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

KaleunMarco 01-06-22 09:36 PM

Quote:

Originally Posted by propbeanie (Post 2786665)
Well, they have been "Type13=Auxiliary Ship" for as long as I can remember, and that shows as a warship. Note however, they are listed as a "Neutral" usually, even if they are operated by a belligerent. Other Auxiliary vessels are far from Neutral. :arrgh!:

ok.....warship and neutral are mutually exclusive.
if a kaleun sinks one, does he get positive renown or negative renown?

propbeanie 01-06-22 10:45 PM

Negative renown. "Warship" is the Type, while "Neutral" is the Red Cross Nation in this case, operating in a Japanese convoy and using it as "cover'. But the Type=13 Auxiliary Ship is found under the Warship classification, such as 11 for the BB, etc.

Zero Niner 01-07-22 01:40 AM

Quote:

Originally Posted by KaleunMarco (Post 2786664)
are you sure about the warships' classification? FOTRSU used to have those classed as neutrals.

They were neutral but classed as warships (green diamond on the map). And they were part of a Japanese convoy each time I encountered them. Shouldn't they be green squares?

Now that I think about it, I guess they would be Japanese hospital ships, and because they are hospital ships, not valid targets. But they were flying the Red Cross flag, not the Japanese hinomaru and I guess this threw me off for a bit.

I really should read up on Red Cross operations during WW2, particularly in the Pacific.

fitzcarraldo 01-07-22 09:45 AM

Hello FOTRSU Team: New report on v17.

https://i.imgur.com/UTB52sG.jpg

https://i.imgur.com/3cspcCf.jpg

The officer on the deck continues to have this issue. There is a sailor hat over the officer hat.

Departing from Miraveles, December 8, 1941. S-Boat, S-18.

When I departed from port, I donīt have this problem. Saved game, reload and appeared the issue.

My list of mods:

Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
FotRSUv17n_Patch
Nippon Maru v1.6
Nihon Kaigun v1.1
Combined Roster
901_Strategic_Map_Symbols
304_NoJapaneseAirRadar
399_OAKsHudGauges
399c2_NoScrollNavMap - OAKsSameSizedDials
450_MoonlightzSonarLines
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
806_PeriscopeSplash
802_TMO_torp_tex_FotRSU
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
FOTRSU_1.7_SUB_SKINS_IN_4k
EAX_SoundSim_FOTRSU_1.7
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum

All are the latest versions of the addins and extra mods.

I read about this problem in v146 and v16P, but it seems it persists.

Best regards.

Fitzcarraldo :Kaleun_Salute:

KaleunMarco 01-07-22 09:50 AM

Quote:

Originally Posted by fitzcarraldo (Post 2786721)
Hello FOTRSU Team: New report on v17.


The officer on the deck continues to have this issue. There is a sailor hat over the officer hat. :Kaleun_Salute:

this officer is most likely a "maverick"...a former enlisted man who was commissioned as an officer while on active duty.

probably was a bit late in reporting for his duty section and grabbed both his Dixie Cup and his Officer's cap in his haste.

hopefully, his chief will spot it and discretely inform him of his uniform gaffe before the CO sees it.
:haha::Kaleun_Salute:

torpedobait 01-07-22 10:01 AM

Quote:

Originally Posted by propbeanie (Post 2786631)
@ torpedobait - I have to test a fix for yours yet, and I am not certain if it will work from the middle of a career yet or not...

I won't mind going to a new career. It's all part of the deal. Thanks, mate! :salute:

EDIT: I went around it by transferring to Surabaya DEI before leaving Darwin. More than one way to skin a cat, as they say! :-D

fitzcarraldo 01-07-22 10:10 AM

Quote:

Originally Posted by KaleunMarco (Post 2786723)
this officer is most likely a "maverick"...a former enlisted man who was commissioned as an officer while on active duty.

probably was a bit late in reporting for his duty section and grabbed both his Dixie Cup and his Officer's cap in his haste.

hopefully, his chief will spot it and discretely inform him of his uniform gaffe before the CO sees it.
:haha::Kaleun_Salute:

Iīm making a report to Lockwood. It is passed only one day from Pearl Harbor and these mavericks are searching for glory in the Pacific. :k_confused:

Regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie 01-07-22 10:53 AM

Quote:

Originally Posted by fitzcarraldo (Post 2786721)
Hello FOTRSU Team: New report on v17.

[pic]

[pic]

The officer on the deck continues to have this issue. There is a sailor hat over the officer hat.

Departing from Miraveles, December 8, 1941. S-Boat, S-18.

When I departed from port, I donīt have this problem. Saved game, reload and appeared the issue.

My list of mods:

Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]

100_FalloftheRisingSun_Ultimate_v1.7
FotRSUv17n_Patch
Nippon Maru v1.6
Nihon Kaigun v1.1
Combined Roster
901_Strategic_Map_Symbols
304_NoJapaneseAirRadar
399_OAKsHudGauges
399c2_NoScrollNavMap - OAKsSameSizedDials
450_MoonlightzSonarLines
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
806_PeriscopeSplash
802_TMO_torp_tex_FotRSU
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
FOTRSU_1.7_SUB_SKINS_IN_4k
EAX_SoundSim_FOTRSU_1.7
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum

All are the latest versions of the addins and extra mods.

I read about this problem in v146 and v16P, but it seems it persists.

Best regards.

