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-   -   [REL] FOTRS Ultimate Project (https://www.subsim.com/radioroom/showthread.php?t=226270)

THEBERBSTER 12-21-16 09:17 AM

Hi Guys
I’m sorry to be a pain but there a few points in your pdf installation instructions I would like to go over with you.

So lets say Joey Noob wants to play your game.
He is not very computer savvy and needs a bit of help.

Page 1 Install instructions.
You say,
Quote:

"Make sure that Silent Hunter 4 is not installed in either your\ Program Files or \Program Files (x86) directories."

Page 2 Install instructions
Quote:

“After installing FOTRSU do not play Silent Hunter”
Install it where, you do not say?

Quote:

“navigate to your game directory. You’ll find that FOTRSU Installed Large Address Aware.exe there”.
Err, no, you never said on page 1 where or how to install it.

LAA as you know is inside the FOTRSU folder.
Do you mean place the unzipped FOTRSU folder you see in the Silent Hunter 4 main game folder, yes/no?
Do you mean extract LAA from the FOTRSU folder and put it in the main game folder?
Then start LAA and point it to the SH4.exe is that what you mean?

On page 2 the Large Address Aware picture shows the installation path to the Program Files Folder (x86) the very thing you said not to do on page 1.

Quote:

“Now do the same operation for JSGME.exe”

Excuse me, JSGME, where is it, where do I find it, no download link!
There is no mention of JSGME until now.
I know page 3 shows a picture of JSGME and 2 +2 = 4 but this is Joey Noob.

So is FOTRSU only installed in the main game folder or just in the JSGME mods folder or both?
Why does the JSGME picture show a COPY of FOTRSU?
Are you saying make a Copy of FOTRSU from the main game folder and paste it to the JSGME Mods folder?

All the other mods showing in the JSGME picture, where are they?

Joey Noob he is off it is all too much for him and you have lost a FOTRSU player.

As a tutorialist who deals with hundreds of PM’s in a year which you and I would treat as very basic questions you have to be a lot more explicit with your instructions I am afraid.

I am not criticizing you here, I just want you to be very successful for all the hard work you have put in to FOTRSU, you deserve it.
Peter

torpedobait 12-21-16 09:23 AM

Two more Anomalies Noted
 
I've been running the latest Ultimate, and so far I just love it! You guys are doing GREAT work.

There are two ship-related items I've encountered. First, on April 15, 1943 at 0531, I detected a warship somewhere in the Yellow Sea, and upon investigation my First Officer identified it as an "Auxiliary Cruiser Widder Class", but I cannot find it in the recognition manual - it's not there. But it did sink after two torps, and I got credit for it.

Second, on another patrol in July 1942, we had to run down to Brisbane from Guadalcanal for fuel and torpedoes. In the approach to the harbor, on the Eastern side of the bay were at least two, if not three, heavy cruisers, a Northampton and a Pensacola class. They were like conjoined twins or even triplets. It literally looked like a tri-hull ship with triple turrets, etc. rather than three ships docked side by side.

None of these are critical to the game, but I thought if you got the chance to address them you might want to. Keep up the great work, guys!
:Kaleun_Salute:

Rockin Robbins 12-21-16 10:18 AM

However, what IS critical to the game is that you have US bases to return to. Looks like we deleted another zero length file that is necessary for them to be used. We'll have a corrected download for that ASAP, maybe tonight.

propbeanie 12-21-16 10:45 AM

Quote:

Originally Posted by propbeanie (Post 2453515)


You will not have a Home Port again
, so do NOT go on patrol until you've either applied

>>>>> >> >>>>> https://www.dropbox.com/s/wieznk4qye...figFix.7z?dl=0 <<<<< << <<<<<

to the top of your v.50 FotRS Ultimate, or downloaded the correct full version, which Rockin Robbins is working on. Blame me, propbeanie, for not having uploaded the file, used previously to fix v.40, to the team's Google Drive for inclusion in this version.

If you have the previous fix, 232_NavalBasesTake2a.7z, it will work also, but has 4 files that are no longer needed. They are the same files as in the mod, other than the Campaing.cfg file...
.
.

Quote:

Originally Posted by torpedobait (Post 2453521)
I've been running the latest Ultimate, and so far I just love it! You guys are doing GREAT work.

There are two ship-related items I've encountered. First, on April 15, 1943 at 0531, I detected a warship somewhere in the Yellow Sea, and upon investigation my First Officer identified it as an "Auxiliary Cruiser Widder Class", but I cannot find it in the recognition manual - it's not there. But it did sink after two torps, and I got credit for it.

