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-   -   [REL] Fall of the Rising Sun Ultimate, full release (https://www.subsim.com/radioroom/showthread.php?t=243064)

Mad Mardigan 01-22-21 06:18 PM

Re: Kudos, to the FotRSU team...
 
Ahoy... :Kaleun_Cheers:

Just want to take a momento, to give a nod of recog to the team, for all the hard work & effort you do.. into all the body shop work you put into FotRSU mod.

Just want to make sure you know that all that work & effort, is most definitely appreciated.

So... here's to ya'll...

:Kaleun_Applaud:

:Kaleun_Cheers:

:()1:

:Kaleun_Thumbs_Up:

M. M.

:Kaleun_Salute:

Mios 4Me 01-23-21 02:49 PM

USS Balao, ex-Midway, Manila agent insertion, on 12/14/43 @ 0600, encountered a large convoy in heavy weather 17.5 km, 266° from the mission symbol after delivering the agent, whose raft exploded upon launch. The Yugumo DD withstood three torpedo hits and multiple 4" shells on two attacks before succumbing on the third shelling. Luck of the draw, probably, but as we left the area, we encountered the other two escorts:

1 corvette was stationary with no signs of damage
1 corvette was moving S at 1 kt with no signs of damage.

Neither had been in contact with us prior.

Both eventually moved off as we receded in the distance.

No plane encounters because of the weather.

Macgregor the Hammer 01-24-21 09:57 AM

Quote:

Originally Posted by propbeanie (Post 2723801)
Thanks. We have been BZBZ as of late... as for the airplanes, it depends upon what plane sees you, and whether they have weapons left to use on you, as to whether they attack or not. Rest assured, they have 100% radio comms reliability, and will surely fone home about where you are and which direction you are headed. If CapnScurvy gets finished painting that Mercury that he acquired, he might be coerced into doing an FotRSU-compatible OTC mod, especially since DanielCoffey did all that wonderful sil work. MaxOptics are basically already in the mod, but in an "historical" manner. All the views in-game are properly "zoomed" and "aligned" for accuracy. The scopes and binoculars are all set spot-on to what was on ww2 subs, so even if CapnScurvy did do an OTC mod for FotRSU, you wouldn't see that aspect of the mod change. As for "Bernard" at work on the radar, CapnScurvy did "fine"-tune the set, to where if you are on rough seas, you will lose radar "efficiency" since the "beam" is narrower in FotRSU, but to have an out-and-out failure, the game does not do that in the "stock" base...
:salute:

Thanks for the insights. Regarding the periscope magnification, I have a GFO installation that I use to do 'apples to apples' testing. I took screen shots of both FotRSU and stock pericope sightings of target ship @ 3000 yds. There is quite a difference between them. The FotRSU is much larger and detailed. Sometimes it's difficult to remember what the previous rev was looking like and compare it to the current release. I don't know how accurate the cross wire gradicules are, as it would pertain to estimating ship range. I do know the magification is solid because I can estimate an accurate ship speed using the wire method. I'm in process of finding alternative methods for ships speeds and range that don't include using the map. Something more along the line of what skippers used during the war. I digress. :doh: I see the difference with scope magnification.....Thanks for that.....:up:

Aramike 01-26-21 08:57 PM

Just out of curiosity, is there any document out there keeping known issues? I love the mod but just keep running into things spoiling my patrols. ;)

Thanks!

propbeanie 01-26-21 10:10 PM

Such as? We do want details, such as location sailed from, the boat you have, where you had what happen, with gps coordinates if you can (lat, long), what date it was, and any pictures you grabbed. We were keeping a running list in the 5th post on page one Known Issue Tracker and Announcements, but since most folks ignored it, we quit updating it the version before the latest.

Of course, we will also ask you what your mod list is, where do you have the game installed, and did you empty the Save folder before running FotRSU? :salute:

Aramike 01-26-21 10:14 PM

Quote:

Originally Posted by propbeanie (Post 2725005)
Such as? We do want details, such as location sailed from, the boat you have, where you had what happen, with gps coordinates if you can (lat, long), what date it was, and any pictures you grabbed. We were keeping a running list in the 5th post on page one Known Issue Tracker and Announcements, but since most folks ignored it, we quit updating it the version before the latest. :salute:

Gotcha - I posted two issues here. One was a CTD after loading a save a while back on the old version (ultimately I didn't push too hard because I realized that I installed on the Program Files directory; fresh install now though). The other was a few pages back where the game loaded and CTD'd a few days later as a specific time - I posted the deets and was wondering if it was a known issue or still being checked on, or perhaps maybe something on my end.

Just curious, going to head out again and hope for the best. :Kaleun_Cheers:

Moonlight 01-27-21 11:11 AM

This must be the last post Aramike is talking about on page 173, I would be interested to know how Mr beanie could find any issues with those co-ordinates considering there is not much else to go on.
Have you got a program to check these things Mr beanie or are you looking at a possible convoy\merchant route as to the cause of the freeze, and if you are, why hasn't anyone else experienced this anomaly.

https://www.subsim.com/radioroom/sho...postcount=2582

Curiousity just like a cat, it'll be the undoing of me one day. :haha:

propbeanie 01-27-21 02:25 PM

I remember that one now... I thought surely I replied here concerning the fix, but apparently did not - but s7rikeback and I did discuss it, using these same pix... When we zoomed-in to the area:

https://i.imgur.com/yF467E8.jpg


... none of the Convoys ran through near where he reported, none of the Task Forces, and none of the Troop Ship convoys, but when Merchants are loaded:

https://i.imgur.com/qsrRcpO.jpg


... there are actually four groups that come within 24nm of that MapZone circle I made to mark Aramike's location. Two of the four groups had the same ship that had configuration issues, so the ship has been fixed, which hopefully will eliminate that as a potential cause of CTD. However, be certain that LAA is properly enabled on the SH4.exe file, and that you had cleared the Save folder prior to starting the mod, else you will have left-over parts from previous mods and / or stock game... :salute:

Aramike 01-27-21 06:20 PM

You the man, propbeanie! :Kaleun_Cheers:

I did check LAA and was a total fresh install, so should be good there.

