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KaleunMarco 06-06-20 09:10 PM

Quote:

Originally Posted by propbeanie (Post 2675990)
You cannot do a forward on one screw and reverse on another to turn faster either (sorry
KaleunMarco - terminology again).

don't provoke me, son, or you'll find yourself in hack.

:Kaleun_Wink:

DanielCoffey 06-07-20 11:49 AM

Before I go to the trouble of putting it all together, is the NFD (Flying Dutchman) 3-mast sailing ship in the game somewhere, perhaps as a static ship in a harbour?



It has a ghost texture too rather than something realistic. It doesn't have a .sil file and its .eqp is empty so I am thinking it is simply a remnant from something?

Mad Mardigan 06-07-20 01:39 PM

Re: NFD (Flying Dutchman)...
 
Quote:

Originally Posted by DanielCoffey (Post 2676114)
Before I go to the trouble of putting it all together, is the NFD (Flying Dutchman) 3-mast sailing ship in the game somewhere, perhaps as a static ship in a harbour?



It has a ghost texture too rather than something realistic. It doesn't have a .sil file and its .eqp is empty so I am thinking it is simply a remnant from something?

Think this was added in as a pun, easter egg dealio by Ubi... and with that info in hand, would say... add it in under the merchie's section with a header of maybe Flying Dutchman's ghost ship... :) :D :haha: :har: :arrgh!:

Just leave out any reference points of mast, length stats, unless you can locate any of the actual stats for the ship via search for them...

Think it needs the recognition it truly deserves, even if it is NOT a sinkable target... think of the addition in that section, as a tip of the hat to the humorous individual who took the time to add it into the game, just for humors sake that it is...

Just My own .02 cents for what it's worth... *shrug* or not...

Mios 4Me 06-07-20 01:47 PM

Having checked in at Area 6 in July 1944, I liberally reinterpreted my orders and went hunting off Hokkaido instead. While checking out Aomori Bay for itinerant warships, radar indicated a carrier-type vessel tied up at the docks. Although the weather wasn't bad enough to keep ASW vessels in port, I couldn't resist a CV, so I went in, running silently and taking no observations until in the plotted firing position.

When I raised the scope, instead of a CV or AV, a Modern Passenger/Freighter occupied the berth. Two torps later, it was on the bottom and I started moving away...only to notice a sonar contact in the same spot. The MP/F was still there and I had credit for sinking a completely undetected Ada Maru. Another two torps later, I had credit for both. There was no carrier.

Is the choice of a CV/AV symbol for the MP/F intentional?

Also, what constitutes a Neutral TF? Is it just a couple of hospital ships or do they have escorts of some sort?

DanielCoffey 06-07-20 02:34 PM

Opportunity for Model Optimization...


The model for the Browning Machine Guns in the MG_Tub_PT01 and MG_Tub_PT02 objects in guns.dat use grossly excessive numbers of triangles in their models. It is clear that they have been obtained from a site that does highly accurate gun modelling.


Each one of the Brownings uses as many polygons as an entire ship! EACH gun runs to 11k polys. The Twin mounts go to 22k poly and the PT Boat uses TWO of them.


I don't know how to use the Blender Decimate tool myself but may I advise that a modeller is assigned to check the guns.dat file for opportunities to reduce the poly count.


guns.dat - Nodes 577 and 601 - MG_Tub_PT01 and MG_Tub_PT02

Texas Red 06-07-20 02:57 PM

FotRSU mod team, would it be possible to add Bungo Pete into the game? Something like TMO did where they added him and made the DD the only Akikaze destroyer in-game and its rating was Elite?

https://www.subsim.com/radioroom/sho...69&postcount=2

Something like this.

DanielCoffey 06-07-20 04:35 PM

Apologies if anyone was already working on the silhouettes in my Merchant Pack 02 - I have had to update the file because I had forgotten the _sil in most of the file names. I have uploaded v1.1 and corrected it.

Keeper Garrett 06-08-20 06:30 AM

In USS Nautilus, I am having dreadful trouble with the mission, Pickup Unknown VIP. It is asking me to go to Corregidor fortress. I am told to go at night and pickup a some survivors. When I get within about 25 NM I get a message that they are leaving now and to look for their light near the Hamilton battery.


I look all around the Island and cannot find them.



