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

propbeanie 08-18-24 01:22 PM

Quote:

Originally Posted by JapLance (Post 2922728)
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.).

That is purposeful behavior. Depending upon where they are when you encounter them, the tenders might be launching and / or recovering their seaplanes (no animations for that). They had to stop to launch or recover. We also 'simulate' the minelayer laying mines, which was done in the San Bernardino Strait and near the Davao Gulf entrance, as well as other areas. No animations for that either, so all we can do is have the group slow and "pretend"... and what you did is the whole idea, to get 'em when they're vulnerable. Of course, you do need torpedoes that actually function as intended... :arrgh!:
https://media1.tenor.com/m/aH7BC-tyT...ob-mocking.gif

JapLance 08-18-24 02:00 PM

Quote:

Originally Posted by propbeanie (Post 2922729)
That is purposeful behavior. Depending upon where they are when you encounter them, the tenders might be launching and / or recovering their seaplanes (no animations for that). They had to stop to launch or recover. We also 'simulate' the minelayer laying mines, which was done in the San Bernardino Strait and near the Davao Gulf entrance, as well as other areas. No animations for that either, so all we can do is have the group slow and "pretend"... and what you did is the whole idea, to get 'em when they're vulnerable. Of course, you do need torpedoes that actually function as intended... :arrgh!:


Oh, OK, then. Very good effect indeed :up:. It got me very :hmmm: at first :D.

After I had evaded the group my radar detected planes in the area, and one of them made a couple of searches in the area where I had attacked. No visual contact, but I suspect those were the floatplanes of the Chitoses, since no Japanese airbase symbol was anywhere near.

propbeanie 08-19-24 11:31 AM

Quote:

Originally Posted by JapLance (Post 2922735)
Oh, OK, then. Very good effect indeed :up:. It got me very :hmmm: at first :D.

After I had evaded the group my radar detected planes in the area, and one of them made a couple of searches in the area where I had attacked. No visual contact, but I suspect those were the floatplanes of the Chitoses, since no Japanese airbase symbol was anywhere near.

Now, don't be fooled too much by the lack of a symbol for the airbases. The major ones from the Stock game and from FOTRS are listed with symbols, as well as a few others added with FotRSU. However, there are a LOT of bases not listed. They sprang-up all over the place, as well as the added use of the floatplane tenders by all parties involved being able to "move" their airfields and increase the plane count. Some of the Marshall Island assignments out of Pearl near the start of the war have lines to the effect of "report any new air bases found" in the mod - which would actually be kind of tough to do in the game, due to its "construction", but the US did not have much intel on a lot of the Japanese facilities as the beginning of the war, and had to rely upon reports from submarines and airplanes as to where some bases were. Look at how heavily the US 3rd and 5th fleets (same difference) attack air bases all around the Okinawa area, and had the British Pacific Fleet down by Formosa attacking airfields to the south end of the Ryukyu Islands, and still they were able to fly hordes of planes and kamikaze sorties against the "picket lines" established to protect the landings. It was tough finding some of the bases. Therefore, the player has to stay on their toes for potential airplane attacks :arrgh!:

KaleunMarco 08-26-24 11:33 AM

option questions
 
if you have answered these before, my apologies.

1. there are options from like 1943 until the end of the war in which a player can select a topside weapons option to slave both AA weapons and the deck gun. was there a reason for not having the same options for the single 40 mm or dual 40 mm?

2. i am not sure if the radar detection device is worth the trouble it causes while tracking an enemy. how can a player de-install that option? dragging the option out of the sub does not work.

:Kaleun_Salute:

Noone0 08-26-24 02:03 PM

Help
 
I downloaded the mod and My game keeps crashing every time I try to start a patrol. How do I fix this?

fitzcarraldo 08-26-24 03:54 PM

Quote:

Originally Posted by Noone0 (Post 2923897)
I downloaded the mod and My game keeps crashing every time I try to start a patrol. How do I fix this?

