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

propbeanie 03-25-19 12:14 AM

OK Michael Wood, just to let you know, since I asked about deleting your save folder again (just for a double-check of the double-check), I have now tried running the S-18 out of Manila over a dozen times, with different methods of activating the mod, both the incorrect and the correct way. It doesn't matter if I shoot one or twelve torpedoes, if I come back in, and End Patrol, if there are any empty tubes, they are loaded with Mark 14s. If I do a Re-Fit first, it puts in Mark 10s, whether 1 or eight empty slots. That does not refill the empty firing tubes. If I then End Patrol, it will put Mark 14s in the four empty slots. If I Re-Fit again after dragging a torpedo in to reload, and having the four empties loaded, the Re-Fit will once again give me Mark 10s. During all of these quick-hurry-up and run out to shoot torpedoes, I found this:

https://i.imgur.com/UZ5uQOz.jpg


I circled torpedoes in the upper left. Now, the sequence is, I open tubes, fire a tube, "Torpedo in the water!" then a torpedo graphic shows up, just about the time it makes its turn. Fire another torpedo, and the same thing... Why have I never noticed these torpedoes up there? Does that in fact signify "Torpedo running hot, straight and normal"? Has anybody else noticed this, or am I always too worried about surface traffic when using the TBT to have noticed this before? I'm going back in for some more testing on other boats. I wonder if we can "hook" this...

Edit: Eh, nevermind... I've always got the PK and torpedo settings out, that's why I never see those torpedo graphics up there - duh!... When I just did the Porpoise, the first one out brought the torpedo graphic right up, before the "Torpedo in the water!" prompt even, so it is NOT a "... running hot, straight and normal" thingie... It sure looks like it though on the 2nd through fourth shots... alas, it is only showing the number of currently active torpedoes out and running... ratz.

Fifi 03-25-19 03:14 AM

:) Those torpedoes graphics you circled are present in all SH series as soon as you fire... when clicking each one gives you the time they should hit on the clock.
They seem to be hidden in FOTRSU by the TDC, but i think you could change their position on the screen adjusting the menu file :hmmm:

merc4ulfate 03-25-19 04:29 AM

Quote:

Originally Posted by propbeanie (Post 2599162)
OK Michael Wood, just to let you know, since I asked about deleting your save folder again (just for a double-check of the double-check), I have now tried running the S-18 out of Manila over a dozen times, with different methods of activating the mod, both the incorrect and the correct way. It doesn't matter if I shoot one or twelve torpedoes, if I come back in, and End Patrol, if there are any empty tubes, they are loaded with Mark 14s. If I do a Re-Fit first, it puts in Mark 10s, whether 1 or eight empty slots. That does not refill the empty firing tubes. If I then End Patrol, it will put Mark 14s in the four empty slots. If I Re-Fit again after dragging a torpedo in to reload, and having the four empties loaded, the Re-Fit will once again give me Mark 10s. During all of these quick-hurry-up and run out to shoot torpedoes, I found this:

https://i.imgur.com/UZ5uQOz.jpg


I circled torpedoes in the upper left. Now, the sequence is, I open tubes, fire a tube, "Torpedo in the water!" then a torpedo graphic shows up, just about the time it makes its turn. Fire another torpedo, and the same thing... Why have I never noticed these torpedoes up there? Does that in fact signify "Torpedo running hot, straight and normal"? Has anybody else noticed this, or am I always too worried about surface traffic when using the TBT to have noticed this before? I'm going back in for some more testing on other boats. I wonder if we can "hook" this...

Edit: Eh, nevermind... I've always got the PK and torpedo settings out, that's why I never see those torpedo graphics up there - duh!... When I just did the Porpoise, the first one out brought the torpedo graphic right up, before the "Torpedo in the water!" prompt even, so it is NOT a "... running hot, straight and normal" thingie... It sure looks like it though on the 2nd through fourth shots... alas, it is only showing the number of currently active torpedoes out and running... ratz.

Isn't that last fish your showing the graphic for an electric?

Fifi 03-25-19 08:36 AM

I never asked, but what is the watch crew’s lounge for?
Do we need to move the watch crew inside those free slots at some time?

hauangua 03-25-19 10:52 AM

Quote:

Originally Posted by Fifi (Post 2599200)
I never asked, but what is the watch crew’s lounge for?
Do we need to move the watch crew inside those free slots at some time?

Hi fifi
Yes by version 0.71 made these changes :


28. Added a "Watch Crew's Lounge" compartment to the players sub for keeping the Watch crew from unnecessary harm when receiving damage from depth charges. A player will need to manually move each crewman to the "Lounge" for them to stay safe. Make sure you move them back into the Watch Crew Compartment to perform their duties when surfaced.

