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

propbeanie 12-20-18 10:45 AM

Quote:

Originally Posted by suitednate (Post 2582312)
Hello,

I’ve hit destroyers now multiple times with 2 torpedoes and even then they don’t seem to go down. More times than not, it should just take 1 right?

Stock SH4 has the DD / DE class built with steel jaws, so any hit on the bow (front) of the ship will be shrugged off, generally. Also, the use of the magnetic detonator will at times give the allusion of a "hit", when in actuality, it pre-detonated, resulting in minimal, if any damage to the ship. FotRSU has the chance of a "dud" turned up a bit. If you want to take a DD out with one shot, you need to hit them just under the bridge, towards the forward gun. That will sometimes result in a magazine detonation. Not always though, especially in light of the fact that they can scoot and turn out of the way of a torpedo rather easily. It is recommended that you not toy with the DD whenever possible... Your crew and boat will thank you... :O: :salute:

Front Runner 12-21-18 12:49 PM

Expanded Range Gauge
 
Hi all FOTRSU modders,
Any chance we will get the expanded range gauge from OTC 1.5 along with the Omnimeter in the next update?


http://www.subsim.com/radioroom/pict...ictureid=10026

suitednate 12-21-18 02:38 PM

Quote:

Originally Posted by mark bonamer (Post 2582361)
in real life, yes, one torpedo is enough to sink a DD,DE,ML, et.al.
clearly, you are dealing with game factors that either rate the DD construction too sturdy or torpedo strength too light.
based on SH4 experience, it is easier to upgrade the torpedo strength than to change construction on each model of destroyer.
try this mod:
http://www.subsim.com/radioroom/showthread.php?t=152892
good luck. and good hunting.
:Kaleun_Salute:

Does this mod work with FOTRSU??

merc4ulfate 12-22-18 01:58 AM

Quote:

Originally Posted by propbeanie (Post 2582144)
Welcome to SubSim :subsim: TommyAt94! :yeah:

All of the FotRSU versions are stand-alone, so all you need is Silent Hunter 4, v1.5 (Uboats) installed in a folder other than the "protected" folders such as a Program Files folder, of your computer. Lots of folks use either a "C:\Games\" folder, or the like. :salute:

I thought you needed the earlier version as well when you look at the read me file. "June 24 2017

Please add this group of folders/files to the existing v0.62 modification created on the date of June 21, 2017.

This small group makes the Player submarines Radar better in receiving contacts. Changed a couple of words within the menu.txt file, and added a small change to the Sonar Bearing wheel.

Leander"

What is even more confusing ... for those of us who learned to look at the text files before installation ... The May 20 2018 cumulative revision txt starts going into all the files you need to delete from the old version. Seems as if this is a stand alone those two txt files should not even be there and the installation txt should just say install with JSGME on a clean game install and have fun.

KaleunMarco 12-22-18 10:09 AM

Quote:

Originally Posted by suitednate (Post 2582539)
Does this mod work with FOTRSU??

not sure about that. try it and see. make sure you are in port between missions when you add it to the mod mix. :salute:

merc4ulfate 12-22-18 01:19 PM

see?
 
Quote:

Originally Posted by mark bonamer (Post 2582664)
not sure about that. try it and see. make sure you are in port between missions when you add it to the mod mix. :salute:

See here is my ignorance coming on again. I thought this version IS FOTRSU and not something separate from Fall of the Rising Sun Ultimate.

:timeout::timeout::timeout:

merc4ulfate 12-22-18 02:09 PM

At World's End
 
Please forgive me if any of this has been questioned and or considered.

Since I am more than half a century old and my life expectancy is shorter than the number of years lived I just feel I have no time to read through 454 pages of post to find the answers to these questions.

1. Does this mod model historical traffic as some other mods do?
2. If not will adding any bork the mod?
3. Does this mod have environmental additions as some past mods have to
bring more realistic physics to things such storms, ie. wave height, winds,
sea state?
4. Does this mod incorporate realistic sink times and movement physics of
submarines and ships?

