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-   -   [REL] FOTRS Ultimate Project (https://www.subsim.com/radioroom/showthread.php?t=226270)

granite00 03-17-18 12:09 PM

The FOTRSU project has come a long way in the nearly two years since it began in May 2016. Originally, a plugin was envisioned that would allow the player to select his/her difficulty level. Has this been abandoned?

BarracudaUAK 03-17-18 06:04 PM

Gents,

I had planned to post this sooner, but things got busy again...

In stock you have a "both" option, but only for certain boats, and only for the 5.
It doesn't remove any other options for using it.


Barracuda

propbeanie 03-17-18 07:09 PM

Quote:

Originally Posted by granite00 (Post 2545807)
The FOTRSU project has come a long way in the nearly two years since it began in May 2016. Originally, a plugin was envisioned that would allow the player to select his/her difficulty level. Has this been abandoned?

No, that is still an objective on the chart of things-to-do, granite00. At this point in time, the AI is one of the hold-ups for the next release of the mod. CapnScurvy (who apparently has much more patience than I) and s7rikeback are in the process of chasing down reliable settings for the AI visual sensors. We had found discrepancies between ships and the directions they were facing, as to the "efficiency" of them being capable of "visually" detecting the player's sub. There are "blind spots" in their visual acuity, if you will. What seemed to be sensible settings for the sensors, is not. They are almost finished with that herculean task, and then they'll move on to the sonar and radar sensors. We have also found Superman leading Super Convoys in December of 1941 off the Southern coast of Kyushu, with Super Escorts with Super Cans of Destruction, along with Super Planes with Super XRay vision, capable of penetrating fathoms of ocean depth... well, OK- 212 foot of ocean depth... Of course, I was apparently the recipient of a Super Set of Torpedoes, since I only had one dud - but I still "died"... :har:

But once those sensors are ironed out, and there is a "base" with which to work, a good "middle ground", then we'll do an "Easy" version, and a "Difficult" version. All we have to do for the "Insane" version is give you v0.63... :salute:

CapnScurvy 03-18-18 09:04 AM

Quote:

Originally Posted by BarracudaUAK (Post 2545858)
Gents,

I had planned to post this sooner, but things got busy again...

In stock you have a "both" option, but only for certain boats, and only for the 5.
It doesn't remove any other options for using it.


Barracuda

I'm not sure what you're thinking? Can you explain what you're referring to?:03:

Jagdfalke 03-18-18 12:38 PM

I tried the mod, itīs nice but the Hydrophone did not work.

I canīt hear any ships, is there a bug?

Aktungbby 03-18-18 12:40 PM

welcome aboard!
 
Jagdfalke!:Kaleun_Salute:

propbeanie 03-18-18 08:55 PM

Quote:

Originally Posted by Jagdfalke (Post 2545945)
I tried the mod, itīs nice but the Hydrophone did not work.

I canīt hear any ships, is there a bug?

Your circumstances would help Jagdfalke. Did you have a know potential contact nearby, or a convoy, or what? Warship or merchant, date, location, and most important of all - which boat are you on? The "S" boats have to be submerged in order for the sonar to work early in the war. Need more details, please. :arrgh!:

As it currently stands in the v0.63 of the mod, there are certain situations where if a player goes to the sonar station and turns the heads, he'll not pick up a ship unless it is going fast enough. This situation applies in a lot of the mods, not just FotRSU. That has been worked on and is improved. However, are you using the mouse wheel to "aim" the sonar head to listen? Do you see the little light turn "green" at all? That signifies a sound contact (unless of course, your heads are pointing between 178 & 182 degrees, and then you're hearing your own boat. In all cases, the sonarman should be able to hear as well as his "qualifications" allow him to (his "skill" at his job)... :salute:

BarracudaUAK 03-19-18 11:17 AM

Quote:

Originally Posted by CapnScurvy (Post 2545924)
I'm not sure what you're thinking?

It's in code.... :03:


Quote:

Originally Posted by CapnScurvy (Post 2545924)
Can you explain what you're referring to?:03:


No, you have to figure it out with the information available to you. :O::D

Barracuda

CapnScurvy 03-19-18 11:51 AM

Quote:

Originally Posted by BarracudaUAK (Post 2546052)
It's in code.... :03:





No, you have to figure it out with the information available to you. :O::D

Barracuda

Don't get into the deep water my friend. :help:

BarracudaUAK 03-19-18 12:06 PM

Quote:

Originally Posted by CapnScurvy (Post 2546058)
Don't get into the deep water my friend. :help:



I'm always in deep water, drives the DDs nuts. :D


To clarify, just in case you were seriously asking what I meant...

I meant that in stock, some boats can use the 'both' DG option (fore & aft), but only with the 5/25.

Also you keep both of your AA 'slots' on the tower if you choose this option.

Barracuda

P.S. your ":03:" at the end of your first message led me to believe that you knew what I was talking about, and that your reply was 'pure sarcasm'.