29. The "Repair Team" compartment has been expanded to keep the Deck Gun crewmen (both main Deck Gun and AA/Flak crewmen) safe when submerged (much the same as the Watch Crew Lounge). You will be required to move the crewmen to the specific gun stations in order for the guns to fire when surfaced.

Michael Wood 03-25-19 11:44 AM

Quote:

Originally Posted by propbeanie (Post 2599162)
OK Michael Wood, just to let you know, since I asked about deleting your save folder again (just for a double-check of the double-check), I have now tried running the S-18 out of Manila over a dozen times, with different methods of activating the mod, both the incorrect and the correct way. It doesn't matter if I shoot one or twelve torpedoes, if I come back in, and End Patrol, if there are any empty tubes, they are loaded with Mark 14s. If I do a Re-Fit first, it puts in Mark 10s, whether 1 or eight empty slots.

Confirmed:

1) With fresh install and SH4 folder deleted, begin campaign.
2) Fire four torpedoes at dock.
3) Click on "Dock..." button and refit, instead of ending campaign.
4) Check torpedoes and they will be replaced with Mark 10 torpedoes.

CapnScurvy 03-25-19 12:21 PM

Quote:

Originally Posted by merc4ulfate (Post 2599143)
If you never play the first game until after the mod has been activated then there would be nothing to delete correct?

That should be correct. IF, you've never played the game.....Stock, or otherwise (using some other mod).

If you have an existing Documents/SH4 folder...….you have played the game at some time or another. Could be files from the Stock game; could be files from some other mod. In either case delete the Documents/SH4 folder after "activating" Ultimate through JSGME, but before starting the game.

There are two folders/files made when the game is started for the first time, or any time the game doesn't find these folders/files in existence.

One is the Documents/SH4 folder containing pertinent information about game Options, video graphic settings, .upc information regarding several areas (weapons; sub makeup; other equipment parameters), etc. Your "automatic" Saved games, and those made by the player, are stored there too. All in all, the game uses this folder containing many different files to control the game. If it isn't allowed to "update" with the adding/changing of mods (when a mod may actually change one of its included files) you won't get the game to update to the intended result the modification was intended to do.

The second file created is the SI.bin found in the "Silent Hunter Wolves of the Pacific" main game folder. I don't know what's in it, I just know it's not in the original Stock game files, but it's created the first time you start the game, or anytime its been deleted from the main game folder.

In either case, these files are created when they don't exist, and upon the next time of playing the game. Just make sure the Ultimate mod files are in place in the main game folder through the use of JSGME before having the game create the Documents/SH4 folder.

Fifi 03-25-19 12:31 PM

Quote:

Originally Posted by hauangua (Post 2599222)
Hi fifi
Yes by version 0.71 made these changes :


28. Added a "Watch Crew's Lounge" compartment to the players sub for keeping the Watch crew from unnecessary harm when receiving damage from depth charges. A player will need to manually move each crewman to the "Lounge" for them to stay safe. Make sure you move them back into the Watch Crew Compartment to perform their duties when surfaced.

29. The "Repair Team" compartment has been expanded to keep the Deck Gun crewmen (both main Deck Gun and AA/Flak crewmen) safe when submerged (much the same as the Watch Crew Lounge). You will be required to move the crewmen to the specific gun stations in order for the guns to fire when surfaced.

Thanks mate :up: i missed those lines...

Now in my second patrol... but did the team removed some shipping in last 0.81?
It seems i have a lot less encounters, and i didn’t see any sampans i used to see very often :hmmm:

CapnScurvy 03-25-19 12:44 PM

Quote:

Originally Posted by Fifi (Post 2599200)
I never asked, but what is the watch crew’s lounge for?
Do we need to move the watch crew inside those free slots at some time?

There has been a long standing issue with the Stock game of injuring/killing your Watch Crew if under attack by Depth Charges IF the crew is left in these positions during the attack. Your Watch Crew can suffer greater damage than most other compartments (Engine Room; Torpedo Room; etc.) if left at their positions during such attack. The game didn't think of having two different places these crewmen could be during all aspects of sub conditions. As expected, the Watch Crew is more vulnerable to damage when the crew is topside and at it's Watch position than other crewmen. However, when submerged, the game doesn't provide greater protection for these men......their just as vulnerable as when they were topside when under Depth Charge attack. Having the Watch Crew moved to the Watch Crew Lounge when submerged will prevent unnecessary damage to them. Just remember to move them back into the Watch Crew positions when you surface so they can get on with their duties.