I know from TMO, RSRD, Traveler Mods, and others that at times there could be a very tasty soup in the JSGME mix in order to try to get things as besty as possible. I was curious how much of this might be in this mod or is FOTRSU more about ships and graphics.

I also wanted to know if any had added ( with success) mods after FOTRSU or found some that were simply, "OH MY NO DONT DO THAT" with it.

Thank you

:arrgh!:

propbeanie 12-22-18 02:18 PM

Sorry guys, we've all been rather busy... merc, FotRSU is just the acronym for Fall of the Rising Sun Ultimate, one in the same. As for the documentation, a folder's worth of "internal" ReadMe files fell through the cracks with v0.71. The next version is "in-the-can" (unless we find something else again... :roll: ), and we're hoping RR is sorting through all of those "white space" files and getting the ReadMe stuff trimmed-down and congregated into user versions. Fingers crossed he hasn't gone nutz yet - oops! too late... :O:

In the meantime, adding other mods into FotRSU defeats the "beta testing", though it is your computer suitednate. None of the torpedo mods by anybody have been "tested" in the "Official FotRSU Labs". Three possible outcomes:
1. It'll work just fine and you'll love the extra fire-power.
2. It'll appear to work just fine, but the torpedoes pass-through the target and do not detonate. However, the escorts find and prosecute you.
3. As the torpedo is about to impact and explode, the game CTDs...
In any of those cases though, you are altering the dud-rate and other settings in the FotRSU mod. YMMV, but not recommended.

Last but not least Front Runner, I haven't "talked" with CapnScurvy lately about his OTC mod, but I wouldn't be surprised if he doesn't have an FotRSU version sitting not too far from his mouse-clicking finger tips, ready as an add-on later. :salute:

merc4ulfate 12-22-18 03:28 PM

Thank you.

I was playing it last night with the event camera turned on and to my horror a Japanese fish popped the viewer up. I was like wha??

The DD's definitely did their job and it took a bit of time to get out under a thermal layer. They were fairly persistent.

propbeanie 12-22-18 03:40 PM

Yes, the enemy DD can shoot torpedoes at you when they detect your boat, or periscope. It's up a bit too high in v0.71, but turned down in this next release. The Event Camera is the only way you know they're shooting at you, so it is advisable, at least until you get used to the idea of diving as soon as practical, to keep the camera turned-on. At this time, it does not "cost" any "reality" points. :salute:

merc4ulfate 12-22-18 04:21 PM

Quote:

Originally Posted by propbeanie (Post 2582702)
Yes, the enemy DD can shoot torpedoes at you when they detect your boat, or periscope. It's up a bit too high in v0.71, but turned down in this next release. The Event Camera is the only way you know they're shooting at you, so it is advisable, at least until you get used to the idea of diving as soon as practical, to keep the camera turned-on. At this time, it does not "cost" any "reality" points. :salute:

I didn't think to check but do the enemy fish come up on the passive sonar?

propbeanie 12-22-18 04:54 PM

Quote:

Originally Posted by merc4ulfate (Post 2582710)
I didn't think to check but do the enemy fish come up on the passive sonar?

I have not been able to catch one, though I don't see why they wouldn't. It'd be nice to tag an "Incoming torpedo! - Sir!" vocal announcement to that... :salute:

merc4ulfate 12-22-18 05:04 PM

Quote:

Originally Posted by propbeanie (Post 2582712)
I have not been able to catch one, though I don't see why they wouldn't. It'd be nice to tag an "Incoming torpedo! - Sir!" vocal announcement to that... :salute:

That would be nice.

CapnScurvy 12-23-18 02:30 PM

Quote:

Originally Posted by merc4ulfate (Post 2582710)
I didn't think to check but do the enemy fish come up on the passive sonar?

Yes they do. You'll be able to hear the torpedo as it approaches.

Since the Stock game doesn't provide a "trigger" for having torpedoes attacking the player sub (the Stock game had no plans for it at all!), there's no set of circumstances that allow a verbal warning to be made when one occurs. Without any kind of hard coded que to allow for this kind of attack, we can't just add one from thin air.....so there's no warning of an approaching torpedo.

