SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Fall of the Rising Sun Ultimate, full release (https://www.subsim.com/radioroom/showthread.php?t=243064)

propbeanie 07-21-22 01:00 PM

Quote:

Originally Posted by Kal_Maximus_U669 (Post 2819028)
Hey Beanie :salute: something must be wrong...

my list mod
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
Nippon_Maru_v1.8_FotRSU=2
Nihon Kaigun v1.2_FotRSU=3
Combined Roster=4
305_LessJapaneseAirRadar=5
450_MoonlightzSonarLines=6
650_MoreDudz=7
801_UMark Invisible=8
802_TMO_torp_tex_FotRSU=9
803_NoPlayerSubFlags=10
805_CWC_FIOQv18=11
901_Strategic_Map_Symbols=12
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=13
New Sounds Interior-Officer Quarters mod=14
FOTRSU_1.7_SUB_SKINS_IN_4k=15
EAX_SoundSim_FOTRSU_1.7=16
FI-OQ_FotRSU_v1.8f_upcPatch=17
Enhanced Sounds for SH4=18

Quote:

Originally Posted by propbeanie (Post 2819101)
OK, as I am setting up for the day and reviewing your list Kal_Maximus, I noticed this. The highlighted Orange text 11 mod should be after the 13 and 17 mods. The Interiors mods gives you the interiors, of course, the upcPatch makes that 'compatible' with v18, which is only a few clothing changes, and then the FIOQ version of the CWC mod adds the Cold Weather Clothing, also edited for the Interiors mod. I am not certain what happens with the sound mods in the order you have them, but perhaps vickers03 sees this, he can comment on those. EAX after the Interiors mod, but I am not certain about the Enhanced Sounds or Sounds Interior mods, but I would guess the order you have them is OK... Anyway, I am taking a deep dive into more hat and targeting testing now... I'll see how many times I get sunk trying the stadimeter and setting range... lol

Rather than post all of the pictures I took (non of which have hat troubles), I made a PDF file that has basically 3 parts to it:
TestingS18Submarine.pdf
I listed two mod lists, the first is
100_FalloftheRisingSun_Ultimate_v1.8
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
RUBINI_CLOUDS_SH4
SEA_LIFE_SH4
AddInModzPak_18
and the 2nd is rather more involved:
100_FalloftheRisingSun_Ultimate_v1.8
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
RUBINI_CLOUDS_SH4
SEA_LIFE_SH4
AddInModzPak_18
450_MoonlightzSonarLines
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
805_CWC_FIOQv18
The 3rd one (not listed due to its "Top-Secret" status) throws in a bunch of Hi-Res stuff that is currently in development - lots of window dressing - but I also added EAX for FotRSU. I have yet to observe any issues out of Dutch Harbor Alaska, and have sunk one IJN JyunsenB, a bit after being strafed by a Jake airplane... good thing we had an eagle-eye look-out, else we would not have made the Crash Dive to safe depth in time for the bomb that was dropped... the patrol continues... In the meantime:


Quote:

Originally Posted by Bubblehead1980 (Post 2819133)
Interesting....

Dec 1941...fired torpedo "down the throat" of a oncoming Mutsuki DD.

Of course torpedo prematurely detonated. I was passing 80 feet when two depth charges exploded ahead to starboard. Not super close, but close.
Took some minor damage overall. Battery damage was listed as 12 percent,
but after repaired, batteries will only recharge to 57 percent. I know this happens, which is fine, just surprised by the discrepancy showed on damage screen and lingering residual damage.

After initial run, the DD was completely inept lol. Briefly pinged, never dropped depth charges on me again. I cruised along at 250 ft.

