, and see if it doesn't rotate, unless you're looking at the early SD, and then it does not rotate. The image looks like a parabolic antennae though - at least, to my eyes... :roll: :salute:
I have had that problem with the non-rotating antenna and have reported it twice, long ago. It seems to happen when coming out of high TC settings and stays. Never rotates again.
fitzcarraldo
11-17-19, 08:54 PM
Starting a new campaign from June 42 with a Gato.
All ok..Arriving to Midway.
Many thanks and best regards.
Fitzcarraldo :salute:
propbeanie
11-17-19, 10:20 PM
Hi pb
Started the game tonight and the radar was doing a sweep correctly.
Peter
I recall having same problem some time ago with old FOTRSU version.
Can’t find back my posts here, but i think it solved by itself...or was it when i got new rig with more RAM?...can’t remember.
I have had that problem with the non-rotating antenna and have reported it twice, long ago. It seems to happen when coming out of high TC settings and stays. Never rotates again.
Let me ask some questions about this then... When losing the rotation, do you know that the radar had in fact been rotating previously? Do you recall how high your TC was at the time you found it would not then rotate? Did a "Save", "Exit", "Re-Start" and then "Re-Load" get the radar rotating again? Or did it start rotating again without have to do that? I have seen when going to the NavMap for reference, then going to PPI Radar, that the "Focused" beam is on, and not the "Continuous", so I turn on the continuous sweep, go back to the NavMap, and make my marks of the radar reports. I might then go to other views, like the Bridge or the Torpedo station, or Attack Map or whatever, and change some settings. Then come back to the radar ppi screen, and the radar is on "Focused" again. I have to put it back on "Continuous" again to get it to sweep. Do you see similar? Does this maybe coincide with the view of the dish itself not rotating? What is bringing you out of high TC when you find the radar is not rotating? A radar contact? Just you lowering the TC?... Thanks :salute:
I did! The LAA did the trick! Mod looks absolute awesome! :Kaleun_Salute:
Excellent. Glad you're going! :salute:
von Zelda
11-18-19, 01:19 AM
Referring to "Using Radar_Sonar" under the Support Section of the Mod, I read on page 8:
"Unlike the stock game, the Ultimate SD radar will not show a detected surface contact on the Navigation Map. If one does appear, it’s due to either the crews "Visual" detection, or the SJ Radar use. The Hydrophone/Sonar will also show a detected contact on the map....but not the SD. As before, the SD will continue to show a plane on the map."
Why are surface contacts not shown on the navigation map? How is one notified of the SD surface contact? Are you expected to see it only on the PPI screen? Is one expected to manually plot SD surface contacts as they move about on the Nav map? As stated, stock game does this for you.
Also, which key-stroke brings up the PPI screen? All I seem to get is the A-scope with some kind of direction finder gizmo above it. I don't seem to be able to get a direct view of the PPI scope.
Let me ask some questions about this then... When losing the rotation, do you know that the radar had in fact been rotating previously? Do you recall how high your TC was at the time you found it would not then rotate? Did a "Save", "Exit", "Re-Start" and then "Re-Load" get the radar rotating again? Or did it start rotating again without have to do that? I have seen when going to the NavMap for reference, then going to PPI Radar, that the "Focused" beam is on, and not the "Continuous", so I turn on the continuous sweep, go back to the NavMap, and make my marks of the radar reports. I might then go to other views, like the Bridge or the Torpedo station, or Attack Map or whatever, and change some settings. Then come back to the radar ppi screen, and the radar is on "Focused" again. I have to put it back on "Continuous" again to get it to sweep. Do you see similar? Does this maybe coincide with the view of the dish itself not rotating? What is bringing you out of high TC when you find the radar is not rotating? A radar contact? Just you lowering the TC?... Thanks :salute:
Excellent. Glad you're going! :salute:
The radar antenna was rotating at first launch on TC1, but after some TC X1024 it was stuck.
Exiting/re-loading solved it, but as soon as TC more than X1, it was stuck again...on deck view and external view. Set on continuous sweep.
But that’s old story as it never did it again after upgrading latest version.
propbeanie
11-18-19, 08:00 AM
Referring to "Using Radar_Sonar" under the Support Section of the Mod, I read on page 8:
"Unlike the stock game, the Ultimate SD radar will not show a detected surface contact on the Navigation Map. If one does appear, it’s due to either the crews "Visual" detection, or the SJ Radar use. The Hydrophone/Sonar will also show a detected contact on the map....but not the SD. As before, the SD will continue to show a plane on the map."
Why are surface contacts not shown on the navigation map? How is one notified of the SD surface contact? Are you expected to see it only on the PPI screen? Is one expected to manually plot SD surface contacts as they move about on the Nav map? As stated, stock game does this for you.
Also, which key-stroke brings up the PPI screen? All I seem to get is the A-scope with some kind of direction finder gizmo above it. I don't seem to be able to get a direct view of the PPI scope.
Early SD radar was only able to conduct an air search. It was not capable of "seeing" things on the surface. It also could not give a bearing to a detection, only the range, of which we have not figured out a way to emulate that, and not ruin other functions. The SJ radar was capable of surface search. The FotRSU radar set-up attempts to simulate a "sweep" and "decay" effect of the radar, as seen on the PPI screen, so if you are on the NavMap, you will "see" the dot or box of a "reflection" as the "sweep" passes over a contact, and then that "detection" will fade as the sweep continues. FotRSU also attempts to emulate the fact that the radar beam followed the "level" of the sub as it went through and over wave crests. In other words, sometimes the beam would be going high and over a "target" as the submarine platform (and attached antenna mounting) was put off-level from a wave, so you might not see a target each sweep of the radar antenna.
As to the screens available, using the bottom menu tabs, the radar button of course takes you to the A-Scope:
https://i.imgur.com/cs9Vr5Q.jpg
Once on that screen, you see the menu tabs associated with that view now highlighted:
https://i.imgur.com/W8QCXFE.jpg
If you go over to the non-highlighted left button there, that can take you to the PPI screen:
https://i.imgur.com/1zQMGQ7.jpg
If the PPI is not available, it will not be illuminated when you get to the station, and the "Power" button will not function. Another way to do it, is to use the "J" key ( <J> ) from any station on the boat, and that usually will take you to the PPI station. A 2nd press of the "J" will take you to the A Scope, and a 3rd push will take you back to the original station, unless of course, you were already at the radar station. Be sure and consult the "SH4_Q-Ref_Card_Front.jpg" and "SH4_Q-Ref_Card_Back.jpg" images in the 'root' SH4 install folder for other key presses available.
----------------------------------------------------------------
The radar antenna was rotating at first launch on TC1, but after some TC X1024 it was stuck.
Exiting/re-loading solved it, but as soon as TC more than X1, it was stuck again...on deck view and external view. Set on continuous sweep.
But that’s old story as it never did it again after upgrading latest version.
Did you happen to notice Fifi, if that was associated with changing your station view, such as I found with turning the radar to a "Sweep" setting, and then being able to see the sweeps on the NavMap and make my marks, but as soon as I changed to a different station, such as going to the Bridge, and then back to the radar station, that the Sweep had stopped? It was set to the Focused setting, and the antenna was no longer rotating. But, putting it back to Sweep, the antenna would then rotate, if I went "outside" again, before going to another station... ?? :salute:
Spotter
11-18-19, 11:52 AM
:Kaleun_Salute: It's kind of irksome, that this venerable, and very replayable sim series has no mods on STEAM.
Thank you very much SubSim, for keeping it alive. :Kaleun_Cheers:
I will have to pay some more attention to that so I will get back to you.
mikesn9
11-18-19, 02:48 PM
Downloaded and activated the new release on a pristine SH4,( also deleted all save files etc.)
first patrol from Pearl, Dec 9 1941, Tambor class.
orders to Eniwetok Atoll to patrol for 5 days, and take recon photos by Engebi Island, then go patrol Guam and Marianas.
Approaching Engebi, I get sonar reports of three merchants. Only 1 is ever visible on Periscope or external view.
I was not able to take pics on the one I could see and approach. There was nothing else there to 'lock' on to complete that part of the mission.
Any thoughts?
propbeanie
11-18-19, 04:41 PM
I'll run that one again, to make sure the "fix" applied between v0.93 and v1.0 is correct mikesn9, but look at the orders again. The "Photo" stuff is secondary. The orders tell you "... but look over the whole atoll. Recon the area for five days...", so it is basically a "Patrol" mission. Also, the photo missions are much more difficult now, hence them being disabled for the most part (there are a few with them still), or moved to a secondary roll as in this Objective set. It will be the same thing at the other two locations you encounter in the mission. Generally speaking, you will have to get within 1200-1600 yards of a PhotoTarget before it activates the objective, and allows you to "Lock" the target, ID the target, and the photo the target... There is an 'SS09 FotoReconSpecOpTraining.pdf' file in the Support folder you could also use, or even take the Sub School mission for the same, and see how close you have to be now. This is the main reason we have not released our Photo Recon missions for the beachhead pix objectives... :salute:
Immelmann
11-18-19, 07:07 PM
as soon as I changed to a different station, such as going to the Bridge, and then back to the radar station, that the Sweep had stopped?
In my experience with SH4, this has always been what I have observed. Set it to sweep, go away, come back, it's not sweeping. Stock or modded makes no difference for me. That is how it acts.:salute:
merc4ulfate
11-18-19, 08:36 PM
:Kaleun_Salute: It's kind of irksome, that this venerable, and very replayable sim series has no mods on STEAM.
Thank you very much SubSim, for keeping it alive. :Kaleun_Cheers:
When you can find all the mods you need here at SUBSIM.COM why bother with steam?
mikesn9
11-19-19, 07:09 AM
I'll run that one again, to make sure the "fix" applied between v0.93 and v1.0 is correct mikesn9, but look at the orders again. The "Photo" stuff is secondary. The orders tell you "... but look over the whole atoll. Recon the area for five days...", so it is basically a "Patrol" mission. Also, the photo missions are much more difficult now, hence them being disabled for the most part (there are a few with them still), or moved to a secondary roll as in this Objective set. It will be the same thing at the other two locations you encounter in the mission. Generally speaking, you will have to get within 1200-1600 yards of a PhotoTarget before it activates the objective, and allows you to "Lock" the target, ID the target, and the photo the target... There is an 'SS09 FotoReconSpecOpTraining.pdf' file in the Support folder you could also use, or even take the Sub School mission for the same, and see how close you have to be now. This is the main reason we have not released our Photo Recon missions for the beachhead pix objectives... :salute:
Thanks, Prop.
what about the sonar reports with no ships there?
propbeanie
11-19-19, 08:41 AM
Thanks, Prop.
what about the sonar reports with no ships there?
One thing to keep in mind with Sonar Contact reports is the "accuracy" is not there for several reasons. If you use TC and get a report, it takes the game a bit to come out of TC, and depending upon the amount of TC and the contact, you might only drop to 8x TC. Also, even at a normal 1x TC, your sonarman will "lose" and then "regain" sonar contacts. Each of those will be a 'new' Sonar Contact if visual has not been established yet. Hence, it could have been that.
However, a very frustrating side-effect with Sonar Contacts can especially be seen in what I was working on for Photo Recon missions, where the PhotoTarget we were using does "x-mit" Sonar, which could be helpful to the sub skipper in finding the Target, except when you have 30 or more PhotoTargets in use along the beaches of an atoll, or in a situation such as you encountered - which contact is what?? Is it a ship, or a PhotoTarget... So, coming into Engebi, you may well have had the ship Sonar Contact (eventually visible), and a PhotoTarget or two Sonar Contact. You will not "see" the PhotoTarget though until you get in really close, and even then, that is just an "ID visible". You don't ever truly "see" the actual target... and at that, sometimes involves getting into water less than 70 foot deep - which is prime territory for an airplane to spot your boat at PD - "Back Emergency!"... no solution has been found yet, so treat the foto stuff as low-priority. :salute:
von Zelda
11-19-19, 12:06 PM
Specifically, the Gold Edition, are there any conflicts with FotRS UE?
Asking for an acquaintance who's got it installed, runs then crashes to desktop. That's as much as I know. Any likely reasons it might crash?
I've been told that Gold Edition is a v1.5; is this correct?
fitzcarraldo
11-19-19, 12:49 PM
Specifically, the Gold Edition, are there any conflicts with FotRS UE?
Asking for an acquaintance who's got it installed, runs then crashes to desktop. That's as much as I know. Any likely reasons it might crash?
I've been told that Gold Edition is a v1.5; is this correct?
First of all, after 1.5 installed, apply LAA (included in FOTRSU pack) to your sh4.exe file. And put sh4.exe under W7 compatibility. Without this, you securely will go to CTD in the start.
Regards.
Fitzcarraldo :salute:
von Zelda
11-19-19, 01:07 PM
Fitzcarraldo, Thank you.
I'll pass this on.
ImBatman
11-19-19, 01:26 PM
These are my imressions after a first patrol in the asiatic fleet in my s-boat starting Dec of '41. I'm liking this new version so far.
Destroyers seem to be much better at locating me, though I have yet to try my flank speed at 100' experiment in this version. From what I've gathered, there will be no getting away with that anymore.
The thermocline is very powerful from what I can see. I was able to run at full speed while reloading torpedoes at 200'.
The highlight of the patrol was sinking a Kongo class battleship. I was patrolling Lingayen Gulf and had already let one convoy of warships get away due to their changes in direction and my boats pitiful speed. A lone destroyer patrolling the area didnt help matters, but a couple days of hunting and I removed him from the picture.
Then another batch of warships showed up. This group was moving quite slowly compared to the last maybe 6 or 7 knots on average. This was great for me since, once again, I'd get into position only for the group to make a turn, putting me out of range for my mk 10 torpedoes. This time I had the speed to intercept them again.
A few times of this and I was able to get myself in position for an attack. The enemy group, presumably from getting out of the gulf and back to open sea, had picked up speed. If i didn't get something this time, they'd be gone for good.
I could only fire 4 mk 10's at once so I wasn't aiming for the battleship, since I knew that would probably not be enough to take it out. Instead, I picked out a nice European oiler in the back of the formation, made the calculations, waited till it was as.close as it would get (2000 yards), rechecked, and let all four fishes loose.
In a stroke of pure luck, the battleship steamed right into the path of the torpedoes, getting hit by all four. Knowing it wouldnt be enough, I dived to 200' and began to reload while getting closer to the now wounded target. I continued to track the target on hydrophones and quickly noticed that it had slowed to a crawl, allowing me to slow down as well.
I got 3 of my last four fish reloaded and noticed the escorts were far enough away for me to take another shot. After ordering a full stop, and a pause on loading the final torpedo, it was back to periscope depth. After quick calculations on a much closer and slower moving target, i fired. All three hit, but alas, the monster still lived. Well, time to get back down and load that last fish.
On the way back down, I'm hearing these little explosions. I figured it must be those destroyers depth charging some phantom contact, although it doesn't quite sound like that.
Before I can puzzle it out, there is a massive KABOOM! That was quickly followed by the message confirming the ship is going down. The little explosions must've been a chain of sympathetic detonations going off until something really big went up. From there it was a pretty easy escape.
That might have been the most satisfying sinking I've ever pulled off in this game. I have to thank all those who made this mod for breathing new life into this game and making the aforementioned experience possible.
mikedora
11-19-19, 04:02 PM
First of all, congrats to mod team for what looks like an outstanding mod.
I say “looks like” because I haven’t been able to get it to run, despite following the directions “religiously”, LAA step included, on both my desktop (Win 10) and my laptop (Win 7). Went through the whole process twice on each, but when I try to run FotRSU, I get as far as the loading splash screen, the progress bar completes, then the program hangs up.
Now I’m going to ask/admit a dumb question. Is FotRSU absolutely limited to SH4 v1.5, or can it work with v1.4? Because the latter is what I’ve been using, he said with his forehead still smarting from the headslap.. so much for “religiously”.
So advice please, does attempting to use SH4 v1.4 lead to the kind of problem I’m describing? Because if so, I’m going to have to find a copy of v1.5.
Thanks
Mike
torpedobait
11-19-19, 04:06 PM
1. There is a typo on the map used for the Solomon Campaign narrative I got when completing a patrol out of Midway on 11/13/1942. The map shows "The Spot" WNW of Savo Island; I'm betting that should read "The Slot".
2. This may not be a bug, but it is frustrating; I was under the impression that the surface SJ radar would be available mid-1942. After six successful patrols (including the first one) my GAR class still has not been offered this radar as of November 1942. I'd sure like to get it!
3. Also not a bug, per se, but something that was "fixed" in a TMO Mod, or perhaps one of Webster's, is the link in the Office to the Sub model still takes you to the crew display. It should take one direct to the Equipment display, should it not? It's only one more click by going through the crew display to get to the Equipment, but still...
Otherwise, I agree the Japanese warships are more aggressive this early in the war, but not too hard to evade if your tactics are sound and you have enough water under the keel. I did take a torpedo in the bow from a light cruiser that gave me 45% damage. I forgot about those little devils. I'm liking this version a lot.
merc4ulfate
11-19-19, 04:34 PM
First of all, congrats to mod team for what looks like an outstanding mod.
I say “looks like” because I haven’t been able to get it to run, despite following the directions “religiously”, LAA step included, on both my desktop (Win 10) and my laptop (Win 7). Went through the whole process twice on each, but when I try to run FotRSU, I get as far as the loading splash screen, the progress bar completes, then the program hangs up.
Now I’m going to ask/admit a dumb question. Is FotRSU absolutely limited to SH4 v1.5, or can it work with v1.4? Because the latter is what I’ve been using, he said with his forehead still smarting from the headslap.. so much for “religiously”.
So advice please, does attempting to use SH4 v1.4 lead to the kind of problem I’m describing? Because if so, I’m going to have to find a copy of v1.5.
Thanks
Mike
The readme and ever discussion about the mod has been very specific. This mod is for SH4 v 1.5 only and make sure to add the LAA, Make sure the SH4.exe NOT read only and run it from a complete clean installation with no previous saves.
merc4ulfate
11-19-19, 04:36 PM
1.
To your number 2 question. To my knowledge upgrades are not only date specific but also dependent on renown and home port.
mikedora
11-19-19, 05:30 PM
Thanks Mercfulfate,
Self-education has certainly taken place in this case. Now to get that v1.5..
Cheers
Mike
propbeanie
11-19-19, 08:07 PM
1. There is a typo on the map used for the Solomon Campaign narrative I got when completing a patrol out of Midway on 11/13/1942. The map shows "The Spot" WNW of Savo Island; I'm betting that should read "The Slot".
Where are you seeing that typo? On the NavMap? In the text box? In a bik movie the game plays? Here is a screenie of the "Campaign_NMS.mis" file that displays most of the location names:
https://i.imgur.com/Vo0I04l.jpg
I don't like that font, and the plan is to eventually change it...
2. This may not be a bug, but it is frustrating; I was under the impression that the surface SJ radar would be available mid-1942. After six successful patrols (including the first one) my GAR class still has not been offered this radar as of November 1942. I'd sure like to get it!
As merc4ulfate mentions, places other than Pearl are lower in the pecking order, with Fremantle being the last to get anything. The "Submarine Equipment Upgrades.pdf" file states that you will not receive it before June 1st, 1942, no matter what boat you're driving. Midway, it might be August or so, maybe July. If you transferred from Brisbane prior to your last patrol, it might be that you'll be stuck with a Brisbane date...
3. Also not a bug, per se, but something that was "fixed" in a TMO Mod, or perhaps one of Webster's, is the link in the Office to the Sub model still takes you to the crew display. It should take one direct to the Equipment display, should it not? It's only one more click by going through the crew display to get to the Equipment, but still...
Purposeful, to take you to the most important page. Don't forget to move your Damage Control Team to the guns... else you might find that when you order "Blow the tanks! Battle Stations, Guns!" you pop to the surface and no one is at the guns... Ooops!... :roll:
Otherwise, I agree the Japanese warships are more aggressive this early in the war, but not too hard to evade if your tactics are sound and you have enough water under the keel. I did take a torpedo in the bow from a light cruiser that gave me 45% damage. I forgot about those little devils. I'm liking this version a lot.
The torpedoes come at you if your scope is kept up long enough for guns to be shot at you, and if your boat is within range. As soon as you see small-arms fire, you know they see you, and it is possibly already too late - you might have one on the way... "Crash Dive!" fast. If you know where a torpedo is coming from, turn either toward or away from it, which ever is fastest, to comb the wake. If you have time, you could use the Sonar Station to find it... which is quite scary... Better still is little peeks, get the scope down. Do your calculating. Scope up, shoot two fast. Scope down, do more calculating, etc... You could compare the timing of the medium-sized gun turrets rotation to your location, as to how long it takes them to aim and fire a torpedo... It should take longer, and maybe we'll look into that aspect later, but for now, it is what it is. :salute:
propbeanie
11-19-19, 08:13 PM
First of all, congrats to mod team for what looks like an outstanding mod.
I say “looks like” because I haven’t been able to get it to run, despite following the directions “religiously”, LAA step included, on both my desktop (Win 10) and my laptop (Win 7). Went through the whole process twice on each, but when I try to run FotRSU, I get as far as the loading splash screen, the progress bar completes, then the program hangs up.
Now I’m going to ask/admit a dumb question. Is FotRSU absolutely limited to SH4 v1.5, or can it work with v1.4? Because the latter is what I’ve been using, he said with his forehead still smarting from the headslap.. so much for “religiously”.
So advice please, does attempting to use SH4 v1.4 lead to the kind of problem I’m describing? Because if so, I’m going to have to find a copy of v1.5.
Thanks
Mike
As mentioned, you definitely need v1.5, either by the addition of "The U-Boat Missions Add-On" (I cannot find one online), or a "Gold Edition", which is v1.5...
I would like to point-out to all, that there is a "01_FotRSU_Support_TOC.bat" in the game's 'root' folder that can be double-clicked to run the batch file, which will then fire-up the "01_FotRSU_TableOfContents.pdf" which has links to all sorts of pdf files in the Support folder, or you can just double-click on the "01_FotRSU_TableOfContents.pdf" in the Support folder. All sorts of information... :salute:
torpedobait
11-20-19, 10:28 AM
Where are you seeing that typo? On the NavMap? In the text box? In a bik movie the game plays?
As merc4ulfate mentions, places other than Pearl are lower in the pecking order, with Fremantle being the last to get anything. The "Submarine Equipment Upgrades.pdf" file states that you will not receive it before June 1st, 1942, no matter what boat you're driving. Midway, it might be August or so, maybe July. If you transferred from Brisbane prior to your last patrol, it might be that you'll be stuck with a Brisbane date...
Purposeful, to take you to the most important page. Don't forget to move your Damage Control Team to the guns... else you might find that when you order "Blow the tanks! Battle Stations, Guns!" you pop to the surface and no one is at the guns... Ooops!... :roll:
The torpedoes come at you if your scope is kept up long enough for guns to be shot at you, and if your boat is within range. As soon as you see small-arms fire, you know they see you, and it is possibly already too late - you might have one on the way... "Crash Dive!" fast. If you know where a torpedo is coming from, turn either toward or away from it, which ever is fastest, to comb the wake. If you have time, you could use the Sonar Station to find it... which is quite scary... Better still is little peeks, get the scope down. Do your calculating. Scope up, shoot two fast. Scope down, do more calculating, etc... You could compare the timing of the medium-sized gun turrets rotation to your location, as to how long it takes them to aim and fire a torpedo... It should take longer, and maybe we'll look into that aspect later, but for now, it is what it is. :salute:
1. The map typo is in the one displayed when a narrator gives an update on war progress to date upon arrival in port, but before the game takes you from your boat to the office. I don't know what the map format may be. The narratives are new (cool) and so are the displayed maps.
