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dvdwildsau 03-17-20 07:05 PM

Enemy AI not working right?
 
Downloded this awesome Mod. Startet a Career in mid 1942 whit a Gato Class Sub, got a Baleo at beginning of 1943. Iam now at July - August 1943. Enemy DDs never Attacked me "right" f. ex. when I attack a convoy the DD or the Escort ship just goes at flank away from me :haha:
Some ships cannot be sunk, f. ex. a large liner troop ship, and the fuel consumption seems very low

hope I could help whit this report :03:

laurenh8916 03-17-20 08:06 PM

Quote:

Originally Posted by propbeanie (Post 2655106)
Let me ask you this: Do you stop at Midway enroute and top-off the fuel bunkers? I have actually lost a "suspect" along the coast of Japan, so I'm on the hunt for another... :hmmm:

Also, as Aktungbby says: "Welcome to SubSim!" :subsim:


Cheers, thanks all :) Nope, no stops on the way, just a straight trip out of Pearl Harbor towards Area 4.

propbeanie 03-18-20 09:15 AM

Quote:

Originally Posted by keltos01 (Post 2655246)
My saves are getting corrupted enroute to this mission. I'm in a porpoise after narwhal based at and departing from Pearl Harbor, on my second patrol..
After i git to japan and sank sone ten ships couldn't load my savea anymore it ctd

I met my junsen 1 wgen out of ammo, tried to sink it with the .50, git sunk by its twin guns though i hadto be realky close for it to fire at me.. would be nucer at two miles...

Also sank a sen taka

Nixe to see my subs from thw jyunsenB mod as enemies!

Regards

K

Quote:

Originally Posted by laurenh8916 (Post 2655265)
Cheers, thanks all :) Nope, no stops on the way, just a straight trip out of Pearl Harbor towards Area 4.

I am wondering now, if you fellows with Save issues are saving after you get on the boat, but prior to traveling outside of the "terminal" area? I was able to get some 'strange' Saves doing that, such as the boat does not go to "All Stop" when re-entering the game, or it follows the waypoints, which is the opposite from what a "normal" Save would do, such that when you re-enter the game with a Load of a career Save, the boat goes to "All Stop" ("Yes Sir! All Stop!") and / or when you do proceed, the boat will go in the direction it is pointed - or - if the rudder was at say 15° to port when you Saved, it will be at 15° to port when you re-enter, but it usually will not follow the route set until you hit the "Return to course" menu button. In a couple of attempts after Saving in the Home Port area, the boat would return to course without any button pushes... ?? I have not gotten to Empire Waters yet in any of these test careers, but I can imagine an 'error' on the first Save while in Home Port will cause issues further along in the game. The Saves thus far do Load, but there is an "error" in them that might get worse the further I go... ??

Quote:

Originally Posted by dvdwildsau (Post 2655247)
Downloded this awesome Mod. Startet a Career in mid 1942 whit a Gato Class Sub, got a Baleo at beginning of 1943. Iam now at July - August 1943. Enemy DDs never Attacked me "right" f. ex. when I attack a convoy the DD or the Escort ship just goes at flank away from me :haha:
Some ships cannot be sunk, f. ex. a large liner troop ship, and the fuel consumption seems very low

hope I could help whit this report :03:

The fuel consumption has been reported, but the ships should all be sinkable, some requiring more torpedoes, such as a large liner not carrying ammunition might take four to six torpedoes, if not more, depending upon where you hit them. The CL and CA are much easier to sink. If you hit a tanker traveling in-ballast, they can be difficult to sink.

One thing for everyone to remember, is that if you never applied a mod to the game prior to FotRSU v1.004.a, or if you only used FotRSU v1.0.1.g previously, or if you've used every mod in the world prior to v1.004.a, you ~have~ to empty the Save folder prior to playing v1.004.a, else you will get all sorts of "strange" behavior. Version 1.004.a is not 100% backward compatible with v1.0.1.g. There are changes to certain aspects of the campaign files, ships and especially airplanes. These can and will introduce "errors" into the game data. Similarly, make certain the LAA or similar memory "manager" is properly set on the SH4.exe file. :salute:

dvdwildsau 03-18-20 09:40 AM

I use the Steam Sh4+ Uboat missions (1.5)
before I installed the mod made everything from scratch modified the sh4.exe (Admin mode) with LAA ,savefolder deletet

lets see if the DDs get better in 1944? if not there might be a problem in the DDs AI

