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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#8221 |
CTD - it's not just a job
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I would not call it a "fix" for the deck gun. in the true sense of the word, but rather a work-around. As posted above in Submarine Equipment UpgradesV90RC2.pdf, some boats are only stern mounted guns, others are only bow mounted guns. We'll see if that does the job. I have been attempting to test the bow mounted boats, but haven't gotten one to show yet. I might have to do another patrol to get further beyond the date. I'm in the Tambor, and it shows the gun should upgrade sometime after July 31, 1942. I started my career in the Middle of 1942, and have only been out twice on shorter patrols, and it is now August 3rd, so I'll run out on a short one again, and see if I can get a 4" deck gun when I come back in... As for the 5" guns, they didn't come in until late 1943 in real life, and January 1944 in the game, but again, it depends upon where you are based, and some unknown game mojo that I am apparently not familiar with
![]() ![]() Maybe someone will feel adventurous enough to do "mine tubes" for the US subs. I have not even begun to look and see if it is possible to do such. What I would like to see is a NavalBase with limited torpedo and fuel availability, such that if you come into Fremantle in early 1942, you don't get a full tank of diesel, and you only get a dozen Mark 14 torpedoes. Combine that with 8 mines, and you've got a more "realistic" load-out... ![]() ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#8222 |
Swabbie
![]() Join Date: Mar 2017
Posts: 11
Downloads: 20
Uploads: 0
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Anyone has to fight with Crash to Desktop? I have it like every 30 Minutes, dont see an System when it Crashes, seems random. Would be not so bad, but in my last Savegame, i have an Enemy Taskforce about 20NM Infront, i dont see them but i hear them in the Hydro, on this save it Crashes every Minute. Load save -> 1-2 Minutes -> Crash. Maybe an Buggy ship loading results in a Crash?
I have only Sh4 and Fotrs, everything is installed correctly, an normaly works besides the 30 Min Crash. |
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#8223 | |
Machinist's Mate
![]() Join Date: Jun 2016
Location: DFW Texas
Posts: 123
Downloads: 106
Uploads: 0
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https://clips.twitch.tv/EasyColdMouseRalpherZ
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https://www.twitch.tv/immelmann_burn Acer Predator G6-720 Intel Core i7 7th Gen 7700K (4.20 GHz) 16 GB DDR4 NVIDIA GeForce GTX 1080 8 GB GDDR5X 256 GB NVMe SSD 2 TB SATA III SSD 2 TB SATA III HDD Creative Sound BlasterX AE-5 Pure Edition Windows 10 Home 64-Bit, FOTRS Ultimate v0.90_RC3, LAA |
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#8224 | |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
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When I had the Tambor on the current career I switched to forward deck gun and lost the crew compartment which made the weapon useless. Upon receiving the Gar then the Gato I made sure to keep it on the stern. When I got the Balao I switched back to the bow mount when the 5 inch upgrade was offered as a test but again lost the crew compartment making the weapon useless.
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#8225 | |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
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__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#8226 | |
CTD - it's not just a job
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Let us know your computer system specs, with cpu, amount of RAM, hard drives, OS (including whether 32-bit or 64-bit), but also the path where you installed the game, and as to whether or not you emptied the Save game folder ("C:\Users \UserName \Documents \SH4" by default). Thanks ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#8227 | |
CTD - it's not just a job
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"...and bollocks to the naysayers" - Jimbuna |
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#8228 | |
Machinist's Mate
![]() Join Date: Jun 2016
Location: DFW Texas
Posts: 123
Downloads: 106
Uploads: 0
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Tonight I think I am going to reload the save and see if I can break contact and then run around the North side of the shoals as they pass to the south of them and then see if I can lay in wait. ![]()
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https://www.twitch.tv/immelmann_burn Acer Predator G6-720 Intel Core i7 7th Gen 7700K (4.20 GHz) 16 GB DDR4 NVIDIA GeForce GTX 1080 8 GB GDDR5X 256 GB NVMe SSD 2 TB SATA III SSD 2 TB SATA III HDD Creative Sound BlasterX AE-5 Pure Edition Windows 10 Home 64-Bit, FOTRS Ultimate v0.90_RC3, LAA Last edited by Immelmann; 06-02-19 at 06:02 PM. Reason: salute |
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#8229 |
CTD - it's not just a job
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Thanks for the clarification, good sir! Your running to the other side of the possible shoal water, whether you know where they're going or not, would still make for a good video - surely they'll not run through the shallows and run the risk of grounding, would they?...
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"...and bollocks to the naysayers" - Jimbuna |
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#8230 |
Machinist's Mate
![]() Join Date: Jun 2016
Location: DFW Texas
Posts: 123
Downloads: 106
Uploads: 0
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Looks to be 12, half of them destroyers.
