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

CapnScurvy 10-08-18 07:12 AM

Quote:

Originally Posted by suitednate (Post 2571765)
Hello,

I’m noticing a lot of instances where I can’t hear the sounds of vessels on the sonar. The map says the sound bearing is there but when I go to the sonar itself, there is no sound. This is a bug right? Also I try to target sometimes using an active ping to get the range and bearing and then send the info to the TDC. I then wait anywhere from 30s to a couple min and do it again and for some reason they can’t give me a speed estimate when I click on that in the TDC? Shouldn’t I be able to get a speed estimate from this process?

Thank you all for your help.

What mods (if any) are you using? We can't assume you're using Ultimate just because you're writing your question in this thread. :03:

suitednate 10-09-18 07:19 PM

Quote:

Originally Posted by CapnScurvy (Post 2571793)
What mods (if any) are you using? We can't assume you're using Ultimate just because you're writing your question in this thread. :03:


I am using only FOTRS ultimate. :Kaleun_Salute:

propbeanie 10-09-18 08:55 PM

If that's the only mod you are using, CapnScurvy has taken the hammer and crowbar to the sonar station console, and completely dis-assembled it. It has been re-assembled with minimal use of baling wire and duct tape. I'm not certain of the use of bubble gum... Anyway, we'll see how well it works in the next version. :salute:

CapnScurvy 10-10-18 07:47 AM

Quote:

Originally Posted by suitednate (Post 2571765)
Hello,

I’m noticing a lot of instances where I can’t hear the sounds of vessels on the sonar. The map says the sound bearing is there but when I go to the sonar itself, there is no sound. This is a bug right?


Ultimate v0.71 has the Stock game parameters for ship units....(well more or less).....which prevents the Hydrophone station to work as intended when attempting to "hear" a target. This long standing issue is indeed a "bug" from the Stock game which has finally been corrected with our next version of Ultimate. Up to now, ships had to travel at a medium/high speed (in relationship to its "MaxSpeed") in order for the Hydrophone to allow a player to "hear" the target....even though the Sonar man would report a Sonar detection and have it shown on the Nav Map.

With the total revamp of ship characteristics, this problem has been eliminated with our next version. Ships traveling at reasonable speeds....from 2 knots to MaxSpeed will be heard with Ultimate.....unlike any other mod, or Stock game.

Cybermat47 10-10-18 08:02 AM

Put me in cryosleep until the next update, it sounds great! :Kaleun_Salute:

Larrywb57 10-10-18 08:07 AM

Quote:

Originally Posted by CapnScurvy (Post 2572035)
Ultimate v0.71 has the Stock game parameters for ship units....(well more or less).....which prevents the Hydrophone station to work as intended when attempting to "hear" a target. This long standing issue is indeed a "bug" from the Stock game which has finally been corrected with our next version of Ultimate. Up to now, ships had to travel at a medium/high speed (in relationship to its "MaxSpeed") in order for the Hydrophone to allow a player to "hear" the target....even though the Sonar man would report a Sonar detection and have it shown on the Nav Map.

With the total revamp of ship characteristics, this problem has been eliminated with our next version. Ships traveling at reasonable speeds....from 2 knots to MaxSpeed will be heard with Ultimate.....unlike any other mod, or Stock game.

Hooary for CapnScurvy!! :Kaleun_Applaud:

This has been a 'thorn in our side' for a long time. One could see the ship though the periscope but one couldn't hear anything at the sonar station. I can't wait for the next version of the best mod for SH4! :yeah:

Thanks to the Ultimate Team for your devotion and hard work for this mod! :Kaleun_Salute:

suitednate 10-10-18 04:49 PM

Quote:

Originally Posted by CapnScurvy (Post 2572035)
Ultimate v0.71 has the Stock game parameters for ship units....(well more or less).....which prevents the Hydrophone station to work as intended when attempting to "hear" a target. This long standing issue is indeed a "bug" from the Stock game which has finally been corrected with our next version of Ultimate. Up to now, ships had to travel at a medium/high speed (in relationship to its "MaxSpeed") in order for the Hydrophone to allow a player to "hear" the target....even though the Sonar man would report a Sonar detection and have it shown on the Nav Map.