:yep:

have an

Intel i7 9700 k

32 GB Ram

RTX 2080 8GB

should be enough :D

propbeanie 03-18-20 10:13 AM

dvdwildsau, here is an example. The TUS, (3-Stack Liner), loaded with "Ammunition", standing still 1000 yards away, I shot 3 torpedoes in a bow to stern spread. The ship did attempt to take off as soon as they saw my periscope (about 15 seconds), but loaded with ammunition, it took them a bit to even get moving. The ammunition load did secondary explosions after the 2nd torpedo hit. This is as the 3rd torpedo hits, just a pinch aft of where I aimed. Notice that it is already down by the bow, and will sink within two minutes of this (rather strangely also, going practically vertical as it goes):

https://i.imgur.com/home5N8.jpg



Now, the same ship, but with a "Freight" load, several minutes after 3 of 6 torpedoes hit:

https://i.imgur.com/r6Ypebd.jpg

The ship again took off as soon as they saw my periscope, getting up to speed quickly, such that what was aimed at the bow hit in the boiler room (thankfully), the torp aimed amidship barely hit the rudder area, and the one aimed aft completely missed. I shot a fourth and fifth torpedo, missing forward with that fourth shot (the ship slowed and turned), and barely hitting the bow with the fifth. The ship slowed quite a bit then, and I did put another into it, for four hits of six shot from the bow tubes. It finally went dead in the water, and I was able to catch it then, turn and used two of the aft tubes, of which those two hit, and this happened, similar to the 3rd hit with the Ammunition load:

https://i.imgur.com/1qLaEPH.jpg


From this point, it sank just as fast as above, but it took six instead of two torpedoes...


Quote:

Originally Posted by dvdwildsau (Post 2655407)
I use the Steam Sh4+ Uboat missions (1.5)
before I installed the mod made everything from scratch modified the sh4.exe (Admin mode) with LAA ,savefolder deletet

lets see if the DDs get better in 1944? if not there might be a problem in the DDs AI

:yep:

have an

Intel i7 9700 k

32 GB Ram

RTX 2080 8GB

should be enough :D

The DD will get better, then worse in 43-44, but they do get better "tools" to use against your boat. There is no problem with the AI. It is purposefully turned-down in FotRSU. There are situations where an aggressive AI is rather inappropriate, as compared to real life. This is not TMO, though it is based upon it. "Difficulty" and other add-in mods will follow later. Your computer is plenty strong. One issue with the 'modern' computer, is it is in fact "too strong" for the fps rate, of which, the game was written for 30fps, and running it above that will throw the game's "clock" off over time. :salute:

laurenh8916 03-18-20 10:13 AM

Quote:

Originally Posted by propbeanie (Post 2655387)
I am wondering now, if you fellows with Save issues are saving after you get on the boat, but prior to traveling outside of the "terminal" area? I was able to get some 'strange' Saves doing that, such as the boat does not go to "All Stop" when re-entering the game, or it follows the waypoints, which is the opposite from what a "normal" Save would do, such that when you re-enter the game with a Load of a career Save, the boat goes to "All Stop" ("Yes Sir! All Stop!") and / or when you do proceed, the boat will go in the direction it is pointed - or - if the rudder was at say 15° to port when you Saved, it will be at 15° to port when you re-enter, but it usually will not follow the route set until you hit the "Return to course" menu button. In a couple of attempts after Saving in the Home Port area, the boat would return to course without any button pushes... ?? I have not gotten to Empire Waters yet in any of these test careers, but I can imagine an 'error' on the first Save while in Home Port will cause issues further along in the game. The Saves thus far do Load, but there is an "error" in them that might get worse the further I go... ??


