SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-17-20, 07:05 PM | #616 |
Nub
Join Date: Jan 2010
Posts: 3
Downloads: 17
Uploads: 0
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Enemy AI not working right?
Downloded this awesome Mod. Startet a Career in mid 1942 whit a Gato Class Sub, got a Baleo at beginning of 1943. Iam now at July - August 1943. Enemy DDs never Attacked me "right" f. ex. when I attack a convoy the DD or the Escort ship just goes at flank away from me
Some ships cannot be sunk, f. ex. a large liner troop ship, and the fuel consumption seems very low hope I could help whit this report |
03-17-20, 08:06 PM | #617 | |
Nub
Join Date: Jan 2017
Posts: 3
Downloads: 52
Uploads: 0
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Cheers, thanks all Nope, no stops on the way, just a straight trip out of Pearl Harbor towards Area 4. |
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03-18-20, 09:15 AM | #618 | |||
CTD - it's not just a job
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One thing for everyone to remember, is that if you never applied a mod to the game prior to FotRSU v1.004.a, or if you only used FotRSU v1.0.1.g previously, or if you've used every mod in the world prior to v1.004.a, you ~have~ to empty the Save folder prior to playing v1.004.a, else you will get all sorts of "strange" behavior. Version 1.004.a is not 100% backward compatible with v1.0.1.g. There are changes to certain aspects of the campaign files, ships and especially airplanes. These can and will introduce "errors" into the game data. Similarly, make certain the LAA or similar memory "manager" is properly set on the SH4.exe file. |
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03-18-20, 09:40 AM | #619 |
Nub
Join Date: Jan 2010
Posts: 3
Downloads: 17
Uploads: 0
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I use the Steam Sh4+ Uboat missions (1.5)
before I installed the mod made everything from scratch modified the sh4.exe (Admin mode) with LAA ,savefolder deletet lets see if the DDs get better in 1944? if not there might be a problem in the DDs AI have an Intel i7 9700 k 32 GB Ram RTX 2080 8GB should be enough |
03-18-20, 10:13 AM | #620 | |
CTD - it's not just a job
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dvdwildsau, here is an example. The TUS, (3-Stack Liner), loaded with "Ammunition", standing still 1000 yards away, I shot 3 torpedoes in a bow to stern spread. The ship did attempt to take off as soon as they saw my periscope (about 15 seconds), but loaded with ammunition, it took them a bit to even get moving. The ammunition load did secondary explosions after the 2nd torpedo hit. This is as the 3rd torpedo hits, just a pinch aft of where I aimed. Notice that it is already down by the bow, and will sink within two minutes of this (rather strangely also, going practically vertical as it goes):
Now, the same ship, but with a "Freight" load, several minutes after 3 of 6 torpedoes hit: The ship again took off as soon as they saw my periscope, getting up to speed quickly, such that what was aimed at the bow hit in the boiler room (thankfully), the torp aimed amidship barely hit the rudder area, and the one aimed aft completely missed. I shot a fourth and fifth torpedo, missing forward with that fourth shot (the ship slowed and turned), and barely hitting the bow with the fifth. The ship slowed quite a bit then, and I did put another into it, for four hits of six shot from the bow tubes. It finally went dead in the water, and I was able to catch it then, turn and used two of the aft tubes, of which those two hit, and this happened, similar to the 3rd hit with the Ammunition load: From this point, it sank just as fast as above, but it took six instead of two torpedoes... Quote:
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03-18-20, 10:13 AM | #621 | |
Nub
Join Date: Jan 2017
Posts: 3
Downloads: 52
Uploads: 0
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That could be, I've been saving pretty often out of habit, and I've noticed some weird behavior where I'm alternately either still following my route or have to replan the entire thing from scratch when reloading, plus some mix of going to all stop and continuing, which probably points to that issue. I'll restart a new campaign with the same options and try without any saves in the port area. Thanks for the reply! |
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03-18-20, 10:26 AM | #622 |
CTD - it's not just a job
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With a "Normal" reload after what we consider a "normal" Save, you should still have your route with WayPoints set the same. Your boat will go to All Stop though, with appropriate crew responses. That is the way the game normally functions. When you load a save, you then set your telegraph to whatever speed you want and use the "Return to course", and all should be well with the SH4 world. I have been unable to get a "bad" Save when doing experiments, unless I first Save in my Home Port while departing. I cannot remember why I thought to try this (or how this came back to my memory, or where I 'heard' it), but I do remember some other modder discovering this 'phenomenon'some time ago. I do not recall if it is something in that mod, or if Stock also does that. I will go and test the same thing in Stock, if when I arrive off the coast of Japan and sink something (hopefully my boat surviving afterwards... ) and then Saving, it "bombs" or errors on re-Load.
