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

KaleunMarco 06-19-21 11:12 PM

Quote:

Originally Posted by SonnySmiles (Post 2753485)
Hey all newbie here
I downloaded the mod and it works perfectly
One issue I have is that when playing the German campaign the radar always randomly turns on
Is there a way I can sort this?
Thanks in advance

welcome, sonny. :subsim:
i hate to be the bearer of bad tidings but FOTRSU has nothing to do with the German side of operations.
if you want to play the German side, play stock for a while and then download and play Dark Waters. Be sure to read the documentation first, though.
Good luck, either way.

:Kaleun_Salute:

Bubblehead1980 06-20-21 12:26 AM

Quote:

Originally Posted by FotRSU Mod Team (Post 2753410)
This is also posted on Page One of the thread, as a "Spoiler" near the bottom of the page:

This Preview version is for the adventurous and young at heart
THIS IS NOT A FINISHED PRODUCT

This is a link to the "Preview" of the next release of Fall of the Rising Sun Ultimate. Included in the mod is the Add-In Modz Pak, with some new ones to try. This initially is a split archive of 3 parts split at 650MB. You do need to download all 3 of the parts and use 7-Zip for reassembly and unzipping by opening "100_FalloftheRisingSun_Ultimate_Preview16.7z.001" , which will then pull in "100_FalloftheRisingSun_Ultimate_Preview16.7z. 002" and "100_FalloftheRisingSun_Ultimate_Preview16.7z. 003" for assembly, and make the full mod "100_FalloftheRisingSun_Ultimate_Preview16", which you then activate from the MODS folder. We will have a single download link in a day or two. The ReadMe follows:

FotRSU_PreviewVersion.txt
-------------------------

The purpose of the PreviewVersion of the mod is to allow players to test what we have thus for for IJN H6 radar and AirStrike capabilities, as well as a few other fixes, and for any and all modders to have a look at what the next regular release of the mod entails, especially for the submarines, as they relate to modding efforts to dress things up for those that want even more out of the modded game. Of particular note for them are these changes:

1. All submarines have been changed, including the AI surface boats. There are still problems with engine sounds on several.

2. The Tench is now a completely different version, based upon ETR3(SS)'s Tench mod, edited to conform to FotRSU by s7rikeback, with the conning tower integrated into the hull by propbeanie. The reason for this significant change will become obvious shortly. Thankfully, the interior mod should still function on it for the most part, and no additional interior work was added by the FotRSU team, so it is "plain" as compared to the original FotRSU Tench. Notice the lack of a UnitParts file in the UPCUnitData folder for the Tench.

3. The Narwhal now calls the Narwhal skin, all conn calls are the same.

4. The Salmon and Sargo now call the SalmonSargo_02 conn. The Salmon skins' names are changed to match the dat calls.

5. The Tambor now calls the Tambor_02 conn

6. All sub UnitParts files are changed. All eqp files are changed - mostly for the flags and a flag mod - but there are other changes here. The plan is for the flags to be changd in the future. Note that the Tambor, Gar, and Gato all have issues with the 40mm guns and the conn cigarette deck flagpoles. We are leaving this for now, but definitely looks having the gun fouled by the pole... We did not incorporate Bubblehead1980's ladder change.

7. There is a new player-controlled submarine, the Cachalot Class. The submarine is based on the Porpoise, but re-sized. All sorts of bits and pieces had to be re-arranged and / or changed to get this to function in the game, including merging the conn and hull together to stay below the 9 count in the UnitParts files. Future plans demanded another "merge", hence the Tench was also merged. It is anticipated that the Porpoise / Narwhal interior should be close enough, but... that remains to be seen.

8. There are some corrections to the campaign files, as well as several PatrolObjectives files, in addition to a few other changes, including re-worked AI subs in the Sea folder. Other changes are too numerous to name in this little ReadMe, but will be expounded upon for the full release. We did leave the torpedo textures alone in the game, since we cannot find where CapnScurvy got his Menu folder dds files from, but I am almost certain there was a set of torpedo skins he had for what he put in the menu. I just haven't found any sign of it yet.