Do you use SH4 1.5? Did you patch your SH4.exe with LAA or 4Gbpatch?

Regards.

Fitzcarraldo :Kaleun_Salute:

propbeanie 08-29-24 02:47 PM

Quote:

Originally Posted by Noone0 (Post 2923897)
I downloaded the mod and My game keeps crashing every time I try to start a patrol. How do I fix this?

Quote:

Originally Posted by fitzcarraldo (Post 2923913)
Do you use SH4 1.5? Did you patch your SH4.exe with LAA or 4Gbpatch?

Regards.

Fitzcarraldo :Kaleun_Salute:

... and you must empty the Save folder, usually found in C:\Users \YourUserName \Documents \SH4. There are some pdf files in the mod's Support folder. See if some of those will help. They are all in the English language though.

propbeanie 08-29-24 02:59 PM

Quote:

Originally Posted by KaleunMarco (Post 2923866)
if you have answered these before, my apologies.

1. there are options from like 1943 until the end of the war in which a player can select a topside weapons option to slave both AA weapons and the deck gun. was there a reason for not having the same options for the single 40 mm or dual 40 mm?

2. i am not sure if the radar detection device is worth the trouble it causes while tracking an enemy. how can a player de-install that option? dragging the option out of the sub does not work.

:Kaleun_Salute:

The AA gun choices are date-based in v1.8, and the dual 40 should show automatically, both fore and aft. It should show early as a choice for money. Not all boats have the 40 available though. As a deck gun though, the 40 was not available, though I do not know why. I can find documentation from Mare Island rebuild photos for the 20s being deck mounted, but none for the 40s. I don't know why though. Surely, they could, in light of the fact that the plywood PT boats had a 37mm on the after deck late war... :hmmm:


The radar detection is a major PIA, skipping Colonel and being promoted directly to general in v1.8 about 5 minutes after you have it onboard... You can try removing people from the stations on the boat, but I don't remember which. It does take a while for the reports to stop though, and if you forget to put people back in place, you'll next hear a "We're under attack sir!" "We're taking damage sir!" "We have heavy flooding sir!", etc... Next release does have an on/off solution for better approaching home ports... top secret hush-hush kinda stuff though... :new:

:salute:


PS: you could try submerging the boat to turn the APR-1 "off"...

KaleunMarco 08-29-24 05:16 PM

Quote:

Originally Posted by propbeanie (Post 2924316)
The AA gun choices are date-based in v1.8, and the dual 40 should show automatically, both fore and aft. It should show early as a choice for money. Not all boats have the 40 available though. As a deck gun though, the 40 was not available, though I do not know why. I can find documentation from Mare Island rebuild photos for the 20s being deck mounted, but none for the 40s. I don't know why though. Surely, they could, in light of the fact that the plywood PT boats had a 37mm on the after deck late war... :hmmm:

i meant to say why didnt you create an option for the combo of 40mm plus 5" (or 4") deck gun as you did with the 20's and the deck gun?


Quote:

Originally Posted by propbeanie (Post 2924316)
The radar detection is a major PIA, skipping Colonel and being promoted directly to general in v1.8 about 5 minutes after you have it onboard... You can try removing people from the stations on the boat, but I don't remember which. It does take a while for the reports to stop though, and if you forget to put people back in place, you'll next hear a "We're under attack sir!" "We're taking damage sir!" "We have heavy flooding sir!", etc... Next release does have an on/off solution for better approaching home ports... top secret hush-hush kinda stuff though... :new:

:salute:


PS: you could try submerging the boat to turn the APR-1 "off"...

i like your idea of an on/off or the capability to remove the device.
:yeah:

KaleunMarco 09-01-24 12:23 PM

cachalot profile
 
PB,

which graphics are used by SH4 when one uses the Free Camera key (F12)?

i just started a Cachalot career and at the start of the mission i pressed F12 to get a look at her and...CTD. very consistent.