2. Regarding the SJ radar: The game date is November 13, 1942, I'm out of Midway since the war started (no transfers); Was offered and accepted a new GAR class on 7/15/1942 after completing four patrols in original Tambor class - no radar offered for that boat either; now have completed six patrols total to date meeting all objectives; Total tonnage to date = 323,284; Renown = 5,015 after purchasing the Improved SD radar; still no SJ radar.
3. I'm ok with your thought on the Crew vs. Equipment links if that's the way the team wants it, but I personally am not in favor of the game making decisions about logistics when the Captain should be able to do it. If he/she fails to move crew around, then that's on the Captain. Just my opinion, and I bow to the will of the team.
4. The torpedo attack worked exactly as you said. It was raining and foggy. I had the scope up so I could see to about 400 yards. A light cruiser loomed out of the mist and started shooting at me before I could react. I got it with 2 quick snap shots, but not before it had damaged my scope and launched torpedos, one of which got me in the bow. My own fault for not taking the evasive maneuvers I knew about from past encounters in v0.90 rc2 and 3. I'm thinking it was a classic case of "target fixation".
propbeanie
11-20-19, 10:47 AM
1. The map typo is in the one displayed when a narrator gives an update on war progress to date upon arrival in port, but before the game takes you from your boat to the office. I don't know what the map format may be. The narratives are new (cool) and so are the displayed maps.
2. Regarding the SJ radar: The game date is November 13, 1942, I'm out of Midway since the war started (no transfers); Was offered and accepted a new GAR class on 7/15/1942 after completing four patrols in original Tambor class - no radar offered for that boat either; now have completed six patrols total to date meeting all objectives; Total tonnage to date = 323,284; Renown = 5,015 after purchasing the Improved SD radar; still no SJ radar.
3. I'm ok with your thought on the Crew vs. Equipment links if that's the way the team wants it, but I personally am not in favor of the game making decisions about logistics when the Captain should be able to do it. If he/she fails to move crew around, then that's on the Captain. Just my opinion, and I bow to the will of the team.
4. The torpedo attack worked exactly as you said. It was raining and foggy. I had the scope up so I could see to about 400 yards. A light cruiser loomed out of the mist and started shooting at me before I could react. I got it with 2 quick snap shots, but not before it had damaged my scope and launched torpedos, one of which got me in the bow. My own fault for not taking the evasive maneuvers I knew about from past encounters in v0.90 rc2 and 3. I'm thinking it was a classic case of "target fixation".
For #1 - That typo then is in a BIK movie, and probably from Stock. I'll see about the possibility of editing that, but don't hold your breath... #2 - You should have SJ radar by November, I would think... if you are in the Control Room when starting a patrol and press the <J> ("J") key, then press the combination of <Ctrl><T> and see if it turns on? Click the screen and move the view to where you can see the "Range" switch and the "Focused" and "Continuous" switch, and see what they do? We'll look into the Tambor, which is the Gar boat. #3 - There can only be one choice for which screen that goes to. We'll see about maybe an add-in for later... #4 - You were lucky you weren't rammed, eh? I've been run over a time or two (or more) over the years, when getting bit by that "target fixation" disease... :roll: :salute:
Edit: Just happened to think - what conning tower is on your submarine there torpedobait? Thanks!
propbeanie
11-20-19, 12:03 PM
OK, no "fails" in Single Missions. I still have to test the career mode, and see what not only the radar does, but also the conning tower...
Started with the Gar, July 1942 Midway, since that's what torpedobait had:
https://i.imgur.com/9nuFqwi.jpg
The Tambor, since it is the same boat:
https://i.imgur.com/laAV1H3.jpg
The Tambor again, one year later:
https://i.imgur.com/BtVGvsa.jpg
The Tambor in July 1944:
https://i.imgur.com/Mu1Qk4E.jpg
In all of the above, when first coming into the game, the parabolic radar dish was rotating, and the NavMap showed radar contacts. If I went back outside, the rotation had stopped. Going to the station, or using the keys, I could turn it on and off just fine, or click on the menu's "Continuous sweep" button, or the switch on the console itself, and I would then have rotation again. Change stations, and it would apparently stop... We will have to consult with our resident animation expert(s) about that. More findings later. :salute:
torpedobait
11-20-19, 03:00 PM
For #1 - That typo then is in a BIK movie, and probably from Stock. I'll see about the possibility of editing that, but don't hold your breath... #2 - You should have SJ radar by November, I would think... if you are in the Control Room when starting a patrol and press the <J> ("J") key, then press the combination of <Ctrl><T> and see if it turns on? Click the screen and move the view to where you can see the "Range" switch and the "Focused" and "Continuous" switch, and see what they do? We'll look into the Tambor, which is the Gar boat. #3 - There can only be one choice for which screen that goes to. We'll see about maybe an add-in for later... #4 - You were lucky you weren't rammed, eh? I've been run over a time or two (or more) over the years, when getting bit by that "target fixation" disease... :roll: :salute:
Edit: Just happened to think - what conning tower is on your submarine there torpedobait? Thanks!
Ok, at the completion of my seventh patrol, third in the GAR, I was promoted and offered a new boat, the Gato. I was then offered and able to add the SJ-1 Improved and the SD Improved radars. I also grabbed the twin 20mm but have little intention of using it. Not good odds.
As for the conning tower on the GAR, I have no idea which it is/was. It was whatever comes with a stock model GAR in 1942.
Trying to turn on and operate the surface radar did nothing, whether using the CTL T combo or the physical controls at the radar station. Blank screens and the On/Off was inoperative. It just wasn't there and never available to add. However, the new GATO assumed I had it because else might it have offered the Improved version.
I was actually perpendicular to that light cruiser. At 400 yards the visibility was very poor, just on the fringe of being able to lock the target long enough to unlock and get a shot off where I wanted it to go. By the time I did that they were firing away! Nasty boys. I WILL be more careful about picking my fights, especially in poor visibility.
It's all good for me now on the Gata. Off I go!
After a very successful install of v1.0.1 on my new W10 rig and about a dozen patrols with everything looking great with this game version, I took a newly awarded Gato, USS Haddock, from Midway leaving June 2 '42. So I headed for where I thought I'd intercept the attacking IJN task force on my way to patrol Japan waters and after a few saves and replays I did encounter an Asashio class on June 4 at approximately 22:51 hrs at 174'E,'35 -33'N,20. Numerous sonar lines indicated it's probably a task force, so I decided to shoot this Asashio since it's traveling East (090), 17 kts right in front of me, stormy weather, and I was not detected. Off went two M14s at about 3500 yds. I tracked the torpedoes progress and just as the first one hit, the game abruptly went to desktop, CTD. Repeated with same result 3 times!
How can I help diagnose this one? I have the Save right before the attack.
Since I'm new to Win 10 I followed the Capn's recommendations so yes to LAA and his other suggestions , starting from new SH4 install from CD, then modding with v1.0.1. Standing by as they say!
fitzcarraldo
11-20-19, 07:31 PM
After a very successful install of v1.0.1 on my new W10 rig and about a dozen patrols with everything looking great with this game version, I took a newly awarded Gato, USS Haddock, from Midway leaving June 2 '42. So I headed for where I thought I'd intercept the attacking IJN task force on my way to patrol Japan waters and after a few saves and replays I did encounter an Asashio class on June 4 at approximately 22:51 hrs at 174'E,'35 -33'N,20. Numerous sonar lines indicated it's probably a task force, so I decided to shoot this Asashio since it's traveling East (090), 17 kts right in front of me, stormy weather, and I was not detected. Off went two M14s at about 3500 yds. I tracked the torpedoes progress and just as the first one hit, the game abruptly went to desktop, CTD. Repeated with same result 3 times!
How can I help diagnose this one? I have the Save right before the attack.
Since I'm new to Win 10 I followed the Capn's recommendations so yes to LAA and his other suggestions , starting from new SH4 install from CD, then modding with v1.0.1. Standing by as they say!
You should put sh4.exe in W7 compatibility, administrator rights. But I don´t know if it is your problem.
Regards.
Fitzcarraldo :salute:
barryww
11-21-19, 12:02 AM
I have installed the Silent Hunter 4 Gold Edition from Ubisoft into a C:/SH4 folder. Installs fine. My issue us when I extract the FOTRSU mod into the game's Mod folder, I get an extraction error at around the 90% completion stage. Error says "An undetermined error occurred. Detail: Arg.NotSupportedException". I have downloaded the mod twice, reinstalled the game twice. I still cannot successfully extract the mod into the game's Mod folder without this error. Any ideas? Thanks.
Update: I know Ubisoft can cause some issues, but don't if that's the case here. I did just order a DVD version and will give it a shot.
propbeanie
11-21-19, 08:45 AM
After a very successful install of v1.0.1 on my new W10 rig and about a dozen patrols with everything looking great with this game version, I took a newly awarded Gato, USS Haddock, from Midway leaving June 2 '42. So I headed for where I thought I'd intercept the attacking IJN task force on my way to patrol Japan waters and after a few saves and replays I did encounter an Asashio class on June 4 at approximately 22:51 hrs at 174'E,'35 -33'N,20. Numerous sonar lines indicated it's probably a task force, so I decided to shoot this Asashio since it's traveling East (090), 17 kts right in front of me, stormy weather, and I was not detected. Off went two M14s at about 3500 yds. I tracked the torpedoes progress and just as the first one hit, the game abruptly went to desktop, CTD. Repeated with same result 3 times!
How can I help diagnose this one? I have the Save right before the attack.
Since I'm new to Win 10 I followed the Capn's recommendations so yes to LAA and his other suggestions , starting from new SH4 install from CD, then modding with v1.0.1. Standing by as they say!
As fitzcarraldo suggests, be sure you are set-up and configured correctly, but just to let you know, I did find more issues with some DDs' zon files. Use of an impact pistol results in a 'normal' explosion. Use of the magnetic going under the keel does not. This is frustrating, since the zon files have not been changed. The dat files have not been changed. We have not changed the Zones.cfg either, but something seems to have "broken" some of the links between the zon and dat files of some of these ships. If I can get my isp to cooperate today, I will try to upload a video that demonstrates what happens, and see if others have noticed this. The player's boat, near as I can tell, does not cause a CTD when shooting at and targeting the DDs, but it is strange that we have not noticed this issue before...
I have installed the Silent Hunter 4 Gold Edition from Ubisoft into a C:/SH4 folder. Installs fine. My issue us when I extract the FOTRSU mod into the game's Mod folder, I get an extraction error at around the 90% completion stage. Error says "An undetermined error occurred. Detail: Arg.NotSupportedException". I have downloaded the mod twice, reinstalled the game twice. I still cannot successfully extract the mod into the game's Mod folder without this error. Any ideas? Thanks.
Update: I know Ubisoft can cause some issues, but don't if that's the case here. I did just order a DVD version and will give it a shot.
Which version of Windows are you using there barryww? Also, what are you using to extract the 7zip archive? Have you tried 7Zip (https://www.7-zip.org)? When downloading a file, be sure you have deleted the old file firstl, so that you get a completely new downloaded file. As bad as UPlay has been to SH5 and TWoS, it should not interfere with a successful file extraction, no matter where it is. A little side note, is that you should not have your game folder directly off of the 'root' of a hard drive, just in case there is an issue such as this, but rather you should have something like "C:\Games \SH4 \MODS..." That way, if there is an issue with folder structure in a mod, it doesn't pollute the root of the hard drive, especially your boot drive... Also, be sure your extraction program is not pointing the files there, and that you are using the "Extract here" while in the MODS folder. :salute:
torpedobait
11-21-19, 09:34 AM
For #1 - That typo then is in a BIK movie, and probably from Stock. I'll see about the possibility of editing that, but don't hold your breath... #2 - You should have SJ radar by November, I would think... if you are in the Control Room when starting a patrol and press the <J> ("J") key, then press the combination of <Ctrl><T> and see if it turns on? Click the screen and move the view to where you can see the "Range" switch and the "Focused" and "Continuous" switch, and see what they do? We'll look into the Tambor, which is the Gar boat. #3 - There can only be one choice for which screen that goes to. We'll see about maybe an add-in for later... #4 - You were lucky you weren't rammed, eh? I've been run over a time or two (or more) over the years, when getting bit by that "target fixation" disease... :roll: :salute:
Edit: Just happened to think - what conning tower is on your submarine there torpedobait? Thanks!
I reloaded a Save Game from when I was in port on November 13, prior to starting the next mission. Here are pics of my GAR Class boat on Game Day December 14, 1942 direct out of Midway at start of Patrol #7. Note there is no rotating antenna, the scope will not activate no matter how I get to the Radar station ("J" or Button on Command line) and with the "CTL+T" activated. Nothing. Nada.
EDIT: I can't get the pictures to upload. You'll have to take my word for it that the radar screen is definitely "off" and will not activate, CTL+T key or no, nor from the Radar station itself. There is no rotating antenna on the conning tower. There is a "fixed" air search antenna, but it might be stopped because I had to use TC to get to daylight for a decent picture. When I checked it immediately after the mission loaded at sea, I could not detect any movement of the antenna then either.
propbeanie
11-21-19, 10:47 AM
1. There is a typo on the map used for the Solomon Campaign narrative I got when completing a patrol out of Midway on 11/13/1942. The map shows "The Spot" WNW of Savo Island; I'm betting that should read "The Slot"...
A first attempt, but I need to "feather" the edge a bit, and get a better color match, which the color shifts on the render, which is very frustrating... looks fine in the project, but not after the render... We'll get closer each try (I hope)
https://www.youtube.com/watch?v=-Iu6juiFCiA
... check from about the 1:40 mark on. :salute:
I reloaded a Save Game from when I was in port on November 13, prior to starting the next mission. Here are pics of my GAR Class boat on Game Day December 14, 1942 direct out of Midway at start of Patrol #7. Note there is no rotating antenna, the scope will not activate no matter how I get to the Radar station ("J" or Button on Command line) and with the "CTL+T" activated. Nothing. Nada.
EDIT: I can't get the pictures to upload. You'll have to take my word for it that the radar screen is definitely "off" and will not activate, CTL+T key or no, nor from the Radar station itself. There is no rotating antenna on the conning tower. There is a "fixed" air search antenna, but it might be stopped because I had to use TC to get to daylight for a decent picture. When I checked it immediately after the mission loaded at sea, I could not detect any movement of the antenna then either.
I'm not sure if the SD ever rotated, but I am thinking that it did. I'll try to look into that also. If you have an antenna, the SJ should be functional... :hmmm: - I have not found the time to do a career test yet. :salute:
torpedobait
11-21-19, 03:10 PM
A first attempt, but I need to "feather" the edge a bit, and get a better color match, which the color shifts on the render, which is very frustrating... looks fine in the project, but not after the render... We'll get closer each try (I hope)
https://www.youtube.com/watch?v=-Iu6juiFCiA
... check from about the 1:40 mark on. :salute:
I'm not sure if the SD ever rotated, but I am thinking that it did. I'll try to look into that also. If you have an antenna, the SJ should be functional... :hmmm: - I have not found the time to do a career test yet. :salute:
See the attached picture. That is the conning tower from my USS Gar on Game Date 12/14/1942. Note the absence of any SJ antenna, and that the Conning Tower itself looks almost nothing like the ones in your pictures!
And I know you want to ask: Yes, I did a Total uninstall and delete, and a brand new install of SH4 v1.5 (Gold) downloaded from Amazon. It is not in either of the Program File folders - in fact it on a separate drive (G:\Ubisoft\Silent_Hunter_4), Read Only is unset, and LAA shows "True". The only Mods activated are v1.0.1g and the two environmental mods I've been running for a couple of years now - Unmark the sub position and water clarity. Neither have ever had any effect on the operation or appearance other than their intended uses. Not being snippy - just anticipating your questions!
[QUOTE=propbeanie;2637414]As fitzcarraldo suggests, be sure you are set-up and configured correctly, but just to let you know, I did find more issues with some DDs' zon files. Use of an impact pistol results in a 'normal' explosion. Use of the magnetic going under the keel does not. This is frustrating, since the zon files have not been changed. The dat files have not been changed. We have not changed the Zones.cfg either, but something seems to have "broken" some of the links between the zon and dat files of some of these ships. If I can get my isp to cooperate today, I will try to upload a video that demonstrates what happens, and see if others have noticed this. The player's boat, near as I can tell, does not cause a CTD when shooting at and targeting the DDs, but it is strange that we have not noticed this issue before...
Which version of Windows are you using there barryww? Also, what are you using to extract the 7zip archive? Have you tried 7Zip (https://www.7-zip.org)? When downloading a file, be sure you have deleted the old file firstl, so that you get a completely new downloaded file. As bad as UPlay has been to SH5 and TWoS, it should not interfere with a successful file extraction, no matter where it is. A little side note, is that you should not have your game folder directly off of the 'root' of a hard drive, just in case there is an issue such as this, but rather you should have something like "C:\Games \SH4 \MODS..." That way, if there is an issue with folder structure in a mod, it doesn't pollute the root of the hard drive, especially your boot drive... Also, be sure your extraction program is not pointing the files there, and that you are using the "Extract here" while in the MODS folder. :salute:[/QUOTE
PB, I am using the magnetic, but I'll replay and set torps for contact and let you know. As I wrote, I've played over a dozen patrols, all from Midway prior to this one mission, all ran beautifully. The install on Win 10 went without a hiccup following the Capn's instructions.
[QUOTE=propbeanie;2637414]As fitzcarraldo suggests, be sure you are set-up and configured correctly, but just to let you know, I did find more issues with some DDs' zon files. Use of an impact pistol results in a 'normal' explosion. Use of the magnetic going under the keel does not. This is frustrating, since the zon files have not been changed. The dat files have not been changed. We have not changed the Zones.cfg either, but something seems to have "broken" some of the links between the zon and dat files of some of these ships. If I can get my isp to cooperate today, I will try to upload a video that demonstrates what happens, and see if others have noticed this. The player's boat, near as I can tell, does not cause a CTD when shooting at and targeting the DDs, but it is strange that we have not noticed this issue before...
Which version of Windows are you using there barryww? Also, what are you using to extract the 7zip archive? Have you tried 7Zip (https://www.7-zip.org)? When downloading a file, be sure you have deleted the old file firstl, so that you get a completely new downloaded file. As bad as UPlay has been to SH5 and TWoS, it should not interfere with a successful file extraction, no matter where it is. A little side note, is that you should not have your game folder directly off of the 'root' of a hard drive, just in case there is an issue such as this, but rather you should have something like "C:\Games \SH4 \MODS..." That way, if there is an issue with folder structure in a mod, it doesn't pollute the root of the hard drive, especially your boot drive... Also, be sure your extraction program is not pointing the files there, and that you are using the "Extract here" while in the MODS folder. :salute:[/QUOTE
PB, I am using the magnetic, but I'll replay and set torps for contact and let you know. As I wrote, I've played over a dozen patrols, all from Midway prior to this one mission, all ran beautifully. The install on Win 10 went without a hiccup following the Capn's instructions.
Hit the Asashio with contact, impact pistol set 5' depth and it CTD again:hmmm::oops:
propbeanie
11-21-19, 05:30 PM
See the attached picture. That is the conning tower from my USS Gar on Game Date 12/14/1942. Note the absence of any SJ antenna, and that the Conning Tower itself looks almost nothing like the ones in your pictures!
And I know you want to ask: Yes, I did a Total uninstall and delete, and a brand new install of SH4 v1.5 (Gold) downloaded from Amazon. It is not in either of the Program File folders - in fact it on a separate drive (G:\Ubisoft\Silent_Hunter_4), Read Only is unset, and LAA shows "True". The only Mods activated are v1.0.1g and the two environmental mods I've been running for a couple of years now - Unmark the sub position and water clarity. Neither have ever had any effect on the operation or appearance other than their intended uses. Not being snippy - just anticipating your questions!
The conning tower explains a ~lot~... while there is no renown payment required for the radar, there is a renown payment required for the "upgraded" conning towers. You have the pre-war conning tower, before the shears had their wrap removed, and the "cut-out" for the rear AA. Look at the pictures I posted about the same boat, but Single Mission configured for June of 1942. The shears only have the framework, and there is an AA platform. That is the improved conning tower, first "upgrade". I use that term loosely, since like a submarine "upgrade", it has to be paid for with a good patrol score and commander ranking. You cannot have a patrol that is below "Average", and especially early, and it is best if you have the first four of them in the "Good" category, which is above 800 renown. If you don't get above that, you are then not eligible for a boat or conning tower upgrade, and hence will not get the SJ radar - ever - until you get a new conning tower. See the "Of Refits.pdf" in the Support folder, which is a copy of one of Ducimus' posts from years ago. This is the reason for us putting extra objective assignments in the "Early" patrols...
PB, I am using the magnetic, but I'll replay and set torps for contact and let you know. As I wrote, I've played over a dozen patrols, all from Midway prior to this one mission, all ran beautifully. The install on Win 10 went without a hiccup following the Capn's instructions.
Hit the Asashio with contact, impact pistol set 5' depth and it CTD again:hmmm::oops:
When using the impact pistol and then the CTD, were there any enemy surface or air assets around, shooting at the Asashio? Here is an example of the explosion I'm talking about when using the magnetic pistols on certain ships:
https://www.youtube.com/watch?v=lb6zqGb73LI
for whatever reason, I keep getting an error from YouTube about my AsashioTest vid, saying that I have already posted it, yet it is NOT in my library, so I'll keep trying that... digging deeper into the Asashio thang... :salute:
More Edit: OK, finally got the YT Manager to agree with me, and it let me delete the duplicates, then publish the AsashioTest vid:
https://www.youtube.com/watch?v=lMGnk3DHfMY
This is from a Single Mission, "docked" Asashio (can't have it gettin' away from me and turning the table on me, now, can we? You could FF to the 2:24 mark, where I set the torpedoes, and then watch the explosions, impact first, magnetic second... :salute:
"When using the impact pistol and then the CTD, were there any enemy surface or air assets around, shooting at the Asashio?"
No,it was night, rough seas. I continued on without shooting the Asashio at bearing 335, later attacked and sank a Kongo 6 hits with magnetic, sank an Akagi with stern tubes, again magnetic, then dove and avoided four Asashio and later came up to periscope and decided to shoot a trailing Asahio, 2700 yds astern, hit it, magnetic, explosion, and sank it. Go figure, now there was no CTD:hmmm:
propbeanie
11-21-19, 10:39 PM
:hmmm: ... :hmmm: ... I am now wondering if maybe you are running into one of those infamous "battle" mission files... Do you remember the date and location? We might have to dig really deep. :salute:
Edit: After a very successful install of v1.0.1 on my new W10 rig and about a dozen patrols with everything looking great with this game version, I took a newly awarded Gato, USS Haddock, from Midway leaving June 2 '42. So I headed for where I thought I'd intercept the attacking IJN task force on my way to patrol Japan waters and after a few saves and replays I did encounter an Asashio class on June 4 at approximately 22:51 hrs at 174'E,'35 -33'N,20. Numerous sonar lines indicated it's probably a task force, so I decided to shoot this Asashio since it's traveling East (090), 17 kts right in front of me, stormy weather, and I was not detected. Off went two M14s at about 3500 yds. I tracked the torpedoes progress and just as the first one hit, the game abruptly went to desktop, CTD. Repeated with same result 3 times!
How can I help diagnose this one? I have the Save right before the attack.
Since I'm new to Win 10 I followed the Capn's recommendations so yes to LAA and his other suggestions , starting from new SH4 install from CD, then modding with v1.0.1. Standing by as they say!