Speaking of the passive sonar (Hydrophone), this next Ultimate edition will provide the player the opportunity to finally "hear" ALL ships with engines, no matter what speed the target ship is traveling. The Stock game does not provide this feature (even though one would think this is a "given process" of the game). By changing the ships model specifications, this was achieved, where no other mod as done. Just another improvement where the Stock game fell short on playability.

=============

Quote:

Originally Posted by merc4ulfate
1. Does this mod model historical traffic as some other mods do?

2. If not will adding any bork the mod?

3. Does this mod have environmental additions as some past mods have to
bring more realistic physics to things such storms, ie. wave height, winds,
sea state?

4. Does this mod incorporate realistic sink times and movement physics of
submarines and ships?

1. Yes, it does as much as any other mod has done to follow historical traffic lanes and harbor traffic. Even adding additional content like the Aleutian Island Campaign missions and traffic!

2. Yes, adding something like RSRDC to Ultimate will probably "bork" the mod!!

3. Absolutely we've reworked the games environment!! From sea states, color, cloud formation, moon characteristics, distant viewing.....you name it, we've modded it!

Here's an example.

These are bridge views from a Pearl Harbor "At Sea" mission start, looking back at the Island of Oahu...about 5 nautical miles away:

The Stock game:


https://i.postimg.cc/C1X0kpbT/2NDPIX...psaa2bbc4f.jpg


TMO v2.5:


https://i.postimg.cc/L5PpVQVq/3RDPIXTMO_zps70e4c111.jpg


Fotrs Ultimate:


https://i.postimg.cc/g00b72Db/Ultimate_Pix.jpg


The thing that hits you with the first two views.....Where's the Island?? You see a refection of the Island, but no Island?!? It's only 5 nm away, on a clear day/calm sea's!!

AND, look at the water.....I think we got it right!!

You may notice the Stock game has the Island reflection appearing "larger" than the other two mods. That's due to the inaccurate sizing of the views of the Stock game. Ultimate has it right because it's using my Optical Targeting Correction as the bases for correct aspect sizing. Why is TMO the same as Utimate (even though you can't see the Island of Oahu proper)?!? Because, I gave Ducimus permission to use the corrected size after I made OTC for TMO and he wanted to incorporate the modification specific to the bridge view. To accurately measure distances, the world view had to be made "smaller" in order to be correct in measurements.

4. Yes, we've tried to do that too. That's a large part of why the subs players Hydrophone works with our mod...….the Characteristics of the ship/sub models have all been changed....hopefully for the better!

suitednate 12-23-18 03:10 PM

Quote:

Originally Posted by propbeanie (Post 2582689)
Sorry guys, we've all been rather busy... merc, FotRSU is just the acronym for Fall of the Rising Sun Ultimate, one in the same. As for the documentation, a folder's worth of "internal" ReadMe files fell through the cracks with v0.71. The next version is "in-the-can" (unless we find something else again... :roll: ), and we're hoping RR is sorting through all of those "white space" files and getting the ReadMe stuff trimmed-down and congregated into user versions. Fingers crossed he hasn't gone nutz yet - oops! too late... :O:

In the meantime, adding other mods into FotRSU defeats the "beta testing", though it is your computer suitednate. None of the torpedo mods by anybody have been "tested" in the "Official FotRSU Labs". Three possible outcomes:
1. It'll work just fine and you'll love the extra fire-power.
2. It'll appear to work just fine, but the torpedoes pass-through the target and do not detonate. However, the escorts find and prosecute you.
3. As the torpedo is about to impact and explode, the game CTDs...
In any of those cases though, you are altering the dud-rate and other settings in the FotRSU mod. YMMV, but not recommended.

Last but not least Front Runner, I haven't "talked" with CapnScurvy lately about his OTC mod, but I wouldn't be surprised if he doesn't have an FotRSU version sitting not too far from his mouse-clicking finger tips, ready as an add-on later. :salute:

Thank you for your correspondence and updates. :Kaleun_Salute: Any idea on the ETA of the next release?


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