Second, on another patrol in July 1942, we had to run down to Brisbane from Guadalcanal for fuel and torpedoes. In the approach to the harbor, on the Eastern side of the bay were at least two, if not three, heavy cruisers, a Northampton and a Pensacola class. They were like conjoined twins or even triplets. It literally looked like a tri-hull ship with triple turrets, etc. rather than three ships docked side by side.

None of these are critical to the game, but I thought if you got the chance to address them you might want to. Keep up the great work, guys!
:Kaleun_Salute:

Checking into the HarborTraffic there... thanks.

Edit: torpedobait, were they all US flagged, or were there an Australian flagged, do you remember?...

2nd Edit: How about a US battleship there torpedobait, did you see one of those in the harbor, and where were the cruisers in relation to it?
.

cdrsubron7 12-21-16 11:26 AM

Quote:

Originally Posted by torpedobait (Post 2453521)
I've been running the latest Ultimate, and so far I just love it! You guys are doing GREAT work.

There are two ship-related items I've encountered. First, on April 15, 1943 at 0531, I detected a warship somewhere in the Yellow Sea, and upon investigation my First Officer identified it as an "Auxiliary Cruiser Widder Class", but I cannot find it in the recognition manual - it's not there. But it did sink after two torps, and I got credit for it.

:Kaleun_Salute:

The "Widder Class AX" is German if I remember correctly. was it flying a German flag? Also, try looking in the German section of the RM.

propbeanie 12-21-16 12:20 PM

Quote:

Originally Posted by torpedobait (Post 2453521)
...
Second, on another patrol in July 1942, we had to run down to Brisbane from Guadalcanal for fuel and torpedoes. In the approach to the harbor, on the Eastern side of the bay were at least two, if not three, heavy cruisers, a Northampton and a Pensacola class. They were like conjoined twins or even triplets. It literally looked like a tri-hull ship with triple turrets, etc. rather than three ships docked side by side...

OK, if this is the correct location torpedobait, we are looking more or less West from over the island at the Harbor mouth, South harbor opening to the left, North opening to the right. There is supposed to be ONE generic CA and ONE generic CL parked just inside there, which just so happened to be a Pensacola Class and a Brooklyn Class when I was just leaving there, as notated here:
http://i1381.photobucket.com/albums/...psfwxtbnbj.jpg

I did not see anything immediately wrong with the US_HarborTraffic or the US_NavalBases files, and there weren't any other files involved in this area in July 1942, so looking closer at the HarborTraffic groups, these are the suspects. The Brooklyn Class vessel looked fine on my way out, but the Pensacola has slight skinning issues:
http://i1381.photobucket.com/albums/...psokrdr0u8.jpg

You might notice that the radar screen up top is all black, so we have an issue. Now, whether it's ~really~ a skinning issue, or something else in the file in that area, I'm not sure. It seems that the game is attempting to "spawn" the correct vessel, but can't, maybe. The vessel's Properties page is not right, yet it looks fine in a text editor. I'm thinking the easiest thing to do is just delete it, put in another, and see what that does... More later. Let us know if we got the right suspect in the line-up...

Edit: of note, look closely at the gun turrets, and one has two barrels, the other has three. We'll look at the texture & turret calls first...

Rockin Robbins 12-21-16 01:18 PM

Quote:

Originally Posted by torpedobait (Post 2453521)
I've been running the latest Ultimate, and so far I just love it! You guys are doing GREAT work.

There are two ship-related items I've encountered. First, on April 15, 1943 at 0531, I detected a warship somewhere in the Yellow Sea, and upon investigation my First Officer identified it as an "Auxiliary Cruiser Widder Class", but I cannot find it in the recognition manual - it's not there. But it did sink after two torps, and I got credit for it.

Hehehehehehehe! Get used to it! One huge aim of mine with the new mod was to fix the recognition manual. NO RECOGNITION MANUAL then, before or after ever had every ship on the ocean. In fact, MOST of the ships torpedoed or attempted to be torpedoed in World War II were either not in the recognition manual or were identified wrongly anyway.

Edit: just read cdrsubron7's observation. Yes, the FOTRS campaigns did have random German ships running along with Japanese. Nobody knows why, but we've left it that way. He could be right that you have to find the ship in the German section of the Recognition Manual.

We may have a "perfect ID manual" plugin after we get this puppy stable.

