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)

KaleunMarco 08-10-24 08:34 PM

Quote:

Originally Posted by propbeanie (Post 2921510)
So yeah, if you were April 1-2, 1944, then maybe an issue, but not in May, like you had - UNLESS the transfer was on April 1 or 2 upon arriving back at Midway... What can happen in SH4 is while the "Command" is available, and the Base is available, and the boat is available, and a mission is available, the game itself is roughly 2 days behind. So when you see April 1 date, and you transfer for an April 1 departure, the game gets lost. If it was April 3 or later, all is well in the SH4 world. There is a possible fix, but it has not been through all of the tests yet. So the Comman itself is dated 1944-04-01, NULL, the base Majuro Atoll Forward Base (NAB Majuro) is dated NULL, NULL, which assumes the Command date. The F10Gato boat is dated NULL, 1944-10-10, from where it transfers to Guam, and is properly dated there. So the idea is to move the dates of the Base and the boat to 1944-04-03, and possibly avoid the dating issue. The mission objectives are all properly dated, some preceeding the Command and Base dates... Just remember that SH4 does all the assignments upon arrival back at base.

ok, i returned to April 14, 1944 which is the date we docked from our previous mission. when we shoved off, it was May 18, 1944, which is insane because the mission interval in UPC.UPC is 28 days not 34 days but that is a different issue.
as soon as we shoved off, i went to the Nav Map to see the Home Base situation and, sure enough, our Home Base evaporated the moment we departed.

https://i.ibb.co/tmSjW1v/SH4-Img-202...-17-39-423.png

ok. clearly there is an April issue with this base thing.
i read that gobbly-gook reply and i am not sure there is an appropriate fix at this time. i've already set the clock ahead to May before shoving off and the error showed up.
i may try to set the departure date to April 14 and see what happens.
more to come.

p.s. shoving off on April 14 did not cure the issue. i restarted and transferred back to Midway, shoved off, and Midway is still my base. this will have to do for the time being. thank you for the effort you put into it. sometimes this thing (SH4) refuses to act logical.:doh::wah:

propbeanie 08-12-24 09:31 AM

Quote:

Originally Posted by JapLance (Post 2921482)
Hi there :salute:

Just played for a while this afternoon and noticed that this ship in Truk gets reported quite often. It might have a too high % for automatic report.

https://i.imgur.com/NDQ1bBj.jpeg

I was patrolling in the coast of New Guinea/Bismarck Sea and got the report like 3 times in less than a week, and then I remembered that in an earlier patrol I had already noticed the same.

And I concur that nights are very dark. I have to increase the gamma and switch off the lights to get my sight used to the dark :har:

OK - finally found it! It is in the Jap_Subs_BB file, "TrukSub" aka: RndGroup 82, with a call to an SSA1, with the ReportPosMin line set to "10". In a text editor, just change that line to read "ReportPosMin=-1" instead, and it will quit reporting...

JapLance 08-12-24 01:51 PM

:up: Excellent.

I'd like to ask if there is any extra mod that gives back the external cam for the detected ships. Using the free camera is a bit annoying when they're far from your boat.

Also, this weekend I played for a while, and got caught by a convoy escort just off Truk. I trusted the reports from the sonarman that it was 3 merchants+2 escorts, but it turned out (my bad for not making visual contact with all ships in the convoy.) 2 of the "merchants" were those old destroyer refit to act as fast transports, but fully equipped with hydrophones and sonar. When I was about to launch my torps on the only real merchant in the convoy I started to hear the pinging on my hull and I panicked and aborted. She didn't even attack me, but put the 2 real escorts on my trail...

It didn't end well. I could evade the first few attack runs, but they got me on the third or fourth :wah:.

propbeanie 08-14-24 07:21 AM

Quote:

Originally Posted by JapLance (Post 2921819)
:up: Excellent.

I'd like to ask if there is any extra mod that gives back the external cam for the detected ships. Using the free camera is a bit annoying when they're far from your boat.

The external and Event cam are still in there, and enabled by default. Check the Options menu, Gameplay settings on both the main menu and in the Captain's Office when in port. SH4 does not reach out as far though as SH3 does with that camera, unless there is an 'event', such as a torpedo launch by an enemy destroyer. The game does not have an "Incoming torpedo!" warning, which is why we left the external camera active by default, and do not charge any percentage for its use. As with most mods and the stock game, the "<" and ">" keys are Previous and Next Unit respectively.

Quote:

Originally Posted by JapLance (Post 2921819)
Also, this weekend I played for a while, and got caught by a convoy escort just off Truk. I trusted the reports from the sonarman that it was 3 merchants+2 escorts, but it turned out (my bad for not making visual contact with all ships in the convoy.) 2 of the "merchants" were those old destroyer refit to act as fast transports, but fully equipped with hydrophones and sonar. When I was about to launch my torps on the only real merchant in the convoy I started to hear the pinging on my hull and I panicked and aborted. She didn't even attack me, but put the 2 real escorts on my trail...

It didn't end well. I could evade the first few attack runs, but they got me on the third or fourth :wah:.