:doh: Whoops! Oldmanitis strikes again, this time in the brain!... :doh: - as Emily Litella used to say:
https://www.youtube.com/watch?v=OjYoNL4g5Vg
Edit 11/22/2019: OK, there indeed was a duplicate ship name among the Asashio DD, in that (as an example) "Asashio #1" (a space between "o" and "#") and "Asashio#1" (no space) were in there (I do not remember the exact naming). The game will create an automatic name of "Asashio#1" when the first one is entered. It then numbers consecutively up with #2, #3, etc., with no spaces. The "spaced" name was entered by "hand" at some other time. When the game's "interpreter" gets finished with those names, they both apparently equate to "Asashio 1" in the naming conventions. Also, there are a lot of Fubuki DD in there, and the rest were Asashio. No Kagero, no Shiratsuyu, no Yugumo, etc. - there were not that many Asashio in the class, so that has been changed. I also substituted some of the more-appropriate ship Class= calls that we have for CV, CVE, CA & CL. The groups for the most part, seem to have decent groupings, though some are off in routing and timing, and I would almost guarantee them being off in composition, but definitely better than what they were. The groups have also been updated to where no matter when you enter the game, the ship groups should be close to around Midway on June 4, 1942... One caveat: this is the campaign (career) version of the file. I think we had already re-worked the Single Mission file. I'm back into testing the rest for an update. :salute:
Treetop64
11-22-19, 12:17 PM
I love high-speed connections.
Whole thing downloaded in less than two minutes.
:yep:
von Zelda
11-22-19, 12:32 PM
Installed FotRS UE on a new install of SH4 v1.5 with LAA. Played Sub school tutorials (navigation, artillery, and easy torpedo) without a problem and even a campaign patrol from Corregidor to Puerto Galera, Balavan Bay, Batangas Bay area; then to the Hainan Island in the South China Sea but did not come across enemy vessel to fire a torpedo at.
This morning, I played the Tokyo Express mission 8 or 9 times and had the same problem every time. First of all, only the first Asashio destroyer in line will LOCK even though all the rest are within visual range.
Secondly and most important, fired torpedo at first destroyer multiple times and each time I had Crash to Desktop as the torpedo closed with the destroyer in the event camera. Tried both contact and influence settings and both crashed upon hit.
So, I'm wondering what will happen in the campaign mode when I contact a Japanese merchant or warship? I plan to try a different single mission soon.
cdrsubron7
11-22-19, 12:40 PM
Installed FotRS UE on a new install of SH4 v1.5 with LAA. Played Sub school tutorials (navigation, artillery, and easy torpedo) without a problem and even a campaign patrol from Corregidor to Puerto Galera, Balavan Bay, Batangas Bay area; then to the Hainan Island in the South China Sea but did not come across enemy vessel to fire a torpedo at.
This morning, I played the Tokyo Express mission 8 or 9 times and had the same problem every time. First of all, only the first Asashio destroyer in line will LOCK even though all the rest are within visual range.
Secondly and most important, fired torpedo at first destroyer multiple times and each time I had Crash to Desktop as the torpedo closed with the destroyer in the event camera. Tried both contact and influence settings and both crashed upon hit.
So, I'm wondering what will happen in the campaign mode when I contact a Japanese merchant or warship? I plan to try a different single mission soon.
This Tokyo Express mission, is this the correct title or does it have another name?
propbeanie
11-22-19, 01:58 PM
Installed FotRS UE on a new install of SH4 v1.5 with LAA. Played Sub school tutorials (navigation, artillery, and easy torpedo) without a problem and even a campaign patrol from Corregidor to Puerto Galera, Balavan Bay, Batangas Bay area; then to the Hainan Island in the South China Sea but did not come across enemy vessel to fire a torpedo at.
This morning, I played the Tokyo Express mission 8 or 9 times and had the same problem every time. First of all, only the first Asashio destroyer in line will LOCK even though all the rest are within visual range.
Secondly and most important, fired torpedo at first destroyer multiple times and each time I had Crash to Desktop as the torpedo closed with the destroyer in the event camera. Tried both contact and influence settings and both crashed upon hit.
So, I'm wondering what will happen in the campaign mode when I contact a Japanese merchant or warship? I plan to try a different single mission soon.
As cdrsubron7 says, what "Tokyo Express" mission? The Stock game has a "Tokio-Saipan Convoy" - that one? cdrsubron7 made a "Supplies For Betio". Those are the only two missions I can find that might be close. Also, what date are you encountering the CTD, and what is your location?
For future reference, just because a ship is visible does not mean it can be "Locked". There has to be an mostly unobstructed view of the ship. If waves are washing over your periscope, you might have to bring the boat up a couple-three feet, possibly exposing the shears in wave troughs, so that you can get a consistent lock. That said, if a ship is an "invalid" target (a rather ambiguous term), then it cannot be locked. ie: if there is an issue with the Asashio in this scenario you are describing, then it is entirely possible that it will never allow "Locking" of that "target" (or would that be "non-target" in this case?? :roll: )
Now, have you run LAA again, and checked to make certain that it "took" on the SH4.exe file? Right-click on that "sh4.exe" file, choose "Properties" and be certain that on the "General" tab that the "Read-only" attribute tick box is cleared. If it wasn't try using LAA again...
But we need more info, at least on the scenario "who, what, when, where, why & how"... It'd be good to know your computer config also. :salute:
von Zelda
11-22-19, 02:09 PM
This Tokyo Express mission, is this the correct title or does it have another name?
Yes, this is the correct title: "Tokyo Express"
Click on "Single Missions" and "Fleet Boat Quick Missions" will appear with a list. You'll see it on top of the list of missions: "Tokyo Express 1943 Gato" and it even has a map with the mission description.
cdrsubron7
11-22-19, 03:08 PM
Yes, this is the correct title: "Tokyo Express"
Click on "Single Missions" and "Fleet Boat Quick Missions" will appear with a list. You'll see it on top of the list of missions: "Tokyo Express 1943 Gato" and it even has a map with the mission description.
What version of FOTRSU are you using? I'm using the full release version that just came out and I have nothing that says Fleet Boat Quick Missions.
Can't speak for von Zelda, but I can confirm that there is indeed a Tokyo Express mission as the first entry in a long list of missions if you click on Single Missions in FOTRSU v1.0.1g.
von Zelda
11-22-19, 03:48 PM
As cdrsubron7 says, what "Tokyo Express" mission? The Stock game has a "Tokio-Saipan Convoy" - that one? cdrsubron7 made a "Supplies For Betio". Those are the only two missions I can find that might be close.Thank you for your quick response.
I admit, what I find is very odd. My installed SH4 (Steam version) along with the installed FotRS UE mod comes up with 38 single missions with Tokyo Express on the top, with a map. The only one with a map by the way. I believe Tokyo Express was an original SH4 stock mission.
I looked in my SH4 game directory at the single missions folder to find 38 files as follows: AD01 (Tokyo Express), 25 list as FOTRSUC7a or C7K or C7S, 1 listed as RakJap7, and 11 listed SM01 through SM11.
I compared this to a SAVED original FothRS UE download directly from the zip file and it has only 37 files without the A01 Tokyeo Express file. That's odd?
Is RapJap7 and the SM01 to SM11 part of the FotRS UE mod? Please let me know.
I presently assume that they are and that the A01 file (Tokyo Express) must have, some how, been left over from my "newly" downloaded Steam version after the FotRS mod was installed by the Generic Mod Enabler. Odd that all the other single mission files were removed by the JSGME and A01 wasn't?
I think this resolves why the Tokyo Express mission failed; it was not supposed to be there. It's a NON-mission. I shall delete it.
It makes me wonder if there could be any other files left over, hanging around from the original SH4 programs after the JSGME does its thing.
Thanks for the help.
von Zelda
11-22-19, 04:15 PM
What version of FOTRSU are you using? I'm using the full release version that just came out and I have nothing that says Fleet Boat Quick Missions.
Fall of the Rising Sun Unlimited Edition v1.0.1.gEN
I think this is your new, full release version, is it NOT?
When I click on Single Missions, the next page says: Fleet Boat Quick Missions
propbeanie
11-22-19, 04:17 PM
That is why in the instructions for the mod, including in the First Posting (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992), there the part that says:...
Installation pointers:
When you attempt to activate FotRSU v1.0.1.g the only safe way to proceed unfortunately, is to not use previous Saved games. Delete the Save folder. The game will re-create that when next starting. This also ensures that all of the mod's files are properly copied over to the new Save folder (generally "C:\Users \UserName \Documents \SH4"), which should result in a proper activation of the mod on top of SH4.
You MUST delete the Save folder, else you will have old "Test" missions such as you found... I might have to dig that out of the archive though... That's the one with all of the DD going to and fro Rabaul to Guadalcanal, and things can get interesting fast in it... Anyway, just empty your Save folder, and you should be good to go.
Anybody with odd issues, be sure you read that first post, and / or the ReadMe pdf instructions with the mod in the Support folder. Lots of stuff in there, some of it useful too! :arrgh!: :salute:
von Zelda
11-22-19, 04:46 PM
That is why in the instructions for the mod, including in the First Posting (https://www.subsim.com/radioroom/showthread.php?p=2635992#post2635992), there the part that says:
You MUST delete the Save folder, else you will have old "Test" missions such as you found... I might have to dig that out of the archive though... That's the one with all of the DD going to and fro Rabaul to Guadalcanal, and things can get interesting fast in it... Anyway, just empty your Save folder, and you should be good to go.
Did that and I deleted everything else including the Saved Folder. I uninstalled SH3, SH4, all the remaining files in my main C: directory and the SH4 Saved Folder in My Directory. Then I reinstalled my game files from Steam.
Where I (and others) might have goofed is launching newly installed SH4 before installing the FotRS UE mod. This might have allowed the SH4 folder, under My Directory, to install with old mission files and maybe other old files.
Will delete the entire SH4 folder and try a relaunch to test this theory. This should bring up a new SH4 upon reboot of the game.
Update: to make a long story longer, I had to go into the SH4 directory\Data\Single Missions folder and manually delete the A01 Tokyo Express mission and then reboot the game with the FotRS mod to create a new SH4 folder under My Documents. All seems to be working fine.
s7rikeback
11-22-19, 07:39 PM
Did that and I deleted everything else including the Saved Folder. I uninstalled SH3, SH4, all the remaining files in my main C: directory and the SH4 Saved Folder in My Directory. Then I reinstalled my game files from Steam.
Where I (and others) might have goofed is launching newly installed SH4 before installing the FotRS UE mod. This might have allowed the SH4 folder, under My Directory, to install with old mission files and maybe other old files.
Will delete the entire SH4 folder and try a relaunch to test this theory. This should bring up a new SH4 upon reboot of the game.
Update: to make a long story longer, I had to go into the SH4 directory\Data\Single Missions folder and manually delete the A01 Tokyo Express mission and then reboot the game with the FotRS mod to create a new SH4 folder under My Documents. All seems to be working fine.
Guys,
Example of Stock sH4:
https://i.ibb.co/VL5yJ8L/Capture0.png (https://ibb.co/NFbhtzF)
Example of FotrsU:
https://i.ibb.co/nr5SdDt/Capture.png (https://ibb.co/Y2qGntw)
Saw another quote..
"I think this resolves why the Tokyo Express mission failed; it was not supposed to be there. It's a NON-mission. I shall delete it. ---> Correct
It makes me wonder if there could be any other files left over, hanging around from the original SH4 programs after the JSGME does its thing. "
There is no way, any of you have this file in your install, if you have followed all the precise and very informative information at the top of the thread.
SH4 v1.5, cannot create a file that is not there, JSGME cannot add a file that is is not there to add....
This would mean you have not followed the steps to the letter or you may have mod soup.
This actual mission was a UBIsoft separate freeware release, and if I remember rightly, around SH4 1.4 era 2008 time ?!?!?
I have the actual file, in my mod collectionL
Silent Hunter_4 > UbiSoft Patches > Silent Hunter 4 - Tokyo Express >...
And I have also checked our base mod - FalloftherisingSun_V2.0_SH4V1.4 GE and that is also clean of this mission.
But before anyone starts to torpedo me, I do not have steam, but cannot imagine the main game directories have any differences between them, but I'm prepared to be proved wrong.:salute:
Tomorrow I will install v1.4 via disc, and see what lands in the folder, then upgrade to v1.5 for a full survey, and report back.
propbeanie
11-22-19, 11:42 PM
Besides the route s7rikeback mentions with the Ubisoft upgrades "giving" the player a little something, von Zelda and K9usTMO 2.5 also had that file in its package. For me, I use MultiSH4 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110) and have a "TMO" save folder, and an "FRS", and "SH4", and GFO (well, and a few others... :roll: ). That way, when I "die" in one modded game, I go to something a bit different and cool down for a bit... :O: - besides the fact I don't have to worry about cross-contamination like that.
There are issues at times with getting mods completely out of your SH4 folder, which we discovered while building FotRSU. If you don't have a "known quantity" at the beginning, your tests will usually be off, due to the fact that there is an extra file or two from a previous install, or as happens all too often, the existing file is not updated, since it has the same name as the new modded file. So you are left (in your cases) with a mix of at the least, Stock, TMO, and FotRSU, which usually eventually results in a CTD, especially since most of the capital, and even some of the minor ships have different "Type=" lines used to "call" them in FotRSU. Case-in-point, the CLNaka in TMO is Type=6, while in FotRSU, it is "Type=18". Guaranteed CTD... Un-install your FotRSU modded game, and delete that folder, in addition to the Save folder. Re-install SH4, or copy a known-clean SH4 game folder, and paste that in for use with FotRSU - but it has to be known-clean, else there will be issues. After activating the mod, if you played the know-clean stock game just to see if it works, be sure and empty the Save folder again... :salute:
Where I (and others) might have goofed is launching newly installed SH4 before installing the FotRS UE mod.
Yeah, I'm pretty sure I did exactly this because I interpreted the FOTRSU documentation that way. English isn't my primary language so it's not surprising if I misunderstood parts of the instructions :)
Anyway, I've had way less CTDs now that I've started to take precautions in terms of where I save the game and how I reload saved games. This is the strategy that I've employed so far:
- I try to save at least 200nm from any port, city, and airfield.
- I very rarely save the game when in an active patrol area, i.e. I usually try to go the whole 5 or 10 days without saving.
- I only save when I'm surfaced.
- I try to save only when there's nothing of note around, i.e. if there's an incoming airplane on the radar or an enemy task force report withint 200nm, I try to wait it out or relocating before saving.
- When reloading the game, I always restart the game entirely first. Yeah it takes some time, but it's worth it if it means I won't lose progress due to CTDs.
- I never use the automatically saved games.
The above has worked pretty darn reliable with my 1024 TC limit that I put in the config files. A couple of days back I raised it to 2048 because the travel time between the home ports and the patrol areas early game took forever, and lo and behold I started to experience a few CTDs, both around the '42-'43 Solomon airfields and Truk island in '43.
Yeah, I'm pretty sure I did exactly this because I interpreted the FOTRSU documentation that way. English isn't my primary language so it's not surprising if I misunderstood parts of the instructions :)
Anyway, I've had way less CTDs now that I've started to take precautions in terms of where I save the game and how I reload saved games. This is the strategy that I've employed so far:
- I try to save at least 200nm from any port, city, and airfield.
- I very rarely save the game when in an active patrol area, i.e. I usually try to go the whole 5 or 10 days without saving.
- I only save when I'm surfaced.
- I try to save only when there's nothing of note around, i.e. if there's an incoming airplane on the radar or an enemy task force report withint 200nm, I try to wait it out or relocating before saving.
- When reloading the game, I always restart the game entirely first. Yeah it takes some time, but it's worth it if it means I won't lose progress due to CTDs.
- I never use the automatically saved games.
The above has worked pretty darn reliable with my 1024 TC limit that I put in the config files. A couple of days back I raised it to 2048 because the travel time between the home ports and the patrol areas early game took forever, and lo and behold I started to experience a few CTDs, both around the '42-'43 Solomon airfields and Truk island in '43.
I find the “game” is more forgiving than you have. Just to give you some assurance of this, especially with this v1.0.1g release, I save whenever I want, usually before I attack and the after, with enemy ships or AC around, surfaced or submerged, near land or not. But, I only create new saves, never editing an old save and re-saving. So far the only CTD I’ve had after over dozen patrols was the one reported here regarding hitting an Asashio DD which PB is looking into.
Likewise, using MultiSh if changing your MODS, clearing the Save folder as emphasized by others. For me, this release of “Ultimate “ is the best I’ve played. hope you Enjoy the game!!
von Zelda
11-23-19, 07:26 AM
Update:
Resolved CTDs after deleting a mysterious, single mission file (A01 Tokyo Express) from my Single Mission Folder that did not belong. It's not included in FotRS UE. Make sure Tokyo Express in not in your single missions folder if you update to FotRS UE.
I believe the Tokyo Express mission may be included in the Steam download of Silent Hunter 4, Wolves of the Pacific, which is the v1.3 version of the game. Even with downloading Silent Hunter 4, Wolves of the Pacific U-boat Missions, which makes the game a v1.5 version, I'm guessing that "A01 Tokyo Express" was somehow left over within the single mission folder?
Also, I compared the Single Patrols folder in my saved, original FotRS UE mod with the Single Patrols folder in my current modded SH4 with FotRS UE and they perfectly match. So, no mysterious files there.
I hope you find this helpful. Thanks to all who looked into this mystery.
von Zelda
11-23-19, 07:34 AM
So far the only CTD I’ve had after over dozen patrols was the one reported here regarding hitting an Asashio DD which PB is looking into.
By the way, the vessel that caused the CTD in Tokyo Express was an Asashio along with 3 additional Asashio DD in a task force.
Sometime you just have to ask yourself? Hum?
propbeanie
11-23-19, 08:56 AM
I am trying to find out fershure for certain where that "A01 Tokyo Express" mission came from (it is in TMO), because I did convert it last night, and we can include that in the next release, so that anyone else with it will have it over-written with a valid FotRSU scenario. I can assure you guys, it was not the Asashio causing the issue in that mission. You start the scenario with several DD coming at you (2x Minekaze, the Asashio , and a Mutsuki) with another couple of Asashio escorting a Naka, not too far behind (btw, the groupings have been revised :roll: ). The first group is sent through the shoals between a couple of islands in the Western Islands chain, which your sub is pointed towards at the start (though your boat's waypoint is set to the northwest), while the second group comes behind but then goes East of the chain about the time you would be encountering the first group, sort of like the 1st group warns the 2nd of your location. Go in the direction you are pointed at, NOT the waypoint. What happens with the original file is that as you get into position to shoot at the first group, the 2nd group is within spawn range, and since the Naka tries to spawn in an invalid condition, it apparently renders the whole scenario a mess. As soon as a "collision detection" kicks in, boom - CTD. The other situation with the Asashio that jldjs encountered, was in the Battle of Midway scenario in the career mode, and there were two Asashio whose names "resolved" to the same ID, hence a similar situation, in that the game doesn't know what to do, so it CTDs...
Dependent upon your computer, you should be able to Save the game at just about any juncture, though the less going on around your submarine, the better (ie: the smaller the file, the better). In other words, if your framerate is stable at 30+ fps, you should be fine. You are advised to be submerged at 150+ feet, but only because you just never know what the game-state will be when you come back in later. If the game's "clocks" are out of sync, you might think its night time, while the game says it is daylight, and that will be resolved when you reload. You might be in the middle of a typhoon, with fog so thick that you can't see beyond 400 yards (is that even possible??), and that will also be resolved when you reload. I have had the game bring me back into sunshine with calm seas, and an airplane overhead diving at me... But as jldjs also mentions, do a 'new' Save each time, with a different name. I use a "Date / Time / Condition" kind of thing like "194302120450Calm150Dark" or some-such, and the next might be "194302141742Storm120Day". Once I come back in from patrol and have a pre-base Save I made, and an "EnteringBase" (whatever the game names the automatic Save), I will delete the earlier Saves. :salute:
von Zelda
11-23-19, 09:47 AM
I am trying to find out fershure for certain where that "A01 Tokyo Express" mission came from (it is in TMO), because I did convert it last night, and we can include that in the next release, so that anyone else with it will have it over-written with a valid FotRSU scenario...........The other situation with the Asashio that jldjs encountered, was in the Battle of Midway scenario in the career mode, and there were two Asashio whose names "resolved" to the same ID, hence a similar situation, in that the game doesn't know what to do, so it CTDs...
How will we get all of these corrections you've mentioned in the above? Will there be patches or new, full releases?
Regarding TMO as stated above, I've never used TMO so there's no way I could have gotten it from there. Within all of my numerous zip files and mods, etc. for SH3, SH4 and GFO, I found one Tokyo Express mission in a Webster's GFO mod that I once used. I believe some of these missions came from Webster and/or a Tambor198. It was numbered SM12 not A01, so I dare say it was not my source. My bet is on the Steam v1.3 download.
propbeanie
11-23-19, 10:46 AM
Could be... I'll look through my GFO and see about that one. In the meantime, I have run through the edited scenario three times now, and it seems to be functioning as intended now. When I did the first two runs, I went North and encountered the 1st group just south of the shoals the first time, sank a Minekaze, and got chased and sunk by all of the others. Second time, I waited (both times, I dove when the fishing boats came along) for the group to come to me after I went northeast just a pinch. Got into the group, came up to PD, shot all 6 bow tubes at 3 DD, and then 2 rear tubes at the same Minekaze from the first run, and sank the same Minekaze... Five of six hits, all five duds from the bow tubes. Yikes! got chased and sunk by all the rest again...
So I gave up on trying that side, and just went east on the third run, and found the Naka group just east of the Westward Isands... (??). I closed on the surface until about 9k yds, to the south and east, then dove to radar depth, then to PD as they closed. I could see most of the group rather well in the periscope, and shot when the Naka was really close. For whatever reason, the Asashio DD had dropped back, and almost immediately after the Naka took a hit under the bridge (first hit was to the engines), the weather kicked-up nicely, with lots of wind and chop, so I turned the bow tubes to the starboard Asashio, the bow pointed at the port Asashio. I sank the starboard DD, but it did take three hits, the last from uncomfortably close range... hmmmm. The others turned and ran... ?? :hmmm: Pix, or it didn't happen, right? As information, I turned off duds, and was using auto-targeting, else I would probably have "died" again... :roll:
https://i.imgur.com/Y09m0bI.jpg
https://i.imgur.com/6TMOcU9.jpg
https://i.imgur.com/PzYNKvB.jpg
As info, if there were egregious errors, we would do a temporary patch until we could make the next full release, but we do try to avoid patches. We should have a full release out soon. Watch the first page of the thread for announcements - Post #5 (https://www.subsim.com/radioroom/showthread.php?p=2635997#post2635997) - issues and possible fixes are also listed there. :salute:
granite00
11-23-19, 12:28 PM
Now might be a good time to remind users of Rockin Robbins'
Silent Hunter 4 Corruption Management System (http://www.subsim.com/radioroom/downloads.php?do=file&id=5125)
propbeanie
11-23-19, 12:36 PM
Now might be a good time to remind users of Rockin Robbins'
Silent Hunter 4 Corruption Management System (https://www.subsim.com/radioroom/downloads.php?do=file&id=5125)
:D You guys are giving yourselves away! Look in the Extras folder of the mod... :yeah: :salute:
torpedobait
11-23-19, 01:56 PM
The conning tower explains a ~lot~... while there is no renown payment required for the radar, there is a renown payment required for the "upgraded" conning towers. You have the pre-war conning tower, before the shears had their wrap removed, and the "cut-out" for the rear AA. Look at the pictures I posted about the same boat, but Single Mission configured for June of 1942. The shears only have the framework, and there is an AA platform. That is the improved conning tower, first "upgrade". I use that term loosely, since like a submarine "upgrade", it has to be paid for with a good patrol score and commander ranking. You cannot have a patrol that is below "Average", and especially early, and it is best if you have the first four of them in the "Good" category, which is above 800 renown. If you don't get above that, you are then not eligible for a boat or conning tower upgrade, and hence will not get the SJ radar - ever - until you get a new conning tower. See the "Of Refits.pdf" in the Support folder, which is a copy of one of Ducimus' posts from years ago. This is the reason for us putting extra objective assignments in the "Early" patrols...