I have searched the terms in the forum but couldn't find them.

torpedobait 06-08-20 07:46 AM

Flying Dutchman
 
Quote:

Originally Posted by DanielCoffey (Post 2676114)
Before I go to the trouble of putting it all together, is the NFD (Flying Dutchman) 3-mast sailing ship in the game somewhere, perhaps as a static ship in a harbour?



It has a ghost texture too rather than something realistic. It doesn't have a .sil file and its .eqp is empty so I am thinking it is simply a remnant from something?

I recently (mid-1944) encountered her near the Luzon Strait, almost due North of Aparri, PI. She is under sail, glowing and gleaming. My understanding is that she will fire on you if you get close enough. Beware!

EDIT: I have also seen her NW of the Hawaiian chain.

KaleunMarco 06-08-20 09:32 AM

Quote:

Originally Posted by Keeper Garrett (Post 2676270)
In USS Nautilus, I am having dreadful trouble with the mission, Pickup Unknown VIP. It is asking me to go to Corregidor fortress. I am told to go at night and pickup a some survivors. When I get within about 25 NM I get a message that they are leaving now and to look for their light near the Hamilton battery.


I look all around the Island and cannot find them.



I have searched the terms in the forum but couldn't find them.

i think that the message was intended to bring some context to the game-mission.
proceed with the original mission objectives and pick them up at the location indicated. they will be floating in a raft so use your lifeguard skills that you acquired by picking up downed aviators.
good luck!
:Kaleun_Salute:

KaleunMarco 06-08-20 09:34 AM

Quote:

Originally Posted by the beast (Post 2676165)
FotRSU mod team, would it be possible to add Bungo Pete into the game? Something like TMO did where they added him and made the DD the only Akikaze destroyer in-game and its rating was Elite?

https://www.subsim.com/radioroom/sho...69&postcount=2

Something like this.

there is a Bungo Pete single mission and there are are Akikaze DE's in the campaign.
What more could you ask for!


:Kaleun_Salute:

KaleunMarco 06-08-20 09:45 AM

Quote:

Originally Posted by Mios 4Me (Post 2676141)
Is the choice of a CV/AV symbol for the MP/F intentional?

what do you mean by: you saw a CV/AV symbol? i am not sure i have seen such a thing.?

Quote:

Also, what constitutes a Neutral TF? Is it just a couple of hospital ships or do they have escorts of some sort?
maybe not even with escorts.

propbeanie 06-08-20 11:14 AM

Quote:

Originally Posted by DanielCoffey (Post 2676114)
Before I go to the trouble of putting it all together, is the NFD (Flying Dutchman) 3-mast sailing ship in the game somewhere, perhaps as a static ship in a harbour?

It has a ghost texture too rather than something realistic. It doesn't have a .sil file and its .eqp is empty so I am thinking it is simply a remnant from something?

The Flying Dutchman will mysteriously appear from nowhere. It is a haunted ship, doomed to roam the seas forever, never able to dock at home port, sort of like what happens to the sub skippers sometimes... Viewing it in the periscope or TBT should get the player a "What is that!" or similar display in the targeting display.


Quote:

Originally Posted by Mios 4Me (Post 2676141)
Having checked in at Area 6 in July 1944, I liberally reinterpreted my orders and went hunting off Hokkaido instead. While checking out Aomori Bay for itinerant warships, radar indicated a carrier-type vessel tied up at the docks. Although the weather wasn't bad enough to keep ASW vessels in port, I couldn't resist a CV, so I went in, running silently and taking no observations until in the plotted firing position.

When I raised the scope, instead of a CV or AV, a Modern Passenger/Freighter occupied the berth. Two torps later, it was on the bottom and I started moving away...only to notice a sonar contact in the same spot. The MP/F was still there and I had credit for sinking a completely undetected Ada Maru. Another two torps later, I had credit for both. There was no carrier.

Is the choice of a CV/AV symbol for the MP/F intentional?

Also, what constitutes a Neutral TF? Is it just a couple of hospital ships or do they have escorts of some sort?

The choice for the NavMap symbol falls to the ShpName_shp.dds file. What is your mod list? I'll look at the Modern Passenger/Freighter and see what it has, but I am curious how you were getting a CV icon with radar?

