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

D-Jones 11-06-23 05:22 PM

Sounds good, Prop. I know none of this is easy. One other suggestion, and I don't know if it's already been done or is doable--arm, or more effectively arm the Merchants. When I fail to sink a merchant due to duds, I can just surface and blow them apart most of the time. It's not unique to FotRS. It's pretty much that way with TMO also. Surfacing and taking on a good-sized merchant should be a "Don't try this at home" thing, even if they're unescorted. Think I read that only a couple of merchants that weren't already badly damaged were sunk by surface action, i.e., the 3 or4 inch deck gun.

That's it! Thanks for the work you're doing.

KaleunMarco 11-06-23 05:58 PM

Quote:

Originally Posted by D-Jones (Post 2891056)
Sounds good, Prop. I know none of this is easy. One other suggestion, and I don't know if it's already been done or is doable--arm, or more effectively arm the Merchants. When I fail to sink a merchant due to duds, I can just surface and blow them apart most of the time. It's not unique to FotRS. It's pretty much that way with TMO also. Surfacing and taking on a good-sized merchant should be a "Don't try this at home" thing, even if they're unescorted. Think I read that only a couple of merchants that weren't already badly damaged were sunk by surface action, i.e., the 3 or4 inch deck gun.

That's it! Thanks for the work you're doing.

jumping in here.....

not sure which merchies you have been preying upon that are not armed, Mr. Jones, as i have learned to never surface within 6,000 yds of any cripple, because, more often than not, the crip is ready, willing, and able to tear my boat a new one....esp then playing any version of TMO or FOTRSU.

been shot at by a IJN ship with torpedoes, yet?:03:

:Kaleun_Salute:

Kal_Maximus_U669 11-06-23 06:11 PM

Yes KM is right... here at around 2500 meters... I learned it myself more than once...
proof in images here the periscope had just come out a few seconds... An armed merchant
https://image.noelshack.com/fichiers...-36-41-659.png

LuckyCapitan 11-09-23 03:07 AM

Hi all. I really like the music on the gramophone. Does anyone know the names of the tracks on it?

propbeanie 11-09-23 05:40 PM

Quote:

Originally Posted by D-Jones (Post 2891056)
Sounds good, Prop. I know none of this is easy. One other suggestion, and I don't know if it's already been done or is doable--arm, or more effectively arm the Merchants. When I fail to sink a merchant due to duds, I can just surface and blow them apart most of the time. It's not unique to FotRS. It's pretty much that way with TMO also. Surfacing and taking on a good-sized merchant should be a "Don't try this at home" thing, even if they're unescorted. Think I read that only a couple of merchants that weren't already badly damaged were sunk by surface action, i.e., the 3 or4 inch deck gun.

That's it! Thanks for the work you're doing.

In addition to KaleunMarco's and Kal_Maximus_U669's comments/pics, the guns on some merchants are mounted based on date, and sometimes revised heavier based on date. So it might be mid-to-late-1942 before you see guns on some of the ships. Some are armed immediately, some later, some not at all. You might also find that an escort is lagging behind also (the game's borked AI), just waiting on you to surface before you look... lol


Quote:

Originally Posted by LuckyCapitan (Post 2891306)
Hi all. I really like the music on the gramophone. Does anyone know the names of the tracks on it?

The "stock" FotRSU files are:
https://www.subsim.com/radioroom/pic...ictureid=13361

You can put wav and mp3 files in there. Maybe ogg vorbis, but I cannot remember the last for certain... Someone will remember the details. The in-game Music folder is ogg, as are the "events" in the Radio folder.

JBHemlock 11-09-23 06:03 PM

Quote:

Originally Posted by KaleunMarco (Post 2891065)
jumping in here.....

not sure which merchies you have been preying upon that are not armed, Mr. Jones, as i have learned to never surface within 6,000 yds of any cripple, because, more often than not, the crip is ready, willing, and able to tear my boat a new one....esp then playing any version of TMO or FOTRSU.

been shot at by a IJN ship with torpedoes, yet?:03:

:Kaleun_Salute:

I'm in the same boat as KaleunMarco here. Not all merchants are armed, but a decent number are. Some of them are armed with pretty potent guns, too. And some are surprisingly good shots.