Ok, I get it. I think. With few exceptions I've never scored poorly on a mission. I tend to meet the objectives and then amass tonnage. Where I made my mistake apparently was in accepting the new boats! I have NEVER been offered a refit conning tower, but I do get new boats, usually after three or four patrols. Occasionally it will only take three good ones, and the max so far as I remember has been five patrols.
I've never really tracked the renown earned from these missions and that now seems to be the key to both boats and refits. I'm currently conducting an experiment: I reloaded the saved patrol that started just before I was offered the Gato boat. If I do as well as the time before, I hope to be offered the Gato again. This time I'm going to turn it down and see if it will offer me a refit for the conning tower. It does seem strange though that they didn't make it an either/or choice, doesn't it?
I'll let you know.
propbeanie
11-23-19, 03:00 PM
No, won't happen that way. Read that Ducimus "Of Refits.pdf" (found in the Support folder) and you'll understand it better. The game gives you a choice of either yes or no, to one question or the other. If you answer "no", that's it, no further logic is involved. It might ask again at the conclusion of the next patrol, but will usually skip one, and it also has to be a good patrol. We did a LOT of testing on this. If you qualify points-wise, and a new boat is available, you are asked if you want a new boat. No question about a conning tower. However, if you qualify, and there is not a new boat available, then you'll be asked if you want a new conning tower - if ~that's~ available. See the "Submarine Equipment Upgrades" pdf for most of the Pearl dates for the equipment. The conns are not listed there, but the Gato.upc says 1942-05-01 for the first cut-down "MedWar" conn, 1943-01-01 for the late-war, and 1944-01-01 for the "elite" sail, where you can mount the 40's. So, if you came in just prior to 1942-05-01 and qualified, you would not have been asked the question. You then go back out on patrol roughly 1942-05-25 or so, with the old conning tower and no surface radar. If you instead come back in after 05-01 but prior to 06-01 and qualified, you would then be offered the new conning tower. So it is really a strange set-up in the game. It should be, that if you decline the new boat, it gives you a conning tower, if available - but it does not work that way... No matter what though, if you get a new boat after the date for the new conning towers, you should be getting those ~and~ the radar, if available... sometimes, if it's close to the date of availability, it will ask for a "renown payment"... :salute:
merc4ulfate
11-23-19, 08:38 PM
No Tokyo Express here.
I would like to say I do hope everyone has seen the Donation banner. It would be a lovely gesture to donate to the site if you haven't already. From general news, hosting forums and a huge download section the web site has a lot to offer us. A lot of people spent a lot of time on this mod and space cost money.
:Kaleun_Cheers: I sacrificed three bottles of rum ... yes I know ... it is truly sad ... :Kaleun_Cheers:
BUT
Please consider giving back in support of the web page.
ThePainSheriff
11-24-19, 06:41 PM
This mod looks amazing! When I try to start a fleet boat career, however, it crashes ever time. The difficult artillery mission in the sub school worked though. I suspect it's because I didn't delete previous save games like the manual says. I couldn't figure out how to and I thought since I reinstalled SH4 clean it probably deleted them already. But when I click on the "Load Game" option my old saves are there. It seems the "Save Game" option is gone though, so I have no idea how to delete them. I guess I'll have to reinstall everything again too.
propbeanie
11-24-19, 09:50 PM
No, hopefully you won't have to re-install the game. If you have not used MultiSH4 v1.5, then your Save folder is usually in "C:\Users \UserName \Documents \SH4", where "UserName" is the name you log into your computer with, and "Documents" might be "My PC", or "My Computer" or "This PC", all dependent upon which version of Windows you are using. Usually, the Windows File Manager (This PC, My Computer, etc) will have short-cuts available in the left section of the Window, and you could just click on the "Documents" folder short-cut icon, and look for an "SH4" folder in there. Open that folder, and delete the "Data" folder below that. Start the SH4 game again, and it will recreate the Save folder, and bring in all the new mod parts it needs.
Another thing to check is the use of LAA or some other applet that can set the "Large Address Aware" bits on the SH4.exe file. The file has to be write-enabled though first, so go into the game folder, find the "Sh4.exe" file, right-click on it, and choose "Properties" with a left-click. That will usually open a small window to a "General" tab. In the lower portion of that is "Attributes", and there will be a little square tick box for "Read-only". Be sure that is empty, then you can run LAA and flip the necessary bits for the game to address more of your computer's RAM. After you have activated the FotRSU mod, there should be a "01_FotRSU_Support_TOC.bat" that you can double-click on to start the "01_FotRSU_TableOfContents.pdf" that is in the Support folder. It has links to other help files in the Support folder. :salute:
ThePainSheriff
11-24-19, 10:52 PM
No, hopefully you won't have to re-install the game. If you have not used MultiSH4 v1.5, then your Save folder is usually in "C:\Users \UserName \Documents \SH4", where "UserName" is the name you log into your computer with, and "Documents" might be "My PC", or "My Computer" or "This PC", all dependent upon which version of Windows you are using. Usually, the Windows File Manager (This PC, My Computer, etc) will have short-cuts available in the left section of the Window, and you could just click on the "Documents" folder short-cut icon, and look for an "SH4" folder in there. Open that folder, and delete the "Data" folder below that. Start the SH4 game again, and it will recreate the Save folder, and bring in all the new mod parts it needs.
Another thing to check is the use of LAA or some other applet that can set the "Large Address Aware" bits on the SH4.exe file. The file has to be write-enabled though first, so go into the game folder, find the "Sh4.exe" file, right-click on it, and choose "Properties" with a left-click. That will usually open a small window to a "General" tab. In the lower portion of that is "Attributes", and there will be a little square tick box for "Read-only". Be sure that is empty, then you can run LAA and flip the necessary bits for the game to address more of your computer's RAM. After you have activated the FotRSU mod, there should be a "01_FotRSU_Support_TOC.bat" that you can double-click on to start the "01_FotRSU_TableOfContents.pdf" that is in the Support folder. It has links to other help files in the Support folder. :salute:
Thank you for the detailed instructions, you guys are awesome. Will try this when possible. That is my issue. I had been searching for the save folder in the root game folder rather than the documents.
Thanks!:Kaleun_Wink:
merc4ulfate
11-26-19, 08:24 AM
I had a CTD last night around Balikpapan. I think it was a plane spawn maybe I had been buzzed a couple of times by aircraft in the shallows of the harbor.
Aug 42 Sargo Class.
I also ran a test mission for the Three Task Force moving towards the Mariannas. I got a CTD after my engagement with the First Task Force like in the last version. This was ran from a single war patrol menu not campaign.
propbeanie
11-26-19, 01:26 PM
Same, usual questions from me though merc4ulfate: I am supposing your were in career mode with the Balikpapan issue? From Fremantle? Do you remember your orders? How did you get those orders, from the Captain's Office going on Patrol, or a Status Report? Some new orders were added to the DynamicMiss file that are not accessible any other way than doing a Status Report and all Objectives completed. It is next to impossible to test all of those "in the laboratory", so only "the wild" can find issues there quickly from there. Davao Gulf and Balikpapan are both represented there. There is an airfield nearby, and if you were seen, they would send planes your way ceaselessly... :o
I am not completely understanding the "3 Task Force" thing, but if that's the mission from before when we were testing the Battle of the Philippine Sea, then that test mission would now be invalid. Only use the "SM04 Battle of Philippine Sea.mis", which on the Single Mission menu is "Battle of Philippines Sea" - er, let me say this: "~Should~ be the 'Battle of Philippines Sea' on the menu..." :roll:
:salute:
ThePainSheriff
11-26-19, 02:44 PM
LAA appears to have fixed the CTD issue for me. Thanks for the help. Can't wait to learn all the nuances of this mod! :salute:
propbeanie
11-26-19, 03:36 PM
You are more than welcome. Consult the "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" files in the game's 'root' folder for pictures of the keystroke short-cuts. I printed them out on cardstock in landscape mode, front & back, and have it laying nearby when I play... I still can't remember all the short-cuts... :salute:
von Zelda
11-26-19, 04:20 PM
Propbeanie, I have a question after seeing nine destroyers in each of two different 14 ship Japanese invasion fleets.
Side view using the unit camera buttons (< & >), destroyers with #5 and #18 on their bow (don't know them by name) seem to be riding abnormally high in the water. The red band around the hull appears extremely high as the propellers and rudders are seen at or above sea level. The other ships appeared normal.
Career mode, Manila was home port, located outside the Lingayen Gulf in my 4th patrol area in an S-boat. Dates were 12/24/41 and 12/26/41. Window 7 laptop, 4 gig memory, 64-bit, using LAA.
Mods:
360 degree Bearing Plotter Mod
901_strategic_map_symbols
NMMO Reverse Ocean Colors Add-on Mod
Clean and Quiet Map Mod
Webster’s 300” Underwater Visibility Mod for v1.5
Remove Grain Effect Mod
Lee’s custom Additional Messages Mod
amb_SubmarineInterior sound Mod from Pacific
Lee’s custom Commands
merc4ulfate
11-26-19, 08:38 PM
Same, usual questions from me though merc4ulfate: I am supposing your were in career mode with the Balikpapan issue? YES
From Fremantle? YES
Do you remember your orders? How did you get those orders, from the Captain's Office going on Patrol, or a Status Report? Patrol an area just south east of there for five days and given from the captains office at the beginning of the patrol
Objective was completed before I went up to Balikpapan
Some new orders were added to the DynamicMiss file that are not accessible any other way than doing a Status Report and all Objectives completed. It is next to impossible to test all of those "in the laboratory", so only "the wild" can find issues there quickly from there. Davao Gulf and Balikpapan are both represented there. There is an airfield nearby, and if you were seen, they would send planes your way ceaselessly... :o
Planes were sent and avoided
I am not completely understanding the "3 Task Force" thing, but if that's the mission from before when we were testing the Battle of the Philippine Sea, then that test mission would now be invalid. Only use the "SM04 Battle of Philippine Sea.mis", which on the Single Mission menu is "Battle of Philippines Sea" - er, let me say this: "~Should~ be the 'Battle of Philippines Sea' on the menu..." :roll:
:salute:
Yes Battle of the Philippine Sea but if you remember this was occurring in a campaign mode. I chose a patrol closest to that time period in order to test it out that way. I have not progressed far enough into the campaign to test it out on a full campaign load but if this patrol is any indication there is still something wrong in coming across those three task force.
propbeanie
11-27-19, 12:20 AM
I'll have to see what you are getting with the Quick Patrols. Different files load for the different modes. You might be getting the game's Single Mission file, which I did not attempt to fix, and which is completely different from the Career mode... That being said, I have found old files back in the mod, which is not good... I'll look into that Balikpapan thing later today...
Propbeanie, I have a question after seeing nine destroyers in each of two different 14 ship Japanese invasion fleets.
Side view using the unit camera buttons (< & >), destroyers with #5 and #18 on their bow (don't know them by name) seem to be riding abnormally high in the water. The red band around the hull appears extremely high as the propellers and rudders are seen at or above sea level. The other ships appeared normal.
Career mode, Manila was home port, located outside the Lingayen Gulf in my 4th patrol area in an S-boat. Dates were 12/24/41 and 12/26/41. Window 7 laptop, 4 gig memory, 64-bit, using LAA.
Mods:
360 degree Bearing Plotter Mod
901_strategic_map_symbols
NMMO Reverse Ocean Colors Add-on Mod
Clean and Quiet Map Mod
Webster’s 300” Underwater Visibility Mod for v1.5
Remove Grain Effect Mod
Lee’s custom Additional Messages Mod
amb_SubmarineInterior sound Mod from Pacific
Lee’s custom Commands
The Reverse Colors, Clean & Quiet, Underwater Visibility, Remove Grain are all basically "overlay" mods, and should be OK, though they have not been tested. The 360 Plotter is basically already in the game, though not as big as that one, but it also does not take as much memory to display. The Additional Messages should be OK, but does ruin all of the base notifications you would normally get. What you could do with it, is to use WinMerge and combine the two files. You really have to be careful with Sound and Command mods in FotRSU, since some of them do things that are not good for the FotRSU mod, and they might also not comply with "Stock" specs. Certain sound files that do not comply to time lengths and bit-depth or resolution of the stock sound files can and do cause trouble, so be aware of that. All of that being said, none of those are the likely cause of the ships wearing hot pants and mini-skirts, dancing around with their skivvies showing... As mentioned in your other post, I am reasonably certain it was the Groups that had duplicate ship names, especially the sub chasers and Akatsuki DD, since there were four SC, and probably almost a half-dozen Akatsuki that had duplicated names in that particular mis file. Add-in that several of the groups with the Small Passenger troop ships exceeded their MaxSpeed setting, and I'm surprised the game ran. This is one of the files that 'reverted' to a previous state some how. Not good... :salute:
fitzcarraldo
11-27-19, 08:52 AM
I tried the new skins by Vickers03, original skins in 4k. Looks really nice in FOTRSU.
Deserves a test...
https://www.subsim.com/radioroom/showthread.php?t=243178
Regards.
Fitzcarraldo :Kaleun_Salute:
propbeanie
11-27-19, 09:10 AM
Thanks fitzcarraldo! I have been checking them out myself. They are huge files though, but sure are beautiful! :salute:
Thanks fitzcarraldo! I have been checking them out myself. They are huge files though, but sure are beautiful! :salute:
Huge files = lack of RAM = CTD! :D :haha:
vickers03
11-27-19, 12:23 PM
Huge files = lack of RAM = CTD! :D
don't worry, each skin is only ~10mb:03:
merc4ulfate
11-27-19, 12:41 PM
I'll have to see what you are getting with the Quick Patrols. Different files load for the different modes. You might be getting the game's Single Mission file, which I did not attempt to fix, and which is completely different from the Career mode... That being said, I have found old files back in the mod, which is not good... I'll look into that Balikpapan thing later today...
The Reverse Colors, Clean & Quiet, Underwater Visibility, Remove Grain are all basically "overlay" mods, and should be OK, though they have not been tested. The 360 Plotter is basically already in the game, though not as big as that one, but it also does not take as much memory to display. The Additional Messages should be OK, but does ruin all of the base notifications you would normally get. What you could do with it, is to use WinMerge and combine the two files. You really have to be careful with Sound and Command mods in FotRSU, since some of them do things that are not good for the FotRSU mod, and they might also not comply with "Stock" specs. Certain sound files that do not comply to time lengths and bit-depth or resolution of the stock sound files can and do cause trouble, so be aware of that. All of that being said, none of those are the likely cause of the ships wearing hot pants and mini-skirts, dancing around with their skivvies showing... As mentioned in your other post, I am reasonably certain it was the Groups that had duplicate ship names, especially the sub chasers and Akatsuki DD, since there were four SC, and probably almost a half-dozen Akatsuki that had duplicated names in that particular mis file. Add-in that several of the groups with the Small Passenger troop ships exceeded their MaxSpeed setting, and I'm surprised the game ran. This is one of the files that 'reverted' to a previous state some how. Not good... :salute:
I miss spoke
It is the three TF going to the Marianas. 6-18-44 They are headed for the Turkey shoot. I tried it again this time in campaign mode and I am still getting the CTD upon closure of the third TF. I can make it around the first and second with no issue but when that third TF gets close CTD. You had thought this was caused by one of the DD in the third group.
propbeanie
11-27-19, 12:44 PM
Yes, I should have said "huge SET of files in the download"... with each individual sub, I have not seen any impact on performance. The download took a while on my super-not-much-wide-band ISP connection... :roll:
fitzcarraldo
11-27-19, 02:07 PM
don't worry, each skin is only ~10mb:03:
I have FPS fixed, 30 FPS, via Nvidia Inspector, no change with the skins. The packs include all the subs.
Regards.
Fitzcarraldo :salute:
von Zelda
11-27-19, 03:02 PM
Maybe minor but.......
Patrolling Area A2 for required days. Receive radio message at approx. 4pm, February 11, 1942 from Comsubpac: "Proceed to Area A6 in the China Sea....."
The Nav map (with circle & marker) shows B6 as the patrol area. Maybe a typo?
But, Mission Objectives states patrol area E6. Does not appear to be an E6 on the Nav map.
Is this too small of an error to report?
torpedobait
11-27-19, 05:46 PM
The conning tower explains a ~lot~... while there is no renown payment required for the radar, there is a renown payment required for the "upgraded" conning towers. You have the pre-war conning tower, before the shears had their wrap removed, and the "cut-out" for the rear AA. Look at the pictures I posted about the same boat, but Single Mission configured for June of 1942. The shears only have the framework, and there is an AA platform. That is the improved conning tower, first "upgrade". I use that term loosely, since like a submarine "upgrade", it has to be paid for with a good patrol score and commander ranking. You cannot have a patrol that is below "Average", and especially early, and it is best if you have the first four of them in the "Good" category, which is above 800 renown. If you don't get above that, you are then not eligible for a boat or conning tower upgrade, and hence will not get the SJ radar - ever - until you get a new conning tower. See the "Of Refits.pdf" in the Support folder, which is a copy of one of Ducimus' posts from years ago. This is the reason for us putting extra objective assignments in the "Early" patrols...
I did read the refit.pdf and your comments. However, reality does not jibe with what I read. Take a look at this:
Took command of GATO 1/19/43, with starting Renown = 5960.
Spent 1600 Renown on Radars; (Highway Robbery)
Renown to start 1st GATO Patrol = 4260.
5/10/43 Ended 2nd Patrol with Renown = 5245, earning 885;
Spent 0 Renown, with 5245 to start 2nd Patrol
6/2943 Ended 3rd Patrol with Renown = 6585, earning 1340;
Refused new Boat;
Spent 960 to get new torpedos, with 5625 to start 4th patrol.
8/23/43 Ended 4th Patrol with Renown = 9,725 (had a BIG one!) earning 3,283!
Spent 960 on torpedos, leaving 8765 to start 5th Patrol
11/8/43 Ended 5th Patrol with Renown = 10,352, earning 1,587;
Spent 960 on torpedos, leaving 9,592 to start 6th Patrol.
12/24/43 Ended 6th Patrol with Renown = 11,669, earning 2,077 (another BIG one)
Refused New Boat (2nd Time)
Spent 960 on torpedos, leaving 10,709 to start 7th Patrol.
After 6 patrols, and being offered a new boat twice, I still have not seen a conning tower refit. What does one have to do? If medals mean anything, I was awarded 7 consecutive Navy Crosses, then a Bronze Star, then 5 more Navy Crosses. There has not been one patrol without a medal awarded - 13 patrols; 13 medals.
These are all patrols out of Midway Atoll, mostly with missions around Hokkaido, Honshu, and Taiwan, with a couple of insertions to Guam and Okinawa (that was the Gato's 6th Patrol assignment - ran into 2 IJN TFs on the way back, accounting for the large scores.
I'm going to keep going in this mode, keeping the GATO, until they retire me or give me a refit. But in any case, it does not seem to fit the formula you and the Refit.pdf describe. With respect, :salute:
propbeanie
11-27-19, 08:30 PM
Maybe minor but.......
Patrolling Area A2 for required days. Receive radio message at approx. 4pm, February 11, 1942 from Comsubpac: "Proceed to Area A6 in the China Sea....."
The Nav map (with circle & marker) shows B6 as the patrol area. Maybe a typo?
But, Mission Objectives states patrol area E6. Does not appear to be an E6 on the Nav map.
Is this too small of an error to report?
No errors are too small to report. I'll look into that one, though that sounds like it's an old TMO 1.7 typo... We'll get that one stomped on and fixed, or at least ding it with the big hammer... :salute:
I did read the refit.pdf and your comments. However, reality does not jibe with what I read...
... After 6 patrols, and being offered a new boat twice, I still have not seen a conning tower refit. What does one have to do?...
... I'm going to keep going in this mode, keeping the GATO, until they retire me or give me a refit. But in any case, it does not seem to fit the formula you and the Refit.pdf describe. With respect, :salute:
Read that again though - you get one question, and it is not an either / or kind of thing. If you qualify, which you did at least twice, and had several missions in between the offers, but there is a hierarchy of equipment. You reached the threshold, so now it comes down to "Is there a new submarine available? Yes? Then offer the submarine. If No, then offer the conning tower. That is the only way to get a new conning tower, is if there is NOT a new submarine available.
So you are in the Gato, and refuse the Balao when offered, you are not then offered a new conning tower. The same thing happens the next time. You still have a new boat available - in the Balao - and refuse it again - you still are not offered the conning tower. This is what Ducimus was getting at back in 2010. It's not right for our way of thinking. If you qualify, you should be asked an either / or question such as "Do you want a new submarine, or a new conning tower?" so that you have a choice. So the only ways to get a new conning tower, is either with the new boat, or by not having a new boat available at the time you qualify, and then the game defaults to the conning tower... :salute:
torpedobait
11-27-19, 11:01 PM
No errors are too small to report. I'll look into that one, though that sounds like it's an old TMO 1.7 typo... We'll get that one stomped on and fixed, or at least ding it with the big hammer... :salute:
Read that again though - you get one question, and it is not an either / or kind of thing. If you qualify, which you did at least twice, and had several missions in between the offers, but there is a hierarchy of equipment. You reached the threshold, so now it comes down to "Is there a new submarine available? Yes? Then offer the submarine. If No, then offer the conning tower. That is the only way to get a new conning tower, is if there is NOT a new submarine available.
So you are in the Gato, and refuse the Balao when offered, you are not then offered a new conning tower. The same thing happens the next time. You still have a new boat available - in the Balao - and refuse it again - you still are not offered the conning tower. This is what Ducimus was getting at back in 2010. It's not right for our way of thinking. If you qualify, you should be asked an either / or question such as "Do you want a new submarine, or a new conning tower?" so that you have a choice. So the only ways to get a new conning tower, is either with the new boat, or by not having a new boat available at the time you qualify, and then the game defaults to the conning tower... :salute:
Ah, I see what you are saying. Not quite a Catch 22 but close.
Thanks for explaining further.
von Zelda
11-28-19, 04:31 AM
No errors are too small to report. I'll look into that one, though that sounds like it's an old TMO 1.7 typo... We'll get that one stomped on and fixed, or at least ding it with the big hammer...
Thanks.
propbeanie
11-28-19, 09:18 AM
Ah, I see what you are saying. Not quite a Catch 22 but close.
Thanks for explaining further.
Exactly... 'logic' gone wrong... :roll:
Thanks.