i figured it was a graphic thing because i have just completed a Balao career without an issue. although, this is an Ubi developed game, so it may not be graphic, it could be anything.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU V1.8\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nihon Kaigun v1.3_FotRSU
300 Nippon_Maru_v1.9b_FotRSU
301_MoreDifficultAI00
310 Combined Roster
399_NoScrollNavMap
410_Strategic_Map_Symbols
500 Jimimadrid Sailors for FotRSU
550 Jimimadrid SubManagement
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
999 Flotillas Fix for Argo&Nautilus

propbeanie 09-03-24 08:05 PM

Well, I don't know what you're getting, but in my v1.8, I am getting:

December 1941 from the bridge:
https://i.imgur.com/45KMW4E.jpg

December 1941:
https://i.imgur.com/KzUI8J5.jpg

January 1942:
https://i.imgur.com/mS1gy5v.jpg

Spring 1942:
https://i.imgur.com/cyPqoLf.jpg

Summer 1942:
https://i.imgur.com/w65ZT2n.jpg

Fall 1942:
https://i.imgur.com/vPZIF11.jpg


There are no starts for the Cachalot after Fall 1942, though the boat goes into 1943, but then "dead-ends", and the player is transferred to a new boat... Of note is the aft mounted gun, and the J hydrophone head entirely too early... I think we have those issues resolved in the next version, but it has been a few weeks since I was in the files... been doing other things, and just had cataract surgery on both eyes... what a difference THAT makes - wowsers! I can see again!!! Anyway, don't know about your Flotillas fix, nor about whether Jimi Madrid's Sub Management does OK with FotRSU... :salute:

KaleunMarco 09-04-24 11:51 AM

Quote:

Originally Posted by propbeanie (Post 2925013)
... but it has been a few weeks since I was in the files... been doing other things, and just had cataract surgery on both eyes... what a difference THAT makes - wowsers! I can see again!!!

yes, isn't it grand?!?!? i had mine removed during the pandemic and it restored 30+ years of vision. i do not need glasses except for exceptionally small print. last eye exam, the ophthalmologist asked me to read the smallest line on the eye chart. when i said "made by the Acme Eye Chart Company" she threw me out of the office.

Quote:

Originally Posted by propbeanie (Post 2925013)
Anyway, don't know about your Flotillas fix, nor about whether Jimi Madrid's Sub Management does OK with FotRSU... :salute:

it was Jimi's mods. not sure where the conflict is but when i remove them, the problem goes away.

now that we have embarked on the next mission, i see that jimi's mods made changes to crew faces and HUD dials but i still do not understand why it affected the free camera. weird.

1Patriotofmany 09-04-24 12:53 PM

Quote:

Originally Posted by KaleunMarco (Post 2925061)
yes, isn't it grand?!?!? i had mine removed during the pandemic and it restored 30+ years of vision. i do not need glasses except for exceptionally small print. last eye exam, the ophthalmologist asked me to read the smallest line on the eye chart. when i said "made by the Acme Eye Chart Company" she threw me out of the office.



I cracked up reading that! LMAO

KaleunMarco 09-04-24 02:19 PM

Quote:

Originally Posted by 1Patriotofmany (Post 2925078)
I cracked up reading that! LMAO

no respect, i tell you. the young people these days have no respect.
:har:

propbeanie 09-05-24 09:59 PM

Quote:

Originally Posted by KaleunMarco (Post 2925061)
yes, isn't it grand?!?!? i had mine removed during the pandemic and it restored 30+ years of vision. i do not need glasses except for exceptionally small print. last eye exam, the ophthalmologist asked me to read the smallest line on the eye chart. when i said "made by the Acme Eye Chart Company" she threw me out of the office.

...

it was Jimi's mods. not sure where the conflict is but when i remove them, the problem goes away.

now that we have embarked on the next mission, i see that jimi's mods made changes to crew faces and HUD dials but i still do not understand why it affected the free camera. weird.

Jimimadrid might not have provision for the Cachalot, and maybe the Narwhal / Nautilus / Argonaut boats, in his mod...


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