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

KaleunMarco 07-08-21 10:18 AM

Quote:

Originally Posted by Mios 4Me (Post 2756810)
Not one to disobey orders, but we *were* attacked as we...attempted...to leave the area.

it was fortuitous that you were in the general vicinity. :03:
hopefully you were not operating under Vietnam-era ROE where you had to wait to be attacked before you could counter-attack. :/\\!!(stupid ROE)


Quote:

This led to the greatest salvo of my career when we upped scope in the middle of the TF, fired four torpedoes, and scored eight hits. The DDs threw all caution to the wind, firing torpedoes that missed us but hit one DD, one CV, and the Nagato twice. Despite the Type 93's fearsome reputation, not a single ship sank however.
:hmmm::hmmm::hmmm:
so the Type 93 can decimate US ships but not Japanese ships?
:timeout::timeout::timeout:
sounds like treachery to me!:haha:

KaleunMarco 07-08-21 10:29 AM

deck guns with no crew
 
S7rikeback and PB,

did we discuss in previous posts the lack of a gun crew on an upgrade?
i could not find any discussion but that does not mean there wasn't one.
here is what happened:

February-March 1945.
Based in Saipan.
Driving a Tench. boat upgraded at previous in-port mooring (Jan-Feb).
At reload time, a dual 5 inch gun was offered/accepted in exchange for renown (1500?).
Previously we had a 5-25 bow cannon. Now bow and stern cannons.

https://i.ibb.co/3WRqTKh/SH4-Img-202...-05-25-998.png
https://i.ibb.co/yyYfskX/SH4-Img-202...-08-22-222.png


when i reviewed the crew assignments, there were no stern crew slots.

https://i.ibb.co/mccf6Sd/SH4-Img-202...-05-47-668.png

is the fix just implementing the Additional Repository fix (which is what i used) or is there something more sophisticated needed?


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU 1.46 Preview\MODS]

100_FalloftheRisingSun_Ultimate_Preview16
200_Preview_EnlistedFix
300_Nippon_Maru_v1.2.1
399_NoScrollNavMap

Mios 4Me 07-08-21 02:47 PM

Quote:

Originally Posted by KaleunMarco (Post 2756816)

:hmmm::hmmm::hmmm:
so the Type 93 can decimate US ships but not Japanese ships?
:timeout::timeout::timeout:
sounds like treachery to me!:haha:

The Type 93, in the ASW role, shares a defect with pre-1943 IJN depth charges. Fortunately no one has yet informed Congressman May.

But, yeah, I was surprised about the warheads' lack of yield.

propbeanie 07-10-21 10:15 PM

Quote:

Originally Posted by TorBra79 (Post 2756752)
Hi Guys,

I just installed the Mod via JSGME.
I read the installation instructions and followed them.
SH4 is starting, US Campaign starts fine but I'm sure it's a vanilla SH4.

In the Playing_FotRSU.pdf ist says:
Quote:

blah blah blah
but I can't choose San Francisco for example and the start date is the 9th of December like in the vanilla campaign...

Maybe I just need a pointer to where my error was?

Are you getting an FotRSU "splash" screen, as in my signature? Are you getting a menu that looks like KaleunMarco's example? If not, are you installed in a "Program Files" folder?

Quote:

Originally Posted by Mios 4Me (Post 2756799)
USS Balao, ex-Fremantle, 6/19/44, west of Saipan, encountered a certain TF consisting of 2x Hiyo, a CVL, Nagato, and escorts. Despite a full loadout of torpedoes and fuel, we were directed away from it instead of being ordered to attack. Admiral Spruance got his contact report at least.

Depends on your current mission Objective status also, besides the fact that the goofy game can fall all of the way through to "fail safe" for no apparent reason... :roll: - that was another reason though that we lowered the renown awarded for getting one of those assignments. If opportunity knocks, hit it in the jaws with a torpedo or two (or three - but definitely not four, because then you wouldn't be "husbanding" your torpedoes, and would be called "extravegant")...