:salute:
KaleunMarco
11-28-19, 10:33 AM
Exactly... 'logic' gone wrong... :roll:
i have not implemented this newest release of FOTRSU yet so it took me a while to figure out this particular string and actually find and read Refits.PDF.
having completed reading the documentation, that i can validate much of what you wrote.
when playing FOTRSU (or any other mod), i usually earn a Max Renown rating at the end of a mission. so when the sim reaches an Upgrade decision and i refuse the new boat then i will not be given updated refits. i can state without hesitation that that is true. no matter which mod-set i play, i never have a chance to play an updated boat (new turm). it never happens.
so i have a question(s) for you, based on all of this discussion. if the patrol rating calculation is true, which "old" rating is used...just the last mission rating or the sum of all of your previous mission ratings?
next....
where is the "new" campaign rating stored? for example, my previous mission rating is 3 and my current mission rating is a 3...when i crunch the numbers my "new" campaign rating is 3. where is that stored such that i could see it?
before you answer let me say that i have inspected the CareerTrack.UPC file before, during, and after missions. i realize that there is a cumulative mission rating stored in the first section of the file (PlayerCurrentRating=24.000000).
i also know that each mission generates a rating (RatingGained=3.000000).
so, if the answer lies in one or both of those values, please explain it. thanks.:Kaleun_Salute:
Happy Thanksgiving to all of my fellow American Kaleuns!
propbeanie
11-28-19, 11:12 AM
I don't know as there is a way to explain... Here's the thread from which I copied Ducimus' "math" from (I already have a headache from that "math" word):
Of refits, new commands, rank, and retirements (https://www.subsim.com/radioroom/showthread.php?p=1602175#post1602175)
It seems to be a cumulative number that is stored, and it is (re-)calculated after each patrol, and is called a "campaign rating". In other words, the game does not store past patrol scores, only the cumulative "Campaign Rating", and the total Renown. A "missing" component in the equation, is that nothing is mentioned of "order of operations", ie: if there is a use of parenthesis to control addition first, then multiplaction... Without the use of parenthesis to control the "order of operations", things would be really bad with a "bad", or low rating early in a career, but either way, you can see with Ducimus' calculations, that an early patrol that is low-scoring, can result in a hole that is nigh-on impossible for a player to crawl out of. In real math, a division by zero is undefined, aka: illegal. It always results in "zero". You would need at least a couple of "Excellent" patrols to recover, and those can be difficult to come by.
Submarine availability looms large when you look at conning tower availability. I might try to make another version of the "Submarine Equipment Upgrades.pdf", and have it include the sub availability and their conning tower dates. That way, if a skipper knows he wants to keep his boat, but wants to get an updated conning tower for the future fitting of a radar, he might be able come in "early" from patrol, and possibly get what he wants... As it stands now though, each sub is in its own "UpgradeClass", in an attempt at having a player "step" through the progression to get a higher class sub... but there again, that "campaign rating" might decide the boat anyway, based upon your renown score it seems, and looks to be a hard-coded, "invisible" calculation, buried somewhere in the game's code, that actually decides which boat you are offered. The game sure does like handing out early Balao boats... :salute:
torpedobait
11-28-19, 11:55 AM
I tried the new skins by Vickers03, original skins in 4k. Looks really nice in FOTRSU.
Deserves a test...
https://www.subsim.com/radioroom/showthread.php?t=243178
Regards.
Fitzcarraldo :Kaleun_Salute:
How do you implement. They do not appear to be JSGME ready. If I want them after loading FOTRS-Ultimate, Do I just copy the unzipped files to the Mod?
Thanks. Might be a silly question, but I don't want to mess up FOTRS-U.
vickers03
11-28-19, 12:57 PM
How do you implement. They do not appear to be JSGME ready. If I want them after loading FOTRS-Ultimate, Do I just copy the unzipped files to the Mod?
Thanks. Might be a silly question, but I don't want to mess up FOTRS-U.
just extract into your MODS folder and activate with JSGME:)
fitzcarraldo
11-29-19, 11:56 AM
just extract into your MODS folder and activate with JSGME:)
The mod has the folder data and inside, a submarine and textures folder. When activated via JSGME, it overwrites the textures of FOTRSU. No problem. All works well and the subs look very nice.
There are two options: light blue and light grey, but the blackish boats are included too in both options.
Regards.
Fitzcarraldo :Kaleun_Salute:
propbeanie
11-30-19, 03:13 PM
We are now at 500 downloads - Thanks to all! :salute:
As a little note, other of the "Battle" files have been run through line-by-line, and other small issues found, so a couple more days worth of hold-up on an update to address the issues listed in Known Issue Tracker and Announcements (https://www.subsim.com/radioroom/showthread.php?p=2635997#post2635997), this thread Post #5. If anyone has found anything else, let us know ASAP! We are in the testing phase of the Battle missions, which is the last step before complilation. All other issues are 'fixed', and hopefully the update will be done by tomorrow evening (I maybe should not say such things out loud... :roll: ). The update should be backwards-compatible, so long as you are not in one of the missions fixed, which will be listed upon release, and at that, you'd just have to re-do the mod while in port... :salute:
merc4ulfate
11-30-19, 07:54 PM
We are now at 500 downloads - Thanks to all! :salute:
As a little note, other of the "Battle" files have been run through line-by-line, and other small issues found, so a couple more days worth of hold-up on an update to address the issues listed in Known Issue Tracker and Announcements (https://www.subsim.com/radioroom/showthread.php?p=2635997#post2635997), this thread Post #5. If anyone has found anything else, let us know ASAP! We are in the testing phase of the Battle missions, which is the last step before complilation. All other issues are 'fixed', and hopefully the update will be done by tomorrow evening (I maybe should not say such things out loud... :roll: ). The update should be backwards-compatible, so long as you are not in one of the missions fixed, which will be listed upon release, and at that, you'd just have to re-do the mod while in port... :salute:
Will this include a fix for the Marianas's Task Force issue?
Simply amazing, and a credit to Rockin Robins and the FOTR team for getting this release to its current standard!
BZ all!
Torpedo
12-01-19, 06:06 AM
FOTRSU is a very very outstanding work!!! :Kaleun_Applaud:
I ask if it is possible to have the radio and the gramophone without added maps and even a larger compass.
Thanks in advance! :Kaleun_Salute:
Torpedo
propbeanie
12-01-19, 08:14 AM
Will this include a fix for the Marianas's Task Force issue?
Yes, it will. All "Battle" files have been re-worked again, and "Speed=" violations and naming conflicts have been completely purged now. For what ever reason, the wrong folder was included in v1 of the mod, and that did not include the update to the Mariannas Turkey Shoot... :hmmm:
:salute:
Simply amazing, and a credit to Rockin Robins and the FOTR team for getting this release to its current standard!
BZ all!
Thanks for the thanks! :salute:
FOTRSU is a very very outstanding work!!! :Kaleun_Applaud:
I ask if it is possible to have the radio and the gramophone without added maps and even a larger compass.
Thanks in advance! :Kaleun_Salute:
Torpedo
It will take a bit, but we might get around to including such for an add-in. All I have to do is remember where the list is... :roll:
:salute:
fitzcarraldo
12-01-19, 08:49 AM
FOTRSU is a very very outstanding work!!! :Kaleun_Applaud:
I ask if it is possible to have the radio and the gramophone without added maps and even a larger compass.
Thanks in advance! :Kaleun_Salute:
Torpedo
+ 1, as an optional addon mod.
Question: Is implemented the TDW Fire and Damage dll in FOTRSU? I added it via JSGME because I don't see the dll in the main folder. That is a great mod.
And also...I know and read a lot about the debate OTC full version realistic-or-too- acurate. I like OTC as implemented for TMO and I would like to see an addon mod in FOTRSU (direct shot to Master CapnScurvy and RRobbins).
No problems departing from Manila 12-9-1941, pig boat with Vickers' 4k skin.
Many thanks and best regards
Fitzcarraldo :salute:
torpedobait
12-01-19, 10:41 AM
The mod has the folder data and inside, a submarine and textures folder. When activated via JSGME, it overwrites the textures of FOTRSU. No problem. All works well and the subs look very nice.
There are two options: light blue and light grey, but the blackish boats are included too in both options.
Regards.
Fitzcarraldo :Kaleun_Salute:
Thanks! When PKZip showed the contents of the downloaded zip file, it didn't show me the folder containing the contents, only the contents. However, when I actually unzipped the download, it was there and all I had to do was move it to the MODS folder as you suggested. Works fine and looks great.
Thanks again!
torpedobait
12-01-19, 11:28 AM
I don't know as there is a way to explain... Here's the thread from which I copied Ducimus' "math" from (I already have a headache from that "math" word):
Of refits, new commands, rank, and retirements (https://www.subsim.com/radioroom/showthread.php?p=1602175#post1602175)
It seems to be a cumulative number that is stored, and it is (re-)calculated after each patrol, and is called a "campaign rating". In other words, the game does not store past patrol scores, only the cumulative "Campaign Rating", and the total Renown. A "missing" component in the equation, is that nothing is mentioned of "order of operations", ie: if there is a use of parenthesis to control addition first, then multiplaction... Without the use of parenthesis to control the "order of operations", things would be really bad with a "bad", or low rating early in a career, but either way, you can see with Ducimus' calculations, that an early patrol that is low-scoring, can result in a hole that is nigh-on impossible for a player to crawl out of. In real math, a division by zero is undefined, aka: illegal. It always results in "zero". You would need at least a couple of "Excellent" patrols to recover, and those can be difficult to come by.
Submarine availability looms large when you look at conning tower availability. I might try to make another version of the "Submarine Equipment Upgrades.pdf", and have it include the sub availability and their conning tower dates. That way, if a skipper knows he wants to keep his boat, but wants to get an updated conning tower for the future fitting of a radar, he might be able come in "early" from patrol, and possibly get what he wants... As it stands now though, each sub is in its own "UpgradeClass", in an attempt at having a player "step" through the progression to get a higher class sub... but there again, that "campaign rating" might decide the boat anyway, based upon your renown score it seems, and looks to be a hard-coded, "invisible" calculation, buried somewhere in the game's code, that actually decides which boat you are offered. The game sure does like handing out early Balao boats... :salute:
Props, after 8 patrols in the GATO and twice refusing a new boat after the third and sixth patrols, I was given an upgrade for the conning tower! The refit included space for 2 40mm Bofors, which I was able to add in port. I must say the refit came after a stupendously successful mission to the Carolines from Midway. I have to tell you about it, not that it is necessarily on topic.
On that patrol, I was laying on the surface about two miles off the western approach to Truk Lagoon when the radar operator detected a large group leaving Truk. Turned out to be a Yamato class BB, two Kongo class BB's, two Tone class CA's, and one fleet carrier, along with only four escort DD's (how's that for arrogance!). I had a full load of Mark XVI long range, high speed torpedos.
The range to the farthest Kongo was about 7,000 yards, well within range but just barely in visual range. I fired one at her aiming for the bow. After waiting about 30 seconds, I fired four at the Yamato's bow area, followed by one at the nearest Kongo. Before any hits, I went to flank and hard left rudder to bring the stern tubes to bear. All six bow torpedos hit, but the one at the farthest Kongo was a dud. The stern torpedos then stopped the Yamato and the closest Kongo dead in the water, and sank the nearest Tone. The fourth one hit the other Tone.
By the time the forward tubes were reloaded the remaining ships were either dead in the water or running at about 4 knots (!), including the second Kongo, which had turned and was coming back towards Truk. The escorts were roaming around looking where I wasn't. A single torpedo just under the forward turret of the returning Kongo detonated the magazine. It was a spectacular series of explosions before it went down like a $2 (oops!). The rest was a methodical slaughter. Two to the carrier, three to the Yamato, followed by three shots from the stern tubes and four more from the reloaded bow tubes finished every single capital ship. With one stern torpedo remaining, we took out a DD that crossed our stern at 1400 yards. That was the only DD that even came close to finding us. The total tonnage was approximately 181k. I know it is unrealistic to use auto-targeting, but it was still a thrill to wipe out almost an entire TF at 75% difficulty. I love those Mark 16's. Thanks for lowering the cost this time around.
This was the first Silver Star received, and the first conning tower refit, which by the way really looks cool! I made one more patrol in the Gato, and this time when I was offered a new boat I took the Balao. Humph. No Bofors, just twin 20mm's, and I had to repurchase the radars and 5" deck gun. Oh well. I'm off to do more mayhem. I'm still not certain how the math works on the conning tower upgrade vs new sub, but at least I proved to myself that you can turn down new boats and still eventually get a conning tower upgrade.
EDIT: Following the next patrol, first in the Balao, I was able to add twin 40mm Bofors, making my day complete. I also saw the new Balao had come with the new conning tower. Super! A nice added touch is that the model sub on my desk also sports the new conning tower. Another nice touch. :Kaleun_Cheers:
merc4ulfate
12-01-19, 05:50 PM
Props, after 8 patrols in the GATO and twice refusing a new boat after the third and sixth patrols, I was given an upgrade for the conning tower! The refit included space for 2 40mm Bofors, which I was able to add in port. I must say the refit came after a stupendously successful mission to the Carolines from Midway. I have to tell you about it, not that it is necessarily on topic.
On that patrol, I was laying on the surface about two miles off the western approach to Truk Lagoon when the radar operator detected a large group leaving Truk. Turned out to be a Yamato class BB, two Kongo class BB's, two Tone class CA's, and one fleet carrier, along with only four escort DD's (how's that for arrogance!). I had a full load of Mark XVI long range, high speed torpedos.
The range to the farthest Kongo was about 7,000 yards, well within range but just barely in visual range. I fired one at her aiming for the bow. After waiting about 30 seconds, I fired four at the Yamato's bow area, followed by one at the nearest Kongo. Before any hits, I went to flank and hard left rudder to bring the stern tubes to bear. All six bow torpedos hit, but the one at the farthest Kongo was a dud. The stern torpedos then stopped the Yamato and the closest Kongo dead in the water, and sank the nearest Tone. The fourth one hit the other Tone.
By the time the forward tubes were reloaded the remaining ships were either dead in the water or running at about 4 knots (!), including the second Kongo, which had turned and was coming back towards Truk. The escorts were roaming around looking where I wasn't. A single torpedo just under the forward turret of the returning Kongo detonated the magazine. It was a spectacular series of explosions before it went down like a $2 (oops!). The rest was a methodical slaughter. Two to the carrier, three to the Yamato, followed by three shots from the stern tubes and four more from the reloaded bow tubes finished every single capital ship. With one stern torpedo remaining, we took out a DD that crossed our stern at 1400 yards. That was the only DD that even came close to finding us. The total tonnage was approximately 181k. I know it is unrealistic to use auto-targeting, but it was still a thrill to wipe out almost an entire TF at 75% difficulty. I love those Mark 16's. Thanks for lowering the cost this time around.
This was the first Silver Star received, and the first conning tower refit, which by the way really looks cool! I made one more patrol in the Gato, and this time when I was offered a new boat I took the Balao. Humph. No Bofors, just twin 20mm's, and I had to repurchase the radars and 5" deck gun. Oh well. I'm off to do more mayhem. I'm still not certain how the math works on the conning tower upgrade vs new sub, but at least I proved to myself that you can turn down new boats and still eventually get a conning tower upgrade. :Kaleun_Cheers:
Great job. I too use long range firing at times and the DD never seem to go out far enough to find me.
propbeanie
12-02-19, 09:19 PM
+ 1, as an optional addon mod.
Question: Is implemented the TDW Fire and Damage dll in FOTRSU? I added it via JSGME because I don't see the dll in the main folder. That is a great mod.
And also...I know and read a lot about the debate OTC full version realistic-or-too- acurate. I like OTC as implemented for TMO and I would like to see an addon mod in FOTRSU (direct shot to Master CapnScurvy and RRobbins).
No problems departing from Manila 12-9-1941, pig boat with Vickers' 4k skin.
Many thanks and best regards
Fitzcarraldo :salute:
I cannot find any reference to TDW's Fire Damage idea being in the mod. I'll try to look further into that.
As for an OTC, CapnScurvy has been out in the barn working on a '55 Mercury. I do not know if he has heat out there, but he might be back in the house and on the computer more before too long. There would be a bitt of work to do on the subs though. Pretty much the rest of it is already in FotRSU, other than the RecMan info... No harm in asking him though! :salute:
Krieg Francis
12-03-19, 02:37 AM
This is a big forum, I couldn't find anything about it so sorry if I'm repeating a question lol.
Is it possible to have greyed out icons like SH3? I work with map contact updates on and it's fairly simple to tell an enemy from a friend :wah:
:Kaleun_Salute:
von Zelda
12-03-19, 07:04 AM
Re: the new FotRS UE
4th patrol in S-class around July 1942 from Brisbane. Was issued SJ radar, 4-inch gun and 3 Mark 14 torpedoes (the rest were the standard issue Mark 10s). Running NO mods that would affect torpedo load out.
I question whether the S-class can carry Mark 14s due to their length? Shorter Mark 14 seemed to have been available late in the war but these 3 were definitely longer than the Mark 10s.
Hope this is helpful.
propbeanie
12-03-19, 08:35 AM
This is a big forum, I couldn't find anything about it so sorry if I'm repeating a question lol.
Is it possible to have greyed out icons like SH3? I work with map contact updates on and it's fairly simple to tell an enemy from a friend :wah:
:Kaleun_Salute:
The TMO-style "dot" version is worked-up as an add-in now. What you have now is the "standard" in the FotRSU release. If we would quit finding issues in campaign files, we might be able to finish up on a few of the add-ins... :roll: - :arrgh!:
Speaking of which: Does anyone have issues with the CA Tone that they've noticed? - it is the IJN CA heavy cruiser with 4 turrets forward, and scout planes on the aft portion - not to be confused with the Late-war Mogami, which is shorter, especially in the fantail area...
Re: the new FotRS UE
4th patrol in S-class around July 1942 from Brisbane. Was issued SJ radar, 4-inch gun and 3 Mark 14 torpedoes (the rest were the standard issue Mark 10s). Running NO mods that would affect torpedo load out.
I question whether the S-class can carry Mark 14s due to their length? Shorter Mark 14 seemed to have been available late in the war but these 3 were definitely longer than the Mark 10s.
Hope this is helpful.
In the documentation included is a little note that all S-Boat skippers have to make certain that quartermasters and dock hands, in conjunction with your own crew, properly re-arm your submarine. That was in directive #72 dated 12th November, 1939 - you should have known. There will be no investigation - this will go straight to court martial. It behooves you to obtain a good JAG...
Just joshing (kidding, joking, pulling your leg), of course. This is an issue that we have attempted to wrassle many times, and for now, we'll leave the 912 pound gorilla in the corner by itself, and throw a banana its way every once in a while, and hope it stays quiet. In the meantime, the work-around is to re-fit before docking. You will then get a proper load-out of torpedoes. If you forget and dock first, no big deal. All you have to do is remember to - before going on patrol again - drag the Mark 14s out of their stores onboard and drop them into the section on the left, then replace them with the Mark 10 torpedoes. Since the latest release, I have not taken a sugar boat out to see if it will shoot the 14s without issue, but back several versions ago, it would shoot the torpedoes... which is evidence that FotRSU does not restrict the loading of appropriate torpedoes. I do not recall if stock does that also... :roll: - We will continue to attempt a "fix", but for now, it is what it is. sorry. :salute:
torpedobait
12-03-19, 11:43 AM
Speaking of which: Does anyone have issues with the CA Tone that they've noticed? - it is the IJN CA heavy cruiser with 4 turrets forward, and scout planes on the aft portion - not to be confused with the Late-war Mogami, which is shorter, especially in the fantail area...
I have encountered 4 of the CA Tone within TF's off Honshu. All four are now sleeping peacefully on the bottom. No issues noted.
fitzcarraldo
12-03-19, 03:11 PM
I cannot find any reference to TDW's Fire Damage idea being in the mod. I'll try to look further into that.
As for an OTC, CapnScurvy has been out in the barn working on a '55 Mercury. I do not know if he has heat out there, but he might be back in the house and on the computer more before too long. There would be a bitt of work to do on the subs though. Pretty much the rest of it is already in FotRSU, other than the RecMan info... No harm in asking him though! :salute:
The TDW Damage by Fire version 1.3 (for SH4) is a dll to put in the main SH4 folder. I have it in my FOTRSU and I didn´t have any problem. It seems is not included in FOTRSU (FOTRS 1.3 didn´t bhave it).
Regarding OTC, I miss the omnimeter and the optics. The OTC optics are different to my eye to that in FOTRSU. In fact, I find the optics in FOTRSU seems more the old mod MaxOptics for TMO than OTC.
Many thanks and best regards.
Fitzcarraldo :Kaleun_Salute:
von Zelda
12-03-19, 03:56 PM
...before going on patrol again - drag the Mark 14s out of their stores onboard and drop them into the section on the left, then replace them with the Mark 10 torpedoes. Since the latest release, I have not taken a sugar boat out to see if it will shoot the 14s without issue...
Shoots the Mark 14s without issue. Thanks for your response.
First of all, I want to thank everyone who made this mod. It's absolutely incredible.
I had stopped playing SHIV for years and I just happened to randomly visit this website again and see that this mod was available.
So you guys got me back into this great sim, once again.
I've just started my first campaign mission and I'm still re-learning the sim and learning the new mod.
I'm sure I'll have some questions, but for now, I just wanted to say, "Thank You"!!!!
propbeanie
12-03-19, 08:00 PM
I have encountered 4 of the CA Tone within TF's off Honshu. All four are now sleeping peacefully on the bottom. No issues noted.
Thanks, on both accounts, 1) for checking and 2) for sinking them...
The TDW Damage by Fire version 1.3 (for SH4) is a dll to put in the main SH4 folder. I have it in my FOTRSU and I didn´t have any problem. It seems is not included in FOTRSU (FOTRS 1.3 didn´t bhave it).
Regarding OTC, I miss the omnimeter and the optics. The OTC optics are different to my eye to that in FOTRSU. In fact, I find the optics in FOTRSU seems more the old mod MaxOptics for TMO than OTC.
Many thanks and best regards.
Fitzcarraldo :Kaleun_Salute:
CapnScurvy had said previously that the optics in FotRSU are the most accurate that he has done, with a 1.4 zoom on normal, and a 6x (??) on the zoom - whatever the US subs had, is what FotRSU has simulated. I'm not sure how much tweaking he would have to do for the omnimeter... but all of the subs would need their conns re-arranged, of course, along with all of the gear that attaches to them.
As for the TDW dat file, no the dll is not in FotRSU, but parts of it might have been added into other Library dat files. I'll try to investigate further, and maybe do some testing with it also...
Shoots the Mark 14s without issue. Thanks for your response.
I thought they did, but wasn't certain. If we can figure-out a way to fix it, we'll be famous!... :roll:
:salute:
I have problems with the museum, it always CTD. No Chance.
Any ideas?
cdrsubron7
12-05-19, 06:00 PM
I have problems with the museum, it always CTD. No Chance.
Any ideas?
Need a little more info to help you out. So you have the game FOTRSU installed over v1.5. Do the rest of the game work OK? Your only have problems getting into the Museum, correct. There is a small utility called LAA (Large Address Aware) that needs to be installed inside your game folder. If you look inside the game folder where you have the game installed you'll see two folders one labeled Extras (you'll find the LAA in there) and another called Support. In the Support folder you'll find a pdf file on the LAA telling you what to do in order to activate the LAA. This should get the Museum up and running for you. Hope this helps. :D :up:
propbeanie
12-05-19, 06:16 PM
Not getting the Museum to run is either a not-quite-right activation, or not enough RAM in the computer, or LAA is not activated on the SH4.exe file. Does the game run fine with FotRSU activated, or are you experiencing "stutter" after you get away from the home port? You will almost always experience some stutter near busy ports, what with all of the ships and airplanes around those areas.
Go into your game folder and find the SH4.exe file. Right-click on it, and choose the "Properties" choice at the bottom of that context menu with a left-click. On the first "General" tab of the Properties window is the "Attributes" section. There is a little square tick box next to "Read-only". Is that empty? If it has a check mark in it, click on that to clear it, and then click the "OK" button. Now find the "Large Address Aware...exe" file. Yours might be "2_0_4", or it might be something different. Run that little applet. You will see a little ellipse box for "Step 1. Select an Executible" toward the upper-right of that little window, like [...]. Click on that, and navigate to the folder with your game and find the SH4.exe file again. "Step 2. Large Address Aware Flag" should now be active. If that little box has a check mark in it, you are good to go with LAA. If not, click in the box to "set" the flag, and then "Step 3. Commit Changes" becomes active, and you click the "Save" button and you're finished. Click the little [X] button in the upper-right to close.
