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-   -   [REL] FOTRS Ultimate Project (https://www.subsim.com/radioroom/showthread.php?t=226270)

cdrsubron7 08-23-16 04:29 PM

Quote:

Originally Posted by max-peck (Post 2429029)
Yeah - but which TMO?
That is the question

At the moment our version of FOTRSU is built upon TMO 1.7
Which personally I think is before Ducimus hit the 'sweet spot' between the radar and sonar detection distances
But that is just my own personal preference

I have also played TMO 2.0

And TMO 2.5

Personally I am happy with TMO 2.5 sensor values
BUT - I am quite happy to admit this is probably because I have played 2.5 so long that I have gotten used to it.
Another player may not like the 2.5 sensor values :03:

There is always going to be some people who will complain about things like the radar and sonar detection systems. I don't it mater in the long run for most people, I suppose we could do different levels like we did with the AI.

Myself, I'm like you TMO 2.5 would work for me. :up:

Rockin Robbins 08-23-16 04:31 PM

Quote:

Originally Posted by max-peck (Post 2429029)
Yeah - but which TMO?
That is the question

At the moment our version of FOTRSU is built upon TMO 1.7
Which personally I think is before Ducimus hit the 'sweet spot' between the radar and sonar detection distances
But that is just my own personal preference

I have also played TMO 2.0

And TMO 2.5

Personally I am happy with TMO 2.5 sensor values
BUT - I am quite happy to admit this is probably because I have played 2.5 so long that I have gotten used to it.
Another player may not like the 2.5 sensor values :03:

I've played every version of TMO since 1.7 and NONE of them wouldn't let you see radar contacts. Most of my tutorial videos on You Tube were made with versions of TMO before 1.9. All of them show using the radar to plot enemy course and speed. That is absolutely impossible with FOTRS Ultimate v.1 beta.

cdrsubron7 08-23-16 04:35 PM

Quote:

Originally Posted by max-peck (Post 2429033)
TLDR

FOTRS is based on a version of TMO (1.7) before Ducimus figured out the sensors in relation to the environment

We should expect anomalies like this - unless they can be fixed

We want the best to go into FOTRSU so it will be one of the top mods ever made for SH4. At least in my estimation using the sensors that Ducimus setup for TMO would be the best decision. When I get home tonight I'm going to play around with this idea among other things. :yep:

cdrsubron7 08-23-16 04:37 PM

Quote:

Originally Posted by Rockin Robbins (Post 2429040)
I've played every version of TMO since 1.7 and NONE of them wouldn't let you see radar contacts. Most of my tutorial videos on You Tube were made with versions of TMO before 1.9. All of them show using the radar to plot enemy course and speed. That is absolutely impossible with FOTRS Ultimate v.1 beta.

Is this something you asked CapnScurvy to look into?

cdrsubron7 08-23-16 04:44 PM

Quote:

Originally Posted by s7rikeback (Post 2429024)
CapnScurvy,

No MOD soup was involved with this beached vessel, and yes I went full circle around the harbour and it was just sitting there in the field having a picnic...

I not been able to replicate it since those first issues - could be a spawning issue perhaps? During these encounters I noticed that the Big Old Tanker that normally passes my berth area was nowhere in sight.

Regards,
s7rikeback.

Guys, I have a suggestion to make, I hope you'll agree with me. I've worked a little now with s7trikback off and on and he really seems to know his way around the files in SH4. he would make an ideal addition to our team. :D :up:

RR, the rest of you guys, what do ya say. I know he's expressed an interest in joining.

max-peck 08-23-16 04:46 PM

Quote:

Originally Posted by Rockin Robbins (Post 2429040)
I've played every version of TMO since 1.7 and NONE of them wouldn't let you see radar contacts. Most of my tutorial videos on You Tube were made with versions of TMO before 1.9. All of them show using the radar to plot enemy course and speed. That is absolutely impossible with FOTRS Ultimate v.1 beta.

Well then maybe something has gone wrong here?
Anyway - I seem to remember CapnScurvy is working on the sensors for the next BETA build

max-peck 08-23-16 04:47 PM

Quote:

Originally Posted by cdrsubron7 (Post 2429048)
Guys, I have a suggestion to make, I hope you'll agree with me. I've worked a little now with s7trikback off and on and he really seems to know his way around the files in SH4. he would make an ideal addition to our team. :D :up:

RR, the rest of you guys, what do ya say. I know he's expressed an interest in joining.

I thought RR had already asked him??

max-peck 08-23-16 04:56 PM

Just had another idea

We KNOW that FOTRS 1.3 was based on TMO 1.7

Does anyone at all KNOW what FOTRSU 2.0 was based on??

Because FOTRSU 2.0 is what we have just laid on top of FOTRSU 1.3

Who knows what they did to the sensors??
In reality - do we really know what version of TMO this is based on???

cdrsubron7 08-23-16 05:33 PM

Quote:

Originally Posted by max-peck (Post 2429052)
I thought RR had already asked him??