The Gun Crews have the same issue. They are in a more vulnerable position too when compared to the other crewmen (Command Room; Torpedo Room; etc.) and when left at their gun positions (even submerged). The Gun Crews will suffer greater damage than other crews in their respective compartments when damage is occurred. Ultimate starts them out in the Damage Control Team slots. Their safe there from harm, however when moved to the gun slots they too will become vulnerable as if they were topside, even though you're submerged. Remember to move them back to the Damage Control Team positions when their not in use topside.

G97_BoKeRoN 03-25-19 02:24 PM

Found a convoy, 50nm south of Bungo Straits. A pair of escorts, some merchants, one nice juicy tanker. It's pitch dark, I barely see the silhouettes of the ships, so I use passive sonar.

Time passes, no bearing change, it's coming my way, so I dive to 170ft, just under the layer, and wait for the first escort to pass. Full stop, battle stations, silent running.

The escort passes just over me, as planned.

The unplanned part is that the escort launches depth charges all over me. No ASDIC warning, nothing. Just like a walk on the park, and OOOPS I'm dead.

Still asking myself what I did wrong. I will reload later just when I made contact and try again...

Michael Wood 03-25-19 03:18 PM

S-Boats and Mark 14 torpedoes
 
Quote:

Originally Posted by propbeanie (Post 2599162)
OK Michael Wood, just to let you know, since I asked about deleting your save folder again (just for a double-check of the double-check), I have now tried running the S-18 out of Manila over a dozen times, with different methods of activating the mod, both the incorrect and the correct way. It doesn't matter if I shoot one or twelve torpedoes, if I come back in, and End Patrol, if there are any empty tubes, they are loaded with Mark 14s. If I do a Re-Fit first, it puts in Mark 10s, whether 1 or eight empty slots.

Out of curiosity, I repeated my test with a stock installation after deleting SH4 folder. I then repeated test with patch 1.4 added and SH4 folder deleted and then again with patch 1.5 added and SH4 folder deleted.

Same results. It would appear that the replacement of Mark 10 torpedoes with Mark 14 torpedoes is a very, very old bug. Either hidden deep inside an unmodified data file or error is located in the code.

merc4ulfate 03-25-19 03:43 PM

Quote:

Originally Posted by G97_BoKeRoN (Post 2599276)
Found a convoy, 50nm south of Bungo Straits. A pair of escorts, some merchants, one nice juicy tanker. It's pitch dark, I barely see the silhouettes of the ships, so I use passive sonar.

Time passes, no bearing change, it's coming my way, so I dive to 170ft, just under the layer, and wait for the first escort to pass. Full stop, battle stations, silent running.

The escort passes just over me, as planned.

The unplanned part is that the escort launches depth charges all over me. No ASDIC warning, nothing. Just like a walk on the park, and OOOPS I'm dead.

Still asking myself what I did wrong. I will reload later just when I made contact and try again...


Try it two more times. The first one go to 250 feet at battle stations instead of 170 and see what happens. The second stay at 170ft but do not have the crew at battles stations (which includes the damage control teaming fiddling around).

You might be able to determine what gave you away, (shallow depth or noisy crew) and to see if going to 250 at battles stations gives a more quiet experiences for those listening above.

Also you said you dove to 170feet. Where had you been sitting? Might a scope been spotted just as you went down giving you away or were you on the surface which might have gotten you spotted on your way down.

I have noticed already with the new version a bit more aggression out of the IJN.

G97_BoKeRoN 03-25-19 03:59 PM

Quote:

Originally Posted by merc4ulfate (Post 2599295)
Try it two more times. The first one go to 250 feet at battle stations instead of 170 and see what happens. The second stay at 170ft but do not have the crew at battles stations (which includes the damage control teaming fiddling around).

You might be able to determine what gave you away, (shallow depth or noisy crew) and to see if going to 250 at battles stations gives a more quiet experiences for those listening above.

Also you said you dove to 170feet. Where had you been sitting? Might a scope been spotted just as you went down giving you away or were you on the surface which might have gotten you spotted on your way down.

I have noticed already with the new version a bit more aggression out of the IJN.

I was surfaced, but I could barely see the ships. My chief of the watch didn't have any visual contact for sure.

Didn't know battle stations is noisier, I will try with secure status.

merc4ulfate 03-25-19 04:00 PM

I have been doing some testing.

New career starting from Asiatic, Midway or Pearl there is no sound on the sonar station for the Porpoise. Not even my own screws. Sboat and Salmon are fine. Anyone else get this or have I screwed it up again?

merc4ulfate 03-25-19 04:01 PM

Quote:

Originally Posted by G97_BoKeRoN (Post 2599298)
Didn't know battle stations is noisier, I will try with secure status.

I'm not sure it is. It was just a thought.


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