If LAA was set, then post back with your computer specs, such as cpu, graphics card, how much RAM the computer has, how much RAM the video card has, your OS, and whether it is 32-bit or 64-bit. We'll see if there is any "weaknesses" there.
Now, other things to check: 1. The "Save" folder - did you empty that before you ran FotRSU? That defaults to "C:\Users \UserName \Documents \ SH4", unless you've changed it. The "UserName" is the name you log-in with, and "Documents" might be "My Documents", depending upon your OS. If you have WinXP, then it would be C:\Documents and Settings \UserName \My Documents \SH4". You have to delete the contents of that folder before you start to use FotRSU, else there will be issues with certain aspects of the mod not completely updating the game, and the Museum for sure would not work.
Let us know what you have there Pranne and - dote! cdrsubron7 beat me to it!... lol :salute:
Torpedo
12-05-19, 06:33 PM
Hi all!
I made a small MOD with the radio and the gramophone without a map and conversion table to have a cleaner display and obviously the icons can be dragged to any position.
I recommend activating the MOD with JSGME and I hope it can be useful to someone.
This is the link for: "RadioPhone for FOTRSU wo Maps v1 by Torpedo.zip"
http://www.mediafire.com/file/4aizhpi3iy67pwe/RadioPhone_for_FOTRSU_wo_Maps_v1_by_Torpedo.zip/file
Torpedo :Kaleun_Binocular:
https://www.4shared.com/img/9tRC01Hxiq/s25/16ed87f1730/radiophone (https://www.4shared.com/photo/9tRC01Hxiq/radiophone.html)
:Kaleun_Periskop:
propbeanie
12-05-19, 08:55 PM
Wow! quick work, Torpedo! If you don't mind, we'll submit it to the "FotRSU Testing Facilities Laboratory" for submission of an 'official' FotRSU Seal of Approval and a potential "500" numbering sequence pre-fix... ?? As proposed per RR in Post #65 FotRSU Beta (Torpedo) thread. Do you mind? It would still be your mod, of course. :salute:
Torpedo
12-06-19, 04:06 AM
Wow! quick work, Torpedo! If you don't mind, we'll submit it to the "FotRSU Testing Facilities Laboratory" for submission of an 'official' FotRSU Seal of Approval and a potential "500" numbering sequence pre-fix... ?? As proposed per RR in Post #65 FotRSU Beta (Torpedo) thread. Do you mind? It would still be your mod, of course. :salute:
Hi propbeanie!
I'm really happy that this little mod can interest you and the whole community. Certainly this mod is available for any use that you want to do and indeed for me it is an honor that can be totally or partially included in FOTRSU.
There is a button that is the first one at the bottom right of the image I posted that I left. This button activated the gramophone with the Convertion Chart, now only activates the gramophone and is still free for future use.
Torpedo :Kaleun_Salute:
Sorry but this is the button:
https://www.4shared.com/img/IVV52zhyiq/s25/16edaa38988/pulsanteX (https://www.4shared.com/photo/IVV52zhyiq/pulsanteX.html)
fitzcarraldo
12-07-19, 10:23 AM
Hi all!
I made a small MOD with the radio and the gramophone without a map and conversion table to have a cleaner display and obviously the icons can be dragged to any position.
I recommend activating the MOD with JSGME and I hope it can be useful to someone.
:Kaleun_Periskop:
Torpedo :Kaleun_Binocular:
Many thanks, Torpedo! I adopted it.
But...What about your GUI? I like your yellow and green buttons...My old eyes see better those buttons. Could you upload it?
Also, I would to know your graphics settings. I have a really nice image with my settings, but I note your images are more crispy. Do you use Nvidia Inspector?
Many thanks and great job!
Fitzcarraldo :Kaleun_Salute:
Torpedo :Kaleun_Binocular:
Many thanks, Torpedo! I adopted it.
But...What about your GUI? I like your yellow and green buttons...My old eyes see better those buttons. Could you upload it?
Also, I would to know your graphics settings. I have a really nice image with my settings, but I note your images are more crispy. Do you use Nvidia Inspector?
Many thanks and great job!
Fitzcarraldo :Kaleun_Salute:
He might use SweetFX to give this rendering....
Perso, the colors are too much saturated for my taste.
fitzcarraldo
12-07-19, 01:15 PM
He might use SweetFX to give this rendering....
Perso, the colors are too much saturated for my taste.
I tried with Reshade and obtained good results.
Best regards.
Firzcarraldo :salute:
Torpedo
12-07-19, 06:36 PM
@Fifi
Thanks Fifi for your comment!
I didn't use SweetFX for rendering. I know it, but here in SH4 I wouldn't have used it.
I use Paint.net for dds files which has many functions to customize graphic files.
You're right: the colors are too much satured but I'm still making different versions to find the one I prefer.
However I like all the comments to improve what I would like to change!
@Fitzcarraldo
Thanks Fitz for your comments!
Of course I can upload the GUI and Dials that I modified and found in SCAF (Ship_Centered_Accuracy_Fix 1.5 for SH4 Addon, Patched 1.5 March 2009) created by CapnScurvy to which all my credits go.
But I must first obtain permission from CapnScurvy for the upload, even though many years have passed since the creation of SCAF but he has all the rights.
I modified Gui and Dials (which are in SCAF) with Paint.net in brightness and contrast and with Effects> Photo> Enhance sharpness.
For the sharpness in SH4 I have deactivated Full Scene Glare in Graphic Settings, this is very important, however here is the screenshoot of my Graphic Settings:
https://www.4shared.com/img/PZZ_-Sakiq/s25/16ee2a29098/Graphic_Settings_SH4 (https://www.4shared.com/photo/PZZ_-Sakiq/Graphic_Settings_SH4.html)
Torpedo :Kaleun_Salute:
fitzcarraldo
12-07-19, 08:26 PM
@Fifi
@Fitzcarraldo
Thanks Fitz for your comments!
Of course I can upload the GUI and Dials that I modified and found in SCAF (Ship_Centered_Accuracy_Fix 1.5 for SH4 Addon, Patched 1.5 March 2009) created by CapnScurvy to which all my credits go.
But I must first obtain permission from CapnScurvy for the upload, even though many years have passed since the creation of SCAF but he has all the rights.
I modified Gui and Dials (which are in SCAF) with Paint.net in brightness and contrast and with Effects> Photo> Enhance sharpness.
For the sharpness in SH4 I have deactivated Full Scene Glare in Graphic Settings, this is very important, however here is the screenshoot of my Graphic Settings:
Torpedo :Kaleun_Salute:
Many thanks! I hope to see your GUI for download in the near future.
Fitzcarraldo :salute:
propbeanie
12-08-19, 05:40 PM
Try it without the "Volumetric Fog" also, Torpedo, and see if it improves any. That really messes with my video card and display... :salute:
captcrane
12-09-19, 07:44 AM
Hope it's not too late but I can confirm a sinking of a Heavy Cruiser Tone Class.
Feb 6 1942 Long 116 08' E Lat 7 54' S It took 7 fish to sink. Only hiccup was there was so much fire on the Tone it did put my Graphics card to the test.
But no ctd:Kaleun_Thumbs_Up:
von Zelda
12-12-19, 07:32 AM
I've experienced 3 CTDs after aircraft attacks in 3 different subs, in 3 vastly different patrol areas, from December 1941 through May 1943 and the only common factor is its with a Japanese Betty aircraft, all 3 times.
Aircraft (verified as a Betty) approaches as it is seen on air radar. Symbol turns red when it comes into visual distance. It makes a sweeping turn away as if leaving and then circles back to make a bee line for the sub. I crashed dive when I saw it circle back. Then watched it on magnified exterior view as it flew at low level toward the diving sub. Once it flew over and apparently gave up, I watched it fly off into the distance with the magnified external view. When it got far away, maybe out of visual contact, the game crashed. Note: previously, I've watched the aircraft fly away on the Nav Map and then game crashes.
All three CTDs were with a Betty as it flew away off into the distance. This is the only common factor. I've waited quite awhile for this third crash before making a post. I've made it a point to try to be seen by enemy aircraft to duplicate this scenario; no other enemy plane seems to make the game crash. I also make it a point to save game frequently!
I hope this is helpful.
propbeanie
12-12-19, 08:18 AM
Is this a green Betty? Does it have a bomb or torpedo load-out? We had the issue fixed, and it looks like it may have snuck back it. At what range are airplanes seeing your submarine. You can tell on some approaches, from where a plane will drastically alter course toward your submarine... ?? I was doing quite a bit of testing the last few days on those #$%@#@$% early Marshalls missions, and it finally dawned on me that the planes are not responding appropriately to a submarine traveling on the surface... and here, I thought it was my skill as a skipper...
von Zelda
12-12-19, 09:55 AM
Is this a green Betty? Does it have a bomb or torpedo load-out? We had the issue fixed, and it looks like it may have snuck back it. At what range are airplanes seeing your submarine. You can tell on some approaches, from where a plane will drastically alter course toward your submarine... ??
Today's CTD was my 1st visual sighting with the external camera. The other 2 CTDs flight paths were only seen on the Nav Map. I do not know the color of the Betty's nor their bomb/torpedo load.
The Betty's approach is the same; they come into visual sighting range and then head for the sub to attack. Once they complete their attack, they fly away and the CTD only happens when they seem to exceed visual range as they retreat.
The 1st & 2nd CTD were several weeks ago, shortly after the new game was released. So, I was quite surprised to see it happen again today.
merc4ulfate
12-12-19, 11:16 AM
Today's CTD was my 1st visual sighting with the external camera. The other 2 CTDs flight paths were only seen on the Nav Map. I do not know the color of the Betty's nor their bomb/torpedo load.
The Betty's approach is the same; they come into visual sighting range and then head for the sub to attack. Once they complete their attack, they fly away and the CTD only happens when they seem to exceed visual range as they retreat.
The 1st & 2nd CTD were several weeks ago, shortly after the new game was released. So, I was quite surprised to see it happen again today.
Do you hear bombs exploding and have you checked your sonar right after to listen for fish. If not remember next time.
propbeanie
12-12-19, 11:40 AM
Today's CTD was my 1st visual sighting with the external camera. The other 2 CTDs flight paths were only seen on the Nav Map. I do not know the color of the Betty's nor their bomb/torpedo load.
The Betty's approach is the same; they come into visual sighting range and then head for the sub to attack. Once they complete their attack, they fly away and the CTD only happens when they seem to exceed visual range as they retreat.
The 1st & 2nd CTD were several weeks ago, shortly after the new game was released. So, I was quite surprised to see it happen again today.
Do you hear bombs exploding and have you checked your sonar right after to listen for fish. If not remember next time.
merc is getting at maybe you've had a torpedo shot at you by a Betty. They were multi-purpose planes, especially used in FotRSU as Torpedo Bomber, Dive Bomber, Level Bomber, ASW with depth charges, and Suicide Baka Bomber, with the guided Baka carried as its payload, with all of the "Bomber" designations having multiple LoadOuts also. We are going through the Betty planes again for a possible LoadOut incompatibility, but have not completed that. merc4ulfate was the previous player encountering trouble with the Betty back in the v0.90 run, and we were reasonably certain we had that issue licked with LoadOut updates, but there might still be something in the campaign files that is not quite right, especially in light of your further description, which does not make it sound like the previous issue, since we were getting the CTD much earlier.
Just to be redundant and play the part of Mr. Obvious, but double-check your LAA activation of the SH4.exe file. Make certain that it is indeed enabled. If you did not start the current version of the mod with an emptying of the Save folder, you will have issues similar to this, due to cross-contamination, especially of the Betty planes, and a few others. Activating a mod will NOT overwrite any file that exists in the Save folder, resulting in a partial mod activation. If you shell-out to Windows any, whether with an accidental clicking on a blank area of the Windows desktop (entirely too easy to do with a dual-monitor set-up :roll: ), or if you use the <Windows> key combinations, or <Alt><Tab> or <Ctrl><Tab>, no matter if the game is paused or not, you will have issues with the game, and those issues may not show up right after the occurrence, but it might be days later, after several Saves. This is a reminder to everyone, and these do not apply to just FotRSU, but to every version of the game, whether modded or not.
This is not to say you did that, just a reminder to everyone. We are still treating this as an issue, and are looking further into it, due to past, similar issues... :salute:
von Zelda
12-12-19, 12:12 PM
I did not see or hear anything that made me think the Betty dropped a bomb or torpedo. I was already at a depth of 150+ feet by the time the Betty flew over my diving sub's position. However, maybe I got hit with a torpedo that resulted in a CTD??
I totally replaced the old Save Folder before installing the current FotRS UE mod. I never go to my desk top without totally signing out; I never use an Alt Tab combo you described.
I have a save not to far before the CTD; we might see if the Betty reappears?
I hope you come up with a solution. Thanks for your rapid response.
von Zelda
12-12-19, 04:26 PM
For Propbeanie,
I continued west at 9:30am on March 12, 1943 in the Solomon Sea, SW of Bogainville at approx. 154 degrees East & 7 degrees South when I again was attacked by a Betty.
Did not attempt to evade her course to make sure she attacked. At 6,000 yards she made a 360 degree circular maneuver and headed directly for me. Time to crash dive to 250 feet.
Located the Betty with the exterior event camera and actually saw her throw out a cylinder object which had to be a torpedo. Lost visual as she flew by and could not find her again with the camera.
As we dove to 250 feet, I could her 2 distinct high pitched whinny sounds that I assume were tracking torpedoes. Proceeded at top speed, wanting to get hit to see if there would be a CTD. Never got hit but for approx. 20 minutes continued hearing the high pitched sounds at various locations on the hydrophone dial. Then the sounds stopped and we surfaced.
It's my humble opinion that the Betty's torpedo may cause a CTD when it hunts and hits a target as the Betty flies off. I once tried (no criticism intended) a mod called "Webster’s Improved US Torpedo v2 and v3" where the Mark 10 torpedo caused a CDT when it hit a target, every time. All the other torpedoes worked great.
Just a thought, hope this is helpful.
propbeanie
12-12-19, 07:11 PM
For Propbeanie,
I continued west at 9:30am on March 12, 1943 in the Solomon Sea, SW of Bogainville at approx. 154 degrees East & 7 degrees South when I again was attacked by a Betty.
Did not attempt to evade her course to make sure she attacked. At 6,000 yards she made a 360 degree circular maneuver and headed directly for me. Time to crash dive to 250 feet.
Located the Betty with the exterior event camera and actually saw her throw out a cylinder object which had to be a torpedo. Lost visual as she flew by and could not find her again with the camera.
As we dove to 250 feet, I could her 2 distinct high pitched whinny sounds that I assume were tracking torpedoes. Proceeded at top speed, wanting to get hit to see if there would be a CTD. Never got hit but for approx. 20 minutes continued hearing the high pitched sounds at various locations on the hydrophone dial. Then the sounds stopped and we surfaced.
It's my humble opinion that the Betty's torpedo may cause a CTD when it hunts and hits a target as the Betty flies off. I once tried (no criticism intended) a mod called "Webster’s Improved US Torpedo v2 and v3" where the Mark 10 torpedo caused a CDT when it hit a target, every time. All the other torpedoes worked great.
Just a thought, hope this is helpful.
The IJN torpedoes do not hunt, so I don't know what you heard - btw, the thing to do if you are ever dealing with WWII "hunter" torpedoes, you want to go quiet with an immediate reduction to 1 knot and Silent Running, drop your depth to the test line, and try to be "facing" it / them. "Noise" is what the torps follow. Two cylinders dropped would be the Depth Charges. They are elongated to be carry-able under the wing of the Betty. That last Betty was the "G4M Betty Divebomber". I am currently running through a Test Mission, and I have no conclusive answers just yet, other than CapnScurvy's "Day of Infamy" Betty Baka has be cleared and is innocent of any wrong-doings - but that's not to say that they are innocent... Sank my submarine on one try in each of three test missions... wowser!
There are issues with one of the Zero fighters also. When I made my Test Mission, I put the four Betty models in it, the Pete and the three zero models in. I was removing one plane at a time, and still had CTDs on the exit from the mission and game when I went back to the desktop, so I finally wised-up and now I'm running them one plane at a time, nothing else other than my sub... :roll: - some folks just have to learn the hard way... :har: - thanks for the info though!
:salute:
von Zelda
12-12-19, 08:32 PM
The IJN torpedoes do not hunt, so I don't know what you heard....... dealing with WWII "hunter" torpedoes, you want to go quiet with an immediate reduction to 1 knot and Silent Running..... Two cylinders dropped would be the Depth Charges. They are elongated to be carry-able under the wing of the Betty.
There are issues with one of the Zero fighters also..... thanks for the info though!
Definitely heard (only) two at one time, high pitched propeller noise all over the hydrophone dial for approx. 20 minutes, which moved around every so often. I only saw one cylinder, that looked like a torpedo to me, thrown off to one side of the Betty. What does Betty's torpedo look like when it is dropped? A cylinder?
I ran at max speed because I wanted to get hit by the torpedo to test my hypothesis. I would have gone to silent running and 1 knot in a real battle.
I'll also watch out for the Zero. Let us know what you find. Thanks for looking.
fitzcarraldo
12-13-19, 09:31 PM
Question: Are there distress flares launched from some sinking merchants in FOTRSU? I see the vanilla white flares floating in the sky but no red flares.
Many thanks and regards.
Fitzcarraldo :salute:
von Zelda
12-13-19, 09:52 PM
Propbeanie,
Completed a successful patrol sinking 57,000 tons; reported back to home port of Brisbane in early March 1943.
Passed out medals and promotions, restocked torpedoes and crew. Went to map to obtain operation orders:
Depart Brisbane on April 7, 1943 (it stated)
Error: No Primary Found! (it stated)
There was no way, no how to depart. Went back, tried again, same orders, can't depart. Tried a transfer that was granted, went to map and received the same Error: No Primary Found!
The only thing I've not tried is to go back to a save prior to entering port, do it all over again and see what happens. I thought I'd post this problem first, then try prior save.
Any other suggestions?
UPDATE: Went back to prior save before entering port and did it all again. Received new operation orders, so off we went.
merc4ulfate
12-14-19, 12:21 AM
The IJN torpedoes do not hunt, so I don't know what you heard - btw, the thing to do if you are ever dealing with WWII "hunter" torpedoes, you want to go quiet with an immediate reduction to 1 knot and Silent Running, drop your depth to the test line, and try to be "facing" it / them. "Noise" is what the torps follow. Two cylinders dropped would be the Depth Charges. They are elongated to be carry-able under the wing of the Betty. That last Betty was the "G4M Betty Divebomber". I am currently running through a Test Mission, and I have no conclusive answers just yet, other than CapnScurvy's "Day of Infamy" Betty Baka has be cleared and is innocent of any wrong-doings - but that's not to say that they are innocent... Sank my submarine on one try in each of three test missions... wowser!
There are issues with one of the Zero fighters also. When I made my Test Mission, I put the four Betty models in it, the Pete and the three zero models in. I was removing one plane at a time, and still had CTDs on the exit from the mission and game when I went back to the desktop, so I finally wised-up and now I'm running them one plane at a time, nothing else other than my sub... :roll: - some folks just have to learn the hard way... :har: - thanks for the info though!
:salute:
You will hear enemy torpedoes from different bearings on sonar. This is because they are going in a straight line from one area to another and you are moving and maybe turning. A fish from bearing 340 will run towards your 160 degrees. However depending on how far away this was dropped and how you dive and steer will affect your listening bearing. At times this can make it sound as if they are around you but you are simply listening to them pass you by. I have also noticed the sonar is fairly loud to mimic the ease of sound traveling underwater. What my ear may say is 2000 yards normally winds up being like 8000-10000 yards.
merc4ulfate
12-14-19, 12:22 AM
Question: Are there distress flares launched from some sinking merchants in FOTRSU? I see the vanilla white flares floating in the sky but no red flares.
Many thanks and regards.
Fitzcarraldo :salute:
Those are starburst flares you see and they are trying to find you. No there are no distress red flares.
fitzcarraldo
12-14-19, 06:25 AM
Those are starburst flares you see and they are trying to find you. No there are no distress red flares.
Many thanks! Is it possible to add the red flares to some merchants? SH3 and SH5 have them...
Best regards.
Fitzcarraldo :salute:
propbeanie
12-14-19, 11:01 AM
Propbeanie,
Completed a successful patrol sinking 57,000 tons; reported back to home port of Brisbane in early March 1943.
Passed out medals and promotions, restocked torpedoes and crew. Went to map to obtain operation orders:
Depart Brisbane on April 7, 1943 (it stated)
Error: No Primary Found! (it stated)
There was no way, no how to depart. Went back, tried again, same orders, can't depart. Tried a transfer that was granted, went to map and received the same Error: No Primary Found!
The only thing I've not tried is to go back to a save prior to entering port, do it all over again and see what happens. I thought I'd post this problem first, then try prior save.
Any other suggestions?
UPDATE: Went back to prior save before entering port and did it all again. Received new operation orders, so off we went.
I'll dig through the Solomon Islands and Bismark Sea Missions then. There are only like four missions for each, plus two for the Solomon Sea area, so it shouldn't be too difficult to find the offender. When a person gets one of those type missions, you are stuck. Even a transfer hangs on to that last "No Primary Found" error assignment, and the only way out is to either edit the Save data, which does introduce problems of its own, or to go back to the Save prior to the Arrival Save and re-do what you had already done, and hope that the roll of the dice for mission assignment doesn't hit that same "No Primary Found" mis file. We'll dig that one out.
You will hear enemy torpedoes from different bearings on sonar. This is because they are going in a straight line from one area to another and you are moving and maybe turning. A fish from bearing 340 will run towards your 160 degrees. However depending on how far away this was dropped and how you dive and steer will affect your listening bearing. At times this can make it sound as if they are around you but you are simply listening to them pass you by. I have also noticed the sonar is fairly loud to mimic the ease of sound traveling underwater. What my ear may say is 2000 yards normally winds up being like 8000-10000 yards.
Now, when I was doing the airplane tests here yesterday and before, I did have one torpedo plane attack that after he dropped, the torp stayed in the 12-16° range off my starboard bow for a good while, and it did sound like it was circling, which I had never had one hang around that long before, nor one that sounded like it was circling. I also never saw a wake trail or torpedo in the water the whole time I looked, which was over a 15 minute period. The crew of the plane was set to "Competent", under the hopes that I could survive and see all of the planes I had in the mission take a crack at my sub one after the other, and the boat would still be a target for the next. I've tried similar in the campaign, where all planes are "Elite", and usually the sub doesn't survive past the 2nd or 3rd attack. This might be the difference between a good drop and a bad drop, with the crew on "Competent" instead of "Elite", and might explain the torpedo behavior, since the "drop" in this case was botched, and the torpedo went in tail first, almost vertical - although I think the "drop" is just for show, and a "real" torpedo is spawned on the splash of the drop... We might also test the differences between a Betty with a torpedo, the Kate, and the Tenzan, and see which circle, and which straight-line, because I've only heard straight-line torpedoes in FotRSU before...
Many thanks! Is it possible to add the red flares to some merchants? SH3 and SH5 have them...
Best regards.
