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Old 01-14-21, 04:18 PM   #2556
propbeanie
CTD - it's not just a job
 
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Quote:
Originally Posted by Mad Mardigan View Post
ahoy,

Got a weird question to ask...

In game, the base portion SH4 or the mod itself... is wave action/currents, modeled in them.?

Reason I ask, is... noted that for some reason, I came to a dead stop it seemed like.. like the sub got dropped to its knees, is a sub had knees that is...

When I checked by using the side view options (, & .) & the free cam (F12) view... sub was like.. not moving, yet the props were going as they should... but... NO forward movement, . Had the telegraph set to 1/3 ahead... by either selecting the secondary view of the telegraph section from the 1/3-2/3, etc. view to seeing the numbered knots speed section, & clicking on the 3 knots, I could get the sub moving once more.. there was a time or 2, that even doing that, did NOT work, I'd have to slam the telegraph from 1/3 ahead, to 2/3's ahead, let it ramp up to like... 5.. 6 knots, then push it back into 1/3 ahead.

This occurred like... 3-5 times, as I recall.

Sea conditions that I noted during those times of this happening, were choppy, but not serious swells, in game...

Just wanted to ask, as I'm not completely sure that it's a bug... but.. ya never know...

M. M.

The game does not model that supposedly, the currents and drift, it seems, but I do know that if a ship is set to "DockedShip=true" in the mis file, and a blow comes up, that the ship will "move" with the wind. A wind out of the north will cause a ship to drift south, against its "anchor"... The game defaults to a five knot wind, but that might be altered prior to the start of a "scenario" and either be higher or lower, and then follow the "chance" of the game's weather. Modeling currents would be cool, but not practical, unfortunately.

Quote:
Originally Posted by Macgregor the Hammer View Post
I have a question regarding visual threshold at sea.

With a sunny clear day, 0-1 ft. seas, vessel travelling at 8-10 kts., what is the minimum visual detection range for both the sub and a merchant?

Thanks,
There is a setting in the game, and we can alter it with "multipliers", but it is difficult to say. Prior to altering the visual sensors, and when we had the guns set to 12k yards, you could get shot at by a BB from that distance, and shore guns were rather more deadly than they are now - scary. As of right now, some of the planes act like they're blind half of the time again, and we'll have to test them again. I don't know if I've just gotten used to dealing with them with an arbitrary crash dive, or if they have gone blind from jungle hootch they make with aircraft fuel, or what... suffice to say that anywhere from 2500-9200 yards, environmental and crew rating dependent (as well as your attitude), with it leaning toward the high end of that. Airplanes are a different story, going way out there sometimes.

Quote:
Originally Posted by KaleunMarco View Post
thank you for the suggestion. unfortunately, it has lead me (us) down a rabbit hole where things have gone from the sublime to the ridiculous.

my original question focused on a discrepancy between the Objectives Completed on the Captain's Panel and the End of Patrol Screen. when i used Moonlight's excellent suggestion, i discovered that the Captain's Panel had changed from what it was previously and so also did the End of Patrol Screen.
First time


After Reloading


End of Patrol Screen with the Original Issue circled


Issues:
Why does the first Captain's Panel show all Objectives as Completed when the End of Patrol Screen shows a Blank Objective as Not Completed (circled)?
Why does the second Captain's Panel appear to have different results for previously Completed Objectives for the same mission?
Why does the End of Patrol screen only credit for one ship and 1800 tons when many more ships were sunk?

Knowns:
Fourth Mission of Career. Objective was Sink Philippines 07.
Begun March 1 1942 from Surabaya and will end in Fremantle March 22, 1942.
Driving a Sargo.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.39_EN
200 FotRSU_NipponMaru_Public_Beta_v1.1_Build
I am going to hazard a guess that you used Status Report maybe?? The big question is, where were you for each of those Contact Reports & Status Report, and what was the assignment? Maybe you used a "Contact Report", and were told to "Sink the enemy merchant vessels", and after that, called in a Status Report, and that's what's not showing??... After that blank assignment, you did another "Contact Report" and got the "Cause serious damage..." assignment??... It might be possible to go back in the Save structure and find when you did the Status Report, and then see what the assignments were immediately after. You were probably given an assignment that does not have a proper summary to display on the Captain's Log. The Objective is there, but no synopsis to display, in other words. Once it passed from your visual view and short-term memory, it was gone, never to be completed. If you can get a ballpark guesstimate of where you were at a given call-in, we can then draw a circle on the map, and see what assignments fall into those parameters.

Quote:
Originally Posted by torpedobait View Post
It's called NoScrollNavMap. I've been using it through all the iterations of FOTRSU. Doesn't seem to interfere with v1.39 in the least.
.
The mod is "mostly compatible", but not completely ("actually, I'm feeling much better now"). It does have some contrary settings in the menu_1024_768.ini file, but I don't remember which. We might get to dressing those add-in mods, as well as some Single Mission files we received, for inclusion with the next version. maybe...

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