I did not have issue with the use of the stadimeter or the dials, though since I am a slow manual-targeting lackey, I ended up having to do a fast 90 (again) to be certain of hitting my target. I calculated 3 different ranges while attempting to set-up for the JyunsenB, with a disparity of 1200 yards between my first two... not good - should have been maybe 300 yards. The 3rd did not help satisfy the previous two... so is it me, or the stadimeter? I don't know. I will have to do "controlled studies" later... :roll:

Edit: Relatively normal behavior on the batteries. They will be fine after a re-fit, but since you took damage to the bank, there is a roll-of-the-dice involved in what portion functions when the repairs are complete. While 57% charge might be toward the bottom of a dice roll, it is not beyond the realm of what the game does to the player in that regard. This is like when a depth charge is dropped, where there is a damage zone, but between that and the outer limit, there is the "variable damage" that can be incurred. The thing with the batteries, is that if a cell in the middle of a bank breaks in real life, the battery "cell" (or "cells") can be unstrapped and removed from the bank - even if it has to stay physically in-place under the floor, but jumper wires would be used to route the wiring around it, and avoid it or its neighbors altogether, resulting in maybe getting the re-charge back to 80-85% instead. But that is the way the game works, until we attempt to re-do that segment of the "damage" screens, along with the torpedo doors... :roll:


Quote:

Originally Posted by U-190 (Post 2819138)
Great job! :up:

Thank you very much - good to see your mods back up and available also! :yeah: :salute:

Kal_Maximus_U669 07-21-22 01:48 PM

hey
[MODS]
100_FalloftheRisingSun_Ultimate_v1.8=1
Nippon_Maru_v1.8_FotRSU=2
Nihon Kaigun v1.2_FotRSU=3
Combined Roster=4
FOTRSU_1.7_SUB_SKINS_IN_4k=5
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=6
New Sounds Interior-Officer Quarters mod=7
FI-OQ_FotRSU_v1.8f_upcPatch=8
EAX_SoundSim_FOTRSU_1.7=9
305_LessJapaneseAirRadar=10
450_MoonlightzSonarLines=11
650_MoreDudz=12
801_UMark Invisible=13
802_TMO_torp_tex_FotRSU=14
803_NoPlayerSubFlags=15
901_Strategic_Map_Symbols=16
Enhanced Sounds for SH4=17
jimimadrid Torpedos=18

it's really weird... new approach it seems to be ok... since yesterday
jimimadrid with torpedo modify 1.8
but the know-how in the assembly is important it seems to me not... in this assembly
irony of fate MM we have almost the same mix...for the new approach..!!

It's cool beanie Guc pisses us off...for a lot of things I think game design and terrible for modders...

propbeanie 07-21-22 01:54 PM

Excellent. Mod order does matter. Although you do not need to do the TMO-style torpedoes (14), nor the jimimadrid Torpedoes (18) mods. The jimimadrid Torpedoes are in FotRSU v18 already, and the TMO style just overwrites those... jimimadrid's mod is much prettier... lol

Mad Mardigan 07-21-22 02:15 PM

Quote:

Originally Posted by propbeanie (Post 2819185)
Excellent. Mod order does matter. Although you do not need to do the TMO-style torpedoes (14), nor the jimimadrid Torpedoes (18) mods. The jimimadrid Torpedoes are in FotRSU v18 already, and the TMO style just overwrites those... jimimadrid's mod is much prettier... lol

Was NOT aware, that jimi's torp mod... had been... incorporated into v1.8 of FotRS-U.

On knowing that, now... have it in worx to back that out of the mix. :yep:

Quote:

Originally Posted by Kal_Maximus_U669 (Post 2819180)
irony of fate MM we have almost the same mix...for the new approach..!!

Did find it interesting, that our mod mixes were nearly identical... minus a few not used. :yep:





:Kaleun_Salute:


M. M.

Bubblehead1980 07-21-22 06:54 PM

So which mod removes the silhouettes of ships on nav map wen zoomed in? I really dislike (always have since stock) the colored and different shapes which reveals what the ship is. Prefer the TMO dot/pencil mark. I hate the tmo style markings mods in but only covers when zoomed out, if zoom in close such as when plotting, shows the shape of ships and color based on friendly/enemy etc.