To be clear (because I'm somewhat slow about these things), should I wait for the next fix or is there something I can edit now?

Thanks so much for the research!

raymond6751 01-28-21 06:37 AM

Jan 2021 Free Cam not working report
 
Greetings and thanks for the mod.

Installed as instructed. The F12 key and the command button will not bring up the free cam external view. Two installs, same thing.

Fixed it! Nothing wrong with the mod. It was me. I checked the wrong box in Options. Instead of No Event Cam, I checked No External View. Sorry guys.

Mios 4Me 01-28-21 09:19 AM

Quote:

Originally Posted by propbeanie (Post 2723296)
@ Mios 4Me - thanks for gathering all of that into one post. Appreciate that. Most of what you describe are ships that were docked at Truk at those times, and then "disturbed" by that rogue group we found. Also of note, when a group spawns in the game, and you catch it at certain times, especially the confines of something like Truk (Tokyo Bay is another), there is not a whole lot of room for a group to "build", and they will seemingly "stand still" for a bit near their spawn-in location. Also though, some are set to slower speeds inside the terminal, and then speed up once outside the confines, and in deeper water. But, we have found a few more issues with some ships lately. s7rikeback is working hard to eliminate duplicates and certain shared assets in the game as much as possible, which makes the game run more efficiently. However, as we go, other issues are then uncovered. This is the reason for not updating the add-in mods yet. The next version of the mod will not be backward compatible, but will hopefully be the end of such changes being necessary in the future... knock on wood - famous last words...

Possibly more of the same, but just in case:
3/1/44 @ 2030ish, USS Balao, ex-Midway, found two convoy remnants:
- Agano, oriented N, 23 km, 243° from Moen AB
- SSF, oriented N, 15 km, 248°
- MT, oriented ESE, 18 km, 241°
- CSF, oriented ESE, 9.5 km, 182°
- Corvette, oriented ESE, 12 km, 126°

3/14/44 @ 1544ish, intercepted a SSW bound convoy 132 km, 194° from Yokosuka central pier, sinking one merchant, damaging two, and immobilizing two others. One DE remained active; the other, a Wakatake, became stationary in conjunction with the merchants. After the ships failed to sink several hours later, we surfaced at a distance and engaged with shellfire. This, or more likely the sinking of the ship it was slaved to, awakened the Wakatake. It could have been listening and drifting all that time, but it was well ahead of the convoy the entire period, not an ideal position following repeated beam attacks from starboard.

WH4K 01-29-21 06:23 AM

Well so much for that career
 
Got upgraded to a Balao mid-1943.

Problem is, I'm apparently stuck with Mare Island as a home port. I just got back from my initial patrol with the new Balao, and am told "transfer not possible." That's a dealbreaker. I'm not going to waste months in-game, transiting the entire Pacific on every patrol. Guess I'll have to load an earlier save and refuse the upgrade.

Date is 23 March 1943 FWIW.

Usual disclaimers apply: FotRS:UE 1.39 is my only mod, using LAA, started from a pristine SH4 1.5 install, etc. Until this point, I've had few to no issues.

KaleunMarco 01-29-21 08:34 AM

Quote:

Originally Posted by WH4K (Post 2725552)
Got upgraded to a Balao mid-1943.

Problem is, I'm apparently stuck with Mare Island as a home port. I just got back from my initial patrol with the new Balao, and am told "transfer not possible." That's a dealbreaker. I'm not going to waste months in-game, transiting the entire Pacific on every patrol. Guess I'll have to load an earlier save and refuse the upgrade.

Date is 23 March 1943 FWIW.

Usual disclaimers apply: FotRS:UE 1.39 is my only mod, using LAA, started from a pristine SH4 1.5 install, etc. Until this point, I've had few to no issues.

your plan of action is probably best.
not long ago it was discovered that the Mare Island/Hunters Point piece of FOTRSU was not functioning as desired.
the FOTRSU team is working feverishly to fix it and execute a new release.
i thought i saw a post recommending that Kaleuns avoid transferring to Mare Island/Hunters Point.
that is what i would recommend....until there is an announced fix.
:Kaleun_Salute:

fitzcarraldo 01-29-21 09:38 AM

All is working fine in my installation.:Kaleun_Cheers:

Pigboat on first patrol, from Manila. Two merchants sunk, no CTD.

I don´t play with more than 64/128 TC, with this compression I have no problems. And I´m an slow player...quasi real time....

Ever I think many of the problems with weather, spawn of ships, etc, are caused by high use of TC. A flaw of the vanilla SH4.

Many thanks for the great work. Hope you will publish a next update compatible with Vickers Officers Quarters.

Best regards.

Fitzcarraldo :Kaleun_Salute:

Moonlight 01-29-21 10:07 AM

Regarding high TC, I always use 4096 going towards and from corridor II and I've never had a problem with stormy weather and spawning of ships etc. 10 years of doing that and that also includes vanilla SH4 or this FotRSU mod, just thought I would point that out, although nobody listens to my bloody opinion around here. :haha:


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