Fitzcarraldo :Kaleun_Salute:

I don't have the exact mod load-out you have, but I do have torpedobait's mod load-out in my FotRSU right now, and I do not see how that fellow ends up with a sapca_m#Head. While there is a typo in the NoJapaneseAirRadar, and I do not have Realistic Floor Tiles on the install, there really is no direct way for those to do that anyway... There are two JG for deckwatch on the S-Boats, and no CPO, but the third shift fellow is a POWatch, so do you know if you have been through the shift change for third watch back to first watch? Although I cannot think of a reason for the PO to still be there... I'll do some more digging here in a bit. In the meantime, see what happens next shift change, and if that canvas cap stays on the 2nd shift JG, and let me know please. When you get to the 3rd shift watch with the PO as Leader, surely the officer's cap will disappear. If you do go back to one hat, Save, exit the game, and then re-start and Load that Save, and see what happens next time that 3rd shift goes off-duty and 1st shift comes back on...

Quote:

Originally Posted by torpedobait (Post 2786726)
I won't mind going to a new career. It's all part of the deal. Thanks, mate! :salute:

I am still trying to get to the change to Albany, but surely just a couple of hours... :06:

Thanks guys! :salute:

propbeanie 01-07-22 05:42 PM

@ fitzcarraldo - did you add any mods after having started a different campaign, and not empty the Save folder, by chance? Are you certain you have vickers03's latest 4k skins for the S-18 update? Thanks! I hope to begin testing a similar mod load-out shortly! :salute:

btw, you don't need the first 399_OAKsHudGauges if you use the 399c2_NoScrollNavMap - OAKsSameSizedDials mod, which I am sure you're aware of, probably seeing that too late in the process and didn't want to undo most of what you had done... lol

propbeanie 01-07-22 06:51 PM

I cannot seem to break it fitzcarraldo. I have done 4096x TC and shelled out to windows at the same time, opened the browser, edited a photo, etc., crashed dived and blew ballast etc, and in the middle of those left the game. Saved and exited while under high TC, re-loaded the Save and still cannot get a hat stuck on either of JG officers... any more info maybe?

Woozle 01-07-22 10:02 PM

I come bearing good news! The torpedo crashing issues around the area of Midway on June 4th appear to be subsiding. I recreated my original approach from my last bug post exactly and fired four torpedos at the Akagi and got four hits, the stubborn girl refuses to sink but that's another matter! :haha: The emergency patch @propbeanie sent seems to have done the trick and resolved those crashing issues. :salute:

fitzcarraldo 01-08-22 08:28 AM

Quote:

Originally Posted by propbeanie (Post 2786784)
I cannot seem to break it fitzcarraldo. I have done 4096x TC and shelled out to windows at the same time, opened the browser, edited a photo, etc., crashed dived and blew ballast etc, and in the middle of those left the game. Saved and exited while under high TC, re-loaded the Save and still cannot get a hat stuck on either of JG officers... any more info maybe?

The issue is with the third deck watch. For some reason, the game (or the mod), want a third watch with all sailors. I organized three watches with an officer in each of them; in the third watch, the game "want" a sailor and not the officer, so "put" the sailor hat over the officer.

I donīt remember this behaviour with others mods or in vanilla, but never played too much with pigboats. There is something - maybe - in the upc file for the crew. Or is it hardcoded? Try organizing the three deck watches with an officer in each watch, and you will see the issue in the third watch.

Best regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie 01-08-22 09:48 AM

That would explain it then, changing people around. Unfortunately, the deck crew's clothing does not follow the characters, but rather their positions. The way the S-Boat crew is put together, there is not a CPO available for watch duty, so a regular PO is used instead. What the game does is use the position though, for the clothing change between Watch and Battle Stations. Therefore, the crew is "stripped" of clothing before deck watch, and then clothed for watch duty. When you moved one of the officer characters from inside, that 3D character happens to have a hat assigned to the actual character, otherwise you would only see the canvas cap of the 3rd Watch Leader's position:
Type= Leader
WatchIndex= 3
IDLinkCrewMember= POWatch
WatchCrewMemberSlot3D= WCS_03_dummy
...
WatchAccessoriesForAdding3DObjects= Binoclu_WCS, sapca_m#Head
WatchAccessoriesForSubtracting3DObjects= sapca_m01, ...
That "m#Head" is the canvas cap, and it goes with the "WCS_03_dummy" position. If you put the crew back, they will "clothe" fine.

propbeanie 01-08-22 09:53 AM

Quote:

Originally Posted by Woozle (Post 2786814)
I come bearing good news! The torpedo crashing issues around the area of Midway on June 4th appear to be subsiding. I recreated my original approach from my last bug post exactly and fired four torpedos at the Akagi and got four hits, the stubborn girl refuses to sink but that's another matter! :haha: The emergency patch @propbeanie sent seems to have done the trick and resolved those crashing issues. :salute:

Excellent news! So it was one of the dates in the mis file then... Thanks for the confirmation!

fitzcarraldo 01-08-22 10:37 AM

Quote:

Originally Posted by propbeanie (Post 2786886)
That would explain it then, changing people around. Unfortunately, the deck crew's clothing does not follow the characters, but rather their positions. The way the S-Boat crew is put together, there is not a CPO available for watch duty, so a regular PO is used instead. What the game does is use the position though, for the clothing change between Watch and Battle Stations. Therefore, the crew is "stripped" of clothing before deck watch, and then clothed for watch duty. When you moved one of the officer characters from inside, that 3D character happens to have a hat assigned to the actual character, otherwise you would only see the canvas cap of the 3rd Watch Leader's position:
Type= Leader
WatchIndex= 3
IDLinkCrewMember= POWatch
WatchCrewMemberSlot3D= WCS_03_dummy
...
WatchAccessoriesForAdding3DObjects= Binoclu_WCS, sapca_m#Head
WatchAccessoriesForSubtracting3DObjects= sapca_m01, ...
That "m#Head" is the canvas cap, and it goes with the "WCS_03_dummy" position. If you put the crew back, they will "clothe" fine.

Great explanation. Many thanks!

Fitzcarraldo :salute:


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