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)

millnate 01-20-25 11:37 PM

Quote:

Originally Posted by propbeanie (Post 2940800)
I cannot find anything wrong on this end millnate, but that's not to say there isn't... if the game would give you credit for sinking the ships, since you apparently scared them enough to quake their bones apart, but alas... it does not... I don't know if it's some anomaly you encounter on the Steam Deck, but I don't know... since the mod does require the use of a 4Gig Patch on the PC, maybe that doesn't do the same thing on the Steam Deck thingie... ??

I attempted to use the Adaware route to use more than 2 MB of memory and didn’t see any performance difference.

Every now and then coming out of time compression, I see random smoke. Smaller than a burning ship… maybe a flare? Also, after a few minutes of gameplay, the game starts stuttering pretty bad and I reload it. Do these sound like 4GB patch issues?

I wonder if neither route is properly utilized perhaps due to being on Linux?

propbeanie 01-21-25 05:21 PM

Quote:

Originally Posted by millnate (Post 2940802)
I had thought of that, and thought on the start of my next campaign I may try the adware path. IÂ’ve also heard the 4GB patch isnÂ’t required with Linux for some reason but thatÂ’s smoke and mirrors to me this far.

They showed up as red shipwrecks on my map, but no did not give me credit. Rightfully so as I never got to take a shot.

Thanks for checking. Love the MOD. Appreciate all your hard work and dedication.

Linux does a "flat" address, whereas Windows 'fakes' it for backwards compatibility, so Linux can address much more RAM. SH4 is a 32-bit app, and Windows puts it into a 'sandbox' to play with all of the other 32-bit apps. All the 4Gig Patches try to do is secure and lock more of the virtual machine for the SH4 game...


Quote:

Originally Posted by millnate (Post 2940960)
This is probably a stupid question but my intercepts arenÂ’t going wellÂ….

The Speed/Distance/Time chart on the Nav mapÂ… what is the proper way to use that? If a TF is traveling at 16 knots, the way I read it is that it will travel about 5 miles in 16 minutes. Is that correct?

It might see a bit odd, but it's like Ohm's Law. Given any two pieces of the three, you can solve for the third:

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


That is a fake image, btw... lol - but since I measured 11 knots for my ship, and 16 minutes, those are the two ends of the line I drew. They cross at about 6000 yards, or 5942 yards.



Quote:

Originally Posted by millnate (Post 2940961)
I attempted to use the Adaware route to use more than 2 MB of memory and didnÂ’t see any performance difference.

Every now and then coming out of time compression, I see random smoke. Smaller than a burning shipÂ… maybe a flare? Also, after a few minutes of gameplay, the game starts stuttering pretty bad and I reload it. Do these sound like 4GB patch issues?

I wonder if neither route is properly utilized perhaps due to being on Linux?

The anomalies you see could be related to the difference in hardware. I used to get similar when running the game in Wine on an old Ubuntu machine... but I cannot say for certain that's what it is... Since you are using basically a flavor of Linux on the machine, I would drop all "memory management", and see if it does better. :salute:





Quote:

Originally Posted by Capt RAP (Post 2940901)
Well I don't have a clue what I did but I can zoom in right down to the rocks! I see the ports but no airfields. I am going to delete everything and start over.:)


You should see similar to this, as a Pearl Harbor start example:
https://i.imgur.com/ix2iEQS.jpg


As you zoom-in, the "flag" will disappear, and then the "airfield" will draw. Just remember, that is only artwork, and not really an airfield...
https://i.imgur.com/ORenoXj.jpg


Zoom-in too far, and it all disappears:
https://i.imgur.com/Ii32xhz.jpg


In the MissionEditor, they look like this:
https://i.imgur.com/E2NhZD6.jpg


So the "flags" just represent where the AirBase LND assets are placed, NOT the real AirBases as found with rock and asphalt. Not even like what you see at Midway, which is a 3D rendering, and not really an airfield in the strictest sense. :salute:


As SpongeBob says: Imagination!
https://www.youtube.com/watch?v=DurEmmf3xyE

SAURON 01-22-25 04:47 AM

hello
I have a question: is there a submod that adds more ports for IJN? In FOTRS, I am missing a base in Kavieng, Paramushir or Lingga.

propbeanie 01-22-25 08:08 AM

Quote:

Originally Posted by SAURON (Post 2941131)
hello
I have a question: is there a submod that adds more ports for IJN? In FOTRS, I am missing a base in Kavieng, Paramushir or Lingga.