Yes, the Kaya are set to UnitType=103 for a Troop Transport, but show as DE Kaya Class, so you would have the sonar man report them as "merchant" vessels, which is one of the shortcomings of the Silent Hunter series. While they do have their full suite of sensors and weapons still, they will try to evade your detected sub, instead of attacking, except in the case of "opportunity", ie: happen to be passing nearby anyway. However, the "communication" in the game does allow them to communicate with the regular escorts, and can therefore help triangulate your position... :o - which allows the escorts more "efficiency" in prosecuting their attack. :arrgh!:
:salute:

JapLance 08-14-24 03:43 PM

The external camera is just not there. There is the free camera, and probably the event camera (which I never activate in the menus), but the one you can use to cycle through the different detected ships is not available, neither in the menu nor by < and >. That's why I asked.

It would be nice to have it back.

KaleunMarco 08-14-24 06:53 PM

Quote:

Originally Posted by JapLance (Post 2922143)
The external camera is just not there. There is the free camera, and probably the event camera (which I never activate in the menus), but the one you can use to cycle through the different detected ships is not available, neither in the menu nor by < and >. That's why I asked.

It would be nice to have it back.

jumping in here....
what do you see when you use the Gameplay Options screen?


JapLance 08-15-24 01:02 AM

https://i.imgur.com/DzG9opB.jpeg

This is a comparison of FOTRSU (Top) with Dark Waters (Bottom). You can clearly see which are the buttons missing.

https://i.imgur.com/OobdWXD.jpeg

propbeanie 08-15-24 07:31 AM

In theory, if a ship is close enough to the player's boat, the use of the "<" and ">" keys should cycle through the nearby ships, both enemy and friendly... However, you do have "No External View" tick box cleared, so you might not get that. :06: Tick that, and your camera should be back. It does however, also allow the F12 External camera and for you to fly around and look at anything that renders within range...

JapLance 08-16-24 01:12 AM

Quote:

Originally Posted by propbeanie (Post 2922209)
In theory, if a ship is close enough to the player's boat, the use of the "<" and ">" keys should cycle through the nearby ships, both enemy and friendly... However, you do have "No External View" tick box cleared, so you might not get that. :06: Tick that, and your camera should be back. It does however, also allow the F12 External camera and for you to fly around and look at anything that renders within range...

I ticked that option and the only effect, as expected, was losing the free camera.

torpedobait 08-16-24 11:56 AM

Quote:

Originally Posted by JapLance (Post 2922312)
I ticked that option and the only effect, as expected, was losing the free camera.

Are you sure you ticked that box in the Options menu in the OFFICE?

theozman84 08-16-24 04:30 PM

Distance to speed conversion charts
 
Hi all,

Are there any other conversion charts available for FotRS Ultimate. The only one available in game is a Knots/Nm chart. I am currently using an online conversion tool which isn't idea.

Thnaks

JapLance 08-17-24 09:09 AM

Quote:

Originally Posted by propbeanie (Post 2922209)
In theory, if a ship is close enough to the player's boat, the use of the "<" and ">" keys should cycle through the nearby ships

Solved. In my keyboard it is not < and >, but , and . :doh:.

Still I think the right buttons should be added to the menu in the bottom. I wish I knew how to do it, but it is something out of my skills.

Edit: OK, it took me a while, but I found them :D.

propbeanie 08-17-24 01:13 PM

Quote:

Originally Posted by JapLance (Post 2922571)
Solved. In my keyboard it is not < and >, but , and . :doh:.

Still I think the right buttons should be added to the menu in the bottom. I wish I knew how to do it, but it is something out of my skills.

Edit: OK, it took me a while, but I found them :D.

:up: Glad you found them... One aspect of the computer versus modding world is the fact that US and European keyboards can be quite different, and quite a few of the "auxilary" keys are located in different locations than what I am looking at on my keyboard... :oops: :arrgh!:

propbeanie 08-17-24 01:16 PM

Quote:

Originally Posted by theozman84 (Post 2922454)
Hi all,

Are there any other conversion charts available for FotRS Ultimate. The only one available in game is a Knots/Nm chart. I am currently using an online conversion tool which isn't idea.

Thnaks

There are a few, but they are peppered about the boat, and not on the interface. I'll change computers, and look to see which "room" contains what... bbl :yeah:

Edit: I have vickers03's Fleetboat Interiors - Officer's Quarters mod load, so it changes what is in the base FotRSU v1.8 mod. However, I cannot remember anything other than the Convoy Chart being in the Captain's Room. There were a couple of other conversion charts, but I cannot remember where they were. Which ones are you specifically looking to have in the mod theozman84?
:salute:

JapLance 08-18-24 01:06 PM

In today's session I've found a strange-acting Japanese task force.

It's Dec 23rd, 1941 and I've been sent to the Davao Gulf area in my S-boat. The task force consisted of 2x Chitose Seaplane tenders, one Okinoshima minelayer with 2x Kageros as escort, and apparently it was sailing to the NE. The main ships were sailing erratically at just 1 or 2 knots and apparently not in formation and very scattered, while the Kageros were trying to run circles around them (this is the normal escort behaviour, I guess).

Since they were sailing so slow I could plot an attack, and I launched my last four torpedoes at the Chitose that came closest. Seemed piece of cake, but two of them were deep-runners :wah: and two hits were not enough to sink that big ship. One Kagero found me but that early in the war they were quite easily evaded.

I've searched for the TF in the campaign files and I think I've found it, in case you want to take a look at it. It's a group called CoverForce1a in the EastAsiaCampaign.mis file. It has a very slow speed of just 3 knots in the area where I made contact (E of the entrance of Davao Gulf.).


All times are GMT -5. The time now is 02:01 PM.

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.