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Old 06-02-24, 06:52 PM   #5986
KaleunMarco
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Quote:
Originally Posted by uboot556 View Post
I'm having trouble downloading, but everything seems fine
are there any problems with the link?

need more information on "trouble downloading".

post your error screen or, at the very least, post the error message that you may be seeing but cannot capture.

what happens most often is that it may be too large for a non-member to download.
check out the FAQ forum: https://www.subsim.com/radioroom/faq...#faq_downloads
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Old 06-03-24, 09:30 PM   #5987
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Default Torpedoes Not Firing

Downloaded and installed this huge mod, but...I cannot fire torpedoes. No command, no pushing the 'fire' button in the attack scope works...
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Old 06-04-24, 05:19 AM   #5988
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I finally managed to download it but now I have another big problem
I installed the mod and the game starts without problems, but every time I try to do a single mission or a campaign the game crashes
I have a very high-performance gaming PC that goes well beyond the minimum requirements and I suspect I did something wrong when I extracted the mod files but I don't know
any other possible explanation?
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Old 06-04-24, 12:00 PM   #5989
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Quote:
Originally Posted by uboot556 View Post
I finally managed to download it but now I have another big problem
I installed the mod and the game starts without problems, but every time I try to do a single mission or a campaign the game crashes
I have a very high-performance gaming PC that goes well beyond the minimum requirements and I suspect I did something wrong when I extracted the mod files but I don't know
any other possible explanation?
Did you run Large Address Aware? Not doing so will almost always cause it to exceed the 2mb limit. Check the instructions on page one of this forum.
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Old 06-04-24, 01:02 PM   #5990
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Originally Posted by Jeff-Groves View Post


Slacker!
Watch it matey, or else I'll send propbeanie over to sort you out.
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Old 06-04-24, 01:11 PM   #5991
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Originally Posted by uboot556 View Post
I'm having trouble downloading, but everything seems fine
are there any problems with the link?
Refer to a few days ago. You probably have to change your browser, or whitelist SubSim dot com

Post #5960 Here
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Old 06-04-24, 01:16 PM   #5992
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Originally Posted by argonne18 View Post
Downloaded and installed this huge mod, but...I cannot fire torpedoes. No command, no pushing the 'fire' button in the attack scope works...
F1 gets a person the Help menu. Hitting it again make that screen go away. Or, refer to the "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" image files in the root of the modded game, or the mod folder itself. You will find that FotRSU has add the use of the <Ctrl> key to the use of the <Enter>, for a combination key press. This prevents you from accidentally firing a torpedo if your finger slips off the "+" key. You also have to open the torpedo tube before you shoot. Use the <W> key to cycle through the forward tubes, the <E> key to cycle through the after torpedoes, and the <Q> key to open and/or Close them.
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Old 06-04-24, 01:20 PM   #5993
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Quote:
Originally Posted by uboot556 View Post
I finally managed to download it but now I have another big problem
I installed the mod and the game starts without problems, but every time I try to do a single mission or a campaign the game crashes
I have a very high-performance gaming PC that goes well beyond the minimum requirements and I suspect I did something wrong when I extracted the mod files but I don't know
any other possible explanation?
Quote:
Originally Posted by torpedobait View Post
Did you run Large Address Aware? Not doing so will almost always cause it to exceed the 2mb limit. Check the instructions on page one of this forum.
Besides the use of the 4Gig Patch or the Large Address Aware app on the SH3.exe file, you might also have to adjust the Properties of the SH4.exe. Most importantly of all is that you have to empty your Save folder (C:\Users \UserName \Documents \SH4). Refer to the pdf files in the Support folder of the modded game for more information, such as "Activating Fall of the Rising Sun Ultimate Edition.pdf"
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Old 06-04-24, 01:28 PM   #5994
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Originally Posted by s7rikeback View Post
Watch it matey, or else I'll send propbeanie over to sort you out.
zhu needz summa dee help??






veal zend dee leetle man over... yes??
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Old 06-04-24, 03:37 PM   #5995
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Quote:
Originally Posted by propbeanie View Post
F1 gets a person the Help menu. Hitting it again make that screen go away. Or, refer to the "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" image files in the root of the modded game, or the mod folder itself. You will find that FotRSU has add the use of the <Ctrl> key to the use of the <Enter>, for a combination key press. This prevents you from accidentally firing a torpedo if your finger slips off the "+" key. You also have to open the torpedo tube before you shoot. Use the <W> key to cycle through the forward tubes, the <E> key to cycle through the after torpedoes, and the <Q> key to open and/or Close them.
Thanks! I will give it a go!!
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Old 06-13-24, 10:05 PM   #5996
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So, I had an interesting encounter last night.

No, not that kind.