Quote:

Originally Posted by KaleunMarco (Post 2756819)
S7rikeback and PB,

did we discuss in previous posts the lack of a gun crew on an upgrade?
i could not find any discussion but that does not mean there wasn't one.
here is what happened:

February-March 1945.
Based in Saipan.
Driving a Tench. boat upgraded at previous in-port mooring (Jan-Feb).
At reload time, a dual 5 inch gun was offered/accepted in exchange for renown (1500?).
Previously we had a 5-25 bow cannon. Now bow and stern cannons.

[pics]

when i reviewed the crew assignments, there were no stern crew slots.

[pic]

is the fix just implementing the Additional Repository fix (which is what i used) or is there something more sophisticated needed?


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU 1.46 Preview\MODS]

100_FalloftheRisingSun_Ultimate_Preview16
200_Preview_EnlistedFix
300_Nippon_Maru_v1.2.1
399_NoScrollNavMap

You should not have to resort to editing the Save file for that... The crew members are with the gun in the UnitParts file... I'll try some upgrades of that sort myself by sometime Monday. Had you had any previous dual-gun set-ups, like a 5" and a 20mm, or maybe had changed the position of the deck gun?

Quote:

Originally Posted by Mios 4Me (Post 2756867)
The Type 93, in the ASW role, shares a defect with pre-1943 IJN depth charges. Fortunately no one has yet informed Congressman May.

But, yeah, I was surprised about the warheads' lack of yield.

Don't forget that the torpedo damage is treated like the depth charge damage, in that you do not always get a "full" explosion effect.

KaleunMarco 07-10-21 11:15 PM

Quote:

Originally Posted by propbeanie (Post 2757226)
Had you had any previous dual-gun set-ups, like a 5" and a 20mm, or maybe had changed the position of the deck gun?

Negative on the previous dual guns.

Pnzrldr 07-11-21 09:16 AM

Fuel Usage
 
Saw an earlier post criticizing inaccuracy in FOTRSU's fuel model for US boats. Said he could sail around the world in his S-Boat. Seems I cannot do that now, so presumably current version of FOTRUS has updated fuel use model. I'd like some info on that. Optimum speeds, does weather impact, fuel economy by boat, etc.... Any resource for that? Does this mod borrow from others like RFB or TMO? How much mod is there on the stock SH4 on actual boat performance, fuel and otherwise?

propbeanie 07-11-21 11:21 AM

Whatever it does Pnzrldr, it does... sorry, not much help in that regard. We did attempt to get closer to the TMO / RFB handling for the fuel usage several iterations previous, but all we managed to do was "move" the curve. There is no "set" best mileage figure for the boats, and even the mod's included "Maximum range at current speed" function ( <K> key) does not give a true story of what you can attain. In all mods I've tested for comparison, the same holds true for them, in that it changes as you go. You might get a "Current range 9650nm" and expect, using the same speed and other variables that 1000nm later, you would get a "Current range 8650nm", only to instead get maybe 9700nm, or (horrors) 2350nm... We definitely do NOT want the latter occurring, and have "failed" to the safe side of things. But the game does not allow "true" readings for any of that, and does not take into account sea state or currents. We do, however, blame it all on those... lol - We have not changed anything concerning the mileage attained for several iterations of the mod. It is still too "loose" with the efficiency, and we will most likely attempt another run at that, as well as maybe making the boats' bows dig into the waves a pinch more, so that your conn can be "pooped" more often, and let you experienced the taste of sea water better... :roll:

To find an approximation of what you can get, the idea is to set your speed and travel for a while (30-60 minutes) at that speed, then ask with the "K" key for what the navigator estimates you can get range-wise. His slide rule is usually off though, so don't expect too much of him... after you get an initial reading, change your speed up or down a knot or two, and repeat the process. You will eventually find the "most efficient" speed of your boat, which should generally be about 9 or 10 knots - but not always. Each boat is slightly different...