Bubblehead1980 07-21-22 07:43 PM

Quote:

Originally Posted by propbeanie (Post 2819166)
Rather than post all of the pictures I took (non of which have hat troubles), I made a PDF file that has basically 3 parts to it:
TestingS18Submarine.pdf
I listed two mod lists, the first is
100_FalloftheRisingSun_Ultimate_v1.8
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
RUBINI_CLOUDS_SH4
SEA_LIFE_SH4
AddInModzPak_18
and the 2nd is rather more involved:
100_FalloftheRisingSun_Ultimate_v1.8
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
RUBINI_CLOUDS_SH4
SEA_LIFE_SH4
AddInModzPak_18
450_MoonlightzSonarLines
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
805_CWC_FIOQv18
The 3rd one (not listed due to its "Top-Secret" status) throws in a bunch of Hi-Res stuff that is currently in development - lots of window dressing - but I also added EAX for FotRSU. I have yet to observe any issues out of Dutch Harbor Alaska, and have sunk one IJN JyunsenB, a bit after being strafed by a Jake airplane... good thing we had an eagle-eye look-out, else we would not have made the Crash Dive to safe depth in time for the bomb that was dropped... the patrol continues... In the meantime:



I did not have issue with the use of the stadimeter or the dials, though since I am a slow manual-targeting lackey, I ended up having to do a fast 90 (again) to be certain of hitting my target. I calculated 3 different ranges while attempting to set-up for the JyunsenB, with a disparity of 1200 yards between my first two... not good - should have been maybe 300 yards. The 3rd did not help satisfy the previous two... so is it me, or the stadimeter? I don't know. I will have to do "controlled studies" later... :roll:

Edit: Relatively normal behavior on the batteries. They will be fine after a re-fit, but since you took damage to the bank, there is a roll-of-the-dice involved in what portion functions when the repairs are complete. While 57% charge might be toward the bottom of a dice roll, it is not beyond the realm of what the game does to the player in that regard. This is like when a depth charge is dropped, where there is a damage zone, but between that and the outer limit, there is the "variable damage" that can be incurred. The thing with the batteries, is that if a cell in the middle of a bank breaks in real life, the battery "cell" (or "cells") can be unstrapped and removed from the bank - even if it has to stay physically in-place under the floor, but jumper wires would be used to route the wiring around it, and avoid it or its neighbors altogether, resulting in maybe getting the re-charge back to 80-85% instead. But that is the way the game works, until we attempt to re-do that segment of the "damage" screens, along with the torpedo doors... :roll:



Thank you very much - good to see your mods back up and available also! :yeah: :salute:



Yes, need to try traditional shots to see the issue more.


What I have found is prior to having used the rec manual and clicking to sen the mast data to TDC, the stadimeter only lets move the dial up to 1300 yards. After having sighted a target and entered range, it allows to enter between 900 and 9000 yards roughly, there just is not the free movement needed and should have. Bringing back terrible memories of stock game and TMO before the fix lol.

Periscope and stadimeter is among the most fouled up parts of SH 4 stock, its almost like...UBI just did not care lmao.

Bubblehead1980 07-21-22 08:49 PM

Really enjoying the mod guys. Well done.


Dec 1941 in USS Triton (Tambor) bouncing around Marshalls. No merchant shipping as of yet, just a DD and couple PC's. Curiously, no aircraft with over ten days in area.

propbeanie 07-21-22 09:25 PM

Quote:

Originally Posted by Mad Mardigan (Post 2819194)
Was NOT aware, that jimi's torp mod... had been... incorporated into v1.8 of FotRS-U.

On knowing that, now... have it in worx to back that out of the mix...

Ee-yup... in the ReadMe - if I didn't screw that up... :o :arrgh!:


Quote:

Originally Posted by Bubblehead1980 (Post 2819225)
So which mod removes the silhouettes of ships on nav map wen zoomed in? I really dislike (always have since stock) the colored and different shapes which reveals what the ship is. Prefer the TMO dot/pencil mark. I hate the tmo style markings mods in but only covers when zoomed out, if zoom in close such as when plotting, shows the shape of ships and color based on friendly/enemy etc.

The TMO NavMapDots are the "pencil" dots on the NavMap, of course. The 452_TMOstyle_NavMapShipMarks and 453_TMOstyle_NavMapAirMarks have the zoomed-in "boxes", no color for the ships and planes respectively. No hint as to what nationality. If you use those mods, they will cover the Moonlight Sonar lines if already applied, so put it in last if you want the colored lines hints of Warship blue lines, Merchant black line and radar detected dark green lines...