I'm up to about mid 1943 and the Cutie became available, so of course I took some. On patrol I ran into a "Kisaragi" class destroyer escort alone, soon after dusk, clearly doing antisubmarine work. I set up ahead of it, but it was actively pinging and must have gotten a return from me. A 12 hour duel ensued.


At around hour 2, I managed to get out from under its depth charges and up high enough to fire a pair of Cuties at it. One hit, and stopped the destroyer pretty much cold. In the periscope, it was settling pretty severely at the stern, but not sinking more than that, so I set up and fired a Mk 14 at it. That hit and detonated. Or so I thought. The sound of the explosion was pretty unusual.


The destroyer remained on the surface. About an hour later, with no sign of it sinking, I fired another one. Same unusual detonation. Same non-sinking destroyer. About half an hour later I fired another one at it and kept my periscope up to watch the hit. This was nerve wracking, as I know that destroyer has torpedo launchers, and it's still pinging vigorously. That torpedo hit. Same unusual detonation. I noticed in the event camera that the detonation seemed to happen a little off the side of the destroyer, not directly against it. I fired another torpedo and saw the same results with that.


At that point I was too nervous about its torpedoes, so I dropped down to about 100 feet to wait it out. It got up a little speed, perhaps 1 knot, and tried gamely to head for me. I figured as stern-heavy as it was (the decks were awash at its stern) it would probably sink, so I was just waiting it out at this point. Finally, about an hour before dawn, I came back up to periscope depth figuring I'd fire another torpedo at it, and it finally sank before I could take a look at it.


I still have no idea what was going on with my Mk 14s, and why they didn't sink the thing. Near as I can figure, the only actual damage I'd done to it was with the Cutie. Do destroyers in FOTRSU set up torpedo nets when they're disabled and immoble? Could it have been seeing my torpedo wakes and shooting the torpedoes?
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Old 06-14-24, 11:08 AM   #5997
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Mid-1943 you are still dealing with the torpedo crisis, so duds are a strong possibility there. The depth-keeping was basically resolved by then by setting the torps much shallower. Even if you have duds turned off, you can still experience them, just not so often, but still probably a 1 in 20 or so chance. As many as you had, you might have the dud torpedoes activated in the gameplay settings, and even without an add-in mod to increase the chances, the game's default can give you quite a few duds in a row. The chance of a premature is increased in the game, to simulate the low-ordnance detonations that also plagued the torpedoes, such that instead of the full effect of the TNT warhead, they might only get 1/3 or 1/2 the strength intended. If they detonate within the damage zone, they probably do inflict some hit points damage. The Cutie was definitely not intended to sink an escort, only disable it so that the skipper could then get to the merchants, though there are some recorded instances of them sinking ships. They are so weak just due to the weight of the device and the electric motor and batteries to propel it. But according to the highly inaccurate and totally unreliable information at my finger tips - if I can read it correctly through my cataracts, the Mark 14 can inflict between 110 and 160 hitposts of damage between 4 and 5.5 meters, which could be roughly 12-16 feet. The closer to that 5.5 meter distance, the more likelihood of there being less damage, though it is still a roll of the dice. It might have boiled down to a wave putting the explosion and the ship closer together to inflict just enough more damage to cause slow flooding that sank her finally. Sounds like some fun you had there. Now, vacate the area at a high rate of speed, and hide for a bit. They are sure to send ships and planes looking for you...
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Old 06-14-24, 01:53 PM   #5998
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Oh, I absolutely have dud torpedoes turned on, and I do see my fair share of prematures and duds.


Playing last night, I ran into another destroyer, and I again fired a Cutie at it. I was at about 100 feet when I fired, and I started up for periscope depth as soon as I heard the detonation, but this destroyer sank before I could get back to periscope depth. I know the RL Cutie wasn't particularly potent, but the in-game Cutie seems to be pretty powerful.

I'm starting to wonder if something's gone wrong with my save file. This is a game I started at the start of the war, so it's been going on for a while now.

More research (and targets) is needed.
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Old 06-14-24, 03:57 PM   #5999
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Definitely calls for more research... If the ship is steaming at you, it will sometimes strike the regular part of the ship as it travels to the props, and can indeed hole it pretty good. I have had a few times though, where I have seen the torpedo explode right in the props / rudder area, and barely phase them at all, and keep coming after me for a time.

As for the Save file, so long as you use a new name for each Save, and remove some of the older ones when in the Captain's Office on shore, then (in theory), you shouldn't have too much issue with file size. It will take longer each time to load though, and longer each time for the Save to complete, so definitely take your time when saving and then exiting. Be sure it has finished writing to the drive before exiting.
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Old 06-14-24, 06:25 PM   #6000
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That's one of the benefits of playing an old game. I've got it running on a fast SSD drive, so I've never really noticed save/load times longer than a few seconds.


But yeah, it mostly just was a puzzler for me. It's honestly one of the things I'm enjoying most from FOTRSU, how often it surprises me!
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