9. There are additions to the AddInModzPak, so check those out. The "logo" mods have not been changed yet. Most of the others remain the same. There are plans for further additions to the Add-In Pak, but if anyone wants to undertake map icons or targeting or any one of a number of add-ins, you are more than welcome to, and we can incorporate those into the Pak, giving proper credit to the author(s). Thank you!

pb


PS: We probably forgot to mention something important. Just let us know please! Thank you!
Of particular note here is the fact that you will have to wait for Canonicus, flaminus, vickers03 and any others to check their mods' compatibility, and or make them compliant. Some of the mods will entail a LOT of work for them, so be patient.

This is for evaluation purposes, and you do need a fresh SH4 v1.5 install and an empty Save folder. Please let us know of any issues encountered in this thread. This is tentatively scheduled to be a v1.6x release, with the "x" as to the build number. We would like to keep that number low... lol


Left out the Gato ladder fix ? I am just shocked...offended...and shocked...and offended. :haha: Joking of course. Ah well, perhaps one day.

Comder 06-20-21 01:49 AM

Good Evening Gentlemen,
I have a report. Installed Preview 16. ran test with Georgia strait single mission. looks good. I started a campaign out of Pearl. On first mission, ran across a convoy with two escorts. one of the destroyers was just in the water enough to 1/3 touch the props in water. this made ship rock back and forth as it moved. I had to set a torp to almost 0 depth to sink it. the name and location of destroyer is: Kaibo kan class long 144 13" E. Lat 42 47" N. I was near Kushiro at the time. Basically, she was out of the water. Also I am using the titan to test. :03:



Generic Mod Enabler - v2.6.0.157
[C:\Games\FOTRSUPre\MODS]

100_FalloftheRisingSun_Ultimate_Preview16
Nippon_Maru_v1.2.1
301_MoreDifficultAI00
302_MoreDifficultAI001
399_NoScrollNavMap
452_MoonlightzSonarLines
Titan_Normandy_FOTRS_V146



just letting you know as I find them.:up: thank you all for the hard work and the mod itself.


Thanks


Comder

SonnySmiles 06-20-21 01:56 AM

Quote:

Originally Posted by KaleunMarco (Post 2753503)
welcome, sonny. :subsim:
i hate to be the bearer of bad tidings but FOTRSU has nothing to do with the German side of operations.
if you want to play the German side, play stock for a while and then download and play Dark Waters. Be sure to read the documentation first, though.
Good luck, either way.

:Kaleun_Salute:

Thankyou very much I'm deffo gonna be playing FORTRSU had a good run in a Gato class this morning but got a mega itch to batter some shopping in a U-boat
Just installed dark waters fingers crossed it works lol

dy88jr 06-20-21 03:07 AM

Quote:

Originally Posted by KaleunMarco (Post 2753293)
you are probably using chrome, correct?

try IE or Edge or Opera.
there is "something" going around with chrome and downloads at this site. you are not alone in having difficulties.

using edge let me download thanks o7

propbeanie 06-20-21 06:14 AM

Quote:

Originally Posted by Pisces (Post 2753450)
Is FOTRSU exclusively downloaded from the Downloads page of Subsim.com? Or are there or would you allow alternative mirror sources?

At the moment, the regular FotRSU v1.46 is SubSim only. We had a split archive for v1.39 off-site due to storage limitations here. The preview for the moment is Google Drive only, but we'll have it on MediaFire hopefully soon. When we finish the rest of the changes and correct oversights in the Preview, we will have the regular release on SubSim for the full download, and we'll probably put a split archive elsewhere. (MediaFire??) :salute:


Quote:

Originally Posted by KaleunMarco (Post 2753456)
PB & S7rikeback,

there is a Philippines mission, Insertion Spy Philippines 06, which fails when you click on the orders-map.

it is failing because there are too many words/characters in the Mission Briefing. i could swear that i posted about the CTD previously but i cannot find the post(s). Grrr.