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https://www.twitch.tv/immelmann_burn Acer Predator G6-720 Intel Core i7 7th Gen 7700K (4.20 GHz) 16 GB DDR4 NVIDIA GeForce GTX 1080 8 GB GDDR5X 256 GB NVMe SSD 2 TB SATA III SSD 2 TB SATA III HDD Creative Sound BlasterX AE-5 Pure Edition Windows 10 Home 64-Bit, FOTRS Ultimate v0.90_RC3, LAA |
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#8231 |
CTD - it's not just a job
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OK, thanks for that. As I'm editing the TaskForce layers routings, I find that the 43a_Jap_TaskForce_008 group does NOT come up from New Guinea and go "right" to the NNE, and then do the weird turn to the east of Mindanao. Where you encountered it means that it made a right turn se of Mindanao and came directly across south of Mindanao to where you encountered them. The "Loop" probability on waypoint 415 to 443 is set to 100%, so the group cannot go from 415 to 416 and do the turn at 428-429-430. The only route for them to be where you saw them is to go from waypoint 133 to waypoint 429, a relatively straight shot. I do not like these inexplicable bad spawns... by my count, there are at least five ships that are not set correctly in the water. The first is the DD in the opening scene of you vid, sitting too high. The 2nd is the wildly rocking Okinoshima, sitting out of the water. The third is the CA across from it, too high in the water. The fourth is the CVE in front of that, too high in the water, and the fifth is the tanker, which is ~way~ too low in the water. If you find more of that, let us know please. I'm building some test missions to look at the ships individually in RGG. thanks.
![]() Edit: OK, not for sure for certain, but I have found some Waypoints that are outside the boundaries of the groups' tops speeds. ie: group 010 has a ship with a top speed of 15 knots - which would be the maximum for the group, but the group is set to 18.3 knots (eighteen POINT ~THREE~??? say wuh??) at a waypoint nearby to the incident. More 'vestigatin' is called for... ![]() "Poor little guy... probably kept up with you for a mile or so... tough little mutt..."
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"...and bollocks to the naysayers" - Jimbuna Last edited by propbeanie; 06-03-19 at 09:23 AM. Reason: :Hmmm: maybe?? |
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#8232 | |
Machinist's Mate
![]() Join Date: Jun 2016
Location: DFW Texas
Posts: 123
Downloads: 106
Uploads: 0
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https://www.twitch.tv/immelmann_burn Acer Predator G6-720 Intel Core i7 7th Gen 7700K (4.20 GHz) 16 GB DDR4 NVIDIA GeForce GTX 1080 8 GB GDDR5X 256 GB NVMe SSD 2 TB SATA III SSD 2 TB SATA III HDD Creative Sound BlasterX AE-5 Pure Edition Windows 10 Home 64-Bit, FOTRS Ultimate v0.90_RC3, LAA |
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#8233 |
CTD - it's not just a job
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Yes, 16 knot average setting for Makassar Straits, headed for Batavia. Unfortunately, the slowest ship in the group can only do 15 knots, and some of the waypoints are set to 19 knots, which I'm sure contributes to the issues experienced here... I have found multiple TaskForce groups in two files now, that are routed across land in some of the atolls. They almost ~all~ have weird turns in their routing, sometimes as much as a 170 degree turn between three waypoints (ie: heading of 85° at Waypoint 1, reach waypoint 2, and then have a heading of 255° to reach Waypoint 3, like a ">" shape), all for waypoint "loops", which I am going through and eliminating, unless they are "smooth" transitions at the loop points... This will take a while.
Several of the video and / or social media sites have been getting hacked the last few days, which would explain some of their issues, along with the DRM. The DRM in Windows 10 has reached out and bit me myself and I, with music my band had recorded years ago, that I had edited and then experimentally applied "copyright" to (for internet upload) on a Win7 machine that I no longer have. I apparently do not have the "rights" to the music on my new laptop - even though it is mine... very frustrating. ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#8234 |
Watch
![]() Join Date: Apr 2017
Location: Thors Zwillinge & Osnabrück
Posts: 24
Downloads: 215
Uploads: 8
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No idea if I'm right here, but since I did not find any grief box ...:
- Another problem - Ultimate0.8 - Coastal Merchant [NKSQ] - Draft: Recently, NOV. 1944, I wanted to do a couple of test shots with contact and magnetic pistol. Target was the Coastal Merch. Six perfect shots around the recommended depth settings; all missed? ![]() I was excited! Little annoyed, I set another torpedo at 2.60 m - hits, destroyed! Now suspicious, I searched. The NKSQ.cfg gives the draft at 5.48 m / 17.97 (18) ft. ID Book 5.50 m. The cfg also points out that the NKSQ uses the Taihosan model. Taihosan cfg gives the draft at 3,70 m/12,13 (12) ft. Maybe this little thing could be fixed in a next version of the mod, Thanks! P.S .: Will not try for long now. Is it sufficient to change the NKSQ cfg accordingly or are other files affected? ![]() |
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#8235 | |
Ace of the Deep
![]() Join Date: Feb 2004
Location: Colorado
Posts: 1,074
Downloads: 397
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