Jagdfalke 03-19-18 12:47 PM

Quote:

Originally Posted by propbeanie (Post 2545991)
Your circumstances would help Jagdfalke. Did you have a know potential contact nearby, or a convoy, or what? Warship or merchant, date, location, and most important of all - which boat are you on? The "S" boats have to be submerged in order for the sonar to work early in the war. Need more details, please. :arrgh!:

As it currently stands in the v0.63 of the mod, there are certain situations where if a player goes to the sonar station and turns the heads, he'll not pick up a ship unless it is going fast enough. This situation applies in a lot of the mods, not just FotRSU. That has been worked on and is improved. However, are you using the mouse wheel to "aim" the sonar head to listen? Do you see the little light turn "green" at all? That signifies a sound contact (unless of course, your heads are pointing between 178 & 182 degrees, and then you're hearing your own boat. In all cases, the sonarman should be able to hear as well as his "qualifications" allow him to (his "skill" at his job)... :salute:


Ok, i trie to explain with my poor english :D

If i start in Midway mid 1943 in a Balao Class, i see a green light between 178 & 182 degrees and hear the own Sound.

But i canīt hear the Fishing Boat or other ships in the Harbour, if i aim with the sonar on them. If i activate the "contact on map" i see a grey line on the map, but donīt hear the target and see no green light.

Then i tried to hunt ships at the marshall Islands, some ships i can hear on the sonar, but many cargo ships not :06:

I will try the next tour with map contacts on and test.

I played with a fresh sh4 1.5 and copy the 0.63 mod files in. Do i need the 0.62 files before :06:

cdrsubron7 03-19-18 01:36 PM

Quote:

Originally Posted by Jagdfalke (Post 2546069)
Ok, i trie to explain with my poor english :D

If i start in Midway mid 1943 in a Balao Class, i see a green light between 178 & 182 degrees and hear the own Sound.

But i canīt hear the Fishing Boat or other ships in the Harbour, if i aim with the sonar on them. If i activate the "contact on map" i see a grey line on the map, but donīt hear the target and see no green light.

Then i tried to hunt ships at the marshall Islands, some ships i can hear on the sonar, but many cargo ships not :06:

I will try the next tour with map contacts on and test.

I played with a fresh sh4 1.5 and copy the 0.63 mod files in. Do i need the 0.62 files before :06:

No, 0.63 is all you need. Each new Beta version is all inclusive meaning all files contained in earlier versions are included in the newest. :D :up:

BTW, Welcome to Subsim. Happy to have you with us. :salute:

propbeanie 03-19-18 02:40 PM

Quote:

Originally Posted by Jagdfalke (Post 2546069)
Ok, i trie to explain with my poor english :D

If i start in Midway mid 1943 in a Balao Class, i see a green light between 178 & 182 degrees and hear the own Sound.

But i canīt hear the Fishing Boat or other ships in the Harbour, if i aim with the sonar on them. If i activate the "contact on map" i see a grey line on the map, but donīt hear the target and see no green light.

Then i tried to hunt ships at the marshall Islands, some ships i can hear on the sonar, but many cargo ships not :06:

I will try the next tour with map contacts on and test.

I played with a fresh sh4 1.5 and copy the 0.63 mod files in. Do i need the 0.62 files before :06:

Excellent report! :salute:

While we weren't "scientific" about experiments, nor for an explanation previously, CapnScurvy has discovered that certain ships will "disappear" to sonar if their speed falls roughly below half of their rated speed. Certain ships - but not all. Not only that, but some ships go silent to sonar when they're traveling above that halfway speed mark. In other words, a fishing vessel might be rated for 12 knots, but it is only doing 3 knots in the shallows as the crew "fishes". You'll not hear that boat. Or, for example, a certain Destroyer (DD) can do 38 knots, but it disappears when it goes below 20 knots (for example, as an escort), but another doesn't "disappear" until going slower than 10 knots. Other vessels never disappear. It depends upon the source of the vessel, whether a Stock ship, or a modded ship, etc. This issue has been worked on and improved, though I don't know if CapnScurvy wants to call it "solved", coming for the next release. It is a strange issue, sort of like the AI Visual detection CapnScurvy is working on now... :salute:

G Man 03-20-18 05:20 PM

Battery charge times
 
I was playing with my Tench class off Japan in Feb 1945 and noticed that the batteries were taking a long time to recharge so I did some experimenting.
I ran the battery completely flat and then went ahead one third, one engine on propulsion and 3 on charge and it took 41 hours to completely recharge the batteries. I know that batteries charge faster when they're completely flat and then you have to slow the charge rate as they get more charged up but from flat the battery was only at 37% after 12 hours.
I would have thought that with 3 engines on charge a fleet boat would recharge its batteries a lot faster than that.
Does anyone know how long a fleet boat took to recharge its batteries?
Can this be adjusted to be more realistic?

cdrsubron7 03-20-18 07:32 PM

I was patrolling south of Tokyo Bay this afternoon and encountered a troop convoy consisting of a Conte Verde and five escorts (probable Akatsuki class). The date was somewhere around the beginning of May, '44. I was able to sink the Conte Verde and was starting to make my escape when the game CTDed.

https://i.imgur.com/Uqdtq1J.jpg

The closest to iding the culprit I can come is in the 44a Japanese_Troop Convoys_121. The route you see in the ME is correct but there were 5 escorts instead of the three described in the group contents. The CTD happened between WP3 & WP4.

Hey pb, if you need any more info give me a jingle, you've got my number. :D :up:


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