Quote:

Originally Posted by Bubblehead1980 (Post 2819234)
Yes, need to try traditional shots to see the issue more.

What I have found is prior to having used the rec manual and clicking to sen the mast data to TDC, the stadimeter only lets move the dial up to 1300 yards. After having sighted a target and entered range, it allows to enter between 900 and 9000 yards roughly, there just is not the free movement needed and should have. Bringing back terrible memories of stock game and TMO before the fix lol.

Periscope and stadimeter is among the most fouled up parts of SH 4 stock, its almost like...UBI just did not care lmao.

Copy that on needing more tests, and doing it while another sub is running your down is not the best test environment... lol - as for the Range Dial, 1300 yards on that is like an "Infinity" setting. All TMO did was to increase the number, but the actual "resolution" of the dial is still there. If you haven't tried them, do one of the 454 mods and see if you like being able to do that, with the left and right segments being able to adjust each other...


Quote:

Originally Posted by Bubblehead1980 (Post 2819239)
Really enjoying the mod guys. Well done.

Dec 1941 in USS Triton (Tambor) bouncing around Marshalls. No merchant shipping as of yet, just a DD and couple PC's. Curiously, no aircraft with over ten days in area.

Thank you for that. As for the Marshalls, when you first get there, if you go to the correct location (don't want to give it away), you will encounter the "expansion force", where the Japanese were doing landings into the Marshalls and Gilberts. There should be the occasional 4 engine long-range patrol / float plane, and then in the groupings themselves, there will be sea plane tenders, and you should encounter those when you are close enough. I don't think we put anymore AirBases in there, and I think we took a couple out earlier, because that was all that you saw, was airplanes, kind of like being around Buna and the Shortlands. Up there, OK, that is understood, with it being a Japanese stronghold area and close enough to Rabaul, but not in the eastern Marshalls and northern Gilberts... "shoestring budget" at work... Even when there is merchant traffic in the area, it is only a few ships every other day, a small convoy maybe once a week, and it stops at various atolls... it is really hard to catch anything other than the lonesome DE patrols... That is why, on the early assignments down there, you usually get 3 or more Objectives with the mission, and each worth 300 points usually, just so the player basically get at least a decent patrol score for being sent to a dead, boring locale for their first mission... kind of like the S18 out of Manila that gets the Tablas Strait, or the Sibuyan Sea and only sees the occasional scout plane, but then gets the Lingayen Gulf assignment... lol - Oh Boy! Lots of renown there!

Mios 4Me 07-22-22 12:25 AM

1. USS Gato, ex-Midway, encountered a stationary Group heading NNW 108km/64 degrees from Takanabe on 9/29/43 @ 0830. Group consisted of a stationary Kiturin with an Akaisasan, a frigate, a DE B class, and a hospital transport dancing attendance. When we closed within 10 km, a stalled Huzisan trailing the Kiturin was spotted. The latter sped up to 5 kts after receiving a torpedo attack, then sank; the Kiturin did not move before sinking. The escorts happily steamed off over the horizon prior to the attacks and were not heard from again.

2. The Soyo Maru does not match the handbook silhouette, which appears to be an Anastasia Maru. Probably a long-known issue, but what the heck.

Bubblehead1980 07-22-22 01:37 AM

Jan 1942 USS Triton (Tambor Class)


Attempted to equip with historically accurate stern mounted gun upon return to port, lost the deck gun slots, so reloaded in port save, back to bow gun. I thought the deck gun bug was solved ?

Bubblehead1980 07-22-22 02:22 AM

First patrol in FOTRS V1.8 completed.

Report below.


https://www.subsim.com/radioroom/sho...57#post2819257

Bubblehead1980 07-22-22 02:26 AM

Quote:

Originally Posted by propbeanie (Post 2819241)
Ee-yup... in the ReadMe - if I didn't screw that up... :o :arrgh!:



The TMO NavMapDots are the "pencil" dots on the NavMap, of course. The 452_TMOstyle_NavMapShipMarks and 453_TMOstyle_NavMapAirMarks have the zoomed-in "boxes", no color for the ships and planes respectively. No hint as to what nationality. If you use those mods, they will cover the Moonlight Sonar lines if already applied, so put it in last if you want the colored lines hints of Warship blue lines, Merchant black line and radar detected dark green lines...



