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

merc4ulfate 03-11-20 05:24 PM

Quote:

Originally Posted by propbeanie (Post 2653644)
Need some details, fellows... When did you have the corrupt Save merc4ulfate, ie: before / after an attack, and "off Honshu" or "Makassar Strait, chasing a merchant, airplane showed, we crash dived, fifteen minutes later, in attack phase, so we Saved. Save wouldn't restore, went back to previouis Save and was OK". etc. As for losing the gauges, the same thing. Where and when with surrounding circumstances would help immensely. Had you Saved Kongo Otto, and upon Loading the Save, did not have gauges? Or had you ordered a dive, and noticed that the gauges were "black' blank, or stuck at the 12 O'Clock position? etc.

We want to minimize bad "Saves", and it might well be related to the loss of gauges, and what happens might only depend upon your proximity to a certain IJN ship, sub or plane - maybe a shore installation... Thanks :salute:

The save issue was an arriving at base auto save. I restarted the last save before port and reentered and then that save was good.

P.Konrad 03-12-20 03:10 AM

Bug report / freighter has no skin
 
1 Attachment(s)
Here is another one to squash. This freighter has no skin. I just started my First patrol out of manila 41 in a S-boat.

It was a U.S Freighter.
Another bug I noticed was the CO2 level was not going down when surfaced. I saved then reloaded from main menu and no more CO2 problem.

A small typing error: Patrol off Subic bay for six (6) ? days
https://i.postimg.cc/FzVwbW00/SH4-Im...-10-33-516.jpg


https://www.subsim.com/radioroom/att...1&d=1584000436
Running Nvidia GTX 1080 SLI. Latest drivers.

I must say heading towards Subic bay seeing a air armada on my radar headed towards Manila then 4 PT boats heading at 355 @ 22 knots, This is Impressive. I never saw a friendly's in action once before.

I hope the dev's don't mind If I list errors and compliments as I continue my campaign.:Kaleun_Salute:

Capt.seamus 03-12-20 07:35 AM

Great mod, really enjoying it. Any chance we could get a dial to manually enter range, like TMO I believe. I mostly use the historical dick O'Kane method and sometimes for constant bearing method a manual dial would be useful.

propbeanie 03-12-20 08:28 AM

Quote:

Originally Posted by merc4ulfate (Post 2653762)
I have taken out a Yamato, Kongo and Fuso with one fish. It really is where you hit them. You hit that forward powder magazine just right and they can be toast. Than again I have put 8 fish in a Yamato and sailed away with it still afloat.

With the Yamato in FotRSU, it is more difficult to find that "critical hit" magazine, and even if you do hit it, it often will not take the ship out. The Kongo, Fuso and Ise are somewhat similar to the CA and especially CL in that if you hit close to the area, it becomes a "critical hit" and takes them out. This is one "issue" we will attempt to rectify, once we figure-out why apparently the Porpoise is having a higher rate of issues on some of the players' Saves... Speaking of which:
Quote:

Originally Posted by merc4ulfate (Post 2653789)
The save issue was an arriving at base auto save. I restarted the last save before port and reentered and then that save was good.

Which boat were you in merc4ulfate, what base (Fremantle??) and what was the date (about)? Thanks.

Quote:

Originally Posted by P.Konrad (Post 2653863)
Here is another one to squash. This freighter has no skin. I just started my First patrol out of manila 41 in a S-boat.

It was a U.S Freighter.
Another bug I noticed was the CO2 level was not going down when surfaced. I saved then reloaded from main menu and no more CO2 problem.

A small typing error: Patrol off Subic bay for six (6) ? days
https://i.postimg.cc/FzVwbW00/SH4-Im...-10-33-516.jpg


https://www.subsim.com/radioroom/att...1&d=1584000436
Running Nvidia GTX 1080 SLI. Latest drivers.

I must say heading towards Subic bay seeing a air armada on my radar headed towards Manila then 4 PT boats heading at 355 @ 22 knots, This is Impressive. I never saw a friendly's in action once before.