anyway, if this mission in not on your change list then please add it to the list.

i edited the verbiage down to 117 words and 503 chars and it seems to work.
well, i got to the orders-map, which is a step in the right direction. :har:

I have been trying to come up with a "search" that will find "missionbriefing=" in the text of the tsr, and then do me a character count, but I am awful with 'modern' variables and recursion, so I am going to have to call in the big dog Jeff to do me a 010 script, if he has time... We did edit the mission (as well as a few others) for proper functionality, such as where the circle displays, but I don't remember which text version I have of the tsr in the Preview. It will be late this evening before I get to check that out. Thanks though; duly noted.


Quote:

Originally Posted by SonnySmiles (Post 2753485)
Hey all newbie here
I downloaded the mod and it works perfectly
One issue I have is that when playing the German campaign the radar always randomly turns on
Is there a way I can sort this?
Thanks in advance

As the others have said, FotRSU is basically US Pacific oriented. We did make the ship calls on the German side FotRSU compatible though, so it does play, it just plays as the Stock game, which can be somewhat lame, and Pacific only... :roll:
Quote:

Originally Posted by SonnySmiles (Post 2753509)
Thankyou very much I'm deffo gonna be playing FORTRSU had a good run in a Gato class this morning but got a mega itch to batter some shopping in a U-boat
Just installed dark waters fingers crossed it works lol

Definitely a good choice for SH4 German U-Boats. Like FotRSU, it is based on another good, old mod. In this case Operation Monsun done by lurker_hlb3. However, be sure you use MultiSH4 and / or empty the Save folder when you go to play it, especially if you keep FotRSU on the computer with a 2nd copy of SH4. You have to empty the Save after activating DW, just like you do when activating FotRSU (or after de-activating either, if going back to Stock). Have fun with it!


Quote:

Originally Posted by Bubblehead1980 (Post 2753506)
Left out the Gato ladder fix ? I am just shocked...offended...and shocked...and offended. :haha: Joking of course. Ah well, perhaps one day.

We didn't have time to check it yet, what with all of the cold-weather clothing we had to fit the crews with... :arrgh!: - If you don't mind, after we check it for compatibility, we'll include it in the AddInMozPak for those that want to "upgrade" their interiors historically. I'm not certain if vickers03 will do similar, but probably maybe... ?? :O:


Quote:

Originally Posted by Comder (Post 2753508)
Good Evening Gentlemen,
I have a report. Installed Preview 16. ran test with Georgia strait single mission. looks good. I started a campaign out of Pearl. On first mission, ran across a convoy with two escorts. one of the destroyers was just in the water enough to 1/3 touch the props in water. this made ship rock back and forth as it moved. I had to set a torp to almost 0 depth to sink it. the name and location of destroyer is: Kaibo kan class long 144 13" E. Lat 42 47" N. I was near Kushiro at the time. Basically, she was out of the water. Also I am using the titan to test. :03:

Generic Mod Enabler - v2.6.0.157
[C:\Games\FOTRSUPre\MODS]

100_FalloftheRisingSun_Ultimate_Preview16
Nippon_Maru_v1.2.1
301_MoreDifficultAI00
302_MoreDifficultAI001
399_NoScrollNavMap
452_MoonlightzSonarLines
Titan_Normandy_FOTRS_V146

just letting you know as I find them.:up: thank you all for the hard work and the mod itself.

Thanks

Comder

Thanks for the report. We'll look into a convoy with escort that hugs the shore perhaps just a pinch too close somewhere on its routing...


Quote:

Originally Posted by dy88jr (Post 2753511)
using edge let me download thanks o7

Cool. Any issues with activation, just holler. Look in the Support folder of the mod for some instructions, if you need any.

Bubblehead1980 06-20-21 03:39 PM

Quote:

Originally Posted by propbeanie (Post 2753539)
We didn't have time to check it yet, what with all of the cold-weather clothing we had to fit the crews with... :arrgh!: - If you don't mind, after we check it for compatibility, we'll include it in the AddInMozPak for those that want to "upgrade" their interiors historically. I'm not certain if vickers03 will do similar, but probably maybe... ?? :O:.