Quote:

Originally Posted by torpedobait (Post 2453521)
Second, on another patrol in July 1942, we had to run down to Brisbane from Guadalcanal for fuel and torpedoes. In the approach to the harbor, on the Eastern side of the bay were at least two, if not three, heavy cruisers, a Northampton and a Pensacola class. They were like conjoined twins or even triplets. It literally looked like a tri-hull ship with triple turrets, etc. rather than three ships docked side by side.

None of these are critical to the game, but I thought if you got the chance to address them you might want to. Keep up the great work, guys!
:Kaleun_Salute:

I would have loved to see a screenshot of the triplets! Thanks for giving us enough information to check that out.

Did you have home ports available?

gutted 12-21-16 01:58 PM

Quote:

Originally Posted by cdrsubron7 (Post 2453546)
The "Widder Class AX" is German if I remember correctly. was it flying a German flag? Also, try looking in the German section of the RM.

I actually ran into one of those on my last patrol. Was having a hell of a time identifying it, until it got close enough that i could see the flag. It was german. :up:

cdrsubron7 12-21-16 02:45 PM

Quote:

Originally Posted by gutted (Post 2453571)
I actually ran into one of those on my last patrol. Was having a hell of a time identifying it, until it got close enough that i could see the flag. It was german. :up:

Thanks for the verification, gutted. It's nice to know that I'm right at least once in awhile. :D :up:

torpedobait 12-21-16 03:53 PM

Quote:

Originally Posted by Rockin Robbins (Post 2453562)
Hehehehehehehe! Get used to it! One huge aim of mine with the new mod was to fix the recognition manual. NO RECOGNITION MANUAL then, before or after ever had every ship on the ocean. In fact, MOST of the ships torpedoed or attempted to be torpedoed in World War II were either not in the recognition manual or were identified wrongly anyway.

Edit: just read cdrsubron7's observation. Yes, the FOTRS campaigns did have random German ships running along with Japanese. Nobody knows why, but we've left it that way. He could be right that you have to find the ship in the German section of the Recognition Manual.

We may have a "perfect ID manual" plugin after we get this puppy stable.

I would have loved to see a screenshot of the triplets! Thanks for giving us enough information to check that out.

Did you have home ports available?

I had home ports, but I was running v.40. Did not notice the flag of the "Widder", nor did I look for or see the battleship at Brisbane. I am certain of the identity of the two (or three) conjoined heavy cruisers. I can take a screen shot, but don't know how to size it to post here! They are too big, apparently.

In my rush to try v.50, I deleted all my old missions and started clean. Now I have to go back and apply the latest bases patch. Think I'll take a run to Brisbane from Midway to see if the cruisers are still there. Can you help with advice on how to post any screen shots I make? Thanks!

propbeanie 12-21-16 04:18 PM

See your inbox for a PM torpedobait for a quick rundown for editing. Also, as info, I think we found the issue with that Pensacola. We have the Force wielding the Force on it now...

gutted 12-21-16 06:41 PM

Installed the fix by propbeanie. No issues. Started a new career and was able to complete a patrol. Sub base icons are now showing.

ArditoCorsaro 12-21-16 07:06 PM

How s going this new version guys? I m downloading it now.
I love sargo class.subs. but i dont love their white gauges. But that doesnt matter. Not important. An excellent mod. I usr a my personal version of the ai. An esier one. (like easier ai for tmo. Me too like harder escorts but.not supermen :) especially early war.)
Should i mount.the fix.for the.bases?
Can i use.on it the ijn radar.fix.for tmo? Chamge only the ai sensors file

cdrsubron7 12-21-16 08:23 PM

Below is a screenie of the German Widder class aux cruiser from the Museum on v.50 Beta. :D :up:


http://i63.tinypic.com/2je4k75.jpg

cdrsubron7 12-21-16 08:28 PM

Quote:

Originally Posted by ArditoCorsaro (Post 2453633)
How s going this new version guys? I m downloading it now.
I love sargo class.subs. but i dont love their white gauges. But that doesnt matter. Not important. An excellent mod. I usr a my personal version of the ai. An esier one. (like easier ai for tmo. Me too like harder escorts but.not supermen :) especially early war.)
Should i mount.the fix.for the.bases?
Can i use.on it the ijn radar.fix.for tmo? Chamge only the ai sensors file

The bases are back in the game, there is no need to add the fix anymore. :up:

Edit: My bad. I just went in and looked at the Nav map in .50 and there were no bases. So yes, Ardito you will need to add the bases fix.


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