I hope the dev's don't mind If I list errors and compliments as I continue my campaign.:Kaleun_Salute:

Report away, no matter what it is. We want to attempt to fix things. However, in the above with the text in orange, those are not issues with the mod, but rather symptoms of "shelling-out of the game" by either using the <Windows> key, or <Alt><Tab> or <Ctrl><Tab> combos, taking the "focus" off of the game. I had never seen the text issue in the Orders synopsis on the clipboard before, but in the tsr file for that particular assignment, it has "PatrolSubicBay=Patrol off Subic Bay for six (6) days", so the "<space> days" is there, but not displaying on your screen. The CO2 level is a definite sign of the game having lost focus. We'll double-check on the skinning, but that is also a sign of the game "losing" its 'assets' in the computer memory, especially in the manner that your picture shows. What happens when you "shell-out" for what ever reason, no matter how you do it, is that the game, being an older DirectX v9.0c game, written for Windows XP (a single, linear-threaded OS), expects to "find" its cached temporary files in the same location they were located (memory address) prior to your shelling-out. 'Modern' Windows however, now uses "virtual" addressing (since Vista), and will release the video stream, audio stream, and other resources to other apps (including itself) when SH4 loses the "focus" of the system. The apps are supposed to ask Windows where their resources are located. SH4 does not (it's old). Windows will usually hand things back to SH4 close to what they were prior to SH4 losing focus, but not exactly... It's kind of like getting the house number address to a friend's house written down incorrectly, and you end up at their neighbors doorway instead... Close, but not correct. Pausing the game used to be considered the way to do it, but even that does not do it correctly. You should not shell-out to Windows. If you do, Save, then exit the game, re-load the game, then Load your Save, and you should be back to "normal" - usually... :roll: - we do appreciate the compliments and the comments.

Quote:

Originally Posted by Capt.seamus (Post 2653888)
Great mod, really enjoying it. Any chance we could get a dial to manually enter range, like TMO I believe. I mostly use the historical dick O'Kane method and sometimes for constant bearing method a manual dial would be useful.

Try the "454_EasyAOB_FotRSU" mod (in the MODS folder), and see if that doesn't "split" the dials independently enough to satisfy what you are after. They're still in the same location (still just as difficult to read... :roll: ), they just operate separately with that mod. :salute:

P.Konrad 03-12-20 09:13 AM

Ok propbeanie I'll quit while I am ahead.
 
Ok propbeanie I'll quit while I am ahead. Look's like you know what and how these things are happening.

Man, this thing looks fantastic (no need for ReShade) and the assets used look great. I am very happy with what you have done. I have had no CTD's. Very good indeed. Thank you for the hard work. You and your team have done a great service to SH4 and the community.
:Kaleun_Thumbs_Up::Kaleun_Salute:

Kindest regards and much respect to you, Paul.

:subsim:

Capt.seamus There is a sort of work around to this. Use windows magnifier. Great cheat for the deck gun too.
https://i.postimg.cc/wM3wSpvV/SH4-Im...-10-33-516.jpg

propbeanie 03-12-20 10:08 AM

:arrgh!: - I don't know as I would say " Look's like you know what and how these things are happening"... :O: (after all, it's all just a Grand Illusion) - but there are issues common to leaving the game, whether modded or not. Now, this is not to say that there are not issues with the mod. We are still trying to track down a few more nargles and nigglies in the mod - including typos... :har: - there are several of those. I might have to find me a way to do sprell-checking on-the-fly in the game's files somehow... :roll: - currently, as seen above, several users are having intermittent issues with Saves and / or gauges, and we are having to dig deep for those (that??)... In the meantime, keep the comments coming, espeically anything that you might think is amiss with the game, whether a small or large issue. Thanks! :yeah:
:salute:

keltos01 03-12-20 02:02 PM

I havez the mod installed on the gold version of sh4 ie uboot missions,
I get ctds at torp impact and sometimes for no reason at all..

