Quote:
Originally Posted by Kresner
Firstly, sorry for my english, is not my language.
-I report, the depth of torpedoes does not work properly, for example if I launch at a depth of 10m. to a ship with little draft, (destroyer) the torpedo still detonates in her hull.
-If I want to sink a battleship,(no Yamato) I always have to hit her with 8 torpedoes, I think it's a lot.
-I'm in my fourth patrol, April 13, 1942 with a new submarine USS Stingray, they moved my base from Surabaya to Fremantle and when I get to the base and press end of patrol the game crash, my previous patrols were normal.
Thanks for making FOTRS, new version. 
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Your English seems technically superior to mine... |;^}
The torpedoes depend upon the way you have the GamePlay settings. For the career, when in the Captain's Office in-base, click on the radio and see if you have the "Duds" set the way you want. Some of the DD are around 12 foots draft, while some are 8.5 foot deep. Depending upon what you have the torpedo set to, and the condition of the sea, as to whether or not the targeted ship is bobbing on the waves, and also whether you have the pistol set to magnetic or impact can all play a part in what happens. The default setting for the torpedoes is "Magnetic", and if you use auto-targeting and "Lock" the target, the TDC will set the torpedo to just above the draft depth, no matter what you set the torpedo to yourself.
The Yamato was a beast, a huge ship with a lot of water-tight integrity. Read about the Musashi and Yamato both, how much it took them to go down. It is not unusual for it to take 10 or 12 torpedoes in the game, which would only be about half of the punishment the ships took "historically". Other ships make up for the difficulty of sinking a Yamato class BB...
I will attempt to replicate your CTD when docking at Fremantle. Was the "April 13, 1942" date when you were coming back in from patrol, or the date you left Surabaya? Did you press the "End Patrol" immediately after it was offered to you at Fremantle, with the big dialog box - or did you use the little icon in the upper-right corner of your display, after you came closer toward Fremantle? Did it crash right after pressing the "Dock" button, or as you exited the game screen? Were you able to continue the career from Fremantle, or did you have to go back to a previous Save? Thank you
Quote:
Originally Posted by Dignan
Just fired up the latest version of FOTRSU and I'm still not getting any "creaking" sounds. Thought I'd mention it. Thanks
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OK. Which submarine, where did you sail from? What is the date of your start? Do the "creaks" sound initially, and then quit, or nothing at all from them? How much TC do you use, and how high do you go? Have you shelled-out to Windows any, for any reason? Any other mods? Did you empty the Save folder prior to starting to use v1.004.a? Are you certain that LAA is set correctly on the SH4.exe file? Thanks.
Quote:
Originally Posted by wokelly
I've been enjoying the mod for the last few days, but I have run into a few issues that makes me question if I activated the mod correctly.
1) The recognition manual is missing images for frontal and 45 degree side views of most of the merchant ships in that section of the guide. When you click the button to view these images, nothing appears where the ship image should be. I'm not sure if this is a bug, or if these images were not added for most of the merchant ships which I think are mods added to the game. The side profile view pictures in the manual are all there, but the frontal and 45 degree images are just not there.
2) I've been running campaigns with the Porpoise class submarine, and it seems like the fuel on the sub is near inexhaustible when you sail at 10 knots (standard). From midway to Japan is about 3000 nautical miles, and the Porpoise had a range of 11,000 nautical miles. So I should burn a quarter of my fuel just getting to Japan from Midway. But I am usually well over 90% of fuel by the time I reach Japanese waters, and usually RTB with over 80% of fuel remaining. The fuel consumption seems awfully low. I haven't tried other sub types all that much so I can't compare.
3) The Deck gun seems awfully powerful, basically deleting merchant ships after maybe 10 hits. This is with the 3" gun, which was historically seen as rather useless and replaced with 4" or 5" guns. Based of the 3" performance in game, the 4" and 5" with their slower rate of fire are a downgrade. Anyways I feel almost dirty using the gun and try to avoid it. I'm not sure if this is a bug or if the mod keeps the gun powerful like it is in vanilla.
I'm not sure if these are bugs, or indicators that I screwed up activating the game (I tried to follow the instructions to the letter), or just how the mod is.
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Very few of the ships have frontal or 45° angle shots. Few are available, and the book is not big enough anyway, besides the fact that you cannot divide the book into "tabs" with different kingpost, boom, stack and bridge configurations, so the game is sadly lacking there. We went for a bigger, single image. Refer to "ShipsData.pdf" in the Support folder for some ship stats.
The Porpoise Class is set to yield roughly 12,500nm on a "tank of 'pain" at 10knots (also "roughly"). If you look in your engine room, do you have one of those "superman" Special Abilities "fuel" miser guys? You shouldn't, but...
The deck gun, or rather, its ammunition is not near that strong in FotRSU. It is stronger than "historical", but not enough to put a ship down in 10 hits.
Those last two make me wonder what your set-up is? What is your mod list, and did you empty your Save folder before beginning to use FotRSU v1.004.a, even if you used v1.0.1.g previously? Thanks