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-   -   [REL] Fall of the rising Sun for SH4 V1.5 Version 1.2 (https://www.subsim.com/radioroom/showthread.php?t=147988)

fitzcarraldo 06-13-12 03:09 PM

Quote:

Originally Posted by Hylander_1314 (Post 1897144)
I would say 2.2 over 2.5 right now, because of the Tambor bug that some are having, and some from the missing deck gun issue that stems from the same from what it sounds like.

Although if they kept it on the same older version of TMO as a base, and made their own improvements on what they prefer, or interpret, that is fine too. It kinda makes it stand on it's own that way. Which is nice in it's own right.

For me, the best option is a RSRDC campaign for TMO 22 (the base), with all the ships and planes and graphics improvements of FOTRS, including the environment, the best I see for SH4 (I have the FOTRS environment installed in TMO 22).

Maddy...Are you here? Read, please!!! ;)

Best regards.

Fitzcarraldo :salute:

Hylander_1314 06-13-12 06:13 PM

I would have to agree! That would be the best of both worlds!

Hylander_1314 06-14-12 04:33 PM

Hey guys, I had this happen once before, but can't remember the remedy.

It is July 16th, 1942. The option to add SJ Radar is now available, so I add it to the boat. Click out of the equiptment screen, and even come back, and yes it shows as being installed on the boat, so I go to start my next patrol, and no SJ Radar? :doh: :o :hmmm:

I remember I had to do something to get it to work, but I don't remember what the procedure was / is.

Oh, and the boat I have, is a Sargo Class boat.

Thanks in advance!

Just checked the boat, and even though it shows up in the slot as being added on, when I go to the bridge, or from external views, there is no SJ Radar head.

doulos05 06-15-12 02:19 AM

Next question, if I start a campaign in 1.3, will it port forward into 2.0 or will I have to start over?

I suppose technically it doesn't matter, I mean, I've just started a TMO campaign (starting in '41) that I intended to run as a DiD campaign through to the end of the war. Since I seem to be reasonably deft at dodging depth charges and even planes, it seems it may not matter as this campaign could go along time with only 1-2 hours a week to play....

602Sqn_Puff 06-15-12 05:59 AM

Just insatlled the mod and was wanting to ask, external free camera no longer works...is this by design? and is there anyway to turn em back on?

Hylander_1314 06-15-12 03:43 PM

Make sure your the camera checkbox is unchecked in the options menu, and unlike me, when I start a new campaign, I always forget to set it properly in the options menu from the desk in the office, by clicking on the radio. I start my first patrol, and go to check out the boat from free camera, and have to go back one step, go to the campaign options menu, and uncheck the box.

The other thing you can do, once you start a campaign, go to My Documents, and open your SH4 folder.

Open the GameplaySettings.cfg file.

Look for to make sure the external view setting is set to false like this,

NoExternalView=false

To save myself the problem, I went into the Config folder in the SH4\Data folder, and opened the same file, and set the Easy and Nornal settings to true and false as I like them, and unless i want to increase the difficulty, I always have them the way I like to play the game.

602Sqn_Puff 06-16-12 03:03 AM

Managed to suss it out, many thanks for replying. Followed your instructions and fixed the cfg file though, save me the hassle later on.

Hylander_1314 06-16-12 06:59 AM

Cool! Glad it helped!

Hylander_1314 06-17-12 11:57 AM

Just a little note, that Stanger took the time to fix an out of place cable from the aft mast to control tower for the P-Class, and Salmon/Sargo boats, and I have been using it now for over 24 hours of campaign time. With no ill effects. It doesn't change anything like skin files, just moves the cable.

It appears it is JSGME ready, or you can just drop the individual .dat files in the Data \ Objects Folder in your SH4 directory.

The link is here for them:

http://www.subsim.com/radioroom/show...=196093&page=2

I think it is post #17 if anyone wishes to use / test it.

Since it doesn't mess with any of the campaign files or is invasive to them, any supermod should work. I am using it in FOTRS, and TMO with no ill effects.

AOTD_MadMax 07-11-12 05:34 PM

Hello Captains,

we from AOTD finished ouer Onlinecampaign successful.
That means that testing is now over and some last things until release could be done.

In order to form a more perfect navy i decided to rebuild some origin SH4 BB´s like the Colorado and the Pennsylvania.