With the total revamp of ship characteristics, this problem has been eliminated with our next version. Ships traveling at reasonable speeds....from 2 knots to MaxSpeed will be heard with Ultimate.....unlike any other mod, or Stock game.


Awesome! Looking forward to it! :Kaleun_Applaud: Do you think that any campaigns currently underway would be affected by upgrading to the new version upon release? Or at least wait until your sub is back in port before modding and then continue the campaign? Thanks Capn :Kaleun_Salute:

fitzcarraldo 10-10-18 06:30 PM

Quote:

Originally Posted by suitednate (Post 2571765)
Hello,

I’m noticing a lot of instances where I can’t hear the sounds of vessels on the sonar. The map says the sound bearing is there but when I go to the sonar itself, there is no sound. This is a bug right? Also I try to target sometimes using an active ping to get the range and bearing and then send the info to the TDC. I then wait anywhere from 30s to a couple min and do it again and for some reason they can’t give me a speed estimate when I click on that in the TDC? Shouldn’t I be able to get a speed estimate from this process?

Thank you all for your help.

You can try this:

http://www.subsim.com/radioroom/down...o=file&id=1127

Not realistic. A ship making 2 knots sounds as one making 10 knots, but you can hear it. I didnīt try it in FOTRSU; in TMO works. I prefer to live with the problem (assumed my sonarman is a newby), and wait the next update for FOTRSU. The mod is awesome.

BTW, I donīt know if FOTRSU includes ISP or something similar for subs and ships mechanics. Is ISP for TMO compatible?

Best regards,

Fitzcarraldo :Kaleun_Salute:

propbeanie 10-10-18 06:32 PM

Quote:

Originally Posted by suitednate (Post 2572098)
Awesome! Looking forward to it! :Kaleun_Applaud: Do you think that any campaigns currently underway would be affected by upgrading to the new version upon release? Or at least wait until your sub is back in port before modding and then continue the campaign? Thanks Capn :Kaleun_Salute:

Very little in the new is compatible with the old, as has been the case most times we've done a new release. You will not be able to continue a career, whether in port or not. You will have to delete any old Saves for FotRSU or any other mod (or back them up for later use), or else use MultiSH4 and use multiple Save folders for multiple installs of the game. There are quite a few necessary Type= changes in the ship calls throughout the game, and as such, those will cause a CTD with old data. That's just the Campaign data. There are also several UPC folder changes, not to forget what CapnScurvy mentions above with several changes in every ships' support files... It cannot be helped, if new functionality is implemented and content added. Sorry. :salute:

propbeanie 10-10-18 06:37 PM

Quote:

Originally Posted by fitzcarraldo (Post 2572107)
You can try this:

http://www.subsim.com/radioroom/down...o=file&id=1127

Not realistic. A ship making 2 knots spunds as one making 10 knots, but you can hear it. I didnīt try it in FOTRSU; in TMO works. I prefer to live with the problem (assumed my sonarman is a newby), and wait the next update for FOTRSU. The mod is awesome.

BTW, I donīt know if FOTRSU includes ISP or something similar for subs and ships mechanics. Is ISP for TMO compatible?

Best regards,

Fitzcarraldo :Kaleun_Salute:

That mod will not fully function with FotRSU, and could potentially overwrite something of importance to the FotRSU mod. I'll leave the explanations to CapnScurvy since he is more thorough and more succinct in his reply, besides me not knowing what I'm "talking" about in that regard... :roll: - I can tell you though that ISP for TMO (or anything else) is also NOT compatible... All kinds of strangeness would occur, besides the fact that there are ships missing in the ISP mod... :salute:

fitzcarraldo 10-10-18 06:39 PM

Quote:

Originally Posted by propbeanie (Post 2572110)
That mod will not fully function with FotRSU, and could potentially overwrite something of importance to the FotRSU mod. I'll leave the explanations to CapnScurvy since he is more thorough and more succinct in his reply, besides me not knowing what I'm "talking" about in that regard... :roll: - I can tell you though that ISP for TMO (or anything else) is also NOT compatible... All kinds of strangeness would occur, besides the fact that there are ships missing in the ISP mod... :salute:

Many thanks! :Kaleun_Wink:

Fitzcarraldo :Kaleun_Salute:

CapnScurvy 10-12-18 07:45 AM

Quote:

Originally Posted by fitzcarraldo (Post 2572107)
I donīt know if FOTRSU includes ISP or something similar for subs and ships mechanics. Is ISP for TMO compatible?