To add insult to injury, it seems pretty common to take gun damage in FOTRSU that holes a fuel tank, eliminating your ability to get back home. I've gotten very paranoid about battle surfacing for gun combat with anything closer than about 5000 yards.

Babushkas_Jam 11-15-23 03:12 PM

Problems with mod functionality
 
I have recently picked up SH4 after watching Wolfpack345's videos and i tried modding the game.
The Problem i am having now is it seemsmany of the features arent working such as the range at current speed and i cant access radars at all anymore.

Did i do something wrong or is it supposed to be that way?

I tested the Radar in several missions and the sub school.

Doming0 11-15-23 11:13 PM

Hello all. Can I ask what might be a dumb question:

What changes from the base game does FOTRSU entail? I have been searching the forums but I can't find a definitive list of what the mod even does.

Thank you!

Aktungbby 11-16-23 01:36 AM

welcome back!
 
Doming0!:Kaleun_Salute: after an 11 year 'silent run'!:up:

KaleunMarco 11-16-23 09:30 AM

Quote:

Originally Posted by Doming0 (Post 2892135)
Hello all. Can I ask what might be a dumb question:

What changes from the base game does FOTRSU entail? I have been searching the forums but I can't find a definitive list of what the mod even does.

Thank you!

well, then, you must not have looked too hard, domingo.
there is a sizable folder in the FOTRSU zip file named Support.
Read it.

:Kaleun_Salute:

propbeanie 11-16-23 10:07 AM

Quote:

Originally Posted by Doming0 (Post 2892135)
Hello all. Can I ask what might be a dumb question:

What changes from the base game does FOTRSU entail? I have been searching the forums but I can't find a definitive list of what the mod even does.

Thank you!

Quote:

Originally Posted by KaleunMarco (Post 2892178)
well, then, you must not have looked too hard, domingo.
there is a sizable folder in the FOTRSU zip file named Support.
Read it.

:Kaleun_Salute:

... don't forget the first page here, 1st post, and read some of the "Spoiler" text, especially toward the bottom of the post... the SubSim download page has similar. :salute:

les green01 11-16-23 06:33 PM

Quote:

Originally Posted by propbeanie (Post 2892182)
... don't forget the first page here, 1st post, and read some of the "Spoiler" text, especially toward the bottom of the post... the SubSim download page has similar. :salute:

what a subsim Captain read we just stand on deck and hollor Prop did it again well got too admit i read the first page spoilers and went though the support folder so i should get promoted:Kaleun_Salute:

KaleunMarco 11-16-23 08:16 PM

Quote:

Originally Posted by les green01 (Post 2892231)
what a subsim Captain read we just stand on deck and hollor Prop did it again well got too admit i read the first page spoilers and went though the support folder so i should get promoted:Kaleun_Salute:

promoted to...what?
:har:

Zinmar 11-17-23 05:58 PM

Problem running the game
 
I followed the installation directions as written but have run into a problem. The game starts up, I can chose the Cpt's name and get to the screen where you then load out the boat and crew prior to heading out on the mission.

When I click proceed to head into the mission the game freezes in the black screen. I set up this mod to be activated with JSGME and it's currently the only mod in the folder.

When I deactivate the mod and fire up SH4 the game runs fine, goes into the missions, can sail around and sink ships (even shot down an aircraft once). So I'm honestly at a loss.

I have the program running as admin, in compatibility with Windows 7 as well. I'm sure it's something simple that I'm missing but I've got no idea what it is.

ElCid97 11-17-23 07:43 PM

Just to make sure, you have the 1.8 version and the fix, correct? That would make it a minimum of two (2) folders in there. Just want to make sure I'm understanding correctly when you say it's the, "only mod" in there.

Also, some computers are strange. Sometimes the Win-7 compatibility makes things worse, so you have to use something else or no compatibility at all. It just depends on your specifications (Win-10, Win-11, Win-7, Intel, AMD, NVidea, etc), and a combination of everything together.

There are more people with experience on this than me, but those are the first things that pop into my head based on the info you posted so far.

Also, you have the large address thing applied as well, correct? Or at least the SH4 program that increases the memory usage from 2 to 4 MB (LAA I think?). Also, a good amount of RAM as well I would guess?

Worst case scenario would be to redownload the whole thing again since sometimes the download itself gets corrupted even if there's no sign of it happening. I had that happen with the OA SH3. Re-downloaded and everything worked fine.

Regards,

ElCid97


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