That could be, I've been saving pretty often out of habit, and I've noticed some weird behavior where I'm alternately either still following my route or have to replan the entire thing from scratch when reloading, plus some mix of going to all stop and continuing, which probably points to that issue. I'll restart a new campaign with the same options and try without any saves in the port area. Thanks for the reply!

propbeanie 03-18-20 10:26 AM

With a "Normal" reload after what we consider a "normal" Save, you should still have your route with WayPoints set the same. Your boat will go to All Stop though, with appropriate crew responses. That is the way the game normally functions. When you load a save, you then set your telegraph to whatever speed you want and use the "Return to course", and all should be well with the SH4 world. I have been unable to get a "bad" Save when doing experiments, unless I first Save in my Home Port while departing. I cannot remember why I thought to try this (or how this came back to my memory, or where I 'heard' it), but I do remember some other modder discovering this 'phenomenon'some time ago. I do not recall if it is something in that mod, or if Stock also does that. I will go and test the same thing in Stock, if when I arrive off the coast of Japan and sink something (hopefully my boat surviving afterwards... :roll: ) and then Saving, it "bombs" or errors on re-Load. :salute:

keltos01 03-18-20 11:39 AM

Right been out of it too long but

What do i need to change to increase the range at which ai subs attack me?

Btw are there submerged ai subs here?

Regards
K

Levyathan89 03-19-20 02:46 AM

Is my impression correct that enemy vessels change speed constantly? I'm asking because the 03:15 method that works perfectly in SH 3 doesn't seem to work at all. And since the stadimeter and the automatic speed calculation appears to be completely unreliable, this is very frustrating to me.

J0313 03-19-20 06:03 AM

Quote:

Originally Posted by Levyathan89 (Post 2655596)
Is my impression correct that enemy vessels change speed constantly? I'm asking because the 03:15 method that works perfectly in SH 3 doesn't seem to work at all. And since the stadimeter and the automatic speed calculation appears to be completely unreliable, this is very frustrating to me.

Remember, 3 minutes and 15 seconds is for use if your using the metric system. 3 minutes is used when using the imperial system.Kilometers versus miles.

propbeanie 03-19-20 07:24 AM

Quote:

Originally Posted by keltos01 (Post 2655438)
Right been out of it too long but

What do i need to change to increase the range at which ai subs attack me?

Btw are there submerged ai subs here?

Regards
K

The submerged sub (one for each side) is there, and they too shoot torpedoes... :o - However, they have not been placed in the mod. That will be an add-in that increases the number of subs you would encounter. I don't have my research close at hand, but the US sank quite a few IJN subs with their own, mostly due to the Ultra network. The IJN sank at least two, if not more, US subs with their subs. It is much more difficult to document the IJN successes, of course. A person almost has to have the Event Viewer on to stand a chance against submerged torpedo launches, since the game does not have anything remotely resembling an "Incoming torpedo!!! Bearing, xxx°!!!" warning, and doesn't even have a warning for a circle-runner. Due to this, it was decided to not have a "penalty" for the renown divider if the player uses the Event Viewer. That is your "warning" of impending doom...

As for the shooting range for the AI subs' torpedoes, since an AI AA gun is used, that would be in the Sim.cfg file. Initially set to 2500 yards (??), it was reduced to 1500 yards so the launches wouldn't happen too soon for the DD that use the torpedo spawn gun, which has the effect of reducing the number of torpedoes shot too early, and increases the rate of hits. The game cannot "aim" AI torpedoes... sigh... Currently, the range is set to 1800 yards, and seems to be a good starting point for the "default" value. The plan is to include an add-in mod later that will take several things to a "longer range" for all things AI, for those that want a "challenge"... :roll:


Quote:

Originally Posted by Levyathan89 (Post 2655596)
Is my impression correct that enemy vessels change speed constantly? I'm asking because the 03:15 method that works perfectly in SH 3 doesn't seem to work at all. And since the stadimeter and the automatic speed calculation appears to be completely unreliable, this is very frustrating to me.

