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Re: Unsinkable ships.. Part Deux...
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Might see of download, unzip, drop into the MODS 📂, the 1.2 patch. Is listed in post #1, after activating it ( or would that be just before activating it... :hmmm: ) see of deleting the save 📂, or grab it & set it aside on the desktop, then see how it goes, what with adding in the patch... Keeping the old save 📂, just in case. Hope this helps... M. M. :Kaleun_Salute: |
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the easiest fix is to juice up your Mk14 torpedo effect. or just live with the failure. (being facetious here) :Kaleun_Salute: |
Why am I getting hydrophone contacts on the surface. Only got the mod and patch installed?
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Ghost Patrol
Trout, departing Midway 2/17/42 to patrol Hokkaido:
1. Ordered to "return to base or patrol area of your choice" after only one assignment, and that a dismal failure without any worthwhile contacts (perhaps any, as I habitually ignore boats). I definitely do not object to these orders; it's just that I've never received them under such conditions. 2. Working a contact in heavy fog at night in the bay near Aomori, early March 1942, the watch crew were transparent above the lines of the boat. The eyes, creepily, were solid. 3. The contact, a Kaga-class (I know, I know, but the original went down last patrol) was the only ship in the entire bay, harbor included. Perhaps not a bug, but suggestive. FWIW, there was no traffic in the Tsugaru Strait at all, only N-S at the western end. Known issue: a ghost Kaga quickly generated after the first went down in very shallow water. Reported only in keeping with the ghost theme. :) 4. Contacted an unreported TF SE of Shikoku at night. Bow torps missed at long range; closed to under 2000 m at flank below the thermal layer and mortally wounded the lone CV, a Shokaku-class. Escorts ignored us the entire time, even when filing a contact report while still inboard of one oblivious DD. Generic Mod Enabler - v2.6.0.157 [C:\Games\steamapps\common\FotRSUE\MODS] 100_FalloftheRisingSun_UltimateEdition_v1.21p_EN 101_Patch_v1.2To_v1.26p 301_MoreDifficultAI01 302_MoreDifficultAI02 399_NoScrollNavMap 452_MoonlightzSonarLines 901_Strategic_Map_Symbols Computer specs as previous. ETA: three attempts to reload the last save CTDed. This is only the second patrol after deleting the folder and the fuel/battery gauges actually worked on that patrol (very rare), but could the file be corrupted so soon? I played through the entire patrol without ever exiting or interruptions from Win10p, plus created the two save points after letting the game run more than a minute at normal time. |
I was offered a Tench upgrade again upon return to Midway (late April 1945). Again, accepting meant CTD whenever I tried to start a patrol.
Sadly, I had to re-load from just before arrival and refuse the upgrade. :( I'll be setting aside SH4 for a while once I finish winning the war this time. Going to concentrate on some other hobbies for a while and then see what's up. Thanks for the hard work and effort, modders, until then! |
For some reason the download link for this mod is no longer working. The new window opens and closes but the download never starts.
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I had the same issue, but that was before the Tench was "active". I wonder if I had denied it and accepted a new one later if I would have gotten the same issue you have. :hmmm: |
Re: Just an observation...
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Generic Mod Enabler - v2.6.0.157 [C:\Games\steamapps\common\FotRSUE\MODS] 100_FalloftheRisingSun_UltimateEdition_v1.21p_EN 101_Patch_v1.2To_v1.26p 301_MoreDifficultAI01 302_MoreDifficultAI02 399_NoScrollNavMap 452_MoonlightzSonarLines 901_Strategic_Map_Symbols If not mistaken, shouldn't just 1 ''More difficult AI add in/on'', be activated & NOT both...??? :06: :hmmm: :06: It may bear investigation, of going back, deactivate 1 or the other of them... then go & start a new career and see if that doesn't resolve the issues... just a suggestion... Hope this helps... M. M. :Kaleun_Salute: |
Good thought,MM, but I believe the effect is additive, IIRC. At least, it's gone unremarked on the other occasions I've posted that list.
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Instructions
Sorry guys, but I am having a hard time just finding the PDF that tells you how to setup this mod compilation. I see about 25 different PDFs but is there not just a PDF that tells you what to do ...?
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Re: Mod install...
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100_FalloftheRisingSun_UltimateEdition_v1.21p_EN download, found here: https://www.subsim.com/radioroom/dow...o=file&id=5572 101_Patch_v1.2To_v1.26p download, found here: https://drive.google.com/file/d/1r2X...D0l4gKer3/view Both listed on post #1 Then run MultiSH4, name the save folder 'FRS' or something to which you'll remember it going to this mod set up for SH4. Then run the JSGME, allowing it to set up a 'MODS' folder in the main SH4 install folder. After that, drop in the 2 mods above... ( After unzipping them, 1st... most important & making sure of grabbing the right folder for the mods in the unzipped folder, created after using 7zip or WinZip.. I highly recommend using 7zip, but.. that's just Me...) After dropping in the mods into the 'MODS' folder, then using JSGME itself, to activate the mods in that order. General advice, is to just use those 2 mods only... & NOT include any add on mods, found in the 'extras' I believe that folder got named... After activating the mods, then use either 4GB patch or Large Address Aware ( aka LAA), to assign the SH4.exe access to using 4GB of RAM, while the game runs. I recommend LAA, as it is a simple 3 step process... but again.. like with 7zip, that's just My own personal preference... Hope this helps & is clearly described on how to install them... M. M. :Kaleun_Salute: |
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I have a question regarding IJN AI in the latest rev. Do the aircraft, escorts and convoys have a more robust radio 'network'? I was following a convoy for about 6 hours and they were steady on course. I had radar shut down and they were just out of visual range. I was overflown by an Japanese scout plane and all of a sudden the convoy changes course and takes on an evasive steaming pattern.
The only conclusion I could draw was the plane contacted the convoy. Was this a correct assumption? It's the only thing that changed. I'm almost certain that the convoy or escorts saw me. I've been through most of the documentation and I don't remember reading about this. Of course, I could have missed it. Thanks, |
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:Kaleun_Salute: |
The powers-of-observation tables have some interesting values apparently. I once surfaced at night under clear conditions in between two CVs in an unusually widely spaced TF and ran at flank for several minutes trying to get into position for a beam spread. Both carriers remained as unknown radar contacts until I began the run-in on the one to port, yet when I switched to bridge view, they were very clearly visible, along with the escorts on their far sides. Submerging as I fired, neither reacted until the torps hit.
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