Best regards,

Fitzcarraldo :Kaleun_Salute:

No, Improved Ship Physics (ISP) is not compatible with Ultimate. Different ships, different class type designations, different everything....don't use it with Ultimate.

But yes, we have something similar for the subs/ships. That's how the correction to the Hydrophone was made....by completely changing the ships parameters of performance allowing the Hydrophone to "hear" a target ship......and I mean completely change the ships characteristics! Hopefully you'll notice no difference in expected performance, either in how the ships perform normally, or how they perform under pressure (such as torpedo attack...no "jack rabbit" starts as the Stock game has). Since the ship inventory for Ultimate is the largest of any mod, it took a while to have each ship modified, then checked, for playability. There's been huge changes to the physics....we hope for the better.

fitzcarraldo 10-12-18 12:31 PM

Quote:

Originally Posted by CapnScurvy (Post 2572248)
No, Improved Ship Physics (ISP) is not compatible with Ultimate. Different ships, different class type designations, different everything....don't use it with Ultimate.

But yes, we have something similar for the subs/ships. That's how the correction to the Hydrophone was made....by completely changing the ships parameters of performance allowing the Hydrophone to "hear" a target ship......and I mean completely change the ships characteristics! Hopefully you'll notice no difference in expected performance, either in how the ships perform normally, or how they perform under pressure (such as torpedo attack...no "jack rabbit" starts as the Stock game has). Since the ship inventory for Ultimate is the largest of any mod, it took a while to have each ship modified, then checked, for playability. There's been huge changes to the physics....we hope for the better.

Many thanks for the answer!

Another question: Is it possible to change the cameras.dat for more mouvement in external camera? OTC for TMO (I know it is a different thing than OTC light for FOTRSU), has plenty of mouvement of the external camera. In FOTRSU you can approach your view until a limited range. What if I change the optics of FOTRSU for that of TMO or RFB.

Best regards.

Fitzcarraldo :Kaleun_Salute:

CapnScurvy 10-14-18 05:27 PM

Quote:

Originally Posted by fitzcarraldo (Post 2572277)
Another question: Is it possible to change the cameras.dat for more mouvement in external camera? OTC for TMO (I know it is a different thing than OTC light for FOTRSU), has plenty of mouvement of the external camera. In FOTRSU you can approach your view until a limited range. What if I change the optics of FOTRSU for that of TMO or RFB.

Best regards.

Fitzcarraldo :Kaleun_Salute:

I'm thinking there's something wrong with your files?? The External View (using the F12 key) gives you full/unlimited control of the camera when using Ultimate v0.71...….least it should! You can take it right through objects if you want, that's how I designed it. I'll check the v0.71 to see, but there should be no restrictions on the External Camera. :06:

========

EDIT:
I don't find an issue of limited camera use....it goes straight through any object I wish.

KaleunMarco 10-14-18 07:01 PM

external camera(s)
 
Quote:

Originally Posted by CapnScurvy (Post 2572574)
I'm thinking there's something wrong with your files?? The External View (using the F12 key) gives you full/unlimited control of the camera when using Ultimate v0.71...….least it should! You can take it right through objects if you want, that's how I designed it. I'll check the v0.71 to see, but there should be no restrictions on the External Camera. :06:

========

EDIT:
I don't find an issue of limited camera use....it goes straight through any object I wish.

scurvy,


i have a related question on the external camera:

why is it that some mega-mods implement an external camera that allows the user to rotate around the object in view and in other megas the external just moves left or right but not around the object being viewed?

i would think (could be a mistake) that the external camera is the external camera and that is that.
thanks.
:salute:

mb


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