Here they are after the refit in latewar-outfit.

1.) Colorado

http://www.aotd-flottille.de/FOTRS/V.../Colorado1.jpg


http://www.aotd-flottille.de/FOTRS/V.../Colorado2.jpg

http://www.aotd-flottille.de/FOTRS/V.../Colorado3.jpg

http://www.aotd-flottille.de/FOTRS/V.../Colorado4.jpg

2.) The Pennsylvania

http://www.aotd-flottille.de/FOTRS/V...nsylvania1.jpg

http://www.aotd-flottille.de/FOTRS/V...nsylvania2.jpg

http://www.aotd-flottille.de/FOTRS/V...nsylvania3.jpg

http://www.aotd-flottille.de/FOTRS/V...nsylvania4.jpg

http://www.aotd-flottille.de/FOTRS/V...nsylvania5.jpg

3.) The Indianapolis in camouflage

http://www.aotd-flottille.de/FOTRS/V...ianapolis1.jpg

http://www.aotd-flottille.de/FOTRS/V...ianapolis3.jpg

4.) The Essex-Class Carrier are heavy reworked

http://www.aotd-flottille.de/FOTRS/V...er1/Essex1.jpg

http://www.aotd-flottille.de/FOTRS/V...er1/Essex2.jpg


5.) Full reworked and high detailed Iowa

http://www.aotd-flottille.de/FOTRS/V...der1/Iowa1.jpg

http://www.aotd-flottille.de/FOTRS/V...der1/Iowa2.jpg

http://www.aotd-flottille.de/FOTRS/V...der1/Iowa4.jpg

Now i start translate the german Version of FOTRS V2.0 for SH4 V1.4 to an englisch V2.0 Version for SH4 V1.5 UBM !

Regards Maddy
http://www.aotd-flottille.de/FOTRS/V...0%20%20%20.jpg

fitzcarraldo 07-11-12 06:37 PM

Awesome ships, Maddy! It seems FOTRS v2 will be a must have...

Many thanks and waiting the mod!

Fitzcarraldo :salute:

Lt commander lare 07-11-12 07:34 PM

Thanks maddy waiting for the new mod and my next command and waiting to take the fight to the enemy im as cunning as mush morton and the wahoo stay with them until there on the bottom.


Lt Commander lare
Co of uss seahorse

cdrsubron7 07-11-12 08:30 PM

As everyone else says, lookin forward to FOTRS v2.0. :yeah:

Hylander_1314 07-11-12 08:39 PM

Lookin' good there Maddy! Waiting patiently for this one! I will have to rush to finish my campaign. Still in early '43, not even spring time yet.

Lt commander lare 07-19-12 10:20 PM

Hi Maddy cant wait for your mod is there more minefields like you see in torpedo run with Ernest Borgnine and is there also more chances for lifeguard duty in this newer version thanks.


Lt Commander Lare

Herr_Pete 07-20-12 05:38 AM

Looks like a fantastic mod and I can't wait to give a try. Any photo's of 'Germania' Battleship? Sounds interesting :D

Lt commander lare 07-21-12 06:14 PM

Hi Madmax I was wondering in the new version that is coming out where is the best place to find japanese carriers thanks again for the mod.


Lt Commander Lare

jldjs 07-24-12 07:27 PM

TC stops by airplanes around friendly bases
 
Is there a param somewhere to change the drop from TC to 1 when approaching friendly bases? This doesn't happen with TMO 2.5 but I'd like to why.

Hylander_1314 07-24-12 10:20 PM

Yes, it is in your Documents \ Data \ CFG \ main.cfg file.

The second section from the top should be this:

[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=64
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=1
RadioReport=1
Particles=8
PrayState=8
HunterState=32
3DRender=32
Maximum=2048

The yellow highlighted LandProximinty=, is where you set it to what ever you want. It doesn't have a setting for bases in particular, but since they are part of the landscape, getting close to land will atuomatically drop you from whatever TC setting you have to whatever you set the number to based on the TC increments.

You can set it for 1, 2, 4, 8, 16, 32, 64, etc etc.

jldjs 07-27-12 02:35 PM

It's not being close to the land base, it's the spawning of the airplanes that drops the TC to one. I thought there might a parameter for friendly AC which could be set different from enemy AC like there is for ships.


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