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:salute: |
Re: Tachibana
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Some time later & many miles distant, I ran into a 2nd Tachibana... this time it was proceeding at 12 knots as well.. took a look see before it got within striking distance & unlike the 1st run in with the 1st, this 1 the props were turning & not stopped the entire time. It stayed at a consistent 12 the whole time. 1 thing I did note with that 1... the 'skins' issue you mentioned of... some distance from it, it appeared black, except for the funnels... yet got in close & it finally showed up as it should all over to match the funnels... which I assume is the correct scheme for it. Sank that 1, though it took 3 to sink it.. figuring the dud factor kicked in on 1 of the initial 2 I sent off, requiring the 3rd as the 'kill shot' as it were.. which is fine.. as I know early on the issues that were faced with the torps. Hopefully, the weed issues with it, can be figured out & corrected fully.. but if not, then well.. will just deal with them.. :yep: Quote:
Ok, As it stands, have all the viz options in game, set to being on... with the exception of course, the windowed option... I rather have it in full screen so that 1 stays unused... if I remember, I think in the graphics control panel, I have the .exe locked down at like.. 40 fps... so if you have any suggestions on those settings to see of dropping.. will try them & see how it goes... I like the way it looks using them & that is the only thing I've seen thus far that has popped up with regards to them... I don't recall seeing them, when I still had the Sargo class boat... but if worst comes to worst.. will just leave the settings be & just ignore the 3 shiny dots flying over my sub... & label them... 'Foo fighters'... :har: M. M. :Kaleun_Salute: |
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this is the behaviour that is confusing and unique to FOTRSU. neither Stock or the other megas have escorts that react to a course change like that. please keep in mind that i am describing behaviour...i am not offering criticism. Task Forces seem to sail somewhat confused also. within Stock and the other megas, TF are in ordered columns of two or three with a ring of escorts. but in FOTRSU, the TF is never in columns and the escorts are interspersed amonst the capital ships in a rather helter-skelter fashion. in other megas, when we attack, several escorts focus on counterattacking us. However, in FOTRSU, everything slows down or stops, except for the CA/CL and they increase speed and either attempt to ram you, especially if they have hydrophones and sonar, or run off at 90 degrees. Only a close escort will counterattack and some escorts go off in seemingly random directions. |
Missing Milne Bay Tilted Anchor Symbol
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In the course of making the 9 patrols out of Tulagi, I turned down at least two offers of a new command, choosing to stick with the Gato just for the heck of it. Can't think of anything more relevant than in the first paragraph above. Yes, Manus was previously made available, but I did not use it. Mods List: Generic Mod Enabler - v2.5.0.150 [G:\Ubisoft\Silent_Hunter_IV\MODS] 100_FalloftheRisingSun_UltimateEdition_v1.39_EN 399_NoScrollNavMap 450_Lite Fog v2 + 300' Underwater Visability 452_MoonlightzSonarLines 801_UMark Invisible 901_strategic_map_symbols FotRSU_NipponMaru_Public_Beta_v1.1_Build |
Re: Task forces...
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Ran into a task force... comprised of 3 cruisers (no idea if light or heavy) think it was about 6 escorts... & think it was 6 merchies with 'em. No firm ID's on them, as with the weather conditions... couldn't get in close enough to lock on to them for definitive break down than that as I described. Escorts were all muddled about, 3 in front of the lead cruiser... the 2 trailing cruisers, were looking like they were in a mad staring contest with themselves... the merchies & the remaining DD escorts, were scattered at random throughout the space between the lead cruiser & those 2 stare down cruisers. all facing different directions that I could tell from the intermittent radar contact info on the nav map. After a bit, & deciding that discretion was the better part of valor, I disengaged contact & continued on to My assigned 1st patrol area near by Sibutu pass, for 5 days in the Sulu archipelagoes... with heavy interest in tawi tawi... with skippers discretion if I went into the passage to scout about in the north side of tawi tawi. The whole of it was kinda comical, as if the task force, couldn't make up its mind which way to go... :hmmm: except for the lead cruiser.. which it seemed to keep a straight heading of like... 230'ish to 240, as I recall... Was shortly after that run in with the task force i described... that I noted during daylight before submerging... of those crazy foo fighters... M. M. :Kaleun_Salute: |
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i cannot see any issue with a Gato out of Milne Bay in mid 1944. you are able to finish the war at that base, still driving the Gato. you should have clear sailing...i cannot explain why you lose your base. as PB suggested in his last, when do you lose during the mission that you notice it? at the beginning of the mission? during the mission? |
Hello,
First of all thanks for this great mod. i just discovered and installed FOTRSU 1.39 today and noticed that there is not only a green circle around the assigned patrol area but around the homebase as well. Was playing v1.26 before and there was no such green circle around homebase. So what´s the green circle around home base useful for? |
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That is basically supposed to pop up the option to dock/rearm sometimes it kicks in just right when you cross that green circle round your base, sometimes it doesn't until you get 1/2 way into it... or there abouts. M. M. :Kaleun_Salute: |
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Issue: Hiyo-class should not be impervious to 5"/25 AP or HE shells from 1100 meters, either on the sides, flight deck, or bottom hull. Probably shouldn't be able to withstand a Mk 14 hit 4.5 meters down at a 45 degree angle on the bottom of the hull either. Anecdote: Also witnessed a Myoko t-bone a DD at the B turret to the point that the DD was driven back and started to roll. The DD seemed fine later, sporting no damage or fire. This wasn't a Mogami-Mikuma shallow angle collision either and it wasn't at slow speed. Would such damage not render? WTF moment: attacked a Yamato at anchor in Truk lagoon, partially obscured by a DD. The BB sank stern first at a sharp angle, hit the bottom, bounced back to the surface, and moved with a noticeable bow wake past the DD. My reaction was "Great, just what we need: zombie battleships!", seconds before she slid back down to oblivion. |
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how did you get a torpedo past the three(3) DD/DE that are parked in front of the BB?:hmmm::timeout::hmmm::timeout: |
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the first announcement in the NavMap is of a single ship @0510. https://i.ibb.co/LgM3gtp/SH4-Img-202...-20-34-155.png we track it from 0510 and it spawns to a small convoy of three ships @0630. https://i.ibb.co/PWNPN3c/SH4-Img-202...-20-39-555.png why does it morph from one to three? |
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My favorite is the Gen. Short iteration. |
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I did run the patrol for about 10 days before deciding a continuation was fruitless, since I would never be able to end the patrol. I ended the patrol by loading a save I took in the Office before requesting the transfer. At that point I took a transfer to Midway, where everything was normal. The Midway base had a tilted anchor, etc. That's why I think there is something, somewhere, related to Milne Bay Advance Base that prevents it being recognized as a home port. :salute: |
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