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s7rikeback 08-01-20 02:11 PM

Quote:

Originally Posted by propbeanie (Post 2686521)
Missed this earlier. Comments in "Orange"

Ratz... nothing else with a cable set-up quite like that in the game or mod... I will have to hand this chore off to someone...


Not a Stock ship, so it falls on the FotRSU Team... let's see - Scurvy hasn't been around for a while, and had nothing to do with bringing it into the mod, so we'll blame him, prosecute and sentence, all in-absentia... :arrgh!: - but as DanielCoffey mentions, substituting another merchant shp file for it works for the temporary fix. The HeianTender is the same way... btw, the game does not have a shp for each individual ship, only "groups" of ships, such as a CA shp, CV shp, etc. :salute:

Yikes !!!
I can hear the wife calling me...


Both fixed !!!

WH4K 08-01-20 02:13 PM

Quote:

Originally Posted by propbeanie (Post 2685343)
As for the sonar contacts on the surface, we used to have the sonar / hydrophone set to below the surface, but it was interfering with some aspects of the "devices" during normal use, so we put them back to stock heights for more consistency. Unfortunately, the player does get a bit of a "cheat" with how far out they can "see" with the hydrophone...

So the game doesn't do any sort of "you can't hear anything because your Diesel engines are too loud" type logic? Interesting, if a bit disappointing.

DanielCoffey 08-01-20 02:16 PM

Quote:

Originally Posted by s7rikeback (Post 2686566)
Both fixed !!!


Does that mean you have addressed the Furutaka's rear cables? If that is the case please could I have a fresh .DAT to use for the silhouettes?


If you haven't done the Furutaka yet, I may have an alternative NCA_Furutaka_catarg_02 that I am just testing. The only way it differs from the in-game _sil.dds is that I made the rear cable from the stern completely straight and lifted the cable coming from the crane a little so the crane was still free to rotate.

s7rikeback 08-01-20 02:25 PM

Quote:

Originally Posted by DanielCoffey (Post 2686572)
Does that mean you have addressed the Furutaka's rear cables? If that is the case please could I have a fresh .DAT to use for the silhouettes?


If you haven't done the Furutaka yet, I may have an alternative NCA_Furutaka_catarg_02 that I am just testing. The only way it differs from the in-game _sil.dds is that I made the rear cable from the stern completely straight and lifted the cable coming from the crane a little so the crane was still free to rotate.

Not so fast, I've done both the sils, the easy fixes - lol.

I'm looking at the NCA_Furutaka now, formulating a plan of attack, or retreat.
I have seen another possible cable issue of the same model..
https://i.ibb.co/Zcy8sv2/Capture-result.png

DanielCoffey 08-01-20 02:29 PM

You will see another of those little V spars on the rear mast too which I think are for holding the "droop" in the aft cable.


I don't think we need every small cable showing as it will clutter the model a bit. I just considered those to be thin tensioning wires not visible at any significant distance.

s7rikeback 08-01-20 02:54 PM

Quote:

Originally Posted by DanielCoffey (Post 2686578)
You will see another of those little V spars on the rear mast too which I think are for holding the "droop" in the aft cable.


I don't think we need every small cable showing as it will clutter the model a bit. I just considered those to be thin tensioning wires not visible at any significant distance.

Fair enough, Right I am nearing completion of first set of cables, from the stack to the flag pole.
https://i.ibb.co/C0LW8YM/Capture.png


https://i.ibb.co/P524JLv/Capture.png

Moonlight 08-01-20 06:50 PM

Missed this earlier. Comments in "Orange"
My comments are in Magenta

20th October 1944 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes, No problems, apart from the loadout problem which has been fixed
Twin 40mm Bofors AA Gun No problems, the rear gun came with the conning tower upgrade, I'd have to check my earlier posts but I'm 95% sure of it
5" .25cal Bow Deck Gun No problems, apart from the conning tower upgrade which gave me another Deck Gun
SJ-I, Improved Surface Search Radar No problems
Improved SD Radar, Air Search Radar No problems
Half Cut Conning Tower [no double-cut yet then?] Not yet, we're heading back to port and will arrive about the 5th of February 1945
SV Radar offered and refused Seems to be the only way around the SV / ST issue... sigh - they both use the same 'console set' Developer fault then
SJ Radar was never offered, I believe its been fixed in the next release.......hopefully. Dunno - seems to work fine in testing, but it did before on the Tambor / Gar Class. There are no 'requirements' for it, and it should just show up on the Gar without prompting or renown cost... a Midway file problem then.

SJ Radar never offered, ever.
I have tested through the June 1942 date at Pearl several times, and have never had an issue with being given the SJ - without prompting - the SJ radar on the Tambor, comes with no renown cost, by mid-July at the latest, usually mid-June. It might be that 'date' thing noted above on 'normal' careers. Another possibility is that you were assigned the SJ, and got a new conning tower, which would NOT have SJ, and would have had to purchase it then... Did you ever see a choice for it in the sensors list in-base? Conning tower upgrade came well after I got the SJ-I Improved Surface Search Radar so you can't blame that, the SJ radar was never offered and I checked every time I got back to port. Probably the Midway files again. Why don't you test things out at Midway?, you'll see it for yourself then.

