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S#it. that brings back memories. i used to abend so much i requested a set of IBM manuals for my own use. :Kaleun_Salute: |
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"Export activated mods lists to..." and choose the Clipboard, then paste that info into your next post. Also, did you delete the Save folder (C:\Users \UserName \Documents \SH4) or create a new one with MultiSH4? Do you have LAA properly activated on the SH4.exe file? Also, while s7rikeback and I might be the only active SubSim members posting here lately, the mod was for the most part, a team effort, and not just of the FotRSU Mod Team, but of the AOTD_MadMax team, and of the TMO team prior to them, plus a host of contemporaries, most of whom we hope we gave proper acknowledgement to in the ReadMe files in the mod's Support folder :wink:... We stand on the shoulders of giants, and reap all of the glory, passing the blame to those preceding... :roll: |;^) - but we do thank you for the "thanks" :salute: |
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@propbeanie
I think that wzartz meant this: Quote:
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... Booo-ooo-ha-ha-ha-ha!!!... :har: :har: :har:
I'm just a pinch slow... :har: |
:Kaleun_Thumbs_Up::Kaleun_Cheers::Kaleun_Applaud:: Kaleun_Salute:
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a CTD does nothing of the kind...just leaves you guessing. stupid MS programming technique. |
Disappearing IJN Convoy
Real Time: 11:00S/23Aug2020
MODS: Silent Hunter IV 100_FalloftheRisingSun_UltimateEdition_v1.2_EN 901_strategic_map_symbols Game Date/Time: 20 Dec 1941/0651 "Golf" Time Zone (19 Dec 1941/2351 "Zulu"). Posit: N11°54.4', E109°28.0' Co 020/So 17: On surface attempting to position the USS Sailfish (SS-192) on Port, Fwd quarter of IJN Convoy consisting of (3) Takeo Heavy Cruisers w/protective enterage, followed by assorted merchant support vessels, all heading NW @~13 kts. Submerged the "Sailfish" when deck watch announced enemy DD spotted. Remained at submerged flank speed ~9 kts until range shortened to about 4,200yd. Dropped own speed to 1/3 to begin firing entire stick at closest CL. When speed dropped, the entire Convoy disappeared from the screen. Poof. Did not save. Reloaded previous save. Tried it again, same scenario, except, did not slow to 1/3 speed. Managed to fire off 4 torpedoes; but, again, the Convoy disappeared when Torps where about half way to target...around 06:51G (local game time). Rig: HP W 2338h LCD Monitor HPE-112y Processor AMD Phenom(tm) Hx4 925 Processor 2.80 GHz Ram 8.0 GB, 64-bit x64 based processor Windows 10 home v2004 OS build 19041.450 Windows 10 Feature Experience Pack 120.2212.310 Boat: USS Sailfish (SS-192) Sargo. |
:hmmm: Interestingly enough, the EastAsiaCampaign.mis file is corrupted once again... I do not understand how this happens, but we missed it in v1.1 being such... we do need to do a couple of other files for an update, so we'll go through all of the Battle files again and see what it going on here with these files... If you open the file in the Mission Editor, you will see that most of the groups travel out a few waypoints into the ocean, and then terminate... :hmmm:
Thank you for the report don1reed. Drove right to it... |
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https://i.ibb.co/HFzDKsS/SH4-Img-202...-01-30-814.png |
Does anyone know where I can find any capital ships?
I have the itch to sink something different than just the boring old merchant ship and the occasional destroyer. TIA :salute: |
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phwew!!! The files are NOT corrupt, and they are working just fine, as Ubisoft intended them to... :roll:
The problem lies in the way the game handles Waypoints and terminations, in that Waypoint 67 is off the coast of Borneo, and Waypoint 68, the termination location, is off the coast of Indo-China. The game sees that a group is past the 2nd to the last waypoint, and begins to terminate the group, and that varies between 20 and 100 km off shore, instead of where the termination is... All of the "short" paths that I saw in the South China Sea are submarines... wow! I need new glasses. Anyway, the "fix" is in, and we'll gather a few things together for a small topper for what you have, with additional waypoints added that will allow the groups to come all the way back to and along the coast of Indo-China and / or the Philippines, and / or Formosa and / or Japan and / or ... blah blah blah blah blah... Thanks for the good report again don1reed! :salute: @ KaleunMarco: did you happen to attack a 3 Cruiser group with 2 DD escorts, that sail from Camranh Bay down toward Saigon? A CL Isuzu, a CA Furutaka and a CA Takao?? |
@ Kaleun Marco:
Great shooting, KM! I got there too late. -...- @ propbeanie: I neglected to report and praise all fantastic work you and all the FRS team has been doing on each and every iteration of this wonderful MOD. I believe you guys have broken the code. Great work! Taking a lesson from Kaleun Marco, "The Early Bird gets the Worm." I reloaded previous save... CC from 020 to 030, Maneuvered into favorable firing position for submerged shot--fired 4 mk14 torpedoes at nearest Takeo CA. Torpedoes set @31kts. 10' depth. Range 3,300 yds. (Hits 1, Misses 3, Duds 0). #4 scored hit @ 06:51 "Golf" (BMNT) between turrets 3 & 4 causing fire throughout the ship, sinking her. https://i.ibb.co/jT10R5J/IJN-TF-Convoy.jpg As the Takeo lay sinking, the rest of the TF/Convoy disappeared (Poof).; but, sinking tally registered. |
A bit off-topic, I know.
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One could force an 0C7 as a debug tool by setting up a packed numeric field in storage, redefining it as an Alpha field, and giving it a value of "A". Adding a value of +1 to the Numeric field name would give you an instant 0C7. I got creative once and gave the fields strange names: A field in storage with a constant value of +1 was called "Who-knows-what-evil-lurks", and the redefining Alpha field was named "The-Shadow-Knows". So when I added "Who-knows-what-evil-lurks" to "The-Shadow-Knows" I would get an instant 0C7 from a predictable source. Silly, but fun. At least it was fun until I had pulled two straight all-nighters on the launch of huge new production system and the Director of Development and his deputy were filling in and trying to debug a production program with said code in it. The deputy almost got fired when he read that source code out loud! Would have been funnier if they hadn't called me out of near-coma to explain the code...:D :haha: |
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