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-   -   [REL] Fall of the rising Sun for SH4 V1.5 Version 1.2 (https://www.subsim.com/radioroom/showthread.php?t=147988)

Simmy 02-14-10 05:14 PM

I find that same as last time this mod has a problem with time compression. Gets very choppy.:nope:
Has a lot of promise but its still not there!

cdrsubron7 02-15-10 07:09 PM

Quote:

Originally Posted by Simmy (Post 1268014)
I find that same as last time this mod has a problem with time compression. Gets very choppy.:nope:
Has a lot of promise but its still not there!



I have to agree with the above statement. I've lost count of how many times I've had this mod bog down at one time or another.

nodlew 02-15-10 10:32 PM

I have to make one more comment just so there is no confusion as for my take on this mod. I mean, screw the suggestions I made--petty annoyances at the most. I really, really like Rise of the Falling Sun*. And whether it is tweaked into a state of masturbatory perfection or not, I love it, am playing it right now, and wish to heap praise upon its creators. Am prepared to FedEx more praise as they should requre. This mod looks dynamite graphically. It sounds amazing. And it plays great too. Encounters with the enemy no longer feel like slow, stately maneuvers. They feel like a wartime engagement with a pissed-off enemy who is armed to the teeth.

Bogging down? I think TC got a little choppy near port. That happens with every version of the game, from stock on. Maybe it's exacerbated in this mod, but that is probably because there is more there, and more going on. A good thing, not a bad one.


http://www.subsim.com/radioroom/pict...pictureid=1197

http://www.subsim.com/radioroom/pict...pictureid=1196


*Yeah, and while your fixing it, how about changing the name to Rise of the Falling Sun? It makes no sense, but it comes so trippingly off the tongue.

Starforce2 02-16-10 10:01 PM

you guys should be sending this stuff to our potd...awsome pix there.

AOTD_MadMax 02-17-10 06:30 AM

@ nodlew,


Thanks for your very nice words about "Fall of the rising sun".

There are some Bugs in the game but the most are from Stock SH4.
I always working on debug FOTRS and the next upgrade is comming soon.

The upgrade includes some more vessels like the Kaga, Sumner Class Destroyer, Gearing Class Destroyer, Smith Class Destroyer and the Tacoma Class Frigate.
Another Unit is the USS CL 51 Atlanta, made by my partner Rhonen, who also worked out the Kaga.

Here some Pics.

1.) Tacoma Class Frigate

http://www.aotd-flottille.de/Maddy/S...r1/Tacoma1.jpg

http://www.aotd-flottille.de/Maddy/S...r1/Tacoma2.jpg

http://www.aotd-flottille.de/Maddy/S...r1/Tacoma4.jpg

2.) CL 51 Atlanta in Dockyard.

http://www.aotd-flottille.de/Maddy/S...1/Atlanta1.jpg

http://www.aotd-flottille.de/Maddy/S...1/Atlanta2.jpg

http://www.aotd-flottille.de/Maddy/S...1/Atlanta3.jpg


Hope you like them !

Regards

Maddy

virtualpender 02-17-10 10:22 AM

Maddy, the camouflage measure on the TACOMA looks really, really good. Nice job.

nodlew 02-17-10 12:17 PM

Amazing work.
 
Beautiful work on the boats. It's a real pleasure to examine the ships in this mod.

And the planes!

And the wakes and the explosions!

Well, everything.

I'm especially pleased with the weapon effects and whatever you've done with the damage models. One of the things that always struck me as muted, understated, and unsatisfying in this game is with weapons effects. A ship blowing up should not be an anti-climax. It should be a beautiful/terrible, glorious/pathetic sight. And ROTS shines here particularly. And despite the fact that I like the Natural Sinking Mechanics mods and the way that ships sink by taking on water, the fix was achieved, apparently, at the expense of all of the neat explosions and damage effects--like ships being blown in half. You seem to have managed to get both. Ships don't blow up and sink instantly, but neither do they take enough damage to blow them into little itty bitty pieces and still lazily sink for two hours.