Michael Wood 07-11-21 04:39 PM

Torpedo Cost Concern
 
Ya know, there was a torpedo shortage in the early war. We get messages from base telling us to husband our torpedoes. Due to these, I always use the least number possible. I am not sure all do. I was just watching a Wolfpack345 S-Boat campaign on You Tube. He said, "There aren't many ships here and I have plenty of torpedoes, so I will use three against a 700 ton ship. He did this on three occasions. And, why not? He will get free Mark 10s, when he gets back to base.

I suggest that all torpedoes should cost renown in the early war. Make the player believe in the torpedo shortage. And, if he is going to have to spend 300 renown to sink a ship valued at 70 renown, he may reconsider.

propbeanie 07-11-21 05:04 PM

Shhhhsh! not too loud Michael Wood! There is a way to do this. At least, preliminary investigations tell me so. All I have to do is set-up work for an add-on to the mod, which will be tested after another add-in portion for the next release. The torpedo shortage will become rather real. Cue the foreboding music!

https://www.youtube.com/watch?v=V5fuP3teihg


OK, maybe a Tele can't do "foreboding"... lol - good to see you commenting Michael Ward! :salute:

Bubblehead1980 07-11-21 08:00 PM

Quote:

Originally Posted by Michael Wood (Post 2757337)
Ya know, there was a torpedo shortage in the early war. We get messages from base telling us to husband our torpedoes. Due to these, I always use the least number possible. I am not sure all do. I was just watching a Wolfpack345 S-Boat campaign on You Tube. He said, "There aren't many ships here and I have plenty of torpedoes, so I will use three against a 700 ton ship. He did this on three occasions. And, why not? He will get free Mark 10s, when he gets back to base.

I suggest that all torpedoes should cost renown in the early war. Make the player believe in the torpedo shortage. And, if he is going to have to spend 300 renown to sink a ship valued at 70 renown, he may reconsider.


Evil man you are lol jk. I have considered using renown in TMO for torpedoes in early war due to shortage and for later war to make steam fish cost in order encourage use of the new standard, the MK 18. Still undecided.

I am somewhat ignorant on the specifics of the torpedo shortage. I am aware that by Spring of 42 roughly, the pre war stockpile of MK 14's was nearly exhausted. Pompano for example deployed in April 1942 with load of MK 10's due to the shortage as did other boats, heard they became especially scarce for Australia based boats.

propbeanie 07-11-21 10:52 PM

This is such an interesting subject, in that the Asiatic Fleet lost so many torpedoes when Cavite was bombed, and then more when the submarines no longer attempted to use Manila or Mariveles as a base of operations. Some of the boats that brought supplies into Corregidor left with torpedoes and spare parts that had been left behind. The US also had production problems with the Mark14 torpedo. A lot of the parts were made "by hand" and fitted "by hand", like a German automobile or swiss watch. Never mind the failures of them, which the pins used may well have been a USN decision to save money... and then to put the fellow who helped make the "magnetic" part of the detonator a submarine task force commander... yeesh!

Anyway, as two general quotes, "Silent Victory", page 348, November 1942 has where Christie is re-assigned to BuOrd Newport, only now he'll be "Inspector of Ordnance, In Charge", because they were so far behind in production that they needed an "expert" to take charge and "fix" things. Then on page 401, roughly March 1943, "In spite of all efforts on the part of the Bureau of Ordnance, submarine torpedo production had not yet caught up with expenditures. During all of 1942, the three submarine commands had fired 1,442 torpedoes. During that same period, the Bureau of Ordnance had manufactured about 2,000 submarine torpedoes, many of which had not yet even reached the submarine bases. If the shortage continued, it was clear that submariners would be forced to resort again to unpopular - and ineffective - minelaying missions." Then there are multiple examples of submarines leaving (especially) Fremantle with less than a full load of torpedoes, and with 8 to 16 mines for them to distribute at various "strategic" locations. I have a note somewhere of the "averages", but I have not found that again yet. But if you have ever played the German side with a Type II boat, the load-out would be akin to that, where you have a boat that could carry roughly 24 torpedoes 3800 miles to Empire waters, only taking 12-16 or so... and then only have maybe half of those function correctly? You would have to choose your targets very carefully...