A "Neutral" convoy is a convoy that has a "Neutral" ship as the convoy leader. Now, I am not advocating that you sink any Hospital ships, because you will be reprimanded for such, but some of them are carrying ammunition and fuel under orders of Tojo... just sayin'... but you will find that some of them do indeed blow sky-high when hit with a torpedo... not all of them of course, just some... :roll: - you will also find IJN merchants and sometimes warships in those "neutral" convoys. They do bear 'vestigatin' and attacking if they are found to contain "contraband"... Just do NOT sink a "neutral" ship... :arrgh!:


Quote:

Originally Posted by DanielCoffey (Post 2676158)
Opportunity for Model Optimization... The model for the Browning Machine Guns in the MG_Tub_PT01 and MG_Tub_PT02 objects in guns.dat use grossly excessive numbers of triangles in their models. It is clear that they have been obtained from a site that does highly accurate gun modelling...

That is a Stock gun being used there, 2 of them side-by-side. Maybe we'll call upon our "gun expert", and see if he can't get us a better looking twin 50 that is lower on the count... Thanks.


Quote:

Originally Posted by the beast (Post 2676165)
FotRSU mod team, would it be possible to add Bungo Pete into the game? Something like TMO did where they added him and made the DD the only Akikaze destroyer in-game and its rating was Elite?

I don't think we have the Bungo Pete Single Mission in the mod, since that is a TMO 2.5 kinda thang - but, we do have Bungo Pete in the campaign. He comes out of Bungo Suido most everyday... The Akikaze is actually a DD Minekaze Class 2nd class destroyer, and as such, Bungo Pete in FotRSU drives a DE Akikaze, which listed as a Frigate. There are several "Bungo Pete" style patrols at various locations in Empire Waters. Almost all escort vessels in FotRSU are set to "Elite". Their sensors now makes them more or less aggressive...


Quote:

Originally Posted by Keeper Garrett (Post 2676270)
In USS Nautilus, I am having dreadful trouble with the mission, Pickup Unknown VIP. It is asking me to go to Corregidor fortress. I am told to go at night and pickup a some survivors. When I get within about 25 NM I get a message that they are leaving now and to look for their light near the Hamilton battery.

I look all around the Island and cannot find them.

I have searched the terms in the forum but couldn't find them.

Some of the missions have "time limits" on stuff like that. If you do not follow the orders during the time frame intended, you will not find the situation is set the same way anymore. Plus, some missions might have orders to pick someone up, but they might also have an additional "If subjects not found within 12 hours, abandon mission". There is one in the Solomon Sea where a person gets the order to pick-up a coast watcher or whatever, and you roam back and forth all night, just to receive orders to try again in 24 hours... The pick-up people, as KaleunMarco mentions, should be in a raft, and you should find the fluorescent pink glow, just like with the "Survivor" pilots have, and they should be to the south side of the island. They should be almost directly south of Geary point, with is on the south side of the island. You have to have your submarine with the 3km pick-up circle, and sometimes have to get within 1200 yards of the pick-up subject to even see them. You also have to be at about 1-2 knots, look at them in the binoculars on the full Bridge View, and press the life-preserver circle button to get them onboard. Look for the pink glow to guide you though, and if you are much after that May 6th date, they will be gone.


Quote:

Originally Posted by torpedobait (Post 2676285)
I recently (mid-1944) encountered her near the Luzon Strait, almost due North of Aparri, PI. She is under sail, glowing and gleaming. My understanding is that she will fire on you if you get close enough. Beware!

EDIT: I have also seen her NW of the Hawaiian chain.

Hopefully you were northeast of Luzon maybe, or in the Straits... or else in a different mod maybe?? She has also been sighted in the Atlantic, so the stories go... Also, being Dutch, she should be "friendly", and usually does not fire her cannon (no eqp file :roll: ), but the IJN does fire upon her - she is Dutch, after all... some mods do have her firing her cannons...
:salute:

Texas Red 06-08-20 12:40 PM

Man I wonder how a cannonball to a sub would be. :hmmm: :D

Mios 4Me 06-08-20 01:17 PM

Quote:

Originally Posted by KaleunMarco (Post 2676314)
what do you mean by: you saw a CV/AV symbol? i am not sure i have seen such a thing.?

There are six symbols for ship types, aren't there? Minor ship, merchant, escort, CA/CL, BB, and CV/AV. Well, seven, I guess, with SS now available.



Quote:

Originally Posted by propbeanie (Post 2676342)

The choice for the NavMap symbol falls to the ShpName_shp.dds file. What is your mod list? I'll look at the Modern Passenger/Freighter and see what it has, but I am curious how you were getting a CV icon with radar?

I'm running strictly FotRSUE 1.1 with minor text edits. The symbol appears on the main map screen when detected via radar and fully zoomed in.


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