Copy that on needing more tests, and doing it while another sub is running your down is not the best test environment... lol - as for the Range Dial, 1300 yards on that is like an "Infinity" setting. All TMO did was to increase the number, but the actual "resolution" of the dial is still there. If you haven't tried them, do one of the 454 mods and see if you like being able to do that, with the left and right segments being able to adjust each other...



Thank you for that. As for the Marshalls, when you first get there, if you go to the correct location (don't want to give it away), you will encounter the "expansion force", where the Japanese were doing landings into the Marshalls and Gilberts. There should be the occasional 4 engine long-range patrol / float plane, and then in the groupings themselves, there will be sea plane tenders, and you should encounter those when you are close enough. I don't think we put anymore AirBases in there, and I think we took a couple out earlier, because that was all that you saw, was airplanes, kind of like being around Buna and the Shortlands. Up there, OK, that is understood, with it being a Japanese stronghold area and close enough to Rabaul, but not in the eastern Marshalls and northern Gilberts... "shoestring budget" at work... Even when there is merchant traffic in the area, it is only a few ships every other day, a small convoy maybe once a week, and it stops at various atolls... it is really hard to catch anything other than the lonesome DE patrols... That is why, on the early assignments down there, you usually get 3 or more Objectives with the mission, and each worth 300 points usually, just so the player basically get at least a decent patrol score for being sent to a dead, boring locale for their first mission... kind of like the S18 out of Manila that gets the Tablas Strait, or the Sibuyan Sea and only sees the occasional scout plane, but then gets the Lingayen Gulf assignment... lol - Oh Boy! Lots of renown there!



lol well guess I missed it, I followed the objectives patrolling around different atolls, attempted to attack destroyers I found worth my torpedoes.

Lingering battery damage from depth charge really hampered my efforts for remainder of patrol, had to be careful.


No merchant shipping nor aircraft were encountered. After last assignment was completed I patrolled approaches to Kwajalein. With assignments completed, I returned to Pearl due to damage batteries limiting my capability.

Next patrol in Area 4 off Tokyo, in Feb 1942, so I expect will see some action.:Kaleun_Wink::Kaleun_Applaud:

Lupo Cattivo 07-22-22 04:22 AM

Hi,

compliments to all the FotRS staff for the amazing job!

I would like to ask one thing that haunts me:

Is there the possibility to see in the map the various detection ranges "rings" of the various sensors for enemy ships?

I find it a tool of unparalleled didactic value.

Thanks

Kal_Maximus_U669 07-22-22 09:41 AM

100 FalloftheRisingSun Ultimate v1.8
 
Thank you.. BH. Beanie.. for the details provided as well MM..
I consulted the Pdf Thank you it's great..THX Boss..
I'm going back... my personal life took me no time yesterday.. so let's see it now..:up:
RUBINI_CLOUDS_SH4 I can't find it can someone tell me where..? Thanks

Pranne 07-22-22 10:04 AM

CTD
 
Can someone help me i installed FOTRS V1.8 but i have CTD´s, even when looking into the museum.

Windows report see below.

Is there a way to find out whats wrong?

Thank you!

Name der fehlerhaften Anwendung: sh4.exe, Version: 1.5.0.0, Zeitstempel: 0x476a5ca9
Name des fehlerhaften Moduls: ntdll.dll, Version: 10.0.19041.1806, Zeitstempel: 0x39cccd9d
Ausnahmecode: 0xc0000005
Fehleroffset: 0x0005b963
ID des fehlerhaften Prozesses: 0x514
Startzeit der fehlerhaften Anwendung: 0x01d89dde3858e269
Pfad der fehlerhaften Anwendung: D:\Spiele\Sh4\sh4.exe
Pfad des fehlerhaften Moduls: C:\WINDOWS\SYSTEM32\ntdll.dll
Berichtskennung: 723331ce-489a-4934-a22d-db28d626b647


All times are GMT -5. The time now is 12:25 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.