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03-18-20, 11:39 AM | #623 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Right been out of it too long but
What do i need to change to increase the range at which ai subs attack me? Btw are there submerged ai subs here? Regards K |
03-19-20, 02:46 AM | #624 |
Soundman
Join Date: Feb 2015
Location: Dresden, Germany
Posts: 147
Downloads: 49
Uploads: 0
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Is my impression correct that enemy vessels change speed constantly? I'm asking because the 03:15 method that works perfectly in SH 3 doesn't seem to work at all. And since the stadimeter and the automatic speed calculation appears to be completely unreliable, this is very frustrating to me.
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03-19-20, 06:03 AM | #625 | |
Grey Wolf
Join Date: Nov 2010
Location: Texas
Posts: 887
Downloads: 1823
Uploads: 0
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03-19-20, 07:24 AM | #626 | ||
CTD - it's not just a job
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As for the shooting range for the AI subs' torpedoes, since an AI AA gun is used, that would be in the Sim.cfg file. Initially set to 2500 yards (??), it was reduced to 1500 yards so the launches wouldn't happen too soon for the DD that use the torpedo spawn gun, which has the effect of reducing the number of torpedoes shot too early, and increases the rate of hits. The game cannot "aim" AI torpedoes... sigh... Currently, the range is set to 1800 yards, and seems to be a good starting point for the "default" value. The plan is to include an add-in mod later that will take several things to a "longer range" for all things AI, for those that want a "challenge"... Quote:
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03-21-20, 05:39 PM | #627 |
Fastest Gun Around
Join Date: Aug 2019
Location: Agua Fira, New Mexico
Posts: 2,367
Downloads: 527
Uploads: 5
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Hey y'all!
I recently downloaded the FotRS mod and activated it correctly and did everything else correctly. It was working fine up until now. I know that it is common logic not to save in or near ports. I did that and every save game where I was inside or near my home port would crash. Now, every single save game is crashing. The game loads and I click on "Load" in the main menu and load my most recent save game. The bar hangs around at the 100% mark for a while before the "No mission too difficult" thing appears. Then it just CTD's. Any ideas on how to fix this?
__________________
There are no secrets to success. It is the result of preparation, hard work, and learning from failure. — Colin Powell I'm not very active on the forums anymore. If you have a question, please DM me and I'll respond ASAP! |
03-21-20, 10:37 PM | #628 | |
Silent Hunter
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1. did you delete the SaveFolder from your previous mod-set? if not, do that and start your career again. 2. actually, this should be #1. D/L and use Large Address Aware. FOTRSU uses more memory that the stock game so you need to use LAA. good luck.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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03-21-20, 10:44 PM | #629 |
CTD - it's not just a job
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If all Saves are crashing, the first thing to do would be to empty the Save folder to get rid of the bad data that is crashing the game. Then try again. Thus far, this seems to happen most with the Porpoise, but also with a Narwhal if you go to Empire Waters, which that is the most common denominator - going into Empire Waters. I only have two replies as to whether a player had Saved while in port, but both that answered and had Saved in port prior to departure, then had either messed-up gauges and / or bad Saves. I may have found the culprit in the "41a_Jap_HarborTraffic.mis" file, but I don't really know. I have yet to reproduce the issue as "strongly" as any of the other reports we have. The worst I can get is different behavior (as previously described) when re-loading the Saved game after having Saved while in-port on the boat. But I've never CTD'd nor had bad gauges yet...
Now, a few things to remember about this old game:
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03-22-20, 04:59 AM | #630 |
Fastest Gun Around
Join Date: Aug 2019
Location: Agua Fira, New Mexico
Posts: 2,367
Downloads: 527
Uploads: 5
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I think I fixed it actually. I reloaded my autosave from leaving port and started from there instead of where I was originally. I clicked the giant map to get my orders, I received them and then the game loaded for a quick few seconds and then I was in the control room.
I saved my game while I was inside the port so that may have been the trigger, I'm not sure. Maybe a good pointer to other players is to NOT save in port or right outside its gates. If you already said this, my bad.
__________________
There are no secrets to success. It is the result of preparation, hard work, and learning from failure. — Colin Powell I'm not very active on the forums anymore. If you have a question, please DM me and I'll respond ASAP! |
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