I have no problem with that, feel free to implement it if able. I believe it should be included an as option mod actually, since the Tambor-Tench all share same conning tower interior file, when player wants to run the Tambor-Gato can just enable the mod, if running Balao or Tench, leave it off, that is hw have decided to address it in TMO. Have to say though, the ladder makes a difference for immersion, actually feels like more of a Gato as there are noticeable internal differences. Looking forward to the day have more compartments in TMO.

Turns out that Balao, Tench ladders were actually behind the diving officers station unlike Gato and previous classes. Appears that through the Gato the ladder was to the side between the dive plane controls but changed as part of the "minor internal differences" with Balao/Tench. Basically, devs took shortcut and used a Balao interior for Tambor-Balao to most boats. Feel free to include the scope fix as well (has the scopes facing to bow of boat inside conning tower).


Cold weather clothing? What?! Finally? lol Look forward to that. Wonder if it will work in TMO.

propbeanie 06-20-21 05:29 PM

Yes, cold-weather clothing is in the 100_FalloftheRisingSun_Ultimate_Preview16 / Extras / AddInModzPak_Preview folder. FotRSU only has four members in a gun crew though, so you'll have to do UserPlayerUnit 1.Compartment 7.CrewMemberSlot 5, 6 & 7, but can copy the differences off of one of the others. If I remember correctly, all it is for the most part, is the P-Coat... I just wish the Cold and Rain worked properly for the clothing "triggers"...

Notice the "parked" subs at the bases now also, with US Navy Jack flags and the US flags flying from the conns now, but most still need more adjustment... little mod in the same AddInModzPak Preview to have no flag while sailing. As mentioned to a few folks, we have to figure something out for some of the conns with the flagpole on the cigarette deck railing for when they mount a 40mm gun... sigh

Torpedo 06-20-21 05:39 PM

Fixed gauges 12 highnoon
 
Hi propbeanie!
Today December 29, 1941, 04:18 Long 132 10 'E. Lat 32 35' N with my USS Gudgeon (SS-211) Gar I sank a Jyunsen Type I Submarine, 2135 tons.
All the gauges are OK!
It seems that the problem of gauges 12 highnoon is solved.
I installed the MOD 100_FalloftheRisingSun_Ultimate_Preview16.
My most grateful thanks!

Torpedo :Kaleun_Salute: :Kaleun_Cheers: :Kaleun_Applaud:

propbeanie 06-20-21 05:52 PM

Excellent news! Now, since you're the first to report, you have to go out and find the other IJN AI Subs and test them also... lol - We were reasonably certain we fixed the problem with the Jyunsen Type 1, but we'll have to see if Ultra can put you on the trail of a Kaidai 4 to test it also... :yeah:

KaleunMarco 06-20-21 10:08 PM

Quote:

Originally Posted by KaleunMarco View Post
PB & S7rikeback,

there is a Philippines mission, Insertion Spy Philippines 06, which fails when you click on the orders-map.

it is failing because there are too many words/characters in the Mission Briefing. i could swear that i posted about the CTD previously but i cannot find the post(s). Grrr.

anyway, if this mission in not on your change list then please add it to the list.

i edited the verbiage down to 117 words and 503 chars and it seems to work.
well, i got to the orders-map, which is a step in the right direction.

Quote:

I have been trying to come up with a "search" that will find "missionbriefing=" in the text of the tsr, and then do me a character count, but I am awful with 'modern' variables and recursion, so I am going to have to call in the big dog Jeff to do me a 010 script, if he has time... We did edit the mission (as well as a few others) for proper functionality, such as where the circle displays, but I don't remember which text version I have of the tsr in the Preview. It will be late this evening before I get to check that out. Thanks though; duly noted.
it appears that 1024 Characters is the breaking point.
i thought it might be the number of words but it is the number of characters.
keep the Mission Briefing under 1024 and you are good to go.
i do not have access to any neat toolkits but here is a list of TSR files that is greater than 1024, sorted by largest to smallest. your best bet is to start at the top and work down. interestingly enough, Insertion Spy Philippine 06 is near the bottom of the list, size-wise. Go figure, eh?
https://www.mediafire.com/file/799p4...Large.txt/file