Are you playing the Axis side then, since you are looking for a "base"? If you are, there are no bases in the Home Islands either, nor the Marshalls. The mod concentrates on the US Pacific side, and the Axis play is basically the "Stock" game's...

If you're playing the US Allied side, Kavieng has docks, and ships placed at various times and locations in the area, along with multiple movements in and out of the area. Lingga Roads was just an anchorage with support vessels, and there you have to be there at the time that certain vessels dock there, but only a few of the major moves are there. There are also moves in and out and through the area. As for Paramushir, most of the traffic comes out of there from the west and north end of the island, instead of the south, as in real life, but that was configured that way years ago.

If I am wrong in my assumption, just give another shout! :salute:

_Oberst 01-22-25 03:06 PM

Hello, I am new in SH 4 and mods to it, and looking for interesting and hard mod to play, now I am wondering does this mod with addons for more harder AI have same difficulty as TMO ?

Aktungbby 01-22-25 04:08 PM

Welcome aboard!
 
SAURON!:Kaleun_Salute: & _oberst! :Kaleun_Salute:

propbeanie 01-24-25 02:00 PM

Quote:

Originally Posted by _Oberst (Post 2941197)
Hello, I am new in SH 4 and mods to it, and looking for interesting and hard mod to play, now I am wondering does this mod with addons for more harder AI have same difficulty as TMO ?

Depends a bit upon what you happen upon, and where you are in the 'world' of the game. Generally speaking though, "no", it is not as tough. That however, is not to say that you will get away from the escorts / planes all of the time either... :salute:

_Oberst 01-25-25 07:30 AM

Quote:

Originally Posted by propbeanie (Post 2941380)
Depends a bit upon what you happen upon, and where you are in the 'world' of the game. Generally speaking though, "no", it is not as tough. That however, is not to say that you will get away from the escorts / planes all of the time either... :salute:

Thanks for reply. And question, does this mod will recive updates in future ?

propbeanie 01-26-25 06:03 PM

Yes. We've been working on the next release off and on since the v1.8 release, and hope we are getting close to the new version, but... no time frame as of yet.

_Oberst 01-27-25 02:26 AM

And I have another question, is this possible to make this mod as hard as TMO ? Cause I tried to play TMO BH update, and I am tired of random crashes and bugged missions, especially with port recon in Borneo. If you can, please name a files which I need to change to match difficulty and traffic similar to TMO. I want to do this with your mod because it seems much more stable and beautiful in terms of ship models.

KaleunMarco 01-27-25 09:32 AM

Quote:

Originally Posted by _Oberst (Post 2941642)
And I have another question, is this possible to make this mod as hard as TMO ? Cause I tried to play TMO BH update, and I am tired of random crashes and bugged missions, especially with port recon in Borneo. If you can, please name a files which I need to change to match difficulty and traffic similar to TMO. I want to do this with your mod because it seems much more stable and beautiful in terms of ship models.

jumping in here...

yes, there are mods to vary the difficulty while playing FOTRS-Ultimate.
within the zipfile-download, there is documentation and separate folders to be included in the JSGME Mods folder for you to activate prior to playing.

please keep in mind that as you switch mods, you need to delete your Save Folders otherwise you will encounter CTD's.

have fun!