flaminus 07-13-21 08:12 AM

There is an old uniform texture mod called "Marine_Dat_1_5_Fixed" (download) by "Captain America". This mod would correct the normal map issue and looks like this:
https://i.postimg.cc/rwKGC101/marinedatcompare.jpg

FotRSU still needs this mod because of the same texture issue, but it's old and will cause other issues if we enable it by JSGME directly, such as missing eye balls. Is there anyone who knows whai this mod changed in "Marine.dat" and we can apply this changes to FotRSU?

in the support file it said:
------------------------------------------
Corrects an issue in the vanilla sh4 1.5 version of marine.dat where the crew's jacket (bust_m01) displayed its bump map incorrectly (the 1.4 version worked correctly). This mod adds some missing data from the 1.4 version in order to correct this.

Thanks to the following people...their hints/info helped me find it:

Ducimus
John W. Hamm
LukeFF

Enjoy,

- Captain America
------------------------------------------

Somthing wrong with the "bust_m01", but i checked the "Marine.dat" and find no difference between this mod and FotRSU file in bust_m01 section:hmmm:, how did this mod fix the texture? any have some idea?

Jarmol 07-13-21 10:48 AM

How to download this mod, looks like the download link is broken. Can the author of this mod fix it?

propbeanie 07-13-21 02:32 PM

Quote:

Originally Posted by flaminus (Post 2757559)
There is an old uniform texture mod called "Marine_Dat_1_5_Fixed" ... FotRSU still needs this mod because of the same texture issue, but it's old and will cause other issues if we enable it by JSGME directly, such as missing eye balls. Is there anyone who knows whai this mod changed in "Marine.dat" and we can apply this changes to FotRSU?...
... Somthing wrong with the "bust_m01", but i checked the "Marine.dat" and find no difference between this mod and FotRSU file in bust_m01 section:hmmm:, how did this mod fix the texture? any have some idea?

I remember that... I'll look at that later, but a mod for v1.5 should not have issues with the eyeballs... usually. :hmmm:

Quote:

Originally Posted by Jarmol (Post 2757581)
How to download this mod, looks like the download link is broken. Can the author of this mod fix it?

Which mod? The texture fix above, or FotRSU? From where? Here on SubSim? The author(s) doesn't need to fix anything, if you are dealing with a SubSim download. Go back to the download page, and notice the text at the top of the page:
https://www.subsim.com/radioroom/pic...ictureid=11622 If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser.

Try whitelisting www.subsim.com in your ad-blocker extension, or switching to Microsoft Edge browser or Firefox to complete the download. Thanks.
So either change your browser settings, or try a different browser - maybe both... :salute:

Canonicus 07-13-21 02:49 PM

Quote:

Originally Posted by flaminus (Post 2757559)
There is an old uniform texture mod called "Marine_Dat_1_5_Fixed" (download) by "Captain America". This mod would correct the normal map issue and looks like this:
https://i.postimg.cc/rwKGC101/marinedatcompare.jpg

FotRSU still needs this mod because of the same texture issue, but it's old and will cause other issues if we enable it by JSGME directly, such as missing eye balls. Is there anyone who knows whai this mod changed in "Marine.dat" and we can apply this changes to FotRSU?

in the support file it said:
------------------------------------------
Corrects an issue in the vanilla sh4 1.5 version of marine.dat where the crew's jacket (bust_m01) displayed its bump map incorrectly (the 1.4 version worked correctly). This mod adds some missing data from the 1.4 version in order to correct this.

Thanks to the following people...their hints/info helped me find it:

Ducimus
John W. Hamm
LukeFF

Enjoy,

- Captain America
------------------------------------------

Somthing wrong with the "bust_m01", but i checked the "Marine.dat" and find no difference between this mod and FotRSU file in bust_m01 section:hmmm:, how did this mod fix the texture? any have some idea?

I just made a direct in game comparison between the Marine .Dat found in FOTRSU and this mod, The only observable difference was the loss of watch crew eyes..otherwise I saw no change in uniform quality ... IMO...I don't think this mod is necessary for FOTRSU.


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