Destroyer Escorts practically deaf, dumb and blind, needs fixing Urgently.
I quite often have trouble getting away from them. Do you have any IDs of ones that are a 'deaf, dumb and blind kid'?
Almost every escort I came across from January 1942 to late 1943, their surface radar has always been top notch though.

Torpedo Crew Promoted to at least Petty Officer and it didn't seem to make any difference to improved torpedo loading.
Nothing makes a difference in torpedo loading, other than Special Abilities. Maybe we'll test the 'expert torpedo man', whatever they call it, but keep the 'upgrade' low-key. Good idea Mr beanie, a 20% increase sounds about right. If that torpedo loading isn't working this must mean that all the promotion thingie is FUBAR as well, in future the crew can go and get stuffed.

3 Sightings of The Flying Dutchman. too often... true true

Texas Red 08-02-20 12:59 PM

Quote:

Originally Posted by DanielCoffey (Post 2686493)
That is a bug in FotRSU. The NKLCS_Heian has an incorrect _SHP.DDS file for its class.

As a short-term fix, copy Data\Sea\NKLCS_Nagara\NKLCS_Nagara_shp.dds into Data\Sea\NKLCS_Heian\ and rename it to NKLCS_Heian_shp.dds


Should I replace the already exisiting "NKLCS_Heian_shp.dds" as well?

I have two more questions.

https://i.postimg.cc/x1yzrqf5/SH4-Im...-42-40-037.jpg

As you can see, I have four Navy Crosses over a period of 5 patrols. I'm bored getting the same medal every time, so I am wondering is there some way that I am able to change the medal consistency?

Also, you can see in that little speech in there that it says I have completed six patrols, when in actuallity have I actually done 5 patrols. Is that a stock bug or an issue on my part or an issue with the mod? I am looking to fix the inaccurate patrol count.

TIA :salute:

EDIT: One last question that came up, is the RUIM mod included in FotRSU 1.1? I am considering installing it but I wanted to run it through you guys before continuing.

propbeanie 08-02-20 02:09 PM

You can use the same shp file for the Tender.

The Navy Cross is all the higher you can go, so you are apparently scoring too many points... lol - there is no easy way, and it is highly doubtful if what would be edited would be of much help, since the change of one aspect affects others. With the patrol count, the computer counts from zero, and some one of the programmers forgot that small detail, and started counting from one, which the program then added one to, and started counting from 2 then... sigh...

A look-alike portion of RUIM is indeed in the mod. Noted in the ReadMe...
:salute:

Texas Red 08-02-20 02:19 PM

Yea, I sank like 50,000+ tons on every patrol except my first, lol. I get assigned areas where there are lots of ships, I don't "tonnage pump" or "medal pump" as I see that as being too easy and its cheating to me.

I also have a suggestion, could you guys make a manual on how to use manual targeting in SH4 with FotRSU 1.1, I do not know if manual targeting in FotRSU 1.1 is the same as the stock game.

Or could you guys link me to a tutorial thats like that?

Thank you. :salute:

Moonlight 08-02-20 03:40 PM

I've had a major system crash after a failed Win10 update, I managed to save the documents folder but after a re-install not one save would load, the IJN couldn't get me but Microsoft showed them how its done. :O:

So after starting a new career in a Gar at Midway on the 19th January 1945 I was met with this screen, Mr beanie your Midway files are FUBAR. :o

https://i.postimg.cc/13Ps9xX9/19th-january-1945.png

Me thinks I'll restart the campaign again in a Gar at Midway in January 1942 and this time I'll be taking every boat that's offered, I'll see then just how screwed up your files are.

Texas Red 08-02-20 03:43 PM

Quote:

Originally Posted by Moonlight (Post 2686755)
I'll see then just how screwed up your files are.

No need to have an attitude. Everyone here is trying their best, please, try to be nice. :salute:

KaleunMarco 08-02-20 06:28 PM

Quote:

Originally Posted by the beast (Post 2686756)
No need to have an attitude. Everyone here is trying their best, please, try to be nice. :salute:

+1 :Kaleun_Salute:

Texas Red 08-02-20 07:05 PM

I have one last issue.

https://i.postimg.cc/YSZffHgY/SH4-Im...-28-19-475.jpg

Is that suppose to be there? I have no clue what the special ability does since it doesn't have a description. Is this an issue with the stock game, is it an issue on my part, or is it an issue with FotRSU itself?

Some beautiful screenies next,

https://i.postimg.cc/6qwZY5Q2/SH4-Im...-02-36-312.jpg
Convoy chaos!
https://i.postimg.cc/sDjSWX8b/SH4-Im...-42-06-957.jpg

Mios 4Me 08-02-20 07:06 PM

Japanese ghost ship at sea
 
We were in the western Inland Sea, roughly 35 km ESE of Tsunemi, when we chased down and sank a Large Tanker moving E with torpedo and 5" fire, then proceeded to recon the port. Afterward, we set course for the Bungo Suido and, maybe 35 km NNE of Tsurusaki, we encountered another Large Tanker going S, and eventually sank her. This time there was no credit given, no "She's going down", nothing except wasted ammo and another torpedo. Presumably this was the same ship making her ghostly rounds.

This is the only time I've experienced this in FotRSU on the open sea, though it can happen in port. I made no changes to the program, mods, or even text files within that patrol.

Is there any way to predict and avoid this scenario?


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