KaleunMarco 01-27-25 09:57 AM

career starting in a Gato from Mare Island
 
hey PB,
not sure if i have reported this previously, and if i have, my apologies.
Started a new career at Mare Island, in a Gato. We did two training missions, one for diving and nav work and the other, playing games with Ensign Pulver.
We were then assigned to a mission within the Convoy College area, I believe it is the default mission. We did what we came to do and returned to the Hawaiian Islands expecting to be assigned either Midway or Pearl as a base. However, that did not happen.
We began the patrol on May 12, 1942. We arrived outside of Pearl on/about June 30. We sat outside Pearl waiting for the base to change until July 16 when I saved and exited.
After exiting, I took a look at the base dates in Flotillas and it says that Gatos that are assigned to Mare Island are not released until mid-1943. Am I reading that correctly?

propbeanie 01-27-25 11:15 AM

Quote:

Originally Posted by KaleunMarco (Post 2941669)
hey PB,
not sure if i have reported this previously, and if i have, my apologies.
Started a new career at Mare Island, in a Gato. We did two training missions, one for diving and nav work and the other, playing games with Ensign Pulver.
We were then assigned to a mission within the Convoy College area, I believe it is the default mission. We did what we came to do and returned to the Hawaiian Islands expecting to be assigned either Midway or Pearl as a base. However, that did not happen.
We began the patrol on May 12, 1942. We arrived outside of Pearl on/about June 30. We sat outside Pearl waiting for the base to change until July 16 when I saved and exited.
After exiting, I took a look at the base dates in Flotillas and it says that Gatos that are assigned to Mare Island are not released until mid-1943. Am I reading that correctly?

Yes: "AvailabilityInterval= 1942-03-04, 1943-05-10" Apparently, the old TMO "Let's skip this important assignment" crept its way in, either because you were too fast, or too slow on one of the 'training' / shakedown assignments where the orders tell you to put in for a transfer after docking. There will be an operational change coming in the next release in an attempt to avoid that situation. No more accidentally skipping missions. But, the player will still be able to put in for a (hopefully) valid transfer at the appropriate time, or stay at the 'training' base and be transferred automatically... :salute:

propbeanie 01-27-25 11:21 AM

Quote:

Originally Posted by _Oberst (Post 2941642)
And I have another question, is this possible to make this mod as hard as TMO ? Cause I tried to play TMO BH update, and I am tired of random crashes and bugged missions, especially with port recon in Borneo. If you can, please name a files which I need to change to match difficulty and traffic similar to TMO. I want to do this with your mod because it seems much more stable and beautiful in terms of ship models.

Somewhat. As KM mentions, you can use the AddInModzPak_18.7z and try some of those, but even with those, certain aspects of FotRSU will still be easier. We might borrow from CapnScurvy's old Tokko's Revenge and try similar AI difficulty settings from that, but the kamikaze are already in the mod, and some of the assignments (especially later war Lifeguard missions) put your boat right in the middle of some of those attacks. The reaction times and other aspects are actually tougher than TMO, but we dialed back the doggedness of them tracking the player. But, turn that up to TMO levels, and you get sunk just about every attack after about 1944. Kind of like what happend to the U-Boats in 1943... :o

_Oberst 01-27-25 11:50 AM

Quote:

Originally Posted by propbeanie (Post 2941681)
Somewhat. As KM mentions, you can use the AddInModzPak_18.7z and try some of those, but even with those, certain aspects of FotRSU will still be easier. We might borrow from CapnScurvy's old Tokko's Revenge and try similar AI difficulty settings from that, but the kamikaze are already in the mod, and some of the assignments (especially later war Lifeguard missions) put your boat right in the middle of some of those attacks. The reaction times and other aspects are actually tougher than TMO, but we dialed back the doggedness of them tracking the player. But, turn that up to TMO levels, and you get sunk just about every attack after about 1944. Kind of like what happend to the U-Boats in 1943... :o

Yes, I already tried those mods for more harder AI in AddInModzPak_18.7z, but the result is still not similar to what is in TMO. But it's nothing, I'll try to adjust some more files myself to my taste. Another question, what situation in this mod with ship traffic, does it somehow reflect the similar one that was in reality in those years, or is its intensity increased for a more lively gameplay?


All times are GMT -5. The time now is 09:26 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.