:Kaleun_Salute:

Torpedo 06-21-21 05:21 AM

Quote:

Originally Posted by propbeanie (Post 2753642)
Excellent news! Now, since you're the first to report, you have to go out and find the other IJN AI Subs and test them also... lol - We were reasonably certain we fixed the problem with the Jyunsen Type 1, but we'll have to see if Ultra can put you on the trail of a Kaidai 4 to test it also... :yeah:

Hi propbeanie!
I searched for other IJN AI Subs and found with my Obscope 3 IJN Subs moored in the port of Tateyama, in the Gulf of Sagami Wan:
- Jyunsen Type 1 Submarine
- Jyunsen Type B Submatine
- Kaidai Type IV Submarine
In this port I made a save, then I exited Sh4, I reloaded this save: GAUGES OK
It wasn't enough for me, I took my submarine off to about 40km, I save, I leave SH4, I load the save: Gauges OK
Finally, at 300km SW of Sagami Wan, another save, exit from SH4, loaded the save: GAUGES OK
I really think the gauges problem is solved!
If you tell me other areas where IJN Subs can be found, I can do more research.

Torpedo :Kaleun_Salute:

propbeanie 06-21-21 07:43 AM

Quote:

Originally Posted by KaleunMarco (Post 2753662)
it appears that 1024 Characters is the breaking point.
i thought it might be the number of words but it is the number of characters.
keep the Mission Briefing under 1024 and you are good to go...

Thanks for the list! From my memory (lots of sector errors), it also includes the number of CR lines. I have a notation somewhere about how many characters per line, and how many lines. It works such that if you put a 2nd paragraph for separation, you lose the rest of the line after the CR, then all of the blank line worth of characters. What I have done with others that I have already found as too verbose, is to split the instructions into the briefing set, and then an enroute set with a message sent to the player. Some of the SpecOps get rather involved.


Quote:

Originally Posted by Torpedo (Post 2753694)
Hi propbeanie!
I searched for other IJN AI Subs and found with my Obscope 3 IJN Subs moored in the port of Tateyama, in the Gulf of Sagami Wan:
- Jyunsen Type 1 Submarine
- Jyunsen Type B Submatine
- Kaidai Type IV Submarine
In this port I made a save, then I exited Sh4, I reloaded this save: GAUGES OK
It wasn't enough for me, I took my submarine off to about 40km, I save, I leave SH4, I load the save: Gauges OK
Finally, at 300km SW of Sagami Wan, another save, exit from SH4, loaded the save: GAUGES OK
I really think the gauges problem is solved!
If you tell me other areas where IJN Subs can be found, I can do more research.

Thank you for checking that! I had completely forgotten about having subs parked at Tateyama. We did use that as a testing site previously, so why that slipped my mind is... oldmanitis!

Cybermat47 06-21-21 07:46 AM

I've noticed that an N-class destroyer is escorting me out of Brisbane harbour now. That wouldn't happen to be my grandad's N-class, would it? :salute:

Larrywb57 06-21-21 09:52 AM

Ahoy Kaleuns,

First let me say, enjoying the release! No problems D/L the mod. But I came across this when I go to the sonar station,
.
The sonar head rotates normally, just can't read the numbers in the dial. The numbers in the digital display on the top left corner are as they should be. If no one else isn't seeing this, it must be on my end.

The boat is a porpoise class, USS Pickerel out of Pearl Harbor. On the second patrol, noticed this during the first patrol but waiting if anything would change. Current location is Lat. 132°50'E Long. 30°20'N, in Patrol Area 8. The date is 26Feb1942 @18:36 hrs.

And the last item was to delete the 'save folder' before starting the mod.

:Kaleun_Salute: Larry


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