KaleunMarco 03-12-20 04:31 PM

Quote:

Originally Posted by keltos01 (Post 2654022)
I havez the mod installed on the gold version of sh4 ie uboot missions,
I get ctds at torp impact and sometimes for no reason at all..

keltos,

i have experienced the same thing. it is an impact-video issue. i will try and find the email where the fix is discussed. no promises that i can find it.:D

KaleunMarco 03-12-20 04:45 PM

Quote:

Originally Posted by keltos01 (Post 2654022)
I havez the mod installed on the gold version of sh4 ie uboot missions,
I get ctds at torp impact and sometimes for no reason at all..

keltos,

i found what i was looking for but it is a Unit type issue and the FOTRSU team would have fixed it prior to release. let's reset things.
Launch JGSME and copy your SH4 config in a post-response here.
then, i am assuming you can, reload the mission that takes the CTD.
attempt to re-enact the situation of the CTD but before you proceed to firing:
record your boat type
record the date and time
record your location. i know this can be difficult but just do the best you can.
record the composition of the enemy formation prior to the attack that gives the CTD.
post all of that relevant info here and we will see what we can do.
:Kaleun_Salute:

propbeanie 03-12-20 09:54 PM

:hmmm: ... but a big question would be: "did you delete the Save folder prior to running FotRSU?"... "C:\Users \UserName \Documents \SH4", or where ever you have it. The mod is not compatible with most anything out there, so you have to empty the Save folder... :salute:

keltos01 03-13-20 06:39 AM

https://i.postimg.cc/k4yzmFhd/shinto.jpg
Shinto suicide boat with rockets

Larrywb57 03-13-20 08:04 AM

Team,

First patrol out of Pearl Harbor in a porpoise class boat with the objective to go to the Kii Suido area for ten days to sink enemy shipping. On 26Dec1941 at 03:50 hrs, Pearl Harbor time, I came across a five ship convey leaving the Kii Suido area in a WSW direction about 47.9 nm from the port of Gobo, Long 134°30E, Lat 33° 30'N.

The convey consisted of four merchants, Aden Mara Passenger-Cargo, Large Tanker, Modern Hansa Freighter and a Hospital Transport, being lead by a Destroyer Escort Tachibana, which is the subject of this report. the DE all black except the two funnels. Picture to be included, if I done everything right!

https://www.subsim.com/radioroom/picture...ictureid=10877

Thank you for making this a great mod!
Larry

propbeanie 03-13-20 11:30 AM

This is a very good clue. Thank you Larrywb57. My mind is reeling now, since this is a different sort of issue, of having a ship show too early in the game... again, SH4 is running over supposedly restricting dates... We might have to do specific calls for our escorts and torpedo boats... :salute:

mikesn9 03-13-20 01:26 PM

sonar works when surfaced?
 
I believe I read in here some where in the 38 pages, that although on some boats (in real life) sonar only worked when submerged, but the game was to set to have sonar working in all boats when surfaced.
I have just set up (from pristine, and a deleted SH4 doc directory) 1.004.a.
Left Midway in a Tambor, and eventually sighted an enemy sub. Sank same.
I had assumed the Jyusen had been stopped when first sighted.
After I reached patrol zone off Suido, I did a manual sweep of sonar and noticed it did not pick up my own screws. So the Tambor must be down to use sonar.
Is this right? OK if so, just want to straighten out my head.

KaleunMarco 03-14-20 10:47 AM

Neutral Task Force
 
a while back i posted the same question without many details but this should remedy that situation.
while on patrol near the Bonins a Neutral Task Force popped up on the Nav Map between the Bonins and the Marianas. the date was December 8, 1943.
i am going to try and find the RGG in the .MIS files but i still think it is an odd occurrence.:Kaleun_Salute:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN
100a_D3D9_AntiLag
100b_EasyAOB_FotRSU
100c_NoScrollNavMap_FotRSU
100d_strategic_map_symbols

https://i.ibb.co/b23VgrD/SH4-Img-202...-07-08-241.png


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