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http://www.subsim.com/radioroom/show...73#post2461973 Quote:
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No!! you're not whining!! I love you guys trying all things out and reporting on what you find. That's what we want. I'll have to fire up 0.53 and try it again with the Twin 40.....I didn't have an issue with it before...that's why I put it into the mod. Seemed to work as expected to me, but I'll look into it again. You say your mission was July, 1944. What boat? (although that shouldn't matter). Is this a new game Campaign mission, or a continuation of a presently running Campaign....with a mission starting July 1944? This may make a difference, because when I've run a new Campaign mission....starting mid 1944. The gun had worked, and displayed with its crew just fine. If you don't mind, clean out your Documents/SH4 folder. Start the game, resetting your game resolution/options you like to use in the "Options" menu area, then exit the game to "set" these into the game. Restart the game again, this time go to "Mid 1944" for a Campaign start....use the same base, same boat you used before. In the Captain's Office, purchase the Twin 40 for your boat, put it either fore or aft mount, then start the mission. What do you have now? One thing you mentioned about the Twin 40, you need to make sure you have both slots in the Crew Management page (that "F7" page) filled with a crewman. Move two crewmen into the vacant slots so they appear when you "man" the gun and look from the outside cameras. ============== Propbeanie, just read your post. I thought those changes regarding the Twin 40 are what's in the present public release?!? Maybe I'm all wet in thinking the gun is messed up if those changes haven't hit the public release yet!! I'll have to look......I may be barking up the wrong tree torpedobait, my "fix" may not be in the latest beta, that isn't in your beta. Where did I leave my shoes??? |
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And thank you for correcting me regarding "Surface Factor". The best part about being wrong is it gives me an opportunity to learn! :up: |
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Thank You Capn!
Some notes perhaps of interest. The sonar systems that Ducimus used were not historically accurate. I'm pretty sure he said this himself at some point. He was trying to achieve Fun gameplay over historical accuracy and I applaud what he did, so no barbs intended... I did a couple sonar mods in the past and set it up historically as to range and verticle depth angle. It was nasty and could take hours to lose an elite escort in good weather conditions. Not really most peoples definition of fun :doh:. Getting a good balance of historical accuarcy and fun in this regard is...challenging. While I presoanlly feel that Ducimus' ASW/evasion was a too fast paced, it may be a good place to start. Might even be a good place to park! I can't recommend using my mod even though I like it. It tends to be tedious. The problems I see with ASW are mainly hardcoded and not modifiable. An escort should have little chance of detection for about 10 minutes after a depthcharge attack due to the turbulence the explosions caused. Can't do it in the game. Calm seas are actually bad active sonar conditions as prop wash is not cancelled by wave action. On calm days, the sun actually can create a layer around periscope depth (called afternoon effect) but that's not how the game is hard-coded so... I also made my own camapaign that I never released to the public. The reason I did not release it is because it contains much of Lurkers work and he was always sensitive to that kind of thing (understandably). He did fantastic work with historical TFs and such but I always thought his convoy routing was more (too) predictable than historical. My shipping routes are much more dynamic with a lot of ocean space so you have to hunt/get lucky more often than with his original campaign. It wasn't tricky to do but sure was a PITA setting up all those routes according to correct dates and cargo types. Took me a long time and I actually bought a WWII geography book with all bases and dates to help me. I can get you those files if you'd like to see what I did but still am not really comfortable releasing it in respect to what Lurker did. I'm not completely sure how it would work with the changes to ships you all are working with anyway but I think there is enough random to it that it wouldn't be an issue. Anyway--I'm pretty late to this party and it looks like you all have a good handle on things so I won't ask to get involved. I'm just kind of throwing my hat in the ring so to speak. I'd be very interested in helping you test sonar and sensors systems if you want. Also, if you're looking for anything relating to RND convoy routing for a campaign, I may be able to help out with some of that tedious busy work. Not looking for credit--I'm too old to care lol. I just want SH4 to be the best it can be for everyone. Still the best subsim on the horizon IMO. :Kaleun_Salute: |
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wrong thread for this I suppose :D keltos |
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I do not recall if the gun fix made it. We'll have to have RR tell us... I thought it was going to be part of the next public beta, but it might well already be in there... in which case, we'll blame torpedobait for turning us into old fahrtz... |
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I'm playing around with some things and am wondering what files would have to do with the spinning of the propellers and firing of guns from AI ships ingame? Anybody help me out? :D
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I would like to register for your modifications. If I have understood you correctly, make these changes make the game more difficult and/or more authentic? This would be well then in good hands in my ModSoup for TMO_RSRDC_OTC aka ModPack for SH4 V1.5 ... If I was suitable, I would like to integrate your Modi as "Optionals" into the ModPack. Greetings Ralle :salute: |
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I think this is important. There were always only one crew slot per AA gun regardless of the dates or gun configurations. When I was able to upgrade to a single 40mm from the twin 20mm, the crew slots did not also upgrade - there has always only been one per gun. I do not believe the fixes described above are in release v0.53. As reported earlier, I did a clean total reinstall, deleting all SH4 references in the Register, and all SH4 folders, including the ones in My Documents. This was followed by copying my pristine install of V.3, with patching to v.4, and then to V.5 to a Silent_Hunter_IV folder in C:\Games\Ubisoft. I then added the public release of FOTARS Ultimate v.053 via JSGME, with no other options. I started the game, set my options for sound, video and gameplay, exited the game, and then restarted. All my options were available. After selecting a new career and boat, I set my gameplay options via the radio in the office. I play at 75% reality, not caring to do the math for manual targeting (that's why I have a crew), and I leave the external camera on for the eye candy factor. BTW, this is exactly the process and settings I used for v0.52, where the gun slots were the same as I experiences under v0.53. After all this, it may well be that the changes are going to be in v0.54 and were never included in v0.53. I hope that is the case! Please let me know if you still want me to delete my current career for a single test of the July 1944 events as you described above. Not sure that it would change anything! |
Bouncy Life Rafts
On several assigned patrols in a current career under FOTARSU v0.52 (and other versions before that) my orders were to transport either soldiers or agents to a point and set them ashore. With only one exception where the sea was glassy smooth, launching the raft resulted in a wave immediately flipping the raft upside down even before anyone boarded. The intended passengers then boarded the raft, also upside down, and proceeded on their merry way. While this does not affect gameplay as far as I can tell, it is a bit disconcerting to see those guys in such a deplorable condition! They are paddling away like mad, bodies under water and paddles in the air!
Is there a way to make the life rafts more stable? Someone has done work on them previously, because I recall seeing them spinning wildly hundreds of feet in the air after leaving a sinking ship! That seems to have stopped. Don't mind seeing the enemy having a tough time in a raft, but my guys need to be able to survive the raft trip to shore. Thanks! |
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Okay, I was under the impression that we were waiting for some features before releasing v0.54 to the public. Are we in favor of releasing as is and continuing what's not quite ready to the next version?
I don't have a problem with that. I just want to make sure everyone is on the right page. That would allow the public to test out what we have so far of the Aleutians campaign and some of CapnScurvy's fixes. Sound off guys! Yea or nay? |
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