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I was in a Gar. I was awarded the Gar from the Sargo I entered Fremantle on.
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Hmm.
I have been in area 51's super dooper dark room. My experiments on minefields and big bangs have all failed. I made these following changes to FotRSU v.056 Inserted vSH5 - Data > Ordnance - to over write older version Inserted vSH5 - Data > Library - to over write older version The same sound is still alive and kicking. See below: https://image.ibb.co/mLp7WF/SH4_Img_..._33_18_249.png Looking more closely: - Data > Library > AntiSubNet.dsd > SoundSource holds the sound commands for both: Collisions.AntiSubmarineNet_ext Collisions.AntiSubmarineNet_int xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Ok, i now deleted both above sound files and wow, no more bad sounds with mission / campaign start-up or entering Truk. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Hmm perhaps, changing the: - Data > Library > AntiSubNet.dsd > SoundSource > soundfile names, and updating the dsd file to match the new names may help? It's 01:14 hrs time for bed. |
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It's a trap to nerf your maximum time compression :) |
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And gutted, I'm not going to dare tell you how to play your game. Next version will force all battles to be fought at 16x!:D:D:D |
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Any player changing mods should always delete the Documents/SH4 folder. The game makes a new one every time the game restarts! Any changes the new mod makes after its been "Activated" through JSGME will be put into the new game saves, but it doesn't touch the files of previous game saves. Why is this important? 1. To keep from playing a past game save that doesn't include the same files currently installed in-game. This alone will keep players from running into trouble when the game looks for certain game files (that aren't the same) as the "save" game files that are no longer in-game. Deleting your past accomplishments/achievements is a small price to pay for game stability. |
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Affirmative. |
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Yes, the "save" game, exit the game, replay the "save" process seems to straighten things out (it will fix other issues too when they arise), so that's the best alternative fix. Actually here's some pointers on game stability that all players should keep in mind while playing/saving your game.......found HERE. |
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I must be playing in a time warp! But, after selecting the next patrol the start date became Jun12 '42. Just seems that the news message was out of synch with my docking date. |
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Thank you all for the hard work. I am looking forward to diving into your newest creation. :subsim:
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BATTLESHIPS SUNK BY TORPEDOES ROYAL OAK: 3hits+1 (of no damage) BARHAM: 3hits PRINCE OF WALES: 4hits REPULSE: 3hits + 4 (after start sinking) KONGO: 1 or 2hits FUSO: 1 or 2hits YAMATO/MUSASHI: 10++ (both were finished after first 4-5 hits). BIG CARRIERS SUNK BY TORPEDOES CURAGEOUS: 2hits ARK ROYAL: 1hit EAGLE: 4hits (finished after 2) SHOKAKU: 3 or 4hits TAIHO: 1hit ZUIKAKU: 7hits (finished after first 4hits) SHINANO: 4hits YORKTOWN: 2 (saved)+2(sinking) CRUISERS All which took 2 or more hits were sunk |
I was in War Patrol Trigger patrol 1 in '42 when I sent out from pearl...I was supposed to sail and patrol west of Attu islands. When looking at the map the 'star' to designate my patrol area was sitting over Dutch Harbor. I am using .56.
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If you're in a Narwhal, you might get assigned a SpecOps mission of some kind out of Pearl, but shouldn't be getting an Attu Patrol, much less with a Patrol Star near Dutch Harbor. If it was South of Dutch Harbor, like halfway between Pearl and Dutch Harbor, that's an Umnak Patrol, which is one that I made, and shouldn't be able to be called from a Pearl Flotilla... hmmm...
Did you empty your My Documents \ SH4 save folder before playing, just to be sure?... any other mods in with FotRSU? |
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