Fitzcarraldo :salute:
It should be possible, and they were in FOTRS v2.x for v1.4 previously. I am reasonably certain that the Library files are just this side of similar, and probably contain them. I do know though, that there is a performance hit with them, but it should be possible to reduce that a bit...
----------------------------------------------------
Now, as to the plane tests I've been doing off and on for a while, but heavy-duty worth the last few days now, we have come to a startling conclusion, that really shouldn't be so startling at all, and that is the fact that when different plane types are mixed in a grouping, it causes trouble - sometimes lots of trouble, which only makes sense when you think about it... For a group, there is one set of Waypoints to follow, and a "Leader" plane of the group. Now, the Level Bombers, which are designated Type=301 will attack "Level", so if they are set at 500 meters height, they will climb a bit (unknown quantity to me), stay there and then drop their bombs, then come back to the level assigned in the Waypoints on their route - IF they are in a group of their own. The Dive Bombers are Type=302, will approach the same as Level Bombers, but after they climb to their prescribed height (again, unknown to me), they will then "Dive" (they do not do a 60-80° dive, but rather about a 30° slope) to deliver their payload, and after the drop, will again resume the Waypoint height. A fighter Type=300 will do a similar attack run, but without any climbing, unless their target is "up" from their current height, or the plane is too low to do a descending attack. The Torpedo planes at Type=303 will generally descend during their approach phase, and stay there to deliver their payload, then gyrate wildly to regain their Waypoint speed. Gaining their attack height, if they don't know of a target ahead prior to spotting it, might entail a hard turn to one direction or the other, in an attempt to spiral down to their attack height, which looks to be maybe no higher that 50-100 meters off the water. Very cool to watch an "Elite" torpedo plane attack like that, but the "Competent" torpedo plane often crashes on the way in, or the way out from an attack ("Competent" Dive Bombers will do similar). The Type=304 Patrol plane will generally stay high, unless there is a payload on them, like the H6K, or some of the PBY planes, in which case, they generally attack like a dive bomber, which for planes of those constructions, if in real life would have ripped the wings from the fuselage... :o - But all of the planes seem capable of strafing attacks, unless they do not have a loadout, which is difficult to determine if a plane is a Stock plane. Some digging is required. Suffice to say, especially with the Betty planes, which encompass the 301, 302 & 303 categories, you cannot mix those either, and from observations, it seems you cannot mix the same plane, such as the Betty, from the same Type and Class that have different Loadouts, since the Loadout might dictate the attack type, whether Level, Dive or Torpedo...
This is very frustrating to deal with, since from the beginning of the SH4 days, groups were "mixed". CapnScurvy and I had discussed this a couple of years ago, when we saw off-behavior from the B-24 Liberators flying to bomb Kiska or Attu, and they were flying into each other, or the B-17s that fly-over Pearl during certain time frames. So all of those particular groups were made to "match". It looks like we'll have to do the same for every group in the game and mod... sheesh... :o - besides the fact that is seems they all want to be the "Leader of the Pack", and there are other planes in the group that are in their way, preventing them from attaining such. Unlike ships, Airplanes do not "convoy" well. Thankfully, they are not "on stage" too long in the game... "Fixing" this will take a while, and might not happen all at once. :salute:
merc4ulfate
12-14-19, 02:07 PM
I'll dig through the Solomon Islands and Bismark Sea Missions then. There are only like four missions for each, plus two for the Solomon Sea area, so it shouldn't be too difficult to find the offender. When a person gets one of those type missions, you are stuck. Even a transfer hangs on to that last "No Primary Found" error assignment, and the only way out is to either edit the Save data, which does introduce problems of its own, or to go back to the Save prior to the Arrival Save and re-do what you had already done, and hope that the roll of the dice for mission assignment doesn't hit that same "No Primary Found" mis file. We'll dig that one out.
Now, when I was doing the airplane tests here yesterday and before, I did have one torpedo plane attack that after he dropped, the torp stayed in the 12-16° range off my starboard bow for a good while, and it did sound like it was circling, which I had never had one hang around that long before, nor one that sounded like it was circling. I also never saw a wake trail or torpedo in the water the whole time I looked, which was over a 15 minute period. The crew of the plane was set to "Competent", under the hopes that I could survive and see all of the planes I had in the mission take a crack at my sub one after the other, and the boat would still be a target for the next. I've tried similar in the campaign, where all planes are "Elite", and usually the sub doesn't survive past the 2nd or 3rd attack. This might be the difference between a good drop and a bad drop, with the crew on "Competent" instead of "Elite", and might explain the torpedo behavior, since the "drop" in this case was botched, and the torpedo went in tail first, almost vertical - although I think the "drop" is just for show, and a "real" torpedo is spawned on the splash of the drop... We might also test the differences between a Betty with a torpedo, the Kate, and the Tenzan, and see which circle, and which straight-line, because I've only heard straight-line torpedoes in FotRSU before...
It should be possible, and they were in FOTRS v2.x for v1.4 previously. I am reasonably certain that the Library files are just this side of similar, and probably contain them. I do know though, that there is a performance hit with them, but it should be possible to reduce that a bit...
----------------------------------------------------
Now, as to the plane tests I've been doing off and on for a while, but heavy-duty worth the last few days now, we have come to a startling conclusion, that really shouldn't be so startling at all, and that is the fact that when different plane types are mixed in a grouping, it causes trouble - sometimes lots of trouble, which only makes sense when you think about it... For a group, there is one set of Waypoints to follow, and a "Leader" plane of the group. Now, the Level Bombers, which are designated Type=301 will attack "Level", so if they are set at 500 meters height, they will climb a bit (unknown quantity to me), stay there and then drop their bombs, then come back to the level assigned in the Waypoints on their route - IF they are in a group of their own. The Dive Bombers are Type=302, will approach the same as Level Bombers, but after they climb to their prescribed height (again, unknown to me), they will then "Dive" (they do not do a 60-80° dive, but rather about a 30° slope) to deliver their payload, and after the drop, will again resume the Waypoint height. A fighter Type=300 will do a similar attack run, but without any climbing, unless their target is "up" from their current height, or the plane is too low to do a descending attack. The Torpedo planes at Type=303 will generally descend during their approach phase, and stay there to deliver their payload, then gyrate wildly to regain their Waypoint speed. Gaining their attack height, if they don't know of a target ahead prior to spotting it, might entail a hard turn to one direction or the other, in an attempt to spiral down to their attack height, which looks to be maybe no higher that 50-100 meters off the water. Very cool to watch an "Elite" torpedo plane attack like that, but the "Competent" torpedo plane often crashes on the way in, or the way out from an attack ("Competent" Dive Bombers will do similar). The Type=304 Patrol plane will generally stay high, unless there is a payload on them, like the H6K, or some of the PBY planes, in which case, they generally attack like a dive bomber, which for planes of those constructions, if in real life would have ripped the wings from the fuselage... :o - But all of the planes seem capable of strafing attacks, unless they do not have a loadout, which is difficult to determine if a plane is a Stock plane. Some digging is required. Suffice to say, especially with the Betty planes, which encompass the 301, 302 & 303 categories, you cannot mix those either, and from observations, it seems you cannot mix the same plane, such as the Betty, from the same Type and Class that have different Loadouts, since the Loadout might dictate the attack type, whether Level, Dive or Torpedo...
This is very frustrating to deal with, since from the beginning of the SH4 days, groups were "mixed". CapnScurvy and I had discussed this a couple of years ago, when we saw off-behavior from the B-24 Liberators flying to bomb Kiska or Attu, and they were flying into each other, or the B-17s that fly-over Pearl during certain time frames. So all of those particular groups were made to "match". It looks like we'll have to do the same for every group in the game and mod... sheesh... :o - besides the fact that is seems they all want to be the "Leader of the Pack", and there are other planes in the group that are in their way, preventing them from attaining such. Unlike ships, Airplanes do not "convoy" well. Thankfully, they are not "on stage" too long in the game... "Fixing" this will take a while, and might not happen all at once. :salute:
Wouldn't you set multiple groups on the same flight paths but at different flight altitudes or set farther apart along the same path? I would think this would solve some of those issues being multi groups so the types are not mixed but you could achieve a larger group it would just take more effort to do so unless you can somehow copy and past groups then edit the profiles of type and load to make it easier.
Do you have any plane test files for download that would not interfere with the campaign set up of load in of a current game? I would run some test if you wanted.
propbeanie
12-14-19, 02:47 PM
Wouldn't you set multiple groups on the same flight paths but at different flight altitudes or set farther apart along the same path? I would think this would solve some of those issues being multi groups so the types are not mixed but you could achieve a larger group it would just take more effort to do so unless you can somehow copy and past groups then edit the profiles of type and load to make it easier.
Do you have any plane test files for download that would not interfere with the campaign set up of load in of a current game? I would run some test if you wanted.
I might post some test files for the testers to try, but right now, I've only got one, since I was editing the same file for each test as I ran it... I'm also looking for a thread on SubSim from a while ago, where someone had determined the differences between the different plane Type flights and attacks, but so far, I've gotten a lot of chaffe instead...
When it comes to "Groups", you might have 50 planes, all single file, of which only one plane is "Leader". I have not found any documentation as to which of the fifty planes is considered the Leader in an RGG. I know the way the ships do it, but not the planes. They are a weird bunch of assets... :roll:
In a scripted group, it's the plane designated as Leader, and they line-up the way you draw them in the ME. But under no circumstances are they supposed to deviate from the Waypoint routing - though they do, and under no circumstances are they to deviate from the "height" setting, though they do. Most of that "deviation" is from the AI control on them, of which we have no documentation. But if you put a Dive Bomber as Lead unit, and tie Level Bombers to it, and Fighters to it, that's when you see the "stutter" flight from the planes, where it looks like they can't make up their minds as to where to fly. My thoughts are that these airplanes, in their "hesitation", are eating up clock cycles on the cpu, and killing the RAM buffer that the game uses, and that this is why you'll see the fps drop, sometimes resulting in a crash all because of a relatively few airplanes.
Other situations, where you have groups built to be all the same, you can have 10 times as many planes and not have half of the issues. But the different groups of airplanes all "attack" differently, and that's where the main part of the trouble comes in, from what I've observed, if you mix the Types, which Stock has done since day one. Also, you can build a mission file in the ME, and then go into the text editor with it, and set the planes all to different heights, but as soon as they hit that first waypoint, they all will conform to that. It is the nature of the beast. It will take a bit, but I am going through the files and attempting to segregate the different groups, and with some of the planes, further segregate them based upon what they are carrying, and we'll see what happens. :salute:
von Zelda
12-15-19, 04:22 AM
It will take a bit, but I am going through the files and attempting to segregate the different groups, and with some of the planes, further segregate them based upon what they are carrying, and we'll see what happens.
Sounds quite tedious and a lot of work. Wish you luck.
Hate to throw out another small issue but this may be due to recent problem in leaving Brisbane with the mission error problem and then going back to a previous save, or maybe not?
I'm in a Sargo class in April 1943 that under went a cut down of the sides or something to that affect. Equipment was supposed to be one 4" 50 cal on the bow, and fore & aft 20 mm guns. Leaving port, the crew configuration view shows four aft gunners and a fore & aft machine gunner, which work correctly. But, the external views of the sub shows an additional bow 4" 50 cal gun which cannot be manned and thus does not fire. I can physically go to both machine guns and the aft 4" 50 cal gun but NOT to the forward 4" 50 cal gun even though it's visually there.
Mention this because it may or may not be worth future consideration. Thanks.
propbeanie
12-15-19, 08:37 AM
Very Interesting... :hmmm:
Do you recall where your deck gun was prior to the upgrades you received? The list in the Support folder shows the Sargo with a Stern Mount gun, so did that change to a 4" gun, or only the new forward gun? Thanks! :salute:
von Zelda
12-15-19, 09:33 AM
Do you recall where your deck gun was prior to the upgrades you received? The list in the Support folder shows the Sargo with a Stern Mount gun, so did that change to a 4" gun, or only the new forward gun?
I don't recall if the gun prior to the upgrade was fore or aft?
After upgrade, I was surprised to see a gun on the aft and then realized I had one on the bow as well, but I couldn't go from the aft view to the bow gun to use it.
Then I noticed that the Crew Management View only has a 4 man crew for the aft gun, no crew for a forward gun. Visually, all exterior views including forward conning tower and forward machine gun, I have two 50 cal guns, as well as 2 machine guns. But only the aft 50 cal gun and the 2 machine guns are usable. Does not really affect game play.
Does this make sense?
propbeanie
12-15-19, 03:44 PM
That is most likely the same-ole same-ole on the deck gun issue, but since the submarine has one assigned with no choice for the other position, it was hoped that all upgrades would go there. Apparently not so. On what kind of screen were you offered the upgrade to the 4" gun? Just the regular Captain's Office between patrols, or did you get a separate screen stating that you qualified for a new gun? Either way, we may have to make the gun positions for the specific submarines more prominent for the player... The question is still there though, as to which gun is which? When you go to the equipment screen and click on the guns, is the rear gun still a 3", and the fore gun is your upgraded 4" gun? Also, we might have you back-up your Save folder and have you do the old "fix" for the crewless gun, and see if you can get a crew on it... if you want to try that. ?? :salute:
btw, as a little side note: Some of the Sargo boats and fore and aft deck guns, like the Narwhal did... so you are not "un-historical" here... :O:
von Zelda
12-15-19, 05:10 PM
On what kind of screen were you offered the upgrade to the 4" gun? Just the regular Captain's Office between patrols, or did you get a separate screen stating that you qualified for a new gun? ... The question is still there though, as to which gun is which? When you go to the equipment screen and click on the guns, is the rear gun still a 3", and the fore gun is your upgraded 4" gun? Also, we might have you back-up your Save folder and have you do the old "fix" for the crewless gun, and see if you can get a crew on it... if you want to try that. ??
Propbeanie,
Offered upgrade to the 4" gun in the Capt Office between patrols. The diagram in the equipment screen shows the forward gun and no aft gun. As stated, I have two visible 50 cal guns on all exterior views, the aft can be assigned a crew and works great while the forward gun has no crew spaces and is not available to use. This has no affect on game play other than having an extra, unusable visible gun.
On a previous topic, I just had another CTD fighting off a pair of Zekes north of Bogainville. Both machine guns worked great. However, flying just above the water on the second pass,the Zekes must have released torpedoes because I heard no explosions or gunfire. But, I didn't see any torpedoes or cylinders drop either. The CTD came, as before, as they flew away, which might have been appropriate timing for a torpedo to have hit. My theory is still a CTD occurs when a torpedo hits the sub in lieu of the infamous death screen. I've seen Mark 10 torpedo hits cause CTDs on a surface vessel in an older Webster's mod that I previously played.
I have a save right before the gun battle began so I can now easily replay it over and over for clues. Any suggestions on what I should look for to help determine cause of CTDS?
Thanks.
Michael Wood
12-15-19, 10:22 PM
Propbeanie,
Offered upgrade to the 4" gun in the Capt Office between patrols. The diagram in the equipment screen shows the forward gun and no aft gun. As stated, I have two visible 50 cal guns on all exterior views, the aft can be assigned a crew and works great while the forward gun has no crew spaces and is not available to use. This has no affect on game play other than having an extra, unusable visible gun.
Thanks.
Work around:
Open the ActiveUserPlayerUnits.upc file in a text editor, and REMOVE ALL INSTANCES of "AdditionalRepository". Easy to do with find and replace command. The file can be found in the SH4 folder in your documents. ../SH4/data/cfg/SaveGames/*/ActiveUserPlayerUnits.upc
So:
[UserPlayerUnit 1.Compartment 9.CrewMemberSlotAdditionalRepository 1];[m] max range to contact
Change to.....
[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1];[m] max range to contact
Will fix.
propbeanie
12-15-19, 10:29 PM
Propbeanie,
Offered upgrade to the 4" gun in the Capt Office between patrols. The diagram in the equipment screen shows the forward gun and no aft gun. As stated, I have two visible 50 cal guns on all exterior views, the aft can be assigned a crew and works great while the forward gun has no crew spaces and is not available to use. This has no affect on game play other than having an extra, unusable visible gun.
On a previous topic, I just had another CTD fighting off a pair of Zekes north of Bogainville. Both machine guns worked great. However, flying just above the water on the second pass,the Zekes must have released torpedoes because I heard no explosions or gunfire. But, I didn't see any torpedoes or cylinders drop either. The CTD came, as before, as they flew away, which might have been appropriate timing for a torpedo to have hit. My theory is still a CTD occurs when a torpedo hits the sub in lieu of the infamous death screen. I've seen Mark 10 torpedo hits cause CTDs on a surface vessel in an older Webster's mod that I previously played.
I have a save right before the gun battle began so I can now easily replay it over and over for clues. Any suggestions on what I should look for to help determine cause of CTDS?
Thanks.
There is something going on with some of the airplanes, and we've narrowed the issue down. Certain groups are made up of planes that have an anomaly in their configurations, but we're not sure how... We might have more info later tomorrow. That is probably where the CTD is coming from. One airplane is causing as much cpu utilization as a whole carrier's worth, and the game engine just can't handle it. It doesn't matter the computer, but the stronger computers do last longer, but it is the game running out of headroom from certain airplanes. s7rikeback did a "test fix" for the Betty, and I actually got lost in the game. When the airplanes are set correctly, the game is very immersive, and I would be in the test missions for hours instead of minutes... easy to get lost when stuff works correctly. The airplanes affect all the other assets around, so when a "bad" plane comes on stage, the AI visual and all the other sensors can go wonky, and this might be why some folks can scoot away unscathed in some circumstances. I had DD make a bee-line to my location and drop the boom-boom right on me first pass, and I was dead... so if this is the issue with inconsistent DD in the game, we'll probably have to dial some of the AI back... We'll see how that goes. In the meantime, it's looking more and more involved to wade through this, and we might just release the other fixes for now, because a few of us have previous commitments to attend to, so we'll see how it goes on that front tomorrow.
In the meantime, which of your guns is the 4" gun? Go into the equipment room on the sub, and click on the pictures of the guns on your boat, and see if they are both 4" guns, or if the bow-mount is 4" and the aft-mount is a 3" gun. We can try to get the forward gun manned if need be. There is a relatively easy way to do it (as in Michael Woods previous post), if your particular file has the stations. If not - which is a distinct possibility - we might be able to get rid of the gun... :salute:
jdriver
12-16-19, 12:22 AM
THANK YOU to the team for putting this together, I am thoroughly enjoying it. I noticed a few odd things (I am now on my 5th patrol) -
Graphics on the fleet class submarines - when on the Bridge station, the perspective makes the conning tower look like the empire state building! I am hoping i get a different conning tower soon (I started with a Gar, received a Tambor after taking 70% hull damage and am now on patrol with my Gato).
On my last patrol I was chasing a Large Ocean Liner, 41,000 tons. After launching 6 torps at it (3 made it) I turned 90 degrees, dove and reload. When I surfaced, there was a hospital ship right next to me that I saw in the Convoy but had no idea why it was hanging back. The sonar showed the convoy's destroyer escort looking in the wrong direction, and a medium split freighter and my Large Ocean Liner continuing on course. Now here is where things get odd - when I catch up to the Large Ocean Liner and the Medium SplitFreighter and get a visual, I see the Hospital Ship!
So, to recap, my map id'd the Large Ocean Liner, laying crippled where i hit it, as a Hospital Ship. When I catch up to the convoy, the Hospital Ship shows as being part of the convoy. When I go back for the Ocean Liner, it takes a few more hits and limps away as I expend my last ammo.
And finally, I came across a Japanese Carrier, hit it with all 6 torps, sank it! I saved. The game crashed soon after. Loading that save crashed the game too. I lost the Carrier :(
Looking forward to seeing what is next. I've never been 5 misions deep into a career in SH4 before. Looking forward to what happens next and appreciate the polish you all put into this mod.
von Zelda
12-16-19, 01:57 AM
which of your guns is the 4" gun? .....see if they are both 4" guns, or if the bow-mount is 4" and the aft-mount is a 3" gun. We can try to get the forward gun manned if need be. There is a relatively easy way to do it (as in Michael Woods previous post), if your particular file has the stations. If not - which is a distinct possibility - we might be able to get rid of the gun...Only the forward gun shows up in the equipment room; I believe it's a 4" 50 cal. This is the one that's not manned and does not work. The aft gun does not show up in the equipment room; it's manned and works perfectly. I believe it's a 3" but I could be wrong since my fore & aft gun visually look the same.
The guns which do not adversely affect game play are a very minor problem compared to the airplanes that cause CTDs.
I cruise around within my assigned patrol area for five or six days without seeing a surface vessel (except occasional fishing boats) while I encounter flights of one or two aircraft hourly during daylight. I'm constantly changing course or diving to avoid aircraft. FotRS seems to be too heavily waited toward air traffic with insufficient surface vessels. Where are the lone merchantmen or lone merchantman with destroyer escort? I remember stock SH4 and stock + GFO having way too many aircraft relative to time and I used a Mod to reduce the amount of aircraft in them. The game becomes dull and I begin to fall asleep at the wheel with insufficient surface action. Just my humble opinion.
Hope you can figure out the aircraft CTD issue. KEEP UP THE GOOD WORK.
von Zelda
12-16-19, 02:13 AM
And finally, I came across a Japanese Carrier, hit it with all 6 torps, sank it! I saved. The game crashed soon after. Loading that save crashed the game too. I lost the Carrier...
That's a tough lose. I'm beginning to save more frequently, especially before as well as after battle. And I delete older, unneeded saves (on the Save Screen) as I go.
mikesn9
12-16-19, 06:41 AM
That's a tough lose. I'm beginning to save more frequently, especially before as well as after battle. And I delete older, unneeded saves (on the Save Screen) as I go.
A good plan, I have been saving before an engagement, and shortly after, just to be sure. Have avoided a lot of OH Damn's since stock SH4 and various MODs.
RIP Skipper Wzardz
Commanded: USS-Nautilus
Total patrols: 7 Patrols
Total Tonnage: 420,782
Fate: Lost at sea during 7 patrols because can't load his saved game :'(
von Zelda
12-16-19, 11:10 AM
Ya'll don't know how many "OH Damn's" I've experienced since Silent Service in 1985. That's about 35 years of "Oh Damn's" and restarts. I've seen these games come a long way since my first DOS computer.
:Kaleun_Cheers:
Lift your glasses and let's hear it for another 35 years.
von Zelda
12-16-19, 05:04 PM
Spent at least 20 days north of Bougaunville sinking only 5 small, fishing boats. Did not fire a single torpedo. Not one good target in sight, hydrophone or radar.
Numerous aircraft, mostly Zekes in tandem, spotted within visual range. Dove on some at first and then let others just fly by without gunfire. We had CTDs on all four occasions where we manned the machine guns and fired at the enemy aircraft as they approached; each and every time a CTD as they flew away after they attacked, but they did not appear to fire guns or drop bombs or torpedoes. But, here's the really weird part, NO CTDs when we did NOT man the guns and fire; none, not one time. The enemy planes just flew on by.
Returned to Brisbane to have another Patrol Error. Had to exit, reload and enter port again. Still have the Sargo with 4" on the bow that does not shoot because there's no crew spaces to man the gun and apparently a 3" aft that's not supposed to be there but it has crew spaces, so it does shoot. Both guns are visible but only the aft fires. At least this does not materially affect game play like the aircraft CTDs.
propbeanie
12-16-19, 10:51 PM
THANK YOU to the team for putting this together, I am thoroughly enjoying it. I noticed a few odd things (I am now on my 5th patrol) -
Graphics on the fleet class submarines - when on the Bridge station, the perspective makes the conning tower look like the empire state building! I am hoping i get a different conning tower soon (I started with a Gar, received a Tambor after taking 70% hull damage and am now on patrol with my Gato).