Here are a few shots taken from the "Rocket Test2" mission:

http://www.subsim.com/radioroom/pict...pictureid=1202


http://www.subsim.com/radioroom/pict...pictureid=1200


http://www.subsim.com/radioroom/pict...pictureid=1203


http://www.subsim.com/radioroom/pict...pictureid=1199

http://www.subsim.com/radioroom/pict...pictureid=1204

http://www.subsim.com/radioroom/pict...pictureid=1205


Now that's what I'm talking about. Incredible. And that's just a Hvy Cruiser and a couple escorts under attack by a few American planes. Imagine a full scale fleet engagement. I mean like, Yeah!

Question at the last--I'll look it up, but...anyway. I didn't know that Japanese warships were festooned with rocket launchers. The Cruiser in the mission launches volley after volley of rockets at me, the American planes, everything in sight. Surely this is not historical. (?) Also I couldn't visually find the rocket launchers on the Cruiser.

AOTD_MadMax 02-17-10 04:58 PM

Hi nodlew,

again thanks for your nice words about FOTRS !

First i wanne reply your last question.
Yes, the Japanese got those rockets from 1944 on big vessels like Carrier, BB´s and some Cruiser.
Not correct are those rockets on some of the japanese subchaser like the Kaibokan.
I have given them only for fun and more pressure against the subs on the surface.

The damagemodel ist not the only thing i worked out to get a great balance between fun and realistic sinkin.
I also worked out the torpedopower and the power of the shells.
Especially i reduced the armor of the boats cause bullithits from planes must be very harmfull for your sub.
I have seen pictures from subs, shooten by a plane and the damage was catastrophic.

Many hours of testing was needed to work out this stuff.
The next upgrade will bring more like only new vessels.:D

So have fun with FOTRS and send us more of these fantastic screenshots :up:

Regards

Maddy

HMCS 02-18-10 07:56 PM

This mod won't load. I downloaded and loaded via JSGME and it can't get past the splash screen - I get two different error messages

file not found: data/menu/gui/layout/replayelements.dds

and: file not found: data/menu/skins/american/gui/intelligenceunits/paper.dds

It took two hours to download it....very disappointed.

nodlew 02-18-10 08:11 PM

Sorry, HMCS
 
Sorry, HMCS. It sounds very much like a corrupt download to me. I don't have a file hosting site, or I would upload those particular files for you to download. However, with a bad download, you are liable to have other missing files as well.
I know, two hours. But 700 mb in 2 hours is actually not that horrible. In the old days of dial-up, I've downloaded for over 24 hrs and ended up with corrupt downloads. So I recommend you download again.
Also, make sure you are downloading the right version for your game. There are at least two--one is for 1.5, the other is not. Don't know what it is for.
And watch the download. If it is steady, it should be all right. If it stops and starts, cancel it and try again, perhaps from a different site.

HMCS 02-18-10 08:13 PM

I downloaded from the link in this thread.

So which is the one can I trust? And I have to stare at my computer screen for two hours?

EDIT: downloading from filefront. It says it will take 24 minutes. Much better. Will let you know how it goes.

HMCS 02-18-10 08:56 PM

Same error. Filefront download 'corrupted' as well.

Ditto a version of 1.2. I GIVE UP!!

I lied. I went back at it. It turns out the install was corrupted, so I uninstalled, and got it to run.

Now the problem is with the event camera. It freezes and CTD when I torpedoed a Jap. ship.

nodlew 02-19-10 02:22 AM

Well, at least you're making progress. I haven't used the event camera, can't suggest a fix for that. Maybe MadMax will know something, since he's one of the creators.

HMCS 02-19-10 08:37 PM

OK, it seems to be working ok. I think that it was the Live Update that Vista is obsessive-compulsive with.

I am assuming that with this mod the mast is the range accuracy fix.

With regards to the campaign layers, how close to "historically correct" are they? I assume that RSRDC (TMO version) will work with this mod.

So far, it's pretty good.

Starforce2 02-20-10 01:23 AM

possible bug..check your convoy routes to the nw of rabaul, I had a pair of ships 1200 yards that I had fired on and 2 seconds before torpedo impact they vanished. Those ships should be heading all the way to rabaul before despawning rather than the middle of the ocean so that doesn't happen.


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