As J0313 mentions, be sure you are doing the correct method of measurement for the speed. But the enemy vessels ("friendlies" also) do not not constantly change speed. They do zig-zag quite a bit more that anything in SH3, similarly to TMO and RSRDC - which have the same RM "height" errors as FotRSU, just not as many... What does happen though, is that they might change speeds during a zig or a zag. The game will slow a ship approximately 3 knots minimum as it executes a full-rudder turn, so you'll see changes of that nature. You might also see a ship doing 20 knots, after it gets finished with its course change, slow to 18 knots, or speed-up to 24 knots. That is ship / Group and route dependent of course, and does not happen too often. Most of the zig-zags will be on the order of 10km between course changes, but some are much more, some are less, and there is the occasional 100+km straight course, followed by several zig-zags, and then back to a straight course of 100+km. It varies by group or ship encountered. The speed does not change near as often as the course, and usually it is "directed" by the AI. We have seen ships, set to 30knots in a Task Force, slow to 8knots as a group, as they go through a "restricted" Suido. The game needs a wide lane to drive a ship through - a ~WIDE~ lane. Currently we are working on increasing the distances between ships, especially in Task Forces to the order of 1200 yards (give or take a couple of hundred). As it stands, you need roughly two nautical miles of width for each "side" escort that travels on the port and / or starboard bow so that they can execute their "knuckles". When the escorts do their little maneuvering like that, you will also see a group slow a few knots, and maybe even fall out of convoying position. That can be blamed on the AI "collision avoidance", which is very primitive in SH4... A single merchant, no escorts, no course changes, should be relatively "stable" in speed. A group of merchants, properly spaced "in convoy", without escorts, should do similar. Throw in 2 or more escorts and multi-columns, and you just never know what the game is going to do... :salute:

Texas Red 03-21-20 05:39 PM

Hey y'all!

I recently downloaded the FotRS mod and activated it correctly and did everything else correctly. It was working fine up until now. I know that it is common logic not to save in or near ports. I did that and every save game where I was inside or near my home port would crash. Now, every single save game is crashing. The game loads and I click on "Load" in the main menu and load my most recent save game. The bar hangs around at the 100% mark for a while before the "No mission too difficult" thing appears. Then it just CTD's.

Any ideas on how to fix this?

KaleunMarco 03-21-20 10:37 PM

Quote:

Originally Posted by the beast (Post 2656207)
Hey y'all!

I recently downloaded the FotRS mod and activated it correctly and did everything else correctly. It was working fine up until now. I know that it is common logic not to save in or near ports. I did that and every save game where I was inside or near my home port would crash. Now, every single save game is crashing. The game loads and I click on "Load" in the main menu and load my most recent save game. The bar hangs around at the 100% mark for a while before the "No mission too difficult" thing appears. Then it just CTD's.

Any ideas on how to fix this?

two things come to mind:
1. did you delete the SaveFolder from your previous mod-set? if not, do that and start your career again.
2. actually, this should be #1. D/L and use Large Address Aware. FOTRSU uses more memory that the stock game so you need to use LAA.

good luck.

propbeanie 03-21-20 10:44 PM

If all Saves are crashing, the first thing to do would be to empty the Save folder to get rid of the bad data that is crashing the game. Then try again. Thus far, this seems to happen most with the Porpoise, but also with a Narwhal if you go to Empire Waters, which that is the most common denominator - going into Empire Waters. I only have two replies as to whether a player had Saved while in port, but both that answered and had Saved in port prior to departure, then had either messed-up gauges and / or bad Saves. I may have found the culprit in the "41a_Jap_HarborTraffic.mis" file, but I don't really know. I have yet to reproduce the issue as "strongly" as any of the other reports we have. The worst I can get is different behavior (as previously described) when re-loading the Saved game after having Saved while in-port on the boat. But I've never CTD'd nor had bad gauges yet... :hmmm:

Now, a few things to remember about this old game:
  1. v1.004.a is NOT backward compatible with v1.0.1.g
  2. You must start with a fresh SH4 install prior to activating any mod
  3. You must empty the Save folder prior to starting the game with FotRSU
  4. Do not play a career after a Single Mission or Quick Patrol or Submarine School
  5. If you do anything in the game, such as view the Museum, prior to starting another section of the game, such as a career, you should exit the game and re-start it.
  6. When Saving, always use a "new slot". In other words, name the new Save something different from any of your other Saves. Do NOT over-write.
  7. After "Saving", wait a few minutes to make certain all of the data is written to your hard drive. SH4 is from the Windows XP days, remember?
  8. Do NOT shell-out to the desktop while playing the game. Save and exit.
  9. Do not apply mods not "certified" to work with FotRSU on top of it.

Texas Red 03-22-20 04:59 AM

I think I fixed it actually. I reloaded my autosave from leaving port and started from there instead of where I was originally. I clicked the giant map to get my orders, I received them and then the game loaded for a quick few seconds and then I was in the control room.
I saved my game while I was inside the port so that may have been the trigger, I'm not sure. Maybe a good pointer to other players is to NOT save in port or right outside its gates. If you already said this, my bad.


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