I know I miss things once in awhile, but I was under the impression that s7trikback was only beta testing for us.

cdrsubron7 08-23-16 05:34 PM

Quote:

Originally Posted by max-peck (Post 2429058)
Just had another idea

We KNOW that FOTRS 1.3 was based on TMO 1.7

Does anyone at all KNOW what FOTRSU 2.0 was based on??

Because FOTRSU 2.0 is what we have just laid on top of FOTRSU 1.3

Who knows what they did to the sensors??
In reality - do we really know what version of TMO this is based on???

Probably very true. :hmm2:

max-peck 08-23-16 05:42 PM

Quote:

Originally Posted by cdrsubron7 (Post 2429069)
I know I miss things once in awhile, but I was under the impression that s7trikback was only beta testing for us.

Ah yes - I see the change

Yes - lets get him involved :up::up::up:

cdrsubron7 08-23-16 07:21 PM

Quote:

Originally Posted by max-peck (Post 2429072)
Ah yes - I see the change

Yes - lets get him involved :up::up::up:

I hope RR will agree. :D

Rockin Robbins 08-23-16 07:30 PM

Quote:

Originally Posted by cdrsubron7 (Post 2429089)
I hope RR will agree. :D

Sending S7rikeback a PM now inviting him to join the team!

Edit: S7ikeback is now invited to join our evil team at the Dark Laboratory of Doom and Pepsi Cola.

propbeanie 08-23-16 07:48 PM

Paint me in agreement for S7rikeback to be on the "inner ring", as MS says for their stuffs... That way, cdrsubron7 and him could do that "Maru Ships Mod for FotRS Ultimate©" hint-hint-hint... :D

I also agree whole-heartedly with RR about the lopsided imbalance between the sonar and the radar. Re-read my diatribe on my last encounter prior to being cornered... I got sonar way ahead of radar. I sat at the radar screen, zoomed in, trying to read the scale and bearing in order to get me at least an imprecise place to place an "X" on the chart. By the time I got a couple marks on the chart, I realized that the lead DD was at 5900 and closing. YIKES! Like I said before, if it hadn't been for the fog that morning, I'd have died then. As it was, later that day, that same fog let them get me surrounded. Then using their super fog binoculars (S.F.Beez), they had me straddled before I was getting under water.

I'm in the process of spreadsheeting the AI Levels Chooser that cdrsubron7 posted, versus "stock", and then I'll go look at my TMO 1.7 and 2.5, which I think I've still got, and go through some of them and see what I see. So far, nothing in the FotRS AI Levels looks wrong (and minimal changes @ Level #3). FotRS v2 is built on v1.3, built on TMO v1.7, at least going by the ReadMe. I do not recall having encountered this many DD groups in v1.3, which I played quite a bit. I've only played v2.0 a little, and mostly at the beginning of our endeavor here, in order to get a flavor of it for future comparison. Of interest from the ReadMe:

What's new in V2.0? First of all is V2.0 you blow over all other SH4 Mods purely from the graphics side, many changes affected the 3D models, the atmosphere, the effects, the textures and everything so falls under the great word "immersion". Let überaschen you. The sinking behavior of the ships were completely changed, sink ships not as fast, which can sometimes depending on where the ship was hit already take an hour until the "Pott" flooded. The sensor system has been heavily customized, it can happen that you ever will you shelled out good 8000-10000 meters with a clear view of a destroyer / cruiser / battleship unless your boat was discovered. V2.0 forces you to really take the name of the game seriously, Silent Hunter is not only the name of the game but it should be your "Program". There are countless new ships, the number of Japanese destroyers / U-hunter has more than doubled compared to the previous version.

Super Ducimus?...

cdrsubron7 08-23-16 08:21 PM

Quote:

Originally Posted by propbeanie (Post 2429095)
Paint me in agreement for S7rikeback to be on the "inner ring", as MS says for their stuffs... That way, cdrsubron7 and him could do that "Maru Ships Mod for FotRS Ultimate©" hint-hint-hint... :D

I have already contacted him about this very subject in an e-mail earlier this evening. :D :up:


Quote:

First of all is V2.0 you blow over all other SH4 Mods purely from the graphics side, many changes affected the 3D models, the atmosphere, the effects, the textures and everything so falls under the great word "immersion". Let überaschen you. The sinking behavior of the ships were completely changed, sink ships not as fast, which can sometimes depending on where the ship was hit already take an hour until the "Pott" flooded. The sensor system has been heavily customized, it can happen that you ever will you shelled out good 8000-10000 meters with a clear view of a destroyer / cruiser / battleship unless your boat was discovered. V2.0 forces you to really take the name of the game seriously, Silent Hunter is not only the name of the game but it should be your "Program". There are countless new ships, the number of Japanese destroyers / U-hunter has more than doubled compared to the previous version.

There are 6 files in the mis.files which are labeled Jap SubHunters. Looking at them through the ME would look like the one below from '42a Jap SubHunters

http://i64.tinypic.com/30rmype.jpg

This should get your adrenaline flowing, pb. :haha:


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