On my last patrol I was chasing a Large Ocean Liner, 41,000 tons. After launching 6 torps at it (3 made it) I turned 90 degrees, dove and reload. When I surfaced, there was a hospital ship right next to me that I saw in the Convoy but had no idea why it was hanging back. The sonar showed the convoy's destroyer escort looking in the wrong direction, and a medium split freighter and my Large Ocean Liner continuing on course. Now here is where things get odd - when I catch up to the Large Ocean Liner and the Medium SplitFreighter and get a visual, I see the Hospital Ship!
So, to recap, my map id'd the Large Ocean Liner, laying crippled where i hit it, as a Hospital Ship. When I catch up to the convoy, the Hospital Ship shows as being part of the convoy. When I go back for the Ocean Liner, it takes a few more hits and limps away as I expend my last ammo.
And finally, I came across a Japanese Carrier, hit it with all 6 torps, sank it! I saved. The game crashed soon after. Loading that save crashed the game too. I lost the Carrier :(
Looking forward to seeing what is next. I've never been 5 misions deep into a career in SH4 before. Looking forward to what happens next and appreciate the polish you all put into this mod.
Working "up" your post:
We may have found an issue with the airplanes, and more than one model, so the list is being worked through as we "speak". This is not a crash issue per se, but it does steal a lot of clock cycles and will bring down a computer under certain circumstances, so check your LAA and make certain it is properly applied. In testing today, I found another anomaly that is not easily explained, and that is almost identical set-ups on a Win7 machine as compared to a Win10 machine, other than the Win7 is a quad-core Core Duo and the Win10 has a Core i7 6th gen, and the Win7 gives me airplanes that see me and attack - repeatedly, while on the Win10 machine, the very same planes, same mission, fly on by overhead... :hmmm: - There ~has~ to be something different between the 2 games... Anyway, that's why you crashed after the CV - there is a naughty Zero in there somewhere causing mayhem.
As to the liner versus the hospital ship, there are multiple convoys that will have more than one hospital ship. They might also have multiple liners. There are some invasion convoys that have 12 of one model, and 8 of another. It might also be that you identified a Liner, shot at it, but Hospital took the hits. Tough to say. It takes a while to reload though. It might also be that you hit liner, and the 3 misses went to the other side of the convoy, beyond vision or accurate sonar tracking, and you hit a hospital ship over there. Submerged, who knows where who moved to?...
The Conn graphics, or "camera" has been synced as close to "real" as is CapnScurvy possible, which rumor has it, he wore tights underneath his outer clothing, and the tights have a big "S" on 'em... :roll: - but in reality, you are about 20 foot up at the start, and then since the camera has a "memory", if you move up and then exit the view, when you come back, your "height" is where you left it. Check and see if that isn't the case here.
Only the forward gun shows up in the equipment room; I believe it's a 4" 50 cal. This is the one that's not manned and does not work. The aft gun does not show up in the equipment room; it's manned and works perfectly. I believe it's a 3" but I could be wrong since my fore & aft gun visually look the same.
The guns which do not adversely affect game play are a very minor problem compared to the airplanes that cause CTDs.
I cruise around within my assigned patrol area for five or six days without seeing a surface vessel (except occasional fishing boats) while I encounter flights of one or two aircraft hourly during daylight. I'm constantly changing course or diving to avoid aircraft. FotRS seems to be too heavily waited toward air traffic with insufficient surface vessels. Where are the lone merchantmen or lone merchantman with destroyer escort? I remember stock SH4 and stock + GFO having way too many aircraft relative to time and I used a Mod to reduce the amount of aircraft in them. The game becomes dull and I begin to fall asleep at the wheel with insufficient surface action. Just my humble opinion.
Hope you can figure out the aircraft CTD issue. KEEP UP THE GOOD WORK.
See below for more on the deck guns, but if you do not find traffic where you are, after you fulfill your Patrol assignment, scoot off to greener pastures and try to find some shipping elsewhere. Consult the maps found throughout the sub. There is one attached to the Short Wave Radio set, another on the captain's bed in some subs. Remember that the airplanes are like flies. If they find a pile of poo, they tell all their buddies, and next thing you know, they are buzzing all around your head. There is only so far a sub can travel in a given time period... Don't let them see you. It might be that you'll have to devote most of a day to staying down below the 150 line so the planes forget about you. The mod has been set for a low response as it is, other than the fact that so many ships can now spawn planes. If you see carrier-based planes, you stand a good chance of being within the striking radius of a CV group, or if you see Petes and Jakes, you are somewhere near capital ships - or maybe a JyunsenB sub... :o
RIP Skipper Wzardz
Commanded: USS-Nautilus
Total patrols: 7 Patrols
Total Tonnage: 420,782
Fate: Lost at sea during 7 patrols because can't load his saved game :'(
What are the circumstances of the bad re-load, which is usually because of a bad save file?... What was your base of operations? Was this a mid-patrol Save? Do you have a Departing Port save?
Spent at least 20 days north of Bougaunville sinking only 5 small, fishing boats. Did not fire a single torpedo. Not one good target in sight, hydrophone or radar.
Numerous aircraft, mostly Zekes in tandem, spotted within visual range. Dove on some at first and then let others just fly by without gunfire. We had CTDs on all four occasions where we manned the machine guns and fired at the enemy aircraft as they approached; each and every time a CTD as they flew away after they attacked, but they did not appear to fire guns or drop bombs or torpedoes. But, here's the really weird part, NO CTDs when we did NOT man the guns and fire; none, not one time. The enemy planes just flew on by.
Returned to Brisbane to have another Patrol Error. Had to exit, reload and enter port again. Still have the Sargo with 4" on the bow that does not shoot because there's no crew spaces to man the gun and apparently a 3" aft that's not supposed to be there but it has crew spaces, so it does shoot. Both guns are visible but only the aft fires. At least this does not materially affect game play like the aircraft CTDs.
You have to find where the traffic is at certain times. If you hang around Rabaul on the North side, you might be missing traffic going out to the east and south to the Shortlands. If you're hanging on the Shortlands side, you might be missing the build-up on the Truk / Palau side. That varies through-out the mod. Decreasing significantly after the loss of the Solomons of course. Go hang around the west side of Palau. You should also notice that as time progresses, you will find more escorts, sometimes escorts "traveling", on their way to a "convoy". But sometimes you can't help but fall into one merchant after another along the coast of Honshu or in the South China Sea. Not so much around the Bismarcks. That would be usually heavily escorted trips from Truk or Palau.
As for the deck guns, Michael Wood posted at the bottom of page 15:
Work around:
Open the ActiveUserPlayerUnits.upc file in a text editor, and REMOVE ALL INSTANCES of "AdditionalRepository". Easy to do with find and replace command. The file can be found in the SH4 folder in your documents. ../SH4/data/cfg/SaveGames/*/ActiveUserPlayerUnits.upc
So:
[UserPlayerUnit 1.Compartment 9.CrewMemberSlotAdditionalRepository 1];[m] max range to contact
Change to.....
[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1];[m] max range to contact
Will fix.
which is based on:
Fix for deck gun crew slots disappearing (https://www.subsim.com/radioroom/showthread.php?p=2358643#post2358643)
You may or may not find those "CrewMemberSlotAdditionalRepository" mentions in your Save file. This is a different configuration for the deck guns as compared to other mods. I would not be surprised to find that you don't, because the guns in FotRSU are "anchored" where they are, and the other gun position is removed from the submarines "inventory", but here again, we have the game completely ignoring what is before it, and running over the modder(s). But give that suggestion from Michael Wood a try. You wouldn't have to edit them, if you don't feel comfortable doing that, and maybe someone can help you do that, but it might get you a gun crew on them... Of course, then you'll have to pack more vittles for the trip... :salute:
jdriver
12-17-19, 01:04 AM
Wow propbeanie, what a response! Darn Zeroes haha.
Is it normal for torpedo depth to be set when you lock onto a target? I don't have manual targeting on. I don't remember that from sh3 and 4.
What are the circumstances of the bad re-load, which is usually because of a bad save file?... What was your base of operations? Was this a mid-patrol Save? Do you have a Departing Port save?
first of all im not a native speaker sorry if my grammar sucks I hope you can understand me :/\\!!
my base was at pearl harbor from the start, never request a transfer yet, my last position was in between marshall island and dublon, just sunk a Nihon light cruiser and if I remember my sub was submerged and that's where my last saved game
I don't know what caused the corrupted saved file yet, after that I just load from my last saved departing port and it still works (it's just a light cruiser there's no much to lose right? :'[)
from now on if I want to save, I need to surface my sub and stay at zero knot.., I don't know why and couldn't confirmed yet, but it seems to me it could reduce the ctd from loading a bad save game? :hmmm:
Update: guys i've just met a yamato and here's the thing.. i've delivered 8 torpedoes, 4 at her starboard and 4 at her port side but still guys still.. i cannot sunk her.. i mean i know she's the biggest battleship ever build but uuh wasn't that too OP?? I met kongo before and i can sunk her with just 3 torpedoes.. did u guys alter yamato in this mod or i just having a bad luck :(?
propbeanie
12-17-19, 08:28 AM
Wow propbeanie, what a response! Darn Zeroes haha.
Is it normal for torpedo depth to be set when you lock onto a target? I don't have manual targeting on. I don't remember that from sh3 and 4.
Yes, the auto-depth setting is a Stock "feature". I detest it, because here I spend 5 minutes planning and setting my torpedoes for specific targets with specific depths set, and then I forget I'm using auto-targeting and "Lock" onto a target, just to check things with it, and forget that it changes the depth setting, then I go to my original intended first "victim" but don't lock, shoot and then realize that the torpedo was set for 23 foot, instead of my intended 12 foot depth... :roll:... ah well - maybe I'll hit something past the under-run...
first of all im not a native speaker sorry if my grammar sucks I hope you can understand me :/\\!!
my base was at pearl harbor from the start, never request a transfer yet, my last position was in between marshall island and dublon, just sunk a Nihon light cruiser and if I remember my sub was submerged and that's where my last saved game
I don't know what caused the corrupted saved file yet, after that I just load from my last saved departing port and it still works (it's just a light cruiser there's no much to lose right? :'[)
from now on if I want to save, I need to surface my sub and stay at zero knot.., I don't know why and couldn't confirmed yet, but it seems to me it could reduce the ctd from loading a bad save game? :hmmm:
Update: guys i've just met a yamato and here's the thing.. i've delivered 8 torpedoes, 4 at her starboard and 4 at her port side but still guys still.. i cannot sunk her.. i mean i know she's the biggest battleship ever build but uuh wasn't that too OP?? I met kongo before and i can sunk her with just 3 torpedoes.. did u guys alter yamato in this mod or i just having a bad luck :(?
In theory, you should not have to do anything special on Saves. The only issue we have found is that sometimes the game does not completely Save right away, and we don't know if that is a computer configuration for each individual computer (Write-Cache), or something else. The thing to do is to Save your game, take a deep breath, slowly exhale, cross your fingers and toes, throw salt over your left shoulder (or is it right shoulder??), which can be difficult to do with your fingers crossed... but seriously, when Saving, just pause for about 10 seconds after submitting it, exit to the Main Menu, instead of directly to Windows, then exit to Windows. This might be all the game needs to complete writing the Save. It seems the game does not have a "IF SaveInProcess DoNotExit" routine...
As for the Yamato, there are several things to remember about it in the way you attacked. First point is that when you punch holes in the side on the port, the weight of the ship will make it lean. If you then go over to the other side and punch holes in it, that will "balance" the ship, and allow it to "stabilize" in its continued journey to get away from you. Also, unlike the Fuso and Ise type BB, the Yamato has heavier armour underneath also, and it is much more difficult to hit the magazine to get more help with destructive explosions, and it is also more difficult to damage the engines and make it stop. You might be able to slow it down some. Last thing is that in all of my testing (just a small portion of SH4 game-play), I have only rarely gotten the ship to sink on less that ten torpedoes, especially in FotRSU. Every once in a while, maybe nine, but usually, I might have to put a dozen "fish" into her... That can be a challenge... :arrgh!:
-------------------------------------------------------------------
Now, as to the differences I was seeing in my testing of the airplanes between two computers, I hate to admit failing to do Noob Point One, and that is to "Empty your Save folder"... I still had old configuration files in the Save folder on the Win7 machine, so the planes were attacking, since they still had loadouts with weapons... I probably messed-up s7rikeback's attempts at helping me... :oops: I am going to attempt to put the rest of the fixes that we have together today, hand-off, and fix the planes for the next version, since we have two mission assignments that can mess with a person's game enjoyment in a bad way... :salute:
In theory, you should not have to do anything special on Saves. The only issue we have found is that sometimes the game does not completely Save right away, and we don't know if that is a computer configuration for each individual computer (Write-Cache), or something else. The thing to do is to Save your game, take a deep breath, slowly exhale, cross your fingers and toes, throw salt over your left shoulder (or is it right shoulder??), which can be difficult to do with your fingers crossed... but seriously, when Saving, just pause for about 10 seconds after submitting it, exit to the Main Menu, instead of directly to Windows, then exit to Windows. This might be all the game needs to complete writing the Save. It seems the game does not have a "IF SaveInProcess DoNotExit" routine...
As for the Yamato, there are several things to remember about it in the way you attacked. First point is that when you punch holes in the side on the port, the weight of the ship will make it lean. If you then go over to the other side and punch holes in it, that will "balance" the ship, and allow it to "stabilize" in its continued journey to get away from you. Also, unlike the Fuso and Ise type BB, the Yamato has heavier armour underneath also, and it is much more difficult to hit the magazine to get more help with destructive explosions, and it is also more difficult to damage the engines and make it stop. You might be able to slow it down some. Last thing is that in all of my testing (just a small portion of SH4 game-play), I have only rarely gotten the ship to sink on less that ten torpedoes, especially in FotRSU. Every once in a while, maybe nine, but usually, I might have to put a dozen "fish" into her... That can be a challenge... :arrgh!:
hmm i think u right about giving some time for the game to create the save files and always to exit the game from the main menu first, so far i don't have any ctd for it thnx :yeah:
.. and now for that yamato incident,.. im sorry my reaction just a bit overboard just having a shock first impression for that one "girl" :haha: and i think i might want to change my nautilus for any six forward tubes.. need to have more rate of fire bruh :D
difool2
12-17-19, 12:12 PM
I sunk her with 7 of those Mark 16 peroxide torps last week. They however have ~50% more explosive than the other US torps.
propbeanie
12-17-19, 04:29 PM
'magine that, 7 mark 16 are equal to 10+ mark 14 then... lol
Guys, how did you attack ships when you're in heavy fog at night? even when i turned my gamma higher i still cant see anything :'(
Guys, how did you attack ships when you're in heavy fog at night? even when i turned my gamma higher i still cant see anything :'(
Sonar, follow the sonar “lines”. You get direction and an estimate of distance. If you have Map Contacts On, you can guess at speed. Likewise, if you have radar you get a position plot which you use to track, get speed, etc.
merc4ulfate
12-19-19, 10:13 AM
Guys, how did you attack ships when you're in heavy fog at night? even when i turned my gamma higher i still cant see anything :'(
Run up on them using Sonar then manually fire the deck gun. If I get a hit I'll see it if not I adjust range of fire. Once my shots are consistent hits I keep firing until it is on fire and going down. I have taken out Destroyers this way as well. They can not fire back at what they can not see.
In other cases I will hit the merchants and leave the DD alone, confused and pondering what to tell command about all its escorted vessels going down but it remain untouched. Fog is your friend. If you are running with Cuties even more so if you want to use them. Just fire them manually 5-10 ahead of the target at about 2000 yards or less. I took out the Yamato in a typhoon this way once. I had used Cuties to slow it down and then after it slowed and or stopped, Mk 14 until it sank. I had no idea what it was only that I was hitting it until it sank and I saw the log. I was within 2000 yards of it the whole time and there were CA, CL and DD around but as she slowed they all kept going.
von Zelda
12-19-19, 10:32 AM
Has anyone else experienced a steam burst in your control room after taking some minor to major damage? It's an extremely load, shrill noise that does not seem to go away even when the repairs are complete.
My question is this: How do we stop this noise when repairs are complete? I've had to return to port for refit just to get rid of the noise.
This is the path to the offending sound file: SH4/Data/Sound/Steam burst
Any comments or opinions?
Update: I remembered that my Sargo had a bow 50 cal for some unknown reason did not have crew spaces. So, without a gun crew in place it was impossible to repair the gun, thus repairs were incomplete and we had to put up with the noise until refit. I did find a slightly quieter, less shrill Steam burst sound file that I used to make a JSGME mod.
propbeanie
12-19-19, 07:14 PM
The Steam Burst is irritating, and when it doesn't go away, is indicative of a problem with your game, whether that would be player induced, or modder induced, I don't know. We keep discovering "anomalies" in the mod, but thankfully, the flooding has been slowed, and the pumps are back online, but the sound... :roll: - ahem... Anyway, be sure your repair crew is "fully qualified", that you have someone from each specialty with a decent rating. "Activate" them. Do not Save the game in the middle of repairs, because some of them will re-set back to their initial time-to-repair setting, such that if it is going to take 12 hours for a repair, and you "Save" the game after an 11 hour and 52 minute time frame has passed, when you next load the game, it will take the time-to-repair back to 12 hours. The weather has been known to do this also. Also, if player-induced by shelling-out to the desktop, even accidentally, or to start a video recorder app, you will have to Save the game ("oh well" to the time-to-repair issue), exit the game, re-start the game, load the Save, then allow the time-to-repair do its thing. Even then, you might not get rid of it, and have to go back to base for repairs. Remember losing the rudder? Broken prop shafts? lost propellers? They are all career-ending damage that is un-repairable, and this might be one of the irritating ones - but at least the game isn't over with it. Think of it as an audible hull damage reminder. I've been looking for the link to that particular damage, which is most difficult to test for, and have not found it yet. Possibly of help would be if you could tell which submarine you are in? Did you hear the "Pipe Steam Break.wav" before the actual "Steam" sound? I can then concentrate on that looking in that submarine. I might add a "turn down the 'Steam burst.wav' file in sh.sdl" to my task list...
As for the Brisbane problem, what I had already fixed was an S-18 mission, which you mentioned being in the Sargo when having your 2nd issue with the error... This presents a nasty situation in that I am now having to go through practically the whole set of Asiatic Fleet assignments. The Sargo out of Brisbane can be assigned "Celebes Sea", "South China Sea", "Philippines", "Sulu Sea" and the "Molucca Sea", as well as the Solomon and Bismarck Objectives. This entails testing over 100 missions, of which I am about 1/3 of the way through, so we'll eventually get there.
Along those lines, I have lost over a day to an "unanticipated" illness, in which a "fast food" scarfing establishment apparently is attempting to drive away all of their business by food-poisoning their patrons... I had a miserable 28+ hours while I "eliminated" their handiwork from my system... sigh... Just to say, that I am behind schedule now... plus, my brain ain't where it really needs to be right now anyway... Doing what I can when I can. :salute:
is this mod support for uboat campaign?
i almost finish my american campaign, after that i want to switch side to sink some murican ships hehehe :Kaleun_Mad:
propbeanie
12-20-19, 02:21 PM
Many thanks! Is it possible to add the red flares to some merchants? SH3 and SH5 have them...
Best regards.
Fitzcarraldo :salute:
How is this?:
https://i.imgur.com/aO5ugom.jpg
I sank four ships in a convoy, 3 merch, 1 DD, and 2 of the 3 merchies shot red flares. The other 2 ships did not, so it is ship dependent now. When the next version comes out, pay attention to any frame rate hits. I did not notice any hitch at all. However, the flares go off too quickly, but it is just before the lifeboats come out... :roll: - and the announcement "She's taking on water and going down!"... lol
is this mod support for uboat campaign?
i almost finish my american campaign, after that i want to switch side to sink some murican ships hehehe :Kaleun_Mad:
Yes, you can play the German side. We did make it "compatible" with the FotRSU environment, but it is the Stock Uboat Missions Add-on Monsun Gruppe Add-On campaign, and has not had any of the spawns "fixed". You willl find ships spawning into ships in almost every harbor, as well as spawning into land and docks. About one third of the mission assignments are rather lame, such as agent insertions and supply drops, but it does "work" in a fashion... If you really want to get into a SH4 German campaign, try Fifi's re-working of OM, in Dark Waters (https://www.subsim.com/radioroom/showthread.php?p=2640021#post2640021). It's not "finished" per se, but getting really close. :salute:
propbeanie
12-20-19, 06:25 PM
Here's some more fitzcarraldo. Apparently, some of the larger warships also shoot 'em. You can see my boat's U-Mark in #1 & #2...
The CL Naka:
https://i.imgur.com/6pH5ytR.jpg
and just as the 2nd torp hit...
The ML Okinoshima:
https://i.imgur.com/95sKPUS.jpg
Two torps were needed
... and a few moments later:
https://i.imgur.com/OXVD82B.jpg
I didn't catch the enormity of the explosion here either. She slipped beneath the waves just a few moments later
Just before that massive explosion:
https://i.imgur.com/Rn2y5IU.jpg
The both of them.
Big city lights:
https://i.imgur.com/taxHY5V.jpg
- er... wait, those are star shells... they're coming for me!
So that was the AD01 Tokyo Express mission, converted to FotRSU, and added to (do be careful). I can report that the Naka now functions as intended, and that the Asashio do not crash the game, and they do sink, but one of them took three hits, 'cause it has an iron chin... "down the throat" do not work on it - be forewarned!... lol :salute:
merc4ulfate
12-20-19, 07:56 PM
How is this?:
https://i.imgur.com/aO5ugom.jpg
I sank four ships in a convoy, 3 merch, 1 DD, and 2 of the 3 merchies shot red flares. The other 2 ships did not, so it is ship dependent now. When the next version comes out, pay attention to any frame rate hits. I did not notice any hitch at all. However, the flares go off too quickly, but it is just before the lifeboats come out... :roll: - and the announcement "She's taking on water and going down!"... lol
Yes, you can play the German side. We did make it "compatible" with the FotRSU environment, but it is the Stock Uboat Missions Add-on Monsun Gruppe Add-On campaign, and has not had any of the spawns "fixed". You willl find ships spawning into ships in almost every harbor, as well as spawning into land and docks. About one third of the mission assignments are rather lame, such as agent insertions and supply drops, but it does "work" in a fashion... If you really want to get into a SH4 German campaign, try Fifi's re-working of OM, in Dark Waters (https://www.subsim.com/radioroom/showthread.php?p=2640021#post2640021). It's not "finished" per se, but getting really close. :salute:
Operation Monsun is one of my favorite all time Mods. Noting beats a Hedgehog attack in 60 feet of water. BOOM!!
merc4ulfate
12-20-19, 08:06 PM
Even in past version I noticed something at Truk. There is a CL at dock that is normally within the dock or sometimes standing almost straight up in the air on fire.
There is a CV or sometimes a Chitose or seaplane tender, then this one ship embedded in the dock or in flames sticking out out of the water then sometimes a merchant then DD. In a row on the north docks.
Today I was there July '43. Finished off 2 CV, CL two DD and had one DD and Yamato to go. This was in an area east of the Dublin Docks. Just as the last DD fire from my 180 I dropped the scope as I fired a fish ... SILENCE. No pings, no sonar lines. I push the periscope back up and the DD and Yamato had disappeared in a flash.
I went to Tulugi to reload. Went back. Took out an Ise BB, Furataka, DD, Naka was trying to leave Truk are and was at least 100nm south east of truk when a plane came up. I dove ... then CTD. No clue if it was a bad save, to many tonnes, the plane or its ordinance.
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